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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices

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TRAINING FACTIONS & BESTIARY GUNS & GEAR MAIN QUESTS SIDE QUESTS TOUR APPENDICES
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer
Enter keywords to find a specific word
No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!
or phrase. Within each eGuide section, all
sub-sections are displayed for easy
Act 1 navigation.

AIN’T THAT A KICK IN THE HEAD


ALLIED FACTION

NEUTRAL

QUEST FLOWCHART Sit down on the couch in Doc


Delivery Order
Mitchell’s living room.
Talk to Doc Mitchell
Bobby Pins x6
Follow Doc Mitchell to the exit.
Select Name

Follow the doctor (2) to his comfy couch, and Stimpaks x4


Select Gender and appearance learn to use your body again. That shot to the
head played havoc with your motor skills, so
Walk over to the Vigor Tester make sure you learn how to Jump, Pick Up Straight Razor
Items (and put them down again). Pick up the
Select S.P.E.C.I.A.L. stats Brahmin Skull above Doc Mitchell’s fireplace,
and put it down again. Then sit on the couch, Boxing Gloves

Walk over to the couch and sit down and begin a series of word-association and
Rorschach tests. Relax! There’s no wrong
9mm Pistol
answer, although your comments influence
Answer questionnaire
how your trio of Tag skills are chosen. Simply
Reset and choose three new Tag skills if you Laser Pistol
Select Skills don’t like what you get. Next fill in a final
form regarding your past medical history.
Select Traits Check up to two traits that best apply to your Vault 21 Jumpsuit
play style. Then simply follow Doc Mitchell to
Head to the exit the Door to Goodsprings, where the Delivery
Order you were carrying is presented to you, Pip-Boy 3000
along with some Bobby Pins, a Pip-Boy, and
Exit the house
a gift (see below). Doc suggests you talk to
Sunny Smiles before leaving town; she can
help teach you how to fend for yourself in Note The Training chapter of
this book has all the infor-
Adjust Your Score… It Ain’t Cheatin’! the desert. When you’re ready to leave, open mation you need regarding Attributes, Skills,
the door. This prompts you into choosing Traits, and Hardcore mode.
Hardcore mode or not. Once go through the
Walk to the Vit-o-matic Vigor Tester. door, Main Quest: They Went That-A-Way
begins. Tip For more items and weapons,
search all the rooms in
As you leave, you’re presented with a gift Doc Mitchell’s house to uncover
Use the Vit-o-matic Vigor Tester. from the good doctor. The item in question all ammunition, Antivenom, Stimpaks, Rad-X,
depends on which combat skill you tagged: a Gun Case with a Laser Pistol, a Chemistry
Set, a Magazine, some Glasses, and a Broken
9mm Submachine Gun. This sets you up
GUNS

You receive a 9mm Pistol.


reasonably well for your initial explorations.
EN. WEAPONS

You receive a Laser Pistol.


Note The first Quests (Back in
the Saddle, followed by
By a Campfire on the Trail, with the option
EXPLOSIVES

You are handed some Dynamite. to continue with Side Quest: Ghost Town
1 Gunfight/Run Goodsprings Run) are now
available, and the first two are detailed below
After a particularly If you tagged none of these, you receive a
(the third is in the Side Quests chapter).
bad evening, and 9mm Pistol.
These are optional, but it’s recommended
rescue by Victor
You also receive a Straight Razor, as that you complete all three before you start
the Securitron,
MELEE

well as the 9mm Pistol. Main Quest: They Went That-A-Way.


you awake inside
Doc Mitchell’s
You also receive Boxing Gloves, as
UNARMED

medical shack in
2 the settlement of well as the 9mm Pistol.
Goodsprings [4.05]. Choose your name, check
your appearance, and then follow the doc
and Activate the Vit-o-matic Vigor Tester (1).
Follow the on-screen prompts and adjust
your S.P.E.C.I.A.L. attribute values, spending
five additional points. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices

New Vegas Navigation


This Navigation indexes all the essential information contained in this guide so you can easily find what you’re looking for. For all those wandering the wastes
who want an even deeper breakdown, we provide an expanded (and searchable) Navigation. Download it for free at [www.primagames.com/features/fallout].
Training................................... 4 Roulette................................................. 37 By a Campfire on the Trail..................... 70

Welcome to the Mojave Wasteland.....4 Slots....................................................... 37 They Went That-A-Way.......................... 70

Primary Attributes......................... 4 Lucky Horseshoes................................. 37 Ring-a-Ding Ding!.................................. 73

Derived Statistics........................... 7 Caravan.................................................. 37 Act 2............................................ 77

Skills Overview............................... 9 Followers (aka Companions)......... 38 Wild Card: Change .


in Management.................................... 77
Available Skills............................. 10 Characters, Crafting
& Collectibles............................. 40 Wild Card: You .
Traits Overview............................ 11 and What Army?.................................. 79
Services and Vendors ........................... 40
Wild Card: Side Bets.............................. 81
Perks Overview............................. 12
Main Collectibles................................... 40
Wild Card: Finishing Touches............... 86
Challenge, Follower, Unarmed, Secondary Collectibles.......................... 40
and Other Perks.......................... 17 The House Always Wins, I..................... 87
Factions & Bestiary................. 41
Successful Character The House Always Wins, II.................... 90
Development.............................. 19 Part 1: Major Factions.................. 41
The House Always Wins, III................... 91
Character Archetypes................... 21 Part 2: Other Factions: The House Always Wins, IV................... 93
Freeside and Greater
General Training New Vegas................................... 42 The House Always Wins, V.................... 94
and Advice.................................. 24
Part 3: Other Factions: The House Always Wins, VI................... 95
Game Difficulty...................................... 24
Mojave Wasteland....................... 43 The House Always Wins, VII.................. 95
Hardcore Mode...................................... 24
Part 4: The Bestiary..................... 45 Render Unto Caesar............................... 96
Hardcore Tactics.................................... 24
Human-Sized Entities . Et Tumor, Brute?................................. 103
Experience Points (XP).......................... 26 with Higher Functions........................ 45
Things That Go Boom......................... 105
Mapping the Mojave............................... 26 Mutated Animals and .
Wild Abominations.............................. 49 King’s Gambit...................................... 107
Notes...................................................... 26
Wasteland Guns and Gear........ 53 For the Republic, Part 2...................... 111
Challenges............................................. 26
Part I: Weapons............................ 53 You’ll Know It .
Radio Waves........................................... 27 When It Happens............................... 115
Energy Weapons.................................... 54
Flashlight............................................... 27 Arizona Killer...................................... 118
Explosives.............................................. 54
Karma.................................................... 27 Act 3.......................................... 120
Guns...................................................... 55
Reputation............................................. 28 No Gods, No Masters........................... 120
Melee Weapons...................................... 57
The Battle for Wasteland All or Nothing...................................... 124
Supremacy.................................. 29 Unarmed Weapons................................. 58
Veni, Vidi, Vici...................................... 128
Running and Gunning........................... 29 Part II: Ammunition..................... 59
Eureka!................................................ 131
VATS.......................................................... 29
Part III: Gear
Weapon Condition....................................... 29 (Armor and Outfits)..................... 60 Side Quests.......................... 136
Weapon Types........................................ 30
Armor..................................................... 61 Introduction......................................... 136
Weapon Modification............................. 30
Clothing................................................. 61 Aba Daba Honeymoon......................... 138
Going on Maneuvers..................... 31 Ant Misbehavin’................................... 139
Headgear................................................ 63
Clandestine Activities........................... 31 Anywhere I Wander.............................. 141
Part IV: Aid (Ingestibles)............... 64
Environmental Hazards......................... 32 Back in Your Own Backyard................ 142
Food and Drink...................................... 65
Cooking, Tinkering, and Creating: Beyond the Beef................................... 143
Crafting Time....................................... 33 Alcohol................................................... 66

Campfires................................................... 33 Chems.................................................... 66 Birds of a Feather................................ 148


Reloading Benches..................................... 33 Bitter Springs .
Magazines and More.............................. 66
Workbenches.............................................. 33 Infirmary Blues.................................. 150
Crafting Recipes......................................... 33 Plant Life............................................... 66
Bleed Me Dry....................................... 152
Vendors: Healing, Repairing, . Main Quest............................. 67
and Trading.......................................... 35 Booted.................................................. 154

Sleeping and Waiting............................. 36


Introduction................................. 67 Boulder City Showdown...................... 155

Health and Chems................................. 36 Act 1............................................ 68 Bye Bye Love....................................... 157


Ain’t That a Kick in the Head................ 68 Can You Find It .
Gambling...................................... 36
in Your Heart?................................... 159
Back in the Saddle................................ 69
Blackjack............................................... 37

2
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices

Classic Inspiration.............................. 159 The Moon Comes Over . Ending Part 1: Main Quest.................. 428
the Tower........................................... 262
Climb Ev’ry Mountain.......................... 161 Ending Part 2: Female Courier . ......... 428
The White Wash................................... 262
Cold, Cold Heart.................................. 162 Ending Part 3: Male Courier . ............. 428
There Stands the Grass....................... 265
Come Fly With Me................................ 162 Ending Part 4: .
Three-Card Bounty.............................. 267 Followers of the Apocalypse ............ 428
Crazy, Crazy, Crazy.............................. 167
Unfriendly Persuasion......................... 269 Ending Part 5: Great Khans ............... 428
Cry Me a River...................................... 169
Volare!.................................................. 270 Ending Part 6: Goodsprings ............... 428
Debt Collector...................................... 170
Wang Dang Atomic Tango.................... 274 Ending Part 7: Jacobstown ................ 428
Don’t Make a Beggar of Me.................. 173
We Are Legion...................................... 276 Ending Part 8: The Kings ................... 429
ED-E My Love...................................... 175
We Will All Go Together....................... 278 Ending Part 9: Lily ............................. 429
Eye for an Eye...................................... 177
Wheel of Fortune................................. 280 Ending Part 10: The Misfits ............... 429
Eyesight to the Blind........................... 180
Why Can’t We Be Friends?.................. 282 Ending Part 11: NCR .
Flags of Our Foul-Ups.......................... 181 Correctional Facility . ....................... 429
You Can Depend on Me....................... 283
For Auld Lang Syne............................. 183 Ending Part 12: Novac ........................ 429
Young Hearts....................................... 286
G.I. Blues............................................. 185 Ending Part 13: Powder Gangers ....... 429
Tour of the Mojave
Ghost Town Gunfight / . Wasteland........................... 288 Ending Part 14: Primm ....................... 430
Run Goodsprings Run....................... 189
Map Overview and Legend................... 288 Ending Part 15: Rangers .................... 430
Guess Who I Saw Today....................... 192
Zone 1: Northwest Mountains Ending Part 16: Raul .......................... 430
Hard Luck Blues.................................. 194
Primary Locations..........................290 Ending Part 17: .
Heartache by the Number.................... 196 Enclave Remnants . .......................... 430
Zone 1: Secondary Locations.............. 301
High Times........................................... 198 Ending Part 18: Rex . .......................... 430
Zone 2: New Vegas Conurbation
How Little We Know............................ 200 [Exterior Zones] Ending Part 19: Arcade Gannon . ....... 430
Primary Locations.................... 303
I Could Make You Care........................ 205 Ending Part 20: Black Mountain ........ 431
Zone 2: Secondary Locations.............. 323
I Don’t Hurt Anymore.......................... 210 Ending Part 21: Boomers ................... 431
Zone 2: Underground Access .
I Forgot to Remember to Forget.......... 211 Entrances/Exits................................. 325 Ending Part 22: Boone ....................... 431
I Fought the Law.................................. 212 Ending Part 23: .
Zone 2: New Vegas Conurbation
Brotherhood of Steel ........................ 431
I Hear You Knocking........................... 215 [Interior Zones] Primary
Locations.................................. 325 Ending Part 24: Rose .
I Put a Spell on You............................. 216 of Sharon Cassidy ............................ 431
Zone 2A: Westside............................... 326
Keep Your Eyes on the Prize............... 220 Ending Part 25: ED-E ......................... 431
Zone 2A: Secondary Locations.................. 327
Left My Heart....................................... 220 Zone 2B: North Vegas Square.............. 328 Ending Part 26: Fiends ....................... 431
Medical Mystery................................... 222 Zone 2B: Secondary Locations.................. 329 Ending Part 27: Veronica..................... 432
My Kind of Town.................................. 223 Zone 2C: Freeside................................ 329
Appendix II: Challenges.............. 432
Zone 2C: Secondary Locations.................. 335
No, Not Much....................................... 225
Zone 2D: New Vegas Strip................... 338 Appendix III: Achievements
Nothin’ But a Hound Dog.................... 226 and Trophies............................ 434
Zone 2D: Secondary Locations.................. 352
Oh My Papa.......................................... 228 Zone 2E: South Vegas Ruins............... 353 Appendix IV: Vendors, Weapon
Upgrades, & Gambling Dens...... 435
One For My Baby................................. 232 Zone 2E: Secondary Locations.................. 353
Zone U2: New Vegas Sewers................ 354 Appendix V: Crafting Locations.... 436
Pheeble Will......................................... 234

Pressing Matters.................................. 236 Zone 3: Northeast Territories Appendix VI: Collectibles:


Primary Locations.................... 356 Snow Globes............................. 439
Restoring Hope.................................... 236
Zone 3: Secondary Locations.............. 377 Appendix VII: Collectibles:
Return to Sender................................. 239 Caravan Cards & Players........... 439
Zone 4: Southwest Desert
Someone To Watch Over Me................ 242 Appendix VIII: Collectibles:
Primary Locations.................... 380
Still in the Dark................................... 244 Hollowed-Out Rocks.................. 439
Zone 4: Secondary Locations.............. 393
Sunshine Boogie................................. 251 Appendix IX: Skill Books............ 440
Zone 5: Central Mountains
Talent Pool........................................... 252 Primary Locations.................... 396 Appendix X: Skill Magazines....... 441
Tend to Your Business........................ 254 Zone 5: Secondary Locations.............. 414 Appendix XI: Sunset
Sarsaparilla Star Bottle Caps..... 444
That Lucky Old Sun............................ 255 Zone 6: East Cliffs and South
Rad Zone Primary Locations..... 417 Appendix XII: Unique Items........ 446
The Legend of the Star .
and A Valuable Lesson...................... 257 Zone 6: Secondary Locations.............. 426 Appendix XIII:
Unique Weapons........................ 447
The Coyotes......................................... 259 Appendices........................... 428
The Finger of Suspicion...................... 261 Appendix XIV: Wild
Appendix I: This Is the End........ 428
Wasteland Oddities................... 448

3
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Training
Welcome to the Mojave Wasteland
You’ve narrowly escaped almost certain death and suffocation in a shallow grave: Welcome to the Mojave
Wasteland, survivor! The following few chapters details how to spend your Statistics, Skill, and Perk
points; choose traits; and learn the key survival skills for Crafting and Upgrading armaments. It also Tip For those with
experience adventuring
includes the following: tips on the inhospitable Hardcore mode and how to interact with the Factions on the East Coast, look for this icon,
and your Reputation; character archetypes to help you streamline your advancement; more involved which introduces any major changes between
training; and a showcase of all the weapons, armor, and aid you should look for during your adventure. Fallout 3 and Fallout: New Vegas, so you
The Fallout: New Vegas game manual that came with your copy of the game must be read from cover to know what’s different.
cover so you’re familiar with the basics of this adventure. Come back here when you’re done....

Primary Attributes
SPECIAL Effects SPECIAL Associated Ability Skills Modified
Also known as Primary Statistics, SPECIAL is an acronym that stands for Action Points (APs) in VATS, Speed (Weapon Draw,
Agility Guns, Sneak
your seven primary attributes (which are Strength, Perception, Endurance, Weapon Reload, Maximum Run)
Charisma, Intelligence, Agility, and Luck). Think of these as the foundation Luck Critical Chance (all weapons), Enemy mishaps All skills (a little)
of not only your character, but those you encounter in the Mojave as
well, including creatures. Each attribute can range from 1 (wretched) to When a SPECIAL attribute affects a skill, it does so by the amount shown in
10 (astounding). Remember that in general terms, the higher a primary the next table, with the exception of Luck (which affects all skills, but at a
attribute, the more impressive the associated ability and skill bonuses are, as much lower rate).
the following table indicates: SPECIAL Associations Table II
SPECIAL Associations Table I Skill Luck Skill Luck
SPECIAL Associated Ability Skills Modified SPECIAL Modifier (%) Modifier (%) SPECIAL Modifier (%) Modifier (%)
Strength Carry Weight Melee Weapons, Guns (heavier weapons) 1 Skill + 2 Skill + 1 6 Skill + 12 Skill + 3
Perception Compass Range, Accuracy Explosives, Lockpick, Energy Weapons 2 Skill + 4 Skill + 1 7 Skill + 14 Skill + 4
Endurance Heath, Resistance Survival, Unarmed 3 Skill + 6 Skill + 2 8 Skill + 16 Skill + 4
Charisma Companion Nerve, Disposition Barter, Speech 4 Skill + 8 Skill + 2 9 Skill + 18 Skill + 5
Intelligence Skill Points per level Medicine, Repair, Science 5 Skill + 10 Skill + 3 10 Skill + 20 Skill + 5

Fun! Accurate! Scientific! Try It Now!


You allocate SPECIAL With 10 ranks, and each allowing you to add 1 point to any attribute, this
points during your time allows you to add 10 additional points, instead of accessing other perks.
of convalescence at Doc
Mitchell’s House, before Strength
you venture out into
Goodsprings for the first Strength will tell you how easily a cowboy totes his saddle and those bigger
time since the “premature firearms, or how much help he’s gonna be for ya in the saloon brawl.
burial.” Test your attributes
out at the Vit-o-matic Carry Unarmed
Vigor Tester (as shown), Strength Weight (lb)* Damage (HP)† Skill Modifiers (%)‡
where you can redis- 1 Wet Noodle 160 0.5 Melee Weapons +2
tribute points manually to
lay the foundation for exactly the type of Courier you want to be. Once you leave 2 Beached Jellyfish 170 1 Melee Weapons +4
Goodsprings for the first time, you have the option to “Rebuild your Character,” if 3 Doughy Baby 180 1.5 Melee Weapons +6
you want to make changes since you left Doc Mitchell’s recuperation room. 4 Lightweight 190 2 Melee Weapons +8
À You have a grand total of 40 points to spend across the seven primary
5 Average Joe 200 2.5 Melee Weapons +10
attributes; however seven of those points are automatically allotted, as you must
have a minimum of 1 point in every attribute. However, the rest can be freely 6 Barrel Chested 210 3 Melee Weapons +12
distributed as you wish. Before you do, be sure to check the following infor- 7 Beach Bully 220 3.5 Melee Weapons +14
mation on which associated skills and perks are affected by each attribute.
8 Circus Strongman 230 4 Melee Weapons +16
9 Doomsday Pecs 240 4.5 Melee Weapons +18
Tip Flip forward a few pages, read up on the skills and perks
that you’re interested in, and then check back here to 10 Hercules’ Bigger Cousin 250 5 Melee Weapons +20
figure out which primary attribute affects them; then bump up
* Carry Weight: Every item you scavenge has a weight associated with it. The stronger you are, the more you can carry without
the attribute to get the biggest bonus you can (without crippling your being over-encumbered (which stops you running and slows your normal speed).
character in other ways, of course!).
† Unarmed Damage: If you’re planning to use your fists, or Unarmed Weapons (such as the Zap Glove), expect to add this
amount of damage to every strike.

Tip It appears Vault-Tec ran out of Bobbleheads to ‡ Skill Modifiers: You permanently add this percentage to your Melee Weapons skill.
distribute to Western Vaults: Attributes can only be
augmented with special, and highly expensive Implants, which is Associated Skills, Perks, and Derived Statistics
the only way to improve your statistics.
Skill: Melee Weapons Skill: Unarmed

Associated Skills, Perks, and Derived Statistics Statistic: Carry Weight


Perk: Intense Training

4
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Perk STR Required Level Perk STR Required Level


Associated Skills, Perks, and Derived Statistics
Heave, Ho! STR 5 2 Unstoppable Force STR 7 12
Stonewall STR 6 8 Weapon Handling STR < 10 16 Skill: Survival Skill: Unarmed
Strong Back STR 5 8 Strength Implant STR < 10 N/A
Statistic: Poison Resistance Statistic: Radiation Resistance
Super Slam STR 6 8
Perk END Required Level Perk END Required Level
Perception Lead Belly END 5 6 Long Haul END 6 12
A perceptive cowboy always knows when there’s a lit stick of dynamite Rad Resistance END 5 8 Solar Powered END 7 20
nearby… or when a varmint’s sneakin’ up on him. Stonewall END 6 8 Rad Absorption END 7 28
Perception Skill Modifiers (%)* Strong Back END 5 8 Endurance Implant END < 10 N/A
1 Deaf Bat Energy Weapons +2, Explosives +2, Lockpick +2 Life Giver END 6 12
2 Senile Mole Energy Weapons +4, Explosives +4, Lockpick +4
3 Squinting Newt Energy Weapons +6, Explosives +6, Lockpick +6 Charisma
4 Unsuspecting Trout Energy Weapons +8, Explosives +8, Lockpick +8 You’ll find there are some smooth-talkin’ cowboys out there that got
5 Wary Trout Energy Weapons +10, Explosives +10, Lockpick +10 themselves a voice sounds like an angel’s harmonica.
6 Alert Coyote Energy Weapons +12, Explosives +12, Lockpick +12 Charisma Companion Nerve (%)* Skill Modifiers (%)†
7 Big-eyed Tiger Energy Weapons +14, Explosives +14, Lockpick +14 1 Misanthrope Armor and Damage +5 Barter +2, Speech +2
8 Monocled Falcon Energy Weapons +16, Explosives +16, Lockpick +16 2 Old Hermit Armor and Damage + 10 Barter +4, Speech +4
9 Sniper Hawk Energy Weapons +18, Explosives +18, Lockpick +18 3 Creepy Undertaker Armor and Damage + 15 Barter +6, Speech +6
10 Eagle with Telescope Energy Weapons +20, Explosives +20, Lockpick +20 4 Peevish Librarian Armor and Damage + 20 Barter +8, Speech +8
* Skill Modifiers: You instantly (and permanently) add this percentage to these skills. 5 Substitute Teacher Armor and Damage + 25 Barter +10, Speech +10
6 Cheery Salesman Armor and Damage + 30 Barter +12, Speech +12
Associated Skills, Perks, and Derived Statistics 7 Diplomat Armor and Damage + 35 Barter +14, Speech +14
Skill: Energy Weapons Skill: Explosives 8 Movie Star Armor and Damage + 40 Barter +16, Speech +16
9 Casanova Armor and Damage + 45 Barter +18, Speech +18
Statistic: Easier to detect 10 Cult Leader Armor and Damage + 50 Barter +20, Speech +20
Skill: Lockpick
enemies on Compass
* Companion Nerve: This is the percentage bonus to Armor and Damage inflicted by a Follower.
Statistic: Increased accuracy to † Skill Modifiers: You instantly (and permanently) add this percentage to these skills.
your attacks
Associated Skills, Perks, and Derived Statistics
Perk PER Required Level Perk PER Required Level
Four Eyes (Trait) PER < 10 N/A Better Criticals PER 6 16 Skill: Barter Skill: Speech
Friend of the Night PER 6 2 Infiltrator PER 7 18
Statistic: Companion Nerve Statistic: Disposition of Others
Sniper PER 6 12 Perception Implant REP <10 N/A
Light Step PER 6 14 Perk CHR Required Level Perk CHR Required Level
Ferocious Loyalty CHR 6 6 Charisma Implant < 10 N/A
Endurance Animal Friend CHR 6 10

You can’t keep a good cowboy down, not if he’s the endurin’ type...and not if
he’s got a six-shooter the size of all tarnation. Intelligence
Endurance Initial Health* Skill Modifiers (%)† A smart cowboy’s good at most anything, from suckin’ the poison out of your
rattler bite to fixin’ your broken wagon axle.
1 Basically Dead 120 20 + (Level x10) Survival +2, Unarmed +2
Intelligence Skill Points* Skill Modifiers (%)†
2 Crumbly 140 40 + (Level x10) Survival +4, Unarmed +4
1 Sub-brick 10.5 Medicine +2, Repair +2, Science +2
3 Do Not Bend 160 60 + (Level x10) Survival +6, Unarmed +6
2 Vegetable 11 Medicine +4, Repair +4, Science +4
4 Handle with Care 180 80 + (Level x10) Survival +8, Unarmed +8
3 Cretin 11.5 Medicine +6, Repair +6, Science +6
5 Stain-resistant 200 100 + (Level x10) Survival +10, Unarmed +10
4 Knucklehead 12 Medicine +8, Repair +8, Science +8
6 Hardy 220 120 + (Level x10) Survival +12, Unarmed +12
5 Knowledgeable 12.5 Medicine +10, Repair +10, Science +10
7 Tough-as-nails 240 140 + (Level x10) Survival +14, Unarmed +14
6 Gifted 13 Medicine +12, Repair +12, Science +12
8 Flame Retardant 260 160 + (Level x10) Survival +16, Unarmed +16
7 Smartypants 13.5 Medicine +14, Repair +14, Science +14
9 Bulletproof 280 180 + (Level x10) Survival +18, Unarmed +18
8 Know-it-all 14 Medicine +16, Repair +16, Science +16
10 Unstoppable 300 200 + (Level x10) Survival +20, Unarmed +20
9 Genius 14.5 Medicine +18, Repair +18, Science +18
* Initial Health: Because this is the amount of damage you can take before dying, figure out what type of combat you’re
planning: You need more health if you’re going to wade into hand-to-hand combat, and less if you’re sniping from long range. 10 Omniscient 15 Medicine +20, Repair +20, Science +20
† Skill Modifiers: You instantly (and permanently) add this percentage to these skills. * Skill Points: The number of points you can allocate to skills each time you level up. Any “half-points” are carried over to an
even level number. So an adventurer with 9 Intelligence gains 14 Skill Points at Level 3, 15 Skill Points at Level 4, and so on.

Note Fatigue: Fatigue is nonfatal damage. If enough Fatigue † Skill Modifiers: You instantly (and permanently) add this percentage to these skills.
damage is sustained, a character will simply become At Levels 10 and 20, this is what a 1, 5, and 10 Intelligence adventurers’ Skill
unconscious. This is a invisible stat that determines when you get Points total look like:
knocked down/stunned—hand to hand weapons like the boxing gloves
Intelligence Skill Points (Level 10) Skill Points (Level 20)
or some poisons deal damage to fatigue rather than HP. The higher your
END, the longer you last before becoming Fatigued. 1 105 210
5 125 250
10 150 300

5
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Speed isn’t something you can easily


Associated Skills, Perks, and Derived Statistics quantify, but Agility has an effect on
three different aspects of your speed:
Skill: Medicine Skill: Repair Weapon Draw (1): The time it takes
to grab a weapon from its holster,
and point it forwards.
Skill: Speech Statistic: Skill Points
Weapon Reload (2): The time it
takes to shove in another clip or 3
Perk INT Required Level Perk INT Required Level slug into a ranged weapon.
Retention INT 5 2 Pack Rat INT 5 8 Maximum Run Speed (3): How quickly you traverse the landscape, whether
Swift Learner INT 4 2 Nerd Rage! INT 5 10 encumbered or not.

Comprehension INT 4 4 Computer Whiz INT 7 18


Educated INT 4 4 Intelligence Implant INT < 10 N/A Tip Even without an amazing Agility, you can increase your
Run Speed by putting away any two-handed weapon you’d
Entomologist INT 4 4 otherwise be using.

Monosyllabic Grunting, or Polite Discourse?


Luck
Some folks claim not to believe in luck, but when they lose in a duel you’ll
hear them say “That lucky son-of-a-gun!”

Luck Skill Modifiers (%)*


1 13 Pitch-black Cats Critical Chance +1, All Skills +1
2 Broken Gypsy Mirror Critical Chance +2, All Skills +1
1 2
3 Sickly Albatross Critical Chance +3, All Skills +2
Intelligence affects occasional conversations you can have with Mojave
Wasteland folk, as these pictures demonstrate. One picture (1) is a conver- 4 Spilled Salt Critical Chance +4, All Skills +2
sation dialogue you can have if you’re gifted in the arts of brain power. The 5 Coin Flip Critical Chance +5, All Skills +3
other (2) shows that basic grasping of sentences can be difficult for less Intel-
6 Stacked Deck Critical Chance +6, All Skills +3
ligent adventurers.
7 Lucky 7 Critical Chance +7, All Skills +4
Agility 8 Leprechaun’s Foot Critical Chance +8, All Skills +4

When a fella’s in a gunfight and shoots the other guy six times before they 9 21-Leaf Clover Critical Chance +9, All Skills +5
can get off a shot, it’s ’cause that fella is agile. 10 Two-headed Coin Flip Critical Chance +10, All Skills +5
Agility Action Points (AP)* Skill Modifiers (%)† * Skill Modifiers: This affects Critical Chance and raises every skill value by a small amount.
1 Walking Disaster 68 Guns +2, Sneak +2
2 Accident Prone 71 Guns +4, Sneak +4
Associated Skills, Perks, and Derived Statistics
3 Oaf 74 Guns +6, Sneak +6 Skill: All Statistic: Critical Chance
4 Butterfingers 77 Guns +8, Sneak +8
Statistic: Enemy Mishaps Statistic: Gambling
5 Under Control 80 Guns +10, Sneak +10
6 Catlike 83 Guns +12, Sneak +12 Perk LCK Required Level Perk LCK Required Level
7 Knife Thrower 86 Guns +14, Sneak +14 Fortune Finder LCK 5 6 Mysterious Stranger LCK 6 10
8 Knife Catcher 89 Guns +16, Sneak +16 Scrounger LCK 5 8 Better Criticals LCK 6 16
9 Acrobatic Marvel 92 Guns +18, Sneak +18 Miss Fortune LCK 6 10 Luck Implant LCK < 10 N/A
10 Walks on Water 95 Guns +20, Sneak +20
* Action Points: These are used up during VATS attacks each time you fire or hit a foe. They regenerate faster depending on your Agility too. All the Luck in the World
† Skill Modifiers: You instantly (and permanently) add this percentage to these skills.

Associated Skills, Perks, and Derived Statistics


Skill: Guns Skill: Sneak

Statistic: Speed (Weapon Draw,


Weapon Reload, Maximum Run Statistic: Action Points
Speed) 1 2
Statistic: Action Points Regen- Statistically speaking, Luck plays a
eration role that’s difficult to properly spot.
However, expect a greater chance of
Perk AGL Required Level Perk AGL Required Level the following occurring if you have a
Small Frame (Trait) AGL < 10 N/A Light Step AGL 6 14 high Luck:
Critical Chance (1): A higher
Rapid Reload AGL 5 2 Action Boy/Action Girl AGL 6 16
possibility of scoring a Critical
Quick Draw AGL 5 8 Slayer AGL 7 24 Hit in VATS which (depending on
the weapon) causing additional 3
Silent Running AGL 6 12 Nerves of Steel AGL 7 26
damage with a single shot, or a host of other effects (such as Crippling,
Sniper AGL 6 12 Agility Implant < 10 N/A
killing, or passing through the armor of a target).
The Need for Speed Enemy Mishaps (2): If you have a high Luck, expect enemy grenades to
detonate a little earlier, they may fire slightly later, aim slightly wider, or
hit their brethren slightly more frequently.
Gambling (3): If you’re playing Blackjack, Roulette, or the Slots, and you
“feel lucky” during a win, that’s a direct result of your Luck score.

1 2

6
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Derived Statistics
Derived Statistics are a second, related set of values determined automat- Strength Carry Weight (lb) Strength Carry Weight (lb)
ically, based on the primary attributes (SPECIAL) and skills that you can
allocate points to, or certain perks. There are different ways to increase (and 1 Wet Noodle 160 6 Barrel Chested 210
decrease) these Derived Statistics; they aren’t just affected by your attributes. 2 Beached Jellyfish 170 7 Beach Bully 220
3 Doughy Baby 180 8 Circus Strongman 230
Tip Imagine you want to modify your Carry Weight. This is
affected by the following:
4 Lightweight 190 9 Doomsday Pecs 240
You could increase or decrease your Strength, 5 Average Joe 200 10 Hercules’ Bigger Cousin 250
Or, you could take the Strong Back perk.
Carry Weight Modifiers
Modifier Type Name Bonus/Penalty Time-Frame
Action Points Perk Strong Back CW +50 Permanent
As the name suggests, the higher the number, the more actions you can Food Bighorner Steak STR +3 (CW +30) Temporary
accomplish before another entity (whether friend or foe) reacts back. Your
total number of Action Points (AP) is visible only on your Pip-Boy’s Stats Food Brahmin Steak STR +3 (CW +30) Temporary
screen. Otherwise, AP are represented by a bar on your HUD. Your AP bar Food Cook-Cook’s Fiend Stew STR +3 (CW +30) Temporary
is constantly in motion, retracting as you shoot weapons or access your Food Gecko Meat STR -3 (CW -30) Temporary
inventory, and filling back up when not engaged in these types of moves.
Don’t worry about running out of AP unless you are engaged in VATS mode Food Mississippi Quantum Pie STR +1 (CW +10) Temporary
combat. Food Mole Rat Stew STR +3 (CW +30) Temporary
À So, why not act in “real time” and ignore VATS mode? Because VATS allows Drink Rum & Nuka STR +1 (CW +10) Temporary
easier takedowns, focused combat, and more pronounced effects. That Fiend
in the distance may be difficult to manually decapitate, but expend some
Drink Beer STR +3 (CW +30) Temporary
Action Points in VATS, and you’re playing at your full potential; you’re as Drink Jake Juice STR +3 (CW +30) Temporary
proficient as your points allocations allow. Most of all, VATS gives you an Drink Moonshine STR +2 (CW +20) Temporary
additional +15% chance of a critical hit: That’s a four times improvement for
a character with a Luck of 5. Drink Scotch STR +3 (CW +30) Temporary

Agility Action Points (AP) Agility Action Points (AP) Drink Whiskey STR +3 (CW +30) Temporary

1 Walking Disaster 68 6 Catlike 83 Drink Dixon’s Whiskey STR +3 (CW +30) Temporary

2 Accident Prone 71 7 Knife Thrower 86 Drink Wine STR +2 (CW +20) Temporary

3 Oaf 74 8 Knife Catcher 89 Chem Ant Nectar STR +4 (CW +40) Temporary

4 Butterfingers 77 9 Acrobatic Marvel 92 Chem Buffout STR +2 (CW +20) Temporary

5 Under Control 80 10 Walks on Water 95 Chem Silver Sting STR -2 (CW -20) Temporary
Radiation 600 Rads STR -1, CW -20 Temporary
Action Point Modifiers Radiation 800 Rads STR -2, CW -20 Temporary
Modifier Type Name Bonus/Penalty Time-Frame Addiction Nectar Withdrawal STR -2 (CW -20) Temporary
Perk Math Wrath AP Costs -10% Permanent Addiction Buffout Withdrawal STR -1 (CW -10) Temporary
Perk Plasma Spaz AP Costs -10% Permanent Addiction Steady Withdrawal STR -1 (CW -10) Temporary
Perk (Challenge) Beautiful Beatdown AP Costs Reduced (Unarmed) Permanent
Food Irradiated Sugar Bombs AP +15 Temporary Critical Chance
Food Mississippi Quantum Pie AP +20 Temporary Every time you strike an opponent (or receive a hit yourself) there’s a chance
that hit will inflict Critical Damage. The exact amount of Critical Damage
Food Mushroom Cloud AP +9 Temporary
varies depending on the weapon, whether or not it’s a Sneak attack, and
Food NukaLurk Meat AP +30 Temporary whether or not you are in VATS In most cases Critical Damage is double
Food Nuka-Cola Quantum AP +20 Temporary normal damage and the chance of a critical hit is simply your Luck as
a percentage. However, with certain weapons, such as the Laser Rifle,
Food Nuka-Cola Victory AP +30 Temporary additional effects occur when a critical is successful, such as the enemy
Food Sugar Bombs AP +15 Temporary being immolated into a pile of dust!
Food Trail Mix AP +15 Temporary Luck Critical Chance (%) Luck Critical Chance (%)
Chem Jet AP +15 Temporary 1 13 Pitch-black Cats Critical Chance +1 6 Stacked Deck Critical Chance +6
Chem Dixon’s Jet AP +10 Temporary 2 Broken Gypsy Mirror Critical Chance +2 7 Lucky 7 Critical Chance +7
Chem Rocket AP +30 Temporary 3 Sickly Albatross Critical Chance +3 8 Leprechaun’s Foot Critical Chance +8
Chem Ultrajet AP +40 Temporary 4 Spilled Salt Critical Chance +4 9 21-Leaf Clover Critical Chance +9
Radiation 400 Rads AP -2 Temporary 5 Coin Flip Critical Chance +5 10 Two-headed Coin Flip Critical Chance +10
Radiation 600 Rads AP -4 Temporary
Critical Chance Modifiers
Radiation 800 Rads AP -4 Temporary
Modifier Type Name Bonus/Penalty Time-Frame
Perk Finesse Crit. Chan +5% Permanent
Note You can perform a number of actions in both regular
“run and gun” and VATS modes. These actions consume
Perk Finesse Crit. Chan +15% (Melee and Unarmed only) Permanent
Action Points. Attack with any kind of weapon except a Rifle or Big Gun Perk Ninja Crit. Chan +15% Permanent
and it takes 10 AP. Crouching or standing takes 10 AP. Firing a Rifle Trait Built to Destroy Crit. Chan +3% Permanent
takes 25 AP. Firing a Big Gun with a projectile takes 75 AP. Magazine True Police Stories Crit. Chan +20% Temporary

Carry Weight (aka Inventory Weight) Damage Threshold


Your Carry Weight, shown on your Pip-Boy’s Inventory menu, determines When you attack a foe, you may notice a small shield icon pop up to the left
how much you can carry before you become over-encumbered, slow down, of his health. This indicates the foe is wearing Armor which is absorbing
and eventually stop. It is determined by your Strength. some of the damage your weapon is inflicting on him. This is called “Damage
Threshold” (DT). DT is the amount of damage subtracted from every instance
of DAM hitting a target. For practical purposes, this means that heavier
armor requires higher DAM weapons to overcome the armor’s toughness.

7
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

À For example, if a foe has a total DT of 7, and is hit by three bullets each Hit Points Modifiers
inflicting 12 points of damage (DAM), the foe takes 5 damage per bullet (12 -
7) for a total of 15. Modifier Type Name Bonus/Penalty Time-Frame
À Another example: The Anti-Material Rifle is one of the most powerful Perk Life Giver HP +30 Permanent
weapons in the Mojave; not because of the DPS it inflicts, but because there Perk Solar Powered HP +1(10s) Permanent
is no armor that resists it. However, no armor is completely bullet-proof;
weapons always inflict damage equal to their Minimum DAM multiplier. Perk Better Healing HP bonus Permanent (with Arcade Gannon)
Exact statistical evidence for this isn’t available to you, but this multiplier Perk Calm Heart HP +50 (Cass) Permanent (with Cass)
kicks in where a foe’s DT is obliterating more of your weapon’s DAM. Implant Monocycle Breeder HP +1(3s) Permanent
Practically; this means that weapons still inflict marginal damage, even when
seriously outclassed. How can you tell? When you fire off a burst, and your Chem Buffout HP +60 Temporary
enemy only loses a tiny bit of health, and the “shield” icon flashes near their
Hit Points.
À Sneak Attacks and “Ignoring Armor”: Weapons that ignore armor and
Sneak attacks now technically don’t actually ignore a foe’s protection.
Note Note: There are a large number of Food and associated
ingestible items giving an HP bonus. Consult the
“Ingestibles” table in the “Guns and Gear” chapter for more information.
Instead, weapons may have a property known as “Armor Piercing.” This
lowers a foe’s DT by -15.
À Stealth attacks negate DT equal to 25 percent of the weapon’s DAM. But
don’t fret; these type of attacks are still devastating: Leather armor may
Melee and Unarmed Damage
be completely ignored, Metal Armor is only as strong as an Armored Vault These two types of “close quarter” damage are sometimes difficult to
Jumpsuit, and even the mighty T51-b Power Armor can become as weak as distinguish, so follow this rule: If you’re inflicting Melee Damage, you are
standard leather. using a weapon in one or both hands that is designed to directly strike a foe,
such as a 9 Iron golf club. Unarmed Damage is punishment inflicted by just
your fists, and by specialized Unarmed weapons such as Brass Knuckles.
Tip Having trouble taking down a foe due to their DT? Then
switch weapons and try out others that may be more
Unarmed Damage is determined by your Unarmed skill. Your Unarmed
Damage is 25% of your Unarmed skill. So if you have a skill of 60, you do
effective. Or swap your ammunition type to armor-piercing. When 15 points of damage. Any Unarmed Weapon Damage is added to this. You
the “shield” is no longer seen when you inflict damage on a foe, you’re can do additional Melee damage if you increase your strength, and Unarmed
striking with full damage. Many ammo types can be converting to armor- damage if you increase your Endurance.
piecing variants at a Reloading Bench.
Strength Unarmed Damage (HP) Melee Weapon Skill Bonus
1 Wet Noodle +0.5 Melee Weapons +2
Damage Threshold Modifiers
2 Beached Jellyfish +1 Melee Weapons +4
Modifier Type Name Bonus/Penalty Time-Frame
3 Doughy Baby +1.5 Melee Weapons +6
Perk Toughness 1 DT +3% Permanent
4 Lightweight +2 Melee Weapons +8
Perk Toughness 2 DT +6% Permanent
5 Average Joe +2.5 Melee Weapons +10
Perk Nerd Rage! DT +15% (when Health = 20% or lower) Permanent
6 Barrel Chested +3 Melee Weapons +12
Drink Nuka-Cola Quartz DT +6% Temporary
7 Beach Bully +3.5 Melee Weapons +14
Drink Whiskey DT +6% Temporary
8 Circus Strongman +4 Melee Weapons +16
Chem Med-X DAM RES +25% Temporary
9 Doomsday Pecs +4.5 Melee Weapons +18
Chem Slasher DAM RES +25% Temporary
10 Hercules’ Bigger Cousin +5 Melee Weapons +20

Hit Points Endurance Unarmed Skill Bonus Endurance Unarmed Skill Bonus
Your Hit Points (Health) is shown both in your Pip-Boy and onscreen. When 1 Basically Dead Unarmed +2 6 Hardy Unarmed +12
you reach 0 Hit Points, you are dead. Your Endurance statistic determines your
2 Crumbly Unarmed +4 7 Tough-as-nails Unarmed +14
starting Hit Points, and you gain 10 more each time you level up. Naturally, the
more Hit Points you have, the better your chances at survival are. 3 Do Not Bend Unarmed +6 8 Flame Retardant Unarmed +16
À Your enemies also have a finite amount of Hit Points, and the same rules 4 Handle with Care Unarmed +8 9 Bulletproof Unarmed +18
apply. In addition, your Hit Points represent the total health of your entire 5 Stain-resistant Unarmed +10 10 Unstoppable Unarmed +20
body: each body part accounts for a percentage of total Hit Points. This
means, for example, that shooting a 100 Hit Point Fiend in the torso requires Melee and Unarmed Damage Modifiers
you to damage her for 46 points before the body part is crippled. Remember
that the Fiend’s armor also stops some of the incoming damage. The Modifier Type Name Bonus/Penalty Time-Frame
following table shows every entity’s body part health as a percentage of the Trait Good Natured -5 Melee Dam., -5 Unarmed Dam. Permanent
total Hit Points. Creatures all have unique body part Hit Points distributions.
Perk Intense Training -10 +1-10 STR (Unarmed Dam. +0.5-5) Permanent
Notice that you have very high body part Hit Points. You are the hero. You’re
a pretty tough guy. Perk Intense Training -10 +1-10 END (Melee Dam. +2-20) Permanent

Body Part Entity Hit Points (Human-shaped) Your Hit Points Perk Piercing Strike Ignores 15 DT Points (Melee and Unarmed) Permanent

Head 20% 75% Increased Melee and Unarmed Damage through


Perk Unstoppable Force Permanent
enemy blocking
Torso 60% 255%
Perk Strength Implant +1 STR (Unarmed Dam. +0.5) Permanent
Left Arm 25% 100%
Implant Endurance Implant +1 END (Melee Dam. +2 Permanent
Right Arm 25% 100%
Food Barrel Cactus Fruit END -3 (-6 Melee. Dam) Temporary
Left Leg 25% 150%
Food Bighorner Steak STR +3 (Unarmed Dam. +1.5) Temporary
Right Leg 25% 150%
Food Brahmin Steak STR +3 (Unarmed Dam. +1.5) Temporary
Food Cook-Cook’s Fiend Stew STR +3 (Unarmed Dam. +1.5) Temporary
Tip This is one reason why limb shots are favored by profes-
sional Wasteland killers. As long as your aim is good, you
Food Gecko Meat STR -3 (Unarmed Dam. -1.5) Temporary
only need pare down a percentage of a foe’s total Health to cripple Food Mississippi Quantum Pie STR +1 (Unarmed Dam. +0.5) Temporary
that limb. In most cases you inflict double damage if you aim at the head Food Mole Rat Stew STR +3 (Unarmed Dam. +1.5) Temporary
too; make cranial destruction an essential part of your combat repertoire!
Food White Horsenettle END -3 (-6 Melee. Dam) Temporary
Drink Rum & Nuka STR +1 (Unarmed Dam. +0.5) Temporary
À If you fall a great distance, or you’re shot or wounded in a specific area,
you may lose the use of that body part. For example, a fall from the rocky Drink Beer STR +3 (Unarmed Dam. +1.5) Temporary
outcrops above Goodsprings can cripple a leg. Seek a doctor, or inject Drink Jake Juice STR +3 (Unarmed Dam. +1.5) Temporary
yourself with a Stimpak to heal yourself.
Drink Moonshine STR +2 (Unarmed Dam. +1.0) Temporary
Drink Scotch STR +3 (Unarmed Dam. +1.5) Temporary

8
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Modifier Type Name Bonus/Penalty Time-Frame Approx. Rad Approx. Rad


Drink Whiskey STR +3 (Unarmed Dam. +1.5) Temporary Exposure Effects Exposure Effects

Drink Dixon’s Whiskey STR +3 (Unarmed Dam. +1.5) Temporary 0 No effect 600 -3 END, -2 AGL, -1 STR

Drink Wine STR +2 (Unarmed Dam. +1.0) Temporary 200 -1 END 800 -3 END, -2 AGL, -2 STR

Chem Ant Nectar STR +4 (Unarmed Dam. +2.0) Temporary 400 -2 END, -1 AGL 1,000 Death

Chem Buffout
STR +2 (Unarmed Dam. +1.0), END +3 (+6
Temporary Poison or Radiation Modifiers
Melee. Dam)
Modifier Type Name Bonus/Penalty Time-Frame
Chem Silver Sting STR -2 (Unarmed Dam. +1.0) Temporary
Perk Rad Child Radiation = HP Regeneration Permanent
Radiation 600 Rads STR -1 (Melee Dam. -0.5) Temporary
Perk Rad Resistance Rad. Res. +25 Permanent
Radiation 800 Rads STR -2 (Melee Dam. -1) Temporary
Perk Rad Absorption Radiation -1(20s) Permanent (if not in Rad Zone)
Addiction Nectar Withdrawal STR -2 (Melee Dam. -1) Temporary
Food Spore Plant Pods Poison Res. +75 Temporary
Addiction Buffout Withdrawal STR -1 (Melee Dam. -0.5) Temporary
Chem Antivenom Cures Animal Poison Temporary
Addiction Steady Withdrawal STR -1 (Melee Dam. -0.5) Temporary
Chem Rad-X Rad. Res. +75 Temporary

Poison and Radiation Resistance Armor T-45d Power Armor Rad. Res. +10 Permanent (item equipped)
Armor T-51b Armor Rad. Res. +25 Permanent (item equipped)
Certain foes and weapons inflict a poisonous attack on you, and Poison
Resistance reduces how much the poison hurts you. If you have a Poison Armor T-51b Armor Helmet Rad. Res. +8 Permanent (item equipped)
Resistance of 20%, you take that much less damage. Because poison ignores Remnants Power
your armor and Damage Resistance, this is the only defense you have against Armor Rad. Res. +15 Permanent (item equipped)
Armor
poison. Certain areas of the Wasteland are irradiated; this includes all water
Remnants Power
sources, muddy pools, and areas where bombs were dropped long ago. Your Armor Rad. Res. +5 Permanent (item equipped)
Helmet
Radiation Resistance indicates how adept your body is at ignoring exposure.
Armor Radiation Suit Rad. Res. +30 / Rad. Res. +100 Permanent (item equipped)
Poison Radiation Poison Radiation
Endurance Resistance Resistance Endurance Resistance Resistance Advanced Radiation
Armor Rad. Res. +40 / Rad. Res. +100 Permanent (item equipped)
Suit
1 Basically Dead 0% 0% 6 Hardy 25% 10%
2 Crumbly 5% 2% 7 Tough-as-nails 30% 12%
Speed
3 Do Not Bend 10% 4% 8 Flame Retardant 35% 14%
How quickly you move around the Mojave is governed by a three factors:
4 Handle with Care 15% 6% 9 Bulletproof 40% 16%
1. How much you are carrying: If your inventory weighs more than your
5 Stain-resistant 20% 8% 10 Unstoppable 45% 18% Carry Weight, you become over-encumbered. Discard items so you can
move more quickly, or live with it.
À Take precaution by wearing specialized armor, a Radiation Suit, consuming
Rad-X, or choosing the Rad Resistance perk. Your Endurance helps you 2. The armor you are wearing: Heavy Power Armor slows you down, but
tough out poison or radiation. Although you can’t see it in your Pip-Boy, provides excellent protection. Dirty Pre-War Business Suits provide quick
you can calculate it. Exposure to radiation is calculated in “Rads” on your mobility, and no protection whatsoever. Switch your outfits according to
Pip-Boy, and the exposure you receive (without visiting a doctor or taking the your situation. There’s no penalty for carrying both types of outfits (or
Chem RadAway) results in appalling poisoning that is detrimental to your more) as long as your Carry Weight allows it.
well being. Specifically, the following effects occur: 3. Remaining unarmed: Flick between carrying a two-handed weapon and
stowing it, and you’ll see a difference in your speed. There’s no difference
if your weapon is one-handed.

Skills Overview
The backbone of your character, skills determine whether you’re a brute, Notice that most attributes influence more than one skill? This means it can
genius, sharpshooter, melee-combat master, or any combination of those. be beneficial to increase an attribute, and then focus on associated skills
Remember that certain skills serve as a prerequisite for certain perks. Skills more than others. For example, if you want to specialize in Explosives and
are rated from 0-100, although your starting value is always 7. Energy Weapons, you might want to also put points into Lockpick first, and
not Science (as Lockpick is affected by Perception, like Explosives).
Learning the Basics
Each skill is affected by a single SPECIAL attribute (except for Strength)
and Luck. The higher that is, the larger your starting bonus in the related Tip Remember that Tag skills (of which you begin with three)
receive a +15 higher points score than your others. These
skill. Each point in the attribute gives you two points in the skill. This chart should be the skills you want to specialize in. Remember you can
shows the starting values of all skills, based on an Attribute score of 5, and a also receive a +3 (or +4 with the Comprehension perk) increase to a
minimum statistic rank of 1. specific skill if you find and read the Skill Book associated with it. Also
Lowest Starting Starting Value remember that increasing attributes (such as with the use of Implants or
Skill Value (Attribute = 5) Related SPECIAL Intense Training perks) gives you skill increases too.
Barter 7 15 Charisma
Energy Weapons 7 15 Perception Skill Points Awarded
Explosives 7 15 Perception When you receive enough Experience Points (XP) to level up, you receive Skill
Guns 7 15 Agility, Strength (weapon weight) Points you can “spend” to increase the exact skills you want to advance, one
point at a time (if you have an odd-numbered Intelligence score, the half-
Lockpick 7 15 Perception points are carried over to the next level). The number you’re given is dictated
Medicine 7 15 Intelligence by Intelligence, as this table indicates:
Melee Weapons 7 15 Strength Intelligence Skill Points per Level Intelligence Skill Points per Level
Repair 7 15 Intelligence 1 Sub-brick 10.5 6 Gifted 13
Science 7 15 Intelligence 2 Vegetable 11 7 Smartypants 13.5
Sneak 7 15 Agility 3 Cretin 11.5 8 Know-it-all 14
Speech 7 15 Charisma 4 Knucklehead 12 9 Genius 14.5
Survival 7 15 Endurance 5 Knowledgeable 12.5 10 Omniscient 15
Unarmed 7 15 Endurance

9
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Available Skills
the more time you have to disarm it. Explosives
Barter covers the accuracy you have when throwing a
Tip Attempt a Lockpick with
Grenade as well as the damage. A well-aimed gentle touches. Line the
The Barter skill affects the prices you get for Grenade will land right at an enemy’s feet, won’t Bobby Pin up anywhere in the 180
buying and selling items. In general, the higher roll away, and usually explodes immediately. degree arc. Try the lock If there’s give, move
your Barter skill, the lower your prices on it slightly in one direction. If there’s more
purchased items. You use this automatically
when you encounter a Vendor (you’re given the
Attribute: Perception give, you’re moving the Bobby Pin in the
correct direction. if there’s less give, move it
best price related to your skill). In addition, there in the opposite direction. Let the lock reset
Perk Skill Level Character Level
are many conversation choices, and additional
after each try. On the third turn, the lock
Caps you can negotiate, by using this skill in Good Natured (Trait) -5 N/A
should open. If not, the Bobby Pin usually
conversation, where flagged. Heave, Ho! 30 2 snaps. Prevent this by stopping the Lockpick
Demolition Expert 50 6 entirely, and then starting again, to save on
Attribute: Charisma Hit the Deck 70 12 Bobby Pins. Try again, remembering where
there was most give, and place the Bobby Pin
Charisma has effects in dialogue, opening Pyromaniac 60 12
there to start with. Patiently continue with
new conversation choices, and it also affects Splash Damage 70 12 this until the lock opens.
Companions’ Nerve, which is a your companions’
percentile bonus to armor and damage inflicted.
Each point of Charisma grants a +5% bonus to Guns
both. Attribute: Perception
Guns determines your effec-
Perk Skill Level Character Level tiveness with any weapon that uses Perk Skill Level Character Level
Good-Natured (Trait) +5 N/A convention ammunition (.22 LR, .357 Magnum,
5mm, 10mm, 5.56mm, .308, 45-70 Gov’t, etc.).
Infiltrator 70 18
Pack Rat 70 8
Simply reference the ammunition of the weapon
Long Haul 70 12 you pick up, or check the Icon on the Pip-Boy to
ensure you know which firearms are which. As
Medicine
Energy Weapons your skill increases, so does your accuracy and
damage with all of these weapons, both in and
The Medicine skill determines how many Hit
Points you’ll replenish upon using a Stimpak,
The Energy Weapons skill determines out of VATS mode. Also note that the larger and and the effectiveness of Rad-X and RadAway. If
your effectiveness with any weapon that more cumbersome weapons (such as the Sniper you maximize your Medicine skill at 100, your
uses Small Energy Cells, Micro Fusion Cells, Rifle) require a higher Strength than smaller, Stimpak effectiveness is doubled.
EC Packs, or Flamer Fuel as ammunition. As or one-handed Guns. Check your Weapon stats In Hardcore mode, Stimpaks do not heal
this skill increases, so does your accuracy and for the exact Strength needed to fire a weapon crippled limbs. Instead, you must use
damage with all weapons referenced by the without encumbrance. a Doctor’s Bag, which are much rarer than
Energy Weapons icon (shown), both in and out of Stimpaks. In less difficult modes, Doctor’s Bags
VATS mode. Attribute: Strength (weapon wt.) heal both limbs and base Hit Points damage.
Laser and Plasma weapons are more Also in Hardcore Mode, when you use any
distinct. Laser weapons fire very quickly
when compared to conventional weapons, are Attribute: Agility Stimpak, Doctor’s Bag or RadAway, the effects on
you are metered out over time. Half of the total
more accurate, and do less damage. Plasma effect will be given within the first 2-3 seconds,
weapons have slow moving projectiles, slow Perk Skill Level Character Level with the remainder trickling in over the following
rates of fire, and do enormous damage. Consult 10 seconds. In less difficult modes, these effects
+20% speed, -20%
the “Guns and Gear” chapter as there are pulse Fast Shot (Trait) N/A are still instantaneous.
accuracy
weapons which are, of course, devastating
Good Natured (Trait) -5 N/A
against Robots and Turrets.
-20% Speed, +20%
Attribute: IntelligenceÀ
Trigger Discipline (Trait) N/A
Attribute: Perception accuracy
Perk Skill Level Character Level
Rapid Reload 30 2
Good Natured +5 N/A
Perk Skill Level Character Level Run ‘n Gun 45 4
Living Anatomy 70 8
+20% speed, -20% Shotgun Surgeon 45 6
Fast Shot (Trait) N/A Fast Metabolism N/A 12
accuracy
Cowboy 45 8
Good Natured (Trait) -5 N/A Chemist 60 14
Center of Mass 70 14
-20% Speed, +20% Chem Resistant 60 16
Trigger Discipline (Trait) N/A Concentrated Fire 60 18
accuracy
Run ‘n Gun 45 4
Hand of Vengeance +15% Cass only
Melee Weapons
Plasma Spaz 70 10 The Melee Weapons skill determines your
Meltdown 90 16 Lockpick effectiveness with any melee weapon,
from the simple lead pipe all the way up to the
Concentrated Fire 60 18 The Lockpick skill is used to open locked doors
high-tech Super Sledge. As this skill increases,
Laser Commander 90 22 and containers. If you don’t have a high enough
so does your damage inflicted with associated
skill, you won’t even be allowed to try. The
weapons, both in and out of VATS mode. This
higher your Lockpick skill, the easier it is to
also enables you to use a melee weapon to block
Explosives pick the lock, because the “sweet spot” where
the tumblers fall into place is larger. Or, if you
an attack; the higher the skill, the more damage
is absorbed.
The Explosives skill determines the ease choose the locking minigame’s “auto attempt”
The amount of damage blocked while using
of disarming any hostile mines and the function, your Lockpick skill largely determines
a Melee Weapon directly correlates as a
effectiveness of any explosive weapon (all mines, your chance of success.
Damage Threshold. In additional, as your Melee
all grenades, Missile Launcher, Fat Man, etc). The number of damage (or Hit Points) a Weapon skill increases, you can unlock special
The higher your skill, the more you automatically Bobby Pin has, is in direct proportion to moves in VATS (or as a forward power attack) for
“overload” the explosive and increase its damage your skill. For example, Lockpick 50 means that many melee weapons, with many being unique.
output. For disarming purposes, when you a Bobby Pin has 150% of its normal (base) Hit Consult the “Guns and Gear” chapter for a list
approach a Mine, a “countdown beep” increases Points. of all the available moves; some of which inflict
until the Mine explodes. The higher your skill, heavy damage, have a large hit area, slices
through a foe, or can hit multiple foes.

10
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Attribute: Strength Survival


Tip Hacking is delightfully simple,
as long as you understand
The Survival skill increases the Hit
Perk Skill Level Character Level look for proper words within the “garbled
Points you receive from food and drink.
Good Natured (Trait) -5 N/A code,” select the word with your cursor, and
It also helps you create consumable items
try it. The computer indicates how many
Cowboy 45 8 at Campfires. Survival is used primarily to
letters in the word were correctly placed. Use
Super Slam 45 8 increase the healing benefits of Food and
that as a clue, and search for a second word Drink (in the same way that Medicine does to
Unstoppable Force 90 12 that incorporates the number of correct letters, Stimpaks). Survival is also vital for Crafting
Ninja 80 20 to gradually reveal the correct password before Recipes at Campfires, allowing you to collect
the terminal locks up. Of course, you can stop ingredients and cook them to make a much
before you’re locked out, but if you hack again more potent item, ranging from Tanned Gecko
Repair immediately, you must wait 10 seconds as the Hides to sell for profit, to poisons you can coat
terminal to boot up. But if you back up a few Melee Weapons, or nutritious cuisine. This is
The Repair skill allows you to maintain any one skill to seriously consider if you’re hoping to
feet, wait a few seconds, and then hack, the
weapons and apparel. In addition, Repair allows survive in Hardcore Mode.
reboot doesn’t occur.
you to create items and Guns ammunition at
Reloading Benches. This makes it one of the
Attribute: Endurance
most useful skills. Any Repair skill level can
get an item to 100%, higher skill just modifies Sneak
the amount repaired for each repair job done to The higher your Sneak skill, the easier it is Perk Skill Level Character Level
the item. Before attempting, look at how much to remain undetected, steal an item, or pick Hunter 30 2
extra CND you get. If the amount is low, don’t someone’s pocket. Successfully attacking while
bother; you’re probably wasting the repair, so Entomologist 45 4
undetected grants an automatic Critical Hit.
wait for the item to wear out a little more before When you’re Crouched and stationary or moving Rad Child 70 4
attempting a repair. slowly, you’re even harder to spot. Sneak is used Travel Light 45 4
À When you repair an item, you essentially to successfully steal items or Pickpocket entities,
destroy one just like it. So always Repair your and the skill is incredibly useful in combat as Lead Belly 40 6
highest condition item using the lowest condition any attack made while you are Hidden is a Sneak Rad Resistance 40 8
one in your inventory. The only exception is with attack critical, which can do more than twice the Animal Friend 45 10
Modded Weapons; you must repair these, and damage as a regular critical.
not use them to repair other weapons, or the Lower-level entities are now easier to
upgrades are lost! Sneak by, even if you have a low Sneak Unarmed
skill. As you progress through levels, the
Attribute: Intelligence advantages of Sneak begin to balance out. The Unarmed skill is used for fighting
without a weapon, or with weapons
Perk Skill Level Character Level Attribute: Agility designed for hand-to-hand combat, like Brass
Knuckles, Power Fists, and Displacer Gloves.
Good Natured +5 N/A As a rule, if you’re close enough to a foe, you’ll
Perk Skill Level Character Level always hit them; your Unarmed skill and weapon
Hand Loader 70 6
Friend of the Night 30 2 combined determines how much Unarmed
Jury Rigging 90 14 damage you inflict. Unarmed also allows you to
Cannibal N/A 4
use your hands to block an attack; the higher
Science The Professional
Mister Sandman
70
60
6
10
the skill, the more damage is blocked.
At Unarmed 25, the you may randomly
The Science skill represents your combined begin to strike with Uppercuts in addition
Ghastly Scavenger N/A 12
scientific knowledge, and is primarily used to to Left Jab and Right Jab. These do more
hack restricted computer terminals. It can also Silent Running 50 12 damage. At Unarmed 50, you may randomly
be used to recycle Energy Weapon ammunition Ninja 80 20 start to do Crosses in addition to Left Jab, Right
at Workbenches. There are also a fair number Jab, and Uppercuts. These do large damage
Stealth Girl N/A Lily as a Follower
of conversations you can affect with this skill, and are very fast. You then have access to these
making it highly effective, and it affects a large attacks for every battle. Finally, you can also
number of perks, too. Speech unlock three special moves from characters in
the Wasteland: Legion Assault, Scribe Counter,
Attribute: Intelligence The Speech skill governs how much you can
influence someone through dialogue, and gain
and Ranger Takedown. They are listed in the
“Unarmed Perks” section of this chapter, below.
access to information they might otherwise
Perk Skill Level Character Level
Good Natured +5 N/A
not want to share. Generally, the higher your
Speech, the more likely you are to succeed at a
Attribute: Endurance
Vigilant Recycler 70 6 Speech Check (aka Challenge), or extract infor-
mation from someone who has a low disposition Perk Skill Level Character Level
Math Wrath 70 10 toward you. Don’t let the lack of related perks Good Natured -5 N/A
Nerd Rage! 50 10 fool you; Speech is the most-used conversation
More DAM, Less
Robotics Expert 50 12 skill of all, and incredibly useful for circum- Heavy Handed N/A
CRIT
venting or calming situations, and getting what
Computer Whiz 70 18 you want out of a situation. Piercing Strike 70 12
Nuka Chemist 90 22 Paralyzing Palm 70 18
Attribute: Charisma Slayer 90 24
Legion Assault N/A N/A
Perk Skill Level Character Level
Ranger Takedown N/A N/A
Good Natured +5 N/A
Scribe Counter N/A N/A
Terrifying Presence 70 8

Traits Overview
At the end of your evaluation with Doctor Mitchell, just after you’ve chosen your Tag skill, you’re given the option to pick one, two, or zero traits, which are
permanent eccentricities tied to your character. These usually have both positive and counterbalancing negative qualities. You only get to choose up to two,
and can’t choose any more afterward.

11
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

If you’re not combat-centric, this is thoroughly an arsenal of explosives with which to rain
Built to Destroy recommended. If you are combat-centric, this is destruction upon groups of foes. If your style
also recommended; mainly because you usually is more subtle, and precise, skip this one. Also
Req: — Ranks: 1 only focus on one or two Combat skills but tend combines well with Heave Ho! perk.
The Flamer that burns twice as bright burns to use all four cerebral skills, and the net gain
half as long. All weapons have +3% chance to is well worth it. However, this does not apply
to characters that just want one thing: to blow
Small Frame
Critically Hit, but equipment condition decays
15% faster. Is this worth it? Only if you are skilled everything to smithereens. Req: AGL < 10 Ranks: 1
in repairing your own gear, or you have someone Due to your small size, you have +1 AGL but
like Raul the Ghoul Follower to constantly Repair Heavy Handed your limbs are more easily crippled. This is
your weapons. You can always hope to find worth considering if you want the extra speed,
Weapon Repair Kits, or merchants specialized in Req: — Ranks: 1 reload times, and you’re using a number of
Repair, so you don’t need to rely on cannibalizing Your melee and unarmed attacks do more AGL-related skills and perks. However, you’ll
the same weapon type over and over. damage, but less critical hit damage. This is do best to avoid situations where crippling can
worth considering, especially if you’re using such easily occur (traps, and certain types of combat,
Fast Shot weapons and want to rely on good, old-fashioned and enemies). Also, you’ll have to be extra careful
bludgeoning. A good choice for fighters especially on Hardcore Mode, because healing your limbs
Req: — Ranks: 1 if you also improve critical hit damage chances will be trickier than in regular difficulty mode.
While using Guns and Energy Weapons, you fire with the appropriate perks, bringing further Take the Adamantium Skeleton perk to lessen
20% more quickly but your shots are 20% less finesse to your mighty brawn. This trait can also the negative effects of this trait, or take Intense
accurate. This is a toss-up, and usually reserved help with overcoming enemy Damage Threshold Training: Agility at Level 2 and skip the trait
for Weapons you attack with at closer range, early in the game, especially if you reduced your altogether.
where you have more chance to hit. It’s a good Luck attribute and have a lowered chance to
idea to pair this trait with the Rapid Reload perk,
to off-set the speed at which you’ll empty your
critically hit anyway.
Trigger Discipline
guns’ ammo. Remember not to choose Fast Shot Kamikaze Req: — Ranks: 1
combined with Trigger Discipline, as they cancel
While using Guns and Energy Weapons, you fire
each other out! Req: — Ranks: 1
20% more slowly, but are 20% more accurate.
You have +10 Action Points but your reckless This is a toss-up, and usually reserved for
Four Eyes nature causes you to have -2 Damage Threshold. Weapons you attack with at far range, where you
This is actually very tempting, as although you’re have more time to line up a shot, or you like to
Req: PER < 10 Ranks: 1 less well-armored, if you’re fighting at a distance, face fewer enemies, or have Followers with you.
While wearing any type of glasses, you have +1 or apt to stay away from most fights, or can Of course, this may not matter if you’re gonna
PER. Without glasses, you have -1 PER. This inflict more attacks thanks to your increased put bullets right between their eyes! Remember
is worth taking, not only because there’s a pair AP, you won’t need to worry about your DT. Or not to choose Fast Shot combined with Trigger
of Reading Glasses on the table in front of you choose heavier armor. This is also a viable trait Discipline, as they cancel each other out.
when you wake up in Doctor Mitchell’s House, for high Endurance/low Agility melee characters
who already have a lot of Hit Points but low AP.
but also because glasses don’t break easily,
either. Note that glasses cannot be worn with
Wild Wasteland
some types of headgear, so plan carefully. Loose Cannon Req: — Ranks: 1
Wild Wasteland unleashes the most bizarre
Good Natured Req: — Ranks: 1
and silly elements of post-apocalyptic America.
From Frag Grenades to Throwing Spears, you Not for the faint of heart or the serious of
Req: — Ranks: 1 can throw weapons 30% faster at the cost of 25% temperament. If you take your Fallout adven-
You’re Good Natured at heart, more prone to less range. Pick this, and you’ll take enemies turing extremely seriously, don’t take this trait. If
solving problems with your mind than violence. down faster, but at the expense of long-range you’re after some humorous Easter Eggs, go for
You gain +5 to Barter, Medicine, Repair, Science, combat (so employ a Follower there), and you’ll it! All of the Wild Wasteland Easter Eggs are in
and Speech, but have -5 to Energy Weapons, use up more projectiles, of course. This a the Appendices.
Explosives, Guns, Melee Weapons, and Unarmed. good pick for characters that plan on building

Perks Overview
These are benefits that are specific to your character’s development, and help your
specialization. They have wildly different benefits (and possible minor hindrances),
and are added every two levels, as well as a substitute perk called Intense Training
Tip Look down this list before your adventure begins
and learn the perks with the some prerequisites.
(see below). In many cases, you need a particular minimum attribute or skill level For example, Fortune Finder (Level 6) and Better Criticals
to access a perk. You can also choose a previously available perk when you level (Level 16) both require a Luck 5+ and 6+ respectively, so
up, too. Finally, some perks have one (or more) additional “ranks”, for even more seriously look at both of them. Be forward-thinking, so you can
potency. obtain associated perks as early as possible.

Level 2 Perks Intense Training Lady Killer


Confirmed Bachelor Req: Level 2 Ranks: 10
With the Intense Training perk, you can put a Black Widow
Cherchez La Femme single point into any of your SPECIAL attributes.
Req: Level 2, Male/Female Ranks: 1
This perk is unique due to the number of ranks.
Req: Level 2, Male/Female Ranks: 1 Figure out the “knock on” effects. Recommended In combat, you do +10% damage against
In combat, you do +10% damage against attributes to raise include Luck (increased opponents of the opposite sex. Outside of
opponents of the same sex. Outside of combat, Criticals and sometimes Skill Points), Intel- combat, you’ll sometimes have access to unique
you’ll sometimes have access to unique dialogue ligence (extra Skill Points during level-ups), and dialogue options when dealing with the opposite
options when dealing with the same sex. There Strength (extra Carry Weight). However, raised sex. There are usually more male characters to
are generally more male characters to interact an attribute may not be as profoundly helpful speak or shoot, so Black Widow is slightly more
with than female ones, so Confirmed Bachelor is as other perks; unless you’re doing so to make a useful compared to Lady Killer.
slightly more useful. particular perk available to you.

12
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

take Ghastly Scavenger at Level 12. If you aren’t one outfit as long as you’ve got the spare Carry
Rapid Reload bothered about Karma, and can feast away from Weight to do so. Hot key some heavy armor
those you’re wanting to gain Reputation with, to put on in a pinch and switch back to your
Req: Level 2, Guns 30, AGL 5 Ranks: 1 chow down! traveling clothes when you’re done.
Rapid Reload makes all of your weapon reloads
25% faster than normal. This is particularly Comprehension Level 6 Perks
helpful with Shotguns, or more cumbersome
Req: Level 4, INT 4 Ranks: 1
weapons. This perk applies to ALL weapons that
have a “reload” – so basically anything that’s not With the Comprehension perk, you gain double
Bloody Mess
a melee, thrown or unarmed weapon. the bonus from reading magazines and one Req: Level 6 Ranks: 1
additional point from Skill Books. This is With the Bloody Mess perk, characters and
Retention thoroughly recommended if you plan to search
for required reading. Take this as early as you
creatures you kill will often explode into a red,
gut-ridden, eyeball-strewn paste. Fun! Oh, and
Req: Level 2, INT 5 Ranks: 1 can, and don’t read any Skill Books or Magazines you’ll do 5% extra damage with all weapons. The
until you claim this perk! Be sure you have hilarious and disgusting explosions are certainly a
With the Retention perk, the bonuses granted
Retention too; Skill Magazines have just become sight to see, but they can prove problematic during
by Skill Magazines last three times as long.
incredibly useful! Side Quest: Three Card Bounty, where you’re
This has advantages depending on the Skill
Magazine itself. Is it worth being able to master asked to defeat targets and leave the head intact.
Lockpick for thrice as long? Probably not; but Educated Don’t take this before that Quest is complete.
for combat skills (such as Melee, Unarmed,
Energy Weapons, and Guns), and a protracted
battle, this can be very useful; especially when
Req: Level 4, INT 4 Ranks: 1
Demolition Expert
With the Educated perk, you gain two more Skill
combined with Comprehension. Points every time you advance in level. This perk Req: Level 6, Explosives 50 Ranks: 3
is best taken early on, to maximize its effec- With each rank of this perk, all of your Explosive
Swift Learner tiveness. You might wish to spend these points
on skills you normally wouldn’t choose. Pick this
weapons do an additional 20% damage. This is
an obvious perk to take if you’re spending your
Req: Level 2, INT 4 Ranks: 3 at Level 4, because there are diminishing returns time killing foes with Mines, Grenades, and the
the longer you leave it. Although +2 Skill Points various two-handed grenade weapons, Missile
With each rank in the Swift Learner perk, you
may not seem a lot, by Level 30 you’d have 52 Launchers, and fabled Fat Man. A true expert
gain an additional 10% to total Experience Points
additional points. can place a series of Bottlecap Mines in the path
(XP) whenever Experience Points are earned.
Obviously, take this as early as possible. This of an Alpha Male Deathclaw and bring it down
sounds great, but the downside is that the other Entomologist single-handedly! This is a great way to clear out
perks grant you much more exciting abilities. Quarry Junction [4.04].
Req: Level 4, Survival 45, INT 4 Ranks: 1
• Rank 1: Modify experience +10%
With the Entomologist perk, you do an additional
• Rank 2: Modify experience +20% +50% damage every time you attack a mutated Ferocious Loyalty
• Rank 3: Modify experience +30% insect, like the Radroach, Giant Mantis, or
Req: Level 6, CHR 6 Ranks: 1
Radscorpion. Also affected are Giant Ants, and
Friend of the Night Spore Plants and Carriers. If you plan to explore
the lairs of these creatures, or undertake Quests
The power of your personality inspires die-hard
loyalty from your Followers. When you drop
Req: Level 2, PER 6, Sneak 30 Ranks: 1 where these critters are commonplace, this a below 50% Health, your companions tempo-
perk to consider. rarily gain much greater resistance to damage.
You are a true friend of the night. Your eyes Naturally, this is helpful if you’re relying on your
adapt quickly to low-light conditions indoors Followers to fight your battles for you. In fact,
and when darkness falls across the Wasteland. Rad Child you might want to purposefully keep your health
If you want a Chem-induced approximation of low, then put armor on, to keep your Followers
this perk, take Cateye. This is handy as you do Req: Level 4, Survival 70 Ranks: 1
battle-tough. Make sure you have two Followers,
see better, but you can simply Wait for the sun to You truly are a rad child. As you go through and they are at the front of every battle!
rise instead. the increasingly devastating stages of radiation
sickness, you will regenerate more and more
Heave, Ho! health. An excellent perk to choose in Hardcore Fortune Finder
Mode, this allows you to explore every radiation
Req: Level 6, LCK 5 Ranks: 1
Req: Level 2, Explosives 30, STR 5 Ranks: 1 hot-spot in the Mojave. However, this isn’t a
great deal of territory, and there’s no large-scale, With the Fortune Finder perk, you’ll find consid-
Quite an arm you’ve got there. All thrown erably more bottle caps in containers than you
heavily irradiated areas. It makes wandering
weapons fly farther and faster for you. This is normally would. Although tempting (to find
through Camp Searchlight and Vault 34 a
advantageous for the adventurer who is stocking around twice the normal number of Caps in
breeze, though.
up on Frag Grenades, and other projectiles such containers), you may wish to wait until you can
as Throwing Spears. If you’re specializing in this
manner, take this perk. Run ‘n Gun take Scrounger; netting ammunition instead nets
you more Caps when you sell it (and you can
Req: Level 4, Guns 45 OR Ranks: 1 use ammo in combat as well as break it down at
Hunter Energy Weapons 45 Reloading Benches).
The Run ‘n Gun perk reduces accuracy penalties
Req: Level 2, Survival 30 Ranks: 1
with one-handed Guns and Energy Weapons Gunslinger
In combat, you do +75% Critical Damage against while walking or running. This is a must-have
animals and mutated animals. This is excellent for those focusing on either of these skills (and Req: Level 6 Ranks: 1
when you’re wanting to take out Coyotes, especially both), who favor manual aiming rather While using a pistol (or similar one-handed
Geckos, and even Nightstalkers. A quick way to than the help of VATS to take enemies down. It weapon), your accuracy in VATS is significantly
make some Caps is to slaughter Geckos, and tan isn’t necessary if you’re using two-handed Rifles, increased. This includes any weapon flagged as
their hides on a Campfire, and selling them for for example. “one-handed ranged” in the “Guns and Gear”
good profit. chapter. View the stats for some of the powerful

Level 4 Perks Travel Light weapons of this type, and then use them. You
can drop foes easily and reliably, without wasting
Req: Level 4, Survival 45 Ranks: 1 ammunition. Great if you’re going to rely on this
Cannibal While wearing light armor or no armor, you
weapon type.

Req: Level 4 Ranks: 1 run 10% faster. If you have somewhere to go,

With the Cannibal perk, when you’re in Sneak


and no time to get there, this is a perk to take. Hand Loader
However, the lack of protection may not be worth
mode, you gain the option to eat a corpse to the slight improvement in speed. Fast Travel Req: Level 6, Repair 70 Ranks: 1
regain Health. But every time you feed, you also hinders this, making it more useful in You know your way around a Reloading Bench
lose Karma, and if the act is witnessed, it is Hardcore Mode, where you might need to reach and don’t let good brass and hulls go to waste.
considered a crime against nature. This certainly a destination before you become too hungry or When you use Guns, you are more likely to
helps you in Hardcore Mode, and allows you to thirsty. Remember that you can carry more than recover cases and hulls. You also have all hand

13
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

load Recipes unlocked at the Reloading Bench.


This is obviously beneficial to those who use Cowboy Stonewall
Guns, and a Reloading Bench; it makes it
even more appealing to search for components Req: Level 8, Guns 45, Melee Ranks: 1 Req: Level 8, END 6, STR 6 Ranks: 1
and then strip them down and build up your Weapons 45 You gain +5 Damage Threshold against all Melee
collection of ammo types. You do 25% more damage when using any Weapons and Unarmed attacks and cannot be
revolver, lever-action firearm, dynamite, knife, knocked down in combat. For those who favor
Lead Belly or hatchet. Similar to the Commando and combat up close and personal, and you’re allied
Gunslinger, apart from the type of weapon you with a Faction (such as the NCR) that is battling
Req: Level 6, Survival 40 OR Ranks: 1 employ, and the fact this straddles the Guns and another (Caesar’s Legion) that has a number of
END 5 Melee Weapon skills. Check the type of weapon, enemies that use Melee Weapons and Unarmed
With the Lead Belly perk, you take 50% less and pick this perk if you use them as a primary attacks, then take this perk. It’s also good
radiation when consuming irradiated food armament. against Deathclaws and Bighorners which have
and drink. These include sinks, toilets, valves a knockdown attack. As well as anyone who
under water towers, and lakes. If you’re playing
Hardcore Mode, and you’re out in the desert (and
Living Anatomy has ever fought Legate Lanius and his frequent
knockdown hits.
at lesser difficulty, you didn’t bring Stimpaks Req: Level 8, Medicine 70 Ranks: 1
with you), this is most helpful; although many of
the areas aren’t particularly radioactive.
Living Anatomy allows you to see the Health and Strong Back
Damage Threshold of any target. It also gives
you a +5% bonus to damage against Human and Req: Level 8, STR 5, END 5 Ranks: 1
Shotgun Surgeon nonferal Ghouls. If you’re stats-driven, and want With the Strong Back perk, you can carry 50
to see precisely the Hit Points you’re taking off more pounds of equipment. If you simply want
Req: Level 6, Guns 45 Ranks: 1
each individual foe, these appear under their to carry more, or wish to use heavier items,
Your precision with a scattergun is something health bar. This is handy, and as there’s more it stands to reason to take this. Or, employ a
to behold. When using shotguns, regardless of human-sized foes than any other entity, gaining Follower to carry the brunt of your belongings
ammunition used, you ignore an additional 10 additional advantage is an excellent idea. and choose a different perk. This is another
points of a target’s Damage Threshold. This is handy perk to have in Hardcore Mode.
for those who are using Guns skill and shotguns
exclusively. But it does help you take down Pack Rat
armored foes, and allow you a wider array of Req: Level 8, INT 5, Barter 70 Ranks: 1
Super Slam
ammunition types to use.
You have learned the value of careful packing. Req: Level 8, STR 6, Melee Ranks: 1
Items with a weight of 2 or less weigh half as Weapons 45
The Professional much for you. If you’re apt for collecting Recipe All Melee Weapons (except thrown) and Unarmed
Ingredients, playing on Hardcore Mode, like to attacks have a chance of knocking your target
Req: Level 6, Sneak 70 Ranks: 1
be a loner without a Follower helping you carry down. This is great news if you employ these
Up close and personal, that’s how you like items, lack Strength, or simply want to grab two types of Combat skill, as a downed enemy is
it. Your Sneak Attack Criticals with pistols, loads of ammunition to break down, take this prone for a second and it’s easy to keep piling on
revolvers, and submachine guns, whether Guns helpful perk. the punishment, or flee the fracas.
or Energy Weapons, all inflict an additional
20% damage. This is a must for those who are
constantly Sneaking and surprising an enemy. Quick Draw Terrifying Presence
Choose the weapon that delivers the most
Req: Level 8, AGL 5 Ranks: 1 Req: Level 8, Speech 70 Ranks: 1
damage that you own, and employ it.
Quick Draw makes all of your weapon equipping In some conversations, you gain the ability
Toughness and holstering 50% faster. Getting the draw on
the enemy is always important, and although it
to initiate combat while terrifying a mob of
opponents, sending them fleeing away for safety.
Req: Level 6, END5 Ranks: 2 is suited to a style of play that involves a lot of This intimidation certainly gets you noticed, and
rearranging your armaments, every advantage sometimes the fleeing occurs, but other times
With the Toughness perk, you gain +3 to helps. Also, consider that running around with this is just something ruthlessly cool to say to
overall Damage Threshold. This perk may be heavy weapons already drawn slows your speed someone you’re about to eviscerate! Look for the
taken twice, with the second rank granting an down—holstering, and drawing weapons quickly, major conversations with this perk throughout
additional +3. Extra Damage Threshold? A total suits characters that like speed, and precise the Main and Side Quest Walkthrough.
of 6 DT is like having free armor! There’s no fighting. This perk is useful for melee focused
reason not to immediately take this perk. players as well. Run fast to close the distance
and then draw your two-handed weapon at the
Level 10 Perks
Vigilant Recycler last second.
Animal Friend
Req: Level 6, Science 70 Ranks: 1
Waste not, want not. When you use Energy
Rad Resistance Req: Level 10, CHR 6, Survival 45 Ranks: 2
At the first rank of this perk, animals simply
Weapons, you are more likely to recover drained Req: Level 8, Survival 40, END 5 Ranks: 1 won’t attack unless attacked first. At the second
ammunition. You also have more efficient rank, they will actually come to your aid in
Rad Resistance allows you to resist radiation.
Recycling recipes available at the Workbench. combat, but never against another animal. This
This perk grants an additional 25% to Radiation
You must be primarily focused and using Energy includes Bighorners, Brahmin, Dogs, Coyotes,
Resistance. Sell any Rad-X you find, and wander
Weapons, and be knowledgeable of Crafting and Nightstalkers and other animals. This does forfeit
off into the irradiated areas of the Wasteland.
use it regularly to get the most out of this perk. the XP you gain from killing them, however. Or
You can get by without this, but it is helpful in

Level 8 Perks Hardcore Mode. perhaps you want to coax a Viper Gang into a
Coyote Den! In Hardcore Mode, this can help you

Commando Scrounger out, and even provide a buffer zone between the
animal fighting for you, and a Deathclaw that
Req: Level 8, LCK 5 Ranks: 1 would otherwise savage you.
Req: Level 8 Ranks: 1
While using a rifle (or similar two-handed With the Scrounger perk, you’ll find consid-
weapon), your accuracy in VATS is significantly erably more ammunition in containers than you Finesse
increased. You gain a 25% better chance to hit normally would. When you check safes, cabinets,
and lockers, expect the perk to pay dividends; it Req: Level 10 Ranks: 1
in VATS: For example, a 40% chance becomes
a 50% chance. This includes Unique Rifles and is arguably better than Fortune Finder, as you With the Finesse perk, you have a higher chance
two-handed Guns. This is arguably advan- have the flexibility of finding more ammunition, to score a critical hit on an opponent in combat,
tageous over Gunslinger if you’re using rifles which you can sell, break down, or use in fights, equivalent to 5 extra points of Luck. This
and other two-handed weaponry. Later in the instead of just finding Caps. increases your critical hit chance as if your Luck
adventure, two-handed weapons tend to be much were five points higher, usually doubling the
more powerful, and this perk becomes even more base chance of a Critical. If you enjoy inflicting
advantageous. Are you using VATS and guns? critical hits, then take this and combine it with
Then take this perk! Better Criticals (and a high Luck).

14
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

specializing in the Explosives skill, but as there


Here and Now Nerd Rage! are far more enemies that employ other weapons
compared to Explosives, think twice before
Req: Level 10 Ranks: 1 Req: Level 10, Science 50, INT 5 Ranks: 1 choosing this.
The Here and Now perk immediately grants an You’ve been pushed around long enough! With
additional experience level, complete with all the the Nerd Rage! perk, your Strength is raised Life Giver
advantages that brings. This is useful if you’re to 10 and you gain +15 Damage Threshold
only two levels away from a perk you really must whenever your Health drops to 20% or below. Req: Level 12, END 6 Ranks: 1
have, or you’re simply impatient. The downside is This is an impressive amount, so don’t just think With the Life Giver perk, you gain an additional
that by the time this is available, there are many of this perk being for those skilled in noncom- 30 Hit Points. Do you want or need these Hit
incredible perks to choose from instead. Note you bative abilities. It can get you out of an otherwise Points? Then this is an easy decision to make!
have to be lower than Level 20 to take this perk. tight jam. If you have a high Endurance, you
naturally have a fair amount of Health, so this
Long Haul
Math Wrath perk lasts a lot longer. This is good if you’re
playing this adventure on a higher difficulty.
Req: Level 12, Barter 70, END 6 Ranks: 1
Req: Level 10, Science 70 Ranks: 1
You have learned how to pack mountains of
You are able to optimize your Pip-Boy’s VATS Night Person gear for the Long Haul. Being over-encumbered
logic, reducing all AP costs by 10%. This has no longer prevents you from using Fast Travel.
numerous benefits relating to all the weapons Req: Level 10 Ranks: 1 Obviously, if you travel light, have Followers who
you use, but only when you’re not fighting When the sun is down, a Night Person gains carry your belongings, or like wandering around,
manually. If you use VATS for most of your +2 to both Intelligence and Perception (up to a there’s no need to take this perk. But if you’re
attacks, this is an excellent way to use AP more maximum of 10). This perk directly affects your in Hardcore Mode, have a smaller Carry Weight
efficiently, and therefore extra attacks. “internal clock,” and remains active both inside due to a low Strength, or you’re desperate to be
and outside. This benefit (which occurs between weighed down, and able to teleport, then this is
Miss Fortune 6 PM and 6 AM) continues into areas that aren’t
outside. Check your Pip-Boy’s Clock for the
for you.

Req: Level 10, LCK 6 Ranks: 1 correct time.


Piercing Strike
Just when your enemies think they have the
upper hand, Miss Fortune appears to turn their Plasma Spaz Req: Level 12, Unarmed 70 Ranks: 1
world upside down. Appearing only in VATS, Piercing Strike makes all of your Unarmed and
she has the ability to snatch defeat from the Req: Level 10, Energy Weapons 70 Ranks: 1
Melee Weapons (including thrown) negate 15
jaws of victory. More of an entertainment than You’re just so excited about plasma that you points of Damage Threshold on the target. A
a necessity. Clad in fancy feathers, once she can’t (magnetically) contain yourself! The AP no-brainer for those focusing on these specific
turns up (there is a 10% chance) and hits, Miss costs for all plasma weapons (including Plasma weapons, this can really take down foes if you
Fortune’s particular attacks occur as follows: Grenades) are reduced by 10%. If you’re focusing combine it with (for example) poisons you’ve
35% = Knockdown on Energy Weapons (and to a much lesser extent, Crafted. If you’re going down this specialization
30% = Weapon flies out of enemy hand (if no Explosives), this is incredibly handy if you’re path, take this.
weapon, results are chosen again) constantly utilizing Plasma weapons in VATS.
Note that this benefit does not extend to Laser
35% = Random limb is crippled (if the limb is
weapons! Pyromaniac
already crippled, results are chosen again)
10% Head 15% Left leg Level 12 Perks Req: Level 12, Explosives 60 Ranks: 1
With the Pyromaniac perk, you do +50% damage
15% Left arm 15% Right leg
with fire-based weapons, like the Flamer and
15% Right arm 30% Torso Fast Metabolism Shishkebab. This is another perk that is chosen
Req: Level 12 Ranks: 1 depending entirely on your play-style. Do you
Mister Sandman With the Fast Metabolism perk, you gain a 20%
use these weapons more often than not, or
exclusively? Then this is a must-have. Otherwise,
Req: Level 10, Sneak 60 Ranks: 1 Health bonus when using Stimpaks. When pass on this.
used with the Medicine skill, you can increase
With the Mister Sandman perk, when you’re
your Health by a spectacular amount. If you’re
in Sneak mode, you gain the option to silently
kill any human or Ghoul while they’re sleeping.
focusing on Unarmed or Melee skills, or you’re Robotics Expert
busy creating Stimpaks as Recipes, this perk is
And, all Mister Sandman kills earn bonus XP. Req: Level 12, Science 50 Ranks: 1
especially useful.
Can’t seem to fathom why anyone would take
With the Robotics Expert perk, you do an
this perk? Then you haven’t heard the legends
additional 25% damage to any robot. But, even
of a stealthy man who killed an entire city of Ghastly Scavenger better, sneaking up on a hostile robot undetected
sleeping inhabitants in a single night. That man
Req: Level 12, Cannibal Ranks: 1 and activating it will put that robot into a
had a Mister Sandman perk. If you’re attacking
permanent shutdown state. Employ this if you
a settlement at night, this is incredibly useful, With Ghastly Scavenger, when you’re in Sneak have a very high Sneak skill, so you can easily
especially as it keeps your Reputation intact mode, you gain the option to eat a Super Mutant disrupt any robots. Remember to destroy the
(unless you’re spotted!). Slit the throats of the or Feral Ghoul corpse to regain Health. Every robot afterwards for the XP and loot. There are
leaders of Camp McCarran, but still keep your time you fee, you lose Karma, and if the act a few additional conversation and general Quest
Reputation with the NCR! is witnessed, it is considered a crime against options, too.
nature. This is essentially free food, and if you’re
Mysterious Stranger not concerned with Karma, and have utilized
the guide maps to locate the concentrations Silent Running
Req: Level 10, LCK 6 Ranks: 1 of Ghouls and Super Mutants (the REPCONN
Test Site is a veritable banquet!), chow down! Req: Level 12, AGL 6, Sneak 50 Ranks: 1
You’ve gained your own personal guardian
Combine this with Cannibal for an even wider With the Silent Running perk, running no longer
angel... armed with a fully loaded .44 Magnum.
menu, but don’t munch on corpses near a factors into a successful sneak attempt. Before
With this perk, the Mysterious Stranger will
Faction you’re trying to up your Reputation with. this perk, moving quickly while crouching made
appear occasionally in VATS mode to lend a
more noise than moving slowly while crouching.
hand, with deadly efficiency. If at the end of a
VATS attack, your opponent has less than 150 Hit the Deck Afterwards, crouch and move in for the kill with
much less noise problems. Remember you must
points of health, there is a 10% chance the
Req: Level 12, Explosives 70 Ranks: 1 be crouched for this to be effective! You must
Mysterious Stranger will show up and finish him
take this if you’re focuing on Unarmed, Sneak,
off. This perk is most useful if your game is set Your extensive familiarity with Explosives allows
or Melee Weapons and want to inflict Sneak
to a higher difficulty. This is also a perk to take you to ignore a portion of their damage. Your
attacks.
for sheer entertainment value, but it’s useful in Damage Threshold is increased by 50% against
battle nevertheless; you save on ammo and APs, any and all Explosives—even your own. This
and he takes the head-shot for you. is helpful if you set off traps, and you’re facing
enemies that like to use Explosives, such as
Powder Gangers. It is an obvious choice if you’re

15
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Sniper Jury Rigging Meltdown


Req: Level 12, AGL 6, PER 6 Ranks: 1 Req: Level 14, Repair 90 Ranks: 1 Req: Level 16, Energy Weapons 90 Ranks: 1
With the Sniper perk, your chance to hit You possess the amazing ability to Repair any Meltdown causes foes killed by your Energy
an opponent’s head in VATS is significantly item using a roughly similar item. Fix a Trail Weapons to give off a corona of harmful energy.
increased. This is around 25%, and is excellent Carbine with a Hunting Rifle, a Plasma Defender Note: this can cause a chain reaction. This is
if headshots are your preferred method of foe with a Laser Pistol, or even Power Armor with vaguely similar to “Bloody Mess’, but with the
disposal. Combine this with Commando or Metal Armor. How does it work? Nobody knows… added benefit of causing splash damage as the
Gunslinger to turn yourself into a ruthless killing except you. Increasing the number of useful target explodes. This helps clear out rooms
machine. items to scavenge is never a bad plan, although where foes are close together, and there’s no
this may weigh you down unduly, and there are downsides to this, unless you’re only wanting
Splash Damage other ways (Followers and Weapon Repair Kits) to
keep some of your favorite armaments working
to kill one entity, and a target you’re wanting to
help is caught in the ensuing plasma storm.
Req: Level 12, Explosives 70 Ranks: 1 properly. It certainly helps when you’re wearing
When you’re deep in enemy territory, you just
something incredibly rare, and you can fix it with
something easily found.
Tag!
start chucking grenades and hope for the best.
All Explosives have a 25% larger area of effect. Req: Level 16 Ranks: 1
Remember that you’ll now want to be 25% Light Step The Tag! perk allows you to select a fourth skill
further away if you’re prone to lobbing grenades to be a Tag skill, which instantly raises it by 15
at closer quarters. But for those focusing on Req: Level 14, PER 6, AGL 6 Ranks: 1 points. If you’ve ignored a skill for too long that
Explosives, and wanting to attack settlements With the Light Step perk, you’ll never set off an you really want to try, or you’re wanting to raise
where foes are close together, or inside corridors enemy’s mines or floor-based traps. If Mines, a skill to the next tier (such as Science, so you
or enclosed structures, this is worth it. Bear Traps, or Tripwires annoy you, take this can unlock hard terminals instead of average
perk. It is useful if you’re Sneaking in Trap-laced ones), then take this.
Unstoppable Force areas, too. Or, you can just take the extra care,

Req: Level 12, STR 7, Melee Ranks: 1


consult the “Tour” chapter that flags where all
the major traps are, and slow down when you
Weapon Handling
Weapons 90 get there! Req: Level 16, STR < 10 Ranks: 1
Your martial might is truly legendary. You do Weapon Strength Requirements are now 2 points
a large amount of additional damage through Purifier lower than normal for you. If you’re weedy, but
enemy blocks with all Melee Weapons and like carrying larger, weightier firearms, then
Unarmed attacks. This allows you to negate the Req: Level 14 Ranks: 1 choose this. As larger weapons tend to be more
mainly real-time annoyance of swiping at a foe As a purifier of the wasteland, you do +50% powerful, this is a great alternative to shaking off
and watching them block. It takes foes down damage with Melee and Unarmed weapons the weight penalties without expensive Implant
quicker, removes their defenses admirably, and against Centaurs, Nightstalkers, Spore Plants, perks, or if you want a change of armaments and
is a must for those who are becoming close- Spore Carriers, Deathclaws, Super Mutants, and put points into other attributes. This diminishes
combat monsters. Feral Ghouls. Abominations must die! Check the the usefulness of Strength, so remember this
tour for the “Faction” present in every location, during Character creation.
Level 14 Perks and if any of these creatures are listed, you’ll
know this perk is going to help you. As always, Level 18 Perks
Adamantium Skeleton this is a perk for those focusing on a particular

Req: Level 14 Ranks: 1


skill set.
Computer Whiz
With the Adamantium Skeleton perk, your limbs Level 16 Perks Req: Level 18, Science 70, INT 7 Ranks: 1
only receive 50% of the damage they normally Fail a hack attempt and get locked out of a
would. Your overall Hit Points aren’t effected. Action Boy computer? Not if you’re a Computer Whiz!
It allows you to heal with Stimpaks for longer With this perk, you can attempt to re-hack any
before you need to find a bed, and is helpful computer you were previously locked out of.
during Hardcore Mode, but not as much as it Action Girl Because you can quit out of any terminal, and
first appears, because most adventurers aren’t wait 10 seconds for it to reboot, this is of limited
constantly crippling themselves. Req: Level 16, AGL 6 Ranks: 2
value.
With the Action Boy perk, you gain an additional
Center of Mass 15 Action Points to use in VATS. This is a sizable
increase, and can often mean an extra attack Concentrated Fire
Req: Level 14, Guns 70 Ranks: 1 with your favorite weapon. If you use VATS in Req: Level 18, Energy Weapons Ranks: 1
combat, consider this. 60, Guns 60
You don’t fool around with fancy trick shots.
Straight to the midsection and down they go. With Concentrated Fire, your accuracy to hit any
In VATS, you do an additional 15% damage Better Criticals body part in VATS increases slightly with each
with attacks targeting the torso. This is handy subsequent hit on that body part. Take this is
if you’re not exclusively (and psychotically) only Req: Level 16, PER 6, LCK 6 Ranks: 1
you have a large number of Action Points, and
aiming at heads, and for overall damage, this is With the Better Criticals perk, you gain a 50% the weapon you’re using has a low AP. If you’ve
more than acceptable, although armor plays a damage bonus every time a critical hit is scored taken Commando, Gunslinger, and/or the Sniper
major preventative over this body part. on an opponent. This doesn’t mean you score perks, you’re already a killing machine, and
critical hits more frequently. Use this if your this becomes less useful (as the foe won’t likely
attacks are prone to deliver critical hits, adept
Chemist at killing blows, you have a high Luck, or you’ve
survive to the point where this becomes useful).
• Targeting first time: Normal %
taken the Finesse perk.
Req: Level 14, Medicine 60 Ranks: 1 • Targeting second time: +5%
With the Chemist perk, any Chems you take
last twice as long. If you’re using and abusing Chem Resistant • Targeting third time: +10%, and so on

Chems, you must take this perk. Be sure to mix


your Chems up; taking (for example) Jet, Psycho,
Req: Level 16, Medicine 60 Ranks: 1 Infiltrator
and Med-X before battling the tougher foes; your Having the Chem Resistant perk means you’re
Req: Level 18, Lockpick 70, PER 7 Ranks: 1
combat is much improved until the Chems wear 50% less likely to develop an addiction to Chems,
off. like Psycho or Jet. Much like Chemist, this is With Infiltrator, if a lock is broken, and can’t
an essential perk for you if you’re always using normally be picked again, you can attempt to
and abusing Jet, Mentats, Cateye, Buffout, and pick it again one more time. This includes locks
the other Chems. Pair it with Chemist to really previously broken by a “Force Lock” attempt.
enhance your attacks! You can’t do this a third time. Simply perfect the
Lockpick minigame (which you should already be
good at with Lockpick 70) instead. Force the lock
once, then pick it.

16
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

sunlight, and slowly regenerate lost Health.


Paralyzing Palm Getting back Hit Points is incredibly useful, Level 24 Perk
especially in Hardcore Mode, as you regenerate
Req: Level 18, Unarmed 70 Ranks: 1 1 point every 10 seconds you’re in sunlight,
but doesn’t heal limbs. Combine this with
Slayer
With Paralyzing Palm, you will sometimes
perform a special VATS palm strike that Adamantium Skeleton, and wander the Mojave Req: Level 24, Unarmed 90, AGL 7 Ranks: 1
paralyzes your opponent for 30 seconds. Note during the day, and sleep during the night. Or
The slayer walks the earth! The speed of all melee
that in order to perform the Paralyzing Palm, combine with Night Person and get bonuses day
weapons and unarmed attacks is increased by
you must be completely unarmed. “Completely and night.
30%. Prepare to beat, bludgeon, cut, slice, and
unarmed” actually means “with an Unarmed tear apart anything that dares cross your path.
Weapon, or using your fists,” and this is a death Level 22 Perks This is an obvious, and extremely exciting perk
sentence for a foe, freezing them so you can for the Courier with close-combat prowess.
re-equip, and drop your enemy at your leisure. Laser Commander
Unarmed characters must take this. Level 26 Perk
Req: Level 22, Energy Weapons 90 Ranks: 1
Level 20 Perks From the humble Laser Pistol to the mighty Nerves of Steel
Gatling laser, you do +15% damage and have
Explorer +10% chance to critically hit with any laser
weapons. As Laser weapons fire quickly, but are
Req: Level 26, AGL 7 Ranks: 1
With the Nerves of Steel perk, you regenerate
Req: Level 20 Ranks: 1 less powerful than plasma weapons, this evens Action Points much more quickly than
the score, and makes any type of laser weapon you normally would. Consider this if your
When you choose the Explorer perk, every
even more potent. This is great news if you have ill-conceived earlier decisions left you with less
location in the world is revealed on your map. So
cultivated a large collection of powerful, unique, Action Points than you wanted, and don’t take
get out there and explore! Not necessary due to
or modded Laser Pistols, Rifles, and the like. this with the Grim Reaper’s Sprint, which is
the maps this guide contains, but for those who
want everything revealed as quickly as possible, arguably a better bet. Naturally the upshot of
this is a great reference. Nuka Chemist this perk is your ability to tackle more opponents
before they have their turn. Or you can or take
Req: Level 22, Science 90 Ranks: 1
Grim Reaper’s Sprint You have unraveled some of the greatest
all the AP perks, plus all the VATS perks like
commando, sniper or center of mass and spend
Req: Level 20 Ranks: 1 mysteries of Pre-War masters; formulas for all your time in VATS
developing special Nuka-Colas! This perk
If you kill a target in VATS, 20 Action Points are
restored upon exiting VATS. If you have a large
unlocks special Nuka-Cola recipes at the Level 28 Perk
Workbench. If the stat increases of Nuka-Cola
number of Action Points, this can increase the
interest you, take this as it allows you to concoct
duration of a fight, and allow many more foes to fall.
Ice Cola, Quartz, and Victory variants of the Rad Absorption
infamous soda. Which can be handy since the
Ninja Atomic Cocktail recipe calls for 2 Victory colas.
Req: Level 28, END 7 Ranks: 1
With the Rad Absorbtion perk, your radiation
Req: Level 20, Melee Weapons Ranks: 1 level slowly decreases on its own over time. This
80, Sneak 80 Spray and Pray is assuming you’re not in an irradiated area,
The Ninja perk grants you the power of the fabled Req: Level 22 Ranks: 1 and you lose one Rad Point every 20 seconds,
shadow warriors. When attacking with either which allows you to function without Rad-X
Melee or Unarmed, you gain a +15% Critical Your attacks do much less damage to or RadAway. This is perfect for the ultimate
Chance on every strike. Sneak attack criticals do companions, allowing you to liberally spray an Hardcore Mode adventurer, who wants to trek
25% more damage than normal. For the ultimate area with reckless abandon. Or you could just to the furthest (irradiated) areas the Mojave has
warrior specializing in Melee or Unarmed stand in front of your Followers and not hit to offer.
combat, this is the ultimate perk. them. However, if you like using more “area-
effect” weapons such as a Minigun, or you have
melee companions (like Rex, Lilly, and Veronica)
Solar Powered and you’re worried about mowing them down,
this perk lets you worry less.
Req: Level 20, END 7 Ranks: 1
With the Solar Powered perk, you gain an
additional 2 points to Strength when in direct

Challenge, Follower, Unarmed, and Other Perks


The following perks are available only after
certain obligations, or vast sums of Cap trans- Challenge-Related Perks Better Healing
actions, are completed. Also listed are perks that The perks, which are primarily reward you with
are available from a Follower, but only during the an increased statistic, are awarded after you’ve Req: Have Arcade Gannon as a Follower
time they are with you. performed the same action numerous times, and Ranks: 1
are skilled enough to eke extra benefits from
When Arcade is a companion, the player regains
Power Armor Training this experience. The complete list of Challenges,
and how these perks, and some associated
20% more health from all sources. This includes
Stimpaks, Doctor’s Bags, Food, Recipes, and
Req: Learn the subtleties of Power Armor Achievements/Trophies are unlocked, is listed
anything that grants you more Hit Points. Having
from a trained individual. in the Appendices of this book. As you know the
your own portable Doctor has copious benefits,
Ranks: 1 Challenge you’ve completed by looking at your
and favors the adventurer who leaves the healing
Pip-Boy, the bonus you’re given should be self-
Available: Side Quest—For Auld Lang Syne to others, and focuses on the killing themselves.
explanatory.
and/or Still in the Dark
You have received the specialized training needed Follower-Related Perks Calm Heart
to move in any form of Power Armor. Complete Each of the Followers (aka Companions) you
either Quest to request this perk, which allows Req: Have Cass as a Follower, complete Side
can come across in the Mojave Wasteland brings Quest: Heartache by the Number
you to wear any type of Power Armor. These are a unique perk with them, which helps you out
flagged in the Guns and Gear section of this until you part ways. Note that once you complete Ranks: 1
guide. a Free or Side Quest related specifically to that Cass has +50 Hit Points. This helps her survive
Follower, in some cases an additional perk (one longer in combat. If Cass is constantly near
of two you choose) becomes available. death, or falling unconscious during fights, this
can help her have a more aggressive stance.

17
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Enhanced Sensors Search and Mark


Req: Have ED-E as a Follower Req: Have Rex as a Follower
Caution The cost of Implants
is astronomical;
even with a huge Barter skill, you
Ranks: 1 Ranks: 1 need Caps in the thousands (or tens of
While ED-E is a companion, the player can detect While Rex is a companion, unequipped Chems, thousands). They are not tailored to low-level
enemies at an increased range. Additionally, firearms, and ammunition within a short players but help the experienced character
enemies will appear on the player’s compass distance and any and all containers, including take a final step in increasing skills to be
and can be targeted in VATS even when cloaked. bodies, hidden safes, and hollow rocks within
just a bit more super-specialized.
This is obviously helpful when you’re attacking visible range are highlighted when you zoom
Nightkin (who use Stealthboys) or Nightstalkers, the camera. This aids considerably when
and when combined with Boone’s Spotter perk, you’re scavenging, and if this is a big part of
allow you never to be ambushed again! your adventuring (if you’re in Hardcore Mode, Agility Implant
or you’re trying to find ammo to break down,
Req: Necessary funds and END, AGL < 10
Full Maintenance for example), then this becomes most helpful.
However, careful inspection of areas is almost Ranks: 1
Req: Have Rose as a Follower and get him to as easy. Your central nervous node has been enhanced
upgrade through his freeform quest with the Reflex Booster, increasing your Agility
Ranks: 1 Spotter by 1.

While Raul is a companion, the Condition of


weapons and armor decays 75% slower. This
Req: Have Boone as a Follower Charisma Implant
helps remove the negative effects of the Built Ranks: 1
While Boone is a companion, hostile targets are Req: Necessary funds and END, CHR < 10
to Destroy trait, and generally keeps your
armaments and outfits in excellent condition. highlighted whenever you are actively aiming Ranks: 1
Raul can Repair items in his Shack too, so you with iron sights. Combine this with ED-E’s Your prefrontal cortex has been enhanced
can take full advantage of his considerable scanning perk to see every enemy before they with the Empathy Synthesizer, increasing your
tinkering prowess. spot you! This perk highlights foes in a red Charisma by 1.
outline, which is great because it helps to

Hand of Vengeance
differentiate between friends and foes. Plus it’s
especially effective at night, causing enemies to Sub-Dermal Armor
stand out in the dark. Req: Necessary funds and END
Req: Have Cass as a Follower, complete Side
Quest: Heartache by the Number Ranks: 1
Ranks: 1 Stealth Girl Your skin has been toughened by the NEMEAN
Cass does 15% more damage with all Guns. Sub-Dermal Armor, increasing your total
Req: Have Lily as a Follower Damage Threshold by 4.
Cass is a great shot normally, and making her
Ranks: 1
better with Guns (and giving her a powerful Gun
for her to use, complete with Mods or a Unique While Lily is your companion, the duration
of Stealth Boys is increased by 200% and all
Endurance Implant
variant, and Crafted ammunition) makes this all
the sweeter. Sneak Attack Critical Hits do an additional 10% Req: Necessary funds and END, END < 10
damage. If you’re focusing on Sneak and use
Ranks: 1
Stealth Boys regularly, this is of great benefit.
Old Vaquero Otherwise, Lily’s psychotic episodes and great
Your nervous system has been enhanced with
the Nociception Regulator, increasing your
strength are the reasons to keep her around.
Req: Have Raul as a Follower, complete Free Endurance by 1.
Quest: Old School Ghoul
Ranks: 1 Whiskey Rose Intelligence Implant
Raul’s rate of fire with revolvers and lever- Req: Have Cass as a Follower
Req: Necessary funds and END, INT < 10
action firearms is 33% faster than normal. Ranks: 1
Choose this perk for him, and he keeps his Ranks: 1
While Cass is a companion, you and her gain
Regular Maintenance perk too, but becomes Your cerebral cortex has been enhanced with the
Damage Threshold when you both drink
more proficient in combat. Select this over Full Logic Co-Processor, increasing your Intelligence
Whiskey. Additionally, you don’t suffer Intel-
Maintenance if you want more firepower in by 1.
ligence loss from consuming alcohol, and
battles, and are happy with the current state
ignore the negative effects of alcohol addiction.
of your weapons and armor, and don’t need to
worry about them even less than you do now.
This increases your DT, leaves you without a Luck Implant
drawback when swigging Alcohol, and gives you
the positive aspects of it. Req: Necessary funds and END, LCK < 10
Regular Maintenance Ranks: 1

Tip Cass also makes some Your frontal lobe has been enhanced with the
Req: Have Raul as a Follower Probability Calculator, increasing your Luck by 1.
mean Moonshine, if you ask
Ranks: 1 her about it. Get ready to scour the
While Raul is a companion, the Condition of
weapons and armor decays more slowly. This
Wasteland for the appropriate items, though! Perception Implant
can counteract the negative effects of the Built Req: Necessary funds and END, PER < 10
to Destroy trait. It simply lengthens the amount
of time you have with a weapon or armor in the
Implant-Related Perks Ranks: 1
Implants are able to be purchased from Doctor Your optic nerve has been enhanced with the
condition you want it to be in. Which is almost Optics Enhancer, increasing your Perception by 1.
universally handy. Usanagi over at the New Vegas Medical Center
[2.10], and only there. This is a Followers of

Scribe Assistant
the Apocalypse location, so be sure you haven’t Monocyte Breeder
ruined your Reputation with them (at least, until
you’ve acquired the Implants you want!). If you Req: Necessary funds and END
Req: Have Veronica as a Follower
have the (huge amount of) Caps necessary to pay Ranks: 1
Ranks: 1 for the operation, and the Endurance to handle Your regenerative ability has been enhanced
While Veronica is a companion, the player one or more Implants, you can increase any of by the PHOENIX Monocyte Breeder Implant,
can craft Workbench items through Veronica’s your attributes, add armor, or even regenerate! causing you to slowly regenerate lost Hit Points
dialogue. Having a portable Workbench has at a rate of 1HP for every 10 seconds. This is a
considerable benefit, as you can create Weapon permanent effect.
Repair Kits (keeping Unique and Modded
Weapons in tip-top shape), and you have
the added benefits of Veronica’s impressive
close combat skills to rely on, too. This is less
impressive if you have full knowledge of every
Workbench and enjoy Fast-Travel, though.

18
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Strength Implant Legion Assault Scribe Counter


Req: Necessary funds and END, STR < 10 Teacher: Lucius Teacher: Veronica
Ranks: 1 Location: The Fort [3.28] Location: Anywhere
Your muscle mass has been enhanced with Req: Speak to him with Unarmed 50+ and Req: Present Veronica with a White Glove
the Hypertrophy Accelerator, increasing your Positive Legion Reputation. Society dress (stolen from the Ultra-Luxe
Strength by 1. Ranks: 1 Casino)

Unarmed-Related Perks Caesar’s elite cadre of bodyguards, the legendary


Praetorians, use an aggressive Legion Assault to
Ranks: 1
Scribes in the Brotherhood of Steel are often
These perks are specialized moves taught by brutalize enemies. Perform a Power Attack while not well-trained in the combat use of the
those highly skilled in the arts of hand-to-hand running forward to execute the Legion Assault. high-tech gear employed by Paladins. They rely
combat. You must seek the individual out, on unarmed defensive moves like the Scribe
and learn from them. Then the move can be Counter to keep enemies at bay. Perform a
attempted in Unarmed Combat only. Ranger Takedown standard attack out of a block hit reaction to
execute a Scribe Counter.
Teacher: Ranger Andy
Khan Trick Location: Novac [5.18]
Teacher: Jack Ranks: 1
Req: Complete Side Quest: Aba Daba Req: Meet Ranger Andy, befriend him, and
Honeymoon, teach Jack about Chems ask about his leg.
Ranks: 1 When caught without their weapons, NCR’s
rangers rely on the Ranger Takedown to quickly
By relying on the dirty unarmed fighting tricks
incapacitate opponents. Perform a Power
of the great Khans, you can throw dust into
Attack while moving backwards to execute a
the eyes of your enemies, temporarily stunning
Ranger Takedown. This has the added benefit
them. Perform a Power Attack while moving left
of stunning (and incapacitating) an enemy, if
or right to execute the Khan Trick.
attempted properly.

Successful Character Development


Now you’ve learned the attributes, skills, traits, and perks you can use; it À It is less important to pick attributes based on their associated skills.
is time to finish building the most proficient character ideally suited to your Instead, pick them based on their Derived Statistics, or perks you may
play style. Do so by following the advice in this section. want in the future. Yes; your Unarmed skill goes up by two points for each
Attribute Point you give Endurance, but that’s nothing compared to your Hit

Tip Stop!
Points increasing by 20 points with that same Endurance Attribute Point
In the time it takes you to leave Doc Mitchell’s
allocated.
house, and leave Goodsprings, make an important Game
Save. Then, when you’re ready to try a new character, simply begin À If you’re considering Attribute Points for your very first character, or don’t
at this point without the need to replay your convalescence and recovery want to figure out the type of character you want to play yet, consider the
“big three” attributes are usually seen as Strength, Endurance, and Intel-
with Doc Mitchell. You can change all your stats (even your appearance)
ligence. Although the others are almost as important, the big three have
as you exit Goodsprings.
benefits for every character; so consider raising them to at least 7. With any
left-over points, Agility and Luck are good if you’re wanting a combat-based
Plan 1: Cross-Referencing Courier.

Check all your SPECIAL attributes against the skills you are primarily Plan 2: Primary Combat Skill Choices
wanting to use, so you’re not wasting any points: Be sure to place points in
At the most basic level, your Guns skill is the usual (and recommended)
the correct attribute. For example, are you interested in using Guns? Then
choice when choosing a Combat-related skill. However, whatever choice
bump up your Agility to 7 or higher. But do you want to use guns that are
you make, ensure that your Primary Combat skill is the usual method you
extremely weighty, such as the Heavy Incinerator? Then you’ll also need to
use to defeat enemies, make it one of your three Tag skills, and raise it as
increase your Strength to 8, too! And if you’re more apt to rely on Medicine,
much as possible, as early as possible. Usually it is wise to also choose a
Repair or Science; Intelligence is the attribute to bump up.
Secondary Combat skill that you’re adding lesser amounts to, which you
À Every point you add to a SPECIAL attribute raises the associated skill by can rely on later into your adventure (in case you run out of ammunition, or
two points, with the exception of Luck. It affects all your skills, but at half its you’re facing an especially tough opponent). Energy Weapons, Unarmed, and
value. For example, a Luck of 7 adds +4 to all skills, but so does a Luck of 8. Melee Weapons are also viable, but beware of a lack of Melee Weapons that
That extra point is less useful (specifically to Skill Point allocation), so keep pack a real punch at higher levels. Unarmed and Melee Weapons have their
your Luck at an odd number to maximize Skill Point allocation. advantages those; Unarmed allows different combat moves (including ones
Plan 1A: Lowering Attributes you learn) when using VATS, and both don’t need ammunition, so you can
ignore ammo (especially in Hardcore mode where your Inventory Weight is a
Lower attributes you don’t care about, and use the extra points on the ones factor), or sell them, or break them down into component parts. The following
you’re focusing on, as long as you’re willing to live with the consequences! chart helps you make these initial choices:
For each attribute, look at the associated skills and derived statistics. Don’t
care about them? Then consider lowering that attribute to 3, or even to 1! Combat Skill Practicality* Advantages Disadvantages
À There are exceptions though; don’t lower your Strength by too much, as Highly accurate (laser) or Sometimes guns and ammo are hard to find,
Energy Weapons
the amount you can carry is critical (especially on Hardcore mode), and damaging (plasma) and expensive
although you can increase your carrying capacity by using Followers, you’ll C-4, Heavy damage to Dangerous to the user up-close, or in confined
always find you need more inventory spots for important items. Explosives
multiple foes spaces
À Think long and hard before dropping Endurance, as it controls Health, and One and two-handed, Heavy weapons are heavy (STR = 8 to avoid
your ability to withstand Implants. Simply put; you die more easily with a Guns light and heavy; plentiful movement penalties), heavy weapon ammo
low Endurance. weapons and ammo may be hard to find
À Intelligence governs how many Skill Points you receive each time you
Weapons are numerous, Obviously, combat must be up close, and
level up, so expect to advance much more slowly if you lack higher brain Melee Weapons
no ammo needed attacks can be blocked
functionality. Although this leads to some humorous (and unique) dialogue
choices, this usually isn’t worth the fewer skills and their lower values. Just your fists aren’t as devastating as Brass
Additional VATS attack
Unarmed Knuckles, Boxing Gloves, or other Unarmed
types, no ammo needed
Plan 1B: Raising Attributes weapons
Wouldn’t it be great to throw all your available points into a single attribute * The higher the score, the more useful
such as Strength or Endurance, and create a completely lopsided character?
No, it wouldn’t; there are too many general benefits from having reasonable
across-the-board statistics for this to work unless you want to be severely
specialized.
19
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Plan 3: Combat Skill Combos


A secondary Combat skill is always useful to pair with another skill (whether Tip Many skills that appear to be poor choices compared to
others actually have hidden benefits; such as great perks
overly violent like Guns, or more stealthy, such as Sneak). The following associated with them (which usually balance out the poor choice
combinations are good to build up as you progress: in the first place). For example, a higher Barter allows you to pick Pack
Rat or Long Haul; so you could lower your Strength and related skills and
Guns and Explosives obtain these perks to balance out Inventory issues. Be sure to read all the
• If you can soften up Deathclaws with thrown grenades, and follow that variations and advantages each skill and perk has.
up with a Carbine Rifle, you might just survive the infamous Quarry
Junction.
• You can also place mines along patrol paths, or around corners, wait for Barter
a target to detonate one, then finish them with gunfire. Although Bartering yields you better prices with Vendors (and sometimes
• Sneaking, Melee Weapons, Unarmed, and/or Explosives more ammunition and weapons), and has a large number of unique dialogue
• More involved and tactical, crouching and then Sneaking (and using the choices during Quests, many of the same conversations can be completed
Stealth-Boy), before attempting to strike with a powerful attack. using Speech (of which there are far more dialogue choices for obvious
reasons). If Caps are all you crave, you can always clean out everything in a
• Lay plenty of Mines along the route you’re going to take to escape, cave and drag it to a merchant to sell it, or Pickpocket (or Steal) items you
allowing you to flee if you’re overwhelmed, and keeping the enemy need.
occupied to ensure a safe escape.
• Remember to return and pick up unused Mines when the coast is clear. Lockpick
• Guns/Energy Weapons and Unarmed One of the more advantageous of the noncombat skills, this allows you
to wrestle open every storage room and scavenge the treasures within. Of
• Energy Weapons are more expensive, but laser guns have a faster rate of
course, you can consult the “Tour” chapter of this guide closely to find this
fire and lower AP cost than many Guns.
out too! As this guide flags every major lock on safes, doors, footlockers, and
• High Agility in combination with Energy Weapons and Unarmed is a good Ammo Boxes, you can easily tell how much to increase this skill. A good rule
choice, as you can land four punches (or laser blasts) in VATS. is to keep your Lockpick at around 55. Most locks are Average, requiring
• Try punching weaker foes, and collect the ammunition they drop so you 50 Lockpick to easily open. If you find a Hard lock (75 Lockpick usually
can Craft, or afford to purchase Energy Weapon ammunition and armor required), simply read a Skill Magazine for that lock. Magazines only increase
suited to Unarmed skirmishes. Save Energy Weapons for larger foes. by +10 so having the skill around 55 won’t help with Hard locks without the
Comprehension perk.
Plan 4: The Third Tag Skill—Repair
Construction and cannibalizing weapons is still one of the most funda-
Medicine
mentally useful abilities you can learn. The construction of better quality If you’re living off the scientific discoveries of man instead of Recipes,
weapons and armor at Workbenches enables you to withstand more attacks, Medicine is definitely the way to go. Increasing the effectiveness of Stimpaks,
and spend less time (and Caps) on Stimpaks, or searching for Recipes to Super Stimpaks, Doctor’s Bags, Rad-X, and RadAway, if you only need to
remedy your maladies. Enemies in groups tend to use the same types of use half the regular number of Stimpaks to fully heal, you can spend your
weapon, allowing you to manage your loot. Are the NCR Troopers you just Caps on other items. Medicine is also slightly more useful than Survival
butchered all carrying Service Rifles? Then gather them all up, and Repair during Quests if you’re wanting dialogue choices or need to heal a wounded
them to create one or two Service Rifles in great condition. character you encounter. There are some fine perks to unlock, too.
À Furthermore, Repair is used at Reloading Benches to create special types Science
of ammunition for your weapon from spent casings, powder, primers, and
If controlling turrets, and turning them on those they used to guard is
lead. Creating the ammo you most need by breaking down the elements of
appealing to you, or you need to unlock doors or safes with a connecting
ammo you don’t? That’s another incredible reason to pick Repair.
terminal? Then this is your skill. You have a few dialogue options unique
First Time in the Mojave: Recommended Tag Skills to Science, too. As there are fewer terminals to hack than there are locks
to pick, and with rewards for hacking a terminal being less immediate or
If you’re entering the Mojave Wasteland with no previous adventuring
tangible, many adventurers rely on either Lockpick or Science (and tend
experience, heed the above advice and make your three Tag skills a Primary
toward Lockpick), but not both.
Combat, Secondary Combat, and Repair. Or to sum up:
Third Tag Skill Most Useful With Remarks Sneak
Crouching so you’re hidden, and then moving slowly around a settlement
Guns, Melee Weapons, Weapons in good repair inflict more damage, and can be sold
Repair of hardy foes is a real thrill, and Sneak is responsible for keeping you alive
Energy Weapons for more Caps.
in these circumstances. A highly useful combat support skill, attacking
Inflicting bonus damage when close to a foe, or avoiding them unsuspecting targets yield greater damage (and safety for you). If you lack
Sneak All Combat Skills
without being spotted, is always advantageous. subtlety in your combat, this isn’t for you. Otherwise, it is a fine choice.
If you have to be struck by foes to kill a foe, becoming adept However, Unarmed and Melee attacks while using Sneak are difficult to land;
Medicine/Survival Melee Weapons, Unarmed but the Sneak Critical Hit bonus is huge. Be sure to Sneak up on a foe who
at healing or Recipes becomes crucial.
is unaware (rather than alert), and be sure you enter VATS to “line up” Sneak
Melee Weapons, Unarmed Attack at a distance with projectiles, or plant mines, and run in
Explosives attacks on numerous foes.
(or all Combat Skills) to finish the job.

Plan 5: Noncombat Skills—Survival in the Mojave Tip Isheadshot


Sneak still not on your skill shortlist? Then note that a
from a Riot Shotgun is likely to kill a Deathclaw if
New to the Mojave Wasteland is the Survival skill, familiar to outdoorsmen your skill is high enough, and you’re close enough to that horned head.
everywhere. As its primary use is to increase the healing benefits of Food and
Drink (in the same way that Medicine does to Stimpaks), if you’re planning to
keep your Caps and scavenge for Plant life and Recipes, you may not ever need Speech
a Stimpak again. Survival also allows you to make a variety of items not only Like to chat? Enjoy fast-talking your way out of situations? Then succeeding
at Campfires, but at Reloading Benches and Workbenches too. This is one to in Speech challenges when speaking to others becomes not only rewarding
definitely take, perhaps at the expense of Medicine, if you’re planning on being but incredibly useful. You can calm down a hostile situation (or occasionally
Hardcore, wanting a few unique dialogue choices and perks, or if you like create them!), but unlike Barter, there are no real other benefits than a host
hiking for plants and scavenging for Recipe items as much as fighting. of unique dialogue choices. Even a cursory glance at the Main, Side, and Free

Plan 6: What About the Other Skills? Quests of this guide show that Speech is used in almost every conversation,
and can sometimes grant you better items, and save hours of wandering, or
The other skills are certainly of no less importance, and the flexibility of them even your life! This is one skill you must consider seriously.
means there are no wrong skills to pick (although you can overspecialize, or
pick skills that aren’t in synch with your attributes). Plan 7: Skill Point Allocation
For those with limited previous exploration experience, it is recommended

Tip As100a due


general rule, it is never good to increase a skill to that you increase your Primary Combat, and your Repair skills up to around
to the vast number of Skill Magazines available. 55, and then 75 points as soon as possible. Then add to your Secondary
In a (rare) occasion calls for a 100 skill, bolster your 90 skill with a Combat skill, and your preferred other skills as needed. Generally, a good
rule is to spend around 60-75% of your Skill Points allotment on your
quick read.
Primary and Repair skills until they reach 75.

20
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

À A common mistake is to raise your skills up to 100 as soon as possible. the Legion (5) or the Great Khans (6) causes you to be treated as one upon
Because certain Collectibles (Skill Books) and perks can permanently raise superficial (or distant) inspection. Be careful where you’re wandering. Or,
your skills, and Magazines temporarily up a specific skill by 10 points, the use the outfit to your advantage and walk into the camp of an enemy faction
extra points are negated due to your over-eagerness to max out. Consult this wearing their attire! But beware of Guard Dogs that can sniff out an intruder!
guide to learn the location of every Skill Book and Skill Magazine that are
related to your preferred skills, so you can take them as early as possible to Plan 9: Good Reading (and Eating)
further develop your best skills.
Until items disintegrate out of use, they can be considered permanent modifiers
Plan 8: Dressing for Success to your skills. But there are items that give a temporary boost to all manner of
your statistics, including skills. The most obvious of these are Skill Books (giving
Simply wearing
a permanent +3 to a skill) and Skill Magazines (giving a temporary +10 to a skill).
an outfit or piece
Are these useful? Exceptionally; as you can read the guide, know the difficult
of armor because
locations where you need a skill boost, and bring some required reading with you.
it looks cool or
is a pretty color Example #3: Raise your Lockpick skill to 37. Then locate a copy of
isn’t the best way Tumblers Today (Skill Book) to permanently boost your skill to 40 (+3).
to maximize your Now locate an Average lock, and read a copy of Locksmith’s Reader (+10,
wardrobe. Along Skill Magazine). This temporarily boosts your skill to 50; enabling you to
with the skills you open the lock without much Skill point expenditure at all!
are concentrating
1 2 3 Example #4: Raise your Lockpick skill to 51. Reach Level 4, and take the
on, look for Armor and Clothing that add related benefits. The “Guns and Comprehension perk. Now read a copy of Tumblers Today (Skill Book)
Gear” chapter of this Guide showcases the bonuses of every single important to permanently boost your skill to 55 (+4, +1 because of the perk). Now
wearable item and weapon in the Mojave Wasteland, allowing you to peruse locate a Hard lock, and read a copy of Locksmith’s Reader (+20, +20
and locate at your leisure. Then ensure you take at least a couple of changes because of the perk). This temporarily boosts your skill to 75, enabling
of clothing with you; for example, a set for combat (1), a set for Speech you to open this even-more difficult lock!
checks (2), and attire for Repairs (3). Also note that certain items you can eat, or make in a Recipe also help you
À It is important to view the items you pick up on your Pip-Boy to work out too; you are wise to check the skills, perks, and Recipes section of this
out their abilities. If you’re heading into combat, and you’re sure you won’t guide forthwith!
get shot, replace heavy armor with something lightweight that gives you Now take this a stage further, and read up on all the perks that affect your
bonuses to skills such as Guns. Carrying around some extra outfits can be favored skills, so you know which ones to pick as you level up.
an immense help, especially as many items weigh next to nothing but have
excellent extra effects, such as Vault Utility Jumpsuits. Plan 10: Character Growth
Example #1: Raise your Lockpick skill to 45. Then put on apparel that
With an average of 12 to 13 Skill Points to spend when you level up, you can
gives you +5 to Lockpick (like the Vault 3 Utility Jumpsuit), and you can
easily make a change to your character’s preferred skill set (if you do this
now Pick Average locks.
early enough) with minimal penalties. Think about the actions you tried since
Example #2: Before you go adventuring, raise your Perception by two the last time you leveled up, and those you wanted to do but couldn’t. Then
points, and your Luck by one point, which cumulatively adds +5 to your place points into the skills that help you succeed in those actions.
Lockpick. Now raise your Lockpick skill to 45, but with five additional
À For first-timers, split your points evenly between your three Tag skills until
points to spend on other skills.
around Level 6; you chose Tag skills because you wanted to use them; so
It is wise to go back over your attributes and ensure you’ve placed enough ensure they’re above 50 as soon as possible. Two important skills to raise to
points to help enhance associated skills. specific levels are Lockpick and Science, as they have threshold values. Every
25 points opens up a new level of difficulty of locks and terminals. Set your
Faction Armor Lockpick and/or Science to 25 early, then bump one or both to 50 in as few
Putting on an steps as possible. A Science skill of 49 is annoyingly close to being able to
NCR Ranger’s Hack into Average terminals, but only with item augmentations. One more
outfit and point, and no items are needed.
hat (4), and À Between Levels 5 through 10, keep the focus on the Tag skills, raising
wandering into a them to 70. Place some points into secondary skills like Lockpick (for Average
Caesar’s Legion locks), Medicine (for extra benefits from Stimpaks and the like), and Survival
stronghold—even (for an increased number of Recipes).
if you’re allied À Above Level 10, stop raising skills when they reach above the mid-80s,
with the Legion— and rely instead on clothing, armor, Skill Books, and Skill Magazines for the
is a foolhardy 4 5 6
hardest skill checks (which only occur occasionally anyway). Why have a skill
idea, as you’re clad in the threads of a sworn enemy. This is because Faction of 100, and 10 Skill Magazines you can’t use? Don’t waste points!
Armor; the clothing worn specifically by a known Faction or tribe, such as

Character Archetypes
Whatever the environment, and however you
want to approach your adventure, there is
Basil “The Sniper” Crowcross Perks
Sniper, Commando, Finesse, Center of Mass,
a character archetype for you! The following Better Criticals, Rapid Reload, Weapon
S: 6 (8)*
sample characters show which attributes, skills, Handling, Silent Running, Hand Loader,
P: 8 A sneaky ranged Confirmed Bachelor, Bloody Mess, Hunter,
perks, traits, Weapons, Armor, and Followers
that complement that particular character’s style E: 5 specialist with Entomologist, Robotics Expert, Travel Light,
of play. Behold the rogues’ gallery.... C: 2 (1)* maxed critical Living Anatomy
chance but
I: 2 (1)* Weapons
minimal social

Note A: 8 All rifles, especially: Varmint Rifle (Night


Although these archetypes graces.
Scope, Silencer, Ext Mags, 5.56mm AP and
have been extensively L: 9
HP) Hunting Rifle (Custom Action, Scope, Ext
bench-tested to be the very best at their
Mags .308, all types) Sniper Rifle (Carbon
specific role, you may ignore any aspect * Optionally, drop CHA and INT to 1 and increase
Fiber Parts, Suppressor, .308, all types)/Gobi
of these characters if you don’t agree with STR to 8 for Minigun/Heavy Weapons prowess.
Campaign Scout Rifle, Anti-Materiel Rifle with
them. They are simply here to aid you in Skills Match (hand load) ammo
making specific character styles. Guns, Sneak, Repair
Other Equipment
Traits 1st Recon Beret, Stealth Boys for losing
Four Eyes, Small Frame (Stealthy Sniper) or hostiles if spotted, Weapon Repair Kits,
Trigger Discipline, Built to Destroy (Critical Hit Reinforced Leather armor for Travel Light perk,
Specialist/Sharpshooter) Sunglasses for Four Eyes trait
Implants
Perception, Agility, Luck
Followers
Boone, ED-E, (or no one)

21
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Wyatt Pinkerton: The Gunslinger Eulogy Smith: The Smooth Talker Edgar “Space Ventura”
S: 5 S: 5 Wellington III
P: 7 A one-handed guns P: 6
specialist; fast, S: 6
E: 5 E: 4 A diplomatic pacifist P: 8
light, generally
C: 5 C: 9 type, with the ability
well-rounded but E: 5
to talk the hind legs A Master Blaster
I: 5 crumples against I: 6 C: 3
off a Bighorner. man with an Energy
A: 8 heavily armored A: 4 I: 5 Weapons plan.
enemies.
L: 5 L: 6 A: 8
L: 5
Skills Skills
Guns (For perks: Science [70], Medicine [70], Speech, Barter, Medicine, Science, Repair,
Skills
Sneak [70], Repair [70], Survival [45], Melee Survival, [optional] Unarmed or any combat
Energy Weapons, Science, Explosives
[45]), Energy Weapons (Optional) skill of choice
Traits
Traits Traits
Trigger Discipline
Fast Shot (Optional), Built to Destroy Good Natured
(Optional), Wild Wasteland (Optional) Perks
Perks
Rapid Reload, Run ‘n Gun, Commando,
Perks Confirmed Bachelor/Lady Killer or Black
Vigilant Recycler, Plasma Spaz, Center of
Cowboy, Quick Draw or Educated, Rapid Widow/Cherchez la Femme, Ferocious
Mass, Meltdown, Concentrated Fire, Laser
Reload, Gunslinger, Run ’n Gun, Travel Light, Loyalty, Educated, Retention, Comprehension,
Commander,
Shotgun Surgeon or Confirmed Bachelor, The Terrifying Presence, Nerd Rage!, Mysterious
Professional, Living Anatomy, Hand Loader, Stranger, Miss Fortune, Animal Friend (2) Weapons
Toughness (2), Action Boy (2), Math Wrath, Q-35 Modulator, Laser RCW, Alien Blaster
Weapons
Nerves of Steel (Wild Wasteland encounter), Euclid’s C Finder,
This depends on combat skill chosen; see other
Recharger Pistol, Recharger Rifle
Weapons lists for specialist types.
All one-handed guns, especially Maria, 10mm Other Equipment
Other Equipment
Pistol, Alien Blaster, That Gun (5.56mm AP Power Armor, Chinese Stealth Armor, Space
Skill Magazines (any and all), outfits with skill/
and HP), Ranger Sequoia (.45-70 Govt Hand Suit, Reinforced Combat Armor Mk 2
attribute bonuses and a few skill/attribute-
load) enhancing Chems like Mentats or Alcohol. Implants
Other Equipment Endurance, Armor, Regeneration
Implants
Desperado Cowboy Hat or 1st Recon Beret, Intelligence, Perception, Luck, Charisma Followers
with Shotgun Surgeon: Lever Action Shotgun Arcade Gannon, Veronica
Followers
(20ga Magnum or Slug) or Sawed-off Shotgun
Arcade, Boone, Cass (Whiskey Rose perk)
(12ga Magnum or Slug). Samuel “Red” McDonald: The
Implants
Armor, Regeneration, Perception, Agility, Intel-
Gary 666: Midnight Wanderer
ligence The Incandescent Death S: 8
Followers
S: 7 P: 5 A Melee specialist
Raul, Rex (or Lily, or any)
P: 5 E: 6 perfect for Hardcore
An implacable
Elizabeth Fortunate-Bradley: E: 8 Energy Weapons
C: 4 mode. Why buy
Stimpaks when you
The Cat Burglar C: 3
I: 6
heavy trooper;
melting minds into
I: 7
A: 6
can skin and eat
your lunch?
S: 5 A: 6 piles of ash and goo. L: 4
P: 5 L: 5
Skills
E: 5 A stealthy thief,
Skills Survival, Melee, Unarmed, Sneak (Science,
C: 5 focused on lithe
Energy Weapons, Medicine, Repair, Science, Repair, Medicine for Crafting), Barter (70) for
looting and lapping
I: 5 Guns (70 for perks) perks
up the Caps.
A: 9 Traits Traits
L: 6 Fast Shot, Built to Destroy Good Natured, Four Eyes, Heavy Handed or
Wild Wasteland
Perks
Skills Perks
Center of Mass, Rapid Reload, Plasma Spaz,
Sneak, Lockpick, Science, Barter, Guns Strong Back, Pack Rat, Travel Light, Hunter,
Laser Commander, Meltdown, Lifegiver,
Traits Toughness, Improved Criticals, Vigilant Long Haul, Intense Training: Strength/
Good Natured, Small Frame Recycler, Jury Rigging, Stonewall, Commando, Endurance/Agility, Super Slam, Stone Wall,
Action Boy or Math Wrath, Grim Reaper Slayer, Unstoppable Force, Purifier, Rad
Perks
Sprint, Spray ’n Pray (if taking companions), Resistance, Rad Absorption and/or Rad Child,
Light Step, Infiltrator, Educated, Fortune
Power Armor Training Solar Powered, Ninja or Grim Reaper Sprint
Finder, Strong Back, Pack Rat, Scrounger,
The Professional, Silent Running, Long Haul, Weapons Weapons
Computer Whiz Any Energy Weapon, especially Gauss Rifle, Any melee or hand to hand, like the Power
Gatling Laser(Carbon Fiber Frame, Focus Fist, Paladin Toaster, Ballistic Fist, Spiked
Weapons
Optics), Flamer(Expanded tanks), Plasma Knuckles, Machete Gladius, and especially the
Anything silenced, especially holdout weapons.
Caster (HS Electrode) and as many Max or Super Sledge/Oh Baby!
Good choices include: Silenced .22 Pistol,
Silenced .22 SMG (Exp. Drums), 10mm Pistol Over charged cells you can get your hands on Other Equipment
(Laser Sight, Ext. Mags, Silencer), 12.7mm Other Equipment Eyeglasses (for Four Eyes trait), Combat
Pistol (Silencer), 12.7mm SMG (Silencer), Weapon repair kits (and lots of them), heaviest Armor, Reinforced Combat Armor Mk 2, any
Varmint Rifle (Silencer, Nightscope, Ext. Mags), armor you can find (Metal, Reinforced Metal, and all Crafting items
Sniper Rifle (Carbon Fiber Parts, Suppressor) Power Armor), Steady, Psycho, Jet, Fixer Implants
Other Equipment Implants Armor, Regeneration, Endurance, Intelligence,
Scout Armor, Chinese Stealth Armor, Faction Endurance, Armor, Regeneration Luck, Agility
clothing for disguises: NCR uniforms, Powder Followers
Followers
Ganger outfits, Caesar’s Legion armor, White Rex, Cass
Raul (Full Maintenance, Repair service),
Glove Society Mask, Great Khans armor
Arcade (Tesla/Power Armor path), Veronica
Implants (Workbench, Power Armor path)
Agility, Intelligence, Luck
Followers
Lily, ED-E (or Rex, or none)

22
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Anthea “The Trailblazer” Michael Falin Billie “Pin Holder” DeLoria


Littlehorn S: 6 S: 9
S: 5 P: 6 P: 8 A fanatic for
Michael fell out of
P: 8 E: 6 E: 8 grenades, mines,
the incompetent
A Hardcore mode C: 5 C: 1 and a variety of
E: 8 tree, and hit every
explorer with one highly polished
C: 2 I: 6 branch on the way I: 2
goal; to uncover projectile-lobbing
A: 6 down. A: 5
I: 5 all 213 Primary rifles.
A: 8 Locations! L: 5 L: 7
L: 4
Skills Skills
Repair, Barter, Medicine Explosives, Medicine, Barter (70) for perk
Skills
Survival, Lockpick, Barter Traits Traits
None Loose Cannon (Optional)
Traits
Four Eyes Perks Perks
Retention, Comprehension, Animal Friend, Heave, Ho!, Demolition Expert (3), Pack Rat,
Perks
Here and Now, Math Wrath, Nerd Rage!, Hit the Deck, Splash Damage, Adamantium
Hunter, Rad Child, Travel Light, Lead Belly,
Chemist Skeleton, Light Step, Better Criticals, Nuka
Strong Back, Long Haul, Pack Rat, Explorer,
Weapons Chemist, Spray ‘n Pray
Solar Powered, Night Person, Rad Absorption
Straight Razor, Boxing Tape, BB Gun Weapons
Weapons
Other Equipment Grenades, Grenade Rifle (Long Tube), Grenade
Rifles (preferably scoped): Varmint Rifle (Scope,
Sexy Sleepwear, Sunglasses, Chems, Alcohol, Launcher, Grenade Machinegun (High Speed
Silencer, Ext Mags), Cowboy Repeater (Maple
and Skill Magazines of all types Kit), Missile Launcher (Guidance System, HE
Stock, Custom Action, Long Tube) Hunting
Missiles, HV Missiles) Fat Man (Little Boy kit),
Rifle (Custom Action, Ext Mags, Scope), Trail Implants
Mercy, Thump Thump, Annabelle
Carbine (Scope), Brush Gun(Forged Receiver), None
Sniper Rifle(Carbon Fiber Parts, Suppressor), Other Equipment
Followers
Anti-Materiel Rifle, Lever-Action Shotgun (for Metal Armor, Reinforced Metal Armor, Combat
None
close encounters), Hunting Shotgun (Choke, Armor, Reinforced Combat Armor, Reinforced
Combat Armor Mk2, Power Armor
Long Tube)
Other Equipment
Gordon Cram-say Implants
Eyeglasses (for Four Eyes trait), Leather Armor, Armor, Regeneration, Perception, Endurance
S: 4
Reinforced Leather Armor, Scout Armor, Merc Followers
P: 4 Specializing in
Grunt Outfit Cass, Boone, Arcade—generally avoid melee-
E: 8 highly crafted centric companions because Spray ‘n Pray can
Implants Recipes, delicious
Perception, Armor, Regeneration C: 4 only do so much.
Brahmin steaks,
Followers I: 9
and a hair-trigger
ED-E, Boone, Cass A: 3 temper. Albert “Penny Pincher”
L: 8 Tenpenny
Opie “Knuckle Sandwich” Skills
Moriarty Survival, Repair, Science, Medicine, Barter (70)
S: 3
P: 4 Having been
S: 9 Traits E: 4 banned from New
Good Natured Reno’s casinos, this
P: 6 A proud pugilist, C: 8
Perks gambler is ready to
E: 9 escaping from a I: 8
Hunter, Entomologist, Hand Loader, Vigilant break the banks on
C: 1 place back east; A: 4
Recycler, Chemist, Jury Rigging, Nuka and off The Strip.
Unarmed attacks
I: 2 Chemist, Chem Resistant, Chemist, Long Haul, L: 9
come with a real
A: 9 Pack Rat
wallop.
Weapons Skills
L: 4
Hunting Rifle, Hunting Shotgun, Knife, Cleaver Barter, Speech, Unarmed
Skills (or find the Chopper at Wolfhorn Ranch) Traits
Unarmed, Medicine, Explosives Other Equipment Good Natured
Traits Leather Armor, Reinforced Leather Armor, any Perks
Heavy Handed, Kamikaze and all Crafting supplies Fortune Finder, Miss Fortune, Pack Rat,
Perks Implants Scrounger, Mysterious Stranger, Long Haul,
Piercing Strike, Slayer, Purifier, Unstoppable Endurance, Luck, Armor Travel Light
Force, Stonewall, Super Slam Followers Weapons
Weapons Veronica, Raul Brass Knuckles, Spiked Knuckles, Golden
Brass Knuckles, Spiked Knuckles, Power Boxing Gloves, Ballistic Fist, Power Fist
Fist, Ballistic Fist, Recompense of the Fallen, Other Equipment
Pushy, Grenades, Dynamite, Grenade Rifle Benny’s Suit, Sunglasses, Pimp Boy 3 Billion
(Long Barrel), Thump Thump, Grenade Implants
Machinegun. Luck, Armor, Regeneration, Intelligence
Other Equipment Followers
Combat Armor, Reinforced Combat Armor, Rex and Boone or Lily
Reinforced Combat Armor Mk 2, Reinforced
Metal Armor, Reinforced Metal Helmet
Implants
Strength, Armor, Regeneration, Endurance
Followers
Boone, Cass

23
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

General Training and Advice


You now have all the advice you need to nurture the ultimate Courier of Starvation Break Points
the Mojave Wasteland, so let’s move on to the major challenges you’ll face
regarding interactions with others, all of which is details on your Pip-Boy. H20 Status Effect Warning
Read the Game Manual to gain basic familiarity with your Pip-Boy before 0-199 Normal/None No Effect None
continuing.
200-399 Minor Starvation -1 STR Dark HUD
Game Difficulty 400-599 Advanced Starvation -2 STR, -1 CHR Light HUD
Settings > Difficulty of your Main game menu: You can choose to increase 600-799 Critical Starvation -3 STR, -2 CHR, -1 PER Red
or decrease this aspect of the game (which defaults to Normal, and has some 800-999 Deadly Starvation -3 STR, -2 CHR, -2 PER Pulse Red
Hardcore mode exceptions; see below). Generally, the higher the difficulty,
the more damage enemies inflict on you, and the less damage you inflict 1000+ Lethal Starvation Death No HUD
on them. This is balanced out by you sometimes receiving slightly higher
Experience Points (XP) for kills at higher difficulty levels.
Sleep Deprivation Break Points
H20 Status Effect Warning
Enemy’s Your Dmg. Enemy’s Your Dmg.
Difficulty DMG. on You on Them Difficulty DMG. on You on Them 0-199 Normal/None No Effect None
Very Easy 50% 200% Hard 150% 75% 200-399 Minor Sleep Deprivation -1 AGL Dark HUD
Easy 75% 150% Very Hard 200% 50% 400-599 Advanced Sleep Deprivation -2 AGL, -1 INT Light HUD
Normal 100% 100% 600-799 Critical Sleep Deprivation -3 AGL, -2 INT, -1 END Red
800-999 Deadly Sleep Deprivation -3 AGL, -2 INT, -2 END Pulse Red
Hardship in the Desert: Hardcore Mode 1000+ Lethal Sleep Deprivation Death No HUD

Settings > Hardcore mode of your Main game menu: As you’re about to When you reach one of these break points, you receive a warning, and there’s
leave the warmth and comfort of Doc Mitchell’s house, you’re asked if you’d a permanent reminder on your HUD. Solve the problems of these three
like some extra hardship with your adventure, and an option for Hardcore issues by drinking water, eating food, and using a bed.
mode presents itself. You have an important decision to make; you can leave
Hardcore mode at any time, and choose a less difficult, “normal” adventure.
Living off the Land: Hardcore Tactics
But you cannot access Hardcore mode once you decline to play in this mode! for Surviving and Thriving
Differences in Difficulty If you’re having difficulty acclimatizing to a Hardcore Mojave Wasteland,
There are a number of aspects to Hardcore mode that you must understand: follow these tried-and-tested plans for survival.

1. A special reward (Achievement of Trophy) is given for completing the A Place to Camp
adventure entirely in Hardcore mode. Simply wandering into the countryside may get you killed. Between Quests, you
2. Stimpaks do not heal instantly, but rather over time. need to establish a base camp where you can rest. Here are three great examples:
3. Crippled limbs cannot be healed with Stimpaks or by resting. They Goodsprings Source [4.11]
require Doctor’s Bags or a Healer who can fix the problem. is a little out of the way
from the bright lights and
4. All ammunition has weight, forcing you to pick and focus on weapons,
big city, but it features
and upgrades much more closely.
everything you need;
5. Companions can die, rather than just going unconscious like in Normal Food, Water, and a place
mode. to Sleep. Geckos spawn
6. Dehydration, Starvation, and Sleep Deprivation. These are described in here every three days (3),
the following section. and they provide delicious
Gecko Meat (which it is
Food, Water, and a Warm Bed advisable to turn into
3
Gecko Steaks at any of
the nearby Campfires [Survival 25]). The wells provide unlimited supplies
of Rad-free water, and the bed is in the small trailer. Should you require
Crafting, a Reloading Bench and Workbench are next to the General Store in
nearby Goodsprings [4.05].
Wolfhorn Ranch [6.14]
is a little more wild, and
there’s Viper Gunslingers
1 2 marauding about, but
Lack of these three basic elements is a constant problem in Hardcore mode. this is another good place
Your Pip-Boy monitors your current Dehydration (H2O), Starvation (FOD), to camp. Look for the
and Sleep Deprivation (SLP) levels constantly, so be sure to keep checking bed inside the shack, an
the Status menu for updated information. These levels build up over time irradiated well (which
at varied rates (Dehydration is fastest, then Starvation, and then Sleep offers unclean, but not
Deprivation). Watch for a jump in these levels if you attempt a large amount overly toxic water, which
of Fast Travel! Leave any of these unchecked, and your previously healthy you can augment with
RadAway. The garden may
4
visage (1) begins to suffer as deleterious effects are inflicted on you (2).
Here’s what to watch out for: have some harvestable crops (or there’s Bighorner meat nearby), and there’s
a campfire up on the ridge (4), near the grave.
Dehydration Break Points
Safehouses (5), of
H20 Status Effect Warning which there are four
0-199 Normal/None No Effect None (this example shows
a concrete structure
200-399 Minor Dehydration -1 END Dark HUD
owned by a Faction called
400-599 Advanced Dehydration -1 PER, -2 END Light HUD the Followers of the
600-799 Critical Dehydration -1 PER, -3 END, -1 INT Red Apocalypse) also make
fantastic camping spots;
800-999 Deadly Dehydration -2 PER, -3 END, -1 AGL, -1 INT Pulse Red there’s a Faction member
1000+ Lethal Dehydration Death No HUD there two days out of
every week, a place to
5
store items permanently,
usually a full-stocked fridge, purified water from a fountain, and a comfy bed.
To gain the keys to these castles you need to be at least Liked and sometimes
Idolized by the faction. Some will also ask you to complete other pre-requisites.

24
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Another two excellent perks to obtain is Strong Back to generally help with
A Place to Survive your inventory. But for the survivalist, the Pack Rat perk is vital, as almost
The following locations all Crafting and Food materials end up weighing 2lbs or less.
provide one or two key During the latter stages of your adventure, pick Rad Absorption as you’re
elements for survival in probably having a hard time locating more RadAway.
Hardcore mode, and are
handy if you’re suffering Hunger, Thirst, and Tiredness Begone!
from one or more Sleep Deprivation may be of constant concern, but don’t worry; it accrues
ailments. very slowly and doesn’t increase if you’re Waiting. However, hunger and thirst
Water, Water do, so ensure sure you have Food and Water before stopping to wait for a
while.
Everywhere Keep more Water around than Food; although the rate at which you gain
Choose Lake Las Vegas 6 thirst decreases during the night, it always increases at a faster rate than
[3.22], Lake Mead, the hunger or sleep deprivation.
Colorado River, Goodsprings, and The Strip [Zone 2D] for limitless supplies of
Coyote Tobacco Chew, made from the plant of the same name, can be
clean, radiation-free water.
obtained in numerous wilderness areas around the Mojave Wasteland, and it
Crafty Crafting allows you to go without sleep for quite some time (even if your Survival skill
Harper’s Shack (6) [5.21] has an excellent stash of crafting supplies, as well is low). As it’s extremely lightweight, stock up whenever you spot the plant,
as a Reloading Bench and Workbench. There’s even a bed and a Campfire and you may never need a bed!
right outside! Have you sampled the Gecko Kabob or the Bloatfly Slider? You should; as
188 Trading Post [5.02] has a few beds where you can safely rest, along with they reduce both hunger and thirst! This not only satiates you in half the
a Reloading Bench and some Vendors to trade with. time, but these take up less space (and weight) in your Inventory. Keep this
in mind if you need to reduce what you’re carrying.
Novac [5.18] is worth visiting for more than just Dinky the dinosaur; you can
stay at the motel, and use the Workbench in town, as well as trading with Conversely, some Foods (and even a few drinks) actually increase your thirst!
vendors that wander down Highway 95 to reach here. The simple plan here is to avoid using them if you don’t have a ready supply
of water (and perhaps some RadAway) to hand.
Primm [4.17] is initially in a desperate state, but once you find them a new
Sheriff, all of their services return to normal, including Ruby Nash’s delicious Health and Human Interaction
Radscorpion Casseroles! Solve your own Crippling injuries by locating the ingredients for a Doctor’s
Camp McCarran [2.19] has a supply shack at the southern end of the Bag, as you can Craft them at Workbenches with a Medicine skill of 40.
Concourse where Sergeant Contreras is happy to trade with you. He even Consulting the “Tour” chapter of this guide, which has the location of every
sells NCR uniforms which is useful for blending in or using the Monorail if Healer (aka Doctor) in the Mojave Wasteland is crucial, as you’ll need to make
you don’t have enough Fame with the NCR, and want to quickly reach the regular use of them (especially if you have a crippled limb). Of course, when
Strip. There’s a Reloading and Workbench in the shack, too, as well as clean in doubt, hobble back to Doc Mitchell, and the safety of Goodsprings.
water in the drinking fountains, and beds in the barracks.
See a doctor frequently: beds do not heal crippled limbs in Hardcore mode,
Sloan [4.08] may be suffering as its workers fend off Deathclaw incursions and Doctor’s Bags (or Hydra) can be expensive (or hard to find), and should
from their place of work, but there’s a large stash of supplies and a be saved for emergencies where a doctor is unavailable.
Workbench if you check out the Machine Shop in the shack settlement.
Black Mountain [5.07] is a terrifying place, not least for an imprisoned Ghoul Beware: The Death of a Follower
named Raul, who you can rescue as part of Side Quest: Crazy, Crazy, Crazy. Followers can (and often do) die during fights in Hardcore mode. This should
Save him, and he shows you the map marker for his shack [3.05]. Journey prompt you into being extremely careful; not only of where and who you’re
there for a good amount of supplies, a bed, and Workbench. shooting, but the orders you’re giving your companions. Be sure to upgrade
a companion’s armor as soon as and whenever possible, and keep them well-
Hardcore Tenets to Thrive By supplied with Stimpaks while you heal using Recipes and Food types.

Attributes and Skills for Proper Weapon and Ammo Usage


the Mountain Man If you find a Unique Weapon, remember that you must stock up on Weapon
Repair Kits if you want to keep it working.
It is advisable to invest
some Skill Points in Being brash in combat and taking unnecessary damage results in a quicker
Survival as soon as death. Even so, you should begin to gather a number of healing items that
possible; cooked or start to clog your inventory; remember to check their effectiveness, and use
prepared items are them all.
generally much more Ammunition fills up your inventory like no other item, so traveling as lean
effective than their raw as possible is the order of the day. Invest in the Hand Loader perk at Level
counterparts; but a higher 7 6; this is essential because regular ammo has weight, but component parts
Survival skill allows better (such as Lead and primers) do not.
results even from raw items. With or without Hand Loader, cannibalizing cartridges you never use to make
With a Campfire, some common Food and Plants, and 30 Survival, you can more of what you’re firing helps you lose the dead weight that ammo was
get by on Cactus Water and Gecko Steaks (7). becoming.
You should ideally be Crafting during Hardcore mode, and if you do, make Special rounds of a weapon all have a function, as it is important to select
sure you’re constantly looking out (and have enough free Inventory space) for the ammo types that suit how often you use a weapon, and what it is used
“junk” items as most of them are useful in Recipes. Basically, if a location in for. Take the 12/20ga ammunition: If a Shotgun is your main weapon,
the “Tour” chapter of this guide mentions “Scrap Metal,” there’s likely to be the standard buckshot is what you need. However, if you only use it as an
other useful junk nearby. emergency back-up weapon, then the Magnum loads are the better plan as
One early advantage to take is the Good Natured trait. This takes five points the increased wear on the gun doesn’t matter as much.
from each combat skill, and places them into noncombat skills. For a Slugs are useful if you don’t use rifles, or you’re fine with a loss in
Hardcore survivalist, the noncombat skills are used frequently. Fortunately, performance for the sake of not carrying the weight of an extra weapon and
you only really need to choose one combat skill. Why waste points that you’d its ammo.
never use on three pointless combat skills? Make efficient use of everything, Similarly, while it isn’t usually a great idea to use guns with different roles
as early and often as possible. It’s the only way to survive! but of the same caliber—such as the Cowboy Repeater and the .357 Magnum
Upping your Intelligence attribute is an obvious and excellent choice for the Revolver—using different special ammo types in each prevents one from
Hardcore adventurer. Intelligence allows more Skill Points over the long term, eating into the other’s ammo.
and directly boosts the four Crafting skills: Medicine, Repair, Science, and

Tip The
Survival. Character Archetypes section earlier in this chapter
An obvious perk choice for the Hardcore Courier is the Leady Belly perk. has a couple of example characters created just for
But have you tried Cannibal and/or Ghastly Scavenger? This increases your Hardcore mode. Be sure to check them out!
available cuisine considerably....

25
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

• Utilize the compass, the location of the sun in the sky, as well as roads
Experience Points (XP) and railroads to situate yourself. If you know, for example, that the “Long
Stats > top-right corner 15” runs all the way from the Searchlight Airport [6.26] to the south, all
of your Pip-Boy: The the way to Freeside’s East Gate [2.15] at the edge of The Strip to the north,
only way to level up you can keep to the roads, exploring along the way. Also flag interesting
your character and locations with your Pip-Boy’s Route Marker on the World Map screen, too.
access more Skill Points • When you discover a single location in an unexplored area, check it
and perks is to obtain out before backtracking to a safer environment, and when you want to
Experience Points (XP). return, Fast Travel to the location and explore in a concentric circle out
Generally, XP is received from this secondary base.
after you kill a foe (the
• This guide has flagged every Primary Location (which appear on your
Bestiary section has a
Pip-Boy’s world map), and Secondary Location (which appear on the
1 general value for each local map, or not at all) with a special, unique number. For example,
enemy type you slay),
Goodsprings is labeled “[4.05].” The first number refers to the Zone [4]
and finish a Quest (see the Quests in this guide for the XP rewards) and
and the second to the number of the settlement in that Zone [05]. These
Challenge. You also receive a small XP reward for unlocking a door or safe,
don’t appear in the game; they are referenced so you can keep track of
hacking a terminal, and completing Speech check, which depends on the
the hundreds of locations on the guide map.
Difficulty of the activity: 20 XP = Very Easy (1–24 skill), 30 XP = Easy (25–49
skill), 40 XP = Average (50–74 skill), 50 XP = Hard (75–99 skill), 60 XP = Very Mapping the New Vegas Conurbation
Hard (100 skill). Note that your skill level vs the difficulty of the task can When you enter the
prevent you from gaining XP on very easy tasks. A Very Easy lock will give 20 glittering metropolis
XP for skill 1–74, but 75+ it gives 0 XP. This scale is for all challenges from of New Vegas, and its
locks and terminals to speech/skill challenges in dialogue. outlying areas, mapping
As your HUD reveals when this occurs (1), you’ll always be able to keep track matters get a little more
of your current total, and the total needed for the next level (which is in the complicated. Certain
Experience Points and Karma chart in the next section). When you reach locations, such as the
Level 30, your XP reads “Maxed.” Lucky 38 Casino, can’t be
As you’re likely to reach around Level 13 or 14 if you’re close to finishing the seen (or Fast Traveled to)
Main Quest, you should augment your XP by attempting all the 70+ Side via your world map. This
Quests (and some Free Quests). Side Quests are usually worth 100-500 XP 3 is because they are within
depending on the complexity. And searching out world map markers (Data > an “Interior Zone” unique
world map) also nets you 10 XP per location. to New Vegas (Zone 2). There are six of these Interior Zones (which are known
in the guide as Zones 2A, 2B, 2C, 2D, 2E, and an Underground Sewer system
Are You Experienced? flagged as “U2” that allows you to access different areas within Zone 2 from),
• You receive +10% XP when you are Well Rested, and the bonus lasts for which are usually accessed via a gate (3). The “Tour” chapter separates these
12 game hours. You can only obtain this by sleeping in a bed you own into Interior Zones so you know which areas are accessible from the outside
or rent; from the Novac Motel, Safehouses, and any comped suite at the Wasteland (or world map), and which you need to enter a gate to access.
Lucky 38, The Tops, or the Atomic Wrangler.
• If you take the Swift Learner perk, you obtain +10% additional XP for
each rank (up to three) that you take. This includes Quests, unlocking Tip You might want to check the Challenges section of this
guide (an Overview in the Training, and a complete list at
safes, and every other aspect of gaining XP; not just killing enemies. the end of the Quest section), as there’s a Challenge that rewards
• XP does not scale with your level; all enemies and challenges you you for finding a set number of Primary Locations.
encounter offer roughly the same degree of challenge no matter when you
attempt them, although you’re at an advantage with better equipment
and a Follower by your side.
Miscellaneous Data: Notes
Data > Misc > Show
Active Quest Notes:
Tip Double-shot XP time! When you encounter a door that
is locked with a terminal, and a regular lock, hack the
When you pick up either
a scrap of paper, such
terminal (Science), but don’t disengage the lock. Then pick the lock as the note this corpse is
(Lockpick) and get a second shot of XP for completing both tasks! carrying (4), or a Holotape
(aka Holodisk), this part of
your Pip-Boy updates to
Mapping the Mojave reveal the contents, which
can be either in audio
4 or written form. Many
of these are journals or
thoughts that give you a better understanding of your surroundings, but
don’t affect your adventure. But some give hints on certain Quests that don’t
appear on your Pip-Boy; known as Freeform (or Free) Quests. A complete list
and strategies on all of those (90+) Quests is contained later in this book.

1
Data > Local Map; Data > World Map of your Pip-Boy: Assuming you’re
2
Miscellaneous Data: Challenges
already familiar with Fast Travel, and you’ve noticed the maps that came Data > Misc >
with this guide—which reveal every single location on both your local (1) and Challenges: Access this
world (2) maps—there are some tactical plans to ensure investigating new part of your Pip-Boy to
areas is as safe as possible: keep track of the (100+)
Challenges that you are
• Use a place you’ve previously cleared out, or a location you know is safe
engaged in. You Pip-Boy
(such as Goodsprings, or Camp McCarran if you’re allied with the NCR)
logs almost every aspect
as a base until you know your immediate surroundings. Figure out how
of your adventure, and
far a new location is from (for example) Goodsprings, as this is the safest
when you attempt an
place to return to.
action a multiple number
• Utilize landmarks; every time you stop, you should be able to spin 360
degrees around and see at least two recognizable structures. Notice the 5 of times, this is recorded.
When you hit a prede-
large skyscraper tower to the north? That’s the Lucky 38 tower [Location termined total, you receive a reward. Challenges can range from “I Can Stop
2D.02]. Now you know this, learn what the adjacent locations there are, Any Time I Want”: Take 25 Chems, but not all at once) to “Click”: Inflict
and if any interest you. 20,000 points of damage with a Minigun (5). The rewards take the form of
• Use smaller visual cues to figure out specifically where you are. See that usually one of the following:
bright white memorial cross known as the Yangtze Memorial [4.07]? Experience Points Achievements
That’s just southwest of the much-larger Quarry Junction [4.04]. Begin Caps Another related Challenge
to fill in the topography of the area so you don’t get lost.
Perks
For a complete list of Challenges, consult the Appendices.

26
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Radio Waves
Data > Radio: Whether it’s the syrupy tones of Mr. Vegas, or the insanity Caution These values aren’t visible to you, so you can’t
check specifically on the precise number you
of Tabitha and Rhonda, there’s radio chatter to listen to as you traverse the are: Only your character’s type and icon are shown.
Mojave Wasteland. Select the Radio station you want to listen to (or turn off)
on your Pip-Boy.
Action Karmic Effect
Black Mountain Radio Killing an Evil character or creature None
Killing a Very Evil character or creature +100
Twenty-five-thousand-meter radius. Centered on the summit of Black
Murdering (unprovoked) a Neutral or Good creature -25
Mountain, listen as Super Mutant Tabitha, and her gal-pal Rhonda put the
world to rights, and sentence their Ghoul engineer to a thousand deaths. Murdering (unprovoked) a Neutral or Good character (07) -100
Stealing from a Neutral or Good character, or non-evil Faction -5 (per item)
Camp Guardian Radio Donating Caps Dependent on the number
Three-thousand-meter radius. An NCR post deep in the wilderness just Performing a “good” action in a Free Quest > +50
north of Lake Mead hasn’t been heard from in a while. Should you hear this, Performing an “evil” action in a Free Quest > -50
prepare for an emergency broadcast with instructions to follow.
Karma has much less of an impact on your adventure, as Reputation
NCR Emergency Radio Station is the much more vital component to keep in check. However, Karmic
actions usually have Reputation benefits or pitfalls that are awarded too, so
Three-thousand-meter radius. Should Caesar’s Legion attempt another be sure you know what you can get away with!
Hoover Dam assault, the NCR will begin broadcasting on this emergency Raise and lower your Karma in Quests by undertaking certain actions, the
frequency, with tactical advice and troop orders. most major of which are flagged in the Main and Side Quest chapters of
this guide. Karma also influences the type of ending you receive when your
Mojave Music Radio expedition is over.

Entire Wasteland. Whether you’re sitting by a campfire, gazing at your Gecko


Experience Points and Karmic Title
This shows your character’s level, XP required for the next level, and Karma
Steaks a-cooking, or wandering the lonely trails near Wolfhorn Ranch, the
depending on their alignment. This title also appears to Friends who can see
finest music New Vegas has can be pumped straight to your wrist.
you playing.

Radio New Vegas XP Evil Title (-250 Neutral Title


Level Required or less) (-249 – +249) Good Title (+250 or more)
Entire Wasteland. The voice of New Vegas brings you a mixture of dulcet 1 0 Grifter Drifter Samaritan
tones, news reports from the Wasteland (which change as you progress
through your adventure) and the best sounds around. Classy. 2 200 Outlaw Renegade Martyr
3 550 Opportunist Seeker Sentinel

Note Certain Casinos, like the Ultra-Luxe, have their own


piped music which you can tune in as well.
4
5
1,050
1,700
Plunderer
Fat Cat
Wanderer
Citizen
Defender
Dignitary
6 2,500 Marauder Adventurer Peacekeeper
Flashlight 7 3,450 Pirate of the Wastes
Vagabond of the
Ranger of the Wastes
Press and hold Pip-Boy Wastes
button: Switching your 8 4,550 Betrayer Mercenary Protector
Pip-Boy’s Flashlight on 9 5,800 Desert Terror Desert Scavenger Desert Avenger
or off is dependant on
your style of play and 10 7,200 Ne’er-do-well Observer Exemplar
knowledge of the area: 11 8,750 Vegas Crimelord Vegas Councillor Vegas Crusader
If you’re employing
12 10,450 Defiler Keeper Paladin
stealth, don’t want to be
seen, or know an area 13 12,300 Mojave Boogeyman Mojave Myth Mojave Legend
very well, keep the light 14 14,300 Sword of Despair Pinnacle of Survival Shield of Hope
6 off. If you’re searching 15 16,450 Vegas Boogeyman Vegas Myth Vegas Legend
for items, want to see
the ground and walls around you (6), and need illumination to stop you 16 18,750 Villain of the Wastes Strider of the Wastes Hero of the Wastes
stumbling, switch it on. 17 21,200 Fiend Beholder Paragon

Karma: Beyond Good and Evil 18 23,800 Wasteland Destroyer Wasteland Watcher Wasteland Savior
General > Stats > 19 26,550 Evil Incarnate Super-Human Saint
General: Karma measures Scourge of the Renegade of the
how pleasant or unkind 20 29,450 Guardian of the Wastes
Wastes Wastes
you’re being, based
21 32,500 Architect of Doom Soldier of Fortune Restorer of Faith
on your past actions.
Karma is implicitly tied to 22 35,700 Bringer of Sorrow Profiteer Model of Selflessness
Reputation, which in turn 23 39,050 Deceiver Egocentric Shepherd
affects how you’re treated
by others, the Followers 24 42,550 Consort of Discord Loner Friend of the People
who agree to join you, 25 46,200 Stuff of Nightmares Hero for Hire Champion of Justice
7 and even the settlements 26 50,000 Agent of Chaos Model of Apathy Symbol of Order
in the Wasteland you can
visit (7). You begin with a Karmic value of zero, and this value fluctuates 27 53,950 Instrument of Ruin Person of Refinement Herald of Tranquility
depending on your evil or good actions. Karma ranges from -1,000 (pure evil) 28 58,050 Soultaker Moneygrubber Last, Best Hope of Humanity
to +1,000 (a true saint). Below the Values table, is a second table showing
29 62,300 Demon Spawn Gray Stranger Savior of the Damned
what common actions to choose to easily effect your Karma:
30 66,700 Devil True Mortal Messiah
ICON KARMA VALUE TYPE ICON KARMA VALUE TYPE

-1,000 to -750 Very Evil 250 to 749 Good

-749 to -250 Evil 750 to 1,000 Very Good

-249 to 249 Neutral

27
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Reputation: Who Loves You, Baby? Reputation Title Fame (Positive) Range Infamy (Negative) Range
General > Stats > Overall Reputation Interaction:
Reputation (and) Data Unknown (contact not made, or Reputation not tested greatly)
> World Map: The first Neutral 0 to 15% 0 to 15%
signs that the residents
of the Mojave Wasteland Overall Reputation Interaction:
Unsure: The Faction member whether you will act in helpful or harmful way.
are judging your actions
much more closely than Mixed >15% to 50% >15% to 50%
before is seen on your Unpredictable >50% to 100% >50% to 100%
Pip-Boy’s world map.
Notice how some of the Wild Child >100% >100%
Smiling Troublemaker >50% to 100% >15% to 50%
8 locations have “(Neutral)”
underneath them? This Dark Hero >100% >50% to 100%
refers to your Reputation to that particular settlement, and more generally,
the Faction that lives there. You change your Reputation based on deeds that Sneering Punk >15% to 50% >50% to 100%
the Faction is pleased with (known as “Fame”), or antics that the Faction is Soft-Hearted Devil >50% to 100% >100%
furious about (known as “Infamy”). This has a knock-on effect of giving the
same Reputation at every location a Faction owns, as shown in the Faction
Overall Reputation Interaction:
Good: The Faction member should interact with you as though you can be counted on to behave
Reputation Map.
in a benevolent way.
À For example: You head into Ranger Outpost Bravo (8), and kill everyone in
there (as they were looking at your twitchy eye). You’re instantly awarded an Accepted <15% to 50% 0 to 15%
“Infamy” gain, and Vilified by the NCR, who own the Outpost. But you’re also Liked >50% to 100% 0 to 15%
Vilified (and attacked on sight) by every other NCR location, too! Think very Idolized >100% 0 to 15%
carefully before you begin to assert a particular Reputation!
Good-Natured Rascal >100% >15% to 50%

Tip The Reputation you have for each of the main Factions Overall Reputation Interaction:
is shown on your Pip-Boy too, so you can keep an eye Evil: The Faction member should assume you are a destructive force or presence.
open for possible problems. As inter-Faction animosity is already Shunned 0 to 15% >15% to 50%
a problem in the Mojave (the NCR and Caesar’s Legion hate each other, Hated 0 to 15% >50 to 100%
and the Great Khans hate the NCR, for example), it is worth knowing any
Vilified 0 to 15% >100%
“knock-on” effects for gaining too much Fame with opposing Factions.
The Factions part of this guide has more detailed information on this. Merciful Thug >15% to 50% >100%

Reputation on a Sliding Scale


Fame and Infamy in Action The following Reputation titles show the exact standing you are within a
What constitutes an Action that can get you Fame (or Infamy) within a given Faction, and what to expect next depending on your actions. It also
Faction? The following tables show very general examples of Fame and attributes a number to your title, which is handy to remember when trying
Infamy-based Actions that yield a variety of points. to become Liked or Hated when starting a Quest: A score of 4 or more on the
Evil scale indicates Hated, and 4 or more on the Good scale indicates Liked.
Fame-based Action Severity Value
Now you know how many Fame or Infamy Gains you need to reach your
Giving a few caps to a kid Very Minor 1 preferred standing with any Faction!
Declining a minor reward Minor 2 Pts. Reputation Title Pts. Reputation Title Pts. Reputation Title
Helping someone with a nonvital task Average 4
Evil Scale: Good Scale: Mixed Scale:
Saving someone’s life Major 7
1 Neutral 1 Neutral 1 Neutral
Saving many lives at great risk/sacrifice Very Major 12
2 Sneering Punk 2 Smiling Trouble Maker 2 Soft-hearted Devil
Infamy-based Action Severity Value 3 Merciful Thug 3 Good Natured Rascal 3 Dark Hero
Saying something mean-spirited to an innocent Very Minor 1 4 Shunned 4 Accepted 4 Mixed
Brusquely demanding an excessive reward Minor 2 5 Hated 5 Liked 5 Unpredictable
Beating someone severely/screwing them over Average 4 6 Vilified 6 Idolized 6 Wild Child
Killing someone who didn’t deserve it Major 7 If you’re Liked, expect beneficial Trading arrangements, free Food or Drink
Screwing over/killing groups that didn’t deserve it Very Major 12 on occasion, and for the largest Factions, the use of a Safehouse and even
equipment drops!
Like Karma, these points are never explicitly shown; but they are used to
calculate your ongoing Reputation with all Factions. Your current Reputation If you’re Unpredictable, the Faction won’t usually attack, but you can’t
is calculated by comparing these different Fame and Infamy values to an rely on the Faction to help you, but you can start to earn their trust by
overall scale, and you’re given a title based on the percentage values. completing tasks that give you Fame, if you need them.

À For example, if you were rude to a Follower of the Apocalypse (Very Minor If you’re Hated, expect the Faction to attack you on sight. Unless you’re
Infamy), but then thought better of it, and completed some Quests and Sneaking, or dressed as a Faction member (and even then, forces like the
saved two characters associated with the Followers, and established a trade NCR have Military Police and Guard Dogs to sniff out undesirables), expect
beneficial to the Followers (multiple Very Major Fame), your Negative Range combat.
with the Followers would be low (0 to 15%), but your Positive Range would be Keep in mind that Reputation is assessed per location and Faction and are
huge (>100%). This calculation would be seen in-game as the title “Idolized”; not moral absolutes. You might be Hated by the New California Republic
the best Positive Reputation you can get! because, in part, you helped the residents of Freeside get better access to
water; Idolized by Caesar’s Legion for committing atrocities: seen as a Smiling
Infamy! Infamy! They’ve All Got It in for Me! Troublemaker in Primm: Shunned in Novac: and Liked in Goodsprings. You
The following chart shows the different titles you are given, based on the are liked or disliked based on the values of the Faction or location, not on the
Fame or Infamy you’ve caused. basis of universal moral law, as is the case with Karma.

Note The size of the faction is also calculated into your


Reputation; so annoying the Great Khans or the Tip Soup how do you choose which Factions you want to suck
to, and which you want to slaughter? Consult the Main
Omertas is much less of a threat than going into Caesar’s Fort and and Side Quest Walkthroughs (which has all the major Reputation
starting a ruckus...unless they are allied to a bigger Faction, like the choices you can make) and the Factions section of this guide; and choose
Crimson Caravan Company and the NCR! an allegiance that allows you to increase Reputation with the Factions
you most identify with. Or no-one at all, if you’re a maniac!

Or to sum it all up: Create Fame by doing helpful tasks. Create Infamy by
shooting people. Then live with the consequences!

28
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

The Battle for Wasteland Supremacy


Learn the rudiments of combat, both with and without computerized
aiming help, and learn the basic facets of the different offensive weapons to Melee and Unarmed Antics
scavenge.

Running and Gunning

4 5
There’s never been a better time to get up close and personal with an enemy,
thanks to the additional attacks you receive in VATS with certain Melee
1 2 Weapons, and every Unarmed Weapon.
There are now three ways to deliver a Unique Attacks (Melee): All Melee Weapons have an additional, heavy
blow to your enemies in the combat strike attack listed in the top-right corner of your VATS screen. It takes
zone. You can: approximately double the Action Points to attempt (compared to your
À Crosshairs: Strike at them with regular attack), but the results are often more than twice as damaging!
manual aiming, using the crosshairs For example, after a visit to Camp Golf, the Courier located a 9 Iron, and
on the screen’s HUD (1). The benefits then took this enemy down with a heavy strike attack called “Fore!” (4),
are a real-time and fast-paced unique to that weapon.
combat, where your reaction time Poison Attacks (Melee): Learning to Craft at a Campfire is extremely
3 saves you.
important to those training in Melee Weapons, as you can make a variety
Iron Sights: Aim a ranged firearm down the sights manually, with just of poisons, coat your chosen Melee Weapon with it, and inflict additional
your eyesight and trigger finger between you and your victim (2). The debilitating damage to a foe.
benefits are true accuracy and a sense of reality to your firing. Try crouching Uppercut and Cross (Unarmed): These become available as your skill
(or increasing your Strength) to aid in diminishing the sway your weapons increases. All Unarmed weapons allow two different attacks (5), which
have due to inertia and weight. A Chem called Steady also helps with this, inflict the same amount of damage, but are useful if a foe is constantly
too. blocking one of these attacks (simply switch to another or randomize
À VATS: Or pause the action, take in your surroundings without penalty, them until your Action Points are used up). Be sure you’re using both
locate most of your threats; and then kill them in slow, methodical ballets of attack types!
bullets or battering (3). This offers the most help. Blocking (Unarmed): All well as real-time (non-VATS) blocking, which is
useful if you’re fighting a foe armed with Melee or Unarmed Weapons.

Caution
This allows you to predict, and shake off an attack. It isn’t nearly as
The damage reduction in VATS you may
useful when you’re trying to block bullets though!
have experienced in the Capital Wasteland
is no longer active; you are hurt just as much in VATS as outside
it, so be cautious when using it to fight a group of enemies; and Weapon Condition
prioritize your targets accordingly. The effect that condition has on the functionality of a weapon has been
tweaked slightly, based on the following range:

Condition Weapon Effect Condition weapon effect


Tip AinFollower named Boone has a Spotter perk, and zooming
(either with a scope, or using Iron Sights) allows you to 75–100 100% listed Stats 1–74 -0.67% DAM per point
see the enemy with an easily visible red outline, in real-time. This Check your Items > Weapons (or > Apparel) Pip-Boy screen. Notice the
aids locating foes in combat considerably. Use Iron Sights in combination tick mark on your weapon’s (or armor’s) CND bar? That’s the 75% (50%)
with VATS: Employ VATS to target precisely where you wish to strike a mark, and once the CND is less than that, the condition deteriorates based
foe, then exit and the crosshairs are left there, and an immediate shot on the table, and weapons misfire and jam when reloading. You should
almost guarantees a hit every time! maintain your Weapons and Apparel once they hit this mark; using your
Repair skill, Follower, or Vendor.

VATS Entertainment Weapons Detail


Before attempting large-scale battles, perfect the art of VATS Learn to flick • Some weapons are easier to employ in real-time, such as the Flamer. You
between enemies and enemy parts, learn when to enter VATS (as soon as you can also circle-strafe an enemy, make quick evasive maneuvers in and
see an opening, and usually when a head is available to target), and what out of cover, and use your dexterity more easily. However, it is sometimes
benefits there are for tagging the various appendages. Best of all, there is a more difficult to precisely aim, especially at range.
+15% chance of a critical hit with VATS. • If you’re out of Action Points, you can still use VATS to excellent effect.
Head: Damage is usually doubled. If the chance to hit the head is more Use it to center your aim on a target, even if you have no APs left. Then,
than half that of other limbs, aim there, unless the foe is extra-tough. without firing, exit VATS Your run-and-gun manual aim is now dead-
Otherwise, you are better off aiming for the arms or legs. center on your foe. Fire away!
Weapon: If your foe is damaging you with a nasty weapon, remove it from • If you’re quick at entering VATS, you can often target an adversary before
play. With an Unarmed Attack in return, you can shrug this off as you they throw a Grenade. Shoot the Grenade, either when it’s in the air
rain in the free hits. or in the enemy’s hand. Detonation in the air causes no harm to you.
Detonating in the enemy’s hand causes it to explode.
Arms: If an opponent needs two hands to hold a dangerous weapon, such
as a Minigun, cripple one of them. He will drop the weapon. Even if he • Are you trying to avoid confrontation with a foe, and don’t want to kill it?
picks it up again, his aim will be horrible. Target the legs in VATS, cripple them both, then out-run the foe. If you
are running away, try closing any doors between you and your foes; this
Legs: Strike the legs of foes that are apt to flee, and remain quicker than
slows them down, and prevents them from shooting you.
they are. Dispose of them as you wish. This is a great tactic for Super
Mutants, Geckos, LakeLurks, and Deathclaws.
Control Boxes and Antennae: Robots, Turrets, and Giant Ants have
these. Once destroyed, they will frenzy and attack anything nearby, even
Note Hot Key: This allows you to place one of eight objects for
quick access. It’s an incredible benefit. Stick your three
their friends. This is excellent when shooting Turrets, and a single foe or four favorite weapons, a variety of Chems, Stimpaks, and Rad-X, and
within a group, but pointless in one-on-one confrontations. you’ll cut down on the time spent fiddling with your Pip-Boy.

29
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Note The “up” location in your Hot Key layout is


reserved for Ammo Type. Simply hit it, and you Tip IfRifle,
you are using long distance weapons like the Sniper
it’s sometimes better to aim manually rather than
reload ammo based on the types you’ve collected or made; the exact type using VATS The VATS chance to hit will be lower than what you can
is shown next to the CND under your AP bar in the lower-right area of probably do manually. However, you will be giving up the +15% bonus
your in-game HUD. chance for a critical that VATS provides. Also, for all long-range attacks,
you should be stealthed to get the stealth attack critical bonus as well as
help steady your aim.
Weapon Types
In New Vegas, there
are no “big guns”;
weapons are separated by
Melee Weapons
the type of ammunition
Remember that many Melee Weapons have a unique heavy strike in
they use. They now all
VATS that costs more APs, but is more devastating.
have a STR rating (which
you can see in the Items À Take your pick, and test them out on Geckos as some of these hand-
> Weapons section of carried weapons and blades have a slower swing than others. Practice until
your Pip-Boy). The icon you can churn body parts with the Chainsaw, or graduate to something
next to the Vault Boy icon heavy like the Super Sledge or Thermic Lance. Don’t bother with Rolling
shows the type of weapon, Pins, Police Batons, or Nailboards. They just aren’t tough enough. As stated
1 previously, you should be attempting the element of surprise using these
and the associated skill
needed to fire it without penalty. weapons, not wading in from a distance into a barrage of fire.
À For example, the 12.7mm Pistol (1) is a Gun (and therefore requires that
skill to operate). The “75” next to the Gun icon indicates you need a Gun skill
Unarmed
of 75+ to properly operate it.
There is a wider variety of Unarmed Weapons, and some (like the Zap
Glove and Boxing Gloves) are tailored to a particular enemy (in this
Tip Some weapons require two hands to use, and all have a
STR value. Two-handed weapons slow you down when you
case, Robots and enemies you want to knock out but not kill). You can also
find four instructors in the Mojave that can teach you an additional Unarmed
run, so holster them if you want to move faster. perk; a move you can try in combat along with the Uppercut and Cross,
which are unlocked as your skill increases.
Attack from higher ground; it’s always easier to slink back behind ground À Due to the small variety of Unarmed Weapons, using Unarmed combat can
cover than flee with foes descending after you. be challenging. You’ll get Spiked Knuckles pretty easily. If you find a Ballistic
Fist (taken from one of Caesar’s guards), you’re set for a while. Do what you
Energy Weapons must to keep it repaired. At higher levels, attempt to use the Displacer Glove
as soon as you can. VATS is entertaining when you use these weapons,
Flamers and Incinerators are now known as Energy Weapons. Some because it is easier to hit, providing you can wade through enemy gunfire.
Energy Weapons can be modified. Sneak to ensure that your attacks land with additional (and critical) force.
À The technology of tomorrow, here today! Energy Weapons allow you to
dispatch your foes into Ash or Goo Piles (which fortunately still yields the
same loot). These are more expensive to keep in ammunition. Aside from the
Weapon Modification
Unique variants, Plasma-based weapons tend to be slower to fire, but more New to the Mojave Wasteland is the ability to Modify some of the Guns,
damaging. Laser-based weapons are faster at hitting, but leave less of a Energy Weapons, and a few firearm-based Explosive devices you may have
mark. Most Energy Weapons are more accurate than old-fashioned guns. collected on your travels. You don’t need a Bench, or indeed any type of
Repair skill to modify, or “mod,” a weapon; you just need the necessary
Explosives Upgrade Part or Parts. Modify a weapon to increase its combat effectiveness;
it is incredibly useful, and should be done as soon as possible; in fact, while
you’re still in Goodsprings!
Grenade Launchers, Grenade Rifles, Missile Launchers, and the
• Some weapons have one, two, or three Upgrade Parts, and you can
infamous Fat Man are all Explosives weapons now. C-4 Explosives can
upgrade in stages, or all at once. The former is recommended.
be shot at, but ideally need a Detonator for an explosion where you want
(and this can be on the body of a target if you “reverse Pickpocket” them). • When a weapon is modded, it has a “+” next to its name in your Pip Boy’s
Items > Weapons menu. You should also see the Mods you’ve added
À Lobbing Grenades as a back-up for your Gun fire is an effective combat
underneath the Stats for that weapon.
strategy, and judging distance by checking the hit chances in VATS first
is always a good plan. Don’t forget to pack Pulse varieties, because they • Upgrade parts are mainly found at Vendors, such as Chet in
dispatch robot adversaries in seconds. Setting up ambushes using mines Goodsprings, the Gun Runners’ Vendertron, and Gloria Van Graff in
(of any kind) is always entertaining. In interior locations, look for a doorway the Silver Rush Casino. It is important you keep a pleasant rapport
and set a couple there, then provoke an enemy (usually with a 10mm Pistol) with these Vendors; killing them means you can’t purchase any of the
and run back past the doorway. You don’t set off your own Mines, but your Upgrades, and they are lost forever.
enemy does! A similar trick is available in the city by setting Mines around • You can Upgrade more than one of the same weapon, but there’s little
corners. Finally, for the ultimate kill, place a Mine with Grenades around it; point; simply Repair the current modded weapon and use that exclu-
when the Mine detonates the Grenades also explode. sively.
• Unique variants of a particular weapon cannot be modified.

Tip Remember when manually aiming Explosives weapons to


judge where your foe will be when the projectile arrives,
• Be monumentally careful when you Repair a modded weapon. You want
to select the modded weapon, and not a regular version of that weapon
not where he is at the moment. you’re cannibalizing from. If you select a regular weapon, and then
Repair it with a modded version, you will lose all modifications! You have
been warned!
Guns • A complete list of Vendors who sell Modification Upgrades is listed in the
“Tour” chapter and Appendices.
Any weapon that uses bullets, clips, slugs, or otherwise lead-based
projectiles are in this category. So a Minigun and a Magnum are both Modification Example: 9mm Pistol+
classified as a Gun now. Many Guns can be modified. With a Barter skill of 100 (which
À This is the weapon choice for the initial explorer, and it’s good to figure out increases the VAL of the item more
the type of Gun you want based on your style of play. Use the “Guns and than it may appear on your Pip Boy),
Gear” chapter to compare the statistics of each weapon: For example, Sniper the Courier returned to Goodsprings
Rifles are fantastic for long-distance takedowns from a (usually high) vantage with a 9mm Pistol, and Repaired it
point. Powerful Magnums and other Revolvers are great for headshots. to Perfect condition. This is what
Shotguns are great for close-range blasting. Guns also have the widest it looked like (1). After Trading
number of modifications, so be sure to Upgrade your weapons as often as with Chet (at the General Store in
possible, select two or three stalwart Guns you want to keep and collect, and Goodsprings), the Courier purchased
then break down the ammo and sell the rest. the two available Modifications for
1 the 9mm Pistol:

30
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

9mm Pistol Extended


9mm Pistol Scope
Mags

With no need for a Workbench or a Repair


skill, the Courier simply slotted the
Extended Mags into place. The 9mm Pistol
now looked like this (2). Then the Scope
was added, and the fully modded 9mm
Pistol looked like this (3). Later in his
adventure, a man named Benny was kind
enough to give him a Unique 9mm Pistol
called “Maria” (4). The difference in stats
between the 9mm Pistols was noticeable:
2 3 4
Weapon Skill Level STR DAM DPS WG VAL Clip Notes
9mm Pistol Guns 0 0 20 78 0.75 100 9mm (13) Basic 9mm Pistol, in 100% CND
9mm Pistol+ Guns 0 0 20 78 0.75 375 9mm (20) Note the extra value, and seven shots in the mag.
9mm Pistol+ Guns 0 0 20 78 0.75 500 9mm (20) The scope allows more accurate manual aiming. Note the large increase in Value.
Maria Guns 0 0 24 141 0.75 998 9mm (13) Maria is more powerful (and valuable), but can’t be modded for that extended mag.

Going on Maneuvers
The places you’ll go, and how you act when you get there is all-too important.
This has a look at some environmental hazards, and how to live off both the
grid and the land without using violence. Tip The Stealth Boy, a device you pick up then activate via
your Pip-Boy, turns you almost invisible for a limited
amount of time. It’s the perfect companion to Sneaking, as it allows
Clandestine Activities temporary invisibility. However, you’re still audible!

Sneaking and the Stealth-Boy


Tip Lights
Don’t want to attack foes off, please! Don’t expect much success if your
due to disposition, lack of Pip-Boy’s Flashlight is on.
ammunition, low Health,
or as part of a Quest?
Then Sneak! Begin by Stealing
practicing around the The Karma losses
Settlers of Goodsprings: are small, and
Crouch and learn when Stealing items is excellent
you’re spotted, and when to add to your inventory.
you’re Hidden. Then try it But it’s also a great
1 out on more hostile foes, way to lose a carefully
like the Ghouls outside built-up Reputation, and
the REPCONN Test Site (1). The key to staying Hidden is to be 180 degrees to for previously friendly
a target’s rear, or behind cover (and not seen by anyone else). If the Caution denizens to turn hostile
warning occurs, combat is likely, so you should switch to an aggressive on you! For this reason,
posture. If the target is further away, sit tight and don’t move; the warning
will return to Hidden if you aren’t spotted, and you can resume moving. 2 combine Stealing with
Sneaking (and a Stealth
Low-level Sneaking is much more useful, as you receive a bonus based Boy for important items). Items you steal are marked with red text (2).
on your level, and you’re given bonuses when dealing with characters Usually you can get away with checking a cabinet while being watched, as
and enemies that are a lower level than you (which you can’t see in the long as you don’t take anything. Otherwise, Steal only if no one is looking: So
game). Low-level foes are now easier to Sneak by (even if you have a low long as the HUD reads “Hidden,” you are safe.
Sneak skill). As you increase in levels, this bonus lessens, as shown in the
following tables: Hostile Settlements
Character Level Bonus to Sneak Character Level Bonus to Sneak Have matters taken
a turn for the violent
1 +50 4 +5 while you were Stealing,
2 +35 5+ — or did you commit violent
acts in an otherwise
3 +20
peaceful settlement? Then
expect a full-on battle (3),
Bonus/Penalty to Bonus/Penalty to
Level Difference* Sneak Level Difference* Sneak Karma loss, and a huge
dent in your Reputation.
>4 +45 -1 to -2 -15 Unless you’re trying
+3 to +4 +30 -3 to -4 -30 3 to kill everyone in the
entire Wasteland, there
+1 to +2 +15 <-4 -45
will be some Factions you should ally with, and therefore others you can
0 — * Positive values are in your favor. attack (usually as part of your Quest objectives from an omnipresent Faction
leader). This makes Stealing simple in certain locations (where you don’t care
Consult the Bestiary of this guide to learn the level of all the entities in the
about annoying anyone), and very problematic in others (where you’re trying
Mojave Wasteland.
to maintain your trust and Fame).

Tip Encourage an enemy to move or turn around so you can


Sneak past an enemy or light source by tossing a Grenade
or shooting your gun at a distant wall: They investigate that area.
Silenced weapons work perfectly for this, because they doesn’t give your
position away. Remember; shoot the wall, not the foe!

31
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Pickpocketing Traps
The basics of There are a variety of Traps to trigger. Here are some of the more troublesome:
Pickpocketing remain Chain Traps: Simply find the trip wire (sometimes difficult if you’re being
unchanged; if you want to attacked) to deactivate them.
take a valuable item (such Rigged Shotguns: Almost always activated by trip wire. Duck in locations
as a key) without talking you suspect of having these Traps. Or, move around the plate or trip wire,
to or killing an individual, and disarm from the side. You receive shotgun ammo for your troubles.
use your Sneak skill, and
Crouch, silently moving Grenade Bouquets: These take a few seconds to detonate, giving you time
up from behind. The to flee (usually into a second Trap!). Either disarm the trip wire, or look
value of the item affects up and reach the Grenade cluster to bag three Frag Grenades. Or, shoot
them from a safe distance.
4 the chances of discovery; Rigged Terminals: Always take extra time to inspect terminals, especially
prized items shouldn’t
be grabbed unless you’re highly skilled. If you’re in doubt, employ a Stealth ones with a small antenna on the back, used to detonate a Frag Grenade
Boy. You can’t Pickpocket items such as carried weapons or clothes that are hidden on the unit itself. This only happens when you try to use the
being worn, or certain items that an individual has to give you; only by killing terminal, so approach from the side or rear to disarm it and pocket a
someone can you access everything they have. Frag Grenade.
Rigged Mailboxes: Certain Fiends in the southwest of New Vegas use

Tip Be sure you attempt the Reverse Pickpocket. Silently


step up to a foe, and place a Grenade, or C-4
these as a deterrent and ambush spot. Simply (and carefully) move to
the Mailbox and disarm the trap. Rig it to explode if you want to ambush
Explosive onto them. Then back away, and wait for the explosion Fiends yourself.
(or better yet, wait for them with a C-4 Detonator (4), watch as they walk Bear Traps: An ancient form of crippling, Bear Traps are nasty and quick
into an area with a large population, and trigger the unknown bomber!). to snap, although you can disarm them relatively easily too. There’s little
point in rearming them; either avoid them completely or risk the injury.
Gas Leaks: Occasionally encountered in subterranean Vaults, these are
Environmental Hazards triggered by a muzzle flash, so no live firing! Either step around the

Vehicular Manslaughter corner and lob in a Grenade to clear the path, or drop a Grenade, and
sprint to a door and close it before it detonates.
Destroy cars and trucks with engines to witness a large and satisfying
explosion, and a chain-reaction if a subsequent vehicle catches fire. This can Radiation
catch foes in the splash damage, but you may move an important item that Take a Rad-X before you go wading into any water, or investigating any
was in the blast radius. Attract enemies with this technique, or destroy each craters, and you’ll shrug off the light radiation. Visiting a wider radiation zone?
vehicle you come across, leaving your mark so you know where you’ve been. Then pack a Radiation Suit, or Advanced Radiation Suit. Or simply avoid the
area; there’s a lot less radiation in the Mojave Wasteland than back East.
Danger! Hazards Ahead!
Taken a rigged shotgun blast to the midriff? Stepped on a Bear Trap? Trot
Mines
near a traffic cone, only to find a Frag Mine was hidden under it? Then you’ve Tread slowly and lightly, looking down and rotating until you find your Mine,
experienced the many Traps of this Wasteland. Placed by the more enter- then disarm it. The Mine is added to your inventory. Beware of more cunning
prising (and deranged) of entities, most can be disarmed or ignored if you foes, such as the Viper Gang, placing Mines under objects such as traffic
have a particular perk or a reasonable Repair skill. cones. If you are crouched in the Sneak mode, you can grab them from slightly
farther away. If you’re happy Sneaking, place Mines in a foe’s path, then hide
and fire at them to attract their attention. The results are messily effective.

Aiding and Abetting the Mojave Courier


How to use the residents, and even the flora and fauna of the Mojave À The main objects to locate are Ammo Boxes and First Aid Boxes. They
Wasteland to your advantage. always contain what they say on the tin! In fact, First Aid Boxes are likely to
contain Chems and Bobby Pins too. Remember that some of these boxes are
Scavenging locked.
The Mojave Wasteland,
and the twisted ruins
Plant Life of the Mojave Wasteland
circling the shining spire
of New Vegas, are filled
with objects and bric-a-
brac that may be useless
to many, but helpful to
some. The most valuable
items are known as
Collectibles (and are listed
2 3
1 later in this chapter).
The more common items Dotting throughout the desert are hundreds of naturally occurring
vary in their usefulness. But many of them have a use; and it is important to plants that you can pick. The NCR, and certain settlers are also
know which to collect, and which to discard. But first, some rules to follow: attempting the cultivation of crops, too. These are (literally) ripe for the
À Any item that appears visibly in the world stays there until you pick it up. picking. The general rule to follow is to explore the less populated and
Any Ammunition, Health, Chems, and rare items are flagged for collecting irradiated areas to find the plants you’re looking for. Plants serve three
during the “Tour” chapter. purposes:
À Any items that appears inside another storage device, unless they are 1. You can eat most of them (always check the Effects first!), giving you a
flagged in the “Tour” chapter, are almost always randomly generated. This (usually small) boost to your Health. For example, Banana Yucca Fruit
means that if you open the same desk during two different scavenger hunts, (2) adds +3 to your HP (7s). However, the Barrel Cactus Fruit (3) gives
you won’t find the same items. However, the items you do find are likely to be relatively similar results, but also temporarily reduces your Endurance,
what you need, such as Ammo, Health, or Crafting parts (1). too!
À Always check the VAL (Value) of the item you’re grabbing, as well as its 2. The health benefits that plants give you can best be described as
weight. A Carton of Cigarettes, for example, is worth 50 Caps, and well worth “miniscule.” What you must do is utilize your Survival skill, and combine
stuffing into your pockets. and cook them as part of a Recipe at a Campfire (see below).
À Check every desk, filing cabinet, footlocker, shelf, bookcase, safe (on desks, 3. The third plan is to make a bit of money collecting fruit and then selling
floors, in walls, or floors) or corpse; peer into bathtubs and behind cabinets; them to a Vendor. The Value is around 5 Caps per fruit, which isn’t too
and conduct a thorough sweep of your location. bad if there’s a cluster of Fruit in a relatively compact area. But there are
À If you’re having a hard time finding Ammunition, take the Scrounger or more lucrative ways to use the land to make Caps (see Crafting, below).
Fortune Finder perks.

32
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

2. Doctor Bag
Cooking, Tinkering, and Creating: Crafting Time Useful in Normal difficulty mode because it instantly restores all limbs, but
vital in Hardcore mode when Stimpaks and beds won’t cut it.
Forceps (1) Scalpel (1) Surgical Tubing (1)
Medical Brace (1)

3. Hydra
Regenerates limb condition over time and can be made with the Survival
skill. Just be careful gathering the supplies.
4 5 Cave Fungus (5) Night Stalker Blood (3) Radscorpion Poison
Gland (2)

4. Super Stimpak
Dotted across the Mojave are three
Better than a regular Stimpak, with added temporary HP boost. Improve all
different types of helpful objects that
of your Stimpaks today!
allow you to Craft. These are the
Campfire (4), Reloading Bench (5), Leather Belt (1) Nuka Cola (1) Stimpak (1)
and the Workbench (6). Mutfruit (1)

6 5. Slasher
When you’re outgunned and overexposed, Slasher can help even the odds.
Campfires Banana Yucca (2) Psycho (1) Stimpak (2)
These allow you to Craft Recipes, depending on the availability of ingredients
collected, and your Survival skill. You can Craft:
6. Rocket
Need a little more AP to clear that room than only Jet usually provides? Try
Recipes for Antivenom (to cure poisons).
new and improved Rocket!
Poisons (to coat on a Melee Weapon before a difficult fight).
Box of Detergent (1) Jet (1) Nuka Cola (1)
Food (to use—particularly in Hardcore mode—instead of Stimpaks).
Chems (more potent versions of some already available).
7. Party Time Mentats
Like Mentats, only with more Charisma. Great for Skill Checks or Speech
Gecko Hides (which you can sell for an impressive sum of Caps).
challenges.
Reloading Benches Honey Mesquite Pod (1) Mentats (1) Whiskey (1)

These enable you to Craft Recipes related to ammunition instead of aid. 8. Bleak Venom
Depending on the ammo you’ve collected, and your Repair skill, you can: Gives your Melee Weapon that extra kick when you really need it.
Craft ammunition for many types of Gun, so you don’t have to purchase or Bark Scorpion Cazador Poison White Horsenettle
scavenge for ammo. Simply locate the raw ingredients, and recycle ammo Venom (3) Gland (1) Berry (5)
parts to create new (or preferred) ammunition types.
Break down ammunition you don’t want or need to their component parts. 9. .50 MG Match Hand Load
This is incredibly useful, as it allows you to use those parts to Craft Custom-made for increased accuracy and damage, this round is a must-have
other ammo types. Make sure you do this, and you’ll never need to pay for snipers using the Anti-Materiel Rifle.
or hunt down Gun ammo again! Create different types of ammo for .50 MG Case (1) Rifle Powder (25) .50 MG Primer (1)
different situations, such as armor-piercing bullets for armored foes. Lead (75)
Although you can break down Scrap Metal into Lead (as Lead is the
component used the most during ammo creation), this isn’t a great idea, 10. Gecko Kebab
as you require Scrap Metal for Free Quests, and the amount of Lead Handy for healing, and it keeps down the weight in Hardcore mode because it
created (200) is only worth a few rounds of ammunition. doubles as Food and Drink. Recipe makes 2 Kebabs!

Workbenches Banana Yucca (1) Gecko Meat (1) Jalapeno Pepper (1)
Buffalo Gourd Seed (1)
These allow you to work on a variety of Crafted items, ranging from Energy
Weapon ammunition to new flavors of Nuka-Cola: 11. Bloatfly Slider
Aid: You can create Stimpaks, Super Stimpaks, Doctor’s Bags, and a Easy-to-find ingredients across the entire Wasteland, hydrates and provides
Weapon Repair Kit (all are incredibly potent and useful). sustenance without any Rads taken.
Ammo: If you’re a fan of future weapons that go “zap,” you can change the Bloatfly Meat (1) Prickly Pear (2)
ammunition types and craft more potent Energy and Microfusion Cells,
and more.
12. Cactus Water
Food: Three types of Nuka-Cola (Ice Cold, Quartz, and Victory) can be used When you’re parched and thirsting for some Purified Water; make it using
to quench your thirst, and in some cases, temporarily increase your scavenged items for a simple, but handy Drink.
low-light vision. Prickly Pear (3) Empty Soda Bottle (1)
Scrape together the components for a couple of nasty explosive devices; the
Bottlecap Mine and the Time Bomb; perfect for ambushing foes. Crafting Recipes
The table on the following page shows all the different Recipes you can make.
A Taste of the Mojave
Note The
The following is a dozen of the very best, most useful Recipes that you VAL (Value) of a crafted item is per individual item;
should survive off. Make sure you Craft all of the following items, which are multiples are obviously worth more. Note that your
numbered in order of usefulness. Barter skill affects the value you can sell items for, and your Medicine
1. Weapon Repair Kit and Survival skills boost the effects of a Recipe; for example, a Stimpak
A great way to save Caps on Repairing high-level and Unique weapons, and gives you more health if you have Medicine 100 instead of 20.
to keep your overall weight down for Repairing on-the-fly, using common
materials:
Duct Tape (1) Scrap Metal (3) Wrench (2)
Scrap Electronics (1) Wonderglue (2)

33
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Recipe Made at… Skill Req. Ingredients WG VAL* Effects


Recipes: Aid
Antivenom (2) Campfire Survival (40) Night Stalker Blood (1), Radscorpion Poison Gland (4) — 25 Cure Animal Poison
Bleak Venom (3) Campfire Survival (50) Bark Scorpion Poison Gland (3), Cazador Poison Gland (1), White Horsenettle (5) 0.5 1 HP -15(10s)
Mass Purified Water (30) Campfire Survival (50) Dirty Water (30), Glass Pitcher (3), Pressure Cooker (1), RadAway (1), Surgical Tubing (3) 1 20 HP +7(5s)
Mother Darkness (3) Campfire Survival (75) Bark Scorpion Poison Gland (3), Cazador Poison Gland (1), White Horsenettle (5) 0.5 3 AGL -3(1m), PER -3(1m), HP -8(10s)
Rocket Campfire Survival (50) Box of Detergent (1), Jet (1), Nuka-Cola (1) — 20 AP +30
Silver Sting (3) Campfire Survival (30) Bark Scorpion Poison Gland (3), Cazador Poison Gland (1), White Horsenettle (5) 0.5 2 STR -2(1m), HP -8(10s)
Guns -50(20s), Explos. -50(20s), Melee Weap.
Tremble (3) Campfire Survival (90) Bark Scorpion Poison Gland (3), Cazador Poison Gland (1), White Horsenettle (5) 0.5 5
-50(20s), Ener. Weap. -50(20s), HP -2(20s)
Recipes: Chems
Atomic Cocktail (4) Campfire Science (25) Mentats (1), Nuka-Cola Victory (2), Vodka (2), Wine (1) 1 25 Ener. Resis +75, Fire Resis. +75, Rads +9
Healing Powder Campfire None Broc Flower (1), Xander Root (1) 0 5 PER -3, HP +3(18s)
Hydra (2) Campfire Survival (75) Cave Fungus (5), Night Stalker Blood (3), Radscorpion Poison Gland (2) 55 Restore Limb Condition (60s)
Party Time Mentats Campfire Survival (50) Honey Mesquite Pod (1), Mentats (1), Whiskey (1) — 20 CHR +5, PER +2, INT +2
Slasher Campfire Survival (50) Banana Yucca Fruit (2), Psycho (1), Stimpak (2) — 20 Damage +25%, Dam. Res. +25
Recipes: Food
Bighorner Steak Campfire Survival (50) Bighorner Meat (1) 0.8 5 STR +3, Rads +1, HP +7(10s)
Bloatfly Slider Campfire Survival (20) Bloatfly Meat (1), Prickly Pear Fruit (2) 0.5 4 Rads +1, HP +10(15s)
Brahmin Steak (2) Campfire Survival (35) Brahmin Meat (2), Wine (1) 0.8 5 STR +3, Rads +1, HP +7(15s)
Cactus Water Campfire Survival (30) Empty Soda Bottle (1), Prickly Pear Fruit (3) 1 20 HP +7(5s)
Caravan Lunch Campfire Survival (30) Cram (1), InstaMash (1), Lunchbox (1), Pork N’ Beans (1), RadAway (1) — 5 HP +3(15s), Rads -4 (10s)
Coyote Steak Campfire Survival (50) Coyote Meat (1) 1 4 Rads +1(3s), HP +7(12s)
Desert Salad Campfire Survival (55) Barrel Cactus Fruit (2), Brahmin Steak (1), Pinyon Nuts (2) 0.2 5 HP +25(15s)
Dog Steak Campfire Survival (40) Dog Meat (1) 1 4 Rads +1, HP +7(10s)
Fire Ant Fricassée Campfire Survival (75) Cazador Egg (1), Cram (1), Fire Ant Meat (2), Flour (1) 1 30 HP +3(1m)
Gecko Kebab (2) Campfire Survival (60) Banana Yucca Fruit (1), Buffalo Gourd Seed (1), Gecko Meat (1), Jalapeǹo Pepper (1) 0.3 4 Rads +1, HP +3(40s)
Gecko Steak Campfire Survival (25) Gecko Meat (1) 1 5 Rads +1, HP +7(15s)
Grilled Mantis Leg Campfire Survival (30) Honey Mesquite Pod (2), Mantis Foreleg (1), Wine (1) 1 8 Rads +1, HP +3(30s)
Mole Rat Stew Campfire Survival (65) Beer (1), Honey Mesquite Pod (2), Maize (1), Mole Rat Meat (1), Pinto Bean Pod (1) 0.1 25 HP +3(3s)
Mushroom Cloud Campfire Survival (35) Gum Drops (1), Night Stalker Eggs (2), Sugar Bombs (1) 1 50 AP +9, HP +10(20s)
Trail Mix Campfire Survival (25) Fresh Apple (1), Fresh Pear (1), Pinyon Nuts (5), Sugar Bombs (1) 3 5 Rads +1, AP +15, HP +18(15s)
Recipes: Misc
Tanned Fire Gecko Hide Campfire Survival (50) Fire Gecko Hide (1), Turpentine (2), White Horsenettle (7) 1 125 —
Tanned Gecko Hide Campfire Survival (25) Gecko Hide (1), Turpentine (1), White Horsenettle (5) 1 50 —
Tanned Golden Gecko Hide Campfire Survival (65) Golden Gecko Hide (1), RadAway (1), Turpentine (2), White Horsenettle (10) 1 250 —
Recipes: Unique
Brahmin Wellington Campfire Survival (80) Ant Egg (2), Blamo Mac & Cheese (1), Brahmin Meat (1), Flour (1) 1 5 Rads +1, HP +3(15s)
Cook-Cook’s Fiend Stew Campfire Survival (75) Beer (2), Brahmin Meat (2), Fresh Carrot (1), Fresh Potato (2), Jalapeño Pepper (2) 0 0 HP +3(5s)
Blamo Mac & Cheese (2), Crunchy Mutfruit (1), Deathclaw Egg (1), Lakelurk Meat (2),
Rose’s Wasteland Omelet Campfire Survival (65) 1 0.1 HP +14(1m)
Tin Can (1)
Recipes: Ammo
.308 Round Reloading Bench Repair (25) Case, .308 (1), Lead (0/17), Powder, Rifle (5), Primer, Large Rifle (1) — 3 —
.308 JSP Hand Load Reloading Bench Repair (50) Case, .308 (1), Lead (19), Powder, Rifle (6), Primer, Large Rifle (1) — 6 —
.357 Magnum Round Reloading Bench Repair (25) Case, .357 Magnum (1), Lead (16), Powder, Pistol (8), Primer, Small Pistol (1) — 1 —
.357 Magnum , JFP Hand Load Reloading Bench Repair (50) Case, .357 Magnum (1), Lead (20), Powder, Pistol (10), Primer, Small Pistol (1) — 2 —
.44 Magnum Round Reloading Bench Repair (50) Case, .44 Magnum (1), Lead (30), Powder, Pistol (10), Primer, Large Pistol (1) — 2 —
.45-70 Gov’t Round Reloading Bench Repair (65) Case, .45-70 Gov’t (1), Lead (30), Powder, Rifle (4), Primer, Large Rifle (1) — 3 —
.45-70 Gov’t, SWC Hand Load Reloading Bench Repair (90) Case, .45-70 Gov’t (1), Lead (40), Powder, Rifle (5), Primer, Large Rifle (1) — 7 —
.50 MG Round Reloading Bench Repair (75) Case, .50 MG (1), Lead (70), Powder, Rifle (22), Primer, .50 MG (1) — 6 —
.50 MG Match Hand Load Reloading Bench Repair (100) Case, .50 MG (1), Lead (75), Powder, Rifle (25), Primer, .50 MG (1) — 8 —
10mm Round Reloading Bench Repair (25) Case, 10mm (1), Lead (17), Powder, Pistol (9), Primer, Large Pistol (1) — 1 —
10mm, JHP Hand Load Reloading Bench Repair (50) Case, 10mm (1), Lead (21), Powder, Pistol (12), Primer, Large Pistol (1) — 1 —
12 Ga. Buckshot Reloading Bench Repair (10) Hull, 12 Gauge (1), Lead (40), Powder, Pistol (30), Primer, Shotshell (1) — 1 —
12 Ga. Buckshot, Magnum Reloading Bench Repair (25) Hull, 12 Gauge (1), Lead (40), Powder, Pistol (40), Primer, Shotshell (1) — 3 —
12 Ga. Coin Shot Reloading Bench Repair (25) Hull, 12 Gauge (1), Legion Denarius (8), Powder, Pistol (30), Primer, Shotshell (1) — 40 —
12 Ga. Slug Reloading Bench Repair (25) Hull, 12 Gauge (1), Lead (45), Powder, Pistol (30), Primer, Shotshell (1) — 2 —
20 Ga. Buckshot Reloading Bench Repair (10) Hull, 20 Gauge (1), Lead (30), Powder, Pistol (20), Primer, Shotshell (1) — 1 —
20 Ga. Buckshot, Magnum Reloading Bench Repair (25) Hull, 20 Gauge (1), Lead (30), Powder, Pistol (28), Primer, Shotshell (1) — 3 —
20 Ga. Slug Reloading Bench Repair (25) Hull, 20 Gauge (1), Lead (33), Powder, Pistol (20), Primer, Shotshell (1) — 2 —
5.56mm Round Reloading Bench Repair (25) Case, 5.56mm (1), Lead (12), Powder, Rifle (4), Primer, Small Rifle (1) — 1 —
5mm Round Reloading Bench Repair (25) Case, 5mm (1), Lead (13), Powder, Rifle (5), Primer, Small Rifle (1) — 1 —

34
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Recipe Made at… Skill Req. Ingredients WG VAL* Effects


9mm Round Reloading Bench Repair (25) Case, 9mm (1), Lead (13), Powder, Pistol (6), Primer, Small Pistol (1) — 1 —
Recipes: Breakdown
Breakdown .22 LR (3) Reloading Bench Repair (10) Lead (2), Powder, Pistol (3) — — —
Breakdown .308 Reloading Bench Repair (25) Case, .308, Lead (15), Powder, Rifle (4), Primer, Large Rifle (1) — — —
Breakdown .357 Magnum Reloading Bench Repair (25) Case, .357 Magnum, Lead (14), Powder, Pistol (6), Primer, Small Pistol (1) — — —
Breakdown .44 Magnum Reloading Bench Repair (50) Case, .44 Magnum, Lead (27), Powder, Pistol (8), Primer, Large Pistol (1) — — —
Breakdown .45-70 Gov’t Reloading Bench Repair (65) Case, .45-70 Gov’t (1), Lead (27), Powder, Rifle (3), Primer, Large Rifle (1) — — —
Breakdown .50 MG (20) Reloading Bench Repair (75) Case, .50 MG(1), Lead (64), Powder, Rifle (20), Primer, .50 MG (1) — — —
Breakdown 10mm Reloading Bench Repair (25) Case, 10mm (1), Lead (15), Powder, Pistol (7), Primer, Large Pistol (1) — — —
Breakdown 12 Ga. (26) Reloading Bench Repair (10) Hull, 12 Gauge (1), Lead (37), Powder, Pistol (26), Primer, Shotshell (1) — — —
Breakdown 20 Ga. (18) Reloading Bench Repair (10) Hull, 20 Gauge (1), Lead (26), Powder, Pistol (18), Primer, Shotshell (1) — — —
Breakdown 5.56mm (3) Reloading Bench Repair (25) Case, 5.56mm (1), Lead (10), Powder, Rifle (3), Primer, Small Rifle (1) — — —
Breakdown 5mm (4) Reloading Bench Repair (25) Case, 5mm (1), Lead (11), Powder, Rifle (4), Primer, Small Rifle (1) — — —
Breakdown 9mm (3) Reloading Bench Repair (25) Case, 9mm (1), Lead (11), Powder, Pistol (5), Primer, Small Pistol (1) — — —
Breakdown Scrap Metal to Lead (200) Reloading Bench Repair (10) Scrap Metal (1) — — —
Recipes: Aid
Doctor’s Bag Workbench Medicine (40) Forceps (1), Medical Brace (1), Scalpel (1), Surgical Tubing (1) 1 55 Restore All Body Parts
Stimpak Workbench Medicine (70) Broc Flower (1), Empty Syringe (1), Xander Root (1) — 25 HP +129
Super Stimpak Workbench Medicine (90) Leather Belt (1), Mutfruit (1), Nuka-Cola (1), Stimpak (1) — 100 Super Stimpak Debuff, HP +259
Weapon Repair Kit Workbench Repair (50) Duct Tape (1), Scrap Electronics (1), Scrap Metal (3), Wonderglue (2), Wrench (2) 1 20 Restores currently equipped weapon condition
Recipes: Ammo
Conversion, ECP to MFC Workbench Science (45) Electron Charge Pack (3) — 3 —
Conversion, ECP to SEC Workbench Science (25) Electron Charge Pack (2) — 2 —
Conversion, MFC to ECP (3) Workbench Science (40) Microfusion Cell (1) — 1 —
Conversion, MFC to SEC (3) Workbench Science (20) Microfusion Cell (2) — 2 —
Conversion, SEC to ECP (2) Workbench Science (50) Energy Cell (1) — 1 —
Conversion, SEC to MFC (2) Workbench Science (30) Energy Cell (3) — 3 —
Efficient Recycling, Electron
Workbench Science (65) Drained Electron Charge Pack (3) — 1 —
Charge Pack
Efficient Recycling, Energy Cell Workbench Science (35) Drained Small Energy Cell (3) — 2 —
Efficient Recycling, Flamer Fuel Workbench Science (40) Drained Flamer Fuel Tank (3) — 1 —
Efficient Recycling, Microfusion Cell Workbench Science (50) Drained Microfusion Cell (3) — 3 —
Electron Charge Pack, Max
Workbench Science (85) Electron Charge Pack (5) — 1 —
Charge (2)
Electron Charge Pack, Over
Workbench Science (55) Electron Charge Pack (3) — 1 —
Charge (2)
Energy Cell, Max Charge (2) Workbench Science (70) Energy Cell (5) — 3 —
Energy Cell, Over Charge (2) Workbench Science (30) Energy Cell (3) — 2 —
Flamer Fuel, Homemade (20) Workbench Science (50) Box of Detergent (1), Maize (2), Sugar Bombs (1) — 0 —
Microfusion Cell, Max Charge (2) Workbench Science (75) Microfusion Cell (5) — 8 —
Microfusion Cell, Over Charge (2) Workbench Science (45) Microfusion Cell (3) — 5 —
Recipes: Food
Ice Cold Nuka-Cola (2) Workbench Science (90) Nuka-Cola (3) 1 20 Rads +1, HP +4(20s)
Nuka-Cola Quartz Workbench Science (90) Nuka-Cola (3) 1 40 Low-Light Vision, DT +6, HP +10(20s), Rads +2
Nuka-Cola Victory Workbench Science (90) Nuka-Cola (3) 1 75 HP +10(20s), AP +30, PER -3, Rads +2
Recipes: Weapons
Bottlecap Mine Workbench Explosives (75) Bottle Cap (10), Cherry Bomb (5), Lunchbox (1), Sensor Module (1) 0.5 150 DPS 96
Time Bomb Workbench Explosives (50) Duct Tape (1), Dynamite (5), Egg Timer (1), Scrap Electronics (2) 0.5 750 STR 1, DPS 75

Vendors: Healing, Repairing, and Trading Your Barter skill reduces the number of Caps an item costs, and
increases the Caps an item sells for. If Trading is a major facet of your
As you’ve discovered, Wasteland plan, bump up this skill. Because prices fluctuate due to
many items that you your skill and Condition, if they are referenced in this guide, they listed for
can collect on your the highest Value (Barter = 100, CND = 100%). When you meet a Trader,
travels can be combined talk to them to see their wares, and then purchase (or Trade using your
into much more useful Inventory) with them.
Ammunition and Aid. But
À Most of a Vendor’s inventory is random, although the type of items sold
for purchasing everything
usually remain the same. The “Tour” chapter lists the type of Items a Vendor
from Radiation curing
is selling, along with “Highlights”; the specific, most important items you
and Caravan Cards to
might (but aren’t guaranteed to) see.
new Guns, high-priced
À Certain Traders (and a Companion Ghoul named Raul) have a Repair skill,
1 Upgrades and incredibly and taking an item to them initially sounds like an excellent plan. However,
expensive Implants,
you’ll need to meet a Vendor. Certain Vendors have rare or unique items you you should be doing this yourself, or using Raul to help your items from
can purchase, too. They are usually stationary in a specific location, but wearing out as fast.
occasionally you’ll encounter them wandering as a Caravan (1), sometimes
down Highway 95 to Novac.

35
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

À Or, you can make your own Weapon Repair Kits at Workbenches. This the Wasteland during daylight hours, or you’re waiting 12 hours for a crazy
is far more advantageous than trudging to a Repairer each time you need robot to update you with hidden recordings. Note that if you pay for a night’s
something fixed. However, these don’t fix damaged armor (especially the rest (at Novac), or you’re using a bed in a residence you own (in the Lucky
Unique varieties, where spare parts are not as commonly available). For this, 38, or a Safehouse), you receive a “well-rested” bonus, which gives you an
you must visit a Repairer. additional +10% XP for 12 hours. Finally, remember there are numerous
À If you’re crippled, unhealthy, suffering from radiation poisoning, or types of beds: from a blood-soaked mattress to a bedding roll.
addicted to Chems, it’s time to seek a doctor. Almost every large settlement À Why wait? Well, if there are no enemies nearby, and you’re not being
has one, and they’ll help you out, for the correct (Bartered) price. Or you can damaged by radiation (which is the same when sleeping), you can wait
do it yourself: in non-Hardcore mode, any bed heals your crippled limbs and around in a location and choose how long (in hours). While you don’t gain
missing Health, and RadAway fixes radiation poison. Unfortunately, only a the Health you would for a sleep, you can skip time, which is useful if you
doctor can cure your addiction to Chems. want to travel during daylight (or night) hours, or you want to enter a store or
À If you’re wanting to acquire the very best Upgrades and Weapons, don’t meet someone who keeps specific hours.
go killing the merchants you meet! For example, if you slaughter Chet in Limbs are not healed in Hardcore mode, and Waiting (as well as Fast
Goodsprings General Store, you can’t buy his Upgrades, and they are lost Travel) makes you hungry, thirsty, and sleepy. Check the Hardcore tips
forever. However, there’s always an exception.... earlier in this chapter for the best ways to avoid these problems.
Although best done to the wandering Caravaneers on Highway 95
when no one else is around, killing these Vendors is most lucrative,
as long as their inventory doesn’t contain something Unique you don’t want Tip The best place to quickly heal up is Novac. There is a room
to rent (or Barter about) approximately 20 steps from
to purchase again. You’ll take a Karma hit, but the amount of supplies you where you land when you Fast Travel there. You can Fast Travel in,
get from the vendor, his Brahmin, and his guard will make it worthwhile. rest for a hour, and Fast Travel back.
Wandering Merchants sometimes wear Outfits that bolster your Barter skill,
which you can then wear when you’re dealing with other vendors you don’t
plan on killing...just yet. Health and Chems
Healers/Dealers: Purchase Medical Supplies (Aid, Implants), and request Broaden your palate spectrum with this brave new choice, a particularly
Healing, Radiation curing, and limb-healing (which usually costs gamey taste known as Strange Meat....
between 50-100 Caps per consultation).
À By now, you’ve probably used a Stimpak once or twice, and are wondering
Repairers: Mend a weapon of your choice, without you needing to have the what kind of other ingestible items can benefit you. The “Aid” table in the “Guns
necessary spare parts. and Gear” chapter shows the statistics for all food, liquor and Chems available
Traders: Purchase any type of item from them (Upgrades, Weapons, Armor, in the Wasteland. From here, you can see which of them are best-suited to your
Aid, Misc. Items, Ammo, Caravan Cards). style of play, which you can Craft yourself, and which cause addiction.
Find the location of every Vendor in the “Tour” chapter.
Addiction
More Money, More Problems Chems caused addiction, and you must seek a doctor to cure you of your
dependency, or use a Chem called Fixer. If you don’t, you’ll suffer attribute
Throughout penalties from withdrawal unless you take more of that Chem. Each time
your you ingest a Chem, it increases the chance of addiction; you can get away
travels, you with taking it twice. After that, you need to wait 30 hours for the Chem to
can collect be flushed from your system. Then you can take it again safely. This only
more than becomes a problem if you don’t have a large supply of that particular Chem,
just Caps: The NCR pay so you might wish to figure out your closest doctor, and have enough Chems,
their soldiers in NCR using them only when the situation arises.
Dollars, while Caesar’s
Legion have developed À Alcohol works differently. Each time you swig beer or wine, there is a 5%
the Legion Denarius and Aureus. Meanwhile, chance of addiction, regardless of how many times you drank or how long
each Casino has developed their own style of you waited between drinks. Scotch, whiskey and vodka have a 10% chance
Chip, which is used as currently within that of addiction.
particular building when you’re gambling. Both
the NCR and Caesar’s Legion denominations
Stacking
are less widely used than the almighty Cap; but most Vendors seem happy to Although addiction may put you off employing Chems, the stacking nature of
accept them. Chems should let you see the benefits. If you take two Buffouts, for example,
the effects last twice as long. Chems don’t stack with each other, but they do
New Vegas Currency Conversion Table stack with other items. With this in mind, cross-reference the chart, and you
Denomination Faction Conversion (in Caps) should begin to experiment with different concoctions of Chems, alcohol, and
food (such as taking Psycho and Buffout, and then bludgeoning a Deathclaw
$5 NCR 2 caps with a Melee Weapon in the ensuing Chem rage).
$20 NCR 8 caps
Home Sweet Home
$100 NCR 40 caps
Finding a place to call home allows you to furnish your place with items of
Denarius Caesar’s Legion 4 caps your choosing. The only available apartment is the one inside Mr. House’s
Aureus Caesar’s Legion 100 caps Lucky 38 Casino, and it’s a Penthouse Suite! Check the “Tour” chapter
for the furnishings on offer. Otherwise, you’ll be roughing it in crummy
Poker Chip Casino 1 Cap motels, such as the one in Novac, gaining a comped room at less desirable
locations like the Atomic Wrangler (which offer services other than furniture
Sleeping and Waiting placement), or gaining Reputation with the Followers of the Apocalypse, NCR,
Caesar’s Legion or Brotherhood of Steel, and utilizing their Safehouses as
Why sleep? Because you gain Health and heal limb damage, and you can
place you can always return to.
quickly add hours to your day. This is important if you want to travel across

Gambling
This wouldn’t be a trip to money is exchanged for Casino Chips. You’re then able to choose a table or
New Vegas, or its seedy, slot machine, and begin a game.
outlying areas, without a À Note that every Casino keeps a watchful eye on you, comping you with gifts
visit to a gambling hall. if you’re on a particularly thrilling winning streak. The Tops even offers you
The rules are more or a complimentary suite, which is good of them. However, take too much of the
less the same in each Casino’s money, and you’re quietly asked to stop playing, and banned from
gambling establishment: the Casino. To learn the prizes you can win (not including the Chips you
Once your weapons have can gather, and exchange back into Caps before you leave), consult the “Big
been removed, you head Winner” Free Quests later in this book. If you’re wanting to gamble, locate
to the Bank (1), where these Casinos, some of which may not be open for business until certain
1 your NCR, Legion, or Cap Quest objectives are met.

36
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Location Games Available Location Games Available


Lucky Horseshoes
Primm (Vikki & Vance Ultra-Luxe Blackjack, Roulette An entity known only as
Blackjack, Roulette, Slots
Casino) Sunset Sarsaparilla “Festus” sits in the Sunset
Lucky Horseshoes
Atomic Wrangler Blackjack, Roulette, Slots Headquarters Sarsaparilla Headquarters
Gomorrah Blackjack, Roulette, Slots Caravan Player (various [2.17], and (among other
Caravan utterances) asks if you
The Tops Blackjack, Roulette, Slots locations)
want to play a game
of Lucky Horseshoes:
Blackjack Cards are numbered
All of the swankiest New two through ten, along
Vegas Casinos (and the with aces which count
Atomic Wrangler) offer as one. You and Festus
Blackjack. The rules are take turns drawing cards
straightforward, and are (the blue button). Each card is added to your totals. The totals need to add
posted on the Help menu up as close to 21 without going over. You should hold the red button once
of your game. Take a look you get up close to 21. If either of you draws a card that brings both totals
at the actual table in each to the same number, the other player’s total goes up by one. The winner is
casino, as the felt has the player who is closer to 21, after they hold at 21 or below, or if the other
the dealer’s rules (which player’s total is 22 or higher, and they “bust.” Remember you can still lose,
are slightly different) even if you’re on 21! Or to put it another way, this is Blackjack without being
emblazoned on it. If you’re able to know your cards. Naturally, it is geared towards a Festus victory.
attempting to take a Casino for all their Chips, the following five tactics can
help your progress:
Caravan
• If the dealer is showing a set of cards that are likely to result in them Finding a Caravan Player to Challenge
busting (such as a 5), maximize your bet, and attempt to double-down, With many Vendors not
or split your hand as the hand favors you. having the standing,
• Conversely, if the dealer shows a strong hand (20, 19, or 18), hit with money, or inclination to
a hand worth 16 or lower, even though you might be fearful of busting: visit The Strip’s casinos, a
You’ve lost anyway, so hope for a low card to equal or beat the dealer. more down-to-earth game
• Do not split a pair of tens or picture cards. You’re on 20—mathematically was developed, using
hard for the dealer to beat—and you’re more likely to lose one or both whatever cards could be
hands instead. scavenged. Currently,
• Complex mathematics state that if you have a pair of eights, or a pair of there are 15 characters
Aces, you should split these cards, as this gives you a better chance to across the Mojave
win than hitting with these hands. Wasteland, that have their
own Caravan Decks you
• Double-down when if your hand is an 11. There is a strong possibility of can challenge. Find locations in the Tour. Ringo (just outside Goodsprings)
receiving a high card afterwards, and beating the dealer. Naturally, this actually gives you a deck to start with, so visit him first.
becomes much more common if you’ve a high Luck, through attribute
allocation or an Implant. Locating Cards to Build Your Deck With
Roulette Naturally, collecting additional cards to augment your deck is the other part
of the strategy of Caravan. Cards are distributed at random throughout the
Spin the wheel and take Mojave Wasteland, so finding a card you want is a matter of chance. Most
your chance! Learn the cards are on sale at various Vendors, and may also be found on dead bodies
rules of Roulette from too. The major locations where Caravan Cards are found can be seen in the
the Help menu of your “Tour” chapter of this guide.
game, and understand
that whatever you win Sample Decks
is completely down to Caravan is a highly strategic game that you can play during your adventure,
chance (and augmented and away from your game as well! If you’re having trouble beating a Caravan
slightly by your luck). Player, consult the following sample decks that cater to different play styles:
Roulette is to be played
for entertainment The Five, Six, Seven, Eight
primarily, as the odds This 30 card build can be made out of a regular deck of cards with no extras
don’t usually favor you. But if you want to quickly lose Chips, head on over added in. It consists of all the 5s, 6s, 7s, 8s, Jacks, Queens, and Kings from
and become seduced by the flush velvet. Or frayed velvet if you’re playing at one deck, along with two Jokers. The strategy for this deck is for a medium
the Atomic Wrangler. game, with the game ending when you have approximately 5-10 cards left in
your draw pile. This is great for learning the ropes, and using against early
Slots opponents, but may give you trouble with smarter players.
Slots is an entertaining
game, involving gazing as Pros
three sets of mechanical • Smaller range of numbers with most combinations of cards adding up to
symbols spin, and come 21-26 within 3-4 cards.
to a rest in a random • Jacks and Kings can be used offensively and defensively as needed.
order. Certain machines
have different symbols, • Great starting deck, since you start with all the necessary cards.
depending on the casino.
Each machine shows
Cons
the order the symbols • Might be less effective against better opponents.
need to be in for you • Not intended for long games, as you can run out of cards quickly.
to win any Chips. Win,
• Jokers, while not a major concern, can still cause problems if you have
and you collect your Chips from the coin hopper. If your Luck attribute is
too many of one number on the table.
high, prepare to win more often than not. Otherwise, approach this as a fun
pastime, and move to the Blackjack table when you want to win your Chips
using actual strategy.
Note A10svariation on this build is Hi-Lo, where 3s, 4s, 9s, and
are used (instead of using 5s, 6s, 7s, and 8s). The
principles are the same, just a different way of going about playing your
cards.

37
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

The Two Suit Pros


The idea behind the two suit deck is to use Aces and Jokers to destroy your
• If not countered, can win the game very quickly.
opponent’s Caravans. It consists of all but the Aces of two suits from one
deck, multiple Aces of the other suits from other decks (for example, the
2-10 of Clubs and Spades and multiple Aces of Diamonds and Hearts), with
Cons
a smattering of Jacks, Queens, Kings, and Jokers; fill with as many cards as • If countered, could cause you to lose very quickly.
needed to feel comfortable. This deck is all about suit control. The direction • Once you are at 24, nothing is stopping your opponent from playing a
of your cards (ascending or descending) is going to be less of a problem, King on one of your Caravans, busting you.
as you’ll usually have a card of the same suit to play. Using Jokers on the
• Jokers played on a 6 can wipe your board.
opposing suit Aces causes problems for your opponent but leaves you in the
clear, just make sure any Aces your opponent puts down of your suits get hit • Relies on a good bit of luck.
with a Jack before they can use a Joker. Nothing smarts more than losing The Single Suit
half of your Caravans.
This is a variation on the “Two Suit” deck. The idea behind this deck is to
Pros cut out the threat of Queens almost entirely. It consists of numbered cards
(sans Aces) from one suit only with a handful of Jacks and Kings. Since you
• Less of a worry about keeping cards the same suit, as you’ll only have 2 are only playing with a single suit, you no longer need to worry about the
you’re working with. direction of your caravans, unless your opponent plays a Queen of a different
• Using Jokers offensively can really screw up your opponent. suit on one of your cards. Even then, after playing one card, you’ll be back
• Jokers are less of an issue coming from your opponent as long as you on track. Like the Two Suit deck, keep a Jack handy in case your opponent
have a Jack handy. plays an Ace of your suit. The stakes are higher if they manage to get a Joker
played on the Ace, as it’ll wipe all your cards.
• Can be tailored to add more cards to your deck if you need to play a
longer game. Pros
Cons • The only time you’ll need to worry about card direction is if your
opponent plays a Queen on your cards.
• Can take longer to build up your caravans.
• Can be tailored to add Jokers and Aces of the suits your not using to
• Opponents playing Queens on your cards can be a hassle to deal with if mess up your opponent.
played correctly.
• Can be tailored to add more cards to your deck if you need to play a
• An Ace of your suit that you don’t play a Jack on can be devastating if longer game.
the opponent manages to get a Joker on it.
The Sixes and a Whole Lotta Kings Cons
This deck is a high risk, high reward set of cards. The object is to stack your • Can take longer to build up your caravans.
deck with 6s and a whole lot of Kings (you can have up to 20 in game). Since • A Joker on an Ace of your suit can absolutely destroy your game if not
Kings stack, you can play two Kings on a 6 and have it at 24, right in the safe hit with a Jack immediately.
zone for having a caravan. The object is to start with 6s across your three
caravans, and play Kings on each of them until they hit 24. If your opponent
can’t counter you, the game can end in four to six turns. While this can be a
fast deck, it can also turn sour extremely quickly.

Followers (aka Companions)


The Awesome Foursome The Tiresome Fivesome
Tip There are two references to “Followers” in this adventure.
There are the Follower companions you can partner with
(detailed here). Then there is a Faction called the Followers of
the Apocalypse. The two are unrelated (except for the fact that Arcade
Gannon is loyal to them, effectively making him a Follower, and a
Follower!).

There are eight individuals scattered across this land, that you can pair up
with. Karma is usually less important than your Reputation with Factions
they may be aligned with, or seek to defeat when they are by your side. You If you’ve won favor with the NCR If you’re in Freeside, you can hire
can find out about their past by simply speaking to them (indeed, this is the (Reputation = Liked), you can call a Bodyguard for 100 Caps at the
key to unlocking their more potent upgrades). Use the Companion Wheel upon either a Trooper or Ranger to North or East Gate. If you’ve brought
(detailed in the Game Manual) to give orders, heal, and speak. help during fights, until they fall in two main Followers, plus an NCR
À Each Follower automatically grants you a unique perk when they join you, battle (after which you can radio for Ranger or Trooper with you, you can
which disappears when they die (in Hardcore mode) or are dismissed (and another after waiting a day). This is technically swell your ranks to five
return to the place where you found them, or a dwelling they want to stay in). in addition to your main Followers. (but only in Freeside)!
Complete an associated Side Quest (or in certain cases, an unmarked Free
Quest) and the Follower receives an Upgrade (usually a choice of two). Note Robotic Companions
that you can have more than one Follower at a time, as the following pictures
reveal: ED-E
The Prototype Eyebot with Repressed Memories.
The Gruesome Twosome The Terrible Trio Location: Primm [4.17]
Associated perk: Enhanced Sensors
Associated Side Quest: ED-E My Love
Upgrade (upon Quest completion): Enhanced Armor or
Enhanced Weapon
Notes: Due to his sensor, ED-E is excellent at detecting
enemies early, and fits perfectly into a ranged
support role.

When you find your first Follower, If you partner with a Robotic Combos: ED-E complements Boone well, but can also provide extra
you can explore the Wasteland Follower, you can choose a damage when supporting a Melee Weapons-centric character, and/or
together. Humanoid Follower as well. Follower.

38
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

Rex Raul Tejada


The King’s Best Friend. Fiercely loyal, but a broken Dry humor, drier skin, but a flood of old memories.
brain. Location: Black Mountain [5.07]
Location: The King’s School for Impersonation [2C.05] Associated perk: Regular Maintenance
Associated perk: Search and Mark Associated Free Quest: Old School Ghoul
Associated Side Quest: Nothin’ But a Hound Dog Upgrade (upon Quest completion): Vaquero (increased
Upgrade (upon Quest completion): New brain combat ability), or Full Maintenance (perk upgrade)
(enhanced Strength, Toughness, or Speed) Notes: Raul offers a Repair service at his Shack [3.05].
Notes: Rex is great at inflicting quick, melee damage, His perk provides exceptional counter-balance to the
with a knockdown effect. Built to Destroy trait.
Combos: Rex works very well with any fundamentally ranged Follower (like Combos: When not repairing, he is best used in ranged combat, but he
Boone) by keeping foes busy in melee for them. won’t wear heavy armor.

Humanoid Companions Veronica


Inquisitive but battle-hardy; happy to be out of her
Arcade Israel Gannon bunker.
A Follower of peace from a tribe devastated by war. Location: 188 Trading Post [5.02]
Location: Old Mormon Fort [2C.01] Associated perk: Scribe Assistant
Associated perk: Better Healing Associated Side Quest: I Could Make You Care
Associated Side Quest: For Auld Lang Syne Upgrade (upon Quest completion): Power Armor, or
Upgrade (upon Quest completion): Hoover Dam help, increased damage with her Power Fist
or Tesla Armor (gift) Notes: She teaches you the Scribe Counter (an
Notes: Physically the weakest humanoid companion; Unarmed Special Move) when you give her a White
Arcade is best used in a ranged support role with Glove Society dress.
Energy Weapons. Obtain better armor for him as Combos: She packs a lot of punch against armored foes; which is
soon as possible. especially useful if you partner with her early on; she can take down foes
Combos: Provides good support for combat characters with his perk, and like Legionaries.
ranged supplemental damage. Hardcore Assist: An excellent companion for Energy Weapons characters
(especially those using the Gatling Laser or Laser RCW) as with the
Craig Boone Vigilant Recycler perk you can convert zero-weight spent Energy Cells
He’s lost his wife, but not his repressed rage and guilt. into ammo on the fly with her Repair Bench ability.
Location: Novac [5.18]
Associated perk: Spotter General Tips for Crucial Companionship
Associated Side Quest: One for My Baby and I Forgot • Companions have their weapons removed when entering Casinos too, so
to Remember to Forget don’t count on them as much if you plan on starting a fight (unless you
Upgrade (upon 1st Quest completion): 1st Recon Beret swap out their favored weapon and try to smuggle it in with a big enough
(+1 PER, +5% Critical Chance) Sneak score).
Upgrade (upon 2nd Quest completion): 1st Recon • Companions will grab available weapons off the ground when they need
Survival Armor, or 1st Recon Assault Armor them, like in a Casino fight after disarming at the door.* Upgrade your
(cosmetic differences only) human companion’s armor as soon as possible. It doesn’t wear out or
Notes: A ranged specialist, Boone deals a high amount of damage as long slow them down, but it will keep them alive much longer.
as enemies aren’t too close or numerous. Especially proficient against
tough Melee enemies like Cazadors and RadScorpions; they usually die • Companions do not die in Normal mode; instead they will regain
before they reach him. Try sniping at night; Boone’s Spotter perk makes consciousness as soon as combat ends. The same cannot be said for
enemies visible even in the dark. Hardcore mode, so keep those Stimpaks handy, and don’t rush into
Combos: Partner with ED-E so you can detect enemies even earlier. combat that may overwhelm you.

Rose of Sharon Cassidy (aka Cass) • Companions automatically heal when combat ends, but you can heal
them during a fight with Stimpaks from your own inventory.
A chip on her shoulder, and a thorn in her side.
Location: Mojave Outpost [4.27] • Companions will use Stimpaks to heal themselves in combat, so be sure
Associated perk: Whiskey Rose to keep them well-stocked.
Associated Side Quest: Heartache by the Number • Companions’ default weapons have unlimited ammo but don’t always
Upgrade (upon Quest completion): Hand of Vengeance deal a lot of damage to every enemy. They also know what type of weapon
(bonus to Guns) or Calm Heart (bonus to Health) they’d prefer to use, and may be vocal if you swap it for something they
Notes: Well-rounded, but lacks armor-piercing damage aren’t used to, or trained in!
without upgrades to her weapons or ammo. Best
used at range, but reasonable as a Melee fighter. • Companions can be given better weapons, and they won’t degrade. Make
sure to keep them supplied with ammo though or they will switch back
Combos: Partner her with another Melee character or Rex, or hang her to default. Try giving Boone an Anti-Materiel Rifle or Gauss Rifle for extra
back and both fire from range. fun!

Lily • Companions can’t use modded weapons, but they can use ammo
The Super Mutant Grandmother, overprotective of Little subtypes. Give Arcade overcharged or max-charged cells for his Energy
Jimmy. Weapons since they won’t degrade anyway.
Location: Jacobstown [1.10]
• Companions can carry items and equipment for you, limited only by their
Associated perk: Stealthgirl
Strength. Most can carry at least 200 pounds of gear. Be sure you’re
Associated Side Quest: Guess Who I Saw Today using all that extra Inventory space!
Upgrade (upon Quest completion): Dialogue about
Medicine (after psychotic breaks). Administer • If a Companion falls unconscious during battle, flee to the nearest door,
Medicine in varying amounts to affect the frequency that “loads” you into the next area. Your Follower magically springs to life
of psychotic breaks and combat damage. by your side, once you appear! Now finish that fight!
Notes: A tanklike giant adept at crushing Melee attacks, but also good at
ranged firing.
Combos: The perfect bruiser supporting a weaker character who normally
relies on Speech, Sneak, or Science. Bring Rex along, too.

39
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Welcome to the Mojave Wasteland • Primary Attributes • Derived Statistics • Skills Overview • Available Skills • Traits Overview • Perks Overview.
Challenge, Follower, Unarmed, and Other Perks • Successful Character Development • Character Archetypes • General Training and Advice.
The Battle for Wasteland Supremacy • Going on Maneuvers • Gambling • Followers (aka Companions) • Characters, Crafting & Collectibles

MONEY IN THE MOJAVE: CHARACTERS, CRAFTING, & COLLECTIBLES


Searching for powerful or valuable Items, finding
areas to Craft, or speaking to a Character with a Main Collectibles Collectibles: Missiles
Number Available: N/A
particularly important set of items to sell you, is
of paramount importance as you venture into the
Collectibles: Snow Globes (+) Character: Raquel at Nellis Air Force Base [3.01]
Mojave. The following section lists the collectibles Number Available: 7
Free Quest: Missing a Few Missiles. Raquel tells
this guide deems the most important to you (so you Character: Jane at the Lucky 38 Casino you the Boomers are low on missiles, and she’ll
can look for the items in question before you even [2D.02] take any that you have. Return with quantities
find the person who needs them, if that person Speak to Jane, of Mr. House’s personal of Missiles for her. Your Fame with the Boomers
isn’t you), and where appropriate, indicates how assistants, and she mentions he is a keen increases for Missiles you give.
many of a particular collectible is available. collector of these otherwise pretty, but pretty
useless items. You can display them in your Collectibles: NCR Dogtags (The Legion)
Note Note that there may be
the odd Vendor that can
Penthouse Suite at the Lucky 38 Casino, or hand
them over to Mr. House for cold, hard Caps.
Number Available: N/A
Character: Aurelius of Phoenix at Cottonwood
increase the number of Collectible objects 2,000 Caps per Snow Globe, in fact. Cove [6.20]
to higher than the amount listed here. The
“Number Available” refers to the actual
Collectibles: Caravan Cards (+) Free Quest—Arizona Scavenger: Aurelius pays
a bounty for NCR troops that you kill. You’re
Number Available: 30
number waiting to be found, not occasionally rewarded 10 Caps per Dog Tag, but Irradiated
in a Vendor inventory. If the guide has Finding individual playing cards for Caravan is a Dog Tags from the Ghouls in Camp Searchlight
specifically flagged the items, and the location matter of chance. In addition, there are entities that do not count.
either sell, or have Caravan Cards on their person.
of each is in the “Tour” chapter and maps, the
Collectibles: NCR Dogtags (NCR)
name is followed by this symbol: (+) Collectibles: Hollowed-Out Rocks (+) Number Available: N/A
Number Available: 42
Character: Quartermaster Mayes at Cam p
Services and Vendors The sun might be killing you, so always look out
for rocks with graffiti daubed on it; these contains
Forlorn Hope [6.02]
Free Quest: Tags of Our Fallen. Mayes requests
Character: Caravan Players (+) random items. The locations of every Rock is shown.
you locate any Dogtags you find from NCR
Number Available: 15 Collectibles: Skill Books (+) soldiers found dead on your travels. For every
Certain individuals, including many Vendors, Dogtag (not Irradiated), you receive a small Caps
Number Available: 51
carry packs of Caravan Cards on them; the only and Fame reward.
As each grants you +3 (or +4 with the Compre-
way to play the game.
hension perk) permanently to a chosen skill, which Collectibles: NCR Dogtags (Irradiated)
Character: Healer/Dealers (+) is essentially a free augmentation to your character, Number Available: 10
you owe it to yourself to track down every last one.
Number Available: 31 Character: First Sergeant Astor at Astor’s Recon
The number of individuals that offer healing Collectibles: Skill Magazines (+) Camp [5.S23] and Camp Searchlight [6.16]
services, such as general medicine, radiation and Number Available: 213 First Sergeant Astor patrolling near the Recon
Chem dependency treatment, the healing of crippled Camp requires Irradiated Dogtags from the fallen
These provide a huge amount of initial knowledge
limbs (and sometimes medical supplies you can and Feral over in Camp Searchlight, as part of
on a skill-based subject, but this only lasts for
buy), as well as others offering Food or Drink. Side Quest: We Will All Go Together.
a short while. Designed to be read once (ideally
Character: Repairers (+) immediately before you’re using the skill), gather as Collectibles: Radscorpion Glands
many as you wish for a temporary +10 (or +20 with
Number Available: 9 Number Available: N/A
the Comprehension perk) bonus to a chosen skill.
The quality of the Repairer is important, as many Character: Ruby Nash at the Vikki & Vance
Vendors (and other individuals) offer a Repair Collectibles: Star Bottle Caps (+) Casino, in Primm [4.17]
service, exchanging Caps for improving the Number Available: 100 Free Quest—Gland for Some Home Cooking:
Condition of your chosen item. Ruby makes a mean casserole from the glands
Character: Festus at the Sunset Sarsaparilla
Character: Traders (+) Headquarters [2.17] of Radscorpions. She gives a single Casserole for
every Gland you have. Corporal William Farber at
Number Available: 33 Side Quest: The Legend of the Star: Your plastic pal
Camp McCarran, is also interested in sampling
over at Sunset Sarsaparilla regales you with a story
Barter and obtain items ranging from the primitive some as part of Free Quest: Not Worth a Hill of
about a fabulous treasure that’s awarded to anyone
to the amazing. Some Traders have spectacular Corn and Beans.
who can find 50 Star Bottle Caps. Fortunately, this
goods on offer, but some don’t. This is also the place
to buy Caravan Cards, Implants, and Upgrades.
guide shows you where 100 of them are! Collectibles: Scrap
Crafting Collectibles: Unique Items (+) Number Available: N/A
Number Available: 95 Character: Isaac at Gun Runners [2.14]
Crafting: Campfires (+)
This includes outfits, headgear, and items that are Free Quest: Dealing with Contreras. Sergeant
Number Available: 109 Contreras at Camp McCarran [2.19] has you visit
Unique, or extremely rare (in which case, every
The locations of every Campfire (and thus, where nonrandom instance of finding them is shown). the Gun Runners and speak with Isaac, who
you can brew Recipes, or make Tanned Gecko Look at this list for Recipes, and Schematics, too. requires massive amounts of Scrap for a weapons
hides for fun and profit) are pinpointed. shipment. Search for Scrap Metal, and Tin Cans.
Collectibles: Unique Weapons (+)
Crafting: Reloading Benches (+) Number Available: 42
Collectibles: Scrap Metal
Number Available: 36 Number Available: N/A
Although they can’t be modded, these are enhanced
The Benches that allow you to strip ammunition versions of regular weapons, and employed as the Character: Jack at the Nellis Hangar [3.02]
and create new ordnance are also listed, so primary version of your weapon when found. Repair Free Quest—Iron and Stealing: Jack tells you he’s
you’re never far from a tinkering spot. it using Weapon Repair Kits or Repairers. looking for some Scrap Metal, if you can spare
Crafting: Workbenches (+) Secondary Collectibles any. Return with quantities; your Fame with the
Boomers increases for Scrap Metal you give.
Number Available: 41
Whether you’re making new Nuka, Explosive Collectibles: Legion Ears Collectibles: Vault Jumpsuits (+)
bombs, Doctor’s Bags, or the hugely useful Number Available: N/A Number Available: N/A
Weapon Repair Kits, you need to know where Character: Private James Sexton at Camp Character: Sarah Weintraub at Vault 21 [2D.06]
every Workbench is. Forlorn Hope [6.02] Free Quest—Suits You, Sarah: Mention Boomer
Collectibles: Weapon Upgrades (+) Free Quest—An Ear to the Ground: Private James Suits, and she pays for them, too! Explore the
Sexton will pay (you a compliment) for every Legion’s Vaults; Jumpsuits are almost always found in
Number Available: 10
Ear you bring back to him. Agree to the task if you Dressers, some Lockers, and occasionally folded
The exact Weapon Modification Upgrades that wish. For every Ear (whether on a Legionary or up on shelves, then return to her with them for a
particularly well-equipped Vendors sell is random, Caesar himself), you receive a small Fame gain. Caps reward.
so the locations of such Vendors are flagged for you.

40
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part 1: Major Factions • Part 2: Other Factions: Freeside and Greater New Vegas • Part 3: Other Factions: Mojave Wasteland • Part 4: The Bestiary

Factions & Bestiary


This chapter reveals the major Factions across the Mojave Wasteland, and their goals, thirst for power, or antics they’re likely to undertake. Then there’s a
Bestiary with statistics for all the adversaries lurking behind well-defended encampments, charging out of caverns, or ambushing you down dark corridors.

Part 1: Major Factions


Caesar’s Legion is locked into protecting New Vegas from invasion by Caesar’s Legion even as
it receives not one cap in tax revenue from the Strip’s highly lucrative resort
Base of Operations: The Fort [3.28] operations. NCR citizens in the Mojave have largely come here for economic
This horde of cruel, yet highly disciplined slavers has spread reasons, whether as paid citizen soldiers or as prospectors and fortune-
across the southwest like an all-consuming flame. Founded by a seekers.
fallen member of the Followers of the Apocalypse, Caesar’s Legion
is effectively an enormous, conscripted slave army. As Caesar
conquers the peoples of the wasteland, he strips them of their tribal identities
The Strip
and turns their young men into ruthless legionaries and women into Base of Operations: Lucky 38 Casino [2D.02]
breeding stock. Unlike the rag-tag Raiders back east, Caesar’s “legionaries” Before the Great War started, Mr. House used his
neither look nor act like haphazard, irregular troops. They are well-organized, considerable genius and wealth to ensure that no
moving and attacking in large packs, and deliberately commit atrocities to missiles would strike the city of Las Vegas. Though a
terrorize those who might dare to oppose them. few warheads did get through in the outskirts, most
À True, Caesar is the perfect man. But he is not just a man: he is the Son of of the city was spared. Despite this, the Strip itself was not re-settled, and
Mars, ordained by the god of war to conquer all of Earth. To prepare the way, after close to two hundred years, Mr. House immediately began searching
Mars razed the Earth, cleansed it with fire, and brought the weak and the for a mysterious Platinum Chip, and rebuilding the glory of Las Vegas.
wicked low; and now his son has come to deliver the wasteland from chaos Sending out Securitron scouts, Mr. House started negotiating with local
and barbarism. To follow Caesar is to obey the will of Mars; to disobey is to tribes to exchange his considerable resource stockpiles for their help. Some
condemn oneself to death. As the Son of Mars, Caesar has the divine right to of the tribes resisted, but three tribes eventually gained Mr. House’s favor.
demand servitude from all he encounters. Not everyone believes that Caesar They became the Omertas, Chairmen, and White Glove Society, running the
is the product of a god’s loins, of course. The most recently captured slaves Gomorrah, Tops, and Ultra-Luxe casinos, respectively. Because Mr. House
tend to be pretty skeptical. But they aren’t very vocal in their criticisms, was dedicated to restoring Las Vegas, he insisted on transforming the tribes
and their children are raised not by skeptical parents but by priestesses into families with cultures that harkened back to Vegas’ glory days.
appointed to that task by virtue of their knowledge of and adherence to the À In the process of rebuilding the Strip, Mr. House also effectively “bought
state religion. out” the residents of Vault 21. After they evacuated, he had the Vault
À Nearly all physically capable, compliant males are compelled to serve in stripped of useful technology, most of its actual volume filled with concrete,
its armed forces. The primary value of pre-menopausal females is to serve as and the entrance turned into a gift shop and small hotel. While the families
breeding stock (with Caesar or a legate governing how they are assigned to were rebuilding the casinos, the rest of the locals were hard at work erecting
males), though they, like older females and less physically-capable men, are an enormous wall around the Strip. When NCR traders and explorers arrived
also used to perform a variety of other tasks. The largest unit of organization on the scene, they were amazed at the Strip and returned back to California
in Caesar’s Legion is the Cohort, numbering about 480 infantrymen. Cohorts with tales of opulence and great wealth awaiting travelers.
are further divided into Centuriae, which contrary to their name numbers Eventually, the NCR military itself arrived and were surprised to find the
about 80 men, and each Centuriae is divided into ten “tent groups” (Contu- Strip so well-protected and heavily policed. Though they struck a deal with
bernia), making this the squad level of organization. Raiding parties are of Mr. House to establish a base in the area (along with control of Hoover Dam),
this size (about eight men) and will be led by a Decanus (a squad leader, the NCR has never had control of The Strip. After the Battle of Hoover Dam,
basically). the NCR negotiated an MP (military police) presence on The Strip, but their
À Caesar desires two things: a Carthage, and a Rome. In the NCR he has at influence remains small.
last found a grand adversary, against which he can wage a military campaign À Though the tribes that became The Strip’s families were once hatefully
worthy of history books. And in Vegas, powered and watered by its great opposed to each other, the demands of Mr. House have forced the families to
dam, he has found a capital worthy of, well, a Caesar. Contrary to the old play nice. They continue to hold long-standing grudges, but do not act openly
saw, Rome will be built in a day. All it takes is plentiful slave labor, and against each other for fear of angering Mr. House.
Caesar has that in spades.
The Chairmen
New California Republic Base of Operations: The Tops Casino [2D.04]
Base of Operations: Camp McCarran [2.19], Hoover Dam [3.33] The Chairmen and their casino, The Tops, embody an ancient
The New California Republic was born from the remnants of “cool” aesthetic of Vegas, plucked from Mr. House’s historical data
the survivors of Vault 15 and the small walled community they banks. Before The Strip’s renovation in 2274, the Chairmen were
founded, Shady Sands. Under the leadership of Aradesh, and with a warrior tribe, and their traditions of honor continue to inform
the assistance of the Vault Dweller (who saved Tandi, Aradesh’s how they select their leadership and interact with each other and outsiders.
daughter and a future president of the NCR), the community prospered. Unbeknownst to the rest of the tribe, its current chief, Benny, has for months
Trade routes with other settlements allowed cultural exchange, and a been scheming to seize control of Mr. House’s technology and The Strip itself,
movement to form a national entity gradually took root and won popular violating the tribe’s deeply-held values against duplicity and treachery.
acceptance. In 2186, the town of Shady Sands changed its name to “New
California Republic” and formed a trial council government to draft a consti-
tution. Four more settlements joined the council, and in 2189 the NCR was
The Omertas
voted into existence as a sprawling federation of five states: Shady Sands, Los
Base of Operations: Gomorrah [2D.01]
Angeles, Maxson, Hub, and Dayglow. A highly organized and deadly tribe of Raiders, the Omertas
À By post-apocalyptic standards, the NCR is a paragon of economic success murdered and looted all they encountered, sometimes holing up
and good ethical character: political enfranchisement, rule of law, a reasonable in a stronghold for years, other times leading a nomadic existence
degree of physical security, and a standard of living better than mere in restless pursuit of their next big score. The Omertas have just
subsistence are daily realities for its 700,000+ citizens. Currently, the NCR in one rule: never betray the family. Everything else is permitted. Their casino,
a state of transition, with rapid economic growth and a sea change in political Gomorrah, is a sleazy vice den on a grand scale, and as such embodies the
leadership endangering its grand humanitarian ideals. Nowhere is this more ruthless exploitation beneath the glitz and glamour of the Strip’s neon signs.
evident than in the Mojave, where the occupation of Hoover Dam has improved While by outside appearances the Omertas seem content with their lot, the
access to electricity and water, but at the cost of straining its budget and family’s penchant for treachery and murder is alive and well, and the tribe’s
embroiling its armed forces in a morally corrosive imperialist project. leadership is collaborating with Caesar’s Legion to bring about the Strip’s
downfall.
À The NCR government’s aim is to annex New Vegas as the republic’s sixth
state. While it already controls Hoover Dam, its treaty with Mr. House and
the three families compels it to allot one-fifth of the dam’s electrical and
water production to local use free of charge. Adding injury to insult, the NCR

41
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part 1: Major Factions • Part 2: Other Factions: Freeside and Greater New Vegas • Part 3: Other Factions: Mojave Wasteland • Part 4: The Bestiary

Ultra-Luxe pampers its clients and provides the Strip’s most elite casino
The White Glove Society experience. A dress code is strictly enforced. All of the staff and family
Base of Operations: The Ultra-Luxe Casino [2D.05] members are well-dressed, well-spoken, and well-behaved. The casino’s
prime attractions are its meat-oriented restaurant, The Gourmand, its
The Ultra-Luxe is an establishment of incredible refinement that
cocktail lounge, Top Shelf, and its art gallery. Roulette and blackjack are the
delicately conceals its operators’ terrible past; a past which the
only games offered. But the real draw to the place are the steaks. Succulent
tribe has been at pains to remove from public record or knowledge
and delicious, a variety of meat treats are available; but only to the most
to the point of fanaticism. Run by the White Glove Society, the
discerning (and sponsored) Society member.

Part 2: Other Factions: Freeside and Greater New Vegas


Freeside The Van Graffs
Base of Operations: Outer and Inner Freeside [Zone 2C] Base of Operations: Silver Rush Gambling Hall [2C.07]
Las Vegas wasn’t heavily damaged during the Great War, but people didn’t The Van Graff family has a history of ruthless behavior when
immediately “settle” into the remnants of the old city. The various Vault it comes to rivals muscling in on their territory, and it seems
tribes that emerged years later, hunted and fought among the ruins, but old habits die hard; two of the Van Graffs have set up shop in a
it was not until the “return” of Mr. House that they ceased (most) of their bedraggled old casino called the Silver Rush, where they specialize
hostilities. Mr. House directed the tribes to use his sizable quantities of in Energy Weapons, and the maximizing of profits. Run by Gloria Van Graff
pre-war construction materials to build the crude (but effective) outer walls and her elder half-brother Jean-Baptiste Cutting, their stronghold is heavily-
that separate The Strip and Freeside from the rest of New Vegas. While Mr. defended with their Thugs armed with the latest in weapons technology.
House valued the area around Fremont Street, he ultimately viewed it as Gloria is in charge of general operations at the Silver Rush. She is the person
secondary in importance to the Strip itself and had a second, inner wall that responsible for the New Vegas Van Graffs’ general strategy, including possible
separated the two areas. When NCR prospectors (and eventually the army) under-the-counter deals to wipe out the competition. The muscle of the van
arrived in the region, people typically went straight for The Strip, leaving Graff operation, Jean-Baptiste personally handles all of Gloria’s dirty work.
Freeside (as it had become known by locals) as an informal stopping point. He is a nasty, mean-spirited son-of-a-bitch. Despite the family’s tendency
Eventually Mr. House recognized that he could use Freeside as a filter for to deal in energy weapons, Jean-Baptiste is a connoisseur of big guns and
undesireables, and pulled his favored tribes and all Securitrons into the explosives. He threatens people for looking at him the wrong way and is far
Strip, leaving Freeside to fend for itself. from all talk; he will go from zero-to-murder in the twitch of an eye.
À In the two years that followed, Freeside has slowly degenerated into a hostile,
lawless den of ne’er-do-wells. For a while, it was completely without order, but
two power groups managed to come to an understanding about how the area
Westside Cooperative
needed to be maintained. The Kings, formed from the dispossessed remnants of Base of Operations: Westside [Zone 2A]
unfortunate tribes, prevent all-out chaos from erupting, but do little to deal with The residents of the fortified Westside Zone have a small, but
the day-to-day nastiness that Freesiders inflict on each other. The Followers tight-knit community based around growing crops for themselves,
of the Apocalypse, no longer associated with NCR, settled in the Old Mormon and to sell to travellers and larger Factions. Currently embroiled
Fort. They receive some protection from the Kings in exchange for help with the in tense negotiations with the NCR regarding the siphoning of
community’s basic needs (food, water, health services, and some education). their water supplies, the Westside Co-op features a motley band of folk,
Despite the oversight from the Kings and help from the Followers, the people in including an escapee from New Reno named Clayton Etienne, and a Follower
Freeside live in daily peril… from each other as well as outside forces. of the Apocalypse called Tom Anderson, who is single-minded in his defense
of this operation.
Followers of the Apocalypse
Base of Operations: Old Mormon Fort [2C.01] The Crimson Caravan Company
Originally, the Followers of the Apocalypse (also known simply as Base of Operations: Crimson Caravan Headquarters [2.09]
“The Followers”) were a secular tribe formed in the Boneyard, with a A well-known trading company with a number of Caravaneers in
purpose of educating humanity about the horrors of the Great War, their employ, the Crimson Caravan Company originally plied their
and never to repeat those atrocities again. Forgoing preaching in wares in the Hub, historically famous for plying their trade across
favor of medical treatment and charity. When the Master died, they controlled the most inhospitable areas, the Crimson Caravans now contract
the Boneyard with the help of the then-embryonic New California Republic, and out much of their deliveries to wandering merchants across the Mojave.
accompanied a contingent of the NCR into Nevada, settling in an Old Mormon Recently, the Company has been hit hard by the instability along their
Fort, close to Freeside where they can save the wretched, and tend to those trading routes. Deathclaw incursions at Quarry Junction have impeded trade
down on their luck. They take in stragglers of many creeds and colors, including south of New Vegas, and three sub-contractors have had their Caravans
the last few Enclave remnants. Despite the historic name of the place, there destroyed; possibly by Raiders, although Ash Piles at the scene of the
are no serious fortifications—just fences and gates with a few armed Followers massacre suggests otherwise. A hard-nosed, no-nonsense Alice McLafferty
inside. has been recently drafted in to aid in the recovery of the Company, to look for
any openings in trade or rival companies to undercut, and to keep the trade
The Kings flowing with the NCR and other favored clients.
Base of Operations: The King’s School of Impersonation [2C.05]
After unearthing some strange paraphernalia belonging to a tribe
The Gun Runners
who worshipped some kind of ancient, black-coiffed deity (and as it Base of Operations: Gun Runners [2.14]
transpired, a deity with some considerable style and singing talent) A loosely-knit band of Boneyard dwellers, the Gun Runners have
a tribe dedicated to him was formed by the scavenger himself, who had a long past in the business that bears their name. They take
took on the persona and visage as if divinely inspired. Known as The King, he pride in constructing only the finest, and highest-quality weapons.
dresses in a special suit crafted to look like the originator of the look, while his After historic trade disputes between the Gun Runners and
subordinates scavenge denim and leather jackets for their attire. The King is other groups were settled, many of the gunsmiths decided to move north,
charming, rebellious, and well-dressed. His forces are almost always found in expanding their operations to a location where both Caps and supplies are
small packs, and have a lot of attitude, bravery, and members. They typically plentiful. Their informal leader, Isaac, sees himself as part of a collective with
carry small guns, brass knuckles, and melee weapons. The King, and his no established hierarchy. They’re just hard-working, meticulous craftsmen
robotic dog Rex, are currently facing a challenge as the NCR appears to be and women working to deliver armaments of the highest quality. Arriving
threatening their territory. The King is hoping they aren’t the devil in disguise. in New Vegas, the Gun Runners established a base of operations that takes
advantage of The Strip’s outer wall defenses, as well as the high traffic of
traders, explorers, and NCR passing to and from Freeside. All business is
conducted from outside their highly-fortified stronghold.

42
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part 1: Major Factions • Part 2: Other Factions: Freeside and Greater New Vegas • Part 3: Other Factions: Mojave Wasteland • Part 4: The Bestiary

Part 3: Other Factions: Mojave Wasteland


Boomers Goodsprings
Base of Operations: Nellis Air Force Base [3.01] Base of Operations: Goodsprings [4.05]
At the beginning of the war, Nellis Air Force Base scrambled an Goodsprings is a small, barely active town that has been a mining
enormous number of fighters and bombers to respond to the community since the early days of Nevada. Most recently, it was
missile launch. None of those planes ever returned. Additionally, settled under a grant from NCR to develop a low-risk mining
despite the best efforts of a man named Mr. House, some of the environment near a reliable source of potable water. Even so,
missiles that struck the greater Las Vegas area impacted Nellis. As a result, there are only a dozen or so people in the town due to trade along the Long
Nellis was not an attractive site for salvagers for over a hundred years after 15 drying up. Signs along the highway direct people to Goodsprings, but they
the war. do the town no good if no one is on the highway to read them.
Fifty years ago, a group of Vault 34’s dissidents struck out on their own and
started using Nellis as a base. Over a long period of time, they eventually À The residents of the town come to your aid after a Securitron named Victor
decided to call Nellis their home. They learned a great deal of infor- witnessed your shooting and burial over by the Cemetery. There are few
mation from the records at Nellis and used that information to open the people in Goodsprings. It has never been that populous, and the troubles
weapons storehouses at (currently unknown locations called) Area 2 and with Deathclaws, Raiders, and Powder Gangers hasn’t made it any more
the Hawthorne Army Depot. The result of their efforts was an enormous appealing. A few folks have holed up here to wait things out, but overall
stockpile of heavy ordnance, artillery, and small nuclear weapons. it is quite “sleepy”; almost a Ghost Town if there weren’t the odd settler,
attempting to eke out an existence among the ruined ranch homes. Local
À Due to the tribe’s paranoia, hostility, and excessive reverence for explosives,
activities include going to the spring (Goodsprings Source), hunting Geckos,
the New Vegas locals started calling them “Boomers”. The Boomers didn’t
Mole Rats, and Coyotes, and loafing around in the Prospector Saloon.
mind the name as long as it meant people kept their distance. No matter

Great Khans
who approaches them (Mr. House, the Vegas families, NCR, or Caesar), the
Boomers have the same response: artillery. While the Boomers’ attitude has
kept away trouble, all of the major players around New Vegas want to get on Base of Operations: Red Rock Canyon [1.15]
the tribe’s good side. People simply have no idea how to accomplish that. As far
The Great Khans are the only truly organized band of raiders in
as all intelligence indicates, the Boomers have a clean water supply from Lake
the Mojave, and as befits their warrior culture, men and women
Mead, power from solar panels inside the base, and thriving farms that they’ve
both can hold their own in a fight, whether a brawl or a shootout.
learned to develop “the hard way” over the decades they’ve been in the base.
As a tribe, however, the Great Khans are but a shadow of their
Once, the NCR attempted to shut off the Boomers’ water supply. The Boomers’
former selves, their numbers and morale ravaged by a series of massacres
response was to shell sections of the NCR’s water pipeline in eastern New
and displacements. From their rocky stronghold at Red Rock Canyon, they
Vegas. The NCR promptly restored the flow.
eke out a living by drug-trafficking and the occasional raid or salvage find.
À In the months that followed that experiment, no one has tried to approach
À Since the Bitter Springs massacre, the tribe has aspired to little more than
the Boomers, which is just how they like it.
survival and isolated, petty acts of vengeance on the occasional NCR citizen

Brotherhood of Steel
or deserter. The arrival of a Legion emissary, Karl, has changed this. Papa
Khan, the tribe’s leader, wants to believe Karl’s assurances that the Great
Khans will be absorbed intact by the Legion, assuming an honored place as
Base of Operations: Hidden Valley [5.11]
one of its elite cohorts. To lead the assaults on Hoover Dam and the Vegas
The Brotherhood of Steel is a militant organization devoted to the Strip would make for fine acts of vengeance. The rest of the Great Khans are
preservation of pre-war technology and human knowledge. Their not so entirely convinced.
professed mission is to preserve pre-war technology and human
knowledge for the benefit of future generations. In practice, its À Much as they want to exact revenge on the NCR and Mr. House’s Three
definition of technology is strangely selective, ignoring basic but potentially Families, they know that they lack the strength to do so. Indeed, they believe
useful technologies (genetic modification of crops and civil engineering, for it is only a matter of time before their enemies track them down, and that the
example) in favor of combat technology such as energy weapons and power Great Khans would be unlikely to survive such a confrontation. The looming
armor; and even now, nearly two centuries after the Great War, the Broth- conflict between Caesar’s Legion and the NCR and the message from Karl
erhood zealously restricts the use and knowledge of such technologies to its offers the possibility of a new way forward.

Novac
own membership.
À The Mojave Brotherhood operated freely amid the Vegas wastes for several
years, carrying out many reclamation missions without serious opposition. Base of Operations: Novac [5.18]
The balance of power shifted in 2251, when a large contingent of NCR troops The faded and cracked concrete and peeling buildings give the
entered the region and occupied Hoover Dam. Conflict was inevitable. Nearly impression of depression; and indeed, Novac is little more than
two years of guerilla skirmishes culminated in a pitched battle at HELIOS a lonely desert highway motel with multiple buildings that have
One, a solar energy plant the Brotherhood had been refurbishing for several been fortified for the post-apocalyptic protection of its inhabitants.
months with the goals of bringing it back online and activating its hidden Watching over them is the landmark of the area: a giant fabricated tyran-
offensive capabilities (the ARCHIMEDES II death ray). The battle for HELIOS nosaurus rex biting off the top of “The World’s 2nd Largest Thermometer”.
One (Operation: Sunburst) proved a disaster for the Mojave Brotherhood. The interior of “Dinky” also serves as the city center (a converted gift shop
More than half its Paladins and Knights were killed. The chapter’s leader, from pre-war times, with a sniper’s nest in Dinky’s mouth). Dinky is the
Elder Elijah, disappeared without a trace. The Brotherhood was driven from “attraction” that drew in tourists. Some of the locals are friendly folk, though
the facility, which suffered extensive damage. Survivors retreated to Hidden most aren’t trusting of outsiders. They appreciate the protection of NCR, but
Valley. are afraid of what’s going on at the REPCONN Test Site rocket plant up the
À Since that defeat, the chapter’s leader, Elder McNamara, has restricted road. The local law, Ranger Andy, is unable to investigate due to an injury.
activity outside the bunker to occasional reconnaissance missions and
high-value raids. All operations take place at night, and engagement of NCR
forces is strictly forbidden. Though the Brotherhood’s ascetic lifestyle has Powder Gangers
prepared its members for a sequestered existence better than most, the Base of Operations: The NCR Correctional Facility [5.15]
passivity of their current situation has proved highly stressful. The NCR Correctional Facility is the dominant location of the
central Mojave Wasteland. In the distant past, it was the Jean
Conservancy, a low-security all-female prison. Under recent NCR
control, it was used to house prisoners on work release. The
prisoners worked the railroad parallel to the Long 15 under NCR trooper
supervision, maintaining the vital land link between the Boneyard and New
Vegas. Eventually, prison guards (NCR troopers) were pulled away to run
Colorado River border patrol. When the guard staff was low, the prisoners
executed a daring and violent escape.
À Because the rail crews often used explosives (typically dynamite) to blast
through rock or get rid of train cars that were locked/fixed on the line, the
prisoners inevitably acquired small amounts that they hid in their cells.
When they made their break, they blasted their way out. The interior of

43
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part 1: Major Factions • Part 2: Other Factions: Freeside and Greater New Vegas • Part 3: Other Factions: Mojave Wasteland • Part 4: The Bestiary

the prison was clearly the scene of a large riot where the prisoners used À Over time, Nightkin—more psychotic and temperamental Super Mutants
explosives, improvised weapons, and stolen NCR trooper equipment to break thanks to their predisposition and eventual addiction to Stealth technology—
through multiple walls and scatter through the desert. A lot of the prisoners and the more thuggish second generation Super Mutants trickled into Black
weren’t in on the escape plan formally; they just got caught up in the Mountain, which eventually caused problems. The de-facto leader of the
moment. Consequently, a lot of them didn’t really know where to go when community was Marcus, from Broken Hills. Unfortunately, the influx of
the dust settled. A large contingent of Powder Gangers can be found in Vault less-mentally stable super mutants proved to be more than he could handle.
19 though many squatted in the prison and have been informally raiding Eventually, he was pushed out of the group at Black Mountain. He left with
since then. a small group of (mostly first generation) super mutants, ghouls, and friendly
humans to found Jacobstown. This left the Nightkin and second generation
Primm Super Mutants to fend for themselves. Within weeks, a paranoid schizo-
phrenic NIghtkin named Tabitha (and Rhonda) progressively turned the
Base of Operations: The Vikki & Vance Casino, in Primm [4.17] satellite array into a fortress against any and all outsiders. She hallucinates
Pre-war, Primm was “budget Vegas”, a tiny town where regularly, and has convinced the other super mutants (especially the idiotic
Californians could go to gamble, the shortest distance between second-gen ones) that only she can see the threats against them, due to her
their wallets and a hole in the ground. Now it’s not much of “magic eyes” (actually a pair of oversized child sunglasses which—of course—
a settlement at all, poorly populated to begin with and more she won’t let anyone else touch).
treacherous since the Powder Gangs broke out of prison. The landscape of
Primm is dominated by a few empty ranch homes, the rubble of the town’s
main streets and store-fronts, and a small NCR camp set up southwest of Raider: Fiends
town to prevent Convicts from pushing further south to the NCR’s Mojave Base of Operations: Zone 2E: South Vegas Ruins
Outpost. The townsfolk, now without a sheriff after he was murdered by Vault 3 was once an ordinary, happy vault. Unfortunately, it—and
Gangers, are holed up across the road from the Mojave Express Couriers, in the entire southwestern part of the New Vegas conurbation—has
the down-trodden old Vikki & Vance Casino. Low on supplies, the townsfolk been taken over by a large force of Raiders calling themselves the
can’t hold out much longer, and the Convicts’ presence continues to build Fiends. They are unexceptional in every way, but there are a slew
as they’ve recently commandeered the larger, Bison Steve Casino and Hotel, of them. The vault itself is wide-open, practically being a feral den for the
patrolling the unstable El Diablo rollercoaster and wrecking the remaining Fiends and their huge packs of dogs. Whether it is murder, rape, or shooting
grandeur this place once had. Primm faces a grim reality; there are few innocents for sport, the Fiends are more than happy to bring their anarchy
people here to keep order. to this area, which has become a source of growing concern for the NCR.
The Fiends are erratic and dangerous; their mental stability isn’t helped by
Ghouls: Bright Brotherhood the fact that they are almost constantly high on chems, most of which are
provided by the Great Khans.
Base of Operations: REPCONN Test Site [5.17]
A strange cult of Ghouls, and a single human fully believing
himself to be a Ghoul, are lead by a charismatic and prophetic Raider: Greaser Gang
Raider: Jackal Gang
Glowing One named Jason Bright. Thanks to a probable (and
extremely rare) mutation, Bright never turned Feral, and has
instead built up a small following of like-minded Ghouls, clad in the
vestments of a tribe in the final stages of preparation to leave for a “new
world”; a promised land foretold by Bright, that is the ghoul’s ultimate goal.
Raider: Scorpion Gang
Jason Bright wasn’t his birth name, it is the name that his flock started
calling him when he began his cult. Shunned by frightened outsiders, and
Raider: Viper Gang
murdered by Nightkin convinced the Brotherhood are sitting on a mythical Base of Operations: North New Vegas Sewers [U2.N], Mojave
shipment of Stealthboys, the Brotherhood have long come to realize that they Wasteland south of Goodsprings [4.05], Monte Carlo Suites [2.12],
are not bound to, or long for this earth. and Novac [5.18]
The Joshua Tree-speckled mountains provide a surprising

Super Mutants amount of cover, especially the rock-strewn washes that run
east-west just south of Nelson. This is the perfect location for
Base of Operations: Jacobstown [1.10] packs of anarchic hunters, grifters, and psychotics to wait for an
Jacobstown sits at the same general location as the pre-war opportunity to steal, kidnap, or kill. These loosely-knit Raider gangs revel in
settlement of Mount Charleston, a small alpine community high chaos and anarchy. The Jackals are no more than a handful of scarred and
in the mountains west of the Las Vegas Valley. Post-war, the area tattooed reprobates, scraping out a living by preying on anything weaker
was of little interest to travelers and scavengers due to its remote than them. The (slightly) more organized Viper Gang consist of a slightly
location and lack of salvageable material. It was not until the past twenty more skilled collection of ne’er-do-wells, dug in close to major roads to rob
years that it became a permanent settlement for any group. Marcus, the and plunder travellers and Merchant Caravans. Further north, are two much
mild-mannered Super Mutant sheriff of a settlement named Broken Hills, more pitiful gangs, who have lost their brethren (both in violence, or by
took it upon himself to find a refuge for the “broken-minded” of his kind— recruitment) to the Fiends; the stinking Greaser Gang who terrorize the North
low-intelligence Super Mutants and schizophrenic Nightkin. It proved to be Vegas Sewers, and the Scorpion Gang, who fight intermittent skirmishes with
more difficult than holding on to Broken Hills, but he eventually discovered Westside residents. All these Raiders have no driving purpose or goal, other
Mount Charleston and decided it was a good spot to set up a community. than to live to see tomorrow and raise as much hell as possible today.
À Unfortunately for Marcus, not all of the Nightkin were content to live under
his rules. Davison (who currently talks to a Brahmin Skull named Antler
in the bowels of the REPCONN Test Site) and Tabitha (who broadcasts her
Wastelanders: Prospectors and Scavengers
Base of Operations: Across the Mojave Wasteland
particular brand of insanity from Black Mountain) broke off on their own,
eventually winding up with their own dysfunctional Super Mutant commu- Wastelander is a catch-all term for anyone living in the Mojave
nities. Though Marcus is disappointed at how things turned out, he does the Wasteland who is not affiliated with some other group. They make
best he can to take care of Lily and the other Super Mutants and Nightkin at a subsistence living off the land, trade with local settlements,
Jacobstown. and try not to be ravaged by the abundant, and usually hostile
wildlife, or bands of roaming Raider gangs. Most are not aggressive but will

Super Mutants: Nightkin defend themselves if attacked. When that happens, they usually die. Quickly.

Base of Operations: Black Mountain [5.07]


Black Mountain, the dominant feature of the area, was
unoccupied for over a century after the war. The victim of a direct
strike, most of Black Mountain’s radar arrays were knocked
out immediately. Even though valuable materials were in the
buildings that surrounded the arrays, the area was so irradiated that no one
survived in it for more than an hour or so. After the fall of the Master, many
of the first generation Super Mutants headed east. In Black Mountain, they
were able to find a place to set up a camp where they could avoid most of the
rest of the world. It took a long time for the Super Mutants to settle in and
repair the equipment in the array, but they were finally able to enlist the help
of some Ghouls to make the array operational.

44
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part 1: Major Factions • Part 2: Other Factions: Freeside and Greater New Vegas • Part 3: Other Factions: Mojave Wasteland • Part 4: The Bestiary

Part 4: The Bestiary


This Bestiary is separated into two main sections; entities that are human-sized in form and interaction, and larger, or more animalistic entities.
Depending on your level, and the entity you’re facing, expect to obtain between 10–50 Experience Points (XP) from defeating each of the following entities.

Human-Sized Entities with Higher Functions


Humans have different statistics from creatures, and it is important to Energy Weapons: The entity’s Energy Weapons skill (0–100),
understand what each note entails: measured in the same way as yours.
Name: The name your Pip-Boy gives to the human in question. Melee Weapons: The entity’s Melee Weapons skill (0–100), measured
Level: Although these foes can appear at any time, they are in the same way as yours.
commonly encountered when you reach this level; this also Armor: The type of armor predominantly worn by the entity, and
references their experience level. what to expect to find when looting the corpse. There may be other
Perception: This is measured from 1 to 10, the same as your (random) items, but these are always present.
Perception attribute. The higher the Perception, the quicker you’re Possible Primary Weapons: The preferred weapon the adversary
spotted, or reacted to. attacks with, usually accompanied by a back-up weapon, when
Health: The full Hit Points of the human, prior to combat. listed.

Guns: The entity’s Guns skill (0–100), measured in the same way as
yours.

CASINO PERSONNEL (The Strip and Freeside)


Although none of these entities present any great threats to your well-being (aside from, perhaps, the Zoara Bouncer), handing in your weapons
within the casinos may put you at a disadvantage. Remember that Guards, Greeters, and Bouncers are reasonably adept gunslingers.
ENERGY MELEE
NAME LEVEL PERCEPTION HEALTH GUNS WEAPONS WEAPONS ARMOR POSSIBLE PRIMARY WEAPONS
Atomic Wrangler Crier 1 5 70 5 5 5 Clothing Knife
Atomic Wrangler Guard 5 5 85 46 15 15 Leather Armor Cowboy Repeater/Police Baton
Bartender 1 5 35 15 15 26 Gambler Suit Sawed Off Shotgun
Blackjack Dealer 1 5 35 15 15 26 Gambler Suit None
Card Dealer 1 5 70 5 5 5 Gambler Suit None
Chairman 12 5 80 74 70 72 Business Suit 9mm Pistol, Switchblade Chairman Bodyguard
Chairman Bodyguard 6-14† 5 75 65 15 67 Business Suit Silenced 22 SMG, Grenade
Chairman Greeter 6-14† 5 75 65 15 67 Business Suit Combat Knife, Grenade
Escort 5 5 85 46 15 15 Prewar Negligee None
Gambler 1 5 70 5 5 5 Gambler Suit None
Gomorrah Prostitute 2 5 70 18 14 12 Prostitute Outfit None
Gunderson Hired Hand 4 5 140 43 14 41 Republican Outfit Caravan Shotgun
Hooker 5 6 45 11 17 45 Prostitute Outfit None
Omerta Thug
Omerta Thug 7 4 105 17 13 58 Business Suit Sawed Off Shotgun, Combat Knife
Roulette Dealer 1 5 70 5 5 5 Gambler Suit None
White Glove Society Attire,
White Glove 4 5 140 43 14 41 Dress Cane
White Glove Mask
White Glove Society Attire,
White Glove Bouncer 4 5 140 43 14 41 Dress Cane
White Glove Mask
Combat Knife/44 Magnum, 10mm
Zoara Bouncer 16 5 140 89 85 87 Business Suit
Submachine Gun
(† Level 10 Statistics Shown) White Glove Bouncer

FREESIDE INHABITANTS (Streets)


Residents of the Interior Zones of New Vegas aren’t usually a threat, but the Bodyguards, Gun Runner Gunsmiths, and Van Graff Thugs are all
hardened individuals who aren’t pushovers. The Van Graff Thugs have extreme competence with Energy Weapons, too.
ENERGY MELEE
NAME LEVEL PERCEPTION HEALTH GUNS WEAPONS WEAPONS ARMOR POSSIBLE PRIMARY WEAPONS
Beggar 1 5 70 5 5 5 Wasteland Outfit None
Combat Armor, Leather Armor,
Bodyguard 15 8 255 85 85 85 Hunting Rifle, 10mm Submachine Gun
Metal Armor, Merc Outfit
Bodyguard for Hire 16 6 150 94 17 75 Leather Armor Sawed Off Shotgun
Chem Addict 1 4 20 12 12 12 Wasteland Outfit Knife
Followers Doctor 12 6 120 14 16 12 Followers Doctor Outfit None Bodyguard for Hire
Sawed Off Shotgun, 9mm Pistol, Lever Action
Followers Guard 14 6 140 86 17 15 Merc Outfit
Shotgun, Hunting Rifle
Followers Medical Student 10 6 90 14 16 12 Followers Doctor Outfit None
Freeside Thug 5 10 150 5 5 45 Wasteland Outfit None

45
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part 1: Major Factions • Part 2: Other Factions: Freeside and Greater New Vegas • Part 3: Other Factions: Mojave Wasteland • Part 4: The Bestiary

ENERGY MELEE
NAME LEVEL PERCEPTION HEALTH GUNS WEAPONS WEAPONS ARMOR POSSIBLE PRIMARY WEAPONS
Greaser 3 5 70 39 15 41 Wasteland Outfit Baseball Bat/Powerfist, Frag Grenade
Guard 9 5 120 63 14 63 Merc Outfit Hunting Rifle
Gun Runner Guard 1 3 80 32 26 21 Merc Outfit Caravan Shotgun
Gun Runner Gunsmith 5 5 240 45 14 45 Merc Outfit 9mm Pistol
King Groupie 1 5 30 30 15 30 Prewar Negligee None
Followers Guard
357 Revolver/10mm Pistol/10mm
Kings Gang Member 1 5 70 5 5 5 Kings Outfit
Submachine Gun
Wasteland Outfit/Merc 9mm Pistol/Single Shotgun/Knife/Baseball
New Vegas Citizen 3 5 75 39 14 39
Outfit Bat/Tire Iron/Sledgehammer/Caravan Shotgun
New Vegas Resident 1 5 70 5 5 5 Wasteland Outfit None
North Vegas Resident 1 5 70 5 5 5 Wasteland Outfit None
10mm Pistol/Hunting Rifle/Sawed Off
Scavenger 6 5 140 50 15 15 Wasteland Merchant Outfit
Shotgun/10mm SMG
Sharecropper 1 6 80 14 16 33 Republican Outfit None Gun Runner Gunsmith
Squatter 1 5 70 5 5 5 Wasteland Outfit None
Thug 6 4 120 37 13 54 Wasteland Outfit 10mm Pistol
Underpass Citizen 1 5 70 5 5 5 Wasteland Outfit 357 Revolver
Van Graff Thug 17 7 215 5 95 5 Combat Armor Black Plasma Rifle
Westside Citizen 1 5 70 5 5 5 Wasteland Outfit None
Westside Militia 1 5 65 31 14 31 Leather Armor Single Shotgun
Westside Resident 1 5 70 5 5 5 Wasteland Outfit None
Westside Thug 5 5 85 47 14 47 Wasteland Outfit Baseball Bat Kings Gang Member

BOOMERS
Boomers are highly skilled in Guns and their devastating weaponry causes splash damage. Most Boomers also have a Knife or Sledgehammer for
close-quarter fighting, and the wide-open Air Force Base means fewer chances to seek cover.
ENERGY MELEE
NAME LEVEL PERCEPTION HEALTH GUNS WEAPONS WEAPONS ARMOR POSSIBLE PRIMARY WEAPONS
Grenade Launcher, Grenade, Sledgehammer/
Boomer 16 6 145 90 17 17 Boomer Outfit
Combat Knife/Lead Pipe
Boomer Chef 16 6 145 90 17 17 Boomer Outfit Sledgehammer/Combat Knife/Lead Pipe
Boomer Outfit, Combat
Boomer Guard 14 6 95 82 17 17 Missile Launcher, Knife
Helmet
Boomer Munitions Manager 1 5 70 5 5 5 Boomer Outfit None Boomer Guard
Boomer Teacher 16 6 145 90 17 17 Boomer Outfit None
Mini Boomer

BROTHERHOOD OF STEEL
Brotherhood of Steel forces have imposing Power Armor, which greatly affects the amount of damage your weapons actually inflict, and they use
Energy Weapons. Fortunately they’re rarely seen, unless you’re assaulting their hidden base.
ENERGY MELEE
NAME LEVEL PERCEPTION HEALTH GUNS WEAPONS WEAPONS ARMOR POSSIBLE PRIMARY WEAPONS
Brotherhood of Steel Initiate 4 7 70 42 44 14 Recon Armor Laser Pistol
Laser Pistol/Tri-Beam Laser/
Brotherhood of Steel Knight 7 7 95 53 55 14 Recon Armor
Laser Rifle/Gauss Rifle
Brotherhood of Steel Paladin 11 6 120 73 16 69 T45d Power Armor/Helmet Gauss Rifle, Tri-Beam Laser
Brotherhood of Steel Scribe 1 5 21 5 5 5 Brotherhood Scribe Robe Laser RCW, Zap Gloves
Brotherhood of
Brotherhood Scout 1 5 70 5 5 5 Recon Armor/Helmet Laser Rifle Steel Paladin

MOJAVE WASTELAND INHABITANTS


A wide variety of humans eke out an existence across the Mojave. Most are of little threat (and aren’t initially hostile), although the Crimson
Caravan guards are more handy than most in a combat situation.

ENERGY MELEE
NAME LEVEL PERCEPTION HEALTH GUNS WEAPONS WEAPONS ARMOR POSSIBLE PRIMARY WEAPONS
Silenced 22 Pistol/Varmint Rifle/9mm
Caravaneer 1 4 20 12 12 12 Wastelander Outfit Pistol/357 Revolver/Single Shotgun/Straight
Razor/Cleaver/Pool Cue/Police Baton/Knife
Cleaver/Tire Iron, 9mm Pistol/Varmint Rifle,
Convict 3 2 20 46 15 15 Merc Outfit
Dynamite
Crazed Chem Addict 1 4 20 12 12 12 Wastelander Outfit Knife
Goodsprings Settler
Crimson Caravan Guard 11 5 110 67 14 67 Leather Armor Lever Action Shotgun, Grenade

46
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part 1: Major Factions • Part 2: Other Factions: Freeside and Greater New Vegas • Part 3: Other Factions: Mojave Wasteland • Part 4: The Bestiary

ENERGY MELEE
NAME LEVEL PERCEPTION HEALTH GUNS WEAPONS WEAPONS ARMOR POSSIBLE PRIMARY WEAPONS
Crimson Caravan Trader 11 5 110 67 14 67 Metal Armor Caravan Shotgun, Knife
Destitute Traveler 1 5 65 30 15 15 Wastelander Outfit Knife, 9mm Pistol
Goodsprings Settler 1 5 45 31 14 29 Republican Outfit 357 Revolver, Knife
Local 1 5 70 5 5 5 Wastelander Outfit None
Merc Outfit/Leather Grenade, 10mm Pistol/9mm Pistol/Laser
Mercenary 8 7 115 55 34 51 Prospector
Armor/Metal Armor Pistol, Machete/Knife/Combat Knife,
Merc Outfit/Wasteland
Mojave Inhabitant 3 6 80 39 14 39
Outfit
Novac Settler 6 5 70 51 14 16 Wastelander Outfit Knife
10mm Pistol/10mm SMG/9mm Pistol/
Wastelander Outfit/Merc Caravan Shotgun/Single Shotgun/Silenced
Prospector 6 6 105 55 20 51
Outfit/Leather Armor Pistol, Switchblade/Police Baton/Machete/
Knife/Hatchet/9 Iron/Cleaver/Nail Board
10mm Pistol/10mm SMG/9mm Pistol/
Caravan Shotgun/Single Shotgun/Silenced Novac Settler
Prospector Merchant 1 6 75 28 17 17 Wastelander Outfit
Pistol, Switchblade/Police Baton/Machete/
Knife/Hatchet/9 Iron/Cleaver/Nail Board
Varmint Rifle/9mm Pistol/357 Revolver/
Quarry Worker 3 5 85 39 14 37 Republican Outfit
Single Shotgun/Knife/Lead Pipe
Refugee 1 5 70 5 5 5 Wasteland Outfit None
Traveler 5 5 60 47 14 14 Gambler Outfit None
Traveling Merchant 7 6 105 54 17 17 Leather Armor Knife, 10mm Pistol
Baseball Bat/Combat Knife/Police Baton/
Republican Outfit/ Quarry Worker
Wastelander 1 5 25 31 14 31 Pool Cue/Knife/Lead Pipe/Tire Iron/
Wasteland Outfit
Sledgehammer/9mm Pistol

NCR PERSONNEL
NCR forces run the gamut from the greenhorn with a modicum of Guns training to the NCR Rangers and more dangerous Veterans, clad in
excellent-quality armor, and armed with potent weaponry. There’s even a Heavy Trooper variant that uses “non-powered” Power Armor salvaged
from previous battles with the Brotherhood of Steel.
ENERGY MELEE
NAME LEVEL PERCEPTION HEALTH GUNS WEAPONS WEAPONS ARMOR POSSIBLE PRIMARY WEAPONS
Engineer 2 6 70 17 17 34 Jumpsuit Outfit None
NRC Trooper Armor/ Grenade, Combat Knife, Sniper Rifle/127mm
NCR Heavy Trooper 33 5 190 100 15 100
Combat Helmet Pistol/Marksman Carbine/Riot Shotgun
10mm Pistol/Laser Pistol/9mm Pistol,
Merc Outfit/Leather
NCR Mercenary 8 7 115 55 34 51 Machete/Knife/Combat Knife, Frag Grenade/
Armor/Metal Armor
Frag Mine
NCR Heavy Trooper
NCR Trooper Armor MP/
NCR Military Police 8 6 85 57 16 56 Cattle Prod
MP Helmet
NCR Trooper Armor MP/
NCR MP 5 5 50 46 15 46 Cattle Prod/10mm Pistol
MP Helmet
10mm Pistol/10mm SMG/9mm Pistol/
Caravan Shotgun/Cowboy Repeater/Single
Wastelander Outfit/Merc
NCR Prospector 6 6 105 55 34 51 Shotgun/Silenced 22 Pistol, Switchblade/Tire
Outfit/Leather Armor
Iron/Police Baton/Machete/Knife/Hatchet/9
Iron/Cleaver/Nail Board
NCR Military Police
NCR Ranger 15 6 195 88 17 15 Ranger Patrol Armor 357 Revolver
Combat Ranger Armor/
NCR Ranger Veteran 1 6 100 32 17 15 Combat Knife, Brush Gun
Helmet
NCR Ranger Veteran Combat Ranger Armor/
15 6 105 88 17 15 Combat Knife, Brush Gun, Hunting Revolver
Commander Helmet
NCR Recruit 5 5 50 46 15 46 Merc Outfit Combat Knife, Hunting Rifle
NCR Trooper Armor/
NCR Sergeant 5 5 45 46 15 15 Service Rifle, Knife
Helmet
Ranger Patrol Armor/ NCR Trooper
NCR Sniper 5 5 85 46 15 15 Sniper Rifle
Helmet
NCR Trooper 5 5 50 46 15 46 Trooper Armor/Helmet Service Rifle, Knife
NCR Trooper MP 8 6 85 57 16 56 MP Trooper Armor/Helmet Cattle Prod
Hunting Revolver/Trail Carbine/Assault
Ranger Combat Armor/
NCR Veteran Ranger 21 6 225 100 17 15 Carbine/Ranger Sequoia/Brush Gun/Anti-
Helmet
Material Rifle

NCR Veteran Ranger

47
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part 1: Major Factions • Part 2: Other Factions: Freeside and Greater New Vegas • Part 3: Other Factions: Mojave Wasteland • Part 4: The Bestiary

POWDER GANGERS AND CONVICTS


Powder Gangers congregating around the NCR Correctional Facility are lightly armored and display a callous regard for humanity, but they aren’t
particularly a threat. You can eradicate this Faction without any major problems with other Factions. The biggest problem you face against these
foes are the thrown explosives.
ENERGY MELEE
NAME LEVEL PERCEPTION HEALTH GUNS WEAPONS WEAPONS ARMOR POSSIBLE PRIMARY WEAPONS
9mm Pistol/Varmint Rifle, Dynamite, Cleaver/
Escaped Convict 3 5 75 38 15 15 Merc Outfit
Tire Iron
Escaped Convict Leader 4 5 50 42 15 15 Leather Armor Incinerator, Cleaver/Tire Iron
Silenced 22 Pistol/Varmint Rifle/9mm
Powder Ganger Guard
Powder Ganger 1 6 60 29 16 29 Pistol/357 Revolver/Single Shotgun, Straight
Armor
Razor/Cleaver/Pool Cue/Police Baton/Knife
Powder Ganger
Powder Ganger Guard Bodyguard
Powder Ganger Bodyguard 4 6 85 40 16 40 9mm SMG, Brass Knuckles/Knife
Armor
Powder Ganger Deputy 5 5 85 46 15 15 Leather Armor Varmint Rifle, Dynamite

RAIDERS
These thugs are always hostile, and are the least-troubling enemy for the combat specialist, unless encountered in large groups (such as the
Fiends). You can quickly build up your Experience Points by hunting these dregs of humanity.
ENERGY MELEE
NAME LEVEL PERCEPTION HEALTH GUNS WEAPONS WEAPONS ARMOR POSSIBLE PRIMARY WEAPONS
Raider Armor, Fiend Caravan Shotgun/Laser Rifle/Plasma Rifle/
Fiend 3 5 65 41 37 39
Helmet Laser RCW
Merc Outfit/Leather Knife/Lead Pipe, 10mm Pistol/Cowboy
Jackal Gang Leader 5 6 60 45 16 45
Armor/Metal Armor Repeater
Merc Outfit/Leather
Jackal Gang Member 4 6 50 41 16 41 Armor/Metal Armor/ Knife/Lead Pipe
Fiend
Wastelander outfit
10mm Pistol/Sawed Off Shotgun/Combat
Scorpions Gang Member 10 5 110 65 15 65 Merc Outfit
Knife
Knife/Tire Iron/10mm Pistol/Combat
Viper Gunslinger 7 6 60 53 16 53 Merc Outfit/Metal Armor Knife/Ripper/Lever Action Shotgun/44
Magnum/10mm SMG
Baseball Bat/Caravan Shotgun/Cowboy
Repeater/Grenade Rifle/Sledgehammer/
Leather Armor/Metal
Viper Leader 9 6 80 61 16 61 Hunting Rifle/10mm SMG/44 Magnum/
Armor/Combat Armor Viper Gunslinger
Shiskebab/127mm Pistol/Hunting Shotgun/
Hunting Revolver/Trail Carbine

GREAT KHANS
Great Khans number in the few dozen, but their Warriors are still a force to be reckoned with due to their armor and helmet protection. Otherwise,
this tribe can be allied with or culled for XP, because they react like slightly more competent Raiders when provoked.
ENERGY MELEE
NAME LEVEL PERCEPTION HEALTH GUNS WEAPONS WEAPONS ARMOR POSSIBLE PRIMARY WEAPONS
Great Khan 8 5 100 57 15 57 Simple Khan Armor Brass Knuckles
Combat Knife, Trail Carbine/Hunting Shotgun/
Great Khan Armorer 8 5 100 57 15 57 Simple Khan Armor
Hunting Revolver/127mm Pistol
Great Khan Armor/Spiked
Great Khan Warrior 10 5 70 67 63 65 Lever Action Shotgun
Helmet
Great Khan Warrior

CAESAR’S LEGION PERSONNEL


Skilled in both Guns and Melee Weapons, the Legion’s shock troops employ a wide variety of (sometimes highly damaging) weaponry that can’t be
found anywhere else. The legionaries however, are much less of a threat. Look down the lists of armaments to see if any interest you; then attack
those likely to be carrying such an implement.

ENERGY MELEE
NAME LEVEL PERCEPTION HEALTH GUNS WEAPONS WEAPONS ARMOR POSSIBLE PRIMARY WEAPONS
Legion Centurion 12 5 130 74 15 76 Centurion Armor/Helmet Chainsaw, Hunting Shotgun
Legion Explorer 10 5 120 66 15 68 Explorer Armor/Helmet Machete, Hunting Rifle
Legion Vexillarius 12 5 180 74 15 76 Vexillarius Armor/Helmet Machete, Service Rifle
Legionary Assassin 20 5 220 100 15 100 Vexillarius Armor/Helmet Hunting Rifle
Legion Veteran Armor/
Legionary Blacksmith 10 5 145 66 15 68 Machete/Chainsaw Legion Centurion
Helmet
Legionary Instructor 5 5 95 46 15 46 Legion Veteran Armor Machete

48
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part 1: Major Factions • Part 2: Other Factions: Freeside and Greater New Vegas • Part 3: Other Factions: Mojave Wasteland • Part 4: The Bestiary

ENERGY MELEE
NAME LEVEL PERCEPTION HEALTH GUNS WEAPONS WEAPONS ARMOR POSSIBLE PRIMARY WEAPONS
Throwing Spear, Machete, 10mm Pistol/9mm
Legionary Main Gate
10 5 145 66 15 68 Legion Armor Prime Pistol/Cowboy Repeater/Single Shotgun/357
Guard
Revolver/Varmint Rifle
Praetorian Guard 15 5 195 86 15 88 Legion Armor Praetorian Ballistic Fist
Legion Armor Prime/
Prime Decanus 20 5 215 100 15 100 Machete
Helmet
Legion Vexillarius
Legion Armor Prime/ 44 Magnum/Lever Action Shotgun/Hunting
Prime Legionary 10 5 145 66 15 68
Helmet Rifle/Sawed Off Shotgun
Legion Armor Recruit/
Recruit Decanus 7 5 95 54 15 15 Machete, 10mm SMG
Helmet
Throwing Spear, Machete, 10mm Pistol/9mm
Legion Armor Recruit/
Recruit Legionary 5 5 95 46 15 48 Pistol/Cowboy Repeater/Single Shotgun/357
Helmet
Revolver/Varmint Rifle
Legion Armor Veteran/
Veteran Decanus 15 5 170 90 15 88 Machete, 127mm SMG
Helmet Praetorian Guard
Legion Armor Veteran/
Veteran Legionary 10 5 145 66 15 68 Police Baton
Helmet

Mutated Animals and Wild Abominations


Creatures with a more animalistic tendency to battle—including Super Mutants and other more grotesque atrocities—haunt the Mojave Wasteland.
They have a slightly different set of statistics:
Name: The name your Pip-Boy gives to the creature in question. Perception: This is measured from 1 to 10, the same as your
Type: Whether the entity is wildlife, mutated wildlife (Mutated Animal Perception attribute. The higher the Perception, the quicker you’re
or Insect), mechanical in nature (Robot), or some kind of freak of spotted, or reacted to.
nature (Abomination). Health: The full Hit Points of the creature, prior to combat.
Level: Although they can appear at any time, these critters are Damage: What damage it inflicts with its usual, regular weapon.
commonly encountered when you reach this level; this also Special Weapon and Notes: Whether the entity has a special or
references their experience level. unique attack, such as a Centaur’s spittle, and any pertinent
Inventory: What the creature’s corpse usually contains when data regarding damage, or special damage caused, or abilities the
inspected. There may be other (random) items, but the noted ones creature has.
are always present.

ALIENS, BIGHORNERS, BLOATFLIES, BRAHMIN, CAZADORS, CENTAURS, COYOTES


Bighorners are docile until you attack; then expect a nasty knockback, making close assault weapons trickier to connect with. Cazadors and
disgusting Centaurs infect you with poison, so attack from range and aim at the heads!

NAME TYPE LEVEL INVENTORY PERCEPTION HEALTH DAMAGE SPECIAL WEAPON AND NOTES
ALIENS
Alien Abomination 1 Laser Pistol 5 50 Laser Pistol. Wild Wasteland trait active.
Alien Blaster and
Alien Captain Abomination 1 5 50 Alien Blaster. Wild Wasteland trait active.
Ammo
BIGHORNERS
Bighorner Calf Mutated Animal 5 Bighorner Meat 2 50 15 Knockback Ram
Bighorner
Young Bighorner Mutated Animal 1 Bighorner Meat 3 60 40 Knockback Ram
Bighorner Mutated Animal 9 Bighorner Meat 3 100 35 Knockback Ram
Bighorner Bull Mutated Animal 11 Bighorner Meat 4 120 45 Knockback Ram
Malnourished Bighorner Calf Mutated Animal 5 Bighorner Meat 2 40 15 Knockback Ram
Malnourished Bighorner Mutated Animal 9 Bighorner Meat 3 50 35 Knockback Ram
BLOATFLIES
Bloatfly Darts,
Bloatfly Mutated Insect 1 6 15 Larva Spit. Flying enemy.
Bloatfly Meat
Cazador
BRAHMIN
Brahmin Mutated Animal 1 Brahmin Meat 3 40 Heads take 50% damage.
Malnourished Brahmin Calf Mutated Animal 1 Brahmin Meat 3 40 Heads take 50% damage.
Malnourished Brahmin Mutated Animal 1 Brahmin Meat 3 40 Heads take 50% damage.
Water Brahmin Mutated Animal 1 Brahmin Meat 3 40 Heads take 50% damage.
CAZADORS
Young Cazador Mutated Insect 12 None 7 100 45 Cazador Poison
Cazador Mutated Insect 18 None 9 200 70 Cazador Poison Evolved Centaur
Legendary Cazador Mutated Insect 25 None 10 400 120 Cazador Poison

49
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part 1: Major Factions • Part 2: Other Factions: Freeside and Greater New Vegas • Part 3: Other Factions: Mojave Wasteland • Part 4: The Bestiary

NAME TYPE LEVEL INVENTORY PERCEPTION HEALTH DAMAGE SPECIAL WEAPON AND NOTES
CENTAURS
Radioactive Spit; legs take 75% damage, tongues take 25%
Centaur Abomination 9 None 6 100
damage.
Evolved Radioactive Spit; legs take 75% damage, tongues take
Evolved Centaur Abomination 14 None 7 150 50
25% damage.
Evolved Radioactive Spit; legs take 75% damage, tongues take
Giant Evolved Centaur Abomination 18 None 8 220 70
25% damage. Coyote Den Mother
COYOTES
Coyote Pup Animal 1 Coyote Meat 6 10 7
Coyote Animal 3 Coyote Meat 8 30 15
Coyote Den Mother Animal 4 Coyote Meat 8 40 17

DEATHCLAWS
Deathclaws have a tough hides, overwhelming quickness, and massive clawing damage. Attack them at range, in a position from which they can’t
reach you. Switch to close-combat weapons as they close. Rig the area with Mines, and be wary of entering a domain with numerous warning signs!
NAME TYPE LEVEL INVENTORY PERCEPTION HEALTH DAMAGE SPECIAL WEAPON AND NOTES
Deathclaw Baby Abomination 10 Deathclaw Hand 6 100 40
Young Deathclaw Abomination 10 Deathclaw Hand 6 100 40
Blind Deathclaw Abomination 20 Deathclaw Hand 8 250 100
Deathclaw Abomination 20 Deathclaw Hand 8 250 100
Deathclaw Alpha Abomination 12 Deathclaw Hand 8 500 200
Deathclaw Alpha Male Abomination 18 Deathclaw Hand 9 750 200 Knockback Deathclaw Alpha Male
Deathclaw Mother Abomination 12 Deathclaw Hand 8 750 100 Knockback
Legendary Deathclaw Abomination 30 Deathclaw Hand 10 850 250 Knockback

DOGS, GECKOS
Geckos race forward and attack, so aim at their legs to slow them down. Remember to skin and tan a Gecko hide at a campfire to sell for many
Caps.
NAME TYPE LEVEL INVENTORY PERCEPTION HEALTH DAMAGE SPECIAL WEAPON AND NOTES
dogs
Dog Animal 2 Dog Meat 6 20 12 Fast
Fiend Guard Dog Animal 5 Dog Meat 7 55 25 Fast
Large Dog Animal 4 Dog Meat 7 45 25 Fast
Large Wild Dog Animal 5 Dog Meat 7 55 32 Fast
Legion Mongrel Animal 1 Dog Meat 8 80 5 Fast, Legion Mongrel Hamstring Prospector’s Dog
NCR Guard Dog Animal 5 Dog Meat 7 55 25 Fast
Prospector’s Dog Animal 2 Dog Meat 6 20 12 Fast
Wild Dog Animal 3 Dog Meat 6 30 18 Fast
geckos
Young Fire Gecko Mutated Animal 11 Fire Gecko Meat, Fire Gecko Hide 5 95 45 Fire Gecko Flame, immune to fire
Fire Gecko Mutated Animal 16 Fire Gecko Meat, Fire Gecko Hide 7 165 60 Fire Gecko Flame, immune to fire
Fire Gecko Hunter Mutated Animal 14 Fire Gecko Meat, Fire Gecko Hide 7 165 50 Fire Gecko Flame, immune to fire
Legendary Fire Gecko Mutated Animal 25 Fire Gecko Meat, Fire Gecko Hide 8 385 115 Fire Gecko Flame, immune to fire Fire Gecko Hunter

Young Gecko Mutated Animal 3 Gecko Meat, Gecko Hide 4 40 15


Young Gecko Hunter Animal 1 Gecko Meat, Gecko Hide 5 50 5
Gecko Mutated Animal 3 Gecko Meat, Gecko Hide 3 20 5
Gecko Hunter Mutated Animal 3 Gecko Meat, Gecko Hide 3 20 15
Golden Gecko Meat, Golden
Golden Gecko Mutated Animal 12 5 125 50 Fire Gecko Flame, radiation attack
Gecko Hide
Golden Gecko Meat, Golden
Young Golden Gecko Mutated Animal 7 4 60 35 Fire Gecko Flame, radiation attack Golden Gecko
Gecko Hide

GHOULS
Feral Ghouls are humans who slowly turned into Ghouls and were driven mad during the process. Tackle Glowing Ones first, because they are
most dangerous, ideally laying Mines in the paths, and coaxing foes toward you. Some Ghouls have mutated from original vault dwellers.

NAME TYPE LEVEL INVENTORY PERCEPTION HEALTH DAMAGE SPECIAL WEAPON AND NOTES
Feral Ghoul Feral Ghoul 3 None 2 25 5
Feral Ghoul Reaver Feral Ghoul 12 None 7 180 40
Feral Ghoul Roamer Feral Ghoul 10 None 4 110 30

50
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part 1: Major Factions • Part 2: Other Factions: Freeside and Greater New Vegas • Part 3: Other Factions: Mojave Wasteland • Part 4: The Bestiary

NAME TYPE LEVEL INVENTORY PERCEPTION HEALTH DAMAGE SPECIAL WEAPON AND NOTES
Feral Trooper Ghoul Feral Ghoul 8 None 1 100 20
Glowing One Feral Ghoul 9 None 5 240 32 Radiation Burst, healed by radiation
Glowing Trooper Ghoul Feral Ghoul 8 None 1 150 30
Vault Dweller Feral Ghoul 6 10mm Ammo 2 100 16
Vault Security Guard Feral Ghoul 8 10mm Ammo 2 200 25
Vault Security Officer Feral Ghoul 10 10mm Ammo 2 400 50 Vault Security Guard
Overseer Feral Ghoul 9 10mm Ammo 2 900 100

GIANT ANTS, GIANT MANTISES, GIANT RATS, LAKELURKS


Beware of these scaly critters near large bodies of water or dank caverns. Sidestep their debilitating sonic attack as you press forward.
NAME TYPE LEVEL INVENTORY PERCEPTION HEALTH DAMAGE SPECIAL WEAPON AND NOTES
giant ants
Giant Ant Soldier Mutated Insect 6 Ant Meat 4 100 16/sec. Frenzies if antennae are destroyed. Legs take 50% damage.
Giant Ant Worker Mutated Insect 6 Ant Meat 2 55 32/sec. Frenzies if antennae are destroyed. Legs take 50% damage.
Giant Ant Queen Mutated Insect 7 Ant Meat 5 450 55 Legs take 50% damage.
giant mantises
Giant Mantis Nymph Mutated Insect 1 None 2 15 25 Giant Mantis
Giant Mantis Mutated Insect 6 None 3 40 45
Giant Mantis Female Mutated Insect 9 Egg Clutch 6 50 40
giant rats
Giant Rat Pup Mutated Animal 1 None 2 12 7
Giant Rat Mutated Animal 2 None 3 40 15
Rodent of Unusual Size Mutated Animal 12 None 5 125 50 Wild Wasteland trait active.
Unnaturally Large Sized
Mutated Animal 6 None 6 70 35
Rodent Lakelurk
lakelurks
Lakelurk Mutated Animal 12 Lakelurk Meat 7 200 55 Sonic Ranged Attack
Lakelurk King Mutated Animal 18 Lakelurk Meat 8 300 70 Sonic Ranged Attack

MOLE RATS, NIGHTSTALKERS, RADROACHES


Nightstalkers are a crime against nature. They infect their victims with poison, making them dangerous during close-combat attacks. Some strains
are almost invisible, so be wary during cavern exploration, and listen for their rattle.
NAME TYPE LEVEL INVENTORY PERCEPTION HEALTH DAMAGE SPECIAL WEAPON AND NOTES
mole rats
Mole Rat Pup Mutated Animal 2 Mole Rat Meat 1 18
Mole Rat Mutated Animal 4 Mole Rat Meat 3 60
nightstalkers
Nightstalker Abomination 15 None 9 120 70 Nightstalker Poison
Legendary Nightstalker Abomination 15 None 10 250 100 Nightstalker Poison Nightstalker
Young Nightstalker Abomination 9 None 8 70 45 Nightstalker Poison
Den Mother Abomination 15 None 9 170 85 Nightstalker Poison
radroaches
Radroach Mutated Insect 1 Radroach Meat 3 12 Flees easily.

ROBOTS, ROBOTS: TURRETS


Robots don’t generally take bonus damage from headshots, so try targeting their weapons, and check the type before you attack; if a Mister Gutsy is
armed with a flamethrower, for example, back off and attack. If Robots are seen with other enemies, shoot the control unit, turning the robot into a
killing machine to both ally and adversary.
NAME TYPE LEVEL INVENTORY PERCEPTION HEALTH DAMAGE SPECIAL WEAPON AND NOTES
robots
Maintenance Robot Robot 8 Flamer Fuel 5 50 Frenzies if control unit destroyed.
Mister Gutsy Robot 9 Flamer Fuel, Energy Cells 6 75 Frenzies if control unit destroyed.
Mister Gutsy Prototype Robot 4 Flamer Fuel, Energy Cells 6 50 Frenzies if control unit destroyed.
Mister Handy Robot 3 Flamer Fuel 5 50 Frenzies if control unit destroyed.
Mobile Facial Recognition Scanner Robot 8 Flamer Fuel 8 30 Frenzies if control unit destroyed. Mister Gutsy
Mr Steel Robot 9 Flamer Fuel, Energy Cells 6 100 Frenzies if control unit destroyed.
Mr. Janitor Robot 3 Flamer Fuel 5 50 Frenzies if control unit destroyed.
Hardened Mister Gutsy Robot 9 Flamer Fuel, Energy Cells 6 125 Frenzies if control unit destroyed.

51
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part 1: Major Factions • Part 2: Other Factions: Freeside and Greater New Vegas • Part 3: Other Factions: Mojave Wasteland • Part 4: The Bestiary

NAME TYPE LEVEL INVENTORY PERCEPTION HEALTH DAMAGE SPECIAL WEAPON AND NOTES
Armored head takes 50% damage, armored legs take 75%
Hardened Sentry Bot Robot 16 Electron Charge Pack 8 500
damage, frenzies if control unit destroyed.
Armored head takes 50% damage, armored legs take 75%
NCR Sentry Bot Robot 12 Electron Charge Pack 7 300
damage, frenzies if control unit destroyed.
Protectron Robot None 4 45 Frenzies if control unit destroyed.
Robobrain Robot 6 Energy Cells 5 125 Frenzies if control unit destroyed.
Sub Machine Gun, Grenade Launcher, frenzies if control unit NCR Sentry Bot
Securitron Gatekeeper Robot 7 Grenade Launcher Ammo 6 120 20
destroyed.
Sub Machine Gun, Grenade Launcher, frenzies if control unit
Securitron Mk I Robot 7 Grenade Launcher Ammo 6 120 20
destroyed.
Laser Weaponry, Shoulder Missiles, frenzies if control unit
Securitron Mk II Robot 15 Missiles 6 175 20
destroyed.
Armored head takes 50% damage, armored legs take 75%
Sentry Bot Robot 12 Electron Charge Pack 7 300
damage, frenzies if control unit destroyed.
Sunset Sarsaparilla Eyebot Robot 0 None 5 30 1 Flies, explodes on death.
Securitron Mk I
Sunset Sarsaparilla Security Robot 10 None 4 65 2 Frenzies if control unit destroyed.
robots: turrets
Vault-Tec Turret Robot 2 None 10 40 5.56mm Gun or Laser Gun; frenzies if control unit destroyed.
Mark III Turret Robot 5 None 10 200 5.56mm Gun or Laser Gun; frenzies if control unit destroyed.
Mark VI Turret Robot 5 None 10 750 5.56mm Gun or Laser Gun; frenzies if control unit destroyed.
Mark VI Turret Robot 7 None 10 100 5.56mm Gun or Laser Gun; frenzies if control unit destroyed.
Helios Turret Robot 7 None 10 100 5.56mm Gun or Laser Gun; frenzies if control unit destroyed.
Securitron Mk II
scorpions, spore plants
Both Bark Scorpions and Spore creatures have additional poison attacks that can cause serious shortfalls to your combat game. Try shooting them
from range, staying away from their stinger or burst respectively.

NAME TYPE LEVEL INVENTORY PERCEPTION HEALTH DAMAGE SPECIAL WEAPON AND NOTES
scorpions
Bark Scorpion Poison Stinger. Legs take 50% damage. Victim
Bark Scorpion Mutated Insect 5 Poison Gland 3 20 25
vision impaired.
Bark Scorpion Poison Stinger. Legs take 50% damage. Victim
Bark Scorpion Hunter Mutated Insect 5 Poison Gland 3 20 30
vision impaired.
Small Radscorpion Mutated Insect 3 Poison Gland 3 20 20 RadScorpion Poison Stinger. Legs Take 50% damage.
Radscorpion Mutated Insect 8 Poison Gland 4 75 35 RadScorpion Poison Stinger. Legs Take 50% damage. Bark Scorpion

Giant Radscorpion Mutated Insect 15 Poison Gland 6 150 60 RadScorpion Poison Stinger. Legs Take 50% damage.
Radscorpion Queen Mutated Insect 9 Poison Gland 6 200 60 RadScorpion Poison Stinger. Legs Take 50% damage. Radiation.
spore plants
Spore Carrier Runt Abomination 3 None 3 50 10 Spore Carrier Burst
Spore Carrier Abomination 6 None 4 75 20 Spore Carrier Burst
Spore Carrier Brute Abomination 9 None 5 125 32 Spore Carrier Burst
Spore Carrier Savage Abomination 12 None 6 175 50 Spore Carrier Burst, regenerates
Spore Carrier Brute
Spore Plant Abomination 2 None 10 50 1 Spore Carrier Burst

super mutants
Super Mutants include the blue Nightkin, who are usually instantly aggressive (except in Jacobstown), and green Super Mutants (first and second
generation) who can be friendly or hostile (at Black Mountain, for example). Use arm shots so they drop their weapons (because their aim becomes
terrible). Super Mutants never flee.
NAME TYPE LEVEL INVENTORY PERCEPTION HEALTH DAMAGE SPECIAL WEAPON AND NOTES
Nightkin Super Mutant 6 Rebar Club, Frag Grenades 3 175 20 May not be initially hostile, depending on location.
Nightkin Master Super Mutant 12 Super Sledge, Frag Grenades 6 360 6 May not be initially hostile, depending on location.
Nightkin Sniper Super Mutant 14 Missile Launcher and Ammo 5 360 20 May not be initially hostile, depending on location.
Hunting Rifle, Rebar Club,
Super Mutant Super Mutant 6 3 100 5 May not be initially hostile, depending on location.
Nail Board, Sledgehammer
Assault Carbine, Incinerator,
Super Mutant Brute Super Mutant 9 5 250 5 May not be initially hostile, depending on location. Nightkin Master
Minigun, Sledgehammer
Super Sledge, Light Machine
Super Mutant Master Super Mutant 12 Gun, Minigun, Heavy Incin- 6 360 6 May not be initially hostile, depending on location.
erator, Missile Launcher

52
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

Wasteland Guns and Gear


The following pages list every single weapon available in the Mojave Wasteland, whether a
gun, melee weapon, or unarmed gauntlet. Next comes every single item of gear you can attach Note The information is provided
in a highly detailed table,
to yourself, whether a suit of armor, a hat, or even a head-wrap or glasses. Finally, all of the so that you can easily compare statistics,
available ingestibles are shown, so you can see which items bump up the attributes or skills learn the strengths and weaknesses of each,
you need. and know which to use.

Part I: Weapons
The following portions of the first table are segmented based on the Automatic: Whether you have to manually squeeze the trigger for
skill required to use them. In each section, the following information is each shot (like a Magnum), or whether you can hold down the
displayed. Here’s how it all breaks down: trigger and fire constantly (like a Minigun).

Name: The name of the weapon, as it appears on your Pip-Boy. Min. Spread: The minimum angle, in degrees, at which projectiles will
Unique weapons have the prefix, so you can easily compare it to the radiate out of the gun’s barrel. A sniper’s bullet, for example, has
“base” model. a very low spread. But a blast of Shotgun pellets fans out, creating
a wide spread. Notice the amazingly low spread of the Cowboy
Type: This indicates whether the weapon takes one or two hands Repeater: La Longue Carabine, for example.
to operate, and how the weapon is held. This is helpful because
two-handed weapons slow you down; stow them to quicken your Rate of Fire: This is the number of shots, per second, that the
pace. One-handed weapons don’t cause this encumbrance. weapon shoots. A rapid-fire Machine Gun has many more bullets
leaving the weapon than a Shotgun, for example.
STR Needed: This is the minimum Strength attribute required to
operate this weapon without penalties caused by the armament Crit % Mult: A weapon’s Critical Chance is augmented by this
being too heavy. Choose the weapons you want to use, and compare statistic. This is how much the weapon multiplies to the chance of
the STR. scoring a Critical Hit. The higher score, the better.

Skill Needed: This is the minimum skill (Energy Weapons, Explosives, Uses Sight: “Yes” means the weapon uses a sight to zoom in on an
Guns, Melee Weapons, or Unarmed) required to use the item enemy, and “no” means it doesn’t.
without penalty. Some weapons need great skill, while others don’t.
Check this! Critical Damage: This is how much extra damage is usually called if
a Critical Hit is successful. This value does not take the target’s DR
Weight: How heavy the weapon is. Add this to your overall Carry into account, effectively bypassing armor.
Weight.
Action Points: This is how many Action Points it takes you to fire the
Health: This is the “Hit Points” of the weapon when in full Condition weapon.
(CND). It shows how tough the weapon is.
Unique Weapon: Whether there’s only one of this weapon. If this is
Value: This is what you’d expect a Trader to purchase the weapon for, the case, the location of the weapon is listed in the Notes section.
before any Barter skill improvements are added.
Modifiable: Whether this weapon can be upgraded. The number
Clip Count: This is how many bullets, slugs, or ammunition the indicates how many upgrades are available.
weapon has in its “chamber” before it needs to be reloaded.
Note and Upgrade Modifications: This details any additional weapon
Ammo: This is the ammunition type that the weapon uses. Collect effects, lists and describes what each upgrade modification does,
or Breakdown and then make more of this type (or a variant of this and in the case of Unique Weapons, details where the weapon can
type) so you don’t run out. be found.

Attack Damage (DAM): How much damage the weapon inflicts,


on average, each time you shoot or strike with it, using normal
ammunition. This is an important statistic, so you know how
damaging the weapon is.

53
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC

STR Needed
Skill Needed
Weight
Health
Value
Clip Count
Ammo
Attack Damage
(DAM)
Critical
Damage
Crit % Mult
Automatic
Min. Spread
Rate of Fire
Uses Sight
Action Points
Unique
Weapon
Modifiable
Name Type Note and Upgrade Modifications
Energy Weapons
Training

Alien Power Found at Hovering Anomaly [1.S02]. Wild Wasteland trait must
Alien Blaster One-Handed Pistol (Energy) 1 75 2 500 4,000 10 100 100 100 No 0 1 No 20 Yes No be taken.
Cell
ARCHII
Euclid’s C-Finder One-Handed Pistol (Energy) 1 0 15 1,000 1 1 0 0 50 No 0.5 0.1 No 50 Yes No Carried by Max, in Freeside [Zone 2C]
Charge
Flamer Two-Handed (Handle) 5–7 50 15 200 2,350 60 Fuel 16 1 4 Yes 0.5 8 No 50 No Yes (1) 1: Flamer Expanded Tanks: Increases ammunition capacity (+60)
1: Gat. Laser CF Frame: Lowers weight. 2: Gat. Laser Focus Optics:
Gatling Laser Two-Handed (Handle) 6–8 100 18 1,500 6,800 240 EC Pack 7 7 1 Yes 0.6 30 No 30 No Yes (2) Increases damage (+3)

Gauss Rifle Two-Handed (Automatic) 3–5 75 7 80 3,000 5 MF Cell 120 60 2 No 0.03 1 Yes 40 No No
Found on a Mercenary at the small camp north of Brooks
Gauss Rifle: YCS/186 Two-Handed (Automatic) 3–5 75 8 100 3,000 4 MF Cell 140 70 2 No 0.03 1 Yes 40 Yes No Tumbleweed Ranch [1.01]. Wild Wasteland trait must NOT be
taken.
Heavy Incinerator Two-Handed (Handle) 6–8 100 15 200 7,200 24 Fuel 15 5 4 Yes 0.5 4 No 50 No No
Factions & bestiary

Incinerator Two-Handed (Handle) 4–6 25 12 200 1,300 30 Fuel 1 1 4 Yes 0.1 2 No 50 No No


Laser Pistol One-Handed Pistol (Energy) 1 0 3 200 175 30 E Cell 12 12 1.5 No 0.1 1 No 15 No No
Found on the body of Allen Marks, after Side Quest: The Legend of
Laser Pistol: Pew Pew One-Handed Pistol (Energy) 1 0 3 80 2,500 30 E Cell 75 50 2.5 No 0.1 8 No 35 Yes No the Star is completed: Sunset Sarsaparilla Headquarters [2.17].
Laser RCW Two-Handed (Automatic) 2–4 50 4 400 2,150 60 EC Pack 15 15 0.5 Yes 0.08 9 No 20 No Yes (1) 1: Laser RCW Recycler: Replenishes ammunition (1/4 shots).
1: Laser Rifle Beam Splitter: Creates two beams that together do
Laser Rifle Two-Handed Rifle (Energy) 1–3 25 8 125 800 24 MF Cell 15 15 1.5 No 0.03 1 Yes 18 No Yes (3) increased damage (+30%). 2: Laser Rifle Focus Optics: Increases
damage (+3). 3: Laser Rifle Scope: Adds long-range scope.
guns & gear

Laser Rifle: AER14 Found inside Vault 22 [1.09] Common Area, on the blocked
Two-Handed Rifle (Energy) 1–3 25 8.5 100 2,200 24 MF Cell 22 22 2 No 0.02 1 Yes 20 Yes No stairwell only accessible from the Food Production level.
Prototype

54
Multiplas Rifle Two-Handed (Automatic) 2–4 50 7 50 2,500 60 MF Cell 105 105 1 No 1.5 1 No 35 No No
Plasma Caster Two-Handed (Handle) 6–8 100 20 80 7,000 10 MF Cell 65 65 1 No 0.7 1 No 25 No Yes (1) 1: Plasma Caster HS Electrode: Increases rate of fire.
Plasma Defender One-Handed Pistol (Energy) 2 50 2 100 3,000 48 E Cell 36 36 1 No 0.3 1 No 20 No No
Plasma Pistol One-Handed Pistol (Energy) 2 0 3 150 200 32 E Cell 22 22 1.5 No 0.5 1 No 30 No No
Main Quests

1: Plasma Rifle Mag. Accelerator: Increases speed of plasma


Plasma Rifle Two-Handed (Automatic) 1–2 25 8 75 1,300 24 MF Cell 32 32 2 No 0.2 1 No 30 No Yes (1) projectile.
Plasma Rifle: Q-35 Found in a pod casement, in the locked shipping room of the
Two-Handed (Automatic) 2 25 7 250 3,000 12 MF Cell 32 62 2 No 0.2 1 No 28 Yes No REPCONN Headquarters [2.35].
Matter Modulator
EMP—Bonus Damage vs. Robots, Power Armor. Found in the
Pulse Gun One-Handed Pistol (Energy) 2 25 2 100 1,800 25 E Cell 5 5 1 No 0.1 12 No 20 Yes No Armory Cache; Vault 34 [3.12].
Recharger Pistol One-Handed Pistol (Energy) 2 50 7 300 2,700 20 MF Breeder 12 12 1.2 No 0 1 No 13 No Yes (1) 1: Laser RCW Recycler: Replenishes ammunition (1/4 shots).
Recharger Rifle Two-Handed (Automatic) 3–5 0 15 200 250 7 MF Breeder 9 9 1.5 No 0.02 1 No 19 No No
Side Quests

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


Tesla Cannon Two-Handed (Launcher) 6–8 100 8 80 8,700 40 EC Pack 40 30 2 No 0 1 No 37 No No
Tesla Cannon: Tesla-
Two-Handed (Launcher) 6–8 100 8 40 12,525 45 EC Pack 55 55 2 No 0 1 No 37 Yes No On the ground near the Crashed Vertibird [6.24].
Beaton Prototype
Tri-beam Laser Rifle Two-Handed (Energy Rifle) 2–4 75 9 50 4,800 24 MF Cell 52 15 1.5 No 0.5 1 No 23 No No
Tour

Explosives
Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

Bottlecap Mine One-Handed (Mine) 1 0 0.5 5 150 1 0 1 No 1 0 No 35 No No


Detonator needed, unless you shoot or explode by shooting or
C-4 Plastic Explosive One-Handed (Mine) 1 50 0.5 10,000 1,000 1 0 1 No 0 1 No 24 No No splash damage.
Detonator One-Handed (Pistol) 0 0 0.5 10,000 25 1 0 0 1 No 0 1 No 24 No No C-4 needed to be laid first.
Dynamite One-Handed (Grenade) 1 0 0.3 5 25 1 0 1 No 0 1 No 24 No No
Dynamite: Long Fuse
One-Handed (Grenade) 1 0 0.3 5 25 1 0 1 No 0 1 No 24 No No
Dynamite
Appendices

Fat Man Two-Handed (Launcher) 6–8 100 30 100 6,000 1 Mini Nuke 10 0 0 No 2 1 No 65 No Yes (1) 1: Fat Man Little Boy Kit: Decreases weight (50%).
TOC

STR Needed
Skill Needed
Weight
Health
Value
Clip Count
Ammo
Attack Damage
(DAM)
Critical
Damage
Crit % Mult
Automatic
Min. Spread
Rate of Fire
Uses Sight
Action Points
Unique
Weapon
Modifiable
Name Type Note and Upgrade Modifications
Training

Frag Grenade One-Handed (Grenade) 2 25 0.5 5 150 1 0 1 No 0 1 No 24 No No


Frag Grenade: Holy Found in the basement of the eastern church, Camp Searchlight
One-Handed (Grenade) 2 0 0.5 5 500 1 0 1 No 0 1 No 24 Yes No [6.16]. Wild Wasteland trait must be taken.
Frag Grenade
Frag Mine One-Handed (Mine) 1 25 0.5 5 75 1 0 1 No 1 1 No 35 No No
40mm
Grenade Launcher Two-Handed (Rifle) 3–5 75 12 100 4,200 4 30 0 1 No 1 1 No 35 No No
Grenade
25mm
Grenade Machinegun Two-Handed (Handle) 6–8 100 15 200 5,200 30 0 0 1 Yes 1 3 No 50 No Yes (1) 1: Grenade MG High-Speed Kit: Increases rate of fire.
Grenade
Grenade Machinegun: 40mm On the floor of the cavern, near the body of a dead Brotherhood of
Two-Handed (Handle) 6–8 100 15 200 5,200 18 0 0 50 Yes 1 3.1 No 50 Yes No Steel Paladin; Dead Wind Cavern [5.22].
Mercy Grenade
Factions & bestiary

40mm
Grenade Rifle Two-Handed (Rifle) 1–3 25 6 100 300 1 2 1 1 No 1 1 No 35 No No Long Barrel mod—doubles range
Grenade
Grenade Rifle: 40mm
Two-Handed (Rifle) 1–3 25 5.5 125 800 1 2 1 1 No 0.5 1 No 35 Yes No Lying on the floor, near the Ant mound; Nellis Array [3.03].
Thump-Thump Grenade
Incendiary Grenade One-Handed (Grenade) 2 50 0.5 5 200 1 0 1 No 1 1 No 24 No No
Missile Launcher Two-Handed (Launcher) 4–6 75 20 50 3,900 1 Missile 20 0 0 No 0.5 1 No 55 No Yes (1) 1: Miss. Launcher Guidance Sys.: Decreases spread.
Missile Launcher: Carried by the Nightkin Sniper on Black Mountain summit: Black
Two-Handed (Launcher) 4–6 75 20 100 5,200 1 Missile 20 0 0 No 0.2 1 No 47 Yes No Mountain [5.07].
Annabelle
guns & gear

Plasma Grenade One-Handed (Grenade) 2 75 0.5 5 300 1 0 1 No 1 1 No 24 No No


Plasma Mine One-Handed (Mine) 2 75 0.5 5 300 1 0 1 No 1 0 No 35 No No
Powder Charge One-Handed (Mine) 1 0 0.5 5 25 1 0 1 No 1 1 No 35 No No

55
Pulse Grenade One-Handed (Grenade) 2 50 0.5 5 40 1 0 1 No 1 3 No 24 No No EMP—Bonus Damage vs. Robots, Power Armor.
Pulse Mine One-Handed (Mine) 2 50 0.5 5 40 1 0 1 No 1 0 No 35 No No EMP—Bonus Damage vs. Robots, Power Armor
Time Bomb One-Handed (Mine) 1 50 0.5 50 750 1 0 1 No 0 1 No 24 No No
Main Quests

Guns
.357 Magnum 1: .357 Revolver HD Cylinder: Increases condition (+50%). 2: .357
One-Handed (Pistol) 1–3 0 2 200 110 6 .357 Mag. 26 26 1 No 0.5 1 No 20 No Yes (2) Revolver Long Barrel: Increase damage (+3).
Revolver
.357 Magnum In the floor safe inside the cashier’s area of the Vikki & Vance
One-Handed (Pistol) 1–3 0 2.5 225 1,500 6 .357 Mag. 30 30 2.5 No 0.3 1 No 17 Yes No Casino, in Primm [4.17].
Revolver: Lucky
.44 Magnum 1: .44 Revolver Heavy Frame: Increases condition (+50). 2: .44
One-Handed (Pistol) 3–5 50 3.5 250 2,500 6 .44 Mag. 36 36 1 No 0.7 1 Yes 28 No Yes (2) Revolver Scope: Adds short-range scope.
Revolver
.44 Magnum
Owned by the Lonesome Drifter; Sunset Sarsaparilla Billboard
Side Quests

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


Revolver: Mysterious One-Handed (Pistol) 4–6 50 4 150 3,200 6 .44 Mag. 42 42 1 No 0.5 1 No 25 Yes No [3.S21].
Magnum
1: 10mm Pistol Extended Mags: Increases ammunition capacity
10mm Pistol One-Handed (Pistol) 2–4 25 3 80 750 12 10mm 22 22 1 No 0.8 1 No 17 No Yes (3) (+4). 2: 10mm Pistol Laser Sight: Decreases spread, adds laser
sight effect. 3: 10mm Pistol Silencer: Silences weapon.
Tour

10mm Submachine 1: 10mm SMG Extended Mags: Increases ammunition capacity


One-Handed (Pistol) 3–5 50 5 250 2,375 30 10mm 19 19 1 Yes 4 9 No 20 No Yes (2) (+10). 2: 10mm SMG Recoil Comp.: Decreases spread.
Gun
Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

12.7mm Pistol One-Handed (Pistol) 5–7 75 3.5 80 4,000 7 12.7mm 40 33 1 No 1.1 1 No 17 No Yes (1) 1: 12.7mm Pistol Silencer: Silences the weapon.
12.7mm Submachine
Two-Handed (Automatic) 4–6 100 5 250 5,100 15 12.7mm 36 36 1 Yes 4 8 No 20 No Yes (1) 1: 12.7mm Submachine Gun Silencer: Silences the weapon.
Gun
1: 9mm Pistol Extended Mags: Increases ammunition capacity (+7).
9mm Pistol One-Handed (Pistol) 2 0 1.5 150 100 13 9mm 16 16 1 No 0.7 1 Yes 17 No Yes (2) 2: 9mm Pistol Scope: Adds short-range scope.

9mm Pistol: Maria One-Handed (Pistol) 2 0 1.5 200 1,000 13 9mm 20 20 2 No 0.2 1 No 15 Yes No On Benny, when you kill him.
Appendices

9mm Submachine 1: 9mm SMG Drums: Increases ammunition capacity (+30). 2:


One-Handed (Pistol) 1–3 25 4 450 850 30 9mm 11 11 1 Yes 2.2 11 No 0 No Yes (2) 9mm SMG Light Bolt: Increases rate of fire.
Gun
TOC

STR Needed
Skill Needed
Weight
Health
Value
Clip Count
Ammo
Attack Damage
(DAM)
Critical
Damage
Crit % Mult
Automatic
Min. Spread
Rate of Fire
Uses Sight
Action Points
Unique
Weapon
Modifiable
Name Type Note and Upgrade Modifications
9mm Submachine
Gun: Vance’s One-Handed (Pistol) 1–3 25 4 600 1,500 60 9mm 13 13 1 Yes 1.5 13 No 0 Yes No Inside the safe, inside the Wins Hideout [1.S05].
Training

Submachine Gun
Anti-Materiel Rifle Two-Handed (Rifle) 6–8 100 20 95 5,600 8 .50MG 110 80 1 No 0.03 5 Yes 65 No No
1: Assault Carbine Extended Magazines: Increases ammunition
Assault Carbine Two-Handed (Automatic) 1–3 75 6 400 3,950 24 5mm 12 12 0.5 Yes 1.5 12 No 20 No Yes (1) capacity (+6).
BB Gun Two-Handed (Rifle) 1 0 2 50 36 100 BB 4 4 1 No 0.5 3 No 28 No No
Bonus Critical Damage, Bonus Critical Chance. Found lying on a shelf
BB Gun: Abilene Kid
Two-Handed (Rifle) 1 0 2 100 500 100 BB 4 70 1.5 No 0.5 3 No 28 Yes No inside the Fields’ Shack [3.04]. With Wild Wasteland Perk, this is
LE BB Gun found in Jimmy’s Well. Speak with Rex to make the well appear.
Brush Gun Two-Handed (Rifle) 4–6 100 5 150 4,900 6 .45-70G 75 75 1 No 0.03 1 No 23 No Yes (1) 1: Brush Gun Forged Receiver: Increases condition (+50).
Caravan Shotgun Two-Handed (Rifle) 1–3 25 3 140 675 2 20ga 45 6 1 No 4 2 No 27 No No
1: Cby. Rep. Custom Action: Increases rate of fire. 2: Cby. Rep. Long
Factions & bestiary

Cowboy Repeater Two-Handed (Rifle) 2–4 25 5 120 800 7 .357 Mag. 32 32 1.25 No 0.04 1 No 20 No Yes (3) Tube: Increases ammunition capacity (+4). 3: Cby. Rep. Maple
Stock: Decreases weight.
Cowboy Repeater: La Carried by Corporal Sterling, member of the 1st Recon; Camp
Two-Handed (Rifle) 3–5 25 5 150 1,500 11 .357 Mag. 35 35 1.5 No 0.2 1 Yes 18 Yes No McCarran [2.19].
Longue Carabine
Hunting Revolver One-Handed (Pistol) 4–6 75 4 110 3,500 5 .45-70G 58 58 1 No 0.35 0 Yes 32 No No
1: Hunting Rifle Custom Action: Increases rate of fire. 2: Hunting
Hunting Rifle Two-Handed (Rifle) 4–6 50 6 300 2,200 5 . 308 45 45 1 No 0.03 1 Yes 60 No Yes (3) Rifle Extended Mag: Increases ammunition capacity (+5). 3:
Hunting Rifle Scope: Adds long-range scope.
guns & gear

1: Hunting Shotgun Choke: Decreases spread. 2: Hunting Shotgun


Hunting Shotgun Two-Handed (Rifle) 3–5 75 7.5 125 3,800 5 12ga 70 10 1 No 1.5 1 No 32 No Yes (2) Long Tube: Increases ammunition capacity (+3).

Hunting Shotgun:

56
Two-Handed (Rifle) 3–5 75 7.5 150 4,800 5 12ga 75 11 1 No 1.2 1 No 0 Yes No Inside the shack, at the Old Nuclear Test Site [6.23].
Dinner Bell
Lever-Action Shotgun Two-Handed (Rifle) 2–4 50 3 100 2,000 5 20ga 48 7 1 No 1.9 5 No 30 No No
1: Light MG Expanded Drums: Increases ammunition capacity
Light Machine Gun Two-Handed (Automatic) 6–8 100 15 400 5,200 90 5.56mm 21 21 0 Yes 3.2 12 No 30 No Yes (1) (+110).
Marksman Carbine Two-Handed (Automatic) 2–4 100 6 400 5,200 20 5.56mm 24 24 1 No 0.04 1 Yes 20 No No
Main Quests

Marksman Carbine:
Two-Handed (Automatic) 2–4 100 6 400 5,900 24 5.56mm 26 26 1 No 0.04 1 Yes 20 Yes No Found in Armory of Vault 34 [3.12].
All-American
1: Minigun Damped Subframe: Reduces spread. 2: Minigun
Minigun Two-Handed (Handle) 8–10 100 25 800 5,500 240 5mm 12 12 0.5 Yes 2.3 20 No 30 No Yes (2) High-Speed Motor: Increases spread.

Minigun: CZ57 Inside, at the back of the container trailer, by the dead body; in the
Two-Handed (Handle) 8–10 100 18 700 8,500 120 5mm 14 12 0.5 Yes 1.1 30 No 30 Yes No Devil’s Throat [3.10].
Avenger
Ranger Sequoia One-Handed (Pistol) 4–6 75 4 150 1,200 5 .45-70G 62 62 1.5 No 0.1 0 No 30 No No
Riot Shotgun Two-Handed (Automatic) 5–7 100 5 150 5,500 12 12ga 67 10 1 No 3.5 3 No 30 No No
Side Quests

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


Sawed-Off Shotgun One-Handed (Pistol) 2–4 50 4 80 1,950 2 12ga 100 7 0 No 7 1 No 37 No No
Sawed-Off Shotgun:
One-Handed (Pistol) 2–4 50 4 80 2,500 2 12ga 120 9 0 No 6 1 No 35 Yes No Carried by Old Lady Gibson; in Gibson Scrap Yard [5.14].
Big Boomer
1: Svc. Rifle Forged Receiver: Increases condition (+50%). 2: Svc.
Service Rifle Two-Handed (Automatic) 2 25 8.5 400 540 20 5.56mm 20 20 1 No 0.55 1 No 22 No Yes (2)
Tour

Rifle Upgraded Springs: Increases rate of fire.


Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

Silenced .22 Pistol One-Handed (Pistol) 1 0 3 100 80 16 22LR 9 9 1 No 0.5 1 No 17 No No


Silenced .22 SMG Two-Handed (Automatic) 2 50 8 500 1,850 180 22LR 10 6 1 Yes 2 11 No 18 No Yes (1) 1: Sil. SMG Exp. Drums: Increases ammunition capacity (+60).
Single Shotgun Two-Handed (Rifle) 3–5 0 7 200 175 1 20ga 50 7 1 No 1.4 1 No 45 No No
1: Sniper Rifle Carbon Fiber Parts: Decreases weight (-5). 2: Sniper
Sniper Rifle Two-Handed (Automatic) 4–6 75 8 80 4,100 5 . 308 62 62 5 No 0.02 1 Yes 38 No Yes (2) Rifle Suppressor: Reduces weapon noise.

Sniper Rifle: Gobi In the footlocker of the Sniper’s Nest [6.18], overlooking
Two-Handed (Automatic) 4–6 75 4.5 160 6,200 6 . 308 60 60 5 No 0.02 1 Yes 33 Yes No Cottonwood Cove [6.20].
Campaign Scout Rifle
Appendices
TOC

STR Needed
Skill Needed
Weight
Health
Value
Clip Count
Ammo
Attack Damage
(DAM)
Critical
Damage
Crit % Mult
Automatic
Min. Spread
Rate of Fire
Uses Sight
Action Points
Unique
Weapon
Modifiable
Name Type Note and Upgrade Modifications
Training

On a shelf in the locked storage room inside the Dino Bite Gift
That Gun One-Handed (Pistol) 4–6 50 5 225 1,750 5 5.56mm 18 18 2.5 No 0.5 1 Yes 19 Yes No Shop, in Novac [5.18].
Rewarded by Contreras if you don’t turn him in, at the end of Free
This Machine Two-Handed (Rifle) 4–6 75 9.5 600 2,800 8 . 308 65 65 1 No 0.5 1 No 22 Yes No Quest: Dealing with Contreras, Camp McCarran [2.19].
Trail Carbine Two-Handed (Rifle) 3–5 75 5.5 500 3,900 8 .44 Mag. 45 45 1 No 0.04 1 Yes 21 No Yes (1) 1: Trail Carbine Scope: Adds mid-range scope.
1: Varmint Rifle Extended Mags: Increases ammunition capacity
Varmint Rifle Two-Handed (Rifle) 1–3 0 5.5 120 75 5 5.56mm 18 18 1 No 0.02 1 Yes 22 No Yes (3) (+3). 2: Varmint Rifle Night Scope: Adds long-range night scope. 3:
Varmint Rifle Silencer: Silences the weapon.
Varmint Rifle:
Two-Handed (Rifle) 1–3 0 4.5 200 2,000 8 5.56mm 23 23 5 No 0.02 1 Yes 45 Yes No Propped up against the desk, inside the Broc Flower Cave [5.30].
Ratslayer
Melee Weapons
9 Iron Two-Handed (Melee) 2 25 3 60 55 17 17 1 No 0 0 No 22 No No Special V.A.T.S. Attack: Fore!
Factions & bestiary

9 Iron: Nephi’s Golf Special V.A.T.S. Attack: Fore! Carried by a Fiend named Driver
Two-Handed (Melee) 2 25 1 50 500 30 30 1.2 No 0 5 No 21 Yes No Nephi, in his territory [2.S22].
Driver
Baseball Bat Two-Handed (Melee) 2–4 25 3 400 250 22 22 1 No 0 0 No 25 No No Special V.A.T.S. Attack: Grand Slam.
Binoculars One-Handed (Melee) 0 0 1.5 250 50 0 0 0 Yes 0 1 Yes 20 No No Scoped sight. You cannot attack when holding or using this.
Bumper Sword Two-Handed (Melee) 6–8 50 12 300 2,500 32 32 1 No 0 1 No 38 No No Special V.A.T.S. Attack: Mauler.
Bumper Sword: Blade Special V.A.T.S. Attack: Mauler. HP -2(10s). Carried by Legate
Two-Handed (Melee) 7–9 100 12 800 45 65 35 1 No 0 0 No 35 Yes No Lanius, in the Legate’s Camp [3.34].
of the East
guns & gear

Cattle Prod One-Handed (Melee) 2–4 75 3 500 450 5 5 2 No 0 1 No 28 No No Special V.A.T.S. Attack: Lights Out. Inflicts Fatigue Damage (KO).
Chainsaw Two-Handed (Melee) 5–7 75 20 800 2,800 100 0 0 Yes 0 1 No 65 No No Special V.A.T.S. Attack: Scrap Heap.
Cleaver One-Handed (Melee) 2 0 2 250 20 7 7 1 No 0 0 No 22 No No Special V.A.T.S. Attack: Back Slash. Bonus Limb Damage.

57
Special V.A.T.S. Attack: Back Slash. Bonus Limb Damage. Found on
Cleaver: Chopper One-Handed (Melee) 2 0 2 250 800 14 14 2 No 0 0 No 22 Yes No the stove of the Wolfhorn Ranch [6.14].
Combat Knife One-Handed (Melee) 1–3 50 1 90 500 15 15 2 No 0 1 No 17 No No Special V.A.T.S. Attack: Back Slash. Bonus Critical Chance.
Combat Knife: Special V.A.T.S. Attack: Back Slash. Bonus Critical Chance. Found in
Main Quests

One-Handed (Melee) 1–3 50 1 90 900 22 22 2 No 0 1 No 17 Yes No Chance’s Grave [4.S01].


Chance’s Knife
Dress Cane One-Handed (Melee) 2 50 3 50 40 22 35 1 No 0 5 No 27 No No Special V.A.T.S. Attack: Lights Out.
Fire Axe Two-Handed (Melee) 3–5 75 8 200 2,500 55 27 1 No 0 0 No 22 No No Special V.A.T.S. Attack: Mauler.
Fire Axe: Knock Special V.A.T.S. Attack: Mauler. Found in the restrooms on the upper
Two-Handed (Melee) 3–5 75 8 110 3,200 66 33 1 No 0 0 No 21 Yes No floor of the Fire Station, in Camp Searchlight [6.16].
Knock
Hatchet One-Handed (Melee) 2 25 2 300 75 16 16 1 No 0 0 No 22 No No Special V.A.T.S. Attack: Back Slash. Bonus Limb Damage.
Knife One-Handed (Melee) 1 0 1 150 20 8 8 1 No 0 0 No 20 No No Special V.A.T.S. Attack: Back Slash.
Side Quests

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


Lead Pipe One-Handed (Melee) 3–5 50 3 50 75 22 22 1 No 0 5 No 24 No No Special V.A.T.S. Attack: Lights Out.
Lead Pipe: The Special V.A.T.S. Attack: Lights Out. Found near the Prospector Corpse
One-Handed (Melee) 3–5 50 3 75 350 26 26 1 No 0 5 No 21 Yes No inside the Sealed Sewers [U2.?]
Humble Cudgel
Machete One-Handed (Melee) 1–3 25 2 50 50 11 11 1.5 No 0 0 No 20 No No Special V.A.T.S. Attack: Back Slash. Bonus Limb Damage.
Tour

Machete Gladius One-Handed (Melee) 2–4 25 2 75 1,000 28 28 1.5 No 0 0 No 20 No No Special V.A.T.S. Attack: Back Slash. Bonus Limb Damage.
Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

Special V.A.T.S. Attack: Back Slash. Bonus Limb Damage. Carried by


Machete: Liberator One-Handed (Melee) 1–3 25 2 75 1,000 18 18 3 No 0 0 No 18 Yes No Dead Sea, in Nelson [6.06].
Nail Board Two-Handed (Melee) 5–7 25 4 60 250 25 25 0 No 0 1 No 27 No No Special V.A.T.S. Attack: Grand Slam.
Police Baton One-Handed (Melee) 1 0 2 250 70 10 10 1 No 0 5 No 23 No No Special V.A.T.S. Attack: Lights Out.
Pool Cue Two-Handed (Melee) 2 0 1 50 15 15 15 0 No 0 5 No 27 No No Special V.A.T.S. Attack: Grand Slam.
Rebar Club Two-Handed (Melee) 7–9 50 9 250 500 42 24 0.5 No 0 1 No 40 No No Special V.A.T.S. Attack: Mauler.
Appendices

Ripper One-Handed (Melee) 1–3 75 6 600 1,200 30 0 0 Yes 0 1 No 65 No No Special V.A.T.S. Attack: Long Cut.
Rolling Pin One-Handed (Melee) 2 0 1 100 10 3 8 0 No 0 1 No 24 No No Special V.A.T.S. Attack: Lights Out.
TOC

STR Needed
Skill Needed
Weight
Health
Value
Clip Count
Ammo
Attack Damage
(DAM)
Critical
Damage
Crit % Mult
Automatic
Min. Spread
Rate of Fire
Uses Sight
Action Points
Unique
Weapon
Modifiable
Name Type Note and Upgrade Modifications
Shishkebab One-Handed (Melee) 4–6 75 3 500 2,500 40 20 2 No 0 5 No 28 No No Special V.A.T.S. Attack: Back Slash. HP -2(5s).
Training

Shovel Two-Handed (Melee) 1–3 0 3 300 55 12 20 3 No 0 0 No 28 No No Special V.A.T.S. Attack: Grand Slam. Used to exhume graves.
Sledgehammer Two-Handed (Melee) 5–7 50 12 150 130 24 24 1 No 0 1 No 38 No No Special V.A.T.S. Attack: Mauler.
Special V.A.T.S. Attack: Back Slash. Bonus Critical Damage, Bonus
Straight Razor One-Handed (Melee) 1 0 1 75 35 5 10 2 No 0 1 No 18 No No Critical Chance.
Special V.A.T.S. Attack: Back Slash. Bonus Critical Damage, Bonus
Straight Razor:
One-Handed (Melee) 1 0 1 90 400 8 16 4 No 0 1 No 17 Yes No Critical Chance. Owned by Sergio, in the back of King’s School of
Figaro Impersonation [2C.05].
Super Sledge Two-Handed (Melee) 6–8 100 20 100 5,800 70 35 1 No 0 0 No 38 No No Special V.A.T.S. Attack: Mauler.
Super Sledge: Oh, Special V.A.T.S. Attack: Mauler. Found near a Chewed Stealth Boy in
Two-Handed (Melee) 6–8 100 20 100 6,200 80 40 1 No 0 0 No 35 Yes No the deepest part of Charleston Cave [1.07].
Baby!
Switchblade One-Handed (Melee) 1 25 1 100 35 7 11 2 No 0 1 No 18 No No Special V.A.T.S. Attack: Back Slash.
Factions & bestiary

Thermic Lance Two-Handed (Melee) 5–7 100 20 800 5,500 100 0 0 Yes 0 1 No 65 No No Special V.A.T.S. Attack: Scrap Heap.
Throwing Hatchet One-Handed (Thrown) 1 25 2 1,000 20 20 20 1 No 0 0 No 22 No No Ranged Weapon.
Throwing Knife One-Handed (Thrown) 1 0 0.5 1,000 20 15 7 1 No 0 0 No 20 No No Ranged Weapon.
Throwing Spear One-Handed (Thrown) 1 25 0.5 1,000 25 35 7 1 No 0 1 No 24 No No Ranged Weapon.
Tire Iron One-Handed (Melee) 3 0 3 200 40 15 15 1 No 0 5 No 27 No No Special V.A.T.S. Attack: Lights Out.

Unarmed Weapons
Ballistic Fist Hand-to-Hand (Melee) 7–9 100 6 80 7,800 80 80 1 No 0 5 No 28 No No Special V.A.T.S. Attack: Cross and Uppercut.
guns & gear

Special V.A.T.S. Attack: Cross and Uppercut. Bonus Critical Damage,


Bladed Gauntlet Hand-to-Hand (Melee) 3–5 25 10 60 200 25 40 2 No 0 2 No 26 No No Bonus Critical Chance.

58
Bladed Gauntlet: Special V.A.T.S. Attack: Cross and Uppercut. Owned by Little Buster,
Hand-to-Hand (Melee) 3–5 25 10 75 800 28 44 2 No 0 2 No 26 Yes No in Camp McCarran [2.19].
Cram Opener
Special V.A.T.S. Attack: Cross and Uppercut. Inflicts Fatigue
Boxing Gloves Hand-to-Hand (Melee) 1 0 6 200 100 1 1 1 No 0 5 No 28 No No Damage (KO).
Special V.A.T.S. Attack: Cross and Uppercut. Inflicts Fatigue Damage
Boxing Gloves:
Hand-to-Hand (Melee) 1 0 6 250 100 1 1 2 No 0 5 No 28 Yes No (KO). On the upper bar of the Casino floor, inside the Lucky 38
Golden Gloves Casino [2D.02].
Main Quests

Special V.A.T.S. Attack: Cross and Uppercut. Inflicts Fatigue


Boxing Tape Hand-to-Hand (Melee) 1 0 0.25 500 100 4 4 1 No 0 5 No 28 No No Damage (KO).
Brass Knuckles Hand-to-Hand (Melee) 2 25 1 200 120 18 18 1 No 0 5 No 18 No No Special V.A.T.S. Attack: Cross and Uppercut.
Displacer Glove Hand-to-Hand (Melee) 2–4 100 6 100 3,500 50 50 1 No 0 5 No 28 No No Special V.A.T.S. Attack: Cross and Uppercut.
Displacer Glove: Special V.A.T.S. Attack: Cross and Uppercut. On the body of a Jackal
Hand-to-Hand (Melee) 2 100 6 120 4,200 60 60 1 No 0 5 No 28 Yes No Gang member inside the Ruby Hill Mine [1.03].
Pushy
DogTag Fist Hand-to-Hand (Melee) 1 0 3 100 50 20 20 1 No 0 5 No 35 No No Special V.A.T.S. Attack: Cross and Uppercut.
Side Quests

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


DogTag Fist:
Special V.A.T.S. Attack: Cross and Uppercut. Found in Aurelius’ desk,
Recompense of the Hand-to-Hand (Melee) 1 0 3 150 250 25 25 1 No 0 5 No 35 Yes No on the upper floor of the main building in Cottonwood Cove [6.20].
Fallen
Mantis Gauntlet Hand-to-Hand (Melee) 2–4 75 10 50 150 30 30 3 No 0 2 No 22 No No Special V.A.T.S. Attack: Cross and Uppercut. Bonus Critical Chance.
Power Fist Hand-to-Hand (Melee) 3–5 50 6 80 800 40 40 1 No 0 5 No 28 No No Special V.A.T.S. Attack: Cross and Uppercut.
Tour
Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

Spiked Knuckles Hand-to-Hand (Melee) 1–3 50 1 300 500 25 25 1 No 0 5 No 19 No No Special V.A.T.S. Attack: Cross and Uppercut.
Spiked Knuckles: Special V.A.T.S. Attack: Cross and Uppercut. Found on the Viper
Hand-to-Hand (Melee) 1–3 50 1 300 750 30 30 1 No 0 5 No 19 Yes No Gang Leader in Bonnie Springs [1.20].
Love and Hate
Special V.A.T.S. Attack: Cross and Uppercut. EMP—Bonus Damage
Zap Glove Hand-to-Hand (Melee) 2–4 75 6 100 5,200 35 35 1 No 0 5 No 28 No No vs. Robots, Power Armor.
Special V.A.T.S. Attack: Cross and Uppercut. EMP—Bonus Damage
Zap Glove: Paladin
Hand-to-Hand (Melee) 2–4 75 6 80 6,800 41 41 1 No 0 5 No 28 Yes No vs. Robots, Power Armor. Found near the body of the dead
Toaster
Appendices

Prospector in Black Rock Cave [5.08].


TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

Part II: Ammunition Break Down


Knowledge about the different ammunition types, and the variants of each type, is vital to your adventure. The following represents advanced
know-how about the basic and craftable ammo you should attempt to construct, and recommendations on use. Your opinions may differ.

Ammunition for Guns Ammo: 20ga


Slug: Reduces spread 35 percent, making it
better for long range in a pinch, but still not
Basic: Larger spread, effective on soft targets as accurate as a Rifle or Pistol shot.
Ammo: .22 Long Rifle at close range, but damage is split between Coin Shot: Identical to Basic, but cheaper to
7 pellets, making armor penetration craft.
Basic: Low damage but easily silenced. Best
difficult.
for soft targets, especially with a Sneak Bean Bag: Damages target fatigue by 250
attack. Magnum: Damage increased 15 percent at but at 95 percent less HP damage. Good
the cost of 15 percent more wear on the for stunning high-damage targets to buy
Hollow Point: Damage increased 75 percent,
weapon. yourself some time.
but triples target DT. Best ammo for
Silenced .22 weapons, since you shouldn’t Slug: Reduces spread 35 percent, making it Advice: A good replacement for the 20ga
be attacking armored targets with a .22 better for long range in a pinch, but still not mid-way through your adventure, but it
anyway! as accurate as a Rifle or Pistol shot. suffers later, even with Shotgun Surgeon
Plinking: Damage decreased 15 percent, but Advice: Pretty good as a close-quarters and a modded Shotgun.
weapon early in your adventure, but after
cheap and available in bulk.
that it becomes less effective, unless you Ammo: 5mm
Advice: Completely useless if you have
have the Shotgun Surgeon perk. Even Basic: Low damage, but associated with high-
access to ANY OTHER GUN in the Mojave
then, the Hunting Rifle rapidly overtakes rate-of-fire weapons; best used for lightly
Wasteland.
Shotguns for all-around effectiveness and armored targets with high HP or multiple
Ammo: 5.56mm utility. light-armored targets.

Basic: Accurate at range, but still the lowest- Ammo: 10mm Armor Piercing: Reduces damage by 5
percent overall but cuts target DT by 15.
damage Rifle round per shot until you get
Basic: Fast rate of fire with superior damage
to late-adventure weapons such as the Hollow Point: Increases damage by 75
and similar accuracy to the 9mm. Good for
Marksman Carbine or Light Machine Gun. percent but triples target DT.
light-medium armored targets.
Armor Piercing: Reduces damage by 5 Advice: This type works well with a modded
Hollow Point: Damage increased 75 percent
percent overall but cuts target DT by 15. Carbine for the added ammo capacity,
but triples target DT.
but generally weak in the later adventure
Hollow Point: Increases damage by 75
JHP Handload: Hybrid of basic and hollow without a modded Minigun, which really
percent but triples target DT.
point. Damage increased 65 percent but requires a specific Character Archetype to
(Military) Surplus: Triples weapon decay doubles target DT. use effectively.
but gives 15 percent damage increase. Give
Advice: Load this ammo up for the best
these to Boone or Raul with the Marksman
early- to mid-adventure backup weapons Ammo: .44 Magnum
Carbine and they won’t wear out. Otherwise
bar none. Basic: Good damage against all but the
they should be avoided.
tougher targets, but generally more
.223: Reduces wear by 20 percent, decreases Ammo: .357 Magnum expensive and harder to come by.
damage by 10 percent and reduces target
Basic: Good damage and accuracy at medium Hollow Point: Increases damage by 75
DT by 8. Good for lightly-armored or
to long range. percent but triples target DT.
unarmored targets with low HP, especially
in rapid-fire 5.56mm weapons like the Light Armor Piercing: Reduces damage by 5 SWC Hand Load: Damage increased by 20
Machine Gun. percent overall but cuts target DT by 15. percent and reduces target DT by 6; best
Advice: A good choice early or late in your Hollow Point: Increases damage by 75 ammo to use for this type if you can craft it.
adventure, but suffers midway through percent but triples target DT. Advice: Excellent if you can find a Trail
(when not all variants can be crafted). It .38 Special: Damage and wear decreased by Carbine early on, otherwise it gets eclipsed
is cheap and readily available if you have 25 percent. Best for rapid-fire .357 weapons by the .308 and 10mm/That Gun.
nothing better. against lightly armored targets.
Ammo: .308
Ammo: 9mm .357 JFP Handload: Damage increased
Basic: Best all-around Rifle ammo type.
25 percent, target DT reduced by 3, and
Basic: Low damage but commonly available. spread reduced by 20 percent. Best for Accurate at range and damage scales up
Weak against anything more than a lightly sniping armored targets at range. quite well.
armored target.
Advice: Good early on, but slower than the Armor Piercing: Reduces damage by 5
Hollow Point: Increased damage by 75 10mm. The Pistol has limited usefulness percent overall but cuts target DT by 15.
percent, but triples target DT. Only really once you have the Cowboy Repeater. Hollow Point: Increases damage by 75
useful against soft targets.
percent but triples target DT.
+P: Damage increased 10 percent and Ammo: 12 Gauge JSP Hand Load: Increases damage by 50
reduces target DT by 2 at the cost of 20 Basic: Similar to 20 Gauge, but damage is percent; best ammo to use if you can craft
percent more wear on the weapon. increased across the board. it.
Advice: +P is the saving grace here, especially Magnum: Damage increased 15 percent at Advice: The most versatile ammo type
used with the Unique Weapon Maria. the cost of 15 percent more wear on the available, effective against the bulk of
Otherwise ditch this ammo type as soon as weapon. enemies you’ll encounter. The Hunting Rifle
you can get a 10mm.
is exceptional, and the Sniper Rifle is even
better.

59
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

Armor Piercing: Reduces damage by 5 percent


Ammo: 12.7mm overall but cuts target DT by 15. Effective Ammo: Flamer
Basic: Highest-damage Pistol ammo type against the heaviest armors available. Basic: Low direct damage, but good damage
available. This has a slower rate of fire but Incendiary: Add a damage over time effect over time. Best against lightly armored
packs a serious punch; effective against identical to the flamer, affected by the opponents but can be effective against hard
almost any target. Pyromaniac perk. Otherwise deals damage targets given enough time.
Hollow Point: Increases damage by 75 like the Basic shot. Homemade: More readily available than
percent but triples target DT. Good against Match Hand Load: Increases damage by 15 basic fuel, but triples the wear on the
light or medium armored targets with percent and reduces weapon spread by 35 weapon.
higher HP. percent. Best ammo to use for this weapon
Advice: The low rate of fire hurts this ammo if you can craft it. Explosives: 25mm Grenade
type and it doesn’t deal as much damage Advice: Awesome if you have the patience for Basic: Smaller area effect damage overall but
as the 45-70. Weapons using this type are sniping, otherwise the 45-70 fills out the generally effective against most targets due
stuck in a sort of limbo between heavy high-damage utility role. This ammo type is to the high rate of fire.
Pistol and rapid-fire room clearer. Other super heavy in Hardcore mode. High Explosive: Increases damage by 35
guns do the job better by filling more roles.
percent; best ammo for this type.

Ammo: .45-70 Government Other Explosives: 40mm Grenade


Basic: Excellent damage against even the Ammunition Types Basic: Moderate area effect damage and
toughest targets, but ammo is more generally more effective against all targets
expensive and can be harder to find than Energy: All Types but suffers from a lower rate of fire.
almost any other type.
Basic: Normal damage, normal wear on the Incendiary: Adds the flamer damage-over-
Hollow Point: Increases damage by 75 weapon; best for general usage. time effect. Best used as an opening shot to
percent but triples target DT. Damage put enemies at an early disadvantage.
Bulk: Reduces wear and damage by 15
output is high enough to remain effective
percent. Best for rapid fire weapons (RCW/
against all but the most heavily armored
targets.
Gatling Laser, Laser Rifle, Laser Pistol) or Explosives: Missile
for weak targets with plasma.
Basic: Good direct plus area-effect damage.
SWC Hand Load: Damage increased by 20
Over charge: Increased damage 25 percent Dangerous to the user in close quarters
percent and DT reduced by 6 but weapon
at the cost of 50 percent extra wear on the and suffers from a lower rate of fire.
decay is tripled. Useful for sniping heavily
weapon. Good in a pinch when regular
armored targets. High Explosive: Increases area of effect
laser weapons can’t beat the target’s DT
damage by 35 percent. Generally the best
Advice: This is a great ammo type; this is the or for light-armored targets with a plasma
option when you have enough range to use it.
end-game goal for any Gun specialist. weapon.
High Velocity: Increased speed on the
Max charge: Increases damage 75 percent
Ammo: .50MG but wears out the weapon nearly 2.5 times
Missile makes it easier to use on moving
targets at range. Also allows you to drop
Basic: Highest damage and most expensive as fast. Best in slow-firing weapons that
two Missiles on a stationary target at once
ammo type of all, used only by the Anti- pack a lot of punch where you generally
by firing a HE or Basic Missile and then
Materiel Rifle. Most effective against single can’t afford to miss anyway.
quickly swapping in a HV Missile and
targets with lots of HP, and all but the
immediately firing at the same target.
heaviest armor.

Part III: Gear (Armor and Outfits)


The next table profiles all of the different pieces of armor, clothing, Value: How much you can expect to sell the gear for, before any
hats, protective clothing, and glasses available from scavenging, on the Barter bonuses are added.
corpses of those you kill, or bought from vendors. Here’s what each
table column displays: Health: This is the “Hit Points” of the gear when in full Condition
(CND). It shows how tough it is.
Name: The name of the gear in question; usually what appears on
your Pip-Boy. Size: This indicates how bulky the item is, which is strictly a visual
cue so you can gauge how much your character is likely to change,
Power Armor: Whether the item is Power Armor or not; and therefore looks-wise.
whether it requires the Power Armor Training perk to wear.
Quest: Whether the gear is a crucial part of a Main or Side Quest.
DR/DT: This is the value of the Damage Resistance/Damage
Threshold of the gear. As only DT has a number, it is the amount of Unique: Whether there’s only one, or in a few cases, very few of this
damage you can expect the armor to absorb before the user suffers particular item. If this is the case, the tasks needed to find it is
Hit Point loss. listed in the Notes and Location sections.

Weight: How heavy the item is, adding to your Carry Weight. Notes: Additional protection, Stat increases (or decreases), and infor-
mation for Unique Items are noted here.
Weight Class: A quick check to see how heavy the gear is, so you can
see at a glance how encumbered you’re likely to be (both wearing Location: Notes on where the Gear is predominantly found.
and/or carrying the gear).

60
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

Power
Name Armor DT/DR Weight Weight Class Value Health Size Quest Unique Notes Location
Armor
Gladiator Armor No 19 15 Light 160 150 0 Yes No AGL -1
Advanced Radiation Suit No 6 7 Light 100 25 26 No No Rad. Res. +40 In the Inventory of the Enclave Scientist at Hoover Dam.
STR +2, AGL -2, Rad.
Brotherhood T-45d Power Armor Yes 22 45 Heavy 4,500 1,000 32 No No Hidden Valley
Res. +10
Brotherhood T-51b Power Armor Yes 25 40 Heavy 5,200 2,000 0 No No STR +1, Rad. Res. +25 Hidden Valley
Caesar’s Armor No 5 3 Light 1,500 450 0 No Yes Survival +5, Speech +5 Worn by Caesar, at The Fort.
Chinese Stealth Armor No 12 20 Light 500 100 0 No Yes Sneak +5 In the Toxic Waste Room of Hoover Dam Offices.
Combat Armor No 15 25 Medium 6,500 400 27 No No
Combat Armor No 15 25 Medium 6,500 400 27 No No
Combat Armor, Reinforced No 17 25 Medium 8,000 650 0 No No
Combat Armor, Reinforced Mark 2 No 20 25 Medium 8,000 650 0 No No
Explorer’s Gear No 8 3 Light 50 100 25 No Yes Melee Weap. +2, Guns +2 Available from Orion Moreno south of Gun Runners.
Ener. Weap. +10, Rad.
Gannon Family Tesla Armor Yes 26 45 Medium 8,200 400 30 No Yes Available from Arcade Gannon.
Res. +20
Great Khan Armored Leather No 8 7 Light 100 100 23 No No
Great Khan Simple Armor No 5 7 Light 100 100 0 No No
Great Khan Soldier Armor No 5 7 Light 100 100 0 No No
Great Khan Suit Armor No 5 7 Light 100 100 0 No No
Legion Centurion Armor No 18 35 Medium 800 450 0 No No
Legion Explorer Armor No 4 10 Light 120 150 0 No No
Legion Praetorian Armor No 12 12 Light 300 150 0 No No
Legion Prime Armor No 8 15 Light 220 200 0 No No
Legion Recruit Armor No 6 12 Light 200 180 26 No No
Legion Veteran Armor No 10 16 Light 300 250 0 No No
Legion Vexillarius Armor No 14 26 Medium 600 350 0 No No
Metal Armor No 12 30 Heavy 1,100 100 25 No No AGL -1
Metal Armor, Reinforced No 16 30 Heavy 3,500 250 25 No No AGL -1
NCR Bandoleer Armor No 10 26 Medium 300 400 0 No No
NCR Face Wrap Armor No 10 26 Medium 300 400 0 No No
NCR Mantle Armor No 10 26 Medium 300 400 0 No No
NCR Military Police Armor No 10 26 Medium 300 400 0 No No
NCR Ranger Combat Armor No 20 30 Medium 7,500 600 0 No No
NCR Ranger Patrol Armor No 15 25 Medium 390 500 27 No No
No Power Armor Training
NCR Salvaged Power Armor No 20 40 Heavy 3,000 1,000 31 No No
Required, AGL -2
NCR Trooper Armor No 10 26 Medium 300 400 23 No No
Powder Gang Guard Armor No 5 8 Light 100 100 0 No No
Raider Badlands Armor No 4 15 Light 180 100 24 No No
Raider Blastmaster Armor No 4 15 Light 180 100 26 No No
Raider Painspike Armor No 4 15 Light 180 100 27 No No
Raider Psycho-Tic Helmet No 1 3 Light 20 15 17 No No
Raider Sadist Armor No 4 15 Light 180 100 25 No No
Recon Armor No 17 20 Medium 7,200 400 0 No No Sneak +5
Given from Daisy after completing Side Quest: For Auld
Remnants Power Armor Yes 28 45 Heavy 6,500 400 30 No No STR +1, Rad. Res. +15
Lang Syne.
Space Suit No 10 7 Light 800 100 0 No Yes Rad. Res. +40 Found at the REPCONN Test Site.
STR +2, AGL -2, Rad.
T-45d Power Armor Yes 22 45 Heavy 4,500 1,000 0 No No
Res. +10
T-51b Power Armor Yes 25 40 Heavy 5,200 2,000 27 No No STR +1, Rad. Res. +25
Given by Gloria Van Graff during Side Quest: Birds of
Van Graff Combat Armor No 16 25 Medium 6,500 400 0 Yes Yes
a Feather.
Vault 34 Security Armor No 16 15 Light 70 100 0 No No
Clothing
Ambassador Crocker’s Suit No 1 1 Light 6 100 0 No Yes Worn by Ambassador Crocker
Benny’s Suit No 1 3 Light 390 100 0 No Yes Barter +5, Speech +5 Worn by Benny
Boomer Flightsuit No 4 1 Light 6 100 0 No No
Boomer Jumpsuit No 4 1 Light 6 100 0 No No
Bounty Hunter Duster No 6 3 Light 70 150 26 No No CHR +1, Guns +5
Brahmin-Skin Outfit No / 2 Light 6 100 26 No No AGL +1, END +1
Bright Brotherhood Robe No 2 2 Light 6 100 0 No No
Brotherhood Elder’s Robe No 1 2 Light 8 100 0 No Yes Worn by Elder McNamara
Brotherhood Scribe Robe No 2 2 Light 6 100 25 No No

61
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

Power
Name Armor DT/DR Weight Weight Class Value Health Size Quest Unique Notes Location
Caravaneer Outfit No 2 15 Light 180 100 75 No No
Chained Prostitute Outfit No / 2 Light 390 400 0 No No
Civilian Engineer Jumpsuit No / 1 Light 6 100 0 No No Repair +5
Dapper Gambler Suit No / 1 Light 6 100 0 No No
Dirty Pre-War Businesswear No / 2 Light 8 100 25 No No Speech +5
Dirty Pre-War Casualwear No / 2 Light 6 100 25 No No AGL +1
Dirty Pre-War Parkstroller Outfit No / 10 Light 5 100 23 No No AGL +1
Dirty Pre-War Relaxedwear No / 5 Light 6 100 25 No No AGL +1
Dirty Pre-War Spring Outfit No / 2 Light 5 100 23 No No AGL +1
Exposed Prostitute Outfit No / 2 Light 390 400 0 No No
Fancy Gambler Suit No / 1 Light 6 100 0 No No
Field Hand Outfit No 2 15 Light 180 100 0 No No
Followers Doctor Coat No / 2 Light 8 100 0 No No Science +5
Followers Lab Coat No / 2 Light 16 95 0 No Yes Med. +10, Science +10 Worn by Julie Farkas.
Formal Wear No / 1 Light 120 25 0 No No
General Oliver’s Uniform No / 1 Light 0 100 26 No Yes CHR +2, AP +20 Worn by General Lee Oliver.
Grimy Pre-War Businesswear No / 2 Light 6 100 25 No No Speech +5
Handyman Jumpsuit No / 1 Light 6 100 26 No No Repair +5
Jailhouse Rocker No 2 1 Light 50 100 0 No No
Kings Outfit No 1 1 Light 6 100 0 No No
Lab Technician Outfit No / 2 Light 8 100 27 No No Science +5
Leather Armor No 6 15 Light 160 150 26 No No
Leather Armor, Reinforced No 10 15 Light 1,200 250 0 No No
Memphis Kid Outfit No / 1 Light 6 100 0 No No
Merc Adventurer Outfit No 1 8 Light 50 100 24 No No Melee Weap. +2, Guns +2
Merc Adventurer Outfit No 3 8 Light 50 100 24 No No Melee Weap. +2, Guns +2
Merc Charmer Outfit No 1 8 Light 50 100 25 No No Melee Weap. +2, Guns +2
Merc Charmer Outfit No 3 8 Light 50 100 25 No No Melee Weap. +2, Guns +2
Merc Grunt Outfit No 1 8 Light 50 100 28 No No Melee Weap. +2, Guns +2
Merc Grunt Outfit No 3 8 Light 50 100 28 No No Melee Weap. +2, Guns +2
Merc Troublemaker Outfit No 1 8 Light 50 100 25 No No Melee Weap. +2, Guns +2
Merc Troublemaker Outfit No 3 8 Light 50 100 25 No No Melee Weap. +2, Guns +2
Merc Veteran Outfit No 1 8 Light 50 100 24 No No Melee Weap. +2, Guns +2
NCR Engineer Jumpsuit No / 1 Light 6 100 26 No No Repair +5
NCR Trooper Fatigues No 2 26 Light 300 400 0 No No
Purchased as a special item from Mick of Mick & Ralph’s
Naughty Nightwear No / 1 Light 200 100 22 No Yes Speech +10, LCK +1
[2C.02].
Powder Gang Plain Outfit No / 3 Light 15 100 23 No No
Powder Gang Simple Outfit No / 3 Light 15 100 0 No No
Powder Gang Soldier Outfit No / 3 Light 15 100 0 No No
Pre-War Casualwear No / 2 Light 8 100 25 No No
Pre-War Parkstroller Outfit No / 2 Light 6 100 23 No No AGL +1
Pre-War Relaxedwear No / 2 Light 8 100 25 No No AGL +1
Pre-War Spring Outfit No / 2 Light 8 100 23 No No AGL +1
President Kimball’s Suit No / 2 Light 6 100 25 No Yes Speech +5 Worn by President Aaron Kimball.
Prospector Outfit No 2 15 Light 180 100 0 No No
Prostitute Outfit No / 2 Light 390 400 0 No No
Radiation Suit No 4 5 Light 60 15 26 No No Rad. Res. +30
Ranger Casual Outfit No / 1 Light 6 100 0 No No
Ranger Red Scarf Outfit No / 1 Light 6 100 0 No No
Ranger Vest Outfit No / 1 Light 6 100 0 No No
Worn by the Lonesome Drifter, at the Sunset Sarsaparilla
Regulator Duster No / 3 Light 70 150 26 No Yes CHR +1, Guns +5
Billboard [3.S21]
RobCo Jumpsuit No / 1 Light 6 100 26 No No Repair +5
Roving Trader Outfit No / 2 Light 6 100 24 No No Barter +5
Scientist Outfit No 3 2 Light 8 100 27 No No Science +5
Settler Outfit No 2 15 Light 180 100 0 No No
Sexy Sleepwear No / 1 Light 6 100 22 No No CHR +1
Shabby Gambler Suit No / 1 Light 6 100 0 No No
Sheriff’s Duster No / 3 Light 35 150 0 No No CHR +1, Guns +5
Slave Rags No / 1 Light 6 100 0 No No
Sleepwear No / 1 Light 10 100 22 No No CHR +1

62
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

Power
Name Armor DT/DR Weight Weight Class Value Health Size Quest Unique Notes Location
Melee Weap. +2,
Vault 11 Jumpsuit No 1 1 Light 6 100 33 No No
Speech +2
Melee Weap. +2,
Vault 19 Jumpsuit No / 1 Light 6 100 0 No No
Speech +2
Melee Weap. +2,
Vault 21 Jumpsuit No / 1 Light 6 100 33 No No
Speech +2
Melee Weap. +2,
Vault 22 Jumpsuit No / 1 Light 6 100 0 No No
Speech +2
Melee Weap. +2,
Vault 24 Jumpsuit No / 1 Light 6 100 0 No No
Speech +2
Melee Weap. +2,
Vault 3 Jumpsuit No / 1 Light 6 100 0 No No
Speech +2
Vault 3 Utility Jumpsuit No / 1 Light 10 100 0 No No Lockpick +5, Repair +5
Melee Weap. +2,
Vault 34 Jumpsuit No / 1 Light 6 100 0 No No
Speech +2
Vault Lab Uniform No / 1 Light 6 100 29 No No Science +5
Viva Las Vegas No 5 1 Light 6 100 0 No Yes Worn by the King.
Wasteland Doctor Fatigues No / 2 Light 6 100 28 No No Med. +5
Wasteland Settler Outfit No 2 2 Light 6 100 23 No No AGL +1, END +1
Wasteland Surgeon Outfit No / 2 Light 6 100 28 No No Med. +5
Wasteland Wanderer Outfit No 2 2 Light 6 100 34 No No AGL +1, END +1
Well-Heeled Gambler Suit No / 1 Light 6 100 0 No No
White Glove Society Attire No / 1 Light 120 25 0 No No
Headgear
Authority Glasses No / 0 Light 6 100 0 No No PER +2
1st Recon Beret No / 1 Light 40 50 0 No Yes PER +1, Crit. Chan. +5 Given to you by Craig Boone, in Novac [5.18].
Apocalypse Gladiator Helmet No 5 3 Light 70 75 15 No No
Ballcap with Glasses No / 1 Light 30 100 0 No No PER +1
Boomers Cap No / 1 Light 8 15 11 No No PER +1
Boomers Hat No / 1 Light 8 15 12 No No PER +1
Boomers Helmet No 1 1 Light 8 15 11 No No PER +1
Bandana No / 1 Light 6 10 11 No No PER +1
Beret No / 0.1 Light 25 100 0 No No
Biker Goggles No / 1 Light 6 10 9 No No
Boone’s Beret No / 0.1 Light 40 50 0 Yes Yes Worn by Craig Boone.
Caleb McCaffery’s Hat No / 0 Light 0 100 17 Yes Yes Worn by Caleb McCaffery.
Cattleman Cowboy Hat No / 1 Light 8 15 17 No No PER +1
Centurion Helmet No 5 3 Light 70 50 0 No No
Combat Helmet No 3 3 Light 800 50 12 No No
Combat Helmet, Reinforced No 4 3 Light 1,000 50 0 No No
Combat Helmet, Reinforced Mark 2 No 5 2.5 Light 1,500 100 0 No No
Construction Hat No 2 3 Light 50 50 0 No No
Dapper Gambler Hat No / 1 Light 8 15 0 No No PER +1
Desperado Cowboy Hat No / 1 Light 8 15 20 No No PER +1
Destroyed Collar No / 5 Light 1 1 0 Yes Yes Found on a dead man in Freeside.
Destroyed Party Hat No / 1 Light 5 10 10 No No
Enclave Officer Hat No / 1 Light 6 15 13 No No Ener. Weap +5
Explorer Hood No 1 2 Light 15 50 0 No No
Eyeglasses No / 0 Light 8 150 6 No No PER +2
Fancy Gambler Hat No / 1 Light 8 15 0 No No PER +1
Fiend Battle Helmet No 1 1 Light 6 15 20 No No PER +1
Fiend Helmet No 1 1 Light 6 15 0 No No PER +1
Fiend Warrior Helmet No 1 1 Light 6 15 21 No No PER +1
Fire Helmet No 2 1 Light 10 100 0 No No
Gannon Family Tesla Helmet Yes 6 5 Light 120 100 19 No Yes CHR -1, Rad. Res. +5 Available from Arcade Gannon.
General Oliver’s Cap No / 1 Light 8 15 12 No Yes PER +1 Worn by General Lee Oliver.
Goggles Helmet No 2 3 Light 50 50 0 No No
Great Khan Spike Helmet No 2 1 Light 8 15 11 No No
Head Wrap No / 0 Light 0 10 16 No No
Hockey Mask No 1 1 Light 10 15 11 No No Unarmed +5
Jessup’s Bandana No / 1 Light 6 10 0 No Yes Unique Item. PER +1 Worn by Jessup the Great Khan.
Legate Helmet No 4 2 Light 250 100 0 No Yes Worn by Legate Lanius, the Beast from the East.
MP Trooper Helmet No 2 3 Light 50 50 0 No No
Metal Helmet No 3 3 Light 200 50 15 No No

63
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

Power
Name Armor DT/DR Weight Weight Class Value Health Size Quest Unique Notes Location
Metal Helmet, Reinforced No 4 3 Light 280 150 20 No No
Motor-Runner’s Helmet No 2 1 Light 8 15 0 Yes No Melee Weap. +5, PER +1
Motorcycle Helmet No 2 1 Light 6 10 14 No No
Old Cowboy Hat No / 1 Light 8 15 16 No No PER +1
Papa Khan Helmet No / 0 Light 0 100 0 No Yes Worn by Papa Khan.
Find 10 in a storage room, inside REPCONN Headquarters
Party Hat No / 1 Light 5 10 10 No Yes
top-floor Research laboratory.
Police Hat No / 1 Light 8 150 15 No No
Pre-War Baseball Cap No / 1 Light 8 15 12 No No PER +1
Pre-War Bonnet No / 1 Light 8 15 26 No No PER +1
Pre-War Hat No / 1 Light 8 15 14 No No PER +1
Prime Decanus Helmet No 2 3 Light 110 50 0 No No
Prime Helmet No 2 3 Light 80 50 0 No No
Raider Arclight Helmet No 1 3 Light 20 15 13 No No
Raider Blastmaster Helmet No 1 3 Light 20 15 20 No No Guns +5, Explos. +5
Raider Wastehound Helmet No 1 3 Light 20 15 21 No No
Ranger Battle Helmet No 3 5 Light 60 50 12 No No
Ranger Brown Hat No / 1 Light 30 100 17 No No
Ranger Grey Hat No / 1 Light 30 100 17 No No
Ranger Hat No / 0 Light 0 100 15 No No
Ranger Helmet No 4 0 Light 0 100 0 No No
Ranger Tan Hat No / 1 Light 30 100 15 No No
Rattan Cowboy Hat No / 1 Light 8 15 16 No No PER +1
Rawhide Cowboy Hat No / 1 Light 8 15 0 No No PER +1
Reading Glasses No / 0 Light 12 150 5 No No PER +2
Rebreather No 3 0 Light 50 50 14 Yes Yes Water Breathing Given to you by Loyal, the Boomer.
Recon Armor Helmet No 2 3 Light 40 40 14 No No
Recruit Decanus Helmet No 2 3 Light 90 50 0 No No
Recruit Helmet No 2 3 Light 70 50 0 No No
Remnants Power Helmet Yes 8 5 Light 2,800 75 19 No No CHR -1, Rad. Res. +5
Roving Trader Hat No / 1 Light 6 10 13 No No Barter +5
Salvaged Power Helmet No 4 5 Light 1,200 75 0 No No
Shady Hat No / 1 Light 40 50 14 No No Sneak +5, PER +1
Sheriff’s Hat No / 1 Light 35 40 0 No No PER +1
Slave Scarf No / 1 Light 8 15 0 No No PER +1
Space Suit Helmet No 4 0 Light 200 10 0 No Yes Found at the REPCONN Test Site.
Stormchaser Hat No / 1 Light 6 10 16 No No PER +1
Stylish Gambler Hat No / 1 Light 8 15 0 No No PER +1
Suave Gambler Hat No / 1 Light 8 15 0 No No PER +1
Sunglasses No / 0 Light 8 150 6 No No PER +2
T-45d Power Helmet Yes 5 5 Light 1,300 75 19 No No Rad. Res. +3
T-51b Power Helmet Yes / 4 Light 2,000 100 19 No No CHR +1, Rad. Res. +8
Tinted Reading Glasses No / 0 Light 12 150 5 No No PER +2
Tortoiseshell Glasses No / 0 Light 8 150 6 No No PER +2
Trooper Helmet No 2 3 Light 50 50 0 No No
Tuxedo Hat No / 1 Light 8 15 15 No No PER +1
Vance’s Lucky Hat No / 1 Light 8 15 0 No Yes PER +1 Found at the Wins Hideout.
Vault 34 Security Helmet No 3 3 Light 30 25 13 No No
Veteran Decanus Helmet No 3 3 Light 150 50 0 No No
Veteran Helmet No 3 3 Light 100 50 0 No No
Vexillarius Helmet No 1 3 Light 250 30 0 No No
Vikki’s Bonnet No / 1 Light 8 15 0 No Yes PER +1 Found at the Wins Hideout.
Welding Helmet No 2 3 Light 20 15 0 No No
Well-Heeled Gambler Hat No / 1 Light 8 15 14 No No PER +1
White Glove Society Mask No / 1 Light 10 15 0 No No

Part IV: Aid (Ingestibles)


The last table details all of the different items that appear in your Pip-Boy’s Aid Menu. They are known as “ingestibles” (you eat or drink them).
Here’s what the following information all means:

64
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

Name: The item’s name. Note the chart is separated into Food and applied to a Melee or Unarmed Weapon. Don’t eat it!
Drink, Alcohol, Chems, and Magazines and More. Addictive (Ad.): Whether this causes a chance of addiction each time
Weight (Wt.): How much the item adds to your Carry Weight. you consume it.
Value (Val.): How much you can expect to sell the item for, before any Craftable: Whether this item can be created on a campfire (or bench).
Barter bonuses are added. Harvestable (Har.): Whether this item can be plucked from a dead
Quest Item (Q.I.): Whether this item is important (and usually animal, or a plant dotted around the Mojave Wasteland.
critical) for a Main or Side Quest. Notes and Effects: This lists was initial benefits or problems the item
Poison (Poi.): Whether this is actually a poison, and should be causes when consumed.

Name Wt. Val. Q.I. Poi. Ad. Craftable Har. Effects Name Wt. Val. Q.I. Poi. Ad. Craftable Har. Effects
Food and Drink Irradiated Crunchy
1 2 No No No No Rads +2, HP +3 (5s)
Ant Egg 1 4 No No No Yes Rads +1, HP +3 (5s) Mutfruit
Ant Meat 1 4 No No No Yes Rads +1, HP +3 (5s) Irradiated Dandy
1 2 No No No No Rads +2, HP +3 (5s)
Boy Apples
Ener. Resis. +75, Fire Resis. +75,
Atomic Cocktail 1 25 No No No Recipe No Irradiated Fancy
Rads +2 1 2 No No No No Rads +2, HP +3 (5s)
Lads
Banana Yucca Fruit 0.5 6 No No No Ingredient Yes HP +3 (7s)
Irradiated Gecko
Barrel Cactus Fruit 0.2 5 No No No Ingredient Yes END -3, HP +3 (5s) 1 2 No No No No Rads +2, HP +3 (5s)
Meat
Bighorner Meat 1 5 No No No Ingredient Yes Rads +1, HP +3 (15s) Irradiated
1 2 No No No No Rads +2, HP +3 (5s)
Bighorner Steak 0.8 5 No No No Recipe No STR +3, Rads +1, HP +7 (10s) InstaMash
Blamco Mac & Irradiated Mac &
1 5 No No No No Rads +1, HP +3 (5s) 1 2 No No No No Rads +2, HP +3 (5s)
Cheese Cheese
Bloatfly Meat 0.25 4 No No No Ingredient Yes Rads +1, HP +3 (5s) Irradiated Mutfruit 1 2 No No No No Rads +2, HP +3 (5s)
Bloatfly Slider 0.5 4 No No No Recipe No Rads +1, HP +10 (15s) Irradiated Pork N’
1 2 No No No No Rads +2, HP +3 (5s)
Blood Pack 1 5 No No No No HP +5 (5s) Beans
Brahmin Meat 1 5 No No No Yes Rads +1, HP +3 (15s) Irradiated Potato 1 2 No No No No Rads +2, HP +7 (5s)
Brahmin Steak 0.8 5 No No No Recipe No STR +3, Rads +1, HP +7 (15s) Irradiated Potato
1 2 No No No No Rads +2, HP +3 (5s)
Crisps
Brahmin Wellington 0.8 5 No No No No HP +18 (10s)
Irradiated Salisbury
Broc Flower 0.01 3 No No No Ingredient Yes HP +3 (4s) 1 2 No No No No Rads +2, HP +3 (5s)
Steak
Bubblegum 1 1 No No No No Rads +1, HP +1 Irradiated Sunset
1 0 No No No No HP +2 (25s), Rads +4
Buffalo Gourd Seed 0.02 2 No No No Ingredient Yes HP +3 (2s) Sarsaparilla
Cactus Water 1 3 No No No Recipe No HP +7 (5s) Irradiated Sugar
1 2 No No No No AP +15, Rads +2, HP +3 (7s)
Caravan Lunch 2.5 5 No No No Recipe No Rads -2 (10s), HP +10 (15s) Bombs
Cave Fungus 1 50 No No No Ingredient Yes Rads -5, HP +3 (4s) Irradiated Water 1 5 No No No No H20 -171, Rads +3, HP +7 (5s)
Cazador Egg 1 4 No No No Ingredient Yes Rads +1, HP +3 (4s) Irradiated YumYum
1 2 No No No No Rads +2, HP +3 (5s)
Devil Eggs
Cook-Cook’s Fiend
1 25 No No No No STR +3, HP +7 (1m) Jalapeño Pepper 0.02 5 No No No Ingredient Yes HP +3 (5s)
Stew
Coyote Meat 1 4 No No No Ingredient Yes Rads +1 (3s), HP +3 (8s) Junk Food 1 5 No No No No Rads +1, HP +3 (5s)
Coyote Steak 1 4 No No No Recipe No Rads +1 (3s), HP +7 (12s) Lakelurk Egg 1 4 No No No Yes Rads +1, HP +3 (5s)
Cram 1 5 No No No Ingredient No Rads +1, HP +3 (5s) Lakelurk Meat 1 12 No No No No Rads +1, HP +7 (10s)
Dandy Boy Apples 1 5 No No No No Rads +1, HP +3 (5s) Maize 0.25 5 No No No Ingredient Yes HP +3 (9s)
Desert Salad 0.2 5 No No No Recipe No HP +25 (15s) Mole Rat Meat 1 4 No No No Ingredient Yes Rads +1, HP +3 (5s)
Dog Meat 1 4 No No No Ingredient Yes Rads +1, HP +3 (8s) Mole Rat Stew 1 25 No No No Recipe No STR +3, HP +7 (30s)
Dog Steak 1 4 No No No Recipe No Rads +1, HP +7 (10s) Mole Rat Wonder
1 20 No No No No Rads +1, HP +7 (10s)
Meat
Fancy Lads Snacks 1 5 No No No No Rads +1, HP +3 (5s)
Mushroom Cloud 1 50 No No No Recipe No AP +9, HP +10 (20s)
Fire Ant Egg 1 4 No No No Yes Rads +1, HP +3 (5s)
Mutfruit 1 5 No No No Ingredient No Rads +1, HP +3 (5s)
Fire Ant Fricassée 1 30 No No No Recipe No HP +3 (1m)
Crunchy Mutfruit 1 5 No No No No Rads +1, HP +3 (5s)
Fire Ant Meat 1 6 No No No Ingredient Yes Rads +1, HP +3 (5s)
Nevada Agave Fruit 0.2 3 No No No Yes HP +3 (8s)
Fresh Apple 1 5 No No No Ingredient No HP +3 (7s)
Nightstalker Tail 1 18 No No No Yes Rads +1, HP +3 (5s)
Fresh Carrot 1 5 No No No No HP +3 (7s)
Noodles 1 5 No No No No Rads +1, HP +3 (5s)
Fresh Pear 1 5 No No No Ingredient No HP +3 (7s)
Nuka-Cola 1 20 No No No Ingredient No Rads +1, HP +2 (20s)
Fresh Potato 1 5 No No No No HP +3 (9s)
Nuka-Cola (Ice
Gecko Kabob 0.25 4 No No No Recipe No Rads +1, HP +3 (40s) 1 20 No No No No Rads +1, HP +4 (20s)
Cold)
Gecko Meat 1 4 No No No Ingredient Yes STR -3, Rads +1, HP +3 (5s) Low-Light Vision, DT +6, HP +10
Nuka-Cola Quartz 1 40 No No No No
Gecko Steak 1 5 No No No Recipe No Rads +1, HP +7 (15s) (20s), Rads +2
Giant Rat Meat 1 4 No No No Yes Rads +1, HP +3 (5s) HP +10 (20s), AP +30, PER -3,
Nuka-Cola Victory 1 75 No No No Ingredient No
Grilled Mantis Leg 1 8 No No No Recipe No Rads +1, HP +3 (30s) Rads +2
Gum Drops 1 2 No No No Ingredient No Rads +1, HP +3 Pinto Bean Pod 0.05 0 No No No Ingredient Yes HP +3 (3s)
Honey Mesquite Pinyon Nuts 0.03 5 No No No Ingredient No HP +3 (5s)
0.1 5 No No No Ingredient Yes HP +3 (4s)
Pod Pork N’ Beans 1 5 No No No Ingredient No Rads +1, HP +3 (5s)
Human Flesh 1 1 No No No No Rads +2, HP +3 (5s) Potato Crisps 1 5 No No No No Rads +1, HP +3 (5s)
Iguana Bits 1 5 No No No No Rads +1, HP +3 (5s) Prickly Pear Fruit 0.07 1 No No No Ingredient Yes HP +3 (10s)
Iguana on a Stick 1 5 No No No No Rads +1, HP +3 (12s) Ruby’s Casserole 1 5 No No No No Rads +1, HP +3 (30s)
InstaMash 1 5 No No No Ingredient No Rads +1, HP +3 (5s) Radroach Meat 1 2 No No No Yes Rads +2, HP +3 (5s)
Irradiated Banana Radroach Meat 1 4 No No No Yes Rads +3, HP +3 (5s)
1 3 No No No No Rads +2, HP +3 (7s)
Yucca Rat Meat 1 2 No No No Yes Rads +1, HP +3 (5s)
Irradiated Barrel Rum & Nuka 1 20 No No No No STR +1, Rads +1
1 2 No No No No END -3, Rads +2, HP +3 (5s)
Cactus
Salisbury Steak 1 5 No No No No Rads +1, HP +3 (5s)
Irradiated Cram 1 2 No No No No Rads +2, HP +3 (5s)

65
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Part I: Weapons • Part II: Ammunition • Part III: Gear (Armor and Outfits) • Part IV: Aid (Ingestibles)

Name Wt. Val. Q.I. Poi. Ad. Craftable Har. Effects Name Wt. Val. Q.I. Poi. Ad. Craftable Har. Effects
Spore Plant Pods 1 0 No No No Yes Pois. Res. +75, HP +14 (6s) Jet 0 20 No No Yes Ingredient No AP +15
Crispy Squirrel Bits 1 5 No No No No Rads +1, HP +3 (5s) Dixon’s Jet 0 5 No No Yes No AP +10
Squirrel Stew 1 5 No No No No Rads +1, HP +3 (5s) Human Remains 1 0 No No No No HP +7 (5s)
Squirrel on a Stick 1 5 No No No No Rads +1, HP +3 (5s) Hydra 0 55 No No Yes Recipe No Restore Limb Condition
Rads +1, HP +3 (5s), only eaten Mentats 0 20 No No Yes Ingredient No CHR +1, PER +2, INT +2
Strange Meat 1 2 No No No No
by Cannibals Med-X 0 20 No No Yes No Dam. Res. +25
Strange Meat Pie 1 2 No No No No Rads +1, HP +1 (5s) Restore All Body Parts. Only used
Yes
Strange Meat Pie Medical Supplies 10 55 No No No during Main Quest: Et Tumor,
1 2 No No No No Rads +1, HP +1 (5s) (SQ)
(Imitation) Brute?
Sugar Bombs 1 5 No No No Ingredient No AP +15, Rads +1, HP +3 (7s) AGL -3 (1m), PER -3 (1m), HP
Mother Darkness 0.5 0 No Yes No Recipe No
Sunset Sarsaparilla 1 0 No No No No HP +2 (25s) -8 (10s)
Trail Mix 3 5 No No No Recipe No Rads +1, AP +15, HP +18 (15s) Party Time Mentats 0 20 No No Yes Recipe No CHR +5, PER +2, INT +2
Purified Water 1 20 No No No Recipe No HP +7 (5s) Psycho 0 20 No No Yes Ingredient No Damage +25%
Dirty Water 1 10 No No No Ingredient No Rads +1, HP +7 (5s) Rad-X 0 20 No No No No Rad. Res. +75
Wasteland Omelet 1 100 No No No No HP +14 (1m) RadAway 0 20 No No No Ingredient No Rads -180
White Horsenettle 0.02 2 No No No Ingredient Yes END -3, HP +3 (5s), AGL -3 Rebound 0 20 No No Yes No Regenerate AP
Xander Root 0.02 0 No No No Ingredient Yes HP +3 (4s) Rocket 0 20 No No Yes Recipe No AP +30
YumYum Deviled Silver Sting 0.5 0 No Yes No Recipe No STR -2 (1m), HP -8 (10s)
1 5 No No No No Rads +1, HP +3 (5s)
Eggs Slasher 0 20 No No Yes Recipe No Damage +25%, Dam. Res. +25
Alcohol Steady 0 20 No No Yes No Weapon Spread Reduced
Absinthe 1 20 No No Yes No CHR +3, PER +3 Stealth Boy 1 100 No No No No Stealth Field +75, Sneak +100
Beer 1 2 No No Yes Ingredient No CHR +3, STR +3 Ingredient/
Stimpak 0 25 No No No No HP +129
Irradiated Beer 1 1 No No Yes No Rads +2, CHR +3, STR +3 Recipe
Irradiated Scotch 1 5 No No Yes No Rads +2, CHR +3, STR +3 Super Stimpak 0 100 No No No Recipe No Super Stimpak Debuff, HP +259
Irradiated Whiskey 1 5 No No Yes No Rads +2, CHR +3, STR +3 Guns -50 (20s), Explos. -50 (20s),
Tremble 0.5 0 No Yes No Recipe No Melee Weap. -50 (20s), Ener.
Jake Juice 1 10 No No Yes No CHR +3, STR +3 Weap. -50 (20s), HP -2 (20s)
Moonshine 1 20 No No Yes No CHR +2, STR +2 Turbo 0 20 No No Yes No Turbo +2
Scotch 1 10 No No Yes No CHR +3, STR +3 Ultrajet 0 50 No No Yes No AP +40
Vodka 1 20 No No Yes Ingredient No CHR +3, STR +3 Magazines and More
Whiskey 1 10 No No Yes Ingredient No DT +6, HR +3, STR +3 Boxing Times 0 20 No No No No Unarmed +20
Dixon’s Whiskey 1 10 No No Yes No STR +3 Fixin’ Things 0 20 No No No No Repair +20
Wine 1 10 No No Yes Ingredient No CHR +2, STR +2 Future Weapons
0 20 No No No No Ener. Weap. +20
CHR +3, INT -3, STR +3, Quest Today
Drugged Wine 1 10 Yes No Yes No Item in Side Quest: Beyond Lad’s Life 0 20 No No No No Survival +20
the Beef.
Locksmith’s Reader 0 20 No No No No Lockpick +20
Chems
Meeting People 0 20 No No No No Speech +20
Ant Nectar 0.25 20 No No Yes Yes STR +4, CHR -2, INT -2
Milsurp Review 0 20 No No No No Guns +20
Ant Queen
1 75 No No No Yes PER -3, INT -3, CHR +3 Patriot’s Cookbook 0 20 No No No No Explos. +20
Pheromones
Antivenom 0 25 No No No Recipe No Cures Animal Poison Programmer’s
0 20 No No No No Science +20
Digest
Bitter Drink 0 0 No No No No HP +7 (18s)
Salesman Weekly 0 20 No No No No Barter +20
Bleak Venom 0.5 0 No Yes No Recipe No HP -15 (10s)
Tæles of Chivalrie 0 20 No No No No Melee Weap. +20
Buffout 0 20 No No Yes No HP +60, END +3, STR +2
Today’s Physician 0 20 No No No No Med. +20
Cateye 0 20 No No No No Low-Light Vision
True Police Stories 0 20 No No No No Crit. Chan. +20
Coyote Tobacco
0.01 1 No No Yes Yes PER +1, AGL +1 ¡La Fantoma! 0 20 No No No No Sneak +20
Chew
Doctor’s Bag 1 55 No No No Recipe No Restore All Body Parts Unique Item, awarded by NCR:
NCR Emergency
0 0 Yes No No No Free Quest: Emergency Radio
Fixer 0 20 No No No No Temporary Addiction Removal Radio
Waves.
Healing Powder 0.03 5 No No No Recipe No PER -3, HP +3 (18s) Weapon Repair Kit 1 20 No No No Recipe No Repairs Current Weapon
Leg. Healing Powder 0 0 No No No No PER -3, HP +10 (27s)

Plant Life
Here are some locations where multiple plants have been spotted clumped together (bear in mind there are plenty more areas to search):
Plant Name General Locations Plant Name General Locations
[1.03] Ruby Hill Mine; along the road. [1.16] Chance’s Map; area to the northeast
Banana Yucca Jalapeño Pepper
[3.05] Around Raul’s Shack. [3.09] Ranger Station; area to the east.
[1.05] Griffin Wares Sacked Caravan; surrounding terrain. [2.20] NCR Sharecropper Farms has a massive amount.
Barrel Cactus Maize
[3.15] Coyote Tail Ridge; surrounding terrain. [2.11] Mole Rat Ranch; the area to the west.
[3.08] Bitter Springs; rocky terrain to the northeast. [1.05] Griffin Wares Sacked Caravan; surrounding terrain.
Broc Flower Nevada Agave
[5.30] Broc Flower Cave; exterior surroundings. [3.17] Fisherman’s Pride Shack; area surrounding to the north.
Buffalo Gourd Seed The cracks in the major roads throughout the Wasteland. [3.04] Fields’ Shack; area south and west.
Prickly Pear
Cave Fungus Very rare; try vendors or [1.09] Vault 22. [3.14] Cap Counterfeiting Shack; surrounding area.
Coyote Tobacco [3.08] Bitter Springs; rocky terrain to the northeast. [3.12] Vault 34; area to the southeast
White Horse Nettle
[1.20] Bonnie Springs; the area to the north. [3.17] Fisherman’s Pride Shack; area surrounding to the north.
Honey Mesquite Pod
[3.09] Ranger Station; area to the east. [1.08] Silver Peak Mine; surrounding area.
Xander Root
[3.07] Bloodborne Cave; area to the southwest.
66
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Main Quest: Introduction


Preparation: Ain’t That a Hole in Your Head?
This chapter details the courier’s journey from a half-buried corpse to a
trek around the Mojave, into and out of New Vegas where alliances are Main Quests: An Epic Adventure in Three Acts
both favored and broken, past a brief meeting with an NCR president, The following table shows the names of every Quest, the major locations
and a final attack or defense. This is broken down into three Acts. The they take place in, and the associated Factions you’re working for.
following table shows the Quests within these Acts.
QUEST NAME Locations

Caution Spoiler Alert! Remember that the optimal path


to complete every Main Quest is shown, along
Ain’t That a Kick in the Head
MAIN QUEST: ACT I
[4.05] Goodsprings
with pretty much every possible conversation and combat choice.
The farther you read, the more is revealed. Don’t venture into pages Back in the Saddle [4.11] Goodsprings Source
unknown unless you’re ready to read the consequences!
By a Campfire on the Trail [4.06] Goodsprings Cemetery, [4.11] Goodsprings Source
[3.32] Boulder City, [4.05] Goodsprings, [4.17] Primm, [4.30]
Act I: The Journey to New Vegas They Went That-a-Way
Nipton, [5.18] Novac
Act I is straightforward: You regain consciousness, learn
Neutral Ring-a-Ding Ding! [2D.04] The Tops Casino
the basics of survival, and track the men who tried to kill
you, all the way into the New Vegas Strip. You are considered “neutral” MAIN QUESTS: ACT II
during this time, and the Quest has the preceding icon to show that Wild Card: Change in
you don’t need to pick a side. [2D.04] The Tops Casino, [2D.02] Lucky 38 Casino
Management

Act II: Alliances Are Made (to be Broken) Wild Card: You and What Army? [6.20] Cottonwood Cove, [3.28] The Fort
Act II is where your alliances are formed and Reputations are made. [3.01] Nellis Air Force Base, [1.15] Red Rock Canyon, [2D.01]
Wild Card: Side Bets
You cannot please all sides forever, and although you can meet every Gomorrah, [2D.05] Ultra-Luxe Casino, [5.11] Hidden Valley
Faction leader, and even agree to their demands, sometime during Act [3.33] Hoover Dam, [5.04] El Dorado Substation, [2C.01] Old
II you’ll need to take a stand! The Quest splits into four separate paths, Wild Card: Finishing Touches
Mormon Fort, [2D.02] Lucky 38 Casino
depending on who you decide to align with:
The House Always Wins, I [2D.02] Lucky 38 Casino, [2D.04] The Tops Casino
Should you attempt an “independent” New Vegas,
independent
and ignore all coaxing and offers from the three major The House Always Wins, II [6.20] Cottonwood Cove, [3.28] The Fort
Factions, your Quest progression occurs through Quests flagged The House Always Wins, III [2D.02] Lucky 38 Casino, [3.01] Nellis Air Force Base
with this icon.
If you decide to ally with Mr. House, you receive The House Always Wins, IV [2D.02] Lucky 38 Casino, [2D.01] Gomorrah
Mr. House
instructions from him—and shrug off the threats of The House Always Wins, V [2D.02] Lucky 38 Casino, [5.11] Hidden Valley
violence (and actual violence) from the NCR and Legion—and
The House Always Wins, VI [2D.02] Lucky 38 Casino, [3.33] Hoover Dam
continue along the Quests marked with this icon.
The New California Republic wants you! If you want them
The House Always Wins, VII [5.04] El Dorado Substation, [2D.02] Lucky 38 Casino
new ca.
republic
back, and you can stall Mr. House and deal with periodic [6.20] Cottonwood Cove, [3.28] The Fort, [2D.02] Lucky 38
Legion incursions, you have a number of multiple-objective Quests Render Unto Caesar Casino, [3.01] Nellis Air Force Base, [2D.05] Ultra-Luxe Casino,
to perform, all flagged with this icon. [5.11] Hidden Valley
If the Slavers swarming in from Arizona are your kind of
Caesar’s [3.28] The Fort, [2.10] New Vegas Medical Clinic,
Et Tumor, Brute?
Legion people, you must gain an audience with Caesar himself, [3.12] Vault 34
tackle the periodic assassination attempts by NCR Rangers, ignore
Things That Go Boom [2D.07] NCR Embassy, [3.01] Nellis Air Force Base
the threats of Mr. House, and finish one gigantic, and one tiny (but
vitally important) Quest, marked with this icon. [2D.07] NCR Embassy, [Zone 2C] Freeside, [2C.05] King’s School
King’s Gambit of Impersonation, [2C.07] Silver Rush, [2C.01] Old Mormon
All the way through Act II, some of your major tasks involve shoring up Fort, [2.19] Camp McCarran, [3.33] Hoover Dam
support for your chosen ally. Secondary alliances, such as those with
the Great Khans, Boomers, or Brotherhood of Steel, are investigated [3.33] Hoover Dam, [1.15] Red Rock Canyon, [2D.01]
For the Republic, Part 2
or tested; and these affect the forces you see during Act III. All of the Gomorrah, [2D.02] Lucky 38 Casino, [5.11] Hidden Valley
secondary alliance Quests are “Side Quests,” and are covered in the You’ll Know it When it Happens [3.33] Hoover Dam
next chapter, although all the information you need appears here, too.
Arizona Killer [3.33] Hoover Dam
À Then, at the very end of Act II, President Kimball decides to fly in and
visit Hoover Dam. Depending on your alliances, you’re also there to MAIN QUESTS: ACT III
observe, defend, or assassinate him. No Gods, No Masters [3.33] Hoover Dam, [3.34] Legate’s Camp
Act III: The Second Battle for Hoover Dam All or Nothing [3.33] Hoover Dam, [3.34] Legate’s Camp
Before you begin Act III, it is usually wise to complete all your other Veni, Vidi, Vici [3.34] Legate’s Camp, [3.33] Hoover Dam
exploration plans (including Side and Free Quests). The side you’ve
Eureka! [3.33] Hoover Dam, [3.34] Legate’s Camp
picked, and the secondary Factions you’ve allied with, all come into
play for this final push. There are four separate ways to leave a mark
on the Mojave, and all are detailed. As for the endings? Consult the
Appendices, but only if you want Spoilers to sear into your eyeballs.

67
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Act 1
Ain’t That a Kick in the Head
allied faction

Neutral

QUEST FLOWCHART Sit down on the couch in Doc


Delivery Order
Mitchell’s living room.
Talk to Doc Mitchell
Bobby Pins x6
Follow Doc Mitchell to the exit.
Select Name

Follow the doctor (2) to his comfy couch, and Stimpaks x4


Select Gender and appearance learn to use your body again. That shot to the
head played havoc with your motor skills, so
Walk over to the Vigor Tester make sure you learn how to Jump, Pick Up Straight Razor
Items (and put them down again). Pick up the
Select S.P.E.C.I.A.L. stats Brahmin Skull above Doc Mitchell’s fireplace,
and put it down again. Then sit on the couch, Boxing Gloves

Walk over to the couch and sit down and begin a series of word-association and
Rorschach tests. Relax! There’s no wrong
9mm Pistol
answer, although your comments influence
Answer questionnaire
how your trio of Tag skills are chosen. Simply
Reset and choose three new Tag skills if you Laser Pistol
Select Skills don’t like what you get. Next fill in a final
form regarding your past medical history.
Select Traits Check up to two traits that best apply to your Vault 21 Jumpsuit
play style. Then simply follow Doc Mitchell to
Head to the exit the Door to Goodsprings, where the Delivery
Order you were carrying is presented to you, Pip-Boy 3000
along with some Bobby Pins, a Pip-Boy, and
Exit the house
a gift (see below). Doc suggests you talk to
Sunny Smiles before leaving town; she can
help teach you how to fend for yourself in Note The Training chapter of
this book has all the infor-
the desert. When you’re ready to leave, open mation you need regarding Attributes, Skills,
Adjust Your Score… It Ain’t Cheatin’!
the door. This prompts you into choosing Traits, and Hardcore mode.
Hardcore mode or not. Once go through the
Walk to the Vit-o-matic Vigor Tester. door, Main Quest: They Went That-A-Way
begins. Tip For more items and weapons,
search all the rooms in
As you leave, you’re presented with a gift Doc Mitchell’s house to uncover
Use the Vit-o-matic Vigor Tester. from the good doctor. The item in question all ammunition, Antivenom, Stimpaks, Rad-X,
depends on which combat skill you tagged: a Gun Case with a Laser Pistol, a Chemistry
Set, a Magazine, some Glasses, and a Broken
9mm Submachine Gun. This sets you up
guns

You receive a 9mm Pistol.


reasonably well for your initial explorations.
En. Weapons

You receive a Laser Pistol.


Note The first Quests (Back in
the Saddle, followed by
By a Campfire on the Trail, with the option
explosives

You are handed some Dynamite. to continue with Side Quest: Ghost Town
1 Gunfight/Run Goodsprings Run) are now
available, and the first two are detailed below
After a particularly If you tagged none of these, you receive a
(the third is in the Side Quests chapter).
bad evening, and 9mm Pistol.
These are optional, but it’s recommended
rescue by Victor
You also receive a Straight Razor, as that you complete all three before you start
the Securitron,
MElee

well as the 9mm Pistol. Main Quest: They Went That-A-Way.


you awake inside
Doc Mitchell’s
You also receive Boxing Gloves, as
unarmed

medical shack in
2 the settlement of well as the 9mm Pistol.
Goodsprings [4.05]. Choose your name, check
your appearance, and then follow the doc
and Activate the Vit-o-matic Vigor Tester (1).
Follow the on-screen prompts and adjust
your S.P.E.C.I.A.L. attribute values, spending
five additional points.

68
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Back in the Saddle


allied faction

Neutral

QUEST FLOWCHART Or, you can rampage


Goodsprings
through the town, killing
Speak with Sunny Smiles everyone. This isn’t terribly wise. If you’re
this way inclined, try siding with the Powder
Get training behind the saloon Gangers during Side Quest: Run Goodsprings
Run, first.
Agree to go hunt Geckos Meet Sunny Smiles behind the
Prospector Saloon.
Kill the Geckos at the first well
Shoot 3 sarsaparilla bottles outside 5
Talk to Sunny the Prospector Saloon. Crouch and sneak around, and blast

sneak
them with a surprise attack.
Kill the Geckos at the second and third wells
Note The Tour chapter
of this guide details Or, you can run in and fire, using any
all scavenging. Simply read the entry weapon you wish. Try out V.A.T.S., as well
Talk to Sunny again on Goodsprings to find out what the as manual aiming, looking down the barrel
Schoolhouse (and every other accessible of your weapon, and crouch-firing (5).
building) contains.
When combat is over, return to Sunny
A Smashing Time at the Smiles. She gives you some ammunition

Prospector Saloon for your Varmint Rifle, and asks you to


accompany her to a second well. There’s Caps
in it for you!

Talk to Sunny Smiles.

Kill the geckos at the other wells.


4
Follow Sunny out the rear exit to the rocky Talk to Sunny about your reward.
scrub behind the saloon. Sunny hands you a
1
Varmint Rifle, which you can use (or another
Take your first firearm you’ve collected already). Stand
tentative steps next to Sunny, and aim at one of the bottles
into Goodsprings balanced on the fence (4). Target each bottle,
and locate Sunny and fire. The bottles aren’t alive, so V.A.T.S.
Smiles to begin this is unavailable. Increase the chances of hitting
Quest, ideally before each bottle by using Iron Sights, and looking
beginning Main down the barrel of your weapon. Also, try
2 Quest: They Went
crouching.
That-A-Way. Simply head east from Doc’s
With three bottles struck, Sunny congrat- 6
house along the main street until you reach
ulates you, and reckons you’d have more fun
the Prospector Saloon (1). That old man by Agree (or the Quest ends), and continue along
tagging some troublesome Geckos lurking
the door is Easy Pete (2), a scavenger who the rocky bluffs to a second well with more
near the Goodsprings water supply. Agree to
prefers the term “prospector.” Mine him for Geckos. Just over the ridge is a third and
follow Sunny to continue this Quest.
information on the NCR, Legion, Bighorners, final well, located at Goodsprings Source (6)
Hoover Dam, and Victor, then open the Door itself. There may be more Geckos there, along
Varmint Rifle
to Prospector Saloon. with a Goodsprings Settler (who rewards you
Inside the saloon, with Purified Water if you save her). Be sure
you’re stopped by not to hit her, or face Sunny’s wrath! Find
Follow Sunny. Sunny on the rocky outcrop nearby, and
Sunny Smiles (3) and
her dog Cheyenne. ask about your reward, which she gives you,
along with a chance to figure out how to live
Aside from a wealth Kill the geckos at the well.
of background off the land. Interested? If so, By a Campfire
information, Sunny on the Trail begins.

Tip Isyou?Sunny
3 Smiles provides some Smiles outrunning
useful additional items: Sunny has her weapon 50 Caps
stowed; you run more slowly if
Ask her if there’s any work available, and she
you’re carrying a two-handed armament.
says no, but suggests you look around inside So sheathe your firearm, blade, or fist to Purified Water x3
the Goodsprings Schoolhouse for a safe, and increase your pace.
gives you a relevant Skill Magazine!
Goodsprings Fame Gained! (If the
settler wasn’t killed)
Locksmith Reader Leapin’ Lizards
Sunny dashes off to the south, then edges
Bobby Pins x3
southwest toward Goodsprings Source [4.11],
and waits behind a large rock formation. The
Caution During the fights
with the Geckos,
Cheyenne enthusiastically bounds into
Tell Sunny that Doc Mitchell said she could Geckos are on the ridge behind her. You can: the fray. Don’t hit her, or any innocents! You
teach you to survive in the desert. She agrees, may wish to use V.A.T.S. so you can count
and tells you to meet her outside, behind the on every shot hitting its intended target.
saloon.
69
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

By a Campfire on the Trail


allied faction

Neutral

Or you can search for the Broc Flower Scroll down your Recipes until you reach the
QUEST FLOWCHART
(1). The nearest one is up at the one labeled Healing Powder, and click on it to
broc make one Healing Powder.
Complete in Any Order flower Goodsprings Cemetery [4.06] (2), close
to the cliff edge and water tower, at the foot Simple! Now you’ve been given step-by-step
Gather Broc Flowers at Gather Xander Root by of a plant. instructions on foraging for a wide variety
the graveyard the school house of items to combine to make helpful elixirs.
Sunny bids you farewell, asking you to stop
Return to Sunny at the campfire by Goodsprings back at the Prospector’s Saloon to speak with
Source Trudy, the proprietor. The Quest completes.

Speak with Sunny Healing Powder

Activate the campfire


Goodsprings Fame Gained!

Create the Healing Powder


4
Or you can Go and meet Trudy at the Prospector
Speak with Sunny again search for the Saloon.
xander
root Xander Root
(3). It is nestled by a
Find a Broc Flower and a Xander tree-stump, near the
Schoolhouse (4).
Tip When you enter the
Prospector Saloon, Trudy is
Root. arguing with Powder Ganger Joe Cobb.
Collect the two plants You can either watch the conversation unfold
3
Cooking Something Up in any order. If you
want to minimize backtracking, grab the
or interrupt and speak with Joe Cobb. Cobb
offers information and tells you to meet him
Xander Root first. at the Powder Ganger camp for the Side
Quest: Run Goodsprings Run. Or, you can
Bring the Broc Flower and Xander speak with Trudy to begin the Goodsprings
Root to Sunny at the campfire. side of this Quest: Ghost Town Gunfight.

Use the campfire to make Healing


Powder.
Note IfSurvival
you have a greater
skill and a variety
of other items, you can try a wide range of
2 other Recipes. You can also subdivide the
Recipes into Food, Aid, Chems, and Misc
If you agree to let while at a campfire. Remember you can
Sunny Smiles teach Upgrade and Repair Weapons using the
you how to live off same principle, but at a Workbench, or after
the land at the end of purchasing weapon parts from vendors, or
Back in the Saddle, finding them. For more information, consult
you get instructions the Training chapter.
on where to search 5
1 for two indigenous
Return to Sunny Smiles. She’s waiting for

Tip Want
plants: the Broc Flower and Xander Root. At you at a prospector’s campfire (5) just below evidence of your killer’s
this point, you can: Goodsprings Source [4.11]. You’re going to identity? Then pick up the
Produce both plants, if you’ve make some Healing Powder. Move over and Cigarette Butts in the Graveyard; they
already collected them on your Activate the Campfire. might come in handy as proof later into your
broc xander adventuring.
flower root travels, and move to the campfire.

They Went That-A-Way


allied faction

Neutral

See flowchart on the following page


time following the completion of Main Quest
Victor, Vikki, and Vance 1: Ain’t That a Kick in the Head. Either of the
following comments completes the Objective:
Inquire about your delivery
Thanks for digging me out of that grave.
assignment with the administrator of
the Mojave Express in Primm. Do you know who those men were who
attacked me?
(Optional) Talk to Victor in
Goodsprings about your rescue.
1
Note This chapter covers the
major choices and routes
to take during your Main Quest. For combat
Find the men who tried to kill you. You have your marching orders. Primm [4.17] and recipe help, consult the Training chapter
is south of Goodsprings [4.05], so finding and the previous Main Quest. To rummage
Victor is the closest Objective. If you can’t around for weapons and equipment, check
locate him outside Doc Mitchell’s house, the Goodsprings location in the Tour of
then he’s wheeled himself to his shack to the Mojave Wasteland chapter.
southwest (1). You can speak to him at any

70
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

QUEST FLOWCHART

Quest Start
Leave Doc Mitchell’s Cabin

[Optional] Speak with Victor in Travel to Primm and speak with


Goodsprings about your rescue Johnson Nash

Rescue Deputy Beagle and ask him 5


Let Deputy Beagle Die or Kill him
about the attackers The Bison Steve
Casino (5), across the
Travel to Novac main drag, is difficult
to miss. Step through
Convince Manny Vargas to give Help Manny Vargas with the Ghouls Enter Manny Vargas’ room and use the double-doors,
information regarding Boulder City (Come Fly With Me) the terminal and Sneak or fight
through to the small
6 kitchen area in the
Travel to Boulder City and speak
with Lt. Monroe southeast corner of the ground floor. All other
exploration inside this building is optional.
Tell Monroe you will help with the Expect resistance from around seven
Great Khans Side Quest: Boulder Convicts and a Leader armed with an Incin-
City Showdown erator between the entrance and the kitchen,
where Deputy Beagle is trussed up (6). Plan
Completion Stage your chat with Beagle accordingly:
Speak with Jessup about Benny Main • If Powder Gangers are still about, you
Quest: Ring-A-Ding Ding! begins may wish to leave him tied up, so he isn’t
caught in the crossfire.
• If you want him to sweat a little longer,
Tip While you can ignore much
of the following investigation,
you can set him free without extracting
any information from him.
it’s wise to thoroughly explore the
areas mentioned below. This furthers your • Or, more cleverly, you should mention
knowledge of the area and Factions, and that he has “information on some Khans
allows you to gather items and equipment to that came through here with a guy in a
help your cause. checkered suit.” He tells you he’ll talk
after being released. The choices are:
“You can tell me or you can rot in
65
3
speech

here.” Succeed, and he imparts the


Upon entering the information. You can then choose to
Vikki & Vance Casino leave or release him.
(3), you scarcely Or you can simply release him. Whenever
have time to speak he’s freed, he flees the building; you’ll
to Primm Slim find him back at the Vikki & Vance
about the history Casino, where he imparts the information
of the place, when you need.
2 4 you’re greeted by
“If you try to run away instead
25
All evidence points to Primm as your next the proprietor, Johnson Nash (4). Aside from
speech

of fighting at my side, I’ll kill you


port of call. Trek southward and skirt around challenging him to a game of Caravan, or
myself.” Succeed, and he stays with
to the right, so you can cross the bridge by meeting his wife, Ruby (and her interesting
you. You may end up having to protect him
the small NCR camp holed up in the ruined cooking skills), you can ask about the town,
if Convicts still roam the vicinity. Or you
buildings. The “administrator of the Mojave and the Factions he interacts with.
can arm him (see the adjacent Tip for more
Express” is currently inside the Vikki & Be sure to ask about the men who stole the information).
Vance Casino (2), the smaller of the two chip from you, and show him the Delivery
You can forget any conversation
giant buildings here. The area is dotted with Order you’re carrying. He suggests you speak
sneak

with Beagle, and Pickpocket him to


Escaped Convicts (who are not affiliated with with Deputy Beagle, who’s holed up inside
uncover his Journal, and listen to it.
the Powder Gangers, and can therefore be the Bison Steve Casino.
executed without risking a Reputation loss You can execute Beagle, and find the

Note
with that Faction). Enter the Vikki & Vance Your chat with Johnson Journal on his corpse, and listen to it.
Casino using one of the following techniques: Nash triggers Side Quest:
Fight through the Convicts to the main My Kind of Town. Additional Quests appear Deputy Beagle’s Journal
street between the casinos, and enter. periodically during the Main Quest, and
most of the Quests are purely optional,
Using a Stealth Boy, Sneak around depending on your actions. Simply look
Tip Ifandyouescort
decide to free Beagle,
sneak

and enter the casino. up the Quest that’s been added on your him by threatening
Pip-Boy, and check the appropriate page in his life with the Speech check, you
If you’re currently on less than civil terms this book for more information. can arm him with a gun. This also allows
with the NCR, fight them first, ransack the access to his Journal. A more cunning plan
camp, then deal with the Powder Gangers. is to offer the gun, then when his Inventory

If you’ve procured a Powder


Betting Against the appears, take his Leather Armor and his
9mm Pistol! Hoodwinked by the cunning
Renegades
powder
gangers
Ganger outfit, you can usually put courier!
it on and walk around this Faction without
being seen as an imposter. But remember, Talk to Primm’s Deputy to get infor-
these Convicts aren’t part of the Powder mation on where your attackers went.
Gangers, so wearing an outfit has no effect.

71
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Into the Jaws of Dinky Message: Khan Hospitality

Head to Novac through Nipton to


look for signs of your attackers.
Note Iswaiting
a man named Boone
inside Dinky’s
mouth? That’s due to the time of day. Either
sleep, wait, or enter Manny Vargas’ room to
find Manny, if he’s not up inside Dinky.

9
Move around Dinky’s tail and up the steps, A Khan-Do Attitude
entering the door to Dino Bite Gift Shop.
Intercept the Great Khans at Boulder
Inside, you’re greeted by Cliff Briscoe,
hawking some T-rex figurines. Try one or
City.
7 more of the following:
Nipton [4.30] and Novac [5.18] have appeared You can purchase from him and chat with
on your Pip-Boy’s World Map. Head south- him.
southeast, passing Jack Rabbit Springs [4.26] You can ask about the man in the
and Ivanpah Race Track [4.25] along the way. checkered coat. Briscoe hasn’t a clue,
Use the remains of the road for safest (but not but Manny (who’s up in the dino’s
quickest) travel. When you eventually arrive at mouth) might know). The Quest Objective
Nipton, you spot various tire bonfires belching updates.
smoke (and other, more unspeakable burnt
offerings) skyward. Dotted about town are Or you can choose to ignore or kill Briscoe, 10
Powder Gangers, crucified by a heartless and depending on your disposition.
The checkered suited
vicious Faction known as Caesar’s Legion. Find out from Manny Vargas where man now has a
Move toward the Town Hall (7)
Caesar’s the Khans were headed. name (Benny) and
Legion and you’re greeted by Vulpes accomplices, the
Find Manny (9) at the top of the interior
Inculta (Side Quest: Cold, Cold Heart). Khans. Head roughly
steps, technically outside, but enclosed
Choose to listen, fight, or flee. You’re actively north-northeast,
in Dinky’s mouth. This sniping point has
encouraged to speak of these atrocities! ideally using the
surprisingly impressive views of the highway 11 remains of I95 to
Or you can simply ignore Nipton completely, and surrounding area. Ask him who he
and make a bee-line for Novac. guide you toward your World Map marker,
protects the town from, and he mentions
passing the El Dorado Gas & Service Station
Or you can thoroughly search this Ghouls from the road to REPCONN, out to the
[6.01], and the El Dorado Dry Lake [5.09].
settlement. For a complete run-down of west. But the big threat is the Legion coming
Boulder City [3.32] is just off I95, near
the items, dangers, and areas of interest, in from the east.
the welcome signs, although it’s more of a
consult the Nipton entry in the Tour Move the conversation onto your search for “Rubble City” currently (10). Head around
chapter of this guide. the man in the checkered coat. Manny knows the mass of detritus, looking for the flaming
who you mean, but he needs your help. At barrel and NCR Lieutenant Monroe (11). He’s
this point: got a situation with some Great Khans that
Answer “You’ve had your needs needs your attention. NCR hostages need to
confirmed
bachelor

neglected for far too long, haven’t be rescued from the Boulder City Ruins (or
you. I can tell.” With this perk, killed, depending on your point of view). Side
Manny tells you everything you need to know, Quest: Boulder City Showdown now begins.
and the Quest updates. Try one or more of the following:
With any other answer, Manny’s information If you’re fighting against the NCR, bring your
comes at a price. He needs you to head over finest armaments and fight through the NCR
8 to the REPCONN test site and remove the troops to Jessup. You don’t get a chance to
Depart Nipton heading northeast. Following Ghoul threat. This starts Side Quest: Come speak to Monroe.
the remains of I164 east and north allows you Fly With Me. Return to Manny after finishing
this Quest to his satisfaction, and he gives If you’ve been taking pot-shots at the Great
to circumvent the more mountainous (and Khans, the stealthy approach is your only
treacherous) terrain. Expect brief skirmishes you the information you seek.
option.
with Viper Gunslingers if you stick to the Or you can venture back to the Novac Motel
road, which leads northeast past Ranger (before or after you speak to Manny), and You have two main conversation options to
Station Charlie [5.23], and finally to Novac open the door to Manny Vargas’ Room. help out Monroe:
itself, whose skyline is dominated by a giant Activate the terminal in the far corner and “Negotiate a deal” allows you to enter
(and thankfully immobile) Dino Dee-lite read the entry marked “Message: Khan Hospi- the ruins without the Khans becoming
dinosaur named Dinky (8). Behind the metal tality,” written by a Khan named McMurphy. aggressive.
monstrosity is a run-down motel connected to This sheds light on Vargas’ allegiances. This
now appears in the Misc > Quest Notes “Sneak in there” enables you to enter the
the landmark. Enter the main office and chat
section of your Pip-Boy. ruins with the Khans’ weapons drawn.
with Jeannie May Crawford for some local
This is unnecessary to choose, as you can
gossip. She points you toward Dinky. Crouching and Pickpocketing
elect to begin the fight anyway. Monroe
sneak

Manny Vargas allows you to swipe


advises you wait until it’s darker to pull
Note Itfollowing
sure looks like Victor is
you, pardner! You
a Holotape and some ammunition
from him. The Holotape contains the same
this off.
may spot this Securitron and chat with him, “Message: Khan Hospitality” note. Listen to it Go in with a weapon drawn, and you fight the
gaining further background information as for the Quest to update. Khans.
you progress through Nipton. This is one of Go in at night, crouched, and using
Killing Manny Vargas doesn’t really help
sneak

the four Free Quests: We Must Stop Meeting a Stealth Boy to avoid the Khans’
your cause, but you will find a Holotape
Like This. Free Quests don’t appear on your gaze.
on his corpse, along with that impressive-
Pip-Boy and are usually short. The Tour
chapter lists them all, so check there each looking Sniper Rifle.
time you reach a new settlement.

72
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

your recent burial. Find Jessup (if you’re not If violence is your way, pick through the

Tip If you’ve found Benny’s


cigarette butts from your
fighting, he’s inside the ruined building to the
southwest, accessed via the Door to Great
corpses until you find Jessup’s. Search it
to find a “Chairmen Job Offer” note. Read
grave in Goodsprings, be sure to collect Khan Hideout). Enter the hideout, and you it in the Misc > Quest Notes section of your
more evidence to implicate him from Jessup; may spot McMurphy, the other Great Khan Pip-Boy to conclude this part of the Quest.
the Lighter and Chairmen Job Offer. who helped try to end your life; it looks like
he’s at the end of his. Confront Jessup, and Benny’s Lighter
the following options are available to you:
Jessup is understandably surprised to see
Chairmen Job Offer
you. If you choose the fourth answer “When
I kill you, however, the job will get done
right,” Jessup becomes hostile. Otherwise the
1,000 XP
conversation continues.
Additional chatter relates to Side Quest:

Tip You
Boulder City Showdown (including Speech can move directly from
checks). Consult that Quest for further infor- Goodsprings to Boulder City,
12 mation. and confront Jessup. Or, you can head
Inside the ruins, you’re either heading to the Choose “Where’s the Platinum Chip?” and he out from Goodsprings and walk straight
ruined building in the southwest corner with tells you that Benny made off with it. You can toward the New Vegas Strip itself, circum-
all guns blazing, or no guns blazing. Either ask more about both the Chip and Benny, venting these detours, and finding Benny in
way, you need to find the Khan’s leader, but the Quest updates at this point. record time.
Jessup (12). You may recognize him from

Ring-a-Ding Ding!
allied faction

Neutral

QUEST FLOWCHART

They Went That-a-Way

Quest Start
Speak with Jessup at Boulder City Enter the Strip and speak with Victor (Begins The House Always Wins, 1)

Head to Lucky 38 and use the elevator to the Penthouse

Speak with Mr.


House

Head to the Tops Show evidence Head to the Tops


and speak with of Benny’s and proceed to
Swank betrayal the 13th floor

[Speech 15] Tell Give Swank


Confront Benny in the Tops Swank Benny’s Benny’s ciga-
making his own play rette butts

[Barter 35] Get [Black Widow] [Speech 30]


[Speech 65] Get Talk to Benny
Benny to pay Seduce Benny Tell him Benny
Benny to go to and agree to go Attack Benny Give Swank
your fee and and get him to tried to kill you
the suite with to the Presiden- and kill him Benny’s lighter
give you a key to take you to his and stole the
you tial Suite.
the suite suite Platinum Chip

Head to the Head to the [Speech 45] Tell him Give Swank
Presidential Presidential Benny made your death Jessup’s Chair-
Suite Suite look like an accident men job offer

[Terrifying Pres- Forgive Benny Accept Benny’s Use Intercom Tell Swank to
Head to Benny’s Enter Benny’s
Kill Benny ence] Threaten or Deny Benny’s deal and get and speak with have Benny go
Suite Suite.
and kill Benny Deal paid 250 caps Benny to his suite

[Speech 75]
Sleep with
Survive the Convince
Benny
Ambush Benny to let you
[Black Widow]
escape safely

Read the note [Lockpick 100]


Assassinate
Benny left Break in to
Benny
behind Benny’s Suite

Completion Stage Completion Stage


Search Benny’s body and loot the In Benny’s Suite Speak to Yes Man
Platinum Chip and learn Benny has escaped

Post-Quest
Exit The Tops and Speak with Vulpes Inculta or Alerio

73
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

A Passport to Paradise Plan 1A: Building a


Foundation with Mr. House
Confront Benny at The Tops casino.
This Quest commences in one of two ways.
You can ignore the tracking evidence you
collected during Main Quest: They Went
That-A-Way, and stumble across Victor in the
Vegas Strip. Or, more likely, you’ve pried the 3
information on Benny’s whereabouts from Tower—behind the
Jessup at Boulder City, and you’re following heavily fortified
the trail. gate, and pause 6
at the Securitron
Enter the Lucky 38 Casino (6) [2D.02] , and
Gatekeeper (4). A
begin The House Always Wins, I. Once you
passport or credit
meet Mr. House, he tells you a great deal
check is needed. You
4 can: about Benny, plus a host of other information
and his plans for you. You can learn the
Hand over 2,000 Caps; the “credit
additional information from Mr. House, which
check” to prove you’re not a “less-
CAPS you can use to your advantage:
reputable person.” The bad news?
You’ll need to scrounge together the Benny is surrounded by at least four
bodyguards except when he’s in his
1 necessary Caps. The good news? The check
is just to see that you’re good for the money, private suite on the 13th floor of The Tops
From Boulder City, head roughly northwest,
and you get to keep the Caps! hotel.
passing the Barstow Express in the rusting
train yard. Deathclaws may be prowling the 80 Answer “1C 3C R34 M,” verbally If you approach him in a public place, it
science

Mountain Shadows Campground [3.24]. You hacking and confusing the could be possible to leverage his fear of
might spot Victor again outside Boulder City Gatekeeper into letting you in. exposure to allow a private meeting.
near the Barstow Express. We must stop Or you can attack the toughened Or, you could Sneak up onto the 13th floor,
meeting like this! Eventually, you’ll trek into Gatekeepers. Prepare for a protracted and pick the sturdy lock to his suite.
the built-up outer areas of New Vegas. As battle before forcing your way in. That’s a difficult task.
you reach the towering and shiny casino
Or, you can complete Side Quest: G.I. Finally, Benny’s second-in-command,
buildings, realize that there are multiple
Blues, and request a passport from The Swank, might be swayed to your side if
gated entrances. The quickest route to The
King, as a reward. you explain Benny’s crimes.
Strip is to pass through the Freeside East
Gate [2.15] (marked on your Pip-Boy, which Or, you can visit Mick & Ralph’s [2C.02], speak
leads into an interior perimeter of Vegas,
known as Freeside (1). For the full neon
to Ralph, and have him craft a passport
for you. This is Free Quest: Papers, Please
Note For complete conver-
sations, and the entire
(which is detailed in the Tour chapter). Main Quest, consult Main Quest: The House
effect, wait until sundown, pass the Kings
Always Wins, I.
Gang members, and open the gate. Finally, if you’re wearing NCR
new ca.
republic
armor (Faction Clothing), you can

Note This leads to Outer


Freeside [Zone 2C]. You
journey to Camp McCarran [2.19] instead of Plan 1B: To The Tops
The Strip, enter the Terminal Building, and
can seek the Northern Gate into Freeside Or, you can simply ignore (or delay) Victor’s
board the Monorail. You can also do this
[2.08], but this route is the quickest. request for you to meet Mr. House, and head
without issue if Boone is your Companion.Or,
straight for The Tops Casino [2D.04].
you can wait (without being seen) until 9 AM
or 6 PM, when the guards change shift. Board
the monorail, and ride it to the Vegas Boulevard
Back on Track
Station [2D.03]. Exit, and you’re greeted by
Victor. This method is dangerous and can
severely impede your standing with the NCR.

Welcome to
Fabulous New Vegas!
2
Enter the mean streets of Outer Freeside,
7
passing the drunks and Mick and Ralph’s
emporium [2C.02], and heading northwest to With either path, if you mosey too close to the
the first street junction. Turn right, then left at Gomorrah [2D.01], you’re waylaid by a scruffy
the Bakery sign, passing the Old Mormon Fort man in a suspicious coat: Mister Holdout (7).
on your right [2C.01]. At the next junction, He’s selling a stash of concealed weapons.
various vehicle parts and concrete rubble have These weapons can help you remain armed
been fashioned into an effective barricade (2). while inside the casinos. You can:
Shoot any Freeside thugs you wish, but don’t 5 50 Inform him that you’re more than
sneak

target Kings Gang members unless you want “Search the Strip for the man who capable of sneaking a preferred
to ruin your Reputation with them. Turn left shot you” begins. weapon inside.
(southwest) and open the Door to Freeside.
Entering the spectacular main Strip (5) [Zone
You’re in the inner Freeside area, where Or you can see what he has for sale.
2D], you spot the friendly screen of Victor, who CAPS
The King has his School of Impersonation
pops up at just the right moment. Talk with him
[2C.05]. Head southwest, following the road Or refuse his frankly lackluster collection of
to learn that the head honcho of New Vegas—Mr.
all the way to the heavily guarded entrance blades and knuckle-dusters.
House—is itching to make your acquaintance.
to The Strip (3). Note the most famous New
This begins Main Quest: The House Always
Vegas landmark—the Lucky 38 Casino
Wins, I. Now consider Plan 1A or 1B:

74
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

15 Tell him “when you shot me, you


You Dirty Rat!

black widow
You tell Swank Benny’s been making

speech
ran off so fast I never got your
his own play.
name.” This begins a flirtatious and
30 slightly sickening conversation. See “One Sick
Then he tried to kill you and stole Pussycat,” below.

speech
Mr. House’s Platinum Chip.
Or, you can tell him “Seems you need to
45 work on your marksmanship,” “I want
And the dirty rat tried to make it the Platinum Chip and I want it now,”

speech
look like an accident. or “Give me one reason not to kill you.”
All these prompt Benny to try to make
Eventually, you persuade Benny that the chip
amends, and continue the conversation
will allow him to kill House and seize control!
8 up at the Presidential Suite.

As soon as you enter the lavish and groovy


main foyer of The Tops, you’re met by a Tip Or, present Swank with items
you’ve gathered as evidence
Or offer threats of violence from yourself, or
Mr. House.
Chairman greeter (8), who insists on confis- on your travels; Benny’s cigarettes You can attack, ideally with a
cating all of your sharp implements and from your grave, and his Lighter and

guns
concealed weapon (or better yet, with
firepower. You can: Chairmen Job Offer from Jessup; instead of a full arsenal, assuming you spoke
a Speech check.
Oblige him. This isn’t recommended (in with Swank and completed Plan 2B).
case a fight breaks out accidentally, or With initial pleasantries out of the way,
otherwise, later in your stay here). If you succeed in convincing him, Swank
Benny begins to fast-talk his way out of his
gives you Benny’s Suite Key, and tells you
Oblige him, but secretly keep a hold-out predicament. He tells you he wants to meet
he’ll keep Benny away while you search the
weapon. The higher the Sneak, the better somewhere private. Keep talking, and he
place.
the weapon. offers to comp you the Presidential Suite for
If you don’t succeed in all the Speech tests, a taste of the VIP lifestyle. This prompts the
Refuse, which always starts combat,
Swank is suspicious of Benny, but doesn’t following possible actions:
and shoot the place up. Unless you’re
have enough evidence to act. You need to face
extremely competent at combat, you may You can agree to a meeting up at the suite,
Benny without Swank’s help. Plan 2C begins
be overwhelmed, and your fracas remains and reply with “Fine, but don’t keep me
at this point.
etched in the memories of those on The waiting.” You must head to the Presi-
Strip during future Quests. dential Suite without Benny.
Assuming you followed Tops Casino protocol,
“Search Benny’s suite” begins. 65 Agree, but without Benny’s
speech

you have four main plans: bodyguards. Head to the Presidential


Agree to this plan, and you’re given all your Suite with Benny accompanying
Plan 2A: Breaking, and Entering weapons back, and are free to roam the hotel,
but with the express intention of searching
you. Completion Consequence: Dealing with
Benny begins.
Move east along the ground floor of the casino Benny’s suite. You can:
to the first bank of four elevators, and take Agree, but insist that Benny pay off
35
Follow Swank’s plan, take the elevator the
barter

the second one on your right, riding it up to your contract. Benny agrees, and
13th floor, and open the suite using the key.
the 13th floor. immediately hands you 500 Caps.
This circumvents all combat or even talking
You must head to the Presidential Suite
Head along the corridor to the doors
100 to Benny. Completion Consequence: Benny
without Benny.
lockpick

flanked by Chairman guards, and Escapes.


use your considerable Lockpicking Disagree with Swank’s plan, and say “we
prowess to open the door. Then step inside, 500 Caps
need to take him out right now.” Swank
circumventing all combat or even talking agrees, and arranges to have Benny go to his
to Benny. Benny remains on the ground Forcing Benny to talk right now results in a
suite, where you can wait for him. Agree to
floor, and if you’ve spoken to Mr. House, or fight. You can also fight Benny at any point
this and meet Benny in his suite. Completion
Yes Man, he is aware of it. He wants you to during the conversation.
Consequence: Dealing with Benny.
talk to him up in the casino’s Presidential
Suite, and the plan changes to 2C: Smooth The Tops Presidential Suite Key
Moves. Smooth…. Benny still carries the “Search for Benny in his suite” begins.
Platinum Chip, so you need to return to him Whether Benny accompanies you or not,
to obtain it. But you can rummage around Or, wait until you get all your weapons back, head down the steps by Benny’s table, and
Benny’s suite first, and speak to Yes Man (see and then go see Benny on the upper hotel locate the nearby elevator bank (not the one
Post-Quest activities). floor. Plan 2C begins. allowing access to the 13th floor). Take the

Plan 2B: Getting Plan 2C: Smooth Elevator to Presidential Suite. If Benny isn’t
coming with you, Plan 2E is now in effect!
Swank to Pull Rank Moves. Smooth…
Follow the advice of “Go to the Presidential Suite” begins.
Mr. House (although
you don’t need to
visit him to execute
Plan 2D: One Sick Pussycat
this plan), and locate
Swank (9), who’s
standing at the front
9 desk, next to the
Chairman greeter. Aside from giving you a
verbal tour of the major and minor Factions 10
(including the White Glove Society and the At some point, you’ll have to confront Benny
Omertas), and letting you know that Tommy and his goons on the ground floor, at the
Torini might have work for you, he’s pliable back of the tables, to the right of the front
if you tell him “I think you should know desk (10). 11
something about Benny.” You’ll need a fast- The checkered suit and quartet of bodyguards If you began your initial conversation
black widow

talking mouth to succeed, however: (and the mark on your Pip-Boy’s Local Map) during Plan 2C by flirting, Benny
make him difficult to miss. Conversation replies that you’re out of his league.
begins in one of a few ways:

75
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Reply “is it wrong to want a guy Or, you could try pleading your case,
35
black widow

speech
who’d shoot me in the head?” Benny telling him you’re just a courier 1,000 XP
begins to soften…. trying to fulfill your contract. Benny
Reply “girls like bad boys. And you’ve starts to question your imminent death.

Tip You
black widow

can Pickpocket the


been downright awful.” You’re one Reply “Let me live, you’ll never see
50
Presidential Suite Key, and

speech
sick pussycat, baby! me again” and Benny questions his
Benny’s Suite Key from him, but you
Reply “I dig you, despite it all. What own sanity, but agrees to let you live.
cannot Pickpocket either the Platinum Chip
black widow

do you say?” Even Benny thinks this There is no attack (but only if you succeed or Maria from Benny. If you want the Chip
is wrong…. both Speech tests). Completion Consequence: (and you do), Benny must die!
Benny Escapes.
Reply “Don’t you want to let me
black widow

handle your package?” Yep, that did


the trick!
Completion Consequence: Completion Consequence: Benny
Dealing with Benny Escapes
“Follow Benny to his suite and talk to The checkered-suited rat can still squeal,
him” begins. depending on your earlier actions: Search Benny’s room.
At this point, Benny gets up, and slowly If you succeeded in Plan 2B and instructed
walks to the elevator bank in the northeast Swank to get Benny up to his suite, Has Benny escaped? Then you need to visit
corner. You can run on ahead, or follow at this conversation starts when you enter Yes Man and run into Vulpes Inculta (or
a discreet distance. You can attack during Benny’s suite on the 13th floor. Alerio if Vulpes was killed earlier) outside The
Benny’s walk, but you’ll be set upon by his Tops Casino. Only then do you learn where
If you succeeded in Plan 2C’s Speech test,
henchmen. Instead, continue with your ruse. Benny has ended up.
this conversation starts when you enter
Follow Benny to his suite (11), and go inside,
the Presidential Suite, having insisted
closing the doors behind you. Now you can:
Attack Benny, which isn’t partic-
Benny accompany you. Tip You need the Platinum Chip,
and Benny escaped, so you
Benny is looking more than a little desperate. need to find Benny. Starting Main
guns

ularly wise, because the noise


Aside from chatting about how you tracked Quest: Render Unto Caesar allows you to
attracts guards. Completion Conse-
him down, about the Factions, and Platinum meet (and beat) this shiny-suited reprobate
quence: Benny’s Dead.
Chip, Benny has a scheme where you can once and for all!
See what he’s been hiding under that both work together, and get a tidy cut of
black widow

checked suit, and begin “a nice bit Caps. You can:


of hey-hey” with Benny. Afterward,
Agree to this scheme, and trust Post Quest Activities: The
Benny falls asleep. Only now, you can:
CAPS
Benny. You’re instantly paid 250 Securitron That Can’t Say No
Caps, and Benny leaves. You’re then
black widow

Kill Benny in his sleep. ambushed by his four bodyguards. Benny


may be killed, or escape.
Sleep longer. When you wake, Benny You can forgive Benny, and he leaves. Or
black widow

has skipped town, leaving a note you can deny Benny’s deal. Either way,
explaining why. Completion Conse- you’re ambushed by his four bodyguards.
quence: Benny Escapes. Benny may be killed, or escape.

Plan 2E: A Parting Gift You can use your not-inconsiderably


terrifying
presence

heft to terrify Benny, and then kill


at the Presidential Suite him. Completion Consequence: 13
Benny’s Dead. After you receive the Platinum Chip, or Benny
Or you can kill Benny using whatever flees, a new Quest appears on your Pip-Boy
means you have at your disposal. called Wild Card: Ace in the Hole. There’s
Completion Consequence: Benny’s Dead. another important player to meet before you
leave The Tops Casino, and he’s on the 13th
Completion Consequence: floor, adjacent to Benny’s suite bedroom,
behind the closed door and broken wall. Step
Benny’s Dead through into the remains of a computer room,
where a friendly face meets and greets you
12 Recover the Platinum Chip. (13). Don’t attack Benny’s reprogrammed
Securitron because he’s programmed to
If you arrive at the Presidential Suite without Has Benny died? Excellent! As well as the spill the beans on all of Benny’s nefarious
Benny, the place is empty and quiet. There’s following Unique Items, Benny’s body has the schemes. Quiz the metal monstrosity (this is
some fruit on the bar counter, but little to do item you’d been paid to deliver: the Platinum vital if you haven’t learned that Benny has
except wait. Benny doesn’t show, so press Chip! Ransack Benny’s corpse, and gather escaped, and your Quest objectives haven’t
the Security Intercom next to the exit doors the following items, after which you can updated), and you soon learn a variety of
(12) when you’re ready to speak to Benny. Of continue with Main Quest: The House Always interesting options. Main Quest: Wild Card:
course, he’s double-crossed you! Wins, I, or start the optional Objective. Change in Management begins.

“Survive the Ambush” begins.


Tip This
Benny’s Suit Quest is completed when
Your choices are limited: you loot the Platinum Chip
from Benny’s corpse, or you learn that
You can ask him more questions, Benny’s Suite Key
Benny has escaped, either via a note if you’ve
but eventually, he calls in his four slept with Benny, after speaking with Yes
bodyguards, and they set about you. Man, or after speaking with Vulpes Inculta.
The Platinum Chip
Without a favorable concealed weapon If Benny fled, and you don’t have the key to
or Unarmed skill, the fight can be very his suite, the door is unlocked.
difficult to survive. A pair of pool cues The Tops Presidential Suite Key
in the Presidential Suite can come in
handy. Completion Consequence: Benny
Escapes. Maria

76
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

of “mighty Caesar,” named Vulpes Inculta, or

Note You receive the weapons


you checked into The Tops
you’ll meet his protégé Alerio if Vulpes was killed
earlier. His master wishes your presence at his
Hotel (and any other place that requires you camp, at Fortification Hill, AKA The Fort [3.28].
to surrender items) as soon as you leave You’re handed the Mark of Caesar, and given
the premises, even if the situation turned instructions on reaching the place via boat.
violent.
Main Quest: Render Unto Caesar now begins.

Post Quest Activities: Mark of Caesar

Bright Lights, Big City “Search for Benny and the Platinum Inculta skedaddles, and lets you know
15
Once Benny’s fate has been sealed, or the rat Chip at Caesar’s camp at Fortifi- that Ambassador Crocker over at the NCR
has scurried off out of town, you’re free to cation Hill” begins. Embassy [2D.07] would be happy to speak
mill about The Tops Casino, perhaps visiting with you. This begins Main Quest: Things
The Aces to begin Side Quest: Talent Pool, or That Go Boom, and charts a path to an NCR
wander The Strip itself. Locate Benny at Fortification Hill.
alliance. You can refuse to help, but you can

Post Quest Activities: begin the NCR Main Quest path first, before

Tip Previous butchery against any rash decisions are made.


The Mark of the Legion Caesar’s Legion is forgiven
when you receive the Mark of Caesar.
But don’t test your ordnance on the Legion Note Which quest should you
proceed to now? Your
from this point on, if you want to remain on talents seem to have attracted a number
speaking terms! of suitors, and begun four separate Main
Quest paths. You may elect to begin none,
one, or all of these Quests without Faction
Post Quest Activities: infraction. The Main Quest walkthrough will

The Note from the NCR alert you when your loyalties are put to the
ultimate test, but for now, think of yourself
If you entered the Lucky 38 Casino to speak as a free agent.
14 to Mr. House, or you finished this Quest, an
Upon leaving either the Lucky 38 Casino, or NCR Trooper (15) approaches after Vulpes
The Tops for the first time, a sharp-suited man
with a steely glare accosts you on The Strip

Act 2
(14). He introduces himself as an emissary

Wild Card: Change in Management


allied faction

independent

QUEST FLOWCHART Finally, if you’re wearing NCR


new ca.
republic
armor (Faction Clothing), you can
Quest Start journey to Camp McCarran [2.19] instead of
Speak with Yes Man in Benny’s Suite The Strip, enter the Terminal Building, and
board the Monorail. You can also do this
Complete in any order
without issue if Boone is your Companion.
Or, you can wait (without being seen) until 9
AM or 6 PM, when the guards change shift.
If player does not have the Platinum
Kill or disconnect Mr. House. Board the monorail, and ride it to the Vegas
Chip, get it from Benny .
Boulevard Station [2D.03]. Exit, and Victor
greets you. This method is dangerous and can
Return to Yes Man after removing House
severely impede your standing with the NCR.

Have Yes Man accompany you to the Lucky 38. Before You Begin:
Completion Stage Meeting Yes Man
Install Yes Man’s AI in the Lucky 38 Mainframe.

Before You Begin: 80 Answer “1C 3C R34 M,” verbally


science

hacking and confusing the


Strip Search Gatekeeper into letting you in.
Attack the toughened Gatekeepers. Prepare
The Securitron Guards at The Strip North
for a protracted battle before forcing your
Gate [2.13] require proof of your high-rolling
way in.
status. You can:
Complete Side Quest: G.I. Blues, and 1
Hand over 2,000 Caps; the “credit Gaze at the gigantic casino structures of the
request a Passport from the King, as a
check” to prove you’re not a “less- New Vegas Strip and Victor greets you, and
CAPS reward.
reputable person.” The bad news? asks you to meet Mr. House over at the Lucky
You’ll need to scrounge together the Visit Mick & Ralph’s [2C.02], speak to
38 Casino [2D.02]. This begins Main Quest:
necessary Caps. The good news? The check Ralph, and have him craft a Passport for
The House Always Wins, I. You should be
is just to see that you’re good for the money, you. This is Free Quest: Papers, Please
starting, or about to start Main Quest: Ring-
and you get to keep the Caps! (which is detailed in the Tour chapter).
a-Ding Ding! Locate the nearby Tops Casino
(1) [2D.04], home to the Chairmen, one of the
New Vegas Families. This Quest begins once
77
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

other tribes you could possibly ally with,


ignore, or destroy. This begins Main Quest: Mr. House Goes Bust
Wild Card: Side Bets (and is also one way to
begin the Omertas-related Side Quest: How
Little We Know).
You can start a third Quest during your
initial banter with Yes Man. Continue the line
of questioning about Benny and Mr. House,
and be sure to ask “you said something about
2 a bunker at the Fort?” Yes Man tells you it is
you gain access to Benny’s 13th floor suite a place under Fortification Hill (AKA The Fort)
(2). To get to the 13th floor, head to the bank [3.28] with a Platinum Chip reader. It should 5
of four elevators (NOT the single one that have some strategic significance; perhaps it
leads to the Presidential Suite), and take the contains a huge robot army. Tell Yes Man
far right one. To enter Benny’s suite, you can: you’ll check it out or think about it, and
Main Quest: Wild Card: You and What Army?
Speak to Swank, and through a
begins.
speech

number of Speech checks about


Benny’s alarming activities, get him
to give you Benny’s Suite Key. Kill or Disable Mr. House.
Obtain the key by Pickpocketing
Recover the Platinum Chip from
sneak

Benny or any of his Chairmen


bodyguards. Benny at the Fort. 6
Assuming you want Mr. House out of the
black widow

Or you can seduce Benny into taking Recover the Platinum Chip from picture, head over to the Lucky 38 Casino,
you to bed. Benny. where you’re greeted by Victor, who opens
50
the doors for you and also appears once you
Or you can open the door using skill
Note Your
lockpick

conversation with enter the casino floor (5). Move to the elevator
and Bobby Pins. Yes Man should have flanked by two Securitrons, and ask Victor
yielded three Quests: Wild Card: Change in to send you up to the penthouse. This is Mr.
All these options are extrapolated during Management (this Quest), Wild Card: Side House’s private quarters, and he’s partic-
Main Quest: Ring-a-Ding Ding. Bets, and Wild Card: You and What Army? ularly keen on obtaining the Platinum Chip.
Make sure all three appear in your Pip-Boy’s
I’m Just a Guy Data menu. You can attempt any you like, or
You can engage Mr. House (6) in conversation
(Main Quest: The House Always Wins, I), but
Who Can’t Say No
head off and speak to another main Faction
it isn’t necessary if you’re on a mission to
leader (Mr. House, Caesar, or Ambassador
disable or kill this New Vegas stalwart.
Crocker) to see what they want. The “Wild
Card” Quests in this guide are listed in the
order you receive them in.
Note IfSecuritrons
you already upgraded the
at Fortification
Hill, you can complete Main Quest: The
Preparation: House Always Wins I, and II (and continue
down this path with Mr. House). Give him
The Keys to Success the Platinum Chip, head to the bunker under
Fortification Hill, upgrade the Securitrons,
Gaining entry to “off-limits” areas of the and return before choosing to end your
Lucky 38 Casino can be tricky. To reach servitude with Mr. House permanently.
3 them, be sure you have one (or more) of the
When you’re inside following before attempting the next part of
Benny’s suite, head this Quest:
into the bedroom, The Platinum Chip that Benny “gave”
and make sure you you. Make sure you take this from
open the door in platinum him. If Benny has fled and has been
the far right. This captured by Caesar’s Legion, another
leads to Benny’s option is easier.
4 workshop (3) where a
You can visit the H&H Tools Factory
PDQ-88b Securitron with a happy face waits
[2.06], and locate the Lucky 38 VIP
to greet you. Begin to speak, and Yes Man
(4) spills the beans immediately; he’s been
keycard Keycard inside the booby-trapped 7
office. Find advice on exploring the
reprogrammed to monitor Mr. House’s data
factory in the Tour chapter.
network and decode encrypted transmissions!
He also tells you what the Platinum Chip is Visit Camp Golf [3.23], and enter the
for (a data chip for upgrading Mr. House’s intriguingly named House Resort.
defenses). Quiz him more to learn that keycard Inside, you can find a Lucky 38
Benny wanted to kill Mr. House to control his VIP Keycard. Get advice on finding
Securitrons. and exploring this location in the Tour
Ask about taking over New Vegas yourself, chapter.
and Yes Man suggests eliminating Mr. House, Or, you can trust your high-level
75
science

and installing his neuro-computational Science skill, and manually hack 8


matrix on the Lucky 38’s mainframe. Now the terminals necessary to reach Mr. Pass Jane, the Securitrons, and Mr. House
ask how to commit such an act. This begins House’s inner sanctum! himself, and inspect a terminal on the
the Quest (assuming you have the Platinum north wall, under the staircase, next to the
Chip). You can also ask about the couriers; bookcase. Access the terminal (7), and select
Yes Man was overseeing your tracking and “Open Antechamber” from the menu. You’re
execution, but this was due to Benny’s an unauthorized user, and the Securitrons go
programming. You can attack Yes Man at this hostile if you confirm this.
point, but a better plan would be to ask about

78
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

A section of wall detaches, allowing you Once the deed is done, this Main Quest is you to have a look. He also encourages you
access into the antechamber. You can: over. to go to The Fort, because Mr. House stashed
Fight the Securitron guard defenses an entire Securitron army there! That is, of
The House Has Gone Bust! course, only if you want your own private
guns

in a highly dangerous and protracted


battle (8). robot army!
You have irrevocably disconnected Mr. House
Or better yet, access the security terminal from the Lucky 38’s mainframe computers,
on the windowed side of the room, and Go the basement of the Lucky 38.
forever trapping him in the prison of his
override Mr. House’s robots. They stop own mind, or killing him outright. His grand
any aggressive behavior. dreams for New Vegas will never be realized. Observe upgrading of Securitrons.
Or, you can simply run over to the elevator,
head into Mr. House’s chamber and kill Return to Yes Man.
him, and return. All of the Securitrons in
the Lucky 38 revert to a non-combative Retrace your steps. The monitors should
threat indicator, and need not be fought. now show a message indicating you’ve been

Connection Lost… successful. Over at The Tops 13th floor


workshop, tell Yes Man that Mr. House is
out of the picture. Depending on the almost
infinite number of ways you can time this
Quest, in some cases, Yes Man may appear
on The Strip itself, near The Tops Casino. 11
You’re automatically
Meet Yes Man at the Lucky 38. whisked down to
a dimly lit and
Install Yes Man’s A.I. in the Lucky grimy basement.
9 38’s mainframe. Move toward a
small sunken area
With robot threats abated, access the (11) where two
terminal next to the control room elevator. 12 Securitrons are going
Unlock it, and ride the elevator down to through combat
the control room. This vast, cool chamber programming. The
contains Mr. House’s Life Support (LS) true power of the
Chamber (9). You can: Platinum Chip is
Leave Mr. House, although this halts the then revealed, as
Quest. Yes Man upgrades
Access the terminal, and “Unseal LS them from Mk I (12)
10 13 to Mk II Securitrons
Chamber.” There’s a microbial infection
risk to Mr. House, but that’s the least of As long as you have the Platinum Chip, you (13), with additional firepower and a more
his worries. Select “Yes.” can ask Yes Man to meet you back to the militaristic temperament. When prompted,
Lucky 38 Casino. Then backtrack to Mr. return to the penthouse. Yes Man tells you
At this point, you can: House’s penthouse suite, where Yes Man that every Securitron on the network is now
Sterilize LS Chamber. This kills Mr. House, awaits. Yes Man quickly accesses the Lucky upgraded! In fact, the only ones not on the
which is an unnecessarily thorough 38 mainframe, and transfers his A.I. there network are too far away, in The Fort bunker.
option to remove Mr. House from play. (10). You now have access to every Securitron This Quest concludes.
Disable Cerebral Interface, which allows you on the network! Mr. House was readying a
to see the “real” Mr. House. He’s not quite demonstration of the power of his Securitrons 500 XP
as dapper as his monitor image may have down in the basement. Yes Man encourages
led you to believe. You can speak to him, kill
him, let him live, or suffer pangs of guilt.

Wild Card: You and What Army?


allied faction

independent

QUEST FLOWCHART

Tip Start this quest by either Suffering Through


Quest Start
Speak with Yes Man in Benny’s Suite or after he’s
talking to Yes Man in The
Tops Casino [2D.04], or heading to Pomposity
been installed in the Lucky 38 meet Caesar at The Fort first, although you [Optional] Go to the Fort and enter
won’t know you’re working independently
Mr. House’s hidden bunker.
[If you don’t have the [If you have the (and this Quest won’t trigger) until you speak
Platinum Chip] Get the Platinum Chip] Go to with Yes Man. You can change allegiances to
Platinum Chip. the Fort and from Mr. House, Caesar, and Yes Man
during this Quest. You also must have the
Go to the Fort Platinum Chip (found on Benny during Main
Quest: Ring-a-Ding Ding!, or during your
visit to The Fort), and received The Mark
Go to the Weather of Caesar from Vulpes Inculta after exiting
Monitoring Station and
enter the Securitron The Tops during Ring-a-Ding Ding! For this
Vault Quest’s purposes, either conclusion is fine;
you’re independent, remember?
1
Completion Stage Completion Stage
Blow up the three
Upgrade the
power generators to
Securitrons
disable the Securitrons

79
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Me, and This Army [Optional] Upgrade the Securitron


army to use later for your own
purposes.
[Optional] Destroy the Securitron
army.

2
Leave The Strip and journey south to
Cottonwood Cove [6.20]. For a detailed 5
account of interacting with the Legion at
this point, consult Main Quest: Render Unto
Caesar. But generally, you must head to the
wharf, speak to Cursor Lucullus, and agree
to take his boat along the Colorado River to 8
The Fort (1) [3.28]. Upon arrival, leave all Power up the Securitrons: The
(but your hold-out) weapons, and search out “commotion” fools Caesar into thinking
Caesar’s Tent. Speak with Caesar (2) (and you’ve destroyed the base. Or, simply
Benny if he’s here) and claim the Platinum leave the Securitrons alone, because you
Chip. Caesar orders you to destroy whatever don’t need to return to Caesar (but this is
6
is inside the old bunker building. But you a mistake, because a giant robot army is
know better. Agree anyway. always useful).
Open the door in the west wall, and head up
Platinum Chip the stairs (watch out for turrets) to the door
marked “Systems Room,” taking out two
more turrets before accessing the Securitron
Operations Console. Insert the Platinum
Chip and upgrade the Securitron army (8);
you now have a massive robotic force at your
command for the upcoming final battle! Then
7 (optionally) return to Caesar.
The Vault Status Terminal by the door
informs you that turrets and Protectrons
are active, and Sentry Bots are standing by. Caution IfSecuritrons
you destroy the
instead
3 So you’ll face the two former robotic foes of upgrading them, then you’re either
throughout your exploration. Defeat the making the final battle a lot more difficult
Protectron at the bottom of the steps (5), then for yourself, or you’re readying an alliance
access the security room or turn right. The with Caesar (or the NCR, but not Mr. House).
security room contains a Plasma Rifle and If you want to be a Wild Card though,
ammunition (perfect for taking out robotic Securitron destruction is a terrible idea.
foes), and three monitors.
The Protectron Operations Terminal
75 The Quest concludes once you’ve made this
science

can be hacked, and the alert turned decision. You don’t need to return to Yes Man
off, effectively shutting down all if you’ve already spoken to him about the
Protectron attacks. other “tribes” (Factions) you need to make
4 contact with. Begin Main Quest: Wild Card:
50
Exit Caesar’s Tent and head west, down the The Turret Operations Terminal can Side Bets right now.
science

steps and into a flat promontory of tents, be hacked, and the turrets disarmed.
a radio mast, and a Weather Monitoring
500 XP
Station (3). Enter, and your weapons are The Sentry Bot Operations Terminal is
returned. Remember to rearm yourself before currently offline.
continuing! Activate the console next to the Whatever your choice, head down the
floor flap doors using the Platinum Chip. corridor, past a door to the Sentry Bot
Open the Elevator Door to Securitron Vault, chamber (which is locked, but can be sealed
and step through into a connecting chamber to prevent Sentry Bots from attacking you
with a large monitor on your right (4). This on the way out), and into a long, windowed
has the visage of: hallway with two Protectrons and a turret
Yes Man, if you’ve teamed up with him, and ahead of you, and a huge army of deactivated
taken Mr. House out of the picture. Securitrons to your left and right, behind
Mr. House, if he is still alive. the reinforced windows. Shoot or avoid the
robots, exit via the door, watch for another
A “lost connection,” if Mr. House has been turret on the stairs, and head into the large
taken offline. generator room (6). Face down around five
Protectrons as you scout around the large
Explore the Bunker. generators, and you’ll find three conduit
chambers (7). Each contains a Power
Regulator. These control the flow of power
throughout the vault, and without them, the
power buildup could reach dangerous—and
explosive— levels.

80
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Wild Card: Side Bets


allied faction

independent

QUEST FLOWCHART

Quest Start
Speak with Yes Man in Benny’s Suite

Complete in any order

Speak with Yes Man in Benny’s Suite

Leave them to attack NCR at Hoover


Destroy the Brotherhood of Steel.
Convince the to support the NCR 1
Dam. (Complete Side Quest: Still in the Dark)
The nearest (and
Speak with Mother Pearl (Boomers) safest) spot to
Boomer territory is
Enlist the help of the Boomers the Fields’ Shack
Ignore the Boomers. Destroy the Boomers. (1) [3.04]. Take the
(Complete Side Quest: Volare!)
road, and you’ll run
Speak with Papa Khan at Red Rock Canyon (Great Khans) into George (2), who
2 offers information on
Khan/NCR support (Complete Side how to safely navigate the howitzer barrages
Ignore the Great Khans. Destroy the Great Khans.
Quest: Oh My Papa) to reach the Boomer’s Nellis Air Force Base
[3.01].
Speak with the Receptionist at Gomorrah (Omertas)

Ignore the Omertas.


Foil racket (Complete Side Quest:
How Little We Know)
Help with the racket (Complete Side
Quest: How Little We Know)
Tip Tohowitzer
navigate through the
barrages, ignore
George’s deal unless you want to part
Speak with Marjorie at Ultra-Luxe Casino (White Glove Society) with Caps. Run straight into the rubble
of the first house you see, and hide in the
corner. After the wave of shells, while the
Convert White Glove Society to
Boomers reload, either run to the next
Ignore the White Glove Society. Destroy the White Glove Society. Cannibalism (Complete Side Quest:
Beyond the Beef) (mostly) intact house, or make a bee-line for
the fence. When you’re close enough to the
perimeter fence, the Boomers stop firing (for
Completion Stage fear of injuring their own people). Or, you
Return to Yes Man in Benny’s Suite can simply run along the rock wall to the
left when you reach the top of the road; you
might be struck by the outer splash damage
is to make contact with a representative of each once or twice, but you won’t take a direct hit.

Tip Totalkstart this quest, just


to Yes Man in The Tops
Faction. Then, after your initial conversation,

Faction
you have the following options:
Casino [2D.04], ideally during Main Boomers
Quest: Ring-a-Ding Ding! You also begin the You can ignore their pleas, help requests, or
previous two Wild Card Quests during this orders. You’ve made contact, and that’s
enough. Return to Yes Man and tell him you
Interaction #1A:
From the Sea to the Skies
Yes Man conversation, but make sure you
ask about the other “tribes” that Yes Man don’t need to work with this Faction. With
suggests you contact. Optionally ask for even the exception of the Brotherhood of Steel,
more detail on each of them, and ensure that the Faction plays no part in the final battle.
your Pip-Boy’s Data menu has this Quest
You can help the Faction out. This means
active, with the following Objectives listed:
completing the Side Quest associated
Make contact with the Boomers at with that particular Faction. This infor-
Nellis AFB. mation is listed, and a truncated plan
of action, is shown below. For a more
Go to Red Rock Canyon and make detailed account, read the appropriate
contact with Great Khans. Side Quest (shown in the nearby flow
chart). The Faction then may aid you 3
Observe the Omertas at their in the final battle or affect the ending, Now you begin Side Quest: Volare!
casino, Gomorrah. depending on your interactions. Please refer to that specific Quest for
You can destroy the Faction. This details on how to safely enter the base (3),
Visit the White Glove Society at sometimes means killing the leaders. and convince the Boomers to support you.
the Ultra-Luxe casino. Other times it means destroying their But briefly, you need to:
location. As with the first option, the • Reach the front gate, meet Raquel, and
Make contact with the Broth- Faction plays no part in the final battle, begin a cordial conversation with Mother
erhood of Steel. but this does affect the ending. Pearl.

Faction 1: Shaking Boomers


You must then raise your Boomer

Overview: Contact! Up the Boomers


Reputation Rank to “Idolized.”
Achieve this by completing any of the
With Yes Man giving you free rein to figure following tasks (some of which are
out who you want to ally with or destroy, and You can visit the Boomers, and complete any of their own Side Quests) until your Fame
complete freedom to approach each Faction in their Quest-related tasks before or after Yes Man improves. Use your Pip-Boy to check the
mentions it. Other Faction leaders have their status. You don’t have to perform all the
any order, this is the most flexible Main Quest of
own plans for the Boomers too; consult Side tasks.
all. For every one of the five “tribes” Yes Man has
Quest: Volare! for all your options.
information on, the bare minimum requirement

81
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

(Side Quest: Volare!) Visit Pete and learn all


about Boomer history.
Mother Pearl (5), the
(Side Quest: Volare!) Speak to Argyle and matriarch, is inside
treat all his patients. or near her barracks,
(Side Quest: Volare! / Sunshine Boogie) or wandering outside.
Talk to Loyal, and repair the Solar Array She is a critical kill.
Station. 5
(Side Quest: Volare! / Ant Misbehavin’)
Speak to Rachel about (and purge) the 10
Ant infestation. Argyll (6), the doctor,
Journey to the home of the Great Khans
is in the medical
(Side Quest: Volare! / Young Hearts) Help in the northwest mountains; the Red Rock
station. He is an
Jack meet the love for whom he pines. Canyon (10) [1.15]. Choose your preferred
optional kill.
method of dealing with Papa Khan and his
(Side Quest: Volare!) Speak to Mother Pearl,
6 minions.
and agree to dredge a old bomber from
Lake Mead [3.26].
(Free Quest: Malleable Mini Boomer Minds
Loyal (7), the Faction
great
khans

and Bear Necessities) Speak to the


patriarch, is
inside one of the
Interaction #2A:
children playing in the Boomer’s base.
(Free Quest: Iron and Stealing) Collect
two hangars, or
wandering outside.
Severing Caesar’s Control
Scrap Metal to sell to Jack. He is a critical kill.
(Free Quest: Missing a Few Missiles) Collect
7
Missiles to sell to Raquel.
• Once you’ve completed Side Quest: Jack (8) is usually
Volare!, you can speak with Mother Pearl. inside one of the
When she calls you “a trusted friend of us hangars, close to
all,” ask if they can offer you assistance if Loyal. He is an
there’s a battle at the Hoover Dam in the optional kill.
near future. 8 11
• Have you already done all of this before Now you begin Side Quest: Oh My Papa.
Raquel (9), the
Yes Man mentioned it? Then this Quest Check that Quest for the full run-down
master-at-arms, is
is considerably shorter. Just reacquaint of how to get the Great Khans on your side.
usually standing on
yourself with Mother Pearl, and ask for But briefly, you need to:
her viewing platform
her assistance. (in the center of the • Enter the longhouse and speak with Papa
base, on the runway), Khan (11), who is currently allied with
Boomers Fame Gained! or near the barracks. Caesar’s Legion. You could have learned
9 She is an optional kill. of this alliance during Main Quest:
Render Unto Caesar, by sneaking around
Tip Unless you have a dual-
personality and want to
Boomers Infamy Gained! The Fort, or by finding Karl’s Journal in
Papa Khan’s longhouse. You have to know
destroy the Boomers halfway through
about this alliance before you can ask
helping them, completing the above list
of tasks is more than enough to gain an
Idolized Reputation!
Tip Killing Pearl and Loyal is
all it takes to eliminate the
Papa Khan break it and begin this side
quest.
Boomers as a potential threat. Attack • Exit the longhouse, and then speak with
them in their specific locations during the Regis, who is thinking about a change in
Faction
Boomers day, as they bunk with many other Boomers
at night.
this alliance.

Interaction #1B: Once you’ve completed these horrific acts, the


If you’ve been before, go to The Fort [3.28],
take the Ledger from Caesar’s Tent, and
Boomer Death Cries Boomers won’t be firing their guns at anyone,
ever!
bring it to Regis to convince him.
Or, rummage round in the longhouse until
you find Karl’s Journal, and show this
Faction
Boomers
around.

Interaction #1C: • Travel to the Great Khan Encampment


[4.03] and convince Melissa to switch her
Bye, Bye, Boomers allegiance.
Finally, you can reach the base, speak to • Head to the Red Rock Drug Lab [1.14]
Mother Pearl, begin Side Quest: Volare!, and convince either Jack or Diane to
and then never finish the Quest, choosing switch:
4 to ignore the Boomers. Tell Yes Man your Jack requires a Speech check to be
Yes Man is completely happy whatever decision at any time. convinced.
your choice is regarding the Boomers.
You can ignore all of Mother Pearl’s tasks
completely, and kill everyone at the Nellis Air
Faction 2: The Great Khans Diane requires her colleague Anders to be
rescued from a crucifix near Cottonwood
Cove [6.20].
Tip You
Force Base (4)! Begin Side Quest: Volare! as can visit the Great
normal, until you’ve spoken to Mother Pearl Khans, and complete any • Caesar’s enforcer—Karl—can optionally
and received your Objectives. You’re then free of their Quest-related tasks before or be removed from the picture:
to shed blood, but from a closer range. Killing after Yes Man mentions it. Other Faction You can succeed in Speech checks until
everyone is one option, but for the Boomer leaders have their own plans for the Great Karl offends Papa Khan and is executed.
Tribe to fall into disarray and decline, a more Khans too. Consult Side Quest: Oh My Papa
for every possibility. You can find Karl’s journal inside the
tactical series of strikes is called for: Kill their
longhouse, and show it to Papa Khan.
leaders.

82
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Once Papa Khan agrees to go against the


Legion, he requires an appropriate legacy Papa Khan (14) the Faction
Omertas

Interaction #3A:
for his tribe. You can solve this with some patriarch, found
Speech checks. Otherwise visit Julie Farkas inside or near his
among at the Followers of the Apocalypse
in the Old Mormon Fort [2C.01]. She knows
longhouse, sitting
in his outhouse, or Cachino’s Colleague
someone who has studied Great Khan history wandering outside.
and tribal cultures. Visit the 188 Trading Post 14
[5.02] and locate Ezekiel, who gives you a Regis (15) is the
book about the Mongols. Bring this book back younger Khan, and
to Papa Khan. This allows the Great Khans to Papa’s successor.
pack up and exit the Mojave Wasteland under Slay him in near or
cover of the Hoover Dam battle. inside the tents close
to the longhouse.
Great Khan’s Fame Gained!
15 Jack and Diane are 17
in the Red Rock Drug

Faction
great
khans
Lab. Everyone else wearing a black Brahmin-
skin jacket is fair game, too.
Once you enter the Gomorrah Casino,
to investigate the Omertas, you must
Interaction #2B: Great Khan’s Infamy Gained!
begin Side Quest: How Little We Know.
Briefly, you need to:
Death to Papa • Ask the receptionist or other casino

Faction
great workers about Cachino, then ask him
khans about his side businesses.

Interaction #2D: • Confront Cachino (17) after obtaining


details of his deeds against the other
Goodbye, Great Khans Omertas.
Finally, you can head to the canyon, speak to • Hand him the evidence, and then begin
Papa Khan, begin Side Quest: Oh My Papa, investigating two Omerta operatives:
and then never finish the Quest, choosing to Investigate Troike and obtain the blackmail
ignore the Great Khans. Tell Yes Man your note from Big Sal’s Safe, OR
12 decision at any time. Investigate Troike and use his Thermite to
Another way to bring the Great destroy the Omertas’ weapons storage.
Faction 3: The Omertas
new ca.
republic
Khans to your side is to remove
Papa Khan as leader, which is only available Investigate Clanden and steal the Snuff
Tapes from his safe. Then confront
Tip
if you’re also working with the NCR, and have As soon as Yes Man informs
been sent here by Colonel Moore, during Clanden and either kill him or convince
you that the Omertas are an
Main Quest: For the Republic, Part 2. him to leave New Vegas.
interesting bunch to check out, you
Wait until night-time, and creep around to can begin Side Quest: How Little We Know. • Kill Big Sal and Nero.
the rear of the longhouse, and pry open Note that the Omertas do not actually help
the door with a Lockpick. you during the final battle, but getting them The Strip Fame Gained!
on your side aids in the aftermath of stabi-
Locate the bed where Papa Khan is lizing The Strip, and placating the Families
Sandman

sleeping. Sneak around and attempt


Caution Warning!
running the casinos there. You can begin Excessive
a murder (12). Side Quest: How Little We Know in one of killing doesn’t affect
Sneak out, talk to Regis, and he follows four ways: your Strip Reputation, but it gets you
your advice. You can utilize the Khans in Successfully finishing Side Quest: Bye Bye barred from the casino!
the final battle. Love

Great Khan’s Fame Gained!


Successfully starting Main Quest: The
House Always Wins, IV. Faction
Omertas

Dealing with the Great Khans during Main Interaction #3B:


Faction
great
khans Quest: For The Republic, Part 2.
Cachino’s Reaper
Interaction #2C: Starting Main Quest: Wild Card: Side Bets
(this Quest)

Death to the Horde

18
Side Quest: How Little We Know can
13 16 be completed in another way, which
Now enter the Gomorrah Casino (16) [2D.01], benefits the Omertas, but still keeps them
The other option is to kill everyone in Red loyal to you. Briefly, you need to:
and choose whether to help with the racket
Rock Canyon (13), paying special attention to
the Omerta bosses are planning, or foil it • Ask the receptionist or other casino
the Khans with a first name, including:
with the help of rogue lieutenant Cachino, or workers about Cachino, then ask him
ignore the Omertas. about his side businesses.
• Confront Cachino after obtaining details
of his deeds against the other Omertas.
• Keep the evidence, and convince an
Omerta thug that you need to speak to
Big Sal or Nero.
83
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Speak with Big Sal or Nero and give Cachino’s • Locate the
evidence over. Then “help” Big Sal or Nero investigator
during Cachino’s business meeting (18). Then This is Clanden in his room,
offer to help the boss with rackets they’re (23). You’ll find him and uncover a
planning. sleeping or wandering Matchbook. Watch
Speak with Troike and retrieve a stolen the Gomorrah suites. out for some
weapons shipment from Fiends. over-eager staff.
23 26
Speak with Clanden, and agree to find • Examine the

Faction
chlorine at the Ultra-Luxe, or at the Omertas
Matchbook to
Freeside supplier. uncover a time

• Let Big Sal or Nero know that their Interaction #3D: and a place to
meet Chauncey:
rackets have been helped.
Addio, Omertas in the Steam
Room at 4 PM.
The Strip Infamy Gained! Finally, you can enter Gomorrah, speak to
• Chauncey 27
the receptionist (and optionally Cachino),
explains the
to begin Side Quest: How Little We Know,
reasons behind the guest disappearances,
Caution There is a third,
unapologetic and
and then never finish the Quest, choosing
to ignore the Omertas. Tell Yes Man your
before disappearing himself.
• Gain access to the kitchens, via the
highly dangerous way to minimize the decision whenever you wish.
Omertas’ presence, and that’s to simply find members-only sections of the White Glove
the three bosses (Big Sal, Nero, and Cachino)
and murder them all, and anyone else you
Faction 4: Society. You can:

The White Glove Society Open the door to the kitchen with a

lockpick
spot with a first name and a sharp suit. The
Omertas become hostile, and there is insta- Bobby Pin.
bility on The Strip. It doesn’t help you in this
Quest, either. Tip Once Yes Man mentions the
White Glove Society, you
white
glove
society
Increase your Fame with the White
Glove Society and The Strip.
can begin Side Quest: Beyond the
Beef, although it starts any time you speak Convince Mortimer or Marjorie to sponsor

Caution If you haven’t to Heck Gunderson or Mortimer inside the you.


already completed Ultra-Luxe Casino. Note that the White
Speak to Mortimer about your craving for a
the Free Quests “Big Winner” Glove Society doesn’t actually help during
particular type of meat.
(detailed in the Tour section devoted to the final battle, but allying with them aids
Gomorrah), you risk being unable to gain an in the aftermath of stabilizing The Strip, and Obtain the Kitchen Keys by killing
Achievement or Trophy devoted to gambling. placating the Families running the casinos Mortimer.
You have been warned! there.
Obtain a number of keys by siding with
Mortimer (you can switch to “ally” or
double-cross and expose him).
Faction
Omertas
• Now in the
Interaction: Wise Guys’ kitchen, you can:

Mug Shots
Remove Philippe
(28) the chef
and cook for the
This is Cachino (19).
banquet before
You’ll usually find
exposing the
him in the main level 28
society:
(he seeks out you). 24
Then he moves to the When you’re ready, visit the Ultra-Luxe Improvise a recipe while Philippe
survival

bar near the stage on Casino (24) [2D.05], and choose whether you isn’t in the kitchen.
19 the main level. wish to expose (and destroy) the White Glove
Society’s more…antisocial behavior, or ally
barter

This is Big Sal (20). with them, and bring their meat up to a more Purchase the recipes from Philippe.
You’ll find him on humane standard. Or, you can simply ignore
the balcony or pool them once you’ve spoken to them. The ins
and outs of this are detailed in Side Quest:
speech

table and offices area Ask for the recipes for a cookbook.
of the main level, Beyond the Beef.
or sleeping in the white

20 Gomorrah suites. Faction


glove
society
Kill Philippe and take the recipes.
Intelligence

This is Nero (21). Interaction #4A: Cook the meal of an approximation


of human flesh.
You’ll find him on
the balcony or pool
A High Steaks Game
medicine

table and offices area Although you can Drug the wine with Med-X.
of the main level, overlap and change
or sleeping in the your mind during • Wait until 7 PM, then use the intercom to
21 Gomorrah suites. the Quest, Beyond call the waiter to take the meal (or wine)
the Beef’s “Exposure” to the banquet.
option involves the
• Enter the freezer and rescue Ted. Kill him
This is Troike (22). 25 following:
if you want to switch to “ally.”
You’ll find him in
• Enter the Ultra-Luxe and speak with • Take Ted back to Heck, via the banquet
the Gomorrah lower
Heck Gunderson (25), and learn about and expose or kill Mortimer at the end of
lobby area, in the
his missing son, Ted. his speech. Then speak with Marjorie.
Zoara Club.
• Speak to Marjorie (26), who directs you • Take Ted back to Heck, via the banquet
22 to Mortimer (27). He reveals information while the patrons are drugged.
about an investigator. • Return Ted to Heck. You can:

84
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Blame only Mortimer and keep the White 100


Faction 5: Hack the red terminal, and start the

science
Gloves Society intact.
bunker self-destruct sequence. Or,
The Strip Fame Gained! The Brotherhood of Steel • You can locate the three senior Broth-
erhood of Steel members with keycard

White Glove Society Fame Gained! Tip The Hidden Bunker, and the
four Side Quests related to
access to the authorization terminal,
which is needed otherwise. The three
the Brotherhood of Steel (including
targets are:
If you tell Heck Gunderson that either Veronica’s, a Follower) can occur before or
Mortimer or the White Glove Society as after you speak with Yes Man. Consult Side
a whole are responsible, he threatens to Quest: Still in the Dark for all your options. Head Scribe Taggart
launch a food embargo on them. (32), who is usually
35 You can calm him down, telling him in his bed, or
speech

“That’s just what they’d want. You’d wandering this VR


be driving the city to eat each other.” chamber.
32
The Strip Infamy Gained!

White Glove Society Infamy Gained! Head Paladin Hardin


(33), who is at the
entrance between
white 30
Faction
glove
society Journey to the strange, desolate, and
bunkers L1 and L2.

Interaction #4B: windswept Hidden Valley [5.11], and enter the


western bunker (30). From this point on, you
33

The Offal Truth have three choices; to kill the Brotherhood of


Steel, initially ally with them, or ignore them. Elder McNamara
(34), who is usually

Note You cannot ally with the in his bed, or sitting


Brotherhood of Steel if in the command
you’re Independent. The only reason to ally room.
is to be trained in Power Armor, or if you 34
want to change your alliance to the NCR,
which then allows you to ally with the Broth-
erhood. Head Scribe’s Keycard

29
This path allows you to change your mind Faction
Brotherhood
of steel Head Paladin’s Keycard
until around the mid-way point of the Quest.
Beyond the Beef’s “Alliance” option involves Interaction #5A: Elder’s Keycard
attempting the following:
• Enter the Ultra-Luxe Casino and speak
Tick, Tick, Boom!
The Brotherhood of Steel’s bunker can Obtain the keycards through
with Mortimer (27). Agree to help and
sneak

be destroyed, and there are cunning, Pickpocketing or shooting (which


receive his keys. turns the entire bunker hostile).
and brutish ways to accomplish this. You
• Unlock the kitchens door, and locate Ted can: Back at the authorization terminal, the
in the freezer. keycards generate a password for the red
Kill Ted, obtain his blood, and spread it terminal. Then access that, and choose the
around Heck Gunderson’s penthouse self-destruct sequence launch. Now flee to the
suite. Find a Securitron and report the surface.
bloodshed, framing Heck.
Brotherhood of Steel Infamy
Bring Ted back to Heck, but tell him you Gained!
don’t know who kidnapped him.

Tip Your
• Locate Carlyle St. Clair III (29) at his mass-slaying of the
shack north of New Vegas, then: Brotherhood of Steel isn’t for
31
Incapacitate him. Drop his body in the naught, as there’s a hefty haul inside
Enter the facility, this bunker, although buying items from
nearby dumpster.
unarmed
MElee
guns

and when Paladin them nets much more potent weaponry.


45 Ramos stops you,
Or convince him to join the White Check the Tour chapter for the stash, and
speech

Glove Society. kill him and then every single Brotherhood remember to pillage the bunker before you
of Steel member (31). This is long, highly start the self-destruct sequence!
• Rendezvous with Mortimer after the 7 PM dangerous, and ultimately pointless, because
feast, and his plans have come to fruition; you have a better option.
there’s a new meat on the menu!
white
Agree to see Elder McNamara, and once
Caution Beware: Activating

Faction
glove
society
you’re free to move about the bunker, head
to the VR chamber in the southern quadrant
the self-destruct
sequence causes instant Vilification

Interaction #4C: of the bunker L2. When no one is looking,


surreptitiously inspect the two terminals on
with the Brotherhood! You are marked, and
may encounter patrols gunning for you later
Goodbye, White Gloves the western wall; the Self-Destruct Autho-
rization Terminal, and a link terminal to
in your Questing!

You can enter the Ultra-Luxe, speak to either activate the self-destruct command. You can:
Marjorie or Mortimer, and then choose to ignore
their strange ceremonial ways and stiff upper
lips. Halt your progress during Side Quest:
Beyond the Beef at any time, and inform Yes Man
of your decision at your earliest convenience.

85
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

turning on them (you cannot be allied with With all this concluded, ask the head of
of steelFaction
Brotherhood
them as an Independent). Consult that Quest the Brotherhood of Steel to help in your

Interaction #5B: for thorough information. But in brief, you


need to:À
fight. They duly agree. This can only be
achieved if you are also running a parallel

Into the Light Speak with Elder McNamara, and agree


to the test (if Veronica isn’t with you)
Quest with the NCR (For the Republic,
Part 2), and you flip your Wild Card and
regarding the NCR Ranger. align with the NCR later.
Speak with the elder, and begin the first
Brotherhood of Steel Fame Gained!
task: retrieve Holotape Mission Data from
three downed patrols (35).
Return to McNamara, and collect three
reports from Brotherhood Scouts in the
Faction
Brotherhood
of steel

field (36). Interaction #5C: See You


35
Return to McNamara, and meet up with
Senior Knight Lorenzo, who gives you a
Later, Brotherhood of Steel
list of air filtration components to gather. Or, you can visit the bunker door that isn’t
filled with rubble, and gain access to the
Enter Vault 3 [2.24] and obtain a Reverse Brotherhood of Steel (Veronica, who can
Pulse Cleaner from Motor-Runner’s be found at the 188 Trading Post [5.02] is
chamber. a great help here). Then, simply ignore all
Enter Vault 11 [5.05], and locate a Differ- the tasks Elder McNamara sets for you, and
ential Pressure Controller in the water- report to Yes Man that you aren’t interested
filled lower level. in forging an alliance with these paranoid
technology cravers.
Enter Vault 22 [1.09], and wind down,
36 then up into the oxygen recycling level to Now you must return to Yes Man and
gather the HEPA Cartridge Filters. conclude this Quest.
The second main plan is to complete Side
Quest: Still in the Dark, and then forge an
alliance with the elder, before eventually

Wild Card: Finishing Touches


allied faction

independent

QUEST FLOWCHART speech. The easiest way to know this is to


check your Reputation on your Pip-Boy, or
Optional Quest Start see how you’re treated when you visit Hoover
Speak with Yes Man at the Lucky 38 Dam [3.33].
Protect President Kimball during his Once you’ve stopped, or helped assassinate,
visit to Hoover Dam Activate El Dorado Substation or ignored Kimball, you have an imperative
task. Yes Man hands you an Override Chip.
Assassinate President Kimball dur- Report back to Yes Man at the Lucky 38 You’re to take it to the El Dorado Substation
ing his visit to Hoover Dam
and attach it to the power control terminal.
Completion Stage Yes Man will use the jolt of electricity to
Convince the Followers of the jump-start the Lucky 38’s reactor, and boost
Apocalypse to support an Go to Hoover Dam
the transmission strength of the network,
Independent Vegas
allowing control over the Securitrons at
Hoover Dam.

Final Preparations With the tribes taken care of, Main Quest:
Wild Card: Side Bets concludes. Yes Man Override Chip

for Power has only a few more matters to contend with.


Main Quest: Wild Card: Finishing Touches [Optional] Protect President Kimball
With any combi-
now begins. during his official visit to Hoover
nation of the five
lesser Factions Decoded military radio transmissions have Dam before powering up El Dorado
either ignored, revealed that NCR President Aaron Kimball Substation.
allied, or killed, is going to visit the Hoover Dam to increase
you return to the the NCR’s morale. Yes Man notes that Mr.
House wanted Kimball to be kept alive and Report to Ranger Grant.
penthouse suite
1 in the Lucky 38 not assassinated, to avoid instability on The
Casino. Yes Man (1) tells you that: Strip. You can attempt Main Quest: You’ll Go to the El Dorado power station
The Securitrons at The Fort are on standby,
Know It When It Happens. and install the Override Chip.
and upgraded (if you completed Main Your standing with the NCR
new ca.
republic
matters greatly when obtaining
Quest: Wild Card: You and What Army?).
Main Quest: You’ll Know It When It Happens.
Or the Securitrons aren’t part of the
You must be “Accepted” (or better) in your
hardware that Yes Man controls.
NCR Reputation to attend President Kimball’s

86
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Assault the substation with all


[Optional] Presidential Cordon Ready to Roll!

guns
guns blazing (or Melee Weapons
bludgeoning), which doesn’t win you Now that all those pesky loose ends have
any favors (or Reputation) with the NCR. been tidied up, you can return to the
Lucky 38 and Yes Man. He has some
NCR Infamy Gained! exciting news; the Legion is massing
troops in a staging area east of the dam!
Or, you can Sneak (ideally with a Yes Man asks if you want to head for

sneak
Stealth Boy) into the substation without the dam straight away, or whether you’d
being spotted, or the alarm raised. rather keep the folks of New Vegas calm
Or, if you’ve procured an NCR uniform by requesting that the Followers of the
2 or armor, you can fool these grunts into Apocalypse provide medical aid. You can:
If you care about New Vegas stability, you’d thinking you’re one of them, and enter the Agree to meet with the Followers
Followers
do well to save President Aaron Kimball substation. OTA over at the Old Mormon Fort
(2). If you don’t, you can kill him yourself, [2C.01]. Those do-gooders can be
or ignore the visit altogether. The first (and convinced through a chat with their
second) options are detailed in Main Quest: leader Julie Farkas to support an
You’ll Know It When It Happens. Consult that Independent New Vegas. This affects your
section before continuing this Quest. ending, but little else.

El Dorado Override Ignore the Followers and suffer the insta-


bility after the looming battle.
Tell Yes Man you have other matters to
attend to. This stalls Act III until you are
4 ready.
Once inside the substation, activate this Or, let Yes Man know you’re ready to
terminal (4), and power up the substation head to the dam. Yes Man tells you his
with the Override Chip. Yes Man’s network research has yielded two possible victory
tentacles now reach far and wide, and include scenarios; both of which are detailed in
the ability to control the massive Securitron the finale of Act III; Main Quest: No Gods,
army in the bunker under The Fort [3.28]
3 No Masters. Which begins now!
that you (hopefully) brought online and
Between Vault 11 [5.05] to the east, and upgraded. Now head outside, and prepare to
Black Mountain [5.07] to the west, lies the tie up any remaining loose ends. Go to Hoover Dam.
El Dorado Substation [5.04], which siphons
Report back to Yes Man at the Lucky 38.
power from HELIOS One [5.13] to the south.
Once you reach the substation, a patrol of [Optional] Convince the Followers
NCR grunts (3) stops your progress, and tells
of the Apocalypse to support an
you that there’s going to be trouble if you
Independent Vegas.
enter the control room. You can:

The House Always Wins, I


allied faction

Mr. House

See flowchart on the following page


Finally, if you’re wearing NCR Vegas, Mr. House,
Before You Begin: new ca.
republic
armor (Faction Clothing), you can is itching you make

Strip Search journey to Camp McCarran [2.19] instead of


The Strip, enter the Terminal Building, and
your acquaintance.
You’re free to answer
The Securitron Guards at The Strip North board the Monorail. You can also do this however you like. The
Gate [2.13] require proof of your high-rolling without issue if Boone is your Companion. Quest begins now,
status. You can: Or, you can wait (without being seen) until 9 and can be completed
AM or 6 PM, when the guards change shift.
2 before, during, or
Hand over 2,000 Caps; the “credit
Board the monorail, and ride it to the Vegas after Main Quest: Ring-a-Ding Ding!
check” to prove you’re not a “less-
CAPS Boulevard Station [2D.03]. Exit, and Victor It is better to see Mr. House, and
50
reputable person.” The bad news?
barter

greets you. This method is dangerous and can Barter for the maximum Caps in
You’ll need to scrounge together the
severely impede your standing with the NCR. exchange for returning with the
necessary Caps. The good news? The check
Platinum Chip, before you meet Benny during
is just to see that you’re good for the money,
and you get to keep the Caps! Meeting Mr. House: From Main Quest: Ring-a-Ding Ding! You want

80 Answer “1C 3C R34 M,” verbally Outhouse to Penthouse more Caps, right?
science

hacking and confusing the


Gatekeeper into letting you in. Note Securitrons such as Victor
can “bounce” personalities
Attack the toughened Gatekeepers. Prepare to and from their robotic hosts. Therefore,
for a protracted battle before forcing your it is impossible to kill Victor (unless you try
way in. killing every single Securitron in Nevada). In
addition, if you choose to ignore Mr. House
Complete Side Quest: G.I. Blues, and
now, he greets you in the entrance to the
request a Passport from the King as a
Securitron Bunker, inside The Fort [3.28].
reward.
Visit Mick & Ralph’s [2C.02], speak to 1
Ralph, and have him craft a Passport for Once you’re gazing up at the neon, concrete, Talk to Mr. House at the Lucky 38.
you. This is Free Quest: Papers, Please and shockingly well preserved New Vegas
(which is detailed in the Tour chapter). Strip (1) [Zone 2D], you’re greeted by Victor
(2). He tells you that the head honcho of New

87
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

QUEST FLOWCHART

Complete Main Quest: They Went That-A-Way and travel to Freeside

Hack the Securitrons into giving the Complete Side Quest: G.I. Blues to
Have 2000 caps.
player access [Science 80+] gain a favor from the King

Use the favor to get a passport


Get fake passport from Mick and to gain access to the Strip. Must 6
Ralph’s for 500 caps also have 2000 caps in the player’s
inventory is a large cluster of monitors and advanced
equipment. Mr. House’s image appears on the
Quest Start largest screen (6).
After the player is force-greeted by Victor, head to the Lucky 38

Speak with Victor to enter the Lucky 38


Note Mr. House is a
keen collector of
these tchotchkies; in fact, he’s one of the
world’s biggest collectors of antique Snow
Proceed forward and speak with Victor again to take the elevator to the Penthouse Globes! If you happen to find any out in
the Wasteland (or even inside the Lucky 38
Go down the stairs to the terminal with Mr. House’s image on the monitor Casino), bring them to Jane and you can add
them to Mr. House’s collection. You’ll receive
a reward, too! Consult the Appendices,
Speak with House
or Free Quest: Useless Baubles or Fancy
Trinkets? in the Tour chapter for more
Give him the Platinum Chip (obtained information.
Ask him about his proposal
through Main Quest: Ring-A-Ding-Ding!)

Ask for more caps [Barter 50+] Accept the terms as-is (1000 caps) Mr. House’s
Travel to the Tops casino
Proposal: Retrieving the
Platinum Chip
Complete Main Quest: Ring-A-Ding-Ding! to get the Platinum Chip from Benny

Be force-greeted by Vulpes Inculta outside of the Tops Be force-greeted by NCR trooper outside Tops if you
(Begins Main Quest: Render Unto Caesar) haven’t spoken to Mr. House already

Return to Mr. House and give him the Chip

Speak with Victor near the elevators and be taken to the to the basement

Walk forward and observe the two Securitrons firing missiles


7
Speak with Mr. House (7), or at least, the
image on the screen, and you can talk about
Speak with Victor again to return to the Penthouse
The Strip, the various Factions, and other
interesting tidbits to help make sense of
Completion Stage the complex societal interactions at play.
Speak with Mr. House Eventually ask to “get down to business,
then.” Mr. House replies that one of his
front doors. He tells you the boss is waiting employees has stolen an item of extraordinary
upstairs. The outer doors slide open. Enter value to him, and he wants it recovered. At
the Lucky 38 Casino floor. After an optional this point, you can:
look around, head to the elevator bank Hand over the Platinum Chip if you
(4) and speak with Victor once again. He have it. You must have taken it from
summons the elevator; request “Penthouse.” platinum
Benny during Main Quest: Ring-a-
Ding Ding!

1,000 Caps
3
• Or, you can ask about Mr. House’s
proposal. You can then ask about (and
gain valuable information on) Benny, the
Platinum Chip, who exactly Mr. House is,
and most importantly, what he’s going to
5 pay for your services.
At the penthouse floor, step out and you’re You can lay on the charm after
8
CHARISMA

met by “Jane.” You can ask Jane some asking about Mr. House, telling him
questions, ranging from her role (“special Jane makes sure his life always has
4 assistant”) to the odd little Snow Globe beauty in it.
collection that Mr. House keeps (and Jane After a charming retort, you can tell
8
In a forest of gaudy illumination, the Lucky
CHARISMA

looks after). Then head into an expansive Mr. House he’s making you blush.
38 Casino [2D.02] is the most ostentatious
mezzanine and great room (5) offering the Mr. House continues to gush before
(3). When you’re ready to begin (there’s no
best views of the Mojave Wasteland you’ve composing himself.
rush), meet Victor at the diamond-motif
ever seen! Flanked by two Securitron guards

88
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

• You can also surmise that Mr. House After Main Quest: Ring-a-Ding Ding!
appears to be a computer, not a man. Mr. concludes, you have the following options Option #4: Propug-
Caesar’s
Legion
House assures you he’s all flesh and blood. (which you can select more than one of):
naculum Tumulosus Sermo
Respond that his lifespan is
Option #1:
35
Mr. House
medicine

impossible, unless he’s a Ghoul


or Super Mutant. He tells you he’s
spent considerably in the pursuit of extending
House Cleaning
his lifespan.
Ask how he’s stayed alive all this time. It
was a costly sacrifice.
• Asking about the Platinum Chip reveals
it to be “a very special item.” Mr. House
says little more. You can: 12
Tell him the more you know, the
50 You automatically meet Vulpes Inculta (12)
outside The Tops Casino after finishing Main
speech

easier it will be to find it. He tells you


to keep a lookout for any computers 9 Quest: Ring-a-Ding Ding! You can begin Main
(or a laboratory) that Benny may have used. If you took the Platinum Chip from Quest: Render Unto Caesar at this point, or
Benny’s dead body (9), or he gave it any other option.
The conversation then continues with Mr. platinum
you, you can conclude this Quest.
House offering you intriguing, but not
altogether revealing answers about the chip You can return to Mr. House immediately (see Option #5: For
new ca.
republic

and its background. below).


the New California Republic
• The proposal Mr. House is offering is four
times the delivery bonus stipulated in
wild
card Option #2:
Caesar’s
Legion

your original courier contract. You can: Gone, Baby, Gone


50 Increase the price to five times:
barter

1,250 Caps. You won’t get more than


that!
Agree to accept the terms of 1,000 Caps.
Or refuse, and leave.
• Or you can leave (and “suspend” the 13
Quest). In the future, this might not be Finally, you can investigate the Note you
such an easy task. received from the NCR military police (13)
For information on Mr. House’s knowledge 10 earlier in this Quest, and begin Main Quest:
of Benny, consult Main Quest: Ring-a-Ding Things That Go Boom with Ambassador
X
If Benny has escaped, he’s still
Ding! carrying the Platinum Chip and you Crocker.

Cashing In the Chip


platinum
cannot finish Main Quest: The House
Deliver the Platinum Chip to Mr.
Always Wins, I. Don’t despair; simply agree
House. to see Caesar (10) after meeting Vulpes
Inculta (Option #4), and start Main Quest:
The House Always Wins, II. You can also
visit Yes Man in Benny’s suite inside The
Tops Casino (Option #3).

Tip IfPlatinum
Benny escapes, you get the
Chip by speaking
to Mr. House and starting Main Quest:
The House Always Wins, II, and then seeking 14
Caesar at The Fort [3.28]. Then accept
8 Caesar’s first task, and enter the weather
So, you’ve handled Benny and recovered the
Exit the penthouse, ask Victor to take you Platinum Chip, right? Then return to the
station, where you do Mr. House’s bidding.
down to the casino level, and leave the Lucky Lucky 38, ask Victor to take you up to the
38. You’re stopped on the steps by a member penthouse level again (14), and speak with
of the NCR military police (8). He hands you
a message from Ambassador Crocker, and
Option #3: The
wild
card
Mr. House. You can ask questions to gain
further understanding of the situation, but
deems it “very important.” Access the Data Independent Contractor at some point, you need to give the Platinum
> Misc menu, and read it. It requests your Chip over, or refuse.
presence at the NCR Embassy [2D.07] on the Give up the chip, and Mr. House instructs
south side of The Strip. you to take the elevator down to the
Visit the Embassy, and you begin Main basement.
Quest: Things That Go Boom. If you refuse, you’re attacked by Mr.
House’s Securitrons, including Jane and
Ambassador Crocker’s Note Victor. You cannot complete any further
Main Quests involving Mr. House.

Decisions, Decisions… 11 You are transported to the basement


of the Lucky 38.
Whether or not Benny escaped, you should
Note You must now complete
Main Quest: Ring-a-Ding
have visited Yes Man (11) up in the hidden
computer room inside Benny’s suite. Speak
Observe as Mr. House upgrades
Ding! Consult that Quest for all the possible Securitrons.
to Yes Man and you are given some mainly
outcomes. Whether Benny gave you the
Platinum Chip in the “Completion Conse- independent tasks: Main Quest: Wild Card:
quences” of that Quest has a direct effect on Change in Management; Wild Card: Side
this one. Bets; and Side Quest: How Little We Know.

89
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

programming. The
true power of the 500 XP
Platinum Chip is
then revealed, as Since broadcasting the upgrade, every
Mr. House upgrades Securitron within range has received an
them from Mk upgrade. But this Securitron re-programming
I (16) to Mk II into a private army has only just begun!
17 Securitrons (17), with Speak to Mr. House about the next step in his
additional firepower and a more militaristic domination of The Strip, and beyond: Main
15 temperament. When the upgrade is complete Quest: The House Always Wins, II.
you are taken back to the penthouse.
Step out into the
dimly lit and grimy As you might expect, attacking the
basement chamber. Securitrons turns the entire robotic
Move toward a population of the Lucky 38 against you and
small sunken area impedes your activities with Mr. House.
(15) where two
Securitrons are going Return to Mr. House.
16 through combat

The House Always Wins, II


allied faction

Mr. House

Awakening the
QUEST FLOWCHART After completing the first of Mr. House’s
tasks, agree to listen to his next plan for
Quest Start
Complete Main Quest: The House Always Wins, I
you (1). You must infiltrate Caesar’s camp
at Fortification Hill, also known as The Fort Securitron Army
[3.28]. Mr. House wants you to open a hatch
Speak with Victor to leave the Lucky 38
in the basement of the derelict weather
station in the camp, which bears the same
insignia as the Lucky 38 logo. Only the
Perform Main Quest: Render Unto Caesar far Platinum Chip opens this door, so Mr. House
enough to enter the securitron Vault
gives it back.

Go down the stairs to the terminal with Mr. House’s


image on the monitor Platinum Chip

Use the Platinum Chip to open the 2


Speak with House
secret bunker at Fortification Hill. At the far western
end of The Fort is
Agree to upgrade his Securitrons.
a drab concrete

Fight through the bunker to the Securitron Opera-


Tip Caesar has set
Caesar’s
Legion
up camp on
building with a radio
mast (2). Enter the
tions Console. the eastern side of the Colorado River.
door on the side
To infiltrate the place, you need to achieve
the following (all of which is detailed much
wall to the Weather
Activate the console to upload the data. 3 Monitoring Station,
more thoroughly in Main Quest: Render
Unto Caesar, which also flags where options and receive your weapons from the Weather
Return to Mr. House after speaking with Caesar favorable to Mr. House can be chosen. But Station Guard (3). Activate the console next
and leaving the Fort briefly, you need to: to the floor flap doors using the Platinum
Chip, and descend the steps. Open the
Travel to Cottonwood Cove [6.20] and
Completion Stage Elevator Door to the Securitron Vault.
meet Cursor Lucullus on the dock, and
Speak with House ask him to escort you to the Legion’s
camp at Fortification Hill.

This Quest starts in one of two ways: Disarm, walk to the fort drawbridge
and navigate to Caesar’s Tent. Agree to
• Either automatically, after a successful
demolish Mr. House’s bunker under the
completion of Main Quest: The House
weather station.
Always Wins, I.
If Benny escaped, Caesar gives you the
• Or if Benny escapes and you complete the
Platinum Chip, which is the only way to
first few Objectives of Main Quest: Render
enter this facility.
Unto Caesar. 4
Another option appears, which is the
We Aren’t Legion
The Legion hasn’t gained access to this place.
one you must complete to continue this
Quest: It’s still the domain of Mr. House, who greets
you from the bank of computer monitors (4).
You can:
Agree to Mr. House’s demands, and plan to
upgrade the Securitrons.
Refuse (after which, all robotic security
becomes hostile), or remain noncom-
mittal. You don’t have to keep your word
though.

1 Upgrade Mr. House’s secret


Securitron army.

90
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

The Sentry Bot Operations Terminal is Chip, and upgrade the Securitron army (8);
currently offline. you now have a massive robotic force at your
Whatever your choice, head down the command for the incoming final battle! Then
corridor, past a door to the Sentry Bot return to Caesar.
chamber (which is locked, but can be sealed
Report back to Mr. House for further
to prevent Sentry Bots from attacking you
on the way out), and into a long, windowed
instructions.
hallway with two Protectrons and a turret

5
ahead of you, and a huge army of deactivated
Securitrons to your left and right, behind Caution IfSecuritrons
you destroy the
instead
the reinforced windows. Shoot or avoid the of upgrading them, then you’re either
robots, exit via the door, watch for another making the final battle a lot more difficult
turret on the stairs, and head into the large for yourself, or you’re readying an alliance
generator room (6). Face down around five with Caesar (or the NCR, but not Mr. House).
Protectrons as you scout around the large The Quest fails if you destroy the Power
generators, and you’ll find three conduit Regulators.
chambers (7). Each contains a Power
Regulator. These control the flow of power Now return to Mr. House (as you exit the
throughout the vault, and without them, the bunker), who tells you to report back to the
power buildup could reach dangerous—and Lucky 38 Casino to discuss “the next steps.”
6 Exit The Fort (either before or after telling
explosive—levels.
The Vault Status Caesar you were victorious), and head back
Terminal by the to The Strip [Zone 2D]. After you’ve met Victor
door informs you and returned to the penthouse, speak to Mr.
that turrets and House. If this is the first time you’ve met Mr.
Protectrons are House with the Platinum Chip, he asks you
active, and Sentry for it and tells you to head to the basement,
Bots are standing where you watch as another Securitron
7 by. So you’ll face upgrade take place (this is the conclusion of
the two former robotic foes throughout your Main Quest: The House Always Wins, I).
exploration. Defeat the Protectron at the Assuming you don’t wish to annoy Mr. House,
bottom of the steps (5), after which you can 8
you can:
access the security room, or turn right. The Power up the Securitrons. The
Mr. House Request the reward you Bartered for at the
security room contains a Plasma Rifle and “commotion” fools Caesar into
Securitron Vault.
ammunition (perfect for taking out robotic thinking you’ve destroyed the base. Leaving
foes), and three monitors. the Securitrons alone simply stalls this Ask what plans he has for his Securitron
75 The Protectron Operations Terminal Quest. army.
science

can be hacked, and the alert turned Open the door in the west wall, and head up Or ask what happens next, and begin Main
off, effectively shutting down all the stairs (watch out for turrets) to the door Quest: The House Always Wins, III.
Protectron attacks. marked “Systems Room,” taking out two
50 more turrets before accessing the Securitron 500 XP
The Turret Operations Terminal can
science

Operations Console. Insert the Platinum


be hacked, and the turrets disarmed.

The House Always Wins, III


allied faction

Mr. House

QUEST FLOWCHART
Shaking Up the Boomers Assuming you’re here to help Mr. House (1),
he tells you that outside New Vegas is an area
Quest Start once known as Nellis Air Force Base [3.01],
Complete Main Quest: The House Always Wins, II which is now the home to an unusual tribe
and accept House’s next task. known as the Boomers. This “aggressively
reclusive” clan has several howitzers, which
Speak with Victor to leave the Lucky 38 they fire at intruders. Mr. House is interested
in these big guns; they can fire on the Hoover
Travel to Nellis AFB. Dam, and more specifically, any targets of his
choosing. He wants the Boomers’ support, or
Convince the Boomers if that’s not possible, he doesn’t want them to
Neutralize the Boomers sign treaties with the NCR or Caesar’s Legion.
by killing their leaders.
to join Mr. House [Side 1
Quest: Volare!] Reply that you’ll make sure the Boomers
Mr. House’s Securitrons on The Strip [Zone
2D] are upgraded, and those under The Fort support the correct side. Mr. House warns
Completion Stage you of the sheer force of their bombardments,
[3.28] are ready for action. It is now simply
Return to Mr. House and inform him that the Boom- a matter of adjusting the attitudes of some and that his Securitrons recently spotted a
ers have been persuaded or neutralized. man near the base studying the patterns of
of the “lesser” Factions while you wait for
Caesar’s Legion to attack Hoover Dam. You these projectiles. Perhaps he can help?
can: Convince the Boomers to support Mr.
This Quest begins as soon as you finish Main
Quest: The House Always Wins, II, and agree Mr. House
Continue these specific Quests, House.
to help with Mr. House’s next task. It is also and ask about the next step.
getting extremely important to pick a Faction Or, you can ask further questions
(Optional) Neutralize the Boomers by
to align with! throughout your chat, and gain yet more killing the tribe’s leaders.
You can visit the Boomers and complete any background knowledge.
of their Quest-related tasks before or after Mr. Or, you can kill Mr. House, and fail his
House requests it. remaining Quests.

91
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

(Side Quest: Volare! / Sunshine Boogie)


Talk to Loyal, and repair the Solar Array Mother Pearl (6), the
Station. matriarch, is inside
(Side Quest: Volare! / Ant Misbehavin’) or near her barracks,
Speak to Rachel about (and purge) the or wandering outside.
Ant infestation. She is a critical kill.
(Side Quest: Volare! / Young Hearts) Help 6
Jack meet the love for whom he pines.
2 (Side Quest: Volare!) Speak to Mother Pearl,
and agree to dredge an old bomber from Argyll (7), the doctor,
Leave the Lucky 38 is in the medical
Lake Mead [3.26].
and travel northeast. station. He is an
The nearest (and (Free Quest: Malleable Mini Boomer Minds optional kill.
safest) spot to the and Bear Necessities) Speak to the
Boomers’ territory is children playing in the Boomer’s base. 7
the Fields’ Shack (2) (Free Quest: Iron and Stealing) Collect
[3.04]. Take the road Scrap Metal to sell to Jack. Loyal (8), the
3 and you’ll run into patriarch, is
George (3), who offers information on how to (Free Quest: Missing a Few Missiles) Collect
inside one of the
safely navigate the howitzer barrages to reach Missiles to sell to Raquel.
two hangars, or
the Boomer’s Nellis Air Force Base [3.01]. • Once you’ve completed Side Quest: wandering outside.
Volare!, you can speak with Mother Pearl. He is a critical kill.

Tip Tohowitzer
navigate through the
barrages, ignore
When she calls you “a trusted friend of us
all,” ask if they can offer you assistance if
8
George’s deal unless you want to part there’s a battle at the Hoover Dam in the
with Caps. Run straight into the rubble Jack (9) is usually
near future.
of the first house you see, and hide in the inside one of the
corner. After the wave of shells, while the
• Have you already done all of this before hangars, close to
Boomers reload, either run to the next Mr. House requested it? Then this Quest Loyal. He is an
(mostly) intact house, or make a bee-line for is considerably shorter. Just reacquaint optional kill.
the fence. When you’re close enough to the yourself with Mother Pearl, and ask for
perimeter fence, the Boomers stop firing (for her assistance. 9
fear of injuring their own people). Or, you Raquel (10), the
can simply run along the rock wall to the Boomers Fame Gained! master-at-arms, is
left when you reach the top of the road; you usually standing on
might be struck by the outer splash damage her viewing platform
once or twice, but you won’t take a direct hit.
Tip Unless you’re exhibiting
symptoms of dual-personality
(in the center of the
base, on the runway),
and want to destroy the Boomers
or near the barracks.
Faction
Boomers halfway through helping them, completing
the above list of tasks is more than enough
10 She is an optional kill.

Interaction #1A: to gain an Idolized Reputation!


Boomers Infamy Gained!

Admired from Afar Inform Mr. House that you’ve won


the Boomers’ support.
Tip Killing Pearl and Loyal is
all it takes to eliminate the

Faction
Boomers Boomers as a potential threat. Attack
them in their specific locations during the
Interaction #1B: day, because they bunk with many other
Boomers at night.
Killed at Close Range Once you’ve completed these horrific acts,
the Boomers won’t be making any deals with
the NCR or Caesar’s Legion ever!
4
Now you begin Side Quest: Volare! Inform Mr. House that the Boomers
Please refer to that specific Quest for have been neutralized.
details on how to safely enter the base (4),
and convince the Boomers to support Mr.
House. But briefly, you need to:
Faction Interaction:
• Reach the front gate, meet Raquel, and Complete
begin a cordial conversation with Mother 5 Back at the penthouse level of the Lucky 38,
Pearl. Mr. House has a ruthless streak, which Mr. House asks for a progress report. You
You must then raise your Boomer he’s gradually revealing to you. He’s can:
Boomers given you a second option when it comes to
Reputation Rank to “Idolized.” Tell him you’re still working on it (which
Achieve this by completing any of the treating the Boomers: execution! Begin Side
is only advisable if you haven’t secured
following tasks (some of which are their own Quest: Volare! as normal, until you’ve spoken
their loyalty or murdered their leaders).
Side Quests) until your Rank improves. Use to Mother Pearl and received your Objectives.
You’re then free to unleash hell, but from Inform Mr. House that the Boomers have
your Pip-Boy to check the status. You don’t
a closer range. Killing everyone (5) is one had their loyalty secured, or they’ve been
have to perform all the tasks.
option, but for the Boomer Tribe to fall into taken out of the equation. Mr. House is
(Side Quest: Volare!) Visit Pete and learn all disarray and decline, a more tactical series of pleased, and immediately informs you of
about Boomer history. strikes is called for: Kill their leaders. your next assignment.
(Side Quest: Volare!) Speak to Argyll and
treat all his patients.

92
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

The House Always Wins, IV


allied faction

Mr. House

QUEST FLOWCHART
Speak to Victor, travel down to the casino
level, and leave the Lucky 38, then cross The Faction
Omertas

Quest Start
Complete Main Quest: The House Always Wins, III
Strip and enter Gomorrah (2).
Interaction #2B:
and agree to look into the Omertas for Mr. House. Investigate the Omertas and stop
them if their plans oppose Mr.
Cachino’s Reaper
Speak with Victor to leave the Lucky 38
House’s interests.

Do Side Quest: Do Side Quest: Caesar’s Legion Infamy Gained!


How Little We How Little We Kill the
Know, and stop Know, and aid Omertas
the Omertas the Omertas
[FAILED!] Render Unto Caesar:
Beware the Wrath of Caesar!
Return to the Lucky 38 The Legion has spies everywhere.
If you continue to work against its 4
Speak with Victor to get to the top floor. interests, you will be marked an Side Quest: How Little We Know can
enemy. also be completed in a way that benefits
Completion Stage the Omertas but still keeps them loyal to you,
Inform Mr. House that the Omertas have been
neutralized.
Faction
Omertas and therefore Mr. House. Briefly, you need to:

Interaction #2A:
• Ask the receptionist or other casino
workers about Cachino, then ask him

Cachino’s Colleague about his side businesses.

Tip ToMainstartQuest:
this Quest, finish
The House Always
• Confront Cachino after obtaining details
of his deeds against the other Omertas.
Wins, III, and your infiltration into the • Keep the evidence, and convince an
Omertas begins. You’re likely to be Vilified by Omerta thug that you need to speak to
Caesar’s Legion by the end of this Quest, so Big Sal or Nero.
make sure you’re happy working under the
phosphorescent gaze of Mr. House! • Speak with Big Sal or Nero and give them
Remember too, that you can enter Gomorrah Cachino’s evidence. Then “help” Big Sal or
and complete any of the Omerta Quest-related Nero during Cachino’s business meeting
tasks before or after Mr. House asks you. (4), and offer to help the boss with
rackets they’re planning.
3
Three Families. One House. Once you enter Gomorrah Casino
(3), to investigate the Omertas, you
Speak with Troike and retrieve a stolen
weapons shipment from Fiends.
must begin Side Quest: How Little We Speak with Clanden, and agree to find
Know. Completing this Side Quest, ideally chlorine at the Ultra-Luxe or at the
after minimizing the threat of the Omertas, Freeside supplier.
completes the Main Quest, too. Please refer • Let Big Sal or Nero know that their
to that specific Side Quest for details on rackets have been helped.
achieving this. But briefly, you need to:
• Ask the receptionist or other casino The Strip Infamy Gained!
workers about Cachino, then ask him
about his side businesses.
1
Caution Aogetic
• Confront Cachino after obtaining details third, unapol-
of his deeds against the other Omertas. and highly
• Hand him the evidence, and then begin dangerous way to minimize the
investigating two Omerta operatives: Omertas’ presence is to simply find the
three bosses (Big Sal, Nero, and Cachino)
• Investigate EITHER Troike OR Clanden
and murder them all, and anyone else you
(only one is necessary): spot with a first name and a sharp suit. The
Investigate Troike and obtain the blackmail Omertas become hostile, and there is insta-
note from Big Sal’s Safe, OR bility on The Strip.
Investigate Troike and use his Thermite to
2 destroy the Omertas’ weapons storage.
For your next task, you’re to enter the den of
vice known as Gomorrah Casino [2D.01]. Mr.
Investigate Clanden and steal the Snuff
Tapes from his safe. Then confront
Caution Ifalready
you haven’t
completed
House (1) is concerned about the Faction that the Free Quest “Big Winner” (detailed in
Clanden and either kill him or convince
runs this adult playground, the Omertas. He the Tour section devoted to Gomorrah), you
him to leave New Vegas.
knows that the Omertas are underhanded, risk being unable to gain an Achievement or
but the current cooperative silence is almost • Kill Big Sal and Nero. Trophy devoted to gambling. You have been
deafening. They’re up to something, and warned!
you’re going in to find out what it is! The Strip Fame Gained!
8 (Optional) Inform Mr. House of the
CHARISMA

You can also flirt with Mr. House. Omertas’ treachery.


Or ask about the backgrounds of the “Three
Caution Warning! Excessive
killing doesn’t affect
your Strip Reputation, but it gets you
Families” of The Strip, or the Omertas
barred from the casino!
themselves.

93
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Inform Mr. House that the Omerta


Tip For more information, look
up the Side Quest in the next
Find Nero (7) on
the balcony or pool
threat has been neutralized.
chapter. Begin Side Quest: How Little
We Know in one of four ways:
table and offices area
of the main level, Faction Interaction:
Finish Side Quest: Bye Bye Love
Start Main Quest: The House Always Wins,
or sleeping in the
Gomorrah suites.
Complete
IV (this Quest). 7 When you return to the penthouse level of
Deal with the Great Khans during Main the Lucky 38, Mr. House wants a progress
Quest: For the Republic, Part 2. report and isn’t interested in half measures.
Ask Yes Man about Side Bets. Find Troike (8) in You can:
the Gomorrah lower Tell him you’re still looking into it, or you
lobby area, in the
Omertas
Wise Guys’ Zoara Club.
found evidence. Mr. House doesn’t care;
he needs you to finish this!

Mug Shots 8 If you sided with Cachino, Mr. House is


less than pleased but will give you a new
This is Cachino (5). assignment.
You’ll usually find
him in the main level If you sided with the bosses, the Omertas
Find Clanden (9)
(he seeks you out). are likely to massacre everyone on The
sleeping or wandering
Then he moves to the Strip when the Legion attacks, and Mr.
the Gomorrah suites.
bar near the stage on House needs to divert more resources,
the main level. which means fewer Securitrons for the
5 9 final push, making this the less positive
outcome.
Find Big Sal (6) on
the balcony or pool Note Already an enemy of the
Omertas? Become a foe Nevertheless, you’re ordered to complete your
next task at once.
table and offices area without offing all three bosses? Then this
of the main level, appears:
or sleeping in the
Gomorrah suites. Inform Mr. House that the Omertas
6 are hostile to you.

The House Always Wins, V


allied faction

Mr. House

kill him and every single Brotherhood of Steel


QUEST FLOWCHART
member (2). This is long, highly dangerous,
Quest Start and ultimately pointless, because you have a
Complete Main Quest: The House Always Wins, IV better option.
and agree to deal with the Brotherhood of Steel. Agree to see Elder McNamara, and once
you’re free to move about the bunker, head
Speak with Victor to leave the Lucky 38 to the VR chamber in the southern quadrant
of the bunker L2. When no one is looking,
Kill off the Brotherhood of Steel. surreptitiously inspect the two terminals on
1 the western wall: the Self-Destruct Autho-
Journey to the strange, desolate, and rization Terminal, and a link terminal to
Return to the Lucky 38
windswept Hidden Valley [5.11], and enter activate the self-destruct command. You can:
the western bunker (1). You can kill the 100
Speak with Victor to get to the top floor. Hack the red terminal, and start the
science

Brotherhood of Steel (as Mr. House wants)


bunker self-destruct sequence. Or,
or ally with them. The Brotherhood of Steel
Completion Stage would make a fine fighting force for the battle • You can locate the three senior Broth-
Inform Mr. House that you’ve negotiated peace to come…if you can convince them! erhood members with keycard access
with the Brotherhood of Steel, or have destroyed
to the authorization terminal. The three
their bunker.
Faction
Brotherhood
of steel targets are:

Interaction #3:
Tip Once you finish Main Quest:
The House Always Wins, IV, Tick, Tick, Boom! Head Scribe Taggart
(3), who is usually in
you’re asked to kill the Brotherhood The Brotherhood of Steel’s bunker his bed, or wandering
of Steel because they’re likely to oppose Mr. can be destroyed in cunning and
House’s new regime due to their fanatical this VR chamber.
brutish ways.
views on technology. The four Side Quests
related to the Brotherhood of Steel (including
3
Veronica’s, a Follower) can occur before or
after you speak with Mr. House. Consult Side
Quest: Still in the Dark for all your options. Head Paladin Hardin
(4), who is at the
entrance between
Find the Brotherhood of Steel and
bunkers L1 and L2.
destroy them.
4
2
Enter the facility,
unarmed
MElee
guns

and when Paladin


Ramos stops you,

94
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Back at the authorization terminal, the keycards Inform Mr. House that the Brother-
generate a password for the red terminal. Access
Elder McNamara (5), hood’s bunker has been destroyed.
that, and choose the self-destruct sequence
who is usually in his launch. Now flee to the surface.
bed, or sitting in the
Tip Should you wish to ally with

Tip
command room. Your mass-slaying of the the Brotherhood of Steel
Brotherhood of Steel isn’t for against Mr. House’s wishes, consult
5 naught, as there’s a hefty haul inside Side Quest: Still in the Dark. If you’re allied
this bunker, although buying items from with Mr. House, the only reason to do this
Head Scribe’s Keycard them nets much more potent weaponry. is to get Power Armor training, purchase
Check the Tour chapter for the stash, and goods from the store inside the Hidden
remember to pillage the bunker before you Valley Bunker, or steal items. Afterward, kill
Head Paladin’s Keycard start the self-destruct sequence! everyone.

Elder’s Keycard

Obtain the keycards through


Caution Beware: Activating
the self-destruct
sequence causes instant Vilification
sneak

Pickpocketing, or shooting (which


with the Brotherhood! You are marked and
turns the entire bunker hostile).
may encounter patrols gunning for you later
in your Questing!

The House Always Wins, VI


allied faction

Mr. House

Out, Dam Plot Your standing with the NCR


new ca.
republic
matters greatly when obtaining
QUEST FLOWCHART
Main Quest: You’ll Know It When It Happens. Quest Failed Quest Start
You must be “Accepted” (or better) in your NCR reputation not Complete Main Quest:
NCR Reputation to attend President Kimball’s high enough; President The House Always Wins,
speech (Mr. House sends a Securitron to Kimball dies, proceed to V and agree to protect
smooth matters over, allowing you to work Main Quest: The House President Kimball if NCR
Always Wins, VII reputation high enough.
with the NCR). The easiest way to know this
is to check your Reputation on your Pip-Boy,
or see how you’re treated when you visit Speak with Victor to leave the Lucky 38
Hoover Dam.
1 Perform Main Quest: You’ll Know It When It Happens
Go to Hoover Dam and protect
President Kimball during his visit.
Return to the Lucky 38

Presidential Cordon Speak with Victor to get to the top floor.


Mr. House wants you to foil a Legion assas-
sination plot. Ranger Grant is ready to brief
Completion Stage
you. This begins Main Quest: You’ll Know It
Inform Mr. House that you’ve protected President
When It Happens. This is a Main (and not a
Kimball, or that he’s dead.
Side) Quest, so consult it for all the possible
2 options. If you care about New Vegas stability,
be sure to save President Aaron Kimball Inform Mr. House that President
Back at Mr. House’s penthouse, your news
during his visit (2) to Hoover Dam. Once Kimball survived the assassination
from the field has come just in time, as Aaron
Kimball is saved, or dies, return to Mr. House
Kimball, the president of the New California attempt.
to conclude this Quest.
Republic, is visiting the Hoover Dam (1) [3.33]
to “boost morale.” Inform Mr. House that President
Kimball is dead.

The House Always Wins, VII


allied faction

Mr. House

See flowchart on the following page


journey to the El Dorado Substation [5.04],
Final Preparations and attach an Override Chip to the power

for Power control terminal. Mr. House will use the jolt
of electricity to jump-start the Lucky 38’s
reactor and boost the transmission strength
of the network, allowing control over the
Securitrons at Hoover Dam.

Override Chip
2
Once you’ve stopped, (or fled after the
assassination of) President Kimball, Mr.
El Dorado Override
House gives you an imperative task. With Between Vault 11 [5.05] to the east, and
1 the Legion’s assault imminent, you must Black Mountain [5.07] to the west, lies the El
Dorado Substation (1), which siphons power

95
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Report back to Mr. House at the


QUEST FLOWCHART NCR Infamy Gained!
Lucky 38.
Quest Start Or Sneak (ideally with a Stealth Boy)
A Prelude to Complete Control

sneak
Complete Main Quest: The House Always Wins, VI and agree into the substation without being
to install the override module in the El Dorado Substation. spotted, or the alarm raised. Mr. House is pleased with this new bolt of
Or, if you’ve procured an NCR uniform or energy that has successfully jump-started
Speak with Victor to leave the Lucky 38 armor, you can fool these grunts into the Lucky 38’s reactor. Vegas is humming
thinking you’re one of them, and enter along, and Mr. House has been testing his c3i
Install the override module in the El Dorado the substation. broadcasting arrays. Everything is in order.
Substation. Which is great timing, because Caesar’s
forces are establishing a staging area east of
Return to the Lucky 38 the dam! Mr. House asks whether you want
to head to the dam, or tie up any loose ends
before the ultimate battle.
Speak with Victor to get to the top floor.
Since you successfully powered up the
Securitrons under The Fort during The House
Completion Stage
Always Wins, II, they will be waiting to turn
Inform Mr. House that the Substation is activated
the tide of battle!
3 Otherwise, you’re in for a tougher struggle.
from HELIOS One [5.13] to the south. Once
Once inside the substation, deal with any Mr. House has a plan for ultimate victory,
you reach the substation, a patrol of NCR
threats, activate this terminal (3), and power and the fate of New Vegas for decades to come
grunts (2) stops your progress, and tells you
up the substation with the Override Chip. lies in your hands. Act III: Main Quest: All or
that there’s going to be trouble if you enter
Mr. House’s network tentacles now reach far Nothing begins now!
the control room. You can:
and wide; including the ability to control the
Assault the substation with all massive Securitron army in the bunker under
guns

guns blazing (or Melee Weapons The Fort [3.28] that you (hopefully) brought
bludgeoning), which doesn’t win you online and upgraded. Now head outside, and
any favors (or Reputation) with the NCR. prepare to tie up any remaining loose threads.

Render Unto Caesar


allied faction
Caesar’s
Legion

See flowchart on the following page

Before You Begin Speak with Caesar.


The first indication
of Caesar’s interest Travel to Cottonwood Cove and take
in you comes when
the barge up the river to the Fort.
a sharp-suited man
with a steely glare
accosts you on The Initium: Finding The Fort
Strip [Zone 2D] as
1 you leave The Tops
5
Casino [2D.04] after
finishing Main Quest: After a long trip,
Ring-a-Ding-Ding! He you arrive on the
introduces himself western shores of
as Vulpes Inculta the Colorado River
(1), or Alerio (2) if overlooking Lake
you killed Inculta in Mead, inside The
2 Nipton [4.30]. His 3 Fort. A Legionary
6 guard orders you to
master wishes your presence at his camp at Leave the bright
Fortification Hill [3.28]; also known simply disarm and relinquish “all banned items.”
lights, and travel You can:
as “The Fort.” You are handed the Mark of south to Cottonwood
Caesar, and given instructions on reaching Agree.
Cove [6.20], where
the place via boat. your transport Disagree, but you won’t progress any
You can complete some of this Quest even if awaits. As you near further.
you’ve already decided to ally with another this Legion staging
4 camp (3), a Legion Whine a bit, then agree.
Faction; whether it be Mr. House, the NCR,
or yourself as an independent free-thinker. Explorer stops you and asks your business. Ask what is considered a banned item. He
However, you must start this Quest if: You can: states alcohol, Chems, and other stims. You
can:
Benny escaped during Main Quest: Ring- 35 Inform him that you’re “just a
speech

a-Ding-Ding!, and you don’t have the humble trader passing through.” 35
Inform him of your congenital heart
speech

Platinum Chip. You’re let past. defect, and smuggle in your Chems.
If you’re allying with Mr. House, and Any option (aside from attacking) also
want to upgrade his secret army of allows you to pass freely into the camp. Or agree to disarm, or disarm with hold-out
Securitrons, but don’t want to fight weapons.
Move to the wharf, and speak to Cursor
through a heavily guarded Fort. Or agree, but keep your hold-out weapons.
Lucullus (4) standing by the pontoon at the
Otherwise, this Quest is required if you wish end of it. You may speak to him about the Follow the dirt trail right, passing the cruci-
to ally with Caesar, becoming impossible if “honor” Caesar bestowed upon you, before fixion, and enter the ground drawbridge
you sway to the NCR. deciding to leave. before making a steep, semicircular climb
past a couple of Slaves, running children, and

96
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

with other Factions). When Caesar’s finished, Assuming Mr. House is available to speak to,
QUEST FLOWCHART you can: you can:
Claim you’ll decorate this tent with Agree to Mr. House’s demands, and plan to

terrifying
presence
Main Quest: Ring-a-Ding-Ding his guts, and attack. This fails the upgrade the Securitrons.
Quest, and is worth doing only if
Refuse (all robotic security becomes
Quest Start you’re allying with the NCR or Yes Man.
hostile), or remain noncommittal. You
Speak with Alerio Speak with Vulpes If Benny escaped, you may already have don’t have to keep your word in any of
outside of the Tops if Inculta outside of the spotted him trussed up in a side tent (see
Vulpes Inculta is dead Tops the choices, though.
below). You can ask about him, too.

Head to Cottonwood Cove and take the Barge You can ask about the Platinum Chip, Enter the secret bunker.
or what employment Caesar wishes to
tender you.
Speak with Caesar and accept his requests Upgrade Mr. House’s secret
The invasion into the west is about to begin, Securitron army.
Insert the platinum chip into the Weather but before this happens, Caesar wants you
Monitoring Station to remove Mr. House from the game with a
quick one-two knockout. Ask what you must
do, and Caesar describes an old building,
Tip Mr. House
Siding with
Mr. House and
Destroy the three Securitron Vault Power only pretending to carry out Caesar’s
Regulators here when The Fort was taken in 2277. The
bidding is your second possible plan, which
doors to that structure sport the same sigil
can take place during this Quest, and also
as on the Platinum Chip you (or Benny) was
Return to Caesar and speak with him Main Quest: The House Always Wins, II. But
carrying. You’re to infiltrate the structure, briefly, you need to:
destroy whatever is inside, and then return.
Travel to the Strip and enter the Lucky 38 Caesar gives you the Platinum Chip. Enter the operations room and access the
console, and install the Mk II upgrade
Kill Mr. House and return to Caesar software for the Securitrons.
Platinum Chip
Return to Caesar, and tell him you were
Travel to NELLIS Air Force Base victorious, and then leave The Fort.
Demolish Mr. House’s bunker under
Then return to Mr. House to discuss “the
the weather station. next steps.”
Kill Mother Pearl and Complete Side Quest:
Loyal. Volare!
Intentio: House
Recruit the Boomers
Shows His Hand
Speak with Caesar

Travel to The Strip and enter The Ultra-Luxe

Complete Side Quest:


Fail attempting to re-
Beyond the Beef and speak
cruit the White Gloves.
with Mortimer and Marjorie 10

Speak with Caesar 8

Travel to Hidden Valley

Kill all the B.O.S. members

Speak with Caesar


11
Complete Main Quest: Et Tumor, Brute? The Vault Status
Terminal by the
9
Completion Stage door informs you
Directed to meet with Cato by the Hoover Dam Exit Caesar’s Tent and head west, down the that turrets and
steps and into a flat promontory of tents, a radio Protectrons are
mast, and a Weather Monitoring Station (8). active, and Sentry
Speak with Cato and complete Main Quest: Arizona Killer
Open the door, and once inside, you’re given Bots are standing by.
your weapons back. Remember to rearm yourself 12 So you’ll face the two
a Legionary Instructor. Open the drawbridge, before continuing! Ahead is a floor grating that former robotic foes throughout your explo-
and enter the inner fortification atop the hill. is activated by accessing the Weather Station ration into the vault. Defeat the Protectron
Pass the small arena, and climb the rocky Console. Slot the Platinum Chip into the console, at the bottom of the steps (10), after which
summit to Caesar’s Tent (5). Once inside, you and the floor door flaps retract. Open the Elevator you can access the security room or turn
gain an audience with the man himself (6). Door to Securitron Vault, and step through into a right.The security room contains a Plasma
Hail, Caesar! connecting chamber with a large monitor on your Rifle and ammunition (perfect for taking out
right (9). This displays the visage of: robotic foes), and three monitors.
Accept Caesar’s first task. Mr. House, if he is still alive. The Protectron Operations Terminal
75
science

Yes Man, if you’ve teamed up and taken can be hacked, and the alert turned
Caesar speaks to you, regaling you with Mr. House out of the picture (as part off, effectively shutting down all
knowledge of your past triumphs and trans- of Main Quest: Wild Card: A Change in Protectron attacks.
gressions (all of which are entirely dependant Management). 50
The Turret Operations Terminal can
science

on your Main Quest choices up until this


A “lost connection” if Mr. House has been be hacked, and the turrets disarmed.
point, as well as your general Fame or Infamy
taken offline (through various means,
detailed in appropriate Main Quests).

97
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

The Sentry Bot Operations Terminal is Or, you can visit Camp Golf [3.23],
currently offline. and enter the intriguingly named
Whatever your choice, head down the
keycard House Resort building. Inside, you
corridor, past a door to the Sentry Bot can find a Lucky 38 VIP Keycard. Find advice
chamber (which is locked, but can be sealed on this location in the Tour chapter.
to prevent Sentry Bots attacking you on the Or, you can trust your high-level
75

science
way out),and into a long, windowed hallway Science skill, and manually hack
with two Protectrons and a turret ahead the terminals necessary to reach Mr.
of you, and a huge army of deactivated House’s inner sanctum!
Securitrons to your left and right, behind 14
the reinforced windows. Shoot or avoid the instructions. Then return to Caesar,
Bicallis: Unlucky 38
robots, exit via the door, watch for another optionally listening to Mr. House rant from
turret on the stairs, and head into the large his linked monitor before you exit. Beware:
generator room (11). Face down around five Sentry Bots have been released in the final
Protectrons as you scout around the large corridor, so flee or stay and fight as you wish.
generators, and you’ll find three conduit Give your weapons (or all but your hold-out
chambers (12). Each contains a Power weapons) to the Weather Station Guard on
Regulator. These control the flow of power your way out.
throughout the vault and without them, the
power buildup could reach dangerous—and
Caesar’s Legion Fame Gained!
explosive—levels. You have two choices. 15
Bicallis I: Waking Peractio: The Chief Is Chuffed
Up the Robot Army Speak with Caesar, and he tells you he wants
Mr. House out of the picture. You can agree
(to advance this Quest, or ask him a variety
of questions, including what that machine is
in his tent). When you’re done, depart from
the Fort. Speak to his commanders flanking
him. Both Lucius and Vulpes Inculta have
Quests for you to complete. Start Side Quest:
The Finger of Suspicion with Inculta now to 16
minimize backtracking. Travel back to Cursor Lucullus at The Fort
gates, obtain (and re-equip) your inventory,
13 Kill Mr. House. and begin the trek back to The Strip from
Cottonwood Cove. When you’ve entered The
Open the door in the west wall,
Strip, head for the front of the Lucky 38
All About the Benjamin
Mr. House
and head up the stairs (watch
Casino. Your first victim is Victor. Enter the
out for turrets) to the door marked “Systems Benny knows his casino level, and destroy the two Securitron
Room,” taking out two more turrets before game is over, but he’s Mk Is by the elevator (15). Access the
accessing the Securitron Operations Console. trying his hardest elevator, and ride it up to the penthouse.
Insert the Platinum Chip, and upgrade to slither out of an Once at the top, engage Jane and the other
the Securitron army (13), per Mr. House’s inevitable death. If Securitron Mk Is in combat (16), until all
instructions. The upgrade sequence fools you ask him, he tells have exploded. Ignore the threats or pleading
Caesar into thinking you’ve destroyed the you how to sabotage from Mr. House on the monitor, and head to
base. Then return to Caesar, and then Mr. 7 the bunker, but
the terminal on the north wall. Access it, and
House to complete Main Quest: The House without destroying Mr. House’s technology, open the antechamber, hitting “Yes.”
Always Wins, II. and then you can return to Vegas to find Yes
Tell Caesar the Securitron army is no Man to plan your own destiny, not somebody
else’s. He also pleads for his life. You can:
longer a threat.
Free him, and he flees the Fort.
Kill him in an un-sporting manner.
Tip IfSecuritrons
you upgrade the
instead of Or challenge him to a duel in the arena, a
destroying them, Caesar still believes prospect that the Legion find most enter-
you’ve done the job he asked, because the taining (7). Then kill him, and obtain his
ground shakes when the Securitrons are fancy gun.
fired up, which he interprets as an explosion. 17
This allows you to complete the Main Quests Maria Inside is a hidden server room with a
relating to Mr. House (The House Always variety of complex equipment and two more
Wins), or Yes Man (Wild Card: You and What Securitrons you can destroy, or
Army?) without needing to fight your way out
of The Fort.
Preparation: The 85 Override them without further
Keys to Success
science

destruction by accessing security on


the windowed side of the room.
Gaining entry into “off-limits” areas of the
Bicallis II: Blowing Lucky 38 Casino can be tricky. Be sure you You can dash here through the previous

Up the Robot Army have one (or more) of the following: Securitrons and achieve the same result,
although this is more dangerous. With robot
The Platinum Chip that Benny “gave”
Destroy all three of the Power
Caesar’s threats abated, access the terminal next to
Legion you. Make sure you take this from
Regulators in each conduit platinum
the control room elevator. Unlock it, and ride
him. If Benny fled and was captured
chamber. The vault begins to shudder the elevator down to the control room. This
by Caesar’s Legion, another option is easier.
violently as the Securitrons explode, and the vast, cool chamber contains Mr. House’s Life
entire area begins to shut down. Optionally You can visit the H&H Tools Factory Support (LS) chamber (17). You can:
head up the stairs to the west, and enter [2.06], and locate the Lucky 38 VIP
the systems room to witness the destruction
keycard Keycard inside the booby-trapped
of the Securitron army (14), per Caesar’s office. Dangers and advice on exploring the
factory are in the Tour chapter.

98
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Leave Mr. House, although this halts the You must then raise your Boomer Reputation
Quest.
Access the terminal and “Unseal LS
Tip You can visit the Boomers,
and complete any of their
Rank to “Idolized.” Achieve this by completing
any of the following tasks (some of which
Quest-related tasks before or after are their own Side Quests) until your Fame
Chamber.” There’s a microbial infection
Caesar wishes you to visit. Other Faction improves. Use your Pip-Boy to check the
risk to Mr. House, but that’s the least of leaders have their own plans for the Boomers
his worries. Select “Yes.” status. You don’t have to perform all the
too; consult Side Quest: Volare! for all your tasks.
Now attempt the following: options.
(Side Quest: Volare!) Visit Pete and learn all
Sterilize LS Chamber. This kills Mr. House, about Boomer history.
which is exactly what Caesar wants
(although he’s fine with him being
Shaking Up the Boomers (Side Quest: Volare!) Speak to Argyll and
disabled). For any other Faction, this is treat all his patients.
an unnecessarily thorough removal of Mr. (Side Quest: Volare! / Sunshine Boogie)
House from play. Talk to Loyal, and repair the Solar Array
Disable Cerebral Interface, which allows Station.
you to see the “real” Mr. House. He’s not (Side Quest: Volare! / Ant Misbehavin’)
quite as chipper as his monitor image Speak to Rachel about (and purge) the
may have led you to believe. You can Ant infestation.
speak to him, kill him, let him live, or
(Side Quest: Volare! / Young Hearts) Help
have pangs of guilt.
18 Jack meet the love for whom he pines.
Once the deed is done, leave the Lucky 38
Depart from The (Side Quest: Volare!) Speak to Mother Pearl,
Casino, and Fast Travel back to The Fort.
Fort, and head to the and agree to dredge a old bomber from
nearest (and safest) Lake Mead [3.26].
Caution The instant you
open the door to his
spot to the Boomers’
territory: the Fields’
(Free Quest: Malleable Mini Boomer Minds
and Bear Necessities) Speak to the
antechamber, you forfeit any chance of Shack (18) [3.04].
staying friends with Mr. House. The reason? children playing in the Boomer’s base.
Take the road, and
Germs. 19 you’ll run into George (Free Quest: Iron and Stealing) Collect
(19), who offers information on how to safely Scrap Metal to sell to Jack.
navigate the howitzer barrages to reach the (Free Quest: Missing a Few Missiles) Collect
The House Has Gone Bust! Boomer’s Nellis Air Force Base [3.01]. Missiles to sell to Raquel.
You have irrevocably disconnected Mr. House Once you’ve completed Side Quest: Volare!,
from the Lucky 38’s mainframe computers,
forever trapping him in the prison of his own
Tip Tohowitzer
navigate through the
barrages, ignore
you can speak with Mother Pearl. When she
calls you “a trusted friend of us all,” respond
George’s deal unless you want to part
mind. His grand dreams for New Vegas will with Caps. Run straight into the rubble
by asking if they can offer you assistance if
never be realized. of the first house you see, and hide in the there’s a battle at the Hoover Dam in the near
corner. After the wave of shells, while the future.
Return to Caesar and report that Mr.
Boomers reload, either run to the next Have you already done all of this before
House has been neutralized. (mostly) intact house, or make a bee-line for Caesar demanded it? Then this Quest is
Caesar is pleased with your actions (or the fence. When you’re close enough to the considerably shorter. Just reacquaint yourself
reasonably happy if House is disabled). With perimeter fence, the Boomers stop firing (for with Mother Pearl, and ask for her assistance.
him out of the way, Caesar can smooth a fear of injuring their own people). Or, you
few lingering complications elsewhere in the can simply run along the rock wall to the
Boomers Fame Gained!
Mojave. Caesar wishes to offer the Boomers left when you reach the top of the road; you
might be struck by the outer splash damage
their freedom; they can simply aim their guns
once or twice, but not a direct hit.
at the NCR side of the dam when the Legion
assaults it. Afterward, they stay free. If they Tip Unless you have the
beginnings of a split-
aren’t amenable to this offer, you’re to destroy
them. Agree to this mission. Faction
Boomers personality and want to destroy the
Boomers halfway through helping them,

Caesar’s Legion Fame Gained!


Interaction #1A: completing the above list of tasks is more
than enough to gain an Idolized Reputation!
All the Right Noises
Earn the trust of the Boomers and Inform Caesar that the Boomers will
forge an alliance between them and support the Legion against the NCR.
the Legion.
[Optional] Kill the Boomer
leadership to neutralize the Boomers
Tip For a lengthy tactical expla-
nation of all these tasks,
simply look up the appropriate Side
as a threat to the Legion. (or Free) Quest in the Side Quests or Tour
chapters of this book. It’s wise to begin with

Tip Stop! Before you leave The


Fort, speak to Lucius. He 20
Side Quest: Volare! because all the other
Boomer-related Quests are offshoots from
has a problem with a howitzer, which Now you begin Side Quest: Volare! this.
requires a part you’ll find only inside the Please refer to that specific Quest
Nellis Air Force Base. Begin Side Quest: I for details on how to safely enter the base
Hear You Knocking before you go. Consult (20), and convince the Boomers to support
that Quest in this guide for the location of Caesar’s Legion. But briefly, you need to:
the howitzer part.
Reach the front gate, meet Raquel, and
begin a cordial conversation with Mother
Pearl.

99
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Raquel (26), the Or ask him if he’s okay, or to speak again.


Faction
Boomers
master-at-arms, is Caesar shrugs off the pain, and goes off

Interaction #1B: usually standing on


her viewing platform
for a lie down.
Bring the Legion’s offer of alliance to
Boom and Bust (in the center of the
base, on the runway),
Marjorie of the White Glove Society.
or near the barracks.
26 She is an optional kill.
Tip You can gain entrance to the
Ultra-Luxe Casino, speak
Boomers Infamy Gained! to Heck Gunderson or Mortimer, and
complete Side Quest: Beyond the Beef before
or after Caesar decrees it. Other Faction

Tip Killing Pearl and Loyal is leaders have their own plans for the White
all it takes to eliminate the Glove Society. Consult the Side Quest
Boomers as a potential threat. Attack chapter for all your options.
them in their specific locations during the
21
day, because they bunk together with many
Caesar leaves it completely up to you whether other Boomers at night.
you bring the Boomers over to his side or
butcher them (21). Choose violence, and
Once you’ve completed these horrific acts, the
there are two other ways to finish this Quest:
Boomers won’t be firing their guns at anyone,
• You can speak to Mother Pearl about ever!
her agreeing to use her howitzers in the
forthcoming battle prior to having enough Inform Caesar that the Boomers have
Boomer Fame to justify this request. She been neutralized as a threat.
refuses to help, and you can: 28
Return to Caesar and tell him, Faction
Boomers Head to The Strip,
Or gain enough Fame and talk to her again
after completing Side Quest: Volare!
Interaction: Complete and move south past
the Lucky 38 and The
Return to Caesar. You can: Tops to the imposing
Or, you can ignore all of Mother Pearl’s Ultra-Luxe Casino
Tell him that the Boomers are firm allies,
tasks completely, and kill everyone (28). The White Glove
and they’re willing to help at the battle
at the Nellis Air Force Base! Begin Side greeter (very politely)
of the Hoover Dam. You will have slightly
Quest: Volare! as normal, until you’ve
fewer foes to face during the final battle 29 asks you to remove
spoken to Mother Pearl and received your weapons (29). You can:
with the Boomers on your side.
your Objectives. You’re then free to
unleash hell, but from a closer range. Or tell him that you haven’t secured this Refuse, and be removed from the casino or
Killing everyone is one option, but for the alliance, which troubles Caesar, and he begin to fight.
Boomer Tribe to fall into disarray and tells you to complete it. Or you can agree.
decline, a more tactical series of strikes is Or inform him that the Boomers are
called for: Kill their leaders.
sneak

defeated. Caesar is disappointed that the Or you can keep hold-out weapons.
guns won’t be used, but you’re allowed to
Mother Pearl (22), the continue in his service. This can play out in two main ways: by
matriarch, is inside You are immediately given your next following Caesar’s orders, or by figuring out
or near her barracks, assignment. other means to finish Side Quest: Beyond
or wandering outside. the Beef. Expanded tactics are covered in the
She is a critical kill. Caesar’s Legion Fame Gained! Side Quest chapter. Caesar’s ideal tactics are
listed below.
22
Bicallis: Meat and Greet the Faction
white
glove
society

Argyll (23), the White Glove Society Interaction: Salutations


doctor, is in the
medical station. He is
an optional kill.
from the Slaver
23

Loyal (24), the


patriarch, is
inside one of the
two hangars, or 27
wandering outside.
A second Faction—known as the White Glove
He is a critical kill.
24 Society—requires your attention. Caesar 30
orders you to form an alliance with them, and Ignore Heck
tells you that they used to be cannibals. That Gunderson and
Jack (25) is usually information is key, and a useful manipulation enter the Ultra-Luxe
inside one of the tool. Caesar stops speaking and lets out a Casino floor (30), and
hangars, close to shout of anguish (27). You can: head through the
Loyal. He is an Ask if it’s the first time he’s
40 casino, turning left at
medicine

optional kill. experienced sudden onset the front desk, and


25 headaches. He responds that it has 31 looking for the door
never been this bad before. marked “The Gourmand at the Ultra-Luxe,”
and enter. Marjorie (31) welcomes you, but
refuses Caesar’s offer. You must:

100
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Bring the Legion’s offer of alliance to When you speak to Heck, be sure to lie to Persuade Marjorie to shift her stance
him, telling Heck you don’t know who took
Mortimer of the White Glove Society. and join with Caesar.
Ted. You’ll get a nice chunk of Caps no matter
Back in the casino what! Wait until the morning, when Marjorie
floor area, head to If you tell Heck Gunderson that either returns to her desk at The Gourmand, and
the elevated desk Mortimer or the White Glove Society as a visit her then (and not at the banquet, unless
with the dandy man whole are responsible, he threatens to launch you’ve already become a member during this
scribbling away on a food embargo on them. Side Quest). Although she’s unhappy with
his notepad. This the hodgepodge of sporting equipment that
35 You can calm him down, telling him
is Mortimer (32). passes for fashion with them, she agrees.
speech
32 Tell him of Caesar’s “That’s just what they’d want. You’d
You can return to Caesar with the result he
be driving the city to eat each other.”
request. Once you ask about cannibals, ordered.
Mortimer tells you of a meal preparation that

Tip Side
is going disastrously wrong. You can: The Strip Fame Gained! Quest: Beyond the Beef
has three main outcomes;
Discuss the situation at length.
the preferred one for Caesar’s Legion
Or lie, and tell Mortimer that you
62 White Glove Society Fame Gained! (above), as well as ones where you’re acting
speech

too, “know what it is to feel the against the White Glove Society, and
Craving. How can I support your eventually siding with Heck Gunderson,
cause?” This accelerates the conversation Caps (500) telling him some or all of the horrific
considerably. cannibal secrets the Society has kept hidden.

Faction
white Naturally, if you try to ally with the White
There’s a problem with main course: Ted glove
has a powerful father (a rancher named Heck society Glove Society and haven’t helped them,
Gunderson). Mortimer has two tasks for you:
locate and bring back their original choice
Interaction: The you’re refused an alliance.

for a main course—Carlyle St. Clair—using


coaxing or a Cattle Prod, and get rid of Ted.
Steaks Are Nigh Inform Caesar that the White Glove
Society won’t support the Legion.
Help Mortimer revert the White
Glove Society to cannibalism. Inform Caesar that the White Glove
Society is now an ally of the Legion.
white
Faction
glove
society

Interaction: Complete
Return to Caesar. You can:
35
40
Tell him your concerns about his
medicine

If Ted has been


returned to Heck, headaches.
get Carlyle next; he’s Or offer a less informed opinion: that his
33 moping about at his head might be ready to explode. Both
Get Ted first; head shack north of New options bring the conversation around to
into The Gourmand, Vegas. The nearest your last task, though.
unlock the door Primary Location
to the Ultra-Luxe 36 is the Mole Rat Or forge ahead with the results of your inter-
kitchen using the Ranch [2.11], although you can leave via the action with the society.
key Mortimer gave to Freeside North Gate [2.08] and head toward If the White Glove Society wasn’t
you. When the White the ramshackle building (35). Meet up with persuaded, Caesar is less than pleased.
34 Glove asks what Carlyle (36) and you can: If the White Glove Society was persuaded,
you’re doing: 45 Talk to him for a while, until you can
Caesar thinks they’ll be valuable allies
speech

Simply tell him Mortimer sent you. convince him to join the White Glove, once the dam is taken.
and he runs off to the casino (you
35
Another option is to lie, and tell him don’t need to follow him).
repair

Caesar’s Legion Fame Gained!


a water main has burst. Or prod him into unconsciousness; various
ways are listed in Side Quest: Beyond the For your next mission, the Mojave Chapter of
Head through the kitchens (33), into the
Beef. the Brotherhood of Steel must be destroyed.
freezer (fourth door on the right, adjacent to 45 One of the easiest is to shout “Look He gives you a Hidden Bunker Key to enter
the pantry), opening that with the second key
guns

out, behind you!”, and then pistol- the structure, and then pauses, in a temporal
Mortimer gave you. Ted (34) is in here. You whip him. stupor. You can:
can:
Then drag his body to the dumpster Mortimer Tell him he just experienced an
40
Kill him, head to Heck’s penthouse room
medicine

marked on your map. Various ways are absence seizure, then warn him
(opened with the third key Mortimer gave described in the Side Quest. Back at the Ultra- that he has a serious neurological
you), and smear Ted’s blood around. Luxe, Mortimer is happy with either outcome. condition.
Then locate a Securitron and frame Heck.
Tell him he blanked out. Caesar waves off
White Glove Society Fame Gained!
either comment, and heads to bed.
The Strip Fame Gained!
Speak to Mortimer after both tasks are Or ask where the Brotherhood is, so you
done, and ask if he succeeded in turning the can kill them.
White Glove Society Fame Gained! White Glove Society back to cannibalism.
He won’t know until 7 PM when the banquet Hidden Bunker Key
Or calm him down so he follows
38 occurs. Wait or sleep until after that time,
speech

you to the circular front desk in the and return to Mortimer (avoid entering The
main casino area where his pappy Gourmand, as the assembled guests don’t
Destroy the Brotherhood of Steel’s
Heck awaits. want a nonmember seeing them tucking into
bunker.
their Carlyle amuse bouche), and ask how
the dinner is going. He’s ecstatic. Now for
Marjorie.

101
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Your actions advance Caesar’s efforts to

Tip The Hidden Bunker, and the


two Side Quests related to the Head Paladin Hardin
reshape the power balance of the Mojave.
Join Caesar in his tent and he finally admits
Brotherhood of Steel (and Veronica, a (40), who is at the that something’s seriously wrong with him.
Follower) can occur before or after Caesar’s entrance between
order. Other Faction leaders have their own bunkers L1 and L2. Caesar’s Legion Fame Gained!
ideas about the value of the Brotherhood of
Steel as allies or smoking husks. Consult 40
Side Quest: Still in the Dark for all your Meet with Caesar for a private
options. conversation.
Elder McNamara
(41), who is usually Peractio: Trepidatious
in his bed, or sitting
in the command Trepanning
room. Your meeting with Caesar brings a shocking
41 revelation out in the open, and one you’d only
previously suspected. Main Quest: Et Tumor,
Head Scribe’s Keycard Brute? now begins. During that Quest,
Lucius usually orders you to complete Side
Quest: I Hear You Knocking, involving the
Head Paladin’s Keycard location of a howitzer part over at the Nellis
37 Air Force Base. Decide the fate of Caesar by
Journey to the strange, desolate, and reading up on this Quest (it is just after this
windswept Hidden Valley [5.11], and enter Elder’s Keycard one). There are two conclusions:
the eastern bunker (37). Caesar’s plans are
detailed: Obtain the keycards through
sneak

Pickpocketing, or shooting them (which


Faction
Brotherhood
of steel turns the entire bunker hostile).
Back at the authorization terminal, the
Interaction: Molten Steel keycards generate a password for the red
Caesar wants the Brotherhood of Steel’s terminal. Access that, and choose the self-
bunker destroyed. destruct sequence launch. Now flee to the
surface.

42
Tip Your mass-slaying of the
Brotherhood of Steel isn’t for • A newly healed Caesar (42) tells you that
naught, as there’s a hefty haul inside the time for battle is almost upon us, and
this bunker, although buying items from Lanius draws nigh! But as of now, the
them nets much more potent weaponry. president of the NCR is paying Hoover
Check the Tour chapter for the stash, and Dam a visit. Caesar wishes it to be a
remember to pillage the bunker before you permanent one.
start the self-destruct sequence!
38
You could enter the facility, and when Paladin
Ramos stops you, kill him, and then kill every
single Brotherhood of Steel member (38). Caution Beware: Activating
the self-destruct
This is long, highly dangerous, and ultimately sequence causes instant Vilification
pointless because you have a better option. with the Brotherhood! You are marked and
may encounter patrols gunning for you later
Agree to see Elder McNamara, and once
in your Questing!
you’re free to move about the bunker, head
to the VR chamber in the southern quadrant 43
of the bunker L2. When no one is looking, Tell Caesar that the Brotherhood of • Lanius is now the de facto leader of the
surreptitiously inspect the two terminals on Steel threat has been neutralized. Legion. Lucius (43) informs you, after
the western wall: the Self-Destruct Autho- you’ve calmed him down, that his scouts
rization Terminal, and a link terminal to
Tip There is no reasoning with have reported NCR President Kimball is
activate the self-destruct command. You can: en route to the Hoover Dam. This is an
Caesar; the Brotherhood of
100 Steel must be brought to their knees. excellent opportunity to assassinate him.
Hack the red terminal, and start the
science

You cannot be allied with Caesar and the Cato Hostilius has the information you
bunker self-destruct sequence. Or, Brotherhood, although you can complete need.
Locate the three senior Brotherhood Side Quest: Still in the Dark, learn how Main Quest: Arizona Killer now begins. Once
to use Power Armor, purchase the Energy
members with keycard access to the you complete that, return to Caesar (or
Weapons inside their bunker, pal around
authorization terminal, which is needed Lucius), and prepare for your final battle!
with them completing another related quest
otherwise. The three targets are: Only then does this Quest complete.
(Eyesight for the Blind or Tend to Your
Business), and then kill them all!
Caesar’s Legion Fame Gained!
Head Scribe Taggart
(39), who is usually
in his bed, or Faction
Brotherhood
of steel
1,000 XP
wandering this VR
chamber.
Interaction: Complete
39 Return to Caesar and inform him the
bunker was destroyed.

102
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Et Tumor, Brute?
allied faction
Caesar’s
Legion

QUEST FLOWCHART Acquire a functional diagnostic


scanning module for Caesar’s
Quest Start Auto-Doc.
Main Quest: Render Unto Caesar Completed all stages up to destroying the BoS bunker
The Doctor’s Bag isn’t necessary to
Speak to Caesar perform the surgery with the Auto-Doc.
in his Tent about
illness.
Intentio #1A: Surgical Tools
Tell Caesar it’s a
Tell Caesar it’s a
intra-cranial blas-
tumor
toma fibrolosis
[Medicine]
[Speech]

Purchase surgical
tools from Doctor Steal surgical tools Acquire autodoc
Usanagi at the New from the New Vegas surgical unit from
Vegas Medical Medical Center autodoc in Vault 34.
Center
3
Acquire a doctors You must find these
bag.
only if you don’t locate
the Auto-Doc parts.
Return to Caesar Caesar suggested
you look in the New
Perform surgery Vegas Medical Clinic
Install the autodoc. using medical tools [2.10]. Head there (3),
and doctors bag. 4 and enter the place,
speaking to Doctor Usanagi (4). She has an
Kill Caesar using Perform surgery interesting line in Implants, but you’re here for
autodoc. using autodoc Surgical Tools. Ask what she has for sale, and
search the inventory for the tools. They aren’t
Tell Lucullus it Tell Lucullus it was cheap (around 1,000 Caps, depending on your
wasn’t your fault internal bleeding Barter skill), but they’re necessary.
he’s old. and lesions.
[Speech] [Medicine] If you’ve had a run-in with Doctor Usanagi
(or you’re about to!) that ended in her death,
Quest Failed Completion Stage don’t fret! The Surgical Tools can be removed
from a First Aid Box in the first operating
Fail speech or medicine checks; angers
Quest complete. room of the clinic.
Caesar’s Legion.

Surgical Tools

Initium: It’s All in His Head 50


Tell him it’s likely he has a brain
medicine

They can also be stolen if you don’t wish to


lesion, most likely a tumor.
pay the princely sum, but be prepared to
60
disappoint the Followers of the Apocalypse
Blurt out that it’s a case of intra- considerably.
speech

cranial blastoma fibrolosis.


Followers of the Apocalypse Infamy
With a successful Medicine or Speech check, Gained!
you become Caesar’s personal physician, and
he needs treatment. What do you suggest? Surgical Tools
Explain that you can perform the
75
medicine

Intentio #1B: Doctor’s Bag


surgery, but you need Surgical Tools
1
and supplies from a Doctor’s Bag.
Over at The Fort You can leave and find the items, or you can This is mandatory
[3.28], Caesar’s try another solution. to find (if you’re not
conversations have Ask about the Auto-Doc in his tent, and he prepared to search for
been becoming says it’s missing a diagnostic scanning Auto-Doc parts). Either
increasingly erratic module. He gives you some idea where roam the Mojave
since you first talked to look for one. This option occurs if you Wasteland (consulting
to him, and once don’t have the necessary skills. the Tour chapter for
2 you’ve ransacked 5 possible locations)
the Brotherhood of Steel during Main Quest: Tell him it’s a simple procedure,
65
searching for the Doctor’s Bags, or simply
speech

Render Unto Caesar, you’re asked to have relatively speaking. Caesar tasks
visit Doctor Usanagi, bring up her inventory,
a private conversation inside Caesar’s Tent you with finding Surgical Tools
and purchase one of her two Doctor’s Bags
(1). The Legion’s leader (2) tells you of his and a Doctor’s Bag. If you chose this line
for 60 Caps (each). Blake over at the Crimson
frequent, debilitating headaches, blanking of answers, you do NOT need to search the
Caravan Company [2.09] usually has some, too.
out, and his left leg dragging. He wants to vaults for a scanning module.
This Doctor’s Bag (5) was stolen from Violet’s
know the diagnosis: Caravan Compound, close to the Poseidon Gas
Tell him he should be talking to someone Acquire a set of surgical tools. Station [1.17]. Or, if you haven’t used it already,
else. This doesn’t help matters. a Doctor’s Bag was next to the bed in Doc
Mitchell’s place when you first woke up.

103
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

This drains the water from a nearby area


Doctor’s Bag accessed via the corridor with the second Peractio: Regained Faculties
leaky pipe. Enter the 1st floor, and descend

Intentio #2: Diagnostic the steps, turn right and open the door
marked Security Station A.
Scanning Module The room with the furniture crammed
together as cover has a Broken Mk III
Auto-Doc (8). Activate the Auto-Doc and take
the diagnostic scanning module. Then leave
the way you came.

Diagnostic Scanning Module 11


The operation was a success! Caesar regains
his faculties fully, and rewards you with some
Install the replacement diagnostic of his own monies. He then presses on, telling
scanning module into Caesar’s you that Legatus Lanius approaches, as well
6 Auto-Doc. as the NCR president. Main Quest: Arizona
This is mandatory to find only if you failed Killer now begins.
the Medicine or Speech checks. Head across
the desert to Vault 34 [3.12], dealing with a
Reconcilio: The Brain Drain Caesar’s Legion Fame Gained!
group of unruly Golden Geckos close to the
surface by the entrance door (6). You can also
enter this vault via the hole at the top of the Legion Aureus (11)
hill the vault is buried under, dropping down
through a hole into the cave below. Take the
following route to find the scanning module: Peractio: Et Tu, Courier?

9
Upon your return
to The Fort, you
discover that Lucius
(9) has taken
command of the
7 gravely ill Caesar. 12
You can ask him a The operation failed! Caesar never regains
Head into the caves killing, or Sneaking by 10 number of questions,
the Golden Geckos until you reach the vault consciousness, and a furious Lucius accuses
and if you haven’t yet completed Side Quest: you of murder! You can:
door.
I Hear You Knocking, now is the time. Once
Begin takedowns of the Ghoul population (7). Ask why this one failure condemns you,
you have the necessary implements for the
Head down the steps to the cafeteria, down or lie. Lucius doesn’t buy it, the Quest
operation, Lucius lets you past and into
again to the lower corridors, cutting through fails, and the Legion attacks! On the
Caesar’s chamber. The leader is comatose
more Ghouls. Alternately, you can use a hole off-chance that you survive, you’re likely
(10). It is up to you to save (or kill) him. You
in the southwest corner of the cafeteria to to be finishing the Main Quest as an
can:
drop into the systems room. Exit, then turn Independent. Seek out Yes Man, or follow
Leave Caesar alone, postponing this Quest. the Independent Quest choices from this
left down the hallway to reach the clinic.
Continue through the clinic to reach hallway Perform the operation with the
75 point on.
medicine

with leaking pipe, beyond which is the utility Surgical Tools and Doctor’s Bag.
room. The operation is a success if your Caesar’s Legion Infamy Gained!
Medicine skill is up to par. If it isn’t? Then
Locate the leaky pipe close to a submerged
Caesar dies. 50
staircase, swim down, and search a drowned Indignantly berate Lucius for
speech

Vault Technician for his Utility Terminal Perform the operation, and arrange
75
blaming you. He actually agrees!
medicine

Password. for Caesar to die, if he’s been


annoying you in some way. This is 50 Inform Lucius that the cranial
medicine

only a choice if you’re skilled enough. bleeding was too much. He calms
You can trust in your luck and
9
down.
perform the operation. If your
LUCK

Assuming you passed one of the two skill


Luck is 9 or more, the operation is checks, Lucius informs you that NCR
successful. If it isn’t, Lucius accosts you and President Kimball will be visiting the dam.
demands an answer (see below). But he won’t be leaving it if the Legion has its
If you’ve obtained the scanning module, way. Main Quest: Arizona Killer now begins.
insert it into the Auto-Doc, and then start the
8 operation. You can: Caesar’s Legion Fame Gained!
Head to the door in the winding corridor close Arrange for the operation to succeed.
to the reactor room, and open it. Arrange for the operation to fail.
1,000 XP
Battle through to the corridor with the second
leaky pipe, and utility room and armory in it.
Enter the utility room.
100 Access the Terminal (using the
science

password or Science [100]) and system


menu, and Activate Pump Station.

104
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Things That Go Boom


allied faction
new ca.
republic

QUEST FLOWCHART

Quest Start
Speak with Ambassador Crocker at the NCR Embassy

Travel to Nellis and be force-greet-


ed by an armed guard

Be force-greeted by Raquel
3
Speak with Mother Pearl Stay on The Strip
but journey south
[Speech 20] past The Tops, Vault
Kill Pearl of Loyal at any point Ask where to start
Inquire about trust and secrets 21 [2D.06], and the
Ultra-Luxe [2D.05],
Complete Side Quest: Volare! and open the gates
to the NCR Embassy
4 (3). Two buildings
Ask Mother Pearl if the Boomers
will aid in a battle at the Hoover comprise this compound. The one to the
Dam right (south) is the NCR Military Police HQ,
which you don’t need to visit. Instead, head
Quest Failed Completion Stage left (north) into the Embassy. You can look
round, but then check in at the front desk
Inform Ambassador Crocker that Inform Ambassador Crocker that
the Boomers will not help. the Boomers will help with Liza O’Malley (4). You can ask her about
the Embassy, herself, and where Crocker is.
Go down the L-shaped hallway to your left

Before You Begin: Meeting Ambassador and Crocker’s office is at the far end.
If you arrive and no one is at the front desk,
Strip Search Crocker: Dealing with or Crocker isn’t in his office, the NCR staff are
The Securitron Guards at The Strip North
Gate [2.13] require proof of your high-rolling
Dennis likely to be sleeping. Simply wake up Crocker
from his bedroom on the eastern side of this
building.
status. You can:
Begin to speak with
Hand over 2,000 Caps; the “credit Ambassador Dennis
check” to prove you’re not a “less- Crocker (5). Tell him
CAPS
reputable person.” The bad news? you’re interested in
You’ll need to scrounge together the the matters he wants
necessary Caps. The good news? The check to discuss, and he
is just to see that you’re good for the money, says that you’re
and you get to keep the Caps! 5 sure to have noticed
80 Answer “1C 3C R34 M,” verbally 1 the tension between the NCR, the Legion,
science

hacking and confusing the When you finally and Mr. House. Something big is going to
Gatekeeper into letting you in. reach the neon, happen soon, and the NCR is in a tight spot.
Attack the toughened Gatekeepers. Prepare concrete, and well- Continue to affirm your interest, and Crocker
for a protracted battle before forcing your preserved facade of tells you of a settlement to the northeast.
way in. the New Vegas Strip The inhabitants—known colloquially as
[Zone 2D], Victor “Boomers”—are sitting on a munitions
Complete Side Quest: G.I. Blues, and stockpile invaluable to the NCR. You’re to
greets you and
request a Passport from the King as a 2 requests that you visit them and convince them to ally with the
reward. NCR. To sweeten the deal, Crocker says you
meet with the head honcho of New Vegas: Mr.
Visit Mick & Ralph’s [2C.02], speak to House. Main Quest: The House Always Wins, have complete amnesty for any past crimes
Ralph, and have him craft a Passport for I now begins. It can be completed before, against the NCR. Agree to this mission,
you. This is Free Quest: Papers, Please during, or after Main Quest: Ring-a-Ding and the Quest starts. Then play a hand of
(which is detailed in the Tour chapter). Ding! Caravan with him, or quiz Crocker about the
Upon exiting the Lucky 38 Casino (1) [2D.02] Boomers, himself, what’s happening around
Finally, if you’re wearing NCR
new ca.
republic or The Tops Casino [2D.04] for the first time, the Strip, and request a long history about
armor (Faction Clothing), you can
you’re halfway down the steps when an NCR the NCR.
journey to Camp McCarran [2.19] instead of
The Strip, enter the Terminal Building, and military police officer (2) flags you down with Convince the Boomers to aid you in
board the Monorail. You can also do this a “very important” message from Ambassador the upcoming battle.
without issue if Boone is your Companion. Crocker. Read the note; Crocker wants to
discuss matters over at the NCR Embassy
Or, you can wait (without being seen) until 9
AM or 6 PM, when the guards change shift.
[2D.07] farther down (south) The Strip.
Tip Itthatis now extremely important
you pick a Faction to
Board the monorail, and ride it to the Vegas align with so you can start this Quest!
Note: Ambassador Crocker’s Note You can visit fhe Boomers, and complete
Boulevard Station [2D.03]. Exit, and Victor
greets you. This method is dangerous and any of their Quest-related tasks before or
can severely impede your standing with the after Ambassador Crocker requests it. Other
Faction leaders have their own plans for the
NCR.
Boomers too; consult Side Quest: Volare! for
all your options.

105
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

(Side Quest: Volare! / Sunshine Boogie) Or gain enough Fame and talk to her again
Shaking Up the Boomers Talk to Loyal, and repair the Solar Array after completing Side Quest: Volare!.
Station. Or, you can ignore all of Mother Pearl’s
(Side Quest: Volare! / Ant Misbehavin’) tasks completely, and kill everyone
Speak to Rachel about (and purge) the at the Nellis Air Force Base (9)! Begin Side
Ant infestation. Quest: Volare! as normal, until you’ve spoken
to Mother Pearl and received your Objectives.
(Side Quest: Volare! / Young Hearts) Help
You’re then free to unleash hell, but from a
Jack meet the love for whom he pines.
closer range. Killing everyone is one option,
(Side Quest: Volare!) Speak to Mother Pearl, but for the Boomer Tribe to fall into disarray
and agree to dredge an old bomber from and decline, a more tactical series of strikes
Lake Mead [3.26]. is called for: Kill their leaders.
6
Depart from the (Free Quest: Malleable Mini Boomer Minds
NCR Embassy, and and Bear Necessities) Speak to the Mother Pearl (10), the
head northeast. The children playing in the Boomer’s base. matriarch, is inside
nearest (and safest) (Free Quest: Iron and Stealing) Collect or near her barracks,
spot to the Boomers’ Scrap Metal to sell to Jack. or wandering outside.
territory is the Fields’ She is a critical kill.
(Free Quest : Missing a Few Missiles)
Shack (6) [3.04]. At 10
7 this point, take the Collect Missiles to sell to Raquel.

road, and you’ll run into George (7), who Once Side Quest: Volare! Has been completed,
offers information on how to safely navigate you can speak with Mother Pearl. When she
calls you “a trusted friend of us all,” ask if they Argyll (11), the
the howitzer barrages to reach the Boomer’s
can offer you assistance if there’s a battle at doctor, is in the
Nellis Air Force Base [3.01].
the Hoover Dam in the near future. medical station. He is
an optional kill.
Tip Tohowitzer
navigate through the Have you already done all of this before
barrages, ignore Ambassador Crocker requested it? Then 11
George’s deal unless you want to part this Quest is considerably shorter. Just
with Caps. Run straight into the rubble reacquaint yourself with Mother Pearl, and Loyal (12), the
of the first house you see, and hide in the ask for her assistance. patriarch, is
corner. After the wave of shells, while the
inside one of the
Boomers reload, either run to the next Boomers Fame Gained! two hangars, or
(mostly) intact house, or make a bee-line for
wandering outside.
the fence. When you’re close enough to the
He is a critical kill.
perimeter fence, the Boomers stop firing (for
fear of injuring their own people). Or, you Tip Unless you’re barking mad,
and want to destroy the
12
can simply run along the rock wall to the Boomers halfway through helping
left when you reach the top of the road; you them, completing the above list of tasks Jack (13) is usually
might be struck by the outer splash damage is more than enough to gain an Idolized inside one of the
once or twice, but won’t take a direct hit. Reputation! hangars, close to
Loyal. He is an

Faction
Boomers
Return to Ambassador Crocker and let
13
optional kill.

him know the Boomers will help you.


Interaction #1A: Raquel (14), the
Things That Go Well Faction
Boomers master-at-arms, is
usually standing on
Interaction #1B: her viewing platform

Things That Go “Phut”


(in the center of the
base, on the runway),
or near the barracks.
14 She is an optional kill.

Boomers Infamy Gained!

Killing Pearl or Loyal is all it takes to eliminate


8 the Boomers as a potential threat. Attack
them in their specific locations during the day,
Now you begin Side Quest: Volare!
because they bunk with many other Boomers at
Please refer to that specific Quest for night.
details on how to safely enter the base (8), 9 Once you’ve completed these horrific acts,
and convince the Boomers to support the Ambassador Crocker wants the Boomers alive the Boomers won’t be making any deals with
NCR. But briefly, you need to: and allied, not dead. But there are other ways anyone ever!
Reach the front gate, meet Raquel, and begin to finish this Quest:
a cordial conversation with Mother Pearl. Return to Ambassador Crocker and
• You can kill the Boomers before beginning
You must then raise your Boomer let him know the Boomers will not
Boomers this Main Quest. If this has occurred,
Reputation Rank to “Idolized.” mentioning it to Crocker fails this Quest, but
help you.
Achieve this by completing any of the not the overall alliance with the NCR. Simply
following tasks (some of which are their own
Side Quests) until your Fame improves. Use
continue to Main Quest: King’s Gambit. Faction Interaction:
your Pip-Boy to check the status. You don’t
• Or, you can speak to Mother Pearl about
the forthcoming battle before having Complete
need to perform all the tasks.
enough Boomer Fame to justify this Back at the NCR Embassy, meet with
(Side Quest: Volare!) Visit Pete and learn all request. She refuses to help, and you can: Ambassador Crocker. You can:
about Boomer history. Return to Crocker and tell him,
(Side Quest: Volare!) Speak to Argyll and
treat all his patients.
106
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Tell him that the Boomers are firm allies, Or tell him that you didn’t quite manage You are immediately informed of your next
and they’re willing to help at the Battle to secure this alliance, which annoys assignment.
of the Hoover Dam. Expect slightly fewer Crocker and fails the Quest, but still
enemies after the Boomers join in the allows you to continue. 200 XP (if the Boomers will help)
battle.

King’s Gambit
allied faction
new ca.
republic

QUEST FLOWCHART

Complete Main Quest: Things (Optional) Talk to Rotface and find out about Pacer
That Go Boom and the VanGraffs or Pacer’s Jet addiction

Quest Start
Talk to Ambassador Crocker at the NCR embassy in The Strip

Talk to The Find Pacer’s


King at the medical
Talk to
Kill Pacer Kings’ School records in the
Rotface
of Imperson- Old Mormon
ation Fort

Tell Ambas-
Speak with
sador Crocker (Optional) Kill
Complete Ambassador
that the Pacer and
Main Quest: Crocker about
King refuses pin it on the
GI Blues Pacer’s Jet
to curb the VanGraffs
addiction
violence

(Optional) Speak with


Speak with (Optional)
Speak with Ambassador
Colonel Spike Pacer’s
Colonel Hsu Crocker about
Moore at the Jet with
at Camp Mc- Pacer and the
Hoover Dam Psycho
Carran VanGraffs

[Medicine Get Ralph to


Return to Speak with
60] Examine forge a note Kill Pacer with
the King and The King and
Pacer’s Jet from Jean- an energy
offer him an offer him NCR
stash under- Baptiste to weapon
ultimatum support
neath his bed Pacer

Take Jet from


King refuses King rejects King accepts Pacer’s stash
the ultimatum offer offer and leave
forged note

Completion Completion
Quest Failed Completion Stage Completion Stage Completion Stage
Stage Stage
Assassinated
Sided with the
Pacer leading Assassinated
Wiped out the Kings in the battle King after ac- Convinced the King to curb Assassinated Pacer by pinning
suspicion Pacer through
following refusal cepting NCR’s violence against NCR murder on the VanGraffs
back to the using drugs
proposal
NCR

information about At the northwest end of Fremont Street,


Before You Begin: this Quest by you’ll find the Silver Rush [2C.07], run by the

Gossip Ghoul entering Freeside,


and locating one of
“rather scary” Van Graff family. But if you’re
after energy weapons, the quality of goods
Kill Pacer in a way that implicates the drunks scattered they sell are second-to-none.
someone other than the NCR, or talk around Mick & You may need up to 30 Caps to finally hear
Ralph’s (1) [2C.02]. both these stories. For a complete list of
the King into ceasing hostilities with 2 This non-feral
the NCR. Rotface’s utterances, consult Free Quest:
fellow is called Rotface (2), and if you spare Rotface’s Loose Lips in the Tour chapter.
him a few Caps, he’ll dish out some gossip.
These nuggets of information come to him [Optional] Kill Pacer by adding
at random, but two of them are particularly Psycho to his Jet.
interesting:
Drugs are plentiful in Freeside, and even [Optional] Kill Pacer in a way that
folks you don’t expect become addicts. He implicates the Van Graff family.
mentions Jacob Hoff, a brilliant chemist,
and now just another junkie. This refers to
Side Quest: High Times. Another fan of the
1 Chem Jet is Pacer; one of the King’s crew.
This Quest begins once Main Quest: Things The Followers of the Apocalypse mentioned
That Go Boom has been completed (or it was dangerous because Pacer has a heart
failed). However, you can gain some pertinent condition.

107
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

head down to the end of the corridor, and


Before You Begin: How the turn right), and find more stairs to Floor 3 Path #1B: Hard Knocks
Web Was Woven (by turning right at the top of the first stairs,
then right and immediately left at the corridor
junction, then down this corridor to the
stairs on the right). Once on Floor 3, head to
Pacer’s room (left at the top of the stairs, and
first door on your left) and step inside (8).
Examine Pacer’s Jet Stash under the bed

Path #1: There’s


11
No Tomorrow The second option
3 Implicating the Van Graffs in Pacer’s death is to kill Pacer
Now that Rotface requires planning. Your first option is to yourself, ideally
has revealed a return to Crocker and inform him of your with an energy
couple of additional discovery that Pacer and the Van Graffs have weapon. This is
possibilities, you had a troubled history. Crocker suggests that actually reasonably
have various getting the Van Graffs to kill Pacer would be straightforward to
paths to reach ideal. However, if Pacer were found dead and 12 accomplish, but
an acceptable a Laser or Plasma-based weapon was used, involves joining the
4 conclusion to this everyone would assume the Van Graffs did Van Graffs as door
Quest. All of them involve a visit to the it. But snuffing out Pacer yourself would be security, during the
King’s School of Impersonation (3) [2C.05], incredibly hard, because he’s almost always first part of Side
and a run-in with Pacer (4). with other Kings gang members. But Crocker Quest: Birds of a
offers a more subtle way to infuriate Pacer, Feather. Consult
too, which involves using Pacer’s debts that Quest for more
against the Van Graffs against him. 13 detailed information,
but briefly, you need to:
Path #1A: All Shook Up Enter the Silver Rush (11) and speak with
Gloria (12). Ask her for work, and she tells
you to meet Simon outside.
Guard the entrance to Silver Rush with
Simon (13), ensuring that drunks are
5 stopped, and everyone is patted down.
Your taskmaster for
this Quest is in the
NCR Embassy (5)
[2D.07] on The Strip. 10
Locate Ambassador
Planting evidence
Crocker (6) when
is the easier path,
you need to relate
6 evidence or report and involves a visit
to Mick & Ralph’s
back during any of the following paths.
after speaking with 14
Crocker. Locate the
When Pacer arrives and speaks with Simon,
store in Freeside, and
9 speak to Ralph (9), tell him to get out of here before he gets hurt.
This makes him mad; shoot him with your
inquiring about forging a handwritten note.
Laser or Plasma weapon (14). You can do this
Say it’s written to Pacer from Jean-Baptiste
even if Pacer isn’t hostile.
Cutting (one of the two Van Graff bosses).
Perhaps look through the huge variety of You can still continue with the Side Quest,
items Ralph (or Mick) has on offer, then take despite Simon’s reservations.
the Note and leave.
7 Path #1C: Fool, Fool, Fool
Note: Forged Jet Theft Note

Return to King’s School of Impersonation,


ignore Pacer, and plant the note in his Jet
Stash under his bed. He wanders up to his
bedroom almost immediately. You can follow
silently, or wait in the King’s bar for Pacer
to rush back outside brandishing a gun! He
sprints across the street, heading for the
Silver Rush, and starts firing at Simon, a Van 15
8
Graff security guard. He soon succumbs to
If you decide to locate Pacer’s room during An alternate way to dispatch Pacer is a lot
Simon’s superior firepower (10).
Paths #1 or #2 (detailed below), here’s how: more dangerous. Speak to him at the door to
There’s no need to speak to Pacer. Quietly the audition room where the King is sitting,
enter the King’s School of Impersonation, and optionally speak to the King himself.
head to the door in the south corner (7), and But focus on Pacer; waiting until he moves
enter the corridors. Climb the stairs to Floor from the door he was guarding. Follow him
2 (from the door, turn right, take the first left, up to his room, and plant a (ideally) silenced
bullet into the back of his head (15). The

108
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Or, you can offer 5 Caps (you’re


turned away in disgust), 50 Caps
CAPS
(Pacer lets you in), or 500 Caps (Pacer
lets you in while you remember not to
give away all your Caps).
Once through the guarded door, step into the
audition stage area and speak with the King
(22), who seems an affable sort. You can ask
about working for him and the conditions
16 19 in Freeside, but what you’re really here for
“dangerous” part of this plan comes soon Enter King’s School is to get him to stop the violence against
afterward, as the entire King’s Gang turns of Impersonation, NCR citizens. He’s not about to change
hostile, usually failing this Quest (which and proceed to the situation just because “some random
infuriates Crocker, although he allows you to Pacer’s bedroom. stranger” is asking. But there are ways of
continue working with the NCR), and leading Locate his stash of getting the King to curb the violence. You can:
to an un-winnable battle (16)! Chems under his bed
Instead, you can try Pickpocketing
20
(19), and attempt one Path #3A: Promised Land
of the following:
sneak

Pacer, and placing C-4 on him, Speak to the King and agree to work for him.
before backing away to another Spike the Jet with a dose of Psycho This begins Side Quest: G.I. Blues; consult
room, and detonating it. This is better than (which you can purchase from a that Quest for detailed information.
using an energy weapon, as you’re easily dealer named Dixon (20) close to Mick
revealed as the shooter. & Ralph’s). (Optional) Perform tasks for the King
in order to get on his good side.
Path #2: Wooden Heart 60 Or taint the Jet to make it overly
medicine

potent, which doesn’t require any But briefly, you need to:
Psycho. Speak to Orris the
bodyguard (23),
and expose his
scam.
Speak to the King,
then go to the Old
Mormon Fort and 23
talk to Wayne and
Roy about their fight.
17
Inform the King of your findings, and
21 optionally talk to Julie Farkas inside the
Now wait for Pacer to move from his post. Old Mormon Fort.
He walks up to his room, takes a Jet, and
doesn’t survive the high (21). You don’t need
to observe the body, but you can take (or
Pickpocket) a key. This opens the door inside
the King’s School of Impersonation that leads
to the audition stage area, and the King
himself. Ah-thank you very much!
18
Another plan is to take advantage of Pacer’s Pacer’s Key
love of Jet, and dislike of following doctor’s
Return to Ambassador Crocker with 24
orders. Aside from Rotface, there’s a second
way of revealing Pacer’s heart defect. Head to news of Pacer’s death. Then inquire at any of the squatter camps
the Old Mormon Fort [2C.01] and enter the (24), talking to an NCR “Man,” and learn
front gates (17), but refrain from speaking to Path #3: A Little More a password to a food distribution center.
Speak with Major
Conversation
anyone. Head to the western tower section,
and locate the doctor’s surgery room atop the Elizabeth Kieran
stairs (18). Open the Filing Cabinet to find You can always (25) and ask why
files on Pacer and Jacob Hoff (Side Quest: speak to the organ the locals aren’t
High Times). Take Pacer’s file, and read it in grinder instead of getting any food,
your Pip-Boy’s Data > Misc Menu. This gives the monkey. Enter then speak to the
you all the information you need. the King’s School of King about it.
Impersonation, and
25
Patch things up
Note: Pacer’s Patient Record locate the locked with Kieran and the NCR on behalf of
22 door, guarded by
the Kings, so that violence is curtailed in
Return to Crocker and inform him that Pacer Pacer. He wants to know how much it’s worth Freeside.
has a heart condition, although Crocker to meet the big man. You can:
doesn’t know how to take advantage of this. Once all of this is completed, return to the
Shoot the place up, and fail Side Quest:
King, and request that he cease all hostilities
50 G.I. Blues, which is also what happens if
You do though: mixing Chems might with the NCR. He agrees, allowing you to
medicine

you try opening the door without Pacer’s


cause the ticker to blow. return to Crocker.
say-so.
Don’t forget to press Crocker on this subject! 60 You can tell him you want to pay Return to Ambassador Crocker with
the news that the King has agreed to
speech

your respects. Pacer likes that, and


lets you in. cease hostilities.

109
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Path #3B: Trouble


Return to Ambassador Crocker with
the news that the King will not curb
the violence in Freeside.
Once the King rebuffs your initial request,
return to Crocker, and tell him you want to
speak about Freeside. Tell him the King won’t
deal with the NCR. Crocker deems this most 28 31
unfortunate. He’s been instructed to send you
Inside the King’s School of Impersonation, Head back to the King. The NCR has
to Colonel Moore over at Hoover Dam [3.33]
the NCR is exhibiting a show of force in the made itself at home in the audition room,
for further orders. This isn’t really diplomacy;
audition room, and the King is incensed. He’s infuriating the King. He’s about five seconds
it’s a show of force. You can agree to this, or
about five seconds away from massacring away from all-out warfare. Respond by letting
not, but Crocker has another possible option,
these NCR thugs. Respond with: him know that:
because he knows that solution would further
destabilize the area. He suggests you speak An ultimatum from the NCR to cease There are more resources if the violence
with Colonel Hsu over at Camp McCarran hostilities or perish. stops.
[2.19]. He’s the more level-headed option; An order to curb violence in Freeside or Or, that you’re sorry for the rudeness, and
especially as he can offer water and power else. the NCR is offering peace and supplies.
distribution.
A request to stop the violence because NCR Or, that the soldiers would wipe the floor
Speak with Colonel Moore at citizens are dying in Freeside. with his men.
Hoover Dam for further instructions The first two choices lead to all-out violence. The first two choices lead to a peaceful
regarding the situation in Freeside. To further this Quest, help with the mop up. solution (31). In both these options, Pacer
The third choice also ends in a massacre. The attempts to sour the deal by opening fire. Put
[Optional] Speak with Colonel Hsu Kings are out-gunned, and military weaponry him down with help from the NCR and Kings
in Camp McCarran for further prevails (28). to preserve the newly arranged deal. The third
instruction regarding the situation in choice ends in mayhem and countless deaths.
Freeside. Help the NCR Troopers kill all the
Kings. Return to Ambassador Crocker and
This path now splits into two possible
report that the King has accepted
outcomes. You can:
Return to Ambassador Crocker Colonel Hsu’s pledge of NCR
and report that the Kings have been support.
wiped out.
Return to Ambassador Crocker
and report that the Kings have been
wiped out.

Conclusion: Farther Along


Once you’ve achieved a satisfactory
26 conclusion to this Quest, return to
Ambassador Crocker, who’s most pleased
A. Meet Colonel
with the results (unless Pacer died and it was
Cassandra Moore:
29 traced back to the NCR). Assuming a positive
Journey to the east,
conclusion, Crocker hands over a substantial
and enter the Hoover B. Meet Colonel
number of Caps. You can:
Dam Visitor Center James Hsu: Go to the
(26), and locate Terminal Building Thank him.
Moore’s chambers. (29) inside Camp 60
27 Enter the visitor Or request more, which he delves
barter

McCarran, and seek


into his own pocket for.
center and take the elevator down to Power out Hsu’s office
Plant 01. Exit to the balcony and find the on the east side. Crocker has received a message from Colonel
blast door to Hoover Dam Offices. Colonel 30 Tell Hsu (30) that
Moore over at Hoover Dam; she has requested
Moore is in first office on the right. Tell Moore Ambassador Crocker sent you and ask if he that you meet with her. Although you’re not
(27) that Ambassador Crocker sent you to has a plan for Freeside. Hsu says you can tell an employee of the NCR, Crocker thinks you
receive instructions about Freeside. She isn’t the King that Hsu will personally guarantee should visit her as soon as possible. This
going to blink like the ambassador. She wants that Freeside gets more water, power, and leads you farther along the path to cementing
you to order the King and his gang to stand food as long as the violence stops. NCR as your Faction ally of choice, and
down or face annihilation. Your personal begins Main Quest: For the Republic, Part 2.
feelings don’t enter into her decision, so head Go to the Kings’ School of Imper-
back to the King, or speak to Colonel Hsu. sonation and offer the King official 1,200 XP (if Pacer’s death had no
NCR support if he ceases hostilities. connection to the NCR)
Go to the Kings’ School of Imper-
sonation and deliver an ultimatum to
the King, backed by a squad of NCR
Troopers.

110
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

For the Republic, Part 2


allied faction
new ca.
republic

QUEST FLOWCHART
Visit the Great Khans in Red Rock
Complete Side Quest: King’s Gambit Canyon and either enlist their aid or
destroy them.
Quest Start
Speak with Colonel Moore at the Hoover Dam
Tip You can visit The Great
Khans, and complete any
of their Quest-related tasks before
Kill Great Khans at Red Rock Complete Side Quest: Oh My Papa
or after Colonel Moore commands it. Other
Faction leaders have their own plans for the
Return to Moore, get Omertas Great Khans too; consult Side Quest: Oh My
objective Papa for every possibility.

Speak with the receptionist at the


NCR Embassy on the Strip

Complete Side Quest: How Little


We Know

Help Omerta racket by aiding


Kill the Omertas Foil Omerta racket, kill Bosses
bosses

Return to Moore, lie about racket Return to Moore Return to Moore with results. 4
Journey to the home of the Great Khans
Go remove House as a threat
in the northwest mountains; the Red Rock
Canyon (4) [1.15]. Choose your preferred
Kill House Unplug House method of dealing with Papa Khan and his
minions.
Return to Moore with results. Get
BOS objective Faction
great
khans

Destroy Brotherhood
Enlist Brotherhood Side Quest: Still Interaction #1A: Severing
in the Dark
Caesar’s and Papa’s Control
Return to Moore, Main Quest: You’ll Know It When It Happens starts

Moore’s Law: More Dam east, taking the winding southern road to
the Hoover Dam Visitor Center (1), across
Assignments from the winged statues. Enter the dome-like
building, and locate the Elevator to Hoover
See Colonel Moore at Hoover Dam Dam Power Plant 01. Step out of the elevator,
for further assignments. turn right (east), and move onto the balcony
overlooking the gigantic centrifuges (2). Open
the blast door in the north wall, and enter the
5
Hoover Dam Offices area. A corridor leads to This begins the long, arduous process
Colonel Moore’s quarters on the right (east). of getting the Great Khans to fight
Colonel Cassandra Moore (3) is either here, or with the NCR. Check that Quest for the full
walking the nearby corridors. She notes that run-down of how to get the Great Khans on
you’ve proven yourself capable. She asks if your side. But briefly, you need to:
you’re up for a “real mission.” If you want to Enter the longhouse and speak with Papa
continue this Quest, say you are. Khan (5), who is currently allied with
Caesar’s Legion.
1
Faction
great
khans Exit the longhouse, and then speak with

Interaction #1:
Regis, who is thinking about a change in
this alliance.

The Great Khans After this conversation, you can optionally


return to Colonel Moore and inform her.
Moore wants some “loose ends” tied up, and She’s interested in an alliance, if only to get
she asks if you know of the Great Khans. more cannon fodder in front of NCR troops
Reply, and she mentions there’s been “a to soak up Legion attacks. She gives you a
rather sordid” history with them. She thinks Locksmith’s Reader to allow easier access into
they’ll aid the enemy during the Legion Papa Khan’s bedroom. Consult Interaction
2 battle. You’re to make sure they’re not in a #2B at this point.
fit state to fight against the NCR. This means
Ambassador Crocker
killing them; Moore doesn’t believe they’ll
requests that you Locksmith’s Reader
ally with an organization like the NCR, which
visit Colonel Moore at
massacred them in the past. Perhaps you can
Hoover Dam [3.33].
prove her wrong?
She’s been following
your exploits with
interest. Oblige,
3 and set off to the
111
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Regis (9) is the


younger Khan, and
Papa’s successor.
Slay him in near or
inside the tents close
to the longhouse.
Jack and Diane are
9
in the Red Rock Drug
Lab. Everyone else wearing a black Brahmin-
6 skin jacket is fair game, too. 11
Return to Red Rock Canyon, and remove Now enter the Gomorrah Casino (11) [2D.01],
Papa Khan as leader: Great Khan’s Infamy Gained! and choose whether to help with the racket
Wait until night, and creep around to the the Omerta bosses are planning, or foil it with
rear of the longhouse, and pry open the Return to Colonel Moore with news the help of rogue lieutenant Cachino.
that the Great Khans have been
Faction
door with a Lockpick, optionally reading Omertas
the Locksmith’s Reader if you need to destroyed.
boost your Lockpick.
Colonel Moore is happy about your Great Interaction #2A:
Cachino’s Colleague
Locate the bed with Papa Khan sleeping Khan solution, and wants you to apply your
on it. Sneak around and attempt a abilities in solving a problem the NCR are
Pickpocket; then murder him (6). You can having with one of the three Families on The
kill him, too for some Great Khan Infamy. Strip. Apparently some of the high-ranking
Sneak out, talk to Regis, and he follows Omertas are having clandestine meetings,
your advice. You can utilize the Khans in and Moore wants you to stop them if they
the final battle. threaten the NCR.

Great Khan’s Fame Gained! NCR Fame Gained!

Return to Colonel Moore with news Investigate the Omertas, and stop
that the Great Khans will help fight them if their plans oppose the NCR. 12
the Legion. Once you enter the Gomorrah Casino
Speak to Liza O’Malley at the NCR to investigate the Omertas, you must
Embassy on the Strip for a lead on begin Side Quest: How Little We Know.
Tip Dealing with Caesar’s envoy
Karl, switching the other
the Omertas. Helping foil the bosses’ rackets is Colonel
Moore’s preference. Briefly, you need to:
Khan leaders’ alliances, and finding
out Great Khan history is an interesting
Render Unto Caesar: Beware! The • Ask the receptionist or other casino
diversion (which can net you some additional Legion has spies everywhere. If you workers about Cachino, then ask him
XP and a meeting with Ezekiel), but this plan continue to work against its interests, about his side businesses.
is ultimately pointless: Papa Khan’s memory you will be marked as an enemy. • Confront Cachino (12) after obtaining
of past atrocities that the NCR perpetrated details of his deeds against the other
on his people means he will not—ever—ally
with the NCR. Regis is your only option, and Faction
Omertas Omertas.
• Hand him the evidence, and then begin
he won’t switch sides until Papa is dead.
Interaction #2: The Omertas investigating two Omerta operatives:
Liza O’Malley over at Investigate Troike and obtain the blackmail
Faction
great
khans the NCR Embassy
has some knowledge
note from Big Sal’s Safe, OR

Interaction #1B: about the Omertas


Investigate Troike and use his Thermite to
destroy the Omertas’ weapons storage.
Death to Papa’s Horde when you return
there and ask her Investigate Clanden and steal the Snuff
(10). She tells you Tapes from his safe. Then confront
10 that the receptionist Clandon and either kill him or convince
at the Gomorrah owes the NCR some infor- him to leave New Vegas.
mation. You can collect on it. • Kill Big Sal and Nero.

Tip Asyoursoon as Moore gives you


orders, begin Side Quest:
The Strip Fame Gained!

How Little We Know. Note that the

Caution Warning!
Omertas do not actually help you during the Excessive
7 final battle; but getting them on your side aids killing doesn’t affect
in the aftermath of stabilizing The Strip, and your Strip Reputation, but it gets you
The other option is to kill everyone in Red
placating the Families running the casinos barred from the casino!
Rock Canyon (7), paying special attention to
there. Remember that you can begin Side
the Khans with a first name, including: Quest: How Little We Know in one of four ways:
Successfully finishing Side Quest: Bye Bye Return to Colonel Moore and report
Papa Khan (8) the
Love that the Omertas’ plans have been
patriarch, found
Successfully starting Main Quest: The
foiled.
inside or near his
longhouse, sitting House Always Wins, IV.
in his outhouse, or
wandering outside.
Successfully starting Main Quest: Wild Faction
Omertas

Interaction #2B:
Card: Side Bets.
8
Dealing with the Great Khans during Main
Quest: For The Republic, Part 2 (this
Quest).
Cachino’s Reaper
Side Quest: How Little We Know can
be completed in another way, which

112
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Find Nero (16) on


the balcony or pool
Faction
Mr. House

table and offices area Interaction #3: Mr. House


of the Main Level, Gaining entry to “off-limits” areas of the Lucky
or sleeping in the 38 Casino can be tricky. To reach them, be
Gomorrah suites. sure you have one (or more) of the following
16 before attempting the next part of this Quest:
The Platinum Chip that Benny “gave”
13 you. Make sure you take this from
benefits the Omertas but still keeps them Find Troike (17) in platinum him. If Benny has fled and has been

loyal to you. Briefly, you need to: the Gomorrah lower captured by Caesar’s Legion, another
lobby area, in the option is easier.
• Ask the receptionist or other casino
Zoara Club.
workers about Cachino, then ask him You can visit the H&H Tools Factory
about his side businesses. 17 [2.06], and locate the Lucky 38 VIP
• Confront Cachino after obtaining details keycard Keycard inside the booby-trapped
of his deeds against the other Omertas. office. Find advice on exploring the
factory in the Tour chapter.
• Keep the evidence, and convince an
Omerta thug that you need to speak to Find Clanden (18) Visit Camp Golf [3.23], and enter the
Big Sal or Nero. sleeping or wandering intriguingly named House Resort.
the Gomorrah suites. keycard Inside, you can find a Lucky 38 VIP
• Speak with Big Sal or Nero and give
Cachino’s evidence over. Then “help” Big Keycard. Get advice on finding and
Sal or Nero during Cachino’s business 18 exploring this location in the Tour chapter.
meeting (13). Then offer to help the boss Or, you can trust your high-level
75

science
Caution
with rackets they’re planning. If you haven’t Science skill, and manually hack
Speak with Troike and retrieve a stolen already completed the terminals necessary to reach Mr.
weapons shipment from Fiends. the Free Quests “Big Winner” House’s inner sanctum!
(detailed in the Tour section devoted to

Faction
Speak with Clanden, and agree to find Gomorrah), you risk being unable to gain an Mr. House
chlorine at the Ultra-Luxe, or at the Achievement or Trophy devoted to gambling.
Freeside supplier. You have been warned!
Interaction: Mr.
House Goes Bust
• Let Big Sal or Nero know that their
rackets have been helped. Once you’ve completed this Side Quest,
return to Colonel Moore, and inform her that:
The Strip Infamy Gained! You’ve foiled the racket and killed Big Sal
and Nero (if this occurred). She is pleased
Return to Colonel Moore and lie with the results.
about the Omertas’ plans. Or lie, and inform her the Omertas
70
speech

are planning to attack New Reno,


and this isn’t a concern. Although
Caution Aogetic,
third, unapol-
and highly
she doesn’t agree, she is placated and the
Quest continues.
dangerous way to minimize the
Omertas’ presence is to simply find the
19
three bosses (Big Sal, Nero, and Cachino) NCR Fame Gained! At the Lucky 38
and murder them all, and anyone else you Casino, you’re
spot with a first name and a sharp suit. The Any other blustering nonsense from your greeted by Victor,
Omertas become hostile and there is insta- mouth fails to impress Colonel Moore, and who opens the doors
bility on The Strip. It doesn’t help you in this this part of the Quest fails, although you can for you, and also
Quest, either. progress to the next Faction, with Moore’s appears once you
suspicions raised. enter the casino floor
20 (19). Move to the
Faction
Omertas
NCR Infamy Gained! elevator flanked by two Securitrons, and ask

Interaction: Wise Moore quickly requests that you investigate


Victor to send you up to the penthouse. You
can engage Mr. House (20) in conversation
Guys’ Mug Shots Mr. House, because he isn’t allied with the
NCR and is likely to make a move when the
(Main Quest: The House Always Wins, I), but
it isn’t necessary.
This is Cachino (14). battle breaks out. You can quiz Moore on why
You’ll usually find Mr. House is a problem, but there’s only one
him in the main level solution; to take care of him. Leave Hoover
(he seeks out you). Dam, and head toward the biggest landmark
Then he moves to the around: the Lucky 38 Casino [2D.02].
bar near the stage on
the main level. Remove Mr. House as a threat to the
14
NCR.
Find Big Sal (15) on Render Unto Caesar: For aiding and
the balcony or pool 21
abetting the Legion’s enemies, you
table and offices area Pass by Jane, the Securitrons, and Mr.
have been declared “in damnatio
of the main level, House himself, and inspect a terminal on
or sleeping in the
memoraie”—an enemy of the Legion the north wall, under the staircase, next to
Gomorrah suites. in perpetuity. Many will seek your the bookcase. You can access the terminal,
15 head as a trophy. and select “Open Antechamber” from the
menu. You’re an unauthorized user, and the
Securitrons go hostile if you confirm this.

113
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

A section of wall detaches, allowing access Return to Colonel Moore and report kill him and every single Brotherhood of Steel
into the antechamber (21). You can: member (25). This is long, highly dangerous,
that Mr. House is no longer a threat.
Fight the Securitron guard defenses and ultimately pointless, because you have a
Return to Hoover Dam. The monitors should better option.
guns

in a highly dangerous and protracted


battle. now show this message (23), indicating that Agree to see Elder McNamara, and once
you’ve been successful. When you meet you’re free to move about the bunker, head
Or better yet, access the security terminal Moore, you can inform her of how you dealt
on the windowed side of the room, and to the VR chamber in the southern quadrant
with Mr. House. She’s pleased and mentions of the bunker L2. When no one is looking,
override Mr. House’s robots. They stop your efforts haven’t gone unnoticed, and
any aggressive behavior. surreptitiously inspect the two terminals on
a presidential visit is being planned to the western wall: the Self-Destruct Autho-
Or, you can simply run over to the elevator, re-energize the troops. While this is being rization Terminal, and a link terminal to
head into Mr. House’s chamber and kill him, organized, you’re to destroy the remains of activate the self-destruct command. You can:
and return. All of the Securitrons in the the Brotherhood of Steel chapter that was 100
Lucky 38 revert to a non-combative threat forced from the HELIOS One solar array Hack the red terminal, and start the

science
indicator, and don’t need to be fought. several years ago. They’ve gone to ground, bunker self-destruct sequence. Or,

Connection Lost… and you’re tasked with digging them up.


Moore reckons their bunker has a working
• You can locate the three senior Broth-
erhood members with keycard access
reactor, and that’s their vulnerability.
to the authorization terminal. The three
Find the Brotherhood of Steel chapter targets are:
in this area and deal with them.
Head Scribe Taggart
Faction
Brotherhood
of steel (26), who is usually
in his bed, or
Interaction #4: wandering this VR

22 The Brotherhood of Steel 26


chamber.

The Hidden Bunker, and the four Side Quests


related to the Brotherhood of Steel (including
Veronica’s, a Follower) can occur before or after
Head Paladin Hardin
you speak with Colonel Moore. Consult Side
(27), who is at the
Quest: Still in the Dark for all your options.
entrance between
bunkers L1 and L2.

27

23 Elder McNamara
With robot threats abated, access the (28), who is usually
terminal next to the control room elevator. in his bed or sitting
Unlock it, and ride the elevator down to in the command
the control room. This vast, cool chamber room.
contains Mr. House’s Life Support (LS) 24
Chamber (22). You can: Journey to the strange, desolate, and 28
windswept Hidden Valley [5.11], and enter
Leave Mr. House, although this halts the
the western bunker (24). From this point on, Head Scribe’s Keycard
Quest.
you have two choices; to kill the Brotherhood
Access the terminal, and “Unseal LS of Steel, or (and this is surprising, given
Chamber.” There’s a microbial infection their history with the NCR) ally with them: Head Paladin’s Keycard
risk to Mr. House, but that’s the least of Remember; the Brotherhood of Steel would
his worries. Select “Yes.” make a fine fighting force for the battle to
come. Elder’s Keycard
At this point, you can:
Sterilize LS Chamber. This kills Mr. House,
which is Moore’s preferred plan. Unless Faction
Brotherhood
of steel
Obtain the keycards through
sneak

Pickpocketing or shooting (which


you really want to kill him, this is an
unnecessarily thorough option to remove
Interaction #4A: turns the entire bunker hostile).

Tick, Tick, Boom!


Back at the authorization terminal, the
Mr. House from play. keycards generate a password for the red
Disable Cerebral Interface, which allows The Brotherhood of Steel’s bunker can terminal. Access that and choose the self-
you to see the “real” Mr. House. He’s not be destroyed in cunning and brutish destruct sequence launch. Now flee to the
quite as buff as his monitor image may ways. You can: surface.
have led you to believe. You can speak to
him, kill him, let him live, or suffer pangs Brotherhood of Steel Infamy Gained!
of guilt.
Once the deed is done, this Main Quest is Return to Colonel Moore and report
over. that the Brotherhood of Steel chapter
in this area has been destroyed.
The House Has Gone Bust!

You have irrevocably disconnected Mr. 25


Tip Your mass-slaying of the
Brotherhood of Steel isn’t for
naught, as there’s a hefty haul inside
House from the Lucky 38’s mainframe
x Enter the facility, this bunker, although buying items from
computers, forever trapping him in
unarmed

them nets much more potent weaponry.


MElee
guns

and when Paladin


the prison of his own mind, or killing Ramos stops you, Check the Tour chapter for the stash, and
him outright. His grand dreams for remember to pillage the bunker before you
New Vegas will never be realized. start the self-destruct sequence!

114
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Optionally, you can keep Head Paladin


Faction
Brotherhood
of steel Hardin informed of all your actions, but Here Comes the Rain Again
Interaction #4B: do not gain support from the other senior
members of the Brotherhood: McNamara
Inform Colonel Moore of the outcome of
your workings with the Brotherhood, and
Into the Light must remain in charge!
Return to McNamara, and collect three
she appears preoccupied with the arrival
of the president. You’re to assist with the
reports from Brotherhood scouts in the security detail; Kimball’s safety is critical to
field (30). maintaining the men’s fighting spirit! Ranger
Return to McNamara, and meet up with Grant at the Visitor Center is in charge of
Senior Knight Lorenzo, who gives you of a security; report to him. This begins Main
list of air filtration components to gather. Quest: You’ll Know It When It Happens. As
this is a Main (and not a Side) Quest, consult
Enter Vault 3 [2.24] and obtain a Reverse it for all the possible options.
Pulse Cleaner from Motor-Runner’s
chamber. Talk to Ranger Grant about
29 protecting President Kimball during
Enter Vault 11 [5.05], and locate a Differ-
ential Pressure Controller in the water- his visit.
filled lower level.
Return to Colonel Moore and report
Enter Vault 22 [1.09], and wind down, that President Kimball has safely left.
then up into the oxygen recycling level to
gather the HEPA Cartridge Filters. Return to Colonel Moore and report
Then keep Elder McNamara at the helm. Do that President Kimball is dead.
not replace him with Head Paladin Hardin. Once the visit is over, and President Kimball
With all this concluded, ask the head of the is safely away, or in small pieces scattered
30 Brotherhood of Steel to help in your fight. across the Hoover Dam, report back to Moore.
The second main plan is to complete Side Despite the past grievances, he actually She’s suitably happy (or fuming) depending
Quest: Still in the Dark, and then forge an agrees, supporting the NCR against a on the results. But either way, the Legion is
alliance with Elder McNamara. Consult that common enemy. If Hardin has been helped, heading for the dam! As soon as you agree to
Quest for thorough information. But briefly, he will not, for any reason, ally with the NCR. it, you’re to report to General Oliver. Act III:
you need to: Eureka! begins now!
Speak with Elder McNamara, and agree Brotherhood of Steel Fame Gained!
to the test (if Veronica isn’t with you) Go see General Oliver.
regarding the NCR Ranger. Return to Colonel Moore and report
Speak with the elder, and begin the first that the Brotherhood will support the 1,500 XP (when you speak to
task: retrieve Holotape Mission Data from NCR against Caesar’s Legion. General Oliver)
three downed patrols (29).

You’ll Know It
allied factions

Mr. House new ca.


republic

When It Happens independent

QUEST FLOWCHART

Progress through Main Quests: For the Republic, Part 2 [or] The House Always Wins, VI [or] Wild Card: Finishing Touches

Quest Start
Speak with Ranger Grant in the visitor center

Ready up and head upstairs to speak with Ranger Grant

Move outside and tell Ranger Grant you are ready

Pickpocket the [Explosives/Repair [Animal Perk] Get


Find the sniper and Shoot gun off and [Rex] Player has
Do Nothing detonator from the 50] Find bomb on Ranger Stevens
eliminate him cause a panic Rex as a follower.
Engineer Vertibird dog

Don’t report to Report Findings to Quickly sheath


Ranger Grant Ranger Grant weapon

Pickpocket the [Explosives/Repair


Use the dog to sniff
Do Nothing detonator from the 50] Find bomb on
out Engineer
Engineer Vertibird

Completion Stage Completion Stage


Speak to Colonel Moore and inform about Speak to Colonel Moore and inform about
Kimball’s death Kimball’s safety

115
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Open the Doors to


Before You Begin… Hoover Dam and step NCR Fame Gained!
This is a sister Quest to Main out into the open.
Caesar’s
Legion Quest: Arizona Killer, as the
events depicted in both Quests are the same.
You’re quite welcome
to jog around, Preparation for Plans #2 and #3
However, this Quest is accessible only to checking out the
those allied with the NCR, and is optional Hoover Dam pathway
4 itself, the first tall
if you’re doing the bidding of Mr. House or
being your own boss with Yes Man. Whether guard tower on the dam (with the ranger
or not you’re here on NCR duty or as an atop it), the observation deck, stage, and
outsider, your tasks are the same: assembled NCR troops. Nothing seems out of
the ordinary. Either there’s no threat, or the
enemy is waiting until the president arrives.
Report to Ranger Grant.
Report to Ranger Grant. The president arrives
immediately afterward by Bear Force One; his 7
It’s Quiet…Too Damn Quiet personal Vertibird (3). Several plans ensure
that President Aaron Kimball (4) survives his
pep-talk.

Protect President Kimball.

Plan #1: Nervous Rex


8
1 The Vertibird is a likely location for some kind
of explosive device. But getting to the Vertipad
Head to the Hoover
is tricky. However, you can:
Dam [3.33] if you’re
not here already, Fire off a gun when you’re Hidden
guns

and locate the Visitor (7). Make certain no one’s looking or


Center topped with you’re branded an assassin! In the
the Vertibird landing 5 ensuing panic, you can access the Vertipad.
pad (1). You’re here Or head to the ladder leading up to
50
2 to rendezvous with
speech

the Vertipad, where you’re stopped


Ranger Grant (2). Read the remainder of by a guard (8). Tell him you really
this Quest, and figure out which method of want to check out the craft. He agrees!
protecting the NCR president will be easiest Or earn permission to access the
new ca.
for you, depending on your armaments and republic
Vertibird landing pad from Ranger
skills. Then speak with Ranger Grant: Grant, while chatting to him inside the Visitor
new ca.If you have a Reputation of less Center, before the president’s arrival. You can
republic
than “Liked” with the NCR, Grant simply access the landing pad directly at this
is none-too-happy having a last-minute and 6 point.
un-vetted addition to his security detail (you).
You receive a limited amount of knowledge
Ranger Stevens is patrolling the main
road between the visitor center and gun
Plan #2: Bomb on the ’Bird
about the president’s forthcoming visit, and emplacement, along with his Guard Dog (5).
you’re grudgingly given access to Hoover You can:
Dam. However, expect to be taken down if
Exclaim what a nice dog he has, and ask
you make any swift and violent movements
if you can borrow him to check out the
(discharging a gun, for example). This makes
area. He isn’t sure.
the Quest more difficult to accomplish.
You can tell him you’re good with
animal friend

new ca. If you have a Reputation of animals, and he lets you borrow the
republic“Liked” or better with the NCR, hound.
Grant is happy for the help, and has no
qualms giving you access to all restricted Ignore Ranger Stevens, and bring Rex, the 9
areas, a full presidential itinerary, and allows companion (and ex-best friend of The
Once Bear Force One lands and you’ve
you to have your weapon drawn. You can King, a possible reward at the end of Side
accessed the Vertipad, inspect the Vertibird
even fire without any retribution, as long as Quest: G.I. Blues).
(9). It appears that the assassins could have
you don’t kill anyone you shouldn’t. Once you’re with your animal, start to sniff fiddled with part of this craft.
out the Engineers within the crowd. Keep 50 50 You search the Vertibird
Meet Ranger Grant on the obser-
explosives

your eyes peeled for one who follows Kimball


repair

and notice a bomb, skillfully


vation deck. and his bodyguards in. The dog smells traces disabling it and removing it
of explosives on the Engineer (6). When you from the craft.
[Optional] Investigate the area for
hear the dog growl, return to Grant and tell Report the find to Ranger Grant immediately,
clues.
him. so he can close down the event and prevent
one of the other assassination attempts from

Caution Beware! If you speak occurring.


to this Engineer,
don’t tell him anything is wrong, or he NCR Fame Gained!
attempts to blow himself up then and there,
causing the NCR to think you executed him,
and they go hostile!

116
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Prevent that from happening by:


Plan #3: Explosive Standing guard with a high-powered
Plan #7: It Happens
on the Engineer

guns
weapon. Make sure you fire after
the Ranger is executed, but before
the president is shot. Otherwise it looks like
you’re aiming at a Ranger, and the NCR turn
hostile!
Or, climb the tower, and wait for the
assassin to appear through the sealed
manhole cover. You can play around and
annoy Grant over the radio prior to this.
But when the time comes, wait for the 14
10 assassin to take down the sniper, and
then quickly finish him (11) with a high-
When the Vertibird lands, locate the Engineer
powered weapon, or he shrugs off your
who arrived with the craft. He’s either on the
attacks to focus on killing the president.
roof or following the president at a careful
Afterward, radio to Grant, so he can
distance. There’s something suspicious about
lock down the event and prevent further
this fellow (10).
attempts.
Pickpocket him, and you’ll uncover a
sneak

Redundant Failsafe Detonator. This NCR Fame Gained!


is obviously a device the Engineer
15
was going to use.
Plan #5: Fracas on the Floor
Caution Beware! Don’t get
detected, or be
aggressive when speaking to him, or
he blows himself up, which turns the NCR
hostile because they think you killed him.
Grab the detonator first!

If you don’t speak to Ranger Grant afterward,


another assassin makes the hit. 16
12 The last plan is the least dangerous, but
NCR Fame Gained! really puts a damper on NCR morale;
Time to panic! Not you; the assembled NCR
troops! Just before Bear Force One touches simply let the assassination occur. Give the
down, fire some rounds into the air, forcing engineer away and he rushes the stage (14).
Keep an eye on sniper locations. Remove that threat, but don’t tell Grant,
the NCR to turn on you (12). Back away, but
don’t leave Hoover Dam until you witness the (or do nothing) and Kimball is executed by
Plan #4: Sniper on the Roof Vertibird turn tail and leave. Flee the vicinity the sniper (15). Remove that threat, and
Kimball’s Vertibird explodes once it takes off
(don’t kill anyone!), and then wait a few
hours. The NCR aren’t best pleased by your after the speech (16). Avoid all three possi-
actions, but the president did get away safely! bilities if you’re allied with the NCR!
When you’re done, head back to Colonel
NCR Infamy Gained! Moore, and prepare for the final push. Act III
begins now!

Plan #6: Speech on the Stage Report your findings to Ranger Grant.

11 Kimball saved, report back to Ranger


50 If you’re playing nicely with the NCR, Grant.
science

hack the terminal near Grant when


he first gives you this assignment. Kimball killed, report back to Ranger
There’s mention of a possible sniper attempt Grant.
on a guard tower, allowing you to prepare
for it. NCR Fame Gained!
Or, you can simply prepare by training your 13
eyes on the first guard tower itself. Ranger Grant has a lot on his plate, so
1,000 XP
Be sure you’re also covering the first guard why not let him relax? If you remove both
tower with the Ranger sniper already on the the bomb and the sniper as threats, but
roof. During the speech, you’ll see a second neglect to inform Grant, the president gets
figure (dressed in Ranger garb) execute the to finish his speech, congratulate that NCR
sniper, and then put a sniper bullet through halfwit (13), and fly off in an intact Vertibird.
the president’s head, while everyone watches Everything goes off without a hitch!
agog.

117
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Arizona Killer
allied faction
Caesar’s
Legion

QUEST FLOWCHART

Progress through Main Quest: Render Unto Caesar finishing the BoS objective

Quest Start
Locate Cato Hostilius and speak with him

Inquire about what he


can do

[Explosives 50]
Acquire the
Vertibird Bomb

Tell him you are ready

Travel Hoover Dam

Examine the AA
Examine Watson’s
console on the obser-
Helmet
vation deck

Plant C4 in the helmet [Repair 50] Short the [Science 50] Set the Hack Visitor Center
and give it back to circuit to cause the AA console to shoot terminal to send Verti-
Private Watson stage to explode the Vertibird bird into mountain

Ask Cato when the Ask Cato when the Ask Cato when the
Kill Cato
President is arriving President is arriving President is arriving

[Speech 50] Gain


access to the launch Shoot the President Do nothing
pad

[Explosives 50] Place


bomb on the Vertibird

Detonate Watson
Watch the President Wait for Kimball to
when he is next to
explode leave...BOOM
Kimball

Completion Stage Completion Stage


Report to Caesar of your Success Report to Caesar of your Failure

Before You Begin… Initium: Catching him. After some


pleasantries, Cato
Caesar’s
Legion
This is a sister Quest to Main
Quest: You’ll Know It When It
Up With Cato (2) asks if you’re
ready to act. At this
Happens, as the events depicted in both point, you begin this
Quests are the same. However, this Quest is Quest, which is time-
accessible only to those who have thrown in sensitive, so only
their lot with Caesar’s Legion. You can only 3 agree to the Quest if
access this Quest if you’ve completed all of you have all the equipment you want to carry
Main Quest: Render Unto Caesar. Once done, out your goals.
Caesar (or Lucius) informs you that NCR Time passes. It is dawn, and Cato has
President Kimball is scheduled to land at the changed into more appropriate civilian attire
Hoover Dam [3.33], and you’re to assas- (3). He asks what sort of plan you’ve thought
sinate him. To help with this task, you’re to 1 up. You can tell him whatever you wish, and
rendezvous with a field operative named Cato Cato Hostilius has optionally gain a wealth of his suggestions; all
Hostilius. been roughing it of which are covered below.
while preparing for
You’re given an NCR trooper uniform. Put it
Kill President Kimball your arrival, in a
on now; you don’t want to wade into Hoover
rocky thicket (1)
Dam looking out of place! Ask “is there
on the southeast
anything you can do to help?” during the
Rendezvous with Cato Hostilius outskirts of Boulder
2 City [3.32], close conversation, and Cato reveals he’s carrying
a bomb that can be placed on the president’s
to both Ranger Station Delta [3.36] and a
Vertibird.
dreaded Cazador Nest [3.35]. Be extremely
50
explosives

careful, as you’ll be Vilified by the NCR (so Respond that you’re familiar with
don’t venture too close to their strongholds), explosives, and take the bomb.
and you don’t want the Cazadors devouring
Cato before you’ve had chance to speak with Otherwise, Cato keeps it.

118
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

50 Short the circuit board and cause the

repair
gun to explode during the president’s
speech (7).
Choose either option if you have the skill.
Then head to Cato, find a viewing spot, and
watch the fireworks. Then listen to the shouts
of dismay. Then get the hell out of there.

Caesar’s Legion Fame Gained!


4 11
Although not part of
Bicallis III: Bear Farce One Assuming you have C-4 and a
50

explosives
the conversation, one Detonator, cram some of the
of the assassination Explosives into the helmet. Return
options involves a to Watson, and tell him where his hat is.
Detonator and C-4 Then speak to Cato, wait for the president
Explosives. Make to arrive and step on stage, and bring
sure you’re carrying out your Detonator. This instantly turns
5 these BEFORE everyone hostile, so detonate Private Watson
you agree to start this Quest with Cato. An immediately (11). Then fight or flee.
easy place to find some is over at the NCR
checkpoint, on the road west of Nelson [6.06], NCR Infamy Gained!
which is part of Side Quest: Back in Your 8
Own Backyard.
Caesar’s Legion Fame Gained!
Report to Cato when you are
prepared.
Then follow Cato along the road (holster your Bicallis V: A Can-Do
weapon if you fall behind). Cross the remains
of the bridge and run into the Hoover Dam
Altitude
Speak to Cato and
entrance road (4). Stay clear of the Ranger
watch the president’s
patrols; if you come within about 15 feet of
Vertibird land. Once
them, they realize you’re in disguise, and 9 Kimball has landed
the whole place erupts in hostile fire, failing
Prior to speaking with Cato, head inside to and is heading to the
the Quest. You now have a variety of ways to
the bottom floor of the Visitor Center. Locate stage, move around
dispatch the president (5), before or after you
the terminal next to the Snowglobe. the observation deck
speak to Cato again (he tells you the presi-
to the ladder. There’s 12
50
dent’s Vertibird is descending). Hack the terminal and update the
science

likely to be a guard here. Avoid the Ranger at


Vertibird Flight Control Settings.
Bicallis I and II: Big Guns.
all costs, because he’s much more attuned to
Return to Cato and speak with him; the look for infiltrators. To reach the Vertipad on

Bigger Explosions president will be arriving at any minute! Now


sit back and relax as the president strides in
the roof, you can:
Attack the soldier, or sprint past
guns

with his armed guard (8) gives his speech, him, causing an alert. Then quickly
returns to Bear Force One, and takes off. complete this plan and fight or flee.
Unfortunately for President Kimball, the Leap from the roadside of the obser-
Vertibird isn’t going back to the great state
sneak

vation deck onto the perimeter wall,


of California, but instead loses control and and creep around behind the solder,
plummets into the mountains (9), to the and up the ladder. Or use a Stealth Boy.
dismay of the onlookers. From here, you can Or step over to Private Jensen (12), and
gawk with the other onlookers or casually ask to go upstairs. Tell him you’ve always
make your way back to The Fort, with no one wanted to see the president’s Vertibird.
6 suspecting you as the culprit.

Caesar’s Legion Fame Gained!

Bicallis IV: Telemetry, My


Dear Watson
Prior to the Vertibird
landing, head to
7 the left side of the 13
stage and sidle over 50
Before speaking with Cato, move around Then ask nicely. He lets you
speech

to Private Jeremy
the circular observation deck, and up the through.
Watson (10). He’s
steps between the Ranger patrols. Locate the
here to receive an Once on the Vertipad, look over the
50
explosives

console by the radio, and examine the gun 10 award from the Vertibird and plant the bomb Cato
controls. You can:
president, but he’s having trouble locating his gave you during your initial conver-
50 Reactivate the gun and set it to helmet. The helmet is sitting on a table at the sation. Then get off the roof, pretend to be an
science

shoot down the president’s Vertibird, foot of the observation deck steps, near the innocent bystander, and watch the Vertibird
Bear Force One (6). sandbags. Inspect it. take off, and develop a severe malfunction
(13). Step away without incident if you wish.

Caesar’s Legion Fame Gained!

119
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Bicallis VI: Arizona Assassin Bicallis VII: A Cannon-Do


Attitude

17

14
16
Do you have a particularly gigantic piece of
technology—such as a Tesla Cannon—you
want to test on a Vertibird? Then speak with
Cato, head to a relatively safe position (such
as the Vertipad atop the observation deck),
and launch a barrage of shots (16) before the 18
Vertibird lands or as it takes off. Shrug off the Or head to the Hoover Dam, speak with
15 NCR ground attacks (no mean feat), and then Cato, remain unseen, watch the presi-
flee, or stand and fire if you’re bullet-proof. dent’s speech (18), watch the Vertibird
Do you have a particularly lethal aim with
a Sniper Rifle (14) or want to surprise the Or, disable the Vertibird, and finish off leave, and remember you were supposed
president with an up-close and personal President Kimball and his highly proficient to do something…. Oh well, too late now.
melee savaging? Then throw caution (and guards in a thrilling and incredibly dangerous
battle. Return to Caesar to answer for your
common sense) to the wind, wait for the
failure.
president to begin his speech (so he has
longer to run when he tries to escape), and NCR Infamy Gained! Return to Caesar to be recognized for
then: your service.
Caesar’s Legion Fame Gained! The last part of this Quest is actually the very
Execute him with a headshot (15).
guns

final part of Main Quest: Render Unto Caesar.


Return to Caesar (or Lucius), and answer for
Execute him with a fierce
Bicallis VIII: Arizona Quitter your failure (choose the first conversation
unarmed
MElee

pummeling or melee strike. option to avoid being hacked to pieces).


Don’t get cut down trying to The last plan is by far the most pathetic. It
Or, assuming you actually did as you were
reach the president; use a Stealth Boy. involves failing the Quest in a truly incom-
instructed, Caesar (or Lucius) rewards you.
petent manner. You can:
The time for the final battle has begun! Main
NCR Infamy Gained! Attack Cato as soon as you meet him (17).
Quest: Veni, Vidi, Vici is upon you!

Caesar’s Legion Fame Gained! Caesar’s Legion Fame Gained!

1,000 XP (If the president dies)

Act 3
No Gods, No Masters
allied faction

independent

See flowchart on the following page


The first option is to route the dam’s power Good news! Yes Man tells you that you don’t
Preparation: output to the facility under The Fort have to decide yet. Simply take the Override

Yes Man, We Can! (the vault bunker), which will restart


its reactor and the Securitron army you
Chip and install it on the terminal inside
Hoover Dam’s power control room. Now head
left on standby and hopefully upgraded for Hoover Dam (1).
during Main Quest: Wild Card: You and
What Army? This should give you enough Override Chip
troops to push the NCR and Legion right
out of the Mojave Wasteland!
NCR Emergency Radio
The second option is to destroy the dam’s
generators. Without those, the dam
becomes just a giant block of concrete, Go to the Control Room in Hoover
and the NCR will leave because the area Dam and install the override chip.
1 has no significant importance now. Of
Yes Man is excited to let you know that the course, it’ll get a lot darker and scarier
final battle for Hoover Dam [3.33] is now around these parts. Obviously, if you
upon you! When you’re speaking to Yes Man never upgraded the Securitrons under
in the Lucky 38 Casino [2D.02], he describes The Fort, or made a tactical blunder and
two possible scenarios: destroyed them, this is your only option.

120
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Note Tune in to NCR Emergency


Radio to listen to a
QUEST FLOWCHART
variety of background information about Quest Start
the conflicts occurring elsewhere in the
Speak with Yes Man at Lucky 38.
Wasteland, as well as the dam.
You can hear broadcasts from Camp
Enter the second Tower
Golf (which change depending on your (Optional) Great Khans
and take the Elevator to
actions during Side Quest: Flags of Our join battle above
the basement.
Foul-Ups).
There’s chatter about Fiends near Camp Convince NCR Guards to
McCarran (which is affected by the Fiend Kill the NCR Guards. leave the Control Room
leaders you culled during Side Quest: (Speech 75)
Three-Card Bounty).
There are skirmishes over at Camp Forlorn (Optional) If Boomers
Install the override chip in
were recruited, they at-
Hope and Nelson (which are affected by the Control Box.
tack while inside Dam
decisions you made during Side Quests:
Restoring Hope and We Are Legion
respectively). Activate the West Control Activate the East Power
Box to blow up Genera- Electrical Switch to turn
There’s also noise from The Strip, as the tors. on the Securitrons.
Omertas may make a move, depending
on what you did during Side Quest: I Put
(Optional) If Enclave
a Spell on You. Remnants were recruited, Exit the towers.
Maybe we could build a fire, they attack now.
wasteland
wild

sing a couple of songs, huh?


Why don’t we try that? Listen for Fight your way to Legate
special chatter from the dam. Lanius at the Legate Sabotage mongrel cage
Camp.

Caution Although you


can complete this
Convince Legate Lanius to
retreat via Barter. (Barter
Convince Legate Lanius
to retreat via Speech.
Challenge Legate Lanius
to a one on one battle and
Fight Legate Lanius and
kill him.
final battle without killing anyone, 100) (Speech 100) kill him. (Speech 80)
it requires considerable talents and skill.
Therefore, if you haven’t placed plenty of Head back towards the
points into your Speech (and related) skills, Hoover Dam and watch
“tool up” with all your finest hard-hitting NCR scene.
projectiles and other favored weaponry
before the Quest begins. Convince General Oliver
Fight and kill General
to leave via Speech.
Oliver.
Dam Nuisances (Speech 100)

Completion Stage
Speak with Yes Man. Game Over.

As you continue across the curved structure,


Note Tosupport
obtain Great Khan
here, you must
you may see a large steel bird in the sky.
What demonry is this?
have brokered a deal between the Great
Khans and the NCR during Main Quest: For If you allied with the Boomers
Boomers
the Republic, Part 2, and then switched to earlier, Loyal lives up to his word
2 the Wild Card path. So you’ll rarely see the (and name) and flies over the troops, dropping
Khans. bombs and coating the Legion troops in fire
(4). Watch the bomber fly by before you head
If you have high Infamy with the NCR, you’ll into the dam.
be fighting both them and the Legion!
Without a Boomer alliance, continue to battle
You need to get into the Hoover Dam across the sandbags, cutting down NCR
somehow, but the elevator and doors to the forces if they are currently hostile, and then
power plant in the Visitor Center are blocked. enter the dam.
Instead, battle along the dam bridge (3).
Employ a Stealth Boy if you want
3
sneak

to reach the second guard tower


You begin with your Securitron escort close to unscathed and leave the fighting to
the Hoover Dam Visitor Center (2), which is the NCR and Legion.
on fire and under heavy Legion attack. Leave
your Securitron to tackle some of the Legion,
and push forward.
If you severed the Great Khan
great
khans
alliance with the Legion and 5
allied with them yourself, a team of warriors Pass the first guard tower (where Kimball’s
breaks out of the center, and provides some sniper shot from, if you witnessed it during
cannon fodder (and protection for you). They Main Quest: You’ll Know It When It Happens),
lob projectiles and attack the Legion on the and then push through the fearsome Legion
curved dam bridge before succumbing to army toward the second guard tower (5), and
superior firepower and numbers. 4
enter the double doors (or climb the ladder
and enter from the roof hatch). Locate the

121
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Head to the Legate’s camp and deal


Caution Did you forget
to power up the
with the Legate and Caesar’s Legion.
Securitrons during Wild Card: You and
What Army? That’s a real shame, buddy! Battle on the Bridge
Yes Man can only offer you the thrill of
destroying the dam generators, and effec-
tively pushing the NCR away from Hoover
Dam, creating a much more lawless society
in the long run.
6
Elevator to Hoover Dam Offices, and access Once you’ve chosen, Yes Man obliges. To
it. You appear in the northwest corridors complete the process, you must activate a
adjacent to the huge power plant chamber manual switch.
itself. Exit through the blast door, and then
head east along the corridors, until you reach Plan #1: Standby for Action! 11
the entrance to the control room. You’ll know
when you’re nearing it—bodies are strewn
everywhere (6).

9 12
Back on the dam bridge, continue to cross the
Head out of the control room, and turn
curved structure as Legion foes descend on
left (east), then head east, south, and east
7 again, cutting down any opponents (these
your position. They’re especially angry if you
upgraded the Securitron Army at The Fort,
Two NCR Heavy Troopers guard the control are usually Legion unless you start firing on
then powered them on at the generator just
room door (7), and they’re refusing you everyone), or Sneaking down the corridors
now; The Fort has gone up in a blaze of fire and
entrance. They yell a warning to you and and into side chambers to avoid combat. Yes
explosions! Continue to face severe opposition
open fire if you venture into the room. You Man’s friendly face appears on all the wall
as you thrust through to the opposite side
can: monitors to cheer you on. Open the blast
of the dam, toward Legate’s Camp. You’re
75 Lie, and tell them Colonel Moore is door that leads to Power Plant 01, step onto
attacked by Legionaries plus the more
speech

in trouble. They leave their post to the small balcony (9), turn right, and locate
powerful Centurions. Stand back and let your
help, which gives you access to the the East Power Electrical Switch. Flick it on
Securitrons do the fighting (11), or face these
control room and allows you to keep your and the east side of the plant powers up,
ferocious foes, perhaps picking up and using
standing with the NCR. re-routing power to The Fort. Backtrack
their favored melee weapon (12): the Chainsaw!
Or gun them down where they stand, which to the second guard tower exit, and head
causes your standing with the NCR to topside.
suffer.
Plan #2: Action on Standby
NCR Infamy Gained!

13
If you recruited the Enclave Remnants, a
Vertibird drops in near the fourth guard tower
10 (13) and drops off Power-Armored veterans,
who fight by your side as you push into
Exit the control room, and turn right (west),
8 Legate Lanius’ territory.
then head west, south, and west again,
Locate the bank of monitors; the control box cutting down any opponents (these are Whether the Remnants (or Securitrons) are
connected to the main computer banks at usually Legion unless you start firing on with you or not, continue to push to the
Hoover Dam. You must install the Override everyone), or Sneaking into side rooms to southeast, then east onto the remains of
Chip to continue. This instantly brings up avoid combat before progressing without the overpass and road that winds through a
a friendly face (8), who asks what you’d like killing anyone. Yes Man’s friendly face small rocky enclave to a gate that leads into
to do: appears on all the wall monitors to cheer you the Legate’s Camp.

Activate the eastern power plant to


power the Securitron Army.
on. Open the blast door that leads to Power
Plant 01, step onto the small balcony, turn Courier from the
left, and find the West Power Plant Control
Box. Overload it, and spin around to watch
City of Cowards
Destroy the dam generators. the dam generators blow (10)! Backtrack
to the second guard tower exit, and head
topside. If the NCR haven’t been attacking
you, they certainly begin to after the
generators explode!

Exit out to the east side of the Dam.

14

122
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

You can engage him in conversation too, Tell him he could take the West, but
55

barter
although anything but the most defer- not hold it. Lanius responds that
ential talk turns him violent. However, if anything the West sends against
you state “maybe you’re willing to listen them will be broken. Respond with verbal
to reason,” he notes that you fight with threats, and combat begins. Or:
words, “like all beneath the flag of the 75 Tell him an army to fight them isn’t

barter
bear.” You can: necessary because the Legion’s
55 Tell him this battle is decided. He supply lines will kill them first.

speech
asks if you’re here to surrender, and Lanius replies that they have The Fort and
15 then goes on about killing people. Hoover Dam, and that other communities will
Lots of people. You can try to Barter (see fall. Verbally attack, or:
Give the Praetorian Guard a taste of your
below), or tell him anything else so he turns
vengeance (14) as you enter the inner gates, Note that there are no communities
95
violent, or:

barter
or Sneak by him using your impressively to support them; the Legion has
stealthy abilities. Enter the camp, and deal Tell him this advancing he’s so
65 seen to that. He says there are many
speech

with any Legion soldiers that may be about, proud of took the Legion years. towns to harvest slaves from. Again, combat
before checking the Mongrel Cage (15) to Lanius responds that the dam has is but an offensive comment away, or:
your right. The place is currently closed up, never see the massed strength of the East,
Argue that the West settlements are
100
and there’s usually no reason to check this only legates such as Graham, the burning

barter
not self-sufficient, they need the
area, but if there are hounds inside, you can: man. You can tell him anything else to begin
NCR and caravans. He tells you that
a fight, or:
Remove the mechanism’s springs to seal you rely too much on the trappings of civili-
75 Ask about what the East will
the gate shut. zation. You can:
speech

become. Lanius says you’re talking


Or ignore them, and cut through these Ask him if he really believes that, or if he
in circles, as HE is the personifi-
frothing canines (if any are prowling the is taking a chance. This leads to Legate’s
cation of the might of the East! Respond with
area) during the last desperate times for Conclusion #3.
other words for a fight, or:
the Legion. Tell him the taming of the West is defeating
That if the Legion needs all the
85
the Legion; the NCR’s weakness is their
The Great Legate Debate
speech

East to crush the West…. Lanius


defense, OR that the Legion can’t supply all
interrupts you, telling you victory
the West any better than the NCR. He tells
here will be swift. The East will hold! Respond
you about Denver. This leads to Legate’s
with fighting talk, or:
Conclusion #3, #4, or #5 (below).
100 Say the weakness of the West will
Or ask about Nipton, Searchlight,
75
speech

slow the Legion. Lanius is confused.


barter

and Nelson. Lanius says Vulpes


Start verbal fisticuffs, or:
was responsible, and it was worth
Note that the NCR’s huge size means
100 weakening the West. Ask if as a legate he
speech

the Legion’s whole army will be really believes that, or if he’s taking a chance.
needed to hold the West. Lanius tells He tells you about Denver and a protracted
you that doesn’t mean defeat. Once again,
16 battle. The West is a trap, and the bear is
respond with fighting talk, or: already caught in it. Respond with:
Tell him that moving the Legion’s
100 Legate’s Conclusion #3:
speech

whole army West means losing


100 Your faith; that trade has helped
the East. They can’t hold both.
barter

man survive the Great War, and


Lanius verbally falters, blaming Caesar for will do so again. When he returns,
drawing too much blood during the Eastern he will put this to the test with his blades.
campaigns. But Lanius will not have Hoover Respond that you grant him that time, or
Dam be the Legion’s gravestone! He prepares await the day. Then he retreats!
to retreat!
Legate’s Conclusion #4:
There are several possible outcomes to this
17 100 You seeing death as change and a
conversation. You can:
speech

strength. He talks about what war


Legate’s Conclusion #1:
would have brought, the bullet scars
Tell him there is wisdom in victory, or that you possess, and that you’re more than a
you don’t believe you’ve seen the last of match for Vulpes. With that, he retreats!
the Legion. When he responds, you can
Or, ask if he’s retreating. This leads to
speak again with a final Speech check
Legate’s Conclusion #2.
or other final utterances. And then he is
gone. Legate’s Conclusion #5:
Or you can ask if he’s retreating. This Tell him anything else, and he turns
18 infuriates Lanius; you know nothing of violent, and attacks you with his men
who he is! You can fight him and his (18). Pick the choicest blade and helmet
But now you face a more fearsome foe. Move
troops (Legate’s Conclusion #5), or: from the appendages you’ve sliced!
to the steps cut into the earth, and follow
them around and up toward the Legate’s Legate’s Conclusion #2:
Blade of the East
Tent. A mountain of a man approaches, 80 You can bluff him, and face him in
speech

wielding a blade as tall as a Super Mutant. combat one-on-one. He agrees to the


Legate Lanius (16) has been waiting for you. duel (17). Legate’s Helmet
You can:
Immediately engage him in combat.
guns

Large, chunky, highly explosive,


and incredibly damaging weapons
are obviously the key to whittling down his
considerable constitution.

123
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Oliver backs down, asking whether

Tip Either fight this massive man


at range—concentrating on
you’ve thought through this whole
“nation building” plan. Respond with
his legs to cripple and slow him down any comment you wish, before Oliver
so you can easily outrun him—by retreating high-tails it out of here.
and firing off powerful weaponry. Or use
your very best armor-piercing weapons. • Or, you can order Yes Man to eject
Legate Lanius is a monster, so expect a General Oliver from the premises. This
tricky fight! highly satisfying conclusion allows you to
watch as Yes Man grabs Oliver and flings
• Healing items are imperative, because 20 him off one of the Hoover Dam towers!
Legate Lanius can inflict critical wounds
Either battle back to the Legate Camp’s
in seconds, and he usually has Legion
inner gate, using ranged weaponry to tag the
Return to Yes Man with news of your
back-up. victory.
Legion snipers from the upper rocky outcrops
• Armor-piercing (or similar) ammunition
you can’t reach, and then slaughter the
types are helpful if you’re using Guns.
remaining troops (and Mongrel Dogs if you
• If you’re using Melee Weapons, didn’t secure their pen); or walk there after
remember to coat them with any of the
successfully preventing bloodshed. As you
Poisons you crafted at a campfire earlier.
approach the gate, an explosion rocks the
You did prepare for this fight, right?
entrance, and General Lee Oliver, flanked by
• Crippling his legs or shooting his weapon NCR Rangers, strides into view. He’s tickled
are excellent ways to hold him back, as
pink by the screams of those Legion bastards.
is scoring a knockdown or KO on him.
At this point, you can introduce him to your
• Legate Lanius attacks with two Securitron friends (19). Oliver isn’t too keen
bodyguards, who deliver massive damage 21
to be menaced by 10-foot-tall robots, and
with their Ballistic Fists but aren’t too As the general leaves (or plummets), or you
asks you to tell them to stand down. You can:
hardy. Take them out first (especially step through his remains, the Securitron
if you specialized in Melee or Unarmed • Get into all kinds of unpleasant and
with a happy face trundles up to meet you
combat) so you’re only attacked from one downright offensive back-and-forth
(21). Yes Man says you just did a super job,
direction. chatter with the General, before ordering
and then lets you know he’s going to use
your Securitrons to kill the general and
some code snippets he found to make his
his bodyguards. Help out if you want (20).
personality a little more assertive. Does that
Deal with General Oliver and the NCR. • Or, you can mention that you were hoping sound like a good idea…? Yes Man will be
both sides could be pleasant about this. offline for a while. However, the Securitrons
Caesar on the Cross He tells you he’s not going anywhere. You
can:
will ensure that New Vegas is protected. Take
care now! The Main Quest concludes.
100
Bluff him and say he’s talking and
speech

not attacking. 4,000 XP

Or ask whether he thinks these are


100

Note “My only friend the end.”


speech

all the forces you have, and then tell


You cannot explore after the
him you just stood down (or killed)
ending. When you watch the ending, it may
Caesar’s toughest general. gradually dawn on you that the multitude
of actions you took during your adventure
19 directly affected the ending. These decisions
are broken down in the Appendices.

All or Nothing
allied faction

Mr. House

See flowchart on the following page


When you arrive at the dam, you must gain
Preparation: Keep Your entrance to the dam’s interior, and route the
Note Tune in to NCR Emergency
Radio to listen to a
Eyes on the Prize dam’s power output to the facility under The
Fort (the vault bunker), which restarts its variety of background information about
the conflicts occurring elsewhere in the
reactor and the Securitron army you left on
standby and upgraded during Main Quest: Wasteland, as well as the dam.
The House Always Wins, II. This should give You can hear broadcasts from Camp
you enough troops to push the NCR and Golf (which change depending on your
Legion right out of the Mojave Wasteland! Mr. actions during Side Quest: Flags of Our
House orders you to take the Override Chip Foul-Ups).
and install it on the terminal inside Hoover There’s chatter about Fiends near Camp
Dam’s power control room. You appear at McCarran (which is affected by the Fiend
Hoover Dam (1). leaders you culled during Side Quest:
1 Three-Card Bounty).
Mr. House informs you that the ultimate Override Chip There are skirmishes over at Camp Forlorn
battle for Hoover Dam [3.33], and the Hope and Nelson (which are affected by
crescendo to his take-over plans for New decisions you made during Side Quests:
NCR Emergency Radio Restoring Hope and We Are Legion
Vegas and beyond, are about to come to
fruition. During your last talk in the Lucky 38 respectively).
Casino Penthouse [2D.02], he informs you of Go to the Control Room in Hoover There’s also noise from The Strip, as the
a single, overriding plan: Dam and install the override chip. Omertas may make a move, depending
on what you did during Side Quest: I Put
a Spell on You.

124
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

If you have high Infamy with the NCR, you’ll


QUEST FLOWCHART be fighting both them and the Legion!
You need to get into the Hoover Dam
Quest Start somehow, but the elevator and doors to the
Speak with Mr House at Lucky 38 and start push on Hoover Dam power plant in the Visitor Center is blocked.
Instead, battle along the dam bridge (3).
Enter the second Tower Employ a Stealth Boy at this point,
and take the Elevator to

sneak
if you want to reach the second
the basement.
(Optional) Great Khans guard tower unscathed and leave the
join battle above fighting to the NCR and Legion.
(Optional) Brotherhood Convince NCR Guards to
of Steel attack NCR in Kill the NCR Guards. leave the Control Room
(Optional) If Boomers
power plant (Speech 75)
were recruited, they
attack now.
Install the override chip in
the Control Box.

Activate the East Power


Electrical Switch.

(Optional) If Enclave 4
Remnants were recruited, Exit the towers As you continue across the curved structure,
they attack now.
you may see a large steel bird in the sky. It
looks like the old coot Loyal got his wish!
Fight your way to Legate
Lanius at the Legate Sabotage mongrel cage If you allied with the Boomers
Boomers
Camp. earlier in your Quest, Loyal lives
up to his word (and name) and flies over
Convince Legate Lanius to Convince Legate Lanius Challenge Legate Lanius the troops, dropping bombs and coating the
Fight Legate Lanius and Legion troops in fire (4). Watch the bomber fly
retreat via Barter. (Barter to retreat via Speech. to a one on one battle and
kill him.
100) (Speech 100) kill him. (Speech 80) by before you head into the dam.
With no Boomer alliance, continue to battle
Head back towards the across the sandbags, cutting down NCR
Hoover Dam and watch
forces if they are currently hostile, and then
NCR scene.
enter the dam.

Convince General Oliver Convince General Oliver


Fight and kill General
to leave via Barter. (Bar- to leave via Speech.
Oliver.
ter 100) (Speech 100)

Completion Stage
Speak with Mr House. Game Over.

Note (continued) 5
Hold on one second. This instal-
wasteland
wild

lation has a substantial dollar


value attached to it: Listen for
special chatter from the dam.

Caution Although you


can complete 3
this final battle without killing You commence with your Securitron escort
anyone, it requires considerable talents close to the Hoover Dam Visitor Center (2),
and skill. Therefore, if you haven’t placed which is on fire and under heavy Legion
6
an impressive number of points into your Pass the first guard tower (where Kimball’s
attack. Leave your Securitron to tackle some
Speech (and related) skills, “tool up” with all sniper shot from, if you witnessed it
of the Legion, and push forward.
your finest hard-hitting projectiles and other during Main Quest: You’ll Know It When
favored weaponry before the Quest begins. great If you severed the alliance between
khans It Happens), and then continue your push
the Great Khans and the Legion,
through the fearsome Legion army toward
a team of warriors crashes out of the center.
Destroy Them, My Robots! You can sidestep the fracas or join in. They
lob projectiles and attack the Legion on the
the second guard tower (5), and push
open the double doors (or climb the ladder
and enter from the roof hatch). Locate the
curved dam bridge before succumbing to
Elevator to Hoover Dam Offices, and access
superior firepower and numbers.
it. You appear in the northwest corridors
adjacent to the huge power plant chamber
Note Tosupport
obtain Great Khan
here, you must
itself. Exit through the blast door, and then
head east along the corridors, until you
have brokered a deal between the Great
reach the entrance to the control room.
Khans and the NCR during Main Quest: For
You’ll know when you’re nearing it; Legion
the Republic, Part 2, and then switched to
corpses are strewn about (6).
helping Mr. House afterward. So you’ll rarely
2 see the Khans.

125
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

like a strange painting. Open the blast door,


step onto the small balcony (9), turn right A Little Too Late
and locate the East Power Electrical Switch.
Flick it on and the east side of the plant for the Legate
powers up, re-routing power to The Fort.
Backtrack to the second guard tower exit,
and head topside. If the NCR haven’t been
attacking you, they certainly begin to after
the generators explode!
7
Two NCR Heavy Troopers guard the control Exit out to the east side of the Dam.
room door (7), and they’re certainly not going
to step aside for you. They open fire if you Head to the Legate’s camp and deal
venture into the room, leaving you with two with the Legate and Caesar’s Legion. 13
options. You can:
Lie, and tell them that Colonel Moore
75 Dam Busters
speech

needs their help, and they race off


to help her. This allows you to keep
your standing with the NCR and enter the
control room.
Or gun them down where they stand, which
causes your standing with the NCR to
suffer.
14
NCR Infamy Gained! Give the Praetorian Guard a taste of your
10 vengeance (13) as you enter the inner gates,
or Sneak by him using your impressively
stealthy abilities. Enter the camp, and deal
with any Legion soldiers that may be about,
before checking the Mongrel Cage (14) to
your right. The place is currently closed up,
and there’s usually no reason to check this
area, but if there are hounds inside, you can:
Remove the mechanism’s springs to seal
the gate shut.
8
11 Or, ignore them, and cut through these
Locate the bank of monitors; the control box frothing canines (if any are prowling the
connected to the main computer banks at Back on the dam bridge, look up at The Fort,
and you’ll see it has gone up in a blaze of area) during the last desperate times for
Hoover Dam. You must install the Override the Legion.
Chip to continue this quest. This instantly fiery explosions! Continue to face troublesome
brings up a familiar face (8), who knew a
resourceful type like you would make it. You
Centurions and Legionaries as you thrust
through to the opposite side of the dam, A Battle of Weapons (or Wits)
install the override, which is functioning toward Legate’s Camp. Stand back and let
properly. Power re-routes to the Securitron your Securitrons do the fighting (10), or face
bunker vault at The Fort. All Mr. House these ferocious foes, perhaps picking up and
requires is that you head to the east power using their favored melee weapon (11): the
plant and manually activate the switch to Thermic Lance!
complete the circuit.
Activate the eastern power plant to
power the Securitron Army.
15
Standby for Action!

12
If you recruited the Enclave Remnants, a
Vertibird drops in near the fourth guard tower
(12) and drops off Power-Armored veterans,
who fight by your side as you push into
Legate Lanius’ territory. 16
9 Whether the Remnants are with you or not,
Head out of the control room, turn left continue to push to the southeast, then east
(east), then head east, south, and east onto the remains of the overpass and road
again, cutting down any opponents (these that winds through a small rocky enclave to a
are usually Legion unless you start firing on gate that leads into the Legate’s Camp.
everyone), or Sneaking down the corridors
and into side chambers to avoid combat. Mr.
House’s painted smile and moustache flickers
on every wall monitor you pass, gazing at you

17

126
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

But now you face a more fearsome foe. Move Legate’s Conclusion #2:
to the steps cut into the earth, and follow 80 You can bluff him, and face him in
Tip Either fight this massive man
at range—concentrating on

speech
them around and up toward the Legate’s combat one-on-one. He agrees to the
Tent. A mountain of a man approaches, duel (16). his legs to cripple and slow him down
wielding a blade just as tall and twice as so you can easily outrun him—by retreating
Tell him he could take the West, but
55 and firing off powerful weaponry. Or use
sharp as a Deathclaw. Legate Lanius (15) has

barter
not hold it. Lanius responds that your very best armor-piercing weapons.
been waiting for you. You can:
anything the West sends against Legate Lanius is a monster, so expect a
Immediately engage him in combat. them will be broken. Respond with verbal tricky fight
guns

Large, chunky, highly explosive, threats, and combat begins. Or:


• Healing items are imperative, because
and incredibly damaging weapons Tell him an army to fight them isn’t
75 Legate Lanius can inflict critical wounds
are obviously the key to whittling down his
barter
necessary because the Legion’s in seconds, and he usually has Legion
considerable constitution. supply lines will kill them first. back-up.
You can engage him in conversation too, Lanius replies that they have The Fort and • Armor-piercing (or similar) ammunition
although anything but the most defer- Hoover Dam, and that other communities will types are helpful if you’re using Guns.
ential talk turns him violent. However, if fall. Verbally attack, or:
• If you’re using Melee Weapons,
you state “maybe you’re willing to listen Note that there are no communities
90 remember to coat them with any of the
to reason,” he notes that you fight with
barter

to support them; the Legion has Poisons you crafted at a campfire earlier.
words, “like all beneath the flag of the seen to that. He says there are many You did prepare for this fight, right?
bear.” You can: towns to harvest slaves from. Again, combat • Crippling his legs or shooting his weapon
Tell him this battle is decided. He
55 is but an offensive comment away, or: are excellent ways to hold him back, as
speech

asks if you’re here to surrender, and is scoring a knockdown or KO on him.


Argue that the West settlements are
100
then goes on about killing people.
barter

not self-sufficient, they need the • The Legate attacks with two bodyguards,
Lots of people. You can try to Barter (see
NCR and caravans. He tells you that who deliver massive damage with their
below), or tell him anything else so he turns Ballistic Fists but aren’t too hardy.
you rely too much on the trappings of civili-
violent, or: Take them out first (especially if you
zation. You can:
65 Tell him this advancing he’s so specialized in Melee or Unarmed combat)
Ask him if he really believes that, or if he
speech

proud of took the Legion years. so you’re only attacked from one
is taking a chance. This leads to Legate’s
Lanius responds that the dam has direction.
Conclusion #3.
never see the massed strength of the East,
only legates such as Graham, the burning Tell him the taming of the West is defeating
man. You can tell him anything else to begin the Legion; the NCR’s weakness is their
defense, OR that the Legion can’t supply Deal with General Oliver and the NCR.
a fight, or:
all the West any better than the NCR.
Ask about what the East will
We’re Not Singing
75
He tells you about Denver. This leads to
speech

become. Lanius tells you you’re


Legate’s Conclusion #3, #4, or #5 (below).
talking in circles, as HE is the
personification of the might of the East! Or ask about Nipton, Searchlight,
75 Koombahyah Here
barter

Respond with other words for a fight, or: and Nelson. Lanius says Vulpes
was responsible, and it was worth
That if the Legion needs all the
85
weakening the West. Ask if as a legate he
speech

East to crush the West…. Lanius


really believes that, or if he’s taking a chance.
interrupts you, telling you victory
He tells you about Denver and a protracted
here will be swift. The East will hold! Respond
battle. The West is a trap, and the bear is
with fighting talk, or:
already caught in it. Respond with:
100 Say the weakness of the West will Legate’s Conclusion #3:
speech

slow the Legion. Lanius is confused.


100 Your faith; that trade has helped
Start verbal fisticuffs, or: 18
barter

man survive the Great War, and


Note that the NCR’s huge size means
100 will do so again. When he returns,
speech

the Legion’s whole army will be he will put this to the test with his blades.
needed to hold the West. Lanius tells Respond that you grant him that time, or
you that doesn’t mean defeat. Once again, await the day. Then he retreats!
respond with fighting talk, or: Legate’s Conclusion #4:
Tell him that moving the Legion’s
100 100 You seeing death as change and a
speech

whole army West means losing


speech

strength. He talks about what war


the East. They can’t hold both. would have brought, the bullet scars
Lanius verbally falters, blaming Caesar for you possess, and that you’re more than a
drawing too much blood during the Eastern match for Vulpes. With that, he retreats! 19
campaigns. But Lanius will not have Hoover
Or, ask if he’s retreating. This leads to Either battle back to the Legate Camp’s inner
Dam be the Legion’s gravestone! He prepares
Legate’s Conclusion #2. gate, using ranged weaponry to tag the Legion
to retreat!
Legate’s Conclusion #5: snipers from the upper rocky outcrops you
Depending on how your conversation plays
can’t reach, and then slaughter the remaining
out, you can: Tell him anything else, and he turns
troops (and Mongrel Dogs if you didn’t secure
Legate’s Conclusion #1: violent, and attacks you with his men
their pen); or walk there after successfully
(17). Pick the choicest blade and helmet
Tell him there is wisdom in victory, or that preventing bloodshed. As you approach the
from the appendages you’ve sliced!
you don’t believe you’ve seen the last of gate, an explosion rocks the entrance, and
the Legion. When he responds, you can General Lee Oliver, flanked by NCR Rangers,
speak again with a final Speech check Blade of the East strides into view. He’s tickled pink by the
or other final utterances. And then he is screams of those Legion bastards. Introduce
gone.
Legate’s Helmet him to your Securitron friends (18) that won
Or you can ask if he’s retreating. This the war for Vegas. Oliver isn’t too keen to be
infuriates Lanius; you know nothing of menaced by these giant tin cans, and orders
who he is! You can fight him and his you to tell them to stand down. You can:
troops (Legate’s Conclusion #5), or:

127
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

• Get into all kinds of unpleasant and Return to Mr. House with news of the monorail running on time. The NCR’s top
downright offensive back-and-forth brass are figuratively crippled, Vegas is once
your victory.
chatter with the general, before ordering again the shining jewel in the Mojave desert,
your Securitrons to kill the general and and this is where it starts, where it begins
his bodyguards. Help out if you want (19). again. The Main Quest concludes.
• Or, you can mention that you were hoping
both sides could be pleasant about this. 4,000 XP
He tells you he’s not going anywhere. You
can:
100
Bluff him and say he’s talking and Note “Of our elaborate plans,
speech

the end?” You cannot


not attacking. explore after the ending. When you watch
Or ask whether he thinks these are
100
20 the ending, it may gradually dawn on you
that the multitude of actions you exhibited
speech

all the forces you have, and then tell As the general leaves, or you step through
during your adventure directly affected the
him you just stood down (or killed) his remains, a Securitron with Mr. House’s
ending. These decisions are broken down in
Caesar’s toughest general. face on it rolls up to meet you (20). He tells
the Appendices.
Oliver backs down, telling you that the NCR you that he’s had thousands of employees;
may have its problems, but it is still a few have met his expectations, and fewer
force to be reckoned with. Respond with still surpassed them. But you’re among the
any comment you wish, before Oliver latter. He asks you back to New Vegas, where
high-tails it out of here. he’ll begin to use his new resources to get

Veni, Vidi, Vici


allied faction
Caesar’s
Legion

See flowchart on the following page


The battle cry has been sounded! Race
Preparation: In Hoc Signo Cross the dam and make your way to
the western power plant. forth among the sprinting Legionaries

Taurus Vinces! NCR Emergency Radio


(commanded by the decanus) and race to the
Gate to Hoover Dam. Open it, and continue
unchecked along the road to the edge of the
dam (3). At this point, the Legion comes
under fire from NCR troops. Prepare to
Note Tune in to NCR Emergency
Radio to listen to a engage! For the emperor!
variety of background information about
the conflicts occurring elsewhere in the Secutus: Among the Throng
Wasteland, as well as the dam.
You can hear broadcasts from Camp Golf
(which change depending on your actions
1 during Side Quest: Flags of Our Foul-Ups).
Caesar (or Lucius There’s chatter about Fiends near Camp
if Caesar is dead) McCarran (which is affected by the Fiend
wishes you victory, leaders you culled during Side Quest:
and the final battle Three-Card Bounty).
for Hoover Dam
There are skirmishes over at Camp Forlorn
[3.33] now begins!
Hope and Nelson (which are affected by
4
You automatically Attack the NCR vermin and push the wave
2 arrive at the decisions you made during Side Quests:
Restoring Hope and We Are Legion of red toward the first dam bridge tower,
Legate’s Camp [3.34]. Enter the settlement respectively). cutting down foes with your preferred
(1), passing the Legionaries in their final weapons. Employ bloodlust and all your
training, and climb the steps to the Legate’s There’s also noise from The Strip, as the
collected firepower during this slog, but save
Omertas may make a move, depending
War Tent. A mountain of a man, Legate most of your harder-hitting attacks for later.
on what you did during Side Quest: I Put
Lanius (2) greets and congratulates you Continue to blast the enemy (4) behind their
a Spell on You.
on your exploits. When prompted, Lanius sandbags (Grenades work well here, as does
tells you that the NCR follow a strict chain I don’t wanna rain on your
wasteland

area-of-effect ordnance) until you reach the


wild

of command, and you are to strike at a parade, but those things are
Hoover Dam Checkpoint.
weakness in that link. You are to find General gonna come in here just like they
Oliver, and kill him or his resolve for fighting.
You can ask Lanius further questions, but
did before. And they’re gonna come in
here... AND THEY’RE GONNA GET US! To Order Pontus:
this simply delays the slaughter!
Listen for special chatter from the dam.
Incoming!
Caesar’s Legion Fame Gained! To Order Pontus: The Wolf
Is at Your Door
Caution Although you
can complete this
final battle without killing anyone,
it requires considerable talents and skill.
Therefore, if you haven’t placed a prodigious
number of points into your Speech (and
5
related) skills, “tool up” with all your finest
hard-hitting projectiles and other favored As you’re moving across the bridge toward
weaponry before the Quest begins. the checkpoint, you may spot something in
the sky:
3

128
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

NCR Infamy Gained!


QUEST FLOWCHART

Quest Start
Speak with Legate Lanius inside his tent at the Legate Camp. To Order Pontus: Mars
Optional Proceed to Hoover Dam
Favors the Bold
Release the Legion Begin Crossing the
reinforcements inside the Bridge (1)
intake tower.
(Optional) If Boomers
Take out the snipers in were recruited, they
the western portion of attack now. (3)
the dam.

7
There is a small
Enter checkpoint
respite inside the
building. (4)
checkpoint (7)
halfway across the
Continue crossing the dam bridge, where
bridge. (5)
the Legion decanus
(8) briefs you. He
(If Great Khans are allied) 8 warns you that the
Great Khans come in from
rear flank. area ahead is much more fortified, with
snipers set up to keep his men pinned down.
In another setback, the NCR managed to
Enter the visitor’s
center. (7)
defend one of the intake towers and prevent
the Legion from emerging. Can you help?

Player takes elevator Player takes staircase [Optional] Take out the snipers
down. down. who’ve taken up position in the
western portion of the dam.
Enter the first power plant
area. (8) [Optional] Release the waiting Legion
reinforcements inside the intake
Enter the second power tower.
plant area.

Enter the third power Exit to the lower exterior


Lectio I: Rallying the
plant area. section of the dam. (9) Reinforcements
Enter the fourth power
plant area.

Enter General Oliver’s


compound. (10)

Confront Oliver.

[Speech 50] Convince Oli- 9


ver to consider leaving. To the right (north) is a side bridge leading
to the other two intake towers (9). You can
[Speech 100] Convince optionally peel off from the main bridge, deal
Oliver to stand down Kill Oliver. with a couple of troublesome NCR Rangers
and flee.
guarding Intake Tower 01, and then enter
this domed structure. At the terminal inside
Speak with Legate Lanius the tower, unlock the maintenance hatch,
and allow the Legion reinforcements through.
Quest Completes, Game A lead Centurion appears, and you should
Over. inform him of your plans. You can:
60 Instruct him to keep his forces
speech

undivided, focusing their attack here


to secure the dam surface.
If you allied with the Boomers 80 Or, to send all his troops to attack
Boomers
speech

earlier in your Quest, Loyal lives the power plant while you finish up
up to his word (and name) and flies over the here.
troops, dropping bombs and coating the NCR This simply gives you more Legionaries in
troops in fire (5). Wait until the firestorm different parts of the dam.
subsides, and continue to cross.
With no Boomer alliance, continue to battle
across the heavily fortified sandbags, cutting
down NCR troops with the remains of your
6 initial Legionaries (6).

129
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Cut through the troops as you go, until


Lectio II: Silencing the Snipers
Tip Consult the Tour chapter
of this guide for complete
you reach the double blast doors leading to
General Oliver’s compound.
maps of the Hoover Dam exterior and
interior, so you know where to go, and how
to get there.
Secutus II: The Indirect Way

Find the enemy commander, General


Oliver.

10
The decanus also asked you to remove the
sniper threat across the western dam. Start
by removing the two Rangers guarding Intake 16
Tower 01 (9). Back on the main bridge, For slightly fewer combat opportunities, but
when you’re pushing across (ideally with the less room to maneuver, you can locate the
reinforcements you just freed), the remaining lower level of each power plant; it is a blast
snipers are hidden behind sandbags, and on door on the ground floor of Power Plants 01,
top of the Visitor Center (10).
13
02, 03, and 04. This allows you to frantically
If you’re having trouble defeating meander between the main power plant
chambers, and their connecting turbine
guns

them all, and a group of hairy allies


don’t jump into the fray, climb the chambers below (16). Ignore the machinery,
guard tower overlooking the main artillery and run as far along the lower level as you
gun, and engage in some sniping yourself wish. You can rejoin Secutus I at any of the
from the safety of cover. power plants although you must move back
to the ground floor when you reach Power
If your optional Objective hasn’t completed
Plant 04 to reach the double blast doors
yet, head to the observation deck and use the
leading to General Oliver’s compound.
ladder to reach the Vertipad roof, where the
14
remaining snipers are likely to be. You have
a commanding view of the area too; scoped Your forces should now be storming Hoover
Secutus III: The Outside Shortcut
weaponry and good eyesight should be Dam Power Plant 01, and heading west. Each
enough to find any remaining stragglers. power plant consists of two tiered levels, with
balcony routes along the east and west sides
on two floors (13), and a ground level with
the massive power generators (14). The upper
level connecting doors are sealed, so you need
to descend to the ground level.
During this time, expect heavy resistance
from NCR forces. Your Legion brethren will
absorb some of their attacks, but expect to 17
cut a few foes down yourself. However, keep Another other option, which you can vary
moving so you don’t get bogged down (and with the other paths, is to enter Power Plant
11 sometimes overrun) in one particular area. 01, move into Power Plant 02 and ascend to
great If you kept the Great Khan alliance Save your wrath for General Oliver, not every the level above the ground floor, then locate
khans strong with the Legion, a team of
one of his minions! the door to the exterior section of the dam.
warriors breaks through the barricade to the If ever there was time for a Stealth You appear at the base of the structure (17),
south of the visitor center (11), and provides enabling you to push straight into Power
sneak

Boy, it is now! You can leave the


some cannon fodder (and protection for you). fighting to your Legion friends, and Plant 04. Enter the only other door, and head
They lob projectiles and attack the remaining quickly maneuver down to the ground level. back down to Power Plant 04 ground level
snipers dug in on the Vertipad roof. At this point, take the Secutus III option, to reach the double blast doors leading to
which involves fewer run-ins with NCR General Oliver’s compound.
Iuxta Victoria: Dam Breach soldiers.
Your goal is to reach General Oliver’s
compound at the very southern part of the
Tip During combat, you might
find yourself thirsty, or close
to death. Solve both problems, if you’re
Hoover Dam interior. You have some choices: not a stealthy sort, by sipping from the water

Secutus I: The Direct Way valves on the floor of the power plants. These
give you Health back, which is handy if
you’re saving your other survival aids.

Evinco Dux Ducis: Lee’s


12
You and your Legion troops should now Last Words
be inside the maze of corridors and rooms
leading to the first of four giant power plant
chambers. You can reach these locations
various ways: 15
Access through the stairwell in the circular The direct route involves wading through
chamber of the main visitor center area dozens of NCR Troopers attempting to waylay
(12). you, and methodically entering ground floor
Ride the elevator down and push through Power Plants 01, 02, 03, and finally 04 (15).
the corridors from the visitor center.
18
130
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Push through general himself. All you have with you is your
into General Lee remaining ammunition, weapons, and any
Oliver’s Compound Companions you’ve brought along for the
(18), where the final push. Engage!
man himself (19)
immediately stops Return to the Legate and tell him
you. He observes that that General Oliver has been killed.
19 you’re the courier his
reports mentioned, and that Hoover Dam will Finis: Mortuus Ardeo
not fall while he draws breath. There are two 20
ways to end this epic struggle. You can:
as you go. Drop down when the balcony is
Be less aggressive in your banter,
50 blocked by the energy wall, and use a lower
speech

until you have the option to tell connecting corridor to reach the other side.
Oliver you bet he has some kind of
escape contingency. State that dying won’t
accomplish anything, but Oliver is prepared
to carry his orders through to the bitter end.
It takes all your powers of
100
speech

persuasion to convince Oliver that it 23


is his responsibility to get his men Return to the compound entrance where
out alive. Oliver agrees, flees, and you are Oliver began his last stand, and speak with
immediately greeted by Legate Lanius, and Legate Lanius, now resplendent in his full
the Quest concludes. battle armor (23). Your abilities and the
21
spilling of NCR blood please him, and the rest
Return to the Legate and tell him Use your Local Map to pinpoint the positions
of the dam is now fully under Legion control.
that General Oliver has been driven of Oliver and his remaining Ranger guards.
With their commander dead, the NCR will
off. Then roam the maze of office cubicles, taking
pull out of this region, allowing unopposed
care to avoid the Mines and Bear Traps while
Any other conversational option leads to the conquest to the west! New Vegas will swell
cutting down the well-armored NCR Rangers
inevitable; a final search and destroy mission with slaves, and the tributes gathered will
(21). Clear the area methodically; Oliver has
with General Oliver as the prime target! fund further campaigns. Perhaps in time,
nowhere to run.
Legate Lanius may be granted the honor of
NCR Infamy Gained! conquering “California.” But that is for later;
now you are to witness the burning of the
dead. The Main Quest concludes.
Kill General Oliver and the soldiers
guarding him. 4,000 XP

Evinco Dux Ducis: Lee’s


Last Stand Note “This is the end?” You
cannot explore after the
Oliver flees, putting up an energy wall 22 ending. When you watch the ending, it may
designed to impede your progress. Aside from gradually dawn on you that the multitude
At the top of the next set of stairs, you run
the man himself, you must also murder all of of actions you took during your adventure
into Oliver’s final defenses: around six NCR
the soldiers guarding him. Begin by weaving directly affected the ending. These decisions
Heavy Troopers clad in Power Armor (22). are broken down in the Appendices.
through the office walls, dropping NCR They take some beating. But they must be
Troopers (20). Then head up the stairs to the defeated, along with any stragglers and the
balcony the general spoke to you from, killing

Eureka!
allied faction
new ca.
republic

See flowchart on the following page


commences! Oliver (2) is convinced the NCR
Preparation: Here’s That has the element of surprise, and he wants
Note Tune in to NCR Emergency
Radio to listen to a
Rainy Day to bring the fight to the Legion’s home turf.
Oliver is in the beginning stages of planning variety of background information about
the conflicts occurring elsewhere in the
an assault on The Fort [3.28]. Just then, an
engineer interrupts you both. The general’s Wasteland, as well as the dam.
plan has a shortfall: the Legion are attacking You can hear broadcasts from Camp
right now, streaming in from the Legate’s Golf (which change depending on your
Camp [3.34] to the east! Oliver thinks on his actions during Side Quest: Flags of Our
feet and orders you to take out the legate, Foul-Ups).
and hamstring this attack. There’s chatter about Fiends near Camp
McCarran (which is affected by the Fiend
NCR Emergency Radio leaders you culled during Side Quest:
Three-Card Bounty).
1
The Legion is attacking Hoover Dam, There are skirmishes over at Camp Forlorn
After Colonel Moore
Hope and Nelson (which are affected by
orders you to the Legate’s camp must be destroyed
decisions you made during Side Quests:
General Lee Oliver’s to protect the dam. Restoring Hope and We Are Legion
Compound (1) inside respectively).
the Hoover Dam
[3.33], the final
push for NCR victory
2 in Nevada finally

131
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

QUEST FLOWCHART Note (continued)


There’s also noise from The Strip, as the
Quest Start
Omertas may make a move, depending
Speak with General Oliver inside his compound.
on what you did during Side Quest: I Put
a Spell on You.
(Optional) Brotherhood It’s hot as hell in here. But it’s
Enters the Dam lower Enter the fourth power Activate the water

wasteland
of Steel attack Legion in
level, return at any floor. plant area. (1) overflow terminal.

wild
a dry heat. Listen for special
power plant
chatter from the dam.

Enter the third power Exit to the lower exterior


plant area. section of the dam. (2)

Enter the second power Activate the manual


Caution Although you
can complete this
final battle without killing anyone,
plant area. water overflow valve.
it requires considerable talents and skill.
Therefore, if you haven’t placed a fortuitous
Enter the first power number of points into your Speech (and
plant area. related) skills, “tool up” with all your finest
hard-hitting projectiles and other favored
Take the elevator up to weaponry before the Quest begins.
the visitor’s center. (3)
Oliver closes (and
Exit the visitor’s center seals) the entrance
and begin crossing the to his compound,
bridge.
leaving you at the
south end of Power
(Optional) Great Khans Plant 04, deep inside
join battle the Hoover Dam. A
3 frightened engineer
(Optional) If Boomers named Mike Lawson (3) is also here, and
were recruited, they he quickly lets you know that the Legion
attack now.
is using the dam’s intake tunnels to storm
into the structure. This needs to be stopped;
Enter checkpoint preferably by diverting the flow of water
building. (5)
into the generator turbines, grinding up the
Legion like Brahminburger. Mike tells you the
Exit checkpoint building computer to activate the flow diversion is up
and meet up with First
ahead, but it’s likely to need supplementing
Recon Rangers. (6)
with a manual override from a water overflow
valve outside.
Have the FRR set up
Have the FRR join the [Speech 85] Convince the
Have the FRR fall back. sniping positions to [Optional] Mike Lawson suggested
player. FRR to advance.
cover the player.
flushing the Legionaries through the
turbines to stop their invasion of the
(Optional) If Enclave
Continue fighting across
Remnants were recruit- station.
the dam.
ed, they attack now.

Take the load door to the Tip Throughout the battle, sip
from the water valves on the
Legate’s camp (Mojave floor of the power plants. These restore
Wasteland). (7) you health, which is handy if you’re saving
your other means of food or Chem-induced
Enter the Legate’s survival.
Camp. (8)

Fight your way to Legate


Lianus.
Sabotage mongrel cage Note For an overview map of
Hoover Dam, consult the
Tour chapter, which has complete maps of
the Hoover Dam interior and exterior, so you
Convince Legate Lanius Convince Legate Lanius Challenge Legate Lanius know where to go, and how to get out.
Fight Legate Lanius and
to retreat via Barter. to retreat via Speech. to a one on one battle
kill him.
(Barter 100) (Speech 100) and kill him. (Speech 80)

Return to the front of the Power Plant Pathways


camp. Your overriding goal in this section is to make
it topside and get out onto the top of the
Speak with General Hoover Dam. Your choices are:
Oliver.

Quest Completes, Game


Over.

132
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Ignore the guard and intake towers, and


Path 1: The Direct Way Making Mincemeat press on toward the middle of the bridge, and
of the Opposition the Hoover Dam Checkpoint.
If you allied with the Boomers
Boomers
earlier in your Quest, Loyal lives
up to his word (and name) and flies over
the troops, dropping bombs and coating
the Legion troops on the east side of the
checkpoint building in fire (10). Wait until the
firestorm subsides, and continue to cross.
With no Boomer alliance, continue to battle
4 across the heavily fortified sandbags, cutting
The direct route involves wading through down Legion troops with any NCR troopers
7
dozens of Legionaries attempting to waylay left standing.
For a minimum number of additional Legion
you, and methodically entering ground floor
troops to battle through, heed Mike Lawson’s
Power Plants 04, 03, 02, and finally 01 (4). Caesar’s Legion Infamy Gained!
advice. Crash through the door from General
Cut through the troops as you go, until you
Oliver’s Compound, and locate this terminal
reach the connecting corridors and elevator
inside Power Plant 03 (7); it’s on the second
or double blast doors leading to the Visitor
floor, south side, above the door to Power Plant
Center.
04. When you access the terminal, you can:
Path 2: The Indirect Way 65 Elect to turn on the overflow. This
science

begins the process, but the final part


of it must be finished manually.

[Optional] Activate the pressure


release valve to flush the Legionaries
through the turbines. 11
If you brokered a Great Khan
great
khans
alliance, a team of warriors enters
from the south, and provides some cannon
fodder (and protection for you). They lob
5 projectiles and attack the Legion on the
For a battle close to where the Legion is curved dam bridge before succumbing to
emerging, and with less room to maneuver, superior firepower and numbers. Battle along
locate the lower level of each power plant the dam bridge (11).
via blast doors on the ground floor of Power Employ a Stealth Boy if you want
Plants 04, 03, 02, and 01. This allows you to
sneak

8 to reach the checkpoint building


frantically meander between the main power unscathed and leave the fighting to
plant chambers, and their connecting turbine Step outside onto the NCR and Legion.
chambers below (5). Ignore the machinery, the walkway at the
and run as far along the lower level as you base of the dam (8).
wish. You can rejoin Path 1 at any of the Prepare for combat
power plants, although you must move back (or Sneaking) as you
to the ground floor when you reach Power advance on a small
Plant 01 to reach the elevator or double blast squad of Legion
doors leading to the Visitor Center.
9 troops; deal with
them, and then locate this pressure release
Path 3: The Outside Shortcut valve (9), and hand-crank it to finish the
flushing. Success! This doesn’t hinder the
progress of the Legion; it disperses them 12
over a wide area. Of course, they’re in tiny, Race to the checkpoint building (12), and dive
turbine-chewed chunks, giving the NCR the inside. There are some lockers to search, but
advantage they need to finish the job! Now the main area of interest is the desk to your
you face considerably fewer enemies as you right:
cross the bridge. Hack a terminal here and you can
100
science

The dam overflow has been diverted into read a Security Diagnostic stating
the turbines, the Legion can no longer that the generators may overload if
6 use them to access the power plant. the Generator Diagnostics program is run.
The final path, which you can vary with the Fortunately, the second menu allows you to
other paths (and which is essential for the
optional objective), is to enter Power Plant
Dam Bridge Assault Activate Generator Diagnostics!
With some tinkering, and a Remote
04 and then ascend to the floor above, and Leave the relative safety of the Visitor Center Detonator (the kind used to detonate
look for an exit door on the eastern wall, exterior, and you realize the structure is C-4), you plug into the terminal and set
leading to the dam’s exterior. You appear at under heavy Legion attack. the primary trigger mechanism to begin
the base of the structure (6), enabling you to the diagnostics. Activating the Detonator
navigate through into Power Plant 02. Enter should cause the generators to explode.
the only other door, and reach ground level, No remote? Then no generator explosion!
then continue into Power Plant 01 to reach
either the elevators or the double blast doors
leading to the Visitor Center.

10

133
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Whether the Remnants (or Rangers) are with You can engage him in conversation too,
Alpha Squad, Reporting In! you or not, continue to push to the southeast, although anything but the most defer-
Exit through the then east onto the remains of the overpass ential talk turns him violent. However, if
eastern door, into and road that winds through a small rocky you state “maybe you’re willing to listen
the second part of enclave to a gate that leads into the Legate’s to reason,” he notes that you fight with
the curved dam Camp. words, “like all beneath the flag of the
bear.” You can:
Commandeering
bridge, and you’re
immediately stopped Tell him this battle is decided. He
55

Camp Carnage

speech
by an NCR Ranger asks if you’re here to surrender, and
13 Veteran Commander then goes on about killing people.
of the First Recon Rangers (13): Alpha Lots of people. You can try to Barter (see
Squad is reporting in! They thank you for below), or tell him anything else so he turns
your support, and have been assigned to violent, or:
ensure you reach the Legate’s Camp. What Tell him this advancing he’s so
65
assistance can they provide? You can:

speech
proud of took the Legion years.
Order them to push the advance
85 Lanius responds that the dam has
speech

on the enemy with their superior never seen the massed strength of the East,
firepower. They take casualties, but only legates such as Graham, the Burned
this allows you to reach the Legate’s Camp Man. You can tell him anything else to begin
more or less unscathed. 17 a fight, or:
You can request that snipers cover your Ask about what the East will
75

speech
advance, and they help take down some become. Lanius says you’re talking
foes. in circles, as HE is the personifi-
You can order First Recon Rangers to cation of the might of the East! Respond with
join you, tackling foes that are closer to other words for a fight, or:
attacking you. That if the Legion needs all the
85

speech
East to crush the West…. Lanius
Or you can shrug off this so-called “help”;
interrupts you, telling you victory
you can take on the Legion without a
here will be swift. The East will hold! Respond
chaperone! 18 with fighting talk, or:
Give the Praetorian Guard a taste of your 100 Say the weakness of the West will
vengeance (17) as you enter the inner gates,
speech

slow the Legion. Lanius is confused.


or Sneak by him using your impressively Start verbal fisticuffs, or:
stealthy abilities. Enter the camp, and deal
with any Legion soldiers that may be about, Note that the NCR’s huge size means
100
speech

before checking the Mongrel Cage (18) to the Legion’s whole army will be
your right. The place is currently closed up, needed to hold the West. Lanius tells
but to prevent the Legion from releasing these you that doesn’t mean defeat. Once again,
hounds, you can: respond with fighting talk, or:
14 Remove the mechanism’s springs to seal Tell him that moving the Legion’s
100
speech

the gate shut. whole army West means losing


Or, ignore them, and cut through these the East. They can’t hold both.
frothing canines during the last desperate Lanius verbally falters, blaming Caesar for
times for the Legion. drawing too much blood during the Eastern
campaigns. But Lanius will not have Hoover
Facing Down the Dam be the Legion’s gravestone! He prepares
to retreat!
Beast from the East
15
When you’ve made your choice, set off
to cover the rest of the bridge, letting the
Rangers do their work (14), or facing these
ferocious foes, perhaps picking up and using
their favored melee weapon (15): the Power
Fist!
20
19
But now you face a more fearsome foe.
Move to the steps cut into the earth,
and follow them around and up toward
the Legate’s Tent. A mountain of a man
approaches, wielding a blade just as
tall and twice as sharp as a Deathclaw.
Legate Lanius (19) has been waiting for
you. You can:
16
If you recruited the Enclave Remnants, a Immediately engage him in combat. 21
guns

Vertibird drops in near the fourth guard tower Large, chunky, highly explosive, Depending on how your conversation goes,
(16) and drops off Power-Armored veterans, and incredibly damaging weapons you can:
who fight by your side as you push into are obviously the key to whittling down his
Legate Lanius’ territory. considerable constitution.

134
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Act 1 • Act 2 • Act 3

Ain’t That a Kick in the Head • Back in the Saddle • By a Campfire on the Trail • They Went That-A-Way • Ring-a-Ding Ding!

Wild Card: Change in Management • Wild Card: You and What Army? • Wild Card: Side Bets • Wild Card: Finishing Touches • The House Always Wins, I • The House Always Wins, II
The House Always Wins, III • The House Always Wins, IV • The House Always Wins, V • The House Always Wins, VI • The House Always Wins, VII • Render Unto Caesar
Et Tumor, Brute? • Things That Go Boom • King’s Gambit • For the Republic, Part 2 • You’ll Know It When It Happens • Arizona Killer

No Gods, No Masters • All or Nothing • Veni, Vidi, Vici • Eureka!

Legate’s Conclusion #1: Legate’s Conclusion #5:


Tell him there is wisdom in victory, or that Tell him anything else, and he turns
Clean Up, Take Prisoners,
you don’t believe you’ve seen the last of violent, and attacks you with his men and Watch the East
the Legion. When he responds, you can (21). Pick the choicest blade and helmet
speak again with a final Speech check from the appendages you’ve sliced!
or other final utterances. And then he is
gone. Blade of the East
Or you can ask if he’s retreating. This
infuriates Lanius; you know nothing of Legate’s Helmet
who he is! You can fight him and his
troops (Legate’s Conclusion #5), or:
Legate’s Conclusion #2:
80 You can bluff him, and face him in
Tip Combat Legate Lanius one
of three ways. Your alliance 22
with the NCR allows you to talk him Either battle back to the Legate Camp’s inner
speech

combat one-on-one. He agrees to the


into retreating, preventing hostilities. Or gate, using ranged weaponry to tag the Legion
duel (20). fight at range, concentrating on his legs snipers from the upper rocky outcrops you
Tell him he could take the West, but
55 to cripple and slow him down so you can can’t reach, and then slaughter the remaining
barter

not hold it. Lanius responds that easily outrun him as you retreat and fire off
troops (and Mongrel Dogs if you didn’t secure
anything the West sends against powerful weaponry. Or use your very best
their pen); or walk there after successfully
them will be broken. Respond with verbal armor-piercing weapons. Legate Lanius is a
preventing bloodshed. As you approach the
threats, and combat begins. Or: monster, so expect a tricky fight!
gate, an explosion rocks the entrance, and
Tell him an army to fight them isn’t
75 • If combat cannot be avoided, healing General Lee Oliver, flanked by NCR Rangers,
barter

necessary because the Legion’s items are imperative, because Legate strides into view (22). He commends you on a
supply lines will kill them first. Lanius can inflict critical wounds in fine piece of work, and is surprised you (and
Lanius replies that they have The Fort and seconds, and he usually has Legion
the dam) are still standing. You’ve secured
Hoover Dam, and that other communities will back-up.
the NCR’s future, and the administration
fall. Verbally attack, or: • Armor-piercing (or similar) ammunition sends its thanks, for what that’s worth.
types are helpful if you’re using Guns. Answer the general in any way you like. He
Note that there are no communities
90
barter

to support them; the Legion has • If you’re using Melee Weapons, explains that the Legion is still running,
seen to that. He says there are many remember to coat them with any of the but the NCR will always be watching the
towns to harvest slaves from. Again, combat Poisons you crafted at a campfire earlier. East. Choose your retirement plan from this
You did prepare for this fight, right? adventure, and the general bids you farewell.
is but an offensive comment away, or:
• Crippling his legs or shooting his weapon The Main Quest concludes.
Argue that the West settlements are
100
are excellent ways to hold him back, as
barter

not self-sufficient, they need the


is scoring a knockdown or KO on him. 4,000 XP
NCR and caravans. He tells you that
you rely too much on the trappings of civili- • Legate Lanius attacks with two
bodyguards, who deliver massive damage
zation. You can:
Ask him if he really believes that, or if he
is taking a chance. This leads to Legate’s
with their Ballistic Fists, but aren’t too
hardy. Take them out first (especially Note “Of everything that stands,
the end?” You cannot
if you specialized in Melee or Unarmed explore after the ending. When you watch
Conclusion #3. combat) so you’re only attacked from one the ending, it may gradually dawn on you
Tell him the taming of the West is defeating direction. that the multitude of actions you took during
the Legion; the NCR’s weakness is their your adventure directly affected the ending.
defense, OR that the Legion can’t supply all These decisions are broken down in the
the West any better than the NCR. He tells The battle has been won. Return to Appendices.
you about Denver. This leads to Legate’s General Oliver.
Conclusion #3, #4, or #5 (below).
Or ask about Nipton, Searchlight,
75
barter

and Nelson. Lanius says Vulpes


was responsible, and it was worth
weakening the West. Ask if as a legate he
really believes that, or if he’s taking a chance.
He tells you about Denver and a protracted
battle. The West is a trap, and the bear is
already caught in it. Respond with:
Legate’s Conclusion #3:
Your faith; that trade has helped
100
barter

man survive the Great War, and


will do so again. When he returns,
he will put this to the test with his blades.
Respond that you grant him that time, or
await the day. Then he retreats!
Legate’s Conclusion #4:
You seeing death as change and a
100
speech

strength. He talks about what war


would have brought, the bullet scars
you possess, and that you’re more than a
match for Vulpes. With that, he retreats!
Or, ask if he’s retreating. This leads to
Legate’s Conclusion #2.

135
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Side Quests: Introduction


Preparation: Mojave Marauding
This chapter reveals the multitude of Side Quests that you can partake in 3. Suggested Experience: How do you know whether you’ll breeze through
throughout your adventure. Unlike Main Quests, Side Quests (AKA Miscel- a Quest, or be horribly out-classed and killed instantly? By checking
laneous Quests) can occur at any time, in any place, and can usually be this, of course! The length, difficulty, enemy types, and when the Quest
completed whenever you wish. Here’s how to use this chapter: becomes available are all taken into account, and a score of between 1
and 5 is given. These scores also appear at the beginning of each Quest.
Here’s what they mean:
Caution Spoiler Alert! If you don’t want to know what
happens to Raul the Ghoul (or you’re angered Simple: Try this as soon as you stagger out into Goodsprings for
the first time.
by the fact that “Raul the Ghoul” was even mentioned), then you
now know the power of reading the following pages. Every major Quest Straightforward: A relatively fraught-free series of Objectives
that pops onto your Pip-Boy is solved optimally in this guide, so focus allows you to ease you into adventuring.
your gaze only on the Quests you want clues about. Cunning: These tasks may test you, with one or two dangerous
opponents to be wary of.
What is a Side Quest? Challenging: Try this later in your Main Quest adventuring
because it features tricky situations to overcome.
A Side Quest is a series of Objectives that appear—along with your Main
Quests—in the Data > Quests menu of your Pip-Boy. Conversations usually Hazardous: This Quest is either horribly difficult, or requires you
trigger Quests, but rummaging around on old terminals, shooting certain complete previous Quests or tricky situations first.
people, or stumbling across an item may affect Quests, too. The main 4. Quest Number and Name: The Side Quests are listed alphabetically in
reasons to complete Quests are for the thrilling adventure, cold hard Caps, this guide because it’s the easiest way to quickly find a Quest you want
and the Experience Points (XP). to read about. Don’t read through the Quests though; check only the
Side Quest Guidance: An Explanation Quest you’re interested in. t
5. Integral to Main Quest: Eight of the Side Quests (and these are usually
The nearby table lists the Side Quests you can access. Note the following
the longest) are almost always accessed during your Main Quest, and
columns of information:
involve interactions with a secondary faction such as the Boomers or
1. Factions: Each Quest involves different Factions. The table (and the Great Khans. You can complete the Quest without any associated Main
start of each Quest) flags these Factions, so you know who you’re dealing Quest activities, so they are listed here. Check the Main Quest for more
with, and more importantly, if you want to deal with them based on your information, too.
current Reputation.

Note Some Quests pit one Faction against another. For


example, Side Quest: Ghost Town Gunfight/Run
Note Some Quests, such as “Don’t Tread on the Bear,” may
occasionally appear on your Pip-Boy, as will notes you
might collect that give hints at exploration. These are known as Free
Goodsprings Run forces you to choose sides; you can help the good
Quests (AKA Freeform Quests), and are covered in the Tour chapter,
folk of Goodsprings, or the bad men who’ve escaped the NCR Correc-
because they are usually short and related to a particular Primary
tional Facility. As you progress, some Quests can’t be attempted, simply
Location.
because of who you’re aligned with. Don’t worry though; that’s what
multiple playthroughs are for!

Side Quests: Wasteland Wandering in 72 Parts


2. Follower: Certain Quests involve a Follower, and these are flagged accordingly.
The following table shows information previously discussed, and should be
To get a Follower to open up about their past—which is how you obtain their
checked every time you want an initial impression of a Side Quest.
additional Perk, armor, or other item—you may need to bring them along on
another Quest, so check their Quest introduction as soon as you can!

FACTION 1 FACTION 2 FACTION 3 FACTION 4 FACTION 5 FOLLOWER # EXPERIENCE QUEST NAME ZONE LOCATION
Great Khans Crimson Caravan Fiends 1 Aba Daba Honeymoon [1.14] Red Rock Drug Lab
Boomers 2 Ant Misbehavin’ [3.01] Nellis Air Force Base
NCR Caesar’s Legion 3 Anywhere I Wander [6.08] Techatticup Mine
Back in Your Own
NCR Caesar’s Legion 4 [6.06] Nelson
Backyard
White Glove
The Strip 5 Beyond the Beef* [2D.05] Ultra-Luxe Casino
Society
Van Graffs Crimson Caravan NCR Caesar’s Legion 6 Birds of a Feather [2C.07] Silver Rush
Bitter Springs Infirmary
NCR Crimson Caravan 7 [3.08] Bitter Springs
Blues
NONE 8 Bleed Me Dry [2.04] The Thorn
Powder Gangers Caesar’s Legion 9 Booted [4.30] Nipton
NCR Great Khans 10 Boulder City Showdown* [3.32] Boulder City
[2D.06]
Omertas Atomic Wrangler 11 Bye Bye Love Vault 21, or Gomorrah
[2D.01]
Can You Find It in Your
NCR 12 [4.27] Mojave Outpost
Heart?
The Strip 13 Classic Inspiration [2D.08] Michael Angelo’s Workshop
NCR Great Khans 14 Climb Ev’ry Mountain [3.08] Bitter Springs
Caesar’s Legion NCR 15 Cold, Cold Heart [4.30] Nipton
[5.18]
Novac Jason Bright Super Mutant 16 Come Fly With Me Novac, REPCONN Test Site
[5.17]
Super Mutant Raul 17 Crazy, Crazy, Crazy [5.07] Black Mountain
Great Khans Followers OTA 18 Cry Me a River [1.15] Red Rock Canyon

136
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

FACTION 1 FACTION 2 FACTION 3 FACTION 4 FACTION 5 FOLLOWER # EXPERIENCE QUEST NAME ZONE LOCATION
Atomic Wrangler 19 Debt Collector [2C.06] Atomic Wrangler
Don’t Make a Beggar
Great Khans NCR 20 [4.03] Great Khan Encampment
of Me
Primm BoS Followers OTA ED-E 21 ED-E My Love [4.17] Primm
NCR Caesar’s Legion 22 Eye for an Eye [6.16] Camp Searchlight
BoS Super Mutant 23 Eyesight to the Blind [5.11] Hidden Valley
NCR Great Khans 24 Flags of Our Foul-Ups [3.23] Camp Golf
Followers OTA Enclave Arcade Gannon 25 For Auld Lang Syne [2C.01] Old Mormon Fort
The Kings Followers OTA NCR 26 G.I. Blues* [2C.05] King’s School of Impersonation
Ghost Town Gunfight/Run
Goodsprings Powder Gangers 27 [4.05] Goodsprings
Goodsprings Run*
Super Mutant Lily 28 Guess Who I Saw Today [1.10] Jacobstown
NCR Powder Gangers 29 Hard Luck Blues [2.20] NCR Sharecropper Farms
NCR Crimson Caravan Van Graffs Cass 30 Heartache by the Number [4.27] Mojave Outpost
Followers OTA 31 High Times [2C.01] Old Mormon Fort
Omertas The Strip Fiends 32 How Little We Know* [2D.01] Gomorrah
BoS NCR Followers OTA Veronica 33 I Could Make You Care [5.02] 188 Trading Post
NCR 34 I Don’t Hurt Anymore [2.19] Camp McCarran
I Forgot to Remember to
NCR Caesar’s Legion Boone 35 [5.18] Novac
Forget
Powder Gangers NCR Primm 36 I Fought the Law [5.15] NCR Correctional Facility
Caesar’s Legion Boomers 37 I Hear You Knocking [3.28] The Fort
NCR Caesar’s Legion 38 I Put a Spell on You [2.19] Camp McCarran
NCR Caesar’s Legion 39 Keep Your Eyes on the Prize [4.27] Mojave Outpost
Caesar’s Legion 40 Left My Heart [2.22] Aerotech Office Park
NCR 41 Medical Mystery [6.02] Camp Forlorn Hope
Primm NCR Powder Gangers 42 My Kind of Town [4.17] Primm
NCR Great Khans Caesar’s Legion 43 No, Not Much [3.08] Bitter Springs
The Kings Followers OTA Fiends Caesar’s Legion Super Mutant Rex 44 Nothin’ But a Hound Dog [2C.05] King’s School of Impersonation
Great Khans NCR Caesar’s Legion 45 Oh My Papa* [1.15] Red Rock Canyon
Novac Boone 46 One for My Baby [5.18] Novac
White Glove
The Strip 47 Pheeble Will [2D.05] Ultra-Luxe Casino
Society
Crimson Caravan 48 Pressing Matters [2.09] Crimson Caravan Company
NCR Caesar’s Legion 49 Restoring Hope [6.02] Camp Forlorn Hope
NCR 50 Return to Sender [6.02] Camp Forlorn Hope
Someone to Watch Over
NONE 51 [2.07] North Vegas Square
Me
BoS Boomers Super Mutant Powder Gangers NCR 52 Still in the Dark* [5.11] Hidden Valley
Boomers 53 Sunshine Boogie [3.01] Nellis Air Force Base
Chairmen The Strip Atomic Wrangler Novac 54 Talent Pool [2D.04] The Tops Casino
BoS Van Graffs 55 Tend to Your Business [5.11] Hidden Valley
NCR 56 That Lucky Old Sun [5.13] HELIOS One
The Legend of the Star/A Sunset Sarsaparilla
NONE 57 [2.17]
Valuable Lesson Headquarters
NCR 58 The Coyotes [2.22] Aerotech Office Park
Caesar’s Legion Omertas 59 The Finger of Suspicion [3.28] The Fort
Mr. House (The The Moon Comes Over
Followers OTA 60 [2D.02] Lucky 38 Casino
Strip) the Tower
NCR Omertas 61 The White Wash [2.19] Camp McCarran
NCR 62 There Stands the Grass [2.19] Camp McCarran
NCR Fiends 63 Three-Card Bounty [2.19] Camp McCarran
Super Mutant NCR 64 Unfriendly Persuasion [1.10] Jacobstown
Boomers Crimson Caravan 65 Volare!* [3.01] Nellis Air Force Base
Atomic Wrangler Followers OTA 66 Wang Dang Atomic Tango [2C.06] Atomic Wrangler
Caesar’s Legion NCR 67 We Are Legion [6.06] Nelson
NCR 68 We Will All Go Together [6.16] Camp Searchlight
Prospector Powder Gangers 69 Wheel of Fortune [6.16] Camp Searchlight
Powder Gangers 70 Why Can’t We Be Friends? [1.21] Vault 19
Crimson Caravan NCR Omertas Gun Runners 71 You Can Depend on Me [2.09] Crimson Caravan Company
Boomers Crimson Caravan 72 Young Hearts [3.01] Nellis Air Force Base
* INDICATES INTEGRAL TO MAIN QUEST

137
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Aba Daba Honeymoon


Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Speak to Diane about work
crimson Great fiends
Locate Anders on a crucifixion pole near Cottonwood Cove caravan khans

Get Anders down and return to Diane Leave him on the Pole and Return to Diane
Job #2: Don’s Drug Mule
Ask for more work and travel to Crimson Caravan Company

Deliver the package to Don Hosteler

Return to Diane and ask for more work

Travel to Vault 3 and deliver drugs to Motor-Runner

Return to Diane and be directed to Jack

4
[Speech 25] Convince Diane or Jack to make medical supplies
is shorthanded. She
has an associate
Can Be Completed in Any Order over at the Crimson
Caravan Trading
[Science 50] Teach [Science 50] Teach [Science 50] Teach [Science 50] Teach Company [2.09]
[Survival 75] Teach
Jack to make Jack to make Party- Jack to make Jack to make Super who wants some
Jack to make Hydra
Rocket Time mentats Slasher Stimpak
merchandise. Agree
5 to become a drug
Completion Stage mule for the Quest to continue.
Finish teaching Jack Recipes
Mildly Suspicious Package

Two American Kids Doing Job #1: Hung Up on Anders Deliver drugs to Don Hostetler at the
the Best They Can Crimson Caravan.
Travel to the impressively fortified Crimson
Caravan premises close to New Vegas itself,
and enter the grounds. Inside the Crimson
Caravan Main Office (4), clad in a smart suit
and natty hat, is the buyer, Don Hostetler
(5). Tell Don you have a package for him, and
he quickly takes it off your hands and urges
you to go. Comply if you want to continue,
3 and return to Diane. She gives you a Cap
Anders was last spotted in the area close to payment for your troubles.
1
Cottonwood Cove [6.20], although you can
In the mountainous also Fast Travel to the nearby Sniper’s Nest Caps 150
terrain known as Red [6.18] and scout the higher ground. The
Rock Canyon [1.15], Legion seems to be teaching Anders a lesson;
the Great Khans’ you’ll find him crucified on a rocky outcrop Great Khans Fame Gained!
settlement dots the just outside the settlement (3). You can:

Job #3: Get Your


rugged landscape.
Talk to him to confirm that he’s Anders
But there’s another
2 location to find at the before cutting him down. He (and the
base of these mountains; the Red Rock Drug
Great Khans) thank you. He heads back Motor-Runner Running
to camp.
Lab (1) [1.14]. The rusting caravans are home
to Jack, a stoic character who may be using Talk to him to confirm that he’s Anders and
his own Chems, and his partner Diane (2). then leave him on the crucifixion pole.
Talk to her about this line of work, and the The Legion don’t go for drug-dealing, at
Great Khans, before broaching the subject of least from outsiders.
making a few Caps. She tells you that Anders Shooting him isn’t nice, but it won’t fail the
(one of her runners) hasn’t reported back. Quest.
Find him, and she’ll have some real work for
you. Agree to the work. Return to Diane and tell her about
Anders. 6
Find Jack and Diane’s missing drug
runner. Whether you cut Anders down or not, return Diane’s next task involves a shipment of Jet
to Diane and explain his predicament. There’s and Psycho that needs to be delivered to a
no love lost if Anders is still trussed up on the man named Motor-Runner inside Vault 3
pole. But with him out of commission, Diane [2.24]. Agree to the job, but make sure you pay

138
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
attention to what Diane is telling you: the Fiends
that Motor-Runner rules over are twitchy and Caps 300
the ones outside are outright hostile. However,
those inside the vault don’t bother a Khan.
You’re also given a Khan jacket so the Fiends Great Khans Fame Gained!
inside the vault won’t attack you on sight.
Talk to Jack about supplying the
Highly Suspicious Package Great Khans’ chem operation.

Great Khan Simple Armor


8 Job #4: Cooking Up a
Batch (or Five)
Once inside the vault perimeter, you’re
accosted by a Fiend (7). Depending on your
actions (and outfit), the following is possible: Back at the
Deliver drugs to Motor-Runner. 25

speech
drug lab,
If you’re dressed as a Great Khan,
25 If you think Jack and Diane seem great make sure
khans the Fiend is pleased to see you, and
you’ve convinced
barter

like a couple of well-adjusted asks for some Psycho for herself.


drug dealers, you can speak to Diane Diane or Jack to
about making more helpful Chems, letting her Ask where the boss is, and that she’s been make Chems that
know that medical supplies are always scarce hitting you up for freebies. are more medicinal
and don’t kill the buyer as often. Once the pair
9 in nature, and then
The Fiend backpedals quickly, and tells you
begin, trade with Jack for a variety of new health where Motor-Runner is. speak to Jack (9) about earning an extra few
Chems. Teach him more at the end of this Quest. Caps. He’s always interested in new recipes.
The Fiends don’t care for trespassers. Before Even if you’re dressed as a Khan, you can
tell her you’re not really one. The angry You can:
you enter Vault 3 (and ideally as soon as the
conversation with Diane concludes), put on reply features a whole load of swearing. • Trade or purchase Chems from him.
the Khan jacket that she gave you (or any Quickly tell her what you’re carrying,
64 • Or teach him the following recipes, which
speech

outfit you may already have that disguises and that you don’t deliver to the can be attempted in any order:
you as a Great Khan). If you don’t, expect help. Attempt this with or without 50
Teach Jack the recipe for Party-Time

science
Motor-Runner to attack you on sight! Khan armor.
Mentats.
Brandish your favored killing implement • Or attack. Or leave.
and journey eastward to Vault 3. The maze 50
science

of ruined concrete and rusting shacks are Teach Jack the recipe for Rocket.
“governed” by Fiends of a more primal nature;
they attack you automatically.
Caution If you enter Vault
3 without a Great
Khan get-up, you must succeed in the 50
science

Speech check (above), or the Fiends inside Teach Jack the recipe for Slasher.
Fight them off with firepower,
guns

turn hostile.
bludgeoning weapons, or your fists.
50
Follow the Fiend’s directions, and you reach a Teach Jack the recipe for a Super
science

Or silently skulk around to the vault Stimpak.


sneak

server room, and finally a generator chamber


entrance. where Motor-Runner (8) resides, flanked by
75
Back into the concrete building (6) leading to his two mongrel hounds. Begin a conver-
science

Teach Jack the recipe for Hydra.


the giant Cog Door to Vault 3. Activate the Vault sation:
Door Control Pad to the right, and slip inside. Tell Motor-Runner you have some Chems
After you help Jack and Diane turn their
to sell. Mention Jack and Diane if you’ve
two-Cap operation into a real Chem
already talked about the Fiends.
enterprise, the Quest concludes. Should you
25 You can also ask what happened teach Jack all of the recipes, he has a special
speech

to the residents of this vault. The trick for you, the Khan Trick, which is an
answer isn’t a surprise. Unarmed Special Move.
With the care package delivered, you can
explore the vault if you wish, but returning Perk: Khan Trick
to Diane continues this Quest. Diane is
impressed that you’re still alive.
7 300 XP (x5)

Ant Misbehavin’
Suggested Experience

See flowchart on the following page


room. Agree to help,
Main Factions and Raquel hands
you a key to get in,
and also mentions the
ants must be eating
Boomers gunpowder because
they explode when
2 struck by a flame-
Exploding Antics thrower or Laser Pistol. She warns you not to
Begin by starting Side Quest: Volare! over at hit the artillery shells in the Generator building
1
the Nellis Air Force Base [3.01] by dodging either. Explosive Giant Ants? Intriguing. Finally,
shells, reaching the gate, meeting Raquel, and Barracks or patrolling outside (1), and speak to
she recommends that you visit Loyal, who has a
then speaking with Mother Pearl. One of the her (2). Ask about her “bug problem,” and she
weapon to use against
tasks Pearl needs you to attend to is a Giant tells you the power failed a few days ago due to
the Ants.
Ant problem. Locate Raquel, who may be in the Giant Ants tunneling into the base’s Generator

139
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

QUEST FLOWCHART An Anty Climax


Start Side Quest: Volarel

Quest Start
Speak with Raquel at Nellis Air Force Base.

Speak with Loyal to find out what he has to fight the ants.

Tell Loyal the


Convince Loyal to
Proceed without frequency needed 5
give you the emitter
Loyal’s help. for the emitter [Sci-
[Speech ]
ence ]

Head to the Nellis Array Generators to the east of the base.

Place the emitter


Kill all of the ants
on the ant mound in
manually.
the Generator room

Activate the
Activate the sonic 6
Activate the gen- generator switches
emitter to kill the
erator switches without killing the
ants Head east across the landing tarmac, toward
ants.
the low-lying Nellis Array [3.03] with solar
panels and a dish on the roof (5). Locate the
Return to Raquel
door to Nellis Array Generators, and open it
Return to Raquel and tell her the ants
are dead. <Lie> using the key Raquel gave you. There are two
entrances, but the optimal path is to take the
one described:
Completion Stage Completion Stage
Quest completes, positive Boomer Rep. Quest completes, positive Boomer Rep.

Caution Halt! Before you go


any farther, be sure
you understand the dangerous nature
Nellis Generator Key Sounds Like a Good Idea of the Generator station! More than a dozen
Giant Ants roam this structure, ranging from
small to Soldier-sized. The use of Incin-
Kill all ants in the generator room. erators and other weapons that shoot flame,
or laser weapons, results in a mass Ant
Restart the 2 array generators, then explosion, as will firing at the live artillery
shells throughout the building. Only attempt
reset the main power breaker.
this if you have enough armor and health to
(Optional) Loyal may have something survive the blast!
to help with the ants.
Inside the Generator chambers (6), Ants come
3 scuttling toward you. You can:
Note Some of the other Boomer
quests are related to this
Journey around to
the north side of the Shoot them with fire- or laser-
guns

one. First, speak with Mother Pearl to begin


first Hangar (3) of the based weapons, causing large-scale
Side Quest: Volare! To complete the first explosions. If you’re tough, you can
Nellis Hangars [3.02]
part of this “overview” Side Quest, you must survive, and even use this tactic to dispatch
and locate Loyal
achieve the following: all the Ants quickly.
(4) who’s usually
Boomers
Become idolized with the inside, working with Shoot them with bullet-based
Boomers. Achieve this by 4 Jack. Loyal has his
guns

weapons, melee weapons, or


completing tasks within this Quest, as own tasks for you to complete, but for this unarmed punching. All dispatch
well as three additional linked Quests Ants without them exploding.
Quest, tell him that Raquel mentioned the
associated with this Faction (which are
ant-culling weapon. He explains that he
tagged throughout the guide). Or, you can avoid combat with Ants as you
started to construct a Sonic Emitter, but he
move deeper into the building.
• Complete Side Quest: Ant Misbehavin’ doesn’t know the frequency to use. You can:
(this Quest).
Ignore Loyal, and continue to the Generator
• Complete Side Quest: Sunshine Boogie. building without his help.
(Optional) Activate the sonic emitter.
• Complete Side Quest: Young Hearts.
These Quests (including this one) are all 50 Tell him that any signal over 22,000
science

parts of Side Quest: Volare! hertz at 150 decibels or more should


do the trick.
In addition, you can complete Free Quests
connected to Nellis Air Force Base, which are 50 Or tell him you’ll attempt a trial run.
speech

detailed in the Tour Chapter. Either of the latter two options results
in Loyal giving you the Emitter.

Sonic Emitter
7
(Optional) Place Loyal’s sonic
generator on the ant mound.

140
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Whether or not the Giant Ants are defeated,
you haven’t finished yet! Travel to the lower
level, find the two Generators (8) along the
western wall, and Activate the Electrical
Switches attached to both of them. Then
head west, to the gantry steps, and locate the
Generator Main Power Switch halfway up on
the metal landing before you reach the upper
floor. Activate this, and the array powers back
8 into life. 9
The Ant Mound itself (7) is on the lower Raquel may be on patrol, in or near Pearl’s
ground, along the south wall. Expect a large
Return to Raquel and let her know Barracks, or waiting from her defenses (9)
swarm of Giant Ants to show up when you the generators are running again. close to the main gate. Approach her, and let
reach there. You can: her know that the Ants have been exter-
Ignore the mound completely, and
manually kill the Giant Ants throughout Tip Stop! Before you leave, check
this location for a mass of
minated, and the array is back online. Or, if
you didn’t kill all the Ants, lie and say you did
the facility, until your Quest updates. ammunition, as well as a Unique to complete this Quest.
Grenade Rifle nicknamed “Thump-Thump.”
Or place the Sonic Emitter on the mound, The Tour Chapter has the exact location. Boomer Fame Gained!
and then activate it. This pops the Ants
one by one, killing them all.
Or you can ignore the Giant Ants entirely. 300 XP

Anywhere I Wander
Suggested Experience

staggers up to you, and explains that his Techatticup Mine


QUEST FLOWCHART squad was ambushed by the Legion. “That (see the map in
bastard Alexus” was apparently the one the Tour Chapter
Quest Start entry) consists of an
responsible. Respond by:
Speak with Private Renolds south of Camp Forlorn entrance tunnel to
Hope. • Letting him know you’ll take a look.
an upper area filled
• Better yet, answer, “You sure they’re still
with glowing fungus,
Free the NCR Hostages from Techatticup Mine. alive?” 5 radioactive barrels,
45 Legion Recruits and their mongrel dogs, and
This allows you to Barter for a little
barter

Completion Stage “extra encouragement,” in Cap form. two locked gates, each with an NCR prisoner
Return to Private Renolds. behind it (4). A lower chamber, linked by
a long, winding tunnel, houses additional
100 Caps detritus, a few more Legion Recruits, and
Post-Quest
Renolds tells the player that the NCR could use their leader Alexus (5). The following options
them, and to report to Camp Forlorn Hope. Rescue the NCR hostages from the are available:
Techatticup mine. If you’re Shunned or Vilified
Caesar’s
Legion by the Legion, you’re
Main Factions attacked on sight. Fight (using your favored
weapons for tunnels) to the upper chamber,
and optionally descend to the lower chamber
for extra bloodshed.
new ca. caesar’s If you’re liked by the Legion,
republic legion Caesar’s
Legion expect this to lessen if you
want to free the prisoners. The Legion only
A Tempest in a Techatticup attacks if you strike first, or open either of the
gates with a prisoner behind.
3
The Legion is holed up a few hundred yards You can try reasoning with Alexus, but to
farther along the road, in Techatticup Mine no avail. The prisoners will not be freed
itself. Two Legion Recruits patrol the slightly by sweet-talking or other verbal sparring.
elevated entrance in the rocky outcrop (3). Choose to kill Alexus though, and you
You may elect to step past, or fight them. find a handy Techatticup Storage Key,
Whatever your decision, look for and enter which opens every gate in the mine.
the scarred Door to Techatticup Mine. You can try a more stealthy
sneak

approach, moving past the troops


1 (ideally with a Stealth Boy active).
While wandering the You can Pickpocket the Techatticup Storage
Mojave Wasteland, Key from Alexus more easily, too. Alas,
use the remains of combat is inevitable once the gates to the
the roads to guide prisoners are unlocked.
you south of Nelson
[6.06], toward the Techatticup Storage Key
Techatticup Mine
2 [6.08]. Mid-way
4
between these points, along the blistered
tarmac (1), a wheezing Private Renolds (2)

141
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Free both prisoners by opening each gate: out of the mine quickly. You don’t need Back on the road, Private Renolds is where
to chaperone either of them, although it’s you left him. Inform him of your triumph, and
lockpick

You can employ Bobby Pins. usually better to kill off the Legion before he lets you know the NCR could use someone
freeing the prisoners. If both prisoners die, like you. Camp Forlorn Hope is a good (and
however, the Quest fails. So clear a path for nearby) place to wander to next.
Or use the Techatticup Storage Key them if you can!
100 XP
Once through the gate, untie the NCR Report back to Private Renolds.
squadmate and he flees the area, moving

Back in Your Own Backyard


Suggested Experience

QUEST FLOWCHART

Quest Start
Speak with Ranger Milo west of Nelson.

Completion Stage Completion Stage


Save crucified NCR
Kill the crucified NCR soldiers by killing
soldiers in Nelson. Caesar’s Legion forces
at Nelson 3 5
Either way, his team is ill-equipped to deal
with the Legion menace down in Nelson. #1: Kill Everybody
Main Factions So Milo wants you to take out the Legion’s This first plan

unarmed
Trooper hostages. Milo is a Ranger, and

MElee
guns is unsubtle,
the Troopers (both at the checkpoint, and dangerous, and
imprisoned at Nelson) are different branches only recommended for a combat maniac; just
new ca. caesar’s of the NCR. And the hostages are crucified run down the rocky bluffs and drop anything
republic legion
down there (3); a dirty trick designed to wearing a red uniform. Continue this dance
spread fear into the NCR. And it’s working. of red death until everything (including the
Take out the hostages, and the Legion has
Note Depending on how violent Legion leader Dead Sea) is a bloodied corpse,
you are toward the Legion, “squat for leverage.” Furthermore, Milo or you are. The healing items you’ll need can
completing this Quest may jeopardise your doesn’t want more dead NCR Troopers; be offset by the scavenged items you’ll find on
Reputation with the Legion, making you they’re outnumbered ten-to-one as it is. the Legion. Dead Sea has a Unique Machete
unable to complete other Quests, such as to covet, too.
Side Quest: We Are Legion. Pick a side! Kill the NCR Hostages.
Liberator

Outmanned and Outgunned Tip Before you leave the Ranger


checkpoint, inspect the #2: Kill the Hostages
with a Modicum of Subtlety
Footlocker under the shack guard
post. Inside, you’ll find two C-4 Explosives
and a Detonator; perfect tools for your task Crouch on the upper ridge and high
to come. Grab them!
guns

ground on the southwest side of


town (4), and tag the three hostages
with a high-powered Sniper Rifle. If you’ve
C-4 Explosive (2)
crafted a high-power weapon with a silencer,
then you won’t have to deal with Legion
Detonator Recruits storming your position, either.
1
#3: Silent Running
West of Nelson [6.06],
on the remains of A Quick Death, Optionally use a Stealth
A Better Place
sneak

the road that links Boy, and Sneak through the


this godforsaken town’s Legion guards to the central
settlement to telephone pole crucifixion platform. You may
Interstate 95 and be discovered by Dead Sea, but simply speak to
the town of Novac him without attacking, and he leaves you alone.
2 [5.18] is a small Drop both C-4 Explosives at the feet of two of
NCR Ranger Checkpoint [6.S05] (1), where a the crucifixion poles, and retreat. Then press
trio of soldiers stand guard. The head of the the Detonator (5). The three hostages are blown
team here is Ranger Milo (2). Approach, and sky-high, and the Quest updates, although
he stops you; the entire area is locked down the Legion are milling about, trying to find
by the NCR until “some Legion snakes” are you; that’s why you used the Stealth Boy and
dislodged from Nelson. Speak with Milo: 4 detonated from the cliffs near Milo’s position.
Ask about the trouble with the Legion. Milo runs off down the road, moving to some • Drop Grenades at the crucifixion platform
upper cliffs to provide covering fire while you for a similar effect, but success is not
Or, tell him your name (which
25
do the dangerous dirty work. He’s adamant guaranteed.
speech

doesn’t ring any bells), and tell Milo


that you kill the three NCR hostages with a • Or, leave one C-4 Explosive on the
you’ll lend him a hand in ridding the
single quick and deadly strike; not “plinked platform, and the other on Dead Sea (by
area of the Legion.
to death with some old Varmint Rifle.” Oblige Pickpocketing then successfully placing a
Milo by trying one of the following execution C-4 charge on him). That certainly demor-
plans: alizes the Legion Recruits!

142
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
untie them, but don’t kill them! Do this before Return to Milo to complete the Quest. He
#4: Leave No Man Behind or after combat, but beware: the Legion will thanks you for your tactical prowess (or
Naturally, you can ignore Ranger Milo’s attack you with all their forces in the area. massacring abilities), and offers a small reward.
orders, for the good of the crucified Boone is actually annoyed at Ranger Milo’s Don’t worry about the deaths of the hostages;
soldiers and your ongoing relationship inaction at saving the hostages, so speak to nobody at the NCR of any worth will notice.
with Boone, if he’s with you as a Follower Boone about this, as part of his Quest.
(especially as part of Side Quest: I Forgot NCR Fame Gained!
to Remember to Forget). Despite what Milo Return to Milo at the NCR
requests, move to the NCR hostages and Checkpoint.
150 XP

Beyond the Beef


Suggested Experience

Main Quest
Intersection

See flowchart on the following page

his boy. Lie or not; you can then speak to


Main Factions
Note Itto isrealize
incredibly important
that your actions
Heck about his ranching business, and most
importantly, agree to find his lost son. Heck
during Side Quest: Pheeble Will directly affect
will pay a lot of Caps to get his son back, or
the situation with Heck Gunderson, who is
a major player in this Quest. Learn all the to gain information on “the sons of bitches”
WHITE GLOVE THE
SOCIETY STRIP options of both Quests before committing any responsible for taking him.
particularly spectacular (or violent) plans.
Ask around the Ultra-Luxe for infor-
Before You Begin…. mation regarding Ted Gunderson’s
The Ultra-Luxe Hotel and Casino [2D.05] disappearance.
is the swankiest place on The Strip, and
caters to a more…discerning customer with a Get Ted back to his father if he is still
taste for the finer things in life. This place is alive.
where one of The Strip’s Families—the White
Glove Society—has its base of operations. Keeping Mum with
Depending on you and your Faction’s ideals,
the Society can become favored allies or
Marjorie and Mortimer
freakish foes. Before you begin, it is worth
knowing the numerous ways you can 1
approach this Quest: Move south through The Strip, past the
Lucky 38 [2D.02] and The Tops [2D.04] to

Note Tomustbegin this Quest, you


have already accessed
the imposing edifice known as the Ultra-Luxe
Casino (1). A White Glove Greeter (very
The Strip (check Main Quest: Ring-a-Ding politely) asks you to remove your weapons.
Ding! for how to achieve this). In addition, to You can:
speak with Mortimer, you must have a “low”
Refuse, and be removed from the casino or
or “negative” Karma. Check your Karma “title”
begin to fight. 4
against the “Experience Points and Karma”
Your next stop can
section of this guide’s Training Chapter and Or you can agree.
make sure it falls into the “evil” category.
be to speak with
50
Finally, remember the Factions you may be either Marjorie or
sneak

Or you can keep hold-out weapons.


working with during the Main Quest all want Mortimer. Choose
to ensure Society help (or destruction). To this the former, and head
There are two main ways this Quest can play to The Gourmand
end, you can:
out: either expose the Society for what they (restaurant) at the
À Investigate before or at any time during the really are, or ally with them. The two different 5 Ultra-Luxe (4).
Main Quest. paths are set out below. Marjorie (5), standing near the curved desk,
À Mr. House already has welcomes you politely. You can ask about
Mr. House
a professionally beneficial
relationship with the Society. He doesn’t
Exposure Path Part 1: Heck’s Brahmin business with the Society,

need you to investigate them. One Heck of a Problem but you’re really here to ask about Heck’s
missing son. She’s a little agitated when
new ca.
À Although they’re neighbors, you ask, and tells you she answered all
Ambassador Crocker (and
republic her questions when an investigator came
Colonel Moore) don’t want or need the to see her. Ask her for more information on
Society investigating on their behalf. the investigator, and she points you in the
Caesar’sÀ Caesar wants you to specif- direction of maitre d’; Mortimer. Before you
Legion ically ally with (and not defeat) go, you can also:
the Society. Not for the forthcoming battle, Ask if the White Glove Society used to feast
but as supporters in the aftermath. Check on human flesh. Marjorie is furious and
Main Quest: Render Unto Caesar. offended at such a baseless lie. Your
independent
À Yes Man gives you the 2 Infamy with The Strip increases, but only
names of the White Glove Heck Gunderson is if you ask this question.
Society as part of Main Quest: Side Bets. All
nursing a whiskey
you need is to inquire about them. It is up
at the circular bar in The Strip Infamy Gained!
to you to ally with or destroy them. You’re
the entrance foyer,
the boss!
with his armed guard
Stop! Beware of the Pheebles! (2). Sidle up to Heck
Inquire with Mortimer at the
(3), and he asks Ultra-Luxe about the investigator.
3 whether you’ve seen

143
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

QUEST FLOWCHART

Quest Start
Speak to Heck Gunderson at the Ultra-Luxe Casino in the Strip
Alt. Quest Start
Speak to
Speak to Marjorie
Mortimer

Locate the investigator in his room and loot the 6


matchbook
Back in the Casino
Speak to Chauncey in the Steamroom at 4pm Floor area (6), head
to the elevated desk
Find a way to gain access to the Members Only sec- with the well-dressed
tions of the White Glove Society gent scribbling away
on his notepad.
Get a sponsor for the White Glove [Cannibal] Speak to Mortimer about This is Mortimer (7).
Society. [Reputation] eating human flesh. 7 Ask him about the
Society, and other chit-chat if you wish. You
Agree to help may also begin the Alliance Path with him at
and get the this point (see below). But you’re really here
Pick the lock Convince Convince Mar- Kill Mortimer
keys to the
to the kitchen. Mortimer to jorie to sponsor and take his to ask about the private investigator. Tell
Kitchen and
[Lockpick 75+] sponsor you. you. keys. him you wish to speak with the man, and
Members Only
area. Mortimer strangely agrees to give you his
room key, “given the circumstances.”
Gain access to the Kitchen.
Investigator’s Room Key
Get Rid of Philippe and cook for the banquet.
Get into the investigator’s room at the
Use [Survival
Use [Barter Use [Speech Drug the wine
Unlock the Ultra-Luxe.
75] to improvise Kill Philippe and Freezer and
55] to buy the 55] to get the [Medicine 25 +
a recipe while
Phillipe is gone
recipe. recipe
take the recipe
1 Med-X]
Speak with Ted
Gunderson Chauncey’s Last Chance
Enter the Ultra-Luxe
Use [Survival Wait until 7pm Hotel Rooms area.
25] to make the and call the Use the key Mortimer
food with the head waiter to gave you to enter the
recipe take the wine only locked, unnamed
suite. Inside, the body
Use [Speech 38] of the investigator is
Wait until 7pm Unlock the Kill Ted and
and call the freezer and get
to convince Ted
take the blood
8 spread over the floor,
to come with
head waiter Ted to follow to frame Heck. blood slowly seeping into the expensive rug (8).
the Player
You barely have time to search the investigator
Distribuite
Unlock the
Bloods samples
freezer and get
in Heck’s Hotel
Ted to follow
Room

Expose or kill Get Ted past the Locate a


Return Ted to
Mortimer at the White Gloves Securitron and
Heck Gunder-
end of his ban- while they are Report Heck
son
quet speech. drugged Gunderson

Speak to Find Carlyle


Marjorie about St. Claire in 9
Mortimer Underpass before you’re set upon by two White Gloves
(9)! Bring out your hold-out weapon, and beat
[Speech 45] [Medicine them both down. Don’t bring the fight out of
Return Ted to
Convince Car- 45] Convince the bedroom, or the ruckus causes the Society
Heck Gunder-
lyle to join the Carlyle to cause
son to get hostile. When you’ve taken down your
White Gloves himself to faint
attackers, secure a Matchbook from the inves-
Drag Carlyle’s tigator’s corpse. Check your Pip-Boy’s Data >
body and Misc Menu for a note scrawled across the back
stash it in the of the Matchbook: “Steam Room. 4 PM.”
Dumpster

Completion Stage Completion Stage Matchbook


Speak to Heck Gunderson Speak to Mortimer
Meet with the investigator’s
Post-Quest Post-Quest Post-Quest contact in the Ultra-Luxe steam room
Blame Mortimer and keep the Blame the White Gloves and let Mortimer converts the WGS to can- at 4 PM.
White Gloves safe from Heck Heck do as he wants with them nibalism at the following Banquet
Head to the Ultra-Luxe Bathhouse (10) at
around 16:00, or 4 PM, and wait for the
only member of the White Glove Society not
to wear a mask to show up. Chauncey (11)
heads into the Steam Room. Follow him in

144
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
If this is too tricky, you can always
50 These options cause Mortimer to spill some

lockpick
head over to the Door to Ultra-Luxe beans; he’s planning an exquisite Society
Kitchen, and pry it open with dinner, but there’s a problem with the main
Bobby Pins. course. It has a powerful father named Heck
Or quietly sneak up to Mortimer and Gunderson. Ted can be returned to his father,
or his father can be framed for killing his son,

sneak
place a Grenade (or C-4) into his
pocket, and then detonate it. Take and a replacement “meal”—a man named
the Kitchen Key from his corpse. If you’re Carlyle St. Clair—needs to be “rounded up.”
less subtle, you run the risk of turning all the To help you carry out his wishes, Mortimer
10 Society against you. hands you a Cattle Prod, and three keys. The
Kitchen Key allows access to the general area
and speak with him.
where Ted is. The Penthouse Key is where
Explain who you Quests Related to The Strip
Heck Gunderson is staying, and the Freezer
are, and mention the
dead investigator. Location Quest Name Family Key leads to Ted’s current whereabouts.
Chauncey seems How Little We
panicked: “they must [2D.01] Gomorrah The Omertas Cattle Prod
Know
know he was talking
11 to someone on the [2D.08] Michael
Classic Inspiration Michael Angelo
inside.” Press him, and Chauncey reveals that Angelo’s Workshop Ultra-Luxe Kitchen Key
Mortimer is behind the disappearances—he’s [2D.04] The Tops
attempting to “regress” the Society into their Talent Pool The Chairmen
Casino Ultra-Luxe Penthouse Key
old ways...of cannibalism! Ask about Ted,
and Chauncey reckons he’s still alive and
being kept “fresh” for something special—a Alliance Path Ultra-Luxe Freezer Key

Part 1: The Craving


dining event at 7 PM! After you’ve exhausted
Chauncey’s knowledge, he crumples forward,
shot by an assassin’s bullet! Quickly attack Talk to Ted Gunderson, who’s
the Mercenary (12) before you’re killed, too! being held in a room beneath The
Gourmand.

Note Whether you used the


Exposure or Alliance Path
to get into the kitchens, you have one last
opportunity to “switch paths.” The two paths
forming the second part of this Quest begin
13 now!

Heck Gunderson (who you can begin this


12 Quest with) can be ignored, as you have
Merged Path:
Find a way to gain access to the
Members Only section of The
a woman named
Marjorie to meet
Kitchen Nightmares
Gourmand. with. Once on the
Ultra-Luxe Casino
(Optional) Find a sponsor to help you Floor, head to the
join the White Glove Society. door marked “The
Gourmand at the
(Optional) Get rid of Philippe and 14 Ultra-Luxe,” and
cook for the banquet using his recipe enter (4). Marjorie (5) welcomes you ever-so
for human flesh. politely. Although you can ask her other
questions (including that Caesar extends his
(Optional) Drug the wine at the
offer of an alliance). Marjorie looks down her 15
White Glove Society banquet. nose at you. You’ll get no more from her.
You’re now in the
The game is afoot! You now have a choice of
Back in the Casino Floor area (13), head kitchens. Pass the
ways to enter the Ultra-Luxe Kitchen. You
to the elevated desk with the dandy man Brahmin roasting
can:
scribbling away on his notepad. This is (15), and head down
• Ask Marjorie or Mortimer to sponsor Mortimer (14). Ask him about the Society, the steps. You may
you as a bona fide member of the White Caesar’s request (if you’re allied with the be halted by a White
Glove Society. Their acceptance is based Legion), and other chit-chat. Time to play the Glove en route to the
on your reputation around The Strip. ace card; tell Mortimer you know his Society 16 kitchen (16). If so,
Increase your Fame by completing Quests once dined on human flesh. You can: keep your wits about you. You can:
associated with the other Families, as 62
listed in the nearby table. Lie, and tell him you know what it is 55
speech

Exposure: Tell him Mortimer has


speech

like to feel the Craving.


The If your Fame with The Strip is
sent you to move the kid.
Strip “Liked” or better, you are welcomed
Or query whether it is true.
as a member and receive access to the Alliance: Tell him Mortimer has sent you
Return to Marjorie, and inquire to move the kid (no Speech check is
kitchen.
cannibal

about the White Glove Society’s needed).


TheIf your Fame isn’t to this level, rumored penchant for human flesh.
Strip
you’re not allowed to join. Raise 35
When she angrily replies, head to Mortimer,
repair

your Fame, or try another option. Lie about a burst water main.
and ask about the Craving.
• Change to the “Alliance” path for this
Or tell him you’re just passing through. The
Quest, and speak to Mortimer about
White Glove then follows you, barking
craving human flesh, and agree to help
warnings at you until he turns hostile,
him.
and the game is up. An unwise plan.

145
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Once through, you have a variety of choices, 55 If you’re not
Lie, and tell him you’re interested in

barter
depending on your chosen path: Allied with the
putting out a cookbook.
With Exposure, you need to sabotage the STEALTHBOY White Glove

banquet and sort out Ted Gunderson. 55 Society, trying to


Tell him his predisposition toward

medicine
With Alliance, you only need to sort out obtain Ted before
anger suggests unresolved issues. beginning this Quest,
the Ted Gunderson situation.
55 Mention you saw a Radroach in the or without Mortimer’s
Exposure Path Part 2: 22 approval, causes you
speech
pantry, and that he should check
to be Shunned if you
Where’s the Beef? it out.
Or kill him.
pick the lock to the kitchen. However, using
the Stealth Boy negates this problem.
Try the Wine Or ignore him, wait for him to move away,
Whether or not you’re Allying with the
and improvise the meal without a recipe.
Society, you must head to the freezer (21),
Any of these options allows you to obtain the and unlock it. You can:
chef’s recipes. Among them is one involving
human flesh. This now needs to be mimicked. 50 Access the terminal, assuming you

science
haven’t had Mortimer’s help, and
Philippe’s Recipes unlock the door.
50
Unlock the door using skill and

lockpick
Bobby Pins.
17 Or using the key that Mortimer gave
To expose the Society, head to the wine cellar, you.
adjacent to the main kitchen area. Head in Inside is Ted Gunderson (22), and he’s none-
here, and Examine the Banquet Wine Bottle too-pleased being cooped up. In fact, he’s
(17) on the table. You can find the same wine threatening to tell Daddy. You can:
in the kitchen, near Philippe. You can:
Calm Ted down, using any of the verbal
Do nothing, and try a different plan. options, but choosing “I could always
You can spike the wine with a
25
20 leave you here if you aren’t going to
medicine

sedative. For this, you also need a There are various ovens in the kitchen, but listen.” Ted doesn’t want that and agrees
Med-X. You should be carrying one in this one (20) has all the ingredients necessary to follow you.
your inventory, but if you aren’t, one place to to cook a meal that Mortimer believes
The revelations that his father is
38
purchase one is the New Vegas Medical Center contains the meat he craves. You can:
speech

powerful and someone wishes to


[2.10], although this is a lengthy detour. 75 frame the White Glove Society also
survival

(Optional) Use the intercom to call in Improvise the meal without a recipe. help to placate Ted and get him to trust you.
the head waiter. Or you can attack Ted, and quickly
6 dispatch him in the freezer, or (with
Intelligence

Once you’ve spiked the wine, wait until the Cook the meal using the
much more risk) at any time during your
banquet starts, at 19:00 (7 PM), and then recipe.
recipe chaperoning.
call for the waiter. At this point, you need to
(Optional) Use the intercom to call in Or you can return to Mortimer
break Ted Gunderson out of the freezer. Once
and offer him one of your human
that occurs, you can hustle Ted out of the the head waiter. FOLLOWER
companions as a replacement for Ted.
freezer and up through the casino, passing
the snoozing banquet guests that you’ve (Optional) Bring Ted to the Members He’s certainly not going to be tasting the meat
Only section to expose Mortimer at of Raul, Lily, or anything with robotic parts.
drugged, and back to Heck Gunderson, where
the end of his banquet speech. Guide your unknowing Follower into the
the Quest concludes.
freezer, slowly shoving them in if they won’t
Too Many Cooks Once the meal is cooked, wait until the
banquet starts, at 19:00 (7 PM), and then call
step inside, and then shut the door, using the
terminal to engage the lock.
for the waiter. At this point, you need to break
Ted Gunderson out of the freezer. Once that
Get Ted back to his father if he is still
occurs, you can hustle Ted out of the freezer,
alive.
optionally into the banquet to reveal Mortimer
(after he has concluded his speech) as a crazed Collect samples off of Ted’s corpse for
cannibal (and you as a reasonably adept chef), use in framing his father.
ready to send the Society tumbling back into
its deviant past. Mortimer is caught, and (Optional) Bring Ted to the Members
Marjorie must be talked to. She thanks you Only section to expose Mortimer at
18 for keeping this quiet. Well, that’s for you and the end of his banquet speech.
If you want to expose the White Glove Society, Heck Gunderson to decide! Bring Ted back to
you need to incriminate Mortimer, and hope Heck Gunderson, where the Quest concludes. Herding the Ranch Hand
the more “evolved” members of the Society
cast him out, and keep human meats off Merged Paths:
the menu. Mortimer mentioned that his chef
was planning a superb meat course; this Son of a Gunderson
needs to be changed
to something more
palatable. Enter the
main kitchen area
(18), and confront
Philippe (19). He’s 23
high strung, and you If Ted is alive, bring him with you through the
19 may use this to your
casino all the way to the entrance foyer where
advantage after he mistakes you for the help. Heck Gunderson and his bodyguard are
You can: 21
146
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
waiting (23). Heck is overcome with joy. Talk Or recommend that he join the White
45

speech
to Heck Gunderson, who wants to skin the Glove Society to clear his name. Tell
hides of those responsible. You can: him to speak to Mortimer. Carlyle
Lie and tell him you don’t know agrees, and runs off to meet Mortimer. You
who took him. This is the Society’s don’t need to follow him.
45
preferred option, and allows you to continue Pistol whip him into uncon-

guns
your Quest with them (as well as receive sciousness.
Heck’s Caps reward, and associated Fame
gains). Now go and find a suitable “meat” Or use the Cattle Prod until he falls over.
for Mortimer. All the other options finish the 25 Remember Carlyle needs to be incapacitated,
Quest with Heck. and not killed!
Ted’s Blood Samples • Ask if his neck is okay. He tells you he’s
The Strip Infamy Gained! been having problems sleeping. You can:
7
Distribute your samples around Heck

STRENGTH
Apply a sleeper hold.
White Glove Society Fame Gained! Gunderson’s bed and sink in his
Ultra-Luxe penthouse suite.
45 Get him to attempt some deep-
You can blame Mortimer the cannibal, and

medicine
Now take the blood with you, and use the breathing exercises until he passes
leave Marjorie out of it.
Penthouse Key that Mortimer gave you to out.
Or you can blame the entire White Glove enter Heck’s penthouse suite, and liberally 45

unarmed
Society. apply the blood to the room (24). Apply a nerve strike to his neck.
• Either option has Heck planning a
blockade of The Strip. You can:
Send a Securitron from The Strip to
investigate Heck Gunderson’s suite. If Carlyle is unconscious, the Objectives
35 Tell him that’s what they’d want, as update:
speech

they’d just start eating each other. Now play the role of a good citizen, and leave
You gain Fame. the Ultra-Luxe, and locate a Securitron Drag Carlyle’s body into the
on the strip (25) and inform it of your dumpster alongside his house.
Tell him not to be hasty. Heck rethinks his
“discovery.” Heck is thus removed from the
position. You gain Fame.
picture. But the meat isn’t fresh, so find a Return to Mortimer in the Ultra-
suitable replacement for Mortimer. Luxe.
The Strip Fame Gained!
Secure an acceptable replacement for Back at Mortimer, inform him that Carlyle
Or agree that it would be a fantastic idea. Ted Gunderson as the White Glove is either in the dumpster, or heading to the
Heck goes off to begin the blockade, and Society’s main course. Casino. Mortimer is most grateful, and he’s
you lose Fame. determined that dinner will be a success.
• You can always start shooting the place Talk to Carlyle St. Clair at his But he won’t know until 19:00, or 7 PM
up before (or after) Heck learns what the residence north of The Strip. tonight, when the banquet occurs. Wait
Society was going to do to his son. The or sleep until after that time, and return
battle is protracted. to Mortimer (it is unwise to enter The
If you side with Heck, you receive a Caps Gourmand, as the assembled guests don’t
reward. want a nonmember seeing them tucking in to
their Carlyle amuse bouche), and ask how the
The Strip Infamy Gained! dinner is going. He’s ecstatic, and the Quest
concludes. The only other business is to
White Glove Society Infamy Gained! persuade Marjorie to shift her stance and join
Caesar, if you’re allied with this Faction.
26
Caps (500) If you framed Heck, White Glove Society Fame Gained!
or delivered Ted

Alliance Path
to Heck but didn’t
500 XP
reveal the Society’s

Part 2: Fresh Meat role in all of this,


you can carry out
You can persuade Marjorie to shift her
stance and join with Caesar. Wait until the
Mortimer’s final
27 wishes by locating morning, when Marjorie returns to her desk
at The Gourmand, and visit her then (and
fresh meat. Close to the Freeside North
not at the banquet, unless you’ve already
Gate [2.08] or the Mole Rat Ranch [2.11] is
become a member during this Side Quest).
the northern edge of the Mojave Wasteland.
Although she’s unhappy with the hodgepodge
Journey past the perimeter road to a
of sporting equipment that passes for fashion
ramshackle shack (26) where Carlyle St. Clair
with them, she agrees. You can return to
III (27) is moping about. He asks what you
Caesar with the result he ordered.
want. You can:
24
black widow

Tell him to strip, and meet him in


If you and Ted got violent in the freezer,
the dumpster for a good time.
quickly inspect the corpse. Gather Ted’s blood
samples so you can frame Heck Gunderson, • Tell him you’re here to talk, and he
and get this cattle ranching buffoon away moans on about his reputation, and that
from your lovely cannibal chums. his family has blacklisted him. You can:
Go back to other responses.

147
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Birds of a Feather
Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Talk to Gloria inside of the Silver Rush
van crimson new CA. caesar’s
Talk to Simon outside of the Silver Rush graffs caravan republic legion

Or you can try grabbing one of the


Quest Failed Take up position on the other side of the Silver Rush entrance.
dozens of highly prized energy weapon
Kill Gloria Van Graff Guard the Silver Rush entrance ammunition slugs, or shoot the place up,
or Simon at any which fails the Quest automatically. Not
point in the quest
Report back to Gloria good.
When the execution is over, you’re allowed
Quest Failed Deliver the package to Strange Man outside the Crimson Caravan Co. into the lower room where Gloria Van Graff
Kill prospective
(2) and her brother sell their top-of-the-
customers without
provocation or (Speech) Convince line energy weapons. Her brother isn’t the
Give him the
allowing saboteur him to give you pay- talkative type. You can:
package
(fourth customer, ment (200 caps)
the ‘Gambler’) to Purchase a wide variety of energy weapons,
enter Silver Rush; parts to upgrade, ammunition, and
Report back to
Abandon your Gloria projectiles from her.
guard post
Quest Failed Ask her about the business and neigh-
Report to Jean- borhood, and receive a wealth of
Kill Jean-Baptiste
Baptiste Cutting background information.

Accept the job to Tell Jean-Baptiste Request some work. They need another
find and kill Rose of that you do not body to guard the front entrance to the
Sharon Cassidy want to kill the girl Silver Rush. Agree to this employment.

[Optional] [Optional] Go outside and talk to Simon.


Visit Alice McCaf- Find Cass at the Visit Alice McCaf-
ferty to find out Mojave Outpost ferty to find out
where Cass is where Cass is
Task #1: Client Supervisor
Start “You Can Return outside,
Kill Her [Hardcore Depend on Me” speak to Simon (3) on
mode only] and follow it till the the door, and follow
player is led to Cass his instructions.
Accidental discharges
Complete Side of energy weapons
Complete Side
Quest: Can You
Quest: Heartache ruin this Quest, so be
Report to Jean- Find it in Your
Baptiste Cutting Heart and get
by the Number; buy 3 civil, and change into
out Cass’s caravan
after she is dead Ranger Jackson the obligatory uniform: a Van Graff Combat
and recruit Cass as
to approve Cass’s Armor suit, and either a Laser or Plasma
a follower
departure
Rifle. (You can choose which, and learn the
Bring Cass back differences between them if you ask Simon.
to Jean Baptiste. Lasers have a high rate of fire but not a lot
Report to Gloria for
Speak to him before of stopping power, while Plasmas are slow,
the next assignment
and after he kills but pack a kick). Now follow his instructions
her.
carefully; you’re here to keep the riffraff away.
“Drunks, punks, and Capless vermin” are
Kill the remaining
Legion soldiers to be turned away. Potential customers are
permitted into the normal entrance, but only
Completion Stage after a pat-down. And don’t start fights!
Report to Gloria for quest reward
Van Graff Combat Armor

Full of Energy of the no-nonsense


traders called the
Laser Rifle

Van Graffs. Sidle up


to the front door (1), Plasma Rifle
and you’re greeted
by Simon, and thugs Take up position on the other side of
with energy weapons
2 the Silver Rush entrance.
once you enter the
premises. You must:
Guard the Silver Rush entrance.
Watch the conversation between the Van
Graffs and a trading partner, which
1 demonstrates just how ruthless and
The elderly Silver Rush Gambling Hall [2C.07] serious the Van Graffs are about their
in Inner Freeside is now the exclusive domain business.

148
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
75 Tell him your employer negotiated

Tip

speech
Although the Combat Armor a small fee for this drop. The man
is mandatory, you can swap reluctantly gives you 200 Caps.
your weapon to another Laser or
Plasma Rifle, such as one you’ve already Caps (200)
augmented with scopes or other accou-
trements.
Any other verbal communication results
in giving the package over without extra

Caution Don’t
payment.
abandon your
guard post or Simon 9
Once Simon clears the corpse off the
Report back to Gloria that the
will open fire and you’ll fail this quest.
sidewalk, wait for Pacer (9) from The Kings package has been delivered.
to arrive and speak with Simon. If Pacer has
been killed in another quest, this won’t occur.
He wants you to give Gloria a message. Reply
Task #3: Cass Wrangler
Tell Gloria how the
peacefully, and Pacer leaves. Answer aggres- drop went (and
sively, and you need to defeat Pacer (which optionally get some
causes problems with The Kings in other information about
Quests, so be aware of this!). After this final the buyers). Gloria
visitor, your guarding duty is over. needs time to think,
and points you
11 to Jean-Baptiste
4 Report back to Gloria.
Begin your guard duties on the right side of Cutting (11) for another mission.
the door, watching the Atomic Wrangler, as Talk to Jean-Baptiste to receive your
Caution
the flotsam and jetsam of Freeside pass you Follow the advice next assignment.
by (4). Various people saunter over to try your above. Further
patience. Expect the following: dismemberment to the general public is Speak to him, and he tells you his sister is
frowned upon, even by the Van Graffs. impressed with you. But he isn’t, and doesn’t
think you have what it takes to work for this
A Drunk (5) wobbles family. But he’s willing to let you prove him
over, asking about
a laser gun. Simply
Task #2: Executive wrong. Agree to tie up a “loose end” that
might jeopardize a deal they’ve just inked.
refuse to let him in. Liaison Jean-Baptiste needs you to find a girl named
Speak with Gloria, who critiques your Rose of Sharon Cassidy. He wants you to
5 guarding, and hands you your wages. She’s bring her to him. Ask for more clues, and
found someone else to stand guard, freeing he tells you old Alice McLafferty over at the
A Gambler (6) you for a different kind of task. You’re to take Crimson Caravans [2.09] might have more
arrives, wanting to a package of sample weapons to a client in a information on “Cass.”
see some weapons. “discreet location.” Gloria marks it on your
Find Rose of Sharon Cassidy and get
Tell him you have to World Map.
her to follow you.
search him first. No
problems. Caps (200) (Optional) Visit Alice McLafferty,
6 who might know where Rose of
Van Graff Package Sharon Cassidy is currently located.
Another Gambler
(7) with winnings at Deliver the package to a man at the
the Wrangler wants
designated location.
in. Refuse to let him
in, or:
7
60
Convince him to be patted down first
speech

before letting him in.


12
If you already know
where Cass is, you
can head straight
10 there. But for a full
The location in question is just east of set of choices, visit
Durable Dunn’s Sacked Caravan [2.16] close the large, enclosed
to the Northeast Territories. You’ll find your Crimson Caravan
contact—a Strange Man—in the scrub (10), 13 compound (12), and
waiting for the pick-up. He asks if you’re the once inside, head toward the Main Office
8 Van Graff’s emissary. String him along or shed. Inside, ask Alice McLafferty (13) about
A “Gambler” (8) with a bulky, multi-pocket answer “yes,” but don’t kill him! Hand over Cass. Coincidentally, Alice is also looking
coat arrives, looking for something to replace the package, with the following options: for her; she’s probably down at the Mojave
his revolver. Stop him from entering the Simply remove the package from your Outpost [4.27]. You can:
premises by insisting on a pat-down. He inventory. Agree to complete some work for Alice
draws his weapon; quickly destroy him,
Or ask “where’s the payment?” The man McLafferty, and begin Side Quest: You
because he’s carrying a bomb! Allowing him
doesn’t know what you’re talking about: Can Depend on Me, complete the first
in will result in a decimation of the Silver
task, and then head to Cass when this
Rush denizens, and you will fail this Quest.
Quest opens up. Consult that Quest for
detailed information.

149
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Or you can leave, and head directly to the Kill the remaining Legion troops.
Mojave Outpost. NCR Infamy Gain!
Do nothing. The objective still completes if
you stand by and let the Van Graffs do all
Bring the Cassidy girl to Jean- the killing.
Baptiste.
Van Follow Gloria’s lead, and slaughter
Graffthe Legion soldiers in the
Back at the Silver Rush, head over to Jean-
Baptiste, either with Cass in tow, or with the warehouse, only returning to her once
memory of her death. You can: anyone in a red uniform lies in a pile of
goo or dust.
Present Cass to Jean-Baptiste, who then
executes her. Or you can flip on Gloria, and attack your
erstwhile comrades. The Quest fails, and
14 Or tell Jean-Baptiste that Cass is dead (but
the Legion still turn hostile toward you.
only if you actually did the deed).
Trek to the south-
western edge of the Or you can save Cass, and gain Infamy Caesar’s Legion Infamy Gained!
Mojave Wasteland, among the Van Graffs.
into the Outpost Once the deed is done, you receive your blood To preserve your Reputation with
Caesar’s
under the two money, and report to Gloria for one last, and Legionthe Legion, you must flee the
massive rusting particularly violent job. warehouse without engaging any Legion
statues, and locate in combat.
15 the Barracks behind
Caps (350)
the mesh fence (14). Inside, you’ll find Cass
(15) drinking with some NCR buddies.
Engage her in conversation, and you can find Report to Gloria Van Graff for your
Tip Hacking the Legion allows
you to loot some exceptionally
potent weaponry. Don’t leave without
out about her background. However, she isn’t next assignment. some choice armaments!
leaving this place until her caravan papers
clear, or her title goes away. You can:
Plead, threaten, or verbally spar with her,
Task #4: One of the Team Report to Gloria Van Graff that all of
but she’s staying put. the Legion troops are dead.
Ask about buying out Cass’ caravan, then Assuming you kept it together and did as you
recruit her as a Follower, but only as were told, Gloria rewards you for your service
part of Side Quest: You Can Depend on with an impressive piece of armor, and the
Me, and you’ve received the request from Quest concludes.
Alice. Or, attempt this as part of Side
Quest: Heartache By the Number, but Van Graff Combat Armor
with the knowledge that you’ll double-
cross Cass later.
16
Gloria tells you the client you delivered the Caps (1,000)
Follower: Rose of Sharon Cassidy
sample to placed a massive order, and she
wants to bring you in as an escort to ensure
If you’re playing in Hardcore Mode, you have NCR Reputation Gain!
that the meeting goes smoothly. Agree to the
the following two options:
task. You arrive clad in Van Graff gear, and
You can kill Cass once she’s your Follower, Gloria looks worried. The clients, who appear
taking her somewhere nice and quiet, Freeside Reputation Gain!
to be a contingent of the Legion, are taking
where the NCR won’t see you. their sweet time inspecting the weapons. She
Or you can kill Cass in cold blood. However, has one last piece of business to attend to: 600 XP
violence against patrons under NCR when she gives you a signal, you’re to follow
protection isn’t particularly wise if you’re her lead. It soon transpires the Van Graffs
allying with the NCR, and you need to are as crazy as you’d previously thought; they
fight your way out of the Outpost. double-cross and attack the Legion! You can:

Bitter Springs Infirmary Blues


Suggested Experience

QUEST FLOWCHART
Main Factions
Speak to Captain Gilles begins Side (Pre-Req) Speak to Captain Gilles at Bitter Springs and ask about medical
Quest: No, Not Much supplies

Quest Start new ca. crimson


republic caravan
Speak to Lt. Markland

Can Be Completed in Any Order Supplies and Demands


Find three Doctor’s Bags Head to Crimson Caravan Company and speak with Blake

Purchase a book on pediatric Purchase a book on psychological


medicine treatment

Completion Stage
Return to Lt. Markland

150
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Camp Bitter Springs Find Lt. Markland a book on psycho-
(1) [3.08] is part Doctor’s Bag (2)
logical treatment.
military outpost, and
part refugee camp.
Captain Gilles (2)
Find a book on pediatric medicine for
Lt. Markland.
Task #2: Blake’s Books
is overworked and Your interaction with Blake over at the
overrun with those Bring Lt. Markland three Doctor’s Crimson Caravan Company kiosk doesn’t end
2 escaping the cold and there, either: Also in his inventory are the
Bags.
bloody hand of the Legion. Meet her at the two books Markland wants: “Stress and the
top of the camp, in her tent (or around the
campfire), and ask what you can do to help. Task #1: Excess Baggage Modern Refugee: A Primer,” and “Tiny, Tiny
Babies: All You Need to Know About Pediatric
This begins the larger Side Quest: No, Not Medicine.” Each costs 22 Caps. Pay Blake,
Much (see the nearby Note). say your farewells, and return to Camp Bitter
Springs.

Note The Bitter Springs Quests


are interrelated. First,
speak to Captain Gilles to begin Side Quest: Note You can’t Pickpocket or kill
Blake for these items.
No, Not Much. To complete the first part of
that “overview” Side Quest, you must achieve
Stress and the Modern Refugee: A
the following:
Primer
new ca.Become Idolized with the NCR. 5
republic
Do this by completing Quests Assuming you Tiny, Tiny Babies: All You Need to
associated with this Faction (which are aren’t carrying Know About Pediatric Medicine
tagged throughout the guide). three Doctor’s Bags,
• Complete Side Quest: Bitter Springs Markland’s infor- Bring the psychology textbook back
Infirmary Blues (optional; this Quest). mation proves useful, to Lt. Markland.
• Complete Side Quest: Flags of Our and the New Vegas
Foul-Ups. Medical Clinic [2.10] Bring the pediatric medicine book
6 is the first stop to back to Lt. Markland.
• Complete Side Quest: I Put a Spell
on You. try to find Doctor’s Bags. The building isn’t

Note IfDoctor’s
particularly welcoming (5), but pass the clinic you already have
• Complete Side Quest: Restoring Hope.
guard, enter the structure, and locate Doctor Bags in your
• Complete Side Quest: Climb Ev’ry Usanagi behind the counter (6). You can: inventory, you’re in luck! It doesn’t matter
Mountain (the part of the “overview”
Ignore the Quest and purchase Implants where you found them; just give them
Quest).
(nine, incredibly expensive Implant perks to Markland. The previous information
These five Quests are all parts of Side Quest: simply provides an optimal path to quickly
can be placed inside you, depending on your
No, Not Much. obtaining three bags.
Endurance and funds), or receive healing.
Better yet, check her inventory: there’s a
Doctor’s Bag (usually for around 60 Caps,
Talk to Lt. Markland about ways to
help the medical situation at Bitter
so bring money or Trade with her). Note IftheArcade is with you then
medical books are not
needed. Arcade can help teach Lt. Markland
Springs. Doctor’s Bag more about medicine.

Task #1 (continued):
Extra Baggage Special Delivery
for Lt. Markland
Head back to the infirmary tent, and speak
with Lieutenant Markland again. Hand over
the three Doctor’s Bags. Then hand over both
3 books, and make the man’s day.
Lieutenant Markland
NCR Fame Gained!
is treating the sick
and infirm inside the Markland is thrilled at the surplus of
doctor’s tent (3) in 7 supplies he now has. Naturally, you can take
the main cluster of Assuming you need advantage of this slip-up:
tarp structures near another two Doctor’s
the campfire. Head Ask for a little Medicine. You’re given
4 Bags, exit the clinic, some Chems for your troubles.
inside and meet him and simply cross the
(4). You can: street to the Crimson Ask for a little Medicine, and your
Ask for your wounds or radiation to be Caravan Company expenses to be covered. You’re given
healed (for a price), and get some general compound [2.09]. Chems and Caps to cover your costs.
background intel. 8 Once behind the Markland isn’t quite as thrilled as he was to
walls, walk west along the road to a small know you. But then, you’re not quite as poor
To begin this Quest, you need to tell as you were, either.
Markland that Gilles has sent you to talk shanty kiosk on your right (7). Here you’ll
about getting medical aid for the camp. meet Blake (8), one of the Crimson Caravan Stimpaks, Rad-Xs,
Markland is desperate for three Doctor’s traders. You can: RadAways
Bags, but what he really needs are two Ask him about his life story, and about the
medical textbooks. He reckons Caravan Crimson Caravan Company itself. Caps (100+40)
Companies might be the best place to Better yet, begin to Trade with Blake, and
look for such tomes. The following tasks shuffle through his inventory. Bingo!
can be attempted in any order. There should be two Doctor’s Bags for 200 XP
sale. Pay the man his 120 Caps!

151
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Bleed Me Dry
Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Speak with Red Lucy in the Thorn in Westside.

Head to Vault 22 and collect the The


Thorn
Mantis eggs.

Return to Red Lucy Hunt #1: A Dozen Giant


Turn in the eggs for free. Turn in the eggs to Red Lucy [Barter 50] Get more money from Red Lucy Mantis’ Eggs
Head NE of Goodsprings to mountains
and get Radscorpion eggs

Return to Red Lucy

Turn in the eggs for free. Turn in the eggs to Red Lucy [Barter 60] Get more money from Red Lucy

Head SE of Clark Field to the moun-


tains and get Fire Gecko eggs 3
Travel to the leafy
Return to Red Lucy
entrance to Vault 22
[1.09]. To find the
Turn in the eggs for free. Turn in the eggs to Red Lucy [Barter 70] Get more money from Red Lucy Mantis Eggs, you
need to enter the
Head to a cave North of Bitter Springs Vault (3). Beware of
and collect Night Stalker eggs Spore Plants, Giant
4 Mantises, and worse.
Return to Red Lucy
Enter, open the door directly ahead of you,
and run down the stairs. You can:
Turn in the eggs for free. Turn in the eggs to Red Lucy [Barter 80] Get more money from Red Lucy
50
Repair the elevator in front of you
repair

Head to the mountains NE of Red Rock (recommended).


Canyon and collect Cazador eggs.
Or leave the elevator, and descend through
Return to Red Lucy Oxygen Production, Food Production, and
finally to the Common Areas. From there,
Turn in the eggs for free. Turn in the eggs to Red Lucy [Barter 90] Get more money from Red Lucy take the elevator to the Fifth Level—Pest
Control.
Head to Quarry Junction and collect Once in Pest Control, step out of the elevator,
Deathclaw eggs. and make a left at the four-way junction.
Step over the plants and ascend the steps to
Completion Stage a doorway on your right, which leads to a tree
Return to Red Lucy and vine-filled laboratory, and an easy-to-
miss door on the left wall. Open the Door to
Vault 22—Food Production. You appear in a
for the next battle. Locate and speak to Red
Seeing Red Lucy (2), a comely sort who’s usually waiting
rocky tunnel. At the first split in the tunnel,
don’t turn, but walk forward and pry open
on one of the pit-side platforms. Speak to
the eggs from the cluster (4), and trek back
her about this operation, and be sure to
out of the Vault.
place a bet on a forthcoming bout. Watch
the bloodshed unfold (find more information
about these fights in the Tour Chapter), and Pile of Giant Mantis Eggs
then return to speak to Red Lucy again, and
ask how she trains the creatures. While you’re here, you might as well locate
She isn’t telling, but does divulge how she the HEPA Filters that the Brotherhood of
finds the critters: she employs hunters. Ask Steel desperately needs during Side Quest:
1 if you can help The Thorn. Prove your worth, Still in the Dark.
and Red Lucy shall reward your service! The
The secret under-
Thorn needs newborn specimens; find the I’ve got the Giant Mantis eggs that
ground fighting
eggs, and expect greater tasks to come. Red Lucy wants for The Thorn. I
arena known as
Thorn [2.04] should
should return to her for my reward.
Red Lucy needs Giant Mantis’
be top of the list for Back at The Thorn, tell Red Lucy you’ve
eggs. It’s faster to gather them at a
places to visit on found the eggs. She’s impressed, and gives
the Westside of New
breeding ground, like Vault 22. you some compensation. You can:
2 Vegas. Locate the
sign (1), and descend into the giant effluent
chamber where citizens mill about, waiting

152
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
50 Bitter Springs
Tell her you deserve a bigger reward. Red Lucy has asked me to find Fire
barter

[3.08] is the nearest


She gives you extra Caps. Gecko eggs. She thinks I might find
habitable settlement
some near the Ireteba Peaks. to the Nightstalker
Agree that the Caps she’s given you are
cave (which was also
Hunt #3: A Dozen Fire
sufficient.
used by the Great
Refuse to accept the Caps, and give her the Khans as a Supply
eggs for free. Gecko Eggs 10 Cave), nestled in the
red rocky terrain above the refugee camp.
Locate the cave mouth and enter the gloom,
Caps (200 or 300)
attacking these hellish hounds as adeptly as
you can (9). Better yet, employ a Stealth Boy.
100 XP Quickly pick the eggs along a far wall of the
initial chamber (10).
Whatever you choose, you can prepare for the
next hunt. Pile of Nightstalker Eggs

Red Lucy wants Radscorpion eggs.


7 I have bested the Nightstalkers at the
She suggested searching for them in
Travel to the Ireteba Bitter Springs lair and acquired their
the mountains north of Goodsprings. Peaks. In this eggs. Red Lucy needs to know about
Hunt #2: A Dozen remote and rugged
wilderness, you’re
my feat.

Radscorpion Eggs looking for the remote


(and unmarked)
Red Lucy is extremely impressed, and hands
over a good number of Caps, as well as
Bootjack Cavern another gun and ammo. You can:
8 [6.S10], which is
80 Tell her your reward should match
on the other side of the hill from Lucky Jim

barter
your effort. She gives you extra
Mine [6.09]. Expect a small fracas before you Caps.
enter, and additional combat as you head
toward the northeastern dead-end passage Agree that the Caps she’s given you are
(7). Among the dead prospectors and bones is sufficient and ask about another hunt.
this egg cluster (8). Claim your prize. Refuse to accept the Caps, and give her the
eggs for free. Question her about another
5 Pile of Fire Gecko Eggs hunt.
Head to the gulch
just beyond the Caps (700 or 1,000)
I’ve got the Fire Gecko eggs that Red
Goodsprings
Cemetery [4.06] and
Lucy wants for The Thorn. I should
prepare to repel the return to her for my reward. Hunting Revolver and Ammo
advancing Giant Return to Red Lucy. She gives you some
Radscorpions (5). Caps, and you’re permitted the following
6 Prepare to attack at 300 XP
similar choices:
least six, before fleeing or resting. But don’t
70 Tell her that her best hunter The elite hunters of The Thorn are
leave the area until you’ve scooped the eggs
barter

deserves the best rewards. She gives now in search of Cazador eggs. Red
from the nest near a small rocky outcrop (6).
you extra Caps.
Lucy asked me to look for them near
Pile of Radscorpion Eggs Agree that the Caps she’s given you are Red Rocks.
sufficient and ask about another hunt.

I’ve got the Radscorpion eggs that Refuse to accept the Caps, and give her the Hunt #5: A Dozen
Red Lucy wants for The Thorn. I
should return to her for my reward.
eggs for free. Another hunt is available.
Cazador Eggs
Caps (500 or 700)
Back at The Thorn, inform Red Lucy. She
rewards you (the prizes include a Hunting
Rifle and some .308 Ammo), and you have the 200 XP
same three choices:
Tell her you were planning to help
60
The elite hunters for The Thorn are
looking for Nightstalker eggs. Red
barter

snag deadlier creatures, but not


without a raise. She gives you Lucy asked me to look at a cave near
extra Caps. Bitter Springs.
11
Agree that the Caps she’s given you are
sufficient and ask about another hunt. Hunt #4: A Dozen Journey to Ranger

Refuse to accept the Caps, and give her the Nightstalker Eggs Station Foxtrot [1.12]
high in the northwest
eggs for free. Ask for another hunt. mountains, and
venture farther up
Caps (300 or 400) the gully to face down
these deadly giant
12 insects (11). The egg
Hunting Rifle and Ammo cluster (12) is close to the ravine wall.

150 XP Pile of Cazador Eggs

153
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

I have found the Cazador eggs for Caps (2,500)


Red Lucy. I should return to her for
my reward.
Hunting Shotgun: Dinner Bell and
Red Lucy graciously takes the eggs from you, Ammo
and hands over a good number of Caps. You
can: 500 XP
90 Tell her there’s nothing worse than
barter

Cazadores in the Wasteland. She I’ve become the greatest hunter that
gives you extra Caps. 14 The Thorn has ever seen.
slaughter you (13), and discover this rocky
Agree that the Caps she’s given you are
sufficient and ask about another hunt.
area. Study this picture carefully (14); the Bartered
eggs are in the dip to the right. Scrape away Hunt # XP Reward Reward
Refuse to accept the Caps, and give her the the bones, and bag yourself the ultimate
eggs for free. Question her about a final, 1. Mantis Eggs 100 200 300
incubated prize.
fabled hunt. 2. Radscorpion Eggs 150 300 400

Caps (1,000 or 1,500) Tip Before entering Quarry


Junction [4.04], you are wise
3. Fire Gecko Eggs
4. Nightstalker Eggs
200
300
500
700
700
1,000
to visit Sloan [4.08] and speak with
Chomps Lewis to begin Free Quest: Claws 5. Cazador Eggs 400 1,000 1,500
400 XP Out; and Jas Wilkins to begin Free Quest: 6. Deathclaw Eggs 500 2,500 N/A
You Gotta Break Out a Few Eggs. You’ll
Totals 1,650 5,200 6,400
receive Stimpaks from Chomps, and should
Red Lucy has given me the most save a Deathclaw Egg for Jas, so she can
dangerous task a hunter could face.
I’m to find Deathclaw eggs and bring
give you the Recipe for the fabled Rose’s Hunt #7: Over Easy
[Optional]
Deathclaw Omelet. Consult the Tour section
them to her. on Sloan for more information.

Hunt #6: A Dozen By far the safest idea is to Sneak

Deathclaw Eggs
sneak

along the quarry, with a Stealth Boy


activated (and more to use) unless
you’re extremely proficient in combat, have a
Follower, can attack from long range and short,
and have enough Stimpaks to heal an army!

Pile of Deathclaw Eggs


15
I’ve got the Deathclaw eggs for Red Red Lucy is impressed by your talents. And
Lucy. I should return and let her you’ve done enough for her to last many
know of my great deed. lifetimes. But she doesn’t want you to leave
13 and never return. Although you can say
Save your progress before you enter Quarry Red Lucy hands over a spectacular Hunting goodbye, you can also agree to head off
Junction [4.04], close to Sloan [4.08], and Shotgun (with 12ga Ammo), and deems you somewhere a little more private. She agrees
prepare for the most frightening hunt of all! the greatest hunter The Thorn has ever seen! that she wants to know you deeper…. You’ll
You must cross the Deathclaw lair, ideally You can: find out exactly what that entails (15) when
without summoning these clawing beasts to Take the colossal haul of Caps she gives you accompany her to her room.
you. The Quest ends.

Booted
Suggested Experience

QUEST FLOWCHART Putting Powder Gangers from miles around. Enter the town, passing
the numerous Gangers tied up to telephone
Quest Start
Speak with Boxcars in the Nipton General Store
in Their Place poles, and move toward the general store near
the Trading Post sign (1). Inside is Boxcars
(2), the only Powder Ganger not baking on a
Travel to the Legion Raid camp cross or burning on a tire pile. Boxcars has
a certain panache to his insults. Assuming
you haven’t shot him for his unpleasantness,
Completion Stage
you’ll discover he’s been crippled.
Save captured Powder Gangers
Give him a Med-X to continue the conver-
sation. You won’t get thanked.
Main Factions Or save your Chems, and simply travel to
1 the location without Boxcars’ information.
The Trading Post of Boxcars tells you about the town lottery;
Nipton [4.30] has instigated after the Legion surrounded the
powder caesar’s recently succumbed
gangers legion settlement and gave the Powder Gangers
to a Powder Ganger a taste of brutality. Ask about some of the
attack, and then people being enslaved, and Boxcars mentions
the march of the some Gangers were kidnapped and moved
Legion, whose eastward. Agree to help them. Not that
2 savagery is visible Boxcar cares.

154
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
population (4). Grab any items from the
Rescue the captives. Legion corpses if you wish (their outfits are
helpful if you want to try disguising yourself
as one of them).

Caution Helping save a


couple of criminal
Complete the Quest by untying the Powder
Gangers around the campfire. Fortunately,
Powder Gangers is fine if you’re feeling
you don’t need to speak to Boxcars again.
independent or want to help the NCR.
However, if you plan to liaise with the Legion, Finally, you can wait for an NCR patrol to
rethink attacking their Raid Camp. come across the camp and start a firefight.
4 During the ruckus you can sneak in and
The remaining survivors of the Nipton untie the Powder Gangers with little risk.
massacre are tied up and facing a grim
Caution Don’t tread on the
Bear! Beware the
future over at the Legion Raid Camp [5.29],
which is more to the northeast than Boxcars
Powder Ganger Fame Gained!
wrath of Caesar! If you’ve angered
described. When you reach the camp (3) Take advantage of your surroundings; the
the NCR, or Caesar’s Legion, you are likely
consisting of a campfire, military tent, and camp’s Footlockers can be ransacked for
to be attacked by assassination squads in
the general vicinity of Nipton. And if you’ve some Legion camping structures, you can Legion weapons and other goods.
annoyed both of these Factions (you have a formulate a plan to rescue these captives:
low Reputation with them), expect attacks You can speak to the Legion’s leader in this Caesar’s Legion Infamy Gained!
from both sides, and a large number of foes small camp—the Legion Decanus—but he
out for your blood! doesn’t say much.
100 XP
Sneak Attacks are a great way to
sneak

begin the battle. Try crouching


behind a tent and tagging Decanus
with a Sniper Rifle, then dealing with the
Recruits that charge in.
As freeing the
unarmed
MElee
guns

hostages turns the


Legion hostile, your
only other course of action is to massacre
the Recruits and Decanus with the same
3 uncaring attitude they had for Nipton’s

Boulder City Showdown


Suggested Experience

Main Quest
Intersection

QUEST FLOWCHART

Quest Start
Speak to Lieutenant Monroe at Boulder City.

Kill Lieutenant
Kill everyone Tell Monroe Tell Monroe
Monroe and the
after starting the you’ll try to you’ll try and
NCR after start-
quest. negotiate. sneak in.
ing the quest.

Sneak in to the
Speak with Speak to
Quest Failed Great Khan
Jessup. Jessup.
holdout.
Quest failed.
(Negative NCR
Rep)
[Speech 45]
Convince Jes-
Kill Jessup and Find the location
sup to get the
the Great Khans. of the hostages.
NCR to escort
them out.

Return to Return to Free both


Monroe. Monroe. hostages.

Tell Monroe
Tell Monroe
the Great
you’ve reached
Khans won’t be
a deal with the
expecting an
Great Khans..
attack.

Completion Stage Completion Stage Completion Stage Completion Stage Completion Stage Completion Stage Completion Stage Completion Stage
[Speech 45] Make sure Make sure Allow both
Get NCR to Tell Monroe Tell Monroe the Tell Jessup all
Convince Mon- both hostages one hostage hostages to
attack the Great where the hostages are the NCR are
roe to honor the return safely to returns safely to die returning to
Khans. hostages are. dead. <Lie> dead.
agreement. Monroe. Monroe. Monroe.

155
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Main Factions Option #1: Polite Negotiation

new ca. Great


republic khans

Checkmating the Stalemate


6
ruined building, and attempt one of the
5 following:
Inform Monroe that you can probably • Locate the hostages (Private Ackerman
negotiate a deal with the Great Khans. Head and Private Gilbert) on the ground floor of
to the building with the blown-out roof (5), the building (6). Then:
and speak with Jessup. You can ask him Return to Monroe, and let him know the
questions related to the Main Quest, but whereabouts of his men.
speak to him about a settlement with the
1 NCR. He wants the NCR to back off while the Or lie, and tell Monroe the hostages are
Great Khans walk out, and nobody gets hurt. dead, causing the NCR to fire on the
At this point, you can: Great Khans. Pick through the remains
of Jessup to grab the Platinum Chip and
45 Tell Jessup that if he frees the
Lighter.
speech

hostages, the NCR will escort them


out of their territory. Jessup agrees. Or open the door, and quickly untie the
Return to Monroe, and the Quest completes. hostages. Follow them out of the building,
Of course, you could go back on your word, and provide covering fire if they’re spotted
and kill the Great Khans on their way out…. escaping by the Great Khans on the
A better plan is to hold your fire. Both second floor. One, two, or none of the
3 hostages can now be easily rescued, too. hostages can make it out alive for the
Quest to complete. Return and explain
During the tail-end
Great Khans Fame Gained! your actions to Monroe.
of Main Quest: They
Went That-A-Way, Or head around to the rear of the
lockpick

you have a tense ruined building, unlock the door


NCR Fame Gained!
situation to mediate [Easy], and untie the hostages. If
in the remains of Learn through conversation that Lieutenant you can run in and succeed in freeing them
Boulder City (1) Monroe might accept a bribe. Speak to quickly, the NCR usually wipes out the Khans
2 [3.32]. Head there fairly proficiently.
him; he’s unhappy about the situation,
and locate Lieutenant but tells you 500 Caps would help some NCR Fame Gained! (If at least one
Monroe (2), outside soldier’s families. You can: hostage returns)
the interior ruins. He
45
has a situation with Bring the figure down to a “less NCR Fame Gained! (If both
barter

some Great Khans: suspicious” 400 Caps. hostages return)


Two NCR hostages
held in the Boulder Pay Monroe the 500 Caps. NCR Fame Gained! (If you tell
4 City Ruins (3) need Or return later with the Caps. All must be Monroe the hostages’ location)
rescuing (or killing). You may remember paid by you.
Jessup (4) from your premature burial; he is
the leader of the Great Khans. There are three
Return to Jessup, telling him the news. Option #3: NCR Annihilation
The Great Khans leave the ruins, and the
main options when handling this predicament:
stalemate is solved. Both hostages can now
be easily rescued, too.

Caution While killing everyone


inside the Ruins is Great Khans Fame Gained!
an option, and one that allows much
looting, it won’t win you any favors with the Or, if you feel the conversation with Jessup
Great Khans or NCR (indeed, expect massive is going nowhere, simply massacre the entire
Negative Reputation). It also fails this Quest. Great Khan contingent. The Quest completes
when everyone not in a brown uniform is
dead. Both hostages are likely to die during 7
Meet with Jessup, leader of the Great the firefight too. This isn’t the best outcome, When speaking with Monroe, bring out your
Khans in Boulder City. and it affects any future Quests involving the weapon, and cut him down where he stands.
Great Khans negatively. Then enter the ruins area, and repel the NCR
Negotiate for the release of the NCR
attacks (7) as you slaughter all the brown-
hostages. Great Khans Infamy Gained! uniformed foes you see. The Great Khans can
(Optional) Bribe the NCR troopers safely exit the area with minimal problems.
into letting the Great Khans escape. NCR Fame Gained!
NCR Infamy Gained!
Help the NCR kill all the Great Khans
holed up in the Boulder City ruins. Option #2: Great Khans Fame Gained!
Free the NCR troopers being held A Clandestine Operation
hostage by the Great Khans. Tell Monroe you’d prefer a stealthy
sneak

approach. Return after dark (or You’ve Gained Karma!


Help the Great Khans kill all the NCR you’re much more easily spotted
troops in the Boulder City ruins. by the Great Khans, and the hostages have
a guard stationed by them). Sneak into the 300 XP

156
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Bye Bye Love


Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start Quest Start
[Strength 7] or [Speech 50] to get Carlitos to talk or [Medicine 50] or [Speech 75] to get Joanna to talk
about problems. about problems
Atomic Omertas
Wrangler
Locate Joana and tell her Locate Carlitos and tell him
escape plan [Speech 50] about Joana and base adult playground. Move into the
outdoor courtyard, where you find Joana (4).
[Optional] Get backup at It seems she offers both a gyrating dance and
Tell Carlitos Joana has
the Atomic Wrangler in a particular type of “service” Carlitos wouldn’t
confirmed escape
Freeside
approve of. You can:
50 Tell her you always have what it
Tell Joana you’re ready to

speech
Quest Failed takes. She asks you what you want
help her escape
to do with what you’ve got.
Player takes too long to
begin escorting Joana Reply that you want to know what
75

speech
she’s going to do with it. She offers a
Escort Joana to service “on the house.” Follow her up
Quest Failed
Freeside to a private chamber, where you can bump
Joana or Carlito is killed uglies (Free Quest: Playing on the Old Joana),
but also inform her of Carlitos’ escape plans.
[Barter 85] and 500 These two Speech options also
[Speech 85] Convince that [Strength 9] Intimidate

lady killer
caps pay off Omerta Kill Omerta Thugs become available if you have the
it is the Omerta’s plan thugs
Thugs
Lady Killer perk. If you’ve already
spoken with Carlitos, you can simply mention
Completion Stage this to Joana, and she takes you to the
Protect Carlito and Joana private room.
Joana can’t leave though; she has girls here

Quest Start #1: Keep up the pleasant interrogation


50 and nowhere to go. Find Carlitos and tell him
speech

until he lets slip a woman’s why she won’t leave. When you come back to
Carlitos’ Way name; Joana. Then tell him you
can keep a secret.
try persuading Joane again, you can now:
40 Tell her to trust you to keep her safe.
speech

It appears that a guy named Cachino (a She does, but worries about the
backstabbing snake) got his girl. And Joana’s Omertas wanting her dead.
a doll in the Casino now. Suggest that you Tell her she’ll never see them again.
50
rescue her, and Carlitos agrees immediately.
speech

She finally trusts you, and tells you


Your next step is speaking to Joana herself. to let Carlitos know she (and her
Talk to Joana, on Carlitos’ behalf, at girls) will be ready when he is.
Gomorrah. Any other conversation topic doesn’t sway
her enough to leave, and your Quest stalls

Amid the sightseers


1
Quest Start #2: until you have the verbal skills to get her on
your side.
and gambling folks Joana’s Way 50 Tell her she has contracted pupils,
medicine

traveling to witness involuntary spasms and that Med-X


the spectacle of Vault kills quickly. You can help.
21 (1) [2D.06] on The
75
Strip, there’s one Ask her why she is avoiding your
speech

man who wants to questions.


2 be left alone. That
man is Carlitos (2), and you’ll find him in and Finally, she agrees to escape.
around the Diner inside the Vault. He says
he’s drinking himself “to the ground right Find Carlitos to help Joana escape
here.” You can ask him a variety of questions, Gomorrah.
but the ones that begin this Quest are as
3
follows: Whether you’ve Joana has decided to escape
met Carlitos or not, Gomorrah. Talk to Carlitos about her
40 Begin with a witty quip that he’s
move to your next decision.
speech

actually drinking himself under-


port of call: the
ground. Zing! Joana has decided to stay at
sinful tower casino
Or threaten to keep him on the
7 called Gomorrah Gomorrah, for now. Talk to Carlitos
STRENGTH

ground for good. He softens up and (3) [2D.01] run by about her decision.
reveals information about Joana 4 the feared Omertas.
after either check. After leaving most of your inventory (minus
Or, you can follow any regular line
7 hold-out weapons) at the front desk (shooting
Intelligence

of questioning about Carlitos’ work the place up is detrimental to your Quest-


and figure out he was a croupier solving prowess), work your way through
in Gomorrah. the shocking sights and sounds of this wild

157
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Putting the “Free” 75 Tell the Thug his boss won’t be

speech
happy, then bluff that Carlitos is

in Freeside trading what he stole for Joana.


Tell the Thug he has two choices;
8

STRENGTH
living or dying. With your bulk,
impose your mass on the “little men
shaking like leaves” behind the Thug, who
promptly backs down.
85 Or appeal to the Thug’s selfish side
8

barter
and offer him 500 Caps (if you have
Head back to Gomorrah. Tell Joana (in the it).
courtyard) that the meeting is happening.
Any other choice, or failing these checks,
5 Wait until around 11:30 PM and return to
begins a frantic battle (10), which may inflict
Joana. She puts on her disguise (7) and
a deadly wound on either Carlitos or Joana.
begins a slow, nonchalant walk out of the
courtyard, and through the casino. Simply Joana is safely delivered to Carlitos.
mosey on over to the casino lobby (8) where The Omertas who set up the ambush
two disguised hookers are waiting. When are gone.
Joana arrives, speak to her and head to the
exit. Obviously, solving this with words is safer.
Once outside, Joana and her lady-friends Assuming Carlitos and Joana survived, speak
walk slowly until they’re out of Gomorrah’s with Carlitos. You can ask for:
bright lights, and then make a dash for the Nothing, you’re a good Samaritan.
6 gate to Freeside.
Return to Carlitos, and give him the news 200 Caps
that she’s ready. His plan is to get her to
Freeside. He’ll meet you outside the gates to
The Strip [2.13] between midnight and dawn, Caution This Quest fails if
you spend too much
barter
65
Or 400 Caps.
although he thinks he’ll need backup. He has time wandering Gomorrah while you’re
some friends who owe him, and he wants you escorting Joana. Stay close to her as she
to recruit them. Joana will be disguised, and maneuvers through the casino, and leave
promptly or you’re spotted. And be sure you 200 XP
the place is packed around midnight; Joana
take down every single Omerta Thug who
will be able to slip by. Get right on it!
tries to shoot Carlitos or Joana. They must
Carlitos wants to meet Joana in live!
Freeside, between midnight and
dawn. Explain the plan to Joana. I decided to tell Cachino about
Joana’s intentions to escape. He
(Optional) Carlitos suggests getting wants me to turn the hired guns on
backup before attempting the escape. Carlitos at the meeting.
Find the two guns-for-hire that owe
him a favor.
The Fleeing Songbird 11
Although purely optional, it’s a fine plan to
• Joana then bids you farewell (11). She
head to Freeside and the Atomic Wrangler
has nothing to give you except her
Casino (5) [2C.06] where Carlitos’ associates
thanks, and some information on the
are. This helps guarantee that Joana and
Omertas. Apparently Cachino might be
Carlitos escape. Enter the lobby, and look for
attempting an operation to “get even” with
a pair of likely lads called Big Beard and Little
Mr. House. This is one of three ways to
Beard (6). Big Beard does the talking, so tell
begin Side Quest: How Little We Know.
him Carlitos is ready to cash in his chips.
The debt had something to do with beards; let Joana is free and reunited with
them know “where” is Freeside, and “now” is Carlitos. She spoke about rumors of a
9
the time. sinister Omertas’ operation.
The help of two expert shooters is Nothing, you’re a good Samaritan.
secured—granting extra protection
during the escape. 200 Caps
Joana will wait, in disguise, at
Gomorrah’s lobby. Go there and lead Or, you can accept Joana’s offer of a more…
physical reward.
the girls to Freeside.

Gomorrah Never Knows Once in Freeside (9), be aware of a Pickpocket


10

in the chaos of the fleeing Joana. Deal with


him quickly before following Joana to her
love. Flanked by the Beards, Carlitos is in
the middle of thanking you, when you’re
ambushed! An Omerta Thug steps into the
fray, and beckons you over. The Thug tells
you Carlitos should have fled with the Caps
he stole. But now it’s time to pay for those
offenses! You can:
7

158
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Can You Find It in Your Heart?


Suggested Experience

Mojave Outpost the enemies swarm your way. Concentrate


QUEST FLOWCHART
(1) [4.27]. Find on wiping out the Giant Soldier Ants, then
Quest Start a little freelance the larger Workers, and finally the younger
Enter the Mojave Outpost Headquarters and speak work—and some Workers until your Quest log updates. This
with Ranger Jackson real characters— attack should be straightforward, even with
once you enter the limited offensive hardware. Stay on the
Mojave Outpost upper concrete walls and fire down. There
Agree to help Ranger Jackson with his critter 2 Headquarters. Chat
problem should be around seven Ants, and some
with or bypass Major Knight at the counter, inquisitive Radscorpions (optional kills).
and turn left, moving west into the main
Kill all of the ants at Ivanpah Race Track Return to Ranger Jackson at Mojave
corridor where you’ll meet Ranger Jackson
(2). Ask him if you can help. The road to the Outpost.
Completion Stage north has gone all to hell, and Jackson wants Ranger Jackson thanks you for your help in
Return to Ranger Jackson to get the caravans moving again. However, getting the caravans moving, and the Quest
an insect infestation is preventing this. Repel concludes. If you ask about your reward,
this threat, and Jackson might accidentally Jackson tells you he can hand over a few
Main Factions “lose” some supplies to pay you with. items no one will miss, along with a small
Caps reward. Expect items such as the
Clear out the critters on the road to following as the Quest concludes:
Ivanpah Lake.
new ca. 100 XP
republic

Attempts at Critter Caps (100)

Containment
Caravan Lunch (2)

Service Rifle and Ammo


3
The critters in question are Giant Ants, which Weapon Repair Kit (2)
have been congregating at the remains of the
Long 95 underpass (3) just east of Nipton
Road Reststop [4.22] which is a short trek
1 northeast. Head there with your favored
insect-repelling equipment: long-range rifles
Through the giant rusting statues and
to burst heads off the Soldiers, and then
massive freeway wreckage lies the NCR’s
closer combat weaponry as you close in or

Classic Inspiration
Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Speak to Michael Angelo at Michael Angelo’s workshop in the Strip (Southwest corner).

The
Agree to help Michael Angelo take pictures of the signs. Strip

Can Be Completed in Any Order


The Cistern Chapel
Photographing the Photographing the Photographing the Photographing the Photographing the
Bottle HELIOS One Sign Airfield Sign Bison Thermometer

Travel to the Sunset


Travel to HELIOS Travel to Camp
Sarsaparilla Head- Travel to Primm. Travel to Novac.
One. McCarran.
quarters.

Take a picture of the


Take a picture of the Take a picture of
Sunset Sarsaparilla Take a picture of the Take a picture of the
McCarran Airfield Novac’s Dinosaur
Headquarters Bottle HELIOS One sign. Bison Steve sign.
sign. Thermometer.
sign. 1
At the southern end
Completion Stage of The Strip is an
Return to Michael Angelo. oft-overlooked place,
a water treatment
facility long since
mothballed and
turned into Michael
2 Angelo’s Workshop

159
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
[2D.08]. Access the building (1), which
consists of an office, workshop, and large Take a picture of the Bison Steve sign. The HELIOS One Sign
warehouse where Michael (2) crafts and
repairs many of the signs you’ve seen on Take a picture of Novac’s Dinosaur
The Strip. You may also meet his assistant Thermometer.
Kate. Clad in a Vault 21 Jumpsuit, Michael’s
startled and thinks you’re here to request Take a picture of the Sunset Sarsa-
more billboards for Mr. House. You can: parilla Headquarters Bottle sign.
Tell the truth, and begin this Quest.
40 Or lie, and Michael begins to sweat,
Take a picture of the HELIOS One
sign.
speech

apologizing for the late delivery of the


billboards you know nothing about.
Take a picture of the McCarran
Retort that Mr. House doesn’t
45 As expected, this is at the front of the HELIOS
Airfield sign.
speech

appreciate failure, although you One building [5.13].


could be “persuaded” not to tell him.
Michael asks what it would take. Sights, Camera, Action! The McCarran Airfield Sign
55 Reply “300 Caps.” You have one
speech

more chance to tell him you’re


kidding, or he hands the funds over,
and is done dealing with you. Unfortunately,
once you’ve shaken Michael down, he’s
unwilling to talk about his feelings, and the
Quest cannot be started.

Caps (300)
3
Look at the spare parts and assembly Take the camera, and remember you have The sign is missing an “R,” but it’s still inspi-
45
rational. Take at Camp McCarran [2.19].
repair

tools and tell him Mr. House won’t 24 chances to take five good pictures, which
buy his excuses.
Or at any point, you can tell Michael to
should be more than sufficient. However, if
you use up all 24 chances just ask Michael
The Sunset Sarsaparilla
relax, you’re a kidder. Angelo for more film. You can visit the Headquarters Bottle
following Mojave Wasteland landmarks in any

Tip Itnamed
is wise to bring an Eyebot order (they are presented alphabetically). On
ED-E with you, as each occasion, stand so you have a good view
Michael Angelo mentions the word of the sign. Optionally check for the sign in
“HELIOS” during his conversation, which the camera’s viewfinder (3), and snap away
causes no end of interesting results to your (use “aim” as the viewfinder, and “shoot” to
metal pal, as part of Side Quest: ED-E take the picture). Continue until the Quest
My Love. Objective updates. The Cap value is the
amount Michael awards you when you return
Continue to steer the conversation toward (which you can do once all photos are done,
Michael’s background. He grew up in Vault or at any time during your photography trip).
21, and he’s increasingly frightened by the The big bottle of Sarsaparilla is the entrance
outside world, and longs for safe, warm The Bison Steve Sign to the company headquarters [2.17].
corridors. This fear seems to be draining
Michael of his creativity. But he needs you
Picture # Cap Payment
to keep quiet about it, as this information First 100
wouldn’t be good for business. You can:
Second 125
55
Diagnose him with clear symptoms
medicine

Third 150
of acute agoraphobia.
Fourth 175
Ask about returning to Vault 21.
Or lie and laugh at his condition.
Fifth 200
50
speech

Any of these three choices continues Completion 500


the conversation until Michael This is located in the town of Primm [4.17].
realizes he can bring the outside in. He Return to Michael Angelo for your
produces a camera, and asks if you’d mind Dinky, the Dinosaur reward.
taking some photographs of inspiring
landmarks. Agree to begin this Quest.
Thermometer Back at his workshop, Michael is thrilled with
your work, and awards you appropriately
with some of the easiest Caps you’ve ever
Codac R9000
made!

Camera Film (24) 500 XP

Michael Angelo wants pictures of


famous signs around New Vegas.

Find Dinky over at the town of Novac [5.18].

160
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Climb Ev’ry Mountain


Suggested Experience

QUEST FLOWCHART Main Factions


Speaking to Captain Gilles Quest Start
begins Side Quest: No, Speak to Captain Gilles at Bitter Spring and ask about dead refugees
Not Much
Head to (Great Khan supply cave) new ca. Great
republic khans

[Speech 50] Convince He can take revenge on those


Oscar that it is a refugee responsible and attack Camp McCarran
camp [2.19]. He agrees, and sets off to an almost
certain death. You’re left without a key.
Tell Oscar to join the • Or you can finish the conversation
Tell Oscar to take revenge
Kill Oscar Red Rock Canyon Khans quickly, and ignore him. This isn’t wise,
(Bad Karma)
(Good Karma)
as he attacks if you try and open his
Supply Cache gate.
Completion Stage
The only other option is to kill Oscar
Return to Captain Gilles Velasco, if your Speech skill is lacking.

Beware the Moon Last of the Flails of God Note Assuming Oscar makes it
back, you can run into him
at Red Rock Canyon later in your adventure.
Or, if you send him to Camp McCarran, the
next time you’re there, you’ll witness his last
(and pointless) stand.

Oscar’s loot is behind a locked gate. You can:


Use the Great Khan’s Supply Cache Key you
were given, or looted from Oscar’s corpse.
Or you can use your skill at
25
lockpick

1 3 unlocking. However, if Oscar is still


Camp Bitter Springs After some difficult roaming the caves, he’ll attack you
(1) [3.08] is in danger mountain-climbing, with Grenades and other deadly ordnance.
of being overrun by reach the farthest of Behind the gate is a metal shelf (5)
refugees trekking the three caves in the containing various items. Top of the list is the
away from the Faction sandstone mountains Great Khan Supply Cache. Grab it, and exit
fighting across the northwest of camp. this gloomy place.
Wasteland. Captain The view from up here
2 Gilles (2) is at her 4 is spectacular (3), but
Great Khans Supply Cache
wit’s end, and could do with some help from a it’s the cave in the
Lone Wanderer. Greet her at the higher end of rock wall behind you
that needs investi-
Tell Captain Gilles about Oscar
the camp, in her command tent area, and ask
what you can do to help. This begins the larger gating. Once inside Velasco.
Side Quest: No, Not Much (see the nearby the gloomy cavern,
Note). Continue the chat to begin an additional you’re stopped only
portion of the larger Quest (this one) by asking a few paces in by a
about the dead refugees. You’re tasked with
5 gruff old coot clad in
investigating nighttime raids on the camp. filthy Great Khan attire. This is Oscar Velasco
The Bitter Springs Quests are interrelated. (4), and he’s the nighttime raiding culprit.
First, speak to Captain Gilles to begin Side Speak to him next to his hanging meats, and
Quest: No, Not Much. To complete the first confirm his guilt. You can:
part of that “overview” Side Quest, you must • Ask him about the massacre. He counters
achieve the following: with the fact that the camp was built on 6
the blood of his people, an inconvenient Carefully retrace your steps, until you see
new ca.Become Idolized with the NCR.
republic fact forgotten by the NCR. Camp Bitter Springs below (6). Return to
Achieve this by completing Quests
associated with this Faction (which are • Ask him about his people. He was part Captain Gilles, and tell her that you’ve dealt
tagged throughout the guide). of a band of brothers known as the Flails with the attacks on the camp. They won’t be a
of God. The NCR massacred everyone, problem any more. Tell her there was a Great
Complete Side Quest: Bitter Springs
including the women and children from Khan raider up there. Quiz her further about
Infirmary Blues (optional).
his clan. the NCR massacre for her side of the story.
Complete Side Quest: Flags of Our Foul-Ups. 50 Tell him those in Camp Bitter
speech

Note Give
Complete Side Quest: I Put a Spell on You. Springs aren’t responsible for the Captain Gilles the
NCR atrocities. He agrees, but what Great Khan Supply Cache
Complete Side Quest: Restoring Hope. else can he do? as part of the completion of Side Quest: No,
Complete Side Quest: Climb Ev’ry Mountain He can let go of his hate, and join the Not Much. Refer to that Quest for further
(this Quest; the second part of the Khans in the Red Rock Canyon [1.15]. information.
“overview” Quest). He agrees, and leaves you his Cache Key.
These five Quests are all parts of Side Quest: NCR Fame Gained!
No, Not Much. Great Khans Supply Cache Key

Find the source of the attacks on


100 XP
Bitter Springs.
161
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Cold, Cold Heart


Suggested Experience

destructive power
QUEST FLOWCHART
and horrific brutality
Quest Start of the Legion.
Speak with Vulpes Inculta at Nipton Tire fires burn
everywhere, and any
remaining Powder
Travel to the Mojave Outpost and speak with Sgt.
Kilborn Gangers have been
2 tied to crucifixes
fashioned from telephone poles and left to
Completion Stage Completion Stage
bake in the desert sun. 3
Promote Legion Warn him of Legion
Move into Nipton and investigate the Town
warfare movement Leave this unhappy
Hall (1), toward the double doors. An imposing
place, and trek
member of the Legion marches down the steps
toward the NCR’s
to meet you, clad in red armor and wearing
Main Factions some kind of dog-skinned helm. This is
Mojave Outpost
[4.27] up the hill
Vulpes Inculta (2), and he tells you not to
of rusting traffic,
worry; you won’t be nailed to a cross like the
passing under the
rest of these degenerates. If you admire his 4 two massive metal
new ca. caesar’s work in Nipton, you gain Legion fame.
republic legion statues (3), and search out Sergeant Kilborn
(4). It is a simple matter to relay Inculta’s
A Prelude to the Caesar’s Legion Fame Gained! warnings, although how you inform Kilborn

Profligates
can vary:
Inculta wants you to memorize the fate
of Nipton, then move west to the Mojave You can warn him of the Legion’s
Outpost and let “the Profligates” know “the movement in and around Nipton,
little sermon” he prepared here. You may Or you can promote the Legion’s aggressive
already have come from here, investigating tactics to the east. This option gains
these occurrences for the NCR Ranger named Legion fame but either option concludes
Ghost (Side Quest: Keep Your Eyes on the this Quest.
Prize). You can continue the conversation
at length, asking him about Caesar, before Caesar’s Legion Fame Gained!
you’re waved away to teach what you’ve
learned here. “There will be more lessons in You told the NCR about Vulpes
1 the days ahead,” Inculta tells you, ominously. attack at Nipton.
The town of Nipton, originally overrun by
Powder Gangers, is now an example to Spread word of Legion atrocities. 150 XP
the rest of the Mojave Wasteland of the

Come Fly With Me


Suggested Experience

See flowchart on the following page

of Dinky the Dinosaur (1) to guard the Another Novac


Main Factions settlement from these Feral invaders. You dweller who knows
can ask many of the townsfolk about this about the Ghouls
problem, but two of them give the most infor- lives in a tiny shack
mation. The first is Manny Vargas (2). on the outskirts of
Novac jason super
During your search for the man with the town (3). Enter the
bright mutant
checkered coat, in Main Quest: They Went shack, negotiating
4 the trinkets and
Novac’s Ghoul Problem That-A-Way, Manny requests your help
regarding this issue. Indeed, if you don’t object d’art strewn everywhere, and speak to
have the necessary sweet-talking skills, you No-bark Noonan (4). You can threaten him, or
may have to finish this Quest before Manny listen to his particular brand of insane chatter,
reveals a clue to the man’s whereabouts. It but to get some semblance of knowledge, ask
seems that Novac trades in junk, which is if anything interesting is happening in the
scavenged up the road at an old rocket test area. He mentions the Ghouls up by the old
site. But a bunch of Ghouls showed up and rocket factory, but tells you it’s “sensationalist
took over. You need to remove the Ghouls, hooey.” Ask who is actually at the factory, and
and Manny doesn’t care how you do it. No-bark replies that it’s obviously commie
ghosts “what don’t know they’re dead.” At this
1 point it might be wise to back slowly away,
and begin this Quest.
The town of Novac
[5.18] has been
terrorized by Ghoul
encroachments over
the past few months,
and the situation
is now so bad that
2 two snipers (Manny
3
Vargas and Boone) take turns in the mouth
162
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

QUEST FLOWCHART

Quest Start Alternate Quest Start: Quest Failed


(Trigger) Explore the Rocket Facility and find the (Trigger) Speak to towns- Kill Jason Bright and the
Intercom people in Novac Ghouls at any time

Speak to Jason Bright.

Agree to help Davison Kill the Nightkin & Davison 7


The REPCONN
Help Harland find his Facility is a maze of
Kill Harland
friend. rooms and corridors
on two main levels.
Wind through to
Return to Bright
a large warehouse
area (7), killing
Agree to repair the rockets. 8 Feral Ghouls as you
go. Climb the rusting catwalk steps in the
warehouse that lead up and around to a
[Speech 50] At any time after agreeing to repair the
(The Following Can Be Completed in Any Order) covered walkway and a sealed door. Access
rockets, attempt to sabotage the rockets.
the nearby intercom, where the same voice
unlocks the door and says you he’s watching
Get Control Module Get Isotope
you closely. Open the Door to REPCONN
Research Labs.
Steal Get the The man on the intercom isn’t actually a
Buy the toy
Buy (500 from/ isotope
rockets in Bring 3 Sugar Bombs to Chris Ghoul; he’s a scientist type called Chris
caps) Kill Lady off of Dr.
Novac Haversam. He’s not as important as locating
Gibson RADical
Jason Bright. Bright is checking the
laboratory, so search the area until you find
Launch the rockets him (8). He’s certainly not Feral; in fact he’s
extremely civil, and tells you his true home
Completion Stages Quest Failed awaits his people “in the Far Beyond.” When
(Failure) Jason Bright is he asks if you’ve come to help them “complete
Rockets Launched Rockets Sabotaged the Great Journey,” you can:
killed.
Attack any non-Feral Ghoul, Chris
area) before dropping down as the REPCONN Haversam, or Jason Bright. If you do, this
Head to the REPCONN facility west Quest automatically fails.
facility looms into view ahead (and slightly
of Novac to investigate rumors of
right) of you (5). Expect combat here with Ask for copious information on the Great
ghoul activity there.
Ghouls in a variety of sickly hues. Journey, Far Beyond, and the human
who let you in. You’re given the Ghouls’
Enter the facility and discover the
Note You don’t need to speak to
anyone in Novac to begin source of the ghouls.
cosmology, which makes interesting (if
slightly deranged) listening.
this quest. You can head to, or stumble
upon the REPCONN Test Site without even Tell Jason you’re here because of the Feral
heading into Novac. This Quest begins when Ghouls wandering into Novac. Jason
you find the intercom inside the building, hates to see “his flock” butchered, and
and speak with Jason Bright. had contained the Ghouls in the first
floor of this facility. The demons must
have let them out.
Some Bright Spark Naturally, ask for more information
concerning these “demons.” Jason seems
to describe the method of attack by the
6 Nightkin, whose incursions have apparently
Climb either set of exterior steps up to stopped “the Great Journey.” Ask about the
a ruined concrete forecourt where more “raving” demon. This was a speech by their
emaciated Ferals need executing (or Sneaking leader, warning the Ghouls to stay away.
past). After dealing with them, move to the You’re asked to help. To continue this Quest,
double doors and enter the facility. You’re agree to head underground and face these
in the reception foyer (6) of the building, “demons.” You’re given a key to unlock the
being verbally abused by a voice over a basement, which is otherwise inaccessible.
5 nearby intercom. You’re instructed to get Return to the large warehouse, drop down
upstairs and speak with “Jason” before your to the ground floor, and open the basement
The REPCONN Test Site [5.17] is almost due
unpleasant appearance causes vomiting. door.
west of Novac, but the surrounding crags
Agree to this, and step over the body of a
and mountains make a direct route almost
dead Nightkin.
impossible. Instead, find the remains of the REPCONN Basement Key
road that begins close to the outskirts of
Novac at a small electrical substation, and Launch Music signal found.
(Optional) Find the leader of the
follow it through the rocky hillside. Ghoul
“demons” and speak with him.
bodies are strewn on the road, and live ones Head upstairs to meet with the owner
prowl and growl under a concrete bridge and of the voice from the intercom. Get rid of the Nightkin in the
security barrier. The road is littered with
Speak with Jason Bright, the leader basement.
burned-out vehicles and partial defenses.
Search these for items (especially the shelving of the REPCONN ghouls.
and sandbags at the far end of the bridge

163
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
You can also try using the same
Battle in the Basement Plan 1, Part 2: Hardcore Harland

sneak
Stealth technology as the Nightkin,
and move about the basement
Now you’re in the REPCONN Basement,
without killing any, or as few Nightkin as
and you have a number of ways to help
possible.
the Ghouls. Choose the plan you’re most
comfortable with: Along the way, you’ll encounter a Nightkin
Jailer, and it’s important to take the key
Plan 1, Part 1: Antler Sings for from his corpse (or Pickpocket it) to allow

Stealth Boys access into the generator area (11), which is


accessed by a door. Once inside, turn left and
open the door in the middle of the connecting
10 wall. In both cases, you can:
Davison’s Key (which you’ll find on his body 25
Use Bobby Pins and a modicum of

lockpick
if you decide to kill him instead) opens the skill to open.
door at the southern end of the first corridor,
by the dead Nightkin and scattered barrels.
It leads to a large, two-floor storage chamber Use the Jail Key.
with a Ghoul sniper, Harland (10). He notices
you’re not 10-foot tall and blue, and holds his
9 fire. You can: Jail Key
Head south along the main corridor until Ask how he got trapped here, and about the
you reach a right corridor junction, head Stealth Boys. Once in the second generator room, the
down the few steps, and reach a door leading first barrel-storage room to your left (east)
Tell him that he doesn’t look like the other contains the remains of Harland’s Ghoul-
to a small storage room. This has been
Ghouls from Bright’s group. Then ask friend (12).
commandeered by a hulking Nightkin called
how you can help him get out of this
Davison (9). Taking orders, it appears, from a
Brahmin skull called “Antler,” Davison almost
room. He informs you that he had a (Optional) Return to Harland and let
attacks, but (if you haven’t killed any of his
friend who fled in the wrong direction; him know the bad news.
farther into the basement. She’s probably
Nightkin, and optionally used a Stealth Boy Inform Harland (back at his camping point)
dead, but Harland isn’t leaving until he
to reach him) he instead asks what you’re that his friend is dead. He’ll miss her crooked,
knows for sure. Agree to find this friend
doing here. You can: yellow smile. But with nothing left to worry
to begin Plan 1, Part 3.
Find out more about Davison’s particular about down here, he heads topside, allowing
type of psychosis. Or, you can kill Harland, or advance into you to search this chamber thoroughly.
the room until Harland becomes hostile.
Or tell him you’re here on behalf of the
Ghouls upstairs. He tells you that Antler
This begins Plan 1, Part 4. Plan 1, Part 4:
has brought the Nightkin here to look for (Optional) Find Harland’s friend, Davison’s Departure
something. Tell him you can help. who has been imprisoned by the
Davison informs you that there’s a shipping Nightkin.
invoice for “hundreds” of Stealth Boys,
apparently sent here. The Nightkin have
searched everywhere for them—everywhere
Plan 1, Part 3: Missing That
except one room. That room contains a “crack Crooked Yellow Smile
shot” Ghoul who sets traps and kills his kin.
Agree to find the Stealth Boy stockpile as long
as Davison and his Nightkin leave the place.
“Antler” agrees, and Davison gives you a key. 13
Head up the stairs to the mezzanine level that
Davison’s Key Harland was viewing you from, and check the
working terminal up here (13). Read all three
(Optional) Locate the Stealth Boys in log entries: “Shipment Mistake?”, “Workplace
the Rocket Facility for the Nightkin. Misbehavior,” and “Shipment Sent Back.” The
11 first and last missive provides all the evidence
You can also choose to kill Davison (and all you need to let Davison know the Stealth
the Nightkin) at any point. Tips for dealing Boys weren’t even here to begin with.
with Nightkin are listed under Plan 2.
Note: Stealth Boy Shipment Update

Caution Watch out for Antler!


It is an incredibly Return to Antler and Davison, and tell him
bad idea to touch the Brahmin skull there are no stockpiles in this building.
Davison is taking orders from; picking up After some arguing with an inanimate skull,
Antler or knocking it infuriates Davison, so Davison agrees to take his remaining forces
prepare to fight him if this happens. and locate the Stealth Boy shipment based on
12
the updated information. The Nightkin threat
You must now (ideally using the map of the
in the basement has been removed!
REPCONN Basement in the Tour Chapter)
maneuver along the unsafe corridors to Report to Jason Bright that the
a two-floor control room with aggressive Nightkin are gone.
Nightkin, some armed with Grenade
Launchers.
You can attack normally, looking for
guns

the tell-tale signs of a shimmering


Stealth Boy as Nightkin materialize
in front of you. If you’re swarmed, fire at their
legs to slow down the charging Muties.

164
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Backtrack down to the basement, and You can figure out a trade with

lady killer
Tip Once Davison is hostile to
your cause, every single
delve deeper into the twisting tunnels and
connecting passageways, moving southward
this attractive lady. She knows you
don’t mean it, but she gives you the
Nightkin must be slain. There are through the old sewer tunnels and radioactive modules for free, you flatterer!
around eight down here. Search the place storage rooms to an observation chamber x50
thoroughly, until the Quest updates. Davison overlooking a launch pad with a number of

barter
Or Barter her down to 250 Caps.
becomes violent if he hears you battling his huge rockets sitting on it (15). Speak with
brethren, so do your Nightkin killing away Jason once more. It seems the rockets that
from his chamber, and close his door behind 50
will carry Bright “to salvation” are missing Or use your charm to cut the price

speech
you. down to 250 Caps.
vital components. You can speak to Jason
one last time about Chris, or his Faction.
Plan 2: Kill Everything Speak to Chris Haversam about Or pay her the 500 Caps.
That’s Blue fixing the rockets.
CAPS

Or kill her and her dogs, and


Chris (16) doesn’t like it, but he’s been told to

guns
take the modules by force.
cooperate with you on the final tasks. Speak
to him about this and you can: Or steal it when Gibson is away from
• Ask how you can help. Haversam needs the garage.
“shielded nuclear waste” for the fuel
source, and thruster control systems for Thrust Control Modules
the missing computer parts. Set off to
locate those at once, which can be done You can also ask whether they salvaged
in any order. any containers of radioactive material from
14 REPCONN. As it happens, they did, and it sat
• You can also ask what Haversam is doing
For a more violent solution to the Nightkin here, and follow this line of questioning as a nightlight until it was recently purchased
menace, if don’t care about a Ghoul’s lost with dogged determination, asking why by a man in a radiation suit, who said he was
friend, enter the basement fully armed and he isn’t allowed on the launch pad, his heading over to Clark Field [6.07] to put the
ready to fight. When battling Nightkin (14), humanity, past in Vault 34, lack of hair. suit through its paces.
remember these important points: And finally:
You can attack normally, looking for Return to the Rocket Facility and
Reveal that Jason told you only
50
give the parts to Chris Haversam.
guns

the tell-tale signs of a shimmering


speech

Ghouls are making the trip.


Stealth Boy as Nightkin materialize
in front of you. If you’re swarmed, fire at the
As expected with this kind of
realization, Chris takes it badly. He instructs
Reconnoiter #2A:
legs to slow down the charging Muties. you to bring him three Sugar Bombs to Mr. RADical’s Isotopes
You can also try using the same sabotage the rockets, but only if you agree.
sneak

Stealth technology as the Nightkin, You can change your mind at any time, too.
and move about the basement
without killing any, or as few Nightkin as
Find atomic fuel for the rockets.
possible.
You don’t even need to meet Harland using
this plan, but if you do, his requests are
Find parts to fix the rockets’ thrust
irrelevant, as you aren’t proving the location controllers.
of Stealth Boys; you’re eradicating the
(Optional) Bring 3 Sugar Bombs to
Nightkin menace.
Chris Haversam. 19
Report to Jason Bright that the If you spoke to Old
Nightkin are gone. Rocket Part Reconnoiter Lady Gibson (or even
if you didn’t), you
Preparation for the Reconnoiter #1: Control Modules should follow up
on her information
Great Journey regarding the man
in the radiation suit.
20 Head to Clark Field,
and clamber through the ruins (19) until you
spot a scavenger lying dead on the ground,
clad in a radioactive suit (20). Search the
body (while watching your own RAD levels),
and you find the Isotopes on his corpse, along
with a Journal listing his (ultimately failed)
17 suit tests.
The first place to try
15
looking for Thrust Isotope-239 Igniting Agent
Ascend through the Control Modules is
REPCONN building, the Gibson Scrap
all the way up to the Yard (17) [5.14].
Research Labs, and Mr. RADical’s Journal
Negotiate around the
reconvene with Jason piles of junk to the
Bright. Inform him 18 garage itself, and find
that the “demons” are Old Lady Gibson (18). You can ask her about
16 gone. Bright is ecstatic
other Quests and the HELIOS facility to the
and immediately makes plans to lead his flock north. However:
through the basement to “the sacred site.”
You’re mainly here for Thrust Control
Head to the REPCONN basement Modules. She has them, but they’re 500
and talk to Jason Bright about what Caps.
comes next.

165
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Activate the Navigation Console, and
Reconnoiter #2B:
Cliff Briscoe’s Souvenirs Tip Sugar Bombs are a common
item, and usually found
examine the navigation data further,
then alter the rockets’ course so they arrive
on shelves or traded to storekeepers 12.5 percent closer to their destination.
throughout the Mojave Wasteland. These Now hit the Launch Button. The launch is a
aren’t needed to sabotage the rockets, as you success (25).
have the option to change the trajectory later.

The Bombs Bursting in Air


Bright Eyes, Burning Like Fire
Return to REPCONN, and return to the
basement, and to the launch bay observation
room. Speak with Haversam again. Hand him
21 the Thrust Control Modules. Then hand him
Another place to find either the Rocket Souvenirs or the Isotope.
the Isotopes you need Optionally hand over the Sugar Bombs if you
is back in Novac. definitely want to sabotage the rockets. With
Visit the Dino Bite your part complete, head up to the viewing
Gift Shop, and speak platform on the top floor of the facility,
24
to Cliff Briscoe (22). accessed via the Research Lab, where you Activate the Navigation Console, and set
Ask what he sells, first met Jason Bright. the rockets to crash into one another.
22 and deftly sidestep Now hit the Launch Button. The launch is a
the issue of buying the T-rex figurines. Focus Talk to Chris Haversam to begin failure (24).
on asking him about the souvenir rockets; preparations for the rocket launch. If Haversam found out he was human,
scale replicas of the ones in the REPCONN and you convinced him that revenge
Facility. T hat makes them glow. Tell Briscoe Head up to the viewing platform and was the only option (instead of telling him
you’re here to purchase all his remaining complete the launch sequence. Jason Bright did it for Haversam’s best
rockets. He agrees, and offers to let you have interests), the launch is a failure no matter
the key to his storage room; take what you (Optional) Sabotage the rockets so what you do (24).
can carry for the cost of the key. You can: that they crash on launch.
Ask to see his inventory, and purchase the Once you have a commanding view of the Novac Fame Gain!
Storage Key for 75 Caps. launch pad dome, you have the sacred task
30 Tell him he has no other offers on of finishing the launch sequence. There are a
800 XP
barter

the rockets. He offers you the key for variety of ways these rockets can launch.
10 Caps.
The Rockets’ Red Glare 200 XP (for upgrading the
lockpick

Or pick the lock yourself, for free. trajectory)

Or you can kill Briscoe and


Note Who’s that wandering
dejectedly around Novac?
guns

open the storage room, but


that’s a little excessive. Why it’s Haversam, who tells you what he’s
doing now that he has a new life, away from
Inside the storage room (21), there’s a mass his old Ghoul-friends.
of rockets, as well as a huge stash in a crate.
Simply grab the crate’s worth; that’s enough.
Or take the individual ones, too.
23
Rocket Souvenir (49+) Simply activate the launch button, ignoring
the Navigation Console. The rockets
launch successfully (23).
Reconnoiter #2C:
Schools of Learning
You don’t need to hassle Cliff Briscoe for
Rocket Souvenirs, because there are two
other locations to scavenge them from. Visit
the REPCONN Headquarters [2.35] and
ransack the gift shop (and adjacent) area,
gathering enough Rocket Souvenirs for your
needs. There are also three Rocket Souvenirs
inside the Elementary School inside Camp
Searchlight [6.16]; but that isn’t enough to
complete this Objective.

Rocket Souvenir (15 + 3)

Return to the Rocket Facility and


give the fuel to Chris Haversam.

166
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Crazy, Crazy, Crazy


Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Approach Black Mountain.

super
[Speech] Convince mutant
Ignore Neil.
Neil to help you.
Mutants—to shoot humans on sight. You
can ask Neil for much more information,
Perform One and the trouble to expect.
You can also ask Neil if he’s had
50
Take the shortcut up

speech
Continue up Black enough of Tabitha, and if he needs
the steep hill with
Mountain. some help. Neil agrees, and tells you
the boulder trap.
to meet him “in the village, up near the peak,”
where you can talk further. Without this
Reach the top of the mountain.
Speech check, you’re on your own.

At the top, use Neil Talk to the Radio Head to the summit of Black
to draw out the in the upsidedown Mountain and end Tabitha’s reign of
Nightkin. dish. terror.
Alert Tabitha to your [Speech] Convince (Optional) Meet Neil in the village
presence and remain Tabitha that the near the summit of Black Mountain.
hidden in dish as Dumb-Dumbs are
Nightkin head down taking over then There are two ways to scale Black Mountain.
from mountain. fight the Nightkin.
The first involves trekking up the switchbacks,
while the second involves taking a shortcut.
Approach the “Main Area.”
Ascent: The Long,
Free Raul.
Enter the far
building.
Enter the middle
building. Horrifically Frightening Way
Exit out the back
door, get the spare
Exit the building. [Repair] Fix Rhonda.
key from under the
stairs.

Completion Stage Completion Stage Completion Stage


Exit the Building
Fight Tabitha for Enter the second
and talk to Tabitha
stealing Raul. (If she floor, kill Tabitha,
so she leaves with
is still around.) get her key. 3
Rhonda.

the road as you head northeast up from Sloan


Entering the State [4.08], and take the remains of the road to the

of Utobitha right when you see it. This leads to a winding


series of switchbacks allowing access to
Tabitha’s mountaintop lair.
Black Mountain Radio
Although you can
leave the road and
scramble across
the rocks, there are 4
numerous Super
Mutant shacks along
the ascent. Instead,
2 maneuver along the
road as it winds right, to Neil’s Shack [5.06].
At this point, you’re waylaid by the shack’s
1 owner, a dark green Super Mutant named
Neil (2). You can:
If, during your travels, you’ve tuned your
Pip-Boy’s Radio to Black Mountain Radio, Take out your weapon, ignoring what he
you’ll hear the dulcet tones of Tabitha, and has to say, and slaughter him. 5
her radio show of terror. If you’ve ever thought Put away your weapon, and listen to him.
about scaling Black Mountain [5.07], prepare This is the preferred plan, because you
to pack more than a change of outfits; clusters gain insight into this heavily fortified
of Deathclaws (1) roam the main road close peak. Neil suggests you turn back,
to the Quarry Junction [4.04]. You can try because that radio voice is Tabitha:
clambering over the rocky ground to the the “supreme commander” of Black
east too, but you’re likely to be ambushed Mountain. Or as she calls it; “the
by Nightkin: a particularly aggressive (and State of Utobitha.” She’s ordered her
invisible) strain of Super Mutant. For the troops—a mixture of crazed Nightkin
optimal path, keep to the right (east) side of and more reasonable “second-gen” Super 6
167
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Choose to stay on the path, and you’ll run
into the following problems: Caps (around 400)
• There are three blockades (3, 4, 5). Each
contains two to four Super Mutants, and
Minigun and ammo
sometimes a disgusting Centaur. Attack
from a distance, shooting the foes as they
Near one of the trunks is a transceiver. Talk
close in, and hobbling them with leg shots
into it, and you interrupt Tabitha’s broadcast.
if they’re too close.
She’s furious. You can:
You can also try sneaking close to Alert her to your presence and she sends
10
sneak

each blockade, laying down mines or her Nightkin out to attack you. This is
C-4, then backing up and revealing The other, safer option involves a little stealth actually preferred because you’re less
yourself, and hoping the Super Mutants work. From the point where you spoke to prone to an ambush.
charge into your trap. Neil, follow the road around to the left until it
75 Infuriate her by convincing her
straightens out, then peel off into the rocks on

speech
• Expect periodic attacks from Nightkin (6), that “dumb-dumbs” (her name for
which come out of thin air because these your right, locating a gravel path up the right
humans) are about to take over her
blue beasts use Stealth Boys to launch (eastern) side of the mountain. Sneak and stay
radio station. This causes the Nightkin to
a surprise attack. Nightkin are mainly Hidden as you spot the second blockade (8) on
come running into the area, making them
armed with melee weapons, so backing your left. Quietly move across to a gate, and
easier to dispatch.
up and firing wildly is a plan. open it. This leads to a rocky mountainside
where the path peters out. Expect to face a
group of Evolved Centaurs (9) close to an
impact crater. Turn north, and scramble up
the rocks, heading for the cluster of radar
dishes (10), and climb all the way to the
summit, and a second gate. You can:
75 Unlock the gate, and quietly sneak
lockpick

into any of the three summit


buildings.
12
7 Or sidestep to the left, and take down
Press onward (south) along the path toward
• As you near the top, expect some Tabitha’s Nightkin guard from behind
the summit buildings. Expect three or four
toughened Super Mutants to take a swing the fence, before following it along until
Nightkin to attack you before, during, or after
at you (7). Fortunately, you can see them the fence ends, and entering the summit
your arrival (12), and pay particular attention
coming. There are patrols of more than from the opposite end, close to the shanty
to the Nightkin “sniper” armed with the
one Super Mutant to contend with, too. town. This allows you to access any of the
Missile Launcher on the radio mast platform.
Now move into the shanty village. summit buildings.
You may have defeated Tabitha’s forces, but

Shanty Village and Summit: she’s still broadcasting her lunatic message.

Tip This isn’t called the


“horrifically frightening way”
Not Receiving Visitors
Choose from three plans here:

for nothing. You can reach the top


without being completely pulverized by, for Plan #1: Rendezvous
example, locating the fallen NCR soldier with
the Magnum, and scrambling up the dirt with Rhonda
path above the corpse, circumventing some
of the combat.

Ascent: The Short, Slightly


Irradiated Way
11
Unless you took the shortcut, you’ll arrive at
the shanty village Neil described earlier (11).
13
If Neil has made the ascent, speak to him,
and use him to draw out the Nightkin from
the cluster of three main buildings ahead
(south) of you. These are Tabitha’s personal
guards, and having them de-cloak at a
distance means taking them down is a lot
8 easier. In fact, you’re likely to be left with only
a single Nightkin; the sniper guarding the
radio mast on the summit.
An even better plan is to rendezvous with
Neil, and then find a suitable hiding spot. Neil 14
heads in, coaxes the Nightkin out, and they
rush down the mountain after him, leaving
you free to tackle just the sniper.
Whether Neil is with you or not, investigate
the shanty town further, cutting down any
9 green or blue adversaries as applicable. Then
venture into the upturned radar dish.
This makeshift camp contains
50
lockpick

bedding and trunks you can scavenge


(including two locked trunks with a 15
mass of Caps and a Minigun inside).

168
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Enter the middle of the three structures, Enter the far structure, marked “Broadcast Enter the near structure, marked “Prison
marked “Storage Building.” The place is a Building, 1st Floor” (16). Inside, there’s Building” (18), and look around a small room
gigantic treasure trove of junk (13), and a terminal [EASY] with some old military with a Workbench and two terminals. One
three large trunks you can’t unlock. Of more logs, and a second [EASY] with Tabitha’s requires hacking [VERY HARD]. The other
interest is a broken Mr. Handy (or in this diary, charting her interactions with a Super has six entries, written by what appears to be
case, a “Mrs. Handy”) lying on a desk along Mutant named Marcus, and her robot pal Tabitha’s mechanic. Read all the entries, and
one of the walls. The robot’s nameplate says Rhonda, before her life took a turn for the you uncover a password.
“Rhonda.” You can: strange. Exit this structure by the Door to
Leave the robot alone, and try another plan. Black Mountain, and you appear by a fence Note: Black Mountain Password
and some exterior metal steps. Check below
Or check the robot’s circuitry. You
50
the steps for a set of keys. The password allows you to activate the other
repair

learn that the robot’s AI is set to


terminal instead of hacking it, which in turn
“hibernate” after being damaged. The
Tabitha’s Room Key allows you to disengage the lock to the other
robot was repaired, but not rebooted. Flipping
door in this room. Open it, and meet Raul
the switch brings Rhonda back. Rhonda
Use the key at the top of the stairs to enter Alfonso Tejada (19), the Ghoul from south
activates (14), and immediately requests
the second floor. Tabitha broadcasts from of the border. You can ask about his life in
the location of her mistress. Tell her to head
here, and she attempts to bludgeon you to Mexico City, and eventually learn that a
outside, and then follow her. As you emerge,
death (17). Search her corpse to find a second mixture of fear and locked doors keeps Raul
Tabitha arrives, ready to crush you, until she
Room Key (that she used to lock herself in confined to the Black Mountain summit.
spots Rhonda. Tabitha is overcome with joy
here), and an Equipment Key. This allows To free Raul, you must exit the building,
that her friend is back (15), and gives you a
you to enter the storage room, and unlock coming face-to-torso with Tabitha, and then
key. Perhaps losing Rhonda caused Tabitha’s
three trunks. There’s more ammunition and defeating her. Raul is free to leave (although
unpredictable behavior. They both leave
weapons in them than you can shake a Super that Petro-Chico jacket might look good on
together. Meanwhile, return to the storage
Sledge at. The Quest concludes. you), while you can grab the Equipment Key
room, and unlock the three trunks to find
from Tabitha’s corpse, and enter the storage
Plan #3: Libere al
more ammunition and weapons than you can
room, unlocking three trunks with more
hope to carry. The Quest concludes.
ammunition and weapons than the King has

Tabitha’s Equipment Key


Espíritu Necrófago! followers. The Quest concludes.

Tabitha’s Room Key

Plan #2: Shocked Jock Conclusion: Awesome


Armaments and an
Old-School Ghoul
Amid the masses of ammunition, be sure to
18 inspect the trunks for a variety of (random)
impressive armaments. When you’re done
ransacking, be sure you chat with Raul,
whether you rescued him earlier, or you’re
16 unlocking his prison right now. He’s happy
to provide you with some exceptional Repair
work, and you can bring him with you
on a journey of past introspection: Free
Quest: Old School Ghoul. This is well worth
commencing.
19
Tabitha’s Trunk Items (5 Trunks)

Follower: Raul
17

Perk!: Regular Maintenance

Cry Me a River
Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Speak to Jerry the Punk outside of the Great Khan Arena

Inquire about excitement over the initiation followers Great


OTA khans

[Speech 33] Convince Jerry he should join the Followers

Speak with Julie Farkas in the Old Mormon Fort

Completion Stage
Speak with Jerry and tell him that the Followers will accept him

169
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Suggest he’s not happy being a
33 To swell the ranks
Meeting the Punk Poet

speech
Great Khan, and might be happier of the Followers, you
someplace else. Tell him you’ll must travel to the
inquire at the Followers’ base for him. Old Mormon Fort
(3) [2C.01] inside
Talk to the Followers of the Freeside. Speak with
Apocalypse about letting Jerry the Julie Farkas (4) once
Punk join their order. 4 inside, and after a
quick conversation about the Followers’ lack

Note The poetry stylings of Punk


Poet Jerry:
of supplies and dire conditions, tell her you
met a kid who’s unsatisfied with his life,
and ask if she can take him on. She agrees,
1 “There once was a fellow called Garret,
even if he’s doing inventory on the Pre-War
Deep inside the Great Whose sister she did love to bare it, Unexploded Munitions Collection back west.
Khan encampment She flashed it around, all over town,
in Red Rock Canyon Tell Jerry the Followers will accept
[1.15] is a large So if you would screw her, beware it.”
him as a novice.
circle of standing
Back at the Great Khan Camp, Jerry is
stones flanked by
two standards (1).
2 This area, or the
Plan #1: Caring for understandably elated when you tell him the
news, and vows to flee “this crummy dump”
tent nearby, is where the snot-nosed (but
a Sensitive Soul forthwith.
sensitive) Jerry the Punk (2) is waiting
around. Talking to Jerry takes some patience, 350 XP
as he’s a petulant but frightened soul,
attempting to psyche himself up for life with
the Great Khans. You can listen to his poetry,
which (like human flesh) is an acquired taste.
His affection for poetry stemmed from inter-
actions with the Followers of the Apocalypse
during his youth. Jerry seems confused.
3

Debt Collector
Suggested Experience

See flowchart on the following page

• Agree to collect the debts, splitting the


Main Factions profits 25/75 in her favor.
• Focus on asking her about the Caps you’ll
Note That shifty-looking fellow
with the feather in his hat
is Caleb McCaffery; the Atomic Wrangler’s
make. At this point, she offers a 25/75 usual debt-collector. You can speak with
split: him, but don’t engage him in combat yet!
atomic
wrangler
35 Inform her you’re doing all the work
speech

Halt. Tab. Delete.


around here. A 50/50 split is agreed
upon.
Debtor 1: Grecks the Ghoul
35
Tell her a 50/50 split will cover your
barter

time and money. She agrees.

Or agree to her 25/75 terms, and wish you


hadn’t plowed all your points into Guns
and Repair.
The “mixed bag of fruits” Francine needs
tracking are Grecks, Santiago, and Lady
Jane. You can elect to find them in any order, 3
1 although there’s a fourth option to consider, “Grecks is a bit
Francine Garret, too. cracked, but mostly
like her twin
Collect 138 caps from Grecks in harmless. Just don’t
brother James, is
Freeside. mention anything
the co-owner of the
about his lazy eye.”
Atomic Wrangler
Casino (1) [2C.06] in
Collect 212 caps from Santiago in Hanging out at the
Freeside. squatter camp in
Inner Freeside [Zone 4 the northeast corner
2 2C]. Pay her a visit,
Find and collect 250 caps from Lady of Outer Freeside [Zone 2C] (3), close to the
ideally after you’ve gained access to The Strip,
or during your less-than-savory prostitute
Jane. Mormon Fort, is Grecks the Ghoul (4). You
can:
round-up, also known as Side Quest: Wang

Tip You
Dang Atomic Tango (check out Santiago’s can extract additional • Talk about the debt, which Grecks agrees
debt, below). Francine (2) is usually close to funds from each of the three to pay immediately.
the lobby counter. Aside from asking about debtors if you have the appropriate You can conclude your conversation with
the area, a little “R&R,” or for a room, request skills. Be careful with your fast-talking 138 Caps.
“work you need done around here.” Francine choices to ensure a maximum shakedown
40 Or you can press Grecks to cough
says she needs an enforcer to gather some potential!
speech

up the rest, or he’s “rat bait.” He


unpaid tabs. You can: frantically hands over 179 Caps.

170
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

QUEST FLOWCHART

Quest Start
Talk to Francine Garret at Atomic Wrangler

[Barter 35] Ask for 50/50. [Speech 35] Ask for 50/50. Agree to collect debts at 25/75.

Get info on the three debtors.

These Three Sub-Quests Can Be Completed in Any Order.

Sub Quest 1

Optional from Wang Dang Atomic Tango:


Find Santiago.
Hire Santiago for James Garret

Kill Santiago and Talk to Santiago


Threaten Santiago.
loot his body. about VIP Status

[Barter 40] [Speech 60]


Convince Santiago Convince Santiago
to pay up. to pay up.

Francine waives Santiago’s tab. Get 256 caps. Get 212 caps.

Sub Quest 2

Find Grecks.

Make fun of Grecks’ eye. Talk about debt.

Kill Grecks and loot his body for 179 caps


Grecks gives up immediately.
and his clothes

[Speech 40] Extort for 179 caps Get 138 caps.

[Speech 60] Take clothes too.

Sub Quest 3

Find Lady Jane.


[Lady Killer]
Appeal to Lady Talk about debt.
Jane’s sense of
stature and have
[BARTER 40] [SPEECH 40]
[PERCEPTION 7] Agree to find
Convince Jane to Convince Jane to
Detect Jane’s lie. Jane’s caravan.
pay debt now. pay debt now.

(Check Failed)
Suggest Jane fake
death.

Kill Jane and loot


Agree to the plan.
her body.

Get 156 caps plus Find brahmin with


Get 256 caps. Get 156 caps. Get 250 caps.
sellable items. loot stash.

Kill Caleb before returning to Francine. Give Francine 600 caps.

Get job to kill Caleb McCaffery.

Find Caleb.

Kill Caleb and loot his corpse. Talk to Caleb.

[Speech 40]
Convince Caleb to give up his hat.

Completion Stage Completion Stage


Give Francine 600 caps. Return to Francine with Caleb’s hat.

171
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Making an example of Grecks, you
60
Or you can Pickpocket him. Or you can Pickpocket her.
speech

sneak

sneak
can order him to strip, literally
taking the clothes off his back. This
is an unnecessary humiliation, unless you If you’re also looking for a male prostitute for
have a fetish for Dirty Pre-War Casualwear. Or kill her and loot the Caps.
James Garret during Side Quest: Wang Dang
But you aren’t penalized. Atomic Tango quest, you can offer this line
Or you can kill Grecks immediately, of work to Santiago, instead of collecting the
0, 156, or 250 Caps
looting his corpse for 179 Caps. Caps. Once Santiago agrees, his tab is waived
when you speak with Francine.
Or you can Pickpocket him. Find Lady Jane’s caravan and collect
sneak

212 or 256 Caps caps from the remains.


Making fun of Grecks’ weird eye at any point
makes the Ghoul lose his cool. You’ll need to
kill him. Caution The “super secret
code word” is
unknown to Mick and Ralph, and
138 or 179 Caps a simple extortion by the silver-tongued
Santiago. Asking for a discount using this

Debtor 2: The method gets you nothing but derisive looks.

Fabulous Santiago
Debtor 3: Lady Jane, 9

the Impoverished Prospector

5
10
“Santiago is a suave
Whether you received a Marker on your
son of a bitch, but a 7 Pip-Boy or not, you can elect to search
total pansy when it
“Lady Jane fancies for Lady Jane’s Caravan, savaged by Fire
comes to fisticuffs.”
herself a high Geckos inside Bootjack Cavern (9) [6.S10],
By the blown-out
roller, but she’s just a Secondary Location not marked on your
building in the
another dirtbag NCR World Map, but one that’s on the other
southeast corner
6 of Freeside (5) is prospector.” Usually side of the mountain from the Lucky Jim
in the vicinity of The Mine [6.09]. There’s usually a wandering
a squatter camp with a sharp-suited man
Strip North Gate prospector near the entrance to the cavern.
standing nearby (6). Ask Santiago about his 8 in Freeside [2.13] Wind through the narrow tunnels to the
debt, and he tells you he’s a “Freeside VIP.” It
(7), Lady Jane (8) presents herself as a dead-end, and search Jane’s Brahmin (10)
isn’t wise to fall for Santiago’s patter (which is
highfalutin type, but there’s more to her than for a reasonable Bottle Cap haul.
also detailed in Free Quest: Smooth-Talking
well-coiffured hair. Speak to her about her
Criminal). Try one of the following:
debt, and she matter-of-factly tells you she 276 Caps
• Immediately threaten Santiago: hasn’t the Caps to pay Francine. You can:
Santiago hands over 212 Caps. Remark that you’re sure a lady of
Cap-Collecting Conclusion
lady killer

50 Tell him Francine has put a bounty her stature has sufficient honor to
speech

on his head. He hands over 256 pay her debts. She agrees, handing
Return to Francine Garret with 388
Caps. over 250 Caps, and the location of her
caravan, currently lost somewhere in the
caps.
40 Convince Santiago he must pay his
Mojave Wasteland. Return to Francine Garret with 600
barter

debts. He agrees and forks over 256


Caps. 40 Tell her you’re shocked she ran caps.
barter

from the caravan without grabbing


• Instead of threatening Santiago, you can something. You can now return to Francine, back at the
take a softer approach. Ask about the Atomic Wrangler. She doesn’t care how you
40 Or tell her there must be something
“VIP status” and Santiago tells you for a handled those “lumps of human refuse,”
speech

of value she could put toward the


mere 50 Caps, you can receive a “super as long the debts are paid. How you pay
debt.
secret code word” for a discount at Mick Francine is entirely up to you. The following
& Ralph’s [2C.02]. You can: A successful Barter or Speech check results table shows the Caps you could have
Hand over the 50 Caps, and receive the in Lady Jane handing over some relatively accumulated, and your profit margins.
word. innocuous salable items, as well as 156 Caps. In addition, at any time during this
-600
If you tried and failed the Barter or Speech Quest, whether you’ve met any of
40
Bargain Santiago down to 25 Caps checks, you can always suggest that she fake the debtors or not, you can lie and
barter

CAPS
for the word. her own death. She tells you her plan, and give 600 Caps to Francine, telling her you’ve
you can agree to it (and receive 156 Caps), or collected all the debts. She gives you your cut
See through this ruse and threaten just attack her (see below). (150 or 300 Caps). This allows you to extort
Santiago. See above. the debtors at your leisure.
You can tell Lady Jane is lying
7
PERCEPTION

The third option is to simply kill through her teeth about her lack of
Santiago, whether you’ve heard enough funds. She confesses, and you make
from him or not. Looting the corpse nets off with 250 Caps.
you 256 Caps.

172
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

The Bottle Cap Profit Share 165 Caps


Minimum Maximum Your Maximum Profit
Caps Needed Caps Available Your Cut Your Cut Potential ([Max Caps - Min Atomic Wrangler Room Key
Debtor (for Francine) (from debtor) (25/75) (50/50) Caps] + 50% Cut)
Grecks 138 179 35 69 110
Caleb McCaffery’s Hat
Santiago 212 256 52 106 150
Lady Jane 250 526 63 125 401 Return to Francine with McCaffery’s
hat.
TOTALS: 600 961 150 300 661
Upon your return to Francine, give her the
hat, and she’s as ecstatic as the Garret Twins
Tip Maximize your profits by extorting the most out of Grecks (179); Santiago (256),
don’t agree to let him become a prostitute, or you don’t receive a cut; and Lady Jane
get. She finds a place on her wall for the hat,
and gives out 150 Caps (in addition to any
(250, plus the 276 from her dead Brahmin in the cave).
you looted or were given by McCaffery). To
further show her gratitude, she gives you an
Hats Off to Caleb McCaffery Kill Caleb McCaffery
Atomic Wrangler Room Key to Caleb’s old
room (which you might already have looted
If you want access to The Strip, learn all the
from Caleb’s corpse). The door is in the
different methods listed in the Tour Chapter northeast corner, overlooking the entrance
of this book, in the section on Freeside [Zone lobby.
2C]. Free Quest: The Strip Shakedown and Free
Quest: Papers, Please have all the people to 150 Caps
meet, and methods to try.
McCaffery is wandering close to The Strip
(11) [Zone 2D], and is spoiling for a ruckus Atomic Wrangler Room Key
when you talk to him (12). You can:
11 • Ask him to share the Caps he stole, and
Once the first three his hat; in return for his freedom. Caleb 500 XP
debtors’ payments openly mocks you.
have been received,
a furious Francine 40 Tell him all you need is his hat, and
Post Quest Antics: Wham,
speech

you’ll tell Francine he’s dead. He’s


tells you about a man
named McCaffery, reluctant, but agrees. Bam, Thanks Atomic
who’s stolen a ton of
12 Caps and run off to 57 Caps Wrangler!
Vegas. McCaffery was the Atomic Wrangler’s You’re given your own room at the Atomic
regular debt collector (in fact, he was in • You can tell him no one crosses the Wrangler, and it’s up to you to use it! You
the hotel lobby at the start of this Quest). Garret twins. All other options lead to can coax a variety of escorts (whether they
There’s no love lost between the Garrets and combat. Put away Caleb and claim his be male, female, Ghoul, or Robot) into your
McCaffery; she wants his hat as proof you’ve Caps. The haul is improved once you loot room for a good time. Also take a moment to
dealt with him. his corpse: figure out the maximum Caps you could have
gathered: 661 (three debtors) + 315 (Caleb
and Francine’s reward) = 976. Not a bad haul!

Don’t Make a Beggar of Me


Suggested Experience

See flowchart on the following page

Begin at the Great


Main Factions Kahn Encampment
Search the suitcase at Sloan for the
chemical supply shipment.
[1.15], a couple of
sleeping mats on a

Caution Nearby
giant slab of partially Quarry
new ca. Great
republic khans quarried limestone Junction [4.04] is
(1) near a large red teeming with Deathclaws, and you
2 crane overlooking
The Sloan Ranger
must pass through Quarry Junction to
the quarry. A suspicious Melissa (2), and her reach the Great Khan Encampment. Prepare
Great Kahn associates, greet you before you yourself with your best armor and weapons!
get too close for her comfort. Aside from a If your level is too low, return to this Quest
wealth of information about the Great Kahns later.
(including initiation ceremonies), you can
ask Melissa “what are you doing up here?”
She replies she’s waiting on a delivery, but
it hasn’t showed up. Pry further, and you
learn it’s supplies to make Chems. Tell her
you’ll help with her problem. She agrees to
whatever reward you request, and tells you
1
the suitcase with the shipment is likely to be
in the nearby settlement of Sloan [4.08].

173
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
7
QUEST FLOWCHART

STRENGTH
Flex your muscles and ask Tyrone to
repeat himself.
Quest Start
Speak with Melissa at the Great Khan Encampment 40
Threaten that someone else will start

speech
his deliveries.
Find the Drug Briefcase at the Office in Sloan
35
Ask whether 300 Caps is worth

barter
Inquire around Sloan being known as a deal-breaker.
about the Briefcase
Tell him he’s already been paid in
Talk to Chomp Lewis
CAPS advance.
Shoot Tyrone. This is a
new ca.
[Speech 40] Convince [Barter 35] Convince Purchase the Kill Tyrone Pickpocket republic
terrible idea, because the
Tyrone to give you the Tyrone to give you the chems from and take the the chems NCR doesn’t yet know that Tyrone’s been
chems chems Tyrone chems. from Tyrone
selling their supplies, and will turn hostile,
badly damaging your Reputation with the
Completion Stages Faction.
Return the chems to Expose the chem trade to The first three options cause Tyrone to hand
Melissa. Lieutenant Hayes.
over the chemicals. The fourth choice has no
Implicate Chomps Lewis effect, although you can pay him if you have
as well. the necessary Caps. At this point, you have a
couple of ways to complete this Quest:
Return to Melissa
Drug Chemicals
Tell her the truth. Tell her anything else.
Return to Melissa with the chem
Kill Melissa
shipment.

Keep to the quarry may have a few common items, but not the (Optional) Expose the Great Khan
perimeter to avoid supplies Melissa told you about. It’s time to smuggling operation to Lieutenant
mass Deathclaw quiz old Chomps Lewis about this…. Hayes.
attacks, dealing with
a few Radscorpions Check with Chomps Lewis about the
empty suitcase in his office.
Plan 1: Siding with
instead, en route
to Sloan (3). You’re the Great Kahns
4 stopped on the
highway close to the motley collection of
Trafficking with Tyrone You can actually return to Melissa without
exposing this operation, and present the
rusting shacks by a man named Chomps When you return to Chomps and ask where
chems to her. She’s surprised by your loyalty,
Lewis (4), telling you the road’s unsafe due to the delivery is, Chomps tells you Tyrone,
takes the drugs, and pays you for your
Deathclaws. You can: the supplier in Primm, is a cheating son of
troubles. This plan is worthwhile because you
a bitch and won’t deliver the goods, even
Tell Chomps that you’ll take care of the receive a large number of Caps and finish the
though he’s been paid. You can further
Deathclaw problem. Whether you intend Quest.
inquire about Chomps’ loyalties to the NCR
to or not is completely up to you; you’re
and Great Kahns before setting off to find
given five Stimpaks anyway! 150 Caps
Tyrone.
Otherwise, Chomps doesn’t reveal any
evidence regarding the suitcase. Speak Acquire the chem shipment from
Various chems
to him about Sloan, New Vegas, or the Tyrone in Primm.
Powder Gangers if you want, before
heading down into Sloan. Great Kahns Fame Gained!

Tip One of the inhabitants of


Sloan is Snuffles the Mole
Plan 2: Siding with the NCR
Rat. Don’t mistake him for a wild
animal and shoot him, or you’ll cause a
ruckus with the quarry workers. Instead,
check the animal’s limp. There’s a generator
to fix, too. Both are detailed in the Tour
6
Chapter of this guide.
After a trek or Fast
Travel south to the
town of Primm [4.17],
you should come
across a small NCR 8
camp (6) consisting While you’re at the NCR camp in
of two tents and Primm, you can visit the other tent,
7 a small squad of and speak to Lieutenant Hayes (8). He’s
soldiers. One of the tents leads to Lieutenant an important man who can help you in a
Hayes, so ignore that one. Inside the other number of other Quests. Simply inform
tent is a soldier named Tyrone (7), who’s him that Tyrone has been selling chemical
5 nervous about his clandestine operation, supplies to the Great Kahns and present the
Look for the Mining Office Shack, and head but still confident enough to refer to himself chemicals to Hayes. The Quest ends.
inside, and climb the stairs to the mezzanine in the third person. Ask about the chemical
office. The suitcase (5) is next to the desk supplies, and Tyrone tries to shake you down NCR Fame Gained!
with the Ham Radio on it. The suitcase for an extra 300 Caps. You can:

174
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Hayes takes the drugs, and asks if others Neither option affects you or damages your
were involved. You can: Reputation. 85 Caps
Rat out Chomps Lewis over in Sloan. Finally, if you’ve ruined this little smuggling
operation, you can return to Melissa, and tell Tell her Tyrone was sloppy and trusted the
Or lie, and tell him no one else was
her that her supplier was exposed. When she wrong person. Or lie, and tell her you
involved.
asks what exactly happened, you can: don’t know: She’s annoyed, and heads off
to Red Rock Canyon.
Tell her you turned him in. Melissa and
crew immediately attack (9). Flee or kill
all three Great Kahns. Your Reputation
doesn’t suffer, and you can loot a
Note Assuming you’re on good
terms with the Great
Khans, and Melissa is still alive, she is an
reasonably large number of Caps from advisor to Papa Khan during Side Quest: Oh
her corpse, as well as weapons and other My Papa.
helpful items.

9 100 XP

ED-E My Love
Suggested Experience

Main Factions QUEST FLOWCHART

Optional Start
Locate ED-E at the Nash Residence in Primm and ask Johnson Nash about it.

new ca. Primm novac Brotherhood followers


republic of steel ota [Science 55], [Repair 35] Use Parts to fix ED-E.
[Repair 65]
Use Science to run a bypass, then Requires 3 Scrap Metal, 2 Sensor
Use Repair to fix ED-E
Repair ED-E Modules and 1 Spare Electronics
Companion Protocol:
Begin! Continue your adventure, listening for
Quest Start
Speak to Old Lady Gibson at Gibson
“Navarro,” “Enclave,” “Poseidon,” Or meet Arcade Gannon, and many
Scrapyard about Helios One and lis-
“Air Force Base,” “Eden,” “Helios,” of these words will be heard.
ten to the recording ED-E unlocked.
and “Archimedes” in conversation.

Wait or spend 9 days in-game.

Speak to Ignacio at Helios One


about ARCHIMEDES and listen to
the recording ED-E unlocked.
1
Wait or spend 2 days in-game.

Talk to ED-E and listen to Knight Lorenzo’s message.

Go to Repconn HQ and recover the mission holotape from the dead BoS Patrol.

Discover the Hidden Valley Map If Hidden Valley is already discov-


Marker ered...

Talk to ED-E and listen to the message from April Martimer


2
While you’re in Primm [4.17], make sure you Take ED-E to April at the Mormon Take ED-E to Lorenzo in the Hidden
visit the Mojave Express Courier building (1), Fort in Freeside. Quest Failed Valley bunker.
the residence of Johnson and Ruby Nash, ED-E dies
proprietors of the Vikki & Vance Casino. Wait 3 days, sleep in a bed; ED-E Wait 3 days, sleep in a bed; ED-E
Focus your gaze on the Damaged Eyebot returns to Primm when sleep ends. returns to Primm when sleep ends.
resting on the counter (2). Examine it, and it
appears to have suffered very little damage.
Completion Stage Completion Stage
Leave it alone, or head to the Vikki & Vance
ED-E gets upgraded laser. ED-E gets upgraded armor.
Casino and ask Johnson Nash about it. He’s
certainly fine with leaving it in your hands if
you can fix it.
in locations listed in the Tour section of this can just take. Chet sometimes sells them
65
With enough skill, you can Repair it guide, particularly the gas station garage at the Goodsprings General Store. Or
repair

without any necessary parts. in Novac [5.18] that have “Scrap Metal” check any Toolbox you see; there’s a good
flagged as a pick-up item, for best (but not chance you’ll find one in there.
55 guaranteed) results. Or for more specific
Or examine the electronics and run Sensor Module (2): There’s one in the
science

a bypass. locations, try the following: long trailer directly behind the saloon
Scrap Metal (3): There are two pieces to in Goodsprings, where you learned to
Or, you can return with the following to steal on the same counter as ED-E. Or if shoot with Sunny. Chet sells one at the
Repair it: Scrap Metal (3), Sensor Module (2), Stealing isn’t your thing, check Victor’s Goodsprings General Store.
and Scrap Electronics (1). Try rummaging Shack in Goodsprings [4.05] for two you

175
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Scrap Electronics (1): Steal one from one
of the bungalows in Primm, just south of
the Mojave Express. Or take one (without Note ED-E’s recording is
triggered by keywords
stealing) from Lone Wolf Radio [4.14] uttered by entities you visit during the
close by, to the north. Or take two from course of your adventure. If you don’t feel
the Abandoned Shack just north of the like following the optimal (quest) path, expect
recordings to start when the Eyebot hears
Yangtze Memorial [4.07]. Or buy one from
the following words: “Navarro,” “Enclave,”
Chet at the Goodsprings General Store.
“Poseidon,” “Air Force Base,” “Eden,”
With all the necessary parts, the
35 “Helios,” and “Archimedes.” Simply look at
8
repair

Repairs become a lot easier. Use the the World Map, or meet Arcade Gannon, and
Magazines in the Mojave Express to many of these words will be heard. your tech. He gives you the coordinates of
increase your Repair and Science skills if they a Brotherhood patrol who can check it out.
are too low. Your World Map updates.
Once ED-E has been activated, he becomes
Find the patrol Knight Lorenzo told
a Follower and grants you the Enhanced
you about to let the Brotherhood of
Sensors perk. Make sure you choose
“<Companion Protocol::Begin>” so that ED-E
Steel examine ED-E.
actually becomes your Follower. The patrol is in a static location inside the
REPCONN Headquarters (7) [2.35]. Follow
Follower: ED-E the infiltration advice detailed in this guide’s
Tour chapter for that particular location, or
5 use fast talk or fast running to get around the
Enhanced Sensors
Further recordings Mobile Facial Recognition Scanners on each
take time to be floor. When you reach the top floor, it appears

Tip ED-E is an impressive uncovered from the automated security got the better of the
combat Eyebot that acts as a ED-E’s data banks. Brotherhood patrol, who are both dead (8).
faithful companion, and has the added Wait or spend nine
benefit of not being dismissed if you locate
The patrol Lorenzo mentioned is
days continuing your
and invite a “human” sized Follower (such dead, perhaps there is something on
adventure. Be sure
as Arcade Gannon, Veronica, or even Lily). 6 you start to wait one of the corpses that may be useful.
ED-E begins to reveal some of its secrets in immediately, and then write down the day, Check the corpses of the fallen Paladins, and
unexpected ways: aside from Power Armor and Energy Weapons,
date, and time that appears on-screen. Then
figure out how much time is required to pass. there’s a Holotape to take and listen to. There
More Than Meets For example, if it is “Tuesday, 10.31.81, 2:54
PM,” you need to wait until the Wait menu is
was a password on one of the corpses too,
which seems to be an access code to the
the Eyebot at: “Thursday, 11.09.81, 2:54 PM.” Brotherhood of Steel’s main base, wherever
that is hidden…your World Map updates with
Now journey to HELIOS One (5) [5.13],
optionally beginning Side Quest: That Lucky the location of Hidden Valley [5.11]. As the
Old Sun, and proceed through the building Quest updates, you may hear another voice
until you meet Ignacio Rivas (6), one of the emanating from ED-E. A woman named April
scientists working there. Speak to him about Martimer has been monitoring your communi-
ARCHIMEDES, and be sure to ask “You think cations. She tells you she’s with the Followers
ARCHIMEDES is a weapon they built here?” of the Apocalypse, who are much more liberal
Note that if you have a spectacularly low (>3) about sharing technology compared with the
Intelligence, this isn’t an option thanks to Brotherhood of Steel. She wants to mine ED-E
your drooling, monosyllabic responses, and for “the greater good.”
3
you must find others to utter trigger words.

Note April’s
During your adven- greeting is
But assuming you can string sentences
turing, visit to Old contingent upon whether
together, ED-E transmits another message.
Lady Gibson at her you’ve discovered Hidden Valley [5.11]. Is it
Gibson Scrap Yard This involves the results of the research
on your World Map? Then this is the earliest
(3) [5.14], and start on Duraframe Eyebots, and research into time you hear this message. If you haven’t,
a friendly conver- Poseidon Energy and projects in the Mojave you won’t hear the message until after you
sation (4). During area. Once you hear this recording, you must discover Hidden Valley.
4 the course of the wait or spend an additional two days.
chit-chat, you both comment about the
nearby solar array HELIOS One. As soon as Technological Divergency Brotherhood of Steel Mission
Holotape
the conversation is over, ED-E exhibits some
strange behavior:
Note: Mission Statement XV-56
ED-E appears to have some Enclave
log data stored that is triggered by There was a password on one of
some keywords. the Brotherhood corpses. Perhaps
ED-E launches a recording of a man named that could be used to bring ED-E to
Whitley, a researcher at Adams Air Force Lorenzo.
base. Let the playback continue to its end,
and you learn ED-E is a Duraframe Eyebot, 7 The Followers of the Apocalypse
and the last functional model of the test Once 48 hours have passed, ED-E should would like to see ED-E to get access
group. The recording mentions “significant transmit with a new message, but this one is to the logs he has stored.
improvements” and the name of Navarro actually live. Knight Lorenzo of the Broth-
At this point, you have two possible
before falling silent. erhood of Steel is using ED-E as a relay to tell
concluding paths:
you he’s extremely interested in examining

176
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
for 72 hours. Then sleep for an hour, wake up
Path A: A Taste so the Quest updates, and you are informed
April Martimer with the Followers
would like access to ED-E’s data.
of Cold Steel that ED-E has returned to Primm. Simply
Fast Travel back to Primm and locate his
She promises to upgrade its weapons
while she works on it.
marker on your World Map (or check back
at the Mojave Express), and then greet him Agree to this, and then wait (or continue
and ask him to rejoin you as a Follower. He’s adventuring) for 72 hours. Then sleep for an
looking a little…different. hour, wake up so the Quest updates, and
you are informed that ED-E has returned to
Path B: The Warmth Primm. Simply Fast Travel back to Primm

of the Apocalypse and locate his marker on your World Map (or
check back at the Mojave Express), and ask
him to rejoin you as a Follower. He’s looking a
9 little…happier to see you.

ED-E’s upgrades are complete

<Conclusion
Protocol::Begin>
11 If you allowed ED-E
to be tinkered with
by the Brotherhood of
10
Steel, he comes back
Journey to Hidden Valley, and enter the with an upgraded
western bunker (9), and use the password suit of armor; it is no
“lives to fight another day” on the intercom, longer a patchwork of
if you haven’t already investigated this area. 13 stickers and license
Or, bring Veronica with you because she can plates (13).
easily gain access. If this is your first time
If you gave ED-E over
here, you must successfully complete the
12 to be manhandled
first part of Side Quest: Still in the Dark, and
by the Followers
rid the area of an NCR Ranger. Once you’re Journey to Freeside, and enter the Old of the Apocalypse,
deemed trustworthy, and have the run of the Mormon Fort (11) [2C.01], and locate April he returns with an
bunker, visit Knight Lorenzo (10) down on Martimer (12). Speak with her, and she
bunker L2, and tell him about the Enclave- tries to convince you to part with ED-E for 14 upgraded laser, and
is generally cleaned
related recordings. He asks whether you can a few days, to use the data for the good of up (14). Either way, ED-E is now even more
leave ED-E with him for a while. Agree to humanity. valuable!
this, and then wait (or continue adventuring)

Eye for an Eye


Suggested Experience

QUEST FLOWCHART
Main Factions
Discover Cottonwood Cove

Quest Start
Speak with 1st Sgt. Astor about Cottonwood Cove Caesar’s new ca.
Legion republic

Travel to Cottonwood Cove


First Sergeant:
Complete in Any Order
Last Survivors
Speak with Aurelius of
Search the HQ cabinets Search the 2nd floor HQ
Phoenix at Cottonwood Plant an NCR bug on the
for Legion Documents for Legion Documents
Cove HQ and give him the Legion radio in the HQ
about raids about troop movement
NCR Bug.

Return to First Sergeant


Astor and give him the Return to Astor to give the intel and agree to kill the Legion
bad intel.

[Lockpick 50]Travel to
Kill all Legions at Cot- 1
Cottonwood Cove Over-
tonwood Cove
look and open the truck You cannot begin this Quest until you
discover Cottonwood Cove [6.20] during the
Completion Stage Completion Stage Main Quest (or by wandering). Check your
Return to First Sergeant Astor and give him the bad intel. Report to 1st Sergeant Astor Pip-Boy’s World Map to see if it appears.
The Quest begins due west of the cove on
the remains of a road that bisects badly
irradiated Camp Searchlight [6.16]. Just
beyond the perimeter radiation signs, on the

177
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
west side of camp of Phoenix. If you choose this option, flee
(1), is a small NCR and don’t return until you’ve raised your Caps 150
outpost and a squad Caesar’s Legion reputation.
of NCR soldiers, led Once inside the camp, you’re free to roam
by First Sergeant 500 XP
around, optionally collecting your own infor-
Astor (2). He gladly mation from the likes of Decanus Severus.
tells you about “the
2 incident” if you ask; Your focus of this Quest is the main concrete
building (3) housing the Office of Aurelius
new ca.
republicRooting for
legionaries snuck into the place and set off
some kind of radiation bomb. Naturally,
of Phoenix (top floor), and the Headquarters the Republic!
(ground floor). But where do your loyalties lie?
Astor wants revenge. Begin the Quest by
mentioning Cottonwood Cove. Astor tells you
the camp seems to be a primary crossing
Caesar’s
Legion Double-cross
point for Legion raiding parties. Ask if he
needs anything done, and he asks you to
for the Legion!
scout the camp, bringing back intel and
planting a bug on their radio.

NCR Bug
5
Find general intel on Legion troop Enter the Headquarters (ground floor), and
begin your clandestine operation. Inside the
movement.
chamber (5), you’ll find the following:
(Optional) Tell Aurelius of Phoenix A Legion Radio. Activate it, and when
about NCR plans. 4 prompted, plant the NCR Bug.
Enter the Headquarters, or the Office of
Aurelius of Phoenix, and find the man Farther along the same wall is a group of
Find intel on Legion raids. himself (4). Wake him if applicable. Steer the Filing Cabinets. Open them to discover
conversation to informing Aurelius about the Legion Raid Plans.
the listening device, and give him the NCR
Plant the NCR bug. bug. Aurelius spouts on about “the coward Legion Raid Plans
Profligates,” and seizes the tactical oppor-
Head back outside, then climb the
Tip Although you may be siding tunity to ambush the NCR squad responsible.
He hands you an old patrol route map and metal steps and enter the Office of
with the NCR, the Legion, or
hedging your bets, it is worth taking other notes for you to fool Sergeant Astor Aurelius of Phoenix on the top floor of
the Mark of Caesar from Vulpes Inculta at with. the same building. Open his rather grand
the tail end of Main Quest: Ring-a-Ding Ding! desk, and take the Legion Patrol Notes
This provides evidence that you’re here to Old Legion Raid Plans, Notes, and (and anything else you want). Stealing is
help, even if you have ulterior motives. Paperwork wrong, but it’s a small Karmic price to
pay to help the Republic!
Caesar’s Legion Fame Gained!
Legion Patrol Notes
Caution Watch out! If you
are an enemy of the (Optional) Give First Sergeant Astor
NCR, Astor will attack. Also, if you’re an
the old intel.
enemy of Caesar’s Legion, the following Quest
is much more difficult because the inhab- Tip Don’t attempt to grab the
intel with the Legion around.

Note Continue
itants of Cottonwood Cove will be hostile, and your crusade You can sleep, or wait nearby and
stealth becomes the preferred option. against the NCR by asking return at different points during the day
Aurelius if he pays for every NCR trooper you when the rooms are empty. Or you can
Sneak in, with an optional Stealth Boy.
Cove-rt Activities kill. This is Free Quest: Arizona Scavenger.
Consult the Tour Chapter for more infor- There’s no excuse for being caught!
mation.

Return to First Sergeant Astor with


Tip If you wish to return to
Astor, it is wise to have
the intel.
previously located some adjacent Head back to Sergeant Astor, and hand over the
Primary Locations so you can Fast Travel; notes that you procured from the Headquarters
although Camp Searchlight is nearby, it and upper office. Astor is astounded at the
has dangerous radiation levels. Explore the intel; it almost seems too good to be true! He
Raided Farmstead [6.15] instead, then walk gives you some Caps for your troubles, and
3 east, along the road. thanks you for your service. Ask him if he has
Once you’re hailed by a Legion Explorer at anything else that needs taking care of.
the entrance to Cottonwood Cove, you have Head back to Sergeant Astor, and hand over
the following verbal options: the notes that Aurelius of Phoenix gave you. NCR Fame Gained!
35 Astor is amazed at the haul; it almost seems
Inform him that you’re a humble
speech

too good to be true! He hands you some Caps


trader. He lets you through. Caps 150
for your troubles, and the Quest concludes.
Tell him you’re a friend of the Legion. If
your Caesar’s Legion reputation is high Caesar’s Legion Fame Gained! 500 XP
enough, he lets you through.
Tell him you’ll go where you please, and You’ve lost Karma! Kill all Legionaries in Cottonwood
run him through. This will make the Cove.
Legion hostile and almost certainly
prevent you from speaking with Aurelius

178
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
That additional job entails wiping out the
entire Legion presence back at Cottonwood Kill Everybody
Cove. Astor reckons killing the leadership Simply race down the rocky bluffs carrying
would be a start, but permanently shutting your favorite carnage-causing weapon,
down the dock would really help the cause. and slay anything wearing a red uniform.
You have two options: Continue until everybody is a twitching
corpse, or you are. Although dangerous and
(Optional) Find a way to block off lacking subtlety, this plan allows you to loot
Cottonwood Cove. as many corpses as you can drop. Bring extra
8
Plan #1:
healing items! This obviously drops your
Reputation with Caesar’s Legion and very Your primary targets are wandering around
Roll Out the Barrels difficult to pull off. camp, inside the main concrete Headquarters
building (try both floors), or sleeping inside
Kill Everybody with or nearby this structure. Make sure that
a Modicum of Skill Decanus Severus (7) and the tough Aurelius
of Phoenix (8) meet their maker. Don’t forget
The upper ridge and high ground on the to loot everybody; Aurelius has a particularly
southwest side of the camp is a perfect place interesting Unarmed weapon created from the
to crouch and tag the initial Legion forces Dogtags of NCR troops.
with a Sniper Rifle. Back up to the plateau
and let the foes come to you instead of
Recompense of the Fallen
descending to them and being overwhelmed.
6 Then you can move to the ground and finish
If combat is going badly, or you can’t find one
Perched precariously on the edge of the the stragglers. of your targets, flee to the container truck, and
plateau above Cottonwood Cove’s Legion
The Silent Assassin
release the radioactive barrels. Do this even if
camp are the rusting remains of a container you elect to slaughter everyone first, just to be
truck (6). The truck was carrying barrels Use a Stealth Boy or your Sneak doubly sure.
of radioactive waste, which are leaking as
sneak

skill to enter camp, then employ as


you’ll discover on your Rad Counter as you many Sneak Attacks as you can on Return to First Sergeant Astor.
approach. the Legion to buy some time before you’re
Scramble to the Trailer Door at
50 discovered. Remember you can retreat to
Astor LaVista, Caesar!
lockpick

the rear of the vehicle, and open it. the rocky ridge if you’re in danger of being
Highly radioactive barrels cascade swarmed. With the Legion reeling from your attack,
out, killing all of the troops below. Success! return to First Sergeant Astor, and tell him
Waiting until many of the leaders are
of your triumph. He asks how you did it. You
Sandman

sleeping and then murdering them


can reply in one of two ways (and you don’t
in their sleep thanks to the Mister
Tip You may wish to bring
Follower Boone with you to
Sandman perk is always a valid assassination
tactic.
need to tell Astor exactly the way the fight
played out). Naturally, Astor prefers it if you
help with the massacre, as part of his gave the Legion the same radioactive bath
Side Quest: I Forgot to Remember to Forget.
The Orbital Drop Shock they did to his squad-mates. You’re given a
Caps reward, and the Quest concludes.
If you’ve found Euclid’s C-Finder (as
part of Side Quest: I Could Make You
Euclid Caesar’s Legion Infamy Gained!
Caution If you want to Cfinder Care), you can launch orbital strikes
loot the irradiated from a distance, which is as entertaining as
corpses below, it is wise to invest in it sounds! NCR Fame Gained! (Large gain if
Rad-X, RadAway, and/or a Radioactive Suit. you kill everyone in combat)
If you haven’t met Caesar at The Fort yet, Cutting Off the Hydra Heads NCR Fame Gained! (Larger gain if
and you don’t want to cut off all contact with
Sometimes, checking your Pip-Boy’s targets you kill everyone with the radio-
the Legion, check the Post Quest section,
helps avoid unnecessary carnage. Astor active barrels)
below..
doesn’t need everyone gurgling up their blood
Caps 200 (250 if you kill everyone
and innards; he just wants a surgical strike,
with the radioactive barrels)
decapitating (literally, if you want) the two
Caution Killing enemies,
whether leaders
camp officers:
You can wade in, with all guns (or melee
1,000 XP
or legionaries, results in a Vilified
Reputation with Caesar’s Legion. If you weapons) blazing.
wish to continue conversations with other Better yet, you can enter with two C-4 Post Quest Activities
sneak

Caesar’s Legion adversaries, but still defeat Explosives and a Detonator (Grenades If the NCR received incorrect information, this
them in the long run, an irradiated barrel- or Mines work, too), and Pickpocket doesn’t affect you personally.
based death with no witnesses is the best each officer, placing C-4 on their person
way to keep your Reputation with them If you released the radioactive barrels (and
without being seen, as long as you remain
intact. If you were Idolized by the Legion, and weren’t spotted), you can still journey to The
Hidden. Once both have explosives on them,
then you massacre everyone in plain sight, Fort [3.28] to meet Caesar. Lucullus has
press the Detonator and retreat, for a subtle
your Reputation changes to “Wild Child.” donned a Radiation Suit, and comments that
but ruthless destruction of Legion morale!
he told the men of Cottonwood Cove to be
wary of that truck.

Plan #2: Mad, Bad, and If your Reputation with Caesar’s Legion is
Shunned, but the Legion doesn’t attack
Dangerous to Know you, you may take the barge to The Fort too,
but you’re likely to be attacked once on the
Attacking Cottonwood Cove without peninsula. Bring Boone along for the massacre!
irradiating the area requires a little cunning
If you completed this Quest prior to beginning
and the right weapons. The following plans
Main Quest: Render Unto Caesar, this past
are recommended for culling the Legion in
transgression is forgiven, and you can board
this locale:
7 the barge safely.

179
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Eyesight to the Blind


Suggested Experience

QUEST FLOWCHART
McNamara’s Newest
Complete Side Quest: Still in the Dark and have Elder
McNamara stay in his position Paladin
Quest Start
Speak with Elder McNamara

Ask to become a Brotherhood of Steel


3
Bug the radio in Tabitha’s room on Black Mountain Your trek takes you to the top of Black
Mountain, past the numerous Super Mutant
Completion Stage checkpoints (2), or around and through a 6
Return to McNamara crater filled with lolloping Centaurs (3). No
Journey back to the Hidden Valley Bunker,
matter which way you reach the summit,
and inform the Elder that the device has
you usually have Nightkin to face en route
begun to transmit. McNamara thanks you for
Main Factions to the Broadcasting Building. Enter the first
your help. In fact, you are given the title of
floor, move to the exit, take Tabitha’s Room
Paladin of the Brotherhood, for meritorious
Key from under the exterior metal steps, and
service above and beyond the call of duty.
scale them to the second floor, where Tabitha
There’s no time for the usual ceremony, but
broadcasts from.
super brotherhood McNamara gives you a suit of Power Armor
mutant of steel
(6) and trains you to use it, if you haven’t
Tabitha’s Room Key
Radio Wars
learned that already. The Quest concludes
with the elder informing you that you can
trade or purchase the Brotherhood’s full

Note For this Quest to activate,


you must side with Elder
range of arms at the Armory inside the
Bunker.
McNamara during Side Quest: Still in the
Dark. Exit the Hidden Bunker area, and wait Power Armor Training
several days for the lockdown to be lifted.
Then return and inquire about joining the
Brotherhood of Steel. McNamara makes the T-45d Power Armor
following request:
4
T-45d Power Helmet
Head to Black Mountain and install Depending on
the remote signal transmitter in one how you finished
of the consoles there. Tabitha’s Quest,
she may be skipping
Post Quest Activities
This is a sister Quest away with her new Now that you’re a fully fledged member of
to Side Quest: Tend pal Rhonda, or the Brotherhood of Steel, and you have Elder
to Your Business, ready to crush you McNamara’s ear, you can use your influence
and both are 5 as an intruder with to create a treaty with the NCR, and have the
accessed depending her Super Sledge (4). Once she is out of the Brotherhood fight with them during the battle
on how you ended picture, move to the Radar Console (5), and at Hoover Dam. In addition, Knight Torres
Side Quest: Still in install the Remote Signal Transmitter as sells some new (and powerful) items from
1 the Dark. This Quest the Bunker store: including the Laser RCW,
Elder McNamara instructed.
is only accessible once you side with Elder Tri-beam Laser, Laser Rifles and Pistols, and
McNamara (1). Once he has given you your Report to McNamara that the device even the infamous Gatling Laser. Consult the
marching orders, leave the Hidden Bunker has been installed. Tour Chapter for more information.
[5.11], and travel to Black Mountain [5.07],
where the infamous Tabitha has been hosting
her own brand of shock jockery. Carry a
Remote Signal Transmitter, and consult (and
complete) Side Quest: Crazy, Crazy, Crazy.
This details all the pitfalls (and routes) up
Black Mountain, and the specific ways you
can deal with Tabitha.

Remote Signal Transmitter

180
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Flags of Our Foul-Ups


Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Speak with Sgt. McCredie
new ca. Great
republic khans
Tell him it sounds like he’s disappointed in his troops

Speak to Razz Speak to Poindexter Speak to Mags Speak to O’Hanrahan

Inquire how to make the Inquire about Human


Suggest to Cheat Offer to train the Misfits
Misfits improve Niceness

[Science 50] Find and [Guns 25, 35, 45] Talk to [Speech 40] Convince
Travel to Red Rock Can-
hack the terminal to doc- Mags to begin training the each of the Misfits to
yon and speak with Jack
tor the training results Misfits in shooting work together
4
Talk to Mags about the
Obtain Psycho supplies results and inquire about Once you’re outside at the shooting range (4)
further training with the team lined up, Mags asks for your
words of wisdom:
[Explosives 25, 35, 45] Talk 25
to Mags to begin grenade Tell the squad to take positions

guns
training where they can cover each other.

35 The squad needs to take their


Completion Stage Completion Stage Completion Stage Completion Stage guns
time and pick their shots while in
Return to Poindexter and Return to O’Hanrahan and communication with each other.
Return to Razz and give Return to Mags and ask
inform him of the altered ask if everyone is getting
him the smuggled drugs how the squad is doing 45
reports along Exhaling before firing is the key.
guns

Squeeze, don’t jerk!

An In-Tents Situation Note Several Bitter Springs


quests are interrelated.
Talk to Mags about further
improvements.
The following list shows any Quests you can
undertake to improve your Reputation with Let the team shoot for a few moments before
the NCR. You don’t have to complete any of speaking to Mags again. The Misfits still have
them to begin this Quest, though. a grenade range inspection to pass. Agree to
help.
• Complete Side Quest: Bitter Springs
Help the Misfits improve their
Infirmary Blues (optional).
grenade skills.
• Complete Side Quest: Flags of Our
Foul-Ups (this Quest). Speak with Mags once the team is in a line:
1 25 Tell the team to pull the pin, let it
• Complete Side Quest: I Put a Spell
explosives

Optionally begin by on You. cook off for a count of three, and


starting Side Quest: then throw.
• Complete Side Quest: Restoring Hope.
No, Not Much up at
35
explosives

Camp Bitter Springs • Complete Side Quest: Climb Ev’ry The grenade shouldn’t be pitched,
[3.08] by speaking Mountain. but thrown with a good, solid arc.
with Captain Gilles.
Or, simply travel here; 45 Accuracy is less important; grenades
explosives

2 the rows of tents and


Note These five Quests are all are useful for breaking up clusters
numerous troops makes Camp Golf [3.23] one parts of Side Quest: No, of foes.
of the largest NCR bases outside New Vegas. Not Much.
Talk to Mags about the squad’s
It is also where you find Sergeant McCredie,
readiness.
inside the larger tent (1) close to the House
Resort. The sergeant (2) has little time for the Misfit #1: Gunplay and After the grenades have stopped flying, talk to
likes of you, until you mention that Captain
Gilles at Bitter Springs needs reinforcements.
Grenades with Mags Mags one more time. She tells you the team
is progressing well, and the Quest concludes.
Keep the conversation going until you can Speak with Mags Don’t forget to tell McCredie!
mention that McCredie seems “a little disap- (3), and ask her
pointed” in his troops. He tells you he calls
them “Misfits” for a reason; they’re undisci-
about squad unity.
She’d have an Misfit #2: O’Hanrahan’s
plined, lazy, and lacking spirit. You’re quite
welcome to whip them into shape….
easier time teaching
Radroaches to march
Such a Nice Boy
in formation. Mags Or, you can converse
Leave the large tent, and find each of the 3 needs the team to with Recruit
recruits McCredie finds so objectionable O’Hanrahan (5). He
practice their marksmanship and explosives
(they’re all in this camp). You need to turn thinks the squad
techniques, which are sorely lacking. Agree to
one of the Misfits into a well-oiled fighting needs “a little
take them out onto the range.
machine. Naturally, each takes a certain more basic human
amount of skill on your part to complete Help the Misfits improve their niceness.” You quiz
successfully. shooting skills. 5 his thinking, but he

181
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
wants the team to work more cohesively. But for the Squad Readiness Reports Terminal Get drugs from Jack at Red Rock
the idea shouldn’t be his; it should be yours. (8) on the large curved desk below the main
Canyon.
staircase.
Convince the Misfits to work together. Log on to the computer, which has
four menu items. The first is for Squad
Convince Mags to respect the squad CC554-2 (“Misfits”) and the other shows troop
and work with them. movement for different Ranger detachments.
The Misfits’ rifle and grenade reports make
Convince Razz to respect the squad depressing reading (unless you’re aligned with
and work with them. the Legion). However, the third menu option—to
“Alter Readiness Reports”—is worth checking.
Convince Poindexter to respect the The team is now analyzed as “excellent.”
squad and work with them. 10
Speak to each individual squad-mate, and NCR Infamy Gained! Head deep into Great
ask about their backgrounds. Then mention Kahn territory, and
their lack of fondness for each other. Or, you can log into the Squad visit the Red Rock
science

Readiness Reports Terminal Drug Lab (10) [1.14]


40 Tell the squad-mates they should
(ideally when the Rangers aren’t
speech

work together, and not against their connected to the


common interest. Do this for each of at their desks) in the offices behind the main settlement.
the team members. reception desk. This is easier to attempt Here you’ll find Jack
without being spotted. 11 and Diane. Tell Jack
Return to O’Hanrahan. (11) that Razz wants “the usual,” and you’re
NCR Infamy Gained! handed a suspicious package. Speak to Jack
Talk to O’Hanrahan again after the team if you want, then scarper.
agrees to put aside their differences. He tells Return to Poindexter and tell him
you they’re going to be “A-Okay!” The Quest about the altered records. Suspicious Package
concludes. Go speak to McCredie.
Tell Poindexter the hack is complete, and he

Misfit #3: Poindexter’s


graciously calls himself a genius, with you
running a close second. The Quest concludes.
Return the drugs to Razz.

Deception Go speak to McCredie.


Razz is jazzed at your return with the Psycho.
Another option is Misfit #4: Juicing It’s going to be party time in the camp
tonight! With the team feeling altogether more
Up With Razz
the smart aleck
pumped for murdering the enemy, return to
Poindexter (6),
speak with McCredie.
who has a theory The last of these
and answer for miscreants is the Talk to Sgt. McCredie about the
everything, including partially hidden Razz Misfits’ improvement.
the inadequacies (9), who’s adamant
6 in team dynamics. Although this Quest has concluded, remember
that the team needs
Poindexter thought a job in the NCR would that to finish Side Quest: No, Not Much, you
“a healthy dose of
mean coasting on an easy wave of mediocrity need to return to Sergeant McCredie and
angry juice.” He
to a cushy government pension. Tell him to 9 means Psycho! He request that reinforcements be sent to Captain
cheat in the forthcoming test. He’s intrigued, Gilles at Bitter Springs. McCredie now agrees
still has hookups; Jack at Red Rock Canyon
but the company readiness reports are to this, and this specific Quest updates.
[1.15] has the goods. Psycho is a bitch to quit
logged on the computer systems at the House though, so Razz reckons you might want to
Resort. Hack the system, and the records try another recruit. 200 XP
could be tweaked. Agree to this.

Fake the Misfits’ readiness reports.

8
The House Resort (7) is the large stone edifice
behind the tents. Head through the entrance
double-doors to the grand foyer, and look

182
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

For Auld Lang Syne


Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Speak with Arcade Gannon in the Old Mormon Fort

Inquire about the Remnants followers enclave


OTA

Complete in Any Order


nation of the Enclave decades previously.
The advancement in the Main Quest is vital,
Travel to Gun as (for example) the NCR begin to bring
Travel to Travel to Westside
Travel to Novac Travel to Novac Runners and locate
Jacobstown West Entrance reinforcements, such as Power Armor Troops,
Orion’s House
into Camp Forlorn Hope, which triggers some
Complete Side Ask Daisy Whitman Ask Judah Kreger Ask Cannibal John- Ask Orion Moreno of Arcade’s dialogue. This conversation occurs
Quest: Guess Who I to come to the Rem- to come to the Rem- son to come to the to come to the Rem- when you’ve acquired two “Points,” and the
Saw Today nants Reunion nants Reunion Remnants Reunion nants Reunion latter stages of your Main Quest are reached.
• Specifically, this means the following:
Ask Doctor Henry to
come to the Rem- You’ve completed
new ca. Mr. House
nants Reunion republic most of Main Quest:
For the Republic, Part 2, and you’ve dealt
Travel to the Rem- with the Brotherhood (either killed or scored
nants Bunker a treaty with them).
Enter the password Caesar’s
You’ve successfully completed
into the Terminal Legion Main Quest: Render Unto Caesar.
You’ve installed Yes Man, and
independent
Speak with Judah completed Main Quest: Wild
Speak with Judah
Kreger and tell him Card: Side Bets.
Kreger and tell him
to side with the
to side with the NCR
Legion
With Arcade, convince the Remnants
to reunite for one last battle.
[Speech 80] Con-
Kill Orion and take
vince Orion to stay Ask Doctor Henry to come to the
his access card
with the Remnants
Remnants reunion.
Return to Judah and Ask Daisy Whitman to come to the
report
Remnants reunion.
Completion Stage Completion Stage
Ask Cannibal Johnson to come to the
Speak with Orion Moreno to get Power
Armor Training
Speak with Daisy Whitman Remnants reunion.
Ask Orion Moreno to come to the
Pre-Quest: Gaining Followers Faction
over at the Old
Remnants reunion.

Ground with Gannon Mormon Fort [2C.01]


in Freeside (1), and
Ask Judah Kreger to come to the
Remnants reunion.
locating him (2).
Gannon is a friendly You must bring Arcade Gannon with you
sort, and he’s open to across the Mojave Wasteland to secure
2 flattery. He also tells the support of five elderly survivors: the
you about the research he’s carrying out. In Remnants. You can find them in any order
fact, this research, and Gannon’s past, begins you wish. Already killed one or more of them?
the conversation that eventually begins this Bad news; the Quest is already over!
Quest. But first, you need to gain Gannon’s
trust, which is scored in a “Points” system
1 (see in the following table) based on actions
This Quest has a few prerequisites, the that benefit the Followers. Once he likes you,
first of which is to locate and have Arcade you can inquire about Remnants; a hidden
Gannon in your party. Do this by visiting the cabal of those who survived the extermi-

Only the Remnants Remain: Arcade Gannon’s Progress


Location ID Location Name Associated Quest Event “Points”
[2.19] Camp McCarran Side Quest: The White Wash Complete the Quest, arrest Anderson, but keep Westside supplied with water +1
[2.19] Camp McCarran Side Quest: The White Wash Complete the Quest, frame the Scorpion gang and kill them +2
[2.19] Camp McCarran Side Quest: There Stands the Grass After talking to Doctor Hildern about the OSI +1
[3.28] The Fort Main Quest: Render Unto Caesar Enter The Fort with Arcade, and tell him you only want to see what the Legion is up to; then quickly leave. +3
[5.13] HELIOS One Side Quest: That Lucky Old Sun Complete the Quest, and direct the power to Freeside +1
[5.17] REPCONN Test Site None Entering the vicinity, and sometimes the interior of the Test Site, triggers a reaction from Arcade +1
[6.24] Crashed Vertibird None Inspect the crash site, and Arcade remarks on the aircraft +1

183
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
are needed. Respond Agree to look for the source of the Night-
An Old Enclave: as you desire, and he stalker mutation.
Cannibal Johnson reluctantly agrees,
telling you his word
Take Lily with you (if you wish) and explore
the Charleston Cave [1.07] system to the
is “Navarro.” You north.
can then ask about
the old squad, and Battle Nightstalkers, and uncover the
8 Judah reveals there Chewed Stealth Boy from a slain Super
was a little tension among his team; Johnson Mutant.
and Moreno never got along. You can also Bring it back to Henry, coax Lily into being
inquire about the Enclave oil rig explosion a test subject, then calm or deal with
and Navarro, familiar to scholars of recent Keene.
history. Then speak and respond to Arcade
3 once more.
Then keep the tests running, stop the tests,
As you’d expect, or solve the doctor’s problem.
Cannibal Johnson An Old Enclave: Orion Moreno Henry is now amenable to the meet-up, and
resides in the cave reveals his word to be “Friends.” Now speak
bearing his name to Arcade Gannon.
[3.11], east of the
main New Vegas
Gain access to the Remnants Bunker.
conurbation. Locate
4 the rocky outcrop
(3), enter the small cavern (watching for the
Bear Traps underfoot), and speak to Johnson
Dear Old Friends,
(4). He’s waiting for death, not a reunion.
Ask him to join the reunion. He agrees, no
Remember Navarro
matter what you say to him, and tells you
9
of a five-word phrase needed to get into the Orion Moreno now
Remnant Bunker. His word, appropriately lives in a small house
enough, is “old.” Although “deranged” would on the other side of
be closer to the mark. Afterward, speak with The Strip perimeter
Arcade Gannon. Be sympathetic or sharp- wall, just southeast
tongued as you wish. of the Gun Runners
establishment [2.14].
An Old Enclave: Daisy Whitman 10 Locate the home (9),
13
and enter it. Moreno (10) has some choice
words for the NCR. You can ask about his
hatred of the NCR, and let him know that
Arcade is gathering the Remnants. After he
answers, butter him up or respond sarcas-
tically if you wish; Moreno grudgingly agrees,
but asks which Faction the team is planning
to attack. Answer, and he makes sure you
know he wants a piece of the NCR. His word
is “Remember.” Speak to Arcade once again.
5
14
The old pilot is An Old Enclave: Doctor Henry Almost due east of Jacobstown in the north-
currently residing at
the Novac Motel (5), western mountains is the Remnants Bunker
in the town of the [1.11], which is well hidden from view (13).
same name [5.18]. Locate the ground hatch in the rock alcove,
She’s either on the and descend. Activate the door panel, and
balcony or in her say the phrase “Dear old friends, remember
6 room. Ask Daisy (6) Navarro.” This only works if you’ve been
to join, optionally inquiring about her past as told all five words! When the door unlocks,
a pilot, and she readily agrees to the reunion. enter the bunker, and head into the Vertibird
Her word is “dear.” You can ask how she landing bay, complete with an astonishingly
enjoyed piloting Vertibirds for the Enclave 11 rare Enclave Vertibird (14), as well as suits of
before you leave. Gannon tells you more The hardest of the Enclave Power Armor (which you can’t take
about his youth. Fake an interest. Remnants to sway is yet).
Doctor Henry, who’s
An Old Enclave: Judah Kreger currently experi- Ask the Remnants to support the
fight against the Legion or the NCR.
menting with Stealth
technology over in
the remote north-
12 western mountains.
Trek to Jacobstown (11) [1.10], talk with
Marcus the Super Mutant, and then enter
the lodge. When you ask him to head to the
reunion, Henry (12) says he’s interested, but
only after he completes his work here. At this
point, you must successfully complete Side
7 Quest: Guess Who I Saw Today. Refer to that
The leader of the pack is on the streets of
15
Quest for detailed information, but briefly,
Westside, close to Miguel’s Pawn Shop (7) you need to: The whole team is here! Enter the command
[2.02]. Stop Judah (8) and ask him to join the room (15), and speak to the team. It soon
crew. He asks why “a bunch of old warhorses” becomes clear that old rivalries and loyalties

184
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
are set in stone. Talk to Judah. You now have battle, he does back off, allowing you to use to take him along. He won’t be convinced
a choice, depending on whether you’ve allied his Power Armor and his keycard. though. However, because Johnson isn’t
with Caesar’s Legion, or the NCR (“pro-NCR” coming, there’s an extra suit of Power Armor.
plans include allying with Mr. House, or Any other choice results in a one-on-one Speak to Orion Moreno to be trained in it, if
working independently). battle between you and Orion Moreno (16). you haven’t learned this Perk already.
Be sure to salvage his armor and keycard
Allied Faction Remnants must fight against: from the corpse.
Power Armor Training
NCR Caesar’s Legion
Power Armor Training
Caesar’s Legion NCR
Remnants Power Armor
Mr. House Caesar’s Legion
Remnants Power Armor
Yes Man/Independent Caesar’s Legion
Remnants Power Helmet

Siding with the NCR: Remnants Power Helmet


Acquire Power Armor training from
Moreno is a No-Go Orion Moreno.
Door Override Card
Now leave the Remnants’ command
room so they can plan for the coming
Kill Orion Moreno to retrieve the battle.
door override keycard.
Tell Judah Kreger what happened Post-Quest Activities:
with Orion Moreno. Reign of Death
Back in the command room, Judah witnessed You receive the Remnants Power Armor, and
16 Orion’s meltdown, and doesn’t blame you. must leave the Remnants to plan for the
Choose “I want you to help the NCR hold Speak to Daisy Whitman to be trained in attack on Hoover Dam [3.33]. Whenever you
onto the Dam,” and Judah is okay with that, Power Armor, if you haven’t learned this Perk begin Act III of the Main Quest, the Remnants
although Moreno won’t be; he’ll need talking already (during Side Quests: Tend to Your provide an extra line of fire and support on
to. Business or Eyesight to the Blind). your behalf. During the battle, the Remnants
swoop in, land, and kick a lot of ass. If you
Acquire Power Armor training from chose the path to convince Moreno and
Try to convince Orion Moreno to stay. Daisy Whitman. train with Daisy, you’ll be wearing her Power
Armor (because she’s piloting the Vertibird).
Out in the hangar, Moreno has already tooled
up in Remnant Power Armor for the battle
Siding with Caesar:
ahead, although he isn’t fighting for the NCR; Johnson Isn’t Eager 500 XP
he’s ready to face you down! You can: Choose “Help the Legion take over the Dam,”
80 Tell him the team will show the NCR and Judah agrees, although Johnson won’t
speech

how its done. Amazingly, this works. go along with it because he likes the NCR.
Although Moreno won’t be part of the He’s a crack shot, and it’s a shame not

G.I. Blues
Suggested Experience

Main Quest
Intersection

See flowchart on the following page

Main Factions
ensure support (or annihilation) of the Kings
for an incoming and ultimate battle. To this Big Boss Man
end, you can:
Investigate before you’re allied to any one
Faction in the Main Quest.
new ca. followers the
republic ota kings
Investigate on behalf of NCR
new ca.
republic
Ambassador Crocker, to curb
Before You Begin…. tension between the two Factions during
Main Quest: King’s Gambit. Check with this
The King’s School of Impersonation [2C.05] is
Quest for more specific, NCR-related infor-
a Freeside landmark, and the place where a
mation.
Faction of likeminded and generally good- 1
natured hoodlums attempt to keep order Mr. House is not interested in Begin at the building
Mr. House
across town, and mimic the mannerisms of the services of the Kings. with the giant neon
a long-dead and almost forgotten musician Caesar likes the altercation the
Caesar’s guitar (1) promising
of ancient times. If you can earn The King’s Legion
Kings are having with the NCR, open enrollments.
trust, this can be a powerful ally in the but doesn’t consider them worthy enough to Enter King’s School
forthcoming battle for Mojave Wasteland bother with. of Impersonation,
supremacy. Before you begin, it is worth If you’re acting independently, and head left to the
knowing the different ways you can approach independent 2 locked door guarded
Yes Man doesn’t consider
this Quest: the Kings necessary to bring to your side, by a slick-haired guy called Pacer (2) (or
There are no prerequisites to begin this although it doesn’t hurt to try. another one of King’s henchmen if you’ve had
Quest, so it can be started at any time. an “altercation” with Pacer already). Pacer
However, one of the Factions you may be wants to know how much it’s worth to get to
working with during the Main Quest wants to meet the big man. You can:

185
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
excruciating performance on the stage. He
QUEST FLOWCHART introduces himself (and his poorly hound
dog) and you can ask him various questions.
Quest Start For Quest-related chatter, ask if he has any
Speak to The King at the King’s School of Impersonation in Freeside work for you. He wonders if you noticed the
bodyguards for hire near the Freeside gates.
Speak to Orris near the northern gate of Freeside One of them, called Orris, is making a little
too much money, and he wants you to find
Purchase Bodyguard services from Orris and follow out why. You’re to hire him, and see what
him happens. The King gives you 200 Caps of
hiring money.
Follow Orris until he says “I’ll scout ahead” and turns
the corner.
Caps (200).
Observe Orris shoots his weapon outside of the
player’s view, then force greets the player
Hire a guard named Orris near the
northern gate of Freeside.
[Intelligence 6] Tell Orris Fail all of the skill checks
[Medicine 30] Examine
that he fired three shots, required to find out info
but there are four bodies
the bodies.
on Orris Too Much Monkey Business
Return to the King. He
Call Orris out on his will tell the player to hire
scam, or Ignore Orris as many times as it
takes to gain information.

[Barter 51] Extort Orris Kill Orris

Return to King and report


what you’ve learned,
then head to Old Mormon 4
fort and find out who’s Head through the
been attacking locals
carriage doors, and
up to the Freeside
Speak to Wayne and
then Roy at the Old gate (4) where Orris
Mormon Fort and a few other folk
are waiting. Orris (5)
Return to the King and tells you that no one
inform him of the attacks 5 keeps you safer en
route to the South Gate than him. Agree, and
Head to the Old Mormon give him the 200 Caps the King just gave you.
Fort and speak with Julie You didn’t spend it, right?
Farkas
Follow Orris to the south gate and
Speak to the squatters, watch for any suspicious behavior.
and inquire with The
Missionary

Head to the train station


at night and give the
password “Hope”

Speak with Kieran and


Observe food distribution
inquire about why the
and return to the King
locals don’t get food

Return to the King and


Return to the King and 6
inform him what hap-
inform of the distribution Orris sets off at an impressive pace, and it’s
pened
sometimes tricky to keep up. Sheathe your
Head to the train station weapon and you’ll run faster. After a sprint to
Follow Pacer and kill the southwest, accessing the carriage doors
and tell Kieran of the
the NCR
misunderstanding to Freeside, Orris jogs past the King’s School
of Impersonation, before making a left about
Completion Stage Completion Stage a block before The Strip North Gate [2.13].
Speak to The King Speak to the King Shouting that he’ll scout ahead, Orris turns
the corner and sprints off. You hear gunfire,
Shoot the place up, and fail the Quest and by the time you arrive, he stops you
impressively, which is also what happens and indicates four thugs lying on the road.
if you try opening the door without Impressive, eh?
Pacer’s say-so.
Not so fast; tell him he fired three
6
Intelligence

60 You can tell him you want to pay shots and there are four guys here.
speech

your respects. Pacer likes that, and He stammers that one of his bullets
lets you in. hit both men. Retort that he just faked this
shooting to drum up repeat business. He
Or, you can offer five Caps (you’re
thinks this is “an interesting theory.” You can:
turned away in disgust), 50 Caps 3
CAPS
(Pacer lets you in), or 500 Caps (Pacer
The King himself, and his robot dog Rex
lets you in while you remember not to give
(3) are both attempting to sit through an
away all your Caps).

186
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Extort all the money he has on him,
50
(Optional) Talk to Major Elizabeth
barter

or you’ll head to the King and tell


Kieran, and mention Julie Farkas if
him. Orris grudgingly hands you all
his Caps, and flees.
she’s reluctant to help.
Ask around the Squatter camp to
Caps (348) find a lead regarding why NCR
soldiers are in Freeside.
Or you can keep Orris and continue, either
if your Intelligence is too low, or instead
of Bartering. 8
Suspicious Minds
Once Orris heads off down the
30
medicine

road, you can closely examine the


“corpses” of the thugs Orris “killed.”
Each of them is a thug merely pretending to
be dead. If your Medicine skill is less, you’re
unsure. You can:
Keep Orris, and continue.
Or plant a bullet or sharp object into the
head of one of the dead thugs, or Orris 11
(6), and kill all five of these tricksters. 9 You can also find
If you keep going, Orris eventually finishes Head back out into Freeside, and locate the out more about
his chaperoning. Return to the King. Old Mormon Fort [2C.01], and approach the these attacks at two
large front entrance (8). Check the first tent squatter camps.
Return to the King and report what on the right as you enter, and you’ll see three
#1: The nearest is
you’ve learned about Orris. bruised and battered fellows named (from left
behind the Mormon
to right); Wayne, Farris, and Roy (9). Speak
Return to the King and report that with Roy and then Wayne, telling them the 12 Fort (11), close to the
Orris is dead. Freeside perimeter
King asked you to look into the attack. From
wall. Grecks the ghoul is here, but the
your quizzing, you learn the attackers were
A Big Hunk O’ Love big, young, and “better dressed than most
Freesiders.” And one of them was called “Lou.”
one doing the talking is a man named “the
Missionary” (12).

“Lou. Tenant.” Make sure you’re pleasant to


these victims to increase your Fame.

Freeside Fame Gained!

Return to the King with your


findings.
Back at the King’s place, you surmise that
7 the locals were attacked by NCR soldiers. 13
Start a second talk with the King, who’s The King doesn’t like this, and hopes the #2: The second is
usually right where you left him, but NCR aren’t about to take over Vegas. He’ll to the south of the
sometimes up in his apartment inside the ask around in case something big is going Mormon Fort, one
same building (7), and inform him what you down. Part of this involves you heading back block southwest
learned about Orris: the way you came, to speak to folk at the of Mick & Ralph’s
If you didn’t spot the scam, you must tell squatter camps, or with Julie Farkas over at [2C.02] by Freeside’s
the King Orris seemed legit. He doesn’t the Mormon Fort. She tends to know about perimeter wall and
believe it, and tells you to hire Orris these things. 14 a watchtower (13).
again. Repeat the chaperoning until Santiago mooches around here, but the
you come back with the evidence the
Head to one of the Squatter camps in person to speak to is “the Missionary” (14).
King needs! As Orris is now wise to your Freeside and learn why NCR soldiers
He asks if you’re interested in free meals,
plan, he attacks you at the end of his have been entering the area.
but they’re only for NCR citizens. Claim that
chaperoning, so killing him is the only you’re a citizen, and “the Missionary”needs
option. (Optional) Talk to Julie Farkas and
to verify your citizenship status with a few
see if the Followers know anything questions:
If you spotted the scam (whether you killed
about the situation.
Orris or let him live) the King thanks you • “Who was the most popular president in
for you help, and asks if you want to help NCR history: Peterson, Tibbett, Kimble,
with something more important. In the Ghetto or Tandi?”
It seems that many of the Freeside dwellers Back at the Mormon The answer is “Tandi.”
are resenting the influx of people who’ve Fort, locate Julie • “What was the original name of the NCR
swarmed the area recently. These newcomers, Farkas (10), who capital: The Boneyard, Shady Sands,
many of whom come from the NCR, aren’t is on the grounds, Aradesh, or Vault 13?”
happy about being resented, and this or inside one of the
The answer is “Shady Sands.”
sometimes leads to violence. This includes a towers. Ask her about
few friends of the King’s, and he wants you to the NCR soldiers in • “What animal is on the NCR’s flag: A
find out who did it. 10 Freeside, and she two-headed bear, an eagle, a two-headed
tells you her friend—Major Elizabeth Kieran— snake, or a two-tailed lion?”
Go to the Old Mormon Fort and is handing out supplies to the poor in the The answer is “A two-headed bear.”
question some injured Locals about western part of Freeside. Tell her the King
Answer all three questions correctly, and “the
their assailants. thinks those troops have been attacking the
Missionary” tells you the meals are available
locals, and Julie reckons you should speak to
up by the old train station in the northwest
Kieran about it, and to mention her name so
part of town. The password to tell the guards
Kieran will open up.
is “hope.”
187
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Answer any of the three questions incorrectly, nothing to bother the King with. What’s Pacer or pickpocket Grenades or C-4 into them; but
or exhibit violence to the man, and you don’t got to do to keep your mouth shut? don’t leave until everyone (including Major
receive the password. You can retake the test You can agree, or disagree, and make up Kieran) is dead.
as many times as you want. your mind later.
NCR Infamy Gained!
Investigate rumors of free food and Or you can extort some Caps, and make up
water being handed out nightly in the your mind later.
northwest part of Freeside. Freeside Fame Gained!
Caps (200)
Don’t Be Cruel 1,200 XP
50
And then extort more Caps, and
barter

make your mind up later. Return to the King and let him know
the NCR troops in Freeside are taken
Caps (100) care of.

When you reach the King, inform him that


you’ve seen the NCR distributing supplies
Conclusion #2: Can’t Help
near the old train station. At this point, you Falling in Love
15 can:
Beneath the ruins Fail to mention anything about the NCR
of the partially envoy, so that it appears the NCR is
collapsed freeway purposefully neglecting the majority of
over on the western Freeside residents. This infuriates the
side of Freeside (get King, and he orders you down there, to
there by heading wipe out the NCR scum.
down the street, Or, you can choose to tell the King that
16 passing the Atomic “they said someone was sent to discuss
Wrangler [2C.06], and then taking the door the issue with you,” and then explain 18
in the ruined house on your right), close to that the man was beaten up. The King Head across Freeside to the train station,
the boarded-up train station, is a Ruined is shocked, and understands now why where the NCR citizens are milling about
Store [2C.03]. Approach the entrance (15), the NCR have been “all riled at us.” Just nervously. Seek out Elizabeth Kieran (18).
and you’re stopped by one of the two men then, the King is interrupted with news You can tell her you’re here to kill her (and
guarding the place, who look like the guys that Pacer is in a gunfight down by the start Conclusion #1), or state that the King
that checked your citizenship. You can: train station. The King orders you to back wants to help with the relief effort. She warns
Leave, if you don’t know the password. him up. you that the King might have a loose cannon
Depending on your previous actions, and among his men, and agrees to stand down.
30 Tell them you’re here to see Major
speech

Kieran on urgent business, and what you’ve told the King, you have two
enter. distinct conclusions to this Quest: Freeside Fame Gained!
Or, if you learned the password via the
Head to the train station in northwest
citizenship test, tell them the password is 1,500 XP
“hope,” and enter.
Freeside and try to negotiate with the
NCR.
Squeeze past the hungry squatters and
guards, and locate Elizabeth Kieran (16). You
can:
Kill all of the NCR troops holed up
by the train station in northwest
Note IfNCR,
you’ve allied with the
the best scenario for
you is to keep the NCR Reputation up. Do
• Ask if she’s with the military, and why Freeside. this by:
locals aren’t served. You can receive some
food for you (and a nonexistent friend A. Convincing the King to curb the violence
Head to the supply drop building and by talking to him before the Quest
you’re afraid wouldn’t get served) if you
see if Pacer needs any help. starts.
want.

Conclusion #1:
• Ask why locals aren’t served. She isn’t B. Completing this Quest without killing
forthcoming, so: the NCR citizens (Conclusion #2).
Mention that Julie Farkas told you to ask
her. Kieran explains that the NCR sent an
Fools Rush In (Where C. Or eradicating every single member of
the Kings.
envoy to the King, offering to coordinate Angels Fear to Tread) Check Main Quest: King’s Gambit for more
the relief effort. He was brutally beaten, information.
and the relief mission was scrapped.
Kieran is currently functioning with
greatly reduced NCR support. Return to the King and let him know
Or witness the food operation without the situation with the NCR has been
learning this rather pertinent fact. defused.
Return to the King and inform him of
the NCR supply drops.
(Optional) Inform the King that the 17
NCR previously sent an envoy to discuss Head across Freeside to the train station,
distributing supplies to Freeside. where the NCR citizens are milling about.
Pacer may be cowering in a bus shelter, or
Head back to see the King. Inside the School not involved in this fight. Either way, you
of Impersonation, after you’ve heard Kieran’s have a host of folk to mow down (17). Tag
story about the beaten NCR envoy, Pacer them from afar, use the corners of the train
stops you and tells you the story is fake, and station as cover, or Sneak in and lay Mines

188
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
you a reward: a single favor from the King. Ask about Rex, the robot dog. Although his
Post Quest Antics: A Little You can: brain is slowly seeping out of its casing,

Less Conversation Join the Kings. The King doesn’t usually


do this, but he agrees to let you in. You
he could be a faithful companion. See
Side Quest: Nothin’ But a Hound Dog for
can get your hair sculpted by Sergio (in further details.
the building), and wear the same type Finally, if you don’t use the King’s favor for
of amazingly stylish attire as the King any of the above listed options, you can
himself (19). approach the King during Main Quest:
King’s Gambit. Instead of killing Pacer for
King’s Outfit Ambassador Crocker, simply speak to the
King and ask him to curb the violence as
Get access to The Strip. The King organizes a favor to you. He agrees, allowing you to
a Passport, and tells you to pick it up finish this Quest succinctly, and without
19 from Mick & Ralph’s. doing any dirty work.
The King thinks either that “you helped us You can receive a payment of Caps.
plenty,” or that it’s time for “a little more
talkin’ and a little less fightin’.” He also offers Caps (1,000)

Ghost Town Gunfight /


Suggested Experience

Run Goodsprings Run


QUEST FLOWCHART Main Factions
Quest Start
Enter the Prospector Saloon in Goodsprings and observe the argument
between Trudy and Joe Cobb.
powder goodsprings
gangers
Speak with Joe Cobb about looting Speak with Trudy about the
the town. argument.
Alternate Quest Start Ringo’s Mistake Revealed
Find out why Ringo is staying in
Speak with Ringo at the Good-
Kill Ringo. Goodsprings.
springs Gas Station .
[Speech 20]

Meet up with Joe Cobb and the


Offer to help Ringo with the Powder
other Powder Gangers outside of
Gangers.
Goodsprings.

Quest Failed Go to the Prospector Saloon and


Stop the Pow- speak with Sunny Smiles about
der Gangers helping out Ringo.
from attacking 1
Goodsprings. Complete Any

Completion Stage Speak with


Let Joe Cobb know Ringo is dead. Easy Pete Go to the
outside of the Goodsprings
Post-Quest Prospector General Store Recruit Trudy
Town of Goodsprings is Saloon and and convince [Speech 25,
destroyed convince him Chet to donate Sneak 25]
to give you supplies.
dynamite. [Barter 25]
[Explosives 25]
2
Return to Ringo and let him know you’re ready. Although not mandatory, you might want
to hone your talents with Sunny Smiles by
Speak with Sunny Smiles about the invading Powder completing Main Quests: Back in the Saddle
Gangers and By a Campfire on the Trail, although you
can start this Quest the moment you’ve shot
Completion Stage the Sarsaparilla bottles with Sunny Smiles.
Kill all of the Powder Gangers attacking Goodsprings. Over at the Prospector Saloon (1) in the ghost
town of Goodsprings [4.05], there’s trouble
Post-Quest brewing. Enter to watch a rather heated
If still alive, Ringo awards the player with 100 Caps argument between a Powder Ganger named
Joe Cobb, and the saloon proprietor Trudy
(2). After the verbal altercation, speak to both
parties involved. Pick a side (ideally sticking
to the Faction you’ve aligned yourself with),
and the Quest splits into two main branches:

189
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
That guy in the gas station is Ringo;
20
(Optional) Acquire Easy Pete’s
Tip Chet
speech

you can stumble across him without is one of the first people
dynamite. you can meet who has
speaking to Trudy or Joe Cobb if
you open the Goodsprings Gas Station, and specialized ammunition and weapon
find out why Ringo is in the area (with a Task #1: All Smiles mod parts. It’s a great idea to purchase some
Head back to the of his fine equipment. Consult the Guns
successful Speech check).
and Gear Chapter of this guide for further
Prospector Saloon
Pick a Side #1: (1), where Sunny
Smiles (6) and her
information.

Goodsprings Townsfolk shaggy dog friend Task #4: For Pete’s Sake
(Ghost Town Gunfight)
are waiting. Ask if
Sitting outside the
she’ll help, and she
6 immediately agrees. Prospector Saloon
Talk with Trudy (3).
(1) is an old timer
You can fix her Simple. You can now return to Ringo, or
called Easy Pete
radio, and talk at attempt to enlist more folk.
(10). Ask about his
length about her
Return to Ringo and let him know dynamite, and he
knowledge of the
that Sunny Smiles has agreed to help tells you the stuff is
Mojave Wasteland. 10 too dangerous. You
But to continue, tell you fight the Powder Gangers.
3 her you overheard can leave it at that, or:
the argument. She says a trader named Ringo Task #2: Trudy’s True Calling Tell him you’re familiar with the care
25

explosives
came into town, with bad men after him. and handling of Explosives. Pete
Back at the agrees and tells you he’ll have the
Goodsprings folk gave him a place to lie low,
Prospector’s Saloon stuff ready when the fight starts.
but the Powder Gangers have caught up with
(1), Trudy (7) already
him. Murdering Joe Cobb isn’t the towns-
folk’s way. Trudy hopes Ringo sneaks out. In
knows your plans, Task #5: Mitchell’s Medical
fact, if you can help Ringo, you’d get a decent
and thinks it’s a
big risk. She needs
Prescription
Reputation around here, even a discount at
7 convincing:

25
The battle will be full of bullets,
speech

explosions, and lots of fun.

25
The saloon and store are good
sneak

ambush spots. If you had the help.

Either option works, although Trudy reckons


everybody could be better-equipped if Chet 11
4 could help out. You should also visit Doctor Next to the Gas
the saloon! Mitchell for some medical supplies. Station (4) is Doctor
After some aimless Mitchell’s House
(Optional) Acquire additional (11). Head inside and
wandering, you’ll
medical supplies from Doc Mitchell. inform Doc Mitchell
find Ringo inside the
(12) of the current
Goodsprings Gas
Station (4). Step Task #3: Stocking Up with Chet predicament. He has
12 a bad leg, but lots of
5 inside, and you’re supplies. He’ll give you what he can:
met by a twitchy, but
seemingly friendly Ringo (5). You can: 30 Ask about healing serious injuries,
medicine

Gun him down, switching sides to the as you’ll be using Explosives. This
Powder Gangers. gives you an extra two Doctor’s Bags.
Or thank him for his Stimpaks, ask him to
You can also play (and learn the rules of)
heal you, speak about other matters, and
Caravan. Ringo gives you your first deck.
then leave.
Or speak to him about his predicament. He
tells you that it would be wise to enlist 8 Stimpak (3)
the help of the Goodsprings population Over at the General
to help fight against the Powder Gangers. Store (8), step up
Agree to check out the following to the counter and Doctor’s Bag (2)
Objectives (you can complete any or none speak with Chet (9).
of the Optional ones). Chet offers a wide Return to Ringo when you’re ready
variety of items for for the gunfight with the Powder
Caravan Deck sale. Peruse his
9 goods, then request Gangers.

Offer to help Ringo deal with the some supplies to help fight off the Powder Now return to the Gas Station, and let Ringo
Gangers. Chet isn’t about to invest 1,000 know that Sunny’s with you both, and it’s
Powder Gangers.
Caps-worth of equipment to this cause: time to face down the Powder Gangers (or you
Talk to Sunny Smiles about fighting can wait until you’re feeling more confident).
Tell Chet the Powder Gangers will
25
The battle starts as soon as you agree to it!
barter

the Powder Gangers. take over, and finish your verbal


flourish with some sarcasm. You’re Salvage what you can to add to your projectile
awarded some additional equipment (which threats in the combat to come.
(Optional) Enlist the help of Trudy. you yourself should use).
Or you can give up sweet-talking Chet out Dynamite (3)
(Optional) Convince Chet to open his of his goods.
store’s stock to the town.
Leather Armor Defeat the Powder Gangers.

190
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
at the point of shooting up the entire town for Let him know the supplies he gives
25

barter
Join up with Sunny. harboring the guy. up now mean his store won’t be
Ask if he’s interested in taking over the looted later.

Last Hope at Prospector Saloon town. Cobb quiets down and tells you to get 25 Tell him it’s his chance to join the

speech
out of town before you talk any more. If you winning side. Either option works,
want, follow him along the road heading and he hands over some leather
southeast out of Goodsprings, to a building armor and spare ammo.
on the edge of town, where you and Cobb can Or rethink your ways, and talk about other
hatch a plan (14). Cobb wants to know why matters.
when there’s nothing much worth stealing:
6 9mm Rounds (30)
Intelligence

Tell him the townsfolk will work for


him, and pay him.
Leather Armor
Or there’s always the free food. Either
13 response works, but first you’ll need
Sunny joins you at the Gas Station and tells to settle matters with Ringo. He needs
you the Gangers are here to play. She lets Powder Gangers Fame Gained!
executing. Agree to this and Joe Cobb will
you know there’s around six of them. Fortu- return with his cohorts.
nately, Easy Pete came through for you, and Task #2: Bagging
she hands you some Dynamite.
Kill Ringo. Mitchell’s Medicine
Dynamite (5) Visit Dr. Mitchell’s House (11) where you
Find Ringo inside the Goodsprings Gas Station
were treated for your wounds, and see the
Rush out of the Gas Station to the Prospector (4). Step inside, and you’re met by a twitchy,
doctor again (12). Lie, and tell him you need
Saloon, and then look down the road to the but seemingly friendly Ringo (5). You can:
medical supplies for an injured man down
south (13). The Gangers are approaching Ask more about his problems; he has no the highway. When the doctor asks what the
from that direction. Sniping from higher chance against the gang on his own, injuries are, you need to act quickly:
ground is possible, or from behind the saloon although he saw you getting friendly with
Tell the doctor the man’s breathing
25
or store buildings. But you’ll save more lives Cobb, and doesn’t trust you. Convince
medicine
is uneven, and he’s coughing up
if you soften up the foes by lobbing Dynamite him otherwise, and you can change your
blood. The doctor quickly hands over
at them before they split up. Most of the plans (Option #1).
what he can spare.
Gangers are armed with Melee Weapons, so Or, you can stop the conversation, and
you can back up and fire at them manually Or, you can stop the chat. You aren’t fooling
plant a bullet (or melee implement or fist)
before they can reach you. anyone.
into Ringo. If you kill him, don’t forget
Assuming you defeat the Gangers, Ringo to loot the corpse for some Caps and a Spare Medical Supplies
races up to you and hands over some Caps Caravan Deck.
as thanks. Don’t forget your Goodsprings
discount at the saloon! Caravan Deck Last Stand at Prospector Saloon
Caps (100)
Tell Joe Cobb that Ringo is dead.
Goodsprings Fame Gained! Back at your southeastern rendezvous point,
check in with Joe Cobb, and let him know
Ringo’s dead. That’s great and all, but Cobb
Powder Gangers Infamy Gained! needs to ensure his team isn’t killed by a
bunch of townies. You’re tasked with the
following objectives, which you can attempt,
50 XP 15
or ignore these requests, and tell Cobb to
begin the battle. Return to Joe Cobb, and inform him of
the tasks you’ve completed. Hand over the
Tip Need to increase your Fame
with Goodsprings still Powder Gangers Fame Gained!
medical supplies. You keep the Leather Armor
(wear it if you wish) and ammo. Cobb gives
further? Then save the Goodsprings you back some of the medicine, in prepa-
Settler from Geckos during Main Quest: (Optional) Shake down Chet for ration for the battle. When you’re ready to
Back in the Saddle, and fix Trudy’s broken supplies. fight, tell him “let’s take over Goodsprings!”
radio. Post-Quest, you also receive a
discount on items from Chet’s General (Optional) Obtain Doc Mitchell’s
Powder Gangers Fame Gained!
Store. You are now Vilified with the Powder spare medical supplies for the Powder
Gangers, and shot at on sight. Gangers.
Stimpaks (5)
(Optional) Pick the lock on the
Pick a Side #2: Bighorner pen.
Powder Gangers (Run Let Joe Cobb know once you’re ready
Super Stimpak

Goodsprings Run) to take over Goodsprings.


Buffout
Talk with Joe Cobb,
and bring up the Task #1: General
name he already Store Shake Down Let battle commence (15)! Head toward
the Prospector Saloon, and engage Easy
mentioned; a man
Move across the main drag to the General Pete, Trudy, Sunny Smiles, and the rest of
called Ringo. Joe tells
Store (8), and walk up to Chet (9) who’s those do-gooders, and cut them down where
you Ringo was some
manning the counter. Chet has a wide variety they stand. Naturally, you can snipe from a
trader who decided
14 to shoot instead of items to purchase. Peruse his goods, but distance, run in and attack with guns, get
make sure you tell him the Powder Gangers even closer with melee or unarmed attacks,
of paying the Ganger toll. Ringo’s hiding
need him to “donate” some supplies. Chet or stand back and let Joe Cobb and his crew
somewhere in Goodsprings. Cobb is almost
asks why. feel the brunt of the attacks.
191
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
It’s in your best interest to see the
Powder Gangers win; there’s no point in
having a change of heart now! Also, with the
Goodsprings Infamy Gained! Note The townsfolk have a few
interesting items on their
corpses. Trudy has a Prospector Saloon
Bighorners stampeding, the Goodsprings Expense List. The rest have guns and
townsfolk become a little more distracted. Try Powder Gangers Fame Gained!
ammunition. Take what you want, and leave
keeping Joe Cobb safe too, as you’ll speak to this place.
him after the battle, if he’s still alive. You’re
now likely to be Vilified by the Goodsprings
population and attacked on sight if you hang
Tip Now that you’re allied with
the Powder Gangers, you
50 XP
around here. However you’re now Liked by can visit the NCR Correctional Facility
(where they broke out from) and speak to
the Powder Gangers.
their leader, Eddie. This occurs as long as
you didn’t kill any Powder Gangers or side
with the Goodsprings townsfolk.

Guess Who I Saw Today


Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Speak to Doctor Henry in the Lodge and ask about Nightkin

super
Ask Lily to travel with you mutant

Calamity, but you’re here to see Henry (3).


Travel to the Nightstalker Den
Speak with him, and although he’s initially
Locate the Chewed up StealthBoy in rude, he tells you he’s been investigating the
the depths of the cave local Nightstalker population, because they’ve
developed a natural stealth field. Henry also
Return to Doctor Henry with the has a Stealth Boy Mark II prototype, but he
report needs to find the Nightstalker mutation first.
This is where you come in, once you agree
Request Lily to help with the experi- to help. Investigate the Nightstalker lair, and
ment and proceed
perhaps bring a Nightkin named Lily with you.
Speak with Keene Talk to Lily about participating in
Doctor Henry’s experiment.
Refuse to give the prototype to [Speech 80] Convince Keene that
Give the prototype to Keene
Keene his actions affect Jacobstown (Optional) Ask Lily to help you inves-
tigate the Nightstalker mutations.
Kill all the Hostile Nightkin
Look for the source of the Night-
Speak with Doctor Henry about stalker stealth mutation.
the test

Completion Stage Completion Stage Completion Stage


Visiting Grandma Lily
Tell Doctor Henry to continue with Tell Doctor Henry to stop running [Science 90] Tell Doctor Henry to
the test the test use neuro-peptides

Here Be Monsters Stealth Boys, readjust your viewpoint after


entering the Jacobstown Lodge (1). As you
enter, you’re harangued by the leader of
the Nightkins in this area, a Mutant named
Keene. Speak to Keene (2), and he’s very
standoffish, but he’s also having trouble with 4
Marcus. Move outside to
Ask why the Nightkin are here, and he the Bighorner pens
tells you that Stealth Boys are having an (4), and speak
adverse, cumulative effect on the minds of to their keeper, a
the Nightkin. This place is a sanctuary while Super Mutant with
1 the only other human here—Doctor Henry— a straw bonnet and
The snow-capped works on a cure. But Keene’s patience is farmer’s ensemble.
northwestern wearing thin. 5 She mistakes you for
mountains are a Turn right (north), “Little Jimmy,” her grandson. It’s best not to
maze of warrens, staying on the ground dwell too long on her exact mental condition,
trees, and the Super floor, and enter although it’s well worth asking Lily (5) whether
Mutant settlement Doctor Henry’s large she wants to accompany you. She’d love to
of Jacobstown makeshift office. come, if only to seek revenge on the Night-
2 [1.10]. After meeting
You can purchase stalkers who’ve been killing her Bighorners.
Marcus, and realizing that not all Super and get repairs from
Mutants are half-deranged and addicted to 3 his nurse assistant

192
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Tip Be sure no other Followers


are with you, or Lily doesn’t
Now You See Her… Kill the hostile Nightkin.
join in the expedition. Lily doesn’t
have to accompany you, but she’s extremely However, at this point Keene and his Nightkin
handy in close-quarter fighting. brethren burst into the chamber and deliver a
demand through clenched teeth (9): give over
the Stealth Boy prototype or the Nightkin will

The Search for the splatter the room with your insides. You can:
Tell Keene that his actions affect all
80
Slobbered-On Stealth Boy

speech
the Mutants across the Wasteland.
He replies sheepishly that he hadn’t
8 considered that, and the situation is defused
peacefully.
Descend the mountain, and bring Lily back to
Doctor Henry’s surgery. Tell him you found a You can ask what Keene plans to do with
Chewed Stealth Boy in the lair. After examining the prototype. Keene wants to locate all
the unit, he concludes that he needs to run the the other stashes of Stealth Boys and
Mark II Stealth Boy test on Lily. “improve” them, too. It is his decision,
and he won’t be swayed. You need to try a
If Lily isn’t with you when you return to
different tactic.
the doctor, speak to him first, and he
6 recommends that she be used as a test You can instruct Henry to give the Stealth
Head past Marcus (who’s having trouble with subject. Exit and talk to her about the Boy II prototype to Keene, who promptly
some mercenaries—Side Quest: Unfriendly experiment. She gladly accompanies you leaves with his kin. The Quest concludes.
Persuasion), and exit the Jacobstown back in. Or you can tell Keene he isn’t getting the
perimeter. Follow the large tree-trunk security Ask why Henry wants to experiment on prototype. He flies into a rage, and must
wall heading roughly northwest, and go up Lily, and he answers that she’s the least be defeated, along with his kin. Lily fights
into the tundra while the snow begins to coat prone to bludgeoning you both to death, alongside you, bless her.
the ground. Climb steadily until you reach a and has actually asked to help.
remote cave entrance, and bravely enter the Speak with Doctor Henry.
Nightstalker Lair of Charleston Cave (6) [1.07]. What are the risks? Well, there’s a reason
the Mark II Stealth Boys never got past the
Whether the prototype specs were given to
prototype stage. There’s possibly immediate
Keene or not, the doctor correlated a lot of
and permanent mental damage in Lily’s future.
useful data from the experiment and is a
Talk to Lily about participating in lot closer to a cure. He suggests Lily wear
the prototype for a longer period, so he can
Doctor Henry’s experiment.
monitor the results. You can:
Tell Doctor Henry to proceed with (Optional) Stabilize the Stealth Boy
the experiment once Lily is present. Mark II’s stealth field.
7 Wait for Doctor Henry to complete Decide whether or not Lily should
Once in the gloom of the cave, follow the
the experiment. continue to wear the Mark II
tunnels and slowly descend, sweeping every The only way to conclude this Quest is for prototype and inform Doctor Henry.
opening, and watching out for strange, Lily to help with the experiment. Speak with
shimmering shapes. These are the Night- her, and she’ll tell you she knows the tests
stalkers, and they’re almost completely are dangerous, but it’ll all turn out for the Keep Lily alive.
invisible. They turn violent when they spot best in the end. Once you agree, she goes
Inform the doctor that neuro-peptide
90
you, so keep Lily calm or begin to cut them over to Doctor Henry, and the tests begin (8).
science

stimulators on a Nightstalker brain


down, and advance farther into the cave Lily vanishes into a shimmering cloak for a
should be used. This kind of break-
system. Inside the main cavern (7) with the few moments, before returning to a visible
through is a brilliant and elegant solution!
piles of animal bones and a recently killed state as the doctor concludes the experiment.
Bighorner, you’ll find the body of a Nightkin You can stop the doctor from running the
(near a Unique Weapon). Search the body
for a Chewed Stealth Boy; you surmise this
Keene on the Prototype tests. Lily isn’t harmed any more, and the
prototype is dismantled.
was slobbered on by the Nightstalkers, and You can instruct the doctor to fit the
created this odd mutation. Take the item, and prototype onto Lily, despite her almost-
return to the surface. certain death.
All three possibilities end the Quest. If Lily is
Unique Super Sledge: Oh, Baby!
with you, you can witness the effects that the
prototype is having on her, and her (invisible)
Chewed Stealth Boy friend: Free Quest: Lily and Leo (consult the
Tour Chapter for that information).
9
Tell Doctor Henry you’ve discovered
500 XP
a potential cause for the Nightstalker Speak with Keene and try to defuse
mutations. the situation.

193
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Hard Luck Blues


Suggested Experience

QUEST FLOWCHART
Main Factions Pandemonium in Vault 34
Go to NCR Sharecropper Farms

Speak to Private Ortega


new ca. powder
republic gangers
Press Private Ortega on “ungrateful” farmers
[Speech 25] Visit the main gate
(1), and speak with
Private Ortega (2).
Speak with Morgan Blake
She can tell you more
about the Farms; 5
Quest Start they supply food The nearest area with a sizable radiation
Agree to investigate NCR Sharecropper Farms to NCR outposts
water supply 3 around the Mojave problem is Vault 34 [3.12]. Travel to either
the Vault 34 entrance (5), which is hidden in
Wasteland, but some of the farmers are a the wall of a rocky outcrop close to a parked
Travel to East Pump Station little ungrateful. Ask who, and Ortega quiets military truck filled with radioactive barrels.
down, unwilling to spread gossip. Once inside the natural tunnels (Vault
Repair network con- Unless you press her on the subject,
25 34—1st Floor), explore the area, watching
Activate East Pump nection before activat-
speech

in which case she mentions Trent out for Golden Geckos, and keeping an eye
Station terminal ing East Pump Station
terminal Bascom, who says the NCR isn’t on your radiation meter. When you reach the
giving them the water they need. This is a open Vault entrance door, prepare to face
reference to another irrigation-based Quest: a troublesome Ghoul threat; it seems the
Head to Vault 34
Side Quest: The White Wash. Vault’s inhabitants have gone Feral.
You can also ask about work (Major Dhatri
Hack Utility Terminal Locate Utility Terminal
[Science 75] password
is offering bounties on some Fiends),
purchasing (the Crimson Caravan Company
[2.09] is recommended), or a doctor (try the
Activate Vault 34 Pump Station via Utility Terminal medic at Camp McCarran [2.19] or a civilian
doctor to the northeast). When you’re done
Unlock Overseer’s Office from Armory Terminal chin-wagging, open the gates, and enter the
Farm.
Defeat Vault 34 Overseer to collect password Here, you can speak with Morgan Blake (3).
Ask her what’s going on, and she mentions 6
Access Overseer’s Terminal, read Overseer’s logs that the East Pump Station [2.21] is a little
A complete reconnoiter of the Vault is now
run down. She asks if you can find anything
required. Dispatch the Ghouls, including
Reach Reactor antechamber via Overseer’s Tunnel strange going on. Agree to begin the Quest.
technicians and those still wearing the
remains of their uniforms (6). Optionally
Unlock Reactor Door via terminal Investigate the East Pump Station. access the terminals dotted throughout the
place that warn about a reactor problem
and flooding. You surmise that radiation is
Completion Stage Completion Stage
seeping into the ground water and causing
Re-route control of
Seal external ventila- the problems for the sharecroppers. Continue
Vault 34, polluting wa-
tion to halt radiation to descend into the Vault until you reach the
ter supply and saving
leak
trapped family level with the clinic and the locked Overseer’s
office door. Backtrack to a junction with a
sign for both these locations, and take the
side corridor to the water-filled steps. Water
Coming a Cropper cascades down from the leaking pipe on your
4 right.
Head east toward the Pump Station (4), and
locate the Door to the East Pump Station (not
the Cistern). Access a Pump Station Terminal
in the initial chamber, and you’ll find some
sort of data corruption has made the user
interface illegible. You can:
Leave the terminal alone.
50
Repair the network connection and
science

1 then activate the terminal.


The NCR have their
7
tendrils in many Or simply activate the terminal. Take a deep breath (and some radiation-
facets of life in and abating Chems) and dive down the
If you can read the data, you uncover a
around New Vegas, submerged steps. Follow the corridor west
radiation leak. This is unknown if you left
and growing crops until it opens up into a debris-filled room,
the terminal alone, or tried to piece together
is but one of their look immediately left, and search the
the corrupted data. However, you can still
enterprises. The already-dead Vault Technician (7) whose legs
complete the next Objective:
2 irrigation at the NCR protrude from a desk. He carries the Vault 34
Sharecropper Farms [2.20]—a vital resource Utility Terminal Password. Grab this, and flee
to some, but an imposition on those outside Find the source of the Radiation. back to the dry corridor. Check the password.
of the NCR’s rule—is an ongoing concern.

194
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
not the door adjacent to the Utility Room
Vault 34 Utility Terminal Password upstairs. Wind through the Ghoul-filled
corridors to a larger office with barricaded
desks and debris, and locate the terminal in
the corner (9) near the Overseer’s Journal
Fragment.
100
The hacking requires true mastery of

science
your craft.

Or, if you have the Security Terminal 12


Password, you can simply access the terminal The computers to switch off the Vault’s
without the need for impressive hacking. Reactors are easily accessed via the water-
8 This terminal allow you access to another logged passageways you can reach from the
By now, you should have discovered that
“System” menu, where you can “Disengage Overseer’s tunnel, under his desk. Open the
the Door to Vault 34—Reactor is closed and
the Lock to Overseer.” heavy doors and drop glowing Ghouls until
requires a key to open. The Password doesn’t
you reach this computer bank (11), where
help directly, but if you progress farther into
the Vault, culling more Feral Security Guards
as you go, you’ll reach another corridor
Note This chamber is also the
place to scavenge parts
you can Activate the Terminal and read the
following messages:
from a Broken Mk III Auto-Doc, if you’re SOS: This mentions a bomb planted in
with a small water cascade from a pipe, and working to heal Caesar during Main Quest: a pool that triggered an auto-lock on
the obligatory Ghoul inhabitant (8). This is Et Tumor, Brute? You can only grab the some of the Vault’s doors, trapping a
adjacent to an open doorway on your right parts if this Quest is active. few survivors. Transferring control to
(north) with some submerged steps. You can
a backup terminal could allow some
dive down into the steps, and secure a second
Password from another submerged Vault
Technician lying dead, under a desk. But a
Someone’s Gonna Suffer non-Feral survivors to escape. The Quest
updates.
safer plan is to ignore that for the moment, You can also read a log, view two more
and continue forward (west), until you reach commands, and open the Reactor Door
the Utility Room on your left (south). This is (which is imperative). The Reactor Door
close to the door to the Armory. opens, allowing you to access the master
terminal.

Note Vault 34 Armory is a great


place to stock up. However,
In this chamber (12), you must make a stark
choice:
this is a purely optional plan, and not related
to this Quest. Consult the Tour Chapter for Seal external ventilation. This stops the
details on what’s inside the Armory, and
10 radiation from seeping into the water
how to unlock the necessary doors. The With the Overseer’s chamber open, move table and outside air, solving the Share-
Overseer’s Journal Fragments tell a terrible back to the 1st Floor and to the Reactor cropper Farmers’ problems. However, it
tale, also detailed in the Tour Chapter. Room door, with “no access” written on also dooms a family of Vault Dwellers.
it. This is now accessible, leading to more
Or, you can reroute control of the Vault,
careful corridor navigating, along with some
which is what the SOS message
deft Ghoul removal. Locate the door with the
requested. This allows the trapped Vault
barrel propping it open, which leads to the
Dwellers to escape, but also releases
Overseer’s Office (10). The leader of Vault 34
a vast amount of radioactive matter,
is no longer of sound mind, so dispatch him
ruining the Sharecroppers’ livelihood.
and search his corpse. He is carrying the
Password for his terminal, which is on the Either option concludes this Quest.
back (north) wall of the office. Activate the
(Optional) Save Vault 34’s trapped
terminal, read the logs to update the Quest,
and check the “System” menu to open the
dwellers by leaving its Reactor intact,
9 dooming the Sharecropper Farms.
Armory door (which allows access to a large
Enter the Utility Room and Activate the
cache of weapons). NCR Fame Gained! (If you save
Terminal using the Password you found.
The last menu option (“System”) allows you Shut down Vault 34’s Reactor to help Sharecropper Farms)
to “Activate Pump Station.” This pumps the Sharecropper Farms. 100 XP (If you save Sharecropper
the water from the submerged steps in the Farms)
doorway to the north. Head down these steps,
and enter the dead-end room and secure a 150 XP (If you save the Vault
second Password from another submerged Dwellers)
Vault Technician lying dead, under a desk.
You now have the passwords to access the
Vault areas necessary to this Quest.

Vault 34 Security Terminal Password.

Now open the Door to Security Station A, 11


and enter the Armory from this lower level;

195
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Heartache by the Number


Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Speak to Cass at Mojave Outpost and get the objective to work for Crimson Caravan

new ca. crimson van


Optional Start republic caravan graffs

Start Crimson Caravan’s Main Quest: For the


Republic, Part 2 Follow this advice,
and travel north
into New Vegas,
Deliver the invoice to Hildern at McCarran
and locate the large
walled Crimson
Go back to McLafferty at Crimson Caravan and agree to Caravan Company
help with the Cassidy Caravan Buyout
compound [2.09].
4 Step inside, and
Go to Cass at Mojave Outpost and get her to sell find the main office
Cassidy Caravans
(3), where Alice
McLafferty (4) has
[Barter 50] Talk to Cass [Barter 75] Drink for it, 12 [Speech 75] Complete [Speech 50] Complete some work for you.
and convince her whiskeys required jobs for Ranger Jackson jobs for Ranger Jackson
Begin Side Quest:
You Can Depend
Kill Ranger Jackson or do on Me (and refer to
his jobs 5 that Quest for more
details), and take the invoice to Dr. Hildern
Quest Failed Ask Cass to join you (5) inside Camp McCarran [2.19], as Alice
Cass Dies asked. You don’t need to interrogate the
Talk to Cass to get the objective to investigate the doctor (unless other Side Quests are in your
sacked caravan locations future); the Quest updates again, and you
must return to Alice to let her know the first
Investigate all 3 caravan locations and speak to Cass job has been done. She has additional jobs
available, but the one that concerns this
Do in any order Kill Gloria Van Graff and Alice Mclafferty Quest is the “negotiation.” Obtain further
(Available any time if on Evidence path) information on that before you leave.

Loot the Crimson Cara-


Loot the Letter to Gloria Note: Crimson Caravan Invoice
van/Van Graff agreement
from the safe in the Silver
from the safe at Crimson
Rush
Caravan
Pitch in at the Crimson Caravan
Company if you’re looking for
Take the evidence to Ranger Jackson at Mojave caravan work.
Outpost.
Deliver the Crimson Caravan
Completion Stage Completion Stage
invoice to Doctor Hildern at Camp
Cass gets the Calm Heart Perk Cass gets the Hand of Vengeance Perk
(Health Bonus) (Damage bonus with Guns) McCarran.
Return to Alice McLafferty and let
her know you’ve delivered the invoice.
No Time for Gawkers a bar. Propped up against the counter is a
young woman named Cass (2). She seems
standoffish when you speak to her, but
Return to Cass and see if you can get
continue the conversation (using any tact), her to part with the title for Cassidy
and then ask Cass what she’s trying to forget. Caravans.
She rants about losing her caravan, and the
NCR’s rather tepid response, that “roads Filling Out the Correct
aren’t safe.” She tells you she can’t leave
because she has caravan papers, and gives Paperwork
you a piece of advice: Return to the barracks bar at the Mojave
Cass is drowning her sorrows at the Outpost, and inform Cass that you’re here to
1 buy out her caravan. This seems pointless to
Mojave Outpost. Her advice? Go
There are two her, as it was recently ransacked by Raiders
work for the Crimson Caravan.
ways to start this (or so she believes). Despite only having the
Quest. The first is clothes on her back, she still isn’t selling
to encounter Cass the operation, simply on general principle.
during Side Quest: Present the offer and she declines it. At this
You Can Depend on point, you can:
Me, while working Tell her you’re not going to offer her
75
2 for the Crimson
barter

money; you want to drink for it! She


Caravan Company. The second is to find Cass agrees to a competition, and it takes
first. Achieve this by heading to the Mojave 12 Whiskeys (which will impair your other
Outpost [4.27], and locating the barracks motor skills, and cost Caps to purchase) to
(1), which has been partly transformed into 3 drink her under the table.

196
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
50 If you’re carrying a cache
750 other than an accident. C-4 Explosives placed Trek all the way to Durable Dunn’s Sacked
barter

of Caps, you can buy her on Jackson also work. Caravan (11) [2.16], and inspect the carnage.
CAPS out with your considerable Somebody made camp here, and Cass didn’t
Killing him in his sleep is also an

Sandman
funds. She agrees, and you can begin the even know this had taken place. Something
investigations. excellent plan. here stinks, and it’s not just the corpse of the
Inform her that this Outpost is the
50 Van Graff thug Cass finds. She realizes the
Then return to Cass, and tell her Ranger
Crimson Caravan and the Van Graffs were
speech

last place you want to be trapped. Jackson isn’t going to keep her at the outpost
She agrees, but tells you Ranger behind the burnings. They must answer for
any more.
Jackson won’t let her leave anyway, since these crimes! You have two ways to play this:
there’s trouble on the Long 15 close by. If
you could help Ranger Jackson with this job
Unfair Trading Practices The Cass Way: Whiskey
When speaking with Cass, convince her to join
(or remove him as an obstacle), she’ll sell
the rights to her caravan. Plans #1A and 1B you, and she accepts. The Quest involving Alice and Ammunition
commence, and your Quest updates. McLafferty updates, but not this Quest until
you speak to Cass in her new role as a Follower.
Or that if she made the caravan,
75
She asks if you’d mind making a detour on
speech

she’s responsible for killing it. This your travels; she wants to check out the site
causes her hackles to rise, but as where her caravan members died. Agree to this
you explain, she realizes she’s been thinking plan, and she tells you the location. Head to
the same thing, but the whiskey had been Cassidy Caravans Wreckage [2.31].
killing those thoughts. She sells you the
caravan and the Quest updates. Pay your respects with Cass at her caravan’s
grave.
Clear the roads for Jackson in 12
Mojave Outpost HQ to allow Cass
freedom to leave.
(Optional) “Remove” Jackson as an
obstacle without Cass or anyone the
wiser.

9
When you reach the wreckage (9), Cass picks 13
over the remains, and realizes there’s nothing

Caution Once
left. When she told you she’d heard the caravan you’ve used
had been burned, she was told of “ash” piles, violence against
but these were her men. She tells you anything either Faction, you cannot change to
you can scavenge is yours. Wait a minute or the Sane Way.
6 so, and she comes over and lets you know this
wasn’t the first caravan to be attacked in this Find Alice McLafferty at the Crimson Caravan
manner. She wonders if the other caravan was Camp and “settle accounts.”
hit by Energy Weapons too. Agree to check it
out, even if it’s a hell of a detour. Find Gloria Van Graff at the Silver
Rush in Freeside and make that bitch
Investigate the wreckage of the Griffin Wares
caravan with Cass.
eat her hair.
Cass wasn’t kidding about revenge
guns

being a dish best served with


copious amounts of smoking bullet
holes. If you agree to this bloodthirsty
7 carnage, simply visit Alice McLafferty, and kill
Plan 1A: Visit the her (12). Then locate the Silver Rush [2C.07]
Mojave Outpost in Inner Freeside, cut down the guard, and
Headquarters (6), lay waste to the (heavily armored) Van Graff
and search the back thugs, plus Gloria Van Graff (13) and Jean-
(northeast) rooms Baptiste Cutting. You might wish to bring
for Ranger Jackson
10
a second Follower (such as ED-E), stock up
(8). Ask about work, As you arrive at Griffin Wares Sacked Caravan on Grenades, or use the firepower inside the
8 and he tells you (10) [1.05], she tells you to poke around. Sure Silver Rush itself.
he’s having trouble with ants on the road to enough, there’s another ash pile indicating
Of course, you could enter the
En. Weapons

Ivanpah Lake. Simply complete Side Quest: the use of Energy Weapons. Not only that, but
Cass finds a map showing caravan routes to premises calmly after surrendering
Can You Find It in Your Heart, and kill all
the west, and another possible ambush spot! your weapons, then wait for an
the Giant Ants at the intersection (7) close
Time for another reconnoiter. opportunity to get close to Gloria, grab an
to the Nipton Road Pit Stop [4.29]. Return to
Energy Weapon from the shop table (or better
Jackson for your reward, and then return to Track down Durable Dunn’s missing caravan
yet, buy one along with ammo), and gun her
Cass, and let her know you cleared the road. with Cass.
down with it before fleeing.
Plan 1B: Removing Jackson as a threat is
Once the combat is over, Cass gains the Hand
only really an option if you’re going to be
of Vengeance perk, giving her a bonus to
working for allies other than the NCR. It’s
damage with Guns.
very difficult to pull off without anyone
witnessing the murder.
Hand of Vengeance
One way is to Sneak around to the
sneak

back of Ranger Jackson, Pickpocket


him, and insert a Frag Grenade,
and then retreat, with a Stealth Boy cloaking
you to keep anyone from suspecting anything 11
197
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Before your Stealth Boy runs out, exit the
The Sane Way: Methodical Investigate the Silver Rush in
Freeside for evidence on the Van
building and rendezvous back with Cass.

Investigation Graffs’ guilt. Note: Letter to Gloria


Steady Cass’ anger, and visit the

lockpick
Crimson Caravan Company. Once
Take the evidence of the Caravan
inside Alice’s office, hide to the side
attacks to Jackson at the Mojave
of the desk, and open the safe [Average] (14).
Quickly take the Holotape inside, and close
Outpost.
the safe before retreating outside, so no one Ask Cass who she knows in the NCR, and
spots you. Then inform Cass that this is part the answer is obvious. With the evidence
one of the evidence you can present to the in question, journey back to the Mojave
NCR. Outpost, and present the information to
14 Ranger Jackson. He’ll see that the companies
Note: Crimson Caravan–Van Graff
are punished using the rule of law, and he
Agreement
thanks you for not causing any unnecessary
Locating evidence inside the Silver Rush bloodshed.
is going to be much more difficult. As you Once the combat is over, Cass gains the Calm
approach the front door, you must surrender Heart perk, giving her a bonus to damage to
all your items. Oblige the guard, and tell Cass Health.
to wait outside for you; she isn’t needed in
here. Before you head to the Silver Rush, be Calm Heart
sure you have a Stealth Boy and Bobby Pins.
15 Then enter, watch Mr. Soren’s “agreement,”
and then find a quiet spot and crouch so 500 XP
you’re Hidden. Then activate the Stealth Boy.
Tip You can change to the Cass
Way at any time, if bloodshed Head to the locked door and pick it
75
lockpick

is an easier option. (15), open the door, and head into


the storage room beyond. There’s a
safe here; pick that, and obtain the Letter to
Investigate the Crimson Caravan for Gloria from Alice, proving the two companies
reasons behind the attack. were in cahoots!

High Times
Suggested Experience

See flowchart on the following page


She agrees, but the Followers can only do so Here you’ll find Bill
Main Factions much. Ask if there’s anything you can do to Ronte (4), wheezing
help. A couple of addicts could really help her up against a wall
cause, if only they’d sober up. Farkas also with empty Whiskey
lists plans to trade with the Crimson Caravan bottles scattered
followers Company, and mentions tensions in Freeside. at his feet. He
ota
Continue your questions by asking about immediately asks if
4 you’ve seen Dixon.
helping addicts. She lists two folks; Old Bill
A Flickering Light in a Ronte and Jacob Hoff. You can inform Ronte that Farkas wants
you to help him, and he understands, but
Raging Storm Ask about both men, and where you should
start looking. Farkas suggests the Atomic
remains in his stupor. It might be time to pay
the facilitator a visit.
Wrangler [2C.06], and the Quest begins.

Find Jacob Hoff. Help Bill Ronte with his alcoholism.

Find Bill Ronte. Low Life: Jacob Hoff


You can search for the two addicts in either
order.
1
The Followers of
the Apocalypse are
Low Life: Bill Ronte
fighting a battle
for the hearts and
minds of Freeside
from their stronghold 5
at the Old Mormon Journey south and
2 Fort [2C.01]. Enter
southeast through
the premises (1), and search out a medic Freeside, toward
named Julie Farkas (2). You can speak to Mick & Ralph’s
her about her Faction’s dire need of medical [2C.02], and when
supplies (starting a couple of Free Quests 3
you get there, turn
in the process), and Freeside in general, as Head through into the adjacent part of right and look into
well as purchasing items and healing. To Freeside, past the Atomic Wrangler and the 6 the ruined building
begin this Quest though, start by stating that Silver Rush Gambling Hall [2C.07], to a near the stumbling drunks (5). Walk through
“things are pretty rough here in Freeside.” ruined building on your right (west) side (3). the ruins and fallen masonry and you’ll find

198
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Use your powers of persuasion to
50

speech
QUEST FLOWCHART tell Jacob to be strong; the support
of friends and family will see him
Quest Start through this.
Speak with Julie Farkas at the Old Mormon Fort in Freeside.
50 Or figure out that a combination of

science
Fixer, Psycho, and Buffout would do
Ask what the player can do to help, and then what to do to help the addicts. it in a single shot. Jacob agrees.

Talk to Jacob Hoff, learn about his Talk to Bill Ronte, learn about his Collect ten doses of Fixer for Jacob.
dealer. benefactor.

(Optional) Collect one dose each of


Confront Dixon the dealer, and tell him to stop supplying Bill and Jacob with
drugs and alcohol. Fixer, Psycho, and Buffout for Jacob.
All you have to do now is locate the nearest
[Black Widow] [Speech 35] medical practitioner (Farkas back at the Old
Get Dixon to Convince Dixon Pay for the Mormon Fort, or Dixon before he scarpered
stop supplying to stop giving drugs and Kill Dixon.
drugs and them drugs and alcohol. are your best bets), and return to administer
alcohol. alcohol. the Chems.
Return to Bill Ronte, and tell him that you’ve
Complete in any order done away with his Whiskey specialist. Ronte
isn’t too pleased and wants his intoxicants
immediately! He wants a concoction of booze
Talk to Jacob Hoff about getting clean. Talk to Bill Ronte about getting clean.
and Chems. You can:
Agree to return with the necessary doses of
[Speech 50] [Scicence 50]
[Science 50] [Speech 50] Fixer, RadAway, and a bottle of Whiskey
Convince Jacob Tell Bill that
Tell Jacob that Convince Bill
he just needs decreasing Get Bill 2 Fixer, Or tell him that Julie and the rest of
a combination Get Jacob 10 Julie and the 50
support, not a doses of booze 1 RadAway, and

speech
of Fixer, Psycho, Fixer. rest of his his friends miss him, and they need
way to wean and a couple 1 Whiskey.
and Buffout will friends miss his help. He feels guilty, and heads
himself off of Fixer will do the
do the trick. him.
booze. trick. back to the Old Mormon Fort for some rest.
You don’t need to collect doses for him.
Resolve Jacob’s problems. Resolve Bill’s problems. Or inform him that regulating
50
speech

decreasing doses of booze with some


Completion Stage Fixer would be just as potent. Find
Return to Julie Farkas. these items, and administer them to him.
Player gains 500 XP and rep gain for Followers of the Apocalypse
Collect two doses of Fixer, RadAway,
Post-Quest Post-Quest and a bottle of Whiskey for Bill.
Speak to Arcade Gannon about Obtain a single chem from Julie
becoming a follower once per day
(Optional) Collect two doses of Fixer
and a bottle of Whiskey for Bill.

Jacob Hoff (6) slumped against a wall. He Ask him about Bill and Jacob. He finds
it hilarious that they’re so “out of their Return to Julie Farkas.
immediately asks you for Chems.
domes.”
Help Jacob Hoff kick his addiction to
Caution Both
Ask what he’s selling, and buy or trade Bill Ronte
Chems. some of it. and Jacob Hoff are
Whether you’re being clever or genuinely Ask him why he wants to kill his skilled individuals. Don’t execute them
concerned for his welfare, Jacob eventually customers. He replies that they’re NCR; unless you want to decrease your Reputation
tells you he’ll feel better soon, once his guy he loves seeing them in agony. with the Followers of the Apocalypse
arrives. Ask who the supplier is, and he considerably.
Tell Dixon to stop supplying them. Dixon
mentions a man named Dixon. Jacob reckons
considers this, and might be convinced if
something about him “seems sketchy.”
there was something in it for him.
Follower Favors
Ask about a Cap payment. Dixon suggests
Take care of the drug dealer. Back at the Old Mormon Fort, when you
Caps. Pay the man, and he walks away.
speak with Julie Farkas again, she’s pleased
35 Shout about the NCR supplying at your compassion, and she’s already
Dealing with Dixon
speech

him with cheap Chems to keep the helping her two fallen friends. She’s happy
population down. to supply you with a single Chem of your
Appeal to the man’s more base choosing, once every hours.
black widow

nature, and stop him with your


talents. Followers Fame Gained!

Or simply kill the man. No one else


guns

will mind in this squalor. Freeside Fame Gained!

7
Fixing the Forlorn 500 XP
Return to Jacob Hoff, and explain that you’ve
Dixon is usually very close to Jacob Hoff, among taken care of his supplier. He’s undestandably
the same drunks populating the Freeside streets upset, and needs his fix, now! He wants
close to Mick & Ralph’s. Holler at Dixon (7), and Fixer—at least 10 shots—to calm his shakes
he asks if you need a fix. You can: and get him through the week. You can:
Agree to return with the 10 Fixers.

199
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

How Little We Know


Suggested Experience

Main Quest
Intersection

QUEST FLOWCHART Main Factions


Quest Start
Dealt with the Great Khans during Main Finish Side Quest: Bye Bye Love Player starts Main Quest: The
Quest: For the Republic, Part 2 and speak to Joanna House Always Wins, IV
omertas the fiends
strip
Ask around the Gamorrah about [Terrifying Presence] Ask around
Cachino the Gamorrah about Cachino
Before You Begin….
(Cachino will find the player and
Gomorrah [2D.01] is one of the largest,
force greet) Ask about business on seediest casinos on The Strip; it’s the base of
the side. operations for the Omerta Family, a bunch
of ruthless gangsters who run a number of
[Lockpick] Pick lock into rackets and are ready to launch some power-
Pickpocket Cachino and take his plays. They initially greet you with disdain,
Cachino’s room and loot his desk
Journal
for Journal but depending on your actions, they can be
neutralized, allied with, or even killed off.
Confront Cachino about ledger. Before you begin, it is worth knowing the
[Barter 60] +200 caps up front and numerous ways you can approach this Quest.
+80xp
You need to have access to The Strip (so you
can enter Gomorrah). After that, you need
Tell Thug about ledger or [Speech to hear about the Omerta’s plans to make
Give Ledger back to Cachino for
50] Convince Thug to let player tell
100 caps a move on Mr. House so you can begin the
Big Sal or Nero directly.
Quest. To this end, you can:

Can Be Completed in Any Order Talk to Big Sal Investigate after completing Side Quest:
(+1000 caps or Bye Bye Love, and hearing rumors about
Talk to Nero
[Barter 55] for Cachino from Joanna.
Investigate Troike Investigate Clanden (+1000 caps)
+1200 caps and
+55xp) Investigate on behalf of Mr.
Mr. House
House, during Main Quest: The
Unlock the
Pickpocket House Always Wins, IV, with the intention of
safe behind the Attend Cachi- Attend
Clanden and wiping the Omertas out.
dresser and no’s business Cachino’s busi-
Speak with Troike in the Zebra Club steal snuff
steal the snuff meeting with ness meeting Investigate at the behest of NCR
tapes from the new ca.
tapes [Lockpick Big Sal (wait with Nero (wait
safe republic
Ambassador Crocker, during Main
75+] for Big Sal to for Nero to
arrive, sit down arrive, sit down Quest: For the Republic, Part 2.
in chair) in chair)
Or investigate after comman-
independent
Ask about Ask about guns, deering Yes Man, during Main
killing the offer to help get Confront Clanden Offer to help Offer to help Quest: Wild Card: Side Bets.
prostitute Troike out of Big Sal with Nero with
contract Racket Racket Although you may not be aware of
Caesar’s
Legion
this, the Omerta’s plan to attack
[Medicine 30] Talk to Big Sal [Speech 50] Can Be Completed in Any Order The Strip and usurp Mr. House has been
Let Troike know [Barter] or Convince instigated by Vulpes Inculta of the Legion.
Kill Clanden
something isn’t [Speech 53] to Clanden to Meanwhile, Caesar is content to sit back and
right +30xp let Troike go leave Vegas Speak with Speak with
watch the plan unfold.
Troike Clanden

Pickpocket Big Sal (Optional) Help Mick and Ralph get


for the password, Speak with Speak with Omerta business again.
Return to Troike Troike Clanden
[Lockpick 75], or
and let him
[Science 50] hack Let Mick and Ralph know the
know he is free
the terminal to Agree to disas- Agree to help
unlock safe Omertas have room in their budget to
sembled weapons find Chlorine at
shipment near the Ultra Luxe
buy guns from them again.
Sunset Sarsapa- or Mick and
Retrieve Black-
mail Note from
Use Troike’s
thermite to de-
stroy the guns
Have Troike
destroy guns
rilla HQ Ralph’s Loose Lips Sink Ships
in the storage
Sal’s safe in the storage Obtain Chlorine
room
room Retrieve disas- via sneak/
sembled weap- lockpick at Ultra
Talk to Cachino about Troike and Clanden being handled. Player is ons shipment Luxe or pur-
instructed to kill Big Sal and Nero from Fiends chase from Mick
and Ralph’s

Completion Stage Completion Stage


Speak with Speak with
[Speech] Get Cachino to do it (Strip Kill Big Sal and Nero (Strip Rep Troike Clanden
Rep Gain) Gain)
1
Completion Stage Check yourself
Let Big Sal or Nero know that Troike (and all except your
and Clanden have been helped. hold-out weapons) in
with the Omerta thug
at the front desk of
Gomorrah (1). Your
first task is to ask
2 around for infor-
mation. You can:
200
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Ask the recep-


tionist (2) for the Grabbing Cachino By the
“outstanding balance
for some information.
Short Hairs
Tell me what the
Omertas are up to.”
3 She mentions that
Cachino, the lowest
level lieutenant in the Omertas, is the man to
speak to. 7
28 You can pry more information out of You have three options to obtain proof
speech

her by asking about the Family, then that Cachino is engaged in some shady
telling her you can keep secrets. operations.
8
• Or, you can wander the casino floor, and You can silently follow Cachino, and
Return to the main level, and confront
sneak

bump into an Omerta thug (3): attempt to Pickpocket him (6). Leave
Cachino with the ledger, proving his side
his Magnum, but be sure to take
You can ask where Cachino is if you businesses. Cachino’s tone changes, as you
Cachino’s Journal.
already know about him. both realize the information inside could get
• Or, talk to the receptionist at the front him killed. He asks what he can do for you.
Or you can ask (rather unpleasantly)
desk. She reveals her disdain for Cachino.
terrifying
presence

where Cachino is, and unnerve the What you decide to do now affects the rest
You can: of this Quest, and sets you down one of two
thug.
55 paths. You can:
Convince her to give you the key to
barter

Talk to Cachino about suspicious his room for free. Respond that you’re going to keep this
Omerta activities; perhaps someone else ledger for a little while. Cachino doesn’t
8 try to stop you. You can return and ask
in Gomorrah knows how to find him.
STRENGTH

Use other means to convince her to


hand over the key for free for Caps, or begin Path #2.
Cachino: Bad Lieutenant Tell him you’ll consider giving him
60

barter
the ledger for some cash up front,
Pay her 300 Caps for the key.
CAPS
and buy his friendship. He agrees,
and hands you 200 Caps.
• You can also try to gain entry into
Cachino’s room, which is accessed via the
Caps (200)
bank of elevators. Choose “Suites Level,”
and step out into the long north-south
Ask whether the journal is worth 100
corridor, where a thug guards Cachino’s
Caps to him for your silence. It is; and
suite (7). You can:
he hands you 100 Caps. You can do this
Employ a Stealth Boy, and move after the Barter check, pocketing a cool
4
sneak

around the guard to the double 300 Caps for your troubles!
You find out that doors behind him.
Cachino is mooching Or watch from the elevator banks Caps (100)
around at Brimstone
sneak

as the guard walks away from the


(4), on the northeast doors. Let him pass, and quickly He then tells you he has some dirt on the
side of the main level scamper up to them. Family that both the NCR and “Not-At-Home”
you’re on. Head over (Mr. House) might find interesting. You can ally
Attacking the Omertas here is
there, and Cachino with Cachino at this point, and begin Path #1.
guns

5 (5) stops you as highly risky, but it’s an option


if no other Family members are Or, you can execute Cachino (8). You
you walk in, or around the bar. He asks—
stretching their legs. actually receive Karma for this action,
rather impolitely—why you’ve been asking
but the Quest fails (this occurs if you shoot
questions. Tell him you’ve heard about his 75 The Door to Cachino’s Suite is firmly
Cachino without explicit instructions from
lockpick

business on the side, and Cachino’s bald locked. It requires some talent to
the Family).
head almost glows with fury. Then tell him jimmy open.
he’s been dealing with business off limits for
the Family. He doesn’t care what you think,
Once inside Cachino’s suite, head up the Path #1: Siding
with Cachino
stairs to the door leading to his expansive
and leaves you with a threat. bedroom, and search the desk in the
northeast corner. Inside, you’ll find Cachino’s Cachino tells you that the Family bosses—Big
Check Cachino’s room or his person Journal. Take it, and escape with as much
for some proof of his behavior. Perhaps Sal and Nero—are arming themselves and
subtlety as you displayed getting up here. using a guy named Troike to fulfill arms
someone has a key to his room.
shipment orders. They’ve also brought in a
Cachino’s Journal specialist named Clanden. You can ask about
both these men and what they’re planning.
Read the journal. The revelations inside
Troike is a Chem and hooker fiend who is
mean you can keep Cachino on your side,
usually down in the Zoara Club (Cachino
or rat him out to the more important Family
hands you the key to get in). Clanden seems
members.
to have no vices at all, and keeps himself
Cachino’s Journal should have confined to his suite. Cachino lets you know
enough proof to get him talking. you’ll have a (mostly) free run of the place.

6 Cachino’s Journal contains proof that Zoara Club Key


he is betraying the Family. It can be
sold back to him or to his bosses. Talk to Troike about mysterious gun
shipments.
Find out what kind of work Clanden
does for the Family.

201
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
At this point, you can investigate Troike or If you don’t want to speak to Big Sal, and
Something about Troike’s story
Clanden, in either order. want to find evidence to exonerate Troike
doesn’t sit well. Talk to Big Sal, or instead, look for some juicy details inside Big
Troike: The look around for some evidence to
exonerate him.
Sal’s office safe, which is up the stairs from
the Brimstone bar. You can:
Blackmailed Chem-Head Follow Big Sal at a safe distance as

sneak
he makes his rounds, or heads to
or from his suite, then Pickpocket
him (13). Leave the ammo and concentrate
on grabbing the key to his office, and his
terminal password.

Big Sal’s Password

11
Gomorrah Office Key
9 Big Sal is on the
Head down to the Gomorrah main level, Whether you have Big Sal’s Password or not,
lower lobby level so take the door from head up to the upstairs Zoara pool room, and
(called “Brimstone”), the Zoara Club, head approach the two doors on the east wall. The
and find the corridor up the stairs, and left one leads to Big Sal’s office (14). Enter,
leading to a door open the door to the and sidle up to his desk area. You can:
with an Omerta thug balcony overlooking
12 the main casino and Use the password and access Big Sal’s
standing guard. This terminal, disengaging the safe lock.
10 leads to the exclusive entrance (11). Big Sal (12) or Nero are up
Zoara Club. Use the key Cachino gave you, here, depending on the time of day. Don’t Or, you can apply some Science and

science
pass a private elevator and a blast door, and head up to Big Sal’s suite if he’s sleeping; hack into the terminal, then open
enter the club (9). Among the plush cushions that causes the Omertas to turn hostile. the safe.
and bouncers is a scruffy man named Troike Instead, wait or sleep until Big Sal is up and Or, you can move directly to the
about, doing business on the comfy chairs of lockpick
(10). He’s already paranoid when you speak safe, and attempt to open it the
to him. You can ask what he does, but to his mezzanine balcony. Speak with him. old-fashioned way.
really mine for information, try the following:
• Tell him Cachino sent you here to ask
Plan A: Bargaining with Big Sal Inside the safe is a Holotape proving the
bosses were blackmailing Troike.
about some guns. Then tell him you’re Tell Big Sal either that you want to get Troike
trying to help Cachino break up whatever out of his contract, or that there’s something Troike Blackmail Note
the bosses are planning. Troike isn’t about Troike’s story that doesn’t sit right with
particularly loyal, but the bosses have his you. When Big Sal responds, reply:
number, and he won’t help. You can:
Show the blackmail proof from Big
With a lie about Troike wanting to negotiate
Sal to Troike.
Propose that you talk to the bosses about lower prices on weapons for the Omertas.

Troike: Cache Exchange


getting Troike out of his contract. He 35
agrees, as long as he’s kept out of the That Troike is pretty strung out, and
speech

negotiations. Big Sal is the man to speak more trouble than he’s worth.
Back at Troike, once you show him the
to. The Quest updates (See “Bargaining blackmail evidence, or if his contractual
with Big Sal”). Or offer to purchase Troike’s contract
disputes have been solved, ask him about
for 300 Caps.
Or lie, and say you’ll report him
80 CAPS the guns the Omertas have. He tells you the
speech

to the NCR. This works, and Big Sal is amenable to any of these options, and weapons cache is in a small utility section
you can ask him about the guns the you can return to ask Troike about the guns close by. You can ask how he smuggles in
Omertas have (See “Cache Exchange”). the Omertas have (See “Cache Exchange”). his weapons, and where they are from, but
more importantly, ask how you both can
Troike would like help talking Big Sal Big Sal agreed to let Troike out of his take care of the weapons. He tells you he’s
into letting him out of his contract. contract. Return to Troike and let been making some Thermite, which can melt
• Ask him what happened with the
him know the good news. almost anything. You can:
prostitute, thanks to the tip Cachino gave Order him to deploy the Thermite
70
Plan B: Blackmail with Big Sal
speech

you. at the weapons cache, or you’ll tell


Troike spills the beans about spilling some the bosses what he’s been planning.
hooker blood. When he woke up, she had After some swearing, he reluctantly agrees to
stab wounds, and he was covered in her sabotage his own stash, and tells you to head
blood. Conveniently, he can’t remember out of the casino; he’ll take care of this while
how that happened. you’re gone. The leads to Plan C.
You can ask about the knife and inquire Troike is going to destroy the guns for
about the Chems he was taking. When he me. I should head out of the casino to
answers you can respond: “That seems give him time.
like a lot of Chems,” and end the conver-
sation. But better yet: 13 Or, ask for the Thermite and tell him you’ll
30 Tell him that wasn’t enough for him destroy the weapons yourself. He gladly
medicine

to lose the whole night. The story obliges, and gives you a key to the cache
doesn’t add up. The Quest updates. room. The leads to Plan D.
This is the only way to complete this line of
questioning. Thermite

Ask him how the Family found out about it.


Troike screamed, and a thug ran in and Gomorrah Utility Room Key
witnessed the aftermath. The thug offered
to keep quiet if Troike agreed to help
14 Use Troike’s thermite to destroy the
them obtain a massive cache of guns.
guns in the storage room.
202
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Or you can move to his suite doors
Plan C: Troike’s Sabotage The time has come to take out the

lockpick
at the south end of the corridor, and
Omerta bosses.
Is Troike blowing up the cache? Then stroll jimmy them open.
out of Gomorrah (optionally completing Now that both Troike and Clanden have been
Clanden’s side of the Quest if you wish), and handled, return to Cachino in the bar area of
head out onto The Strip. The Quest updates Brimstone. He tells you the bosses (Big Sal
as Troike explodes the cache. This takes care and Nero) want to see you. Ask Cachino what
of the Omertas’ guns! the next step is. Cachino says it’s to “cut off
the head of the serpent.” You can ask him
Troike should have had enough time why, or beat around the bush, but there’s
to destroy the guns by now. Return to an inevitable conclusion here; Big Sal and
Cachino to let him know. Nero have to die. Cachino will slip you a gun
18 during the meeting, and you both can take
Plan D: Caching Out Inside Clanden’s suite, there doesn’t
75
them out. You can:
Tell Cachino that’s what the bosses
80
lockpick

appear to be any incriminating

speech
will expect. But what they won’t
evidence. That is, until you pay careful
expect is if Cachino makes the hit.
attention to the wall behind the two wardrobes,
He agrees, and asks you to tell him when to
by Clanden’s circular bed. Here you’ll find a
start shooting.
hidden safe (18), which must be pried open
using your Lockpick skill. Aside from a good Cachino has agreed to take out the
many Caps, you also find a shocking surprise; Omerta during our meeting with
some Snuff Tapes with Clanden engaged in all them.
kinds of murderous debauchery!
Or you can ask further questions, and
15
finally agree to the boss takedowns.
Blowing up the cache yourself? Then move Snuff Tapes
to the blast door, and open it using the When you agree, follow Cachino into the
Gomorrah Utility Room Key Troike gave you. Zoara pool room, then into Nero’s office (19).
Show Cachino these tapes from
Head down the stairs, into the cache room, Small talk soon turns into erupting gunfire,
Clanden’s safe, or confront Clanden
and Place Thermite on top of four large but not before Cachino quickly hands you
with them. some Stimpaks and a Sawed-Off Shotgun.
weapon crates (15). Be sure you loot the
Footlockers for free weapons and ammunition Between the four suites, there are
100 Use this (or a concealed weapon), and
lockpick

if you need them! When the Thermite is two storage rooms. One contains the start firing, killing both bosses. The Quest
placed, step out of the room, and locate the usual array of cleaning products, concludes, and you can optionally speak with
Detonator: a light switch Troike rigged up. but the other (complete with a very difficult Cachino, who promises to run a tighter ship.
This takes care of the Omertas’ guns! lock) has the remains of a dead hooker. This He comps you some chips if you ask him, too.
is probably the prostitute Clanden murdered
Return to Cachino and let him know and set Troike up with. Gomorrah Chips (50)
the guns have been destroyed. You now have two main options: to confront
Clanden himself, or take the tapes to Cachino.
Clanden: Up to Snuff If you meet Cachino, simply hand over the
tapes, and Cachino is pleased with the evidence.
The Strip Fame Gained!

He tells you to confront Clanden (see below). 300 XP


If you meet Clanden, you can mention
that the authorities would like to hear the
tapes you found in his safe. Clanden calmly
responds by telling you he should kill you
Tip Winning Troike his freedom
pays dividends if you now go
before you get the chance. You can: and speak to Mick and Ralph, and help
them trade with the Omertas again. Consult
50 Return the tapes to Clanden, as long “Post Quest Activities at the end of this
barter

as he leaves Vegas, never comes Quest for the (completely awesome) reward!
16 back, and gives you 200 Caps.
The suspiciously Return the tapes to Clanden, as long as he
squeaky-clean leaves Vegas, and never comes back. Path #2: Siding with Big
Clanden roams his
expansive suite
Tell him you can’t give him the tapes. He
draws his weapon; kill him.
Sal and Nero
upstairs in Gomorrah
(16). Meet him in his Or just kill him where he stands.
room or the corridor
17 (17) and begin to Clanden has been taken care of, he
chat; he’s noncommittal with his answers.
won’t be able to help the Omertas
You can even tell him Cachino sent you to anymore. Cachino should be informed.
talk to him, and you receive no evidence
of any foul deeds. Another plan must be Conclusion: Change in
Management
hatched. You can:
Follow him around and Pickpocket 20
sneak

him, ideally without being spotted. Cachino doesn’t have the ledger, but the two
Find his Room Key, along with a bosses who run the Omerta operations—
Key to the Zoara Club, if you don’t have one. Big Sal and Nero—are likely to need this
There’s weaponry to grab, too. information. Head over to the Omerta thug
guarding the entrance to the Zoara club
Clanden’s Room Key stairs (20). Tell this guy that you have
business with his bosses. He’s not letting you
through, so:
Zoara Club Key
19
203
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
50 You can tell him it involves Cachino, Man), and Cachino himself. The small-talk is a problem for you.
speech

and him too if he doesn’t let you soon interrupted by the associate’s shotgun Destroy them, then
through. blowing large pieces of Cachino across the look for the Disas-
room. The sit-down concludes (23). Speak sembled Weapons
Or present the ledger to him as evidence.
to the boss, who’s moderately upset about Shipment (27) close
Don’t flee up the stairs or fight with the Cachino’s death. Ask about their business, to a burning barrel.
Omerta thug. If you do, the Omertas turn but also say that Cachino mentioned the Take the shipment,
hostile, forcing you to flee for three days, bosses had something big planned. The boss 27 and return to Troike.
or destroy every last one of them. The says he was about to talk to you about that: He’s impressed with your abilities.
Quest usually fails at this point. Two of the players in this racket—Troike and
Either of the first two options gains you Clanden—have some problems that require Disassembled Weapons Shipment.
access up the stairs, and a Key to the Zoara solving. You’re to help them out. This can be
Club downstairs. done in either order.
Clanden: Collecting Chlorine
Talk to Troike to see what kind of
Zoara Club Key
help you can give him.
The door guard suggested I talk to Check with Clanden to see what kind
Big Sal or Nero about Cachino’s of help he needs.
journal.
Up in the Zoara Troike: Stolen Shipments
pool room, you can
inspect the offices
to the east (the left 28
one is Big Sal’s The squeaky-clean
and the right is Clanden roams his
Nero’s); but you’re expansive suite
21 likely to find one of
upstairs in Gomorrah
the bosses on the (28). Meet him in his
balcony overlooking room or the corridor
the main casino 24 (29) and begin to chat;
floor. Depending
Head down to the
29 he’s noncommittal
on the time of day, with his answers. Say that the bosses sent you
lower lobby level
you’ll either meet to offer assistance. He could use some help.
(called “Brimstone”),
Big Sal (21), or Nero In his role as an explosives expert, he sources
22 (22). In either case, and find the corridor
leading to a door demolition supplies, and has come up short.
you can ask about their business. But more Ask what the bombs are for. Blowing stuff up,
with an Omerta thug
importantly, present proof that one of their Clanden replies. Although there are other ways:
standing guard. This
lieutenants is dealing behind their backs. The 25 leads to the exclusive 60
boss asks to see it. You can: Such as a chlorine gas, perhaps?
speech

Zoara Club. Use the key the Omerta thug


Ask if it’s worth 100 Caps to him. It is. Clanden agrees.
gave you to enter the place, pass a private
elevator and a blast door, and enter the Or ask what Clanden has in mind or needs.
Caps (100) club (24). Among the plush cushions and
bouncers is a scruffy man named Troike (25). The gas is what Clanden requires, and he
55 He’s a little paranoid when you speak to him. knows that there’s a swimming pool over at the
Ask if it’s worth 200 Caps to him. Ultra-Luxe Casino [2D.05], although the White
barter

You can ask what he does, but to gain his


It is. Glove Society wouldn’t appreciate you “appro-
trust, tell him the bosses sent you to see if he
needed any help with his work. priating” it. Otherwise, you could try Freeside.
Caps (200) Troike explains he obtains guns for the
Bring chlorine to Clanden. Check
Omertas without the NCR finding out, and he
Or ask other questions. near the pool at the Ultra-Luxe, or
needs “someone to cover my ass” with the last
shipment. You can ask about his operations
find out who supplies them.
The boss isn’t happy with this turn of events,
before quizzing him about the shipment. It
and instructs you to meet him in his office.
seems a group of Chem-addled Fiends stole Plan A: Pilfering Pool Supplies
Attend Cachino’s business meeting the weapons cache before he could get it into
with Big Sal. Vegas. You need to find it, and bring it back.

Attend Cachino’s business meeting Recover a stolen shipment of weapon


with Nero. parts from the Fiends.

Sit-Down for You.


Lie-Down for Cachino
30

26
The shipment in question is sitting in hilly
scrubland in the western foothills, close to the
23 Sunset Sarsaparilla Headquarters [2.17] and
a power transformer cluster. A small group
Follow Big Sal or Nero to his office. You are 31
of Fiends (26) shouldn’t present too much of
soon joined by another associate (Button

204
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Head out from Gomorrah, and across
The Strip, moving southeast toward the
The other method of obtaining the Chlorine
you need is to establish contact with the Post-Quest Activities:
Ultra-Luxe Casino (30). Drop off your (non
hold-out) weapons there, and enter the casino
suppliers themselves. Visit Mick & Ralph’s
(32) [2C.02] in Outer Freeside, and speak to
Trading Up
floor and continue toward a locked metal door Ralph (33). Ask him about the Chlorine, and For this to occur, you must have won Troike
(31) close to the elevator leading up to the he agrees to sell it to you once you begin to his freedom during this Quest. Once the
penthouse. Trade with him. Quest concludes, locate Troike again, and
25 The door opens only with convince him to start Trading with Mick &
60
lockpick

Or you can convince him to give you Ralph, just as the Omertas used to do. Once

science
skill and Bobby Pins. Do this
when you aren’t being watched (you the Chlorine for free. he agrees, head to Mick & Ralph’s, and tell
might want to crouch so you know you’re them you bargained for them, and they can
Hidden). Once inside the storage room, steal begin selling guns to this large supplier
Container of Chlorine
the Containers of Chlorine, then return to once more. You’re duly rewarded for such a
Clanden. lucrative business deal with a token of their
Let the bosses know that Clanden appreciation; the fanciest Pip-Boy around!
Container of Chlorine and Troike both have everything they
need. Pimp-Boy 3 Billion

Plan B: Return to the Source Conclusion: No Change Post-Quest Activities: The


in Management Final Battle
Return to either Big Sal or Nero, and you’re
greeted as a good friend. Explain that your • If you sided with Big Sal and Nero, the
work commitments have been met, and the Omertas attack The Strip when the NCR
boss is pleased, awarding you with a sum of is occupied at Hoover Dam. Clanden uses
Caps for your troubles. Alas, the population his Chlorine bomb to wipe out a huge
of The Strip doesn’t see it quite the same way. part of The Strip’s population almost
immediately.
32 Caps (400) • If you attacked the Omertas, and failed
this Quest, they still attack The Strip
during the final battle, but Clanden
The Strip Infamy Gained! doesn’t have any Chlorine bombs.
• If you sided with Cachino, The Strip
300 XP remains safe, and the Omertas do not
attack.

33

I Could Make You Care


Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Visit 3 locations with Veronica.
new ca. followers brotherhood
Take Veronica to speak to Elder republic ota of steel
McNamara in Hidden Valley

Choose One Pre-Quest: Out in the Big


Choose the Farm Tech Choose Pulse Gun. Choose the Range Finder
Wide World
Go to Hildern at McCarran and start Side Go to the Nellis base and get the
Follow the trail to Freeside.
Mission: There Stands the Grass key and shipping order.

Go to Vault 22 and get the Farm Enter Vault 34 and get the Pulse
Get the Range Finder from the kids.
Tech. Gun.

Return to Elder McNamara with


the Tech.

1
Go outside. Tell Veronica she should stay.
This Quest requires a number of prereq-
Go to the Follower’s Outpost and uisites, the first of which is to locate and
Tell Veronica she should leave. agree to have Veronica in your party. Journey
wait 24 hours.
to the 188 Trading Post (1) [5.02]. and search
Confront the Brotherhood of Steel. for Veronica (2). You can speak to her at
length regarding her relationship with the
Completion Stage Brotherhood of Steel, other Factions, and life
Speak to Veronica. in the Mojave Wasteland in general.

205
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
To begin with,
Veronica exhibits Criticisms of the Brotherhood of Steel: Veronica’s Pondering
some consternation Location ID Location Name Associated Quest Event
that the Brotherhood [2.19] Camp McCarran Side Quest: There Stands the Grass After discussing OSI’s pursuits with Dr. Hildern
doesn’t have much of
a presence topside, [2.19] Camp McCarran None After entering the base, she mentions troop levels.
because they are [2.24] Vault 3 None Just before you enter Vault 3
2 hidden away after
Casa Madrid
defeats at the hands of the NCR. You can [2A.01] Side Quest: The White Wash After talking to Anderson about his water operation
Apartments
gradually coax more out of her when she
[2C.01] Old Mormon Fort None After speaking with Julie Farkas
witnesses and experiences more Wasteland
occurrences. Take her on your travels, and Silver Rush When walking close to the large Energy Weapon
[2C.07] Side Quest: Birds of a Feather
perform any three of the following to get her Gambling Hall stockpile near Gloria Van Graff
to talk, and (after three) begin this Quest: Nellis Air Force
[3.01] Side Quest: Volare! After Pete’s museum and mural tour has concluded
Base
Go with Veronica to talk to the [4.30] Nipton None When you’re walking close to this settlement
Brotherhood of Steel elder at Hidden
Once Jason Bright talks to you about the Great
Valley. [5.17] REPCONN Test Site Side Quest: Come Fly With Me
Journey
[6.06] Nelson None When you’re walking close to this settlement

McNamara; she doesn’t agree with his plan to 2. A Rangefinder: a targeting device for some
“wait in a hole for everyone else to die.” She kind of doomsday weapon.
isn’t getting anywhere with the old man, and 3. Farming technology: an NCR-related
tells you to get out of here because she’s just vegetation enhancer.
wasting her time. The Quest now splits into three paths. You
Walk back out of the chamber until Veronica can complete only one of them.
stops you and curbs her anger. She’s fond
3
You’ll know when the Quest starts, because
of McNamara, despite his blinkered ways.
She wants to change his mind, take a role Tip The “Pulse Gun” and “Range-
finder” options are available
Veronica approaches you and says the Broth- in society, and attract new members—like whether this Quest is active or not, so
erhood is failing. They need to change or die. the Followers of the Apocalypse, but with the if you want to find them afterward, you can.
And she needs to go home. You can agree or technology to become powerful once again. You’re sure to want to keep the Rangefinder,
postpone this request. When you’re ready She mentions Father Elijah, who had the too!
to continue, depart to the inclement Hidden right idea (to send Scribes out to look for
Valley [5.11], braving the strange storms as
you reach one of the Hidden Valley Bunkers
beneficial technology) before his death. In
fact, there’s a comm terminal near here that Path #1: Pulse Gun
(3); on the western side of the fenced-off might have his research on it.
Look for information about the pulse
zone. Descend the steps, and when you reach
the locked door, Veronica steps forward and
gun at Nellis Air Force Base.
Comm Station Password
speaks some password phrases into the
intercom. The bunker unseals.
Access Father Elijah’s notes at the
comm terminal with Veronica.
Tip To work with the Brotherhood
of Steel yourself, begin Side Return with Veronica to the Broth-
Quest: Still in the Dark once Veronica
opens the bunker. This is the easiest way
erhood of Steel elder with evidence
into this tightly sealed stronghold. Consult of the Brotherhood’s misguided
the other Quest for more information on priorities.
other choices and tasks when you meet Elder
7
McNamara.
In the Footsteps of Elijah Father Elijah’s notes indicate that evidence
regarding the Pulse Gun lies at the Boomers’
A Bunker Mentality well-protected hidey-hole, the Nellis Air
Force Base. Getting there is difficult and
dangerous if you haven’t already befriended
(or beheaded) the Boomers. The optimal plan
is to consult the start of Side Quest: Volare!,
which takes you through the gauntlet run to
get to the gate, and your talks with Raquel
and Mother Pearl. Agree to help the Boomers,
6 and then make a quick reconnoiter of Pearl’s
Barracks (7), where you first speak to her. To
Exit the bunker to the outside, and find the
avoid getting caught, wait until Raquel and
4 comm terminal on your World Map; it is close
Pearl have gone.
There’s much to to both HELIOS One [5.13] and the Gibson
Scrap Yard [5.14]. At the base of a rocky Check the filing cabinets near the
discover and many
outcrop, near some long-dead electrical power corner desk. Steal two items of interest:
Brotherhood of Steel
personnel to meet, towers, is Gibson’s Shack (6) [5.S10]. Head
but to focus on this inside, and locate the Comm Station Terminal. Colonel Blackwell’s Key
Quest, head through Access and download the Research Notes.
the Bunker L1, then Veronica checks them out, and spots three
5 into the Bunker L2, separate pieces of technology that might be a Inventory Transfer Order
and down to the main operations chamber good fit. Ask Veronica about each of them, and
(4), where you both meet Elder McNamara then choose one (and only one) to search for:
(5), leader of the remains of the Brotherhood 1. A Pulse Gun: a countermeasure to Power
of Steel in Nevada. Let Veronica speak with Armor.

206
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
“System,” and pump the water from a nearby Veronica reckons

Caution Do not just take the


Inventory Transfer
corridor.
100
the best bet is to
locate a pawn shop
Order. Take Colonel Blackwell’s Key, in Outer Vegas, or

science
or your trek is likely to take twice as long! Or you can hack into the terminal.
a gift shop on The
You need the key to unlock the case that Strip that deals in
contains the weapon! Move to the door near the second leaky pipe. pre-war antiques.
The stairs beyond are drained. Descend, 13 Either of those would
and enter the dead-end room, and secure a be a good place to start. The pawn shop
Recover the pulse gun from Vault 34 second password from a dead (and Ghoulish) in question is Miguel’s Pawn Shop [2.02],
if it still exists. technician. accessed via the Westside West Entrance
[2.01]. Optionally locate the shop itself (12),
Your Finger On the Pulse Vault 34 Security Terminal
Password and speak to the owner inside (13). Tell
Miguel you’re looking for an antique range-
Open the Door to the Armory (not the Armory finder. Miguel is no help but you can restock
Door near the Utility Room). Activate the or off-load some junk.
terminal in this area using the Security
Password, click on “System,” and disengage
the Lock to the Overseer’s Office.
100
science

Or you can hack into the terminal.

8 Follow the signs back to the Overseer’s Office,


and open the Door to Reactor, near the green
The weapon was apparently transferred to
goo. Head into the Overseer’s Office, and fight
Vault 34 [3.12] many moons ago. Head there
the remains of the Overseer (10). Check his
(ideally with some radiation-abating Chems
corpse.
14
for yourself and Veronica), and locate the The other (and only)
entrance in the side of the rocky outcrop (8), place where you’ll
Overseer’s Password
cutting down Golden Geckos along the way. find clues to this
Consult the Tour Chapter for a comprehensive technology is the
map of all the levels to this Vault, and Side Vault 21 Gift Shop
Quest: Hard Luck Blues for more detail on the [2D.06] on The Strip.
route through this maze of rusting walls and Enter the building
frothing Ghouls. To get to the Pulse Gun: 15 (14) and speak to
Sarah Weintraub the proprietor (15). Ask
Tip Much of the vault is
underwater, and to avoid a
her what kind of things she sells in her gift
shop, and after she tells you, tell her you’re
panicked drowning, you might wish to looking for an antique rangefinder. She sold it
finish Side Quest: Volare! first, and obtain a
to a “real twitchy, nervous sort of guy,” with
Rebreather. 11
a “funny collar on.” The man said he needed
Activate the Overseer’s terminal, click on
a concrete building, and Sarah instructed
“System,” and open the Armory Door.
him to head for the ruins across from Mick &
100 Ralph’s [2C.02].
science

Or you can hack into the terminal.


Look for the man who bought the
Return to the first floor, and locate the Armory rangefinder in Freeside near Mick
Door near the Utility Room and second leaky and Ralph’s.
pipe. Follow the signs for the Equipment
Room, kill the remaining Ghouls, and uncover
a massive weapons haul! However, the weapon
Sifting Through Human Flotsam
9 you want is in the Gun Case (11). Open
Head into the caves, and the first floor of the it using Colonel Blackwell’s Key. Take the
vault. Locate the locked Overseer’s Office Pulse Gun (which you can equip, but it has
door. Backtrack to the junction with a sign for very little ammunition, and has no effect on
the Clinic and Overseer’s Office. Take the side enemies who aren’t wearing Powered Armor)!
corridor with the leaky water pipe. Dive into Move to the end part of the Quest.
the submerged steps. Swim along the corridor Bring the pulse gun back to the elder
to the debris-filled room, look left, and search
at Hidden Valley.
the Ghoulish Vault Technician (9).
16
Vault 34 Utility Terminal Password Path #2: Rangefinder The rag-tag drunks and thugs over on East
Freeside congregate around Mick & Ralph’s
Visit the Pawn Shop in Freeside and junk shop. Ignore most of the human
the Vault 21 gift shop with Veronica. detritus, and check the ruined building
across the street. In the far right corner is
a decapitated man (16). This was the likely
purchaser of the unit. But he doesn’t have it
any more.

Ask around to see what became of the


rangefinder.
10
Move to the corridor with a second leaky pipe,
and open the door to the Utility Room. Access 12
the terminal inside the Utility Room, click on
207
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

The ARCHIMEDES Principle


Tip Remember! The power
must be set to go to the
ARCHIMEDES II, but the plant
defenses don’t have to be activated. If you
have the rangefinder when the laser is
powered up, it can be activated automat-
ically. You can fire it once every 24 hours,
and three targeting lasers descend from a
sub-orbital laser cannon. Two seconds later,
17 the ground around the target beams is fried
in a massive surge of energy.
19
Travel to HELIOS One (19), where Lieutenant
Bring the rangefinder to the elder at
Haggerty greets you at the door. This starts
Hidden Valley.
Side Quest: That Lucky Old Sun. Please refer
to that Quest for specific speech conver-
sations you can have with Haggerty, and any Path #3: Vegetation
other named individual you may come into
contact with. For the purposes of this Quest Technology
however, you simply need to enter the facility. Speak with the director of OSI about
18
Sitting in the same shell of a building is his research project.
Jacob Hoff (who you can attempt to save from
a Chem-based malaise in Side Quest: High
Times), but he isn’t helpful. Try the vagrant
on the street (17). You can:
Tell him you’re looking for someone
carrying an antique gun. You get
deranged cackling.
Ask if he’ll accept a bribe of 100 Caps for 20
the information. Enter the HELIOS One Power Plant Level, 22
7 Or threaten to “paint the curb with working your way through to the door with
STRENGTH

Veronica thinks that


his brains” if he doesn’t give you the amber light above it. Pass Fantastic,
the best place to start
some information. and exit to the array field. Move around the
is the NCR OSI office
The latter two options elicit the response: concrete foundations, and enter the Solar
itself, inside Camp
“Kids.” Be on the look-out for two of them. Collection Tower. Fight past the automated
McCarran [2.19].
They might be roaming the streets, or playing robot guards (20), optionally pausing in the
Journey there, and
inside Mick & Ralph’s store. chamber with the Protectron Pods to secure a
enter the Terminal
Poseidon Energy ID Card, and don’t stop until 23 Building (22), locating
Recover the rangefinder. you reach the Observation Level.
the offices behind the escalators on the far left
(east) side of the interior building. Speak with
The little tykes in question are Max and Poseidon Energy ID Card
Doctor Hildern (23), the Director of Operations,
Stacey (18) [2C.S12]. Stacey won’t talk to you, OSI East. At this point, you should begin Side
but Max will if you catch up to him. You can: Quest: There Stands the Grass. Refer to that
• Ask to buy the “gun” from Max. He wants Quest for all the particular verbal details of this
1,000 Caps for it. You can: meeting, and agree to start the Quest.
45 Tell him the heavy use has depre- Recover the experimental data from
barter

ciated the value, and give him 20


Vault 22.
Caps.
Or give Max 1,000 Caps. Max is
amazed, and you might want to
CAPS rethink your conversation choices. 21
• Or you can wait until Max goes to bed Locate the Mainframe (21), and power it up
(on top of the building adjacent to Mick & using the Auxiliary Generator.
Ralph’s), then Steal it from him. 35
Use your Repair skill and a piece of
repair

Pickpocket it from him (whether this Scrap Metal.


sneak

Quest is active or not).


Or activate PYTHON using your Poseidon 24
Energy ID Card.
Euclid’s C-Finder
45
Or activate PYTHON using your
science

Science skill.
Find a way to enable the rangefinder
at HELIOS One. Activate the HELIOS One Mainframe
Terminal. Configure the Power Grid (to
any location). Optionally, you can arm the
ARCHIMEDES II Plant Defense System. The
Quest objective updates. When the power is
set to ARCHIMEDES II, you can move to the
25
end part of the Quest. Your next stop is the overgrown Vault 22 (24).
Your objectives are exactly the same as in the
Discuss your remaining options with other Side Quest (although you don’t need to
Veronica. find a Ghoul researcher named Keely), Enter the

208
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Vault 22 Entrance Hall, and ideally mend the
elevator. Battle the mutated plant life (25). Head Bonds of Steel (Veronica)
down to Fifth Level—Pest Control. Head through
the level until you reach the door marked “No
1,000 XP
Access.” Activate the terminal inside this room
and download the experimental data.
At this point, you can also finish Side Quest: This Is the End #2: I Should Go
There Stands the Grass if you don’t want to
Did Veronica wish to leave the Brotherhood?
backtrack. Once you’re outside the vault,
Then the Paladins’ actions outside only reinforce
head back to Hidden Valley. Move to the end
this notion. She tells you there’s a Followers
29
part of the Quest. You must wait 24
Outpost [3.21] near one of her old scavenging
Bring the data back to the elder at grounds. She wants to help out there. hours. Pass the time
Hidden Valley. attempting other
Bring Veronica to check in with the Quests, or simply
Conclusion: Should I Stay Followers of the Apocalypse outpost. wait away from the
outpost. When you
or Should I Go? return, you’re both
30 shocked to discover
that the place is the scene of a massacre. The
Brotherhood of Steel squad followed you both
here (29), massacred the Followers, and is
accusing you both of sharing knowledge with
an outsider organization! They mean business,
and Dr. Schiller is in no fit state to employ you
(30). The Paladins must be destroyed!
27
When you reach the Talk to Veronica
26 Outpost (27), head
Journey back to the Bunker L2 main up the steps and into In the aftermath of the carnage, Veronica blames
operations chamber where the haughty the elevated signal herself. You can agree with her, or try to placate
McNamara and Veronica have a heated, and operator’s office, her; either way, she’s not joining the Followers
ultimately pointless discussion about the now appropriated by or returning home. She can stay as a Follower
technology she has presented to him. He simply the Followers of the (Companion). The Quest concludes. You can
won’t listen. After the impassioned speech, 28 Apocalypse. Speak to
still attempt Side Quest: Still in the Dark if
leave the chamber, waiting for Veronica to catch Doctor Alvarez (28). You can request medical you haven’t done already, as long as you didn’t
up and speak with you. Ask where that leaves attention, or tell her that Veronica (and/or attack the Brotherhood of Steel, or otherwise
her, and Veronica is unsure. You can: yourself) is interested in joining the Followers. damage your Reputation with them. Veronica
Tell her this is her home and friends, and She tells you she’s the wrong person to ask; will wait outside Hidden Valley, though.
she should stay. She agrees. Dr. Schiller makes these decisions, but he’s
Tell her leaving now is her only option. She out for the day on errands. Causeless Rebel (Veronica)
agrees. Return to the Followers of the
Tell her she’s the only one who can make Apocalypse outpost when Dr. Schiller
1,000 XP
this decision, and she decides to stay. is there.
You can leave her here, or continue to utilize her
as a Follower. She needs some fresh air after
this, and wants to head outside. Oblige her. It
isn’t until you’re outside that the true extent
of the elder’s paranoia is revealed; a squad of
heavily armed and armored Paladins stop you
(26). They won’t stand for this! You can:
Placate them with statements. If Veronica
has decided to stay, the Paladins don’t
listen, and combat begins.
Or attack them. Combat begins.
Or attack them after a particularly
terrifying
presence

memorable description of their death


throes. Combat begins.
In fact, the only way to avoid combat is if
Veronica decided to leave. Tell the Paladin
that, and he’s happy she’s headed into exile.
Also be wary of attacking the Paladins before
they shoot first, because Veronica frowns
upon this, and the Quest fails.

This Is the End #1: I Should Stay


Did Veronica wish to stay with the Broth-
erhood? Then after the battle, she resigns
herself to the fact that the first thing to go is
trust. But she’ll stay on regardless. Of course,
she can still offer companionship, and has
another perk (this one is for herself). The
Quest concludes.

209
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

I Don’t Hurt Anymore


Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Speak with Lt. Gorobets at Camp McCarran

new ca. followers Fiend


Quest Start republic OTA
Inquire about the First Recon Team and ask about Corporal Betsy
You can approach
the three members
Speak with Corporal Betsy and insist on medical treatment of First Recon in any
order:
[Speech 60] Convince her to see 10 of Spades (4) was
[Medicine 40] Diagnose her problem Insist on seeking Medical treatment
Usanagi
with her during the
ordeal. You can:
Speak with 10 of Spades about 4
Betsy Tell him you heard
what happened, and ask him to describe
the event. He tells you through stuttering
Speak with Bitter Root about Betsy
lips that he was knocked unconscious.
Say he couldn’t have done anything.
Speak with Corporal Betsy about
the Team’s thoughts 20
Ask why he thinks he let Betsy

speech
down.
Speak with Lt. Gorobets at Camp
McCarran Tell him you’re trying to convince Betsy to
see a doctor. He tells you that Sergeant
Completion Stage Bitter-Root went to the clinic, too.
Travel to New Vegas Clinic and
speak with Dr. Usanagi Speak with Sergeant Bitter-Root.

Rendezvous with Speak with Corporal Betsy about


Corporal Sterling
getting medical help for her trauma.
First Recon (5) is a man with a
memory. You can:
A Mental Reconnaissance Ask about his
Locate Corporal background.
Betsy (3), and 5
request that she get
30 Admire his Unique lever-action
medical help. The
guns

Weapon, which Sterling calls “La


Quest objectives
Longue Carabine.”
update. With any
other response than Tell him you want Betsy to see a doctor.
3 the two checks Sterling agrees, and says it’s her pride
1 (below), you’re tasked with speaking to her that’s keeping her from going.
Camp McCarran squadmates. Approach Sergeant
[2.19] is home to When Betsy doesn’t comply with your Bitter-Root (6) only
many troops waiting request, you can: after you speak with
for deployment,
40 Tell her mental trauma can slow 10 of Spades. You
and most of them
medicine

her down or distract her, but it’s can:


are situated in the
treatable. • Ask about his
expansive parking
2 lot grounds, close to 60 unusual name. 6
Tell her she’s the weak link, and she
speech

the Terminal Building. Locate the First Recon He asks if you’re


needs to do something about it. trying to start trouble.
mess tents (1), and speak with Lieutenant
Gorobets (2) about his trained squad. He’s If either check is successful, Betsy agrees to Respond that you didn’t mean to
30
speech

suitably proud, but some of his team are receive help, and you can return to tell the offend, and he replies that it’s a
scarred, like Betsy and Sterling. lieutenant. Great Khan name. He proceeds
Sterling was captured by the Legion, and (with some prompting) to tell you about his
If you’re male, you can ask for a date, but she
they tortured him pretty badly. But his eyes parents, and the NCR slaughter of Great
isn’t interested.
still work, so he was transferred to Gorobets’ Kahn at Bitter Springs [3.08]. Ask how he
If you’re female, she asks for more than a survived the massacre, and he gives you a
sharpshooters. date, and you decline her advances. long story, but not all of it:
Betsy was ambushed with 10 of Spades by a
Fiend named Cook-Cook. They escaped, but Talk to the other members of First 7 Tell him he’s not giving you the full
Intelligence

only after Betsy was raped. She’s shrugged Recon about getting help for Betsy. story. This delves possibly too deep
the trauma off, but her behavior keeps getting into his psyche.
worse. Agree to talk to Betsy for him. Speak with 10 of Spades. Or tell him to forget you mentioned it.
• Tell him you’re trying to get Corporal
Note Major Dhatri provides
bounties for Cook-Cook Speak with Corporal Sterling. Betsy to see a doctor, and that he
went to see Usanagi. He agrees that it
and two other Fiends, as part of Side Quest:
Three-Card Bounty. helped.

210
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Tell Corporal Betsy that the rest of Tell Lieutenant Gorobets that The New Vegas
First Recon agrees she needs help. Corporal Betsy will start receiving Medical Clinic
[2.10] is north of
treatment.
A Better Day for Betsy
Camp McCarran.
Return and tell Gorobets the news and he Trek there, and
When all three of First Recon’s more “scarred” asks if you’d let Usanagi know that Corporal enter what looks
teammates have chimed in, return to Betsy, Betsy is coming, and make sure the clinic has like an old one-story
time for her. 8 store (7). Doctor
and tell her that the rest of First Recon
all agree she should see Doctor Usanagi. Usanagi (8) also sells the latest in Implant
Deliver Gorobets’ message to Doctor technology, but only if you have the Caps.
She’s indignant, telling you it’s none of your Usanagi at the New Vegas Medical
business. You can buy, trade, and receive medical help,
Clinic. but you’re here to tell her about the incoming
Tell her about 10 of Spades and his
corporal. She tells you she’ll make time in her
stuttering improvements.
schedule.
Or Bitter-Root admitting that the doctor
helped him. NCR Fame Gained!
Or Sterling saying that he wouldn’t be in
First Recon if he hadn’t had to swallow
250 XP
his pride.
Any of these comments causes Betsy to
rethink, and you can return to tell the
Lieutenant. 7

I Forgot to Remember to Forget


Suggested Experience

QUEST FLOWCHART Main Factions


Pre Quest
Do any combo of pre-requisites (5 points total) until the dialogue options unlock.

new ca. Caesar’s


Quest Start republic Legion
Speak to Boone about Bitter Springs.
Bitter-Root, one of the First Recon in Camp
Head to Bitter Springs with Boone. McCarran [2.19], or Manny Vargas in Novac,
and focus your conversation on Bitter Springs
Speak to Boone. itself. This allows you to pry into Boone’s past
about what happened there.
Go to Coyote Tail Ridge.

Speak to Boone again. Travel to Bitter Springs with Boone

The Canyons of His Mind


Stay the night on the ridge.

Speak to Boone and agree to kill the Legionaries.

Wipe out all Legion forces.

Speak to Boone

Convince Boone what’s done is done. Convince Boone he can still change.

Completion Stage Completion Stage


Get Boone’s Battle gear. Get Boone’s Scout gear.
3

Pre-Quest: Out in the Big you’re buddies, you


can speak to Boone
Wide World (2). You can speak to
him at length about his
past as an NCR sharp-
shooter and why he left
them behind, and gain
2 insight about other
Factions and life in the Mojave Wasteland. Peel
back Boone’s past through a series of shared 4
experienced across the Wasteland. Take him on You’ll know when this Quest starts, because
your travels, and perform any of the following to Boone approaches you and mentions about
get him to talk about his deceased wife, and the a horrific ransacking of Bitter Springs that
1 heavy burden he’s been carrying. Each action happened during his career with the NCR.
This Quest has a number of prerequisites, the is worth either one or two “points.” When you He requests that you both head off to Bitter
first of which is to locate and have Boone in reach five “points,” Boone tells you enough to Springs. Choose either the entrance via the
your party. Do this by successfully completing begin this Quest. Great Khan graveyard (3), or the main route
Side Quest: One for My Baby, which takes To get Boone to open up about Bitter Springs up through the refugee caravans and shacks
place in and around Novac (1) [5.18]. Once [3.08], you must speak with either Sergeant (4). Once you near the middle of the camp,

211
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
with (6), and then back up the canyon to
Laying into the Legion: Boone’s Progress Bitter Springs, as the Legion are not only after
Location ID Location Name Associated Quest Event “Points” Boone for past transgressions, but they’re
[2.19] Camp McCarran Free Quest: Silus Treatment Kill Silus +1 out to murder the refugees, too. Locate the
legionaries and cut them down. Pay special
[2.19] Camp McCarran Side Quest: I Put a Spell on You Kill Captain Curtis +1 attention to the packs of Legion Mongrels
[3.28] The Fort Main Quest: Render Unto Caesar Kill Caesar +2 because they can easily savage most of the
Save and release the Powder refugees. Letting the enemy come to you is
[4.30] Nipton Side Quest: Booted +2 the best plan (7).
Ganger hostages
You can also lay some Mines at the
[4.30] Nipton None Kill Vulpes Inculta +1

sneak
two entrances before heading to
[6.06] Nelson Side Quest: Back in Your Own Backyard Save all the crucified NCR hostages +2 Coyote Tail to thwart the Legion’s
[6.06] Nelson Side Quest: Back in Your Own Backyard Kill all the crucified NCR hostages +1 progress into the settlement.
[6.20] Camp Cottonwood Side Quest: Eye for an Eye Wipe out the Legion here completely +2
Caesar’s Legion Infamy Gained!
Boone pipes up. This is where he was sent Go to the Bitter Springs refugee
from Camp Golf to search for marauding camp and repel the Legion raid.
Khans. He set up on a hump called Coyote Talk to Boone.
Tail Ridge [3.15].
Unleash the Dogs of War After the fight, Boone beckons you over for
a final philosophical discussion on life. His
Go with Boone to Coyote Tail Ridge.
life, specifically, and why he didn’t die in the
preceding battle. You can:
Talk to Boone about staying overnight
• Tell Boone that he can’t take back what
at Coyote Tail Ridge.
he’s done, but he can change and set
himself on a better path.
• Or you can tell him to get over it. People
die. It’s war.
He agrees to either option, and puts on
6 one of two pieces of armor. Choose the first
option, and he receives 1st Recon Survival
Armor. Have the second conversation, and he
brings out 1st Recon Battle Armor. The Quest
concludes.
5
Oblige Boone and head down the ravine to 1st Recon Survival Armor
the red-rocked promontory (5) where Boone
once committed a massacre. Once atop the
ridge, Boone speaks again, indicating that the 1st Recon Battle Armor
pass down there was known as Canyon 37. It
was the Khan’s only escape, and he guarded
7

Tip No,
it while the main NCR force attacked. Remain Time passes. Boone turns to you, and Boone didn’t give the
interested in his stories, and he tells you the mentions that something is wrong. There’s a armor to you. But you can
fleeing Khans were the sick, women, children, Legion raiding party heading this way. You simply trade the item, swapping it (or
and the elderly. But Boone was forced to can flee, but to complete this Quest, agree taking it) by opening his Inventory. Boone
kill them all. Reply with varying degrees of to stay and face this horde. Immediately doesn’t mind. Remember you can have only
sympathy, and agree to spend the night here. attack the troops you have visible contact one of the two types of armor, although they
are statistically identical.

I Fought the Law


Suggested Experience

See flowchart on the following page


What was once an Or don’t. But you can’t access this Quest.
Main Factions important holding Violence isn’t the answer, as it
center for the NCR
guns

makes all the Powder Gangers


has now been hostile.
overrun by Powder
new ca. Powder Primm Of course, you could always try
Gangers who escaped
sneak

republic Gangers Pickpocketing the Caps from Dawes


the very facility they
2 now inhabit. The as you pass….
Dawes on the Door; NCR Correctional Facility [5.15] is the base
Eddie Inside of power for the Gangers, and should be
approached with caution (and while you’re
still on reasonably friendly terms with this
Faction). Travel to the western gate (1), open
it, and move to where a man named Dawes
(2) guards the entrance to the Visitor Center.
Ask about the place, or what exactly a Powder
Ganger is, and when you’re ready, ask to go
in. He asks for 100 Caps. You can: 3
Pay the man his 100 Cap entrance Inside the Visitor Center, pass the Gangers
fee, and enter. milling about (including Meyers, a possible
1 CAPS

212
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

QUEST FLOWCHART Tell him that Eddie sent you. Chavez is less
than impressed. You can:
Quest Start Quest Failed 30 Tell him that Eddie’s determined,

speech
Speak to Eddie at the NCR Correctional Facility Admin Building Kill Eddie anytime before and Chavez should quit while he’s
the NCR issues the order still alive. Chavez agrees, and leaves
Deal with Chavez at Pow- peacefully.
der Ganger Camp South Or attack him with words, then weapons.

[Speech 30] Convince Simply inform him that he’s not

guns
Kill Chavez Chavez to quit or face going to live, and attack.
Powder Ganger wrath
Or attack before you even engage

guns
Return to Eddie for these villains. They’re easy pickings.
another job
With Chavez dealt with using verbal or actual
Meet merchant at Jean combat, return to Eddie to inform him of your
Sky Diving shack success.

[Speech 30] Force mer- [Intelligence 7] Force Powder Gangers Fame Gained!
Kill the merchant. chant to admit that he’s a merchant to admit that
bounty hunter he’s a bounty hunter

Tell Eddie that you dealt with Chavez.


[Speech 30] Tell bounty
hunter Powder Gangers

Task #2: Bounty Hunter


will kill him if he kills you

Return to Eddie.

Scout Primm.

Talk to Johnson Nash in


Primm.

Speak with Lieutenant


Hayes outside of Primm.
7
Meet Sergeant Lee Inform Eddie that
outside of the NCRCF. Chavez isn’t a threat,
and you’re almost
Completion Stage Completion Stage Quest Failed thanked. Eddie has
Return to Eddie with news another problem:
Kill Eddie. Something feels
of the impending attack..
“funny” about a
8 merchant hanging
Post-Quest Post-Quest
around nearby. It’s like he wants the Gangers
Get holotape from Eddie
Talk to Lee and go meet to come and get him, rather than fleeing like
and directions to meet
with Hayes outside of
with Cooke in Quarry most other traders. Agree to the job.
Primm.
Junction.
Track down the suspicious merchant
and get rid of him.
sheriff’s candidate in
Side Quest: My Kind Task #1: This Ganger The “merchant” in question is loitering on
of Town), and exit
into the huge prison
Is a Goner the corner of the Jean Sky Diving building
(7) [4.12], northwest of the facility. Set out to
find the man, simply known as the Traveling
yard. Turn left, and
Merchant (8). Choose from two primary
look for the NCR
options.
CF Administration
4 building between
the two watchtowers (3). Enter and climb Option 1
the steps in the northwest corner, making He tells you to be careful of Powder Gangers
a left at the top. Turn left again, into the roaming these parts.
operations room, where you’ll find the leader
6 You notice he’s traveling light for
Intelligence

of this band of miscreants: Eddie (4). He


asks for a reason not to kill you. Focus on 5 a trader. He admits he’s actually a
Chavez and his bounty hunter.
requesting a job. Eddie tells you most folks
know this is Powder Ganger territory, except motley crew were last You tell him a merchant would
30
speech

a man named Chavez. He’s been hitting seen at the Powder be much more worried about the
traders with his own small crew. He wants Ganger Camp South Gangers. He admits he’s actually a
you to bring Chavez down. Accept this offer [4.15]. Leave the bounty hunter. You can:
of work. You can finish by talking about the facility and head Tell him to leave as the Gangers won’t fall
prison, how the break-out occurred, and a there, looking for the for this trick.
man named Cooke.
6 half-tipped railroad
(A1) Tell him even if he kills you, the
30
carriage (5). Chavez (6) and his crew are
speech

Gangers are already onto him. He


sitting around a campfire here. Speak to
Deal with Chavez. Chavez. He attempts to strong-arm you with
backs off, and apologizes for trying
to ambush you, and leaves.
some threats and a mugging.

213
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Ask about the bounty, tell him about a can discuss other
toll, or about taking on the Gangers by matters (or other Caps (100)
himself. You’re prompted to the Speech Quests if active) with
check (A1). Hayes, but you’re
Chems
• Ask him to pay the Powder Ganger’s toll. here to ask if the
He tells you he’s happy you showed up, NCR has any plans
as the NCR is likely to give him a bounty to attack the prison.
11 Naturally, the infor- 1,000 XP
for your corpse. You’re prompted to the
mation is classified. Your conversation can
Speech check (A1), or the following:
Ask about the bounty or about taking on
linger at information on the Gangers, but you Plan B: Proud Republican
won’t get any more intel from Hayes.
the Gangers by himself. You’re prompted
back to the Speech check (A1).
Tell him he won’t live to collect the bounty,
Area #2: Nash’s Casino
and attack.
Or ask him what he’s doing sticking around
here.

Option 2
14
Shoot first and loot his corpse Back at Hayes’
guns

(there’s a nice Stormchaser Hat). tent, inform the

When the “merchant” leaves the area, or this


12 lieutenant that you
Fight through the know of his plans to
mortal coil, head back to the facility.
hostile Renegade attack the prison.
Powder Gangers (no His annoyance soon
Powder Gangers Fame Gained!
affiliation to Eddie, turns to agreement if
15 you tell him you want
so kill without guilt,
or Sneak around), to help with the attack. Tell him the NCR will
Return to Eddie. be wiped out if they attack. This comment
and locate the main
13 entrance to the Vikki falls on deaf ears, but you aren’t attacked. If
Task #3: Mojave & Vance Casino (12). Watch for Layla the you want to help, Hayes agrees, and marks
the staging area on your Pip-Boy’s map.
Prison Blues mercenary, if you didn’t deal with her during
the Main Quest: They Went That-A-Way. The Sergeant Lee will be waiting there for you.
co-owner of the place is Johnson Nash (13). Ask
him about the casino, talk about Primm (which Rendezvous with Sergeant Lee.
is going to hell and needs a new sheriff), play
Caravan, and more importantly, find out if the The rendezvous point is the hilly area
NCR plans to attack the prison. His memory between the prison and the Powder Ganger
needs jogging through currency, apparently: Camp South. When you reach the hilltop
30 (14), speak with Sergeant Lee (15). He’s
Answer that you only ask politely the been given instructions to take down “some
speech

first time. assbag” named Eddie, and the rest of the


9 Gangers should surrender.
30
Eddie’s happy (at least, his scowl has Or that you have 50 Caps you can
barter

give him.
Caution Although
lessened slightly), but he wants you to haul your
ass to Primm, and see what the NCR is up to. ultimate goal may be
Or hand him 100 Caps. If you have
You’re to talk to the locals and find out if any to kill Eddie, don’t do it before Sergeant
less, you need to return with the full
of the troops stationed at Primm are heading CAPS Lee tells you to, or you’ll fail this Quest!
100. Attacking Nash isn’t wise, as you
his way. Agree to the task.
can’t mine information from a corpse.
Talk to the locals in Primm and
Note This
Any of the three options gets Nash babbling Quest concludes
learn what—if anything—the NCR is about the NCR deciding that enough is before a huge battle
planning for the correctional facility. enough, and sending a “mess of troops” to between the NCR and the Powder Gangers,
Trek southwest until you reach the outskirts take the prison back any day now. Your which you can fight in, alongside either
of Primm (9) [4.17], or the adjacent California options now fork: Faction, kill everyone, or watch from a safe
distance.
Sunset Drive-in [4.18]. Search out loose-lipped Report back to Eddie with infor-
folk in two areas: the small NCR tent camp, mation on the NCR’s planned attack.
and the Vikki & Vance Casino in Primm.
Kill Eddie.
(Optional) Betray Eddie by offering
Area #1: Hayes’ Tents Lieutenant Hayes assistance in
retaking the prison.

Plan A: Original Ganger


Back at the prison, traipse back to Eddie and
inform him that the NCR is planning a raid.
In fact, as you tell him, the sounds of gunfire
erupt around you. They’re already here!
You’re given your reward, and Eddie (along
with his crew) take defensive positions. How 16
10
you handle your weaponry on the way out The NCR troops then head down the hill and
Approach the barrel fire and NCR troopers
determines whether you gain Fame or Infamy storm the facility. Follow them to the left,
(10) and open the tent flap, leading to a
among either Faction. around the fencing to the entrance where
conversation with Lieutenant Hayes (11). You

214
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
you met Dawes. You can hang back, or blast methodical series of executions and wall-
your way in. Sneaking is another option. hiding. Find a fair amount of quality weaponry Administration Key
But whatever your combat decision, you and other goods on the bodies of Eddie’s crew.
need to enter the Administration building, For even more, loot the Administration Key
and slaughter Eddie in combat (16). His from Eddie’s corpse. It unlocks a door on the 1,000 XP
henchmen make this difficult, so a try a slow, top floor leading to an item stash.

I Hear You Knocking


Suggested Experience

QUEST FLOWCHART
you a tribe called the Boomers is obsessed
with such weapons. Perhaps the spare firing
Quest Start mechanism is there?
Speak with Lucius at The Fort
Get a replacement firing mechanism
for the Legion’s howitzer from the
Travel to Nellis Air Force Base and enter the Nellis
Workshop
Boomers.

Loot the Howitzer Firing Mechanism from the Gun


Cabinet Note Accessing Nellis Air
Force Base is tricky; The 5
Boomers are dug in and use bombardment
weaponry to deter visitors. However, it can be from the end. Once
Return to The Fort inside the Nellis
done using the techniques listed during Side
Quest: Volare! You can attempt much of that Workshop, move to
[Repair 75] Repair the howitzer with the replace- Quest at the same time as this one. the far end of the
ment firing mechanism room, and begin
ransacking the
Completion Stage Negotium II: Officina 6 chamber.
Return to Lucius
Praemium Search the Gun Cabinet in the corner
(6). Among the items is a Howitzer
Firing Mechanism. Grab it, and return to The
Main Factions Fort at your earliest convenience.

Howitzer Firing Mechanism

caesar’s boomers
legion Install the replacement firing
mechanism into the Legion’s howitzer.

Note Gain access to The Fort


by meeting and accepting
Trek to the northeast
3 Negotium III: Telum Suscitatio
Vulpes Inculta’s invitation on The Strip [Zone
2D], at the end of Act I of the Main Quest: corner of the Mojave
Ring-a-Ding Ding! Head to Cottonwood Wasteland, and avoid
Cove [6.20] and take the boat to this island the howitzer shells
stronghold. until you reach the
front gates (3) of the

Negotium I: Apparatus
Nellis Air Force Base
4 [3.01]. You’re stopped

Vacuus a Pectus Pectoris by a Boomer guard before a woman named


Raquel takes over questioning. Maximize your
life-expectancy by following her to a meeting 7
with Mother Pearl (4); the eldest of this tribe. Back at The Fort, move west past Anthony
Talk to her: and his canine, and search out the howitzer
You can ask about obtaining a howitzer positioned on the cliff (07). Examine the
firing mechanism. But you certainly won’t howitzer, and replace the firing mechanism.
get one from her willingly. The NCR will be surprised once the Legion
begins firing that immense cannon!
You can also talk to her about helping out
(for Side Quest: Volare). Inform Lucius that the howitzer has
1 This line of questioning appears to be going been repaired.
During a stay at The nowhere. But after your talk with Pearl, Move back into Caesar’s tent and inform
Fort [3.28], and once you’re given free run of the base. Lucius that the howitzer is now operational.
you grace Caesar There is a way to get the firing mechanism Lucius is pleased because the device will
himself with your without stealing it. Once you become Accepted prove useful against NCR snipers hidden in
presence over at with the Boomers, request it. Simply complete the hills near Hoover Dam.
his tent (1), speak tasks within the base, and check your Pip-Boy
to his subordinate, until it informs you that your Fame has risen Caesar’s Legion Fame Gained!
2 the mighty Lucius enough, then speak to Mother Pearl.
(2). Verbally wrangle the conversation into
a question about whether Lucius has any Retrieve the firing mechanism from 100 XP
employment opportunities. He does: The the Boomers’ workshop.
Legion recently obtained an artillery weapon When you’re free to wander without being Should you complete this Quest and ally with
(which is currently aimed at Hoover Dam shot at (assuming your Reputation is at Caesar’s Legion during Act III of the Main
[3.33]), but they don’t have the part or skill “Hated” or better), head to the row of curved Quest, the howitzer provides fire on the NCR
to fix it. Ask more questions, and he tells corrugated buildings (5) and enter the second snipers as you cross the dam and exit the
checkpoint building.
215
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

I Put a Spell on You


Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start Alternate Quest Start
Speak with Colonel Hsu in Camp McCarran Terminal Complete Side Quest: The Finger of Suspicion and speak
Building with Vulpes Inculta after saving. Martina Automatically
starts “I Put a Spell On You” at the same time new ca. caesar’s
republic legion
Speak with Captain Curtis in Camp McCarran Terminal
Building Speak with Captain Curtis in Camp McCarran Terminal
Building
Speak with Lieutenant Boyd or Sergeant Contreras in
Camp McCarran Tell him you’re Legion as well
Path A: Terminal Problems
Ask Corpo- Pick up the explosives and bomb ingredients in the trash
Go to the Go to the can by the ticketing counter at the Camp McCarran
ral Sterling
Control control terminal building
about
tower and tower
suspicious
hack the and use Complete in any order
activity
terminal to the tower
and learn
gain entry access
the time
[Science code from Plant an
somone is Plant
25] Lt. Boyd explosive
in the tower explosive
charge in
a vent at
Get off the parts and 1
monorail Kill Private plans in
Catch Captain Curtis in the back Enter Camp
and watch Crenshaw Private
the tower at 1am and wall of the McCarran, and head
it depart Cren-
kill him McCarran
shaw’s for the Terminal
monorail
footlocker Building (1), and
car
Eavesdrop on radio find Colonel James
Report to Colonel Hsu
conversation
Tell Colonel Hsu you Hsu (2) in his
Report to Colonel Hsu and northeast ground-
bombed the monorail and
Find and defuse the bomb frame Private Crenshaw
then kill him 2 floor office. Here,
Don’t catch the monorail on the McCarran monorail
before it explodes before it leaves the you can speak to him at length about
terminal Completion Stage various concerns. Ask what you can do to
Return to Captain Curtis help, and he tells you the NCR is “fighting a
Completion Stage lot of fires right now.”
Report to Colonel Hsu The Fiends keep pressing their position
from Vault 3. Hsu sent an NCR Ranger
called Bryce Anders after their leader, but
Post-Quest
he never came back. Now there’s a bounty
Dialog for assigning troops for Side Quest: No, Not on Motor-Runner’s head. You can agree
Much is functional
to this job, and start Free Quest: Bounty
Killer, I.

Before You Begin Note Several Bitter Springs Note: Motor-Runner Bounty

(Satus Sententia)…. quests are interrelated with


this one. This is also a part of Side Quest: The Legion captured an officer alive, but he
Camp McCarran [2.19] is a huge NCR No, Not Much. However, it can be completed isn’t speaking. You can tell Hsu you bet
stronghold on the outskirts of New Vegas, before or after. Here’s how the Bitter Springs you could make the Legion prisoner talk.
offering NCR soldiers and citizens a relatively Quests break down: To complete the first He suggests talking to Lieutenant Boyd
part of Side Quest: No, Not Much, you must about it. You can agree to this job, and
safe monorail journey into The Strip. It’s
achieve the following: start Free Quest: Silus Treatment.
also the source of some Quests. Learn the
numerous ways you can approach this Hsu can’t send a patrol on a bathroom
Quest, which has two separate parallel paths new ca.Become Idolized with the NCR
republic break without them being ambushed;
depending on the Faction you’re working by completing Quests associated
there’s a leak at the base. Suggest that
with this Faction (which are tagged
with: you help, and Hsu tells you that Captain
throughout the guide).
With an Accepted NCR
new ca. Curtis is heading up the investigation
republic Complete Side Quest: Bitter Springs
Reputation, you can start this right now.
Infirmary Blues (optional).
Quest as a friend of the NCR’s, seeking out
Colonel James Hsu. This begins Path A. Complete Side Quest: Flags of Our Talk to Captain Curtis.
Foul-Ups.
Caesar’s If you’ve decided to work with
Legion Caesar’s Legion, you should have
headed to the Fort [3.28], spoken to Vulpes
Complete Side Quest: I Put a Spell on You
(this Quest). Cracking Carrie’s Code
Inculta, completed Side Quest: The Finger Complete Side Quest: Restoring Hope.
of Suspicion, and saved Martina. Speak to Complete Side Quest: Climb Ev’ry
Vulpes Inculta once more. This begins Path Mountain.
B. However, you may have incurred NCR
Infamy, and be susceptible to attack by the These five Quests are all parts of Side Quest:
No, Not Much.
NCR (except for Captain Curtis, who you can
speak with at any NCR Reputation level). The
trick here is not to be caught by the NCR
“sentries”: Military Police (MPs), and Guard
Dog patrols. These are the only troops aware 3
of your Reputation; Sneak past them to gain
access.

216
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Captain Ronald With late-night break-ins reported, the logical
Curtis’ office is on the step is to wait until late at night to continue
opposite side of the your investigation. Using the activity log as
ground floor, behind a clue, crouch behind a corner wall or plane
the escalators (3). tail so you’re Hidden, and wait until around
Meet Curtis (4), and 01:00. Somebody is walking across the yard!
extract some other You can:
4 information, then let
Stand up and greet him, which is an
him know Colonel Hsu wanted you to help appalling idea. The man won’t reveal his
him look into some recent intelligence leaks. 7 secrets without any incriminating evidence!
Curtis says the mole is a slippery customer, Instead, watch and wait for him to
Head across to
and Curtis suggests speaking to Lieutenant

sneak
the upper floor enter the Control Tower, and then
Boyd or Sergeant Contreras (although Curtis (quietly) open the door and follow him.
Concourse area (7),
is already suspicious of the latter). You can
all the way to the You have two choices for the conclusion of this
meet up with either soldier in any order.
boarded-up doors Quest: either silent listening and Sneaking
Ask around about suspicious activity and entrance to the away, or noisy confrontation and combat.
Camp McCarran
at Camp McCarran. 8 Supply Shack. Inside,
Eavesdrop on the radio transmission.
speak with Sergeant Daniel Contreras (8). Ask
him what he has for sale, inspect his wares,
and then hint at some secret, under-the-table Plan #1: Quietly Does It
contraband. He’s offended, so you can:
Stop this questioning.
Give him 50 Caps to open up his
CAPS “extended” inventory.
50
Tell him you both could work out a
speech

5
deal.
Follow Curtis’
advice, and seek out 50
Tell him you have connections, and
barter

Lieutenant Carrie work out an arrangement. 10


Boyd (6), who is up This option leads you to Conclusion #1.
the escalators near The latter three choices allow Contreras to Inside the tower, the man is at the radio
Curtis’ office, and on tell you about his stash, but you need to receiver (10). Stay at the bottom of the
the right side, in an complete a chore for him first, regarding Isaac steps and catch him in the act of verbally
6 interrogation office at the Gun Runners [2.14]. This continues confirming the sabotage of the McCarran
(5). Ask if she’s noticed anything suspicious. Free Quest: Dealing with Contreras. Note that monorail system! The Quest updates.
Boyd’s answers include soldiers going AWOL, meeting Contreras isn’t necessary for this
break-ins, and thefts. These lead to four current Side Quest. Find and defuse the bomb on the
separate investigations: McCarran monorail before it leaves
The missing Ranger, which continues Free Note: McCarran Arms Request the terminal.
Quest: Bounty Killer, I. Slip out of the tower, sprint across the yard to the
A second missing soldier starts Side Quest:
The White Wash.
Sabotage After Sundown garage doors, and enter the Terminal Building.
Scale the escalators on your right, dash around
the corner, and open the door to the outside.
The thefts, which starts Free Quest:
Dealing with Contreras. Plan #2: Caught in the Act
The break-ins. Strictly speaking, there was
no sign of forced entry, just reports of
someone sneaking into the camp’s control
tower at night. The odd part was that the
criminal had an access code, which isn’t
widely distributed. When you ask for it,
Lieutenant Boyd gives it over. 9
Back in the Terminal Building, head to the
Control Tower Access Code garage doors, and open them. This accesses
the aircraft tarmac, and more temporary NCR 11
Investigate the late-night break-ins at military storage and structures. Across the This option leads you to Conclusion #2.
the Camp McCarran control tower. yard is the Control Tower (9). Approach the Inside the tower, the man is at the radio
tower. You can: receiver. Storm up the stairs (either before or
Hack into the wall terminal, and
25 after listening to the conversation) to confront
Note Itback
isn’t necessary to report
science

discover the activity log entries. Look this turncoat. It’s Curtis! He’s caught right
to Curtis at this
carefully at the “Enter” and “Exit” in the middle of his conversation! Curtis
point, but if you do, he continues to offer
verbal support. times, and you can see somebody was in the tries to talk his way out, but there’s only one
tower at around 01:00 on consecutive nights, solution. Curtis draws his weapon. Kill him
and stayed there for about 15 minutes. (11). There’s no time to lose; report back to
Hsu at once!
You can open the door to the tower by using
the Key and Code Boyd gave you earlier.
Inside, there’s a Ham Radio on the desk, and Report to Colonel Hsu.
a second receiver radio on the wall. Neither
have any sounds coming from them.

217
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Tell the colonel that you’ve plugged that
intelligence leak. Tell him you caught Curtis Bicallis B: Saluto Custodis Plant an explosive charge in a vent
at the back wall of the McCarran
radioing intel to Caesar’s Legion and took
him down. Hsu tells you Curtis assumed
monorail car.
control of the monorail inspection crew today!
Slightly panicked, Hsu orders you to get to Get off the train and watch it depart.
the monorail; if it gets sabotaged, the NCR
will be crippled here. Go! Scale the escalators You can ask Curtis to explain the plan again.
above Hsu’s office, dash around the corner, After that, he urges you to speak with Hsu,
and open the door to the outside. and pretend you’ll find the leak for him.

Find and defuse the bomb on the


14 Offer to help Colonel Hsu find the spy.
McCarran monorail before it leaves
the terminal. Ideally during Main
Quest: Render Unto
Conclusion #1: Caesar, and after

On the Right Track you complete Side


Quest: The Finger of
Suspicion (Martina
Groesbeck must
15 be alive), return to
The Fort [3.28], enter Caesar’s Tent (14),
and conclude the Side Quest with Vulpes
Inculta (15). Inform him that “Martina said 18
she sold her information to Captain Curtis In Colonel Hsu’s
in the NCR.” He knows this captain well northeast ground-
and suggests you go talk to him. You’re floor office (18),
12 responsible for keeping his identity (as a speak to him (19) at
Sprint onto the monorail platform, and Legion spy) secret. length about various
quickly head into the open carriage door, concerns. Ask what
turn left, and check the wall vent close to
See if you can assist Captain Curtis you can do to help,
the adjoining carriage door for the Explosives in his operation at Camp McCarran. 19 and you’re given the
(12). Immediately defuse it, and breathe a same information as if you were starting this
sigh of relief. Quest working with the NCR (Path A), not
against them. Suggest that you help look into
Conclusion #2: Off the Rails who’s leaking NCR intelligence, and Hsu tells
you he thinks you’ve done enough. He’s one
step away from shooting you. You can:
Tell him you’ve been fighting for the
speech

wrong side, and you’ll prove yourself


to him. This is your last chance to
switch sides, and follow Path A. You’re told to
16 speak with Curtis (which you’ve already done,
Journey to Camp McCarran, and enter the so this is unnecessary).
Terminal Building and head for the office
on the opposite side of the terminal ground Or carry on with the plan Curtis has
13 hatched.
floor, behind the escalators (16). Tell Captain
Wander onto the monorail platform, and
nonchalantly wait around for the carriage
Ronald Curtis (17) you know who he is, and
that you’re working
Recolligo Farrago
doors to close. Then watch as the monorail
begins its journey and promptly explodes on for the Legion, too. He
the line (13). Either you were too slow, or you tells you to keep the
secretly wanted the NCR to suffer. noise down, but then
sees an opportunity;
After either conclusion, return to Colonel Colonel Hsu knows
Hsu. Explain what happened to the monorail, about intelligence
and he’s either delighted or disappointed. 17 leaks, and Curtis has
Your reward is doled out, and this Quest been put in charge of finding the culprit, the
concludes; and a portion of Side Quest: No, irony of which isn’t lost on him. Keep asking,
Not Much is completed, whether you started and he tells you about the plans to bomb the 20
that “overview” Quest or not. monorail. You’re the bomber, and one of the The first part of
NCR soldiers is the scapegoat. He explains the your terrorism
NCR Fame Gained! following objectives: involves taking the
bomb ingredients.
Caps (250) (If the bomb was Pick up the explosives and bomb Move into the main
defused) ingredients in the trash can by terminal foyer, and
the ticketing counter at the Camp head to the roped
Caps (150) (If the bomb wasn’t McCarran terminal building. 21 check-in area (20),
defused) and search for the trash can (21) on the
Plant a fission battery, conductor, left side of the desks, close to the garage
500 XP (If the bomb was defused) Wonderglue, a box of Abraxo doors. Open the receptacle, and take every
Cleaner, and the plans inside Private item inside; you need it all to frame Private
Crenshaw’s footlocker. Crenshaw.
350 XP (If the bomb wasn’t
defused)
Abraxo Cleaner
Kill Private Crenshaw.

218
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Tell him he’ll be in trouble for Colonel Hsu needs to know what the hell
Conductor

guns
blowing up the monorail, and slay happened, so tell him you’ve uncovered who
him. blew up the monorail. You can:

Explosive Charge Add a touch of threatening whimsy • Tell him it was Private Crenshaw, who is

terrifying
presence
to the last words the private ever dead now. Hsu finds it hard to believe.
hears. Then kill him. Inform Hsu that he had explosives and
Fission Battery 40 Or try the old “here, hold this plans. This succeeds in persuading him.

sneak
Grenade” trick. You’ll need a Tell Hsu Crenshaw confessed before

speech
Grenade, of course. he died, using the word “frumen-
Monorail Sabotage Plans
However you spill Crenshaw’s blood, once tarius” (the “secret service” of the
it’s done, you can pursue the final part of the ancient Roman Empire). This succeeds too.
Wonderglue sabotage. Tell Hsu that Crenshaw confessed,

speech
but don’t mention the Latin. You fail;
You can now enact the Curtis plan. Although Finis #III: Volatilis Hsu doesn’t believe you.
it’s easier to follow the order presented below,
the following three tasks can be attempted in Plaustrum Cado Or tell Hsu you’d be surprised what some
people are capable of. This fails, too.
any order.
• Or attack the colonel, and kill him.
Dolosus Nex If you “succeeded,” Hsu believes you. If you
didn’t, you’re lucky to escape back to Curtis
with your life, but Hsu doesn’t attack.

Return to Captain Curtis.

26 Return to Curtis with Hsu still alive (whether


you “succeeded” or not), and he is ecstatic, as
Back through the
the heat has shifted away from him. You’re
concourse to the
given a reward, and Caesar will hear of this
22 mezzanine level of the
triumph!
Head upstairs to Terminal Building,
the concourse area head right and
Caesar’s Legion Fame Gained!
(22), and into the around the corner to
makeshift barracks of the door leading to
this large hexagonal
27 the monorail platform
Caps (250)
structure. Find the (26). Board the carriage, locate the small vent
footlocker at the (27), and place the Explosive Charge inside.
23 foot of the bunkbed Quickly vacate the monorail, step back onto
500 XP
(23) and place the evidence inside Private the platform, and watch the doomed vehicle
Crenshaw’s Footlocker. Place the Abraxo depart and explode.
Return to Curtis after killing Hsu, and when
Cleaner, Conductor, Fission Battery, Monorail you mention this, Curtis is furious; he spent
Report to Colonel Hsu and frame
Sabotage Plans, and Wonderglue. Keep years earning that man’s trust! The Quest
the Explosive Charge, or you’ll find it very
Private Crenshaw.
ends, but not well.
difficult to make the monorail go boom.

24
Fortunately, Curtis
has Crenshaw
patrolling a rarely
trafficked area.
Head down to the
opposite end of the
concourse, and open
25 the Door to Camp
McCarran Supply Shack. Trot past Sergeant
Contreras and open the door near him,
leading outside to the McCarran grounds.
As Curtis described, Crenshaw is all on his
own, patrolling the south wall (24). You can
attempt the following with Private Davey
Crenshaw (25):
guns

Kill him at range.

Engage him in conversation. He talks about


pranks being pulled. You can:

219
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Keep Your Eyes on the Prize


Suggested Experience

in this settlement, Ghost was right to be worried; there are tire


QUEST FLOWCHART fires everywhere, and the Powder Gangers,
and one of the most
stoic is standing atop who had previously run out the native
Quest Start
one of the buildings population, are looking pretty tied up at
Go to the Mojave Outpost and talk with Ranger
Ghost on top of one of the buildings behind the wire the moment. Move toward the Town Hall
fencing. Wind your (3) and approach the main double doors. A
way up to the roof via member of Caesar’s Legion strides out, clad
Agree to investigate Nipton for Ranger Ghost 2 the sloping planks, in some kind of red armor and dog skin. He
and introduce yourself to Ranger Ghost (2). introduces himself as Vulpes Inculta (4), and
Go to Nipton and speak with Vulpes Inculta about tells you not to worry; you won’t be nailed to
She spots that you’re a courier, and asks if
what happened there
you want a job. Reply in the affirmative, and a cross like the rest of these degenerates.
Ghost tells you she thinks there’s trouble in Inculta wants you to memorize the fate of
Completion Stage the town of Nipton [4.30]; there’s no traffic Nipton, then move west to the Mojave Outpost
Return to Ranger Ghost and tell her what and some billowing smoke. She tells you any and let “the Profligates” know “the little
happened
survivors are likely to be inside the Town sermon” he prepared here. This begins Side
Hall. You’re to report back any findings, but Quest: Cold, Cold Heart. You can continue
without endangering yourself unduly. the conversation at length, asking him about
Main Factions Caesar, before you’re waved away to teach
Recon the Nipton Town Hall for what you’ve learned here. “There will be more
Ranger Ghost. lessons in the days ahead,” Inculta warns.

new ca. Caesar’s


republic Legion Return to Ranger Ghost at Mojave
Outpost.
Ferocious Atrocities Speak to Ghost again, and let her know the
fate of Nipton. She’s concerned—not by the
atrocities, because the town was “a shithole
asking to be burned”—but because Caesar’s
Legion is moving in, and war is inevitable.

3 100 XP
Follow the remains
of the road across
NCR Fame Gained!
the desert, optionally
1 passing the Morning
Step past the giant rusting statues and Star Cavern [4.28]
snaking freeway jam to the NCR’s Mojave and Nipton Road Pit
Outpost (1) [4.27]. There are some oddballs Stop [4.29] until you
4 reach the settlement.

Left My Heart
Suggested Experience

See flowchart on the following page

is Frank Weathers (2), a farmer who once


Main Factions owned 100 acres near Junktown. Ask him
about the Legion if you wish, but definitely
question him about his family; they were
abducted by a band of Caesar’s Legion
Caesar’s
Legion slavers. You can:
Remark that you’re sorry, or say that Frank
A Frank Discussion wasn’t a particularly good protector, and
ask if he needs help.
Wonder aloud why Frank was
3
5
Intelligence

spared. He admits he ran from his stopped by a Legion


family. Explorer as you enter,
When you’re done admonishing or offering to but:
help, Frank suggests beginning your search Showing
at Cottonwood Cove [6.20]. the Mark of
mark of
caesar Caesar (given
Find Frank Weathers’ family. by Vulpes Inculta 4
1 after you exit The
Tops Casino)...
The old Aerotech
Office Park (1) [2.22] Cannibals, Slavers, 35
speech

on the east side of


town is a refugee and Worse! Telling him you’re a passing trader...

camp overflowing Journey southward to Cottonwood Cove Or calming him by explaining that you’re a
with human flotsam (3), where the Legion’s presence west of the friend of the Legion all allow safe passage
and jetsam. One of Colorado River is strongest. You may be into camp.
2 these sorrowful sorts
220
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
35 Fail to stop the collar from exploding,

explosives
QUEST FLOWCHART
decapitating the Weathers family
Quest Start member in question.
Talk to Frank Weathers in in Aerotech Office Park Or think about your Explosives skill, and
rethink either plan.
[Intelligence 5] Ask why Frank was spared. Ask how you can help find his family. Once done, any surviving members of the
Weathers’ family flee the area. They don’t
Speak to Canyon Runner in Cottonwood Cove about the captives. need chaperoning.

[Speech 50+] Tell Canyon Runner the girl has


an infectious disease and offer to pay only 150.
Pay 300 for the captives. Caution IfWeathers
one of the
family
has an activating Slave Collar, the
Open the pen. remaining family members will not agree
to your threats or pleading. You must
return with the Slave Key or purchase their
Speak to one of the Weathers children
freedom. Also be extremely aware that the
family is likely to die during the escape if you
[Explosives 50+] Defuse [Explosives 35+] Blow up the son or haven’t bargained for their freedom and a
the explosive charge. daughter’s head. Legion patrol is close by!

Tell the Weathers son or Speak to the other Weath-


Speak to Mrs. Weathers
daughter that they are ers child and tell him or Return to Frank Weathers.
and tell her they’re free.
free. her that they are free.

Completion Stage Weathers Forecast:


Return to Frank Weathers and tell him you’ve found the family and who is left alive.
Alcoholic with a Chance
Tell the explorer you’re a friend,
Caesar’s
gate [Hard], and attempt to free the Weathers. of Redemption
Legion
but if you have a poor Reputation This usually ends with them either headless Head back to the Aerotech Office Park and
(“Merciful Thug” or worse) you’re recognized or shot as they try to escape, so it’s an check in with Frank again, telling him you’ve
as an enemy and attacked. initially cunning, but possibly sacrificial plan. saved his family. He immediately hands over
some Caps, and asks where they are.
Once inside, search for the Legion guard Once the transaction has taken place, open
named Canyon Runner (4) standing near the gate using the Slave Key, and enter the If you ask why you’d tell an abusive bastard
the mesh-fenced slave pens (attached to pen. You’re freeing Mrs. Weathers (5), Sammy like him, he asks what lies were spread by
the main concrete building). Although you Weathers (6), and Kenny Weathers (7). There his wife:
can talk about the Legion’s movements and are two possible ways to free them. Tell him his family doesn’t want
35
other matters, focus on the “slaves” he is in
speech

him around, but they would


charge of. Weathers Slave Key if he was sober. He agrees to get
some help, which is a positive way to end his
abusive relationship.

Note You don’t need to speak Or, that he’s a yellow-bellied


35
speech

with Frank Weathers; you bastard. Pressing the subject


can chance upon Canyon Runner, and barter causes Frank to blow his head off
for the slaves. Or you can speak to Mrs. with a shotgun, which is one way of ending
Weathers through the cage fence or after his abusive relationship.
5 6 unlocking the cage. Frank, however, never
knows what you did, or what happened to 35 You can extort Frank before you give
The mother and two
barter

his family. him the information, and pocket


children inside the
some extra Caps for your troubles.
pen haven’t earned
the right to be called You can leave.
“slaves,” and as Free the Weathers from slavery. You can mention they were headed to the
a “Slavemaster,” Old Mormon Fort [2C.01] in Freeside.
Canyon Runner
7 professes to know Weathers Forecast: Relief As he’s already been kicked out of there,
he’ll mooch around in case they leave,
his craft. Ask how much it would cost to
purchase the three “captures.” After reeling
with a Chance of Freedom and doesn’t attempt to get sober.

off an offensive list of problems with each of After you speak to any of the three of them, Caps 50 (unless all family members
them, he asks for your offer: and tell them that you’ve paid for them all died)
and they are free to go, you automatically
detach their explosive collars, and the 35 (if Frank was extorted, agreed
Offer 300 Caps for the lot of them.
CAPS Weathers leave their pens. They don’t need to sober up, or shot himself)
chaperoning, but if you speak to them, they
Lie, and point out that one of the
50
tell you they won’t be reuniting with their 100 (if all family members died)
speech

children has all the symptoms of


father thanks to his abusive tendencies.
Pustular Hypomyalgia. Canyon
Runner drops the offer to 150 Caps. Weathers Forecast: Explosive 250 (if two family members died)
You can slay Canyon Runner, and
everyone else in the camp, Vilifying
with a Chance of Brains
your Reputation with the Legion. This is This method is not recommended, but you can 500 (if one family member died)
highly dangerous, and only for those with tell any Weathers family member that you’re
complete combat prowess. going to deactivate their collar. You can:
1,000 (if no family members died)
With a mixture of Sneaky 50 Tell them to hold still, and
explosives
lockpick
sneak

Lockpicking (or Canyon successfully deactivate the collar


Runner’s key, which you without it exploding.
can Pickpocket from him), you can unlock the
221
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Medical Mystery
Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Speak to Dr. Richards in the medical tent at Camp Forlorn Hope
new ca.
Agree to help investigate the missing supplies republic

Perform One
Gotcha! Plan #3
[Medicine 50] Ask Wait until 2am to Stake out the Camp Forlorn Hope
Pickpocket Private
Stone
Private Stone about catch Private Stone Medical Center at night.
the missing supplies stealing

Ask Private Stone to Extort Private Stone Tell Stone you’ll turn
Talk to Dr. Richards
turn himself in for a bribe him in

Tell Private Stone to


Accept the bribe Decline the Bribe
stop on his own

Completion Stage Completion Stage Completion Stage


[Speech 50]
Convince Stone it’s
Lie and say you Tell Richards Stone 5
found nothing took the supplies
better he do it Or, you can wait around until 2 AM.
sneak
Remain Hidden, with Private Stone
in view, and follow him as he sneaks
Bedside Manners over to the Medical Tent to snag some more
Chems. Follow him in, and catch him in the
act (5). Challenge Stone to explain himself.
See “Conclusion.”

Report your findings to Dr. Richards.

Conclusion: Private Stoned


3 Once you’ve discovered that Private Stone is
1 Smoking out the the thief, you can:
culprit takes some 1. Head back to Dr. Richards, and
The grimly titled
patience and perhaps tell him Stone is the culprit. Richards
Camp Forlorn Hope
a little luck, although informs Major Polatli, and the Quest
[6.02] along the
knowing when to concludes.
western cliffs is
pounce on the thief is
the hub for NCR 2. Head back to Dr. Richards, and tell
helpful too. Around
communications and 4 the back of the camp him you can’t find the thief. Richards is
wounded soldiers. disappointed, and the Quest concludes.
2 The staff are in (3), between the ramshackle metal shack and
the pond and rocky cliffs, stands a rather • Tell Private Stone you’ll turn him in. He
desperate need of help (speak to Major Polatli offers you a bribe. You can:
sad-looking soldier. You can try one of the
to begin Side Quest: Restoring Hope, or Tech
following when you spot Private Stone (4):
Sergeant Reyes to start Side Quest: Return to
Sender). An overworked soul in the Medical
Center (1) near the edge of town, Dr. Richards
Gotcha! Plan #1 Accept the bribe, and choose
Conclusion 1 or 2.
(2), instantly takes a shine to you when you Immediately step up and ask him if he Reject the bribe, and choose Conclusion
come in and speak to him. He’s particularly knows anything about Dr. Richards’ missing 1 or 2.
chipper given the circumstances, but that supplies. Stone stammers a negative reply.
• Or you can ask for a bribe yourself. You’re
doesn’t mean he’s fully stocked with medical You can:
given some of what Stone stole. You can
supplies: Quite the opposite, in fact. Someone Take this answer at face value, and leave then choose 1 or 2.
is stealing his supplies. him.
Ask more questions about this possible Confirm the dilated eyes and
50 Jet (5)
medicine

thievery, and he explains he’s got less supply increased heart rate. Stone
than he received, but not that he used. A confesses, and asks to explain • Ask Private Stone to turn himself in. He
simple deduction. The biggest problem is his himself. See “Conclusion.” asks why. You can:
supply of Hydra. You can:
Tell him it’s better than you
Gotcha! Plan #2
60
Look into this for him, and begin the Quest.
speech

doing it. Stone agrees. Return


50 Or ask what the symptoms of Hydra Skulk away, then keep a Hidden eye to Richards, and he thanks you for
medicine

sneak

use are. This might help pinpoint a on Private Stone, moving slowly up finding the criminal, and the Quest concludes.
culprit. behind to Pickpocket him. You’ll find Or you can change your mind, and tell him
an Empty Hydra Syringe on him. you’ll turn him in, instead. See 1 or 2.
Search Camp Forlorn Hope for clues
about the missing medical supplies. You can either confront Stone and ask NCR FameGained! (unless ending 2
him to explain himself, or return with is chosen)
the discovery to Doctor Richards. See
“Conclusion.”
300 XP

222
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

My Kind of Town
Suggested Experience

QUEST FLOWCHART Main Factions


Kill Meyers in Quest Start
NCRCF, Primm Speak with Johnson Nash about Primm needing law restored.
Slimm in Vikki &
Vance Casino, and new ca. Primm Powder
the NCR republic Gangers
Alternate Quest Start
Enter Bison Steve Hotel/Casino and speak with Deputy Beagle
Beagle flees because he doesn’t have a
weapon for the job. If you speak to him,
Kill Beagle or let him die, and speak to
Save Beagle and speak to him outside. and hand over a spare weapon, he’s more
Johnson Nash outside
of an asset than a hindrance in the fracas
to come.
Agree to find Primm a sheriff
Although, when you check his inventory,
he’s got a great suit of Leather Armor
Speak to Primm Speak with Meyers
Speak with Lieuten- for you to “swap” (or take), which is well
Slimm in the Vikki & at NCR Correctional
ant Hayes at Primm worth taking (without killing him) if you
Vance Casino Facility
haven’t found good armor yourself, yet.
Speak with Major • If Beagle dies (either during a firefight
Speak with Major
Knight at Mojave or by your hands), this Quest isn’t over;
Knight at Mojave
Outpost about go back and speak to Johnson Nash to
Outpost about a
reinforcements for
pardon for Meyers continue.
Primm
Beagle has been rescued from the
[Barter 20] Con- Bison Steve. Talk to him about
[Speech 50]
vince Major Knight
that NCR control
Pay 200 caps for a Convince Eddie to protecting the town.
pardon allow Meyers to be
in Primm would be
sheriff Beagle is dead, I should find someone
helpful
willing to help me figure out how to
Quest Failed Completion Stage Completion Stage Completion Stage help Primm.
[Science 35] Pass Lt. Hayes accepts
(Failure) All possible
Note Athissecond
science check to reinforcements, way to begin
sheriffs candidates Meyers has agreed to be sheriff.
make Primm Slimm names McGee
are dead. Quest is to ignore the
sheriff sheriff
Vikki & Vance Casino, and simply locate the
trussed-up Deputy.

Primm and Proper Note Nash’s assessment is


Assuming Beagle
made it out of the
correct; if you head outside
and check the two shacks, one houses the Bison Steve Casino
murdered remains of the sheriff and his wife, alive, speak to him
and the other (Deputy Beagle’s) is empty. back in his old
Grab the interesting items inside the sheriff’s stomping grounds,
shack; he won’t be needing them any more. the Vikki & Vance
4 Casino (4). As well
as delusions of grandeur, Beagle seems
ill-equipped to handle another lawless attack.
Beagle wants you to find Primm a sheriff,
1 and he’s suspiciously reticent to take over
During a reconnoiter the role himself. Beagle offers up the name of
of Primm [4.17], Meyers, who’s holed up in a nearby prison.
after attacking or Or, perhaps one of the NCR might help out.
sneaking past the Select “I’ll help bring law and order back to
Renegade Powder Primm.”
Gang members (AKA If Beagle died during his escape, Johnson
3
convicts) loitering Nash fills you in on the town’s desperate need
2 between the two The other, dominating structure in Primm is
the Bison Steve Hotel and Casino (3), which for more law enforcement.
casinos (and possibly during Main Quest:
They Went That-A-Way), head directly into comes with the remains of its own roller-
coaster. Focus on the ground floor. Battle Note: They Didn’t Shoot the Deputy
the Vikki & Vance Casino (1) to speak with
the owner, Johnson Nash (2). Everyone’s a through to the kitchen area in the southeast
little uneasy because the whole town’s gone corner, killing Renegade Powder Gangers as Beagle wants a new sheriff for
to hell. Begin the Quest by asking Nash you go, and locate Deputy Beagle, kneeling Primm. He suggested an ex-sheriff
“what happened to Primm.” It appears some and tied up. You can: at NCRCF and the NCR as potential
reprobates broke out of the NCR Correctional 25 Free the deputy on the condition candidates.
speech

Facility, and then got organized, and Primm’s that he fight at your side. Beagle
Deputy has been captured by them. grudgingly accepts. With Beagle dead, Johnson Nash
requested help finding a new
Primm’s Deputy has been captured • You can free the deputy. He immediately
scarpers back to the Vikki & Vance Casino,
sheriff. He suggested the NCR or an
by Powder Gangers in Bison Steve ex-sheriff at NCRCF.
leaving you to fight any remaining enemies.
and needs to be rescued.
(Optional) Reprogram Primm Slimm
to be sheriff of Primm.
223
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
the entrance to the Mojave Outpost (8)
Candidate #1: [4.27]. Locate and enter the Mojave Outpost
Caution The Gangers own

Primm Slimm Headquarters building, past the mesh gate


and sandbags. Major Knight (9) greets you
the prison, and your
Reputation with them is important. If
Ignore all this talk as you enter. From flirting to details on this you’re Shunned or Vilified, expect to be shot
of out-of-towners camp’s own problems, you can converse with at on sight, and you’ll need to battle through
taking over as sheriff, him at length. But to further this Quest, state to Meyers. Otherwise, expect little bloodshed,
move farther into “I’d like to talk to you about Primm.” Knight unless you start it first. The same caution
the Vikki & Vance says he’d like to help, but (as expected) can’t must be applied if you’re on the outs with
Casino, and speak spare the men. You can: the NCR, too.
with the robotic 50 Reply that Primm’s trade under NCR
5 tour guide: Primm The only NCR officer able to grant pardons is
barter

control would really help their main


Slimm (5). He certainly has the cowboy hat Major Knight at the Mojave Outpost. Visit the
operations.
for the promotion, but does he have the Headquarters, and talk to him about Primm.
If you’re successful, Knight radios for another Tell him one of the NCRCF convicts is looking
programming?
unit to head to Primm. for a pardon so he can protect Primm. Knight
He does, but only if you reprogram
35
is astonished; Meyers is a convict the NCR
Major Knight promised additional
science

him to serve as sheriff. Law


had been protecting Primm from! You can:
Enforcement Protocols are troops for Primm. Speak to Hayes
reinstated. The Quest completes as soon as about NCR protection for Primm. Tell Knight Meyers’ sentence was
45

speech
you’ve finished tinkering (there’s no need to almost up, and he isn’t tied to the
Return to Lieutenant Hayes in his tent, and Gangers. Knight sees the trade route
return to Nash or Beagle).
tell him “I got extra troop support for Primm.” potential, and agrees.

Candidate #2: Hayes returns the favor, telling you that


Sergeant McGee is to take over as sheriff,
-200
Offer to “purchase” the pardon. Knight

Lieutenant Hayes and the Rangers will be his deputies. But CAPS
agrees.
this comes at a price; the inhabitants must Agree with Knight, and seek a different
become registered NCR citizens and pay taxes candidate.
for this protection. A shakedown or peace-of-
mind? Choose the NCR to finish this Quest. Return to Meyers and let him know
Let Hayes know you’ll think about the plan if NCR has pardoned him and he can
you want to try a different candidate. take over as sheriff.

Candidate #3: Meyers


Assuming you got him his pardon, return
to Meyers (who may be in the prison, or in
Primm depending on whether you’re fighting
the Powder Gangers at the prison) and tell
6
him the news. He tells you he and his boys
The next-nearest
will take good care of Primm.
candidate to Primm
is actually Lieutenant
300 XP
Hayes of the NCR. A
small camp of troops
is stationed on the
west side of town, so
7 visit the rubble-filled 10
Caution This Quest fails
if Meyers, Primm
Slimm, and the NCR around Primm are
streets here, and locate the two tents (6). Your final choice is wiped out. Cool your jets!
Speak to Hayes (7) inside; aside from other someone Beagle (or
Quest information he can impart, make sure Nash) mentioned,
you tell him that “Primm is in dire need of named Meyers. He’s
some real law.” Hayes knows this, but doesn’t
have the guns or personnel to do anything
locked away inside
the NCR Correctional
Note You can return to Primm
and speak to Deputy
Beagle about the conditions the townsfolk
but hold his current position. He needs more Facility (10) [5.15] are living under (tranquil peace under Primm
troops before he can even entertain your idea. 11 to the northeast.
Slimm, a military state under Sergeant
A man named Knight at the Mojave Outpost Head here, with the appropriate methods McGee and the NCR, and a crazy backwater
[4.27] may be able to help. of gaining entry to the west entrance, under Meyers). Good job!
bypassing Dawes at the Door to the Visitor’s
Hayes and the NCR will protect Center. Meyers certainly has the cowboy hat
Primm if they get some additional
military personnel.
for the promotion (11), but does he have
the mettle? Ask about him first, and then Tip After the new sheriff has been
appointed, wait three days
question his thoughts on being Primm’s before returning to the casino, and
new sheriff. He’s interested, but he needs you’ll find it’s a hive of activity! Gambling is
a pardon and a guarantee he can run the now available (you can complete Free Quest:
place with a minimum of “due process.” This Big Winner: Vikki & Vance), and there’s trade
sounds like more like a dictatorship than law available at this location (if you installed
enforcement. Primm Slim, you receive a discount).

Meyers, a former sheriff from


NCRCF, is willing to be Sheriff of
Primm if he gets a pardon from the
8 NCR.
Trek south and a
little west along
the remains of the
freeway to reach a
massive, skeletal
traffic jam, and
two giant rusting
9 statues that mark
224
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

No, Not Much


Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Speak to Captain Gilles at Bitter Springs

new ca. Great caesar’s


Become Idolized with the NCR republic khans legion

Can Be Completed in Any Order Complete Side Quest: Bitter Springs


Infirmary Blues (optional).
Complete Side Quest: Restoring Complete Side Quest: I Put a Spell Complete Side Quest: Flags of Our Complete Side Quest: Flags of Our
Hope on You Foul-Ups
Foul-Ups.
Speak to Major Polatli to reassign Speak with Colonel Hsu to reassign Speak to Sgt. McCredie to reassign Complete Side Quest: I Put a Spell on You.
troops troops troops
Complete Side Quest: Restoring Hope.

Hunt for the supplies in the caves Complete Side Quest: Climb Ev’ry
Mountain.
Complete at Least Two These five Quests are all parts of Side Quest:
No, Not Much.
Ask about dead refugees and start Enter {Cave 2} and use [Lockpick 50] Enter {cave 1} and find the supply This web of Quests now progresses. To
Side Quest: Climb Ev’ry Mountain to retrieve the supplies cache
complete this particular one, return to
Retrieve the Great Khan supply Captain Gilles once:
cache in (Great Khan supply cave)
new ca. You’re Idolized by the NCR.
republic
Return to Captain Gilles and give
her the supplies • You’ve reassigned troops at Camp Golf
[3.23], working with Sergeant McCredie
(Flags of Our Foul-Ups).
Return to Captain Gilles with the
supplies • You’ve reassigned troops at Camp
McCarran [2.19], working with Colonel
Give Captain Gilles 2 of the 3 Hsu (I Put a Spell on You).
supplies • You’ve reassigned troops at Camp Forlorn
Quest Failed Hope [6.02] working with Major Polatli
[Science 25] Warn about radiation Lie about radioactive supplies and (Restoring Hope).
and give supplies to Gilles hand them over The captain is worried about the camp’s
supplies, which are dangerously low. She
Completion Stage swears someone is stealing them. You’re
Speak with Captain Gilles tasked with finding where these supplies have
ended up. She reckons they’re in the caves in
the mountains above camp.
Part 1: Actually, Find relief for Captain Gilles at
Bitter Springs.
Quite a Lot (This is the overall Objective of Side Quest:
Find supplies for the camp.

No, Not Much)

Talk to Camp Golf about reassigning Tip You decide how much to
explore underground. Three
soldiers to Bitter Springs. caves lie northwest of Camp Bitter
Springs: Great Khan Supply Cave 1 [3.S09];
(This is Side Quest: Flags of Our Foul-Ups) Great Khan Supply Cave 2 [3.S10]; and
Great Khan Supply Cave 3 [3.S11]. You only
Talk to Camp McCarran about
need to complete two of the following three
reassigning soldiers to Bitter Springs. parts (A, B, and C), although finishing all
(This is Side Quest: I Put a Spell on You) three gives you a greater reward.
1
Talk to Camp Forlorn Hope about
Camp Bitter Springs
(1) [3.08] is only reassigning soldiers to Bitter Springs. Part 2A: Satisfactory
barely holding
together due to the
(This is Side Quest: Restoring Hope)
Spelunking I
influx of refugees Talk to Lt. Markland about finding
fleeing the Faction medical supplies for the camp.
fighting across the (This is Side Quest: Climb Ev’ry Mountain)
2 Mojave Wasteland.
The Bitter Springs Quests are interrelated.
Captain Gilles (2) is in charge of this mess. First, speak to Captain Gilles to begin
Locate her at the upper end of the camp, in Side Quest: No, Not Much (this Quest). To
one of her tents or around the campfire, and complete the first part of that “overview” Side
ask what you can do to help. This begins the Quest, you must achieve the following:
“overview” Side Quest: No, Not Much. It also
triggers access to four separate sub-Quests new ca.Become Idolized with the NCR. 3
republic
Achieve this by completing Quests
(see Note). She requests the following
Objectives, which you can speak to her again associated with this Faction (which are
about: tagged throughout the guide).

225
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Great Khan Supply Cache

Bring the supplies back to Captain


Gilles.

Talk to Capt. Gilles for your reward.

Begin your explo-


4
In the gravel
7
Part 3: Almost
ration by scaling
the sandstone bluffs
dip between the Everything, In Fact
sandstone mountains
above the camp, Back at Captain Gilles’ command area, hand
is a second, higher
and locating the over the supply caches you’ve collected. You
cave opening (6).
lowest of the three can:
Head into the
cave entrances (3). low-lit tunnels, and Give Gilles the two non-irradiated supply
5 Enter the cave, and 8 prepare to repel caches. Gilles is understandably elated, and
terminate the clusters of Giant Ants (4) possible Nightstalker attacks (7). Toward this convoluted Quest finishes with a flourish
scuttling about the dank natural tunnels. the northeast corner of the cave system is a of good fortune.
Follow the short (and slightly radioactive) locked gate. Hand over the radioactive supplies,
25

science
tunnel to the northeast as it curves to the and tell her the supplies are
Use your Bobby Pins and skill to
25
right, ending at a broken mesh fence and a
lockpick

unlock the gate, leading to a metal irradiated, but with a Rad-X filter,
dilapidated metal shelving unit, with a Radio- they’ll be safe. This counts as one of the two
shelf containing some interesting
active Supply Cache resting on it (5). You caches you must hand over. If Science isn’t
items. Top of that list is the Great Khan
can bring the cache back to Gilles, or move your strong skill, you must give her the other
Supply Cache (8).
farther up the bluffs to search the second (non-irradiated) caches.
cave. Give her the radioactive supplies, telling
Great Khan Supply Cache
her they’ll be helpful. This fails the Quest.
Radioactive Supply Cache Are you working for the Legion?!
Part 2C: Climbing
Part 2B: Satisfactory Ev’ry Mountain
NCR Fame Gained!

Spelunking II The final cave,


300 XP
which holds a Great
Khan named Oscar
You only need to provide two of the three
(9), who’s probably
sets of supplies to conclude this Quest. Take
responsible for
the irradiated supplies and use them to gain
the lack of camp
extra rewards by telling Gilles about the
supplies, is its own
9 Side Quest. Finish radioactivity. But if you give her the radio-
active supplies without mentioning this, and
this successfully if you want to finish this
return to Bitter Springs, the entire camp is
Quest completely, and then return to Gilles.
sick….
6

Nothin’ But a Hound Dog


Suggested Experience

See flowchart on the following page


excellent terms with.
Main Factions Ask about King’s
Move into the
adjacent area of
robotic dog. Rex has
Freeside, and locate
been acting peculiar
the Old Mormon Fort
for some time now.
the followers fiends caesar’s super (3) [2C.01]; the hub
kings ota legion mutant Apparently, the
of activity for the
Followers inspected
2 him and said “his Followers Faction.
4 Inside, speak to Julie
Nervous Rex brain was bad.” Say you’ll help, and the King
Farkas (4) as recommended. It breaks her
suggests you head over to Julie Farkas for
heart, but Rex’s condition is beyond anything
some answers.
she can handle. Brain surgery and sophis-
ticated cybernetics are required, and the only
man capable of this lives up in the northwest
mountains, in a place called Jacobstown
[1.10]. Return to the King, and tell him the
news. He’s ecstatic, but too busy to make the
trip. His idea is to “lend” Rex to you. Agree,
and the Quest begins. Head almost due west,
1 toward the hills.
This Quest begins after you complete Side
Quest: G.I. Blues. Once Orris has been dealt 3 Follower: Rex
with, return to King’s School of Imper-
sonation (1) [2C.05] in Freeside, and speak
with the King (2), who you should be on

226
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

QUEST FLOWCHART
Brain #1: A Rey of Light
Start Main Quest: G.I. Blues and deal with Orris

Quest Start
Speak to The King about Rex

Head to the Old Mormon Fort and speak to Julie Farkas

Report to The King about the Doctor

Speak to Doctor Henry about brain surgery 7


Journey to the
Search for an excep- Gibson Scrap Yard
Search for an excep- Acquire a new brain
tional canine brain (7) [5.14] close to
tional canine brain for Rex from one of Old
among the Caesar’s
among the Fiends Lady Gibson’s dogs Novac, and speak
Legion
with Old Lady Gibson
(8). She can’t believe
[Barter 70+]
Travel to Poseidon Gas Pay 700 caps for the Convince her that her Henry is still alive,
Station brain dog will receive immor-
Travel to The Fort 8 and as for your
tality and pay 571 caps request; she thinks it’s all a bit ghoulish. But
Rey is pretty old, and she can let you have his
Kill Violet’s dog, Violetta, brain for 700 Caps. You can:
and retrieve the brain Speak with Antony
from her corpse Pay the woman, and listen as Rey’s brain is
detached.
Ask for Lupa’s brain 70 Or convince her that you’re offering

barter
a kind of immortality for Rey. Is she
Kill Lupa in the arena really going to put a price on that?
and retrieve the brain
from her corpse Apparently not; you’re given the brain for free!

Return to Doctor Henry and let him perform surgery Rey’s Brain

Or, you can simply kill Rey, loot his brain,


Completion Stage Completion Stage Completion Stage
and kill Gibson and all her hounds when
Rex’s movement speed Rex’s attack damage Rex’s toughness increases they attack. No chatter is needed.
increases (Violetta’s brain) increases (Lupa’s brain)
(Rey’s brain)
Brain #2: Vicious Violetta
The Super Mutant
Take Rex to Doctor Henry in
settlement of
Jacobstown to learn how he can be
Jacobstown (5) is
fixed. temporarily serene,
and Marcus (who

Caution Rex hates both meets you at the


Giant Rats and Mole gate) is keen to keep
Rats, and will attack them on sight. He
6 it that way. Try not
also dislikes people wearing hats. The King to stare at the Nightkin, and head toward the
postulates it’s because the word rhymes with
9
sprawling lodge. Turn right at the staircase
“rats.” (and the mean Nightkin named Keene), Close to the Poseidon
and head into Doctor Henry’s experimental Gas Station [1.17]
laboratory. The doctor (6) and his Ghoul on the outskirts of

Note Now that Rex is a Follower,


treat him as an additional
assistant Calamity are researching some
kind of Stealth Boy Prototype (Side Quest:
west New Vegas is the
Violet and Violetta
asset. You can also check his different Trailer Compound
Guess Who I Saw Today), but you should ask
mechanical parts. The brain case is a [1.S22], a trailer
about your cyber-dog. Henry deduces Rex
particularly disturbing inspection. 10 park where a vicious
is suffering from neural degradation. This
means acquiring a fresh dog brain. Henry has Fiend called Violet resides with her pack of a
some choices for you (shown below). You can dozen ferocious guard dogs (9). Her favorite
Craving Some visit one, two, or all three of the choices (and is Violetta (10), a slobbering beast that needs
killing along with the rest of the pack (or you
Canine Cranium even bring back all three brains), but it is only
necessary (and recommended) to pick one. can attack, grab the brain, and flee).
You can search out Violetta without
animal friend

Acquire a new brain for Rex from any of the dogs attacking you, then
one of Old Lady’s Gibson’s dogs. kill her, loot the brain, and leave. The
only entity worth worrying about is Violet, but
(Optional) Search for an exceptional she’s easier to take down on her own.
canine brain among Caesar’s Legion.
Otherwise, there’s no discussion: kill the dog,
(Optional) Search for an exceptional loot the brain, and leave, with or without a
canine brain among the Fiends. more massive massacre. Check Side Quest:
Three-Card Bounty before you search this
5
area though; Violet (the Fiend, not the dog)
has a price on her head, so don’t mangle it!

Violetta’s Brain

227
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Brain #3: Lupa of the Legion Return to Jacobstown and have Rex’s
brain transplant performed.

Stopping the Brain Drain

13
Agree to fight Lupa to the death in
11
MElee

the arena (13), while observing the


The final choice “no armor, only a Machete” rule.
of brain becomes If this isn’t your fighting style, you might
available when want to pick another brain, or inject yourself 14
you’re exploring The with Chems (such as Buffout) to help your When you’ve collected your preferred brain,
Fort [3.28]. Close to combat. Swing your blade into Lupa’s fur, return to Doctor Henry, and tell him. The
Caesar’s Tent (11) and don’t stop until she’s been sacrificed to brain looks good, and after the operation,
stands Anthony (12) your canine cause. Doctor Henry informs you that Rex’s new
12 and his dog Lupa.
brain has given him additional benefits:
Anthony actually asks about Rex first, and Lupa’s Brain
• Rey’s brain gives increased attack
you should ask him about Lupa, the mother
damage.
of some of the Legion’s best dogs. She’s
getting old, and Anthony agrees Lupa could Caesar’s Legion Fame Gained! • Violetta’s brain gives increased movement
achieve a kind of immortality if her brain was speed.
implanted. But she needs a worthy death in • Lupa’s brain gives increased toughness.
the arena.
Tip If you reckon you need
Chems for this battle, make
Rex is looking much better, too (14), and
barks happily at you. Good boy! You can even
sure you’ve completed the first part
take him back to the King. He’s happy about
of Main Quest: Render Unto Caesar. Once
this outcome and tells you to keep Rex for as
you’ve spoken to Caesar and can freely move
long as you want.
about The Fort, you can bring Chems with
you. Otherwise, they are confiscated at the
gate. 500 XP

Oh My Papa
Suggested Experience

Main Quest
Intersection

See flowchart on the following page

Main Factions
Note (continued) Among the Horde
Caesar’s Legion are already in a
Caesar’s
Legiontentative alliances with the Great
new ca. Great Caesar’s Khans. Some actions during this Quest may
republic khans Legion
jeopardise this.
Or investigate after allying
Before You Begin…. independent
with Yes Man, during Main
Quest: Wild Card: Side Bets.
Red Rock Canyon [1.15] is the home of a
Mr. House isn’t interested in the Great
proud Faction of people, living a primitive life
Khans, so it doesn’t matter (to him)
in tents and longhouses and known for their whether you’re on good or bad terms with 1
brutal combat abilities. They could prove to them. It would be wise to check the Main Colonel Moore over
be worthy allies, or a threat that must be Quests mentioned first, as some Faction at Hoover Dam [3.33]
terminated. It’s worth knowing the various commanders don’t mind if you ally, destroy, has requested that
ways you can approach this Quest. or ignore the Great Khans. you either break the
Icon Definitions: alliance between the
Note There are no prerequisites
to begin this Quest; it
If you’re allied with the NCR, there’s a
separate series of actions to perform,
Great Khans and
the Legion, or kill
can be started at any time. However, the flagged with this icon. 2 them off to prevent
Factions you may be working with during the
If you’re not in Colonel Moore’s service, them from backing the Legion in the battle to
Main Quest all want to ensure Great Khan
there’s another series of actions to come. When you reach Papa Khan’s domain,
support (or annihilation) for an incoming and
perform, flagged with this icon. you’ll find him inside his longhouse (1),
ultimate battle. To this end, you can:
walking about, or otherwise engaged (2) in
Investigate before you’re embroiled in any
Main Quest politicking. Talk to Papa Khan about the alliance the outhouse. You can speak to Papa Khan
about his people and other Factions, but
Investigate on behalf of Colonel
new ca.
with Caesar.
republic you’re here to ask the Great Khans to break
Moore, during Main Quest: For
their alliance. Papa Khan asks why. Whatever
the Republic, Part 2, and attempt to break
the Great Khans’ alliance with Caesar’s
Talk to Regis about the NCR. response you offer doesn’t convince him.
Legion.

228
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

QUEST FLOWCHART

Speak to Karl next to Papa Khan in the Great Khan


Obtain Khan objective from Colonel Moore Speak to Papa Khan and learn about the Legion Alliance
Longhouse

Quest Start Quest Start


Travel to Red Rock Canyon and speak with Regis Exit the Longhouse and speak with Regis

Ask his opinion of the NCR Choose Either Path

Travel to Hoover Dam and tell Colonel Moore about a Can Be Completed in Any Order [Speech 25]
Steal Karl’s
treaty Speak to Karl
journal out of his
about what he
Travel to the footlocker in the
thinks of the
Agree to As- Ask Regis why Great Khan Ask Jack to Ask Diane to Long House
Khans
sassinate Papa he needs to be Encampment break the Alli- break the alli-
Khan convinced and speak with ance ance
Melissa [Speech 50] Ask
to compare his Show Papa
Travel to Red men with the Khan his journal
Rock Canyon Steal Karl’s [Speech 25] Ask for work Khans
and assassinate journal and Bring the Tell her what Convince him and locate
Papa Khan show Papa ledger to the Legion does that he will be Anders near
Kahn to con- Regis with women killed and Diane Cottonwood [Speech 75]
vince Regis sold as a slave Cove Point out if he
Wait in Papa [Lockpick 50] thinks his men
Khan’s room Break into the aren’t as good
until he falls back door in the Travel to the
asleep Long House Fort and take
Rescue Anders
the Slave ledger
in Caesar’s tent
Silently kill Papa
Khan
Speak with
Diane about the
Completion Stage Completion Stage alliance
Speak with Refuse to
Regis about assassinate
NCR alliance Papa Khan Return to Papa Khan and talk about the Alliance

[Speech 50] Infer that the Great Offer to find past inspiration for the [Speech 50] Convince him to find his
Khans have no legacy Great Khans inner Glory

Speak with Julie Farkas at the Old


Mormon Fort in Freeside

Visit Ezekiel for Mongol Empire


history

Completion Stage
[Speech 50] Convince him to find his
inner Glory

by talking to you until he’s away from his two Factions) promised she could serve as a
Tip Naturally, if you don’t know
about the alliance with
brethren. Ask him what he thinks of the
NCR. Surprisingly, he has little hatred toward
Legion speculatore (recon scout). There’s a
final task; to diminish the sway Karl has over
Caesar’s Legion, you won’t be asked to
them, and thinks it would be better if they Papa Khan, ideally by finding something Karl
break it apart. To gain this knowledge, talk
were in charge instead of Caesar. Ask Regis has written with derogatory statements about
to Karl about why he is here before speaking
to anyone else. to commit to fighting with the NCR if he was the Great Khans.
in charge. He says he would, but the point is
moot, because Papa Khan rules here. Find Regis evidence that Caesar will
annihilate the Great Khans.
Talk to Colonel Moore about a Great
Khans/NCR alliance. Convince Jack and Diane to speak
out against Caesar.
Cauterizing Convince Melissa to speak out
the Legion Lesion against Caesar.
Regis usually stops you before you leave, Convince Regis to speak out against
3 and lets you know that Papa Khan’s most Caesar.
After the atrocities committed on the Great trusted advisors are himself, Jack and Diane,
Khans in the past (including the massacre at and Melissa. Convince all of these Khans to (Optional) Find a way to disgrace
Bitter Springs), even mentioning the NCR is switch sides, and Papa Khan may be swayed. Karl in front of Papa Khan.
tricky. Your next plan is to contact Regis (3), Regis needs proof that past tribes who aligned
With five (or six) new Objectives to attempt,
Papa Khan’s advisor and right-hand man. with Caesar were torn apart.
in any order, you have a full plate of tasks.
He’s patrolling or inside the longhouse, or he Jack and Diane are as thick as thieves; Here’s how each breaks down:
pulls you aside after you visit the longhouse. convince one, and the other will agree.
You must leave the longhouse if Regis is in Melissa is a dreamer, and Karl (a Legion
there, because he won’t arouse suspicion “advisor” in charge of relations between the

229
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

No Deal Recipe: Turbo


Return the Legion slave ledger to
Regis.
Back in the canyon, locate Regis, who is
A Woman’s impressed by your agitating. Hand over the
Work Is Never Allowed book, explaining that “this is what happens to
tribes that ‘ally’” with Caesar. After glancing
at it, he’s convinced.

Talk to Papa Khan about breaking


the alliance.
4
[Optional]
Journey farther into Calling Karl Out
the canyon to the
Red Rock Drug Lab 8
(4) [1.14], and speak
On the upper rocks
to either Jack (5) or
on the edge of
Diane (6). Among
5 Quarry Junction
the options, which
[4.04] is a Great
include starting Side
Khan Encampment
Quest: Aba Daba
(8) [4.03] where
Honeymoon, you can
Melissa (9) and her
ask either of them to 9 two companions are 12
publicly oppose Papa
waiting for a Chem drop (Side Quest: Don’t Head to the main
Khan’s alliance with
Make a Beggar of Me). Tell her that Regis has table inside the
Caesar.
6 sent you to speak against the Great Khans’ longhouse when Papa
alliance. Melissa is confused, because she’s Khan and Karl (and
• Ask Jack, and he says he doesn’t care been promised the life of a speculatore. Reply optionally Regis) are
who the top dog rolls with. that women aren’t permitted to serve in the together; usually
Reply that they won’t have each
25 Legion. Tell her she’ll be an officer’s wife if eating (12). Speak
13 with Karl (13), who
speech

other because the Legion will kill she’s lucky. This sways her to Regis’ side
Jack and sell Diane into slavery. immediately. tells you Caesar’s veterans are set to arrive
This wins Jack over immediately and the from Arizona soon to ensure victory. You can:
Objective completes.
• Ask Diane, and she says she’s open to the
Atrocious Handwriting Ask who Karl is. He tells you, but isn’t
getting too riled. You can continue the
possibility of changing her allegiance.
conversation, but no one’s getting riled
Mention that Caesar won’t allow her to run up except you.
drugs, because he hates Chems. Diane 25 Ask why he doesn’t petition the
hasn’t heard about this, and wants proof.
speech

Khans to accept Karl into the tribe


Tell her you don’t have any yet, but you’ll as a show of allegiance. Karl blusters
find some (or complete this Objective with that he’s not worthy of such an honor.
Jack).
State that a warrior in service of
50
speech

Find Diane proof that the Legion glorious Caesar is the equal of
persecutes drug runners. 10 any tribe’s finest. Karl gets a little
indignant, but catches himself.
To thoroughly
convince Regis that Ask whether it’s because he thinks
75
speech

Papa Khan’s alliance the Khans would come up lacking.


is a sham, you must Karl blows his top at you for daring
venture deep into to compare Caesar’s finest to “this base tribe
Legion territory, of savages.” The rant continues, while Papa
which is impossible Khan stops eating. Mention that’s an inter-
11 if you’re Shunned esting opinion as Papa Khan draws his gun,
or Vilified by them. The best time to do and really blows Karl’s top.
this is just after Vulpes Inculta invites you,

The proof that you seek is at the rock entrance


7
before you’ve properly chosen a side. Head to Future Slavers
Cottonwood Cove, then by boat to The Fort
to the major Legion deployment settlement of [3.28], and head into Caesar’s tent (10). You
Cottonwood Cove [6.20]. Look for the crucified don’t need to speak to anyone; just head for
man (7) and head up to him. This is Anders, the table to the left of Caesar, in the canopy
who’s pleading to be let down. Judging from to your left. Find and take this Legion Slave
his outfit, he’s a Great Khan. Ask who did this Ledger (11) (which doesn’t count as stealing).
to him, and he gurgles something about the
This part of the path is open only if you have
Legion punishing him for being a drug runner.
discovered and visited The Fort. However, Regis
Return to Diane and she’s already heard can also be swayed if you find Karl’s Journal,
what happened from Anders. She owes you as referenced in “Future Slavers,” below. If you
something for rescuing him, either Caps or a 14
Lockpick Karl’s Footlocker and turn the journal
special recipe from Jack (that you can cook The other way to seal Karl’s fate is to find the
over to Papa Khan, Regis becomes convinced
on a campfire). Before you go, be sure you door to the right of the fire in the longhouse,
and Papa Khan has Karl killed for thinking the
ask her about the alliance with Caesar. She locate the bedroom where he sleeps, and
Khans are weak. But this doesn’t sway Papa
doesn’t want any part of them. (when no one is looking) open Karl’s Footlocker
Khan’s vote with the Legion; only Regis.
(14). Among his Legion clothing is a journal.
Caps (250) Legion Slave Ledger
Karl’s Journal

230
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Bring evidence of Karl’s plan to Papa


Locksmith’s Reader
Khan.
Take it, and show it to Papa Khan, who takes
great exception to the forthcoming butchery Bobby Pins (5)
and slavery Karl was intending to attempt on
the Great Khans. If Karl isn’t already dead, he Assassinate Papa Khan without being
soon will be. detected.

The Penny 17
Drops for Papa history. Ask for a
Papa Khan is now conflicted. Well, until he smaller pot, and he
blew Karl’s head off. But despite him coming gives you a book from
around to his tribe’s way of thinking, he wants ancient times, about
to leave a legacy of greatness when he dies. He a tribe he thinks the
doesn’t want them cowering in a canyon and Khans built their
living off scraps, and joining Caesar was an 18 culture on.
attempt to find lost glory. You can: 19
Pretty Pretty Horses: A History of Return to the longhouse during the night
50 Tell him his tribe is already proud the Mongol Empire (when Papa Khan is sleeping in the rear
speech

and strong; he must claim his own


glory! bedroom), and creep around the back.
Bring the history book back to Papa
Bring out your Bobby Pins (and read
75
50 Khan.

lockpick
Ask what legacy his tribe has? It is the magazine if you need to) and
speech

nothing but ghosts and martyrs. pick the lock. Once you’re inside the

Or ask where you can find past inspiration


A Khan bedroom, check the bed. Papa Khan should
be sleeping here. If he isn’t, either wait or
for him. He thinks the Followers of the
Apocalypse might have some data.
Do Attitude return later.
Back in Red Rock Canyon, seek out Papa Sneak around behind him (19), and
In either Speech check, Papa agrees, and sneak attempt a Pickpocket. You can then
Khan one more time, and show him the book.
your Quest moves to the discussion under “A choose to murder him.
Tell him to read about the mighty Mongol
Khan Do Attitude” (below).
Empire if he wants inspiration. This Talk to Regis about the Khans’
Talk to the Followers of the Apocalypse about is the exact symbol his tribe can unite
the Great Khans. allegiance.
behind! Or, tell him to read this if his
thugs want to ape the glories of the past. Now head out and find Regis, and ask him to
The Path The results are the same, although Papa lead the Khans against Caesar and fight for
the NCR. Without Papa’s guidance, he has
of the Righteous Man is slightly more insulted.
Wish him the best, and the Quest concludes
little choice. He agrees, and the Khans appear
during the final battle.
(unless you need to report back to Moore).
Tell him as long as he isn’t fighting with Great Khans Fame Gained!
Caesar, you don’t care what he does.
The Quest concludes (unless you need to
report back to Moore). Wipe out the Great Khans at Red
Rock Canyon.
Or, ask if he’d consider joining the NCR
instead of Caesar. You may wince at his Return to Red Rock Canyon and
response, which is a resounding “no.” speak to Papa Khan.
15 Perhaps Regis might be more amenable?
The Objective updates.
Journey to the Old
Mormon Fort [2C.01] Moore’s Law:
No Khan Do
in Freeside, open the Great Khans Fame Gained!
front gate (15), and
speak to Julie Farkas
(16). Tell her things Talk to Regis about the NCR.
seem pretty rough,
16 then ask what you Your final conversation is with Regis. Ask him
about the NCR, and he seems more amenable
can do to help. These pleasantries allow you
to working with them, but Papa Khan would
to then ask whether she knows of something
never agree to this. And as long as Papa Khan
that could inspire the Great Khans. She tells
is alive, he won’t be swayed. Which should
you they were taught reading, writing, and
get you thinking:
basic science to make medicine. But they
made Chems. Ezekiel would know more. 20
He’s a Follower with particular knowledge of Moore’s Law: Useful There is one additional interaction you can
Machete Fodder
tribal cultures. He’s currently wandering the
attempt after receiving your marching orders
eastern Mojave wastes.
from Colonel Moore during Main Quest: For
Return to Colonel Moore as soon as you find
Talk to Ezekiel about the history of the Republic, Part 2: Enter Red Rock Canyon
out that Regis is amenable to allying with
the Great Khans. the NCR. She doesn’t dismiss it out of hand,
and murder anyone wearing a black Brahmin-
skin jacket and handlebar moustaches (20).
Just down the hill from the 188 Trading until you request a diplomatic solution.
Kill every single Khan in a ballet of blood, and
Post (17) is a wandering man called Ezekiel There’s no time for that, although she could
return to Moore. This will fail this Side Quest,
(18). Tell him Julie Farkas told you to ask still work with the Khans if Papa Khan was
and is ill-advised for completionists, but it
about the Great Khans. He gives you a potted executed. Using stealth, of course. You’re
does quickly progress the Main Quest.
given a Locksmith’s Reader to help with your
Lockpicking, and told to wait until night, or to
surprise him when he’s alone. 500 XP

231
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

One For My Baby


Suggested Experience

QUEST FLOWCHART Main Factions


Speak with Manny Vargas and incquire about
Boone

Quest Start novac

Speak with Boone and offer your help


(Optional) Ask around Novac for
Speak with Nobark and ask if he saw anything information about who kidnapped
Boone’s wife.
[Lockpick 25] Break into the Pickpocket the safe key from
safe and steal the bill of sale Jeannie May Send someone in front of Dinky the
Dinosaur. Put on the beret to signal to
Steal the Bill of Sale Boone that this is the culprit.

Choose One Part 1: Hearsay and Gossip


Bring up the Local Map on your Pip-Boy,
Ask Jeannie Ask Ranger Ask Cliff Ask Manny
Ask Alice to Ask Nobark Ask Dusty to and you’ll see various possible townsfolk to
May to follow Andy to Briscoe to Vargas to
follow you to to follow you follow you to speak with about Boone’s wife. Although it
you to the follow you to follow you to follow you to
the front of to the front of the front of
front of the the front of the front of the front of isn’t necessary to go to all (or any) of them,
the dinosaur the dinosaur the dinosaur
dinosaur the dinosaur the dinosaur the dinosaur it’s a good idea to learn everybody’s possible
motives.
Return to Boone and speak with him
Suspect #1: Cliff Briscoe
Completion Completion Completion
Completion Stage
Stage Stage Stage
Anger Boone
Tell him you found the Bill of Tell him the by saying you
Tell him you
Sale (Only can be chosen if the story did not just wanted
had a hunch
player stole the Bill of Sale) add up him to kill a
townsperson

Post-Quest
Player can ask Boone to follow him and begin
Side Quest: I Forgot to Remember to Forget 3
The first suspect is
the one who has the
Into the Mouth of Sadness Boone is a sniper, and they used to spot for
each other when they were enlisted with the
most opportunity
to eavesdrop: Cliff
NCR. They settled in Novac, but Manny and
Briscoe, who works
Boone aren’t on the best of terms right now.
inside Dinky in the
Boone’s wife didn’t see eye-to-eye with Manny
Dino Bite Gift Shop
on some things. She’s now missing, and 4 (3). Speak with
Boone isn’t speaking to Manny.
Cliff (4) about Boone and his betrothed.
Press Manny on these matters, and he tells Cliff didn’t speak to them much, especially
you about his gang past, and how this the wife because Boone did most of the
“bitch” wanted to take Boone away from a purchases. She was in the store once, but
soldier’s life. didn’t stay long.
1
Coax Cliff Briscoe out for a nighttime consti-
Novac [5.18] is a Note: Nighttime Sniper
tutional around to the front of Dinky, if you
town on edge, not feel the need.
least because of the Return after 9 PM and speak with Boone (2)
advancements the inside Dinky’s mouth. Boone isn’t in the best Suspect #2: Manny Vargas
Legion is making to mood, and asks why you’re here:
the east. To this end, 41 Steer the chatter to Boone looking
speech

Novac has snipers for someone in particular. He


2 posted in the mouth answers that he’s looking for Legion.
of its greatest tourist attraction: Dinky Conversation is stilted, but politely persevere
the Dinosaur (1). There are two snipers: and Boone eventually tells you “I need
Manny Vargas takes the day watch (from 9 someone I can trust.” Boone wants you to
AM to 9 PM) while Boone has the nighttime find something out for him. Somebody took
operations. “Carla,” and he wants to know who set it up.
Begin this Quest by visiting either of the She’s dead now, but Boone wants the son of 5
snipers in the mouth of Dinky, using the door a bitch who sold her. Find who’s responsible,
The most obvious
in the beast’s sides. Pass the gift shop, and and bring them in front of the dinosaur
suspect is Manny
step out from the belly of the beast. while Boone is on duty. Wear Boone’s Beret
Vargas. You can find
Manny Vargas provides information on to signal that you’re with the person Boone
him in his room at
your attackers, and requests your help to needs to enact revenge on.
the motel (5) during
take out the roving Ghouls in the area (Side the night, or on
Quest: Come Fly With Me). He’ll also provide Boone’s Beret watch inside Dinky
background on Boone if you ask. 6 during the day.
232
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Speak to him (6) about Boone’s wife. Carla You can request that Dusty or Alice Or pry open the Safe with your Bobby
25

lockpick
didn’t have a friend in town, and didn’t want accompany you on a stroll toward Dinky, if Pins and a modicum of skill. To avoid
any. She sat in her room. She was rude. You you’re that way inclined. hostilities, make sure Jeannie isn’t in
wouldn’t have liked her. Manny’s first thought the vicinity, or use a Stealth Boy.
(when he heard she’d been kidnapped) was Suspect #6: No-Bark The safe holds a Bill of Sale. Take it, and read
relief. But he thought Boone would come after it in the Misc Menu of your Pip-Boy’s Data.
him, and their friendship wouldn’t be the
same. Which it hasn’t been. Bill of Sale
You can ask him to join you in front of the
dinosaur, if you want.

Suspect #3:
Part 2: A Shot in the Dark
With the Bill of Sale, you have all the
Jeannie May Crawford evidence you need: one of the townsfolk
sold Carla, and Boone’s unborn child, to the
12 Consul Officiorum (The Legion)!
Behind the motel, on Head back to the suspect mentioned in the
Novac’s northwest Bill of Sale, and request that they accompany
perimeter, is a you to the front of the dinosaur. Remember to
shoddy shack (12) wear Boone’s Beret before you get there.
belonging to No-Bark
Or, head back to any of the people you’ve
(13). Enter the
previously spoken with (or those listed above),
shack, and navigate
13 his “decorations,” and get them to follow you instead. Wear
7 Boone’s Beret if you want to end their life.
before speaking to the old coot about Carla:
The Dino Dee-lite
Hotel’s (7) proprietor 6

Caution
STRENGTH

You can intimidate No-Bark with


may know something. your sheer physicality. SPOILER ALERT
Enter the door to the Having trouble figuring out who the
front desk, and speak Or weave through a few more questions. guilty party is? Can’t locate the Bill of Sale?
with Jeannie May The person responsible for Carla’s abduction
No-Bark says he saw the abduction take
Crawford (8). She runs the motel (but not the gift shop). It’s
8 seems friendly, and place. Some “shadowy folk” came and went
always the quiet ones….
to the motel, and possibly the lobby, too.
you can ask all about her, and the town. Ask
He thought they were cannibals, so he kept
about Boone’s wife, and she’s sympathetic,
away. But the culprits were actually “Molerat
but reckons she might have run away on
men,” coming up from “the Underneath” to Return to Boone.
her own. Carla liked the lights of New Vegas.
steal women with the promises of “fancy mud
Perhaps she got tired of waiting, and went
back there?
mansions.” Although this is obviously the
drooling warbling of an addled lunatic, the Part 3: Mopping Up
You can ask her to walk with you to the front lobby might be worth checking out. Back in the mouth of Dinky, reconvene with
of the dinosaur, if you wish.
But No-Bark is obviously deranged. Perhaps Boone, who’s very keen to learn how you
Suspects #4 and #5: he’d like to come with you and see the big
dinosaur?
knew who was guilty. You can:

Dusty and Alice McBride Show Boone the Bill of Sale, which
proves who the guilty party was. This
(Optional) Look for evidence of the
brings closure to Boone’s nightmare. That
guilty party inside the Dino Dee-lite is, of course, if you stole the bill from
lobby. the safe, and Boone executed the correct
person!
Acting on No-Bark’s Bite • You can tell Boone that the person’s story
didn’t add up, or that you had a hunch.
Boone is livid that you didn’t get any
proof:
55 You can alleviate his fears by telling
9
speech

him you deduced the guilty party


The modest McBride through a process of elimination.
house toward the
Or you can provide less-than-adequate
town’s southwestern
replies about the executed party being
edge (9) is home to
the closest to proof there was, or that you
Dusty McBride (10) 14
needed someone to blame and it didn’t
and his wife Alice [Optional] Return to the motel lobby, where matter who. Boone refuses to speak with
(11). Dusty says he you spoke with Jeannie May Crawford, and
10 doesn’t really know you and may turn violent.
look for evidence. The only area of interest is
about Boone and the floor safe (14). You can: You can tell Boone you just wanted him
Carla. But Carla to kill the helpless lamb you led to the
Pickpocket the Safe Key from
seemed to have an slaughter. Boone goes crazy, and you’ll
sneak

Jeannie May. You may need to wait


edge about her, need to kill him.
until daylight for her to appear, if
that she’d rather Assuming you didn’t anger Boone to the point
there’s nobody in the lobby.
be someplace else. of battle, you get some Caps and another
Meanwhile Alice special Beret, and the Quest ends. But your
11 only just remembers Safe Key
conversation shouldn’t. Now that his wife’s
Boone, “that sniper fella.” She only met them killer is dealt with (at least, in Boone’s mind),
once or twice. They seemed like nice folk. he won’t be staying at Novac.
Alice may not even know Carla is dead.

233
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
• Offer to partner up, with both of you
going after the Legion. Boone is hesitant.
Tell him you’ll kill more of them if you team
Follower: Boone
Tip Executing townsfolk isn’t
wise, even in these lawless
up. parts. Boone will turn hostile if you
Caps (100) kill the victim that he wanted to execute.
6
Intelligence

Or tell him you thought snipers Furthermore, if you bring an innocent to


worked in teams. Dinky for a brain evacuation, you’ll need
1st Recon Beret some clever wit not to get a sniper bullet
Either option leads Boone to leave Novac and to the face when you return to speak with
become your Follower. This is the only way Boone (although you can still complete the
150 XP Quest).
to begin Side Quest: I Forgot to Remember to
Forget.

Pheeble Will
Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start Quest Start
Speak to Ethel Speak to Walter Phebus at the Strip near the Las Vegas Boulevard Station.
Phebus at the Strip
near the Las Vegas white glove the
Boulevard Station. society strip

Find out why Ethel


and her husband, Offer to help Walter
Ask for 400 caps to
find out why Heck Part #1: Clear-Headed Ethel
Walter, are at the deal with Heck Gunderson is at the Ethel (2) seems
Strip. Gunderson. Ultra-Luxe.
preoccupied with her
[Barter 70]
husband. She’s from
Offer to talk some a small ranch west of
sense into Walter. Speak to Heck
Gunderson at the here, called “Phebus
Ultra-Luxe Casino Ranch,” where
Speak to Walter Floor and find out
and find out what they recently lost
why he is there. 2 some land to Heck
he plans to do about
Heck Gunderson Gunderson. You can ask what it’s like being
Return to Walter
and let him know a rancher, and what they’re up to on The
Heck is looking for Strip. She tells you to speak to Walter if you
his missing son, want more information on Heck (which starts
Ted.
Walter’s story). Now ask if you can help her.
Ask for 1000 caps to She says she can’t leave until her husband
take care of Heck.
[Barter 90] finishes his feud with Gunderson.
Agree to take care (Optional) Ethel Phebus wants her
of Heck and / or Ted
for Walter. husband, Walter, to forget about Heck
Ask for 500 caps to Gunderson and return to their ranch.
take care of Ted.

Locate and kill Ted


[Barter 80]
Part #2: Walter’s Red Mist
as part of Side Talk to Ethel’s
Kill Heck. husband Walter (3),
Quest: Beyond the
Beef either before or after
speaking to her. You
Locate and / or kill Frame Heck can steer the conver-
the other Gunder- Gunderson for Ted’s sation to what Ethel
son (as part of Side murder as part of was telling you. But
Quest: Beyond the Side Quest: Beyond 3 to get to the bottom
Beef) the Beef.
of this, you need to:
7
PERCEPTION

Completion Stage Completion Stage Completion Stage Completion Stage Completion Stage Tell Walter he looks more than just
Return to Walter Return to Walter hot and bothered.
Convince Walter Return to Walter Return to Walter
and let him know and let him know
that Ethel is right. and let him know and let him know
both Heck and Ted both Heck and Ted He tells you he’s got a score to settle. He has
[Speech 75] Heck is dead Ted is dead
are dead. are taken care of. a lot of grievances that Heck Gunderson must
answer for; out west, you have to “sell” your
ranch to Gunderson, or you die. Walter isn’t

Meet the Pheebles Close to the New Vegas Boulevard Station


(1) [2D.03], between the Ultra-Luxe [2D.05]
the kind of man who gets trampled over. At
this point, you can:
and Lucky 38 casinos [2D.02] is a spot for • Tell him you could help. This leads to
sightseers on The Strip. Among them are Part #3.
Ethel and Walter Phebus, and something is 70 Tell him the best doesn’t come cheap,
barter

bothering each of them. Speak to either of and you’ll fight on his behalf for a
them to see what the problem is and begin 400 Cap fee. This leads to Part #3.
the Quest.
Find out the purpose behind Heck
Gunderson’s visit to the Ultra-Luxe.
1

234
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
• Conclusion #1. Or tell him that Ethel is
right, and vengeance only leads to more Better off Dead, Ted White Glove Society Infamy Gained!
death. He’s not buying it. You can:
Tell him he’s giving Heck just the
75
The Strip Infamy Gained!
speech

excuse he needs. Walter agrees,


and decides to leave the city and
head back home to a better life. The Quest Heck Gunderson’s dead. Talk to
concludes. Walter about this.
Walter has let go of his will for Now you can inform Walter Phebus that the
revenge, and can now return with plan you hatched is complete. Walter gives
you the reward you decided on (or you can
Ethel to their ranch. 6
claim you don’t want it, if you’re crazy), and
Ted is locked up inside the Ultra-Luxe’s
Part #3: Gunning kitchen freezer: Follow the Beyond the Beef
Walter departs with his wife, sickened by the
violence. The Quest concludes.
After Gunderson Quest until you gain access to the kitchen
door, then head down to the freezer, open it, Walter was happy to hear of Heck
and shoot Ted (6) before he starts moaning. Gunderson’s demise. He decided to
Then you can: take Ethel back to their home.
• Conclusion #2: Return to Walter, and The following Caps and XP rewards are
claim your prize without finishing Beyond available depending on your actions and
the Beef. general competence:
Ted’s a goner. Talk to Walter about
this. Barter Who Did
Checks You Sort Caps XP
• Conclusion #3: Or take Ted’s blood, Passed? Out? Reward Reward
4 smear it all over Heck’s penthouse suite,
Walter wants you to locate a Securitron, frame Heck for None Heck 700 100
find out what Heck murder, and return to Walter. This deals
None Heck and Ted 950 200
Gunderson’s story with both Ted and Heck.
is. The chiseler is None Ted 450 100
blowing hot air over Heck, and Ted, Gunderson are taken
care of. Talk to Walter about this. Just the first
at the Ultra-Luxe Heck 900 100
one
(4). Head inside, give
5 your weapons (minus Heck Gets it in the Neck Just the first
Heck and Ted 1,150 200
hold-outs) to the White Glove Greeter, and one
speak with Heck Gunderson (5). The man is
Just the first
preoccupied with the disappearance of his Ted 650 100
son, Ted. Continue that line of questioning,
one
and you begin Side Quest: Beyond the Beef. All of them Heck 1,400 100
You don’t have to decide to help Heck, but
you can go tell Walter what Heck is doing. All of them Heck and Ted 1,900 200
All of them Ted 900 100
Heck Gunderson is looking for his
disappeared son. Talk to Walter No one; sided
7 None 200 300
Pheebus about this. with Ethel
• Conclusion #4: Or, once you’ve met Heck
Walter wants to get even, and now that No one; sided
(and/or killed Ted), you can shoot him First one 400 300
Gunderson has been spotted, inform Walter with Ethel
and his bodyguard (7), which fails Side
that Gunderson’s barely protected, and his Quest: Beyond the Beef, drops your Fame
son is missing. You can suggest separate with the White Gloves and The Strip
courses of action, assuming you don’t want considerably, but it does help out Walter’s
the Phebuses to leave Gunderson and New cause immeasurably. Flee the Ultra-Luxe,
Vegas (Conclusion #1). You can: and tell Walter the good news. He leaves
• Suggest that Heck might listen to your New Vegas ecstatic.
pleas if his son’s life was at stake. Walter
isn’t interested.
• Use your Barter skill to talk prices:
90
Agree to deal with Heck for 1,000
barter

Caps.

80
Agree to sort out Heck’s son, Ted, for
barter

500 Caps.

• Talk prices without using Barter.


Take care of Ted Gunderson for
Walter Pheebus.
Take care of Heck Gunderson for
Walter Pheebus.
At this point, Side Quest: Beyond the Beef
begins in earnest. Consult that Quest for all
the details of dealing with the White Glove
Society. What follows are brief highlights on the
different ways to sort out either Ted or Heck.

235
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Pressing Matters
Suggested Experience

Now that you’re well


QUEST FLOWCHART established with the
Crimson Caravan
Complete Side Quest: You Can Depend On Me
Company [2.09],
Quest Start enter the office
Speak with Alice McLafferty (1) and ask Alice
McLafferty (2) if she
2 has any tasks. She
Travel to Sunset Sarsaparilla Headquarters
certainly does; it appears prospectors have
Disable the bottle cap press been trading with new Bottle Caps they’ve 5
been pressing themselves, over at the old
Journey to the Sunset Sarsaparilla
Completion Stage Sunset Sarsaparilla Headquarters [2.17].
Headquarters (3), and enter the premises
Speak with Alice You must find the press and disable it. You
via the doors behind the giant bottle. Expect
can also ask Alice about Caps, and receive
Protectron Security and shipping robots to
an expert opinion on the state of Bottle Cap
impede your progress through the corridors
Main Factions trading along the west coast. Head to the
before reaching the shipping warehouse (4).
plant at your leisure.
The bottle cap press (5) is roughly in the
center of the room. Activate it and you can
Disable the bottle cap press. see that the press has been used recently,
crimson backing up Alice’s claim. Strip all the
caravan

Cap a Load of This


important-looking bits out of the machine.

Return to Alice McLafferty and let


Note This Quest only becomes
active after you’ve her know the bottle cap press is out
completed Side Quest: You Can Depend on of action.
Me. Back at the Crimson Caravan, Alice rewards
you with a load of (legitimate) Caps. The only
Meeting Alice the other thing you need to talk to Alice about is
to release Janet from her contract as part of
Overseer (Again) Side Quest: Young Hearts.

3 100 XP

500 Caps

1
4

Restoring Hope
Suggested Experience

See flowchart on the following page


Close to the mighty
Main Factions Colorado River is Talk to Quartermaster Mayes.
a communications
center and triage hub
for wounded NCR Task #1: Supplies
Caesar’s
Legion
new ca.
republic
soldiers: the unapolo-
getically titled Camp
and Demands
2 Forlorn Hope [6.02].
A Major Undertaking The personnel are
in desperate need of assistance (speak to
Dr. Richards to begin Side Quest: Medical
Mystery, or Tech Sergeant Reyes to start Side
Quest: Return to Sender). In the Command
Center (1), the camp leader, Major Polatli (2),
needs your adventuring prowess, although
he’s initially dismissive of you. You can
question him about the NCR, but asking what 3
he needs help with begins this Quest. What
he really needs is to get his camp back in
1 order, so he can win back Nelson [6.06] from
the Legion. Your first task is to find Quarter-
master Mayes and see what he needs.

236
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

QUEST FLOWCHART

Quest Start
Speak with Major Polatli

Speak with Quartermaster


Mayes

Locate the shipment At HELIOS One, ask about 8


inbetween HELIOS and NCR troops sent for
the camp supplies Trek there with your weapon drawn and
ready for combat. The suspiciously quiet
Return to rocky ground of baked rubble and tufts of
Quartermaster Mayes
grass (7) hides three dead NCR troopers.
Their limb loss suggests a Legion attack.
Return to Major Polatli Search the corpses for their Dogtags (Free
Quest: Tags of Our Fallen). Two of the
Speak with Dr. Richards
troopers have a Forlorn Hope Letter. But the
main prize is the Camp Forlorn Hope Supply
[Medicine 20] Say that Crate. Open it and remove the shipment. This
Deny having Lie about having
you have experience in
experience experience prompts an ambush by Legion Recruits (8).
medicine
You can:
Flee the combat zone, with the foes chasing
[Medicine 40+] Treat the
injured patients you until you reach Camp Forlorn Hope.
Attack the three foes, tagging the enemy
Speak with Dr. Richards with the long-range rifle first, then
backing up from the machete-wielding
Return to Major Polatli
enemies if you’re having problems
Speak with Sergeant dropping these Legion punks.
Cooper outside Nelson Or, coax the nearby Fire Geckos into
combat with the Legion, watch the
Attack from the East Attack from the North ensuing massacre, and mop up the
survivors as you wish (or quietly leave).
Completion Stage
Return to Major Polatli with news of the victory at Nelson NCR Dogtag (3)

Post-Quest
Dialogue for assigning troops for Side Quest: No, Not Much is functional Forlorn Hope Letter 1

Near or inside one Although you can Forlorn Hope Letter 8


of the storage tents chance upon the
(3) just south of the supplies as you
Camp Forlorn Hope Supply
Command Center is wander over to
Shipment
Quartermaster Mayes HELIOS One (5),
(4). You can ask him you receive pinpoint
Return the supplies to Quartermaster
how the camp is information once
4 doing, but inform him 6 you’re challenged at Mayes.
Major Polatli has sent you to help. The camp is the entrance by Lieutenant Haggerty (6). You Back at the camp, return to Quartermaster
short of both personnel and supplies. Ask how can challenge her and begin another Quest Mayes, and tell him you’ve found the supplies
you can help with the supplies, and he tells at this point (Side Quest: That Lucky Old he was looking for. You can also trade, or play
you NCR soldiers were supposed to return Sun), but your first choice is to ask about Caravan with Mayes. He suggests you check
with some, but they were likely victims of a the troopers sent from Camp Forlorn Hope. in with the major.
Legion raiding party. The supplies are likely She says your Pip-Boy should be able to pick
to be stuck somewhere between the camp and up the GPS marker on the supply crate they Speak to Major Polatli.
HELIOS One [5.13] where the supplies were attached, and sure enough, the Camp Forlorn
picked up. That’s your next stop. Hope Supply Shipment [6.S01] pops up just

Go to HELIOS One to ask about


northeast of the Southern Nevada Wind Farm
[6.03], west of Camp Forlorn Hope.
Task #2: Triage Time
Forlorn Hope supplies. Back in the Command Center (or a nearby
Follow the GPS marker to the tent with a mattress the major is sleeping
Forlorn Hope supplies. on, after you’ve woken him up), tell Polatli
you’ve found some supplies. That solves one
short-term problem, but the lack of troops is
a real issue. You’re to liaise with Dr. Richards
to see if he needs any help getting the
wounded troops back on the front line.

Meet with Dr. Richards.


5
7

237
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Or use medical equipment to treat: Return
with Tweezers, Med-X, and a Super Morale Bonuses: Forces with
Stimpak. Sergeant Cooper
You should be able to collect all medical Morale Bonus Forces Available
equipment during your travels, or from the 0–3 Troopers (2)
Medical Center itself. If you successfully
4–6 Troopers (4)
operate on the three patients (using your
skill or equipment), or simply leave them 7–9 Patrol Rangers (4)
alone, speak with Dr. Richards again for his 10+ Combat Rangers (4)
9 sincere thanks.
Inside the Camp
Forlorn Hope Medical Defeat the Legion at Nelson.
Return to Major Polatli.
Center (9), just north
There are benefits of choosing either direction
of the Command
to attack from:
Center (or sleeping
in a tent close by) is
Task #3: Assault on Nelson
Dr. Richards (10), Tell the major you’ve finished helping Dr.
10 who takes more than Richards, and Polatli is impressed, but there
a shine to you. You can ask how things are are still the Legion forces in Nelson to deal
around camp, for medical treatment, and most with. If the NCR retake the town, it will help in
importantly, what help he needs. He asks if you the looming confrontation at Hoover Dam. You
have some medical experience: can ask about the troops, and any intel on the
Legion forces, after which the major tells you
20 that killing the Legion commanders in Nelson
medicine

You can answer that you do. would severely cripple them, allowing the NCR 14
to hold the location. You’re to meet up with The north (14) allows you to swarm the
Sergeant Cooper just outside Nelson. His small enemy, which is useful if you’re using close
You can lie about having experience.
squad is there to assist you. combat weapons, such as shotguns, melee, or
Or, you can tell him you don’t, in which
unarmed weapons, and your armor is strong.À
case you should report back to the major.
Meet with Sergeant Cooper.
Help Dr. Richards with his patients.

15
The east (15) allows you to “cover” your team
12 and take up a sniping position, tagging troops
Between the rocky from a commanding position using larger and
11
bluffs behind the more powerful ranged weaponry.
Inside the Medical Tent are three patients
town of Nelson While it’s helpful if Sergeant Cooper and
with horrific injuries that need your attention
(12), find Sergeant his forces survive the assault, it’s not too
(11). In each case, improper treatment will
Cooper (13) and problematic if they don’t. Unless you’re
kill them (although you aren’t allowed to just
his squad. Speak to feeling a real affinity to the NCR or the
delve in with a machete unless you want to
the sergeant, and troopers serving in its army, you can be the
sever your ties with the NCR as well as a 13 he asks you which
patient’s appendage). Treat them accordingly: only survivor.
direction they should focus their attack;
40 You don’t actually need to rendezvous with
Patient #1 has multiple machete from the north, or the ridge on the east. You
medicine

Sergeant Cooper at all. You can completely


wounds. You can: can choose either, or (prior to speaking with
circumvent him and launch an attack on
Cooper) check out the topography of the area.
Nelson all by yourself!
Leave him alone. Choose an option, and launch the attack!
Treat him using your Medicine skill.
The Morale Imperative
Or use medical equipment to treat: Return
with Med-X, Whiskey, and Surgical
The number of troopers available with Caution Before the attack,
consider how it
Sergeant Cooper for this assault varies will affect your standing in these two
Tubing. other Quests: Side Quest: Back in Your Own
depending on the NCR Morale, which is
60 detailed in the following tables: Backyard and Side Quest: We Are Legion.
Patient #2 has a serious leg injury.
medicine

The former involves executing NCR captives


You can:
Morale Bonuses: How to Obtain for Ranger Milo (so visit him first before you
launch the attack, although you can save the
Leave him alone. Side or Free captives, too). The latter involves killing all of
Treat him using your Medicine skill. Quest Name Action Morale Bonus Camp Forlorn Hope for Dead Sea, the Nelson
Restoring Hope Helping Mayes +1 commander. That won’t be happening unless
Or use medical equipment to treat: Return
you switch allegiances right now!
with a Medical Brace, Med-X, and a Restoring Hope Helping Richards +1
Bonesaw.
Medical Mystery Completed +1
75
Patient #3 has close range blast An Ear to the Every 10 Legion +1 (to a maximum
medicine

trauma. You can: Ground Ears collected of +3)


Every 5 NCR +1 (to a maximum
Tags of Our Fallen
Leave him alone. Dogtags collected of +3)
Treat him using your Medicine skill. Return to Sender Completed +3

238
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Death of Dead Sea: Focus on the black-
feathered foe. Dead Sea (16) is in charge
here, and his death demoralizes the Legion. Note The Bitter Springs quests
are interrelated with this
Watch where he goes because he can hide one. First, speak to Captain Gilles during
in the buildings close to the hanging NCR this Quest to begin Side Quest: No, Not
captives. Don’t forget to grab his Unique Much. To complete the first part of that
“overview” Side Quest, you must achieve the
Weapon afterward.
following:

new ca. • Become Idolized with the


Liberator republicNCR. This is achieved by
16 completing Quests associated with this
Expect to take down 8–10 Legion Explorers
Tell Polatli about the victory at Faction (which are tagged throughout
and Recruits as you proceed through Nelson. the guide).
Nelson.
Pay special attention to those in the wooden
• Complete Side Quest: Bitter Springs
guard towers, perhaps tagging them and Return to Camp Forlorn Hope, and speak
Infirmary Blues (optional).
then taking a commanding position from with the major one last time. He’s happy
there yourself. As with other assaults on about the outcome, and once you start the • Complete Side Quest: Flags of Our
Quests relating to Bitter Springs [3.08]—Side Foul-Ups.
settlements, you can:
Quest: No, Not Much—you can request troops • Complete Side Quest: I Put a Spell on
Kill everybody using your most ferocious-
on behalf of Captain Gilles. Refer to that You.
looking weapon.
Quest for more information. • Complete Side Quest: Restoring Hope
Modicum of Skill: Kill everybody (this Quest).
guns

using the height (and cover) of the


NCR Fame Gained! • Complete Side Quest: Climb Ev’ry
high ground to your benefit and Mountain.
tagging more foes before dropping to the
These five Quests are all parts of Side Quest:
ground and finishing the stragglers. Caesar’s Legion Infamy Gained! No, Not Much.
The Silent Assassin: Sneak into
sneak

camp, then use as many Sneak


300 XP
Attacks as you can before you’re
discovered. Remember that you can retreat
behind or into buildings.

Return to Sender
Suggested Experience

See flowchart on the following page

Main Factions
She needs somebody to figure out some
inconsistencies in her reports, especially
Job 1A: Ranger Station Alpha
regarding the interception of hostiles. She
reckons the radio security codes have been
compromised, and hands you code upgrades
new ca. to take to all six Ranger stations. You’re to
republic
take a Holotape with the code on it to the
Comm Officer at each station, and these
Just Another Charlie- are scattered throughout the entire Mojave

Foxtrot Assignment Wasteland!

Deliver the radio security upgrade 3


codes to each of the Ranger Stations. On the rocky shores
of Lake Mead is
Upgrade Ranger Station Alpha. Ranger Station Alpha
(3) [3.30]. Track
down Comm Officer
Upgrade Ranger Station Bravo. Castillo (4). Castillo
heard from Reyes
4 that new codes were
1 Upgrade Ranger Station Charlie. coming, but finds it odd she sent a civilian.
The communications After the codes are given over, Castillo tells
hub for the NCR you area is reasonably secure, thanks to the
along the western Upgrade Ranger Station Delta. detachment of Ranger snipers on the job.
side of the Mojave
Wasteland is the Job 1B: Ranger Station Bravo
demoralized Camp Upgrade Ranger Station Echo.
Forlorn Hope [6.02].
2 You can speak to
Major Polatli (Side Quest: Restoring Hope), Upgrade Ranger Station Foxtrot.
but for this Quest head inside the Camp
Forlorn Hope Command Center (1) to meet
Reyes (2). If she’s not on duty, she’s sleeping
in a tent nearby.
Note You can visit them in any
order, but they’re listed
here alphabetically.
5

239
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

QUEST FLOWCHART

Quest Start
Speak with Tech Sgt. Reyes in Camp Forlorn Hope

Complete in any order

Update secu- Update secu- Update secu- Update secu-


rity protocols at rity protocols at rity protocols at rity protocols at Update security protocols at Ranger
Update security protocols at Ranger Station Foxtrot
Ranger Station Ranger Station Ranger Station Ranger Station Station Charlie
Delta Echo Bravo Alpha

<Lie> Extort 250


Give Comm Give Comm Give Comm Give Comm Report the loss Give Comm As what hap- Give Comm
caps from Lenk
Officer Scheffer Officer Green Officer Tilden Officer Castillo of Ranger Sta- Officer Stepinac pened with her Officer Lenk
by mentioning
the security the security the security the security pro- tion Charlie to the security and the Omertas the security
debt to the
protocols protocols protocols tocols Tech Sgt. Reyes protocols [Speech 30+] protocols
Omertas

Tell Lenk
the Rangers Tell Lenk she’ll
shouldn’t have get back at the
taken her back Legion (Karma+)
(Karma-)

Return to Tech Sgt. Reyes

Agree to take the follow-up task

Complete in any order

Speak with Ranger Pason at Ranger Station Delta about Speak with Ranger Kudlow at Ranger Station Foxtrot Speak with Ranger Lineholm at Ranger Station Alpha
Super Mutant attack about Deathclaw attacks about casualties

Return to Tech Sgt. Reyes - 300 caps and 300 XP

Speak to Chief Hanlon at Camp Golf

Accuse Hanlon of manipulating intelligence reports

Speak with Chief Hanlon inside House Resort

Kill him (turns the other Rangers on the player) Report him to the NCR Let him continue his plan and don’t tell the NCR

Completion Stage Completion Stage Completion Stage


Return to Tech Sgt. Reyes - 250 XP Return to Tech Sgt. Reyes - 250 XP Return to Tech Sgt. Reyes - 250 XP

Over in the rocky numerous junked to Comm Officer


northeast is the trailers and electrical Scheffer (10). She’s
desolate Ranger towers. Ranger direct, and tells you
Station Bravo (5) Station Charlie (7) to let Reyes know the
[3.09]. Open the [5.23] has a concrete- station is secure. You
Junk Door and speak walled office. Enter can also speak (but
with Comm Officer and speak to Comm not at great length)
6 Tilden (6). He doesn’t 8 Officer Stepinac 10 to her about the NCR
want anything you’re selling. Give him the (8). He takes the codes, although he doesn’t Rangers and the service they provide to the
update, and he tells you to let Reyes know reckon the Legion is sophisticated enough to Republic.
they don’t need any more ammunition, just be listening in.
water. He tries the radio, but all he gets is Job 1E: Ranger Station Echo
Camp Golf [3.23]. Job 1D: Ranger Station Delta
Job 1C: Ranger Station Charlie

11
9 Almost directly south of Camp Forlorn
On the cliffs close to the Colorado River, Hope, Ranger Station Echo (11) [6.10] is
7 Ranger Station Delta (9) [3.36] is a small surrounded on two sides by junk walls.
Tucked away in the mountains southwest outpost based around a ruined house. Talk
of Camp Forlorn Hope is a walled yard with

240
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Comm Officer Green Inform Chief Hanlon what you and
Find out about the Super Mutant
(12) takes the
Legionary attack at Ranger Station Sergeant Reyes discovered.
codes, although he’s
annoyed because he
Delta.
just changed them.
Investigate the Deathclaw attacks on
Green keeps an eye
on the Legion at
Ranger Station Foxtrot.
12 Cottonwood Cove
[6.20], but there’s little going on at the Job 2A: High Mortality at Alpha?
moment. Head back to Ranger
Station Alpha, and
Job 1F: Ranger Station Foxtrot speak to Ranger
Lineholm (15) at 18
the camp, asking
Journey to the
her to explain the
operations base at
high casualties at
15 the station. She’s Camp Golf [3.23],
and navigate the
surprised at this; there’s a report of a broken
tents, heading for the
ankle, but nothing more. But any injury,
large Resort House
illness, or death gets radioed to Ranger HQ at
(18) where Chief
Camp Golf. Chief Hanlon compiles the reports 19 Hanlon resides. Enter
13 and sends out reinforcements. Perhaps some
the house, and exit onto the large balcony
wires are crossed?
Hidden in the immediately above the front doors, where
northwest mountains
is the small and
Job 2B: Super Mutants at Delta? Hanlon (19) is relaxing, looking out at the
view of Lake Las Vegas [3.22] and a giant
Return to Ranger
understaffed Ranger water pipe. As you approach, Hanlon nods
Station Delta, and
Station Foxtrot (13) toward the water, and tells you how mankind
move along the rough
[1.12]. Rendezvous neglected the lakes and dams in the past.
terrain heading for
with Comm Officer Chief Hanlon likes to talk. When you’re ready,
14 Lenk (14) who a Hoover Dam [3.33]
vista point where steer the conversation to the intel problems.
immediately thinks you’re from the Omertas, Hanlon then gives you a complex explanation
Ranger Pason (16)
attempting a shakedown! Give her the codes 16 is on the lookout of how data is organized and evaluated. Keep
and you can: the questions civil, asking why intel isn’t sent
with his Robobrain. After initial alarm, Pason
calms down when you ask about the report directly to the troopers. A better conversation
Convince her to tell the story of how
30
starter is to accuse Hanlon of manipulating
speech

she lost her nerve after a Legion he filed about the Super Mutants wiping out
an NCR patrol. The patrol was wiped out, but intelligence data. He ushers you back into the
attack, and has been racking up
by incompetent use of a grenade. Resort House, to somewhere more quiet.
gambling debts.
Tell her she was too tough to kill, and
she’ll have payback on the Legion some Job 2C: Trained Deathclaws Speak to Chief Hanlon in his office.
day. at Foxtrot? Once in his office, you can tell Hanlon he’s
Or lie, and tell her you are with the Head back to the been inventing his own intelligence reports.
Omertas, and she needs to pay up what remote Ranger Hanlon responds by telling you it’s misdi-
she has. Station Foxtrot, and rection (which, ironically, he seems to be
speak with Ranger attempting on you). Hanlon goes on about
Caps (250) Kudlow (17). She his life, the wretched nature of man, and the
would remember any constant threats from the Legion. Ask him
report she’d sent what he thinks you should do about this, and
Return to Sergeant Reyes and let her 17 that featured trained
know the radio security upgrade is eventually (after Hanlon talks about tactical
Deathclaws rampaging the premises, and shortcomings on Hoover Dam), it dawns on
complete. she certainly hasn’t filed any such report. you that you have three different possibilities
With this evidence collected, you can return
I Call Bravo-Sierra on
to end this:
to Tech Sergeant Reyes with the evidence (or
You can let Hanlon continue his plan,
lack thereof) that she needs.
These Transmissions Tell Sergeant Reyes that her
without informing the NCR.
You can report him to the NCR (in this
Return to Tech Sergeant Reyes, and inform suspicions about misinformation case, a Ranger down in Camp Golf), even
her that all six of the Ranger Stations have
being fed to the NCR was correct. if you tell him otherwise. Once you leave
received their updated codes. She has
the office, however, Hanlon’s door shuts,
another job, although she’s almost apologetic
for offering it to you. It entails returning to Float-Testing Hanlon’s and he begins a broadcast that ends

Answers
(sadly) with him taking his own life. The
three of the previous Ranger Stations. Reyes
confession is made, and the Quest ends.
is getting disturbing reports of casualties,
Back at Camp Forlorn Hope, inform Reyes You need not return to Reyes. Afterward,
and she doesn’t think these are accurate. Are
that the Rangers’ versions of the reports they you may hear the NCR talking about
trained Deathclaws really attacking Foxtrot?
sent to Camp Golf don’t match what she Hanlon’s suicide.
The oddities she’s heard about are listed in
the following updated Objectives (you’re to received. She thought as much, rewards you
investigate only the three most alarming or for your efforts, and requests that you take Chief Hanlon’s Confession
suspicious reports): this evidence to Chief Hanlon and confront
him with it. Or you can attack him, which turns all the
Ask Ranger Lineholm about the Rangers around Camp Golf hostile.
battle losses at Ranger Station Alpha. Caps (300)
NCR Infamy Gained!

NCR Fame Gained!


500 XP

241
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Someone To Watch Over Me


Suggested Experience

QUEST FLOWCHART
Main Factions
Quest Start
Speak with Crandon near H&H Tools Factory

[Barter 35] [Speech 45]


Convince him to pay you for help Offer to help
Crandon’s North New
Talk to Bill at the playground Vegas Crawl
[Speech 45]
Pay him 50 caps to
Attack him Ask him nicely to
leave
leave

Return to Crandon

Agree to deal with the troublemakers in the sewers

Take the entrance to the North sewers and speak to Greasy Johnny
1
[Speech 65+] Tell Near the H&H Tools
Pay him 100 caps [Barter 50+] Pay him
Attack him him the locals are
to leave 50 caps to leave Factory [2.06], in the
getting edgy
enclosed portion of
the Mojave Wasteland
Return to Crandon
[Zone 2B] close to
North Vegas Square
Speak with Mrs. Hostetler and agree to find info on her daughter’s
new friends is a particularly
2 desolate stretch of
Look for Alice Hostetler and her friend, Andy, in the building named road (1), with but a few settlers. The self-
The Gray. appointed leader of this area wants to keep
it that way, too: Locate Crandon (2) and ask
Talk to the thug outside Andy’s room. him about North Vegas. Aside from warning
you against looting the Tools Factory,
Attack him and grab the key to Andy’s room [Speech 70+] Lie and tell him Mrs. Hotetler’s Crandon (when prompted) tells you his name,
from his corpse outside, break into Andy’s room and his role: to keep an eye out for trouble.
Ask if he needs a helping hand, and Crandon
Grab henchman note on TV stand isn’t convinced. You can:
45 Respect his independence, but
Andy forcegreets you outside his room.
speech

tell him you’re good at eliminating


trouble.
[Speech 65+]
Talk to Andy and 35 Explain your skills and the reward
Lie and tell him you
Kill Andy. learn Alice wants to
barter

were just passing you expect for your work. You’re


leave New Vegas
through awarded 50 Caps as down-payment.
Crandon accepts either of these bluffs, and
Return to the Hostetler house. Alice forcegreets you.
otherwise the Quest cannot begin.

Tell her Andy sent


Let them sort it out Deal with the newcomers
you.

Tell her you knew


Tell Alice to go
ahead and attack Show Alice the Task #1: Dealing
she couldn’t do it her mother if she
wants.
note.
With the Detritus
Tell her to give you
her gun.

[Speech 75+ or
Tell her to leave Tell her to stay with Intelligence 7+]
New Vegas. her parents. Ask Alice why she’s
doing this

Alice leaves New


Alice leaves New Alice stays in New
Vegas to find her 3
Vegas unhappily Vegas.
own path Your first task
involves some
Talk to Mrs. Hostetler. squatters who’ve
taken up residence
Completion Stage Completion Stage Completion Stage Completion Stage Completion Stage where they don’t
<Attack> her, take [Barter 65+] belong, over by the
Alice kills her Don’t accept a playground (3). Near
1000 caps from her Accept 200 caps. Ask for more caps,
mother and runs out reward 4
corpse get 500 caps this playground, you

242
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
might spot a man named Jules (who has mention you’ve skimmed the scum off the • Explain you’re looking for Alice Hostetler
his own Free Quest: Meeting an Equal). The lower tunnels. He has one additional job for and Andy. Keep the line of questioning
ne’er-do-wells are huddling around a flaming you, and it involves brain power: civil (even as the Thug continues his
barrel by the swings. Squatter Bill (4) is their threats). When prompted, you can then:
spokesman. Tell Bill to move on, and he Task #3: The Lie to the Thug that Mrs. Hostetler is
70
reacts negatively. You can:
Hostile Hostetlers

speech
outside, brandishing a shotgun. The
45 Thug races off to quell the nonex-
Pay Bill and his brethren to vacate
barter

the playground. Talk to Mrs. Hostetler. istent confrontation, allowing you to access
Andy’s Room.
45 • React aggressively to this fool, and waste
Ask nicely. You only do this one
speech

time. him. Andy’s Room Key is on his corpse.

Or attack, and wipe out Bill and his two Andy’s Room Key
companions.
Beware of a second Thug attacking; you may
Talk to Crandon about the wish to execute a Sneak Attack and take him
newcomers. down first.
When you’ve spoken to Bill, or shed squatter Try Pickpocketing the Thug. Even
8

sneak
blood, report back to Crandon who’s still if this works, as soon as you try to
wandering the area. Crandon sees that you Crandon informs unlock the door (assuming you’re
handled yourself well, and now has a more you that a Mrs. using a Stealth Boy), the Thug spots you and
difficult task: a handful of greasers down in Hostetler, who lives attacks.
the sewers are causing trouble. near the Crimson
Caravan Company Whether you attack
Deal with the band of troublemakers. [2.09], thinks her the Thug or not,
daughter is making getting into Andy’s
9 bad “friends.” Your
Task #2: Flushing first task is to talk to the mother. She lives in
Room requires
unlocking the door:
Out the Effluent
a reasonably pleasant section of what passes
for suburbia, south of the New Vegas Medical 12
Clinic [2.10]. Look for the Hostetler Home (8) 50
lockpick

[2.S05] on your Pip-Boy’s Local Map. Enter Using Bobby Pins, or


the premises, and calm Mrs. Hostetler down
(9). Ask her for work, and she wants you to
Using Andy’s Room Key.
snoop on her daughter. Agree to this.
Once inside the room, inspect the shelf
Find information about Alice underneath the television for a Note
Hostetler’s new friends. explaining a proposed Crimson Caravan
heist. Take this, and leave the room as the
Look for Alice Hostetler and her Quest updates.
5
friend, Andy, in the building named
The Gray. Henchman Message to Andy Scabb

On the way out of the building, you run into


Andy Scabb himself (12). You can:
Tell him to relax, and leave without
speaking to him.
Let him know you’ve found out about his
plans for Alice (Andy is manipulating her
6 into betraying her family, and Alice has
little else to hang her hope onto). Agree
The sewers under
10 to take a cut from the Hostetler’s money
North New Vegas are
that Alice and Andy intend to steal.
a complex series of Travel back to North
interconnected tubes New Vegas where Or you can slay this lumpy-skinned freak
and walkways, but Crandon is located, where he stands.
the nearest entrance and head to the far
is easy to find; head western end of the Tell Mrs. Hostetler about Andy’s plan
7 back through the street, looking for to steal the Crimson Caravan money.
junk door, and descend through the Manhole a seedy apartment
to North Sewers (5) [U2.N]. Then follow the 11 building called The (Optional) Help Andy with his plan
tunnels methodically through to the junction Gray (10) [2B.01]. Its front fascia lives up to steal the Crimson Caravan money
chamber (6) where the greasers are hanging to the name; open the doors, and proceed from the Hostetlers.
around. The head of this ragtag bunch of left (west) to a Thug standing guard outside Whatever your
vermin is Greaser Johnny (7). Andy’s Room (11). It seems Alice and her decision, return to
Attack the quintet of greasers using your sweetheart aren’t at home. the Hostetler Home.
preferred weaponry, until they’re all dead. Alice Hostetler
No sign of either Alice or Andy.
accosts you as you
Talk to Crandon about the greasers Inspect The Gray for clues to their
enter the premises
in the sewers. whereabouts. (13), and after a
When the greasers are no longer stinking up The Thug greets you with monosyllabic
13 marathon argument
the place, scramble back to the surface, and cursing. You can: session with her mother, she’s in no mood
return to Crandon. He’s pacing around in the for pleasantries. Specific actions become very
usual place, but he’s most happy when you important from this point on. Listen to her
vent, then respond:
243
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
• A1. Tell her you’re not here to hurt her. • C1. At any point during the initial
#4. Alice attacked her house. After
She asks what the hell you want. stages of the conversation, you can state
attacking her mother, both of them
A2. Say you just want to talk. Then “Actually, just sort this out on your
70
own,” or tell her to attack her mother
died.
speech

tell her Andy is just using her to get


if she wants. This prompts Alice into
at the Hostetler money. #5. Alice attacked her house. She left
finding and gunning down her mother
• A3. She doesn’t believe you. Show her the (Completion Consequence: #3 or #4).
New Vegas to find her own path.
note you found. She’s understandably
(and violently) upset.
• D1. During the conversation at certain
points, you can ask where the money Completion Consequences:
• A4. At this point, you can ask “what do
you really want, Alice?” Alice tearfully
is. Alice tells you her mother has it, and Crimson Caravan Caps
she’ll kill her for it. You can:
tells you about her parents, and the grim The Crimson Caravan haul should be
life they have together. You can: 7 foremost in your mind as the Quest
Intelligence

Ask if she really wants to do this


Tell her they care. concludes. Depending on whether Mrs.
(continue at A4).
Hostetler is dead or alive, the following
75 Then tell her only she can answer options are available:
Or you can show her the note you found in
speech

her dreams (Completion Conse-


quence #1). Andy’s room (continue at A3). If Mrs. Hostetler is alive, you can speak
with her, and refuse any of the family’s
Tell her to leave and never return, or follow
her own path (Completion Consequence
Completion Consequences reserve.

The Quest continues (and sometimes ends) Or you can accept a partial amount of the
#2 or #5).
with one of the following: reserve (200 Caps).
• B1. At any point during the previous
Or you can Barter Mrs. Hostetler up to
conversation, or after her first blurted #1. Alice attacked her house. She giving you half of the reserve (500 Caps).
utterances, you can tell her that Andy decided to let go and stay with her
sent you to help her (assuming you didn’t Or, if Mrs. Hostetler is dead (either by your
parents.
kill the Ghoul). After that, you can: hands or Alice’s), loot the corpse for the
Show her the note (continue at A3). #2. Alice attacked her house. She full amount (1,000 Caps).

Tell her to attack her mother (continue at decided to run away from New Vegas.
150 XP
C1).
#3. Alice attacked her house. She died
Ask for her gun (continue at A4). after attacking her mother.
0, 200, 500, or 1,000 Caps
Or coax her into massacring her mother
(also continue at C1).

Still in the Dark


Suggested Experience

Main Quest
Intersection

See flowchart on the following page

Main Factions another shows


Note (continued) recent signs of an
NCR Ranger sleeping
Investigate on behalf of NCR
new ca. there, but the one
republic
Colonel Moore, during Main
brotherhood boomers super powder
you should enter
of steel mutant gangers
Quest: For the Republic, Part 2.
is on the valley’s
Investigate as a centurion of
Caesar’s western side. Head
2 down the steps, past
Before You Begin….
LegionCaesar’s, during Main Quest:
Render Unto Caesar. the cargo containers, and inspect the blast
The Hidden Valley [5.11] is a ghostly place, Or investigate after speaking door, where there’s an intercom. You can:
independent
covered in a mysterious storm of sand and with Yes Man, during Main Speak into the intercom. You hear nothing.
dirt, and seemingly home to nothing except Quest: Wild Card: Side Bets. Continue to speak into the intercom, and
Radscorpions and Bark Scorpions. It is home Check these Quests first, because some you continue to hear nothing.
to the remains of the Brotherhood of Steel’s Faction commanders have specific plans in
West Coast chapter, who have been driven mind for the Brotherhood of Steel; all want You can use your not-inconsiderable
100
lockpick

underground, literally, after battles against Brotherhood of Steel annihilation, but only talents and pry the blast door open,
the NCR. Depending on your Main Quest the NCR (and you, working independently) and begin the Quest as an intruder,
overlords, the Brotherhood can become will accept a treaty. rather than a friend. See “Detour: Prove
staunch allies, or they can be wiped out. Yourself Worthy.”
Before you begin, it is worth knowing the
numerous ways you can approach this Quest: I Hear You Knocking… Or, you can read the information
listed under “The Doomed Patrols.”
HOLOTAPE The three dead Brotherhood of Steel

Note There are no prerequisites


to begin this Quest; it
patrols each yield a Holotape with a password
to enter this base. Find any (they can be
can be started at any time. However, the obtained whether this Quest is active or
Factions you may be working with during the not), bring it to this door, and you reveal the
Main Quest all want to ensure Brotherhood password and begin “Detour: Prove Yourself
support (or annihilation) for an incoming and Worthy.”
ultimate battle. To this end, you can:
Or, you can bring Veronica with you
follower

Investigate before you’re embroiled in any Main (2) from the 188 Trading Post. This
Quest politicking, either with Veronica, or on 1 place is her home. She runs up to
your own. You will need to “Prove Yourself”
Enter the Hidden Valley, and inspect the area the intercom, and begins a password-infused
before the Quest starts if you’re alone.
behind the perimeter fence to see four sealed conversation. The door swings open.
Investigate at the insistence of
Mr. House bunkers, each daubed with graffiti from
Mr. House, during Main Quest:
long ago (1). Two of the bunkers are empty,
The House Always Wins, V.

244
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
an “outsider” to
QUEST FLOWCHART accomplish certain
tasks. He has a test
Gain access to the Brotherhood Bunker in for you; an NCR
Go to Hidden Valley with Veronica
Hidden Valley Ranger has set up
post in one of the
Quest Start bunkers up top.
Speak with Elder McNamara
5 McNamara wants
him driven off. Agree to take care of the
Force-greeted by Paladin Hardin Ranger. The elder makes sure you know it
isn’t necessary to kill him. You’re then fitted
with an explosive collar, which will detonate if
Complete in any order
you wander away from Hidden Valley.

Help Scribe Ibsen Explosive Collar


Speak with Paladin
eradicate Datastore
Ramos
virus
Deal with an NCR Ranger who is
Read Elder dismissal files in datastore camping in one of the bunkers of
Hidden Valley.
Speak with Paladin Ramos about Chain
That Binds Dobson’s Choice
Read Chain That Binds file in Datastore

Tell Paladin Hardin about Chain That Binds

Complete in any order

Retrieve the
Retrieve the Broth- Retrieve the Broth-
Brotherhood Black
Mountain mission
erhood Nellis AFB erhood REPCONN 6
mission disc HQ mission disc
disc You’re uncer-
emoniously dumped
Completion Stage Return to Hardin and give him the reports Return to McNamara and give him the outside the bunker
Hardin becomes from the scouts Patrol mission discs door with a bomb
Elder, brings around your neck.
Brotherhood out of Don’t forget that your
isolation Complete in any order
equipment will be
Post-Quest
7 in the chest to your
Collect report from Collect report from
Return and speak Collect report from right. To begin this task, head outside and
Camp Forlorn Hope the NCR Correction
with Elder Hardin Nipton scout
scout Facility scout consult your map. Depending on the time
to begin Side Quest: of day, Ranger Dobson may be on patrol or
Tend to Your
Business Return to McNamara and give him the reports from the scouts in the bunker. During daylight hours, he
watches the NCR Correctional Facility in the
distance (6); your collar allows just enough
Speak with Senior Knight Lorenzo about ventilation system
distance to reach it. Otherwise, wait for him
(or sleep) in “his” bunker, with the campfire,
Recover Reverse Find Differential Collect 6 HEPA 20 radio, and journal. At night, he stops you as
Pulse Cleaner from Pressure Controller Cartridge Filters you enter the bunker. Speak to Dobson (7)
Vault 3 in Vault 11 from Vault 22
and he draws his weapon, thinking you’re a
Powder Ganger. You can:
Completion Stage
Return to McNamara with Aster’s findings 30
Retort with verbal boisterousness.
speech

Dobson laughs off his joke.


Post-Quest
Return and speak with Elder McNamara to begin Side Quest: Explain that you’re not a Powder Ganger,
Eyesight to the Blind or leave.
You can now ask Ranger Dobson some

Detour: Prove
questions. One of them is “you have to
get out of here.” He asks why.

Yourself Worthy Tell him the Brotherhood of Steel has a


base inside one of the bunkers. He can’t
At the bottom of the
believe it. Show him your explosive collar,
first set of stairs,
and he takes it off, and tells you to come
Paladin Ramos (3)
back to his bunker to go over what you
stops you with a gruff
saw. Should you try this, the Broth-
rebuke. Normally he
erhood of Steel will not let you back into
would have shot you, 4 the bunker, and they track you down and
but the elder wishes
3 to speak with you. You Down in the command room (4), approach attempt to assassinate you from time to
the large circular desk, and engage Elder time. The Quest fails.
can agree (and begin the Quest), leave, or refuse
(in which case the entire base turns hostile). McNamara (5) in conversation. He asks how Lie and tell him the Powder Gangers
50
you got here, and explains he takes pains
speech

use the bunkers as hideouts. He’s


to minimize exposure topside, but needs worried, and thanks you for the tip.
Speak to Elder McNamara. He then leaves, completing this Objective.

245
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Or talk about something else. Assuming you listen, Hardin tells you morale
Subterranean Shut-Ins has plummeted as the chapter continues
to live in this underground hermitage. This
will only change if a new elder is installed.
You can see where this is going. He wants
McNamara out. He’s combed the Brotherhood
records for a dismissal precedent, but not
found any. Those likely to help him are all
allied with McNamara. He asks for your help.
You can:
8 Agree to see what you can do. This allows
9 you to ignore Hardin later, without
Back in “his” bunker (8), you can speak
cutting off your options. This also sets
to Ranger Dobson again, or check out his
up the Brotherhood to be an ally, which
journal and his radio. The journal shows that
is vital if you want them on your side for
he hasn’t found out about the Brotherhood of
a forthcoming battle! You’re told to speak
Steel yet. With the radio, you can:
with Ramos and rummage in the Brother-
• Leave it alone. If Dobson sees you, he hood’s datastore. Finally, if McNamara
asks what you’ve been doing to it. You tell gives you tasks, Hardin wants to know
him nothing. about it.
Touch the radio again, and Dobson attacks.
Or refuse, and take your cues only from
• Rig the radio to explode when used. If McNamara.
10
Dobson sees you, he asks what you’ve
Once you’ve completed the “detour” and Speak to Hardin again as soon as you’re
been doing to it. You can:
you’re trusted by the Brotherhood, or if given your first task by McNamara. Tell him
40 Lie and tell him you fixed it. He goes Veronica is with you, head past Paladin the elder has you looking for the lost patrols
speech

over to inspect it, and is blown into Ramos’ office (9) toward the head of security, and retrieving their mission info. He asks you
smaller pieces. who directs you to Elder McNamara’s main to let him know if you find anything.
You can tell him you rigged it to explode. He command operations chamber (10). Head
goes do-lally, and must be killed. down the stairs, across Hidden Valley Bunker [Optional] Help Head Paladin Hardin
L1, to the L2 door, and into the chamber find a way to oust Elder McNamara
Or tell him nothing. Touch the radio again,
and Dobson attacks. itself. from his position.
• Or smash the radio. Do this when Dobson Speak to Elder McNamara in the [Optional] Talk to Senior Paladin
can see you, and he’s understandably command room. Ramos on Hardin’s behalf.
violent. Kill him.
The chamber is circular, with a couple of
So, Dobson can be removed as a threat to the guards stationed at the entrance. Elder
[Optional] Look at Brotherhood’s
Brotherhood by: McNamara is willing to trust you if you’re history files related to elders being
1. Killing him by rigging his radio up as a willing to help. He informs you that his dismissed from their positions.
bomb. soldiers rarely venture outside (aside from
Veronica), but when they do, it is to retrieve [Optional] Talk to Senior Scribe
2. Touching his radio too many times.
materials deemed too important to ignore. Ibsen about accessing the Brother-
3. Shooting him. hood’s datastore.
However, some of them haven’t returned, and
4. Telling him that the area is a Powder you’re to look for them, bringing the brothers
Ganger hideout. (or their Holotapes) back to the bunker. Agree [Optional] Return to Hardin with the
5. Or destroying the radio when Dobson is to do this. lost patrols’ mission discs.
away from the bunker. When he returns,
Find the missing Brotherhood patrol
Note Icon Definitions:
he feels unsafe about his hidey-hole, and
leaves. at REPCONN HQ and retrieve their
All of these are acceptable. What isn’t mission holotape. From this point, whenever there are
acceptable is mentioning the Brotherhood actions that are only necessary if
of Steel at any time during the conversation
Find the missing Brotherhood patrol you’re helping Head Paladin Hardin, they are
with Dobson. Do this, and once Dobson has at Nellis AFB and retrieve their flagged with this icon.
been dealt with, the Paladins storm your mission holotape. Tasks ordered by Elder McNamara
location and attack. comprise the majority of this Quest.
Find the missing Brotherhood patrol These are flagged with this icon (do these
Return to Elder McNamara with at Black Mountain and retrieve their whether you’re helping Hardin or not).
news that the ranger has been dealt mission holotape.
with.
Building an Insurrection Partition Party
Return to the bunker and head down the
steps until you reach Elder McNamara. You Leave the command
have a conversation about how you handled room, and as you’re
the Ranger, and then he requests your about to leave
presence in the command room. Bunker L2, you’re
If you killed Dobson, McNamara stopped by Head
Paladin Hardin (11),
speech

isn’t pleased and you need to explain


yourself. Complete the Speech who seems annoyed
11 about McNamara’s
check, or you’re attacked by the Brotherhood
of Steel! “desperate measures”: that is, you. But he
has a veneer of friendliness as he tells you 12
the chapter is in trouble and the elder is in Before you leave, you can begin Hardin’s two
the center of it all. You can: immediate tasks. Farther into Bunker L2 is
Listen to what he has to say, or ask why he the datastore (12). Manning it is the slightly
should be trusted, and then listen. frazzled Scribe Ibsen (13), who’s having a bad
day. Ask what the problem is, and Ibsen tells
Or tell him you won’t listen to him.

246
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
you an exploratory
patrol brought back Chains That Bind Task #1:
a data disc with a
virus on it that shut The Doomed Patrols
them out of their own Now leave the bunker and search for the
cataloging program. three missing patrols. These can be found in
You can ask about any order.
13 the patrols, but focus
on the virus. He asks if you have any ideas: A Black Day at Black Mountain
Suggest the virus be partitioned so
70
science

read-access is only provided by the


kernel administrator. Ibsen agrees 16
this would work; it just needs someone to
Venture up to the
seal a portion of the virus to a particular
security office on
terminal. Agree to attempt this.
Bunker L1 to speak
To continue this, you must know your with Ramos. He
Science; there’s no other way to begin. explains that there
The virus is a nasty little blighter, but here’s are “only a few
the plan. Wait until Scribe Ibsen tells you cases of elders being 20
that “the virus has jumped,” and immediately
17 dismissed” and
access a terminal. encourages you to read through the reports
(16). Now that Ramos has unlocked the
entry in the datastore, you can head back
downstairs to access the files (17). There are
three reports, although only the second is of
interest. Apparently, one elder was deposed
for breaking a rule called the “Chain That
Binds.”

[Optional] Ask Paladin Ramos about 21


the Chain That Binds. Equidistant between Scorpion Gulch [5.12],
14 Black Mountain [5.07], and Hidden Valley is
If you see this appearing on the terminal [Optional] Check datastore for more a large crater (20). You can easily trek there
screen (14), ignore the terminal and move information about the Chain That on-foot from the bunker. As you near the
onto the next. Binds. crater, with the Black Mountain radar dishes
visible nearby, begin to cull the Centaur
[Optional] Return to Hardin with population from the surrounding rocks. Then
your findings on the Chain That descend into the steep crater, locating the
Binds. bodies of two Paladins (21) and obtain the
first Holotape. Grab the Power Armor and
Return to Ramos Laser Rifle weaponry and ammunition, too.
armed with questions
about the Chain That Brotherhood of Steel Mission
Binds. He unlocks Holotape
an entry in the
15 datastore regarding Power Armor
If you see this (15), or some other mildly the rule, noting that
18 you’re probably the
offensive message from the hacker, partition
first person to read Laser Rifle and Ammunition
the virus immediately!
the file in years (18).

Tip Help
Go back to Bunker
Tip You
your cause by learning are trained to wear Power
the layout of the datastore L2 and access the Armor during Side Quest: For
chamber, and working methodically datastore file. Once Auld Lang Syne, or (if you play your
around the perimeter terminals and the four you’ve read up on cards right) at the end of the Quests that
middle ones. the Chain That proceed from this one: Side Quest: Eyesight
19 Binds, you can
for the Blind or Side Quest: Tend to Your
Continue this until your time runs out (and pass the information to Paladin Hardin, Business. So take the Power Armor if you
you have to begin again), or until you’ve who may leverage it in his plot to oust Elder want to wear it in the near future!
successfully partitioned the virus three times. McNamara.
The affected terminals are completely random Hardin is dismissive of your research until
each time you attempt this puzzle. you highlight an obscure part of the rule that
dictates any superior who breaks the chain of
Terminated on the Top Floor
Ibson congratulates you on your partitioning
prowess, and says you can now access the command and issues orders to his subor-
nonclassified topics: dinate’s squad members shall be punished.
Finding evidence of McNamara’s wrongdoing
Bunker Information
is now top priority, Hardin insists (19). It’s
Project Goals: Hidden Valley time to search for the missing patrols as
System Overview requested by Elder McNamara with an eye for
such evidence.
To obtain more topics (and complete this
optional Objective), you need to get a senior-
level member of the chapter to unlock a topic 22
for you. Paladin Ramos is the one to ask Travel to the REPCONN Headquarters
about this. [2.35], and approach the double doors (22),
and enter the main floor. If you want to
thoroughly inspect this building, placating

247
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
the security robots in the process (Free were told to hold position and maintain radio
Quest: Access Powers), consult the Tour Bombing Run silence. You are to contact those scouts and
Chapter. For a quicker infiltration, head gather their reports.
upstairs. Here’s the route to take: Leave the command room, and exit to
Either watch the Mister Handy robots give the surface.
you a tour of the facility.
Leave the command room, and tell
50 50 Or, pry (or hack) the door open Hardin that you’re contacting scouts.
lockpick

science

to your right (north), near the He thinks it’s a good idea, and one he’s
dead bodies in the foyer. wanted to implement for years. Exit to
the surface.
25 Meet with a Brotherhood scout near
the NCR Correctional Facility and
collect his report.
Meet with a Brotherhood scout near
the town of Nipton and collect her
report.
23 Meet with a Brotherhood scout near
Head out of the Pod room, and open the door Camp Forlorn Hope and collect his
on your right (north), and head up the stairs. 26 report.
You may be stopped by Mobile Facial Recog-
The third patrol caught fire investigating the
nition Scanners (23) along the way. You can:
Boomers up near the Nellis Air Force Base Are the
Bears Still Hunting?
• Answer them without appropriate [3.01]. The nearest safe areas to move to
attribute, skill, or perk prowess. They are Raul’s Shack [3.05] or the Fields’ Shack
give you 30 seconds to leave before [3.04]. Head up the road, and you’ll run The three scouts maintaining radio silence
summoning security robots. into George, who asks if you want to pay for can be found in any order:
• Attack them immediately. information on how to approach the Boomers’
• Or answer depending on the question: stronghold safely. The recommended steps
60
are as follows:
speech

Confuse the one on the stairs. Read the start of Side Quest: Volare!, which
has all the necessary steps for safely
7 reaching the Nellis Air Force Base.
Intelligence

Confuse the one on the second floor


It is far safer, although slightly longer,
corridor.
to contact the Boomers and begin that
7 Quest, after which their bombardment
Correctly say the executive abates. 27
LUCK

password.
Or, you can run the gauntlet and scramble This Brotherhood scout (27) is crouched on a
up the road, and search for this section large pile of stones just outside the perimeter
Tip Free Quest: Access Powers
enables you to launch the
(25) of ruins; note the concrete wall and
burned-out vehicle.
fence overlooking the NCR Correctional
Facility. You can:
Rocketeer Tour. Obtain an employee
Step into the small crater near the vehicle, Attack the Brotherhood scout and kill him
keycard at the end of the tour and use it
to access the first computer on the left of salvage the last Holotape from the corpse without the Brotherhood knowing.
the locked door from the Reception room. (26), and retreat. Or speak to the scout using the pass-
You can now head up to the next floor, find phrase. The scout tells you about the
Brotherhood of Steel Mission
another computer (to the left as you enter), Powder Gangers’ takeover of the facility.
which allows for further access. Consult Holotape
What’s puzzling is why the NCR hasn’t
the Tour Chapter entry for REPCONN taken it back. The report is handed over.
Headquarters for the entire route. Return to Elder McNamara with the
three patrol mission holotapes. Brotherhood Scout Report #1

Task #2:
Scouting Reports
Return to the Hidden Valley, enter the correct
bunker, and proceed to Bunker L2. Approach
the junction to the command room, where
Head Paladin Hardin is waiting. You can:
Ignore him, and enter the command
24 room.
Open the Door to REPCONN Office 2nd Floor, Or update him about the patrols, and
28
turn left, and head south along the long show him the mission discs. Hardin Move to either the Hidden Supply Cave [5.27]
corridor, turn right, head up the stairs, and is furious that McNamara gave his men or the Coyote Den [5.26] along the railroad
enter the top floor. orders without telling him. This builds up tracks, and take to the rocky bluffs above.
Just inside the door to your right (northeast) Hardin’s evidence for ousting McNamara. The Brotherhood scout (28) is perched on a
is a section of collapsed concrete, and a rocky promontory offering distant views of
Back in the command room, give the Nipton [4.30]. You can:
Paladin slumped against a wall (24). Take
Holotapes over to Elder McNamara (or find
his Holotape. Then retrace your steps out of Blast the Brotherhood scout, and defeat her
out more about the bunker lockdown and
here. without any payback from the Broth-
the crazy surface sandstorm), and he isn’t
erhood.
Brotherhood of Steel Mission surprised that they all died. The Brotherhood,
Holotape it seems, has many enemies. He tells you
about some scouts already in the field, who

248
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Or use the pass-phrase. This scout was Pass by Hardin, and head through Scribe 64 Or you can tell her you’re carrying

speech
watching as the small town to the south Ibsen’s datastore chamber before following Chems. She lets you through and
was attacked and most inhabitants were the corridor ahead around. Turn left (east), nobody gets hurt.
slain. She hands you the report. and enter the bunker workshop and server Head through the doorway, and make a right
room (30). Locate Senior Knight Lorenzo here and an immediate left. Move past the two
Brotherhood Scout Report #2 (31). Tell him you’re here to help retrieve closed doors to the corridor junction, and
air filtration components. Lorenzo mumbles turn right, down the steps. A quick left, then
something about having your death on his right down another set of steps leads to the
conscience; the task ahead is fraught with Door to Vault 3—Maintenance Wing. Open it,
danger! He gives you a list of components, and step through into a connecting room, and
which are likely to be somewhere inside the open the door opposite.
vaults dotted about the Mojave Wasteland.
Step into a large metal tunnel and make a
Search the vaults in the region for a left, then a right, and open the door into the
differential pressure controller. server room. Open the door on the right wall,
and approach Motor-Runner and his two
Search the vaults in the region for a hounds (33). You can:
29 reverse pulse cleaner. 25
The last scout is standing on a clifftop Ask what happened to the vault

speech
between Camp Forlorn Hope [6.02] to the Search the vaults in the region for residents.
north, and Nelson [6.06] to the south. several HEPA cartridge filters.
Deliver some Chems, if you’re here as part
You can head there from any direction, Approach the junction to the command room of Side Quest: Aba Daba Honeymoon.
but beware if you’re approaching via the and Bunker L1, where Head Paladin Hardin
Southern Nevada Wind Farm [6.03] because Or kill Motor-Runner. Or stop talking and
is waiting. You can:
there are some vicious Cazadors to fight. If leave him be.
Ignore him, and exit the bunker to the
they follow you, they can target and kill the
surface.
scout. When you reach the scout (29) on a
rocky buttress, you can: Or inform Hardin what you’re up to.
He’s shocked and surmises (correctly)
Defeat him, or let the Cazadors finish him
that the system’s in real trouble. Hardin
off without any problems from the Broth-
can’t believe there aren’t more Paladins
erhood.
working on this. Leave him, and move
Or recite the pass-phrase. This scout has up to Paladin Ramos’ office. Speak to
been watching the altercations between Ramos, and tell him you’ve discovered
Nelson and the NCR Camp. He hands you proof that the chapter is in danger, and
his report. that McNamara covered it up. He says
34
he’ll investigate this on his own, and if
Brotherhood Scout Report #3 it corroborates your story, he’ll consider Look to the left, and locate the two lockers (34).
switching his vote from McNamara to The left one has the component you need.
Hardin.
Return to Elder McNamara with the Reverse Pulse Cleaner
The three separate components can be found
three scouts’ reports. in any order. For a full list of what each vault

Task #3:
contains, check the Tour Chapter.
Vault 11: Rodent Rampage
Vault 3: Fiendish Behavior
In the Air Tonight

35
32 Journey to Vault 11 [5.05], entering from
30 Head to Vault 3 [2.24], battling (or Sneaking the rocky exterior cave entrance (35) and
Move back to the past) Fiends until you reach the sloping through the Giant Mantis and Rat-filled
Hidden Valley entrance (32). Activate the Vault Door corridors. Here’s how to reach the component
bunker, and head Control Pad to the right, and step into this you need:
toward the command Fiend-filled location, which is Motor-Runner’s
room where Head domain. Here’s the route to take to reach the
Paladin Hardin is still component:
waiting.
31
Back with
McNamara, hand over the scout reports,
and the elder thanks you. You’re a trusted
outsider, and McNamara can now confide in
you. He needs you to find some components
to fix the bunker’s air filtration system. 36
Senior Knight Lorenzo has the details; he Open the steel door in the entrance chamber,
brought the matter to McNamara’s attention and turn right. Head through the doorway,
and is the only other person aware of it. 33 turn right into the corridor, and left, down the
Step into the entrance area, where you’re steps. Follow the corridor along and descend
Speak to Senior Knight Lorenzo another set of steps. Turn right and follow
regarding the failing air filtration harangued by a Fiend.
the corridor to another set of steps down, and
system. You can kill her, which turns all the Fiends
open the Door to Vault 11 Living Quarters.
inside the vault hostile.
249
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Follow the corridor into the junction room
with doors leading to the Male and Female 1,000 XP
Dorms. Ignore them, and look in the corner
for a door leading to Admin. If the Giant Rats
aren’t shot, they follow you (36), so remove Conclusion #3: Other Options
the rodent problem.

40
Open the Door to Vault 22—Food Production.
You appear in a rocky tunnel.
Take the first right, following the tunnel up
and around to the left and then the right. 41
This ends at a rickety Door to Vault 22—
37 Oxygen Recycling. Follow another section of
Remember that you can ignore this Quest
(or even complete it first so you have the
Turn right at the junction, follow the sign tunnel. Safehouse Key), and massacre the entire
to the Overseer’s Office down the steps, and
This ends in a laboratory with scattered Brotherhood of Steel—every last one of them
open the Door to Vault 11 Lower Level. Head
equipment. Head to the northeast corner. (41). This isn’t a valid option for completing
down the steps to the bottom, and make a
Spot the pair of lockers (40) left of the this Quest; just an additional plan you can
180 degree right turn to another corridor.
chalkboard. The right one contains the undertake afterward.
Follow that as it turns left. Plunge into the
water-filled stairs, following the water-logged component. You also have the choice of either allying with
corridor around to the left. The first opening or killing the Brotherhood depending on the
on your right leads to an underwater room HEPA 20 Cartridge Filter (6) will of your Faction leader:
with this locker (37). Open it! During Main Quest: The House
Mr. House
Differential Pressure Return to Senior Knight Lorenzo Always Wins, V, Mr. House wants
Controller with the components. you to kill them.

Back at the bunker, pass Ramos and move During Main Quest: For the
new ca.
Vault 22: Carnivorous back to Bunker L2, and Senior Knight
republic
Republic, Part 2, Colonel Moore

Plant Cuttings Lorenzo. He says it’s good to see you alive.


Hand the components over, and Lorenzo is
wants you to kill them, but can be swayed to
an alliance.
extremely thankful. He tells you to let the During Main Quest: Render Unto
Caesar’s
elder know. Legion
Caesar, Caesar wants you to wipe
all of them out.
Return to Elder McNamara with the
news that the air filtration system During Main Quest: Wild Card:
independent
should be fine. Side Bets, you have complete
control of what to choose.
Conclusion #1: Finally, it’s a good idea to complete
follower

McNamara Sees Sense Veronica’s Side Quest: I Could Make


38 Inside the command room, inform
You Care before making any violent
plans towards the Brotherhood of Steel,
Travel to Vault 22 [1.09], and scramble McNamara of your actions, and the
because she’s loyal to them right up until the
through the undergrowth (38) to enter this elder is humbled. You have done more than
end of that Quest.
plant-filled exercise in terror-firma. Beware he expected. He also drops a figurative bomb;
of Spore Plants, Giant Mantises, and worse.
Here’s how to get the component:
the scout reports backed up other claims
that the NCR isn’t the threat he perceived
Post-Quest Activities:
them to be. He intends to lift the lockdown,
and gives you something as a small token
Heading to Safety
of his thanks. It is a Key to the Brotherhood
of Steel Safehouse [3.06]. Leave the bunker,
optionally speaking to Hardin; even he’s
happy at the more gregarious future you’ve
given the Brotherhood.

Brotherhood of Steel Safehouse Key


39
Enter, open the door directly ahead of you, Brotherhood of Steel Fame Gained! 42
and run down the stairs. You can: To use the Brotherhood of Steel Safehouse
Key, journey to the northeast. Between Raul’s
Repair the elevator in front of you to 1,000 XP
repair

Shack [3.05] and Bloodthorne Cave [3.07] is a


the Common Areas (recommended).
small, unassuming, and otherwise impen-
Or take the stairs all the way to the Conclusion #2: Hardin Sees Red etrable shack (42). Use the key to open the
door, and descend through the hatch to a
Common Areas. Once you’ve researched the Chain That
Binds and recovered the three Holotapes bunker with a Reloading Bench, Workbench
Then locate a dormitory bedroom on the and occasional visits from Paladin Sato to fix
lower floor that has a Brute, Carrier, and from the missing patrols, there’s enough
evidence to depose Elder McNamara. Speak your hardware.
Runt (39). In here, a shelf unit contains a
keycard that accesses the cave system in the with Hardin after turning over the Holotapes
Food Production area. to McNamara. He’s outraged that McNamara
has broken the Chain That Binds, yet elated
because it’s just what he needs to oust the
Vault 22 Keycard
elder. Hardin tells you it will take a few days,
but his ascent to elder is now a certainty.
250
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Sunshine Boogie
Suggested Experience

QUEST FLOWCHART Main Factions The Short Way:


Quest Start
Repair Solar Arrays (as part of Side Quest: Volare!)
Array Panel Jangling
boomers New CA
Speak to Loyal about repairing the Solar Arrays Republic

Note (continued)
Head over to the Solar Array Station and [Repair
40] the broken Arrays
Become Idolized with the
Boomers
Collect Broken Solar Reflector panels from HELIOS Boomers. Do this by completing
One tasks within this Quest, as well as three
additional linked Quests associated 5
Repair the broken Arrays at Nellis AFB with this Faction (which are tagged
throughout the guide).
Completion Stage • Complete Side Quest: Ant Misbehavin’.
Return to Loyal to confirm Repairs • Complete Side Quest: Sunshine Boogie
(this Quest).
• Complete Side Quest: Young Hearts.

Array of Light These three Quests (including this one) are


all parts of Side Quest: Volare!

6
There are two ways to solve Loyal’s problem: When you’ve found five Solar Array Parts,
or if you’re highly skilled in Repair, move
The Long Way: to the Nellis Array (5), and open the gate.

Array Panel Wrangling The monitor is offline, so climb the steps up


onto the concrete roof with the rows of solar
panels. Five of them (6) are partly shattered.
Activate each Broken Solar Reflector. You
1 can:
Begin by starting 65 Repair the array without the spare
Side Quest: Volare!
repair

parts (meaning you don’t need to go


over at the Nellis Air to HELIOS One).
Force Base [3.01]
Use the HELIOS One salvaged panels to
by dodging shells,
repair the array (one salvaged panel per
reaching the gate,
array).
meeting Raquel, and
2 then speaking with 3 Or leave the panel alone, and realize you
Mother Pearl. One of Pearl’s tasks involves should have put more points into your
the inefficiencies of the base’s solar arrays. Repair skill.
Find Loyal, who is usually inside the Nellis If you check the Array Command Interface
Hangars (1) [3.02], and speak with the at the base of the steps, the Array should be
(initially suspicious) old man (2). Tell him you functioning at 120 percent efficiency.
want to make yourself useful, and he asks if
you could look into repairing the solar arrays
on the roof of the Nellis Array [3.03]. Agree to The Even Shorter Way:
this. You can:
Let him know you passed through a place 4
No Loyalty
called HELIOS One [5.13], and parts Journey to HELIOS One, and greet Lieutenant There’s an even-shorter method of completing
might be available there. This option Haggerty at the gate (3), starting Side Quest: this Quest. Simply head to HELIOS One
occurs only if you’ve visited it yourself. That Lucky Old Sun in the process. Proceed before you reach Nellis, saving on travel
through the building, and outside into the times. You can head straight to the array
Otherwise, Loyal has no idea where you panels and repair and tune them all without
fenced-off area of Solar Array panels. Or,
should look. speaking to Loyal, or technically starting this
locate the large pile of debris to the left of
Haggerty’s defenses, and leap the fence. Quest. There’s no real advantage, other than
Note: Nellis Solar Array saving time, to this plan.
Inspect the ground (and your Local Map,
or the Guide Map in the Tour Chapter) for
Tell Loyal the array has been
the locations of five Broken Solar Reflector
Find spare array parts. repaired.
panels (4), which seem perfect to replace the
problematic panels back at Nellis AFB. Loyal is extremely happy with this result, and
Repair the broken solar array panels. 20 The panels on each array are your standing with the Boomers improves.
repair

damaged. But they can be salvaged.


Do this! Boomer Fame Gained!

Note The Boomer Quests are all


related. First, speak with Solar Array Parts (5)
Mother Pearl to begin Side Quest: Volare! 300 XP
To complete the first part of this “overview” Now return to the Nellis Array, and locate the
Quest, you must achieve the following: broken panels Loyal told you about (see “The
Short Way,” below).

251
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Talent Pool
Suggested Experience

QUEST FLOWCHART

Quest Start
Talk to Tommy Torini in the Tops about recruiting new acts.

Accept Tommy’s deal of 3%. [Barter 50+] Ask Tommy for a 5% cut of the deal.

Can Be Completed in Any Order

Recruit The Lonesome Drifter Recruit Hadrian Recruit Billy Knight Recruit Bruce Isaac

Find The Lonesome Drifter along Find Hadrian inside the Atomic Wrangler in Freeside. Find Billy Knight just North of the Find Bruce Isaac in a motel room
the road Northeast of El Dorado Tops. in Novac.
Dry Lake.
[Barter 25+]
Tell Hadrian [Barter 25+] Tell Give Tommy’s card to Bruce.
Converse with the Drifter about his Tell Hadrian he Ask Hadrian that judging Give Billy Knight Billy Knight he’s
family. must be rolling how much he is by Freeside’s Tommy’s card. selling himself
in the caps. making. economy, he short. Return to Tommy and tell him you
can’t be making have an act for him. (Receive 150/250
Inform the Drifter of Tommy’s much. caps, Pos. Strip Rep.)
interest. Return to Tommy
Return to Tommy and tell him you
Offer to get Hadrian out of his contract. and tell him you have an act for
[Barter 50+] Ask have an act for him. (Receive 90
the Drifter for him. caps, Pos. Strip
Give Tommy’s
a finder’s fee. Talk to James Garret at the Atomic Wrangler’s bar. Rep.)
card to the
(Receive Myste-
Drifter.
rious Magnum,
18 .44 rounds) [Barter 50+] [Speech 50+] [Barter 25+]
Suggest that Suggest that Accept Payment
Tell Tommy that
more people Hadrian is not Offer to pay From Tommy.
Billy’s worth
Return to Tommy and tell him you would come to a good fit for James. (Receive 45/75
more. (Receive
have an act for him. (Receive 100/166 see a non-ghoul the Atomic caps, Pos. Strip
90/150 caps,
caps, Pos. Strip Rep.) performer. Wrangler. Rep.)
Pos. Strip Rep.)

[Barter 35+]
Pay James 150
Pay James 100
caps.
caps.

Inform Hadrian about his contract’s dissolution.

Return to Tommy and tell him you have an act for him.
(Receive 125/210 caps, Pos. Strip Rep.)

Completion Stage
Successfully recruited and talked to Tommy about all 4 performers.

(1), in the eastern With Tommy’s business cards, you can


Main Factions part of the premises. search out some top talent for the Aces.
Here you’ll find The performers can be found (and
“the finest enter- convinced) in any order you wish. Don’t
tainment experience kill any of them though; that wouldn’t be
Chairmen The Strip Atomic novac
Wrangler in New Vegas,” at cool.
least, according to
2 Tommy Torini (2), the
Something’s Gotta Give compere. Talk to Tommy, digging his vibe,
Tommy Torini’s Business Card (4)

and ask about the kind of entertainment he


Talk to Tommy Torini at the Tops. puts on. This is where he’s currently lacking, Find Entertainers for the Tops (4
so tell him you could help. He hands you four remaining).
of his business cards for you to give to any

Note Every
performers you meet on your travels. If they night, from 6 PM to
work out, you’ll get a three percent cut of the midnight, the Rad Pack
door (after you find a recruit and return to Revue provides fine entertainment to the
Tommy). most discerning of guests. Come back here if
you want, and see Tommy’s real talents. You
50 Bargain Tommy up to five percent,
can also speak to Swank at the reception
barter

and he takes the deal, you sharp


desk about Tommy Torini’s lack of talented
customer!
performers.
Or, accept his original offer, you slightly
1 more blunt customer.
Once you’re inside The Tops Casino [2D.04]—
perhaps during Main Quest: Ring-a-Ding
Ding!—take in a show at the Aces Theater

252
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
50 Or better yet, ask for some compen- corner of the lobby, and look for the Ghoul in
Recruit #1: The Zest

barter
sation for this opportunity. A grateful the natty suit (10). Hadrian begins with an

of the Local Zinger Drifter hands over his daddy’s gun. epic insult at your appearance. You can:
Reply with startled confusion. Hadrian tells
Mysterious Magnum (and ammo) you to go with the bit.
Or go with the gimmick, and threaten to
Find Entertainers for the Tops (2 rip the Ghoul’s jaw off. You get a positive
remaining). response.
25
Recruit #3: The Wail of For a bit of a laugh, you can heckle

speech
Hadrian’s “act” yourself.
the Warbling Grifter Hadrian has a mouth that’s as big as the
3 sunken furrows in his cheeks, and although
he puts on the illusion that he’s world
Standing under The
famous, he secretly wants to be on the bigger
Tops Casino sign (3)
stage. After talking economics (choose any
by the security gate
option), mention that Torini wants to hire
is a joker named
him, and he mentions an ironclad contract
Billy Knight (4). His
that he has with the Garret Twins (James
particular brand
and Francine) who own the place. Hadrian
of hilarity could be
4 perfect for Tommy. then tells you to scram. Still in character, you
Tell Billy you could put in a word for him with 7 hope.
Tommy. Knight then bargains himself down To the south, in Convince James Garret to let
from 150 Caps a night to 10. You can: the small town with
Hadrian out of his contract.
the big dinosaur, is
25 Tell him not to sell himself short. He Find James Garret
another performer
barter

calms down and intends to play it (11) near the lobby


in dire need of a
cool with the negotiations. bar counter, or
paying gig. Head to
Or give this loser one of Tommy’s cards. the Novac Motel near walking the ground
8 Dinky (7) [5.18], floor of his casino.
Once Billy sprints off to see Tommy, you
can continue with the other acts, who are open the gate, and climb to the top floor Begin the pleas-
a little farther afield. balcony. Open the Door to Motel Room on antries by asking to
the right side of the two middle doors. Inside,
11 get Hadrian out of his
Find Entertainers for the Tops (3 an unshaven man with a bolo tie is pacing contract. Garret replies that he’s unsure why
remaining). nervously. Bruce Isaac (8) asks if you work this is a sound business plan for him. You
for Mr. Bishop. You can: can reply:

Recruit #2: The Tale of Reply that you don’t. That you’ll pay him. He’s interested, but
wants 150 Caps.
the Lonesome Drifter Or lie and tell him you do if you want a
little fun. -150
Pay Garret 150 Caps.
Either way, draw the conversation to Isaac’s CAPS
previous gigs at the Shark Club in Reno, then
to his past misdemeanors at Mr. Bishop’s 35 -100
Bargain Garret down to 100
barter

Casino (and in his daughter’s bed). At any Caps instead.


CAPS
time, insert the fact that Tommy is looking for
singing talent. Isaac gladly takes the business 50
Or convince James that Hadrian
speech

card and sets off to see Torini right away.


isn’t the right fit. Garret agrees.
Find Entertainers for the Tops (1
50 Or reason that a Ghoul performer
5 remaining).
barter

might result in the loss of customers.


On the road,
northeast of the El Recruit #4: The Contract Garret sees your prejudiced point.

Dorado Dry Lake


of the Atomic Comic
terrifying

Or you can bully James Garret into


presence

[5.09] is a large following your particular plan.


billboard sign for
Sunset Sarsaparilla Finally, if you hate parting with Caps, you
(5). Under that is a can complete both Side Quest: Debt
6 rather depressed- Collector and: Wang Dang Atomic Tango,
looking man clad in cowboy gear (6). Try a and throw the Ghoul’s contract in with
chat around the campfire: the rewards, as you’ve been “plenty
Begin by asking about his story. Immediately helpful already.”
asking whether he’s interested in being a
Tell Hadrian you’ve gotten him out of
musical act gets a negative (but not violent)
his contract.
response. 9
Keep up the pretense (either real or otherwise) The last of Torini’s Any of the possible responses results in
of being interested in his family issues, hopefuls is currently Hadrian’s contract being dissolved. Return
finishing with the comment “sounds like you insulting the clientèle to the Ghoul and tell him Garret has let him
should move on. Settle down, maybe.” This at the Atomic out of his contract. Hadrian seems genuinely
actually gets the Drifter to ask you whether Wrangler Casino surprised, although it’s hard to tell with that
you know of a job for “a feller with a guitar.” (9) [2C.06] over face.
Tell him about Tommy’s interest. in Freeside. Move
Then give him Tommy’s business card. The
10 toward the northwest
Drifter takes it, and heads off to meet
Tommy.

253
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
25 Tell Torini that Billy is worth three
Conclusion: All Aces

barter
times that much, and he doubles up 100 (3%) or 166 (5%) Caps
When you’ve found all the performers, or your fee.
after each has been given a business card The Strip Fame Gained!
(it doesn’t matter when), return to the Aces 90 (3%) or 150 (5%) Caps
Theater, and speak to Tommy Torini once • The ugly mug with the razor tongue? “One
again, inquiring about each act: hell of a novelty act!”
The Strip Fame Gained!
• Billy Knight was “one hell of a haggler” (if
you Bartered with Billy and coached him • The cowboy has “chops, baby, real 150 (3%) or 250 (5%) Caps
to negotiate). chops, and I ain’t just talking about that
mustache.”
90 (3%) or 150 (5%) Caps The Strip Fame Gained!

If you didn’t tell Billy to haggle, Torini tells 100 (3%) or 166 (5%) Caps
you Knight “practically begged” him to 500 XP
hire the guy, and your cut is substan- The Strip Fame Gained!
tially lower. You can:
Take the cut • Mr. Isaac? “That cat’s gonna bring me Note You receive a Fame Gain
with The Strip for each
money like you wouldn’t believe!” performer you wrangle, and an additional
45 (3%) or 75 (5%) Caps boost when the Quest is over. Come back
between 4 PM and 1 AM any day to watch
these new acts!

Tend to Your Business


Suggested Experience

once you side with Gather as much C-4 as you can,


QUEST FLOWCHART
sneak

Head Paladin Hardin along with a Detonator, before you


Complete Side Quest: Still in the Dark making Hardin (1). Once newly arrive. Pickpocket Gloria and Jean-
the Elder appointed Elder Baptiste and place C-4 into their inventory,
Hardin has given then do the same for as many thugs as you
Quest Start you instructions, have C-4 for. Then trigger an extremely
Speak with Hardin ascend the steps explosive mass murder.
1 and depart from the
If you must stand and fight, choose
Hidden Bunker [5.11]. Head for Freeside,
guns

Ask to become a Brotherhood highly damaging weapons (such


moving through to the Silver Rush Gambling as Plasma), and if the situation
Hall [2C.07], where the ruthless Van Graffs becomes a little too taxing, back into the
Travel to Freeside and enter the Silver Rush have been selling their own highly impressive residence, dropping Mines or Grenades along
energy weapons that Hardin has his eye on. your route to soften up the pursuers.
Eliminate the Van Graffs Check out (and optionally complete parts of)
Or, you could complete the vast majority
Side Quest: Birds of a Feather. This details
of Side Quest: Birds of a Feather, and
Completion Stage the plans that the Van Graffs have for you,
simply let them face the Legion during
Return to Hardin and it might be wise to finish them (and claim
the final part of that Quest. Then kill any
your rewards) before the killing starts.
survivors.
An even easier plan is to simply begin Side
Main Factions Quest: Birds of a Feather, and when
you’re standing on the door with Simon,
patting everyone down who enters, wait
for the fourth potential “customer.” He’s
brotherhood van actually a suicide bomber, but instead of
of steel graffs
discovering this, allow him to enter the
premises. The explosion kills the Van
And Now We’re 2
Graffs, and you can congratulate yourself
for not getting your hands dirty, or your
Full of Energy Don’t burst in with
all guns blazing (2),
Reputation soiled.

Note For this Quest to activate,


you must side with Head
because Gloria Van
Graff (3) and Jean- Tip Don’t forget to destroy Simon
(the Van Graff thug on the
Paladin Hardin during Side Quest: Still in Baptiste Cutting (4) front door, outside).
the Dark. Exit the Hidden Bunker area, and are crack shots, and
wait several days for the lockdown to be their thugs (around Return to Elder Hardin with the
3 six in the store, and
lifted. Then return, and inquire about joining news that the Van Graffs have been
the Brotherhood of Steel. Hardin has the Simon outside) wear
eliminated.
following request: armor and carry
the latest in energy
weapon technology.
Kill the Van Graffs and their men. Begin by making
sure you’re carrying
This is a sister Quest to Side Quest: a sizable number
4 of Caps or tradable
Eyesight to the Blind, and both are accessed
depending on how you ended Side Quest: Still items, and buy as much as you want from
in the Dark. This Quest is only accessible Gloria’s shop. Once she’s dead, the store dies
with her. Then try any of the following options:

254
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
on you the title of Paladin of the Brotherhood,
Hardin’s Newest Paladin for your meritorious service in its name. T-45d Power Helmet
Normally, this would come with a ceremony,

Post Quest Activities


but there’s no time. Hardin gives you a suit
of Power Armor, and trains you to use it, if
you haven’t learned that already. The Quest Now that you’re a fully fledged member of the
concludes with the elder telling you that you Brotherhood of Steel and have Head Paladin
can trade or purchase the Brotherhood’s full Hardin’s ear, you can use your influence to
range of arms at the Bunker Armory (5). create a treaty with the NCR, and have the
Brotherhood fight with them during the battle
Power Armor Training at Hoover Dam. In addition, Knight Torres
5 sells some new (and powerful) items from
the Bunker store: including the Laser RCW,
Journey back to the Hidden Valley Bunker, T-45d Power Armor Tri-beam Laser, Laser Rifles and Pistols, and
and inform Hardin that the Van Graffs have even the infamous Gatling Laser. Consult the
been defeated. Hardin considers this a small Tour Chapter for more information.
step in the right direction. In fact, he bestows

That Lucky Old Sun


Suggested Experience

QUEST FLOWCHART
An Ancient Monument
Quest Start
Speak with Lt. Haggerty in front of HELIOS One Sneak inside
to the Sun

Claim to be NCR (have [Speech 30] <Lie> Claim


[Science 30] Note the solar
a NCR Rep above brother is posted at Attack Haggerty
panels collecting light.
Neutral) HELIOS

Speak to Fantastic

Claim to be here for his job. Attack Fantastic 1


The giant solar
[Speech 26] Convince Fantas- array and power
tic to pay you 100 caps. plant known as
HELIOS One [5.13]
Ask Fantastic what he’s trying to accomplish is currently under
the jurisdiction of the
Speak to Ignacio and agree to help NCR. Journey to the
2 front gates (1), where
you’re stopped short by Lieutenant Haggerty
The following can be completed in any order. (2), who instructs you to state your business.
You can:
Connect East Reflectors Connect West Reflectors Have snuck in around Haggerty
sneak

without her even seeing and


Restore power to Mainframe challenging you.
Claim to be with the NCR (if your
new ca.
republic
Reputation is Neutral or above),
Activate PYTHON [Science 45] [Repair 35]
with ID Repair PYTHON Repair Backup Generator and ask if they require help. You’re told to
speak to Fantastic, and the Quest begins.

Setup Mainframe
Inform her you’re pale death and
terrifying
presence

come to bear her to perdition. You


must then attack the NCR, which
Route Power to McCarren & The Strip; causes severe Reputation problems.
(Overload)Route Power to
OR Route Power to Fremont & Westside; Set up ARCHIMEDES
Region Or you can just attack, which has the same
OR Route Power to Full Region for Followers
effect, but without any fancy threats.
Completion Stage Otherwise, you need to tell Haggerty you’d
Activate reflectors from observation terminal like to enter the power plant. She asks why
she’d consider doing that. You can:
30 Tell her the solar tower isn’t
science

collecting much sunlight, and you


Main Factions can help.

30
Lie and tell her your brother works
speech

here.
new ca.
republic

255
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Any other verbal choice results in her politely Using the passwords given, log on, and “Reset
Connect to the HELIOS One
but firmly denying you entry. Assuming Mainframe Connection.” You can optionally
mainframe from the western reflector
you’ve been allowed in, Haggerty suggests you read more about the ARCHIMEDES testing,
speak with the power plant’s expert, although
control terminal. and a military visit from long ago. Then move
he’s actually an idiot. Even a saboteur to the Door to the Solar Collection Tower, and
Connect to the HELIOS One
couldn’t do a worse job than him. enter it. This is not the door you exited from!
mainframe from the eastern reflector
Talk to the idiot wearing sunglasses control terminal. Use the HELIOS One mainframe to
in the back of the HELIOS One plant After the idiot talk send power to a destination of your
building. is over, you can choosing.
optionally speak
Fantastic and the Follower with Ignacio Rivas [Optional] Arm ARCHIMEDES
security system to wipe out all nearby
(5) in an adjacent
chamber. He starts NCR soldiers.
asking if you’re a
5 soldier or a scientist.
Your answer isn’t important. Rivas then asks
Gaining Power for
if you’re with a particular group. You can
answer:
a Solar Shower
confirmed
bachelor

That it’s more fun to keep it a


3 mystery.
Open the doors 35 That this is his territory, and you
behind Haggerty, and
speech

want to know who he is with. He


meander through tells you his identity.
the power plant’s
connecting chambers Or another choice, an allegiance to others,
to the northeast or to yourself. 8
living quarters (3), Rivas explains he’s a Follower of the Proceed through the pre-war robot guardians
4 where the idiot in Apocalypse, and although he isn’t against of the Solar Collection Tower, heading toward
question resides. Fantastic (4) (the name isn’t the NCR using this technology, he believes the HELIOS One observation level.
winning him any additional fans) is wearing the base has “things best left buried with 25
Along the way, you can optionally
science

a scientist’s coat, but otherwise seems to the old world.” But he does give you some
be a complete sham. He thinks you’re here helpful information that once the mainframe deactivate turrets.
to replace him. He may be right. Speak to is restored, you can route power wherever And neutralize a variety of robots, too (8).
him, and it doesn’t take long to realize he’s a you choose, without the NCR even knowing.
Wind down sewer tunnels, up and down
grifter. He offers you a password to the other outside
gantry stairs, past Protectrons in stasis,
• Tell him you’re not here to replace terminal. He then tells you about equipment
pausing in an adjacent chamber to optionally
him, and ask him what he’s trying to marked with pre-war symbols used by the
grab an Employee ID Card (there are two),
accomplish. military. All had a codeword: “ARCHIMEDES.”
and locating an elevator.
No wonder the Brotherhood of Steel wouldn’t
He’s getting power, but the outside mirrors
give this place up without a fight. And the Poseidon Energy Employee ID
aren’t aiming correctly, so the array
NCR have no knowledge of this weapon…yet. Card (2)
is running at one-percent efficiency.
Which apparently isn’t good enough for Eastern Reflector Control Terminal
“some assholes.” The problem is that the Password
controls for the plant are in the tower
area complete with a pre-war security
system that the NCR set off. He isn’t
going anywhere near it. But you can.
Ask about the mirrors, and he tells you
about two outside terminals that control
the mirrors. And if you’re ever at the
mainframe, the power needs to be sent 9
to the correct location: “The Strip and
McCarran.” Before your conversation
6
finishes, you’re given a password to one
of the outside terminals.
Western Reflector Control Terminal
Password

• Or, you can confirm that you’re here for


his job. Fantastic freaks out. You can
then:
10
26 Tell him to pay you a stack of Caps Now in the observation level, which is one
speech

and you’ll forget about ousting him. large chamber with a huge mainframe in the
He obliges.
7
Take the door out to the Mojave Wasteland, middle of it (9), your next task is to restore
and enter the fenced-off area where the vast power to the mainframe, which lacks enough
Caps (100) power to operate.
solar mirror arrays are standing, pointed
in the incorrect direction around the tower
Or recant your previous information, and Restore power to the HELIOS
structure. Run to either the eastern (6) or
ask what he’s trying to accomplish. See One mainframe via an auxiliary
the western (7) reflector control terminal.
above. generator.
Beware of some minor traps (such as a Frag
At any time you can attack and kill Fantastic Mine or Rigged Shotgun) as you approach.
without any repercussions from the NCR.

256
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Close to the mainframe is an auxiliary
generator. Inspect it, and you’ll see that it’s in NCR Fame Gained!
reasonable shape, but requires the following
to activate: 2. Fremont and Westside. This is the
Followers’ favored result, and you’re
A piece of scrap metal (which you
35
rewarded with Fame too.
repair

may be carrying, or can easily find


rummaging back in the previous
Followers Fame Gained!
part of the power plant, or in a toolbox on the
metal shelving in this chamber).
3. Full Region. This provides just enough
• Climb up the gantry stairs to a command power for everyone, making the Followers
12
control room, where the shell of a worker very happy. The final step is to activate the reflector
robot named PYTHON lies dormant. It retargeting. Head up the gantry stairs to the
has specialized tools for maintenance. command control room where PYTHON was
Followers Fame Gained!
You can: found, and exit into the Mojave Wasteland.
4. ARCHIMEDES II. This will destroy the You should appear high above the reflector
Use the Poseidon Energy ID Card you took
NCR, and is the favored result if you array, with a commanding view of the desert.
from the lower research room, and slot it
aren’t aligned with them. Descend and locate the Reflector Control
into the robot’s head.
Panel, and activate it between the hours of
45
5. Full Region (Emergency Output Level):
Or hard-wire the robot to run on 09:00 and 15:00, during peak sunlight hours.
Aside from an ending change, this works
science

autopilot in repair mode. The result is a spectacular light show of


the same as choice 3.
ancient technology (12)!
With either option, PYTHON moves down to
Followers Fame Gained!
the generator, and fixes the wiring (10). Talk to Ignacio. Talk to Fantastic.
Initiate reflector retargeting from Finish this Quest by speaking to Ignacio
the console on the tower observation again, informing him that the energy-
deck. collecting nature of the HELIOS One has been
restored. He thanks you, and awards you
with a couple of Stimpaks for your troubles.
Tip The Follower (and also
Companion Follower) called
The Quest concludes, but there are wide-
reaching implications depending on where
Arcade Gannon has his own Quest
(Side Quest: For Auld Lang Syne), and the power is routed to!
11 bringing him along to this Quest is both
Activate the HELIOS One Mainframe Terminal helpful and advisable for gaining his trust. Stimpak (2)
(11), and read about the initial trials and
ARCHIMEDES testing. But the reason you’re
here is to “Configure the Power Grid.” Once
you make this choice, you can choose again,
Tip Arming the ARCHIMEDES
II is an excellent idea if you
800 XP

wish to obtain the full power of the


but only up until you activate the reflectors
sun, and have a weapon called Euclid’s
from the observation terminal. Where do you C-Finder. Although finding this device is
want the power to go? optional (and a possible part of Veronica’s
1. McCarran and Las Vegas Strip. This is the Side Quest: I Could Make You Care), if
NCR’s favored result, and you’re rewarded HELIOS One is functional, you can order
with Fame accordingly. an ARCHIMEDES blast down on a set of
opponents once per day.

The Legend of the Star and


Suggested Experience

A Valuable Lesson
See flowchart on the following page
building itself (1) has a main entrance once
Main Factions
you step into the giant Sarsaparilla bottle,
and open the Door to the Factory Floor. You
can search the premises and bump into the
(hostile) robot guardians if you wish. Or look
for the Sunset Saloon machine in the foyer,

Your Plastic Pal Who’s and say hello to Festus (2)!


This cowboy pal introduces himself, and gives
Fun to Be With! 1
instructions on how to “talk” with him. Say
you’re “pleased to meetcha,” and he asks
Find the Sunset Sarsaparilla whether you’re here to redeem your Sunset
Headquarters and speak to Festus. The Sunset Sarsa-
Sarsaparilla Stars. At this point:
parilla Headquarters
[2.17] on the west It’s wise to say “Star Info.”
side of town was You can also play a game of Lucky
once home to a Horseshoes by saying “I feel lucky.” If you
corporation that beat Festus, you’re likely to win a few
would challenge the Caps, and never get those last couple of
2 Nuka-Cola Corpo-
minutes of your life back.
ration in terms of beverages sold and harmful
ingredients ingested by its customers. The

257
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
bit now,” Assuming you let him continue
QUEST FLOWCHART talking, he offers an explanation of exactly
why those shiny blue caps are so prized, and
Find and drink Sunset Sasparilla then leaves with a warning. Beware of a man
to earn Star Caps before visiting
factory
called Allen Marks; some Star Cap hunters
have been known to kill for their collection!
You can:
Quest Start
Let Malcolm leave, and start your hunt now
Randomly meet Malcolm Holmes to
Find the Sunset Sasparilla Headquarters and speak to Festus that you have a rather fanciful account
learn of others search for Star Caps
of Festus.
Find and drink Sunset Sasparilla to Crouch and Pickpocket
Meet Jacklyn and Tomas

sneak
earn Star Caps Malcolm, or kill him, to check
whether he was telling the truth
Tomas survives Jacklyn survives about not being interested in Star Bottle
Caps. He’s holding some, so he won’t mind if
you take them, will he?
Return to Festus with 50 Star Caps
to earn a prize
Sunset Sarsaparilla Star Bottle
Cap (6)
Completion Stage
Head to the Sunset Sarsaparilla
prize closet to receive your real
Tackling Tomas or
prize
Jostling with Jacklyn
Quest Failed
Take one of the Sunset Sasparilla
Deputy Badges

Side Quest: A Valuable Lesson is


completed

Caps (a few) The Great Sunset 6


And you can inquire about the health Sarsaparilla Star Cap Hunt Malcolm Holmes was right; other adventurers
advisory by stating “Silly Ol’ Advisory.” are prepared to kill for the chance of Star Cap
You may need to say this multiple times; prizes. Randomly occurring in the Mojave
perhaps your accent is difficult for Festus Wasteland (6) during your search, you may
to pick up? run across a woman named Jacklyn, who
hollers at you to help her kill a young man
named Tomas, who has “gone crazy!” You
Tip Here’s how you play Lucky
Horseshoes: Cards are
can:
numbered two through ten, along with
Side with Jacklyn, and take out Tomas.
aces, which count as one. You and Festus
take turns drawing cards (the blue button). 3 Side with Tomas, and bring down Jacklyn.
Each card is added to your totals. The totals
need to add up as close to 21 without going The Mojave Watch the combat, which usually (but not
over. You should “hold” (the red button) once Wasteland is littered always) results in a victory for Tomas.
you get up close to 21. If either of you draws with 100 of these
Now speak to the survivor.
a card that brings both totals to the same Star Caps, and the
number, the other player’s total goes up by colossal scavenger If Tomas (7) survived,
one. The winner is the player who is closer hunt begins now! he immediately
to 21, after they hold at 21 or below, or if the For example, you explains that the
other player’s total is 22 or higher, and they 4 can journey to the woman just attacked
“bust.” Remember you can still lose, even if Smith Mesa Prospector Camp (3) [6.29] and him without provo-
you’re on 21! Or to put it another way, this rummage around under the rocky outcrop cation. You can
is Blackjack without being able to know your for Sunset Sarsaparilla Star Cap on top of a ask why, or if he
cards. Naturally, it is geared toward a Festus 7 knew her, or leave.
concrete block (4). When you have a bunch
victory. of caps, return one, some, or all of them to If you’re talking to him, he explains they
Festus, and place them in his “slot.” He keeps were traveling (and flirting) together before
Festus explains that select Sunset Sarsa- a running total, and when you’ve collected 50 her psychotic episode. He reckons it might
parilla bottles have a special cap with blue of them, you get a fabulous reward! have something to do with his lucky charm
stars printed on them. These Star Caps necklace made from blue caps. You can:
(which are not legal tender) are known as Elementary Advice, Tell him that all sorts of nasty folk
50
speech

Sunset Sarsaparilla Stars. Find enough of are looking for those Caps, and he’d
them, and you win a prize! My Dear Holmes be safer without it. He believes you,
If you pick up a Star and asks how to get rid of them. You can:
Return to Festus with enough Sunset
Cap without visiting Tell him you’ll hold onto them, and he
Sarsaparilla Star Caps to earn a Festus, and don’t hands them over.
prize! know what it is, you
Tell him to discard them anywhere, and he
may receive a visit
leaves, still carrying the necklace.
(randomly) from an
old prospector named
5 Malcolm Holmes (5).
He tries to bluff you with some trading talk,
but he’s really been following you “for a good

258
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
He’s to hand over the necklace or
terrifying

Tip Sunset
presence

you gut him like a fish. He obliges, Sarsaparilla Star


and flees. Caps are flagged in the Tour
Or tell him to be on his way, and he leaves. Chapter of this guide at each location
where one can be found. Find all 100 at
If Tomas leaves, simply follow him and a glance in the chart in the Appendices
Pickpocket or murder him. He’s carrying a Chapter. Set off into the sunset, happy
small Journal backing up his story, plus hunting, and remember; you only need 50 to
seven Star Caps if he has the necklace. finish this Quest!
There’s a 10 percent chance of obtaining
Sunset Sarsaparilla Star Bottle 10
a Star Cap when you open a Sarsaparilla
Cap (7)
Bottle (not an empty one!). Find Bottles in The prize closet is, unfortunately, on the
the following places: other side of a corridor that is blocked with
Note: Tomas’ Journal In situ, scattered in locations across the fallen masonry, so employ the following
Mojave Wasteland. route through the Sunset Sarsaparilla
If Jacklyn (8) Headquarters: Open the door to the right
survived, she quickly In some crates with the Sunset Sarsa-
(north), head across the corridor to another
parilla logo stamped on them.
goes over to Tomas’ door and open it, heading into an open-plan
corpse, and retrieves Or from some Sunset Sarsaparilla Vending cubicle office with a fallen ceiling. Climb up
something. Then she Machines. the ceiling section (or ascend to the upper
explains that Tomas floor from the bottling area to the north), and
was out to kill her.
8 You can ask if she’s A Valuable Lesson then dash through the corridors, passing
the stairs down, to an office with a wall safe
okay, or what he wanted, but you should take Now comes the real story behind Sunset above a hole in the floor (9). Naturally, the
interest in what she extracted from Tomas’ Sarsaparilla: The Legend of the Star! Festus wall safe [Average] has a Star Cap to take!
corpse. So she doesn’t just leave, ask her goes on (and on) with this story until you Drop down the hole, and open the double
what she took. She blusters something about reach the conclusion and the Quest fails. You doors to a Prize Vault that has been sealed
a necklace being made from special blue didn’t do anything wrong. There just wasn’t up until this point. Check the area for dozens
caps, and asks if you have any. You can: a fabulous treasure, just a drawn-out sales of Sunset Sarsaparilla Deputy Badges.
patter from a half-broken robot. Voice your Congratulations! Wait, there’s a much better,
Say you have nothing like the Star
7
Intelligence

protest, and Festus agrees to give you a real non-sanctioned prize in the corner, by the
Caps she already has. She agrees,
prize. Side Quest: A Valuable Lesson now corpse of the man Malcolm Holmes warned
after which you can inform her that
automatically begins. you about: Allen Marks (10). A Holotape
the necklace isn’t really hers, because it’s
made from Star Caps! She turns violent and details the real story of the Star Caps and
Side Quest: The Legend of the Star
must be defeated. Marks’ final moments. Take his Unique Laser
failed!
Pistol, too. The Quest concludes.
Or answer that you don’t, and she leaves.
Side Quest: A Valuable Lesson starts! Sunset Sarsaparilla Crate
If Jacklyn leaves, simply tail her and
Pickpocket or kill her. She’s carrying two Items (10)
Star Caps, plus another seven if she has the
Go to the Sunset Sarsaparilla Prize Sunset Sarsaparilla Deputy
necklace.
Vault to collect your prize. Badge (319)
Sunset Sarsaparilla Star Bottle
Cap (2 or 9)
“Pew-Pew” Laser Pistol

1,500 XP

The Coyotes
Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Speak with Captain Parker at the Aerotech Office Park

new ca.
Speak with Dermot and Saint James about the missing NCR refugees. republic

Search Dermot’s room at the Casa Madrid Apartments Search Saint James’ room at the Casa Madrid Apart-
for evidence. ments for evidence.

Complete Both in Any Order

Confront Dermot with the evidence you’ve gathered. Confront Saint James with the evidence you’ve gathered.

Kill both Dermot and Saint James Completion Stage


Return to Captain Parker for your reward.

259
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
town. Focus your
Getting the Dirt on Dermot search on the Casa Dermot’s Ledger

and Saint James Madrid Apartments


[2A.01]. Pass Marco
at the front entrance Teddy Bear
(3) and enter the
premises. Around the (Optional) Confront Dermot or
5 corner to your left,
Saint James with the evidence you’ve
you should spot Dermot (4) and Saint James gathered.
(5) heading out of their apartment rooms.
Dermot is the silent type, so waylay Saint (Optional) Kill Saint James and
James with some patter: Dermot.
• Tell him that some missing people were
1 last seen with him. Saint James tells Tell Captain Parker what happened
The Aerotech Office you he doesn’t know anything about the to the missing refugees.
Park (1) [2.22] on Aerotech camp disappearances.
the east side of the Verbally pounce on this slip-up. Saint
New Vegas suburbs James can’t explain his gaff, and masks
is a temporary it with blue language and a swift exit.
refugee camp, under • You can also attack these thugs in
the jurisdiction scavenger clothing. But you lose later
2 of NCR Captain
interrogation choices.
Parker (2), who is seriously overworked and
understaffed. This is where drifters from Search Dermot’s room at the Casa
the Republic, locals who can’t turn a dime, Madrid Apartments for evidence. 8
or drunken reprobates end up. Recognize
the chaotic nature of this place, and offer to Search Saint James’ room at the Casa Dermot and Saint James are still within
help. He’s happy to task you to investigate Madrid Apartments for evidence. chasing distance, so get after them! Confront
the disappearance of some of the camp’s them on the streets of Westside, and begin
refugees. They don’t seem to follow a pattern an altogether more aggressive line of
(young, old, male, female…) although a questioning.
family with a little blond girl carrying a Teddy Stop Dermot and let him know that you’ve
Bear is etched into his memory. Keith could figured out what they’ve been doing
provide the clues needed; he’s a two-bit based on the ledger evidence. A fight
hustler running a gambling den out of his immediately erupts.
shack, and he wins far too often. He might be
Stop Saint James and show him the Teddy
dealing Chems too. Ultimately, Keith provides
Bear. He blusters, but tells you he found
little information; check him out to complete
it salvaging.
Free Quest: Keith’s Caravan Charade. Some 6
of the missing folks did business with Dermot Try telling him you found the ledger in
and Saint James; some Westside [Zone 2A] Dermot’s room. Saint James’ Power Fist
scavengers. twitches into life. Fight!
Or realize that reasoning is impossible and
Note: Investigate Keith’s gambling
just kill these two sickos (8).
and drug operations
Or leave the two to walk free, and return to
Travel to Westside and speak with Captain Parker.
Saint James about the missing NCR Tell Parker the truth about Saint James and
refugees. Dermot, whether they’re dead or not. Parker
7 thanks you for clearing up this matter, takes
Scavengers…or Slavers? The Scavengers have locked their apartment
doors firmly. You can:
away your Teddy Bear, and hands out a small
reward.
50
Unlock the doors to both apartments
lockpick

Caps (150)
(with two Lockpick attempts).

Optionally kill both Saint James and Dermot


250 XP
in cold blood. That’s one (overly violent) way
to conclude the Quest.
Mosey on into Dermot’s place first (6), and
search around. Of particular interest is
3 Dermot’s Ledger. Pick it up and read the
notes on your Pip-Boy; it’s pretty damning
Head across town to evidence. Over in Saint James’ apartment,
the Westside West the place is empty, except for a Teddy Bear
Entrance [2.01] near the bed (7). The little blond girl’s
or Miguel’s Pawn favorite toy?
Shop [2.02], and
situate yourself in
this rough-and-
4 tumble part of

260
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

The Finger of Suspicion


Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Speak to Vulpes Inculta at the Fort

Caesar’s Omertas
Head to Vault 21 Gift shop Legion

Enter the room with the Omertas Inform these cretins that Martina is
50
and Martina

speech
under the Legion’s protection. The
thug backs off immediately, and the
Choose to loot the room and let [Speech 50] Convince Omertas of goon squad leaves to talk over this interaction
Kill Omerta Thugs
Martina be killed Legion connection with their boss. Speak to Martina.

Completion Stage 50 XP
Return to Vulpes at the Fort
Or, you can attack the Omerta thugs (4).
Post-Quest Be very careful that your attacks don’t
Speak with Vulpes about Captain strike Martina! Loot the corpses, then
Curtis and begin Side Quest: I Put a
Spell On You speak to Martina.
Or, you can attack everyone, and bring
down Martina too, locating her Room

Negotium II: Insolitus


Passcard in the process.

Note Access The Fort by meeting


Or, you can tell the Omerta thugs to do
and accepting Vulpes
Inculta’s invitation on The Strip [Zone 2D], at Famulatus whatever they want; you’re here to loot
the room. They make short and bloody
the end of Act I of Main Quest: Ring-a-Ding
work of Martina. You’re left with little but
Ding! Head to Cottonwood Cove [6.20] and
take the boat to this island stronghold. Martina’s Room Passcard to scavenge
from her body.

Negotium I: Servo Custodis Martina’s Room Passcard

Return to Vulpes and let him know


Martina’s safe.
3
Return to Vulpes and let him that
Martina is dead.
Speaking to Martina (5) uncovers some
interesting facts. She’s been feeding the NCR
some information, but nothing clandestine;
1 Martina just eavesdrops on the activities of
During your visit to the New Vegas families. You’re left wondering
The Fort [3.28], after why the Legion are so keen on protecting her,
exchanging pleas- especially as she hates slavers.
antries with Caesar 4 This question is answered when you return to
in his tent (1), speak Complete your Caesar’s tent and speak with Vulpes Inculta
to Vulpes Inculta, obligations to Caesar again:
a man with many (or Mr. House, or
2 disguises. But this is Tell him that Martina’s safe, and the
Yes Man) in the Omerta thugs have left, or are dead.
the uniform he wears most proudly 2). Steer Securitron Vault This buys her some time. The Quest
the conversation toward whether he has a (AKA Weather concludes.
task for you. A gambler, Martina Groesbeck Station) before you
(who has a knack for learning other people’s 5 can leave The Fort. You can optionally tell Vulpes Inculta that
secrets and passing that along to the Legion) Then travel to The Strip North Gate, and Martina sold her information to Captain
is under the watch of the Omertas (who run enter The Strip, moving past the large clubs Curtis in the NCR (if Martina is dead, you
the iniquitous Gomorrah [2D.01] on The toward Vault 21. Enter the premises (3), can read about Curtis on her terminal
Strip). You’re to intercede and keep her safe. gazing in wonder at the pristine Vault walls inside Vault 21). Vulpes isn’t the least
She’s likely to be at the Vault 21 Gift Shop and memorabilia of the Gift Shop, and then bit surprised; he knows the captain
[2D.06]. descend into the cool underground labyrinth well! Of course, you’re now responsible
of connecting corridors. Search for the Diner for keeping this NCR infiltrator’s true
toward the middle of the Vault; Martina is allegiances to yourself. This line of
Find Martina Groesbeck. questioning is one way to start Side
likely to be in a chamber to the west.
Quest: I Put a Spell on You.
Eliminate the Omerta thugs sent to You’re greeted by an Omerta Thug, who tells
you to leave while you still have legs to carry
kill Martina. Caesar’s Legion Fame Gained!
you. You can:

100 XP

261
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

The Moon Comes Over the Tower


Suggested Experience

Once you’ve made Return to Victor, and


QUEST FLOWCHART
a name for yourself enter the Casino level
Quest Start with the residents (3). Case the joint,
Get forcegreeted by Emily Ortal outside of the of The Strip (the moving up the steps
Lucky 38 easiest way to do to the VIP lounge on
this is by completing the western side of
[Barter 40] Ask for Main Quest: Ring- the two-level Casino
2 a-Ding Ding!, then 4 chamber. Close to a
compensation from
Emily. speaking to Mr. House), locate the massive refrigerator, by the counter, is a terminal; it’s
Lucky 38 sign [2D.02], and the nearby steps the only one on the Casino level you can bug
Plant the bug in the VIP (1) and then the lady in the corner, who (4). Access it and bug the network, and leave.
Lounge of the Lucky 38 introduces herself as Emily Ortal (2). She
asks about your antics, then tells you that Return to Emily Ortal on the New
some of the Followers of the Apocalypse have Vegas strip with news that the tower
Completion Stage
Return to Emily Ortal outside the Lucky 38 been interested in Mr. House’s technology; has been bugged.
specifically how he stays alive. This is where
Back at Emily, confirm you’ve bugged the
you come in. You can:
tower, and Emily responds that the bug was
Agree to begin the Quest. deactivated a few minutes after it went online.
Main Factions Or agree to begin the Quest after a There are some countermeasures in place to
40
prevent eavesdropping, but the Followers will
barter

little compensation. She agrees to


give you some medical supplies after get through eventually. Not today, however.
a successful operation. If you Bartered for them, you receive some
Followers Mr. house medical supplies, and the Quest concludes.
OTA (the strip) After either verbal confirmation, enter the
Lucky 38.
Stimpak (5)
Learning About Longevity Bug an access point to the Lucky 38’s
data network for the Followers of the
Apocalypse. Doctor’s Bag (2)

Super Stimpak (2) Med-X (2)

Today’s Physician (2)

Followers of the Apocalypse Fame


1 Gained!

3 500 XP

The White Wash


Suggested Experience

See flowchart on the following page


Colonel James Hsu soldiers going AWOL,
Main Factions (2) in his northeast break-ins, and thefts.
ground-floor office, These lead to four
and speak to him at separate investi-
length about various gations to ask about:
new ca. omertas
republic matters, including A missing soldier
the start of Side starts Free Quest:
2 Quest: I Put a Spell 4
Bounty Killers, I.
The White Stuff on You. He mentions
A second missing soldier starts this Quest.
a lost Ranger, and
that Captain Curtis The break-ins start Side Quest: I Put a
has further details for Spell On You.
this, so head across The thefts start Free Quest: Dealing with
the concourse to his Contreras.
ground floor office
3 to speak to him (3), Ask who is missing, and she lists Anders, a
Ranger. Colonel Hsu sent him on a dangerous
asking about the intelligence leaks. Curtis
assignment. Ask for more information on
suggests speaking with Lieutenant Boyd or
Anders. She suggests returning to Colonel
1 Sergeant Contreras. This is all well and good,
Hsu for further information. But there’s a
but it doesn’t start this Quest!
Camp McCarran [2.19] is the largest NCR second man, Corporal White. Ask “anyone
stronghold in the Mojave Wasteland, and But Curtis did mention Lieutenant Carrie else missing?” for her to talk about White.
the source of a number of Quests. This Boyd, who is interviewing a Legion prisoner Be sure to tell Boyd “I’ll see what I can find
one is activated a little differently. First, in the holding cell above Curtis’ office. out about Cpl. White for you,” to begin this
enter the Terminal Building (1) and locate Speak to her (4), and ask if she’s noticed Quest. Boyd lets you know White had been in
anything suspicious. Her answers include regular “contact” with a hooker named Dazzle

262
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Journey up through
QUEST FLOWCHART
Freeside, and
Speak with Colonel Hsu in Camp McCarran Terminal Building negotiate your
entrance into The
Speak with Captain Curtis in Camp McCarran Terminal Automatically starts “I Put a Spell On You” at the same Strip [Zone 2D]. Once
Building time inside, head directly
to Gomorrah (7), a
Quest Start 9 monument to adult
Speak with Lt. Boyd in Camp McCarran Terminal Building about who has gone missing pleasures. Check your weapons (all but your
hold-out ones) at the door with the Omerta
Speak with Dazzle in the Gomorrah about Corporal White
Thug, and head across the lobby, around the
side of the elevator bank to the left, through
Speak with Trent Bascom about Corporal White.
the bar and dancing stage, to the Door to
Speak with Lieutenant Romanowski about Corporal White. Courtyard. This leads to an open pool area,
complete with palm trees, and “relaxation”
Speak with Anderson about Corporal White. tents (8). Find Dazzle (9) along the left side of
these tents. Her speech tells you she’s ready
Follow Hector to one of the cisterns and catch him stealing water for a good time, but her lifeless eyes tell a
different story. You can “party” with her if you
Confront Anderson about Corporal White’s disappearance. wish, but you must ask her if she spent time
with a trooper named White. She says yes,
Perform One of the Following: but asks why. You can be pleasant or mean
in your response; Dazzle tells you White used
Let Anderson Turn Anderson to talk about the farms east of The Strip, and
Convince Anderson to give you a create an alter- Blame the in for killing a farmer named Bascom, who was having
10% cut of the co-op’s profits and a nate motive for Kill Anderson death on the White but keep
discount at the store killing Colonel Scorpions gang the secret problems with the NCR.
White about the water
Find out what Trent Bascom knows
about Corporal White.
Speak with
Etienne to
complete your [Barter 50+] Crop a Load of This
“business” ar- Ask for 20%
rangement with
Anderson.

Completion Stage
Tell Lieutenant Boyd what happened to Corporal White.

at Gomorrah Casino [2D.01]. His belongings


are up in the barracks in the concourse Corporal White’s Journal
building. That’s a good place to start. 10
Depart The Strip,
Talk to Dazzle about the missing
Corporal White. Tip Another way to begin this
Quest is to find a kid named
and head out to the
eastern Sharecropper
Hector, who’s wandering the Westside
streets with his pet Brahmin. Speak to him, Farms [2.20], fields
and he reveals there was a missing military of irrigated dirt (10).
man named White. You can now skip most Head over to Trent
of the investigative work and confront Tom Bascom (11), who is
Anderson (see below).
11 likely to be tending
to his crop of maize. You can ask about his
background, but speak to him about Corporal
Dazzling Conversation White. Apparently
White was looking
5 into a water shortage
plaguing this farm,
and Bascom hasn’t
heard back from
him. The last person
12 Bascom saw talking
to White was Lieutenant Romanowski (12).

Speak with Lieutenant Romanowski


7 about Corporal White.
6 This NCR soldier is standing guard close
Leave Boyd and head south on the upper to one of the Sharecropper structures.
mezzanine floor, toward the Camp McCarran Speak with him, and you can ask a host of
Concourse (5). Step inside, and turn left as questions, ranging from why the NCR are
the place opens up into a wide chamber. On guarding these fields, to the lack of water.
your left is a makeshift barracks. Inspect Romanowski tells you White was “solving
the first bunkbed area you see (6); open the mystery of the Great Water Shortage,”
Cpl. White’s Locker and secure his Journal. and you can tell he wasn’t buying White’s
White was investigating some odd computer conclusions. White went over to Westside
8 [Zone 2A] to talk to a Follower of the
read-outs from a water pump station. The
evidence doesn’t currently add up, so head Apocalypse called Tom Anderson.
over to find Dazzle.
263
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
This water shortage can’t be a
6 Klamath Bob’s Or agree that 10 percent is fair. Check in
Intelligence

coincidence then, you can inform Liquor Store (15) with Etienne, then return to Boyd with
Romanowski, who’s uninterested in [2A.03] or the nearby the Scorpions Gang story (A1).
your hypotheses. allotments, where Or tell him it’s less hassle just to murder
You can also ask about the Followers, a little boy named him. Kill Anderson (A3).
whether he’s heard from White, or if he Hector (16) is
hanging around with Another option is to tell Anderson that he
had anything against White. Romanowski 16 his Brahmin pal. You needs to answer for his crimes. He says he’ll
thinks White is a “glory hound.”
can ask what he does here, as well as: surrender as long as the water keeps flowing
Ask Tom Anderson about Corporal to Westside, and the NCR doesn’t know about
• Ask him if he knows anything about
White’s whereabouts. it. The excuse Anderson will use is that he
Corporal White. He stammers a response,
and White fought over a woman. You can:
sheepishly.
Confessions in Casa Madrid You can tell him he won’t get into trouble.
(A4) Agree to the deal. Anderson surrenders
and you can report back to Lieutenant
80 Boyd.
You can tell him it’s the right thing
speech

to do. Ask what’s in it for you. You can sort out a


cut of profits (A2).
Or ask if he’s sure he doesn’t know
anything. He doesn’t give out any solid Tell Anderson you won’t lie for him. This
information, meaning you need to plan a drives him to combat. Kill Anderson (A3).
small surveillance operation to catch the Tell Anderson you’re taking him out. This
kid in the act of stealing water. drives him to combat. Kill Anderson (A3).
• Or, you can watch from a safe distance,
13 and patiently follow Hector, until he Kill Anderson.
Travel to either eventually steals some water at the
the Westside West cisterns.
Entrance [2.01] Speak with Etienne to complete
or Miguel’s Pawn Follow Hector during the day and your “business” arrangement with
Shop [2.02], and find out where he’s getting his water. Anderson.
search the rubble-
In any of these cases, the evidence that
strewn block for the
14 entrance to the seedy Hector provides points to Anderson as the [Optional] Cooperation
Casa Madrid Apartments (13) [2A.01]. Pass
Marco on the door, and step inside, heading
person responsible for White’s disappearance.
Return to the Casa Madrid Apartments and from the Cooperative
confront Anderson with this new information.
around the ground floor hallway until you
bump into Anderson standing near one of the
Confront Anderson about Corporal
rooms (14). You can ask Anderson what he
does, and importantly, about Corporal White.
White’s disappearance.
Strangely, he tells you no one by that name
came around here. He seems forthcoming
and pleasant. You can:
Conclusion: Westside’s
Point your finger at Anderson as
6 Water Problem
Intelligence

the culprit to the water shortage. Back in the Casa Madrid Apartments, you
This immediately leads you to the 17
can:
“Conclusion” part of this Quest (below). If you’ve agreed to
6 Point your finger at Anderson as the
Intelligence

keep quiet for a cut


Or you can Pickpocket Anderson, culprit to the water shortage, just as
of the profits, you
sneak

and take his Confession, before.


need to locate the
and confront him with it (see
Or tell him Hector revealed everything. Westside Co-op (17)
“Conclusion,” below).
Anderson freely admits that he removed [2A.02] and sidle up
White to protect Westside’s self-reliance. It to Clayton Etienne
Anderson’s Confession 18 at the counter (18).
was a rash decision that he now regrets. But
what to do now? There are a few choices: Inform him of your new arrangement, and
Otherwise, you need to find somebody else in then request your “special” order from him.
the area who was involved in White’s disap- The first choice is to say you’d rather not turn
This is 10 percent (or 20 percent) of the
pearance. him in, but someone else might come looking
profits, and you can return every two days to
for him. Anderson gives you an alternate
claim a similar amount.
Find someone else in Westside who story: blame White’s death on the Scorpions
may have seen Corporal White. Gang. You can:
Cap (~170 every 48 hours)
(A1) Agree to this, and Westside keeps
Kidding Around getting water. And you can report back to
Lieutenant Boyd. Tell Lieutenant Boyd what happened
to Corporal White.
(A2) Agree to this for a price.
If you choose the latter option, Anderson is
agreeable to this and suggests a co-op with
you receiving 10 percent of the profits.
Tell Anderson he can keep his profits, and
you’ll go with the Scorpions Gang story
(A1).
Coax him into giving up 20 percent
50
15
barter

of the profits. Locate Etienne, then


If you didn’t get the full story from Anderson, return to Boyd with the Scorpions
you need to find more proof. Head outside
19
Gang story (A1).
into Westside, and head east, passing Mean Back at Camp McCarran, return to
Sonofabitch en route to the area close to Lieutenant Carrie Boyd, and tell her you

264
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
have an update on White. Her guess (that he NCR MP Confiscated Goods Trunk
married a hooker) is wrong. Tell her the story Key Patriot’s Cookbook
you and Anderson concocted, or that he’s
guilty, or that you killed him (Conclusions
A1, A2, A3, or A4). She’s happy the case is Boxing Times ¡La Fantoma!
over, and because you saved her a whole lot
of extra work, you’re welcome to the contents
Locksmith’s Reader 500 XP
of a confiscated goods trunk (19) over by the
prison cells across the hall. Open this now for
handy items:

There Stands the Grass


Suggested Experience

Also speak to
QUEST FLOWCHART
Angela Williams (3).
Quest Start Confirm the Quest
you’re embarking
Speak with Thomas Hildern in Camp McCarran
on, and Williams
tells you you’re not
Enter Vault 22 and fix the elevator Speak with Angela Williams the first person
3 sent to the vault.
There were a lot of mercs too. And none of
Take the stairs to the Take the elevator to the them came back. Then there’s Keely, an
Common Areas Common Areas unusual scientist…. Williams asks if Hildern
mentioned this. He didn’t. Before you finish
Go to the Overseer’s office and unlock all of chatting, Williams says she’s prepared to pay
the available areas you to make sure Keely is safe. You can agree
or decide not to help, and then ask Williams a
Take the elevator to Pest Control Find Keely in Vault 22 lot more questions.

(Optional) Find Keely, a researcher


Look for the door marked “No Access” and open it to
Meet Keely on the 2nd floor who has gone missing at Vault 22.
access the data terminal
Before you go, challenge Hildern for his lack
of information. He doesn’t think it makes any
Download the data from the terminal Purge the spore contamination by igniting the gas
difference and lets you cancel or confirm that
you’re ready for the Quest. However, you can:
Return to Keely
40 Demand double the Caps, or you’ll
speech

spout off about him. He reluctantly


Allow Keely to delete the data.
agrees.
Tell Keely you copied the data to your Pip-Boy.
In the Weeds
Completion Stage Completion Stage Quest Failed
Return to Hildern with
(Failure) Allow data
Keely dead or never Return to Hildern
deletion, then kill Keely
found.

Although Camp
Main Factions McCarran [2.19] is
the NCR’s largest
tactical presence in 4
the urban sprawl
new ca.
republic of New Vegas, some
noncombatants work
2 within the high walls
Organically Grown of the sprawling compound. Head into the
Terminal Building (1), and reach the chamber
behind the escalators in the southeast
corner of the ground floor. This is where
Doctor Thomas Hidern (2) and his assistant
Angela Williams (3) both work for the NCR 5
OSI. Speak to Hildern, and ask about the
Vault 22 is northwest of your current
Office of Science and Industry; and receive a
position, in the mountain foothills. As you
wealth of information from the director. Steer
arrive (4), the place is covered in thick, lush
the conversation to a job offer, and Hildern
grass, and home to a group of Giant Mantis
1 mentions some research data that the doctor
insects. Avoid or slay them, and open the
requires downloading from Vault 22 [1.09].
Vault Door to Vault 22. Enter the Entrance
Agree to this employment opportunity.
Hall and descend the steps to the junction
Enter Vault 22 and download the with the elevator in front (east) of you. You
research data found there. can:

265
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Inspect the elevator, which isn’t
50 Who needs Keely
repair

working until you tinker with a anyway? First,


nearby panel. At this point, all the locate the door by a
vault levels are accessible. Quest-related small corridor plant
actions are performed down on the Fourth blockade with “No
level—Common Area. Descend there. Access” written on
Or leave the elevator, and descend through it (8). This leads to
9 the data you need.
Oxygen Production, Food Production, and
finally to the Common Areas. Access the Terminal (9), and Download
Research Data. You can now leave Vault 12
Along the way, you can optionally inspect
22 and head back to Hildern; see the
nearby chambers, accessing terminals to Follow Keely, and take the elevator (which
“Conclusion” portion of this Quest. Or, you
discover just what bizarre experiments were she fixes if you haven’t yet), and look for her
can search for Keely, with or without this
being performed here. Soon enough, you marker on your Local Map; she heads into a
data.
encounter them yourself, such as Giant lab area with UV lighting (12). Speak to Keely
Mantises, Spore Plants, and Spore Carrier and she asks if you’re ready to begin. You can
Savages (5).
Caution Stop! If you plan to
take Veronica down
refuse, agree, or remind her of the payment.
The last two options get Keely talking: She
here as part of Side Quest: I Could explains that the vault is filled with toxic
Make You Care, you need to reach this point spores, and you need to get rid of them. Keely
in the Quest with her, as she needs the data
has pumped the place full of flammable gas
as well (although you can choose another
to counteract the spores. The only problem is
option with Veronica and visit a different
that the gas must be ignited close to the leak.
location, if you wish).
This sounds dangerous.

Return to Dr. Hildern at Camp Find the vents Keely is pumping gas
McCarran with the research data. through and somehow ignite the gas.
6

Option #2: Keely’s Caution Keely seems to be


a firm friend, but
Revenge she’s very focused in her task. She
locks the vault, which means you cannot
leave until you’ve either helped ignite the gas
or you kill her.

7
Once in the Common Areas level, make sure
you visit the Overseer’s Office (6), and Activate
the Terminal on the desk. You need to:
Unlock Crew Quarters.
10
First, locate the door
Unlock Data Backup.
by a small corridor
Unlock Cavern Access. plant blockade
13
This opens the rest of the vault so you with “No Access”
Battle back down to Pest Control on the fifth
can cover all areas. Now take the elevator written on it—this
floor, and search out the escaping gas (13),
to the Pest Control (fifth level). Carefully leads to the data
coming from a vent close to the “No Access”
work through the overgrown flora and Hildern needs. Then
11 look west along the door, at the end of the long corridor near the
fauna, cutting down (or Sneaking past) the cultivation room and cavern tunnel entrance.
carnivorous foliage (7). At this point, your adjacent corridor for a locked door you just
To ignite the gas without suffering horrific
paths split, as you have a second, and optional passed.
damage, lob Dynamite or a Grenade and step
way to complete this Quest and to locate Pry open the door, and enter a culti-
75 into the cultivation room so you’re not struck
lockpick

Keely. Or you can continue with Hildern’s vating chamber with a large hole in by the rolling blast. Or you can lay down
original plan without searching for her. the northern wall. Shoot anything C-4 Explosives, step to a safe distance, and
green and mean, and enter the rocky detonate. Or lob in a Grenade through the
tunnel leading to a sprawling cave system
Tip Ifconsult
you’re hopelessly lost,
the complete maps with a giant cavern in the middle, filled
with carnivorous plant life (10). After some
door then close the door so the explosion is
contained.
of Vault 22 in the Tour Chapter of this
guide. judicious pruning, sprint to the northwest Return to Keely and let her know the
edge of this huge cavern, to a small dead-end spores have been purged.
tunnel, where Keely (11) is waiting to be
Option #1: Data Dash rescued. Back at the lab, inform Keely of your spore-
searing success, and she’s pleased, as well
Speak with her, and she tells you the plants
in the vault have gotten completely out of as being ready to complete the final part of
control, but she’s got a plan to deal with her mission, which you should have already
them. You can accept, refuse, or ask for figured out is diametrically opposed to Doctor
payment. Keely tells you to meet her back on Hildern’s. She wants the “research that led to
the second level (Oxygen Production). these abominations” erased. You can:
• Allow her to delete the files.
Meet Keely at her base of operations
• Yell at her to stop and not delete the files.
on the second level. She’s startled, and asks you why. You
8 can:
Tell her Dr. Hidern specifically sent you to
find them.

266
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Change your mind, and let her delete the
files. Conclusions: Cap-itulation Caps (600)
50 Or tell her that in the right hands,
Back at Dr. Hildern’s office in Camp
• You can tell the doctor the data isn’t
speech

the files could do a lot of good. At McCarran, you have a variety of ways to end
this point, you can leave with, or available. He may go all red-faced and
this Quest. You can:
without the data. twitchy, but there’s little he can do about
• Speak to the doctor, and hand him the it. But you’ll get no reward from him.
• If you already downloaded the data from
data you brought back from Vault 22.
the terminal, you can inform Keely that • Speak to Angela Williams about saving
He decodes it, and is thrilled with the
the data is copied onto your Pip-Boy. Keely, who awards you for keeping her
result. You receive payment accordingly
Keely isn’t happy, but she can’t do friend safe.
(regardless of your Bartering at the
anything about it, unless you wipe it
beginning of this Quest). Caps (800)
yourself.

Return to Camp McCarran and tell Caps (1,200)


1,000 XP (Hildern receives data,
Dr. Williams that Keely is safe. Keely isn’t found)
You can shake Hildern down for more
Return to Dr. Hildern at Camp Caps, too.
1,200 XP (Keely is found, data is
McCarran with the research data. 50 50 And even more Caps if deleted)
barter

speech

you succeed in a Barter or


Speech check, and tell him 1,500 XP (Keely is found, Hildern

Caution Killing Keely


is just bad
he cut an under-the-table deal with you, and
without the knowledge of the NCR.
receives data)

Karma, although you do pick up a few 400 XP (Keely is killed, data is


Frag Grenades and Keely’s Password to her deleted)
terminal. Finish the Quest by taking the data
to Doctor Hildern. If Keely deleted the data
and you kill her, the Quest fails.

Three-Card Bounty
Suggested Experience

The NCR pays good


QUEST FLOWCHART
Caps to Wanderers
Quest Start with the necessary
Speak with Major Dhatri at Camp McCarran. combat skills to
remove certain
Can Be Completed in Any Order troublesome foes.
Check in at Camp
2 McCarran (1) [2.19],
Killing Violet Killing Driver Nephi Killing Cook-cook
and visit Major Dhatri (2), who’s usually
Get the order to kill Violet. Get the order to kill Driver Nephi. Get the order to kill Cook-cook. somewhere in the parking lot camp, or
outside the doors to the Terminal Building.
Return to Enlist the help of Leutenant Goro- Ask Little Buster about Cook-cook. He’s been having real problems with three
Return to Ma-
Major Dhatri bets and his First Recon Snipers. Fiends nearby. He wants them dead, and
jor Dhatri with
with news of Kill Queenie (frenzying Cook- he doesn’t care how it’s done. But he warns
Violet’s head
Violet’s death cook).
and collect the Return to Return to Ma- you: you’re in for one hell of a fight. Also, no
(damaged
bounty. Major Dhatri jor Dhatri with headshots. The head needs to be recognizable
head).
with Driver news of Driver Return to Return to to Dhatri’s superiors. You’re taking the head
Nephi’s head Nephi’s death Major Dhatri Major Dhatri
and collect the (damaged back to him, by the way. Don’t get careless!
with Cook- with news of
bounty. head). cook’s head Cook-cook’s
and collect the death (dam- Kill Violet and acquire her head—
bounty. aged head). preferably intact.
Kill Driver Nephi and acquire his
Completion Stage Quest Failed
head—preferably intact.
Player has killed all marks without damaging 1-3 of the Player was unable to kill enemies without damaging
heads. the heads.
Kill Cook-Cook and acquire his
head— preferably intact.

Main Factions Just a Head’s Up Major Dhatri has bounties available.


Speak to him about receiving a
mission or turning in a bounty.

Tip You
new ca. fiends
republic can select any of the
three Fiends Dhatri has
bounties on, and kill them in any
order. However, you do this one at a time.
Find takedown information and each Fiends’
Reputation detailed below:
1

267
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Fiendish Takedown Tactics WANTED: Violet

7
The optional plan
3 5 has you staying in
the NCR Camp that’s
sprung up around
the terminal building
(7) and locating
Lieutenant Gorobets
8 (8) sitting with
Sergeant Bitter-Root in the nearby mess tent.
Tell Gorobets you require his help, and he
instantly agrees; they’ve been after Nephi for
a while and there’s a debt to settle.
4 6
Fiends are less than cunning but “We know less about her than the other two.
unflinchingly aggressive. You’ll need to Just watch out for the dogs. She raises them
prepare for the battles ahead. Be mindful of herself. Might as well be their mother—they
the following before attacking the concen- never leave her side.” Travel to Poseidon Gas
trations of Fiends southwest of New Vegas: Station [1.17], just north of the Violet and
Long-range sniping is an excellent Violetta Trailer Compound (5) [1.S22] where
Violet (6) makes her home. Mooch around
guns

way to whittle down the ranks of the


Fiends. behind the trailers, using them as cover,
and destroy all the Dogs. One of these Fiend
V.A.T.S. is particularly useful in these type 9
Guard Dogs is called Violetta, and she has
of battles (3), as you can ensure that
a very special brain. Consult Side Quest: With the First Recon
no stray shots hit the bounty target’s
Nothin’ But a Hound Dog before killing her. Unit of snipers with
head. Fire from cover, ideally at the legs
of incoming enemies to cripple them, This is a valuable perk during you (or not; it’s an
animal friend

slowing them down considerably. the assault on Violet’s Trailer optional but recom-
Compound; her Guard Dogs won’t mended plan), you
Fighting at closer quarters can investigate the
unarmed

attack you, allowing you to defeat her much


MElee

presents more of a challenge ruins (9) close to


because you’re out in the more easily and directly. 10 Vault 3 [2.24] where
open. Dart around corners and use the Take down Violet with any violent action Driver Nephi and his cohorts hang out. Move
numerous ruined buildings as cover. You except for a headshot. Don’t forget to collect there with the snipers, rather than Fast
might wish to draw the enemy into a trap the head! Traveling, so you all arrive together, and
you’ve created, such as a cluster of primed attempt one of the following plans:
Mines. Violet’s Head Run into the mass of Fiends and begin to
Bring along a Follower who can draw the
slaughter them without a care.
enemy’s fire, either by sniping, watching your
Return to Major Dhatri with Violet’s Use the cover and the various buildings,
back, or charging in while you provide the
cover. But be wary of Followers (especially
head and collect the bounty. railroad tracks, burned-out vehicles, and
Boone) aiming at the heads of the Fiends Speak to Major Dhatri, and hand over the other scenery as cover, and plug away at
you wish to defeat, which quickly ruins the head. He’s pleased with the results of your the foes, letting them come to you.
greater rewards. Leave these sharpshooters hunt. Take your reward, and choose any Or coax the Fiends back to where the First
behind if they become too adept! remaining bounties. Recon snipers are, and let them help you
You can’t aim at the head of the specific in the takedowns.
Fiend you’re tracking, but you can decapitate Caps (50) (damaged head)
You must dispatch at least a dozen Fiends
the others (4)! Just check the name before before you face down Driver Nephi (10).
you fire. Make sure you’re back-pedaling (or shooting
Caps (250) (intact head)
the weapon out of his hands) or you’ll face

Caution Beware! Violet,


Driver Nephi, and NCR Fame Gained!
a devastating attack from his Unique Melee
Weapon. Once he’s defeated, remove the head
Cook-Cook are extremely competent at and the driver.
spotting intruders, and will detect anyone
Sneaking up to them, even with 100 Sneak
skill, and with a Stealth Boy active.
WANTED: Driver Nephi Driver Nephi’s Head

(Optional) Enlist the help of Lieutenant


Gorobets and his First Recon snipers to Nephi’s Golf Driver
take down Driver Nephi.
Caution Watch out! Complete
this Quest before
Return to Major Dhatri with Driver
you obtain the Bloody Mess perk (or
save your game before each fight); if the shot
Nephi’s head and collect the bounty.
that takes the Fiend down explodes them,
the heads become damaged even if you
aimed elsewhere.

268
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Speak to Major Dhatri, and hand over Return to Major Dhatri with Cook-
(Optional) Kill Cook-Cook’s favorite
the head. He’s satisfied with the evidence
Brahmin, Queenie, to cause him to go Cook’s head and collect the bounty.
presented and can order the snipers down
to Camp Forlorn Hope [6.02] now. Take your
berserk and attack friends and foes
alike. Back with Major Dhatri, return the
reward, and choose any remaining bounties. head for a sizable reward (assuming it’s
recognizable). Then select the remaining
Caps (50) (damaged head)
bounties, if this isn’t your last.

Caps (250) (intact head) Caps (50) (damaged head)

NCR Fame Gained! Caps (250) (intact head)

WANTED: Cook-Cook 13 NCR Fame Gained!


Cook-Cook holds
(Optional) Speak with Little Buster Once you’ve turned in all three heads, Major
the ground close
about Cook-Cook. to the South Vegas Dhatri rewards you with additional Caps and
Ruins West Entrance a verbal pat on the back.
[2.23], although the
Poseidon Gas Station Caps (500)
is nearby, too. When
14 you reach Cook-
500 XP
Cook’s camp, try one of the following:
Your usual takedown tactics, against a
half-dozen or more tough, well-armed

11
Fiends and their leader. Distant
takedowns diminish the threat of being
Caution Ifmangle
you manage to
every single
head, then precision warfare may not
This gem of a human cook-cooked alive.
be your strongest suit. As long as one of the
being was almost Or, you can Sneak (or dash) into heads is returned, the Quest completes. If
sneak

killed by an NCR camp, or snipe from a distance, and all three look like mushed offal, there’s less
recruit named Buster aim at the Brahmin named Queenie of an XP reward, but the Quest can still be
(at least, according (13). Once she’s been turned to mince, completed. Once this Quest concludes, the
to Buster). Buster is Cook-Cook becomes inconsolable, stooping First Recon snipers eventually move to Camp
close to one of the to look at the remains of his beloved animal. Forlorn Hope if they survive the attack on
12 shacks near some After which, you can finish the freak off (14). Driver Nephi.
parked trucks (11) taking his frustrations out
on a Super Mutant dummy. Speak with Buster Cook-Cook’s Head
(12), and you’ll find out that Cook-Cook
keeps a herd of Brahmin to roast whenever
he’s peckish, but he’s grown attached to Incinerator
one of them. Put a bullet into that hide, and
Cook-Cook might get careless with rage.

Unfriendly Persuasion
Suggested Experience

QUEST FLOWCHART
Stopping the Mutie-baiting
Quest Start
Speak with Marcus after having entered Jacobstown Lodge Mercenaries
Locate the Merc Leader and speak
with him

[NCR Rep Idol-


[Speech 65]
ized] Convince Ask about
Wipeout the Convince the
the mercs to buying off the
Mercs mercs to never
never come Mercs
come back
back

Speak with {Lie} Obtain 1


Speak with
Marcus to ob- 3000 caps from The snowy north-
Marcus
tain 2500 caps Marcus
western mountains
are home to the
Completion Stage Super Mutant
Speak with Marcus settlement of
Jacobstown (1)
[1.10], where
Main Factions 2 Nightkin, friendly
first-generation Super Mutants, and a strange
Super Mutant named Lily live in a strange,
otherworldly alliance. Head there without
new ca. Super any murderous thoughts on your mind,
republic Mutant

269
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
and locate one of the Super Mutants named Ask him some general questions, including
Marcus (2). He welcomes you to town, but finding out who’s paying him.
the next time you meet, he presents you with
Let Norton know just who he’s
new ca.
a problem. It seems NCR mercs are harassing republic
speaking to, and your association
the town, and have shown up again, just
with the NCR. Norton agrees to leave.
past the perimeter. Marcus isn’t sure who
these intruders are aligned with, and violence 65 Threaten to deal with them, as well

speech
will just cause the NCR to roll over their as the Mutants. Norton agrees to
settlement. Marcus wants you to talk to them leave.
and get them to leave through persuasion Figure that since they’re mercenaries, 5
or payment, with killing only as a very last Caps should make them go away. Norton
new ca.
Matters can take a turn
resort. Agree to the task. replies that the group who hired his republic for the violent (5), but
squad still owes him half the payment: only if you’re particularly careless with your
Speak with the leader of the merce- the princely sum of 2,500 Caps. Pay up, verbiage, or discharge a weapon in one of
and they’ll leave. The Quest updates. You
naries harassing Jacobstown. the mercenary’s extremities. If a fight breaks
can: out, Marcus and a Super Mutant compadre
Come to a peaceful arrangement with help bludgeon the humans. Judging by the
the mercenaries. Return to Marcus. Reputation you’re losing, you’re pretty sure
you know who sent Norton and his gang
(Optional) Wipe the mercenaries out. (Optional) Ask Marcus for money to now…. Loot Norton’s corpse for the following
pay off the mercenaries. two rare items:

• Pay Norton his piffling 2,500 from your NCR Infamy Gained!
own coffers, and let him be on his way.
• Or return to Marcus, and when he asks
what’s on your mind, tell him: Mercenary Note
You need 2,500 Caps to pay the merce-
naries. He grudgingly hands over the Sunset Sarsaparilla Star Bottle
funds. Cap

Take a little off the top, and request Now return to Marcus to complete the Quest.
3 3,000 Caps. This will wipe out the The NCR, or anybody else looking for an
Travel east a few town’s treasury. But Marcus gives you the excuse to attack Jacobstown, won’t get it
hundred feet out of funds. from these reasonable Super Mutants.
Jacobstown on the Any of these options allows a peaceful This isn’t the case if you massacred Norton
remains of the road arrangement with the mercenaries to be and his team. Marcus is philosophical about
(3), and you’ll spot a reached. the outcome though; at least the town coffers
group of well-armed are full (unless you asked for the funds, and
humans (two on the then executed Norton’s team), and Marcus
4 rocks to the left, two has time to build up the town defenses.
on the right, and the leader on the road).
Speak to their leader, a man named Norton 250 XP
(4). His business is with the “muties,” not
you. You can:

Volare!
Suggested Experience

Main Quest
Intersection

See flowchart on the following page

Main Factions Investigate at the behest of Mr.


Mr. House
Become Idolized with the
Boomers
House, during Main Quest: The Boomers. This is achieved quickly
House Always Wins, II. by completing tasks within this Quest,
Investigate on behalf of NCR as well as three additional linked Quests
new ca.
Boomers crimson
republic
Ambassador Crocker, during Main associated with this Faction (which are
caravan tagged throughout the guide). You can
Quest: Things That Go Boom.
gain reputation with Free Quests but it
Before You Begin…
Investigate as an emissary of
Caesar’s
Legion
takes longer.
Caesar, during Main Quest:
Nellis Air Force Base [3.01] is an abandoned Render Unto Caesar. Complete Side Quest: Ant Misbehavin’.
and sprawling compound now home to a Or investigate after allying with Complete Side Quest: Sunshine Boogie.
independent
Faction called the Boomers. Known for their Yes Man, during Main Quest: Complete Side Quest: Young Hearts.
extremely potent howitzer defenses, they are Wild Card: Side Bets.
initially extremely aggressive to visitors, but It would be wise to check these Quests first, These three Quests are all parts of Side
they calm down and can become staunch because some Faction commanders don’t Quest: Volare!
allies once you prove your worth. Before you mind if you ally with, destroy, or ignore the You can also complete the following Free
begin, learn the numerous ways you can Boomers. Quests for more Reputation:
approach this Quest:
The Boomer Quests are interrelated. First, Free Quest: Malleable Mini Boomer Minds
There are no prerequisites to begin this speak with Mother Pearl to begin Side Quest: and Bear Necessities
Quest; it can be started at any time. However, Volare! (this Quest). To complete the first Free Quest: Iron and Stealing
the Factions you may be working with during part of this “overview” Side Quest, you must
the Main Quest all want to ensure Boomer achieve the following: Free Quest: Missing a Few Missiles
support (or annihilation) for an incoming and
ultimate battle. To this end, you can:
Investigate before you’re embroiled in any
Main Quest politicking.

270
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

QUEST FLOWCHART
Tip This note gives you all the
necessary knowledge to
Quest Start minimize damage you’ll take as the
Speak to Mother Pearl at Nellis Air Force Base. Boomers bombard you up ahead. This guide
reveals all, so obviously you don’t need to
Raise Boomer Reputation to Idolized. pay George (but he does stick around, giving
you the full 600 Caps if that was the wager).
Complete in any Order for Boomer Rep Here are the highlights:
Move from building to building up the
Listen to Boomer Complete Ant’s northwest side of town toward the front
Help with the Injured Repair Solar Arrays Help Jack’s Love
History Quest gate.
Stick to the high cover in the northeast
Speak to Pete and
Speak to Argyle Speak to Loyal about corner of the two buildings.
listen to story about See Side Quest: Ant See Side Quest:
about treating repairing the Solar
Mural. Do not inter- Misbehavin’ Young Hearts Then make a bee-line for the gate.
patients Arrays
rupt while he talks
The Boomers won’t shoot their own people,
so stick to the fence until you reach the
Use Use gate.
[Speech [Medi-
30] to cine 60] Head over to the An old tunnel enters the area from the
[Optional] Further in-
con- to con- Solar Array Station south, but no one has returned to say
quire about Boomer
vince vince and [Repair 40] the
history. it’s safe.
that you that you broken Arrays
can treat can treat
patients patients
Pearl of Wisdom
Treat all three pa- Return to Loyal to
tients [Medicine 60] confirm Repairs

Return to Mother Pearl.

Speak with Loyal.


Speak with Jack to get a
rebreather.
Return to Jack with a
pressure cooker. 3
[Science 45] Convince
The optimal path
Jack you don’t need a
pressure cooker. to the Boomer’s
perimeter gate (3) is
Head to Lake Mead and locate the Bomber.
to follow the first part
of the instructions
Attach the deployable ballasts to the Bomber. to the letter; run
(without your weapon
Return to the bank of the lake and activate the trigger.
4 drawn so you move
faster) up the road, and keep left as the path
Return to Loyal at Nellis. widens to reveal a number of ruined houses.
Head for the end of the home that’s most
Completion Stage intact, between the rocky outcrop shield to
Return to Mother Pearl at Nellis and speak with her. your left, and the ruins on your right. Dive
into the house, and then sprint down to the
fence, where the Boomers stop firing. Then
Highway to the 30 Threaten a kicking. George talks
edge along the fence to the front gate, where
speech

you out of it, but doesn’t give up his


Danger Zone instructions. you’re greeted by a guard (4). After a tense
talk, he tells you Raquel will arrive to deal
• Or, keep talking until he offers a wager: with you.
pay him 300 Caps, and he’ll give you

Tip Or,
instructions on how to safely reach the you can simply run along
Boomer base. And if you make it back, the rock wall to the left when
he’ll pay you double! You can: you reach the top of the road; you
might be struck by the outer splash damage
Convince him to make the wager once or twice, but you won’t take a direct hit.
CAPS
200 Caps.

Pay George 300 Caps.

To reach the
1 CAPS

• Or ignore George entirely, and head into


Caution Leave any
Companions at
George’s location. If you don’t, they
Boomers, trudge the danger zone. suffer horrible damage from the howitzers
northeast toward the (and usually die in Hardcore mode). Return
If you shook George down or made the bet, he
Fields’ Shack [3.04]. for them once you have free access to Nellis.
hands you a note, but tells you it’s all in the
Up ahead is a road
timing as you move from building to building.
over a rise (1), and a
man named George
2 (2) who forces you to Nellis Artillery Timing Details
stop. He warns you to slow down, or you’ll get
blown up like the rest of the scavenging idiots
heading into Boomer territory. George offers
information, for a price. You can:

271
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

A. and B. Raquel’s Task: D. and E. Jack’s Tasks: Iron and


Note AtcantheheadFields’ Shack, you
to the right,
Missing a Few Missiles and Ant Stealing, and Young Hearts
ignoring the road, and locate a
Misbehavin’.
lockpick

railroad track. Follow that as the Free Quest: Iron and


track sweeps around, and ends Stealing: Both Loyal
in an open area (where you must run to and Jack are usually
avoid howitzer bombardment), and a train inside the first giant
tunnel. The entrance door is firmly locked hangar northeast
[VERY HARD]. If you somehow manage of Pearl’s barracks.
to open this door, the tunnel is filled with Head inside and ask
Ghouls, and the opposite exit [VERY HARD] 10 Jack (10) he has any
leads away from the Boomers’ base. If you’re work, and he tells you he’ll pay you Caps if
approaching from the south, you can head you bring him with quantities of Scrap Metal.
through the tunnel, and spend some tense Naturally, these should be gathered off-base!
moments running along the remains of the 7 You receive Boomer Fame for any you bring
track to a secondary base gate, which is Speak to Raquel, who is either in the back, as well as 10 Caps per Scrap Metal.
unmanned and sealed tight. Edge along the barracks, patrolling the outside of the large
fence to the gate from this point.
hangars (7), or standing on her reinforced Note: Nellis Scrap Metal
spotter platform across from the main gate.
Raquel (5), the
Tell her Mother Pearl mentioned she had a
master-at-arms for
“bug problem.” She explains that the base’s Boomers Fame Gained!
the Nellis homeland,
generator room is overrun with Giant Ants.
appears and informs Jack also has a rather personal matter, but
This begins Side Quest: Ant Misbehavin’.
you that Mother Pearl he’s reluctant to share it with you. Press
Consult that Quest in this guide for further
wishes to speak with him on this subject, and Side Quest: Young
information.
you. You can ask Hearts begins. Consult that Quest in this
5 who she or Mother Free Quest: Missing a Few Missiles: Ask
her for other work once this Quest is over, guide for further information.
Pearl is before being
and she tells you she’ll dispense Caps if you
escorted into the
base. You appear return with quantities of Missiles for her. F. Pete’s Task: For Pete’s Sake
inside the Nellis Air Naturally, these should be gathered off-base!
Force Base barracks You receive Boomer Fame for any you bring
where Mother Pearl back, as well as 10 Caps per Missile.
(6) greets you with
6 a friendly smile. Note: Nellis Missile Metal
You can speak with her at length about
the Boomers, the area, history, and other
Boomers Fame Gained!
Factions. But you should ask whether you
might assist her. Mother Pearl answers
vaguely. You can: C. Loyal’s Task: 11
Ask how you both can trust each
20
Sunshine Boogie
speech

other if they keep secrets. Pearl


answers it’s because they haven’t let
an outsider into their homeland for decades.
Or you can get on with contacting the
other members of her tribe that require
assistance. You have free rein of the
base, but any hostilities will be met with
lethal force. Side Quest: Volare! begins.
Complete the following tasks (some of 12
which are their own Quests) in any order To learn the
to become Idolized with the Boomers. 8 (unabridged) history
You can also begin a terrifying Both Loyal and Jack of the Boomers, head
are usually inside over to the trio of
guns

bloodbath, killing all the Boomers if


it’s in your interest, or that of your the first gian t hangar curved corrugated
Faction patron. Expect a hard-fought and (part of the Nellis sheds to the
difficult battle. Hangars [3.02]) northwest, and enter
northeast of Pearl’s 13 the Nellis Boomer
Boomers Infamy Gained! barracks. Head inside Museum (11). Inside, standing proudly near a
9 (8), and speak to large mural, is Pete (13), who knows you’ll be
Loyal (9). You can: eager to hear the story of the Boomers. He’s
Help the Boomers around Nellis. Ask him about some kind of weapon to recently taken over from Don, who’s dead.
fight Giant Ants, if Side Quest: Ant Say that you’d “like to know all about your
Misbehavin’ is under way. people,” and tell him you can spare the time.

Note Tasks are available from


Raquel, Doc Argyll, Loyal, Or tell him you’re here to make yourself
Pete gets up, and proceeds to regale you with
a thrilling history of the tribe. Gaze at the
Jack, and Pete. Find them at any time, and useful. He replies that the generator
mural (12), and don’t interrupt Pete at any
in any order. You can start multiple Quests building has a number of solar arrays on
time or skip anything he’s saying! Otherwise,
at once. Also note you don’t have to complete the roof, and they need repairing. This
you’ll have to hear it all again! Keep listening
all the tasks to become Idolized. begins Side Quest: Sunshine Boogie.
until you gain some Fame.
Consult that Quest in this guide for
further information.
Boomers Fame Gained!

272
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
If you’re a history buff (or glutton for
punishment), you can ask Pete some
Note Aworkshop
cabinet in the adjacent
contains a
Arise, Oh Lady of the Lake
additional questions afterward.
howitzer firing mechanism. This is critical to
• Ask why his ancestors left the safety of
Lucius of the Legion. Consult Side Quest: I
the vault. Any other response is fine,
Hear You Knocking for more information.
but a reasoned utterance (granting you
further Fame) is called for.
40
G. Argyll’s Task: Medical Antics
explosives

Mention that any detonation with a


yield of less than half a ton is boring.

Boomers Fame Gained! 16


When you’ve done enough to earn the
• Tell Pete you were surprised Nellis was Boomers’ trust, return to Mother Pearl, who
empty when the Boomers found it. Then is pleased with your progress. Although she
go for the following, Fame-related check: won’t commit troops to a forthcoming battle,
she does believe the time has come for you to
35 Surmise that the Boomers brought
14 show your value in full. You’re to find Loyal.
science

Geiger counters to ensure the base


was safe. In the southwest Speak to Loyal about the Boomer’s
corner are two curved
plan to raise the bomber from the
Boomers Fame Gained! corrugated sheds
bottom of Lake Mead.
(14), one of which is
• Ask how the Boomers survive, if they are the medical station, Find Loyal in his usual haunt: the hangar
cut off from the world. Then mention the housing Argyll and interior (16). He says it’s time to tell you
following Fame-related comment: his patients. You about the Lady in the Water, a Crashed B-29
15 can ask for medical Bomber [3.26] that lies at the bottom of
Hypothesize that they must cultivate treatment or supplies yourself, but you’re Lake Mead. The plan is to attach ballast to
survival

soy or legumes and grains too. really here to make yourself useful. Argyll the plane, lifting it up to the surface using a
(15) has three gravely injured patients. He Detonator (which you’re handed). If you ask
asks if you have medical training: about getting to the bottom of Lake Mead
Boomers Fame Gained! without drowning, he suggests you speak
40
medicine

Reply that you do. with Jack (who’s likely to also be in the
Hypothesizing that they must feast
hangar).
survival

on human flesh results in a failed


response, and no Fame reward. 35
Reply that you do, whether you do Deployable Ballast (2)
speech

• Ask what the howitzers are doing at an or not.


Air Force base. Pete replies they were
dragged here. You should respond with: Now look at each Injured Boomer: Detonator
40 Awe; the howitzer battery is a 40
Patient #1 has a serious infection.
medicine
speech

monument to the grit and resolve of You can: Attach the ballast from Loyal to the
the Boomers. B-29 at the bottom of Lake Mead.
Leave him alone.
Boomers Fame Gained! Treat him using your Medicine skill. (Optional) Talk to Jack about getting
a rebreather to swim to the bottom of
• Ask how Nellis has taught the Boomers to Lake Mead.
Boomers Fame Gained!
fly. Pete replies that after restoring power,
they learned that some elaborate chairs Speak with Jack, and say Loyal mentioned
50 he could help you breathe under water. Jack
they’d been sleeping in were actually VR Patient #2 has a very bad leg injury.
medicine

machines. But Pete can’t allow you to use You can: agrees, but says he needs some parts from a
them. Reply: pressure cooker to create a hermetic seal for
Leave him alone. the rebreather.
55
“Oh, to slip the surly bonds of Earth Treat him using your Medicine skill.
speech

and dance amid the soaring birds!”


(Optional) Jack needs some parts
from a pressure cooker to finish his
Boomers Fame Gained!
rebreather.
Boomers Fame Gained!
60 Patient #3 has swelling around You can:
medicine

• Finally, ask how Pete learned where to his face and neck, and difficulty Leave the base, and return with a pressure
find an old bomber. Apparently Loyal breathing. You can: cooker salvaged on your travels.
found a magazine with the information in Leave him alone. Note that corn silk, a rubber hose,
45
science

it; the bomber crashed into Lake Mead on Treat him using your Medicine skill. and removable adhesive would work,
July 21, 1948; more than 300 years ago! too. He agrees, and completes the
Reply: Boomers Fame Gained! rebreather using your idea, and hands it over.
40 That attaching ballasts to the plane
repair

would allow it to be hauled here for Rebreather


repairs. Return to Pearl.
Or you can ignore this, and hold your
Boomers Fame Gained! breath when you begin to dive.

The history lesson is over. You can now


continue the tasks. There’s also a Snow Globe
in here, so make sure you snap it up.

Snow Globe Nellis AFB

273
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

The Plane Truth: Return to the shore near the tow


winch and use Loyal’s detonator to
Loyal is going to start recovering the
B-29, let Pearl know your job is done.
Boomers Allied float the B-29 to the surface. Pearl is in her barracks, or wandering the
base. Let her know the B-29 is on the way,
and she’s thrilled, calling this news “a
miracle.” You’re now considered a trusted
friend. At this point, you can ask if they’ll
assist in the upcoming battle at Hoover Dam.
Mother Pearl agrees that she’d be happy
to lend her support to you, and whatever
benefactor you’re currently scheming with.
The Quest ends with you receiving some
Unique gifts as an honorary Boomer. Consult
17 19
Act III of the Main Quest for the other, more
Swim back to the concrete pier (19) on the
bombardment-based gifts they bring.
Callville Bay shoreline, and listen for Loyal’s
Detonator to begin to beep as you near a
Boomers Fame Gained!
large harpoon winch. When you hear the
beeping, produce the Detonator (it is in your
Weapons inventory) and activate it. The B-29 Boomers Flightsuit
rises to the surface, amazingly intact!

The B-29 is up from the bottom of the Boomers Helmet


18 lake, return to Loyal to let him know.
Leave the Boomers’ base, and travel to Lake Head back to the hangar at Nellis Air Force
400 XP
Mead. Callville Bay [3.18] is the closest Base, and tell Loyal that the operation was a
shoreline to the B-29 bomber, so head there, success. He’s thrilled and tells you to meet up
watching for Cazadors to kill. Leap from the with Mother Pearl again. You can optionally
jetty into the water, and from Callville Bay ask how he’s going to get the plane back here,
harbor (17), swim south on the surface of and he tells you that his robots are going to
Lake Mead, peering down until you spot the handle it. You can bid him farewell, or:
wreckage of the plane (18). Dive down, and Mention that others will be looking
7
Intelligence

attach both the ballasts, one under each for this plane, and that diversionary
wing. If you aren’t wearing the rebreather, tactics are likely to be used to draw
surface as soon as you run out of oxygen to enemy attention away from this find. Loyal
minimize health loss. concurs.

Wang Dang Atomic Tango


Suggested Experience

QUEST FLOWCHART

Quest Start
Talk to James Garret at Atomic Wrangler

Ask about the caps. Ask about work.

[BARTER 40] Ask for double. [SPEECH 40] Ask for double.

Agree to find three escorts.

These Three Subquests Can Be Completed in Any Order

Find Beatrix Russel. Find Santiago or Old Ben. Find Cerulean Robotics unaided. Ask Ralph about sexbots.

Ask him to work for the Garrets. Take holotape to Cerulean Robotics.

Ask her to work Report back to James. Find FISTO.


for the Garrets.

[BARTER 35] [SPEECH 35] [SPEECH 50] [SCIENCE 50] [SPEECH 35] [BARTER 35]
Pay Ralph 150 to
Convince her Convince her Convince Ralph Program it Convince Ralph Convince Ralph
program it.
to join. to join. to do it for free. yourself. to do it for 100. to do it for 100.

Report back to James. Report back to James.

[SPEECH 40] [BARTER 40]


Accept pay-
Convince James Convince James
ment.
to pay double. to pay double.

Completion Stage
Report to James after finding all three.

274
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
are forgiven. This is an easier option than
Main Factions Escort 1 (Option A): Old Ben, but means you can’t shake Santiago
The Suave-Talking Old Ben down for his debt, because he’ll now be using
other methods.

atomic
wrangler
followers
ota
Tell James Garret Santiago will be
joining the Wrangler.
Escort-Recruiting
Ain’t Effortless Tip You can choose either Santiago
or Old Ben, but not both.

3 Escort 2: A Real
Your nearest recruit Ghoulfriend Experience
is standing close to
the Securitrons at
the entrance to The
Strip, in Freeside (3).
Locate Old Ben (4),
1 who provides infor-
4 mation to you prior to
James Garret,
along with his twin you interacting with the robots guarding The
sister Francine, is Strip entrance. During your talks, Old Ben
the co-owner of the lets slip that he’s had a variety of jobs, from 7
Atomic Wrangler gun-for-hire to butcher. One of them was
James Garret
Casino (1) [2C.06]. an escort. Ask Old Ben if he’d like to work
requested a male
Visit this den of for the Garrets. The job is a “real boyfriend
2 iniquity in Inner Ghoul cowboy
experience” for more discerning patrons. Ben
willing to submit to
Freeside [Zone 2C] and speak with Francine, asks why you think he’d go back to that kind
degrading pleasures,
beginning Side Quest: Debt Collector (check of degradation:
but finding one is
out Santiago’s recruitment, below). James (2) 50 Reply that he’s a work of art, shining impossible. In fact,
8 the only Ghoul
speech

is stationed behind or around the lobby bar a beacon of light into the depressing
counter. As well as asking about the other existence of others. He buys your line. sporting an old western get-up is Beatrix
“services” the hotel provides, quiz him on Russell (8), inside the Mormon Fort [2C.01]
whether he has any work that needs doing. Reply that he gives clients a
confirmed
bachelor

precious respite from the ills of the (7). Locate and speak to her, and after the
He mentions some “unusual requests” from pleasantries, ask if she’s “interested in
some of his wealthier customers. You’re world. He buys your sweet-talking.
working for the Garrets.” She replies “that
tasked with recruiting escorts to match these Reply that the pay’s good and he can make pig” McCaffery is working as a guard there
“proclivities,” without roughing up any of his own hours. This fails to entice Old already. Continue to press upon her that
them. You can: Ben. her role would be less “guard,” and more
• Agree to the work. Or you can ignore Old Ben and try talking “prostitute” until she understands “weirdos
• Tell James you’ll expect 100 Caps to Santiago. into bullwhips and necrosis” is a fetish Garret
minimum for each candidate you bring in. can get behind. But Beatrix “ain’t no whore,”
James agrees. You can: Tell James Garret Old Ben will be and needs convincing:
Agree to the work. joining the Wrangler.
Rattle off some guff about her
35
speech

40 Inform him that these escorts are Escort 1 (Option B): being independent, and having a
deep discount on the hotel booze.
speech

critical to his business, and you


want double. James agrees. The Sultry Santiago She agrees.
35 Tell her she’d have a discount on
40 Tell him your travel and other costs
barter

room rates, booze, and other alcohol.


barter

mean you need double. James


She agrees.
agrees.
Any other verbal recourse results in Beatrix
If you ask James where the hell a “sexbot” is
being interested, but not enough to
likely to be found, he directs you to Ralph,
pursue this option.
over at the store he shares with his associate,
Mick. Tell James Garret Beatrix will be
joining the Wrangler.
Recruit a real ghoul cowboy. 5
Around the
Escort 3, Part 1: Finding FISTO:
Recruit a suave talker. blown-out building The Tradesman’s Entrance
in the southeast
corner of Outer [Optional]
Recruit a sexbot. Freeside (5) [Zone
2C] is a squatter
camp with a rather
6 well-put-together
Note Side Quest: Talent Pool
also involves James gent standing close by (6). Assuming you
Garret, who owns the contract to the Ghoul have started both this and Side Quest: Debt
comedian Hadrian, also on the premises. Ask Collector, you can ask Santiago whether
James about Hadrian if this Quest is active. he’d be interested in becoming an escort.
Negotiations become extremely fluid soon
afterward, as Santiago agrees immediately, 9
and races off to see James; Francine’s debts

275
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
The “sexbot” may be Cerulean Robotics, one of the many Tell James Garret FISTO will be
the trickiest of all abandoned buildings in the Freeside area, is
joining the Wrangler.
to source. There are in the rarely tracked western side, and the
two methods (Part 1 entrance is, as Ralph puts it; “on the back
or 2); you’ll find your side of the building” (11). You can find this Return to James Garret.
next clue if you visit location, and enter with or without Ralph’s
Mick & Ralph’s (9) help. Inside the structure, tag any aggressive
10 [2C.02] in Freeside,
and speak to Ralph (10). He responds to your
Rats, then move to the northeast corner,
where two Protectron robots are standing, Caution Iftrigger-finger
you have an itchy
and
request with a smile, replying that Cerulean motionless. One of them—marked “FISTO”— both Old Ben and Santiago die, the
Robotics is the only place he knows about, needs to be reprogrammed, and woken up. Quest fails. You can still complete the Quest
but it’s been overrun with vermin for years. if either one of them survives, since you’re
This is achieved via the Protectron
50
He tells you where the place is (see Part 2). only required to recruit one of them.
science

Programming Interface, on the wall


You can: to the left. This also allows you to

Sleazy Money: Finishing


• Thank him, and try to find the place (see ignore Ralph’s Holotape plan if you have a
Part 2). competent-enough Science skill.
• Or, you can ask him if there’s “a Holotape
or anything” you need to reprogram
Or you can use the Holotape Ralph
provided for you, which has a bypass
Off with James
the sexbot. Ralph replies he could Garret can be approached after each escort
HOLOTAPE for this terminal.
manufacture one, but it would take “a few is hired, or once all of the necessary escorts
days and some Caps.” You can: Escort 3, Part 3: are found:

35 Tell him data modules are useless, Fiddling with FISTO Whether you’ve found Santiago or Old Ben,
James is happy and rewards you with 50 (or
barter

and drive down the price of his work


double) Caps.
to 100 Caps.
When you inform James you’ve found a
35 Inform him that you’ve been a loyal
Ghoul cowboy, you tell him Beatrix is female.
speech

customer (even if this is your first


James doesn’t mind (and the customer
time here). He agrees to 100 Caps.
might not even notice the difference). You’re
Let Ralph know you’ve been steering
50 rewarded with 50 (or double) Caps.
speech

business his way (even if you


Reporting that you’ve procured a sexbot
haven’t). He agrees to program it for
sends James into a beaming tizzy. Play on
free, as a favor to you.
this enthusiasm:
-150
12
• Or you can pay the man his asking 40
There are two way to power up FISTO (12): Make sure he knows FISTO is heavy-
barter

price.
CAPS duty, and built to last.
50 You can program the Sexbot Routine
Whatever monies you part with, the Holotape
science

yourself, from the Programming Tell James this wasn’t a cakewalk.


40
won’t be ready for two entire days. Return (or Interface next to the robot.
speech

With either successful check, you’re


wait) until you can ask about the Holotape
Or, you can upload Ralph’s Sexbot Routine paid double, on top of your original
again, and procure it from Ralph. A terminal
once you’ve spoken to Ralph, waited for finder’s fee (50 + 50 Caps, or 100 + 100 if you
is required to upload the data into a robot.
the routine to be made, and taken it from doubled the finder’s fee).
Ralph. Or you can simply tell Garret the robot
Ralph’s Sexbot Holodisk
The Fully Integrated Security Technetronic is already programmed to respond to
Officer creaks into life. After shortening that commands. After more than a little giddiness,
Escort 3, Part 2: name to “FISTO,” the robot orders you to Garret settles with you (for the original,

Finding FISTO: Backdoor Antics “assume the position.” You can:


Immediately halt the robot’s advances.
agreed amount of 50 or double).

150–400 Caps
Or, you can take one for the team, and test
out the robot’s “enhancements” before
handing it over to the Garrets. 450 XP
Whether engagement was cancelled or
encouraged, inform the robot that James
Garret is its new owner. Then walk (or hobble)
back to see James at the Atomic Wrangler.

11

We Are Legion
Suggested Experience

QUEST FLOWCHART Main Factions Dead Sea Scolds


Quest Start
Talk to Dead Sea at Nelson
Caesar’s new ca.
Head to Camp Forlorn Hope Legion republic

Completion Stage
Kill everybody

276
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
The Evocati (veteran
soldier) in charge of The Silent Assassin
tying NCR soldiers Use a Stealth Boy or your Sneak

sneak
to crucifixes in the skill to enter the camp, then employ
overrun town of as many Sneak Attacks as you can
Nelson (1) [6.06] is on the troops to buy some time before you’re
a feather-helmed discovered. Remember you can retreat to
2 man named Dead the rocky ridge if you’re in danger of being
Sea (2). As long as you’re not Shunned or swarmed.
Vilified by the Legion, you can venture into Waiting until many of the officers are 6
Nelson without being attacked. Speak to Sandman
sleeping and then murdering them
a guard to receive an escort to Dead Sea’s in their sleep thanks to the Mister
location, or hang around at the crucifixes long Sandman perk is always a valid assassination
enough, and Dead Sea shows up. Converse tactic.
with this psychotic to learn that his battle
tactics include a whole lot of melee hacking.
When you’ve heard enough (or before you piss
Vilified Stealth
You can still enter the camp, even
him off), ask Dead Sea if you can help “the
sneak

if your Reputation with the NCR


stalemate,” and Dead Sea tells you to attack
is Vilified due to past atrocities.
Camp Forlorn Hope all by yourself. Well?
However, you must avoid the MPs, and any 7
Kill all NCR Officers at Camp Dogs that detect you. Should this occur, your
only options are to attack or flee. Your primary targets are Dr. Richards
Forlorn Hope (4), usually found in the Medical Center;
The Orbital Drop Shock Quartermaster Carl Mayes (5), located in

Caution You’d better be his own tent; Tech Sergeant Reyes (6), and
If you’ve found Euclid’s C-Finder (as
extremely sure of Major Polatli (7), both found in the Command
part of Side Quest: I Could Make You
which side you’re on if you want to Euclid
Center. If they’re not in these locations, find
Cfinder Care), you can launch orbital strikes
complete this Quest! Attacking Camp Forlorn them sleeping in a nearby tent (making an
Hope Vilifies you in the eyes of the NCR, and from a distance, which is as entertaining as
execution by explosives an even-easier option.
you’re shot at on sight by their troops! it sounds!

Cutting Off the Hydra Heads Tip Don’t forget to loot the camp

Camp No Hope
afterward!
Sometimes, reading your Pip-Boy Objective
pays dividends. Dead Sea doesn’t mind if you

Caution Completing
slaughter everybody, but your actual task is these
a surgical strike, decapitating (literally, if you killing Objectives
want) the four camp officers. always results in you being Vilified in
You can wade in, with all guns (or golf the eyes of the NCR, unless your attack is
clubs) blazing. completed without detection; then no one
knows who mysteriously killed the officers
Better yet, you can enter with four of Camp Forlorn Hope, and your Reputation
sneak

C-4 Explosives and a Detonator remains unchanged! If you were Idolized by


(Grenades or Mines work, too), and the NCR, and then massacre everyone in
3 Pickpocket each officer, placing C-4 on their plain sight, your Reputation changes to “Wild
Attacking Camp Forlorn Hope (3) [6.02] person without being seen. Once all four have Child.”
requires some degree of forethought, Explosives on them, press the Detonator and
planning, and weaponry. The following possi- retreat. Minimal bloodshed, and maximum Return to Dead Sea and inform him
bilities are mainly beneficial to your survival NCR demoralization! of your victory
and standing within the Legion:

Kill Everybody Liberator of the Legion!


Charge in, carrying your most ferocious- When the four intended victims (or everyone
looking weapon, and butcher anything in the camp) have succumbed to your
wearing a brown uniform. Don’t stop until bloodlust, return to Nelson and confront
they’re all dead, or you are. This plan is Dead Sea, boasting of your successful
unsubtle and highly dangerous, but the items slaughter. He doesn’t quite have the bark
you can loot from corpses almost outweighs he once had, and he tells you he’ll send
the healing items you’ll use up. 4 word of your achievement. He then gives
you his Machete, his own blade. He must
Kill Everybody With a now perform a similar deed to earn such a

Modicum of Skill weapon. Take the Liberator or leave it, with or


without a cutting remark to finish.
The high ground on the west side of the NCR Infamy Gained! (No change if
camp is a perfect place to crouch and tag the undetected)
perimeter guards with a Sniper Rifle. Then
you can descend to the rooftops, using the
Caesar’s Legion Fame Gained!
height (and cover) to your benefit, tagging
more foes, before dropping to the ground and
finishing the stragglers. 5
Liberator

300 XP

277
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

We Will All Go Together


Suggested Experience

QUEST FLOWCHART

Quest Start Convince


First Ser-
geant Astor
Speak to First Sergeant Astor outside Agree to kill the feral troopers for to give you
Ask First Sergeant Astor if there are
of Camp Searchlight and find out why First Sergeant Astor and collect their a better
any survivors.
he is at Camp Searchlight. dogtags. reward.
[Speech 50]

Kill the feral troopers in Camp Searchlight and recover 9 Irradiated


Dogtags.

Enter the Searchlight Home and speak with Private Edwards .

Find out why Private Edwards will not Ask Private Edwards about his dogtag.
leave the house.
Quest Failed Convince
Lie to Private Edwards about killing the Private Force Convince
Private
Giant Radscorpions.[Speech 60] Edwards Kill Private Private Private
Edwards to
manages Edwards Edwards to Edwards to
kill First Ser-
to kill First and take give away give away
Private Edwards Private Edwards is killed geant Astor.
Sergeant his dogtag. his dogtag. his dogtag.
survives the Giant by the Giant Radscor- [Speech
Astor. [Strength 7] [Speech 60]
Radscorpion attack. pions. 50]

Kill Private Edwards and Take Private Edwards’ Private Edwards gets himself killed.
collect his dogtag dogtag off of his corpse.
Take Private Edwards’ dogtag off of
Completion Stage his corpse.
Give all 10 Irradiated Dogtags to First
Sergeant Astor. Completion Stage
Give all 10 Irradiated Dogtags to First Sergeant Astor.

Kill the Giant Radscorpions for Private Edwards.

Suggest that Private


Speak to First Sergeant Astor on Private Edwards behalf. Edwards wanders the
Lie to Private Edwards about it being safe to speak
Mojave Wasteland.
with First Sergeant Astor himself.
[Speech 60]
Convince First Sergeant Explain to First Sergeant
Find out about Ranger Astor that Private Ed- Astor that Private Private Edwards drops Quest Failed First Sergeant Astor
Station Echo. wards will work out. Edwards is not feral. his dogtag Private Edwards kills opens fire on Private
[Speech 50] [Intelligence 7] First Sergeant Astor Edwards.
while defending
himself. Private Edwards is killed
Tell Private Edwards he Completion Stage
by First Sergeant Astor.
can join Ranger Station Tell Private Edwards he can join First Sergeant Astor. Give all 10 Irradiated
Echo. Dogtags to First Ser-
Take Private Edwards’
geant Astor.
dogtag off of his corpse.
Private Edwards drops
Private Edwards drops his dogtag
his dogtag Post-Quest
Completion Stage
Private Edwards
Completion Stage Completion Stage Give all 10 Irradiated
wanders the Mojave
Dogtags to First Ser-
Give all 10 Irradiated Give all 10 Irradiated Wasteland
geant Astor.
Dogtags to First Ser- Dogtags to First Ser-
geant Astor. geant Astor.

Post-Quest Post-Quest
Private Edwards relo- Private Edwards accom-
cates to Ranger Station panies First Sergeant
Echo Astor

The irradiated town


Main Factions
First Sergeant: and NCR base

Last Men Standing


known as Camp
Searchlight [6.16]
is now a horrific
new ca.
republic shell, with roaming
Feral Ghouls, still
2 clad in their NCR
uniforms. A small camp just beyond the
western perimeter of the town’s radiation
signs (1) contains a squad of soldiers led by
First Sergeant Astor (2). Ask him about the
incident, and begin Side Quest: An Eye for
an Eye. Not only does Astor want revenge,
1
278
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
but he tells you he was stationed at Camp before he can explain he’s not a threat. You
Searchlight before the incident. Ask him can have a long conversation about him, but
if there were any other survivors, and he to aid him and progress this Quest, tell him
mentions his ex-teammates, now slobbering you’ve noticed he’s wearing an NCR Dogtag.
Feral Ghouls. He hasn’t the heart to execute At this point, you can:
him, but wonders if you could do the humane • Ask for the Dogtag, which he won’t give
thing, and put them down. They deserve a up:
clean death. You need to return with their
60 Tell him his humanity is a part of
Dogtags to show you’ve done the deed. Astor

speech
him, and not the Dogtag. He gives
offers some Caps for each Dogtag, and “an 5 it up.
old rifle” if you bring in at least 10. You’re
Don’t forget the Ghouls close to the chapel 7
given something to offset the radiation in the Order him to give you the Dogtag. He

STRENGTH
and NCR storage area on the west side of
area, too. gives it up.
town (5).
50 Or tell him there’s an NCR soldier outside
Bargain with Astor to increase your
speech

reward. who wants you to kill him for it. Tell


him it’s because he thinks Edwards is
suffering. After that you can the change
Rad-X (2) conversation, or:
Coax him into killing Astor. He
50

speech
agrees and leaves the home. At
RadAway (2)
this point, he may be savaged by
Radscorpions, shot by you, or (eventually)
Collect Dogtags from ghoul NCR 6 shot by Astor or his team. If Astor dies, the
troopers within Camp Searchlight and Don’t overlook a couple of foes near the Quest fails; so prevent this!
take them to First Sergeant Astor. turrets on the far east side of town (6). You can also ask “there must be someplace
Although Astor mentions “at least” 10 Other Dogtags: Although these are the usual you can go.” Edwards says he’s afraid of the
Dogtags to find, there are only 10 in the locations, you may not find all nine Dogtags radiation. Ask if that’s “the only thing you’re
Camp Searchlight area, and they’re different from these Ghouls due to them (for example) afraid of,” and Edwards admits he’s scared of
from regular NCR Dogtags because they’re begin slain and looted before you arrive Radscorpions, too. At this point, you can:
“irradiated.” You can’t simply go off, cull here. If you’re short on Dogtags, search the • Lie to Edwards about having killed all the
some NCR soldiers, and return with their dwellings in and around town, and locate any Radscorpions. Thinking it is now safe to
identification! Instead, move forward into the additional bodies in there, to bring your total leave, Edwards departs, and is set upon
township, and spend the next few minutes up to a minimum of nine (or 10 if you don’t by these monsters.
thoroughly searching the streets for Ghouls. want to deal with Private Edwards). He can die, and you can loot the Dogtag.
Cull them all, but pay special attention to
those wearing NCR uniforms. Search every He can survive, and you must kill him, and
Irradiated NCR Dogtag (9) loot the Dogtag.
one, and although you don’t find Irradiated
Dogtags on every corpse, you should find • Head outside, kill every last Radscorpion,
nine. Having trouble finding them all? Here’s Saving (or Slaying) and return to Edwards, and explain the
where to look:
Private Edwards eradication.
Edwards still won’t leave the house. Return
to First Sergeant Astor, and explain Edwards’
predicament. Although Astor would shoot
him on sight, he tells you there’s a Ranger
Station north of here that might be interested
in taking him in; they have Ghouls there
too. Tell Edwards this, and he hands you his
Dogtag, and sets off for Ranger Station Echo.

3 Irradiated NCR Dogtag


7
Cross the bridge, and tackle a group of
Ghouls close to the Police Station (3). Another elusive
Dogtag is around
All ghoul Dogtags found, return to
the neck of an NCR First Sergeant Astor.
soldier sitting in When the Private Edwards situation has been
despair, inside a resolved, return to First Sergeant Astor, and
Searchlight Home (7) cash in your Dogtags. You can do this at any
close to the west-side time. You’re given Caps per Dogtag, and a
8 chapel. Enter the
larger reward when Astor has all 10.
house and confront the final irradiated
soldier: Private Edwards (8). You can:
Caps (25) (per Dogtag)
4 Fire on, or otherwise kill Private
guns

Some usually lurk on or near the main Edwards, and obtain his Dogtags.
Caps (250) (for 10th Dogtag)
crossroads by the Fire Station (4).
Or you can try Pickpocketing the
sneak

private, and grab the Dogtags. Service Rifle and Ammo (for 10th
Dogtag)
Or begin a conversation (which you can end
by killing him at any point). He introduces
25 XP (per Dogtag)
himself as Private Kyle Edwards. He’s still a
competent soldier, but after the irradiation,
he’ll be shot at by his former colleagues 100 XP (for 10th Dogtag)

279
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Wheel of Fortune
Suggested Experience

QUEST FLOWCHART
Main Factions
Speak with Logan inside of the Searchlight NCR Storage area and
offer to help him find what he is looking for.

Hack the NCR Storage Terminal and find out where the Radiation crimson powder
caravan gangers
Suits were taken. [Science 50]
50
Speak to Logan and tell him you found the location of the Radiation Or demand a bigger share of the

speech
Suits. reward. Which Logan agrees to.

Quest Start
Speak with someone in Nipton about
Convince Logan to
give you a bigger the missing Radiation Suits.
Agree to retrieve the Radiation Suits for Logan.
share of the reward.
[Speech 50]
A Suit for Any Occasion
Speak with Boxcars at the Nipton General Store about the missing
NCR supplies.

Locate the Hidden Supply Cave and retrieve the Radiation Suits.

Return to Logan and give him the Radiation Suits.

Tell Logan you are ready to loot the town.

Enter the Searchlight Police Station.


3
Complete in Any Order The database
referenced Nipton
Take the 2 NCR Take the NCR 9mm [4.30], so head there
Take the NCR Gre-
Computer Parts Take the NCR 10mm Submachine Gun Take the 3 NCR Frag next, and search
nade Rifle placed
and the 2 NCR Pistol sitting on one resting on the floor Grenades from one for the Trading Post
on one of the
Radio Parts from of the desks in the of the prison cell of the shelves in the
wooden crates in (3). Inside, mine
the desks in the computer room. with the closed storage room.
the storage room. the equally odious
computer room. door.
4 Boxcars (4) for
Speak with Logan about finding everything and move on to the information. Ask about the recent Legion
Searchlight Fire Station. razing of the place, or more importantly, if he
knows “anything about some NCR supplies.”
He informs you that he saw some “Legion
Kill the Radscorpion Queen
assholes” carrying crates to a cave north of
here.
Completion Stage
Speak with Logan
Find suits in a nearby cave.

Pleasantries don’t work on this unpleasant


Dirty Old Town scavenger (although you can find out he’s
working with the Crimson Caravan Company
[2.09]), so ask him if he’s looking for
something. Then ask if you can help. He tells
you to “hack that damn computer over there,”
because it has the location of some Radiation
Suits.
Head on over and hack the NCR
50 5
science

Storage Database, and read the


Log Entries. There’s no other way
to begin this Quest. Unlock the floor safe for The aptly titled
1 Hidden Supply Cave
some minor items if you wish.
Camp Searchlight [5.27] northeast of
[6.16], a town once There’s always the option to attack Nipton is the likely
guns

commandeered into Logan and loot two keys from his spot.
an NCR base before corpse. These open the Police and
a Legion radiation Fire Stations, but fail this Quest. 6
bomb wreaked untold Return to Logan and tell him you’ve found the 50 When you’ve found the entrance
lockpick

havoc, is a nightmare location of the suits. Logan tells you to bring between the rock fissures (5), use
2 of Ghoulish soldiers Bobby Pins and talent to open the door.
them back, and you’ll loot the town together,
and irradiated death. But there are still and receive a share of the spoils. The single cavern is strewn with various
prospectors in the area. One of them is boxes and metal crates. Stoop to take a
Agree, and the Quest begins.
usually searching in the small cellar under Radiation Suit (which you should wear while
the west-side remains of a chapel (1). Open scavenging Camp Searchlight), and open
the Cellar Door to Searchlight NCR Storage the adjacent Footlocker (6) to discover the
and you’ll find Logan (2) rummaging through Radiation Suit Package referenced in the
NCR supplies. database.

280
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Radiation Suit Searchlight Police Station Key

Radiation Suit Package Searchlight Fire Station Key

Return with the suits to Logan.

Logan and his two 12


silent friends are still you’ve ever seen (12)! Battle this Radscorpion
milling about in the Queen, and any nearby minions, until she
NCR storage cellar. bursts apart. The pressurized canisters near
Tell him you found the wall can help damage her. If Logan dies
the suits (7) and his in this battle, the Quest ends. When you’ve
7 10 scavenged your fill of Radscorpion Glands,
teammates don the
outfits (8). You can The interior of the Police Station (10) search the floor. Here you’ll find a dead
also ask where you’re consists of an entrance room, a row of cells, legionary with some orders to optionally read.
all going, and what bathrooms, a storage room, and a central But the NCR equipment is upstairs.
they hope to find. communications room. Remove any Ghoul
When you’re ready threats, and check the following table to
to scavenge, agree to learn where to search for the following NCR
move out. supplies:
8
Room NCR
Go with Logan to search the Police Description Equipment Location
Station. Southeast Storage On the wooden
NCR Grenade Rifle
Room crates
Scavenger Hunt #1: Southeast Storage NCR Frag Grenade
On the metal shelf 13
Police Station Room
Communications
(3)
At the top of the stairs is a long corridor with
NCR 10mm Pistol On a desk a red carpet. Find the following equipment:
Room
Communications NCR Computer Inside two separate Room NCR
Room Parts desks Description Equipment Location
Communications Inside two separate Fire Officer’s NCR 9mm On a wooden
NCR Radio Parts Southwest room Submachine Gun bookcase
Room desks
NCR 9mm Inside right-side Fire Officer’s NCR Frag Grenade On a wooden
Cell Row Southwest room (2) bookcase
Submachine Gun cell, below mattress
Eastern Barracks/
9 Once all the NCR-related equipment has NCR Radio Parts (2) On a small table
Mess Room
been found, return to Logan, and tell him the
Head up to the surface streets, and begin to Eastern Barracks/ NCR Computer
scavenge is complete in this location. He gives Inside a duffle bag
clear a route across the main town’s cross- Mess Room Parts (2)
you the Fire Station Key, and orders you to
street to the far side and around to the left.
head over there next. Eastern Barracks/ NCR Computer
Minimize the chances of Logan dying under Inside a duffle bag
Mess Room Parts (2)
an assault of Feral Ghoul claws by trying the
following safety techniques: Searchlight Fire Station Key Once you’ve acquired all the NCR equipment
(plus a magazine and other helpful items,
Take the turrets offline at the nearby Go with Logan to search the Fire which are listed in the Tour Chapter), return
science

terminals. Station. to Logan. Hand over the haul, and you’re


half-surprised when Logan turns his gun on
Scavenger Hunt #2:
Battle the Ghouls prior to returning to
you. Return the favor, and murder the bum,
Logan, removing most of the threats
along with his prospector friends (13). The
between the chapel and the Police
Station. Fire Station Quest then concludes. Afterward, check the
bathroom stalls to find a Unique Fire Axe.
When you’re on the streets with Logan’s
team, be sure you’re focusing on Logan Unique Weapon: Knock-Knock
himself. His teammates are Ghoul fodder as
far as you’re concerned, but for the Quest to
continue, Logan must survive. If he’s being 100 XP
savaged, help kill his attackers. Your desti-
nation is the Police Station (9) where you can
use the key Logan gave you to open the front
door.
11
Is Logan dead? Then search his corpse for
Move across town to the central thoroughfare,
two keys, and scavenge the NCR items on
and destroy any adversaries close to Logan’s
your own.
team before moving into the Fire Station (11).
Prepare to take the lead, because the Fire
Station is home to the largest Radscorpion

281
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Why Can’t We Be Friends?


Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start Quest Start
Speak to Philip Lem in the Blue Overseer office Speak to Samuel Cooke in the Red Overseer office
powder
Find a way to seal of the sulfur caves Proceed to the Sulfur caves and kill all the Geckos gangers

through the first floor. (Avoid combat with the


[Science 40] Examine the rock cluster Return to Samuel Cooke and report
Powder Gangers wandering the area or the
Quest fails). Locate the Elevator to the Vault
[Explosives 55] Place 5 C4 Travel to Red Rock Canyon and speak with Papa Khan
[Explosives 60] Place 5 C4 19 Living Quarters, and descend. Down in
units to blow the caves
units to blow the caves up this lower level, the Gangers have failed to
and vault up
Completion Stage push the Fire Geckos back, so expect combat
Speak with Samuel Cooke and tell him with them as you access the main mezzanine
Quest Failed Return to Philip Lem and
report area. Locate the giant hole in the ground (4)
Everyone dies, Quest
FAILS near the pool tables, and drop into the Sulfur
Cave.
Completion Stage Completion Stage
Ask him to surrender back [Speech 40] Convince him
to the NCR to become a Great Khan

Too Many Cookes Samuel Cooke’s Path: The


Great Gecko Hunt
5
The Sulfur Cave consists of portions of the
reactor level of the vault, and a labyrinth of
natural cave tunnels, dotted with Fire Geckos
(5). Expect to kill at least eight, and usually
around 12 of these fire-breathing beasts
1 as you methodically search every nook and
cranny. Beware of Nightstalkers farther in
3 the caves, which aren’t necessary to cull.
To the right, the office contains Samuel Continue the Gecko cull until your Objective
Cooke (3), who’s a little on edge. He tells you updates.
that the “coward Lem” is thinking of surren-
dering to the NCR, and his men are confused Report back to Samuel Cooke.
over just who is leading this Powder Ganger
splinter group. You can ask him about the
prison break from the NCR Correctional
Facility [5.15]. He also explains the various
2 groups, both human and animal, that live
A man named Samuel Cooke, whispered nearby. Before you go, be sure to ask Cooke if
about by Powder Gangers, and already on he’s got any work. He needs you to eliminate
the NCR’s radar, is holed up in the confines the Fire Geckos in the vault’s lower levels so
of Vault 19 [1.21]. Approach the vault’s they can reach some sulfur deposits. Agree to
unassuming entrance in an abandoned the task while Cooke keeps an uneasy eye on
parking lot (1), and descend through the Lem. He gives you a keycard that opens only
manhole cover. Activate the Vault Door 6
Red Sector doors.
Control Pod to open the giant cog door, and Traipse back up to
enter the vault, stopping as you reach the the first floor and to
Red Sector Keycard
corridor with the signs pointing left and right. Cooke’s office, and
This vault had two separate Overseer’s Offices inform him that the
(2). The reasons for this become clear if you Eliminate the fire geckos in the caves deed is done. He asks
read the information on the various terminals under the vault. if you’re interested in
dotted throughout. But now these offices another job. Reply in
each contain a Powder Ganger leader, each Fire Gecko Cooking 7 the affirmative, and
vying for power. Cooke tells you to head to Red Rock Canyon
[1.15] northwest of here. You’re to find Papa

Tip You choose which Powder Khan and ask him if he’d allow Cooke’s
Ganger to work for. You can Gangers to join up with them.
talk to both Philip Lem and Samuel
Cooke, claim both Red and Blue Sector
Speak with Papa Khan in Red Rock
Keycards (essentially giving you full access to Canyon.
the vault), and complete some of the parallel After some additional Mojave Wasteland
paths to this Quest. But at some point, you trekking, you should arrive at the impressive
need to pick a side. The following infor- canyon and locate the leader of the Great
mation shows both parallel paths in their 4
Khan, who is inside his longhouse, wandering
entirety. Head around to the door marked “Quarters,”
the cluster of buildings nearby (6), or in his
and open it using your keycard. Proceed

282
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
outhouse. You may have other Quests related
to Papa Khan, but the verbal choice you’re
interested in is the offer of alliance from the Note Blowing up sulfur deposits
is dangerous, but to
Powder Gangers at Vault 19. Mention bombs, complete this Quest path, you must bring
and the Great Khan (7) is keen, and agrees— at least three units of C-4 Explosives. If you
as long as they pass the Khan initiation test. don’t have them, go off and find or purchase
some, and then return.

Report back to Samuel Cooke.


Trudge back to Vault 19, let Samuel Cooke Tip You can find two lots of C-4
already in this vault. Consult 10
know, and he sets about telling his brethren, the Tour chapter for more information. The Sulfur Cave consists of portions of the
and the Quest concludes. reactor level of the vault, and a labyrinth
of natural cave tunnels, dotted with Fire
300 XP
Tip You can obtain C-4 for free
in the footlocker at Ranger
Geckos. You can optionally kill as many as
threaten you, or that you wish to dispatch.
Milo’s Checkpoint, east of Novac [5.18].
Philip Lem’s Path: Beware of Nightstalkers farther into the
caves, which aren’t necessary to cull.
Subterranean Explosions Tip Ifatyou speak to Mick, over
Mick & Ralph’s [2C.02],
Continue until you reach the large grotto area
to the southwest (10). Deal with any threats,
and ask to see his “special” cache of and then investigate the large crystal deposits
weapons, you can buy C-4. in the Microcline Rock. The crystals seem
to indicate a pocket of potassium nearby.
Strategically placed C-4 could be enough to

Tip IfBoomers,
you’re Idolized by the
visit the Nellis
destroy both the cave and the vault. You can:
Leave this alone. This is also the choice if
Hangars [3.02] and trade with the
you have no C-4.
munitions manager inside the northeast

explosives
hangar; he occasionally sells C-4. Plant enough C-4 to destroy the
8 caves (three units).
To the left, the office contains Philip Lem
(8), who’s a little annoyed. Especially at that
Having a Blast explosives
Or plant enough C-4 to destroy
“overambitious prick” Cooke, who’s going to the caves and the vault (five units).
get them all killed. You can ask him about Although spectacular, this option
the prison break from the NCR Correctional is the very definition of “overkill” because
Facility. Be sure to ask Lem if he’s got any it blows the entire vault, and the Powder
work. He tells you that he has some Caps if Gangers, to smithereens. The Quest fails.
you can cut off access to the sulfur in the
caves below the vault. If the sulfur can’t be Report back to Philip Lem.
mined, then explosives can’t be primed, and
Cooke will lose his influence. Agree to the With the C-4 primed, return back to Philip
task while Lem keeps a suspicious eye on 9 Lem, and tell him the sulfur deposits have
Cooke. You’re given a keycard that opens only Head around to the door marked “Quarters,” been sealed off. Cooke’s plans have been
Blue Sector doors. and open it using your keycard. Proceed foiled, and the Gangers can now turn
through the first floor. (Avoid combat with the themselves in to the NCR.
Blue Sector Keycard Powder Gangers wandering the area or the Or, you can convince Philip Lem that
40
speech

Quest fails). Locate the Elevator to the Vault the Great Khans would be happy to
Find a way to cut off access to the 19 Living Quarters, and descend. Down in this take them in. Refer to the final part
sulfur. lower level, the Gangers have failed to push of Cooke’s Quest and visit Papa Khan to seal
the Fire Geckos back, so expect combat with the deal.
them as you access the main mezzanine area. Or agree with Lem, and let them surrender.
Locate the giant hole in the ground (9) near
the pool tables, and drop into the Sulfur Cave. 300 XP (If you convince Lem or
Cooke to join the Khans)

You Can Depend on Me


Suggested Experience

See flowchart on the following page

Main Factions Meeting Alice the Overseer to the Caravaneers,


inspect the Brahmin
grazing land, and even
speak to Blake. But
omertas gun
when you’re ready,
new ca. crimson
republic caravan runners enter the Crimson
Caravan Main Office
2 in the southeast
corner, and mosey on over to the main desk,
where Alice McLafferty resides (2) during
daylight hours. She can tell you all about the
1 history of the company; in fact she’s come up
The Crimson Caravan Company [2.09] owns from California to help this branch out. Ask for
a fortified plot of land in northeast urban New work to discover she need a runner. You’re to
Vegas. Travel to either of the two entrances (1), deliver an invoice to a Dr. Hildern somewhere
and enter the premises. Inside, you can speak inside Camp McCarran [2.19].

283
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

QUEST FLOWCHART Crimson Caravan Fame Gained!

Quest Start
Alice McLafferty, owner of the
At the Crimson Caravan Camp, ask Alice McLafferty for work Crimson Caravan Company, has
additional jobs available.
Deliver the Invoice to Thomas Hildern
Negotiate with Cass to buy out
Return to Alice McLafferty and let her know
the job is done Cassidy Caravans for the Crimson
Caravan Company.
Ask Alice for additional work
Convince Henry Jamison to quit his
Complete the following in any order: position at the Crimson Caravan
Company.
Speak with Cass, negoti- Aquire Gun Runner
ate purchase of Cassidy specs without killing Convince Henry Jamison to leave the Crimson Caravan Co. (Optional) Acquire the Gun Runners’
Caravans anyone. secret manufacturing specifications
from their factory.
Get a
Threaten to
talk to the
Omertas
severance
package Kill Jamison Job #2: Picking the
[Speech 50+]
from Alice
McLafferty Whiskey Rose
Negotiate the
Return to Alice and let Steal Holotape from Gun severance
her know the job is done Runners package
[Barter 50+]

Completion Stages
Return to Alice McLafferty

Post-Quest
5
Start Side Quest: Pressing Matters
Cass had a small
caravan operation
Travel to the NCR that Alice wants
Note: Crimson Caravan Invoice stronghold of Camp in on, but finding
McCarran, and enter the proprietor isn’t
the massive walled easy. She’s usually
Deliver the Crimson Caravan enclosure (3). Run in the southwestern
invoice to Doctor Hildern at Camp 6 desert, at the NCR’s
southward, across
McCarran. the large forecourt Mojave Outpost [4.27]. Open the gate on
4 (now appropriated the left behind the sandbags, and locate the

Note Read the note via the Misc into training areas and barracks) and enter Mojave Outpost Barracks (5) where Cass
menu on your Pip-Boy. any of the Doors to Camp McCarran Terminal (6) is drowning her sorrows. She’s initially
The invoice is for various bits of scientific Building. Hildern is in his office, on the aggressive, but once you explain that the
equipment shipped from Shady Sands, ground floor in the southeast corner. Pass by Crimson Caravan wants to buy her out, she
California. For those with long memories, calms down. However, her stock and animals
his assistant Angela, and introduce yourself
this is interesting…. have burned to ash. Even though Cassidy
to the doctor (4). Speak to him about Vault 22
(Side Quest: There Stands the Grass), then Caravans is simply the woman and the items
hand him the invoice. she’s carrying, she still won’t sell. Press her,
Tip Iftheyou’ve met Cass over at
Mojave Outpost [4.27], Return to Alice McLafferty and let
and she doesn’t budge. When she says “Just
doesn’t feel right, trading history for a slip of
this Quest intersects, and it is worth
weighing your options by reading Side Quest:
her know you’ve delivered the invoice. paper,” you can respond:
Heartache by the Number before continuing. Back at McLafferty’s office, she pays you a 90 That you’ll drink for it. Match Cass’
barter

modest sum, and asks if you’re interested in drinking until one of you passes
more important jobs. Agree, and she lets you out. You may have underestimated
know of the following: this lady.
Job #1: Direct to the Director She wants a negotiation with a smaller 75 That she made the caravan and

of Operations, OSI East


speech

trading outfit resolved as soon as now is responsible for killing it. This
possible. angers but eventually persuades her.
Henry Jamison is an unwanted employee 90 That this is the last place she wants
speech

with tricky family connections. He needs to be trapped in. You’re right, of


to go. course.
Finally, the Gun Runners manufacturing Or you can kill her at any time, although
specifications need to be “acquired,” but the NCR aren’t too happy about that. This is
without incident. also a prerequisite of Side Quest: Birds of a
Accept all of these jobs now to minimize Feather, involving the Van Graffs over at the
returning to Alice. Choose the one you want to Silver Rush [2C.07].
3 attempt first (they can be tried in any order).

Caps 50

284
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
Any of the first three responses, along with 50 Considerably lessen the severance Therefore, it is wise to be Sneaking

barter

sneak
logical additional conversation, results in package by telling him you’ll walk away, while you’re wrestling with Bobby
Cass joining you as a Follower, if you wish. and leave the Omertas to get him. Pins. Using a Stealth Boy is
During this time, she provides you with the Or tell him you’ll inform Alice there’s a deal extremely important, too. And time your
Whiskey Rose perk. to be made. unlocking so that no one else is around;
check your Pip-Boy’s radar so you know
• Or you can kill the workshy freeloader.
Follower: Cass where everyone is.
Follow him to his room so the place
Using less subtle methods to obtain
doesn’t erupt into a firefight.

guns
the information usually fails the
The easiest way to accomplish this Quest.
Whiskey Rose
sneak without being attacked is to utilize a
Stealth Boy, make sure your Sneak

Note The Whiskey Rose perk is high, and use a live Explosive (C-4 or a
grants you Damage Grenade) and Pickpocket him. Just don’t
Resistance when drinking Whiskey, and no return any time soon once you hightail it out
Intelligence loss from consuming alcohol, of here!
and ignores the negative effects of alcohol
Let Alice McLafferty know that
addiction. Here’s to your very good health!
Henry Jamison’s employment has
been terminated.
Tell Alice McLafferty that the
Back at Alice’s desk, your reward depends on 11
Crimson Caravan Company now
owns Cassidy Caravans. the outcome of Henry Jamison’s conversation. Once through the gate, step quickly

sneak
forward and open the Door to
Tell Alice McLafferty that Cass is 150 Caps if you kill Henry Gun Runner Headquarters, and
dead. head south down the long corridor to a
300 Caps if you pay off his debt Smithy filled with Workbenches and other
Back at Alice’s desk, your payment depends machinery (11). Locate the Gun Runner
and give him a severance package
on the outcome of your altercation with Cass: Terminal in the northwest corner. Of the four
500 Caps if you “convince” him menu items, you only need to click the first
0 Caps if she died. to quit (“Download manufacturing specifications”).
Do this without being spotted by any of the
250 Caps if she lived and you 400 Caps if you only have to pay Gunsmiths.
bought her out. off his gambling debt
Or try out your own ordnance on
guns

Crimson Caravan Fame Gained! If the Gunsmiths if you wish, now


Crimson Caravan Fame Gained! you’re inside the premises. This isn’t
she lived and you bought her out.
advisable though, as it may fail the Quest.

Job #3: Targeted for Job #4: Running, Hand the Gun Runners’ manufac-
Termination No Gunning turing specifications over to Alice
McLafferty.
Back at Alice’s desk, your payment depends
on the outcome of your actions at the Gun
Runners.
300 Caps if anybody attacked you,
or was attacked by you. Don’t you
listen to instructions?
500 Caps if you infiltrate the
gun runners with no alarms or
9
7 casualties
The trickiest of the
A Crimson Caravan
remaining jobs takes Crimson Caravan Fame Gained!
employee not living
place inside the
up to his true
well-guarded Gun
potential is Henry
Jamison. You’ll
Runners facility Conclusion:
Pressing Matters
[2.14]. Move to the
find him, usually
Vendortron manning
slumped against a 10 the store kiosk (9)
8 slot machine, inside When any or all of the three jobs are
and inquire about weaponry (purchasing any complete, return to collect your payment.
the Atomic Wrangler Casino (7) [2C.06] inside
you wish). However, the Gun Runners have After all jobs are done, speak to Alice once
Freeside. Tell him you’re here to talk about
their establishment sealed up tighter than again, and ask if there’s anything else she
ending his employment. Jamison (8) refuses;
Raven Rock. You can speak to Isaac (10) needs you to do. As it happens, there is. Side
his daddy told him he’d be in charge of the
who’s usually near the Reloading Bench, but Quest: Pressing Matters now begins….
branch. And he’s in trouble with the Omertas.
it won’t do any good. No amount of sweet-
How can he gamble without his Crimson
talking gets into the facility. Try another way:
Caravan cash? 500 XP
50 The only way is to pick the lock
50
lockpick

Let him know you’ll tell the Omertas of the gate to the left of the
speech

he doesn’t have their money. kiosk. If you do this when Isaac or


• Ask him what he wants in exchange for any other Gun Runner is around, you’ll be
quitting. His answer is a vast severance attacked.
package.

285
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts

Young Hearts
Suggested Experience

QUEST FLOWCHART Main Factions


Quest Start
Go to Nellis Air Force Base and begin Side Quest: Volare!
boomers crimson
Quest Start caravan

Speak to Jack at the Hangar about helping out.


35 Tell him where you come from,

speech
personal matters are discussed all
Quest Start the time.
Find out about Jack’s “personal matter”. [Speech 35]

confirmed
bachelor
For a handsome guy like Jack, you
Quest Start bet there’s a girl involved.
Agree to find Jack’s love interest. Either option causes Jack to spill the beans;
there’s Crimson Caravan Outpost [2.09]
Go to the Crimson Caravan Company and locate Janet. near here. and once in a while, Jack watches
through spotter binoculars at a “special girl.”
Speak with Janet and ask if she ever watches the And sometimes she watches him back!
Boomers. Tell Jack that you could talk to her for him.
He eagerly explains that she has short red
Tell Janet about Jack. hair. Then he has a light panic and a queasy
stomach. Tell him you’ll look into it.
Explain that Jack is not Explain that Jack is a Explain that Jack is
Explain that Jack is naive.
worth dying for. catch. [Black Widow] special. [Lady Killer] Note: Jack’s Love Story

Quest Failed Look into obtaining permission for Janet to enter Nellis.
Lie to Janet about having Find Jack’s love interest.
permission to enter Nellis. Return to Nellis and speak with Pearl about Janet.
[Speech 55]

Post-Quest
Appeal to Pearl’s roman- Reassure Pearl that Janet Convince Pearl to allow Note The Boomer Quests are
all related. First, speak
tic side to allow Janet into will not be a threat. [Idol- Janet into Nellis. with Mother Pearl to begin Side Quest:
Janet is killed by the Nellis [Lady Killer] ized by Boomers] [Speech 35] Volare! To complete the first part of this
Boomers’ artillery fire.
“overview” Quest, you must achieve the
Speak with Jack and tell him that Janet feels the same following:
way.
Boomers Become Idolized with the
Boomers. Do this by completing
Tell Jack that Janet needs a way of getting past the tasks within this Quest, as well as three
Boomers’ artillery. additional linked Quests associated
with this Faction (which are tagged
Return to Janet and tell her she can enter Nellis. throughout the guide).
• Complete Side Quest: Ant Misbehavin’.
Enter the Crimson Caravan Main Office and speak to • Complete Side Quest: Sunshine Boogie.
Alice McLafferty about Janet.
• Complete Side Quest: Young Hearts (this
Quest).
Agree with Alice that Negotiate with Alice to Convince Alice to pay
Kill Alice. Janet should not be paid pay Janet her lost wages. Janet her lost wages. These three Quests (including this one) are
her lost wages. [Barter 65] [Speech 75] all parts of Side Quest: Volare!

Return to Janet and inform her of Alice’s decision / fate.


I Just Can’t Break Away
Quest Failed Escort Janet to Nellis.
Janet dies while travelling
to Nellis. Completion Stage
Speak with Jack after he speaks with Janet.

Never Be Hung Up shells, reaching the


gate, meeting Raquel,
and then speaking
with Mother Pearl. 3
One of Pearl’s tasks
involves Jack. Locate Journey west
him inside the Nellis to the Crimson
2 Hangars (1) [3.02] Caravan Company
and ask about the Scrap Metal he needs Headquarters
collecting. But to begin this Quest, continue (3), and open the
to listen, and Jack (2) reveals a second, main gates. Once
1 rather personal matter. You can: inside (and during
4 daylight hours),
Begin by starting Side Quest: Volare! over at
the Nellis Air Force Base [3.01] by dodging

286
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Introduction • Aba Daba Honeymoon • Ant Misbehavin’ • Anywhere I Wander • Back in Your Own Backyard • Beyond the Beef • Birds of a Feather • Bitter Springs Infirmary Blues
Bleed Me Dry • Booted • Boulder City Showdown • Bye Bye Love • Can You Find It in Your Heart? • Classic Inspiration • Climb Ev’ry Mountain • Cold, Cold Heart .
Come Fly With Me • Crazy, Crazy, Crazy • Cry Me a River • Debt Collector • Don’t Make a Beggar of Me • ED-E My Love • Eye for an Eye • Eyesight to the Blind.
Flags of Our Foul-Ups • For Auld Lang Syne • G.I. Blues • Ghost Town Gunfight/Run Goodsprings Run • Guess Who I Saw Today • Hard Luck Blues • Heartache by the Number
High Times • How Little We Know • I Could Make You Care • I Don’t Hurt Anymore • I Forgot to Remember to Forget • I Fought the Law • I Hear You Knocking.
I Put a Spell on You • Keep Your Eyes on the Prize • Left My Heart • Medical Mystery • My Kind of Town • No, Not Much • Nothin’ But a Hound Dog • Oh My Papa.
One For My Baby • Pheeble Will • Pressing Matters • Restoring Hope • Return to Sender • Someone To Watch Over Me • Still in the Dark • Sunshine Boogie • Talent Pool.
Tend to Your Business • That Lucky Old Sun • The Legend of the Star and A Valuable Lesson • The Coyotes • The Finger of Suspicion • The Moon Comes Over the Tower.
The White Wash • There Stands the Grass • Three-Card Bounty • Unfriendly Persuasion • Volare! • Wang Dang Atomic Tango • We Are Legion • We Will All Go Together.
Wheel of Fortune • Why Can’t We Be Friends? • You Can Depend on Me • Young Hearts
locate the Brahmin paddock, and find the releasing her from her contract. Alice already
short, red-haired girl in there. Ask whether Run Free knows about this puppy love and informs you
she watches the Boomers over in Nellis, that Janet is free to leave, but she’ll forfeit
and Janet (4) stops sweeping, and asks her wages. You can:
who wants to know. Explain that there’s a 75
Ask if she’s really going to ruin a

speech
young man who has a crush on her, and she
responds positively, asking what he’s like. time of happiness for Janet.
You can: 65 Wonder whether opening a trade

barter
Tell her that he’s nice, and a little naive, route to the Boomers wouldn’t be a
and convinced she’s the love of his life. bad thing.
Or make the deal.
lady killer

Tell her he’s a special guy for a


special gal.
5
Or kill Alice, lowering your standing

guns
considerably among the Crimson
black widow

Caravan Faction, and flee, ideally


Explain that Jack is a real catch.
with Janet. This isn’t a wise move.
Tell her he’s okay, but not worth dying for. The first two options give Janet the monies
she’s owed. The latter two don’t.
Any of the responses elects a positive
outcome from Janet, and she wonders if Let Janet know McLafferty agreed to
there’s a way for the Boomers to let her visit pay her.
Nellis. You can:
Tell her that you’ll ask Mother Pearl to 6 Let Janet know McLafferty won’t be
make an exception for you. Back in the hangar, Jack is getting a little paying her.
55 Or lie, and tell her permission antsy. He asks if you’ve seen the redhead
of his dreams. Explain that you’ve spoken
speech

has been granted, and that


they know she’s coming. to Pearl, and Janet needs a way past the
artillery. Jack has a plan; he hands you a
Ask Pearl for permission for Janet to Boomer outfit, and says he’ll let the gunners
enter Nellis. know she’s coming, and not to fire on her.

Boomer Outfit for Janet


Caution You just lied, and
Janet ran off to
the Boomer’s Base, but everything 9
is pretty far from okay. If you choose this Take the Boomer Outfit to Janet.
Return to Janet, letting her know the decision
option, Janet races toward the Nellis AFB, you reached with Alice. She’s either ecstatic
and is blown into tiny, tiny pieces by their Return to the Crimson Caravan
Headquarters, and speak with Janet (5) (and you receive a Boomer Fame Gain), or
howitzers. The Quest fails.
again. You can: she’s less than ecstatic, but still willing to
make the trip. She hurries off to pack. You
Assuming you didn’t lead Janet to the Tell her you have a Boomer uniform for her can escort her back to Nellis, or let her go on
slaughter, head back to the Nellis AFB, and to wear while she crosses to Nellis. Hand her own, although she might be killed by a
look for Mother Pearl in her barracks or it over, and she puts it on (6). wandering or rogue enemy between the two
strolling the compound. Tell her that Jack is 55 Or lie, and tell her permission settlements. Now return to see Jack at your
speech

interested in a girl, and that she works for has been granted, and that earliest convenience (but give Janet a couple
the Crimson Caravan (or she’s some “kooky they know you’re coming. Watch out! of hours to reach the base, if you’re not
dame”). This is a problem, because Jack isn’t This gets her killed, too! chaperoning her).
allowed to leave, and Janet wouldn’t make it
Of course, there’s “one more thing.”
through the artillery barrages. Suggest the
Apparently Janet has a work contract with Boomer Fame Gained!
following:
the Crimson Caravan, and if she leaves, she
50 loses her wages. Janet asks if you’d speak to
Tell her it would mean a lot to Jack
speech

if Janet could come to Nellis. Alice McLafferty about the matter. Meet Janet back at Nellis
Reassure Pearl that Janet is no threat to Speak to Alice McLafferty on behalf
the Boomers. of Janet. Return to Jack.
lady killer

Or appeal to Pearl’s romantic side. When you finally meet the lovebirds (9), Jack
explains that he’s never been happier. The
She agrees on the condition that Jack take Quest concludes, and your heart melts, just
responsibility for her. a little bit.

Tell Jack Janet is interested in him. Boomer Fame Gained!

300 XP
7
Search out the
Crimson Caravan
Main Office shack
(7), and locate Alice
(8) sitting behind
her desk. Tell her
that Janet has asked
8 you to talk about

287
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Tour of the Mojave Wasteland


Welcome to the Mojave Wasteland
For an overall perspective on the Mojave Wasteland, refer to the poster map included in this guide. The poster map shows the entire wasteland
divided into six zones; each zone is usually bounded by roads so you can easily locate yourself on the map using your Pip-Boy. The poster map
reveals information like locations to explore, underground links, and areas where your Reputation has effects. When you want to know more about
each zone and the locations it contains, this Tour of the Mojave Wasteland covers it all. Here’s how to use this chapter:

Map Overview and Legend STATISTIC DESCRIPTION


Interior maps will help you explore major locations and locate any Collectibles: Particularly helpful items to find, gather and then use, or sell.
important or valuable items within. Interior maps are labeled with: Caravan Cards Won or stolen from a player, or found on a corpse. Cards are random.
Reputation Marker: These locations show up with a Reputation Hollowed-Out Rock A “false” (graffiti-daubed) rock with random items hidden inside.
reference on your Pip-Boy’s World Map.
Skill Book A book that permanently increases a particular skill.
1 Map Marker: This shows the general area to search for one or
Skill Magazine A magazine that temporarily increases a particular skill.
more important items, or a major junction or route, in an interior
map. Snow Globes A fancy trinket of a particularly large location. Mr. House collects them.
A Threshold Marker: This signifies a door (with a corresponding letter Sunset Sarsaparilla Star Cap A blue star cap; collect them for Festus.
to the text description), a locked door (a blank marker), or a blockade Unique Item An item of clothing or inventory equipment that is very rare, or one-of-a-kind.
in a corridor (also a blank marker). If this is linked via a red line, it Unique Weapon A unique and usually powerful weapon.
shows the threshold between two levels or floors of a structure.
Miscellaneous: Other statistics that provide a final layer of information and help.
Measuring Your V.I.T.A.L. Statistics Area Is Locked Part of this location requires a special key or high Lockpick/Science to enter.
Every location in this chapter is detailed with a “V.I.T.A.L.” or Vault-Tec Follower One of eight Companion Followers can be found here.
Informational Topographical Asset List. Every location features its Guns and Ammo Weaponry (whether Guns, Energy Weapons, Melee Weapons, or Unarmed) is here.
name, zone number, a fly-by photograph of its exterior, and notes. Health, Chems, or Water Find Health, Chems, or clean drinking Water here.
Additional information lets you quickly ascertain what the location has
to offer. Here’s what all the V.I.T.A.L. statistics mean: Highly Visible Tall or imposing structure; used to get your bearings.
Home Sweet Home You are rewarded with a safe residence here.
STATISTIC DESCRIPTION
Interior Exploration There is more to this location than just the surface.
Related Quests: References to the three types of Quest to undertake.
Lots O’ Caps Expect to find a large windfall of Caps at this location.
Main Visited during a Main Quest.
Perk! You are awarded a perk at this location, which could be for you or a Companion.
Side Visited during a Side Quest.
Quest Item An item integral to a Quest is found here; some only if the Quest is active.
Free A Free Quest, usually at this location.
Radio Signal Your Pip-Boy picks up a narrow-band radio signal.
Threat Level: Player Experience needed and overall danger.
Sleeping Quarters You can sleep here.
Extremely light: An easy-to-dispatch foe or animal.
Underground Connection This links to an underground area, which connects to other locations.
Light: A couple of Fiends or a few small creatures.
Wasteland Vegetation Naturally growing plant life is abundant here.
Moderate: A small Super Mutant camp or single large creature.
Weapons, Please! You are ordered to disarm when entering this location.
Problematic: Expect heavy resistance and multiple entities.
Wild Wasteland A strange oddity based on this trait is seen here.
Extreme: Exceptionally strong or legendary foes.
Factions: The type of friends or foes that inhabit each location.
Name
Entities
The Faction type, as detailed in the Factions and Bestiary chapter.
The specific individuals, or monster types that inhabit this locale.
Caution Take care when using explosives, heavy
weapons, or ordnance! Many of the Collectible
items are small and light, and may move if hit by such weaponry.
Services: Individuals or venues that offer a particular type of assistance. Be sure to search around if an item isn’t where it should be.
Caravan Player An entity is willing to play a few games of Caravan if you ask.
Gambling Blackjack, Roulette, or Slots may be available at this venue. A Few Words About Free Quests
Healer/Dealer You can be healed, or purchase ingestible goods here. This Tour section also lists (and solves) more than 90 “Free Quests.”
Repairer You can get your weapons and equipment repaired here. These are tasks that never appear in your Pip-Boy’s Quest menu. Clues
Trader You can trade for new or improved items at this location. to some appear in your Notes menu, and you’ll simply stumble across
others. These are usually short, offer a small XP (Experience Point)
Crafting: Devices that help you create helpful items from assorted ingredients.
bonus, and are yet another entertaining diversion from your Main
Campfire A place to cook up Recipes, based on ingredients you’ve collected. Questing. The following table lists all available Free Quests. To read
Reloading Bench A bench to break down and create new ammunition types. more, turn to the location listed under “Location Start.”
Workbench A bench to create new and helpful items and weapons. MAIN FACTION /
Upgrade A Trader with modifications you can easily install onto a weapon. follower # QUEST NAME LOCATION START
Dangers: Hazards that you must be extremely wary of, or risk health loss. Super Mutant 1 Wind-Brahmin Wrangler [1.01] Brooks Tumbleweed Ranch
Traps Beware of a Bear Trap, Chain Trap, Grenade Bouquet, Shotgun, or other trap here. Super Mutant/Lily 2 Lily and Leo [1.10] Jacobstown
Radiation Exposure to (usually) low radiation at this location. NCR 3 Lenk’s Bad Debts [1.12] Ranger Station Foxtrot
Mines Beware of Frag or Pulse Mines. Deactivate them to use yourself. NONE 4 Strategic Nuclear Moose [1.13] Brewer’s Beer Bootlegging
Primm 5 A Pair of Dead Desperados, II [1.S05] Wins Hideout

288
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

MAIN FACTION / MAIN FACTION /


follower # QUEST NAME LOCATION START follower # QUEST NAME LOCATION START
The Thorn 6 Fight Night [2.04] The Thorn Boomers 51 Iron and Stealing [3.02] Nellis Hangars
Harder, Better, Faster, NONE 52 All Fired Up! [3.12] Vault 34
Followers OTA 7 [2.10] New Vegas Medical Clinic
Stronger
NCR 53 Help for Halford [3.19] Camp Guardian
Mr. House (The Strip) 8 Strip Search [2.13] The Strip North Gate
Caesar’s Legion 54 A Trusted Aide [3.28] The Fort
NCR 9 A Final Plan for Esteban [2.19] Camp McCarran
Beware the Wrath of [3.28] The Fort : Mojave Wasteland
NCR 10 Bounty Killer, I [2.19] Camp McCarran Caesar’s Legion 55
Caesar! (Random)
NCR 11 Dealing with Contreras [2.19] Camp McCarran [3.28] The Fort : Mojave Wasteland
Caesar’s Legion 56 Caesar’s Favor
[2.19] Camp McCarran : Mojave (Random)
NCR 12 Don’t Poke at the Bear
Wasteland (Random) Caesar’s Legion 57 Laurifer Gladiator [3.28] The Fort

NCR 13 Don’t Tread on the Bear [2.19] Camp McCarran : Mojave Caesar’s Legion 58 Powder to the People [3.28] The Fort
Wasteland (Random)
Saving (or Savaging)
Caesar’s Legion 59 [3.28] The Fort
NCR 14 Emergency Radio Waves [2.19] Camp McCarran : Mojave Sergeant Teddy
Wasteland (Random) NCR 60 Defacing the Humble Stone [3.32] Boulder City
Not Worth a Hill of Corn We Must Stop Meeting Like
NCR 15 [2.19] Camp McCarran Mr. House (The Strip) 61 [3.32] Boulder City
and Beans This, III
NCR 16 Rest and Resupply [2.19] Camp McCarran Highway to the Danger
Boomers 62 [3.S03] Boomer Territory Road
NCR 17 Silus Treatment [2.19] Camp McCarran Zone, I
NCR 18 Keith’s Caravan Charade [2.22] Aerotech Office Park Highway to the Danger
Boomers 63 [3.S04] Bombarded Houses
Zone, II
NCR 19 Bounty Killer, II [2.24] Vault 3
Goodsprings 64 Ringo’s Caravan Rules [4.05] Goodsprings
NONE 20 I Love Bananas [2.24] Vault 3
We Must Stop Meeting Like
NONE 21 Access Powers [2.35] REPCONN Headquarters Goodsprings 65 [4.05] Goodsprings
This, I
NONE 22 Honorary Rocketeer [2.35] REPCONN Headquarters We Must Stop Beating
Goodsprings 66 [4.05] Goodsprings
Westside 23 A Bit of Slap and Tickle [2A.01] Casa Madrid Apartments Like This
North Vegas 24 Meeting an Equal [2B.S04] Jules Goodsprings 67 Trudy’s Radio Repair [4.05] Goodsprings
Followers OTA 25 Short-Term Treatment [2C.01] Old Mormon Fort Goodsprings 68 Exhumin’ Nature [4.06] Goodsprings Cemetery
Followers OTA 26 Long-Term Care [2C.01] Old Mormon Fort NONE 69 Claws Out [4.08] Sloan
Followers OTA 27 Friend of the Followers [2C.01] Old Mormon Fort You Gotta Break Out a
NONE 70 [4.08] Sloan
The Kings 28 Papers, Please [2C.02] Mick & Ralph’s Few Eggs
Big Winner, Atomic NONE 71 Power to the People [4.08] Sloan
Atomic Wrangler 29 [2C.06] Atomic Wrangler
Wrangler NONE 72 Claws Mended [4.08] Sloan
Atomic Wrangler 30 Hat’s Entertainment [2C.06] Atomic Wrangler
Goodsprings 73 Barton the Fink [4.11] Goodsprings Source
NONE 31 Maud’s Muggers [2C.S11] The Granny Gang
Primm 74 A Pair of Dead Desperados, I [4.17] Primm
Freeside 32 Reach for the Sky, Mister! [2C.S12] Max and Stacey
A Team of Moronic
Freeside 33 Rotface’s Loose Lips [2C.S15] Rotface Primm 75 [4.17] Primm
Mercenaries
Freeside 34 Flogging a Dead Corpse [2C.S19] An Unsubtle Mugging Primm 76 Big Winner, Vikki & Vance [4.17] Primm
Freeside 35 Smooth-Talking Criminal [2C.S20] Squatter Camp #2 Gland for Some Home
Primm 77 [4.17] Primm
The Strip 36 Big Winner, The Gomorrah [2D.01] Gomorrah Cooking
The Strip 37 Playing on the Old Joana [2D.01] Gomorrah NONE 78 Thought for the Day [5.02] 188 Trading Post
The Strip 38 Razzle Dazzle! [2D.01] Gomorrah NONE 79 Democracy Inaction [5.05] Vault 11
Mr. House (The Strip) 39 The House Has Gone Bust! [2D.02] Lucky 38 Casino Super Mutant/ Raul 80 Old School Ghoul [5.07] Black Mountain
Useless Baubles or Fancy Brotherhood of Steel 81 Pistol Packing [5.11] Hidden Valley
Mr. House (The Strip) 40 [2D.02] Lucky 38 Casino
Trinkets? Brotherhood of Steel 82 Brotherhood Bond, I [5.11] Hidden Valley
The Strip 41 Big Winner, The Tops [2D.04] The Tops Casino Brotherhood of Steel 83 Brotherhood Bond, II [5.11] Hidden Valley
The Strip 42 Big Winner, Ultra-Luxe [2D.05] Ultra-Luxe Casino Powder Gangers 84 Eddie’s Emissary [5.15] NCR Correctional Facility
Brotherhood of Steel/ You Make Me Feel Like a Novac 85 Andy and Charlie
43 [2D.05] Ultra-Luxe Casino [5.18] Novac
Veronica Woman
Getting a Leg Up from
The Strip 44 Suits You, Sarah [2D.06] Vault 21 Novac 86 [5.18] Novac
Andy
The Strip 45 Tourist Traipse [2D.06] Vault 21
Novac 87 Straus Calls [5.18] Novac
We Must Stop Meeting Like
Mr. House (The Strip) 46 [2D.S02] Victor at the Lucky 38 Novac 88 The Screams of Brahmin [5.18] Novac
This, IV
NONE 47 Cajoling a Cudgel [U2.EC] East Central Sewers We Must Stop Meeting Like
Novac 89 [5.18] Novac
This, II
Malleable Mini Boomer
Boomers 48 [3.01] Nellis Air Force Base NCR 90 An Ear to the Ground [6.02] Camp Forlorn Hope
Minds
Boomers 49 Bear Necessities [3.01] Nellis Air Force Base NCR 91 Tags of Our Fallen [6.02] Camp Forlorn Hope

Boomers 50 Missing a Few Missiles Caesar’s Legion 92 Arizona Scavenger [6.20] Cottonwood Cove
[3.01] Nellis Air Force Base
Caesar’s Legion 93 Caching in at the Cove [6.20] Cottonwood Cove

289
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Zone 1: Northwest Mountains


Topographical Overview
The terrain is steep and wild for much of this region, which is dominated by a huge sandstone formation known as Red
Rock Canyon, the base of a tribe with a violently nomadic past. Areas of parkland and small villages are now home to
mutated animals and Chem-addled raiders. Fiends have encroached from the east and are threatening Trail 160. Hidden
vaults await an inquisitive traveler (one is already home to escaped Powder Gangers while the other holds more shocking
Note Toentirety
reference the
of this
Zone, please utilize the Map Poster
secrets), and while there are a scattering of drifters and grifters in the old farmsteads north of New Vegas, the other that came with this guide.
dominant force is the settlement of Jacobstown, named for an old friend of a Super Mutant named Marcus. Visit him in
the snowy peaks to the west, and he may yet achieve his dream of peace.
Highways and Byways
The northwestern end of Highway 95 cuts through the tip of this zone, and there’s a rough road along the northern edge where farmers long abandoned their
livelihoods to Raiders or worse. Generally, the main roads are now nothing more than trails: 157 winds into the Pine Ravines and mountainous region leading
to Jacobstown. Unmarked pathways allow easy access around Red Rock Canyon, and a second trail—the 160—takes you around the foothills to the boundary
at the edge of the New Vegas Conurbation.
[1.04] Followers Safehouse [1.S05] Wins Hideout
Available Services, [1.05] Griffin Wares Sacked Caravan [1.S06] Abandoned Farmstead
Crafting and Collectibles [1.06] Horowitz Farmstead [1.S07] Jackal Shack
Services: Caravan Players: [0/15] [1.07] Charleston Cave [1.S08] New Vegas Home
Services: Gambling: [0/15] [1.08] Silver Peak Mine [1.S09] Rusting Pickup Truck
Services: Healers/Dealers: [2/31] [1.09] Vault 22 [1.S10] Carlyle St. Clair’s House
Services: Repairers: [1/9] [1.10] Jacobstown [1.S11] Mojave House
Services: Traders: [2/33] [1.11] Remnants Bunker [1.S12] Brahmin Paddock and Farmstead
Crafting: Campfires: [15/109] [1.12] Ranger Station Foxtrot [1.S13] Trail 157 Junction
Crafting: Reloading Benches: [4/36] [1.13] Brewer’s Beer Bootlegging [1.S14] Ruby Hill Grave
Crafting: Workbenches: [3/41] [1.14] Red Rock Drug Lab [1.S15] Mountain Vista
Crafting: Weapon Upgrades: [1/10] [1.15] Red Rock Canyon [1.S16] Pine Ravines Pathway
Collectibles: Snow Globes: [1/7] [1.16] Chance’s Map [1.S17] Red Rock Pathway
Collectibles: Caravan Cards: [0/30] [1.17] Poseidon Gas Station [1.S18] Westside Turnaround and Playground
Collectibles: Hollowed-Out Rocks: [8/42] [1.18] Spring Mt. Ranch State Park [1.S19] Abandoned Home
Collectibles: Skill Books: [6/51] [1.19] Nopah Cave [1.S20] Cazadors’ Duffle Bag
Collectibles: Skill Magazines: [21/213] [1.20] Bonnie Springs [1.S21] Disassembled Weapons Shipment
Collectibles: Star Bottle Caps: [8/100] [1.21] Vault 19 [1.S22] Violet and Violetta Trailer Compound
Collectibles: Unique Items: [9/95] [1.22] Whittaker Farmstead [1.S23] Radioactive Pools
Collectibles: Unique Weapons: [7/42]
Secondary Locations [1.S24] Red Rock Canyon Commemorative
Stone
Primary Locations [1.S01] Radioactive Road Block [1.S25] Spring Mountain Pathway
[1.01] Brooks Tumbleweed Ranch [1.S02] Hovering Anomaly/Mercenary Camp [1.S26] Hovering Anomaly
[1.02] Northern Passage [1.S03] Electrical Transformer Station [1.S27] Sulfur Cave
[1.03] Ruby Hill Mine [1.S04] Sharecroppers’ Lament

Primary Locations
[1.01] Brooks Tumbleweed Ranch Wind-Brahmin and some mattresses upstairs,
along with a Skill Book on the locker shelf.
• First Aid Box (2)
• Sunset Sarsaparilla Star Cap [1/100]
• Skill Book: Lying, Congressional Style [Speech] [1/4] [1/6]
• Cattle Prod
Free Quest: Wind-Brahmin Wrangler
Outside, step into the paddock where the Wind-
Brahmins are gamboling about, and you’re
surprised by a Nightkin. He asks if you want to
buy the Wind-Brahmin. All of them. For all of Passage is currently blocked, and cannot be
your Caps. You can: accessed. Check the grave (use a Shovel), and be
• Free Quest: Wind- Sunset Sarsaparilla Star sure to look for the Hollowed-Out Rock across
Brahmin Wrangler Cap [1/100] Kill this crazy Super Mutant, and
from the Banana Yuccas.
guns

• Threat Level: • Health, Chems or Water optionally any “Wind-Brahmin” you don’t
see eye to eye with. • Hollowed-Out Rock [1/42] • Grave Items
• Faction: Super Mutant • Interior Exploration
Entity: Nightkin • Sleeping Quarters
Or part with all your Caps, and “own”
a piece of the tumbleweed action.
[1.03] Ruby Hill Mine
Entity: Wind-Brahmin • Wasteland Vegetation CAPS Naturally, bring a low number of Caps if
• Collectibles: you want a “bargain.”
Skill Book: [Speech]
[1/4] [1/6]
[1.02] Northern Passage
North of the remains of Highway 95, this ranch • Threat Level: • Collectibles: Hollowed-Out
consists of a derelict shack, a fallen feed silo, and • Faction: None Rock [1/42]
a house. The ranch house has a Wind-Brahmin • Wasteland Vegetation
you can “pet,” and various junk on the ground Beyond the dying sharecropper farms and the
floor along with some First Aid Boxes; check the decaying power line is a ramshackle hut and
pantry for a Sunset Sarsaparilla Star Bottle Cap a small, steep hill path to a large cavern filled
on the floor near the empty bottles. Find another with rocks you can cannot shift. The Northern

290
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

• Threat Level: Unique Weapon [1/42] On a rocky bluff overlooking the ruined The western cluster is empty, save for a possible
• Faction: Abomination • Wasteland Vegetation farmsteads and North New Vegas is a concrete wandering Cazador and a Reloading Bench. The
bunker bearing the insignia of the Followers of southern and eastern buildings are sealed up.
Entity: Lakelurk • Interior Exploration
the Apocalypse. The door can only be opened The northern building (watch for Frag Mines!) is
• Collectibles: with the Followers Safehouse Key, accessed after home to a small Viper Gang camp. Once you’ve
Hollowed-Out Rock Julie Farkas and the others at the Old Mormon killed them, check the back of the rusting pickup
[2/42] Fort [2C.01] grow to like you (Free Quest: for a Hunting Shotgun and ammo.
Friend of the Followers). Once inside, locate the • Reloading Bench [1/36] • First Aid Box and Healing
Nestled in a rock face west of the winding following:
Trail 157 and grazing Bighorners is a rickety • Campfire [1/109] Powder (2)
door leading to an abandoned mine. Note the • Workbench [1/41] • Produce Sack
• Frag Mine
Hollowed-Out Rock next to the entrance. The • Skill Book: D.C. Journal of Internal Medicine [Medicine] • Sunset Sarsaparilla Crate
[1/4] [2/6] • Ammo Box Ammunition
water-logged mine, now filled with Lakelurks, is (3) and Bottles
(3) [1 = Average]
the final resting place of a Jackal Gang explorer. Much like other Safehouses across the Mojave,
• Hunting Shotgun and • Sunset Sarsaparilla Star
• Hollowed-Out Rock [2/42] this offers a place of rest and healthy solace. The Cap [2/100]
following benefits occur: Briefcase
• Sleeping Quarters
1. Any bed you sleep in at this location gives
you a “Well Rested” bonus.
2. A water fountain here allows you to sip
[1.07] Charleston Cave
2 purified water without radiation.
4
3 3. If the location has a fridge, it is restocked
with items once per day.
5
1 4. Aside from the fridge, you can store items
int containers without them disappearing.
Choose a metal box, footlocker, or other
chest type, place a low value item inside,
then return after a day to ensure your items
Ruby Hill Mine Interior haven’t been taken.
A 5. This location has a medical practitioner
A Door to Mojave Wasteland (Doctor Luria), who visits every Monday and
Thursday. You can check the day of the week • Side Quest: Guess Who I [1/19] [1-3/21]
1 Initial Chamber when you attempt to Wait or Sleep. Doctor Saw Today Magazine: [Repair]
To the right (east) of the entrance, rickety stairs Luria hands over one set of the following, • Threat Level: [1/27] [1-3/21]
lead to an empty platform and a rocky ledge. The each time she visits (so you can choose items • Faction: Mutated Animal Magazine: [Survival]
chamber itself is strewn with rocks, rusting mine twice a week, assuming you’re there when [1/30] [1-3/21]
carts, and wandering Lakelurks. Entity: Nightstalker
the doctor is).
(Stealth strain) Unique Weapon [2/42]
2 Connecting Passage (Under and Above) • Healer: Doctor Luria Stimpak (3) • Crafting: Campfire [2/109] • Guns and Ammo
Accessible from the western grotto or the upper [1/31] RadAway (2) and Rad-X • Dangers: Radiation • Health, Chems, or Water
rocky ledge in the initial chamber, this passage Super Stimpak
connects these areas, and features an alcove • Collectibles: • Interior Exploration
with Explosives. The lower (western) exit is [1.05] Griffin Wares Sacked Caravan Hollowed-Out Rock
[3/42]
• Quest Item
underwater. • Sleeping Quarters
• Explosives Crate Items (2) Magazine: [Medicine]
3 Connecting Passage (Ground Level)
Most the Lakelurks reside here. A
4 Grotto Charleston Cave
Interior
This offers little to scavenge, aside from a Super
Mutant corpse floating over a strange, skeletal
underwater card game. Check the natural pillar
for more Explosive Crates.
• Explosives Crate Items (3: 1 = Average, 1 = Hard)
5 Jackal Gang Member (Deceased) • Side Quest: Heartache By • Faction: Prospector 3
1
Uncover her small haul (the Worn Key unlocks the Number
the Hard Crate at Location #4), including a • Threat Level:
Unique Weapon. Griffin is nowhere to be seen, but his Pack 5
2
• Knife Brahmin and Guards are slowly rotting in
• Unique Weapon: Pushy [1/42] the sun. Bring Cass here during Side Quest:
Heartache By the Number for further revelations.
• Worn Key
• Sunset Sarsaparilla Crate • Plasma Rifle and Ammo 4
[1.04] Followers Safehouse 6
[1.06] Horowitz Farmstead

Full of stunning stalactites and other ancient


rock formations, Charleston Cave has remained
closed for hundreds of years since its discovery
in the early 1960s, and subsequent geological
instability. Once the home to a hold-out during
the Great War, strange mutant critters known
as Nightstalkers roam these empty chambers. A
new and even more terrifying strain can shroud
themselves in Stealth Boy–like invisibility. Don’t
• Free Quest: Friend of the • Crafting: Workbench forget to inspect the nearby rock!
Followers [1/41] • Threat Level: • Collectibles: Sunset
Sarsaparilla Star Cap • Hollowed-Out Rock [3/42]
• Threat Level: • Collectibles: Skill Book: • Faction: Viper Gang
• Faction: Followers of the [Medicine] [1/4] [2/6] • Crafting:
[2/100] A Door to Mojave Wasteland
• Guns and Ammo
Apocalypse • Area Is Locked Campfire [1/109] 1 Entrance Camp
Entity: Doctor Luria • Health, Chems, or Water • Health, Chems, or Water
Reloading Bench [1/36] Among the mattresses is a Campfire, and a half-
• Services: • Home Sweet Home • Sleeping Quarters buried Ammo Box [Locked: Easy].
• Dangers: Mines
Healer [1/31] • Interior Exploration • Campfire [2/109] • Sleeping Quarters
• Sleeping Quarters • Ammo Box [Locked: Easy]

291
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Vault 22 was a “green” vault, filled with scientists


2 Eastern Bone Zone dedicated to their experiment: keeping the entire
Access this via the eastern passage that winds population of the vault alive with plants grown
down, past a connecting corridor, to a small 1 with its confines. The experiment could be said
cavern filled with long-dead Nightstalker snacks. to have exceeded all expectations, but with
Silver Peak Mine A
3 Big Cavern (West) Interior & Shack horrific side-effects. Many have attempted to
B locate the data the scientists left behind, but so
Nightstalkers prowl this large natural chamber.
far nobody has returned alive. The vault is open,
4 Water-Logged Cavern Junction C but warning signs surround it from people lucky
Offering three routes out, and filled with enough to survive their initial encounter with
2 the vault’s inhabitants. Don’t forget to check
ankle-deep and lightly irradiated ground water,
this is the cavern’s lowest point. the Hollowed-Out Rock on the right side of the
gulley, across from the “Keep Out!” sign.
5 Blast Door to One-Man Vault • Hollowed-Out Rock [5/42]
Chiseled out of the cavern is a long-
lockpick

abandoned storage room. Pick the lock First Level: Vault 22—Entrance Hall
[HARD] and ransack the shelves for the A Exit to Mojave Wasteland
following items.
• Assorted Tools • Magazine: Today’s
1 Restored Terminal and Bedding
• Ammo Box Physician [Medicine] Find an explorer’s bedding, a Magazine
4 sandwiched between two Pre-War Books, and
Ammunition (3) [1/19] [1/21]
• Magazine: Fixin’ Things a rusting (but workable) Restored Terminal on
• Hunting Shotgun 3
[Repair] [1/27] [2/21] the raised floor adjacent to the Vault Door. The
• Grenade Box Ammunition terminal has two menu entries from a Vault 22
• Magazine: Lad’s Life Expedition.
• Stimpaks, RadAway, and
[Survival] [1/30] [3/21]
Rad-X > Vault 22 Expedition, entry 1
• Purified Water (10)
• Holotape: Post-War Audio > Vault 22 Expedition, entry 2
Log • Sleeping Quarters
• Magazine: Programmer’s Digest [Science] [1/23] [4/21]
6 Nightstalker Larder • Duffle Bag Items
This medium-sized cave holds a variety of • Sleeping Quarters
half-eaten Bighorner parts, and scattered human
skeletal remains, and a Unique Weapon. Enter 2 Storage Cavern
2 Broken Elevator
this chamber, and search the dead Nightkin This crossroads has a Vending Machine to bang
Halfway down the snaking and descending
in here, to uncover a Quest-critical item: the on, as well as the door to an elevator [B]. You
passage, an opening on your left leads to a small
Chewed Stealth Boy. The Nightkin isn’t here can:
mine cavern with cluttered boxes and mine carts,
unless this Quest is active. and little else. Repair the elevator, which allows access
repair

• Quest Item: Chewed Stealth Boy


3 Cazador Cavern to all five floors of this vault.
• Unique Weapon: Oh, Baby! [2/42]
This cavern houses a small (but ferocious) Or leave it alone. Your other option is to head left (south),
[1.08] Silver Peak Mine population of Cazadors. Ignore the high ledge.
There is an exit tunnel near some Explosive
down the stairs to the unlocked door [C].

Crates in the southwest wall.


B Broken Elevator
• Explosives Crate Items (2) C Door to Vault 22—Oxygen Recycling
4 Passage and Upper Ledge Second Level: Vault 22—Oxygen Recycling
Use this passage to reach the ledge above. This B Broken Elevator
leads to a gate; open it and procure the following
from the skeletal remains of an Enclave hold-out:
C Door to Vault 22—Entrance Hall
• Explosives Crate Items (2) 3 Stairwell Junction
• Chems (Hydra) This area allows quick access up or down to the
• Unique Item: Remnants Power Helmet [1/95] Entrance Hall or Food Production, allowing you
to avoid all chambers in this level.
• Threat Level: Sunset Sarsaparilla Star
Cap [3/100]
[1.09] Vault 22 D Door to Vault 22—Food Production
• Faction: Mutated Insect See maps on the following page
Entity: Cazador Skill Book: [Lockpick 4 Laboratory Entrance
[1/4] [3/6] Thick vines snake up through the central venti-
• Crafting: Workbench
Unique Item [1/95] lation area. This place is in ruins.
[2/41]
• Collectibles: • Guns and Ammo 5 U-Shaped Corridor
Hollowed-Out Rock • Interior Exploration This is the main conduit on this level. Note
[4/42] • Sleeping Quarters Keely’s Laboratory to the south.

Up the rocky embankment to the west of Trail 6 Small Incubation Room


157 is a small opening cut into the rock face, and Plants have thrust through the vents in this tiny
a mine shack entrance. Inspect the Hollowed-Out chamber.
Rock at the entrance, before heading inside.
7 East Laboratory
• Hollowed-Out Rock [4/42]
• Side Quest: Bleed Me Dry • Collectibles: Flora is running rampant. There’s a very faint
A Door to Mojave Wasteland chittering noise. Another Restored Terminal
• Side Quest: I Could Make Hollowed-Out Rock
contains an entry complaining about a “noise” in
1 Mine Shack Interior You Care [5/42]
the duct work. It isn’t written by Keely.
The two-room shack has scattered tools and • Side Quest: Still in the Skill Book [Barter] [1/4]
scrap metal, and the following, including a Dark [4/6] 8 Keely’s Laboratory
Shovel (useful for grave-robbing). Check the floor • Side Quest: There Stands Magazine [Science] Check Keely’s terminal for three more entries.
by the ransacked lockers for a Skill Book. the Grass [1/23] [4/21] You can also step into a viewing chamber to the
• Shovel • Sunset Sarsaparilla Star east; this area (Location #32) is currently blocked
• Free Quest: Suits You, Unique Weapon [3/42]
Cap [3/100] and you can’t access it.
• Scrap Metal (3) Sarah • Area Is Locked
• Varmint Rifle > Vault 22 Expedition, entry 3
• Ammo Box Ammunition • Threat Level: • Guns and Ammo
(3) • Teddy Bear and Toy Box > Vault 22 Expedition, entry 4
• Faction: Abomination • Health, Chems, or Water
• Skill Book: Tumblers • Sleeping Quarters > Vault 22 Expedition, entry 5
Entity: Keely • Interior Exploration
Today [Lockpick] [1/4] • Workbench [2/41] • Duffle Bag Items
Entity: Giant Mantis • Sleeping Quarters
[3/6]
Entity: Spore Carrier • Wasteland Vegetation
B Door to Silver Peak Mine Entity: Spore Plant • Quest Item
C Door to Silver Peak Mine Shack
292
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

> Status Report 9228


Food
Oxygen Production > Status Report 9253
Recycling > Status Report 9312
• Food Additive

6 14
14 Observation Chamber
Entrance Hall 13
Open the door to a room providing a look out
D I 29
D at a (currently inaccessible) part of the cavern
B 2 A B 3 4 7 B 9 10 system. Giant Mantises may be seen here.
C 5
E
1
C
12 I Door to Vault 22—Pest Control
11
This is underneath, and leads to the winding
30
8 cavern chambers to the east of here.
32
31 29 Cave Tunnel Junction
This area is accessed from Location #28; the
20
J Upper Laboratory on Fifth Level—Pest Control.
25
Defeat the Giant Mantises here (there are at
least six in the caves) before picking a path. The
19 21
J tunnel to the north is inaccessible.
30 Dead-End Tunnel
27 Face the largest Giant Mantis, a female guarding
22 18
16 24 her ootheca, and then open it from the end of the
tunnel. Inside is a Mantis Egg. This is handy if
Common you’re collecting these for Red Lucy, as part of
B 15 Areas Side Quest: Bleed Me Dry.
17
F • Quest Item: Mantis Egg
22 16 31 Winding Tunnel
Head right (south), and pass the (still sealed)
37 door to Location #12, and follow the tunnel all
23 the way to the end to a door.
J Door to Vault 22—Oxygen Recycling
28 36
33 H 38 You can now access the chamber on the other
35
B 26 side of the glass wall from Keely’s Laboratory
(Location #8). Refer back for that information.
G 34
Fourth Level: Vault 22—Common Areas
Pest Control
38 B Broken Elevator
F Door to Vault 22—Food Production
39 15 Entrance Corridor
The stairs that continue down to Pest Control are
blocked, and can never been accessed from this
point, forcing you east to the mezzanine door.
16 (Upper and Lower) Mezzanine
This large, two-story location has been choked
with vines. This hub area has multiple doors and
doorways. Expect Spore Carrier attacks, mainly
occurring downstairs.
40
17 (Upper) Restrooms
Beware of Spore Carriers in the ladies’ stalls! The
water is slightly irradiated, and unnecessary to
Expect camouflaged Spore Carriers to leap from drink unless you’re parched.
K Door to Vault 22—Food Production
This leads back to a cave tunnel system that is
the foliage as you progress. 18 (Upper) Overseer’s Office
first accessed down at the fifth level. 11 Water Purification The terminal here is of specific interest. There
Strange ultraviolet lamps shine in one corner, are three menus, and you should unlock all
32 Viewing Laboratory and Keely’s continuing (and startling) expedition locations:
This is the laboratory you could see through the Journal entries can be read on the terminal here. > Unlock Crew Quarters. This locks the door to Location
windows from Keely’s Laboratory (#8). There’s #25.
> Vault 22 Expedition, entry 6
a vital (and unique) Quest Item inside the
northeast locker, which is accessible whether you > Vault 22 Expedition, entry 7 > Unlock Data Backup. This locks the door to Location
#36.
have Side Quest: Still in the Dark active or not. 12 Crop Laboratory and Cave Door Access > Unlock Cavern Access. This isn’t possible due to the
Grab this so you don’t have to return. You must
now traipse all the way back to Pest Control. This small laboratory has the remains of crop override.
plants, and a reinforced blast door in the eastern
• Quest Item: HEPA 20 Cartridge Filer (6) wall. The door requires a key, and the wall 19 (Upper) Cafeteria
Third Level: Vault 22—Food Production terminal doesn’t give you permission to open The western cafeteria has some Fresh Fruit, and
it. Locate the Vault 22 Cave Door Keycard in more Food in the fridge.
B Broken Elevator Location #25, then swipe the wall terminal to • Food
D Door to Vault 22—Oxygen Recycling release the lock, and access the cave system. The
desk terminal has some alarming (but ancient) 20 (Upper) Break Room
9 Spore Carrier’s Staircase missives: There are signs of a disturbance in this room,
Brace for an attack from a horrific plant/ > Security Request and odd UV lamps are active. Check the wall
humanoid hybrid called a Spore Carrier. It terminal, which has two additional entries (and
> Medical Emergency
usually leaps from the clusters of plants growing progress) that Keely has made.
on the ground. Expect more attacks throughout > Help!
> Vault 22 Expedition, entry 8
the rest of the vault. These stairs lead down to 13 Food Production > Vault 22 Expedition, entry 9
the Common Areas, or up to Oxygen Recycling,
More powerful Spore Carrier Brutes lurk in • Pool Cue (2)
allowing you to avoid all chambers in this level.
this L-shaped chamber. The northern raised
E Door to Vault 22—Common Areas computer room contains a monitor with some 21 (Upper) Bar
grim yield reports from the time the vault was One corner contains some items, including some
10 Spore Carrier’s Corridor active. valuable Cave Fungus you could use in a Recipe.

293
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

• Cave Fungus • Skill Book: Tales of a Junktown Jerky Vendor [Barter] • Side Quest: For Auld • Collectibles:
• Beer, Wine, Scotch and Vodka [1/4] [4/6] Lang Syne Hollowed-Out Rock
• First Aid Box H Door to Vault 22—Food Production • Side Quest: Guess Who I [6/42]
Saw Today Skill Book [Melee
22 (Upper and Lower) Stairs Note which previous locations you should visit
• Side Quest: Nothin’ But a Weapons] [1/4] [5/6]
before continuing.
If you don’t want to jump from the mezzanine, Hound Dog Magazine [Repair] [2/27]
this is the longer, slightly safer way to descend. 33 (Lower) Office • Side Quest: Unfriendly [5-8/21]
23 (Lower) Utility Rooms Head east down the Entrance Corridor (#26), and Persuasion Magazine [Science]
ignore the first door on the right. Kill any Spore
Locate the doorway with the “Utility” sign in the • Free Quest: Lily and Leo [2/23] [5-8/21]
Carriers, and make a left, because the way ahead
south wall. The first room is a small generator • Threat Level: Magazine [Survival]
is blocked. This leads to an L-shaped corridor
area with a terminal and tool cabinet. The [2/30] [5-8/21]
with another blockade and enemies. Check the • Faction: Super Mutant
terminal has a couple of worrying emails. The
door on the left (west) wall. It leads to a small Entity: Marcus Magazine [Unarmed]
adjoining chamber to the west has a sparking
office with UV lamps keeping a Spore Plant at [1/11] [5-8/21]
transformer and some weapons. Entity: Lily
bay. Snow Globe [1/7]
> Ticket 1—Strange noises Entity: Keene
> Ticket 2—Gas leak?
34 Cultivation Chamber Sunset Sarsaparilla Star
Entity: Doctor Henry
The only way to reach farther into this level is Cap [4/100]
• Tool Cabinet Items (4) Entity: Calamity
to access the first door on your right (south) Unique Item [2/95]
• Laser Pistol and Ammo from the Entrance Corridor (#26), which leads Entity: Super Mutant
• Follower
• Flamer and Ammo into this Cultivation Chamber. Nullify the Spore Entity: Nightkin
Plants before exiting the door farther along the • Guns and Ammo
24 (Lower) Clinic room, circumventing the plant blockade back in
Entity: Bighorner
• Health, Chems or Water
There’s a terminal to check, which has a number the corridor. • Services:
• Interior Exploration
of cases of vault dwellers with unusual viral Repairer [1/9]
infections.
35 South Cultivation Chamber [Hard] • Perk!
Trader [1/33]
The door to this location is locked. Usually, you’d • Sleeping Quarters
> Case 162 (and three updates) • Crafting: Reloading Bench
access this on your return from the Giant Cavern • Wasteland Vegetation
> Case 164 (group) (#39), unlocking the door via the wall terminal on [2/36]
• Quest Item
> Case 173 (group) the inside of the room. • Dangers: Radiation
• Tool Cabinet Items (3) 36 Data Room Marcus, a mild-mannered Super Mutant
• First Aid Box This chamber with the “No Access” door has sheriff of Broken Hills took it upon himself
to find a refuge for the “broken-minded” of
25 (Lower and Upper) Crew Quarters [Average] all of the data that the vault dwellers collected
his kind: low-intelligence Super Mutants and
before their unfortunate demise. This infor-
This area is locked, unless you unlocked it in the schizophrenic Nightkin. It proved to be more
mation is critical two Side Quests. There is a
Overseer’s office. A corridor leads to some stairs, difficult than holding on to Broken Hills, but he
single menu that you should access:
with two doors on either side. Three of the doors eventually decided Jacobstown was a good spot
lead to a small room and bed to sleep on. Check > Download research data to set up a community. Despite splinter groups
the first door on the left (west) for an ambush This data is important to three interested parties, (Davison and Tabitha), Marcus does his best to
from three Spore Carriers and overwhelming and it is recommended that you have these take care of Lily and the other Super Mutants
fernery! Don’t forget your Vault 22 Jumpsuit Quests active: and Nightkin at Jacobstown.
souvenir from any of the dressers (especially if Doctor Thomas Hildern, as part of Side Quest: There
you’re collecting them for Sarah at Vault 21), and
1 Town Entrance and Marcus
Stands the Grass.
the Vault 22 Cave Door Keycard, allowing access Check the clump of rocks to the right (north) of
at Location #12). At the top of the steps is a Keely, as part of Side Quest: There Stands the Grass. the guards to find a Hollowed-Out Rock. Step
vicious Spore Plant and two more rooms contain Veronica, as part of Side Quest: I Could Make You Care. forward to receive welcome from Marcus. He
Spore Carriers. The fallen rocks ahead stop tells you to keep any alliance with the NCR to
37 North Cultivation Chamber yourself, and to avoid baiting the Nightkins. You
further progress.
Note that this set of tunnels is completely can ask him more about the place, and what he
• Scrap Metal separate from the ones on the higher floors. thinks about the major Factions. The second
• Teddy Bear (2)ÀQuest Item: Vault 22 Cave Door Keycard Watch out for Spore Plants. time you enter this place (after visiting the
• Sleeping Quarters 38 Tunnels (Two Sections) lodge), Marcus informs you he’s being hassled by
• Vault 22 Jumpsuit Mercenaries. This starts Side Quest: Unfriendly
Check both paths at the junction. One is
Persuasion.
27 Common Areas Blocked Staircase blocked, so take the other into the Giant Cavern
(no matter which section of tunnel you’re in). • Hollowed-Out Rock [6/42]
Head down to the fifth level, enter the Entrance
Corridor [26], and then look for the Door to Vault 39 Giant Cavern 2 Town Sign and Lodge Exterior
22—Common Areas [Very Easy], which is locked. This huge, subterranean cavern is brimming The small pond is slightly irradiated. You can
Head back up the stairs to the blockage, fighting with snapping plants, Giant Mantises, and explore the perimeter and behind the lodge, but
a couple of Giant Mantises on the stairwell. The scattered oothecae you can grab Mantis Eggs there’s nothing to find but melting snow.
detour is worth it; a skeleton lies next to an
AER14 Prototype Laser Rifle and some scattered
from. Head south to locate a small alcove tunnel. 3 Jacobstown Bungalow #1 (South)
Note that the exit to the other section of tunnel is
ammo. Only three of the seven bungalows are accessible.
via ascending a large, curved rock.
• Unique Weapon: AER14 Prototype Laser Rifle [3/42] One has the following:
• Mantis Egg
• Skill Book: Grognak the Barbarian [Melee Weapons] [1/4]
Fifth Level: Vault 22—Pest Control 40 Keely’s Antechamber [5/6]
B Broken Elevator The scientist who survived longer than the • Unique Item: Nuka-Cola Victory [2/95]
G Door to Vault 22—Common Areas [Very Easy] Mercenaries Doctor Hildern sent down here is in • Carton of Cigarettes
this antechamber, waiting for rescue, as part of
Unlock this door to return to the previous floor’s • Sleeping Quarters
Side Quest: There Stands the Grass.
stairwell to secure a Unique Item. 4 Jacobstown Bungalow #2 (North)
26 Entrance Corridor [1.10] Jacobstown A card game ended in one player (now skeletal)
See maps on the following page losing everything.
The long, branching (no pun intended) corridor
stretches off to the east. • Sunset Sarsaparilla Star Cap [4/100]
28 (Upper) Laboratory Classroom • Footlocker Items (2)
Take the stairs to the north and enter this • Food and Drink
laboratory classroom, fighting off Spore Carriers • Sleeping Quarters
as you go. There’s a Skill Book on the side table,
and the teacher’s terminal is still active. This 5 Jacobstown Bungalow #3 (West) [Average]
provides evidence of the “non-walking” plants Pick the lock to enter another wrecked chalet.
that the vault dwellers had spliced together. A • Service Rifle and Ammo
reinforced blast door allows access back into the
• Dino Toy
cave system of the Food Production level.
• Sleeping Quarters
> Species 1
> Species 2
> Species 3
294
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

C Door to Jacobstown Balcony (Upper)


The outside balcony has a couple of Super
Mutants enjoying the view.
Jacobstown Exterior
8 (Ground Floor) Pool Room
While the Nightkins stomp about complaining
about their pain, you can glance at this large
room with pool tables.
• Pool Cue (5)

4 9 (Ground Floor) Doctor Henry’s Clinic


5 Doctor Henry and his Ghoul assistant Calamity
run a clinic for Super Mutants, but Henry’s main
research is into Stealth technology and curing
the Nightkin’s craziness.
• Repairer: Calamity [SKILL 60] [1/9]
3
• Trader: Calamity: [1/33] Possibility of items such as:
Doctor’s Bag
A Skill Magazines (not counted toward Collectibles total)
Stimpaks and Super Stimpaks
He’s initially annoyed at your presence, but once
2 1 you’re pleasant, Doctor Henry asks you to help
him with his research. So begins Side Quest:
Guess Who I Saw Today. This is also how to
get Lily as a Follower, and is necessary when
6
completing elements of the other listed Side
Quests: when requesting that he reunite with his
old Enclave buddies as part of Side Quest: For
Auld Lang Syne; or whether he can help save the
brain of Rex, as part of Side Quest: Nothin’ But
a Hound Dog. You can also read the notes on
Doctor Henry’s terminal:
> Nightkin Test Data
> Mark II Prototype
> Keene
• Quest Item: Stealth Boy Mark II Prototype
15 • Sleeping Quarters
14 10 (Ground) Lodge Kitchens
13 Expect a bit of a mess, and some Food.
9
10 11 (Ground) Small Lounge #1
Jacobstown Lodge Interior • Carton of Cigarettes
12
11
12 (Ground) Small Lounge #2
• Sleeping Quarters
7
13 (Ground) Small Lounge #3
30
• Sleeping Quarters
B
29 14 (Ground) Small Lounge #4
23 28 This is the middle room in the right-side corridor
8 behind the front desk.
22 27
• Sensor Module (2)
21 26
19
15 (Ground) Staff Bedroom
25 31
• Footlocker Items
24 • Ammo Box Ammunition (2)
18
20 • Sleeping Quarters
17 16 (Upper) Left Corridor Bedroom #1
16
• Sleeping Quarters

C 17 (Upper) Left Corridor Bedroom #2


• Sleeping Quarters
18 (Upper) Left Corridor Bedroom #3
7 (Ground and Upper Floor) Entrance This has a small science experiment in one
corner.
6 Lily’s Bighorner Pen Hall and Keene
• Teddy Bear
Speak to a Nightkin named Lily, who’s mistaken Nightkin wander the lodge interior, and Keene
slightly berates you at the entrance. This uneasy • Sleeping Quarters
you for her grandson Jimmy. She’s obviously
delusional, but very sweet and seemingly loyal. peace between the Nightkin and Doctor Henry 19 (Upper) Left Corridor Restrooms (Gentlemen)
Ask her to join you as part of, and also optionally is extremely delicately balanced. Between the
curved staircases is the front desk with a Snow You can sip radiation-free water from the sinks
at the end of Side Quest: Guess Who I Saw here.
Today. She’s also featured in Free Quest: Lily Globe.
and Leo. She also has a fascinating history, • Snow Globe—Mt. Charleston [1/7] 20 (Upper) Left Corridor Bedroom #4
including information on The Master. • Footlocker Items
• Follower: Lily
• Perk!: Stealthgirl Note You found a Limited
Edition Mojave Landmark
• Ammo Box Ammunition
• Floor Safe Items [Average]
Snowglobe! These rare, Pre-War artifacts are
A Door to Jacobstown Lodge widely considered to be useless baubles, but
• Sleeping Quarters

Jacobstown Lodge rumor has it some collectors will pay dearly


21 (Upper) Connecting Corridor Bedroom #1
for them. This is a junkie’s room, with scattered syringes
B Door to Jacobstown Exterior (Ground) and Chems.

295
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

• Chems (Buffout, Fixer, Rebound)


• Sleeping Quarters
[1.11] Remnants Bunker [1.12] Ranger Station Foxtrot
See map below
22 (Upper) Connecting Corridor Bedroom #2
This contains the remains of a pinball machine,
imported all the way from Point Lookout!
• Sleeping Quarters
23 (Upper) Connecting Corridor Bedroom #3
• Magazine: Boxing Times [Unarmed] [1/11] [5/21]
• Chems and Bobby Pins
• Sleeping Quarters
24 (Upper) Connecting Corridor Lounge #1
• Sensor Module (2) • Side Quest: Return to • Crafting:
• Side Quest: For Auld Unique Item [3/95] Sender Campfire [3/109]
25 (Upper) Connecting Corridor Lounge #2 Lang Syne Unique Item [4/95] • Free Quest: Lenk’s Bad Reloading Bench [3/36]
• Sleeping Quarters • Threat Level: Debts
• Area Is Locked • Guns and Ammo
26 (Upper) Connecting Corridor Lounge #3 • Faction: Enclave • Guns and Ammo • Threat Level:
• Health, Chems, or Water
• Magazine: Fixin’ Things [Repair] [2/27] [6/21] • Collectibles: • Interior Exploration • Faction: NCR
• Interior Exploration
• Magazine: Programmer’s Digest [Science] [2/23] [7/21] Hollowed-Out Rock • Perk! Entity: Ranger Kudlow
• Lots O’ Caps
• Sleeping Quarters [7/42] Entity: Comm Officer
• Quest Item • Sleeping Quarters
Lenk
27 (Upper) Right Corridor Bedroom #1 Off the beaten track in the rocky and wooded • Wasteland Vegetation
wilderness is a rocky outcrop with an overhang • Fame/Infamy
• Ammo Box • Footlocker Items (2)
Ammunition (2) and a small hatch at its base. Right of this easy- Nestled at the foot of a radio mast in a dead-end
• Sleeping Quarters to-miss opening is a Hollowed-Out Rock. The mountainous gulch is the small ranger station
28 (Upper) Marcus’ Room [Hard] hatch is unlocked. with four solders, run by Comm Officer Lenk.
Pry the lock open to enter this chamber, which is • Hollowed-Out Rock [7/42] Aside from the Scotch scattered around camp,
mostly empty. this looks to be a reasonably well-run outpost,
which keeps a look-out for the nearby Great
• Carton of Cigarettes
29
• Sleeping Quarters

(Upper) Right Corridor Bedroom #3


Note Aside from the entrance
corridor, the following
Khans.
• Campfire [3/109] • First Aid Box [Very Easy]
interior locations can only be accessed
Sleep on the bed if you can avoid the radio during Side Quest: For Auld Lang Syne. • Reloading Bench [3/36] • Ammo Box Ammunition
equipment. • Produce Sack Items • Mine Box Ammunition
• Weapon Repair Kit • Sleeping Quarters [Very Easy]
• Sunset Sarsaparilla Crate
A Ladder to Mojave Wasteland
30 (Upper) Right Corridor Restrooms (Ladies) Items • Sleeping Quarters
1 Bunker Door Control • Purified Water (3)
Sip radiation-free water from the sinks here.
The panel responds to a passphrase; “Dear
31 (Upper) Right Corridor Bedroom #4 old friends, remember Navarro.” This is only Free Quest: Lenk’s Bad Debts
This looks to be a dump for tinkering and accessible once you’ve met and agreed to As soon as you speak with Comm Officer Lenk,
medical equipment. facilitate a reunion with Doctor Henry, Daisy she blurts out that you must tell your Omerta
• Reloading Bench [2/36] Whitman, Cannibal Johnson, Orion Moreno, and masters that she needs more time. She’s
Judah Kregar. mistaken you for a collector. You can:
• Doctor’s Bag
• Magazine: Lad’s Life [Survival] [2/30] [8/21]
2 Vertibird Hangar A1. Lie, and tell her that’s why you’re here, and to
pay what she owes. She obliges.
• Carton of Cigarettes (2) The hangar holds a pristine Enclave Vertibird
(which only Daisy Whitman can fly). Against
• Ammo Box Ammunition (2) the south wall are six suits of Remnants Power NCR Infamy Gained!
• Sleeping Quarters Armor that must be earned during the Quest,
Free Quest: Lily and Leo along with the necessary perk to control them Caps (250)
properly.
After Side Quest: Guess Who I Saw Today is over,
you can speak to Lily once again, and ask her to • Ammo Box Ammunition (2) • A2. You can ask what happened, and she tells you about
accompany you as a Follower. You immediately • Perk! Power Armor Training money the Omertas lent to her. Now they want it back.
receive the Stealthgirl perk, and an impressive You can lie (A1), ask again (A2), or tell her your opinion of
• Remnants Power Armor the Rangers (A3).
combat machine. However, once you’ve left
Jacobstown and entered combat, Lily sometimes • Remnants Power Helmet • A3. You can tell her you thought the NCR were brave.
falls early, or rampages without regard for her • Unique Item: Gannon Family Tesla Armor [3/95] Lenk doesn’t want to talk. You can:
safety, which is troubling. After the fight, ask • Unique Item: Gannon Family Tesla Helmet [4/95] 30 Ask to hear her version, not someone
speech

her what happened. She tells you she listens to • Quest Item: Door Override Card else’s. She tells you that her patrol was
Leo, but sometimes she forgets to take medicine. ambushed by the Legion, all were killed
These psychotic episodes are due to this “Leo” 3 Command Room except her, and the remorse she felt lead to
character; an aspect of Lily’s personality just as The Remnants meet up in this small, circular gambling, and the aforementioned debts. You can:
real to her as you are. chamber after you reunite them.
Ask about her tactics, and you can tweak her
combat effectiveness, but to significantly change
Lily’s mental state, you can choose how much
medicine she takes:
1. Tell her to take her medicine every time she Remnants Bunker
is supposed to. She no longer suffers from
psychotic breaks, but her combat effec- 1 A
tiveness is greatly reduced.
2. Tell her to take her medicine half as often
as she is supposed to. She will still suffer
psychotic breaks if her health reaches one
quarter, but she will break off combat if you
2
begin Sneaking.
3
3. Tell her to stop taking her medicine: She will
suffer psychotic breaks if her health reaches
one-half, but her combat abilities are signifi-
cantly improved.
• Follower: Lily • Perk!: Stealthgirl

296
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Tell her she was tough to kill, and she’ll get payback. [1.15] Red Rock Canyon
Talk about something else.

Or tell her she’s pathetic, then try another option.

Or talk about something else (A4).


• A4. You can also talk about what she’s doing here
(checking on the movements of the Great Khans).

[1.13] Brewer’s Beer Bootlegging


for a fix from across the Mojave. Their base of
operations is a cluster of rusting trailers. The
two longer ones have their “cooking” implements • Main Quest: For the • Trader [2/33]
and their bedding. Jack and Diane are part of Republic, Part 2 • Crafting:
Papa Khan’s more influential brethren, consulted • Main Quest: Wild Card:
during Side Quest: Oh, My Papa. They have their Campfire [6/109]
Side Bets
own Quest, where you can do odd jobs for Diane, Campfire [7/109]
leading to some sizable Caps rewards, and teach • Side Quest: Aba Daba
Campfire [8/109]
Jack how to make new Chems (he rewards you Honeymoon
Campfire [9/109]
with an Unarmed Move called the Khan Trick). • Side Quest: Cry Me a
Otherwise, Jack sells you Chems. River Reloading Bench [4/36]
• Campfire [5/109] • Side Quest: Oh My Papa Workbench [3/41]
• Free Quest: Strategic • Collectibles:
• Healer/Dealer: (Jack) [2/31] • Threat Level: Weapon Upgrade [1/10]
Nuclear Moose Skill Book: [Science]
• Footlocker Items (2) • Faction: Great Khan • Collectibles:
• Threat Level: [1/4] [6/6]
• Cave Fungus (3) Entity: Papa Khan Magazine: [Guns] [1/11]
• Faction: Mutated Insect Sunset Sarsaparilla Star
[11-13/21]
Entity: Cazador Cap [5/100] • Magazine: Today’s Physician [Medicine] [2/19] [9/21] Entity: Regis
Magazine: [Science]
Entity: Gourd • Guns and Ammo • Magazine: Programmer’s Digest [Science] [3/23] [10/21] Entity: Karl
[4/23] [11-13/21]
(Deceased) • Health, Chems, or Water • Perk! Khan Trick Entity: Jerry the Punk
Magazine: [Survival]
• Crafting: Campfire [4/109] • Interior Exploration • Sleeping Quarters Entity: Great Khan [3/30] [11-13/21]
• Sleeping Quarters • Fame/Infamy Unique Item [5/95]
In the hills to the west of New Vegas, after a
short ascent along a rocky pathway is a small Red Rock Canyon Exterior
shack. Among the prowling Nightstalkers is the
body of a man named Gourd.
• Sunset Sarsaparilla Crate Items
Shack Entrance Room
The place is a mess, and includes a Campfire
inside the structure (hardly safe!). Check the top 10
of the low shelf nearest the cellar door for a Star
Cap and the key that opens the cellar door.
• Campfire [4/109] • Key
• Chems and Alcohol • Sleeping Quarters
• Sunset Sarsaparilla Star
Cap [5/100]
Bootlegger’s Storage 5
Open the Cellar Door [Average] and descend into
a two-room cellar. 4

• Explosives Crate Items (2) • Gun Cabinet Items [Hard]


[1 = Average] 7
• Ammo Box Ammunition (2) 6
• BB Gun and Ammo (20) • Crate Items (3)
• First Aid Box • Sleeping Quarters
8
Free Quest: Strategic Nuclear Moose
9
The back of the two-room chamber sports a A
3
small distillery, with the phrase “Strategic
Nuclear Moose: And God said, let them have
beer” advertising Gourd’s concoction. The dozens
of Beer Bottles here can get you alarmingly
B
drunk. Don’t forget the Skill Book on the table!
• Beer (51)
• Skill Book: Big Book of Science [Science] [1/4] [6/6]

[1.14] Red Rock Drug Lab 2

• Side Quest: Aba Daba • Collectibles:


Honeymoon Magazine: [Medicine]
• Side Quest: Oh, My Papa [2/19] [9-10/21]
• Threat Level: Magazine: [Science]
• Faction: Great Khan [3/23] [9-10/21]
Entity: Jack • Health, Chems, or Water
Entity: Diane • Lots O’ Caps
• Services: Healer/Dealer • Perk!
[2/31] • Sleeping Quarters 1
• Crafting: Campfire [5/109] In the northern end of
the Red Rock Canyon, where the Great Khans
have their encampment, are two Chem dealers
named Jack and Diane. They sell to folks looking

297
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

• Guns and Ammo • Sleeping Quarters gravel road leads to a couple of fenced areas
8 Training Circle of scrubland, a parking area, and two ruined
• Health, Chems or Water • Wasteland Vegetation
Great Khans are adept in unarmed combat, and buildings containing nothing but rubble. Farther
• Highly Visible • Quest Item all are practicing in this arena except Jerry the west still are two picnic areas and a small,
• Interior Exploration Punk, who’s more inclined to write poetry: Side slightly irradiated lake, now overrun by Giant
Pre-War, Red Rock Canyon was a popular tourist Quest: Cry Me a River. Mantises. Across the lake is a foot trail allowing
attraction. Remnants of Pre-War campsites 9 Western Tents you access into the mountains, ending up at the
and ancient petroglyphs still dot the area even far end of the Great Khan encampment.
though it has been completely dominated by The south mountain paths leads up and
around to Spring Mt. Ranch State Park’s pond
the Great Khans. The Great Khans have their
camps and outposts spread throughout the area, [1.18]. The one to the west cuts up through the [1.19] Nopah Cave
though most of them are concentrated in one northwest mountains, bringing you out toward
area near the red rocks themselves. The Great Jacobstown [1.10].
Khans relocated here after the Bitter Springs • Footlocker Items • Sleeping Quarters
Massacre, where NCR accidentally killed a large • Duffle Bag Items
number of noncombatants during an otherwise
normal skirmish between the two groups. Today, A Entrance to Red Rock Pathway [1.S17]
the Great Khans while away their time, dreaming B Entrance to Pine Ravines Pathway [1.S16]
of past glories while resorting to petty drug-
dealing and battles by proxy (the Fiends) with 10 Red Rock Drug Lab [1.14]
the NCR.
1 Great Khan Armory [1.16] Chance’s Map
Hidden in the basement of the burned-out • Threat Level: • Collectibles: Unique Item
dwelling are the Great Khan Armorer and her • Faction: Mutated Animal [6/95]
bodyguard. They aren’t so talkative until your Entity: Fire Gecko • Interior Exploration
Reputation with the Great Khans is “Liked” or
better. Then you can Trade with the Armorer.
• Reloading Bench [4/36]
• Workbench [3/41]
1
• Trader: Great Khan Armorer [2/33]
• Trader [Great Khan Armorer]: Weapon Upgrades [Guns]
[1/10] Nopah Cave
Otherwise, the following items are behind the cell • Threat Level: • Collectibles: Hollowed-Out
doors [Hard]. A
• Faction: Prospector Rock [8/42]
• Ammo Box Ammuntion (4) • Gun Cabinet Items (2) Entity: None • Wasteland Vegetation
• Dynamite • Scrap Metal and Hydra By a couple of route markers for Trail 160,
and close to a Hollowed-Out Rock, is a patch
2 Rocky Promontory of ground with a variety of junk items strewn
This offers some of the best views of the through it. This is Chance’s Map. You can find 2
settlement. out where Chance is now [4.S01]!
3 Petroglyph Tents • Hollowed-Out Rock [8/42]
4 Great Khan Longhouse [1.17] Poseidon Gas Station
This is the main dwelling, and home to Papa
These ancient caverns were once famed for
Khan himself. You can speak to him about his
trilobite fossils, but Fire Geckos roam here now.
past, the tribe, and a number of other matters
related to Side Quest: Oh My Papa. Regis usually A Exit to Mojave Wasteland
joins in for a feast, and Karl is an emissary from
Caesar’s Legion. Consult the Side Quest for the
1 North Cavern
conversation options with him. Expect a half-dozen Fire Geckos of various sizes.
Across from the feasting tables (there’s plenty of 2 Southwest Cavern
Food and Fruit both there and in the kitchen, This is a second breeding ground for Fire
but you’ll need to steal it) is a fireplace with Geckos. Also search the dead Super Mutant, and
a Campfire. Opposite the kitchen is Karl’s locate the skeleton next to a well-stocked pack.
bedroom, containing a footlocker with some
interesting Journal entries. The other bedroom • Gecko Meat and Hide
• Threat Level: • Collectibles: Magazine:
[Hard] can be pried open from inside or outside, [Crit. Chance] [1/11] • Unique Item: Adventurer’s Pack [6/95]
• Faction: Fiend
and is where Papa Khan rests.
• Campfire [6/109] (When lit, this cannot be used for
• Dangers: Radiation
[14/21]
[1.20] Bonnie Springs
Crafting) North of the Violet and Violetta Trailer
Compound [1.S22] at the head of trail 160, is
• Fruit, Wine, and Food
a dumping ground of half-buried radioactive
• Quest Item: Karl’s Journal barrels. Beware of Fiends operating in this area,
• Gun Cabinet Items and check the police car for duct tape, and the
• Unique Item: Papa Khan’s Helmet [5/95] following:
• Magazine: True Police Stories [Crit. Chance] [1/11] [14/21]
5 Upper Tents
• Weapon Repair Kit
6 Regis’ Campfire and Tents
A Brahmin roasts on a Campfire. Grab the [1.18] Spring Mt. Ranch State Park
following from the two tents you can enter:
• Campfire [7/109] • Magazine: Lad’s Life • Threat Level: • Collectibles:
• Campfire [8/109] [Survival] [3/30] [13/21] • Faction: Viper Gang Sunset Sarsaparilla Star
• Magazine: Milsurp Review • Duffle Bag Items Entity: Viper Gang Cap [6/100]
[Guns] [1/11] [11/21] • Footlocker Items Leader Sunset Sarsaparilla Star
• Magazine: Programmer’s • Sleeping Quarters Entity: Viper Gang Cap [7/100]
Digest [Science] [4/23] Member Unique Weapon [4/42]
[12/21] • Crafting: Campfire • Highly Visible
7 Upper Tents [10/109] • Wasteland Vegetation
• Campfire [9/109] • Duffle Bag Items Slowly fading from memory and crumbling into
• Footlocker Items (2) • Threat Level: • Dangers: Radiation the dirt is the old mining ghost town of Bonnie
• Faction: Mutated Animal • Wasteland Vegetation Springs. Use this location as a landmark. The
ghost town itself is being ransacked by around
Entity: Giant Mantis A section of rough
298
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

six Viper Gang members with two Leaders. Be


sure to loot a Unique set of Spiked Knuckles
from the one who tries hand-to-hand combat
with you. Then check the second building porch
for a couple of Star Caps.
• Campfire [10/109]
• Sunset Sarsaparilla Star Cap [6/100]
• Sunset Sarsaparilla Star Cap [7/100]
7 8 D
• Unique Weapon: Love and Hate [4/42]

[1.21] Vault 19
C
Vault 19
First Floor

6
2

5 A
1

B 3

• Side Quest: Why Can’t We • Collectibles:


Be Friends? Sunset Sarsaparilla Star
• Free Quest: Suits You, Cap [8/100]
Sarah Magazine [Medicine] 4
• Threat Level: [3/19] [15-16/21]
• Faction: Powder Ganger Magazine [Science]
(Escaped Convict) [5/23] [15-16/21] Vault 19 living
Entity: Samuel Cooke • Guns and Ammo quarters
Entity: Philip Lem • Health, Chems, or Water
Entity: Escaped Convict • Interior Exploration
Entity: Fire Gecko • Sleeping Quarters
Entity: Nightstalker • Underground Connection F
• Dangers: Mines • Quest Item G
Vault 19’s “social experiment” involved the
segregation of the dwellers into two different 11
colored sections, with minimal contact. After E 9
the sulfur from the cave system beneath the 10
vault unexpectedly began to leak through the
ventilation system, a sense of paranoia grew, and
the place became abandoned, although records
are pretty sketchy. The vault has two entrances:
via a parking lot, or the caves themselves
[1.S27]. The Great Khans avoided the place (as
historically, they haven’t had the best of times
squatting in vaults) as they moved north. No
other group has been aggressive enough to
attempt to displace the Fire Geckos from the
vault. Powder Gangers, searching for a place
to turn into a base, explored the upper floor of H
Vault 19 and found that it was “mostly clear.”
Now they wait, with a fragmented leadership.
Vault 19—First Floor 17
Vault 19
sulfur cave
A Ladder to Mojave Wasteland
1 Vault Door and Entrance Room
This involves descending from a Manhole cover
on the surface. I
15
16
2 Overseer’s Office #1: Samuel Cooke
Enter the Overseer’s office, where you meet
an agitated Samuel Cooke. You can ask him 18 19 20
about work, and what’s got him worked up.
He requests you clear the Sulfur Caves of 12
marauding Geckos. This begins Side Quest: Why
Can’t We Be Friends? You receive a Red Keycard, J
allowing you to enter any of the locked doors
marked red on the guide map.
• Quest Item: Red Sector Keycard
21
3 Overseer’s Office #2: Philip Lem
Head through the open doorway, and enter the 13
Overseer’s office, where you meet a laid-back,
but rather annoyed Lem. He needs you to cut
off access to the Sulfur Caves, to prevent Cooke
from mining them. This also begins Side Quest: 14
Why Can’t We Be Friends? You receive a Blue
Keycard, allowing you to enter any of the locked
doors marked blue on the guide map. There is
also a working terminal here, and the following
menus:

299
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

> Recover Data > A Message from the • Carton of Cigarettes (2)
Overseer
16 Connecting Corridor
> -data corrupted-: Read this to uncover a password to • Footlocker Items
The corridor to the reactor is impassable.
reach back here from the Reactor area. > My Journal: Entry 65 • Quest Item: Red Sector
• Quest Item: Blue Sector Keycard > My Journal: Entry 98 Keycard
17 Systems Room
There’s nothing but a Fire Gecko and banks of
B Elevator—To Sulfur Caves (inaccessible, and The third dormitory also has an active terminal,
dormant servers.
under Overseer desk) with two Log entries about being poisoned.
This is inaccessible from here, but you can > Log #45 > Log #46 18 Utility Room
return from the Sulfur Caves, opening the Check the terminal for a single Diary entry. More
D Red Sector Elevator to Vault 19—Living Quarters weird noises!
floor of the Overseer’s office via a wall terminal
[Average]. Vault 19—Living Quarters > Diary Entry #86
4 Diner E Blue Sector Elevator to Vault 19—1st Floor 19 Overseer’s Passage
A few Escaped Convicts mooch about. Check the 9 Blue Sector: Fire Gecko Corridors To the left is another corridor. It leads to a secret
Vending Machines in the southeast corner for elevator.
There are Mines down this corridor, so watch
some hidden C-4. • Footlocker Items
your step. Continue east down the corridor, to
• Quest Item: C-4 Plastic Explosive a door on your right (south) leading to a second I Elevator to Vault 19—Overseer’s Office [Hard]
• First Aid Box dorm. Check the desk for a Star Cap, search the
dressers and lockers, and unlock a Floor Safe Note the C-4 Plastic Explosive here. Pick the lock
5 Restrooms and Connecting Corridor before checking the terminal with Bobby Pins on to return to the first floor, and then open the
• First Aid Box (2) top of it. There are two more entries from fearful floor of the Overseer’s office via a wall terminal
members of this odd, separated, and sickly [Average].
6 Clinic • Quest Item: C-4 Plastic Explosive
vault. This includes paranoia regarding the Star
The doctor’s desk, aside from the Skill Magazine, Cap itself! The southern part of the corridor has
has a number of scattered Holotapes detailing another chamber with one more terminal and
20 Bar Room
deranged mental states of patients brought here. two Log entries. This offers access into the Nightstalker Cavern.
• Doctor’s Bag (2) and • Holotape: Patient 1648654 > A Message from the • Frag Mine (2) 21 Nightstalker Cavern
Stimpaks • Holotape: Patient 1687865 Overseer
• First Aid Box (3) and
• Sunset Sarsaparilla Star J Ladder to Mojave Wasteland
• Holotape: Patient 3905698 > Journal Entry 194 Cap [8/100]
Teddy Bear You can climb this ladder to escape, or descend
• Holotape: Patient 5498465 > Journal Entry 206 • Floor Safe Items down it from the hole in the hillside just
• Magazine: Today’s
• Holotape: Patient 6525645 > Log Entry 56 • Vault 19 Jumpsuit northwest of the Whittaker Farmstead [1.22].
Physician [Medicine]
• Sleeping Quarters > Log Entry 74 • Sleeping Quarters
[3/19] [15/21]
[1.22] Whittaker Farmstead
7 Blue Sector: Dormitories F Blue Sector Elevator to Vault 19—1st Floor
Access the door in the connecting corridor using 10 Red Sector: Fire Gecko Corridors
the key Lem gives you. Escaped Convicts roam
the three dormitory rooms here, and most carry Watch for Mines! Right in front of you is a Red
keycards. Don’t forget to collect your Vault 19 Sector Door leading to the Break Room (Location
Jumpsuit from any dresser or locker! #11). The map shows two dormitories off this
corridor, but the eastern one is inaccessible.
• Vault 19 Jumpsuit • Sleeping Quarters
• Frag Mine (3)
The first dormitory has a terminal with the
The southern dorm features a place to sleep, a
following messages:
dresser with items in it, and a terminal, which
> A Message from the Overseer: Telling the dwellers there’s you can access for more information on this
trouble with the water purification system. bizarre, segmented, and sickened vault.
> Journal #138 • Threat Level: • Guns and Ammo
> A Message from the Overseer
> Journal #139 • Faction: Powder Gangers • Health, Chems, or Water
> Journal Entry #86
• Magazine: Programmer’s Digest [Science] [5/23] [16/21] • Crafting: Campfire • Interior Exploration
• Sleeping Quarters
[11/109] • Sleeping Quarters
The second dormitory has a terminal with more
psychotic logs, and a Blue Sector Keycard.
11 Break Room • Collectibles: Magazine:
A rather large (and steaming) hole leads down [Energy Weapons] [1/10]
> Log #479 > Log #481 > Log #483 into the Sulfur Caves. Also be aware of stairs [17/21]
> Log #480 > Log #482 > Log #484 up to the mezzanine level, but there’s nothing On the northern side of Trail 159 is a small
• Quest Item: Blue Sector Keycard up here (except a place to rain fire down on the farmstead, recently taken over by a splinter
Geckos). group of Cooke’s Powder Gangers. Attack, or
• Footlocker Items
• First Aid Box Sneak around to the east side of the house
The third dormitory also has an active terminal,
with Journal entries about being poisoned. G Hole to Sulfur Caves and pick the lock [Easy] (and check the table
outside for some ammo). On the hall table is
> A Message from the Overseer Vault 19—Sulfur Caves more ammo, Buffout, and the last message from
> Journal #209 This entire area has an influx of Fire Geckos. Ranger Teresa Lutz. Check the rocks nearby for
> Journal #210 Expect to face at least eight. two graves; rob them with a Shovel.
• Campfire [11/109]
• Quest Item: Blue Sector Keycard H Hole to Vault 19—Living Quarters
C Blue Sector Elevator to Vault 19—Living • Steak and Ammo
12 Microcline Rock
Quarters • Sunset Sarsaparilla Crate
Here you can lay C-4 Explosives and bring the
• Machete
8 Red Sector: Dormitories entire cave system down, helping Philip Lem as
part of the Side Quest. • Magazine: Future Weapons Today [Energy Weapons]
Access the door in the connecting corridor [1/10] [17/21]
using the key Cooke gives you. There are three 13 Sulfur Passages
dormitory rooms here, and an elevator exit to • Buffout
Clear all of the Fire Geckos out, only if you wish
Vault 19—Living Quarters. to ally with Samuel Cooke as part of the Side • Note: Ranger Holodisk Message
• Vault 19 Jumpsuit Quest. At this point, there’s a rock pile to the • Grave Items (2)
• Sleeping Quarters southeast that you can climb up, which is easily • Sleeping Quarters
missed. This is one way to reach the Nightstalker
The first dormitory has a terminal with the
Cavern. The other way is through the vault
following messages:
chambers.
> A Message from the Overseer: Telling the dwellers there’s
trouble with the water purification system. 14 Dead-End Cave
> My Journal: Entry 74 Don’t head down here if you’re being chased by
Fire Geckos!
• Carton of Cigarettes and Teddy Bear
• Quest Item: Red Sector Keycard 15 Transformer Room
The second dormitory has two terminals with Sparking transformers and large server pods are
more frightened Journal entries. in this damaged chamber, which is used to head
deeper into the vault or cave structure.

300
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Zone 1: Secondary Locations


[1.S01] Radioactive Free Quest: A Pair of Dead [1.S08] New Vegas Home
Road Block Desperados, II
This Quest makes more sense if you
head to Primm [4.17] and visit the
Vikki & Vance Casino first. Sammy
and Pauline Win look familiar, and
they have an extremely ambitious
plan for holding up all the Vegas
Providing some of the power for casinos. Pauline tells you the plan in
The Strip, this deserted location is detail. You can:
actually in working order! • Threat Level:
Tell them that plan is going to get them
• Threat Level: • Interior Exploration
• Crafting: Campfire [12/109] [1.S04] Sharecroppers’ both killed.
55 • Sleeping Quarters
Lament Lie that the plan is the greatest plan

speech
• Dangers: Radiation • Wasteland Vegetation
you’ve ever heard.
• Wasteland Vegetation Scavenge items from the fridge of
Gun them both down.
This is the end of the road for this otherwise-empty dwelling.
Highway 95. Note the Campfire to Assuming you used Speech, Pauline
• Sleeping Quarters
the southeast. The crater with the realizes what a crazy plan that really
rusting cars is radioactive. was, and tells you to talk to Sammy
about giving you Vance’s Gun, the
[1.S09] Rusting
• Campfire [12/109] same gun stolen from the Vikki & Pickup Truck
[1.S02] Hovering Anomaly/ Vance Casino! Then tell the brawn of
this two-bit operation to give you the
Mercenary Camp • Threat Level: gun, and he obliges. It’s in the safe,
• Faction: Fiend and he tells you the combination.
Entity: Fiend Kill the incompetent pair for two
more Unique Items.
• Collectibles: Magazine [Explosives] [1/12]
[18/21] • Unique Item: Vance’s Lucky Hat [7/95]
• Sleeping Quarters • Unique Item: Vikki’s Bonnet [8/95]
• Wasteland Vegetation • Unique Weapon: Vance’s 9mm • Threat Level:
Submachine Gun [7/42] • Wasteland Vegetation
Abandoned and now home to Fiends,
• Threat Level:
this dwelling is almost a ruin.
Abandoned buildings stand near the [1.S06] Abandoned Check the flatbed for some ammo.
• Ammo Box Ammunition [Easy]
• Faction: Alien/Mercenary line of power towers stretching west Farmstead
Entity: Alien Captain to east. [1.S10] Carlyle St.
Entity: Alien • Chems and Dirty Water Clair’s House
Entity: Mercenary • Scrap Electronics
• Crafting: Campfire [13/109] • Magazine: Patriot’s Cookbook [Explosives]
[1/12] [18/21]
• Collectibles:
• Sleeping Quarters
Unique Weapon [5/42]
Unique Weapon [6/42] [1.S05] Wins Hideout
• Guns and Ammo • Threat Level:
• Wasteland Vegetation • Wasteland Vegetation
• Wild Wasteland! This is boarded up and inaccessible, • Side Quest: Beyond the Beef
Something odd is glinting but there may randomly be a • Threat Level:
wasteland

Magazine in the mailbox.


wild

off the rocks forming the • Faction: Wastelander


northern boundary of
the Mojave Wasteland. On closer [1.S07] Jackal Shack Entity: Carlyle St. Clair III
inspection (assuming you have • Interior Exploration
the Wild Wasteland trait), you see • Wasteland Vegetation
• Free Quest: A Pair of Dead Desperados, II
a strange, circular craft and three • Quest Item
spindly forms. These are hostile • Threat Level:
and must be defeated! Be sure you • Faction: Idiot This one-room shack has no owner
take the Unique Weapon (and all until Side Quest: Beyond the Beef
Entity: Pauline Wins
ammunition) from the captain. is active. Then you can ask Carlyle
Entity: Sammy Wins St. Clair III about his relationship
• Unique Weapon (Wild Wasteland Only): • Collectibles: with the White Glove Society. Find
Alien Blaster [5/42] ingestibles in the fridge, and note
Unique Item [7/95] • Threat Level:
Without the Wild Wasteland trait, the handy dumpster.
Unique Item [8/95] • Faction: Jackal Gang
you spot movement among the rocks • Sleeping Quarters
forming the northern boundary of Unique Weapon [7/42] Entity: Jackal Gang Member
the Mojave Wasteland. On closer
inspection, you stumble across
• Guns and Ammo Entity: Coyote [1.S11] Mojave House
• Health, Chems, or Water • Crafting: Campfire [14/109]
a Mercenary Camp. Be sure you
• Interior Exploration • Health, Chems, or Water
pry the Unique Weapon (and all
ammunition) from the leader. • Sleeping Quarters • Wasteland Vegetation
• Campfire [13/109] • Wasteland Vegetation Two ill-equipped Jackal Gang
• Unique Weapon (Unavailable with Wild Head inside the shack to meet members eke out an existence here.
Wasteland): Gauss Rifle: YCS/186 [6/42] Sammy and Pauline Wins; a couple • Campfire [14/109]
of smartly dressed folk with big
• Brahmin Steak and First Aid Box [Average]
[1.S03] Electrical ideas. If you want to hear them,
start the Free Quest. Otherwise, • Sleeping Quarters
Transformer Station search the room for free Food (in the
• Threat Level:
• Faction: Wastelander
• Threat Level: fridge), and an amazingly difficult
Safe [Very Hard]. There’s an easier • Area Is Locked
• Main Trading Route
way to open it…. • Guns and Ammo
• Ammo Box Ammunition (2) • Health, Chems, or Water
• Sleeping Quarters

301
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

• Interior Exploration
• Sleeping Quarters
[1.S15] Mountain Vista [1.S19] Abandoned Home [1.S22] Violet and Violetta
• Wasteland Vegetation Trailer Compound
On the porch is a fridge with Beer,
and a mailbox to check before you
pry open either door [Average] and
search inside, where you’ll find a
hidden maize-growing operation
complete with hydroponic lighting.
There’s drink in the interior fridge,
too. • Threat Level: • Threat Level:
• Maize (a whole load) • Faction: Mutated Animal • Faction: Fiend • Side Quest: Nothin’ But a Hound Dog
• First Aid Box Entity: Bighorner Entity: Fiend • Side Quest: Three-Card Bounty
• Ammo Box Ammunition (2) Entity: Giant Mantis • Dangers: Traps • Threat Level:
• Wall Safe Items • Highly Visible • Interior Exploration • Faction: Fiend
• Moonshine • Wasteland Vegetation • Sleeping Quarters Entity: Violet
• Sleeping Quarters Stand atop the mountain and survey • Wasteland Vegetation Entity: VIoletta

[1.S12] Brahmin Paddock the path to Ranger Station Foxtrot


[1.12], and view The Strip (Zone 2)
This concrete home is the only
accessible one in the area. It’s empty
Entity: Fiend Guard Dog
• Collectibles:
and Farmstead in the distance. This is an excellent aside from some grub in the fridge.
Magazine: [Energy Weapons]
vista spot. Tamper with the Explosive in this
[2/10] [19-21/21]
[1.S16] Pine Ravines mailbox, and rig it to explode in 10
seconds or when someone walks Magazine: [Science] [6/23]
Pathway nearby, because you’re likely to face [19-21/21]
a Fiend ambush as you exit (around Magazine: [Sneak] [1/10]
three of the punks). [19-21/21]
• Sleeping Quarters Unique Item [9/95]
• Guns and Ammo
• Threat Level:
[1.S20] Cazadors’ • Health, Chems, or Water
• Faction: Wastelander
Duffle Bag • Sleeping Quarters
Entity: Brahmin • Wasteland Vegetation
• Sleeping Quarters • Threat Level: • Quest Item
• Wasteland Vegetation • Faction: Mutated Animal Just south of the Poseidon Gas
The farmstead is sealed up, and so Station [1.17] is a large collection of
Entity: Bighorner massed trailers. This is the home of
is the shack, but the windmill has a
Entity: Cazador a hated Fiend leader named Violet
place to sleep. Brahmin roam the area.
• Wasteland Vegetation and her vicious dogs, the most
• Sleeping Quarters ferocious of which is called Violetta.
A Bighorner pathway through the
[1.S13] Trail 157 Junction pine ravines in this area ends at
• Threat Level:
• Faction: Mutated Animal
Check Side Quests: Three-Card
Bounty and Nothin’ But a Hound
Ranger Station Foxtrot. This helps
Dog first, and keep Violet’s head
you find your way in this wilderness. Entity: Cazador
intact!
[1.S17] Red Rock Pathway • Guns and Ammo
• Health, Chems or Water
• Ammo Box Ammunition (4)
• Doctor’s Bag and Super Stimpak (2)
To the west of Brewer’s Bootlegging
• Purified Water (2)
Shack [1.13] are some rocky foothills
filled with Cazadors, and among • Human Flesh (30)
these is a collection of bones by a • Chems and Beer
small clump of rocks. Check the • First Aid Box
• Threat Level:
area closely for a Duffle Bag with
• Faction: Mutated Animal tons of useful items. • Footlocker Items
Entity: Bighorner • Duffle Bag Items • Magazine: Future Weapons Today [Energy
Entity: Giant Mantis • Threat Level: Weapons] [2/10] [19/21]
• Wasteland Vegetation • Faction: Mutated Animal [1.S21] Disassembled • Magazine: Programmer’s Digest [Science]

Locate this road and you can follow Entity: Cazador Weapons Shipment [6/23] [20/21]
• Magazine: iLa Fantoma! [Sneak] [1/10]
it all the way to Jacobstown [1.10], • Wasteland Vegetation
or head into the wild mountain [21/21]
This ravine pathway allows access • Unique Item: Nuka-Cola Quartz [9/95]
ravines, to a pathway that leads
between the Pine Ravines and Red
into Red Rock Canyon. This is the • Quest Item: Violet’s Head
Rock Canyon [1.15] to the southeast.
northeast end of the road; the other • Quest Item: Violetta’s Brain
Beware of multiple Cazador nests.
end is in Jacobstown.
[1.S18] Westside • Sleeping Quarters
[1.S14] Ruby Hill Grave Turnaround and Playground [1.S23] Radioactive Pools
• Side Quest: How Little We Know
• Threat Level:
• Faction: Fiend
Entity: Fiend
• Lots O’ Caps
• Wasteland Vegetation
• Quest Item
• Threat Level: • Threat Level: Three Fiends guard this footlocker, • Threat Level:
• Faction: Mutated Animal • Crafting: Campfire [15/109] whether Side Quest: How Little We
• Faction: Fiend
Entity: Bighorner Know is active or not. The footlocker
• Wasteland Vegetation • Dangers: Radiation
is handy for this Quest.
• Wasteland Vegetation Outside the protective Westside
• Quest Item: Disassembled Weapons Avoid the three shallow, polluted
Near the grazing Bighorners, against West Entrance [2.01] perimeter is pools of effluent and ground
Shipment
the rocky walls is a grave. Unearth a road turnaround, with a rusting water.
some random items using a Shovel. playground and picnic tables. Notice
• Grave Items the remains of the Campfire.
• Campfire [15/109]
302
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

[1.S24] Red Rock Canyon [1.S25] Spring [1.S26] Ravine Path [1.S27] Sulfur Cave
Commemorative Stone Mountain Pathway

• Threat Level: • Threat Level:


• Threat Level: • Threat Level: • Faction: Mutated Animal Entity: Fire Gecko
• Faction: Mutated Animal • Faction: Mutated Animal Entity: Cazador Entity: Nightstalker
• À Entity: Big Horner Entity: Cazador This allows quick access between This cave is an alternate entrance
• Wasteland Vegetation Entity: Giant Mantis Sprint Mt. Ranch State Park [1.18] and exit to and from Vault 19 [1.21],
and the ransacked Tribal Village if you don’t want to use the parking
A large hewn rock welcomes you to This allows an alternate route into
[4.01]; a handy shortcut. lot.
the area. the back of the Great Khan’s camp
in Red Rock Canyon [1.15], and is
accessed via the ravine on the far
side of the pond at Spring Mt. Ranch
State Park [1.18].

Zone 2: New Vegas Conurbation [Exterior Zones]


Topographical Overview
The magic of New Vegas and the glittering towers of The Strip are out of reach for most folks eking out Note This section details all the
Primary Locations you can
an existence in this mainly “exterior” zone. Aside from the five interior districts detailed in Part 2, the see with your Pip-Boy’s World Map function,
western side of town consists of a tight-knit Westside cooperative, with society gradually breaking down the their associated Secondary Locations, and
farther south you go, where city blocks are violently run by Chem-addicted raiders known as Fiends. They Manhole Covers accessing the New Vegas
have quite a territory to the southwest, but don’t dare risk heading toward the NCR’s main base at Camp Sewers. Five additional zones detail interior
McCarran, with its adjacent locations devoted to irrigated farming and refugees. To the east and north, “districts” of New Vegas, which are contained
independent businesses such as the Gun Runners and Crimson Caravan Company flourish, although they in the second part of the Zone 2 Tour.
are mainly concerned with the weapons trade. Finally, take a trip to Freeside; it’s the only way to enter
fabulous New Vegas itself!
Highways and Byways
The Conurbation is dominated by a grid of streets too numerous to mention, but keep a lookout for a few
Note
To reference the entirety of
these Zones, please utilize
roads, including the Long 15 which runs to the west (and outside) of The Strip until it becomes elevated the Map Poster that came with this guide.
(and inaccessible). Similarly, Highway 95 on the eastern side winds north and northwest; follow it to the
eastern entrance to Freeside. Also elevated is a monorail linking Camp McCarran to The Strip, although you need to be inside either location to access (and
ride) it. Don’t forget to use the roads on the edge of this zone to find your way about.

Available Services, [2.12] Monte Carlo Suites [2.S08] NCR Patrol

Crafting, and Collectibles [2.13] The Strip North Gate


[2.14] Gun Runners
[2.S09] Elevated Freeway and Billboards
[2.S10] Apartment Allotment
Services: Caravan Players: [3/15]
[2.15] Freeside’s East Gate [2.S11] Westside Playground
Services: Gambling: [1/15]
[2.16] Durable Dunn’s Sacked Caravan [2.S12] Summer Springs Boarding House
Services: Healers/Dealers: [4/31]
[2.17] Sunset Sarsaparilla Headquarters [2.S13] Tiki Tonga Burned-Out Ranch Homes
Services: Repairers: [0/9]
[2.18] El Rey Motel [2.S14] Sarsaparilla Burned-Out Ranch Homes
Services: Traders: [6/33]
[2.19] Camp McCarran [2.S15] Elevated Long 15
Crafting: Campfires: [4/109]
[2.20] NCR Sharecropper Farms [2.S16] Long 15 Mines
Crafting: Reloading Benches: [7/36]
[2.21] East Pump Station [2.S17] New Vegas Sign
Crafting: Workbenches: [7/41]
[2.22] Aerotech Office Park [2.S18] Cook-Cook’s Territory
Crafting: Weapon Upgrades: [2/10]
[2.23] South Vegas Ruins West Entrance [2.S19] NCR Sandbag Defenses
Collectibles: Snow Globes: [0/7]
[2.24] Vault 3 [2.S20] Long 15 Pedestrian Steps
Collectibles: Caravan Cards: [4/30]
[2.25] South Vegas Ruins East Entrance [2.S21] Long 15 Overturned Train Carriage
Collectibles: Hollowed-Out Rocks: [0/42]
[2.26] New Vegas Steel [2.S22] Driver Nephi’s Territory
Collectibles: Skill Books: [6/51]
[2.27] West Pump Station [2.S23] Long 15 Mines 2
Collectibles: Skill Magazines: [56/213]
[2.28] Samson Rock Crushing Plant [2.S24] Abandoned Warehouse
Collectibles: Star Bottle Caps: [19/100]
[2.29] The Basincreek Building [2.S25] NCR Checkpoint and Burned
Collectibles: Unique Items: [10/95] Buildings
[2.30] Allied Technologies Offices
Collectibles: Unique Weapons: [6/42] [2.S26] Abandoned Buildings and Ranger
[2.31] Reed Imports Sacked Caravan
Primary Locations [2.32] Grub n’ Gulp Rest Stop
Morales’ Corpse

[2.01] Westside West Entrance [2.33] Ant Mound Zone 2: Underground Access Entrances/Exits
[2.34] Hunter’s Farm [2.SU01] Manhole to North Sewers
[2.02] Miguel’s Pawn Shop
[2.35] REPCONN Headquarters [2.SU02] Manhole to North Sewers
[2.03] Westside South Entrance
[2.SU03] Manhole to North Sewers
[2.04] The Thorn Secondary Locations [2.SU04] Manhole to East Central Sewers
[2.05] South Cistern
[2.S01] Ruined Buildings [2.SU05] Manhole to East Central Sewers
[2.06] H&H Tools Factory
[2.S02] Ruined Store [2.SU06] Manhole to East Central Sewers
[2.07] North Vegas Square
[2.S03] Ruined Store [2.SU07] Manhole to East Central Sewers
[2.08] Freeside’s North Gate
[2.S04] Ruined Building with Locked Cache [2.SU08] Manhole to Central Sewers
[2.09] Crimson Caravan Company
[2.S05] Hostetler and Isaac Homes
[2.10] New Vegas Medical Clinic
[2.S06] Orion Moreno’s House
[2.11] Mole Rat Ranch
[2.S07] Destroyed Freeway Bridge

303
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Primary Locations
[2.01] Westside West Entrance [2.04] The Thorn B Exit to Sewer System
This allows access to the New Vegas North
Sewers [U2,N] and is the only Primary Location
with a direct link to and from this area. All other
surface access points are from Manhole Covers.
2 To Red Lucy’s Chamber
This is where Red Lucy takes those who prove
brave enough, and they help her test her bed’s
mattress springs. Check her terminal [Very Easy]
to find three menus. In The Thorn’s Mainframe
Control, you can shut down the power to free all
the beasts from their pens (creating havoc and
• Threat Level: • Highly Visible • Side Quest: Bleed Me Dry Entity: Various Caged causing a problem completing the Side Quest).
• Faction: Westside Militia • Interior Exploration • Free Quest: Fight Night Entities 3 Arena and Red Lucy
Entity: Westside Militia • Wasteland Vegetation • Threat Level: • Collectibles: Unique Item You can talk about her, Westside, or the fighting
[10/95] arena she’s set up, and begin Free Quest: Fight
This conduit location is accessed numerous • Faction: Red Lucy
times during Quests. • Area Is Locked Night. She’s wearing a very rare outfit.
Entity: Red Lucy
With Fiends a constant problem, the Westside • Interior Exploration • Unique Item: Bounty Hunter Duster [10/95]
Entity: Guard
Militia has created an impressive, two-tier
Entity: New Vegas
• Lots O’ Caps 4 To Creature Pens
approach to defending the gate that leads to • Sleeping Quarters The Thorn’s cages are separated into two
Citizen
Westside [Zone 2A]. The Militia are suspicious, areas. The eastern section has Cazadors, Giant
• Underground Connection
but not violent if you haven’t interacted with Mantises, and Fire Geckos. The southern
them before. Note the small garden (with plants Close to the Westside South Entrance [2.03] is a
(separate) section has Deathclaws, Nightstalkers,
ripe for picking) and a second, southern entrance large scrawled sign for this den of iniquity, which
Radscorpions, and a tunnel to a Manhole Cover
[2.03]. is closed during nighttime hours. Descend into
and the creature gate (inaccessible).
the Manhole to access a large fighting arena.
[2.02] Miguel’s Pawn Shop A Ladder to Westside
C Entrances to The Thorn’s Cages
The northern entrance is accessible only if you
1 Upper Corridors put yourself into a bout.
Almost completely surrounding the main arena
is a perimeter corridor that allows access into
Free Quest: Fight Night
the arena, as well as The Thorn’s Cages below Speak to Red Lucy about the types of fights she
(through any of five blast doors). The sealed door offers. They come in three varieties:
to the north cannot be accessed until you offer 1. You can bet on a fight between two
yourself in the arena. creatures, or creature(s) and Fiend(s). This
is a low-risk, low-reward strategy. Witness
A the battle, and receive a modest profit if your
creature wins. For a 50 Cap bet, for example,
expect to make 15–20 Caps profit if your
• Side Quest: I Could Make • Faction: Westside Militia critters are the winners.
You Care Entity: Miguel 2. You can fight the creature (of your choosing)
• Free Quest: Dealing with • Services: Trader [3/33] yourself. This is higher risk. Prepare for the
Contreras fight accordingly (tooling up with weapons
• Crafting: Reloading Bench you wish to use, bringing Health items
• Threat Level: [5/36] with you). The rewards are higher; typically
• Interior Exploration 150–200 Caps. If you don’t die.
Inside the store, you can sift through the junk (or 3. Or, you can spend some Caps and create your
steal it), or locate Miguel, who Trades with you. C own match-ups! Ever wanted to see a Fiend
You can buy stuff, or ask him about Westside (he take on a Deathstalker? Then choose that
took over from his grandfather, who founded the 1 fight. This is for entertainment purposes more
shop, after he was killed). There’s not much more than anything, and you don’t receive a reward.
than junk on offer here. C

Tip Option
• Trader: Miguel [3/33] • Reloading Bench [5/36] #2 is an excep-
tionally good way to level
[2.03] Westside South Entrance your character up! You get to choose
creatures you want to fight, you receive XP
and Caps upon victory, and the arena is
B relatively “safe”; you’re never ambushed by
C
more than the allotted Deathclaw when you
choose to fight one, for example.
The Thorn
interior C
[2.05] South Cistern

• Threat Level: • Highly Visible 4


• Faction: Westside Militia • Interior Exploration
Entity: Westside Militia • Wasteland Vegetation
3
This less-trafficked area is close to the under-
ground fighting establishment known as The 2
Thorn [2.04].

• Threat Level: Entity: NCR Trooper


• Faction: NCR • Health, Chems, or Water
C
Entity: NCR Military • Interior Exploration
Police
304
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

A small concrete block building, the Cistern is Robert went on, through his dealings with RobCo > E-mail from Jenny DeSoto: Regarding the
part of the vast treatment works spread across and their lucrative contracts, to become one of hiring of a private investigator.
New Vegas. Two NCR soldiers guard this location. the wealthiest men on earth. His half-brother > Journal Entry 04/06/2068: Thought energy
Drink from the valve for radiation-free water (not meanwhile, became increasingly paranoid, can be stolen via haircuts. It’s not crazy; it’s a
the trough below!). seeking to guard himself against a vengeance FACT.
that never came, and inflicting all manner
[2.06] H&H Tools Factory of strange HR rules on his workforce. The
> Journal Entry 12/27/2074: Oh boy, somebody
is a dull boy.
remains of this factory still stand, surrounded
by husk-like remains of North Vegas’ industrial 9 (Upper) Anthony House’s Office
area. Beware the Rigged Shotgun trap; duck and
A Door to the Mojave Wasteland disarm the Tripwire. The highlight of your search
is a Lucky 38 VIP Keycard. There’s also Anthony
1 Tool Company Foyer House’s terminal to hack [Average].
This large entrance area is a mess of ruined > Journal Entry 05/14/2061: About missing his father,
books. In the warehouse beyond, robots are and his family’s history.
milling about in water, and elsewhere, other
> Journal Entry 01/19/2062: A half-brother might be
robots are hitting the odd Frag Mine. The
taking over the company. Not for long!
bookcase on the left (east) wall holds a Magazine
and another lies on the main desk. Check > Journal Entry 06/19/2077: The Reds have attacked? Or
• Threat Level: Radiation the desk for a terminal, which reveals some just the employees that must pay?
• Faction: Robot Mines interesting (and ancient) emails, detailing some > Lucky 38 Executive Override: You can start this from
increasingly draconian HR measures thanks to here.
Entity: Crazed Mister • Collectibles: the company’s head, a “Mr. H.”
Handy • Quest Item: Lucky 38 VIP Keycard
Magazine [Sneak] [2/10]
> HR e-mail 05/14/2020 > Journal Entry
Entity: Robobrain [1-2/56]

Tip Use
> HR e-mail 07/25/2022 07/12/2062: No one the Executive Override
Entity: Mark II Turret Magazine [Unarmed] crosses the House!
[2/11] [1-2/56] > HR e-mail 11/08/2023 and the VIP Keycard to enter
• Dangers: • Frag Mines
> Access Hidden Network Mr. House’s inner sanctum, inside the
Traps • Guns and Ammo
Drive: This accesses • Magazine: iLa Fantoma! Lucky 38 Casino, if you haven’t met him yet
• Interior Exploration [Sneak] [2/10] [1/56] and lack the necessary Science skill to hack
another Journal entry.
Long before the war, H&H Tools Company • Magazine: Boxing Times his security terminals.
provided Nevada and California with high-quality [Unarmed] [2/11] [2/56]
robotics equipment. Owned by the half-brother
2 Break Room and Kitchen
of Robert Edwin House (the founder of RobCo,
and—were it not for the 200 year gap—the Strewn Food lies everywhere.
[2.07] North Vegas Square
same man who lives in the Lucky 38 Casino).
When their father was killed in an accident, the
3 Executive Office
elder brother swindled Robert out of the family Beware the quintet of Frag Mines and Tripwire
fortune, and assumed control of the company. at the entrance. Check the interior for Med-X,
and a terminal with the same revelatory emails,
as well as a message from a worried man named
Dobson.
2 > HR e-mail 05/14/2020 > HR e-mail 07/25/2022
A > E-mail from Dobson > HR e-mail 11/08/2023
O’Gill • Frag Mine (5)
1 4 Office Cubicles
• Threat Level: Entity: None
3 Without the proper ID, the Mark II Turrets shoot
• Faction: North Vegas • Interior Exploration
you on sight. One of the terminals has a missive
Resident
from Alan Dalton, a RobCo representative.
The fragmented citizens of New Vegas have
Another terminal has emails from a worried
sealed themselves into different defensible
Jack Maynard, and seedy conversations between
quadrants, and this tactic is just as apparent
Jenny DeSoto and Alan Dalton.
at the Junk Doors leading into North Vegas
4 > HR e-mail 05/14/2020 > E-mail from Alan Square. Enter North Vegas Square [2B] to meet
> E-mail from Jack Dalton (2) its citizens, including their self-imposed leader
6
Maynard > HR e-mail 07/25/2022 Crandon, and the only other Primary Location,
> E-mail from Jenny > HR e-mail 11/08/2023 The Gray [2B.01].
DeSoto
[2.08] Freeside’s North Gate
5 5 Steel Bar Trap Corridor
Watch out for the pressure plate, or feel an steel
bar in your face.
6 Waterlogged Warehouse
Robobrains move through the water here,
H&H Tools Factory shooting at you. Escape to the gantry steps, but
interior watch for the Frag Mines on the way up.
9
• Frag Mine (4)
7 (Upper) Receptionist Office and Filing
Receptionist Cindy-Lou used to work in this
7
office, which now has a couple of Mines at the • Threat Level: Entity: The Kings Gang
entrance. Check the terminal for the usual HR Member
• Faction: The Kings
emails, and the following:
• Interior Exploration
> Access Hidden Network Drive: This accesses another The main fortified portions of New Vegas,
8 Journal entry. Freeside [Zone 2C], and The Strip [Zone 2D] are
> Journal Entry 04/15/2077: Cindy-Lou can no longer accessed through one of two Freeside gates. This
save him. is the northern one. This gate can be seen from
• Frag Mine (2) miles around due to the huge “Freeside” sign
riveted above the inaccessible freeway overpass.
8 (Upper) Office Cubicles
Down the corridor is another set of cubicles.
The four terminals have the HR emails, and the
following hidden messages:

305
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

• First Aid Box


[2.09] Crimson Caravan Company • Magazine: iLa Fantoma! [Sneak] [3/10] [3/56]
[2.10] New Vegas Medical Clinic
• Sleeping Quarters
2 Guard Barracks
Against an exterior wall, there’s a Workbench.
Inside, there’s little except sleeping Guards. The
restroom has clean drinking water.
• First Aid Box (2)
• Footlocker Items (3)
• Ammo Box Ammunition [Easy]
• Sleeping Quarters
• Workbench [4/41]
• Side Quest: Aba Daba • Fame/Infamy • Main Quest: Et Tumor, • Health, Chems, or Water
Honeymoon • Services: Trader [4/33] 3 Water Tower Brute? • Interior Exploration
• Side Quest: Birds of a • Crafting: Don’t forget to pick some plants under the tower • Side Quest: Bitter Springs • Perk! Hypertrophy Accel-
Feather and around camp. Infirmary Blues erator [1/9]
Campfire [16/109]
• Side Quest: Bitter Springs 4 Campfire and Caravans • Side Quest: I Don’t Hurt • Perk! Optics Enhancer
Workbench [4/41]
Infirmary Blues Anymore [2/9]
Weapon Upgrade [2/10] • Campfire [16/109]
• Side Quest: Heartache by • Free Quest: Harder, • Perk! Nociception
the Number • Collectibles: 5 Brahmin Paddock Better, Faster, Stronger Regulator [3/9]
• Side Quest: Pressing Caravan Cards [1/30] The Caravaneers are here, sweeping up the • Threat Level: • Perk! Empathy
Matters Magazine [Crit. Chance] Brahmins’ waste, and tending to them. Among • Faction: Followers of the Synthesizer [4/9]
• Side Quest: Volare! [3-4/56] them is a young lady named Janet. She has a Apocalypse
secret admirer over at the Boomer’s Nellis Air • Perk! Logic Co-Processor
• Side Quest: You Can Magazine [Sneak] [3/10] Entity: Doctor Usanagi [5/9]
Force Base [3.01]; Side Quest: Young Hearts.
Depend on Me [3-4/56]
• Fame/Infamy • Perk! Reflex Booster [6/9]
• Side Quest: Young Hearts Sunset Sarsaparilla Star 6 Blake’s Wares
• Healer/Dealer [3/31] • Perk! Probability
Cap [9/100] Blake is an honest, if a little cocksure Trader
• Threat Level: • Collectibles: Calculator [7/9]
• Guns and Ammo who offers some fine items for sale. You can ask
• Faction: Crimson Caravan more questions about Caravaneering, before Magazine [Medicine] • Perk! NEMEAN
Company/NCR • Health, Chems, or Water Sub-Dermal Armor [8/9]
buying something. Note the two non-skill books [4/19] [5-7/56]
• Highly Visible
Entity: CaravaneerÀ are bought for Lieutenant Markland. Magazine [Repair] [3/27] • Perk! PHOENIX Monocyte
Entity: Caravan Guard • Interior ExplorationÀLots • Trader: Blake [4/33] [5-7/56] Breeder [9/9]
O’ Caps • Sleeping Quarters
Entity: Blake Random Magazines Magazine [Speech]
• Main Trading Route [1/12] [5-7/56] • Quest Item
Entity: Janet Doctor’s Bags
• Sleeping Quarters Across the road from the eastern entrance to
Entity: Alice McLafferty • Trader (Blake): Weapon Upgrades [Energy Weapons,
• Wasteland Vegetation the Crimson Caravan Company [2.09], and just
Entity: Don Hostetler Guns] [2/10]
above a Manhole Cover to the North Sewers
• Quest Item • Trader (Blake): Caravan Cards [1/30] [U2,N] is an unassuming storefront. However,
The Crimson Caravan Company is the largest • Goods to Steal: this has a Follower of the Apocalypse emblem
supplier to the NCR of military-grade weaponry, above the door. A small sign also indicates the
First Aid Box (3) [Very Easy, Easy, Average]
and an assortment of provisions and other medicinal nature of this establishment.
equipment types. Their base of operations is A couple of hats
a highly fortified walled base just east of the Ammo Box Ammunition (2) [Very Easy, Average] 1 Doctor Usanagi’s Waiting Room
main Freeside and Strip area, alarmingly close Carton of Cigarettes (3) Run by the selfless Doctor Usanagi, the clinic offers
to their rivals; the Gun Runners. There are two a reasonable array of medical supplies and an
Purified Water (7)
entrances to this location (east and west). unmatched array of Implants. Pass the bodyguards
A B Doors to Mojave Wasteland
7 Crimson Caravan Main Office to speak to Doctor Usanagi herself. You can
Alice McLafferty runs the New Vegas operations speak about her role or (if you’re engaged in a
1 Caravaneer Barracks from here with a stern countenance. She can Quest) another matter, but you can make a 500
The Caravaneers like to sweep, even inside their be hit up for work, or more information about Cap donation to the Followers (for a Fame gain),
barracks, which is spotless. Check the restroom the history of this company. Also in the office is and also purchase medical supplies and the Skill
for clean drinking water. Don Hostetler, but he doesn’t have much to say Magazines on the tables around the waiting room.
(unless you have a Chem delivery from Jack and You can also steal these, which causes Follower
• Footlocker Items (8) [1 = Very Easy, 1 = Easy, and 1 =
Diane). You can take your life in your hands (and Infamy and everyone becomes hostile. Also, if
Average]
your Infamy levels to new heights) by killing Alice you’re ready for computerized enhancements of
for some Caps (around 100), or accessing the a more robotic kind, why not begin Free Quest:
following: Harder, Better, Faster, Stronger?
Crimson Caravan Exterior
Followers of the Apocalypse Fame Gained!
Caps (100+) • Healer: Usanagi [3/31]
Alice’s terminal has information on a New • Healer Highlight (Usanagi): Doctor’s Bag (3), Skill
Canaan branch, notes on Henry Jamison, a Magazines (3), Stimpak (22)
failed Gun Runner tariff, and problems with the • Skill Magazine: Today’s Physician [Medicine] [4/19] [5/56]
3 War Effort. • Skill Magazine: Fixin’ Things [Repair] [3/27] [6/56]
4 Alice’s safe [Average] contains her agreement • Skill Magazine: Meeting People [Speech] [1/12] [7/56]
with the Van Graffs. It can be opened with the
key you’ll find on her. The agreement is shocking New Vegas Medical Clinic
news to independent Caravaneers, such as
2
Cassidy’s Caravans (find Cass at the Mojave
7
Outpost [4.27], as part of Side Quest: Heartache
6 by the Number.
• Holotape: Crimson Caravan–Van Graff Agreement
A B 3
Desk [Very Easy] contains nothing of interest.
Don’s terminal [Average] contains some
memorandums from a lady Don is more than
1 5 befriending. A
• First Aid Box
• Sunset Sarsaparilla Star Cap [9/100] 1
• Magazine: True Police Stories [Crit. Chance] [2/11] [4/56] 2

306
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

• Threat Level: Reloading Bench [7/36]


2 Surgery [2.13] The Strip North Gate
• Faction: Scorpion Gang Workbench [5/41]
This is where the Implant operations are
performed (although you don’t remember them). Entity: Scorpion Gang • Area Is Locked
There’s a Mk I Auto-Doc here, but its parts are Member • Guns and Ammo
useless. Entity: Roller • Health, Chems, or Water
3 Recovery and Class Room Entity: Yvette • Interior Exploration
A Followers Medical Student is usually in this • Crafting: • Sleeping Quarters
place of learning (and sleeping). Reloading Bench [6/36]
• Sleeping Quarters On the western edge of the New Vegas Conur-
bation and north of the Sunset Sarsaparilla
Free Quest: Harder, Better, Faster, Stronger Headquarters [2.17] is a run-down hotel littered
Collect a sizable number of Caps or bring with burned-out vehicles, mostly used for
trading items, and consult with Doctor Usanagi cover and not barricades. This is the lair of the • Side Quest: Wang Dang Entity: Securitron
about Implants. She informs you that they Scorpion Gang, a scrappy and overconfident Atomic Tango Gatekeeper
are safe, durable, and costly. Usanagi is also bunch of mercenaries. They don’t listen to • Side Quest: Debt Collector Entity: Securitron Mk I
prepared to cut you a deal, offering a 1,000 Cap reason, so Sneak or attack the first gang member
discount for statistics she deems in critical need at the entrance. • Free Quest: Strip Search Area Is Locked
of improvement (attributes that are low). The • Free Quest: Papers, Please • Highly Visible
A Doors to Mojave Wasteland: 12 O’Clock:
number of Implants you can take is equal to your • Threat Level: • Interior Exploration
Endurance, up to nine (and available Caps). Entrance
• Faction: Mr. House/The • Radio Signal [Black
Unlock the Entrance Doors [Easy] and prepare Strip Mountain]
Cost for a fight with Scorpion Gang members,
Request Implant Name Ability (Caps) including the leaders Roller and Yvette. All must Entity: Old Ben • Quest Item

“I want more Hypertrophy 3,000– die (or be avoided). Conduct a clockwise sweep At the southwestern end of Freeside is a huge
STR +1 around the hotel. If a room has a fridge in it, barricade, with a neon welcoming sign, the
Muscles.” Accelerator [1/9] 4,000 expect Food inside. excitement of which is tempered somewhat by
“Make me see Optics Enhancer 3,000– 1 1 O’Clock: Room the Securitron presence. These are robots in the
PER +1
better.” [2/9] 4,000 service of Mr. House over at the Lucky 38 Casino.
2 2 O’Clock: Room Before you enter, Old Ben greets you, and tells
“Make me Nociception 3,000–
END +1 • Sleeping Quarters you to watch your step. You can ask him about
tougher.” Regulator [3/9] 4,000 The Strip, and his own checkered past. Then you
“Make people Empathy Synthesizer 3,000–
3 4 O’Clock: Room can inspect the Campfires to the side of this gate
CHR +1 Find Jet and a small amount of ammo here. (there are three) where a Squatter named Lady
like me better.” [4/9] 4,000
Jane (Side Quest: Debt Collector) is known to
“I want to be Logic Co-Processor 3,000– 4 5 O’Clock: Room hang out. These are locations Squatter Camp #3
INT +1
smarter.” [5/9] 4,000 • Sleeping Quarters and Old Ben [2C.S27], and Squatter Camp #4
“To make me Reflex Booster 3,000– 5 7 O’Clock: Room [Easy] [2C.S28].
AGL +1 Finally, attempt to access The Strip if you wish:
quicker.” [6/9] 4,000 This is locked. Inside, there are mattresses and
“Make me Probability 3,000–
a locked footlocker [Average], which usually Free Quest: Strip Search
LCK +1 contains Chems.
luckier.” Calculator [7/9] 4,000 The Securitron Guards at The Strip North Gate
• Sleeping Quarters [2.13] require proof of your high-rolling status.
NEMEAN Sub-Dermal
“Sub-what?”
Armor [8/9]
Armor 8,000 6 8 O’Clock: Room You can:
Roller’s room includes ammo, Food in a fridge, Hand over 2,000 Caps; the “credit check” to
“I’d like regen- PHOENIX Monocyte two Reloading Benches and Workbench. prove you’re not a “less-reputable person.” The
Regen. 12,000
erating ability.” Breeder [9/9] • Scrap Metal (4)
bad news? You’ll need to scrounge together the
necessary Caps. The good news? The check is
[2.11] Mole Rat Ranch • Crate Items
• Ammo Box Ammunition [Average]
just to see that you’re good for the money, and
you get to keep the Caps!
• Reloading Bench [6/36] 50 Answer “1C 3C R34 M,” verbally hacking
science

• Reloading Bench [7/36] and confusing the Gatekeeper into letting


you in.
• Workbench [5/41] Or you can attack the toughened Gatekeepers. Prepare for
7 10 O’Clock: Room a protracted battle.
• Teddy Bear (2) Or, you can complete Side Quest: G.I. Blues, and request a
passport from the King, as a reward.
8 11 O’Clock: Room
Or, you can visit Mick & Ralph’s [2C.02], speak to Ralph,
Check the ovens in these rooms for the odd and have him craft a Passport for you.
snack, too.
new ca.Finally,
republic
if you’re
• Threat Level: Monte Carlo Suites
wearing NCR armor
• Faction: Mutated Animal (Faction Clothing),
Entity: Mole Rat you can journey to
Aside from a few dead Mole Rats, this locale Camp McCarran [2.19]
8 A 1
appears to have been abandoned. instead of The Strip,
enter the Terminal
[2.12] Monte Carlo Suites Building, and wait
(without being seen)
until 6 PM, when
7 2 the guards change
shift. Then board the
monorail, and ride it
to the Vegas Boulevard
Station [2D.03]. Exit,
and you’re greeted by
6 3 Victor. This method
is dangerous and can
severely impede your
standing with the NCR.

5 4

307
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

from purchasing these rare items. Unlock the


[2.14] Gun Runners gate [Average], and head to the Gun Runner
Headquarters front doors just beyond.
A Doors to Gun Runner Headquarters
1 Entrance Foyer
Find Fresh Apples, as well as a Star Cap in the
small crate of empty Sarsaparilla Bottles.
• Carton of Cigarettes
• Sunset Sarsaparilla Star Cap [10/100]
2 Kitchen
Dunn’s Caravans may be durable, but they’re
As you’d expect, there’s scattered Food to claim,
certainly not bullet-proof; as indicated by the
usually under heavy fire from the Gun Runners
• Side Quest: You Can Workbench [8/41] dead Brahmin and guards on the rickety bridge
you’ve angered.
Depend on Me Workbench [9/41] close to the East Pump Station [2.21]. The
• Threat Level: Weapon Upgrade [3/10]
3 4 Restroom and Dormitory “island” between the two bridges has a Campfire,
There are usually some goodies inside the Duffle and the bodies of Van Graff Thugs to check.
• Faction: Gun Runners • Collectibles: Bring Cass here during Side Quest: Heartache by
Bag near the bathtub, and three Magazines to
Entity: Isaac Caravan Cards [2/30] the Number for further revelations.
grab on or near the stalls.
Entity: Vendortron Sunset Sarsaparilla Star • Campfire [17/109] • Laser Rifle and Ammo
• Magazine: Future Weapons Today [Energy Weapons]
Entity: Gun Runner Cap [10/100] [3/10] [8/56]
Guard Magazine: [Energy • Magazine: Patriot’s Cookbook [Explosives] [2/12] [9/56] [2.17] Sunset Sarsaparilla
Entity: Gun Runner
Gunsmith
Weapons] [3/10]
[8-10/56]
• Magazine: Today’s Physician [Medicine] [5/19] [10/56] Headquarters
See map on the following page
• Services: Magazine: [Explosives] 5 Gun Smithy
Caravan Player [1/15] [2/12] [8-10/56] The care and attention the Gun Runners give
Magazine: [Medicine] their weaponry is unsurpassed, and their
Trader [5/33]
[5/19] [8-10/56] Smithy is where this fine work takes place.
• Crafting: Unlock a Locker [Average] for a nice item. The
• Area Is Locked
Reloading Bench [8/36] middle of the room has four Workbenches and
• Guns and Ammo two Reloading Benches, one of which has an
Reloading Bench [9/36]
• Health, Chems, or Water Assault Carbine on it, and another holds a Laser
Reloading Bench Rifle. Finally, you can access the Gun Runner
[10/36] • Interior Exploration
Terminal, where there’s information on naming
Workbench [6/41] • Lots O’ Caps the Vendortron (not “Bob”), an order for Camp
Workbench [7/41] • Sleeping Quarters McCarran, and “Persona Non Grata.” A final
• Quest Item option appears during the Side Quest: You Can
• Side Quest: The Legend • Collectibles:
Depend on Me (and only then), allowing you to
of the Star/A Valuable
Exterior: Gun Runner Kiosk download some Manufacturing Specifications
Lesson
Magazine [Science]
onto a Holotape. [7/23] [11-12/56]
This heavily fortified armory is a small but
• Side Quest: Pressing Magazine [Speech]
extremely impressive operation. The Gun > Vendortron Naming • Workbench [7/41]
Matters [2/12] [11-12/56]
Runners supply only the finest hardware to the > Camp McCarran Order • Workbench [8/41]
most discerning of customers, including the • Threat Level: Unique Weapon [8/42]
#172 • Workbench [9/41]
NCR. Approach the kiosk outside the gates of the • Faction: Robot • Area Is Locked
> Persona Non Grata • Scrap Metal (2)
building, and speak with either the Vendortron, Entity: Bottling Robot
or Isaac, near the Reloading Bench. You can • Reloading Bench [9/36] • Guns and Ammo
• Assault Carbine
ask about the Gun Runners, inquire about Entity: Shipping Worker • Health, Chems, or Water
• Reloading Bench [10/36] • Laser Rifle
touring the factory (you can’t), and play a game Entity: Sunset Sarsa- • Interior Exploration
• Workbench [6/41] • Weapon Repair Kit
of Caravan. parilla Security
• Lots O’ Caps
• Reloading Bench [8/36] [2.15] Freeside’s East Gate Entity: Mr. Janitor
• Quest Item
• Caravan Player [Isaac] [1/15] • Services: Gambling [Lucky
• Caravan Cards [Isaac] [2/30] Horseshoes] [1/15]
The old headquarters of the well-known and
The Vendortron can’t allow you into the factory
loved “Beverage of the West Coast,” this structure
but can sell you a wealth of weaponry, including
features a many-faceted glass bottle of the
upgrades for existing ordnance. Check the
company’s signature drink, Sunset Sarsaparilla.
Vendortron’s in-game store menu for enhanced
Before the war, an urban legend circulated
ammunition. Note that all weapons are in perfect
that if you collected bottle caps marked with
condition.
a star, you could send them in to the Sunset
• Trader: Vendortron [5/33] Sarsaparilla Headquarters and receive a prize.
• Trader (Vendortron): Weapon Upgrades [Energy Weapons, Now, this legend has taken on a life of its own;
Explosives, Guns] [3/10] crazed individuals stalk the Wasteland searching
Breaking into the Gun Runners factory alerts • Threat Level: • Interior Exploration for “SSSs” (Sunset Sarsaparilla Stars), a fact
the three patrolling guards, and nullifies exacerbated by an automated robotic attendant,
• Faction: None
the Vendortron’s sales routine, stopping you Festus, who prompts people with an option to
This is the eastern Freeside gate, allowing access present their Sunset Sarsaparilla Stars. Dare you
to the main fortified portions of New Vegas: find out the truth?
Freeside [Zone 2C] and The Strip [Zone 2D].
Visible from Sharecropper Farms [2.20], and Sunset Sarsaparilla Factory Floor
next door to the Gun Runners [2.14], this gate is A Door to Mojave Wasteland
Gun Runners Interior
usually the quickest way to reach Freeside and
5 The Strip the first time you wander toward the 1 Sunset Sarsaparilla Foyer
New Vegas fortification. It also offers impressive The ruined foyer still has a semblance of thrill
views of The Strip’s main casinos. There usually and razzle-dazzle.
isn’t a guard at these gates. • Caps (a few)
[2.16] Durable Dunn’s Sacked Caravan • Magazine: Programmer’s Digest [Science] [7/23] [11/56]
• Side Quest: Heartache by Entity: Van Graff Thug 2 Festus
the Number (Deceased) Sitting in his rundown saloon, Festus is the
4 2 • Threat Level: Entity: Pack Brahmin mascot of the old Sunset Sarsaparilla Company,
1 • Faction: Crimson Caravan (Deceased) and here to bring you great news of a compe-
/ Van Graff • Crafting: Campfire tition, and the official word on that health
3 [17/109] advisory (keep asking!). Requesting information
Entity: Caravan Guard on Star Bottle Caps begins Side Quest: The
A (Deceased) • Guns and Ammo Legend of the Star. Returning with 50 or more

308
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

C D D 18 (Lower) Mr. Brody’s Office [Very Hard]


Sunset Sarsaparilla Check the terminal for these messages:
headquarters > Check automated messages
8 > Go to page 1, 2, 3: Charting the security breaches in the
11 building.
• Scrap Metal
• Tool Cabinet Items
7
19 Sealed Storage
9 Accessed only after Side Quest: A Valuable
5
Lesson begins. Drop down the hole from Location
#16, and open the door, which is otherwise
14 6 sealed. The following is in this chamber,
15 10
including a hapless adventurer called Allen
13 Marks, his last words recorded on Holotape, and
his Unique Weapon.
12
• Holotape: Allen Marks
• Sunset Sarsaparilla Crate Items (10)
1 A
• Sunset Sarsaparilla Deputy Badge (319)
3
16 • Unique Weapon: Pew Pew [8/42]

17
4
2
[2.18] El Rey Motel
B
18

Star Bottle Caps starts Side Quest: A Valuable


Lesson. You can also play Lucky Horseshoes
(speak to Festus about the rules).
• Gambling: Lucky Horseshoes [1/15] 19

3 Main Corridor (Blocked) and Restrooms


One of the rubble piles has the remains of a
Broken Shipping Worker you can salvage. Check 11 Shipping Warehouse
both the restrooms here. There’s Jet in one of Beware the hostile Robot Shipping Workers, and
the stalls. • Threat Level: Unique Item [11/95]
if you thought the Bottling Room had a huge
• First Aid Box and Jet number of crates, check this place out! Hack • Faction: Wastelander / • Area Is Locked
the terminal [Average]. There are two entries Mutated AnimalÀ • Guns and Ammo
4 Break Room to Outside Patio as the march of time brought robots into the Entity: Bark Scorpion • Health, Chems, or Water
Find some Food in the fridge, and an exit leads workplace, forcing out humans. There is also a Entity: Chem Addict • Interior Exploration
toward the Northwest Mountains [Zone 1]. Check pressing plate for the bottle caps in here. It must
one of the picnic tables for a Magazine. be destroyed, but only if Side Quest: Pressing • Collectibles: • Sleeping Quarters
• Magazine: Meeting People [Speech] [2/12] [12/56] Matters is active. Sunset Sarsaparilla Star
> Check message Cap [11/100]
B Door to Mojave Wasteland (Outside Patio) Chem addicts hang out here, mainly because
> Check draft
5 Northeast U Corridor they aren’t usually hassled by Fiends due to the
• Sunset Sarsaparilla Crate Items (203) motel’s proximity to Camp McCarran [2.19]. This
This U-shaped corridor is the central conduit
to most of the locations. Check the Broken C D Doors to Mojave Wasteland (Loading Alley) is also between two access points to the Central
Shipping Workers for Energy Cells or Fission Sewers [U2.C].
12 (Upper) Corridor
Batteries.
Find a Broken Custodial Robot to scavenge for
A Doors to Camp McCarran [2.19]
6 Storage Closet parts, and stairs to the south. B Manhole to Central Sewers [U2.C]
• Scrap Metal (2) (Upper) Restrooms (Gentlemen)
13 1 New Vegas Sign [2.S17]
7 Mr. Janitor’s Closet • First Aid Box 2 Ground Floor Room
Mr. Janitor is currently offline. Access the nearby 14 (Upper) Restrooms (Ladies) There scattered Beer, Chems, and a few Bark
terminal [Average], and bring up the following
• First Aid Box Scorpions to quickly get rid of before you turn
menu options:
woozy. Read the Threatening Note on the table.
> Check mail 15 (Upper) Foreman’s Office It’s suitably intimidating.
> Water Leak: Apparently there was a water leak in the A Broken Custodial Robot lies in this blood- • Eyeglasses and Beer
upstairs meeting room. Was there possible long-term specked room.
• Note: Threatening Note
damage? See location #9 for more information! • Sunset Sarsaparilla Crate Items (2)
> Great Job: The automated Janitor system is a great 16 (Upper) Sales Office El Rey Motel Exterior
success!
• Sunset Sarsaparilla Crate Items (2) 1
> Check maintenance system
> Activate Work MHDY135: This causes Mr. Janitor to
17 (Upper) Executive Office
make a sweep of the main rooms, looking for trash, A Broken Personal Assistant lies in this room with
before returning here to deactivate. a hole in the floor, leading to the sealed storage,
and four tool cabinets. Check the desk, Vending
8 Break Room Machine, and wall safe [Average] for the usual
This small room has cluttered tables and bits of items; except the safe, which may have a Star Cap
Food. (which isn’t counted toward the 100 you can find
9 Upstairs Meeting Room (now Downstairs) lying about, visible to you). Check the terminal B A
[Very Easy] for the following missives:
The upper floor has fallen in on a cubicle office
below. Note the exits; out to the warehouse, and > Check saved inbox messages
up the rubble to the upper floor. > What contest?
> How’s your new toy? 2
10 Bottling Room (Ground and Upper) 3 4
Don’t confuse this with the larger shipping > Check saved sent messages
warehouse. Expect attacks from the Bottling and > RE: What contest?
Security Robots. There’s a possibility of a Star > While the iron is hot
Bottle Cap in an unopened bottle, so check them
> RE: How do you like your new toy?
all! Beware of more robots on the upstairs balcony.
• Tool Cabinet Items
• Sunset Sarsaparilla Crate Items (36)
309
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

3 Upper Floor Room #1 [Very Easy]


Unlock or force the lock and check out this dead Camp McCarran Exterior
guy, sprawled with a Med-X in his hand and
close to a Nuka-Cola Victory!
• Teddy Bear (2) and Scrap Metal
• Unique Item: Nuka-Cola Victory [11/95]
4 Upper Floor Room #2 [Very Easy]
1
Force or unlock the door and enter this rather
festive chamber, which takes a turn for the 10
13
A 2 3
bloody as a Crazed Chem Addict launches at
you! 12
• Knife (2) 9
7
• Sunset Sarsaparilla Star Cap [11/100] 4
8 11
6
[2.19] Camp McCarran
14
B B
5 B

L L

42

• Main Quest: King’s Entity: Corporal Sterling


Gambit Entity: 10 of Spades
• Side Quest: No, Not Much Entity: Private Christina M
• Side Quest: I Don’t Hurt Morales
Anymore 39
Entity: Private Davey
• Side Quest: There Stands Crenshaw
the Grass Entity: Doctor Kemp
• Side Quest: The White Entity: Doctor Thomas
Wash Hildern N
• Side Quest: I Put a Spell Entity: Angela Williams
on You N
Entity: NCR Trooper 40
• Free Quest: A Final Plan 41
Entity: NCR Ranger
for Esteban
Entity: NCR Guard Dog
• Free Quest: Bounty
Killer, I Entity: Silus
• Free Quest: Dealing with • Fame/Infamy
Contreras • Services:
• Free Quest: Don’t Poke at
Camp McCarran Supply Shack
Caravan Player [2/15]
the Bear Magazine [Speech] Unique Weapon [9/42]
Healer/Dealer [4/31] I
[3/12] [13-29/56] Unique Weapon [10/42]
• Free Quest: Don’t Tread Healer/Dealer [5/31]
on the Bear Magazine [Survival] Unique Weapon [11/42]
Trader [6/33] [4/30] [13-29/56]
• Free Quest: Emergency • Area Is Locked
Radio Waves Caravan Cards [3/30] Magazine [Survival]
• Follower
• Crafting: [5/30] [13-29/56]
• Free Quest: Not Worth a • Guns and Ammo
Hill of Corn and Beans Reloading Bench Magazine [Survival] 38
[11/36] [6/30] [13-29/56] • Health, Chems, or Water
• Free Quest: Old School K
Ghoul Workbench [10/41] Magazine [Survival] • Highly Visible
• Collectibles: [7/30] [13-29/56] • Interior Exploration
• Free Quest: Rest and
Resupply Magazine [Barter] [1/16] Magazine [Survival] • Lots O’ Caps
[13-29/56] [8/30] [13-29/56] • Main Trading Route J
• Free Quest: Silus
Treatment Magazine [Guns] [2/11] Sunset Sarsaparilla Star • Sleeping Quarters
[13-29/56] Cap [12/100] • Ammo Box Ammunition (2)
• Threat Level: • Underground Connection
Magazine [Guns] [3/11] Unique Item [12/95] • Grenade Box Ammunition
• Faction: NCR • Quest Item
Entity: Colonel James [13-29/56]
Camp McCarran is the main base for NCR
2 Sandbag Road Defenses
Hsu Magazine [Guns] [4/11] military operations in southern Nevada. Formerly • Grenade Box Ammunition
Entity: Major Dhatri [13-29/56] McCarran International Airport, the structure
Magazine [Lockpick] now houses and trains NCR’s sizable battalions.
3 Firing Range and Sentry Post
Entity: Captain Ronald
[1/12] [13-29/56] Camp McCarran is the hub of activity in the Close to the tent city is a firing range. Major
Curtis
area, and constantly has soldiers moving into Dhatri is sometimes at this location, when he
Entity: Lieutenant Magazine [Medicine]
and out of it. Despite this, security is tight isn’t wandering the area, or standing in front of
Carrie Boyd [6/19] [13-29/56]
and there are only a few ways in. A monorail the Terminal Building. Consult him to begin Side
Entity: Lieutenant Magazine [Medicine] Quest: Three-Card Bounty.
connects Camp McCarran and The Strip, but it’s
Gorobets [7/19] [13-29/56]
heavily guarded. • Ammo Box Ammunition (3)
Magazine [Energy
Entity: Sergeant Bitter-
Root Weapons] [4/10] Camp McCarran Parking Lot • First Aid Box (2)
• Gun Cabinet Items (2)
Entity: Sergeant Daniel
[13-29/56] A Gate to Mojave Wasteland (near The Las
Contreras Magazine [Repair] [4/27] Vegas Sign) 4 Western Sentry Posts
[13-29/56] There are two here.
Entity: Corporal Walter 1 Northwest Sentry Post
Hornsby Magazine [Repair] [5/27] • Ammo Box Ammunition (4)
[13-29/56] Some of this ammunition must be stolen if you
Entity: Corporal Betsy wish to obtain it. • First Aid Box
Magazine [Sneak] [4/10]
Entity: Corporal William [13-29/56] 5 Truck Mechanic Area
Farber
• Scrap Metal (10)
310
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

C C C C C C
7 First Recon’s Tents
20 The NCR’s best sniper company resides in this
C C C
area, led by Lieutenant Gorobets. Ask him about
his team, and he tells you he’s worried about
two of his squad: Betsy and Sterling. Ask for
more information to begin Side Quest: I Don’t
Hurt Anymore. Other members include 10 of
15 Spades (with a stammer), Corporal Betsy, (who is
16 17 sarcastic and rude to males and overly flirtatious
to females,) Corporal Sterling (who survived
18 19 21 Malpais, covets his Unique Weapon, and is part
of Raul’s Free Quest), and Sergeant Bitter-Root
C C (a tough man with a troubled past).
• Unique Weapon: La Longue Carabine [10/42]
Camp McCarran Terminal Building • Ammo Box Ammunition (2)
28 • Footlocker Items (3)
E • Sleeping Quarters
25
• Magazine: iLa Fantoma! [Sneak] [4/10] [13/56]
D 27 • Magazine: Milsurp Review [Guns] [2/11] [14/56]
22
8 Communications and Weapons Tent
Hack a terminal [Very Easy] for the following
messages, which don’t seem to be official NCR
23 business-related:
> Redhead • Grenade Box Ammunition
> **Reminder *** [Average]
24
> Hi there! • Gun Cabinet Items (3)
• Ammo Box Ammunition (2)
9 Officer’s Tent
• Footlocker Items
26
10 Tent City
This group of eight tents is north of First Recon’s
tents, where more of the NCR Troopers reside.
• Footlocker Items (8)
• Magazine: Salesman Weekly [Barter] [1/16] [15/56]
• Magazine: Fixin’ Things [Repair] [4/27] [16/56]
• Magazine: Fixin’ Things [Repair] [5/27] [17/56]
• Magazine: Meeting People [Speech] [3/12] [18/56]
• Magazine: Lad’s Life [Survival] [4/30] [19/56]
F F F F • Duffle Bag Items (3) • Silenced .22 Pistol
• Carton of Cigarettes • Bobby Pin
G G G G
• Sleeping Quarters • Teddy Bear
• Cap (18) • Ammo Box Ammunition (2)

29 11 Storage Tent
• Chems and Stimpaks • Magazine: Today’s
32 31 Physician [Medicine]
Camp McCarran Concourse • Purified Water (3)
34 [6/19] [22/56]
• Doctor’s Bag (3)
33 • Food
• Magazine: Future
Weapons Today [Energy • Carton of Cigarettes (3)
30
Weapons] [4/10] [20/56] • Footlocker Items
• Magazine: Milsurp Review • Ammo Box Ammunition (2)
[Guns] [3/11] [21/56] • First Aid Box (2)
36 12 Medical Tent
• Magazine: Lad’s Life • First Aid Box (3)
[Survival] [5/30] [23/56] • Purified Water (2)
35 • Magazine: Today’s • Chems and Blood Pack
Physician [Medicine]
• Doctor’s BagÀ
[7/19] [24/56]
37 13 Mess Hall Tent
Expect a small variety of Food on one of the
tables, and more in a box by the cooking pans on
the barrels outside.
• Magazine: Lad’s Life [Survival] [6/30] [25/56]
H • Magazine: Lad’s Life [Survival] [7/30] [26/56]
14 McCarran Airport Frontage
Major Dhatri may be here once you’ve inves-
tigated the Terminal Building, ready to give out
plays a mean hand of Caravan. He also has a
6 Little Buster’s Punching Bag mean hand claw: a Unique Bladed Gauntlet you
Side Quest-related bounties.
There’s a Sentry Post here, and a diminutive can Pickpocket or kill him for. B Doors (3 sets) to Camp McCarran Terminal
soldier with a big ego taking it to the Super Building
• Caravan Player: Little Buster [2/15]
Mutant dummy. You can speak to him about his
plans (being a Bounty Hunter) and the Fiends • Caravan Cards: Little Buster [3/30] L Garage Doors (2) to Camp McCarran Terminal
he’s taken down. He hints about the jobs Major • Unique Weapon: Cram Opener [9/42] Building
Dhatri can offer you, and more importantly, he • Scrap Metal

311
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

• Cpl. White’s Locker • Armor Case Items


39 Camp McCarran Control Tower 22 (Upper) Lieutenant Carrie Boyd’s Room
• Quest Item: Corporal • Private Crenshaw’s
This is a key location if you find yourself Corporal Walter Hornsby stands outside Boyd’s
White’s Journal Footlocker
snooping for information during Side Quest: I room, letting you know she’s in with a prisoner.
Put a Spell on You. The nearby wall terminal Speak to the lieutenant and start Side Quest: • Footlocker Items (3) • Sleeping Quarters
[Very Easy] has a log of activities. The White Wash. She also has information (and
a keycard) related to Side Quest: I Put a Spell on
34 Concourse Gate B
M Door to Control Tower You, as well as a Legion Centurion she’s holding. Used as a rec room and storage.
40 41 Sentry Post and Patrol Path Perhaps you could beat some information out of • Pool Cue (2)
Private Davey Crenshaw patrols here. He’s a him as part of Free Quest: Silus Treatment? • Magazine: Lad’s Life [Survival] [8/30] [28/56]
joker, but is he a saboteur? Figure it out if Side D (Upper) Doors to Interrogation Cell • Magazine: Milsurp Review [Guns] [4/11] [29/56]
Quest: I Put a Spell on You is active.
• Ammo Box Ammunition (8)
23 (Upper) Gift Shop 35 Concourse Gate C
Close by are some rad-free water fountains. Find storage and medical facilities. Doctor Kemp
N Doors (2) to Supply Shack • Teddy Bear (4) • Cash Register Items offers supplies to Trade and medical services.
42 Drill Sergeant Obstacle Course • Carton of Cigarettes • Cap (3) • Healer: Dr. Kemp [4/31] • Doctor’s Bag
A drill sergeant yells at recruits as they attempt • Sunset Sarsaparilla Bottle • First Aid Box
the obstacle course.
24 (Upper) Holding Cells
36 Concourse Mess Hall Kitchens
Camp McCarran Terminal Building (Interior) This place is a complete mess, with scattered
You can sleep in the only unlocked cell (the other
C (Lower) Doors (3 sets north, 1 set south) to two are sealed). You can try to pry open the
cutlery and Food everywhere. This might be due
to the terrible cuisine, cooked up by Corporal
Camp McCarran (Parking Lot North or Airport trunk [Very Hard], but Lieutenant Boyd rewards
William Farber, who’s desperate for some red
South) you with the key at the end of Side Quest: The
meat. Speak to him, and you begin Free Quest:
White Wash. Expect to find some Magazines
15 (Lower) Sandbag Defenses and Slot Machines in here (which aren’t part of the Collectibles,
Not Worth a Hill of Corn and Beans. You can
purchase Food afterward.
An NCR Trooper guards this area. The slots are because they are random).
switched off. If you’re a true scavenger, you’ll find • Purified Water (3)
• MP Confiscated Goods Trunk Items [Very Hard]
the Bottle Caps scattered nearby! • Magazines (4) • Doctor’s Bag (2) • Healer (Food): Corporal William Farber [5/31]
• Footlocker Items
25 (Upper) Mezzanine Balcony (North)
37 Lower Concourse
• Ammo Box Ammunition Head down here if you want to reach the exterior
• Cap (35)
• Caps (25) airport hangar, or speak with Sergeant Contreras
16 17 (Lower) Restrooms
26 (Upper) Mezzanine Balcony (South) in the Supply Shack.

The water is rad-free in here.


• Cap (35) H Door to Camp McCarran Supply Shack
18 (Lower) Captain Ronald Curtis’ Office
27 (Upper) Empty Office Camp McCarran Supply Shack (Interior)
Directly above Colonel Hsu’s is a debris-strewn
Curtis has been a career man in the NCR ever I Door to Camp McCarran Concourse
office with a water fountain.
since he was placed in deep cover as a Legion 38 Shack Interior
spy; a fact he definitely doesn’t want to get out. 28 (Upper) Monorail Entrance
Speak with him during Side Quest: I Put a Spell Sergeant Daniel Contreras runs the supply depot
This leads to the platform allowing you to travel
on You, and you can choose which side you want from this end of the concourse. Head upstairs
between this location, and Las Vegas Boulevard
to work for. Also in the office is a note to steal, to access the NCR Supply Database Terminal
Station [2D.03] on The Strip itself. That’s
revealing the location of a Sniper’s Nest [6.18] [Average] and you can download the entire
assuming someone hasn’t caused problems
above Cottonwood Cove [6.20]. Camp McCarran Weapons Manifest. Speak with
during Side Quest: I Put a Spell on You. You
Sergeant Contreras, and you’re shown some
• Note: Sniper Nest Location must be Liked by the NCR for them to let you on
items to Trade. After you help him with Free
the platform; don’t barge past the guards if you
19 (Lower) Baggage Check-in have a lesser Reputation or they turn hostile!
Quest: Dealing with Contreras, he gives you a
A garbage bin is a key location during Side discount. Opening the Armor Case will lower
Or, you can wait until 6 PM, when there is a your Reputation.
Quest: I Put a Spell on You. Otherwise, this is
shift change, and Sneak by when the doors are
the quickest way to the outside command tower, > Camp McCarran Weapons Manifest
unguarded.
during the same Side Quest. • Trader: Sergeant Contreras [6/33]
Or, you can wear an NCR Uniform and head
• Duffle Bag Items (2) • Footlocker Items • Trader Highlight (Sergeant Contreras): Special Stash
past, but this sometimes raises the alarm!
• Briefcase Items • Ammo Box Ammunition Unique Weapon: This Machine [11/42]
E (Upper) Door to Mojave Wasteland (Monorail
C (Lower) Garage Doors (2) to Camp McCarran Platform) • Sunset Sarsaparilla Star Bottle Cap [12/100]
(Airport Exterior) • Armor Case Items
F (Upper) Doors (4) to Camp McCarran
20 (Lower) Colonel James Hsu’s Office • Reloading Bench [11/36]
Concourse • Workbench [10/41]
The man in charge of Camp McCarran has a cool
demeanor considering the chaos that surrounds Camp McCarran Concourse (Interior) J K Doors to Camp McCarran (Exterior)
him. He mentions a huge variety of tasks you G Doors (4) to Camp McCarran Terminal Building
can accomplish while you’re here, including the Free Quest: A Final Plan for Esteban
overriding goals of Side Quest: No, Not Much. He 29 Private Christina Morales A visibly distraught Pvt. Christina Morales
needs to know more about some missing access A distraught soldier tells you (if you listen) that asks if you’ve spoken to Colonel Hsu about
codes (Side Quest: I Put a Spell on You), can her Ranger husband’s corpse has yet to be her husband. You may have received some
point you to Hildern and Curtis, and wants help retrieved, and she’s desperate for it. This starts information from him, but it isn’t necessary to
with a missing NCR Trooper (Side Quest: The Free Quest: A Final Plan for Esteban. seek him out first; simply ask Christina what
White Wash). He also offers various Free Quests,
from helping retrieve a dead Ranger to finding
30 Central Concourse Pillar is wrong. She says that her husband—an NCR
Ranger—died in combat with Fiends, and the
one trapped inside Vault 3. This entire concourse has individual Caps
NCR doesn’t have the resources to return his
scattered about, and garbage cans to check for
21 (Lower) OSI, and Doctor Thomas Hildern’s body for a proper funeral. You can:
items.
Office • Caps (50+)
Agree to recover her husband’s body.
The Director of the OSI, and his research Agree to recover the body for a price. Christina
• Magazine: Locksmith’s Reader [1/12] [Lockpick] [27/56]
assistant Angela Williams are primarily tasked angrily tells you she’ll pay you in Esteban’s Caps.
with keeping the NCR’s growing food supplies 31 32 33 Concourse Gate A You receive a note telling you where the body is
healthy. Speak to Hildern himself and you can This has been turned into a dorm for NCR lying (east of the REPCONN Headquarters [2.35]),
ask about a variety of NCR-related subjects, overflow troops. Check Corporal White’s Locker and where to bring it (Troopers camped to the
before he brings up a task involving Vault 22: (32) for his Journal, which helps you out during north of the railroad tracks).
Side Quest: There Stands the Grass. Speak to Side Quest: The White Wash. Also of interest is
Williams about it for an unvarnished look at the • Note: Retrieve the Corpse of Ranger Morales
Private Crenshaw’s footlocker (33); you can place
task. You can also head in here with Veronica, as something in here if you’re working with Captain
part of Side Quest: I Could Make You Care. Curtis during Side Quest: I Put a Spell on You.
Note The NCR Troopers and
Fiends only show up once
this Quest is triggered. Otherwise, this area
is deserted.

312
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

A new location ([2.S26]) appears on the your 80


Or that they could arrange a temporary
70
Backtrack verbally, and tell Keller you

barter

speech
Pip-Boy’s World Map called Ranger Morales’ supply deal with other merchants. were just told he was a local merchant.
Corpse. Travel to any of the nearby Primary
Locations, and begin to move in on the Or that you’re willing to help find supplies. Isaac tells Or attack!
otherwise-abandoned buildings here. Don’t you he needs 100 pieces of metal, which can be Or give over the package and say you aren’t looking for
simply stumble onto the Fiends’ location; from the following scrap items: Tin Cans (which are trouble.
approach from the road heading east, where scattered everywhere), or Scrap Metal (which are listed
During the conversation, you can explain that
you’re stopped by an NCR Trooper at a throughout this Tour).
Contreras gave you the Medical Supplies. Keller
checkpoint [2.S.25]. He asks what you’re
is happy that you’ve spilled the beans, as it’ll
Tip Rummage
doing, and you can tell him, or give a sarcastic in areas where this help with his inquiries. You can:
response. If you’re pleasant, the Trooper tells you guide flags Scrap Metal, as
Morales’ corpse is in the middle of the buildings, Draw your weapon and kill Keller.
you’ll likely find additional Tin Cans
and that there are Traps and Mines all over. 7

CHARISMA
and metal here too. Tell him you’re just the messenger and
Infiltrate the area. The Rigged Shotgun between didn’t know anything about this.
the walls of two buildings and Bear Traps by
the picnic tables make Sneaking and grabbing Once you succeed in the Speech or Barter Check, 60
Feign a double-cross and say you didn’t

speech
the corpse somewhat tricky. Ranged Sniping is or you return from a lengthy scavenging sessions know anything about this.
by far the best way to get rid of the four Fiends with enough metal (you can off-load metal as
on the rooftops (although one may attack from often as you like), Isaac pays you your finder’s Ask what will happen to Contreras, and Keller
the ground). If you’re lucky, a Caravan traveling fee, and tells you to report back to Contreras tells you he’ll be shot. You can:
along the nearby 95 Freeway may get embroiled that the armaments are ready. 80
Convince Keller that Contreras could be

speech
in the battle and help you out. But there aren’t • Caps (200)
turned to work for him.
any Mines nearby; the Troopers were wrong. Speak with Contreras, and he’s happy with the
Two Rangers lie on the ground in the middle arrangement, and gives you some Caps. You can 70 Bribe Keller with 250 Caps and tell him

barter
of the building cluster; you must claim Ranger protest the paltry reward, but Contreras (sarcas- Contreras could be turned to work for
Morales. You can loot the corpse if you’re feeling tically) lets you know he’s got something good for him.
disrespectful (or you’re collecting Dogtags). you if you’ll meet Blake at the Crimson Caravan Draw your weapon and kill Keller.
Then pick up the corpse, using the on-screen Company and request the Contreras “medical If you’ve bargained for Contreras’ life, Keller tells you to
instructions so you can physically see the body supplies” from him. convince Contreras to work for the Rangers, and he’ll
in front of you, and carry it back to the Troopers • Caps (200) hold off on the firing squad. Return to Contreras.
at the checkpoint (you receive a new Note when • Note: Medical Supplies If you’ve killed Keller, return to Contreras, and
the Quest updates), where an amazed Trooper is tell him you’ve sorted out his Ranger problem.
shocked at your dedication at getting the corpse Head to the Crimson Caravan Company [2.09],
and speak with Blake, and ask for the supplies He’s not only grateful (giving you a discount and
back. Back at the Camp McCarran Concourse, greater selection to purchase and Trade), but
inform Christina that her husband’s body has as instructed. You can quiz Blake about exactly
what the supplies contain, and figure out these hands over a special rifle!
been successfully retrieved. If you asked for
Caps, you get all she can spare, and the Quest are more than simple Stimpaks: • Unique Weapon: This Machine [11/42]
concludes. 25
In fact, these are likely to be strong Free Quest: Don’t Poke at the Bear!
science

• Note: Corpse Retrieved Chems. If you’ve been neglecting an alliance with the
• Caps (50) 25 NCR, and you haven’t done them any favors
medicine

In fact, these could be combined to make


(or increased your Reputation with them), you
Free Quest: Bounty Killer, I drugs,
may (and this occurs randomly in the Mojave
Colonel James Hsu has a number of pressing Return to the increasingly shady Contreras, and Wasteland) be visited by three NCR Rangers, who
problems, not least of which are the Chem- hand over the “medicine,” although you can also give you three days to begin an alliance with the
addled Fiends to the southwest of the city. If you mention that they look like Chem ingredients. NCR. If you don’t, expect Free Quest: Don’t Tread
ask him about the Fiends, he tells you he sent a Contreras tells you he never noticed that. You on the Bear! to commence; there are only a finite
Ranger into Vault 3 [2.24] to flush them out with can: number of Quests you can perform against the
no success; in fact, the Ranger hasn’t been heard Believe him. NCR before you’re declared a trouble-maker.
from for days. Take and read the Note, which Call Bravo-Sierra on him, and tell him you’ll report him. Free Quest: Don’t Tread on the Bear!
also mentions the name of the Fiend leader: Keep at this and Contreras realizes you’ve become a
Motor-Runner. Then head to Vault 3 and attempt The NCR has a robust network of
liability and turns violent. Kill him.
to rendezvous with Ranger Bryce Anders. This informants. If you continue to work with
Tell him he’s lying, and you want a cut of the action. He
begins Free Quest: Bounty Killer, II. your chosen ally, the NCR will no longer
grudgingly gives you some hush-money.
• Note: Motor-Runner Bounty accept your help.
Free Quest: Dealing with Contreras Caps (100) This Objective appears as you progress along
Over at the Supply Shack adjacent to the the Main Quest path, but choose not to align
Concourse building is Sergeant Daniel Contreras, Assuming he isn’t dead, or you haven’t reported with the NCR. Although it appears as a Quest
who’s responsible for many of the shipments to him to Lieutenant Boyd, he tells you he’s got a in your Pip-Boy, this is deemed “Free Quest”
and from the base. He’s ready to sell you some final deal, but it’s going to take until tomorrow to because the NCR’s countermeasures to your
wares, and once you check out his supplies, you sort out. Head back to him in 24 hours. alliance are random. However, during your
realize he must have some secret under-the-table Return to Chem dealer Contreras, and agree to treks across the Mojave Wasteland, you are first
stash. Contreras swears he doesn’t; that would a final task. A merchant named Price is loitering warned, and after a day or so, randomly attacked
get him in trouble. You can: outside Miguel’s Pawn Shop [2.02] in Westside by NCR Rangers, sniping at you with their
50 [Zone 2A], and needs a package delivered. He’s toughened armor and impressive weapons. These
Tell him you’re pretty resourceful, and
speech

jumpy and will shoot you if you don’t tell him skirmishes are part of your alliance decision, and
you could work a deal with him. the correct passcode. You’re given some Medical cannot be predicted or avoided.
Supplies and your marching orders.
50
Tell him you’ve got connections, and Free Quest: Emergency Radio Waves
barter

perhaps an arrangement could occur. • Quest Item: Medical Supplies


Once you’re Liked by the NCR, step back into a
Price is nowhere to be seen when you reach
Success in either of these options allows you location with some key NCR personnel, such as
Miguel’s Pawn Shop. Head downstairs and speak
to access this “special” inventory, although he Camp McCarran, and an NCR Ranger stops you,
to a mercenary named Keller, and ask if he’s
needs a little legwork done first: He needs a Note and mentions that they’ve got your back if you
seen Price around. Keller tells you that he’s his
passed to Isaac over at the Gun Runners [2.14]. get into troubles on your travels. To this end,
business partner. You can:
you’re given an NCR Emergency Radio.
• Note: McCarran Arms Request Hand over the supplies.
Travel to the Gun Runners, and seek out the Make a sarcastic remark or begin the passcode. Keller Unique Item: NCR Emergency Radio
man near the Reloading Bench (or, check out his doesn’t respond appropriately. [12/95]
nearby home if it’s night and you can’t find him).
7 7 Tell him that wasn’t the correct Now, when you’re out in the Wasteland, or
Intelligence

PERCEPTION

Tell him that Contreras sent you to order more


response. wherever there is danger, bring up your radio
guns and ammo. Isaac looks over the list, and
(via a Hot Key or in the Items > Aid Menu),
says it’s far too big an order to fulfill. You can:
Whether the package is delivered or not, Keller and choose an NCR Follower to aid you. It is
80
Mention that the Gun Runners are reveals himself to be a Ranger working with the important to understand that the NCR can’t send
speech

skilled enough to refurbish old weapons. NCR, and that Price is in custody! You can: help if you’re out of their Operational Parameter
area (too far away), so look at your Guide Map,

313
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

and figure that a good (but not completely Blake: Visit the Crimson Caravan Company After a final bout of sparring (don’t kill Silus!),
accurate) rule of thumb is to request help when [2.09] and speak with Blake, letting him know the Centurion wilts, and gives you some
you’re within Zone 2. You can call the following: McCarran needs a regular shipment of Brahmin extremely helpful information: Caesar is ill, and
• NCR Supply Support: A Supply Cache is dropped close to meat and spices. The only problem is the there’s a Legion infiltrator somewhere in the
your location, and if you make “Emergency Radio” your payment. You can: camp! Report back to Boyd, who rewards you.
active Quest, you can see the location. Run and scavenge 70 Tell Blake that if he gives the NCR a deal
Caps (175)

speech
the items inside. on the price, he’ll have the upper hand in
NCR Supply Cache Items future negotiations.
50
• NCR Trooper Support: An NCR Trooper is sent to your Say he could arrange a trade as NCR Fame Gained!
location, and acts as a Follower (although in less-difficult barter McCarran has plenty of vegetables.
modes, he or she dies instead of falling unconscious).
Follower: NCR Trooper
Or let McCarran worry about the costs. [2.20] NCR Sharecropper Farms
Task #2: Putting the Processor Back to Work See map on the following page
• NCR Ranger Support: An NCR Ranger is sent to provide
longer-range support, and acts as a Follower (although he The contraption is the kitchen’s food processor,
or she dies if taking enough enemy damage, too). and it’s completely busted. Check your Note to
find out what parts are needed:
Follower: NCR Ranger
The Trooper and Ranger don’t take orders, and Equipment Part # Required
won’t be dismissed; they are simply here as fire
support. To use the radio again (only after a Pilot Lights 2
Trooper or Ranger dies, or you pick up supplies), Pressure Cookers 2
wait 24 hours.
Conductors 2

Note Despite being a Free Firehose Nozzles 2


Quest, this appears on Fission Batteries 4 • Side Quest: Hard Luck • Collectibles:
your Pip-Boy’s Quest Log if you choose “NCR
Steam Gauge Assemblies 2 Blues Sunset Sarsaparilla Star
Supply Support.”
Sensor Modules 2 • Side Quest: The White Cap [13/100]
Wash Skill Book [Sneak] [1/4]
Free Quest: Not Worth a Hill of Corn and Beans Scrap Metal 5
• Threat Level: [1/6]
Over in the Camp McCarran Concourse Kitchens Pot 1 • Faction: NCR • Health, Chems, or Water
(Location #36), Corporal William Farber is You can find them (as Farber recommended) Entity: Private Ortega • Interior Exploration
furious over a crooked health inspector, and the over at the H&H Tools Factory [2.06], but a Gas
quality of food he’s forced to serve the Troopers. Entity: Morgan Blake • Lots O’ Caps
Station in Novac [5.18] also has some of these
With only corn and beans on the menu, the men parts. Anywhere you find Scrap Metal may have Entity: Lieutenant • Sleeping Quarters
are getting restless (and flatulent). Ask if there’s the parts. You can: Romanowski • Wasteland Vegetation
something you can do to improve the supplies. Entity: Trent Bascom
Collect the parts, and then return and fix the machine. • Quest Item
Three problems need solving:
Or jury-rig the machine without the
80 The NCR provides protection (and water thanks
Farber requires a continuous supply of fresh
repair

parts, using your exceptional Repair to a pipe up from Lake Las Vegas [3.22]) to New
meat. Fitz, Nash, and Crimson Caravan all might
talents. Vegas Sharecroppers to tend a large allotment
have the meat he needs.
Now speak with Farber, and he gives you a southeast of Freeside’s East Gate [2.15]. You can
His food processor has broken down and speak to Private Ortega at the gate, who tells
discount when you Trade with him from now on.
requires a wealth of parts to fix. He provides a you that some of the workers aren’t particularly
list if you ask. Try the various Traders in the Free Quest: Rest and Resupply grateful for this arrangement.
desert, or over at Westside. He also recommends
When you’ve done a few tasks and Quests Press her for information, and she
25
a place called “House Tools.”
speech

for the NCR, visit Colonel James Hsu, who is mentions Trent Bascom, who reckons
He also needs some spices to give his meals a pleased with your progress. Once you’re Liked the NCR isn’t providing enough water for
kick. The Crimson Caravan Company might have by the NCR, Hsu tells you about an out-of-the- them to meet harvest quotas.
some. way Safehouse [5.03] where you can rest and You can also ask about her posts, and information about
• Note: Meat Vendor List resupply your inventory. You’re given a key and various places around town.
• Note: Food Processor Parts List can now access this location.
Once inside the camp, speak with Morgan Blake;
Farber mentioned an NCR department that • NCR Safehouse Key she provides you with some information and
works on spices. This is the OSI, although indicates a Pump Station in need of your investi-
they’ve much more important research to
Free Quest: Silus Treatment gating, beginning Side Quest: Hard Luck Blues.
undertake. Visit the office inside the terminal. Speak with Colonel James Hsu, and he mentions Lieutenant Romanowski provides information
Once you’ve spoken with both Doctor Hildern that Lieutenant Boyd is having a difficult time from an NCR perspective. He’s more helpful after
and Angela Williams over at the OSI office, you with a captured Legion Centurion who’s not Side Quest: The White Wash is active, aiding you
can mention to Williams that you hear the food talking. Perhaps you could provide a different in your investigations.
around here is pretty bad. Williams recommends approach to obtaining the information? You’re
given a Note with this information on it. Trent Bascom is usually working the fields. You
that you speak with Contreras about finding
can ask him about the Thaler Act, the NCR,
some supplies, although it’s going to cost some • Note: Silus Treatment and his “bum deal.” But he doesn’t reveal more
Caps. This doesn’t help with your current Free Speak to Boyd at length about the prisoner information unless Side Quest: The White Wash
Quest; but it hints at another (Dealing with in her custody. Ask about beating the man is active. You can also Pickpocket Bascom to
Contreras). senseless. Boyd is happy with that plan, but discover a Note from Corporal White, which helps
Tasks #1 (and #3): Putting Meat (and Spices) on restrictions from President Tandy’s adminis- in this Quest. Both Bascom and Morgan Blake
tration prevent her from using violence. But that
the Menu also have a few NCR Dollars.
doesn’t prevent you! Whether you have moral • Quest Item: Note to Corporal White
Fitz: At his Grub n’ Gulp Rest Stop [2.32], peruse objections about this or not, agree to the plan
his selection of meats to discover he’s purely and watch Boyd verbally spar with Silus about • NCR $$$
small-time and can’t supply enough for Farber. slave collars, until you’re beckoned in. You can now check out the plants growing in
Ruby Nash: Travel to the town of Primm You have to surrender your weapons when you head each greenhouse, and perhaps pick one or two (if
[4.17], and meet Ruby Nash over at the Vikki into the cell, so gun combat isn’t an option. Talk to you aren’t spotted).
& Vance Casino. Ask her what she cooks, and
she mentions a delicious Radscorpion Venom
Silus and he immediately rants at you. You can: A Orion Moreno’s House [2.S06]
Casserole. Ask for some, and she’s happy to cook Verbally spar continuously with Silus. B Manhole to East Central Sewers [U2.EC]
speech

some up, as long as you provide the Radscorpion This gets him gradually more furious.
Glands. Check the Tour of Primm for this Free
1 Greenhouse #1
Or you can attack him with your fists. • Fresh Water (from a valve) • Pinto Beans
Quest. Return with Glands, and you’re given
Ruby’s Casseroles in increments of five (based on No other action gets the job done. After some • Maize
the Glands you recover). Unfortunately, Farber verbal (or real) attacks, Silus stops, and you
isn’t interested in such small quantities. must speak with Boyd again. She heads in to 2 Greenhouse #2
talk to Silus, who still refuses to talk. Head back • Fresh Water (from a valve) • Pinto Beans
• Quest Item: Ruby’s Casserole (5) in to inflict more punishment courtesy of your
forked tongue or meaty hands.

314
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

NCR Sharecropper Farms Exterior 1 Office


Activate the Pump Station Terminal, and you
A can:
B Leave it alone.
50 Repair the network connection. This nets

science
you some XP, but isn’t necessary to read
the warning.
3 Activate the terminal to read the warning about radiation
1
being detected in the filtration system, but not in this
2 4 facility (it is actually in Vault 34 [3.12]). This begins
Side Quest: Hard Luck Blues.
2 Pump Room
5
This is operational, but empty.

7
C
[2.22] Aerotech Office Park
8 See map on the following page
6

10 12

9 11 13

3 Greenhouse #3 [Easy] [2.21] East Pump Station • Side Quest: Left My Heart Caravan Player [3/15]
• Fresh Water (from a valve) • Honey Mesquite • Side Quest: The Coyotes Healer/Dealer [6/31]
• Maize • Free Quest: Keith’s • Collectibles:
Caravan Charade Caravan Cards [4/30]
4 Sharecropper Barracks
• Threat Level: Magazine: [Barter]
You’ll find Trent Bascom sleeping here when he
isn’t working. It’s easy to Pickpocket everyone if • Faction: NCR [2/16] [31-32/56]
you wait until they’re sleeping. Entity: Captain Parker Magazine: [Medicine]
• Sunset Sarsaparilla Star Cap [13/100] Entity: Bert Gunnarsson [8/19] [31-32/56]
• Skill Book: Chinese Army: Spec Ops. Training Manual Entity: Frank Weathers Sunset Sarsaparilla Star
[Sneak] [1/4] [1/6] Cap [14/100]
Entity: Keith
• Footlocker Items (2) • Guns and Ammo
Entity: Refugee
• First Aid Box • Side Quest: Hard Luck • Fame/Infamy • Health, Chems, or Water
Entity: Junky
Blues • Collectibles: Magazine • Interior Exploration
5 Irrigation Pipe • Fame/Infamy
• Threat Level: [Repair] [6/27] [30/56] • Sleeping Quarters
Sip from the valves here for a little rad-free • Services:
• Faction: NCR • Health, Chems, or Water • Quest Item
sustenance.
Entity: None • Interior Exploration Close to a Manhole to the East Central Sewers
C Entrance Gate This location is of paramount importance to the
[U2.EC], and adjacent to the Sharecropper
There is an NCR flagpole here (and Private Farms [2.20] and Camp McCarran [2.19] is
NCR, because it is responsible for filtering the
Ortega). To the east are three ranch homes, all a fortified refugee camp re-purposed from an
water being pumped along the giant water pipe
boarded up. Check the mailboxes to occasionally old office park. The elevated monorail track
from Lake Las Vegas [3.22], and then into the
find a Magazine. surrounds this location. Open the Junk Door,
Sharecropper Farms [2.20]. There are actually
and you can speak to Captain Parker about
6 Greenhouse #4 two buildings: the East Cistern, and the facility
ongoing humanitarian problems. Occasionally
itself, plus two nearby Manhole Covers allowing
• Fresh Water (from a valve) • Pinto Beans present is a Ghoul named Bert Gunnarsson (a
access into the sewers [U2]. Inside the cistern
• Maize member of the Followers of the Apocalypse), who
is a Water Tower Valve (allowing you to sip
can heal you. Ask him about the refugees.
clean water), and a blown-out terminal with a
7 Greenhouse #5 Magazine next to it. • Healer: Bert Gunnarsson [6/31]
• Fresh Water (from a valve) • Maize
• Skill Magazine: Fixin’ Things [Repair] [6/27] [30/56] 1 Courtyard
8 Greenhouse #6 A matching Pump Station lies to the west The downtrodden roam this rubble-filled area.
• Fresh Water (from a valve) • Honey Mesquite [2.27], but this one is on the outskirts of the
Sharecropper Farm area. Enter and inspect the
2 Aerotech Tent
9 Greenhouse #7 interior. It is better (for your Karmic soul) to receive
medical attention from Bert than steal the items
This is an incubation house. A Door to Mojave Wasteland in this room. Frank Weathers is also here. Ask
• Fresh Water (from a valve) • Maize him about his family, and you can begin the
10 Greenhouse #8 East Pump Station hunt for them: Side Quest: Left My Heart.
• Quest Item: Note on Frank Weathers’ Family
• Fresh Water (from a valve) • Maize
• First Aid Box (4)
11 Greenhouse #9 A • Chems
• Fresh Water (from a valve) • Maize 1 • Sleeping Quarters
12 Greenhouse #10 3 Aerotech Suite 200
This is abandoned, and partly used for storage. Search through the strewn mess of hobos and
debris. The entrance foyer has some Chems,
13 Greenhouse #11 ammo, and a Caravan Shotgun. Find Keith in
This is abandoned, and partly used for storage. here to begin the Free Quest.
• Fresh Water (from a valve) 2 • Chems
• Caravan Shotgun and Ammo
• Sleeping Quarters

315
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Aerotech Office Park Exterior that could drive dwellers mad. In fact, the place
was functioning normally until a slight water
leak turned the lower chambers soggy and forced
the inhabitants out to the surface, in search of
humanity on the topside. Instead, they met the
Fiends.
A Vault 3—Recreation Area
A Door to South Vegas Ruins
2
1
1 (Upper) Entrance Door
You’re greeted by a rather unpleasant Fiend, and
assuming you aren’t already engaged in combat,
you can:
Tell her you’re carrying Chems, and you
64

speech
don’t deliver to the help. This is available
3 whether or not Side Quest: Aba Daba
Honeymoon is active.
If you’re dressed as a Great Khan as part of the
great
khans
Side Quest, the Fiend is pleased to see you, and
4
asks for some Psycho for herself.
• Ask where the boss is, and that she’s been hitting you up
for freebies.
The Fiend backpedals quickly, and tells you where Motor-
Runner is.
Even if you’re dressed as a Khan, you can tell her you’re
not really one. The angry reply features a whole load of
you must deal with the lunatics and deviant swearing.
4 Aerotech Suite 300 Cook-Cook, in his ruins hideout just north of Any other option results in you leaving, or the entire vault
The other Aerotech suite is in a little better here [2.S18], if you aren’t Sneaking. of Fiends turning hostile.
condition, and houses the more stable long-term
patients. One of the restrooms is locked [Easy]
with ammo (and a skeleton) inside.
[2.24] Vault 3 2 (Upper) Storage [Easy]
See maps on the following page Unlock via the “No Access” blast door.
• Magazine: Salesman Weekly [Barter] [2/16] [31/56]
• First Aid Box • Teddy Bear (4)
• Magazine: Today’s Physician [Medicine] [8/19] [32/56]
• Tool Cabinet Items (2) • Scrap Metal
• Food and Chems
• Sunset Sarsaparilla Star Cap [14/100]
3 (Upper) Diner
If you’re not slaughtering them, Fiends complain
Free Quest: Keith’s Caravan Charade about Motor-Runner’s Chem distribution in this
Keith, wearing a red jumpsuit, offers to play central chamber.
Caravan with you. You can: • Scrap Metal (3) • Bobby Pins
Ask what he wants, and he invites you to play some • Chems and Stimpaks
games. You can also play Caravan with him. If you do,
don’t expect to win. 4 (Upper) Kitchen [Easy] and Pantry
45 Tell him gambling isn’t your scene, but • Side Quest: Aba Daba Magazine [Lockpick] The door in the eastern wall allows access to the
barter

that you want something “medical.” Honeymoon [2/12] [33-44/56] pantry.


He offers Jet for 35 Caps. Take it and • Side Quest: Still in the Magazine [Lockpick] • First Aid Box and Food • Purified Water
continue, or leave it and the conversation. DarkÀ [3/12] [33-44/56]
• Jet 5 (Lower) Thoroughfare and Restrooms
• Free Quest: Bounty Magazine [Lockpick]
Ask him what his con trick is. You realize
60 Killer, II [4/12] [33-44/56] A few Fiends hang around here like a bad
speech

he’s using marked cards, making victory smell, which also seems to be coming from the
• Free Quest: I Love Magazine [Lockpick] restrooms.
at Caravan pretty much an impossibility. Bananas [5/12] [33-44/56]
You can take this information to Parker. • Bobby Pins and Scrap Metal
• Free Quest: Suits You, Magazine [Lockpick]
• Caravan Player: Keith [3/15] • First Aid Box [Very Easy]
Sarah [6/12] [33-44/56]
• Caravan Cards: Keith [4/30]
• Threat Level: Magazine [Medicine] 6 (Lower) Doctor’s Office [Hard]
[9/19] [33-44/56] • RadAway (3) • First Aid Box
[2.23] South Vegas • Faction: Fiend
Entity: Motor-Runner Magazine [Medicine] • Fixer (2) • Magazine: Today’s
Ruins West Entrance Entity: Fiend
[10/19] [33-44/56] • Doctor’s Bag Physician [Medicine]
Magazine [Repair] [7/27] [9/19] [33/56]
Entity: Daniel
[33-44/56] 7 (Lower) Filing Room [Easy]
Entity: BoneGnash
Magazine [Repair] [8/27] Find Bobby Pins by the door, near the gurney.
Entity: GnashBone [33-44/56]
• Bobby Pins • Magazine: Fixin’ Things
Entity: Bryce Anders Magazine [Repair] [9/27]
• First Aid Box [Repair] [7/27] [34/56]
Entity: Rick Lancer [33-44/56]
Entity: Dennis Magazine [Speech] Door to Vault 3—Living Quarters
B
[4/12] [33-44/56]
Entity: Rachel (Upper and Lower) Mezzanine and Fiend
8
Sunset Sarsaparilla Star
Entity: Carter
Cap [15/100]
Sleeping Area
(Deceased) Spanning two levels, this unkempt mezzanine
• Dangers: Unique Item [13/95]
• Threat Level: • Interior Exploration is now strewn with mattresses and pool tables.
Traps • Area Is Locked Doors lead to and from the upper balcony. Check
• Faction: Fiend • Radio Signal [Black
Mountain: Zone 2E only] • Guns and Ammo the Vending Machines.
Entity: Cook-Cook Mines
• Collectibles: • Health, Chems, or Water • Chems and Stimpaks • Sleeping Quarters
Entity: Fiend
Three entrances/exits allow access into this Skill Book [Sneak] [2/4] • Interior Exploration • Scrap Metal • Ammo Box Ammunition
Fiend stronghold, ruled over by the iron fist and [2/6] • Sleeping Quarters • Pool Cue (6)
crazy brain of Motor-Runner in Vault 3 [2.24]. Of Magazine [Guns] [5/11] • Quest Item 9 (Lower) Projector Room
the three entrances (including the one not shown [33-44/56]
• Doctor’s Bag • 10mm Pistol
as a Primary Location on your Pip-Boy’s World
Vault 3, which is now completely within South • Chems and Stimpaks • Teddy Bear
Map), this is by far the most dangerous, because
Vegas Ruins (AKA “Fiend Territory”) was once
• Ammo Box Ammunition (2)
an ordinary, happy vault. It wasn’t built above a
sulfur cave, or to feature Vault-Tec “experiments”

316
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Vault-3
Recreation Area Vault-3
Living Quarters
C E

11 D 12
10
13 16

2
15
9 8 1 A

20 21
3

14 17 18

22
5 6 4
19 23 24
7
25 26

B 28
27

32 33

10 Storage [Very Easy] 16 (Lower) Holding Cells


• Tool Cabinet Items • Unique Items: Nuka-Cola Mezzanine
• Pool Cue (23) Victory [13/95] Fiends hold three prisoners
C Door to Vault 3—Maintenance Wing here: a Ghoul named Dennis, a
woman called Rachel, and the Vault 3
F Door to Vault 3—Maintenance Wing 31
talkative leader Rick Lancer. Maintenance Wing
Speak to Rick to begin Free
14 Server Room
Quest: I Love Bananas. Should
This is only accessible from the booby-trapped you complete this task, you 29
staircase (Location #13) in the Living Quarters. 30
receive the Password to the
A wounded NCR Ranger named Bryce Anders Overseer’s Office Terminal. G
is holed up in this room. Speak to him for Free
• Quest Item: Vault 3 Overseer Password
Quest: Bounty Killer, II (which “officially” begins
in Camp McCarran). Anders also carries a key 17 (Upper) Concourse
20 (Lower) Western Dorms
that he can give you during conversation, or you These four rooms contain a few sleeping Fiends
Access this area above the steps leading down
can Pickpocket or kill him. Hack a terminal [Very and beds, as well as Vault 3 Jumpsuits to grab
to the Holding Cells Mezzanine through either
Easy] to open the access panel in the north wall, from most dressers.
the Executive Dorm [Average] or lower Holding
allowing a quick exit. Cells Door [Average] or wall terminal (which isn’t • Vault 3 Jumpsuit • Sleeping Quarters
• Mine Box Ammunition locked once you have the Overseer Password, 21 (Lower) Eastern Dorms
• Ammo but is otherwise [Average]). Check the door to the
east halfway along the concourse to reach the These four rooms, accessed via the same stairs
• Quest Item: Vault 3 Maintenance Key or connecting corridor from the Western Dorms,
Upper Mezzanine. The door around the corner
Vault 3—Living Quarters to the south accesses the Overseer’s Office have comatose Fiends and scattered Chems. A
(Location #19). working terminal in the southeast dorm offers
D Door to Vault 3—Recreation Area little help.
• Carton of Cigarettes • Binoculars
11 12 (Upper) Restrooms • Sleeping Quarters
• Scrap Metal
13 (Upper) Booby-Trapped Staircase 22 (Upper and Lower) Connecting Restroom
18 (Upper) Holding Cells Mezzanine Corridor
Step over the dead Fiend and watch for Frag
Mines at the foot and top of the steps, along with Unless you access the locked door below
23 (Upper) South Dorm #1
a Tripwire and Grenade Bouquet. [Average], the Holding Cells and this area can’t
be accessed unless you drop from this spot. • Magazine: Locksmith’s Reader [Lockpick] [3/12] [38/56]
• Frag Mine (2) • Frag Grenades (3)
19 (Upper) Overseer’s Office • Ammo Box Ammunition
E Door to Vault 3—Recreation Area There’s a small amount of Food here, and a • Sleeping Quarters
15 (Upper) Executive Dorm [Average] large Overseer’s Terminal. Hack it [Hard] or use 24 (Upper) South Dorm #2
This chamber is accessed from the north corridor the Overseer Password for the following menu
• Sunset Sarsaparilla Star Cap [15/100]
via a wall terminal [Average] or door [Average], options:
• Sleeping Quarters
and is the only way to reach the mezzanine area > Happy Birthday!: Uncle George wishing young Janet a
and Overseer’s office. The door to the southwest happy sweet 16th. 25 (Upper) South Dorm #3
leads to Location #17. > Upcoming Election: A friend of George’s hopes his The terminal here offers the following messages:
• Teddy Bear and Dino Toy (2) candidacy for Overseer won’t spoil a friendship. > The Water Situation: Rationing occurs due to leaks, and
• Skill Book: Chinese Army: Spec. Ops. Training Manual > Thank You!: George Stault continues to be the Overseer. a committee is formed to create ties to the outside.
[Sneak] [2/4] [2/6] > Weapon Lockers: Michelle thinks Michael may be > External Relations: Thanks from Lincoln (whose terminal
• Magazine: Locksmith’s Reader [Lockpick] [2/12] [35/56] planning a coup, and to keep the weapons in storage. this is likely to have been) to Michelle.
• Magazine: Today’s Physician [Medicine] [10/19] [36/56] > Unlock Storage Room Doors: This unlocks the > Your Endorsement: Thanks from Lincoln to George
• Magazine: Meeting People [Speech] [4/12] [37/56] submerged storerooms (Locations #27 and #28). Stault.
• Hunting Rifle and Ammo • Teddy Bear
• Binoculars • Sleeping Quarters

317
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Assuming you wish to release the prisoners,


26 (Upper) Daniel’s Dorm Free Quest: Bounty Killer, II Rick tells you a Fiend named Daniel has the
A Fiend called Daniel resides here, near his Up in the locked Server Room of the Recreation necessary key. He’s in his dorm room (Location
terminal. The other working terminal gives little Area (Location #14) sits a wounded NCR Ranger #26). Pickpocket or kill Daniel for two important
information. Pickpocket or kill Daniel for two named Bryce Anders. You may have heard keys (the other is a Maintenance Key useful
important keys (to help with a Free Quest). the name before if you’ve talked with Colonel during Free Quest: Bounty Killer, II). Return and
• Scrap Metal and Dino Toy Hsu over at Camp McCarran, and (optionally) unlock the cage, freeing the prisoners.
completed Bounty Killer, I. You can (optionally)
• Sleeping Quarters • Quest Item: Fiend Prisoner Key
ask Bryce about the vault and the Fiends. But
• Quest Item: Fiend Prisoner Key to get the real information, ask what an NCR • Quest Item: Vault 3 Maintenance Key
• Quest Item: Vault 3 Maintenance Key Ranger is doing here. • Quest Item: Vault 3 Overseer Password
25 Lie and tell him you’re an independent
27 28 (Underwater) Submerged Storeroom A
[2.25] South Vegas Ruins
speech

contractor, and he tells you he’s


[Hard] and B [Hard]
These are unlocked if you access the Overseer’s
here from Colonel Hsu over at Camp
McCarran [2.19] to exterminate Motor-Runner. East Entrance
Terminal. They are at the end of two separate 25
Lie and tell him Hsu sent you to find
speech

corridors, and are not connected to each other.


him.
Be quick and don’t run out of air, and watch for
constant (but low-level) radiation poisoning from Or, if you completed Bounty Killer, I; you don’t have to lie.
the water. Magazines are in the east storeroom After this, two possible conversation options are
(#27). helpful.
• Magazine: Milsurp Review [Guns] [5/11] [39/56] • Tell Anders that the colonel was concerned he missed a
• Magazine: Locksmith’s Reader [Lockpick] [4/12] [40/56] check-in. Ask what the hold-up is, and he points to his
• Magazine: Locksmith’s Reader [Lockpick] [5/12] [41/56] leg. You can:
35
• Magazine: Fixin’ Things [Repair] [8/27] [42/56] Tell him it is infected. Anders asks if you
medicine

• Teddy Bear can fix him up. You can:


• Threat Level: • Interior Exploration
• Gun Cabinet Items (2) Tell him he should leave for McCarran, and he opens the
• Faction: Fiend • Radio Signal [Black
Vault 3—Maintenance Wing access panel and sprints for it. You can tackle Motor-
Entity: Fiend Mountain: Zone 2E only]
Runner yourself.
G Door to Vault 3—Recreation Area Return with a Doctor’s Bag (the nearest one is in Location Three entrances/exits provide access into this
This area cannot be accessed from the Living #6 of this structure), and heal him. Fiend stronghold, ruled over by the steely gaze
Quarters. Or leave him here. and Chem-addled attitude of Motor-Runner in
Vault 3 [2.24]. Of the three entrances (including
29 Server Room 75
Or, tell him you’ll have to work together the one not shown as a Primary Location on your
speech

This provides access to the main corridor to the to defeat Motor-Runner. Pip-Boy’s World Map), this is farthest into Fiend
north. Vincent’s terminal near a couple of server Territory, and adjacent to New Vegas Steel [2.26].
• Tell Anders that Hsu thinks he needs additional support.
boxes displays the following messages:
Anders indignantly asks what kind of support. You can:
> Water Leak: A water leak has proved more serious than
Tell him you want to rescue hostages. You’re on your own [2.26] New Vegas SteelÀ
first thought.
for this one.
> Dinner?: An invite from “Vin” to “Jenny” for another 75
Or that you’ll have to work together to
speech

dinner date.
defeat Motor-Runner.
> Re: Dinner?: Jenny agrees, and perhaps breakfast is in
the cards, too! Or that you can take care of Motor-Runner. Anders thinks
it’s a bad idea. You can:
> Thank You!: Salutations to William Mayson for his date
35
help. State that you found Anders just fine. He
speech

30 Locked Storage [Average] agrees and gives you the key.


Access this area via a wall terminal or door. Or leave him to his wounds and head on alone.
Check the lockers for possible Utility Jumpsuits, • Quest Item: Vault 3 Maintenance Key
which have some helpful benefits. There are four conclusions after the conver- • Threat Level: Weapons] [1/9]
• Carton of Cigarettes sation with Bryce Anders, as you progress with
• Faction: Fiend/Robot [45-48/56]
• Magazine: Locksmith’s Reader [Lockpick] [6/12] [43/56] murderous intentions toward Motor-Runner:
Entity: Crazed Mister Magazine [Repair]
• Vault 3 Utility Jumpsuit • You and Bryce can battle through the Fiends to reach and [10/27] [45-48/56]
defeat Motor-Runner. Handy
31 Locked Storage [Average] Entity: Mr. Steel Magazine [Science]
• You can use the Maintenance Key to reach and defeat [8/23] [45-48/56]
Access this area via a wall terminal or door, at Motor-Runner. • Dangers: Traps
the eastern end of the main corridor. Sunset Sarsaparilla Star
• You can take the Maintenance Key from Anders by • Collectibles:
• Beer Cap [16/100]
Pickpocket or murder, or from a Fiend named Daniel, as Magazine [Explosives]
• Magazine: Fixin’ Things [Repair] [9/27] [44/56] part of Free Quest: I Love Bananas. Guns and Ammo
[3/12] [45-48/56]
• Interior Exploration
32 Server Room • You can ignore Bryce, Hsu, and everyone, kill Motor- Magazine [Melee
Runner, and then return to Hsu to tell him. Your Fame
33 Reactor: Motor-Runner’s Sanctuary increases. New Vegas Steel
Assuming you’re not fighting, you can speak A
to the Fiends’ leader: Motor-Runner. But first, NCR Fame Gained!
check the two lockers to the left of the entrance.
One of them holds a Reverse Pulse Cleaner, Free Quest: I Love Bananas A
which is vital to salvage for Side Quest: Still 1
Down in the Holding Cells part of Vault 3’s Living
in the Dark. Flanked by his two Guard Dogs,
Quarters, a group of kidnapped Caravaneers
Motor-Runner stands to greet you, if you’re not
await torture or worse. Rick Lancer speaks for
at war with the Fiends. You can:
the trio, once a quartet before Carter died in the
Conclude any Chem business you have with him, as part cell. Rick pleads for his freedom. You can:
of Side Quest: Aba Daba Honeymoon.
Unlock the Cell Door [Hard] without
lockpick

Sell him Chems independent of that Quest. speaking to any of them, and watch as
25
Ask what happened to the residents of they attempt an escape.
speech

the Vault. You can guess the answer. • Speak with Rick, getting more information on the vault
Dispatch Motor-Runner to conclude Free Quest: Bounty and the Fiends, and Rick also mentions he’s found a
Killer, II. password for the Overseer’s Office Terminal (Location 3
2
Or leave. #19). You can:
He carries a Chainsaw, which is a particularly Agree to help him escape, in return for the password.
gruesome Melee Weapon to steal. Intimidate Rick into giving you the password without a
• Quest Item: Reverse Pulse Cleaner necessary rescue.
• Chainsaw

318
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

• Magazine: True Police Stories [Crit. Chance] [3/11]


2 Pump Room
Caution Watch out! The [49/56]
This is operational, but empty.
molten steel is 2 Main Corridor
dangerous to touch, and you can fall [2.28] Samson Rock Crushing Plant Face the Giant Soldier Ant and two smaller foes,
into the vat bucket if you’re particularly then inspect this corridor.
hapless! • Note: Help Me!
3 Locked Office
Deep in Fiend Territory along the southwestern
Someone locked himself in his office and couldn’t
side of New Vegas, this steel plant still operates
find the key. His skeletal remains lie on the other
with its robot staff. Note the nearby access to
side of the door.
South Vegas Ruins [Zone 2E].
• Magazine: Tæles of Chivalrie [Melee Weapons] [2/9]
Doors (2) to Mojave Wasteland (Fiend
A
[50/56]À
Territory)
1 Foreman’s Office [2.30] Allied Technologies Offices
Access the terminal and hit the “Lucky 38 • Threat Level: • Highly Visible
Executive Override,” which allows access into Mr.
House’s control chamber. Check the plastic bins • Faction: None • Wasteland Vegetation
next to the desk for magazines. Entity: None
• Magazine [Patriot’s Cookbook] [Explosives] [3/12] [45/56] Composed of four sealed concrete buildings to
• Magazine [Tæles of Chivalrie] [Melee Weapons] [1/9] the north and the main workings to the south,
[46/56] surrounded by the remains of a fence, this
Quarry has been disintegrating for decades.
• Magazine [Fixin’ Things] [Repair] [10/27] [47/56] Abandoned by prospectors due to the influx of
• Magazine [Programmer’s Digest] [Science] [8/23] [48/56] Fiends, the area offers nothing but a few wild
• Sunset Sarsaparilla Star Cap [16/100] plants. Use the buildings as cover after retreating
from Fiends, or the structure as a marker for the
2 Smelting Chamber southwest corner of the New Vegas Conurbation.
• Threat Level: Magazine [Melee
• Faction: Mutated Insect Weapons] [3/9]
This is full of hostile robots, and a gantry leads
to a booth. [2.29] The Basincreek Building Entity: Giant Ant
[51-52/56]
Sunset Sarsaparilla Star
• Ammo Box Ammunition (2) • Collectibles:
Cap [17/100]
3 Smelting Booth Skill Book [Barter] [2/4]
Sunset Sarsaparilla Star
[3/6]
Cap [18/100]
[2.27] West Pump Station Magazine [Crit. Chance]
• Health, Chems, or Water
[4/11] [51-52/56]
• Interior Exploration
A Door to Mojave Wasteland
1 Entrance Foyer
Face down the Giant Soldier Ant before
inspecting the two doors you can open.
• Threat Level: • Collectibles: • Magazine: True Police Stories [Crit. Chance] [4/11]
[51/56]
• Faction: Mutated Animal Magazine [Crit. Chance]
Entity: Giant Soldier [3/11] [49-50/56] 2 Offices
Ant Magazine [Melee The door to the right (east) accesses a small
• Side Quest: Hard Luck • Faction: Fiend Entity: Radroach Weapons] [2/9] office of cubicles, and a Giant Ant. Find Fixer
Blues [49-50/56] and two Star Caps on the desks.
Entity: None
• Threat Level: • Interior Exploration • Sunset Sarsaparilla Star Cap [17/100]
• Interior Exploration
One of the many office structures close to Camp • Sunset Sarsaparilla Star Cap [18/100]
A matching pump station is to the east [2.21], McCarran [2.19], this one is just east of the Long
but this one is on the outskirts of Fiend territory. 95, as it dips into its sunken section. There is
3 Office and Break Room
A Door to Mojave Wasteland (Fiend Territory) only one entrance, by a burned-out car and Open the broken door to an L-shaped corridor
garbage can. It borders Fiend territory, so be and another room with a couple of Giant Ants
1 Office aware of these lunatics when exploring. and broken terminals.
There’s a radio and various junk plus a little
Food and other comestibles. Activate the Pump
A Door to Mojave Wasteland • Skill Book: Tales of a Junktown Vendor [Barter] [2/4]
[3/6]
Station Terminal, and you can: 1 Foyer • Magazine: Tæles of Chivalrie [Melee Weapons] [3/9]
Leave it alone. The ceiling has collapsed, exposing an upper [52/56]
50 Repair the network connection. This nets (and inaccessible) office. There are drink
science

you some XP, but isn’t necessary to read machines to bang on, and a small corner table
the warning. holds a well-hidden Magazine.
Activate the terminal to read the warning about
radiation being detected in the filtration system,
but not in this facility (it is actually in Vault 34 The Basincreek Building Allied Tech Offices
[3.12]). This begins Side Quest: Hard Luck Blues.

West Pump Station


A
1

A 3
1

3 1 2
2

319
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

[2.31] Cassidy Caravans Wreckage [2.35] REPCONN Headquarters


See maps on the following page

A once-fertile plain between the outskirts of


New Vegas and the rugged desert terrain is now
• Side Quest: Heartache by • Threat Level: devoid of crops. Beware of Fiends heading down
the Number • Faction: Crimson Caravan from the McCarran airstrip to the north, close • Side Quest: Come Fly Sunset Sarsaparilla Star
• Side Quest: You Can Company to the Allied Technologies Officers [2.30], but a With Me Cap [22/100]
Depend on Me bigger concern are the Giant Fire Ants scuttling
Entity: None • Side Quest: ED-E My Love Sunset Sarsaparilla Star
out of their mound, inside an old barn.
This caravan, which belongs to Cassidy, a • Side Quest: Still in the Cap [23/100]
• Ammo Box Ammunition
contractor with the Crimson Caravan Company Dark Sunset Sarsaparilla Star
[2.09], has been ransacked, and all its (useful) • Grenade Box Ammunition Cap [24/100]
• Free Quest: Access Powers
items stolen. There’s slim pickings here besides A Ant Tunnel to Mojave Wasteland • Free Quest: Honorary Sunset Sarsaparilla Star
the information you can provide to the Crimson Cap [25/100]
Caravan’s boss, Alice McCaffery, or Cass herself,
1 Ant Mound Passage Rocketeer
• Threat Level: Sunset Sarsaparilla Star
who is down south at the Mojave Outpost [4.27]. Head left at this location, because the other
Cap [26/100]
corridors are dead-ends. • Faction: Robot
[2.32] Grub n’ Gulp Rest Stop 2 First Cavern Entity: Maintenance
Unique Item [14/95]
Robot Unique Item [15/95]
3 Queen’s Chamber Entity: Tour Guide Unique Item [16/95]
A gigantic Queen Ant lurks at the bottom of Unique Item [17/95]
Entity: Mobile Facial
the passage (if you’re high enough level), in her
Recognition Scanner Unique Weapon [12/42]
chamber. Harvest the Queen Ant Pheromones
from her body, then sort out the remaining Entity: Sentry Bot • Area Is Locked
Soldiers. Check a couple of Wastelander corpses • Collectibles: • Guns and Ammo
here, too. Skill Book [Energy • Health, Chems, or Water
• Giant Ant Pheromones Weapons] [1/4] [4-6/6] • Highly Visible
Ant Mound Skill Book [Energy • Interior Exploration
interior Weapons] [2/4] [4-6/6]
• Radio Signal [Black
• Threat Level: • Crafting: Campfire Skill Book [Science] Mountain]
[18/109] 3 [2/4] [4-6/6]
• Faction: Prospector • Quest Item
Entity: Fitz • Collectibles: REPCONN Corporation was an up-and-coming
A
Entity: Lupe Magazine [Barter] [3/16] regional aerospace firm, and keen contributor to
[53/56] 1 Las Vegas political campaigns. They operated a
Entity: Brahmin test facility in the Black Mountains to the south
Sunset Sarsaparilla Star 2
• Services: (much to the chagrin of the local populations,
Cap [19/100]
Trader [7/33] who long complained of the “REPCONN bombs”
• Health, Chems, or Water landing in their fields and destroying property).
Trader [8/33]
• Sleeping Quarters The company was purchased by the giant RobCo
This shanty rest stop lies at the end of the Company just before the Great War, in a hostile
east-west road from here to the Samson Rock takeover. New security countermeasures were
Crushing Plant [2.28], and Highway 95, which [2.34] Hunter’s Farm installed, and more militaristic plans were
soon becomes elevated, inaccessible, and flanked undertaken, especially after the discovery of a
with billboards for The Strip’s many hotels and special radioactive igniting agent that interested
casinos. You can’t enter the hut; all your trading certain senior RobCo members. These counter-
must be done with Fitz and his partner Lupe. measures are still in effect, so investigate this
building with caution.
• Campfire [18/109]
• Magazine: Salesman Weekly [Barter] [3/16] [53/56] Exterior: REPCONN Train Station
• Sunset Sarsaparilla Star Cap [19/100] Close to the deserted playground is the railway
station serving the REPCONN Headquarters. It is
• Sleeping Quarters eerily quiet. Check the interior for the following
You can ask Fitz about a place to buy items:
weapons and armor (he recommends the Gun • Carton of Cigarettes (2)ÀDoctor’s Bag
Runners [2.14] over by the Freeside gate), the
location of a doctor (Doctor Usanagi is his choice, • Threat Level: Sunset Sarsaparilla Star Exterior: REPCONN Headquarters
over at New Vegas Medical Clinic [2.10]). You • Faction: Powder Ganger Cap [21/100] The immediate perimeter is patrolled by a few
can also Trade with him. Also speak to Lupe Entity: Powder Ganger • Interior Exploration mostly harmless Maintenance Robots. There is
about the water she sells (it’s taken via the NCR • Radio Signal [Black only one entrance.
pipeline), and about the Fiends, New Vegas, and Entity: Fire Gecko
a number of other subjects. Then you can buy • Collectibles:
Mountain] Interior: REPCONN Office Main Floor
• Sleeping Quarters
water from her (irradiated, or pure). Sunset Sarsaparilla Star A Door to the Mojave Wasteland
Cap [20/100] • Wasteland Vegetation
• Trader: Fitz [7/33] • Trader: Lupe [8/33] 1 Entrance Foyer
Due to increased Fiend activity, Powder
[2.33] Ant Mound Ganger escapees, and a lack of irrigation, the
A trio of (dead) Fiends attempted to access
the locked door to the north of this dirty, but
• Threat Level: • Guns and Ammo old farmsteads are in a depressed state. The
intact foyer. They were stopped by REPCONN
• Faction: Mutated Animal • Interior Exploration farmland behind hasn’t mustered any crops, but
Maintenance Robots, and a larger (and more
you can harvest wild plants.
Entity: Fire Ant Soldier • Radio Signal [Black ferocious) Tour Guide. Speak to the Tour Guide
Mountain] • Sunset Sarsaparilla Star Cap [20/100] (about the history of the company), to begin a
Entity: Giant Worker
Ant • Wasteland Vegetation • Sunset Sarsaparilla Star Cap [21/100] room-to-room information trek, and Free Quest:
• Sleeping Quarters Honorary Rocketeer. You can ignore the tour
Entity: Giant Ant Queen if you don’t want to learn about the history
of REPCONN, although the Tour Guide helps
unlock the door to the Solar System Exhibit
(Location #8). Begin your tour HERE, Rocketeer!

320
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

REPCONN Headquarters
Main Floor
REPCONN Headquarters
Office 2nd Floor
D

22 C 10 F
11 12
G
14

2 13
8 1 21
7 A G

20

5 I 15

E
6 3 4
17
22 G

B H
19
18 16
2 Restrooms
Aside from the irradiated water, these are empty. 7 J K
3 Tour Chamber #1: Radiation—Myths and G
REPCONN’s Reality
Inspect the plaque at each exhibit for further
information. Optionally listen as the Tour Guide REPCONN Headquarters
gives more asides. Office Top Floor
> Exhibit A: “Boring Old Rod? Or...”: A fuel rod that once
powered REPCONN rockets was here, but it has disap-
peared. 8
26
> Exhibit B: “Radioactive Waste?”: A group of barrels and a
discussion about the “fiction” of radiation. M
> Exhibit C: “Nuclear Family!” A representation of safety
barrels, all nestled together! 27
> Exhibit I: “Needlenose”: This used fossil fuels M
> Exhibit D: “Plas-Ma What?”: This is a new way to power and plasma to launch into space.
rockets, without the worrying health risks! 25
B Hidden Wall (Location #6)
4 Gift Shop
This portion of wall is actually an automated
A Rocket Souvenir is worth scavenging; it is a door. You can:
possibly useful item during Side Quest: Come
Fly With Me. Otherwise, check the counter for a Leave it alone, or
Star Cap. 65 23
Jam the opening mechanism, so it can’t
repair

• Rocket Souvenir open.


• Sunset Sarsaparilla Star Cap [22/100] 24
G
Gift Shop Store Room [Hard]
Caution
5
Jamming hidden
Pry open the lock to access a tiny storage room walls throughout
with some big-ticket items: this facility prevents activation of L
• Rocket Souvenir (14) REPCONN robot reinforcements, should you
M
• Sunset Sarsaparilla (2) stumble into an area deemed “restricted”
• Floor Safe Items [Average] without proper authorization. It’s all part of > Exhibit N: “Our Rich, Rich Solar System”: (Not actual
Free Quest: Access Powers. size) There’s always more places to mine!
• Skill Book: Big Book of Science [Science] [2/4] [4/6]
• Unique Item: Nuka-Cola Quartz [14/95] 9 Exhibit Server Room
• Unique Item: Nuka-Cola Quartz [15/95] (Lower) Tour Chamber #3: RobCo—And Now a
7 South of the solar system chamber are steps
Word from Our Sponsor up to a control panel, upon which rests Jenny
• Unique Item: Nuka-Cola Victory [16/95]
Millet’s Security Keycard. This opens the locked
• Unique Item: Nuka-Cola Victory [17/95] REPCONN was “pleased” to have a chamber door (with the wall terminal) in the foyer.
sponsored by the robotics corporation RobCo.
6 Tour Chamber #2: Rockets—Prototype Check out some of their lesser-known robots: • Quest Item: Jenny Millet’s Security Keycard
Success Stories > Exhibit J: “Watch Your Step!” This Sentry Bot variant 10 Robot Recharge and Security Office [Average]
Pause to inspect the plaque at each exhibit for takes no prisoners. Beware because they’re hidden in Access this area using Bobby Pins and talent,
additional information. Before you leave, inspect the walls of this building! or Jenny Millet’s Security Keycard, and enter an
the wall to the south. > Exhibit K: “The ‘I’ in ‘Eyebot’”: All the sights and sounds L-shaped security room. Access the only working
> Exhibit E: “Rockets Away!”: A prototype of your TV, blasted at you on the street! terminal [Average], and immediately choose the
radiation-propulsion rocket, made in partnership > Exhibit L: “The ‘Hand’ in ‘Handy’”: The first of the first menu option. With your face scanned, you
with RobCo. friendly Mr. Handy models is shown. can visit this part of the building without any
> Exhibit F: “Ready, Set, Launch!”: A scale model problems from robot busy-bodies. Then check
> Exhibit M: “It’s Got Wheels!”: The Protect-O-Bot may the desk behind for a Star Cap.
of the Test Site Dome, where rockets shot up... have failed safety standards, but it’s still one mean
and came down on nearby settlements. machine! > Add user Facial Data to Database
> Exhibit G: “Green Bean”: It got the name > Inter-office Correspondence #345759: About the new
8 Tour Chamber #4: Riches Beyond the Stars
thanks to where it exploded; in the backyard of security measures.
some friendly local. [Average]À > Inter-office Correspondence #345776: From the new VP,
> Exhibit H: “Big Fat Fiery Fred”: Aside from If the Tour Guide doesn’t open the door for you, Carl Rook.
the re-entry mishap, this rotund rocket’s orbital pry it open, and watch the tiny model rockets race • Sunset Sarsaparilla Star Cap [23/100]
flights were a success! about this still-functioning solar system model.

321
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Between this chamber at the next floor, you Between this chamber at the next floor, another
bump into the first Mobile Facial Recognition Mobile Facial Recognition Scanner requests
20 Hacker’s Office [Average]
Scanner, who asks for identification. Depending identification. Depending upon your exploration This can only be unlocked using Bobby Pins
upon your exploration (and wit), there are a (and wit), there are a variety of options. You can: and talent. Inside is a terminal [Easy] with some
variety of options. You can: rather interesting messages:
Rapidly bark out a series of numbers
7

Intelligence
Confuse the robot with your double-talk,
60 that the scanner thinks is the correct ID. > Encrypted Message: About intercepting the “Q-35.”
speech

and it lets you past. This only occurs This only occurs if you haven’t submitted > Q-35 Release Notes: Information on the Quantum
if you haven’t secured Jenny Millet’s your facial data on this floor yet. Plasma Modulation Matter Injection Rifle.
Security Keycard or submitted your facial data. If you’ve already submitted your facial data (in Location > Inter-office Correspondence #3262173: Regarding a
If you have the keycard, but didn’t submit your facial data, #14), you’re let through as “Ms. Wang” without any hostile takeover of REPCONN by RobCo.
the scanner asks you to check in with security before problems. > Inter-office Correspondence #3262178: A reply from
continuing. Or you can apologize and get 30 seconds to flee before Julia Masters (CFO) about halting the takeover.
If you’ve already checked in with security (with or without “security” is summoned. > Inter-office Correspondence #3262719: A no-confidence
the keycard), you’re let through without any problems. Or you can test out your new plasma weapons on these measure on Leo.
Or you can apologize and tell the scanner you’re leaving. bags of bolts. Engage! 21 Ammo and Medical Storage [Average]
The scanner recognizes this as an “invalid response,”
and gives you 30 seconds to flee before “security” is
Hidden Wall (Locations #12, 14, 16, Corridor
G This can only be unlocked using Bobby Pins and
summoned. near 18) talent. Grab the following from inside:
Or you can begin to destroy all the robots in the building This portion of wall is actually an automated • Tool Cabinet Items
in a gigantic firefight. door. You can: • First Aid Box and Stimpak
Leave it alone, or • Doctor’s Bag

Caution
65
If the scanner Jam the opening mechanism, so it can’t • Ammo Box Ammunition (2)
repair

open.
summons security, I Door to REPCONN Office Main Floor [Hard]
the entire building goes into a panicked Unlock this with sheer talent or the Third Floor
lockdown, and REPCONN Sentry Bots are
13 Restroom (Open Plan)
Security Card. It leads back to the main floor,
summoned. Fight, or flee. Naturally, there’s a Walls have fallen, leaving massive gaps between Location #22.
more sedate way to explore this facility. the two restrooms and the Northeast Server
Control. Cut through there to quickly attempt K Door to REPCONN Office Top Floor
your second facial data submission in Location
REPCONN Office Top Floor
11 Security Office Storage [Average] #14.
Well worth picking, the locked door opens into a • First Aid Box
L Door to REPCONN Office 2nd Floor
narrow storage room with the following: 14 Northeast Server Control 23 Executive Level Corridor
The quickest way to enter this room is via the Head out of the L-shaped smaller corridor into a
• Ammo Box Ammunition (2) • Microfusion Cell (20 x 15)
holes in the walls from the restrooms (#13). larger one, with two Vending Machines to check,
• Plasma Pistol • First Aid Box and Med-X and a scanner waiting in front of the doors to
Quickly locate the terminal [Very Easy], and
• Plasma Rifle access the following, which prevents the alarm the CEO’s office to the left. Greet the scanner,
from being raised if you haven’t met a scanner or Sneak past the two dead Brotherhood of Steel
C Hidden Wall (Location #10) yet. Check the Skill Book next to the terminal. Paladins, and into the next corridor (Location
This portion of wall is actually an automated #24).
> Add user Facial Data to Database
door. You can: On this floor, two Mobile Facial Recognition
> Inter-office Correspondence #3457785: Someone is
Leave it alone, or Scanners may stop to tell you that this area is
sending confidential data; possibly to the Poseidon
65 for Executives only. You can:
Jam the opening mechanism, so it can’t Corp.!
repair

open. 7 Answer with a password that happens to


> Inter-office Correspondence #3458631: Sara Wang be correct. You’re free to wander about
LUCK

reckons this could be insider information!


D Door to Shipping Room (Location #22) [Very the floor.
> Inter-office Correspondence #3458642: Carl Rook
Hard] -
Intelligence

thanks her for her diligence, and company privacy. Or you can blurt out “ice cream,” which
An incredibly difficult door and wall terminal shockingly, happens to be correct!
> Inter-office Correspondence #3458648: The old VP data
prevent all but the most adept thief from entering needs clearing off this terminal. Or you can apologize and get 30 seconds to flee before
the chamber beyond. You can access from here, “security” is summoned.
or from an upper floor. You can also open this • Skill Book: Nikola Tesla and You [2/4] [6/6]
Or you can test out your new plasma weapons on these
door if you have the Third Floor Security Card, 15 Storage Room bags of bolts. Engage!
found in Location #17.
16 Southeast Offices
E Door to REPCONN Office 2nd Floor
J (Upper) Door to REPCONN Office 2nd Floor
The dividing wall between these offices has
fallen. Tip Aenter
better way would be to
via the other entrance
This is an alternate method of accessing the 17 East Office (Location #N) from the kitchens, and
Shipping Room. sneak up through the restrooms to the two
Hack the terminal [Hard] in the far corner to
22 (Upper and Lower) Ruined Office and Shipping obtain an Executive Security Badge, allowing Executive Offices.

Room access to any door leading to the top floor, or


back to the main floor! This means you can enter Two Brotherhood of Steel Paladins lie on the
The ceiling has fallen in on this shipping area, the Door to REPCONN Office Main Floor (#H; ground, one partially covered in fallen masonry.
which can be accessed via the locked door or which accesses the Shipping Room). There’s also Searching them allows you to grab their armor,
wall terminal in Location #10 or the second floor. a Star Cap by the bottle on the desk. items, and a Holotape that’s vital for Side Quest:
The trek here is well worth it, once you grab the
> Print Executive Security Badge Still in the Dark and ED-E My Love. Take this
following:
whether these Quests are active or not.
• Scrap Metal (3) > Inter-office Correspondence #3262725: Leonard
Steeple has resigned. Julia Hasters is overseeing his • Brotherhood T-51b Power Armor (2)
• First Aid Box departments. • Laser Rifle and Ammo (2)
• Microfusion Cell (20 x 11) • Quest Item: REPCONN Second Floor Security Card • Quest Item: Brotherhood of Steel Mission Holotape
• Skill Book: Nikola Tesla and You [Energy Weapons [1/4] • Quest Item: REPCONN Third Floor Security Card
[5/6]
M Hidden Wall (Locations #24, 25, 27)
• Sunset Sarsaparilla Star Cap [24/100] This portion of wall is actually an automated
• Floor Safe Items
• Unique Weapon: Q-35 Matter Modulator [12/42]
18 (Lower and Upper) South Kitchen door. You can:
The ceiling has collapsed, but you can clamber Leave it alone, or
REPCONN Office 2nd Floor up the rubble to the third floor kitchen, and a 65
Jam the opening mechanism, so it can’t
repair

F Door to REPCONN Office Main Floor door [Easy] to the top floor. open.
12 Corridor H Door to REPCONN Office Top Floor [Easy]
Unlock with Bobby Pins or the Third Floor
N Door to REPCONN Office 2nd Floor
Rubble blocks the corridor and stairs to the west.
Hide here until the scanner passes, so you can Security Card.
infiltrate this floor without raising the alarm (if 19 Southwest Offices
your Intelligence is less than 7).

322
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

> Disable Robots: This shuts down all the robots in the
24 Restrooms entire facility, enabling you to come and go as you
Free Quest: Access Powers
These are more-easily accessible via the second please. If you’ve managed to infiltrate this building,
entrance to this floor. The interior walls are find all three keycards, take the Q-35, read all
• Sunset Sarsaparilla Star Cap [25/100]
destroyed, providing access into Executive Office #1. the terminal entries, and deactivate the robots
25 Executive Office #1: Leonard Steeple’s Office
26 Executive Level: Server Room without firing a shot or being challenged without
Open a floor safe [Easy]. the correct security clearance, then consider
Be warned; a scanner is likely to enter soon yourself an impressive adventurer. And one with
after you! Check the desk for a Star Cap, and • Floor Safe Items
an impressively massive Plasma Rifle.
a terminal [Very Hard] for the following menu 27 Executive Office #2: Piers Isley’s Office Free Quest: Honorary Rocketeer
options:
Check the bottles on the ground by the
> Inter-office Correspondence #3262091: From Piers, Take the full tour, from the foyer to the solar
bookcases for a Star Cap. Hack the terminal
regarding a possible RobCo buy-out. system, with the Tour Guide at your side, and
[Easy] for the following menu options:
read every plaque. Then grab all 15 Souvenir
> Inter-office Correspondence #3262099: An irate Steeple > Unlock Safe: Unlocks the Server Room Safe Rockets in the gift shop and storeroom, and you
wishing to send back “the package.”
> RE: RobCo: Carl sends Piers a message about dramat- can consider yourself an official Rocketeer! Well
> Inter-office Correspondence #3262105: This is a sweet ically increasing security in the building. done!
deal, about to turn very sour for REPCONN.
> Inter-office Correspondence #3457477: To the launch
> Inter-office Correspondence #3458503: From Carl Rook facility Project Manager about the increase in security.
to Xuan Duang about completing the Q-35.
• Sunset Sarsaparilla Star Cap [26/100]

Zone 2: Secondary Locations


[2.S01] Ruined Buildings [2.S04] Ruined Building [2.S05] Hostetler
with Locked Cache and Isaac Homes

• Sleeping Quarters
• Threat Level: An old man named Orion Moreno
lives in a ranch house here. This
• Health, Chems, or Water • Threat Level: • Side Quest: Someone to Watch Over Me and an adjacent house may have
The half-block of buildings to the • Dangers: • Threat Level: Magazines in their mailboxes. Except
west of the H&H Tools Factory [2.06] Traps • Faction: Wastelander for a fully stocked fridge, Moreno’s
has taken damage in recent years, house lacks items. Speak to him
and most of the structures are Mines Entity: Mrs. Hostetler
though, and you can learn about his
nothing but rubble. • Collectibles: Entity: Alice Hostetler deep-seated hatred of the NCR. He is
• First Aid Box Magazine [Crit. Chance] [5/11] • Collectibles: Sunset Sarsaparilla Star Cap a key player in Side Quest: For Auld
[54-56/56] [27/100] Lang Syne, so don’t kill him unless
[2.S02] Ruined Store Magazine [Explosives] [4/12] [54-56/56] • Guns and Ammo you’re aware of the consequences!
Magazine [Lockpick] [7/12] [54-56/56] • Health, Chems, or Water • Unique Item: Explorer’s Gear [18/95]
• Area Is Locked
• Guns and Ammo
• Interior Exploration
• Main Trading Route
[2.S07] Destroyed
• Health, Chems, or Water • Sleeping Quarters
Freeway Bridge
• Interior Exploration • Quest Item
A block to the east of the Mole Check the three mailboxes for
Rat murders [2.11] are a group of a random Magazine. Inside the
crumbling brick structures. Check Hostetler house, you’ll find Mrs.
• Threat Level:
the northeast corner store, watching Hostetler, who asks you (in no
In this devastated city block are the for Frag Mines (and a Magazine uncertain terms) to vacate the
remains of a shop without a roof inside the front door). Or, you can premises. She has additional
(making it a good place to retreat to use the back door (watch for the opinions if Side Quest: Someone to
if you’re attacked). Tripwire and Grenade Bouquet); Watch Over Me is active, and her • Threat Level:
• Cash Register Items either allows access to a locked daughter Alice may also be here. • Wasteland Vegetation
Metal Door [Hard]. Pry that open Check her abode for items to steal
[2.S03] Ruined Store to reach a hidden cache of items including Food in the fridge and on
Across from the entrance to the East
Central Sewers are the remains of
including more Magazines. the dining room table. Don’t forget
a freeway bridge, now fallen into
• Frag Mine (2) the Star Cap between the sofas
the dry riverbed below. This is the
on the small table! Isaac is almost
• Frag Grenade (3) extreme eastern border of Zone 2.
always at the Gun Runners, so his
• 9 Iron house is pretty bare; find scraps of
• Magazine: [True Police Stories] [Crit. Food in the fridge and a bed, but [2.S08] NCR Patrol
Chance] [5/11] [54/56] little else.
• Magazine: [Patriot’s Cookbook] [Explosives] • Carton of Cigarettes
[4/12] [55/56] • Sunset Sarsaparilla Star Cap [27/100]
• Threat Level:
• Magazine: [Locksmith’s Reader] [Lockpick] • Knife
Close to one of the Manhole Covers [7/12] [56/56]
and Sewer Entrances (to U2.N: North • Sleeping Quarters
• Scrap Metal
Sewers) are the remains of a store,
with good sniping opportunities from • Sniper Rifle and Ammo [2.S06] Orion
the upper floor. • First Aid Box Moreno’s House • Threat Level:
• Doctor’s Bag
• Side Quest: For Auld Lang Syne • Faction: NCR
• RadAway and Purified Water (2)
• Threat Level: Entity: NCR Trooper
• Faction: Enclave Two NCR Troopers are here, and
Entity: Orion Moreno a trio patrols the area around the
Aerotech Office Park [2.22]. Ask
• Collectibles: Unique Item [18/95]
them about how their tours are
• Interior Exploration going.

323
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

The NCR face periodic entan-


[2.S09] Elevated Freeway [2.S13] Tiki Tonga [2.S17] New Vegas Sign glements with the Fiends in this
and Billboards Burned-Out Ranch Homes area, and have recently pulled back
from these defenses.
• Mine Box Ammunition [Easy]

[2.S20] Long 15
Pedestrian Steps

• Threat Level:
• Threat Level: • Threat Level: • Highly Visible
Just north of the Grub n’ Gulp Rest • Faction: Fiend This has been a Vegas landmark
Stop [2.32] are a number of casino An area of decimation at the since before anyone can remember.
billboards, and the raised freeway northern edge of Fiend Territory, It is occasionally used by NCR
section of Highway 95. This elevated this location takes its name from the Rangers to snipe at Fiends to the
platform, which you cannot stand apartments just north. One of the south, but you can’t climb on it. • Threat Level:
on, stretches up and around to mailboxes may contain a Magazine. Use it as a landmark when you’re
• Dangers: Mines
Freeside’s East Gate [2.15]. nearing Camp McCarran [2.19]

[2.S10] Apartment [2.S14] Sarsaparilla [2.S18] Cook-Cook’s


• Guns and Ammo
This allows access to the Fiend
Allotment Burned-Out Ranch Homes Territory Territory east and west if you find
yourself wandering down the Long
15. Watch for the Frag Mine and
extinguisher trap on the western
steps adjacent to New Vegas Steel
[2.26].
• Frag Mine (2)

[2.S21] Long 15 Overturned


• Threat Level:
• Threat Level:
• Side Quest: Three-Card Bounty Train Carriage
• Faction: Fiend
• Faction: Westside/Fiend • Threat Level:
Just one block north of Sunset
Entity: Westside Resident Sarsaparilla Headquarters [2.17] is • Faction: Fiend
Entity: Fiend a block of burned-out homes and a Entity: Cook-Cook
• Wasteland Vegetation play area. Check the mailboxes for Entity: Fiend
Magazines.
Just south of The Thorn [2.04] is a Entity: Queenie
blue apartment with a large garden
allotment of unripe plants. Expect [2.S15] Elevated Long 15 Entity: Fiend Brahmin
• Crafting: Campfire [19/109]
Fiend encroachment from the south. • Threat Level:
• Dangers: Mines
[2.S11] Westside • Collectibles: Unique Item [19/95]
• Faction: Fiend
Require a quick escape up into
Playground • Guns and Ammo
Fiend Territory from the sunken
• Health, Chems, or Water section of the Long 15? Then climb
• Quest Item up the dangling train carriage here,
A terrible Fiend named Cook-Cook, and sit on the roofs to snipe.
who rapes those NCR soldiers
• Threat Level: that he captures, is holed up in [2.S22] Driver Nephi’s
This is where the Long 15, which
you can follow all the way from the
these ruins to the north of South
Vegas Ruins West Gate [2.23]. He’s
Territory
Mojave Outpost [4.27], becomes surrounded by sycophants and his
elevated and inaccessible. Use it as pet Brahmin Queenie (which you
• Threat Level: a landmark from this point; it cuts can hurt to drive him into a rage).
This urban area can be confusing, through Zone 2C (Freeside) and Keep Cook-Cook’s head intact if
so look for this flat ground with a across toward Boomer Territory. you’re doing Side Quest: Three-Card
rusting play area near The Thorn Bounty. Beware of a concealed Mine,
[2.04] to help situate yourself. [2.S16] Long 15 Mines and don’t leave without stealing a
Recipe from the steel shelves.
[2.S12] Summer Springs • Campfire [19/109] • Side Quest: Three-Card Bounty
Boarding House • Unique Item [Recipe]: Cook-Cook’s Fiend • Threat Level:
Stew [19/95] • Faction: Fiend
• Food Entity: Driver Nephi
• Frag Mine Entity: Fiend
• Quest Item: Cook-Cook’s Head • Collectibles: Unique Weapon [13/42]
• Threat Level: [2.S19] NCR Sandbag • Guns and Ammo
• Health, Chems, or Water
• Dangers: Mines
• Guns and Ammo
Defenses • Sleeping Quarters
• Threat Level: • Quest Item
The NCR have placed Frag Mines
This apartment building is sealed up across this section of road to prevent Famous for his vicious golf club
tight but has its name emblazoned Fiend access from the west. swing, Driver Nephi rules the Fiend
on the side. It’s close to the Monte Territory to the south of Zone 2E,
Carlo Suites [2.12] and also to • Frag Mine (5)
and has a base within a ruined
Scorpions Gang Territory. building close to the Samson Rock
Crushing Plant [2.28]. This is quite
open, so use the building rubble as
• Threat Level: cover, prepare for combat with close
• Faction: Fiend to a dozen Fiends, and take care
not to mangle Driver Nephi’s head
• Guns and Ammo if you’re engaged in Side Quest:

324
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Three-Card Bounty. Nephi’s base is


a weird collection of Vegas signs and [2.S24] Abandoned [2.S25] NCR Checkpoint [2.S26] Abandoned
platforms. Warehouse and Burned Buildings Buildings and Ranger
• Unique Weapon: Nephi’s Golf Driver
[13/42]
Morales’ Corpse
• Quest Item: Driver Nephi’s Head
• Super Stimpak and Ammo
• Grenade Box Ammunition [Average]
• Sleeping Quarters

[2.S23] Long 15 Mines 2


• Side Quest: Birds of a Feather • Free Quest: A Final Plan for Esteban
• Threat Level: • Threat Level:
• Free Quest: A Final Plan for Esteban
• Faction: Fiend • Faction: NCR
• Threat Level:
• Interior Exploration Entity: NCR Trooper
• Faction: Fiend
• Main Trading Route On the ring road north of REPCONN
Entity: Fiend
Just east of the Allied Technologies Headquarters [2.35] is an NCR
Checkpoint, but this is only visible Entity: Ranger Jackson (Deceased)
Offices [2.30] is a large Abandoned
Warehouse teeming with Fiends. during Free Quest: A Final Plan Entity: Ranger Morales (Deceased)
• Threat Level: Inside is an expansive, single- for Esteban, one of the Camp • Dangers:
chamber warehouse with Garage McCarran [2.19] Free Quests. This Traps Mines
• Dangers: Mines is where Ranger Morales’ body
Doors and a Metal Door to enter and
• Guns and Ammo must be taken. Otherwise, there are This becomes a new Primary Location
exit. Take your time rummaging to
The NCR have placed Frag Mines four ruined buildings to the north on your Pip-Boy during Free Quest:
find the following:
across this section of road to prevent here, with scattered minor items to A Final Plan for Esteban. Otherwise
• Sunset Sarsaparilla Crate (27) deserted, this place has four Fiends
Fiend access from the Driver Nephi’s salvage.
Territory. • Fridge Food and Wine (11) patrolling the roofs and forecourt
• Scrap Metal (2) of this place, which is also booby-
• Frag Mine (8) trapped with Mines and a Rigged
Shotgun. The bodies of Ranger
Jackson and Morales lie here, but
only if the Free Quest is active.

Zone 2: Underground Access Entrances/Exits


The following Manhole Covers offer access into the New Vegas Underground Sewer System; Zone U2. Consult that part of the Tour for interior information.

[2.SU01] Manhole [2.SU03] Manhole [2.SU05] Manhole [2.SU07] Manhole


to North Sewers to North Sewers to East Central Sewers to East Central Sewers
• Threat Level: • Threat Level: • Threat Level: • Threat Level:
• Interior Exploration • Interior Exploration • Interior Exploration • Interior Exploration
• Underground Connection • Underground Connection • Underground Connection • Underground Connection
On the Zone 2 perimeter road, close On the north-south road by the At the junction with the flaming On the road just in front of the
to the entrance to Zone 2B: North east entrance to Crimson Caravan barrels and Mesquite Honey tree, Aerotech Office Park [2.22].
Vegas Square [2.07]. Company [2.09], close to New Vegas just east of Orion Moreno’s House
Medical Clinic [2.10]. [2.S06]. [2.SU08] Manhole
[2.SU02] Manhole to Central Sewers
to North Sewers [2.SU04] Manhole [2.SU06] Manhole
• Threat Level:
to East Central Sewers to East Central Sewers • Threat Level:
• Interior Exploration
• Interior Exploration • Threat Level: • Threat Level:
• Underground Connection
• Underground Connection • Interior Exploration • Interior Exploration
Right in front of the entrance to
Just northeast of the entrance to • Underground Connection • Underground Connection Camp McCarran [2.19].
Freeside’s North Gate, on the road. On the east-west road east of On a sewer pipe near the lower, dry
Freeside’s East Gate [2.15], near the bed just east of East Pump Station
ruined building and parking lot. [2.21], adjacent to a blocked pipe.

Zone 2: New Vegas Conurbation [Interior Zones]


Topographical Overview
The Great New Vegas skyline is dominated by the Lucky 38 Tower, and other monuments to excess, but visiting such
ostentatious structures requires more than just knocking on a door. There are five “Interior zones” within the New
Vegas Conurbation, and all offer a glimpse into the way of life for the inhabitants. Zone 2A (Westside) consists of a Note
To reference the
entirety of this
cooperative of crop-growers and militia, all vying for water from the NCR. Zone 2B (North New Vegas) is a squatter Zone, please utilize the Map Poster
camp with few amenities. Zone 2C (Outer and Inner Freeside) is a sprawling series of large roads, structures, that came with this guide.
and casinos that don’t quite have the razzmatazz of those on The Strip. The Kings, Followers of the Apocalypse,
Garrets, and Van Graffs, along with Mick & Ralph inhabit Freeside. The Strip itself is a neon-clad architectural triumph, but heavily fortified and guarded by
Securitrons in the service of Mr. House, who rules the three Families (the Omertas at the Gomorrah, the Chairmen at The Tops, and the White Glove Society
at the Ultra-Luxe) with an iron fist. The NCR also has an embassy here, and a brother and sister live and work for Mr. House, building more neon signs and
showing rich folk around Vault 21. Finally, Zone 2E is Fiend Territory, and the only part of New Vegas where you’re actively hunted by hostile forces.
Highways and Byways
Access to the interior zones is almost exclusively via gates, which are guarded by gang members or militia of the Faction you’re about to meet inside. Inside
each zone, there are main streets and alleys; especially in Freeside you should learn the layout so you can gauge (for example) which gate is nearest your
destination. For example, always take the Freeside North Gate if you’re heading to the Old Mormon Fort, and the Freeside East Gate if you want to visit Mick &
Ralph’s. There are Sewer entrances to Zones 2A and 2B (not the others). To reach Zone 2D (The Strip), you must enter Zone 2C (Freeside) first.

325
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

[2B.S01] Cranden [2C.S26] Dead Thugs


Available Services, [2B.S02] Manhole to North Sewers [2C.S27] Squatter Camp #3 and Old Ben
Crafting and Collectibles [2B.S03] Owned Bedding [2C.S28] Squatter Camp #4
[2B.S04] Jules
Services: Caravan Players: [4/15]
Services: Gambling: [11/15] [2B.S05] Squatter Bill Zone 2D: New Vegas Strip
Services: Healers/Dealers: [12/31] [2B.S06] Playground [2.13] The Strip North Gate
Services: Repairers: [1/9] Zone 2C: Freeside [2D.01] Gomorrah
[2D.02] Lucky 38 Casino
Services: Traders: [7/33]
[2.08] Freeside’s North Gate
Crafting: Campfires: [8/109] [2D.03] Vegas Boulevard Station
[2.13] The Strip North Gate
Crafting: Reloading Benches: [2/36] [2D.04] The Tops Casino
[2.15] Freeside’s East Gate
Crafting: Workbenches: [11/41] [2D.05] Ultra-Luxe Casino
Crafting: Weapon Upgrades: [1/10] [2C.01] Old Mormon Fort
[2D.06] Vault 21
Collectibles: Snow Globes: [3/7] [2C.02] Mick & Ralph’s
[2D.07] NCR Embassy
Collectibles: Caravan Cards: [5/30] [2C.03] Ruined Store
[2D.08] Michael Angelo’s Workshop
Collectibles: Hollowed-Out Rocks: [0/42] [2C.04] Cerulean Robotics
[2D.S01] Mister Holdout
Collectibles: Skill Books: [4/51] [2C.05] King’s School of Impersonation
[2D.S02] Victor at the Lucky 38
Collectibles: Skill Magazines: [37/213] [2C.06] Atomic Wrangler
[2D.S03] Emily Ortal
Collectibles: Star Bottle Caps: [2/100] [2C.07] Silver Rush
[2D.S04] Billy Knight
Collectibles: Unique Items: [22/95] [2C.S01] Bodyguards-For-Hire
Collectibles: Unique Weapons: [5/42] [2D.S05] Street Vendor
[2C.S02] Genaro’s Fodder
[2D.S06] Vulpes Inculta or Alerio
Primary and Secondary Locations [2C.S03] Dead Man’s Dumpster
[2D.S07] Walter and Ethel Phebus
[2C.S04] Genaro’s Little Helpers
Zone 2A: Westside [2C.S05] Squatter Camp #1
[2D.S08] The Tops Promoter
[2.01] Westside West Entrance [2D.S09] NCR Embassy Gates
[2C.S06] Mick and Ralph’s Crier
[2.02] Miguel’s Pawn Shop
[2C.S08] Tapper and the Water Supply Zone 2E: South Vegas Ruins
[2.03] Westside South Entrance
[2C.S09] Train Station [2.23] South Vegas Ruins West Entrance
[2A.01] Casa Madrid Apartments
[2C.S10] Signal Box Tower [2.24] Vault 3
[2A.02] Westside Co-op
[2C.S11] The Granny Gang [2.25] South Vegas Ruins East Entrance
[2A.03] Klamath Bob’s Liquor Store
[2C.S12] Max and Stacey [2E.01] Zapp’s Neon Signs
[2A.04] North Cistern
[2A.S01] The Chessboard [2C.S13] Vagrants and Thugs [2E.S01] Sentry Post Mattress
[2A.S02] Manhole to North Sewers [2C.S14] Dixon the Dealer [2E.S02] Neon Sign Graveyard
[2A.S03] Marco [2C.S15] Rotface [2E.S03] Lean-To Shack
[2A.S04] Mean Sonofabitch [2C.S16] Bodyguards-For-Hire [2E.S04] Ruined Concrete Outbuilding
[2A.S05] Building Alcove [2C.S17] Jacob Hoff [2E.S05] Southwest Exit to and from Fiend
[2A.S06] Westside Allotment (West) [2C.S18] Dead Man Territory
[2A.S07] Makeshift Bedding [2C.S19] An Unsubtle Mugging Zone U2: New Vegas Sewers
[2A.S08] Makeshift Bedding [2C.S20] Squatter Camp #2 [U2.N] North Sewers
[2A.S09] Westside Allotment (East) [2C.S22] Atomic Wrangler Crier
[2A.S10] Hector and the Water Brahmin [U2.EC] East Central Sewers
[2C.S23] Silver Rush Crier
[U2.C] Central Sewers
Zone 2B: North Vegas Square [2C.S24] Bill Ronte
[U2.?] Sealed Sewers
[2.07] North Vegas Square [2C.S25] Ruined Building
[2B.01] The Gray

Zone 2A: Westside


[2A.01] Casa Madrid Apartments The sounds of ecstasy (or more likely, agony)
emanate through the walls of this low-rent
once you’ve met them, including the horrific
battering Pretty Sarah took from a Fiend named
knocking shop. Step through the dilapidated Cook-Cook.
front doors, and prepare for some offers you can • Ammo Box Ammunition
definitely refuse.
3 Dermot’s Apartment
Ground Floor When he’s not mooching around the streets near
A Doors to Westside Westside Co-op [2A.02], Dermot works as a salvager.
The Ledger is only available during the Quest.
1 Pretty Sarah’s Lobby
• Quest Item: Dermot’s Ledger
The table just inside the door has a couple of
Magazines, but these belong to the scarred
woman by the stairwell, Casa Madrid apartments
who turns hostile if you
• Side Quest: The Coyotes Entity: Sweetie snag them and she’s
• Side Quest: The White • Collectibles: watching. Pretty Sarah 9
Wash is a pimp; you can
Magazine [Barter] [4/16] speak to her about her
• Free Quest: A Bit of Slap [1-3/37] “merchandise.”
and Tickle Magazine [Lockpick] • Magazine: Salesman Weekly
• Threat Level: [8/12] [1-3/37] [Barter] [4/16] [1/37] 1 A
• Faction: Westside Magazine [Speech] • Magazine: Locksmith Reader
Militia/Followers of the [1-3/37] [Lockpick] [8/12] [2/37]
Apocalypse • Area Is Locked 5
Entity: Pretty Sarah
2 Marco’s Apartment
• Guns and Ammo 2
Entity: Dermot
[Average] 6
• Health, Chems, or Water
Marco may be sleeping, 3 8 7
Entity: Saint James • Interior Exploration 4
or out on his rounds.
Entity: Tom Anderson • Sleeping Quarters Speak with Marco
Entity: Maude • Quest Item and you can ask more
Entity: Jimmy each inhabitant here,

326
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

The other rooms on the ground and upper


4 Saint James’ Apartment [Average] floors (including the two locked ones [Very Easy, [2A.03] Klamath Bob’s Liquor Store
Saint James is just as helpful as his less- Average] have a place to sleep, and some fridge
intelligent friend when it comes to your prying Food (and occasionally Drink) to rummage
questions, unless Side Quest: The Coyotes is through.
active. The Teddy Bear is only available during
• Sleeping Quarters
the Quest.
• Quest Item: Teddy Bear Free Quest: A Bit of Slap and Tickle
Whether your preference is male, female, or
5 Anderson’s Apartment elderly, there’s something for any lost and lonely
Tom Anderson is a member of the Followers of soul here in Casa Madrid! Simply speak to any of
the Apocalypse, and he’s working hard to make the “good time guys and gals” in Pretty Sarah’s
sure the Co-op flourishes. Although he doesn’t care. How fast can you waste those Caps with a
come out and say it, he’s having a bit of trouble spot of “sexy time”?
with the NCR; for the full details, consult Side • Threat Level: • Collectibles: Caravan
• Sexy time!
Quest: The White Wash. Cards [5/30]
• Faction: Westside Militia
Upper Floor [2A.02] Westside Co-op Entity: Klamath Bob • Guns and Ammo
6 Pretty Sarah’s Apartment • Threat Level: Magazine [Survival] • Services: • Health, Chems, or Water
• Chems • Faction: Westside Militia [9/30] [4-5/37] Trader [10/33] • Interior Exploration
• Health, Chems, or Water • Radio Signal [Black
7 Maude’s Apartment Entity: Clayton Etienne Caravan Player [4/15]
Mountain; Westside
• Services: Trader [9/33] • Interior Exploration
If you’re looking for a woman with “experience,” streets only]
you can’t do much better than Maude. You can • Collectibles: • Lots O’ Caps
You can elect to steal or purchase some fine
talk to her about Sweeties and Jimmy too. 75 Magazine [Barter] [5/16] • Radio Signal [Black
Caps gets you full sex, as long as you don’t Mountain; Westside libations from Klamath Bob himself. You can
[4-5/37]
go putting anything “someplace it was never streets only] ask him if he’s from Klamath (he mentions
intended.” some history regarding “a tribal from Arroyo”),
• Wasteland Vegetation
the various small Factions in the area (mainly
• Sexy Time!
the Scorpions at the Monte Carlo Suites [2.12]
8 Jimmy’s Apartment and the Fiends), as well as the more colorful
Aside from the usual Food, Jimmy has a characters in Westside. You can also play a hand
Magazine on the table; not that he needs help of Caravan with him, or take the Magnum under
with his confidence. Speak to him and you can: his cash register. He has few Caps if you’re
thinking about a hold-up.
confirmed
bachelor

Tell him back rubs are a specialty of • Caravan Player [Klamath Bob] [4/15]
yours.
• Caravan Cards [Klamath Bob] [5/30]
Ask about Maude, Sweetie, and Pretty Sarah. • Trader: Klamath Bob [10/33]
Get down to business. 200 Caps gets you an evening • .357 Magnum Revolver and Ammo
that’ll leave you “without a care in the world.”
• Magazine: Meeting People [Speech] [5/12] [3/37] A reasonably intact old Uptown Drugs Store [2A.04] North Cistern
• Sexy Time! is now the base of operations of a fledgling
business known as the Westside Co-op, and
9 Sweetie’s Apartment guarded by a tongue-tied Super Mutant called
Sweetie is young, free, and single-minded; Mean Sonofabitch (who’s actually quite pleasant).
leaving the Gomorrah to ply her own trade, Clayton Etienne runs the Co-op. If you’ve
where she earns less, but isn’t addicted to finished Side Quest: The White Wash with an
Chems. You can ask about the others, herself, or “understanding,” Etienne is the guy to come
for a good time. She’ll “do things you didn’t think back to for your Caps. If you’re not shaking him
were possible” for 300 Caps. You can also ask down, you can ask about his story (he tells you
about Saint James’ “proclivities,” for 200 Caps. about the crime families of New Reno), the co-op
80 Or 100 Caps. She then tells you about (he talks about help they got from Tom Anderson
barter

his creepy time with a Teddy Bear. You and the Followers), and what he has for sale. You
can then purchase, or steal from him. There’s • Threat Level:
can return to ask Saint James about
this, but his responses aren’t revealing, and do a wealth of Caps if you want to turn Westside • Faction: Westside Militia
involve swearing. hostile, and more in the floor safe [Average]. Entity: None
• Sexy time! • Trader: Clayton Etienne [9/33] • Health, Chems, or Water
Other Apartments • Magazine: Salesman Weekly [Barter] [5/16] [4/37] • Interior Exploration
• Magazine: Lad’s Life [Survival] [9/30] [5/37] This offers a Water Tower Valve (allowing you
• Caps (600+) to sup from clean water), and (unless you like
collecting Sporks) little else of value.

Zone 2A: Secondary Locations


[2A.S01] The Chessboard Westside, too. Mean Sonofabitch also
loiters here, close to the Pawn Shop. [2A.S03] Marco [2A.S04] Mean Sonofabitch
[2A.S02] Manhole
to North Sewers

• Side Quest: For Auld Lang Syne • Threat Level: • Threat Level:
• Threat Level: • Faction: Westside Militia • Faction: Westside Militia
• Faction: Westside Entity: Marco Entity: Mean Sonofabitch
Entity: Judah Kregar • Threat Level: Marco is likely to be found sitting The inaccurately named Mean
Entity: Westside Citizen • Underground Connection outside the building he manages. Sonofabitch is a pleasant, almost
This allows easy access to and from humorous First Generation Super
Judah Kregar is usually near or
standing around this location, the North Sewers [U2.N].
although he walks the streets of

327
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Mutant, who lumbers around town. The second of two allotments where
Ask around, and you learn his [2A.S08] Makeshift the Westside Citizens are attempting
speech impediment was caused
by his tongue being cut out of his
Bedding to grow vegetation.
• Sleeping Quarters
mouth.

[2A.S05] Building Alcove [2A.S10] Hector and the


Water Brahmin
• Sleeping Quarters
• Wasteland Vegetation
One of two allotments the Westside
Citizens are attempting to cultivate. • Threat Level:
• Sleeping Quarters • Sleeping Quarters
• Sleeping Quarters
• Side Quest: The Coyotes [2A.S07] Makeshift
• Threat Level: Bedding [2A.S09] Westside • Side Quest: The White Wash

• Faction: Westside Militia Allotment (East) • Threat Level:


• Faction: Westside Cooperative
Entity: Saint John
Entity: Hector
Entity: Dermot
Entity: Water Brahmin
If they aren’t inside the Casa
Madrid Apartments, two unpleasant A small child walks with his pet
Scavengers are hanging around here Brahmin and siphons water from the
like a bad smell. barrels the NCR delivers from their
Sharecropper Farms.
[2A.S06] Westside • Threat Level:
Allotment (West) • Sleeping Quarters • Threat Level:
• Threat Level: This is one of a number of locations • Faction: Westside Cooperative
• Faction: Westside Cooperative across Westside where you’ll find Entity: Westside Citizen
Makeshift Bedding. • Sleeping Quarters
Entity: Westside Citizen
• Sleeping Quarters • Wasteland Vegetation

Zone 2B: North Vegas Square


The small fortified camp of North New Vegas, run
[2B.01] The Gray by Crandon and the stoic Jules has but one large
2 Upper FloorÀ
location, close to the manhole cover leading to Now do the same upstairs, with similar results.
the North Sewers [U2.N]; the Gray Hotel. Once • Sleeping Quarters
you enter, prepare for a quick-thinking, or fast-
drawing altercation with the chem-addled thugs
3 9 O’Clock Room (Upper)
here. One is guarding a runaway girl’s room, who • Sunset Sarsaparilla Star Cap [28/100]
has shacked up here with her boyfriend; a Ghoul • Sleeping Quarters
named Andy. They only appear if the Side Quest
involving them is active.
4 1 O’Clock Room
This chamber has a Reloading Bench. Note the
A Door to North Vegas Square Teddy verses Dino Toy confrontation!
1 Ground Floor • Reloading Bench [12/36]
Conduct a clockwise search through the rooms. • Strange Meat
• Side Quest: Someone to • Collectibles: Sunset While some have a bounty of useless items (such
Watch Over Me Sarsaparilla Star Cap • Teddy Bear and Dino Toy
as a collection of Tin Cans or Empty Syringes
• Threat Level: [28/100] and a Toaster in the bath), the following items • Combat Knife
• Faction: North Vegas • Guns and Ammo are of interest: • Knife
Resident, Thug • Interior Exploration • Quest Item: Henchman Message to Andy Scabb (only if • Sleeping Quarters
Entity: Alice Hostetler • Radio Signal [Black Quest is active)
Entity: Andy Scabb Mountain, in North Vegas • Strange Meat
Square only] • Dino Toy
Entity: Thug
• Sleeping Quarters • Sleeping Quarters
Entity: North Vegas
Resident • Quest Item
• Crafting: Reloading Bench
[12/36]
The Gray interior

2
1
A

328
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Zone 2B: Secondary Locations


[2B.S01] Cranden [2B.S03] Owned Bedding If you can match him (verbally) in
Guns and Survival skills, he greets
[2B.S05] Squatter Bill
you as an equal. He also plays a
mean hand of Caravan, and can
give you information on the area,
the NCR, and the Fiends to the
southwest.
• Caravan Player: Jules [5/15]
• Caravan Cards [6/30]
Free Quest: Meeting an Equal
• Side Quest: Someone to Watch Over Me • Threat Level: • Side Quest: Someone to Watch Over Me
Strike up a conversation with Jules
• Threat Level: This Makeshift Bedding belongs to the old gunslinger, and ask why he’s • Threat Level:
• Faction: North Vegas Crandon and Jules, and can’t be suspicious, and he tells you he’s • Faction: Squatter
slept on. seen a lot. You can:
Entity: Cranden Entity: Squatter Bill
You’ll find Cranden wandering these [2B.S04] Jules Indicate that Jules can take
50 A rather grumpy man, Squatter Bill

guns
streets, muttering about the influx of care of himself, and point has taken over North Vegas with
squatters. to his revolver. He asks if a bunch of companions, much to
you can handle “more than just Crandon’s chagrin.
[2B.S02] Manhole a weapon.” He asks if you know
yourself. [2B.S06] Playground
to North Sewers Tell him you’re one with the
60
survival

land. He thought himself too


old to find an equal! He then
tells you how to make a special form
• Free Quest: Meeting an Equal of .44 ammunition.
• Threat Level: • Unique Item: Schematics—.44 Magnum,
• Faction: North Vegas Hand Load [20/95]
Entity: Jules
• Side Quest: Someone to Watch Over Me
• Threat Level: • Services: Caravan Player [5/15]
• Threat Level:
• Underground Connection • Collectibles:
• Faction: Squatter
This allows easy access to and from Caravan Cards [6/30]
Entity: Squatter
the North Sewers [U2.N]. Unique Item [20/95]
A couple of rather rude Squatters
don’t take kindly to being disturbed.

Zone 2C: Freeside


[2C.01] Old Mormon Fort At the north end of Freeside, an Old Mormon
Fort has been converted into the base of
2 Roy, Farris, and Wayne’s Tent
operations for the Followers of the Apocalypse, a Although this place mainly caters to those down
quasi-religious organization hellbent on helping on their luck, these three Freeside residents look
humanity, while ensuring nothing like the Great like they’ve been beaten up. They aren’t speaking
War ever occurs again. The courtyard of the about it, and won’t until you quiz them as part of
fort is used for general triage and care, with Side Quest: G.I. Blues.
the old (heavily damaged) adobe fort buildings • Sleeping Quarters
themselves being for Followers’ storage and
residences. Despite
the historic name of Old Mormon Fort Exterior
the place, there are
no serious fortifi-
cations—just fences
• Main Quest: Kings Gambit Entity: Beatrix Russel and gates with a few
• Side Quest: Cry Me a Entity: Followers Doctor armed Followers
River Entity: Followers Guard inside.
• Side Quest: For Auld Entity: Gambler A Door to Freeside; 7
Lang Syne Entity: Roy, Farris, and Fort Courtyard
• Side Quest: G.I. Blues Wayne A
• Side Quest: High Times
Entrance
Entity: Child
• Side Quest: Nothin’ But a 1 Sandbag Defenses
Entity: Giant Rat 1 6
Hound Dog • Fame/Infamy You’ll meet a guard
• Side Quest: Oh My Papa or two, and Beatrix
• Services: Healer/Dealer
• Side Quest: Wang Dang Russel, in this 9
[7/31] 8
Atomic Tango location. She’s a
• Collectibles: cowgirl Ghoul with 10
• Side Quest: ED-E My Love Magazine [Medicine] 2 5
a heart of gold, and
• Free Quest: Short-Term [11/19] [6/37] a rare coat. You can
Treatment Snow Globe [2/7] ask her (at length)
• Free Quest: Long-Term Unique Item [21/95] about her past, 4
3
Care Freeside, and all the
Unique Item [22/95]
• Free Quest: Friend of the Factions therein.
• Follower
Followers • Unique Item: Bounty
• Health, Chems, or Water
• Threat Level: Hunter Duster [21/95]
• Interior Exploration
• Faction: Followers of the
Apocalypse / Freeside • Main Trading Route
Entity: Julie Farkas • Perk!
Entity: Arcade Gannon • Sleeping Quarters
Entity: April Martimer

329
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Arcade Gannon’s Tent


Note You
3 found a Limited
One of the Followers Doctors—a man named Edition Mojave Landmark Mick & Ralph’s
Arcade Gannon—sits or stands around here,
Interior
Snow Globe! These rare, Pre-War artifacts
although he puts himself down as a researcher, are widely considered to be useless baubles,
and not a particularly good one. He’s better at but rumor has it some collectors will pay
Latin though. He seems interested if you ask dearly for them.
him to help your cause, but he points you in the
direction of Julie Farkas if you want to really
help the Followers. Persist, and he asks why he Free Quest: Short-Term Treatment
should go with you. You can: Julie Farkas is in desperate need of Med-X,
75 Tell him things are bad here, and you’d RadAway, and Fixer. Simply find any or all
3
speech

I’d to make a difference with him at your three of these Chems during your travels, and
side. then hand them back in to her. After a few
- kind gestures, Julie offers to sell you a box of
Intelligence

That he’s really smart, and you’re really


dumb. He can help you do...things. Magazines she received. Trade with her for them
if you want them. The Magazines don’t count
toward the total Collectibles, as they are random.
confirmed
bachelor

That you need a good-looking doctor in


this big, bad wasteland. • Followers of the Apocalypse Fame Gained!
• Skill Magazines (18)
Or move on to other matters. Any of the three previous
options allows Arcade to come with you. This also Free Quest: Long-Term Care
begins his Side Quest: For Auld Lang Syne. Julie Farkas isn’t just looking for a few spare
• Follower Chems; she’s hoping you might be able to broker
• Perk! Better Healing a permanent trade deal with one of the three local 2
merchants; and suggests you speak to Mick & Ralph
• Sleeping Quarters
[2C.02], The Garrets over at the Atomic Wrangler
4 5 Storage and Rest Tents [2C.06], and the Crimson Caravan Company [2.09].
There’s usually a couple of gamblers in the Rest Mick & Ralph don’t have the technology or wherewith all to
Tent, sleeping off a heavy night. supply Chems to anyone, but they recommend speaking
• Sleeping Quarters to the Garrets.
The Crimson Caravan isn’t interested in working with the
6 7 Guard Tent and Doctor’s Tent Followers; this is a dead-end.
April Martimer is either here, or around camp, 1
James Garret is taken with the idea; in return for the
but only if Side Quest: ED-E My Love is active. Followers using their technology to mend the Atomic A
8 Julie Farkas Wrangler’s alcohol-producing stills, they can provide as
The leader of the Followers of the Apocalypse much Med-X as they need. Farkas isn’t too happy about
is Julie Farkas, a soft-spoken woman with a this, but agrees, and after you reconfirm with James,
heart as big as a Bloatfly. You can speak to then Farkas once more, the trading begins.
Julie about her problems with a lack of medical Broker a successful deal for a Reputation gain, and a Providing some of the finest quality trinkets to
supplies. You can also speak to her about two discount on your medicine. discerning customers, while serving the riff-raff
chem addicts who need saving (High Times), The the usual low-grade armaments, Mick and his
• Followers of the Apocalypse Fame Gained!
King in Freeside, and specifically his relationship colleague Ralph run a thriving business from the
• Freeside Fame Gained! seedier side of Freeside. Their store is a treasure-
with the NCR (G.I. Blues and King’s Gambit), The
King’s dog Rex (Nothin’ But a Hound Dog), and Free Quest: Friend of the Followers trove of objets d’art, mass-produced crap,
about a sensitive Great Khan who wishes to hang and almost everything you’ve found on your
Should you become increasingly helpful to the
up his biker jacket for a doctor’s coat (Cry Me a Wasteland journeys; even those weird little dolls
Followers’ plight, it begins to pay dividends.
River). Farkas really is a lynch-pin of Freeside. people say are from a place back East called
Continue to earn Followers of the Apocalypse
Point Lookout. Sometimes, Max and Stacey run
Farkas also is proficient at fixing you up, but Fame, and during one conversation with Julie
around in here. Max has an interesting toy gun
at a cost. Finally, you can speak to her about Farkas, she presents you with a special key. This
for you to check:
returning with medical supplies for her (Free opens the door to the Followers Safehouse [1.04],
Quest: Short-Term Treatment), or setting up where you can rest, and relax. Consult that • Unique Weapon: Euclid’s C-Finder [14/42]
some kind of discount with local vendors (Free location for more information. 1 Ralph’s General Supplies
Quest: Long-Term Care). • Followers Safehouse Key Ralph runs the front of the store, and he sells
• Healer: Julie Farkas [7/31] general supplies. You can ask him what he has
• Unique Item: Follower’s Lab Coat [22/95] [2C.02] Mick & Ralph’s in stock, and Trade with him. If you’re after some
Chlorine during Side Quest: How Little We Know,
9 Eastern Tower this is the place to obtain it.
This storage area has rotting crates and rusting • Trader: Ralph [11/33]
Tin Cans everywhere.
• Trader Highlight (Ralph): Container of Chlorine
10 Western Tower You can also request a bounty of information on
This accesses a small surgery room with poor the various Factions inside Freeside. You can
lighting. There’s a Filing Cabinet here to check: also ask if he offers “any other services.” This
If Side Quest: High Times is active, you can begins Free Quest: Papers, Please.
pull the records of one of the affected Freeside
dwellers. If Main Quest: King’s Gambit, or Side
2 Mick’s Weapons
Quest: G.I. Blues is active, you can read the Mick is at the back of the store, near his
medical records of Pacer, one of The King’s Gang Workbench, and sells guns. You can ask to see
• Side Quest: How Little Magazine [Medicine]
members. the guns that he has for sale, and Trade with him.
We Know [12/19] [7-9/37]
• Quest Item: Pacer’s Patient Record • Trader: Mick [12/33]
• Free Quest: Papers, Please Magazine [Melee
• Quest Item: Jacob Hoff’s Patient Record Weapons] [4/9] [7-9/37] • Trader Highlight (Mick): Hidden Cache of Weapons
• Threat Level:
Upstairs is Julie’s office, complete with a Magazine [Science] You can also ask how business is. He tells you it has
• Faction: Freeside
magazine on her desk (which must be stolen), [9/23] [7-9/37] slowed down since The Omertas stopped buying, and
and a Snow Globe on the book shelf (which can Entity: Mick asks if you could find out the reason. You’ll know why
Unique Item [23/95]
be snagged without any Karmic worries). Entity: Ralph if you commence Side Quest: How Little We Know, and
Unique Weapon [14/42] you can return to Mick and tell him.
• Magazine: Today’s Physician [Medicine] [11/19] [6/37] • Services:
• Area Is Locked • Note: Omertas Stopped Buying From Mick
• Snow Globe—Mormon Fort [2/7] Repairer [2/9]
• Guns and Ammo You can also ask Mick to Repair any of your equipment.
Trader [11/33]
• Health, Chems, or Water He’s extremely proficient.
Trader [12/33]
• Interior ExplorationÀ • Repairer [Mick]: Repair Skill 75 [2/9]
• Crafting: Workbench
[11/41] • Lots O’ Caps You can also ask if he’s got any special items for sale. He’s
• Wasteland Vegetation suspicious, and asks if you work for any of the casinos.
• Collectibles:
• Quest Item

330
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Reply “Yes,” and he tells you there are no Vegas- • Doctor’s Bag Hack into the terminal, and then Run
50

science
banned items here. • Food (a huge supply) a Diagnostic Routine, and Upload a
50 Reply no. He opens up a hidden wall, Programming Routine. You don’t have
• Purified Water (enough to drown you)
speech

into a storage room brimming with the Programming Routine unless you acquired
only the most impressive, eye-popping
(literally and figuratively) hardware.
[2C.04] Cerulean Robotics it during the Side Quest. Only then, can FISTO!
activate!
• Unique Item: Naughty Nightwear [23/95] • Workbench [12/41]
• Reloading Bench [13/36]
3 Upper Apartment
• FISTO!
You can also ransack the store, which isn’t
recommended as you don’t get to steal everything
Mick and Ralph sell, although there’s a Caps
[2C.05] King’s School of Impersonation
See map on the following page
haul. Go upstairs, and there’s water to drink in
the bathroom.
• Workbench [11/41]
• Caps
• Carton of Cigarettes (5)
• Side Quest: Wang Dang Workbench [12/41]
• Food (including a delicious Potato!)
Atomic Tango • Collectibles:
• Dino Toy (2) and Teddy Bear
• Free Quest: Maud’s Sunset Sarsaparilla Star
• Magazine: Today’s Physician [Medicine] [12/19] [7/37] Muggers Cap [29/100]
• Magazine: Tæles of Chivalrie [Melee Weapons] [4/9] [8/37] • Threat Level: Skill Book [Speech]
• Magazine: Programmer’s Digest [Science] [9/23] [9/37] • Faction: Mutated Animal, [2/4] [1/4]
Free Quest: Papers, Please Robot • Area Is Locked • Main Quest: King’s • Fame/Infamy
If you ask Ralph about his special services, he Entity: Giant Rat • Interior Exploration Gambit • Collectibles:
tells you he can offer you something, but only Entity: Protectron • Radio Signal [Black • Side Quest: G.I. Blues Magazine [Unarmed]
after you’ve impressed the King. You can: Entity: FISTO! Mountain] • Side Quest: Nothin’ But a [3/11] [10/37]
• Inquire about the King, and then complete Side Quest: • Crafting: • Quest Item Hound Dog Unique Item [24/95]
G.I. Blues, and then return here with the King’s blessing. • Free Quest: Papers, Please
Reloading Bench Unique Weapon [15/42]
Or, you can ask Ralph if he has
50 [13/36] • Threat Level: • Area Is Locked
speech

something on the side. He agrees to tell In a lonely and occasionally traversed section of • Faction: Kings Gang / • Follower: Rex
you that he’s perfected a craft of Passport Freeside is a monolithic office building, which Freeside
counterfeiting. Obviously, he wants to keep this was home to Cerulean Robotics. You can freely • Perk!
low-key. The Passport is going to cost you 500 Entity: The King
enter the facility. On your way out, don’t be • Guns and Ammo
Caps. You game? surprised if you’re accosted by Malefic Maud Entity: Rex
• Health, Chems, or Water
Without enough Caps, you can agree to come back later. and her ruthless band of octogenarian muggers Entity: Pacer
(Free Quest: Maud’s Muggers; related to Freeside • Interior Exploration
With 2,000 Caps to burn, you can tell him you’ve got Entity: Sergio
enough to pass the credit check at The Strip North Gate itself)! • Lots O’ Caps
Entity: Kings Gang
[2.13]. A Door to Freeside • Sleeping Quarters
Member
You can agree, and purchase the passport for • Quest Item
500 Caps.
1 Entrance Foyer Entity: Groupie
Beware the odd Giant Rat intrusion. The most powerful individual in Freeside, the
50 King is the leader and undisputed ruler of
Or you can bargain Ralph down to 375
barter

Caps.
2 Break Room The Kings Gang, a group of tough guys that
Over in the corners appears to be the remains of dominate the center of the community. The King
• Quest Item: Counterfeit Passport an ancient Protectron fight with a now-deceased models himself on a singer from ancient times,
worker. after discovering some old recordings, and is
[2C.03] Ruined Store • Sunset Sarsaparilla Star Cap [29/100] charming, rebellious, and well-dressed. He sits
and vets newcomers to the gang, and those that
3 Open-Plan Office and Workshop wish to impersonate the King himself, who in
This section of the large room houses a few desks turn, is an impersonation. He’s accompanied by
and a conveyor belt where components once sped his dog Rex, a cybernetic hound around since
along. Pre-War times, who’s a little worse for wear.
• Skill Book: Lying, Congressional Style [Speech] [2/4] [2/4] Floor 1: Bar, Stage, Bedrooms and
• Scrap Metal Recreation
4 Protectron Pods A Door to Freeside
Aside from the junk, and another disused 1 The King’s Bar
Protectron, there’s another, blue Protectron still
encased in his pod. Close by is a wall terminal Inside the King’s School of Impersonation is a
with a Protectron Programming Interface bar, where you can steal a Beer or Sunset Sarsa-
• Side Quest: G.I. Blues • Health, Chems, or Water
[Average]. You can: parilla. Pacer is also here, guarding the entrance
• Threat Level: • Interior Exploration to the Stage Room. To get into see the King, you
• Faction: NCR • Radio Signal [Black can:
Entity: Elizabeth Kieran Mountain] 60 Tell Pacer you’re here to pay your
Cerulean Robotics
speech

• Area Is Locked respects. Pacer likes that, and lets you


in.
In an oft-overlooking part of Freeside, two “Men”
guarding this location are actually NCR soldiers Or, you can offer five Caps (you’re turned away in
attempting to win hearts and minds (and to disgust), 50 Caps (Pacer lets you in), or 500 Caps
CAPS
some, usurp the power of The Kings Gang) by (Pacer lets you in while you remember not to give
feeding the Squatters of Freeside. Approach, and 4 3 away all your Caps).
the Men ask for a Password. You can:
Pickpocketing Pacer allows you to take
sneak

Tell them the password, as part of Side Quest: G.I. Blues. his key, which opens up Location #2.
60
Tell him you were already let in. They 1
speech

• Pacer’s Key
step aside.
A
Or say you don’t know, barring you from entering until
you return with a password.
Once inside, you see a soup kitchen run with 2
almost military precision. Speak to Elizabeth
Kieran, and you soon discover it is a military
operation.

331
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

can try out, too). In the en-suite chamber are


A additional beds for his Groupies.
• Magazine: Boxing Times • Jailhouse Rocker (2)
[Unarmed] [3/11] [10/37] • King’s Outfit (3)
• Pool Cue • Sleeping Quarters
1
• Carton of Cigarettes
King’s School of Impersonation 4
21 (Upper) Outfit Storage
The Kings Gang has a throwback style, and its
2 important to maintain a uniform appearance.
5
• King’s Outfit (30)

12
6 8
[2C.06] Atomic Wrangler
See maps on the following page
7 10
13 3

9
11

15
14

17
16 20 • Side Quest: Bye Bye Love • Fame/Infamy
• Side Quest: Debt Collector • Services:
• Side Quest: Talent Pool Gambling: Blackjack
• Side Quest: Wang Dang [2/15]
Atomic Tango Gambling: Roulette
19 • Free Quest: Big Winner, [3/15]
21 Atomic Wrangler Gambling: Slots [4/15]
• Free Quest: Hat’s Enter- • Collectibles:
tainment Unique Item [25/95]À
18 • Threat Level: Unique Item [26/95]À
• Faction: Freeside Unique Item [27/95]À
Entity: James Garret • Area Is Locked
Entity: Francine Garret • Guns and Ammo
Entity: Caleb McCaffery • Health, Chems, or Water
Entity: Hadrian • Home Sweet Home
Entity: Escort • Interior Exploration
2 Stage Room Floor 2: Bedrooms and Recreation Entity: Atomic Wrangler • Lots O’ Caps
Once inside the Stage Room, meet the King and 11 Pitch-and-Putt Bedroom Guard
• Sleeping Quarters
Rex. You can converse with him to begin Side • 9 Iron • Sleeping Quarters Entity: Cashier
Quest: G.I. Blues, and also inquire about him • Wasteland Vegetation
Entity: Gambler
ceasing violence against the NCR as part of Main 12 Groupie’s Bedroom • Quest Item
Quest: King’s Gambit. The King also has a key • Sleeping Quarters The Atomic Wrangler, the only active casino in
(which opens the other door in this room), and a
Freeside (featuring a neon sign of a futuristic
unique outfit, but you’ll need to pry them off his 13 Windowed Bedroom cowboy riding a stylized atom), is also a
corpse. • Sleeping Quarters flophouse, brothel, and source of chems, located
• The King’s Key just down the main drag. It is run by the
14 Chess Bedroom
• Unique Item: Viva Las Vegas [24/95] Garret Twins, protected by their thugs, and is a
• Footlocker Items • Sleeping Quarters common hangout for the Van Graffs and Kings.
• Follower: Rex
• Perk! Search and Mark
15 Restrooms Many caravaneers and poor (but not impov-
erished) NCR folks can also be found here.
There’s radiation-free water to drink in either of
3 (Ground) Corridor these rooms. Atomic Wrangler—First and Second Floor
As long as you don’t try anything too brazen, the
Kings Gang lets you wander.
• Straight Razor • First Aid Box (2) A Door to Freeside
4 (Ground) Storage Room
16 Bedroom by the Stairs 1 Entrance Lounge
• Carton of Cigarettes • Sleeping Quarters If you’re really into your scavenging, there’s a
5 (Ground) Beer-Pong Room scattering of around eight Caps on the floor.
• Sleeping Quarters.
17 Back Bedroom
There a few jokers in this pack that you can
• Scrap Metal • Sleeping Quarters
6 (Ground) Restrooms speak to, including:
• Switchblade (2)
There’s radiation-free water to drink in either of • Gambling: Slots [4/15]
these rooms. Floor 3: Master Bedrooms and Storage Caleb McCaffery, who thinks you’re a kid,
and isn’t very pleasant, or helpful. There’s a
7 (Ground) Spin-the-Bottle Bedroom 18 (Upper) Pacer’s Bedroom reason for this, as you’ll discover during the
• Sleeping Quarters. The King’s right-hand man is a guy called Pacer, associated Side Quests. He’s wearing some
who isn’t quite as easy-going as the big man. Unique items, though.
8 (Ground) Chalkboard Bedroom Find his secret stash under the bed; important
Hadrian the Ghoul insult comic. You’re
• Sleeping Quarters. for the associated Quests.
encouraged to play along and insult the fella
9 (Ground) Make-up Room • Switchblade back. Then he tells you he’s famous, but
• Quest Item: Pacer’s Jet Stash isn’t pulling in the Caps in this dump. You’re
10 (Ground) Sergio’s Stylings encouraged to find a new gig for him, as part of
Sergio works his greased-back magic here, • Sleeping Quarters
Side Quest: Talent Pool. See that hip cat Tommy
but can’t offer you a styling yet. Complete 19 (Upper) School Desk Graveyard Torini for all the details, man!
Side Quest: G.I. Blues, and the King allows
it, enabling you to complete your look. Sergio
20 (Upper) The King’s Boudoir
carries a Unique Straight Razor, too. This huge, high-ceiling chamber is where the
• Unique Weapon: Figaro [15/42] King sleeps; on his ostentatious bed (which you

332
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

• Medical Cabinet Items • Food (including Plants


• Gun Cabinet Items and Fruit)
• Knife • Drink (including Beer and
Spirits)
8
7 Upper Balcony
Escorts (both male and female) prowl this area,
9 looking to service the clientèle. This includes
you, but only after you’re comped a suite.

10
8 North Bedroom
B
9 Northeast Bedroom [Average]
Atomic
Wrangler 10 East Bedroom [Average]
11 first and 11 Comped Suite [Requires Key]
second floors At the end of their Side Quests, the Garrets give
7 you this room to use as you see fit. You can now
bring Escorts back here.
B Door to Atomic Wrangler—Third Floor
Atomic Wrangler—Third Floor
C Door to Atomic Wrangler—Second Floor
12 Hallway
This allows access to all the rooms on this floor.
3
13 Francine’s Bedroom [Very Hard]
Hidden under the bed is a floor safe [Very Hard]
There’s rad-free water in the bathroom.
• Unique Item: Nuka-Cola Victory [27/95]
1 4 • Floor Safe Items [Very Hard]
14 Restroom (Ladies)
This has individual bathtubs for “discerning”
clients, and the following:
Atomic 5 • First Aid Box
Wrangler third 2 • Medical Cabinet Items
A
floor 15 Party Room
6
There’s a number of mattresses in here,
some cabinets to look through, and personal
16 footlockers to rummage in. Oh, and three Caps
on a silver Briefcase.
• Personal Footlocker Items (2)
15
• Briefcase Items (2)
• Sleeping Quarters
16 Guard Room
14 17 Some slumbering guards are usually found here.
• Teddy Bear
13
• Personal Footlocker Items (4)
• Sleeping Quarters

12
17 Dusty Storage Room [Hard]
18
• Footlocker Items
• Gun Cabinet Items
C 3 Cashier and Gambling Room 18 Restroom (Gentlemen) [Hard]
If you want to break into the Cashier’s booth
from the lounge via the guarded door [Very This has a group of bathtubs for “discerning”
The Atomic Wrangler Guards are hired to Hard], there’s a ton of useless Pre-War Money, clients, and the following:
blend into the background, then blend your head and seven safes. Four are on the wall [Hard] • First Aid Box
into a shade of crimson if you start any trouble. and none have anything like the haul you’re • Medical Cabinet Items
They can be over-powered, but only if you’re a expecting; just some random items and a few
psychotic who needs a low Rep in Freeside. Caps. Free Quest: Big Winner, Atomic Wrangler
• Unique Item: Caleb McCaffery’s Hat [25/95] • Gambling: Cashier Need a little gambling with your good times?
Then learn when to take the Atomic Wrangler for
• Unique Item: Bounty Hunter Duster [26/95] • Floor Safe Items (3)
as much as you can, without being banned from
2 Entrance Check-in and Bar • Floor Safe Items (4) [Hard] the facility. Locate a Blackjack or Roulette table,
Francine and James Garret work behind the bar • Gambling: Blackjack (Dealer must draw to 16, and stand or try the Slots, and the Floor Manager comes
of the joint they own. Speak to them to begin a on all 17s) [2/15] around to sweet-talk you when your Luck starts
conversation about the neighborhood, and each • Gambling: Roulette [3/15] to hold:
has their own Side Quest. Should you Pickpocket At 1,250 Chips won, you’re congratulated.
or kill them, they each have a couple of keys; a
4 Restroom (Ladies)
At 2,500 Chips won, you’re congratulated again.
Bank Key (that opens the cashier’s booth and If you’re after a drink of rad-free water, this is
the place. At 3,750 Chips won, you’re the talk of the venue.
the wall safes) and the Upstairs Key (opening
But once you hit 5,000 Chips won, the Garrets cut you
Francine’s bedroom). 5 Restroom (Gentlemen) off to stop you from fleecing them. However, your
• Atomic Wrangler Bank Key (2) And this is the other place. Reputation doesn’t suffer. What, no comped suite?!
• Atomic Wrangler Upstairs Key (2) 6 Kitchens Free Quest: Hat’s Entertainment
• Carton of Cigarettes (4)
There’s a huge variety of items to steal from this Obtaining your own Comped Suite at the Atomic
• Drink preparation and eating area for the Garrets. The Wrangler is the ultimate goal at the end of Side
• Cash Register Items door from the back corridor to here is locked Quest: Debt Collector. It also involves murdering
• Lever-Action Shotgun [Very Hard]. McCaffery, which isn’t really a problem, as he’s
an unconscionable annoyance. Take the room

333
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

key from his corpse, when you fight him in the person responsible for the New Vegas van

Caution Ifof you


Freeside. Take his hat as proof to Francine, and Graffs’ general strategy, including striking up are thinking
you receive an identical key from her. Only one a deal with Alice McLafferty of the Crimson
holding up the
is needed to enter your suite (Location #12). You Caravan Company to wipe out the competition
have the run of the Atomic Wrangler, coaxing a in New Vegas (the Gun Runners and Cassidy joint, be warned that killing Gloria
variety of escorts (whether male, female, Ghoul, Caravans). Jean-Baptiste Cutting is the muscle means her Upgrades die with her. Resist this
or robot) into your room. of the Van Graff operation, and handles all of temptation, or attack only after securing the
• Atomic Wrangler Room Key Gloria’s dirty work. Jean-Baptiste is a nasty, Upgrades you want.
mean-spirited son-of-a-bitch. Despite the
[2C.07] Silver Rush family’s tendency to deal in energy weapons,
Jean-Baptiste is a connoisseur of big guns and 6 Van Graff’s Table
explosives. He threatens people for looking at The table from where Gloria sells her quality
him the wrong way and is far from all talk; he merchandise has the following weapons to steal:
will go from zero-to-murder in two seconds. • Laser Pistol • Flamer Fuel (12 x 2)
The Van Graff Thug at the front door is actually • Laser Rifle • Plasma Rifle
Simon, and you get introduced once you speak
• Tri-beam Laser Rifle • Plasma Mine (2)
to Gloria Van Graff, and begin the Side Quest.
If you want to annoy him, open his crate of • Plasma Caster • Recharger Pistol
ammunition (or crouch behind a barrel so • Pulse Mine (2) • Plasma Pistol
he doesn’t see you). Before you enter, you’re • Pulse Grenade (2) • Multiplas Rifle
searched for any weapons and those that aren’t
Energy Weapons or likely to cause a problem are • Laser RCW • Plasma Grenade (8)
• Main Quest: King’s Entity: Mr. Soren temporarily confiscated. If you’re out to shoot the • Energy Cell (20 x15) • Plasma Defender
Gambit place up, do so after befriending Gloria. • Flamer
• Fame/Infamy
• Dark Metal Crate [Very Easy]
• Side Quest: Birds of a • Services: Trader [13/33] 7 Restrooms
Feather
• Crafting: Weapon Upgrade
A Door to Freeside This corridor, with removed gambling tables at
• Side Quest: Heartache by [4/10] 1 Entrance Holding Area one end, allows access to clean water you can
the Number sip.
• Collectibles: Unique Item Four heavily armed thugs stop you from
• Side Quest: Tend to Your [28/95] 8 Reinforced Kiosk [Hard]
progressing any further until Gloria Van Graff
Business
• Area Is Locked and Jean-Baptiste Cutting demonstrate what This locked location isn’t for outsiders to enter,
• Threat Level: happens to those who make a late payment, to so you may have to fight the Van Graffs before
• Guns and Ammo
• Faction: Van Graff/ a business man named Mr. Soren. He quickly entering here. Behind the counter is a storeroom
• Health, Chems, or Water leaves.
Freeside and a floor safe. Find a Note here with shocking
• Interior Exploration revelations during Side Quest: Heartache By the
Entity: Gloria Van Graff

Caution Mr.
• Lots O’ Caps Soren was Number.
Entity: Jean-Baptiste
Cutting • Quest Item complaining about • Laser Pistol
Entity: Simon • Weapons, Please! the poor quality of the merchandise. • Floor Safe Items [Hard]
Entity: Van Graff Thug “Vegas’ best source This may be the case when you purchase • Quest Item: Note: Letter to Gloria
too; so be ready to Repair anything you buy.
of laser and plasma weapons.” So says the 9 (Upper) Tool Closet [Hard]
thug guarding the door to the Silver Rush, an
• Microfusion Cell (20 x 5)
old casino transformed into a heavily guarded 2 Weapons Shelf
Energy Weapons trader’s paradise. It’s run by • Energy Cell (20 x 3)
A huge amount of ammunition, Grenades, and
Gloria Van Graff, the younger of the two siblings, Mines are showcased on this shelf. All must be • Plasma Rifle
and her brother Jean-Baptiste Cutting. She is stolen (or bought). • Tool Cabinet Items
• Recharger Rifle • Energy Cell (20 x 15) 10 (Upper) Weapons Storage [Hard]
Silver Rush • Laser Rifle • Electron Charge Pack • Grenade Box Ammo (2)
• Plasma Grenade (20 x 6)
• Gun Case Items
• Laser Pistol (3) • Flamer Fuel (12 x 2)
• Ammo Box Ammunition
• Microfusion Cell (20 x 5) • Plasma Mine (4)
13
11 Bedroom
3 Gun Cabinet (Open) 12 Jean-Baptiste’s Bedroom
12
• Laser Rifle (4) • Scrap Metal (2)
4 Jean-Baptiste Cutting 13 Gloria Van Graff’s Bedroom
An unpleasant man with an apt surname doesn’t A more lavish affair, with empty storage cases
10
speak to you until you become a hire, and and some Vodka.
begin Side Quest: Birds of a Feather. Kill him,
9 11 • Plasma Pistol
and you’ll find a number of impressive Energy
Weapons.
5 Gloria Van Graff
The slightly less intimidating matriarch of
this operation is Gloria, at her table of Energy
Weapons. You can ask her a number of questions
3 about her business, the area, and what she
thinks of the major Factions. But the real reason
you’re here is for the Trading. Note that some
5 (but not all) of the weapons listed are neatly
spread out on the tables. Also note that she
provides you with items throughout Side Quest:
6 1 A Birds of a Feather, including Unique combat
armor.
• Quest Item: Van Graff Package
4 • Unique Item: Van Graff Combat Armor [28/95]
8
2 • Trader: Gloria Van Graff [13/33]
• Trader: Gloria Van Graff Upgrades [Energy Weapons]
[4/10]

334
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Zone 2C: Secondary Locations


• Threat Level:
[2C.S07] Freeside this location; a rotting signal box

Note Asnoted,
previously
there
• Faction: Freeside
Entity: Freeside Thug Entrance (Outer)
close to the Train Station.
• Campfire [20/109]
are 28 separate Secondary
locations within Outer (1-20) and Check the dumpsters and bodies
for loot. [2C.S11] The Granny Gang
Inner (21-28) Freeside. Expect to
be attacked by thugs at any time! [2C.S04] Genaro’s
Little Helpers
[2C.S01] Bodyguards-
For-Hire
• Threat Level:
• Faction: Freeside
Learn the location of this bank of • Threat Level:
mangled vehicles and metal; it is
the thoroughfare between Outer and • Free Quest: Maud’s Muggers
Inner Freeside, and the quickest • Faction: Freeside
• Threat Level: route to and from The Strip. Entity: Malefic Maud

• Side Quest: G.I. Blues


• Faction: Followers of the Apocalypse
Entity: Child
[2C.S08] Tapper and the Entity: Irate Ida
Entity: Rancorous Ruth
• Threat Level: Entity: Giant Rat Water Supply • Wild Wasteland!
• Faction: Freeside Dashing along the streets of Outer
Freeside are three children chasing
Maud’s Muggers
Entity: Bodyguard for Hire
a Giant Rat. You surmise this is one This is a frightened city.

wasteland
Entity: Kings Gang Member

wild
way Genaro is kept in raw food for Over these houses, over
Entity: Orris his cuisine. Sometimes, the children these streets hangs a
Entity: Gambler disappear into the Old Mormon Fort. pall of fear. Fear of a new kind of
• Follower Kill the rodent, and the children can violence which is terrorizing the city.
feast. Yes, gangs of old ladies attacking
Just inside this gate are three defenseless fit young couriers. This
rough-and-tumble individuals,
ready for you to hire them during
[2C.S05] Squatter • Threat Level:
• Faction: Freeside/The Kings
occurs randomly, but there’s a high

your stay in Freeside. For the Camp #1 Entity: Tapper


chance if it happening when you exit
Cerulean Robotics.
sum of 100 Caps, you get their • Health, Chems, or Water
protective services; they act as a
Follower, but work on their own,
• Services: Healer [9/31] [2C.S12] Max and Stacey
• Sleeping Quarters
and protect you from thug attackers A Kings Gang Member appropriately
and pickpockets. One of the men is called Tapper mans a large water
called Orris, and he charges double. valve in this area, and is happy to
He’s also a person of interest during quench your thirst; for a price.
the Side Quest.
• Healer (Water): Tapper [9/31]
• Follower: Bodyguard for Hire
• Side Quest: G.I. Blues • Purified Water
• Follower: Kings Gang Member
• Side Quest: Debt Collector
• Follower: Orris
• Threat Level: [2C.S09] Train Station • Side Quest: I Could Make You Care
[2C.S02] Genaro’s Fodder • Faction: Freeside • Free Quest: Reach for the Sky, Mister!
Entity: Squatter • Threat Level:
Entity: Grecks • Faction: Freeside
Entity: The Man Entity: Max
• Sleeping Quarters Entity: Stacey
Visit this location during Side Quest • Collectibles:
G.I. Blues and speak to Grecks the
Unique Weapon [14/42]
Ghoul (as part of Side Quest: Debt • Side Quest: G.I. Blues
Collector), as well as an NCR “Man.” • Guns and Ammo
• Threat Level:
• Threat Level: • Sleeping Quarters • Faction: Freeside / NCR Two troublesome tykes are racing
• Faction: Freeside around this otherwise-unpleasant
This location is sealed up tight, but
Entity: Genaro [2C.S06] Mick and major conflict erupts in this location
part of town; Max is chasing Stacey
with a “toy gun,” which is actually
• Services: Healer [8/31] Ralph’s Crier during a major Side Quest.
something far more impressive. Talk
• Health, Chems, or Water [2C.S10] Signal Box Tower to Max as part of the Side Quest, and
if you want to start the Free Quest.
If you enjoy a more down-to-earth
cuisine, speak with Genaro, who • Unique Weapon: Euclid’s C-Finder [14/42]
sells you Food that some Scavengers
wouldn’t touch. [2C.S13] Vagrants
• Healer (food): Genaro [8/31] and Thugs
[2C.S03] Dead Man’s
Dumpster • Threat Level:
• Faction: Freeside
Entity: Mick and Ralph’s Crier • Side Quest: G.I. Blues
• Threat Level:
This child bellows advertising for
• Faction: Freeside/ NCR
Mick & Ralph’s store, informing you
where the place is ([2C.02]). • Services:
Campfire [20/109]
• Threat Level:
If you choose a more violent end to
the Side Quest, expect combat in • Faction: Freeside
Entity: Freeside Thug
Entity: Vagrant

335
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

You may be attacked near to • Services:


this street junction, or watch the [2C.S17] Jacob Hoff Campfire [21/109]
[2C.S24] Bill Ronte
wretched drunks and vagrants
Campfire [22/109]
slump on the sidewalks.
• Sleeping Quarters
[2C.S14] Dixon the Dealer Visit this location during Side Quest
G.I. Blues and speak to Santiago
the fancy man, as well as an NCR
“Man.” Santiago is quick to offer you
a deal (Smooth Talking Criminal)
and you have a proposition for
• Side Quest: High Times him too; if Side Quest: Wang Dang • Side Quest: High Times
• Threat Level: Atomic Tango or Debt Collector are • Threat Level:
active.
• Faction: Followers of the Apocalypse • Faction: Followers of the Apocalypse
• Campfire [21/109]À
Entity: Jacob Hoff Entity: Bill Ronte
• Side Quest: High Times • Campfire [22/109]À
• Health, Chems, or Water • Health, Chems, or Water
• Threat Level: • Sleeping Quarters
Surrounded by empty Jet inhalers, Sitting in his own filth next to
• Faction: Freeside
Jacob Hoff is a wretched sight, and scattered and empty Whiskey
Entity: Dixon
• Services: Healer/Dealer [10/31]
only here if the Side Quest is active.
Note The following
Secondary
bottles, Bill Ronte is a pathetic sight,
and only here if the Side Quest is
• Health, Chems, or Water [2C.S18] Dead Man Locations are in Inner Freeside, active.
through either set of doors.
Dixon has a few items designed to
pick you up and keep you coming
[2C.S25] Ruined Building
back for more.
• Healer/Dealer: Dixon [10/31]
[2C.S21] Freeside
• Dixon’s Jet
Entrance (Inner)
• Dixon’s Whiskey

[2C.S15] Rotface
• Side Quest: I Could Make You Care
• Threat Level:
• Threat Level:
• Collectibles: Unique Item [29/95]
• Sleeping Quarters
Slumped corpses aren’t that rare in
Adjacent to the Silver Rush is a
Freeside, but this one is sporting
• Threat Level: ruined two-story town-home with
an interesting piece of neck attire;
• Faction: Freeside mattresses aplenty.
useful during the Side Quest.
This is the main thoroughfare • Sleeping Mattress
• Unique Item: Destroyed Collar [29/95]
between Outer and Inner Freeside,
• Side Quest: G.I. Blues
• Free Quest: Rotface’s Loose Lips [2C.S19] An Unsubtle and the quickest route to and from [2C.S26] Dead Thugs
The Strip. The second entrance near
• Threat Level: Mugging the Silver Rush is rarely used.
• Faction: Freeside/Ghoul
Entity: Rotface
[2C.S22] Atomic
Slumped against a wall near Mick Wrangler Crier
& Ralph’s is a Ghoul who looks
like just another vagrant. But
speak to him, and he’s a fountain
of knowledge; beginning the Free • Side Quest: G.I. Blues
Quest.
• Threat Level:
• Free Quest: Flogging a Dead Corpse
[2C.S16] Bodyguards- • Threat Level:
• Faction: Freeside
For-Hire • Faction: Freeside
Entity: Orris
• Threat Level: Entity: Freeside Thug
Entity: Freeside Thug
• Faction: Freeside / Atomic Wrangler If Orris is showing you around
Investigate here, and you may fear
Freeside as part of the Side Quest,
for your life; check the Free Quest Entity: Atomic Wrangler Crier
he reveals his amazing gun-toting
for more information. Hungry, thirsty, or horny? Then prowess and stands proudly over the
the Atomic Wrangler Crier tells you
[2C.S20] Squatter all about the services this nearby
bodies of four dead thugs. But only
three shots were fired…. This is also
Camp #2 casino offers. where you must lead Joana during
Side Quest: Bye Bye Love.
• Threat Level: [2C.S23] Silver Rush Crier
• Faction: Freeside [2C.S27] Squatter Camp
Entity: Bodyguard for Hire #3 and Old Ben
Entity: Kings Gang Member
• Follower
• Sleeping Quarters
Just inside this gate are three
• Side Quest: Debt Collector
rough-and-tumble individuals, ready
for you to hire them during your • Side Quest: G.I. Blues
stay in Freeside. For the sum of • Threat Level:
• Side Quest: Wang Dang Atomic Tango
100 Caps, you get their protective • Faction: Freeside / Van Graff
• Free Quest: Smooth-Talking Criminal
services; they act as a Follower, Entity: Silver Rush Crier • Side Quest: Debt Collector
but work on their own, and protect • Threat Level:
If you’re looking for a bit more • Side Quest: Wang Dang Atomic Tango
you from thug attackers and • Faction: Freeside
energy—weapons, that is—check out • Threat Level:
pickpockets. Also check the ruined Entity: Squatter what this man is yelling. • Faction: Freeside
building behind them; there’s a
Entity: Santiago
place to sleep here. Entity: Old Ben
Entity: The Man
• Follower: Bodyguard for Hire Entity: Lady Jane
• Follower: Kings Gang Member
• Sleeping Quarters

336
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

• Crafting:
Free Quest: Reach Rotface revelation What it means
Campfire [23/109]
for the Sky, Mister! Drugs are everywhere in Freeside, and then affect the lives
Campfire [24/109] These facts are correct, and help slightly
Whether you’re engaged in Side of those you wouldn’t normally expect: Jacob Hoff was a
Old Ben usually stands in front of Quest: I Could Make You Care or during Side Quest: High times and Main
brilliant chemist before he turned to Chems. A King called
the Securitrons at The Strip gate, not, flag Max down [2C.S12] (Stacey Quest: King’s Gambit respectively.
and warns you that you require Pacer is also a fan of a Jet, but it is dangerous for his heart.
is fleeing so she won’t talk to you).
a passport to enter. You can also You can: The Strip Gossip
speak to him at length about his
checkered past, and possible future
Order Max to give you the gun. He’s No one knows the first thing about Mr. House. He just
reluctant to. Try another option. True ancient history.
job if a Side Quest is active. Lady showed up a few years ago. Who the hell is he?
Jane usually sits on a bench, Tell Max you’re a space soldier, and that
you need the gun to stop an alien
The Strip is run by three families who owe their
refusing to give you any Caps during
invasion. He gladly gives you the gun, allegiance to Mr. House, who told them to ally with him, True history.
Side Quest: Debt Collector.
but wants it back. or leave.
• Campfire [23/109]
Or ask to buy the “gun” from Max. Those “big metal murder machines” stop anyone from
• Campfire [24/109] The Securitrons at the Strip’s North Gate
He wants 1,000 Caps for it. You can: entering The Strip. But if you know the right people, you
[2.13]. The “right people” is the King.
[2C.S28] Squatter 45 Tell him the heavy use has can get through without being rich.
barter

depreciated the value, and


Camp #4 give him 20 Caps.
The Chairmen run The Tops Casino [2D.04]. But security
As described.
is tight, and you can’t bring weapons in there.
Or give Max 1,000 Caps. Max is
amazed, and you might want to The Omertas are one of Mr. House’s Three Families, and
CAPS rethink your conversation choices. they run a casino called Gomorrah [2D.01] on the Strip. As described.
This weapon looks to be useless, but It lives up to its name and reputation.
it certainly isn’t, if you conclude the Rumor has it that the White Glove Society was an
Side Quest with Veronica. This is a false myth.
all-Ghoul gang, which is why they wear those masks.
• Unique Weapon: Euclid’s C-Finder [14/42]
There’s a guy on the main drag who sells second-hand Rotface is referring to Mr. Holdout and his
• Threat Level: Free Quest: Rotface’s Loose Lips adventuring gear. But where does it come from? inventory of stealth weapons.
• Crafting: Campfire [25/109] Local Ghoul gossip Rotface [2C.S15] Mojave Wasteland Gossip
has a wealth of random information for
A rarely used Campfire glows close you, if you pay him a Cap each time. A passing traveler told everyone there’s a “plant
to the glitz of The Strip North Gate. Below are all 30 of his revelations, and paradise” to the west where food is abundant. Some
• Campfire [25/109] Rotface is talking about Vault 22 [1.09].
what they actually mean: people listened to him, left to find it, and never came
back.
Rotface revelation What it means There’s some kind of underground fights going on, pitting
Freeside Gossip beasts against each other. By “underground”, he literally He’s talking about The Thorn [2.04].
means “under the ground.”
Think twice before hiring a body guard at the gates; they He’s speaking of Orris, and events at the
aren’t all saints. start of Side Quest: G.I. Blues. The Gun Runners [2.14] sell just about every kind of
firearm you could imagine, and some you probably As described.
Freeside is run by “a pack of yahoos” called the Kings. couldn’t.
The events set to transpire in Side Quest:
Their leader—the King—is trying to prevent an all-out
G.I. Blues East of Freeside is a air force base, but no one knows
riot in Freeside. He’s talking about the Boomer territory
what’s inside, as anyone who approaches has been
He saw the King take his robo-dog over to the Old This refers to Side Quest: Nothin’ But a and Nellis Air Force Base [3.01].
violently blown up.
Mormon Fort [2C.01]. The dog was “flipping out.” Hound Dog.
Rotface reckons there’s a huge army camped to the east, He’s talking about The Fort [3.28] and
Pacer pissed off the Van Graffs big time, and now they A handy fact to know if you’re attempting massing to attack the NCR. Legate’s Camp [3.34]
want him dead. Main Quest: King’s Gambit.
Traders are griping that the old Interstate 15 is too He’s talking about the area near Sloan
The Followers run a place in the Old Mormon Fort, and dangerous. Steer clear of it unless you’re armed to the [4.08]; Quarry Junction [4.04] where
This is the truth.
they’re great for healing. teeth. Deathclaws roam.
The store is at Location 2C.02, and speak A town to the south was attacked, and the lack of
Mick & Ralph run a store just down the street and sell Although Nelson was razed, Rotface is
to Mick about a hidden cache of weapons refugees means the attack was either not so bad, or very,
some unexpected wares. likely talking about Nipton [4.30].
he sells. very bad.
Ralph is no slouch at the keyboard, and has competently This is great news if you’re wanting a The NCR used to run a prison to the southwest, but they He’s referring to the NCR Correctional
reprogrammed in his time. passport. don’t talk about it any more. Facility [5.15].
Apparently, some of the clientele over at the Atomic
The events set to transpire in Side Quest: Free Quest: Flogging a Dead Ignore this bluster, and obtain the monies
Wrangler [2C.06] are making strange “escort” requests,
Wang Dang Atomic Tango. owed to Francine Garret.
including the services of Ghouls. Corpse
Apparently the Garrets over at the Atomic Wrangler are A Freeside Thug waves to you from Pay him 50 Caps for the password.
This refers to Side Quest: Debt Collector.
having a hard time collecting monies owed to them. the alleyway [2C.S19], across from CAPS

Squatter Camp #2. Investigate, and 40


At the northwest end of Fremont Street is a place run by Or knock him down to 25
barter

Rotface is referring to the Silver Rush you’re shown a corpse between two
the scary Van Graffs, but if lasers are your thing, it’s the dumpsters. Speak to the thug, and Caps.
[2C.07].
place to go. he makes it clear you’re about to The code word is “extravaganza.” You
Mention the NCR in Freeside, and people get on edge. A possible plan if you ally with the NCR join the previous victim. Simply cut can visit Mick himself and tell him.
these punks down, flee the scene, or
There’s talk that they are going to roll over New Vegas. during the Main Quest. let your bodyguard take care of the
He tells you that you’re not the first
to be ripped off by Santiago. Return
There are two types of folk inside Freeside; those that situation. to Santiago, and he tells you he’s
have lived here all their lives (Locals), and those who Free Quest: Smooth-Talking nothing left to give you. You can:
Another truism.
came in with the NCR (Squatters). Each blame the other Criminal Believe this sob-story, and walk away 50
for problems. (or 25) Caps poorer.
Approach Santiago at Squatter
There’s no life for Squatters in Freeside; those arriving for Camp #2 [2C.S20] during Side Or Pickpocket (or kill and loot) Santiago for
True recent history.
a better life just got stuck. Quest: Debt Collector, and he insists the Caps he’s still kept.
he’s actually a VIP at the Atomic
Life has been bad for the Squatters, but lately they are a The optimism is due to events in Side Wrangler. He also tells you he has
bit more optimistic. Quest: G.I. Blues. a super-secret password for Mick &
Ralph’s to give you discounts. You
can:

337
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Zone 2D: New Vegas Strip


[2D.01] Gomorrah B

Gomorrah E
Main Level
F

• Side Quest: How Little Gambling: Roulette 6


We Know [6/15]
• Side Quest: Bye Bye Love Gambling: Slots [7/15] D
• Side Quest: The White Healer [11/31]
Wash Healer [12/31]
• Free Quest: Big Winner, 5
Healer [13/31]
The Gomorrah C
• Collectibles:
• Free Quest: Razzle Dazzle!
Skill Book [Guns] [1/4]
• Free Quest: Playing on the [3/4]
Old Joana
Magazine [Barter] [6/16]
• Threat Level: [11-16/37]
• Faction: The Strip / Magazine [Crit. Chance]
Omertas [6/11] [11-16/37] G
Entity: Big Sal Magazine [Explosives] 2
Entity: Nero [5/12] [11-16/37]
Entity: Cachino Magazine [Guns] [6/11]
Entity: Dazzle [11-16/37]
Entity: Joana Magazine [Lockpick]
[9/12] [11-16/37]
Entity: Troike 3
Magazine [Speech]
Entity: Clanden
[6/12] [11-16/37]
Entity: Receptionist A
• Area Is Locked
Entity: Omerta Thug 1
• Guns and Ammo
Entity: Omerta Floor A
• Health, Chems, or Water
Manager
• Highly Visible
Entity: Gambler
• Interior Exploration
Entity: Dancer
• Lots O’ Caps
• Fame/Infamy
• Sleeping Quarters
• Services: 10
• Quest Item
Gambling: Blackjack
• Weapons, Please! J
[5/15]
14 9

Gomorrah
Courtyard
Gomorrah 8
Joanna’s Room

11
13

12

13
G

338
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Where The Strip’s other casinos are refined,


the Gomorrah is rough around the edges, and
Gomorrah coarse, as it offers sleazy sex for sale. Top of the
Lower Lobby attractions list is the sex (any type you want with
anyone you want); then the booze and drugs,
and finally the Food and Gambling. The casino’s
entire theme is excessive debauchery. While
casino games are available, they are the Omertas’
16 secondary interest. Unlike the Chairmen, the
N Omertas think little of their clientele and will
17 beat the crap out of them as soon as look at
M
them. Unknown to everyone else on the strip
(although Mr. House has some idea), the head
of the Gomorrah, Nero, may be orchestrating a
racket with unknown parties.
18
Gomorrah Main Level (Interior)
22 A Doors (2) to The Strip
1 (Ground) Reception Front Desk
L
Once inside, an Omerta Greeter immediately
19 asks for your weapons. You can:
Oblige, and hand them over. They are returned once you
K 15 leave.
O Oblige, but keep your holdout weapons.
Refuse twice, and start combat, or leave the hotel.
21
Afterward, you can ask where your weapons
are (in the bank), and what there is to do in the
place. A nearby Receptionist is also behind a
large curved desk. Ask her about the dirt on the
P place and she stops herself from telling you. You
can:

cherchez
la femme
Tell her you’d love to loosen those lips.

20 28
speech

Tell her you can keep secrets.

Or ask about something else. To get her to talk about the


Omertas, you must have Side Quest: How Little We
Know active.
2 (Ground) Gambling Hall
Surrounding a mystical woman’s silhouette are
the gambling tables and slot machines where you
can pay to play, and try to become a (Free Quest)
Big Winner, Gomorrah.
Gomorrah • Gambling: Blackjack (Dealer must hit soft 17s) [5/15]
Suites • Gambling: Roulette [6/15]
29
• Gambling: Slots [7/15]
3 (Ground) Bank and Cash Room
Talk to the Gomorrah Cashier about exchanging
Caps, NCR, or Legion money for increments of
up to 1,000 Tops Casino Chips, before you go
gambling. If you want an extreme bloodbath and
28
26 The Strip Reputation ruination, try attacking
the cashier and unlocking the Cash Room [Very
27 Hard] from the stairs accessible from the Lower
24
Lobby. Open three safes for some quick cash.
• Gambling: Cashier
K 4 (Ground) Restrooms (Male and Female)
23
Pure water can be consumed from the faucets or
toilets.
K B (Ground) Door to Gomorrah Lower Lobby
5 (Ground) Elevator Bank
There are two elevators, and you can remain
where you are, or travel down to the Lower
Brimstone (Lower Lobby) level, or up to the
Suites.
C D (Ground) Elevator to Lower Brimstone and
25 Suites Levels
6 (Ground) Brimstone
Exotic dancers take the stage in this upscale,
yet seedy strip show. Cachino roams this area
looking for you, but only during Side Quest: How
Little We Know. Ask the bartender for a drink (or
information), and there’s more alcohol to steal on
the back shelves.
• Gambling: Slots [7/15]
• Healer (Drinks and Chems): Bartender [11/31]

339
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

7 (Ground and Upper) Zoara Club Entrance 16 Lower Brimstone Party Room 27 Gomorrah’s Secret [Very Hard]
An Omerta Thug stands by this locked door M Door to Gomorrah Main Level Misadventures in film-making are hard to miss
[Average] and won’t let you up onto the Pool in this tiny room.
Room. You can: 17 Lower Brimstone Stage and Bar • Combat Knife
Convince him, when the Side Quest is active. Whether you’re in the mood for a woman, man,
• Doctor’s Bag
or Ghoul, there’s something for everyone. In the
Kick off a fight with him. • Sexy Sleepwear
middle is a bar with scattered bottles of Beer and
Or Pickpocket the key to open the door from him. spirits to steal. 28 (Upper and Lower) Big Sal’s Suite [Hard]
• Quest Item: Zoara Club Key • Healer (Drinks and Chems): Bartender [13/31] Restroom rad-free water is available. Big Sal
E (Ground) Elevator to Gomorrah Lower Lobby N Elevator to Gomorrrah Main Level won’t take kindly to your snooping, so be careful
who sees you enter this place. The boss has a
F (Ground) Doors to Courtyard 18 19 Zoara Club Entrances key.
8 (Upper) Zoara Club Pool Room An Omerta Thug stands by either of these locked • Magazine: Patriot’s Cookbook [Explosives] [5/12] [13/37]
Once you reach this exclusive pool club you can doors [Average] and won’t let you up onto the
• Quest Item: Gomorrah Office Key
inspect the balcony, sit and watch the stage Zoara. You can:
• Sleeping Quarters
dancers, and order more drinks (or Chems) from Convince him, when the Side Quest is active.
the bar. Steal items from the fridge if you dare. Kick off a fight with him. 29 (Upper and Lower) Nero’s Suite [Hard]
• Healer (Drinks and Chems): Bartender [12/31] Or Pickpocket the key to open the door from him. Restroom rad-free water is available. Nero will be
here if Big Sal is running the casino, and he’ll be
9 (Upper) Big Sal’s Office [Very Hard] • Quest Item: Zoara Club Key
extremely angry if awakened, so be careful how
One of the Omerta bosses conducts “interviews” O Express Elevator to Suites [Very Hard] you move around this place. The boss has a key.
and business from this location, as part of the
This offers quick access between the Lower • Magazine: Salesman Weekly [Barter] [6/16] [14/37]
Side Quest. Big Sal’s Terminal [Average] contains
Lobby and Suites. Use the Zoara Key to access it. • Magazine: Locksmith’s Reader [Lockpick] [9/12] [15/37]
the lock disengage for the wall safe [Hard], which
has some interesting Holotape information 20 Weapon Storage [Very Hard] • Magazine: Meeting People [Speech] [6/12] [16/37]
regarding Troike; part of the Side Quest: How A cache of weapons is hidden in a chamber • Carton of Cigarettes (2)
Little We Know. beyond this blast door, which is easily accessible • Footlocker Items
• Skill Book: Guns and Bullets [Guns] [1/4] [3/4] with a key from Troike. The final plan for the
• Bottle Cap (10)
• Quest Item: Troike Blackmail Note weapons is dependent on your completion of Side
Quest: How Little We Know. • Quest Item: Gomorrah Office Key
10 (Upper) Nero’s Office [Very Hard] • Weapon Footlocker Items (2) • Sleeping Quarters
The other Omerta boss conducts business from
here. 20 21 Zoara Club Upper and Lower Party Rooms Free Quest: Big Winner, The Gomorrah
This exclusive club features plush pillows and Need a little gambling with your strip shows?
11 (Upper) Balcony reclining couches, and a man named Troike, Then learn when to take the Gomorrah for all
You’ll find the Omerta Bosses use this to hang who’s integral to Side Quest: How Little We you can, without being banned from the facility.
out; expect to find either Big Sal or Nero, Know. Make sure you come here with an Locate a Blackjack or Roulette table, or try the
depending on the time of day. Pickpocket or invitation from Cachino or one of the bosses, or Slots, and the Floor Manager comes around to
kill the boss to find the following items, which the Omerta Thugs turn hostile. sweet-talk you when your Luck starts to hold:
unlock the terminal and safe in his office: At 2,250 Chips won, you’re awarded a couple of Brahmin
• Big Sal’s Password
P Door to Gomorrah Main Level Steaks to enjoy now or later.
• Quest Item: Gomorrah Office Key Gomorrah Suites At 4,500 Chips won, you’re given some delicious Mentats.
12 (Upper and Lower) Stairs to Cash Room Q Elevator to other floors At 6,750 Chips won, there’s an impressive piece of Combat
Armor to take.
You shouldn’t come down here except to face a RE Express Elevator to Lower Lobby [Very Hard]
hostile guard. The stairs end in a door leading to But once you hit 9,000 Chips won, the Omertas become a
This offers quick access between the Lower
the Lower Lobby. little agitated and stop you from fleecing them. However,
Lobby and Suites. Use the Zoara Key to access it.
your Reputation doesn’t suffer. What, no comped suite?!
G (Ground) Door to Gomorrah Lower Lobby 23 Elevator Lobby Free Quest: Playing on the Old Joana
Courtyard Omerta Thugs patrol this floor, and the elevators,
Visit the Courtyard, and locate Joana, who is
so keep your wits about you if you’re Sneaking.
H Door to Gomorrah Main Level dancing with some patrons. Sidle over to her,
13 (Ground and Upper) Courtyard Grounds
24 (Upper and Lower) Cachino’s Suite and begin some sexy chit-chat.
Restroom rad-free water is available. Check 50
A special area for clients to come and be enter- Tell her you always have what it takes.
speech

the desk for a Journal that makes interesting


tained in the most adult ways possible. The She likes your witty comebacks.
reading as part of Side Quest: How Little We
shallow pool has rad-free water to wade through
Know. Reply using double-entendres. She’s
or drink. There are prostitutes you can talk
cherchez
la femme

• Carton of Cigarettes enthralled, and agrees to “party” with you


and bargain with. Among the throng of gyrating
free of charge. Any other conversation
dancers is a woman named Dazzle. She proves • Magazine: Milsurp Review [Guns] [6/11] [11/37]
options end with a fee. Once inside her boudoir,
helpful during Side Quest: The White Wash. • Sleeping Quarters you can get it on, or talk to her to begin Side
There’s a second dancer, called Joana, who’s
thrusting in one corner. She has a sad and seedy 25 (Upper and Lower) Clanden’s Suite Quest: Bye Bye Love. Conclude this Free Quest
with a Well Rested bonus after bedtime frolics!
side of the Omertas’ operations, and helps with Restroom rad-free water is available. Clanden
Side Quest: Bye Bye Love, once she’s spilled the himself is usually somewhere in this apartment Free Quest: Razzle Dazzle!
beans inside her room. suite, and you can ask him a number of One of the Gomorrah ladies wants to know if
I (Upper) Door to Joana’s Room questions, especially once SIde Quest: How you want to party with her by her tent in the
Little We Know is active. There’s a hidden wall Courtyard. All she wants is 100 Caps. You can:
Joana’s Room safe to find behind the cabinets, too, implicating
black widow

Clanden in the most horrific of crimes. Tell her you girls must stick together and
J Door to Courtyard ask for a better deal.
• Carton of Cigarettes
14 Joana’s Room • Teddy Bear
lady killer

One of the Omerta’s best girls is Joana, and you Tell her she’s the one getting the deal.
• Magazine: True Police Stories [Crit. Chance] [6/11]
can visit her boudoir (and attempt to woo her
[12/37]
during the Free Quest, or start the Side Quest Or party with her and hand over the 100 Caps. Either of
in here). The place itself has rad-free water, but • Sleeping Quarters the first two options halve the price of admission, so to
nothing worth stealing. • Wall Safe items [Hard] speak. The Free Quest concludes once the screen fades
• Sleeping Quarters • Caps (100+) to black.
Gomorrah Lower Lobby • Quest Item: Snuff Tapes
K L Elevators to other floors 26 Storage [Easy]
15 Lower Brimstone Lobby • Scrap Metal (2)
This allows access to the main Lower Brimstone, • Intact Garden Gnome
offering more of the same debauchery, as well as
access to the exclusive Zoara Club.

340
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

The towering superstructure of the Lucky 38,


[2D.02] Lucky 38 Casino which has been the base of operations for Mr.
Lucky 38 Basement House for as long as anyone can remember
(even the non-feral Ghouls), the giant monolith
seems more like a well-maintained mausoleum of
Pre-War Vegas glory once you enter. Though it is
not an active casino, it is an enduring monument
to Mr. House’s vision of Las Vegas: luxury
without decadence, refinement without elitism,
class without snobbery. This is still the ultimate
lure of Vegas: the one that tells anyone that they
too could be a winner, just like Mr. House. Even
with multiple wings and floors shut off, the rare
visitors that enter the premises soon understand
• Main Quest; For the Entity: Securitron that the Lucky 38 is enormous.
Republic: Part 2 • Fame/Infamy This is the most prominent location in the
• Main Quest: Wild Card: A • Crafting: Workbench Mojave Wasteland skyline, and should be used
Change in Management [13/41] to situate yourself when wandering. Waiting
• Main Quest: Wild Card: outside the foot of the giant tower is Victor,
• Collectibles: who cheerfully beckons you in the first (and
Finishing Touches
Magazine [Critical subsequent) times you visit.
• Main Quest: The House Chance] [7/11]
Always Wins, I [17-23/37] Lucky 38 Casino Floor (Interior)
• Main Quest: The House Magazine [Energy A Doors to New Vegas Strip
Always Wins, II Weapons] [5/10] 1 Casino Floor
• Main Quest: The House [17-23/37]
Always Wins, III This place has been put into a lockdown, and
Magazine [Energy is guarded by Securitrons, by the order of the
• Main Quest: The House Weapons] [6/10] increasingly reclusive Mr. House. Although there
Always Wins, IV [17-23/37] are tables and slots, none are active.
• Main Quest: The House Magazine [Medicine] • Rawhide Cowboy Hat
Always Wins, V [13/19] [17-23/37]
• Carton of Cigarettes (5)
• Main Quest: The House Magazine [Medicine]
Always Wins, VI [14/19] [17-23/37] • Sunset Sarsaparilla Bottle (5)
• Main Quest: The House Magazine [Unarmed]
Always Wins, VII [4/11] [17-23/37] Lucky 38 presidential suite
• Main Quest: Render Unto Magazine [Unarmed]
Caesar [5/11] [17-23/37]
• Side Quest: The Moon Snow Globe [3/7]
Comes Over the Tower 4 7
Unique Weapon [16/42] 8 9
• Free Quest: The House • Area Is Locked
Has Gone Bust!
• Guns and Ammo
• Free Quest: Useless
• Health, Chems, or Water
Baubles or Fancy 5
Trinkets? • Highly Visible
C D 10
• Threat Level: • Home Sweet Home
6
• Faction: The Strip / Mr. • Interior Exploration
House • Lots O’ Caps
Entity: Mr. House • Sleeping Quarters
Entity: Victor • Quest Item
Entity: Jane Lucky 38 Cocktail Room
Lucky 38 Casino Floor

13

11
1 14
E
2

12
A

341
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Lucky 38 Penthouse B Lucky 38 Elevator Bank 8 Master Bedroom


Victor waits here to chaperone Sleep on your own personal, and rather lavish
you to the floor of your choice; bed.
dependent on your standing with • Master Wardrobe Items (2)
Mr. House, and the progression of
• Weapons Truck 1 Items
Main Quests.
16 • Magazine: Today’s Physician [Medicine] [14/19] [19/37]
2 Lucky 38 Cashier • Your Sleeping Quarters
18
• Carton of Cigarettes (6)
• Safe Items (4)
9 Games Room
Take from the Vending Machine, and also place
G 3 Mezzanine Bar all the Snow Globes you’ve collected, and not
The Access Point Terminal is sold, on this plinth (as shown).
hacked as part of Side Quest: • Pool Cue (6) • Snow Globe Plinth
The Moon Comes Over the Tower.
• Teddy Bear • Vending Machine Items
Don’t leave without a pair of
Golden Gloves, with a commemo- • Magazine: Future
rative Skill Magazine to grab, too! Weapons Today [Energy
Weapons] [5/10] [20/37]
• Sunset Sarsaparilla Bottle (8)
• Magazine: Boxing Times [Unarmed] 10 Dining Room
[4/11] [17/37] There’s a small amount of Food here, and items
• Unique Weapon: Golden Gloves inside the fridges. In one corner is a Workbench
[16/42] you purchased.
17
Basement • Carton of Cigarettes (4) • Workbench [13/41]
• Crafting Locker Items (2)
C Lucky 38 Elevator Bank
This Securitron area and Lucky Lucky 38 Cocktail Lounge
38’s reactor can be visited only E Lucky 38 Elevator Bank
once during the Main Quest,
when either Mr. House or Yes This floor, which is directly under Mr. House’s
Man commands it. Penthouse, becomes accessible once Mr. House
grants you access to it during the Main Quest,
4 Viewing Platform usually after the end of Main Quest: You’ll Know
Watch the upgrade of the Securitrons here. it When it Happens.
• Binoculars 11 12 13 14 Lounge Floor
• 9mm Submachine Gun Mr. House has sealed off this area. There’s a
• 9mm Pistol floor safe to open [11], which usually has an
• Ammo Box Ammunition impressive weapon inside. Check a couple of
15 the tables [12, 13] for Magazines, and a locked
Presidential Suite Briefcase [Hard] with random items (one of which
could be another Magazine). Finally, be sure to
D Lucky 38 Elevator Bank
find the Snow Globe [14]!
This swanky home becomes accessible only after
• Cash Register Items
Mr. House grants you access to it during the
Main Quest, usually after the end of Main Quest: • Floor Safe Items [Average]
You’ll Know it When it Happens. • Suitcase Items [Hard]
F
5 Suite Lobby • Magazine: True Police Stories [Crit. Chance] [7/11]
Victor stands by the elevators to ensure you visit [21/37]
the correct floors. Check the wall terminal, and • Magazine: Future Weapons Today [Energy Weapons]
you can thoroughly upgrade this pad, assuming [6/10] [22/37]
you have the funds. Here’s what’s on offer (all of • Magazine: Boxing Times [Unarmed] [5/11] [23/37]
it usually comes to around 1210 Caps): • Snow Globe—“Test Site” [3/7]
Furniture or Item Effect

Lucky 38 Control Room


Crafting Locker 1 Store crafted items inside this. Note You found a Limited
Edition Mojave Landmark
Crafting Locker 2 Store crafted items inside this. Snow Globe! These rare, Pre-War artifacts
Fridge Store Food, Drink, and Chems inside this. are widely considered to be useless baubles,
but rumor has it some collectors will pay
Guest Wardrobe 1 Store outfits inside this. dearly for them.
Guest Wardrobe 2 Store outfits inside this.
Master Wardrobe 1 Store outfits inside this. Lucky 38: Mr. House’s Penthouse
Master Wardrobe 2 Store outfits inside this. F Lucky 38 Elevator Bank
H You’re on top of the world, and at the top of the
SS Vending Obtain Sunset Sarsaparilla Bottles (and a
Lucky 38 tower.
Machine chance of a Star Cap).
Weapon Trunk 1 Store Weapons inside this.
15 (Upper) Mr. House’s Bedroom and Living Room
Mr. House doesn’t seem to be about, and the
Weapon Trunk 2 Store Weapons inside this. Protectrons aren’t active, so you can sleep here,
19 Workbench [13/41] Use as directed. and take what you need. You also may find a
Vault 3 Jumpsuit in one of the dressers.
The rest of the Tour of this floor presupposes • Carton of Cigarettes (3)
you’ve purchased these items.
• Sleeping Quarters
6 Office and Guest Bedroom 16(Lower) Mr. House’s Dining Room and Kitchen
• Guest Wardrobe Items (2) • Sleeping Quarters
• Basketball
17(Upper and Lower) Mr. House’s Command and
Control
7 Bathroom Aside from the huge collection of Pre-War Books,
If you require Rad-free water, sip from the sinks Mr. House has a number of Securitrons acting
in here. as guards and companions. Meet and speak with
• Bobby Pins Jane; she keeps Mr. House “entertained.” You
• Magazine: Today’s Physician [Medicine] [13/19] [18/37] can ask her about New Vegas, and her master.
Don’t forget to compliment her on their new

342
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

looks once you upgrade the Securitrons over at


The Fort [3.28] as part of Main Quest: The House
Always Wins, II. You can also bring her Snow
Globes, as part of Free Quest: Useless Baubles or
Fancy Trinkets. 1
2
The gigantic screen and computers are where
Vegas Boulevard Station
A
Mr. House speaks with you during multiple
3
Main Quests (The House Always Wins Quests).
It is also the location where you can speak with
Yes Man if you decide to ally with him (Wild
Card Quests). Under the stairs to the left of the
computer bank is a wall terminal [Hard]. Access
this, and you can open a hidden door. 4 5
18(Lower) Mr. House’s Control Room Security
Override
Dash into this room if you’re being attacked;
a Security Terminal shuts down the offensive
posture of the Securitrons.
G (Lower) Elevator to Lucky 38 Control Room
[Hard]
Access the wall terminal, and you can unlock the
You can also speak to the Trooper about the • Fame/Infamy Magazine [Science]
elevator doors, and ride the elevator down.
Casinos, and other fun times to be had on The • Services: [10/23] [24-33/37]
Lucky 38 Control Room Strip, if it’s your first time here.
Gambling: Blackjack Magazine [Speech]
H Lucky 38 Elevator to Penthouse 2 Restrooms [8/15] [7/12] [24-33/37]
Magazine [Survival]
19 Gantryway and LS Chamber Both these rooms have water you can drink, from Gambling: Roulette
[10/30] [24-33/37]
sinks (or toilets or urinals) without radiation. [9/15]
This chilling chamber has a large stasis device
Magazine [Survival]
at one end, and an “LS chamber.” You might 3 Storage Gambling: Slots [10/15]
[11/30] [24-33/37]
want to investigate further. The klaxons that are Unless you’re collecting Plungers, there’s no Healer [14/31]
sounding suggest you might be in trouble if you Unique Item [30/95]
items of worth in here. Healer [15/31]
do; see Free Quest: The House Has Gone Bust!. Unique Item [31/95]
4 Departure Lounge • Collectibles:
Free Quest: The House Has Gone Bust! You must have a Reputation that is “Liked” Skill Book [Unarmed]
Unique Item [32/95]
Technically a Side Quest message in your [1/4] [4/4] Unique Item [33/95]
or higher for the Troopers to let you through.
Pip-Boy, this Free Quest occurs if you decide Otherwise, prepare for a fight! Magazine [Barter] [7/16] Unique Item [34/95]
to shut down Mr. House once and for all; [24-33/37] Unique Item [35/95]
and achieve this epoch-making event! This
occurs during the Main Quest if you seek an
Independent Vegas, or at the whim of the Faction
Tip Or, you can wait until the
shift change at 6 PM, and
Magazine [Barter] [8/16] Unique Weapon:
[24-33/37] [17/42]
you’re allied with. Naturally, this never occurs if Sneak through to board the monorail. Magazine [Critical • Area Is Locked
you’re Mr. House’s right-hand man or woman. Or, dress as an NCR Trooper, and hope Chance] [8/11] • Health, Chems, or Water
you’re not spotted. Either can get you to and [24-33/37]
Free Quest: Useless Baubles or Fancy from The Strip (without being stopped by Magazine [Lockpick]
• Highly Visible
Trinkets? Securitrons at The Strip North Gate [2.13], at [10/12] [24-33/37]
• Home Sweet Home
Collecting Snow Globes, of which there are seven the risk of being discovered. • Interior Exploration
Magazine [Melee
scattered throughout the Mojave Wasteland, is Weapon] [5/9] • Lots O’ Caps
not only fun, but can win you copious Caps from [24-33/37] • Sleeping Quarters
Mr. House if you sell them to his “friend” Jane. 5 Monorail Station
Magazine [Melee • Quest Item
Simply locate a Snow Globe (the Appendices Board the monorail, and ride it south to the
Weapon] [6/9] • No Weapons, Please!
chapter of this guide lists all seven), and Camp McCarran Terminal Building. If you’re
[24-33/37]
exchange them for 2,000 Caps per globe. being shot at by NCR Troopers, expect the alarm
to be raised when you reach McCarran, too! The Tops offers a classic Vegas experience, with
[2D.03] Vegas Boulevard Station cool, hip, fun, and macho posturing to entice
[2D.04] The Tops Casino those with a sense of style. This is a place for
manly men with a dame on each arm; here to
See maps on the following page
see the Rad Pack as they perform their routine
“The Four Taps” over at the Ace Theater. Choose
a fine wine, order the Brahmin steak rare, and
have a good time, baby! The place is run by The
Chairmen, who talk tough, but most of them
don’t take things too seriously; they’re just too
cool and laid back to let anything get to them.
Well, all but one of them….
The Tops Casino Main Floor (Interior)
• Threat Level: • Area Is Locked
A Doors (8) to The Strip
• Faction: NCR • Health, Chems, or Water 1 (Ground) Reception Front Desk
Entity: NCR Trooper • Interior Exploration • Main Quest: They Went Entity: Yes Man Once inside, a Chairman Greeter immediately
That-A-Way Entity: Swank asks for your weapons. You can:
Entity: Securitron Mk I • Underground Connection
• Main Quest: Wild Card: A Entity: Tommy Torini Oblige, and hand them over. They are returned once you
• Fame/Infamy
Change in Management leave.
The LVB, or Las Vegas Boulevard Station offers Entity: Chairman
• Main Quest: Wild Card: Greeter Oblige, but keep your holdout weapons.
a monorail service between here and Camp
You and What Army? Refuse twice, and start combat, or leave the hotel.
McCarran [2.19]. This is mainly for the benefit of Entity: Chairman
NCR citizens and military. • Main Quest: Wild Card: Afterward, you can ask where your weapons
Entity: Chairman
Side Bets are (in the bank), and what there is to do in the
A Doors to The Strip • Side Quest: Talent Pool
Bodyguard
place.
Entity: Chairman Floor
1 Processing Office • Free Quest: Big Winner, Manager Swank is also behind the large curved reception
A Securitron Mk I is here to make sure you don’t The Tops desk. You can tell him some shocking stories
Entity: The Tops
loiter (and to maintain a tense, but professional • Threat Level: about Benny (and obtain a Key), as part of Main
Cashier
relationship with the NCR). Head further in and Quest: Ring-a-Ding Ding!, or ask about Vegas,
• Faction: The Strip / Entity: Gambler
an NCR Trooper warns you that most weapons every major Faction, the Strip, or the Tops itself.
Chairmen
are banned by Mr. House when entering casinos. Entity: Rad Pack Dancer • Quest Item: Benny’s Suite Key
Entity: Benny

343
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

The Tops Casino 13th Floor

24

23

16 17 20 21

15
K
18 19 22

The Tops Casino Aces Theater


The Tops Casino Presidential Suite

12
11
10

9 13 I D
8

J 14
4

The Tops Casino Restaraunt


H

The Tops Casino Main Floor

6 G
B

F C

A
E
3 A

A
1

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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

2 (Ground and Upper) Gambling Hall (North) and This is only opened using the key you’re awarded
8 Theater Hall as part of Free Quest: Big Winner, The Tops.
Mezzanine Balcony Head in here at around 6:00 PM for a Rad Pack Check the fireplace mantle for some goods.
The giant northern wing of the casino has a performance on stage, and then speak to Tommy
• Carton of Cigarettes
multitude of gambling tables and slot machines Torini about the theater, and perhaps finding
some acts for it; which begins Side Quest: Talent • Magazine: Lad’s Life [Survival] [10/30] [30/37]
to play on. Once you’ve visited the cashier, you
can begin gambling, and possibly begin Free Pool. You can also order a cocktail or Vodka over • Home Sweet Home
Quest: Big Winner, The Tops. Benny is also at the Theater bar, too. • Sleeping Quarters
usually found in this area. There’s also a Floor • Healer (Drinks): Bartender [15/31]
Manager, Chairmen, and a Bodyguard keeping a
23 Benny’s Suite
• Quest Item: Tommy Torini’s Business Card {4}
look-out for sharks. You may access this using a key that’s available
• Gambling: Blackjack (Dealer must draw to 16, and stand
The Tops Presidential Suite during various Main Quests. If you’ve invited
Benny to bed, you can kill him or let him live
on all 17s) [8/15] J Door to The Tops Casino Main Floor here (or grab his Unique suit).
• Gambling: Roulette [9/15] This elevator is only accessible with the Presi-
• Carton of Cigarettes
• Gambling: Slots [10/15] dential Suite Key, which is given out during Main
Quest: Ring-a-Ding Ding by Benny under certain • Magazine: Salesman Weekly [Barter] [8/16] [31/37]
• Magazine: Tæles of Chivalrie [Melee Weapons] [5/9]
circumstances. • Locksmith’s Reader [Lockpick] [10/12] [32/37]
[24/37]
B Elevator to The Tops Presidential Suite
9 Foyer • Magazine: Lad’s Life [Survival] [11/30] [33/37]
Sometimes, Benny is here (or you can talk to him • Unique Item: Benny’s Suit [35/95]
C Door to The Tops Restaurant over the Intercom) as part of the Main Quest. • Unique Weapon: Maria [17/42]
3 (Ground) Gambling Hall (West) • Wine, Alcohol, and Fruit • Sleeping Quarters
A slightly more intimate setting, without the • Carton of Cigarettes 24 Yes Man’s Chamber
roulette. • Skill Book: Pugilism Illustrated [Unarmed] [1/4] [4/4] Through the door at the back of the bedroom is
• Gambling: Blackjack (Dealer must draw to 16, and stand • Magazine: Meeting People [Speech] [7/12] [25/37] a chamber with a strange Securitron called Yes
on all 17s) [8/15] Man. This friendly face is programmed to follow
• Pool Cue (2)
• Gambling: Slots [10/15] orders without question, and you can become
• Wall Safe Items [Average]
4 (Upper) Bank [Very Hard] firm allies, and begin the Wild Card Alliance
10 Conference Room route and associated Main Quests.
Speak to The Tops Cashier about exchanging
Caps, NCR, or Legion money for increments of
• Food Free Quest: Big Winner, The Tops
up to 1,000 Tops Casino Chips, before you go 11 Lounge Like to gamble? Then learn the difference
gambling. If you want an extreme bloodbath and • Alcohol between becoming a firm friend of the Chairmen,
The Strip Reputation ruination, try attacking and outstaying your welcome. Sidle up to a
the cashier and unlocking the metal door [Very 12 Bathroom blackjack table, spin a little roulette, or sit down
Hard], and opening three lockers [Hard], for Rad-free water is available to drink here. for some slots, and the floor manager comes
some quick cash. around to congratulate you as soon as your
13 Kitchen winnings start to pile up.
• Gambling: Cashier
There’s Food in the fridge, and water to drink
D (Upper) Door to The Aces Theater At 2,000 Chips won, you’re given a free Vodka (which you
from a wall sink.
can keep for later).
E (Ground) Elevator to 13th Floor • Carton of Cigarettes
At 5,000 Chips won, you’re handed a nice Brahmin Steak
You can access this (and only this) elevator as • Magazine: Tæles of Chivalrie [Melee Weapons] [6/9] (which can be pocketed for afterward).
part of Main Quest: Ring-a-Ding Ding! You need [26/37]
At 7,500 Chips won, you’re comped the High Roller’s Suite
a key (from Swank, for example). • Cap (10) Key, which opens Location #22. You can stay there as
5 Elevator Bank [Out of Order] 14 Bedroom and Ensuite long as you wish, but the place is closed once you leave
The Strip.
This offers access to the exterior courtyard. A comfy bed and an ensuite bathroom with all
the non-irradiated toilet water you can drink. At 10,000 Chips won, the Chairmen change their tone,
F Door to Courtyard and ban you from gambling (although your Reputation
Ain’t life grand?
[Not on Map] Courtyard doesn’t suffer). They just can’t take these losses!
• Magazine: True Police Stories [Crit. Chance] [8/11]
This closed-in exterior location offers views of [27/37]
the Lucky 38 Tower, a swimming pool of rad-free
water, and access between The Tops Restaurant • Sleeping Quarters Note This Quest’s name appears
on your Pip-Boy Quest log,
and the Casino Main Floor. The Tops 13th Floor but is still considered a Free Quest.
The Tops Restaurant K Door to The Tops Casino Main Floor
G Door to The Tops Casino Main Floor This elevator is only accessible with Benny’s [2D.05] Ultra-Luxe Casino
Room Key, given during Main Quest: Ring-a-Ding See maps on the following page
6 (Ground) Restaurant and Bar Ding.
This place is spotless, and has a few slot
machines around the bar, where you can 15 Main Corridor
purchase a beverage or two. Steal from the Vending Machines at the far east
• Healer (Drinks): Bartender [14/31] and west ends, along with water fountains with
• Gambling: Slots [10/15] pure water to sip.
7 (Ground) Kitchen [Average] 16 Room #1301 [Average]
Pick the lock (this won’t cause problems unless Break and enter this room for some rad-free
you’re blatant), and inspect the kitchen for Food bathroom water, dressers and wardrobes to
in the fridge, and well-stocked shelves: search, and a Strip Letter.
• Alcohol and Food • Note: Strip Letter 6: Mark tells Tracy he’s on to a winner
at roulette.
• Purified Water (15) • Main Quest: Render Unto Entity: Philippe
• Magazine: Salesman Weekly [Barter] [7/16] [28/37] Caesar
• Unique Item: Nuka-Cola Quartz [30/95] Entity: Chauncey
• Sleeping Quarters • Side Quest: Beyond the
• Unique Item: Nuka-Cola Quartz [31/95] Entity: Heck Gunderson
17 18 19 20 21Rooms #1302, #1304, #1305, Beef
• Unique Item: Nuka-Cola Quartz [32/95] Entity: Ted Gunderson
#1306, #1307 [Average] • Side Quest: How Little
• Unique Item: Nuka-Cola Quartz [33/95] Entity: White Glove
We Know
• Unique Item: Nuka-Cola Quartz [34/95] Jimmy the lock to an almost identical room, Greeter
but without a Strip Letter. Room #1307 is used • Side Quest: Pheeble Will
Entity: White Glove
H Door to Courtyard by the Chairmen, who don’t mind you checking • Free Quest: Big Winner,
Entity: White Glove
The Aces Theater the place out, if your Reputation is okay. Room Ultra-Luxe
Bodyguard
#1305 has a Magazine. • Threat Level:
I Door to The Tops Casino Main Floor • Magazine: Programmer’s Digest [Science] [10/23] [29/37]
Entity: White Glove
• Faction: The Strip / White Floor Manager
• Sleeping Quarters Glove Society
Entity: Ultra-Luxe
22 High Roller’s Suite Entity: Mortimer Cashier
Entity: Marjorie Entity: Gambler
345
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

A
A
The Gourmand at the
Ultra-Luxe
A 1
A H
4
2
3
Ultra-Luxe: 11
Casino Floor

10

5 B

6 I
G
E 7
D

12
8

Ultra-Luxe: Kitchens

16
14

15

22
13
20 Ultra-Luxe: Members-
18 Only Suites
21

19 N

17
26

K
27
25

K
L
23

24

346
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

• Fame/Infamy • Guns and Ammo


• Services: • Health, Chems, or Water
Ultra-Luxe: Bathhouse
Gambling: BlackJack • Highly Visible
[11/15] • Home Sweet Home
Gambling: Roulette • Interior Exploration
O [12/15]
• Lots O’ Caps
Healer [16/31]
• Perk!
Healer [17/31]
• Radio Signal [Ultra-Luxe]
• Collectibles:
• Sleeping Quarters
Unique Item [36/95]
• Quest Item
• Area Is Locked
• Weapons, Please!
The Ultra-Luxe is an establishment of incredible
refinement that delicately conceals its operators’
more questionable tendencies. Run by the
28
Sawneys, the Ultra-Luxe pampers its clients and
provides The Strip’s most elite casino experience.
A dress code is strictly enforced. All of the staff
and family members are well-dressed, well-
spoken, and well-behaved. The casino’s prime
attractions are its meat-oriented restaurant, The
Gourmand, its cocktail lounge, Top Shelf, and its
art gallery. Roulette and blackjack are the only
games offered.
Ultra-Luxe Casino Floor (Interior)
P
A Doors (4) to The Strip
1 Ultra-Luxe Grand Entrance
29 Once inside this pristine, circular lobby, a White
Glove Greeter politely requests that you remove
all weaponry before entering. You can:
Ultra-Luxe: Hotel 30
Agree, or ask why he needs your guns. They are kept in
Rooms
the Bank until you leave.
50
sneak

Q Keep your holdout weapons, and agree.

Or face him down and start a war with the White Glove
Society, which isn’t helpful for your good Reputation.
32
2 Gambling Steps
Once inside, the stepped surrounding has
roulette and blackjack tables to play on, and
start Free Quest: Big Winner, Ultra-Luxe. What
36 are you, a Philistine? There are no slots in here!
• Gambling: Blackjack (Dealer must draw to 16, and stand
on all 17s) [11/15]
35 • Gambling: Roulette [12/15]
3 The Top Shelf
31
The circular bar with the leaf motif is called the
Top Shelf. Speak to the bartender; this is a good
33
spot for (an overpriced) drink. You can also buy
a fancy (and Melee Weapon friendly) Dress Cane
here, too. Otherwise, there’s only a couple of
Sarasaparilla Bottles to steal.
• Healer (Drinks): Bartender [16/31]
4 Heck Gunderson and Company
Propping up the bar with his shotgun-toting
34 hired hand is a rancher named Heck Gunderson.
R Speak to him at length about his troubles.
5 Bank [Very Hard]
Speak to The Ultra-Luxe Cashier about
exchanging Caps, NCR, or Legion money for
increments of up to 1,000 Tops Casino Chips,
Ultra-Luxe: before you go gambling. If you want to ruin
Penthouse Suite your standing with the White Gloves and risk
39 The Strip Reputation, try attacking the cashier
and unlocking the metal door [Very Hard], and
opening safe and floor safe [Average], for some
quick cash.
• Gambling: Cashier
6 Concierge and Guest Services
Mortimer waits here in his finery, and is happy
to extol the virtues of this establishment, and
38 its delicious meats. He has a number of (mainly
Quest-related) keys you can steal:
37
• Quest Item: Ultra-Luxe Freezer Key
40 R • Quest Item: Ultra-Luxe Kitchen Key
• Quest Item: Ultra-Luxe Penthouse Key

347
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

7 Rear Hallway 16 Restroom and Storage 31 Main Hall


This allows access to the Penthouse, and This place is spotless. Drink rad-free water here 32 33 34 Rooms #A, B, and C
Chauncey is here. He’s not like the other White without worry.
• First Aid Box
Gloves; he’s forgotten his mask, and doesn’t have • First Aid Box
the same, eerie way about him. 35 Private Investigator’s Room
17 Staff Storage
8 Rear Storage [Easy] • Sunset Sarsaparilla Bottle • Sunset Sarsaparilla Crate
There was a P.I. staying here, and you’ll uncover
the key if you speak with Mortimer as part of
Among this detritus is a Container of Chlorine;
a vital ingredient if you’re helping the Omertas
18 19 Kitchens Side Quest: Beyond the Beef. The evidence is as
These are two connected rooms (also connected shocking as it is bloody.
during Side Quest: How Little We Know.
to the Wine Cellar), where Philippe creates his • Quest Item: Matchbook
• Quest Item: Container of Chlorine
amazing cuisine. Unless Side Quest: Beyond 36 Bon Vivant Room
B Door to The Gourmand at the Ultra-Luxe the Beef is active, Philippe isn’t usually here.
Sip water from the sink, and check both This is only opened using the Bon Vivant Room
C Door to Ultra-Luxe Bathhouse Key you’re awarded as part of Free Quest: Big
chambers for a variety of Food on the counters
D Elevator to Ultra-Luxe Penthouse [Hard] and in fridges. In the second kitchen, there’s an Winner, Ultra-Luxe.
You must have an appropriate key (as part of intercom to call the Head Waiter (during the Side • Wine • Sleeping Quarters
Side Quest: Beyond the Beef), or unlock the Quest), and a Recipe you’ll want to keep! • Home Sweet Home
elevator manually. 25 R Doors to Ultra-Luxe Bathhouse
medicine

You can also drug the Banquet Wine on


E Door to White Glove Members Only Section the shelf with Med-X.
Ultra-Luxe Penthouse
You must become sponsored by the White Gloves • First Aid Box (2)
as part of Side Quest: Beyond the Beef to access
S Elevator to Ultra-Luxe Casino Floor
• Knife (4)
this area, use Marjorie’s key, or Sneak in via the This is locked from the other side [Hard].
Kitchen. • Unique Item [Recipe]: Brahmin Wellington [36/95] Unlock using a key from Mortimer, or your own
20 21 22 Pantries and Freezer ingenuity.
F Door to Ultra-Luxe Hotel Rooms
These have a variety of items to steal. Activate 37 Foyer and Bedrooms
The Gourmand at the Ultra-Luxe the Freezer Access Terminal [Very Easy] to check Expect a Gunderson Hired Hand to thwart your
G Doors to Ultra-Luxe Casino Floor out a few slabs of meat. During the Side Quest, progress if you aren’t Sneaking. Unless you’re
you may find another meat here. Also on the wishing to attempt a spot of redecorating as part
9 Gourmand Entrance shelves are two human skulls; strange mementos of Side Quest: Beyond the Beef, it isn’t necessary
Marjorie works here at the front desk, but to keep near Food. to enter this locale.
she’s much more than a slightly snooty greeter; • Purified Water (8) • Teddy Bear • Sleeping Quarters
speak to her when Side Quest: Beyond the Beef
is active for much more conversation topics. K Elevator to and from Ultra-Luxe Kitchen • Food
She also has a Key on her (which you can 23 Locker Room 38 Grand Withdrawing Room
Pickpocket); useful for getting into the Members-
• Carton of Cigarettes The reflecting pool in this spectacular chamber
Only area of this place (Door #E).
has water to drink. Beware of another Hired
• Quest Item: White Glove Society Members Key L Door to White Glove Members Only Section Hand; this is Heck Gunderson’s suite you’re
10 Gourmand Floor White Glove Members Only Section infiltrating!
The patrons are enthusing about Chef Philippe’s Access by unlocking Door #M from the other • Wine (2)
cooking. This location plays an important role side using Marjorie’s Key, or sneak in via the 39 Dining Room
during Side Quest: Beyond the Beef. Kitchens (Door #N). • Brahmin Steak (2) • Sunset Sarsaparilla
11 Gourmand Refreshment Dispensary M Doors to Ultra-Luxe Casino Floor • Wine (4) Bottle (2)
The bar is well-stocked, and the Gourmand Food Enter here without being sponsored, and expect
your Reputation to plummet when you’re spotted.
40 Balcony Bar, Master Bedroom and Bathroom
Supplier is happy to provide you with a meal
• Wall Safe Items • Sleeping Quarters
(once you pay him!). 24 Office and Storage • Sunset Sarsaparilla • Carton of Cigarettes
• Healer (Food): Gourmand Food Supplier [17/31] • Sunset Sarsaparilla Crate (3) Bottle (2) • First Aid Box
H Door to Ultra-Luxe Kitchen [Easy] 25 Narrow Storage Passage
Unless you’ve made plans with Mortimer, you Free Quest: Big Winner, Ultra-Luxe
• Sunset Sarsaparilla Crate (3)
must pick this lock to reach the kitchens. Stay Do you have a preference for a wager? Then
Hidden, or lose Reputation. 26 Members-Only Refreshment Dispensary understand the difference between becoming a
firm friend of the White Glove Society, or a slight
Ultra-Luxe Kitchen There’s water to sip from a sink, food in the
outcast. Step on over to a blackjack table, or
fridge, and a load of Alcohol and Sarsaparilla
I Doors to The Gourmand at the Ultra-Luxe Bottles to steal. place your roulette bets, and a floor manager
comes around to commend you as soon as your
12 Brahmin Flambéing Room • Sunset Sarsaparilla Bottle (9)
winnings start to pile up.
The Brahmin meat gets a good roasting here, and 27 Members-Only Banquet Hall At 3,750 Chips won, you’re given a complementary Atomic
infected portions are cut out. There’s pure water This is where the real delicacies are tasted, and Cocktail (which you can keep for later).
to drink from the sinks here. a possible place where Side Quest: Beyond the At 7,500 Chips won, you’re handed a delicious Brahmin
• Infected Brahmin Meat (6) Beef culminates. Wellington (which can be pocketed for afterward).
• Sunset Sarsaparilla Crate (3) N Door to Ultra-Luxe Kitchen At 11,250 Chips won, you’re comped the Bon Vivant Suite
• Knife Key, which opens Location #36. You can stay there as
Ultra-Luxe Bathhouse long as you wish, but the place is closed once you leave
J Elevator to and from Ultra-Luxe Kitchen O Doors to Ultra-Luxe Casino Floor The Strip.
13 Kitchen Corridor 28 Swimming Pool At 15,000 Chips won, you’re cut off, and banned from
This lengthy and narrow corridor stretches past gambling (although your Reputation doesn’t suffer).
all the major rooms, and a White Glove usually Hotel guests are in their skivvies, and the water
They simply need to remain solvent!
stops you here to ask what you’re doing. You can: both in the pool and in the bar sinks are safe to
35
drink. Check the fridges for Food. Free Quest: You Make Me Feel Like a Woman
Lie and tell him the water main has burst
repair

• Sunset Sarsaparilla Crate (2) If you quiz Veronica (who is located at 188
and you’re here to check for damage. Trading Post) thoroughly, all she really wants
29 30 Sauna Steam Room is a dress. A nice dress. They make her feel
Tell him you’re passing through, and he forces you out
with his cane drawn. Attack or leave. Check the sauna for some Alcohol, and the like a woman. The fancier the better; in fact,
steam room for some conversation, if you know if you return with a White Glove Society Attire
Attack him to suffer a Reputation hit.
the time to chat; as part of the Side Quest. Dress (which you’ll need to kill a member inside
14 Storage • Cattleman Cowboy Hat the Ultra-Luxe for), then trade items with her,
• Sunset Sarsaparilla Bottle • Beer and Wine Veronica puts it on, and enthusiastically teaches
you the Scribe Counter (an Unarmed Special
15 Wine Cellar P Doors to Ultra-Luxe Hotel Rooms Move).
There’s a bottle on the small table, but only if
Side Quest: Beyond the Beef is active. Use the
Ultra-Luxe Hotel Rooms • Perk! Scribe Counter
intercom on the wall for this Quest, too. Q Doors to Ultra-Luxe Casino Floor
• Wine (25)
348
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

[2D.06] Vault 21
Vault 21 Gift Shop

1 A

• Side Quest Bye Bye Love Entity: Martina


• Side Quest The Finger of Groesbeck
Suspicion • Fame/Infamy
• Free Quest: Suits You, Services: Trader [14/33]
Sarah • Collectibles: Snow Globe 4
• Free Quest: Tourist [4/7]
TraipseÀ • Area Is Locked
• Threat Level: • Health, Chems, or Water C
• Faction: The Strip / Mr. • Highly Visible
House
• Home Sweet Home
Entity: Sarah Weintraub
• Interior Exploration
Entity: Gambler
• Lots O’ Caps
Entity: Traveler
• Radio Signal
Entity: Carlitos
• Sleeping Quarters
Entity: Omerta Thug
A vault where its dwellers used to settle their
differences via games of chance, is now a hotel
and gift shop. The top floor is just the gift shop
and front desk for the hotel. Visitors can buy
Vault 21 jumpsuits, toasters, and other souvenir
items, and view displays and read authentic
details about the history of Vault 21. The vault
itself is kept in pristine condition, aside from the
subterranean eastern section, which was sealed
by Mr. House; much to the annoyance of the 3
last remaining residents Sarah (and her brother
Michael) Weintraub. Aside from the ostentatious
signage, the initial kiosk welcoming visitors to
the vault lacks the spectacular nature of The Vault 21: Interior
Strip’s other venues. But step inside, and you’re
transported back in time.
Vault 21 Gift Shop
A Door to New Vegas Strip
1 Entrance and Shop 8 9
Prepare to visit an almost-pristine vault, courtesy
of Mr. House! Sarah is happy to speak with
you, although you have a feeling she has some 7
pent-up some frustration. You can ask about the
history of the vault, get her ranting about Mr.
House, She also sells vault gear in her shop. This 5
begins Free Quest: Suits You, Sarah. Ask again,
and you can view her (frankly pitiful) selection of
trinkets.
• Trader: Sarah Weintraub [14/33] 17 10
You can also ask Sarah for a room, which she 11
cheerfully rents out for one night, for 20 Caps. 6
You can:
Take the room.
Or negotiate a special price for a
55
speech

permanent rental agreement. She


reduces the rate to 10 Caps per night. 16 13 12
Then she quickly tells you that the room is near
the game room; make a left, and it’s on the
left-hand side. This is actually Location #8 (see
below), and it’s easy to miss her instructions.
15 18 14
Especially as she doesn’t repeat them!
Keep asking (nicely) about the vault, and she
soon tells you that she’s happy to give you a
personal tour. This begins Free Quest: Tourist
Traipse.
Pickpocket or murder her to severely damage
your Strip Reputation, but obtain Caps, and
a couple of keys (to Locations #8 and #9).
• Cap (300)
• Sarah’s Dresser Key
• Sarah’s Room Passcard

349
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

The Vault 21 Reception Terminal [Very Free Quest: Tourist Traipse


Hard] is difficult to hack, and you risk
severe Infamy attempting this in front of Sarah Note You found a Limited
Edition Mojave Landmark If you’re adept at polite conversation, steer it
toward Sarah’s knowledge of the vault, and you
(so make her start the tour first). On the terminal Snow Globe! These rare, Pre-War artifacts
soon receive the option to take a personal tour.
are the following Sarah Weintraub’s Mail: are widely considered to be useless baubles,
Agree to it to begin this Quest. The following
> Messages but rumor has it some collectors will pay route (and information snippets) are revealed:
> New Message from Sheldon Weintraub: Sarah’s dearly for them.
big brother is lamenting his time stuck in a cold Location # and Name Information
warehouse, thanks to Mr. House dumping concrete 10 Game Room (East) Thick steel and stone to protect the
inside their Vault. Location #2: Bunker
Originally, the vault had two of these, but Mr. vault interior.
> Our Influential Friends: Complements from Charlene House blocked off the western one. Check the
Tann about this chic “cramped underground hole.” Above are the life-support controls. The
Vending Machines. Location #3: Entrance
> Sent Messages vault is no longer symmetrical, thanks
• Pool Cue (3) Mezzanine
> Hey, you!: A message back to Sheldon: Sarah remains
to Mr. House.
chirpy, despite being cheated.
11 12 13 14 15 Suites #1, 2, 3, 4, and 5 Location #5: Main Disputes were gambled upon, and the
Also in the room is a tiny Vault 21 Terminal, These offer the same amenities as your room. Game Hall winner made the decisions.
which you can activate to obtain the following The doors are open or unlocked. On the
computer table in Rooms #1 #3, and #5 is a Note Huge, and difficult-to-clean parties
messages: Location #6: Diner
to steal. If Side Quest: The Finger of Suspicion were held here.
> Services > Vault 21—A Paradise of is active, Suite #4 is where you’ll usually find a
Equality Location #7: Guest Your room is to the left. No snooping
> Diner Menu bunch of Omerta Thugs roughing up Martina
> Opening to a New World Groesbeck. Room Corridor next door in Sarah’s room!
> Gift Catalogue
> A Tribute to Mr. House • Note: Strip Letter 1: Lenny lost all his money. Close by is a game room that each side
> Convenience Location #7: Guest
> Mail Messaging • Note: Strip Letter 2: Sue lost all her Caps. of the Vault had, before Mr. House
> History of Vault 21 Room Corridor
• Note: Strip Letter 3: Dennis lost all his money to a real
filled one with cement.
2 Bunker classy lady.
B Door to Vault 21 • Sleeping Quarters [2D.07] NCR Embassy
See maps on the following page
Vault 21 16 Suite #6
C Door to Vault 21 Gift Shop This has a less pristine atmosphere.
• First Aid Box • Tool Cabinet Items
3 (Lower and Upper) Entrance Mezzanine
This offers a thoroughfare into the rest of the 17 Eastern Corridor
vault. Take the stairs up and around to the All of the chambers east of here are blocked,
Mezzanine, and you can access the Control although you can view the rubble through some
Room. of the windows.
4 (Upper) Control Room 18 Dead-end Corridor
There are two Vault 21 Control Terminals in
here, and either accesses the following menus
Free Quest: Suits You, Sarah
(all of which cannot be hacked into, due to Mr. While talking with Sarah, and as long as you
keep your more smart-ass comments to yourself, • Main Quest: Things That • Services:
House’s mainframe dominance):
you can stop Sarah after she fails to impress you Go Boom Caravan Player [6/15]
> Vault Security > Vault Access Control
with her vault goodies. She’s really looking for • Main Quest: King’s Caravan Player [7/15]
> Vault Life Support more Vault Jumpsuits, and she’s hoping you can Gambit
• Collectibles:
help. You can:
5 (Lower and Upper) Main Game Hall • Side Quest: How Little
Caravan Cards [7/30]
Tell her you’ll help her out. We Know
Highfalutin travelers and grumbling gamblers Caravan Cards [8/30]
speak in hushed tones in here, but gambling Mention you might be persuaded. You can then Barter (see • Threat Level:
isn’t available; just access to the snaking below), or agree to help. Unique Item [37/95]
• Faction: NCR
corridors to all areas of the vault. 65 • Guns and Ammo
A bit of sweet-talking convinces her to Entity: Liza O’Malley
speech

6 Diner work together with you. • Health, Chems, or Water


Entity: Ambassador
Carlitos, a dejected man with a lost love, can be Dennis Crocker • Interior Exploration
75
speech

spoken to, which begins Side Quest: Bye Bye But tell her not to say “here, now!” Entity: Private Jake • Radio Signal [Black
Love. Erwin Mountain]
• Purified Water (6) • Pool Cue (2) 65 Mention Boomer Suits, and she says Entity: Captain Marie • Sleeping Quarters
barter

• First Aid Box and Food she’ll definitely pay a good number of Pappas
Caps for them, too!
The NCR has a sizable presence on The Strip,
7 Guest Room Corridor At this point, you can begin to explore the commanding the Las Vegas Boulevard Station
Sarah concludes her Free Quest: Tourist Traipse Mojave Wasteland, and obviously the vaults, [2D.03] to Camp McCarran [2.19], and they have
here. before bringing back anything you can scavenge. an Embassy on this part of The Strip, which is
Vault Jumpsuits are almost always found in
8 Guest Suite separated into two buildings. There’s the NCR
dressers, some lockers, and occasionally folded Military Police HQ to the right (south), and the
Assuming you’ve paid for the room (otherwise the up on shelves. Here’s what Sarah takes. Expect Embassy itself on the left (north) after you walk
beds can’t be slept in), this is a home away from to receive 30 Caps per Vault Suit, and 15 per through the gate. Troopers (who are on duty
home. Sip water from the sink, and check out Boomer Suit (which she only accepts after the throughout the Mojave Wasteland) and Military
the Vault 21 Guest Terminal, offering the same Barter check). Police (responsible for The Strip) mill about here.
information as the one in the Gift Shop.
• Home Sweet Home • Sleeping Quarters Location Location Item Price Paid NCR Military Police Headquarters
9 Sarah’s Suite [Average] Number Name Description (Caps) A Doors to The Strip
This can be unlocked using cunning skill, [1.09] Vault 22 Vault 22 Jumpsuit 30 1 NCR Military Police HQ Office
or by Pickpocketing the keys from Sarah [1.21] Vault 19 Vault 19 Jumpsuit 30 The locked desk [Average] holds the keys to the
herself (or searching her corpse). Take (without cells. The terminal on top of the desk [Easy] can
penalty) the Snow Globe from the bedside table.
[2.24] Vault 3 Vault 3 Jumpsuit 30 be hacked, and you can read a Strip Security
There’s also Sarah’s Dresser [Hard]. She also has Nellis Air Force Notice, MP Shift Reports, and a Trooper Behavior
[3.01] Boomer Suit 15
her own terminal [Easy] with some interesting Base Report.
messages; the same ones that appear on her Gift • NCR Embassy Cell Key
Shop Terminal.
[3.01] Nellis Hangars Boomer Suit 15
• Dresser Items [Hard] [3.12] Vault 34 Vault 34 Jumpsuit 30 2 Cells
The restrooms and corridor have access to pure
• Snow Globe—The Strip [4/7] [5.05] Vault 11 Vault 11 Jumpsuit 30
water. The cells require a key to open. Check the
table for another Strip Letter.
• Note: Strip Letter 10
• Sleeping Quarters

350
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

5 Recreation Room and


2 [2D.08] Michael Angelo’s Workshop
7
Larder
1 A food hall and pool room
3
usually has a resting
6 Military Policeman or two.
• Pool Cue (2)
A 4 • Note: Strip Letter 9
NCR Embassy 6 Filing Room
A couple of MPs are
usually in here, working on
paperwork. The Holotape
gives some information on
5 the Strip’s three Families • Side Quest: Classic Workbench [18/41]
(The Omertas, Chairmen, InspirationÀ • Collectibles:
and White Glove Society). Threat Level:
Unique Item [38/95]
NCR Police • Holotape: Ambassador Phillip • Faction: The Strip
Unique Item [39/95]
headquarters Granger’s Final Report Entity: Kate
A • Health, Chems, or Water
7 Ambassador Dennis Crocker’s Office Entity: Michael Angelo
• Interior Exploration
This large chamber with comfy sofas • Crafting
• Lots O’ Caps
and a large desk is where Crocker works Workbench [14/41]
2 (and where you report to him) during the • Radio Signal [Black
Workbench [15/41] Mountain]
day-time. There’s nothing of value to steal,
1 except a Holotape on the bookshelf, detailing Workbench [16/41] • Quest Item
the frustrations the NCR have had dealing Workbench [17/41]
with Mr. House. Speak to Ambassador At the far end of The Strip, past the big casinos
3 Crocker and ask him about the NCR, Strip, and Vault 21 [2D.06], is a workshop of the
play Caravan, and begin the Main Quests if talented (and ex-Vault 21 resident) Michael
you want to ally yourself with the NCR. You can Angelo, who is responsible for most of the working
also hack into Ambassador Crocker’s Terminal neon across The Strip, especially have Zapp’s
[Average] (if you want your Infamy with the NCR Neon Signs closed a couple of hundred years ago.
to increase), and read an Informant Report (the
3 Equipment Storage Omertas are unhappy with Mr. House), Freeside
A Door to The Strip
The door to this is locked [Hard], and the reasons Report (a rise in violence of NCR citizens, and 1 Entrance and Reception
become clear; there’s a number of items here to Pacer may be involved), Farm Report (east side
You can meet Kate here, and ask her about her
steal: farms are producing a good amount of crops),
boss, or herself. There’s some radiation-free
• Combat Knife (and other • First Aid Box and Fiend Report (they are more active outside
water to sip from the fountain, too.
Melee Weapons) • Cattle Prod (3) New Vegas).
• 10mm Pistol and Ammo • Holotape: Ambassador Susanna Edith’s Final Report
2 Workshop Gantry Chamber
• NCR Trooper Armor
• Ammo Box Ammunition (2) • Caravan Player: Ambassador Dennis Crocker [7/15] The main part of this building is taken up by a
large open warehouse with gantry walkways to
• Caravan Cards: Ambassador Dennis Crocker [8/30]
NCR Embassy roam around, and a small enclosed foreman’s
• Unique Item: Ambassador Crocker’s Suit [37/95] area.
A Doors to The Strip • Workbench [14/41] • Workbench [15/41]
1 Reception
LIza O’Malley is the receptionist, and you can
request a meeting with Ambassador Crocker with
her (only if the Main Quest is active). She also 5
has some gossip (when the Main Quest calls for
it) regarding the Omertas over at the Gomorrah
[2D.01]. Hack into her terminal (if you want
your Infamy to increase), and read the Embassy
Report, Captain Pappas’ Report (checkpoints
lack security), and Liza’s Personal Notes (she’s Michael Angelo’s Workshop
super-busy!).
2 Storage
4
3 Barracks
The barracks is across from the two restrooms
(where you can drink water), and you can sleep
here if you wish. One of the tables has a Strip
Letter to grab too; from Lt. Ashville admon- 3
ishing Private Erwin for his pranks. Private Jake
Erwin’s bunk is next to this table. Liza O’Malley
and He sleeps here at night.
Private Jake Erwin can be talked to about The Strip, NCR
members, and challenged to a game of Caravan.
Captain Marie Pappas is either in a bunk, or walking the 2
Embassy. She gives you a dressing down when she sees
you. You can ask about Erwin, the Strip, herself, or the
Ambassador. The responses are curt.
• Note: Strip Letter
• Caravan Player [Private Jake Erwin] [6/15]
• Caravan Cards [Private Jake Erwin] [7/30] 1
• Sleeping Quarters A

4 Ambassador Crocker’s Bedroom


Crocker sleeps here (and can be woken without
penalty) during the night. He can be murdered
if you want that suit of his, and need to be
shunned by the NCR.

351
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Quest: Classic Inspiration, and you’re given a


3 Northeast Generators and Workshop camera too.
5 Living Quarters
4 North Workshop • Workbench [16/41]
Michael lives modestly, and his living room is
accessed via a door in the North Workshop.
This is where Michael Angelo spends some of • Workbench [17/41] There’s a bathroom off this area, allowing more
his time forging new signs. There’s (yet) more
• Workbench [18/41] water drinking from the sinks (and the toilets).
Workbenches here, another water fountain, and
• Unique Item [Schematics]: Billboard [38/95] Of more interest is Michael Angelo’s Terminal,
Schematics for a Billboard (which is just for
which has a message from a man named
show). Speak to Michael Angelo to start Side • Unique Item: Codac R9000 [39/95] Sheldon Weintraub (Michael’s actual name).

Zone 2D: Secondary Locations


Lucky 38. This is also the location
[2D.S01] Mister Holdout where you’re stopped by an NCR MP
A street comedian works his patter
here. Listen to the zingers, and then [2D.S07] Walter and
Officer and given a Note regarding
Ambassador Crocker; beginning
speak to him; you get much more out Ethel Phebus
of him if the Side Quest is active, and
Main Quest: Things That Go Boom. you can make his dreams come true.
And once you’ve befriended Mr.
House, you’re stopped by a woman
named Emily Ortal, to begin Side
[2D.S05] Street Vendor
Quest: The Moon Comes Over the
Tower.

• Threat Level:
Free Quest: We Must Stop
• Faction: The Strip
Meeting Like This, IV • Side Quest: Pheeble Will
The very first time you successfully
Entity: Mister Holdout • Threat Level:
navigate past the Securitrons at The
• Services: Trader [15/33] Strip North Gate [2.13] and enter • Faction: None
• Guns and Ammo The Strip itself, Victor trundles Entity: Walter Phebus
out to greet you once again. You • Threat Level:
If you’re worried about defending Entity: Ethel Phebus
yourself inside the casinos with a can ask what he’s doing here, and • Faction: The Strip
Victor insists you visit The Lucky 38 Fresh off the monorail and looking
“gun-free” policy, step over to this Entity: Street Vendor
Casino and meet Mr. House, who’s for Heck Gunderson, Walter and
shady-looking gentlemen close to • Services: Healer [18/31]
bound to be a firm friend and is Ethel are a pair of country folk
the Gomorrah Hookers, who’s happy
itching to make your acquaintance. • Health, Chems, or Water looking to settle a score. Speak to
to sell you some weapons you can
Whether you agree to visit Mr. House • Wasteland Vegetation either of them to begin the Side
conceale on your person. You can
or not, Main Quest: The House Quest.
refuse, purchase, or: Standing in front of the Las Vegas
50 Or you can inform him that
Always Wins, I begins. Boulevard Station is a Street Vendor, [2D.S08] The Tops
[2D.S03] Emily Ortal
sneak

who’s happy to provide some items


you’re already skilled in the
art of hiding weapons from to purchase or trade. The selection Promoter
casino guards. You can still trade can best be described as “limited.”
with him afterward. • Healer: Street Vendor [18/31]
• Trader: Mister Holdout [15/33]

[2D.S02] Victor [2D.S06] Vulpes Inculta


at the Lucky 38 or Alerio

• Side Quest: The Moon Comes Over the • Threat Level:


Tower
• Faction: The Strip / Chairmen
• Threat Level:
Entity: Tops Promoter
• Faction: The Strip
This is the general location of a
Entity: Emily Ortal promoter whose job it is to get you
• Services: Healer [18/31] • Main Quest: Render Unto Caesar into the casino.
• Main Quest: Things That Go Boom
• Main Quest: The House Always Wins, I
• Health, Chems, or Water
• Wasteland Vegetation
• Threat Level: [2D.S09] NCR
• Side Quest: The Moon Comes Over the This is where you’re approached by
• Faction: Caesar’s Legion
Entity: Vulpes Inculta
Embassy Gates
Tower Emily Ortal, at the start of her Side
Entity: Alerio
• Free Quest: We Must Stop Meeting Like Quest.
This, IV • Quest Item
• Threat Level:
[2D.S04] Billy Knight When you exit, you’re likely to be
stopped early in your adventuring
• Faction: The Strip/Mr. House
by Vulpes Inculta (or Alerio if Vulpes
Entity: Victor is dead), to begin a new Main Quest
Entity: NCR MP Officer path, and receive the Mark of
Entity: Emily Ortal Caesar.
• Main Quest: Things That Go Boom
• Quest Item • Quest Item: Mark of Caesar
• Main Quest: For the Republic, Part 2
The first time you enter The Strip, • Threat Level:
VIctor appears (yet again), and the
• Faction: NCR
Free Quest begins. From this point • Side Quest: Talent Pool
onward, he remains close to the Entity: NCR Military Police
• Threat Level:
A plaque commemorating the
• Faction: The Strip opening of this Embassy at the
Entity: Billy Knight behest of President Aaron Kimball
• Lots O’ Caps is adjacent to the perimeter gate,
which is also guarded by an NCR
MP. Speak to him about general
happenings on The Strip.

352
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Zone 2E: South Vegas Ruins


[2E.01] Zapp’s Neon Signs A Door to South Vegas Ruins (Fiend
Territory)
1 Entrance Office
Be extremely careful in this area, as 1
there’s a Tripwire and a Grenade Bouquet
at the top of the stairs, and a patrolling 2
Fiend on the stairs below. Deactivate
A
the Tripwire, and gather the Grenades
directly above. Watch for the terminal too;
it is rigged to explode. Descend the stairs
carefully; stoop and deactivate (or shoot
from range) three Frag Mines. Zapp’s Neon Signs
• Threat Level: Magazine [Sneak] [5/10] • Frag Grenade (3)
• Faction: Fiend [34-37/37] • First Aid Box
Entity: Fiend Magazine [Survival] • Magazine: Fixin’ Things [Repair] [11/27] [34/37]
[12/30] [34-37/37]
• Crafting: • Magazine: iLa Fantoma! [Sneak] [5/10] [35/37]
Magazine [Unarmed]
Workbench [19/41] • Frag Mine(3)
[6/11] [34-37/37]
Workbench [20/41]
Unique Item [40/95] 2 Workshop
Workbench [21/41] Clear the Fiends from this area before you 3
Unique Item [41/95]
• Dangers: inspect it. Adjacent, up a small ramp, is a
• Guns and Ammo
Traps storage garage.
• Health, Chems, or Water
Mines • Workbench [19/42]
• Interior Exploration
• Collectibles: • Workbench [20/42] • First Aid Box
• Radio Signal [Black
Magazine [Repair] • Workbench [21/42] • Carton of Cigarettes
Mountain: Zone 2E only]
[11/27] [34-37/37] • Ammo Box Ammunition • Nuka-Cola Quartz [40/95]
• Sleeping Quarters
• Sleeping Quarters • Nuka-Cola Quartz [41/95]
You should be instantly familiar with Zapp’s
actual neon signs, as the Fiends have welded 3 Upstairs Foreman’s Office • Magazine: Lad’s Life [Survival] [12/30] [36/37]
many of them together to form impassable Ascend the steps, disarming three sets of two • Magazine: Boxing Times [Unarmed] [6/11] [37/37]
perimeter walls. The actual building is a Frag Mines, or face lacerations as they detonate • Ammo Box Ammunition
graveyard of ancient signs, including the feet of a along with a fire extinguisher. Inside the office
Tall Boy statue. Inside, expect more Fiends, and • Grenade Box Ammunition
itself, conduct a search of the shelving and desk
additional traps. • 9mm Submachine Gun and Ammo
for the following items, and hack the terminal
[Easy] to read about two Shipping Invoices and
an accident report.

Zone 2E: Secondary Locations


[2E.S01] Sentry Post • Threat Level:
• Faction: Fiend
[2E.S04] Ruined Concrete [2E.S05] Southwest Exit to
Mattress Entity: Fiend
Outbuilding and from Fiend Territory
• Health, Chems, or Water
Among the rusting and faded signs
of yesteryear are some shelves with
the following:
• First Aid Box

[2E.S03] Lean-To Shack


• Threat Level: • Threat Level: • Threat Level:
• Faction: Fiend • Faction: Fiend • Faction: Fiend
Entity: Fiend Entity: Fiend Entity: Fiend
• Crafting: Campfire [26/109] • Guns and Ammo • Interior Exploration
• Health, Chems, or Water • Health, Chems, or Water This is unmarked on your Pip-Boy’s
A Fiend on a mattress near a Adjacent to the Lean-To Shack World Map, but is another entrance
Campfire guards the western are the remains of a concrete and exit into Zone 2E; handy if you
entrance to this zone. Remember to • Threat Level: outbuilding, with a large haul of wish to flee to the south.
check the nearby dumpsters. • Faction: Fiend items you must grab!
• Campfire [26/109] Entity: Fiend • Scrap Metal
• First Aid Box • Crafting: Campfire [27/109] • Mine Box Ammunition
• Sleeping Quarters • Guns and Ammo • Doctor’s Bag
• Health, Chems, or Water • Service Rifle
[2E.S02] Neon Sign Scavenge these items when the • Sledgehammer
Graveyard coast is clear. The Produce Sack has
a number of items you can use in
Recipes.
• Campfire [27/109]
• Grenade Box Ammunition [Easy]
• Produce Sack Items
• Sleeping Quarters

353
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

Zone U2: New Vegas Sewers


[U2.N] North Sewers B Exit to North Vegas Square [Zone 2B] 3 Rat’s Nest
• Side Quest: Someone To Entity: New Vegas This allows access to and from The Gray [2B.01] The bulging sewer walls hold irradiated wall,
Watch Over Me Citizen within North Vegas Square’s main street. Giant Rats, a possible Ghoul infestation, and
access via either blast door to the Central
• Threat Level: • Dangers: Radiation C Exit to Mojave Wasteland Sewers.
• Faction: New Vegas • Collectibles: This deposits you on the road outside the North
Citizen/Greasers • Guns and Ammo Vegas wall, near the Abandoned Farms [Zone 1]. 4 Double Tunnel and “Sweet” Jill
Entity: Greaser Johnny Expect Ghoul and Giant Rat combat here as
• Interior Exploration D Exit to Mojave Wasteland you splash through the irradiated water. There’s
Entity: Greaser Gang • Sleeping Quarters This is a block north of Freeside’s North Gate another storage room here too; aside from the
Member
• Underground Connection [2.08] and access into North Vegas Square [Zone ancient skeletons near an Adventurer’s Pack,
This part of the Sewer system connects The 2B] you’ll find the corpse of a woman named “Sweet”
Thorn, Westside, North Vegas, and areas north of E Exit to Mojave Wasteland (Crimson Caravan) Jill. She is carrying a Key named “Luke’s Find.”
New Vegas together, as well as to the rest of the This unlocks the door to the Sealed Sewers
system. You appear outside the eastern entrance to the [U2.?]; the same as the one you can find on
Crimson Caravan Company [2.09] and New “Blind” Luke in the Central Sewers.
1 Ladder to Westside Vegas Medical Clinic [2.10].
Who’s looking at you with giant beady

wasteland
This is currently inaccessible due to rubble F Exit to The Thorn [2.04] eyes from the back of the storage room?

wild
covering the exit above. An Unnaturally Large Sized Rodent!
This allows access into the southeast corner of
2 North Sewer Camp The Thorn, where Mutated Animals fight for the • Quest Item: Luke’s Find (Key)
Below the North Vegas streets is a small citizen locals’ amusement. • Adventurer’s Pack Items
camp in a sewer chamber. There’s a place to G Manhole to Central Sewers
sleep, and some Citizens to talk to for some A Exit to North Sewers [U2.N]
home-truths about their miserable existence. H Exit to Central Sewers This is a long pipe, accessing the North Sewers.
3 Northeast Citizen Camp This is a sloping sewer tunnel down to a massive B Exit to Mojave Wasteland
pipe.
Mainly free from Fiends, this area is relatively This is a large sewer pipe in a big tunnel, and
safe, and features mattresses to sleep on, and I Exit to East Central Sewers deposits you south of the Crimson Caravan
a few Citizens wandering about, moaning about The exit pipe is at the bottom of Location #6, in Headquarters [2.09], and east of the Gun
the NCR and their lot in life. the irradiated water. Runners [2.14] near Freeside’s East Gate [2.15].
• Sleeping Quarters C Exit to NCR Sharecropper Farms [2.20]
4 Sewer Tunnel Camp
[U2.EC] East Central Sewers This puts you just northeast of the Share-
• Threat Level: • Dangers croppers, at a road junction with flaming barrels,
This L-shaped chamber has more Citizens
moaning about “topsiders,” bedding, and a • Faction: Abomination/ Radiation east of Orion Moreno’s House [2.S06].
Mutated Animal • Interior Exploration
couple of Melee Weapons (including a Shovel) to D E Exit to Central Sewers [U2.E]
snag. Entity: Ghoul • Underground Connection Either double blast-door allows access to the
• Baseball Bat and Shovel Entity: Giant Rat • Quest Item largest sewer area.
• Sleeping Quarters • Wild Wasteland! F Exit to Mojave Wasteland
5 Pipe Room This allows quick access out to the east Mojave
This brings you out right in front of the Aerotech
Wasteland, as well as into the main belly of
There are two pipes here; the one below [I] Office Park [2.22]. Beware of Ghouls and Giant
the sewer system (the Central Sewers [U2.C]).
leading to the Central Sewers, while the upper Rats in the corridor leading to the exit ladder.
Remember to use the metal planks on the
one allows access to location #6. Watch for B
ground instead of wading in the irradiated water!
radiation when splashing in the water below.
6 Main Citizen Camp
1 Rubble Conduit Stairwell
1
Access to and from the North Sewers is via a 3
There are three chambers here; a waterlogged Central Sewers
two-floor stairwell filled with rubble and little
exit from the pipe back to Location #5, an upper
less. An adjacent chamber has a valve to drink
camp area with bedding and Citizens, and a A
from, but the water is irradiated.
multi-level catwalk area with more mattresses,
2
and access to the East Central Sewers [U2.EC]. 2 Sewer Junction
The Greaser Gang is usually in the passageways There’s a few Giant Rats to kill, and a storeroom
around this location, too. to ransack here.
7 Corridor Blockage • Gun Cabinet Items [Hard] C
This used to lead to a sewer area northwest of 4
• Ammo Box Ammunition
the Central sewers, but a cave-in stopped access 5
completely.
A Exit to Westside [Zone 2A] D
Access up to Miguel’s Pawn Shop [2.02] and the
main street of Westside (and the Gate [2.01]). E
B
6
North Sewers 1 A
D
C E
3
B 2 1 F
C
A 7
East Central
Sewers
F Sealed Sewers
4
6 D 2
7 1 A
5 G
I 3 4

H E
2

F
G
354
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

G Exit to Mojave Wasteland [Zone 2] 4 Central Effluent Conduit [U2.?] Sealed Sewers
This leads down the double sewer tunnel. There This section of the sewers is the hub, with • Free Quest: Cajoling a • Collectibles: Unique
are two sewer grates, but the right one is blocked. snaking tunnels to all other parts. Expect Ghoul Cudgel Weapon [18/42]
Always head left! You exit outside, close to the and Rat combat here, and check your compass
East Pump Station [2.21] and Vault 34 [3.12]. so you don’t where you’re heading. • Threat Level: • Area Is Locked
• Faction: None • Guns and Ammo
[U2.C] Central Sewers 5 Central Sewer Control
Entity: Prospector • Interior Exploration
Beware of a high concentration of Ghouls in (Deceased)
• Threat Level: • Dangers: Radiation • Underground Connection
here. Check the Central Sewer Control Terminal
• Faction: Abomination/ • Collectibles: Caravan [Easy] and Override the Central Sewer Control. • Dangers: Radiation
Mutated Animal, Fiend, Cards [9/30] Also unlock the Suit Case for an Advanced The key that allows access to his otherwise-
NCR • Interior Exploration Radiation Suit. sealed area, during Free Quest: Cajoiling a
Entity: Ghoul • Sleeping Quarters • Multiplas Rifle Cudgel.
Entity: Giant Rat • Underground Connection • Radiation Suit Case [Average] 1 Small Pump Room
Entity: Fiend • Quest Item 6 Fiend and NCR Territory Assuming you managed to get into this area,
Entity: NCR Trooper step out of the irradiated water, and into a small
The southern corridor has Fiends to the
This is the largest of the sewer systems under southwest, and NCR to the southeast (the pump room. There is only one way out, as the
New Vegas, and provides a couple of external sandbags show the start of their territory, behind other doors are accessible. Beware of Ghouls as
exits to the south, but the rest are to other parts the blast door) in a constant battle of incursions. you step out of the water.
of the system. It is a labyrinth of large sewer
tunnels and Ghoul combat, with Giant Rats 7 Fiend Stairwell Conduit 2 Secondary Pump Controls
nipping at your heels. A connecting room and gantry two-floor conduit A dead Prospector lies here. Aside from the
chamber have Fiends to tackle, and bedding to weapons and outfit you can purloin, there’s a
1 Stairs Conduit sleep on afterward. Note the metal door on the Unique Weapon to grab, too!
This allows access (on the top floor) to a large upper level to reach the Sealed Sewers; accessed • Unique Weapon: The Humble Cudgel [18/42]
blocked pipe that leads nowhere. Down below, using Luke’s Find Key. • Duffle Bag Items
you can venture into the main Central Sewers
• Sleeping Quarters • Ammo Box Ammunition
area. Also on the top-floor ledges are two
inaccessible locked doors. A Exit to North Sewers [U2,N] • Fire Axe
2 North Sewer Blockage: Blind Man’s Rest The large pipe at the upper end of this long A Exit to Central Sewers
sloping tunnel.
This area has a number of blocked passages, Free Quest: Cajoling a Cudgel
and a couple of antechambers (one with an B Exit to North Sewers [U2.N] Begin a thorough search of the Sewer complex
inaccessible ladder, and the other empty). More The large pipe at the upper end of this short as soon as you find a manhole cover, and bring a
Rats need exterminating. Behind a metal door sloping tunnel. Radiation Suit, or the necessary Chems to battle
in a debrid-filled alcove lies the body of “Blind”
Luke, a Merc recently killed by Fiends, you’d C D Exit to East Central Sewers [U2.EC] radiation sickness. Battle your way through
Ghouls to either the East Central, or Central
wager. Among his belongings is a key, called Either double blast-door allows access to the
Sewers, and look for one of two dead prospectors;
“Luke’s Find.” This unlocks the door to the adjacent sewer area to the east.
“Blind” Luke or “Sweet” Jill. Take the “Luke’s
Sealed Sewers [U2.?]. The Key is the same as
the one you can find on “Sweet” Jill in the East
E Exit to Mojave Wasteland Find” key from either corpse, which unlocks the
This blast door leading to a ladder is guarded by Sealed Sewers. Visit this location, and check the
Central Sewers.
NCR troops as you emerge just outside Camp Prospector’s corpse for a wielding implement.
• Quest Item: Luke’s Find (Key)
McCarran [2.19], close to the New Vegas Sign • Unique Weapon: The Humble Cudgel [18/42]
3 Prospector’s Rest [2.S17].
A small alcove with a Ghoul inside distracts • Explosives Crate (2) [1 = Average]
you from a body in here. Check the corpse for
Caravan Cards and other useful items.
F Exit to Sealed Sewers [Use Key]
• Caravan Cards [9/30] • Duffle Bag Items

Zone 3: Northeast Territories


Topographical Overview
Much of this zone is dominated by large-scale locations; the Boomers’ massive air-force base to the north; the huge

Note Toentirety
Lake Mead, two of the Legion’s main bases on the Arizona (east) side of the Lake, and the giant Hoover Dam. The reference the
NCR’s presence isn’t just limited to this concrete monstrosity either; a resort and golf course have been comman- of this
deered, and water used to irrigate Sharecropper Farms over within the New Vegas Conurbation. Boulder City is also
Zone, please utilize the Map Poster
a place to take your time visiting, but there are a host of out-of-the-way places too; various dotted shacks and hidden
places in the sprawling rocks and foothills to the northeast, where vegetation grows in plentiful supplies, and where that came with this guide.
the Camp of Bitter Springs lies, still raw from the Great Khan massacre.
Highways and Byways
Cracked tarmac dominates the Boomer base to the north, but there’s a main arterial road from west to east; use this to navigate to the more remote locations.
Follow Highway 95 north or south at the edge of this zone (the largest collection of roads converge on the 188 Trading Post in Zone 5), and don’t forget to
utilize the road that passes Lake Las Vegas and takes in the shoreline of Lake Mead. If you’re finding it difficult to reach Hoover Dam, take the road winding
around the hills from Boulder City.
Collectibles: Hollowed-Out Rocks: [7/42] [3.07] Bloodborne Cave
Available Services, Collectibles: Skill Books: [9/51] [3.08] Bitter Springs
Crafting and Collectibles Collectibles: Skill Magazines: [52/213] [3.09] Ranger Station Bravo
Services: Caravan Players: [1/15] Collectibles: Star Bottle Caps: [22/100] [3.10] The Devil’s Throat
Services: Gambling: [0/15] Collectibles: Unique Items: [23/95] [3.11] Cannibal Johnson’s Cave
Services: Healers/Dealers: [7/31] Collectibles: Unique Weapons: [7/42] [3.12] Vault 34
Services: Repairers: [2/9]
Services: Traders: [3/33]
Primary Locations [3.13] Gypsum Train Yard
[3.14] Cap Counterfeiting Shack
[3.01] Nellis Air Force Base
Crafting: Campfires: [27/109] [3.15] Coyote Tail Ridge
[3.02] Nellis Hangars
Crafting: Reloading Benches: [6/36] [3.16] Bitter Springs Recreation Area
[3.03] Nellis Array
Crafting: Workbenches: [4/41] [3.17] Fisherman’s Pride Shack
[3.04] Fields’ Shack
Crafting: Weapon Upgrades: [1/10] [3.18] Callville Bay
[3.05] Raul’s Shack
Collectibles: Snow Globes: [2/7] [3.19] Camp Guardian
[3.06] Brotherhood of Steel Safehouse
Collectibles: Caravan Cards: [2/30] [3.20] Guardian Peak

355
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TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

[3.21] Follower’s Outpost [3.35] Cazador Nest [3.S10] Great Khan Supply Cave 2
[3.22] Lake Las Vegas [3.36] Ranger Station Delta [3.S11] Great Khan Supply Cave 3
[3.23] Camp Golf [U3.A] Train Tunnel [3.S12] The One (and Super Mutant Camp)
[3.24] Mountain Shadows Campground
Secondary Locations [3.S13] Road Turnabout
[3.25] Scavenger Platform [3.S14] Camp Guardian Cave
[3.S01] Power Transformer
[3.26] Crashed B-29 [3.S15] NCR Water Pipeline
[3.S02] Chem Addicts’ Camp
[3.27] Lake Mead Cave [3.S16] NCR Sentry Nest
[3.S03] Boomer Territory Road
[3.28] The Fort [3.S17] Lake Mead Scenic Overlook
[3.S04] Bombarded Houses
[3.29] Deserted Shack [3.S18] Sunken Sarsaparilla Supplies
[3.S05] Vault 34 Alternative Entrance
[3.30] Ranger Station Alpha [3.S19] Sunken Boat
[3.S06] NCR Truck and Dead Trooper
[3.31] Boulder Beach Compound [3.S20] Boulder City Billboard Sign
[3.S07] Mole Rat Hole
[3.32] Boulder City [3.S21] Sunset Sarsaparilla Billboard
[3.S08] Cazador Nests (Lonesome Drifter)
[3.33] Hoover Dam
[3.S09] Great Khan Supply Cave 1 [3.S22] Ranger Pason’s Patrol Overlook
[3.34] Legate’s Camp

Primary Locations
Nellis Air Force Base Exterior
[3.01] Nellis Air Force Base

20

19

• Main Quest: Things That • Fame/Infamy


Go Boom • Services: Healer/Dealer
• Main Quest: Render Unto [19/31] 12 17
Caesar 3.02
• Crafting:
• Main Quest: The House Campfire [28/109] 11 3.03
Always Wins, III 10
Reloading Bench
• Main Quest: Wild Card: 9
[14/36]
Side Bets
Workbench [22/41] 3.02
• Side Quest: Ant
• Collectibles: 8
Misbehavin’
Skill Book [Explosives] 7 13
• Side Quest: Sunshine 2
[1/3] [1/9] 3
Boogie
Skill Book: [Repair] 6
• Side Quest: Young Hearts 5 16 18
[1/4] [2/9]
• Side Quest: Volare!
Magazine [Explosives] 4
• Side Quest: I Hear You [6/12] [1-9/52] 14
Knocking
Magazine [Explosives]
• Free Quest: Malleable [7/12] [1-9/52]
Mini Boomer Minds 15
Magazine [Medicine]
• Free Quest: Bear Neces- [15/19] [1-9/52]
sities
Magazine [Melee
• Free Quest: Missing a Few Weapons] [7/9] [1-9/52] 1
Missiles
Magazine [Repair] A
• Free Quest: Iron and [12/27] [1-9/52]
Stealing
Magazine [Repair]
• Free Quest: Old School [13/27] [1-9/52]
Ghoul
Magazine [Science]
• Threat Level: [11/23] [1-9/52] Nellis Air Force Base: Exterior 3 4 Nellis Women’s Barracks #1 and #2
• Faction: Boomers Magazine [Sneak] [6/10] A Gates to Mojave Wasteland The restrooms have pure water to sip.
Entity: Mother Pearl [1-9/52] • First Aid Box (2) • Sleeping Quarters
1 Boomer Gate
Entity: Raquel Magazine [Unarmed] 5 Nellis Men’s Barracks
This is the main entrance to the base, and two
Entity: Loyal [7/11] [1-9/52]
Boomers are patrolling, each armed with Missile The larger male barracks (adjacent to a tent
Entity: Jack Snow Globe [5/7] Launchers. You’re stopped here, and brought where there’s more mattresses to sleep on) has a
Entity: Pete • Area Is Locked to Pearl’s Barracks at the start of Side Quest: few snoozing Boomers, and some stuff to steal.
• Guns and Ammo Volare! Aside from the guard tower and gate The restroom has pure water to sip.
Entity: Argyll hut, there’s no items to find here (unless you’re
• Health, Chems, or Water • First Aid Box
Entity: Lindsay attacking the Boomers to collect their weapons).
• Highly Visible • Gun Cabinet Items (3)
Entity: Boomer 2 Pearl’s Barracks
• Interior Exploration • Footlocker Items (2)
Entity: Mini Boomer Mother Pearl is usually here, or on her rounds
• Lots O’ Caps • Magazine: Patriot’s Cookbook [Explosives] [7/12] [1/52]
Entity: Boomer Chef circling the Hangars. The restroom has pure
• Sleeping Quarters water to sip. The copy of Duck and Cover! is • Scrap Metal
Entity: Boomer
Munitions Manager • Wasteland Vegetation between the other books on the shelf above the • Sleeping Quarters
Grenade Rifle.
• Quest Item 6 Nellis Children’s Barracks
• First Aid Box
The kids who wander the base, and attempt
• Grenade Rifle and Ammo to play with you (Free Quest: Malleable Mini
• Skill Book: Duck and Cover! [Explosives] [1/3] [1/9] Boomer Minds) slumber here. The restroom has
pure water to sip.
356
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
TOC Training Factions & bestiary guns & gear Main Quests Side Quests Tour Appendices
Zone 1: Northwest Mountains Primary Locations • Zone 1: Secondary Locations • Zone 2: New Vegas Conurbation [Exterior Zones] Primary Locations.
Zone 2: Secondary Locations • Zone 2: Underground Access Entrances/Exits • Zone 2: New Vegas Conurbation [Interior Zones] Primary Locations.
Zone 2A: Westside • Zone 2A: Secondary Locations • Zone 2B: North Vegas Square • Zone 2B: Secondary Locations • Zone 2C: Freeside
Zone 2C: Secondary Locations • Zone 2D: New Vegas Strip • Zone 2D: Secondary Locations • Zone 2E: South Vegas Ruins • Zone 2E: Secondary Locations
Zone U2: New Vegas Sewers • Zone 3: Northeast Territories Primary Locations • Zone 3: Secondary Locations • Zone 4: Southwest Desert Primary Locations
Zone 4: Secondary Locations • Zone 5: Central Mountains Primary Locations • Zone 5: Secondary Locations
Zone 6: East Cliffs and South Rad Zone Primary Locations • Zone 6: Secondary Locations

• First Aid Box • Magazine: Today’s Ask her to think really hard about what she was doing the
Physician [Medicine]
15 Water Filtration System last time she saw him.
• Toy Box Items (7)
[15/19] [2/52] These two tents hold water purification
• BB Gun and Ammo • Quest Item: Note: Mr. Cuddles
equipment inside (which can’t be taken). There’s
• Sleeping Quarters Agree to look for the Teddy. Or ignore her.
• Baseball Bat a howitizer close by, and an abandoned (and
sealed) concrete air base building no longer in Ignore her.
7 Nellis Schoolhouse use. Expect a couple of Boomer Robot patrols Look for Mister Cuddles. He’s inside the Nellis
The Boomer Teacher is usually in here. Inside around here, too. Hangar [3.02] that Loyal and Jack work in,
her desk [Very Easy], there are more items.
16 Boomer Greenhouses among a stack of large containers (see [3.02],
• Magazine: Fixin’ Things [Repair] [12/27] [3/52] Location #5 for more information). When you
The greenhouses and cultivated Maize can’t be
• Magazine: Programmer’s Digest [Science] [11/23] [4/52] return to her, she asks if he’s been spotted. You
accessed.
• Magazine: Boxing Times [Unarmed] [7/11] [5/52] can:
• Campfire [28/109] • Sleeping Quarters
60 Tell her he’s dead. She runs off, crying.
8 Nellis Medical Station

speech
Northern Howitzer Defenses
17 This heartless act can be attempted with
Doctor Argyll runs this small hut, and currently or without the Teddy Bear.
has three injured Boomers thanks to the Ant North, Northeast, and Eastern Guard
18 19 20
• Boomer Infamy Gained!
infestation in the Array. Consult Side Quest: Towers
Volare! for your options on healing them. You can Give her Mister Cuddles if he’s been found. She’s very
These ramped towers offer sniping potential, and
be healed by the doctor if you’re well-liked. happy!
an early warning for the Boomers.
• Boomer Fame Gained!
• Healer: Argyll [19/31] Free Quest: Malleable Mini Boomer Minds
• First Aid Box Mini Boomers are playing around the Air Force
Free Quest: Missing a Few Missiles
• Food and Purified Water Base, close to Raquel’s Defenses. Speak to any Once you’ve proved your Ant-killing skills and
of them. completed Side Quest: Ant Misbehavin’, return
9 Loyal’s House to Raquel and ask if she’s got any further work
One of three corrugated sheds to the west of the One of them is a little girl. She’s excited to see a

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