Fallout new vegas kidnapping mission. Walkthrough Fallout: New Vegas

If Fallout 3 welcomes you into the post-apocalyptic world with open arms, then Fallout: New Vegas is its sarcastic and passive-aggressive cousin. All the events in the game are quite ambiguous, and in the course of the passage we have to make a lot of questionable decisions. The apogee of black humor and choices, among which there is no right option, becomes a single quest.

Quest setting


Looking at the huge statue of a dinosaur named Dinky and the broken "All Seats Taken" sign hanging in front of the city's only motel, you'd think Novak was the place to take a break before heading to New Vegas. After we visited Primm and Nipton - in cities where real chaos was going on, a rest would not hurt us. But everything changes when we meet Boone.

Boone is a former NCR sniper, a man who isolated himself from the outside world, both literally and figuratively. Every night he walks the usual route - to the statue and back. He guards Novak, and his observation post is located right in the mouth of the Dinky dinosaur. And on one of these nights, one of his neighbors sells his wife Clara into slavery.

During the Abduction quest, he decides to trust a stranger, that is, you, gives his beret and asks you to complete a simple task. He asks to find the person responsible for Clara's kidnapping, bring him to the statue of Dinky and put a red beret on him.

Passage of the quest

According to Abduction screenwriter Eric Fenshtermaker, this quest was one of the first to appear in Fallout: New Vegas. That is why it is so well designed, and its self-sufficient atmosphere, coupled with the Let's Fly quest, perfectly helps to demonstrate the new tone of Fallout: New Vegas. As Fenshtermaker says, "In this quest, you can easily kill any character in the city, for whatever reasons you are guided - just bring him to Boone."

You can blame local shop owner Cliff Briscoe, lure drug addict Nelay Noonan into a trap, or kill an ex. best friend Buna named Manny Vargas - all you need to do is open the dialog box and put a red beret on the selected victim. With such power, it is very easy to turn into a heartless killer who leads the locals to execution for no apparent reason.

However, the Novak investigation eventually leads us to Jenny Mae Crawford, the mayor of the city, who is somehow connected with the bill of sale for Boone's wife. “The bill of sale is quite an interesting document,” Fenshtermaker says. “The text of the contract was based on the text of real bills of sale that were used in the era before the Civil War. And if the players do decide to read it, they will find out that Boone's wife was pregnant, which is not mentioned anywhere else."

And it's very dramatic. Fenshtermeyker of the same opinion. He also emphasizes that "in a completely wild environment, this is not only a completely plausible situation that clearly illustrates the inhumanity and desperation that prevails in the city, but also a way to involve the player as much as possible in this world."

“The Fallout setting is so memorable thanks to a lot of references to the culture of the 50s, when light-hearted naivety was in vogue and no one even thought about the atrocities that sometimes occur in the game,” says Fenshtermaker. “And the more we convey that very atmosphere of naivety, the stronger the contrast with the terrible events will be.”

Regarding Jenny Mae as the prime suspect, Fenshtermaker says: "In order to figure out who is responsible for this quest, you need to carefully interview every inhabitant of the city to see if they are capable of selling a living person into slavery." Jenny Mae, judging by her answers and actions, is quite capable of such a step, and her motivation is reduced to the usual pettiness.

"I liked the idea of ​​a character who is friendly and polite on the surface, but who is actually driven by pride and self-doubt," Fenshtermaker says. “In the real world, such people will not deal with the offender face to face - it will be easier for them to write an anonymous insulting letter or spit in soup. But in a world where the concept of law is very vague, such people can sell the offender into slavery if they understand that nothing will happen to them.

Fallout: New Vegas draws a seemingly safe city with friendly and nice residents in front of the player. And it is very easy to believe in this illusion, especially after all the adventures that we went through on the way to Novak. That is why Boone's story seems so tragic, because it turns out that Novak has his own demons, and they are not as obvious as those with which we are used to fighting.
"Abduction" is a quest where a series of seemingly random trifles sooner or later leads to the death of some hero. And it depends only on you whose death it will be.

A quest that reveals the heart of the game.

If Fallout 3 welcomes you into the post-apocalyptic world with open arms, it's its sarcastic and passive-aggressive cousin. All the events in the game are quite ambiguous, and in the course of the passage we have to make a lot of questionable decisions. The apogee of black humor and choices, among which there is no right option, becomes a single quest.

Novak and its main attraction is a statue of a dinosaur.

Looking at the huge statue of a dinosaur named Dinky and the broken "All Seats Taken" sign hanging in front of the city's only motel, you'd think Novak was the place to take a break before heading to New Vegas. After we visited Primm and Nipton - in cities where real chaos was going on, a rest would not hurt us. But everything changes when we meet Boone.

Boone is a former NCR sniper, a man who isolated himself from the outside world, both literally and figuratively. Every night he walks the usual route - to the statue and back. He guards Novak, and his observation post is located right in the mouth of the Dinky dinosaur. And on one of these nights, one of his neighbors sells his wife Clara into slavery.

During the Abduction quest, he decides to trust a stranger, that is, you, gives his beret and asks you to complete a simple task. He asks to find the person responsible for Clara's kidnapping, bring him to the statue of Dinky and put a red beret on him.

Boone blows the brains out of one of the suspects.

According to Abduction screenwriter Eric Fenshtermaker, this quest was one of the first to appear in Fallout: New Vegas. That is why it is so well designed, and its self-sufficient atmosphere, coupled with the Let's Fly quest, perfectly helps to demonstrate the new tone of Fallout: New Vegas. As Fenshtermaker says, "In this quest, you can easily kill any character in the city, for whatever reasons you are guided - just bring him to Boone."

You can blame local shop owner Cliff Briscoe, lure drug addict Nelay Noonan into a trap, or kill Boone's former best friend Manny Vargas - all you have to do is open the dialogue window and put a red beret on the chosen victim. With such power, it is very easy to turn into a heartless killer who leads the locals to execution for no apparent reason.

A bill of sale effectively giving Caesar's Legion full rights to Clara Boone and her unborn child.

However, the Novak investigation eventually leads us to Jenny Mae Crawford, the mayor of the city, who is somehow connected with the bill of sale for Boone's wife. “The bill of sale is quite an interesting document,” Fenshtermaker says. “The text of the contract was based on the text of real bills of sale that were used in the era before the Civil War. And if the players do decide to read it, they will find out that Boone's wife was pregnant, which is not mentioned anywhere else."

And it's very dramatic. Fenshtermeyker of the same opinion. He also emphasizes that "in a completely wild environment, this is not only a completely plausible situation that clearly illustrates the inhumanity and desperation that prevails in the city, but also a way to involve the player as much as possible in this world."

Ranger Andy talks about Clara.

“The Fallout setting is so memorable thanks to a lot of references to the culture of the 50s, when light-hearted naivety was in vogue and no one even thought about the atrocities that sometimes occur in the game,” says Fenshtermaker. “And the more we convey that very atmosphere of naivety, the stronger the contrast with the terrible events will be.”

Regarding Jenny Mae as the prime suspect, Fenshtermaker says: "In order to figure out who is responsible for this quest, you need to carefully interview every inhabitant of the city to see if they are capable of selling a living person into slavery." Jenny Mae, judging by her answers and actions, is quite capable of such a step, and her motivation is reduced to the usual pettiness.

Jenny Mae Crawford, one of the many suspects.

"I liked the idea of ​​a character who is friendly and polite on the surface, but who is actually driven by pride and self-doubt," Fenshtermaker says. “In the real world, such people will not deal with the offender face to face - it will be easier for them to write an anonymous insulting letter or spit in soup. But in a world where the concept of law is very vague, such people can sell the offender into slavery if they understand that nothing will happen to them.

Fallout: New Vegas draws a seemingly safe city with friendly and nice residents in front of the player. And it is very easy to believe in this illusion, especially after all the adventures that we went through on the way to Novak. That is why Boone's story seems so tragic, because it turns out that Novak has his own demons, and they are not as obvious as those with which we are used to fighting.
"Abduction" is a quest where a series of seemingly random trifles sooner or later leads to the death of some hero. And it depends only on you whose death it will be.

Desperate adventurers have always been attracted by dark caves and deep dungeons, abandoned complexes and old military bases. Stuffing a backpack with valuable belongings is an integral part of any role play, and Fallout is no exception. But Mojave is not only rich in creepy locations. The New Vegas Tower, a kind of post-nuclear Isengard, beckons with its grandeur during the day and neon lights at night. And everyone dreams of getting there: to hit the jackpot or to leave with empty pockets.

Most recently, we got to know the small peoples of the Wasteland, helped the NCR and built up muscles for our favorite character. Isn't it time to change your battered bulletproof vest for an elegant suit or evening dress and go to the heart of the world? gambling- shining bright colors New Vegas? However, do not rush to hang a gun on the wall - an excursion to the civilized world does not mean at all that there will not be a dirty job there ...


Before we visit the most glamorous city in the Wasteland, we'll do a little work as a city philanthropist. Say boring? Far from it. And in a huge metropolis, and in a godforsaken village, there are many quests and curious discoveries. The locals are not proud - they immediately call for help, just have time to help them out!

A tale of a bandit town...

...where the power can be both a robot and an escaped prisoner

To the south of the starting village of Goodsprings is Primm. This is not the most hospitable place in the Mojave - bandits are clustered in the square, and the remnants of an adequate population hold the line at the Vikki and Vance casino. There is a considerable NKR post a stone's throw from here, but they only shrug their hands - you see, they can't disperse a dozen ragamuffins.

This is interesting: Primm exists in reality, in the state of Nevada. It also has the Primm Valley Casino and the Buffalo Bill Casino Hotel, prototypes of gaming buildings - the Vicky and Vance Casino and the Bison Steve Hotel.

Protectron patrols the casino around the clock. The stupid tin can't guess that there's nothing left to guard.

City that I like(Johnson Nash or Deputy Beagle). A gang of bandits settled in the Bison Steve Hotel - they killed the sheriff and captured his assistant. First, we eliminate all the bombers in the district and free the unlucky trainee. And then three forks - we are going to choose a new sheriff, and this choice will affect how the residents of the city will treat us.

    Primm-Slim. The Protectron works as a guide at the Vikki and Vance casino - he can be reprogrammed (science 35) to work as a sheriff. Beagle will be dissatisfied with this, because he will lose his position.

    On a note: The protectron can be processed using three nuclear batteries of four conductors. Only in this scenario, the Beagle will remain an assistant.

    Myers. Former Sheriff Primm is chilling in the NKR Correctional Facility. If you are "the man" for the demolition, they will let you into the base without further ado. Myers agrees, but asks for a pardon from the NCR. We run to the Mojave outpost and convince the major (Speech 30). We return already to Primm - Myers is there. The residents are happy with the sheriff and start leaving the casino, discounts are waiting for you in the store, the Beagle gets paid.

    NCR Sgt. The city can be given under the jurisdiction of the NCR. We go to Lieutenant Hayes, he complains about the lack of reinforcements. The path lies to the Mojave outpost - we convince the major (barter 20) and return. Result: the townspeople are unhappy with the taxes, the prices of goods rise, the Beagle is fired anyway.

There are several unmarked quests associated with Primm. On the way to the city (if you go from Goodsprings) in Primm you will meet Barton Thorn and ask save the girl from the paws of geckos. Having eliminated the danger, instead of gratitude, we will receive a hail of bullets. After killing the unfortunate quest giver, search the cache on the edge of the cliff - there is ammunition and experience for disarming traps.

If you examine the broken window in the Vikki and Vance casino, you will see that Vance's weapon gone. Tell Primm-Slim about it (Science 50). A note will appear in the journal with a hint that you should stomp to the Westside. To the east of this area stands a lone hut made of iron sheets. Inside we are waiting for a criminal couple Sammy and Pauline. We speak with the girl, press with eloquence (55), then we ask Sammy for the key to the safe where the weapon lies. It can be opened without a key (hack 100).

On a note: the reward for the quest is a unique submachine gun. It will no longer be possible to return it to the casino window, it becomes your property.

star fever

While wandering the Mojave, you will occasionally come across star-studded sasparilla lids. At some point, someone Malcolm Holmes will catch up with you and tell the story of a mysterious treasure and that it will go to the one who collects fifty of these caps. If you kill a wanderer, you will immediately receive six caps with a star. There is a 5% chance of getting a Star by quenching your thirst with Sunset Sasparilla. There are two quests associated with collecting these caps, and for completing them we will receive a Steam achievement.

On a note: not far from Nipton you will meet Thomas and Jacklyn shooting at each other. You can stand up for one of them. If you follow the path of justice, then it is better to kill Jacklyn (she wanted to rob Thomas). If you show eloquence in a conversation with a kid, you will receive experience and seven caps with a star.

    legend of the star(Festus). In the Sunset Sasparilla factory shop, on the left at the entrance, there is a machine with a clockwork doll. You can play with her in the "horseshoe of luck" (a chance to win one cap with a star) or listen interesting stories. If we ask to tell about the stars, the task is activated. It remains to collect enough covers and lower them into the slot. Festus tells the story of the origin of the drink, and ... that's it. The quest failed (apparently, a localization bug - the task is displayed in the journal as completed).

    Priceless Lesson(Festus). We ask the puppet for a normal reward - we get a tip to the secret room. We go there and find the corpse of Alain Marx - another hunter of legendary riches. There you can also find 319 Sunset Sasparilla badges (of no value) and a unique Pew-Pew laser pistol. We take away the holographic recording, and the quest ends.

Shop - in the belly of a dinosaur ...

...and the fate of the inhabitants is in the hands of the courier

Burn with a blue flame, vile lizard!

In the southeast, at the crossroads of trade routes, there is a quiet town Novak. This is a kind of "zone of neutrality" - no grouping is in charge here and it does not matter what you are wearing. The city has a cozy hotel (you can rent a room and use it to store your valuables - all things will be safe and will not disappear anywhere) and an exotic souvenir shop. The external idyll is deceptive: even the background music in Novak beats off with an alarming rhythm, loudly hinting that not everything is in order here.

This is interesting: The city's name comes from a hotel sign that says "No Vacancy". Some of the letters have fallen off, and now the inscription reads nothing more than “No Vac”.

kidnapping(Craig Boone). At night, "in the mouth of a dinosaur" is on duty sniper Boone. He will ask (if we do not have a bad reputation in the NCR) to find out the details of the disappearance of his wife. Look for evidence in the hotel (Nelai Noonan will point to it). Wait for the night and open the floor safe - so you will find out who is behind everything. All that remains is to invite the chosen person (it’s better to do justice and hand over the real traitor to Boone) for a night walk to the dinosaur statue and give the sniper a signal ... Reward: takes the 1st reconnaissance battalion (+1 to perception, + 5% critical damage).

In the old rocket complex, you can not only get an intricate quest, but also crumble the ghouls into an avant-garde salad.

Let's fly(Manny Vargas). Ghouls have settled on the training ground near Novak, and our task is to get them out of there. We make our way inside the complex and get acquainted with the ideological mastermind of the ghouls - Jason Bright. He talks about space travel and asks us to drive the shadows out of the basement. You can negotiate with the mutants: take a stealth fight (the shadows are initially hostile) and find their leader, Davison, in one of the rooms. If you haven't killed any of the mutants, he will agree to talk (otherwise he will attack) and tell you that the shadows will leave if you help them find a batch of stealth fights. We need a computer, but the ghoul Harland sits in this room and kills everyone who takes even a step forward. He'll leave if we find his girlfriend. Without catching the eyes of the mutants, we run down, unlock the door of the prison (the key lies on the table in one of the rooms) and in one of the compartments we find the corpse of a girl. We return to Harland - he leaves the Vault. From the entry in the terminal we learn that there are no containers with stealth-boys, we run to Davison, he is upset, but takes his squad away. It remains to report on the success of Bright and follow him to the basement. Preparations for the launch of the missiles are complete, only the isotope and the thrust control module are missing. We buy the module at Mother Gibson's junkyard, and the isotope is located in three places at once to choose from - near Clark Field (on the corpse of Mr. RADical), at the Dinosaur store (in Novak) or at the REPCONN headquarters (in the form of souvenir rockets) . We take the details to Chris and tell him that the ghouls do not take him on a trip. It is better to dissuade him from revenge (eloquence is not required) and go up to the observation deck to launch rockets. You can do this (science 55) to make the rockets collide on launch (loss of karma) or to make the ghouls land closer to their target (good karma and increased reputation in Novak). For completing the quest, we get experience, good fame and the achievement of the same name on Steam.

Welcome to the City of Kings...

...as well as killers, thugs and one sex bot

Children are not to be offended. No matter how hard you try, you won't be able to damage this boy.

This includes those from whom Miss Luck turned her back while playing in elite casinos. Here, in any nook and cranny, an armed bandit can lurk. Those who have nowhere else to go gather here. If you've seen something like this before, you've been to Freeside.

The unofficial owner of the city is the King with his gang. You can get one, but a voluminous task from him. Here is the headquarters of the Followers of the Apocalypse - one has only to look into the old Mormon fort. You can get hold of quests at the Atomic Cowboy casino and the Silver Rush weapons store.

soldier blues(King). " Godfather» City offers a series of errands. The first is to expose the overly lucky guard. We run to the north gate and hire a prominent type named Orris. When he (allegedly) kills the thugs, flash your intelligence (6 or higher) and then rip off the covers (barter 50). Just do not shoot the "dead" bandits, otherwise the bodyguard will become hostile.

The King's second request is to find out who attacked his people. We ask the victims and return. Now our employer wants to find out what wind brought the military from the NKR to these parts. Julie Farkas will direct us to the squatter camp, to Elizabeth. This place is guarded, if you've visited Julie, the guards can be convinced with eloquence. Alternative: extract the password from one of the missionaries. The first one will ask you to take a test on knowledge of the history of the NKR (answers - Tandy, Shady Sands, two-headed bear), and in case of failure, he will sell keyword for a hundred caps (barter 70), the second is enough eloquence 70. In a conversation with Miss Kieren, ask why they do not feed the locals. Peyser will intercept you - do not demand caps from him, otherwise the conflict will not be resolved peacefully. During a conversation with the King, you will be informed of a shootout near railway. We go there (remove weapons and lower your hands by pressing R by default) and talk to Elizabeth. Peyser's skin is saved, it remains only to return for a reward.

On a note: The king promises to fulfill one of our requests to choose from: free access to the Strip, money or joining a gang. Do not rush to choose. It’s better to ask for an end to the war with the NCR in the “King’s Gambit” story mission - this is the only way to settle the situation bloodlessly, without killing Peyser.

The king is a respected man, but he does not look at all intelligent.

It's about time(Julie Farkas). The head of the Followers asks for help for two drug addicts - mechanic Bill Ronte and chemist Jacob Hoff. A conversation with the poor fellows will point to the merchant Dixon - talk to him "heart to heart" (eloquence 35). Cheer up Bill and Jacob kind word(Speech 50) and return to the old Mormon fort for experience. Julie will now be able to supply you with one of the medicines of your choice once a day.

From the Followers of the Apocalypse, you can get hold of an unmarked assignment. Julie complains about the lack of medicines - we will help her arrange supplies. It is useless to go to Mick and Ralph, to the Red Caravan too, the only solution is to negotiate with the Garrets from Atomic Cowboy. We speak with James, then we return to Julie, we tell the Garretts about the consent of the Followers (we get fame in Freeside) and again we run to please Miss Farkas (the glory of Freeside and the Followers).

On a note: to join the ranks of the Followers, it is not enough to complete these quests. Help Julie with medicines (detoxin, honey-X, antiradin are taken) until you earn the fame of an "idol". By joining their ranks, you will receive a lab coat (medicine +10; science +10) and keys to the secret apartment.

Atomic Tango(James Garrett). At the Atomic Cowboy casino, we will be asked to recruit unusual workers for intimate services. Where to look for?

Cowboy Ghoul:

    Beatrix Russell. Lives in a Mormon fort. Negotiated with barter (35), eloquence (35), or a bottle of absinthe.

Krasnobay (two candidates to choose from):

    Santiago. Sits behind Mick and Ralph's shop. Agrees without any checks.

    Old Ben. Hanging around near the entrance to the Strip. Persuade with Speech (50) or Black Widow (Convinced Bachelor).

Sex bot:

    Fisto. Search the Sirulien Robotics factory. Hack into the terminal and download the program (science 52 or a boot disk bought from Mick and Ralph's shop). The mechanism can be tested personally, regardless of what gender your character is.

Old women do not approve of love acts with mechanisms. But they still attack, regardless of whether "tested
Wali" are we a sex bot or not.

Collector(Francine Garret). The manager of the Atomic Cowboy offers a job as a "tax inspector" and asks to knock out the covers from her debtors. Santiago will part with the money if he is hit or eloquent (50). If he was recruited during the Atomic Tango mission, the Garretts will simply deduct the debt from his salary. Gul Greks will give caps for nothing or if you beat him, and with eloquence of 40 and 60 you can demand even more caps and clothes from him. With Lady Jane, flash your Perception (7) or use the Cherchet-la-Fame (The Wifekiller) feature and she will pay all at once. Or you can visit Brock Cave - anyway, there is a collectible rifle "Ratslayer" there. Our last client (Frencine will tell you about him after we rip off previous debtors) is Caleb McCaffery. Convince him (Speech 40) and he will leave. For the quest, we get experience, caps, Freeside glory and the key to the room in the Atomic Cowboy from the Garrets.

Two of a Kind(Gloria Van Graff). First, we will work as a Silver Rush security guard: we drive the first buyer away, let the second pass after the search, convince the third with eloquence (65) and let us in, try to search the fourth and kill, Peyser can simply be sent off. Now let's become a courier - when transferring the package, be eloquent (75) and get caps. Next is the saddest moment of the task: Jean-Baptiste asks to bring him Cass, your potential companion, and after the “conversation” she will die, because if we intercede for her, the quest will fail. The last stage of the mission: a deal with legionnaires. In order not to spoil relations with the Legion or the NCR (the gathering will end in an epic massacre), just stand aside, and when everything is over, take the reward from Gloria - Van Graff combat armor, caps and experience.

On a note: in order not to fail any task, first complete Cass's personal quest "Paying the Bills", and choose its peaceful outcome, with the search for evidence against the Van Graffs, and not their murder.

Thieves' weekdays

Looking at Steam's global achievement stats, you'll notice that only 1% of players have earned the Pickpocket medal. Why such a dislike for the ancient profession - to lighten the pockets of onlookers? The thief has two troubles: for a successful theft, "stealth" must be developed, and this occupation itself entails the loss of karma.

Scoundrels like Benny, and rob is not a sin.

There are a few tricks to this case. If it is forbidden to rob civilians, and you can’t get close to enemies, steal from potential enemies. Vault 3 devils, bombers, negative NPCs - these are our clients.

Recon armor (+5) and the Phantom magazine (+20 if the Educated trait is taken) provide an increase in stealth - this will increase the chances of a successful theft. It is easier to steal some small thing than a rifle or armor, but do not steal items with zero value (cartridge cases, notes) - this will not even count as theft.

And most importantly - you should not rob fifty pockets (as they say in the description of the achievement). You can rob one NPC fifty times, dragging one cartridge at a time.

From the life of a scarlet caravane...

... or On the economic disassembly of post-nuclear enterprises

In the central lands of the Mojave, not far from the starry New Vegas, the headquarters of the Red Caravan Company is located. The head of this business, Alice McLafferty, strives for a monopoly in the private trucking market and for this purpose does not disdain anything. She pays generously and gives clear directions. We have a good gun and persuasion skills. Why not help?

Do not stand in the way of the master of energy weapons, otherwise you will only have a wet spot. This is it.

Can you rely on me(Alice McLafferty). A series of courier and espionage assignments. After we take the package to Hildern, Alice will give three more tasks. First we convince Cass (Barter 50 or 75, or Speech 50 or 75) to sell all the rights to her caravan, then we make Henry Jamieson quit his job (Speech 50). In the end, we will penetrate the factory to the Gunsmiths and steal the blueprints. We wait for the guards to leave, slip into the territory (hack 50) and go into the building. You can wait for all the workers to go to sleep and then enter the workshop and download the data from the terminal, or activate the stealth fight to pick up the blueprints right there. The reward for each of the three stages of the quest is 500 caps, and at the end, experience and glory with the NCR.

On a note: if during the penetration into the headquarters of the "Armorers" you leave a legacy somewhere, Alice will cut your salary to four hundred caps.

Pressing(Alice McLafferty). Someone started paying with fake caps, and the director of the company doesn't like it. We are waiting for a tour of the headquarters of "Sunset Sasparilla". Nothing complicated: we disable the press for the production of lids, shooting lonely security robots along the way. Reward: 500 caps, some experience and fame with the NCR.

New Vegas independent neighborhoods...

...where the hunter here will get what he deserves... and on the head

Someone will offer us mountains of gold, someone will offer the keys to the apartment
shooting galleries where the money is, but Red Lucy went even further
She, offering as a reward ... himself.

To the west of New Vegas is the peaceful Westside. The only task is lying literally under your feet - find the hatch to the underground location "Thorn" and meet the local caretaker of the arena. You will be offered to fight or place bets, but if you want to get a decent reward, offer your help and be ready to run around and shoot a lot.

Take all(Red Lucy). You are a hunter, your goal is the eggs of the most dangerous mutants in the Mojave. The caretaker will alternately offer to bring clutches of praying mantis eggs, radscorpions, fire geckos, casadors, night hunters and death claws. Intricate passages are not provided - we go along the marker, kill the predators, pick up the eggs. For each task completed, Lucy will throw caps, cartridges, and sometimes weapons. To increase the cash prize, use barter (50, 60, 70, 80, 90 and 100 respectively). Against the deathclaws, use a heavier weapon - a grenade launcher or a large-caliber sniper rifle. If you go through the Dead Wind Cave - grab anti-personnel mines. At the end of the quest, the red fury will give us a unique shotgun "Dinner Bell" and offer to "share all the riches of Thorn."

Hunting big game? Then grab the appropriate gun.

On a note: those eggs that you previously collected during the course of the adventure will not be suitable for completing these tasks. In any case, you should stomp on the marked locations and take the "laying eggs" item.

North of the Strip is North Vegas Square. This is an independent region, and there is a place for everyone, as long as they behave peacefully and do not brandish a gun.

Someone should look after(Crandon). The city guard invites us (eloquence 45) to restore order in the region. Let's start by driving off (Speech 45) the squatters. The next step is to go down into the northern sewer and scare (Speech 65) a gang of troublemakers. In conclusion, we will go to the Hostetler house - there we will be asked to follow the girl Alice and find out about her new acquaintances. We go to Jules, then to the "Gray Building", we deceive (eloquence 70) the thug, unlock Andy's room (hacking 50, loss of karma) and find a note in it. At the exit you will be intercepted by a ghoul - do not attack him, calmly leave. Alice will find you at the Hostetler's house. To peacefully resolve a family conflict, first show an eloquence of 70, then an intelligence of 7, and then choose the phrase "Give them a chance." We get caps from Mrs. Hostetler (if the barter is 65 - even more caps).

I'm a legend!

Mojave is not only a land of intricate quests and interesting locations. It is also a nature reserve, where a lot of living creatures live. A hunter lives in the soul of each of us, but not everyone is able to find and defeat the "legendary" representatives of the species. Where to look for these unique specimens?

This is how legends die in the Mojave.

    Fire gecko legend(Fire Route Cave). You can kill from afar from a hill, like the whole flock, just don’t fall down by negligence, the damage of the “legend” - God forbid everyone.

    Night hunter legend(Bloodbourne Cave). Put on stronger armor and arm yourself with a rapid-fire cannon. Help Boone and ED-E on the team. You can pre-mined the passage and lure out the legendary mutant there.

    Casador legend(Silver Peak Mine). Flies in the mine, almost under the ceiling. Quite passive, you can shoot him from afar without harm to health. When hunting, take long-range companions and a good rifle (laser or sniper).

    Deathclaw Legend(Dead Wind Cave). The most dangerous monster in the Mojave. Arm yourself with a grenade launcher, mines and a rifle with armor-piercing cartridges. Don't let the monster get close - it will kill you in one fell swoop. Mine the passages, shoot from a grenade launcher or a rifle and quickly hide - the monster is not vindictive, it will not run after you to the other end of the cave.

Clan battles, casino wars...

... if suddenly a quest is thrown here, we won't care

The New Vegas Star Strip is our next stop. The legislative power in the city belongs to the mysterious Mr. House, the executive power belongs to the triumvirate of clans: Omerta, the Chairmen (led by Benny), the White Glove. At first glance, these are solid societies, but each has an trump card up its sleeve and spiders in its closet.

To begin with, this very Vegas should be penetrated. The gates of the Strip are guarded by securitrons that let only the rich (shake a bag with 2000 lids in front of the robot - the path is open), tricksters (buy a passport in Mick and Ralph's store), scientists (science 80) and strong men (kill the robots and take the keys).

On a note: if you have a high reputation with the NCR or Craig Boone on the team, you can take the monorail at Camp McCarran and drive to the Las Vegas Boulevard station on the Strip.

The mafia has its own laws and traditions. Traitors are always killed with a sawn-off shotgun.

goodbye love(Joana or Carlitos). A seductive girl will meet you in the courtyard of the Gomorrah casino. Charm her three times (Speech 25, 50 and 75) and go into the room with a cozy bed. If you notice that she has health problems (medicine 50), she will tell the story of her love. Her male is hiding in Vault 21. Let's help the hearts in love reunite. We cruise between the Gomorrah and the Sanctuary until Carlitos tells us about the escape plan. We go to Freeside, enlist the support of two friends and return to Joan. At midnight (not before), tell her you're ready to run, then escort her and her girlfriends to the gates of the Strip. After the meeting of two lovers, the Omerta thugs will roll up - convince them with a kind word (eloquence 75 and 85) or intimidate them (strength 8 and 9). Reward: experience and an increase in karma (if you didn’t take the money).

How little we know(Joana). Before leaving with her lover, Joan will tell that Cacino is up to something against Mr. House. We go to Gomorrah, if the “scary person” feature is taken, we are rude to the guard and we find Cachino. The conversation will bring nothing, so we steal a diary from him directly from his pockets (karma does not decrease). This compromising material can be returned to him or sold to the bosses of Omerta. The second option does not suit us, because at the end of the mission we lose reputation on the Strip. We return the diary to the owner and get the task - to dissuade Troika and Klanden from cooperating with Big Sal and Nero. Clanden does not want to split; steal the key from him, and in the room behind the closet, open the safe where the notes are. Give him the evidence in exchange for the covers and the promise to leave the Strip. Have Troika tell the story of the girl's murder (Medicine 30) and then steal proof from Big Sal's office that it was all a fabrication. Then ask Troika (Speech 70) to destroy the weapon. Exit the casino, then return to Cacino. The hour of death of the two bosses of Omerta has come. Ask what dirty trick the family is up to (Speech 80) and signal Cacino. Big Sal will fall immediately, finish off Nero with your fists or with a pistol. The quest is complete, we get good fame on the Strip, and Cacino can give us 50 chips to play in the casino.

Surprisingly, it is easiest to calm down a person with a machine gun with fists.

On a note: it is not at all necessary to complete tasks related to Troika. In order for Cacino to decide to oppose the bosses, it is enough to tell him that Clanden has left the city.

When the moon rises over the tower(Emily Ortal). When you first exit the Lucky 38 casino (whether you talked to House or not), you will be intercepted by a representative of the Followers of the Apocalypse and asked to plant a bug on the access point of the Lucky 38 network. We put a bug and return. Reward: Good fame with the Followers.

Revenge(Walter Phoebus). Near the Las Vegas Boulevard station, a couple of elderly farmers are walking. Talk to Walter (perception 7 can be manifested). He wants to take revenge on Heck Gunderson, his competitor. To resolve the conflict peacefully, talk to Ethel Phoebus. Then convince Walter (Speech 75) that he won't do much good with vengeance. Quest completed.

It is important: take this quest before completing the Gourmet Food quest. Otherwise, you simply will not find farmers.

gourmet food(Heck Gunderson). Quest in the best traditions of Hitman, with investigations and freedom in decision-making. In "Ultra-Lux" you will meet a sad cattle dealer. He lost his son, our goal is to find him and bring him to his father. There are many ways to complete the task, below is the one where we will get more benefit for ourselves and society.

Here's an ungrateful little one! They just saved him from death, and he rubs me about some devils.

We go to the restaurant "Gourmet", we talk with Marjorie about the disappearance of Ted (do not lie to her that you also eat people - you will lose your reputation). Now we go to Mortimer, deceive him (eloquence 62), pretend to agree to fulfill the request and get the keys to the investigator's room. The detective is already dead, search him and take the matches. We will be attacked by a couple of White Glove members - kill them without attracting attention. Come to the steam room at four o'clock in the afternoon. Chauncey will talk about Mortimer's plan, but at the end of the conversation, he will be killed by an assassin. Deal with the killer and go to Marjorie - she will give you access to the closed section of the club. We go to the kitchen, convince the guard (eloquence 55), and force the cook to leave (medicine 55). We prepare a dish (survival 75 or intellect 6 + Philip's recipe) and mix chemicals into the wine (you need honey-X). Exactly at seven o'clock we call the waiter on the intercom. It remains to release Ted from the refrigerator and lead him to the White Glove banquet. In order not to catch the eye of the guards, sit down and quietly sneak behind Mortimer. As soon as he finishes his speech, we quickly run up to him (Ted runs after you) and say that the club members ate ordinary meat, not human flesh. In the same way, we get back and take Ted to his father. Lie to the old man that you don't know about the kidnappers, or be eloquent (35) - get good fame in the White Glove (applies to the entire Strip) and 500 caps.

On a note: don't forget to take off your formal clothes from Chauncey's body. It is this outfit that Veronica, one of your possible companions, wants to get. For this, she will teach you the "reception of the scribe."

Wait until the cannibal finishes his speech, and only then leave the shelter to expose the villain.

Talents, call out!(Tommy Torini). The Tops Casino is home to the Ace Theatre, so you can offer the local manager assistance in selecting actors. Flash Barter in conversation (50) and you will be rewarded with 5% of the profit from each actor, instead of the original 3%. For each person we will be given caps and the glory of the Strip. At the end, Steam gives us the achievement of the same name.

    Billy Knight. It stands near the gates of the Strip. Agrees for nothing, but you can reason with him (barter 25) so that he knows the value of his work.

    Hadrian. Languishing in "Atomic Cowboy". Convince Garrett to break the contract with him. Flash Barter (50), Speech (50), or the Scary Man Trait when talking to James. Make the ghoul happy and return to Torini.

    Bruce Isaac. Hiding in Novak. Do not lie or threaten - listen to the story and give the business card, he will immediately agree.

    Lawnsem Drifter. Sitting by the fire next to the location "Dry Lake Eldorado". Listen to the story of his life, then ask for payment for your labors (barter 50) - get a unique revolver "Mysterious Magnum".

On a note: there is an unmarked quest in Vault 21. Sarah lacks Vault leather suits - for the clothes she finds, she will reward caps and the glory of the Strip. If you flash barter (65) - you can bring bomber suits to her.

Source of inspiration(Michael Angelo). An artist works in the workshop (near Vault 21 and the NKR embassy). Note (medicine 55) that he is afraid to leave his house. Michael will ask you to take pictures of five interesting places in the Mojave - they are all marked on the map. It is not necessary that the entire structure be included in the frame. Distance doesn't matter either. Reward: caps and Streep's good credit.

Even during the day, casino signs lure crowds of onlookers and wealthy visitors with their lights.

However, becoming a millionaire, methodically ripping off the casino, will not work. As soon as we win too much, we will be politely asked not to play anymore, and when we become persona non grata in all gaming establishments, Steam will reward us with an achievement. Consider the "greed level" of all casinos:

    Vikki and Vance(Primm) - 2500 caps.

    Atomic cowboy(Freeside) - 5000.

    Gomorrah(Strip) - 9000.

    Tops(Strip) - 10000.

    Ultra-Lux(Strip) - 15000.

There are three popular games in New Vegas casinos: roulette, blackjack, and one-armed bandit. If you are not a gambler, but want to quickly get an achievement, play blackjack. Here, unlike other games, not everything depends only on luck.

Always play at the maximum bet (it's already ridiculous - only two hundred chips), make sure not to exceed the amount of 21 points (it's better not to risk and lose). If after the distribution the sum of your cards is 8-11 - feel free to double the bet.

On a note: despite the limit, there is a way to earn a lot more money. Buy more chips and play on slot machines, until three sevens (or their equivalent) fall out, you will hit the jackpot, although you will not receive incentive gifts from the casino administrator.



War... war never changes... and never ends.

Developers continue to release add-ons, and players are looking forward to Russian voice acting. This means that our wanderings are not over yet - there will still be many reasons to both try out new adventures and relive the past more than once.

Novak is a small fictional town east of Goodsprings. The next stage of the main story quest "Investigation" leads us there.

Once Novak was one of the "traveler's rest stops" - a motel, a gas station, a souvenir shop. Now peaceful vacationers have moved into the category of everyday legends. Although we can get a room key or just rent it (although the first option is preferable in terms of acquiring additional storage) and skimp in the shop. And even look at the world from the height of the tyrannosaurus mouth.

What is the fastest way to get to Novak? We leave for the NCR Correctional Facility in the north of Primm. From there, further east leads a highway passing through Hidden Valley (we are sent there, in particular, during the quest " ED-E my love"). There are four exits from Hidden Valley, we choose the eastern one, then the road will turn south. There will be rad scorpions along the way, but they are slow, so you can just run past them. The path will take you north of the HELIOS One power plant. Turn south and you will enter Nowak.

Investigation (They Went That-a-Way)


So, all that we managed to find out in Nipton was that the prisoners who survived in Nipton were taken towards Novak. Let's go to Novak.

We should get another tip on the trail of the Great Khans from retired NCR ranger Manny Vargas. He sits in an exotic place - with a tyrannosaurus Dinky in his mouth. We ask him a question - and he willingly agrees to answer ... if we complete the "Let's fly" quest.

Traditionally, you can get the information you need in several different ways. For example, just do the required quest. If agreeing with all the NPCs we meet does not attract us, we can break into Manny's house and get information manually (we won't even be fined for hacking a computer). If at the very beginning of your journey you were preoccupied with the Convinced Bachelor perk, express sympathy for Manny, hint at underestimating him - and he is all yours with all the information available.

You can sneak up and steal the film from Manny's pocket. Finally, you can just kill the pensioner and rummage through his pockets slowly. However, these actions make it impossible for us to complete the Let's Fly quest, and we want to get our own apartments from a tyrannosaurus rex under the wing ...

Continuation of the passage of the quest - in the section on. This is where the nomads went.

Let's Fly (Come Fly With Me)


In order for Manny Vargas to feel good about us and share information, we volunteer to help him solve the problem with the ghouls at the REPCONN training ground. This landfill is located to the west of the city. But before you go there, we advise you to linger in the carcass of a tyrannosaurus rex and buy a Rocket souvenir from the merchant (or take it for free). Come in handy.

What to do inside - we will immediately be informed by a voice from above, or rather, from the intercom. We will be asked to go upstairs for a serious conversation. A man who considers himself a ghoul will tell us a touching story: a group of intelligent ghouls want to leave these inhospitable lands, they have rockets and spacesuits, they have a vision of the Beautiful Far Away. They only lack the ability to kill all the shadows and wild ghouls. to finish the job and go on a long journey.

At this point, we can take the shortest route: just exterminate everyone we see. The quest, of course, will fail, but Manny will accept the clearing of the landfill and willingly give us the required information. Is it worth it if we can get what we want in other ways without sacrificing a portion of our reputation?

We're going to clean up. After a while, we stumble upon the leader of the shadows, Davison. He worships the skull of a Brahmin, calling him Bogorog. He will not be aggressive towards us if you do not touch the skull and do not kill the shadows before meeting him. But if Craig Boone is with us, the conversation will not work.

Davison reveals that the shadows came here for a batch of stealth fights he found mentioned on the ledger. However, it was not possible to get to the devices: one of the ghouls, Harland, dug in in a room with a computer and kills everyone who tries to enter there. In the computer - information about where the stealth-boys are located. Davison locked the ghoul room to keep the shadows from continuing their suicidal attempts to get information.

Agreeing to help Davison, we get the key and go to the room with the computer. The ghoul entrenched in it agrees to leave the premises if we find his girlfriend. She is in prison, the key to the cell is with the super mutant jailer. If we do not want to shed his blood, the key can be taken from the table in the room in the north (see map). Unfortunately the girl is dead. We can take her corpse with us, but they will take our word for it.

If we want to settle the whole situation peacefully, then the sequence of actions should be as follows:

  • We try not to kill the shadows. We go around all interested parties, we enlist their consent.
  • We go to prison, find Harland's girlfriend, bring him the sad news.
  • Harland leaves, we go up to the terminal on the second level and find out that the stealth boys went back to RobCo before the war.
  • We inform Davison about the futility of his search, he takes away the shadows.
  • We report to Jason Bright that the landfill is free.

If the super mutants still fell from our hands, Davison will not mix things up with us, instead he will pounce. Then the entrance to Harland's room will have to be hacked. Harland himself can be bypassed in stealth or also killed. Be careful with traps, the room is full of them!

Harland himself is dressed in a very rare costume that gives +5 to barter. If we want to get hold of the clothes of a peddler, there are several options. Kill (Harland easily turns into aggression if we encounter fatal ghouls along the way) and remove from the corpse. Steal when Harland changes into a spacesuit (to do this, run out of the laboratory in front of him and wait for him at any sliding door, and then quickly loot when he stops). Finally, wait, suddenly he runs into some of the shadows, and then clean the corpse.

If we comply with Davison and Harland's demands. We get an additional 200 experience. If Harland falls by our hand, the increase will be only 100 points. In any case, the first goal is reached, the range is cleared of shadows, and the ghouls rush to the missiles. Our mission is far from over. We follow them.

Bright tells us about a human technician named Chris who joined the ghouls. He's busy fixing rockets, but he doesn't have enough spare parts. Chris asks to get thrust control modules and isotopes to activate the fuel. Who will help him if not us?

At this stage, you can prepare a serious dirty trick for astronaut ghouls. If you have Speech skill 50 or the Black Widow perk, you can start a conversation about why Chris does not climb to repair rockets in radiation zones and what he did before he joined the ghouls. During the conversation, he realizes that he was deceived, and plans to explode the missiles. He will ask us to bring him sugar bombs (sold at any kiosk). If the death of ghouls is not included in our plans, we can persuade him not to take revenge on the settlers, but to go to the people, to Novak. If this conversation is not successful, you can return to it later.

So, we have to get two types of spare parts. Let's start with isotopes. If we took a souvenir "Rocket" with us, we can immediately ask about fuel in a conversation. We will be confirmed that the liquid in the "Rocket" is quite suitable. We go to the trader Cliff and buy the key to the pantry with souvenirs at a price depending on our Barter skill. We rake up as many rockets as we can carry: five are enough for the quest, the rest will be useless cargo, but you can successfully dump them with kids at Nellis airbase: there are a lot of kids there, and each gift will give us karma and reputation. And you can compensate for the costs by collecting dinosaur figurines here and selling them without leaving the store. Finally, the warehouse can simply be hacked into by waiting for Cliff to go to sleep. In doing so, we will lose part of the karma.

If we have not agreed with the merchant, you can get hold of rockets with isotopes at the REPCONN headquarters. In the first hall of the museum we are looking for a locked warehouse door.

Finally, from the REPCONN test site (a ladder takes us there directly from the rocket bunker) we get to Clark Field. After a little poking around the neighborhood, we find a marauder bitten by geckos (apparently) in a suit of anti-radiation protection (yellow, it can be clearly seen from afar). In addition to a useful suit, he has a solid supply of fuel, a police baton, and a very funny diary. From it, in particular, we learn that he bought a radioactive isotope from Mother Gibson. And for what purpose... Another anthem of human stupidity.

We need Mother Gibson to get the tie rods, there is nowhere else to get them. One thrust costs 500 caps, a little expensive. A high Speech or Barter skill will help you get a serious discount. But if your hero has the Woman Killer perk, you can beg for modules for free!

Finally, there is an option to steal them from the box in Mom's house (Hack 50). She has the key with her, and if we sew on the old woman, then we will also get the unique Big Boom shotgun. But it should be noted that we need Mother alive for the ED-E quest (don't forget to take it with us when we go to communicate with Mother) and get a new brain for Rex if we want to increase his damage!

Having collected everything you need, we return to Chris. The preparation of the rockets is completed, but then suddenly Chris finds out that they were not going to take him with them, because he is not a ghoul (if the player had not opened his eyes to this circumstance earlier). This gives us the opportunity to complete the adventure in several different ways.

Using Chris's offense, we can persuade him to arrange the launch of the Challenger for the ghouls. A little editing of systems - and rockets explode on takeoff.

Taking pity on the unfortunate ghouls, we can send them into space on our own, while the offended engineer is thinking about the future. Or don't send! We go to the launch panel, which opened in the laboratory, and set up the program (on the way we can grab a spacesuit and a helmet from the shelf).

If you have Science skill 55 and Intelligence 3, we can improve the flight path and get positive karma and an additional 55 XP. We can arrange an accident during takeoff and get negative karma. Finally, no effect on karma will occur if we leave everything as it is or just poke at random (this requires Luck 10).

Chris' future is also in our hands. Let's encourage him, remind him that the light does not end on ghouls, at the same time we will mention that there is no technician in Novak ... Chris settles in Novak, we get the completed quest. However, the quest will count in any case. The landfill is free, the inhabitants of Novak are happy, the further fate of the ghouls is unknown.

Let's console ourselves with the fact that if we had not intervened in what is happening, then the rockets of the ghouls would have collapsed in the desert.

REPCONN polygon

1 - laboratories
2 - basement

1 - Davison
2 - Harland
3 - captive
4 - the key to the prison
5 - terminal with data on stealth battles
6 - Chris
7 – Jason Bright

Abduction (One for My Baby)

A place
Issues Craig Boone
Reward 250 XP, 100 Caps, Red Beret

During the daytime, Manny Vargas keeps watch in the head of the Tyrannosaurus, but if we visit the oral cavity from 9 pm to 9 am, we will be greeted by the unfriendly Craig Boone. He is a patriot of the New California Republic, so if your relations with this faction are severely undermined, put on the NCR armor to meet you, otherwise the sniper will not want to talk to you.

In the conversation, you will learn that Boone's wife was captured by Caesar's Legion. And in this case, it was clearly not without the complicity of one of the locals. Boone wants us to find the traitor. As a material aid, he gives us his red beret, a very useful hat: wearing it gives bonuses equivalent to +5 to luck (+1 to Perception, +5 to the chance to inflict a critical hit). In addition, Boon recognizes us from a distance by this beret and will not shoot us ...

Let's go out to clean water local. You can walk around the town, making small talk with everyone you meet, or you can save time and head to the observant madman Nelay, whose hut sticks out behind the motel. He will tell you a lot of interesting things about the communists who want to paint the moon pink and draw a profile of Lenin on it, about the chupacabra with a minigun and about the mole rat people who take away young women ... Stop, but this seems to be what we need! " It seems that one of them went into the lobby of the motel for a minute.". The investigation is over. With a good skill of Eloquence (55), we can go to Boone and tell him to whom he should be “thankful” for kidnapping his wife. But it is dangerous to make a mistake here: if we do not prove our accusation the first time, Boone will not talk to us anymore. So let's go looking for clues.

If, in a conversation with the owner of the motel, you ask how to get out of the city, she will throw out her hatred of strangers. And Boone's wife, as we can learn from local inquiries, was one of the smartest ladies, and she treated Novak like a "hole." Well, the background is clear. Let's wait for the night and look for a cache in the floor of the motel behind the counter (Hack 25 or pick Jenny May's pockets. There will be no loss of karma). Here it is, the contract for the sale of Boone's wife! This deal brought Jenny a thousand caps.

Boone wants to deal with the culprit with his own hands. Wake up the lady and invite her to take a walk in the moonlight to the statue of Dinky. For some reason, she will agree ... Take her to the platform in front of the statue and put on a red beret. Jenny May will fall from a sniper's bullet. We tell Boone about the evidence found and we are rewarded with a red beret and the opportunity to take Boone as a companion.

You can do this whole operation in the shortest way: talk to Jenny to get a discount from the merchant, then take the beret from Boone along with the quest, invite Jenny to walk in the night. Then remove the key from her corpse, open the cache and with the contract go to Boone to turn in the quest.

You can get a beret in another way: we invite Manny Vargas to walk in the night and after Boon shoots him, we search the corpse. You can also remove the beret from Boone's corpse. And if he is our companion, then you can insolently pull out a hat from his inventory. He will demand his charm back, but if you give him any other beret, he will calm down.

With Boone as a companion, we will have access to the quest " I forgot to forget» (walkthrough in the companion quest section).

This section provides a walkthrough storyline Fallout New Vegas, walkthrough of various side quests, walkthrough of add-ons, information about endings and requirements for obtaining them, as well as information about game achievements and how to get them

Chapter 1: Headbutt

The game, in fact, also begins with a video where we see a certain authoritative bandit in a decent plaid suit and two of his henchmen. One of them is digging a grave for us... Then the bandit shows us a platinum chip and shoots us in the head with a pistol...

We find ourselves in a certain house, next to us is a man - Dr. Mitchell. We were saved.

Mitchell says he offers various tests that we run. We choose a name for ourselves, all other characteristics. Finally, before letting us go to all four sides, he gives some practical advice, good wishes. The doctor gives us weapons, Pip-Boy, Vault 21 overalls and other little things. Before leaving, you can walk around his house and, without disdaining anything, loot ... this will come in handy for the "initial accumulation of capital."

Chapter 2: Investigation

This line runs throughout the game and is connected to all the episodes described below.

Chapter 3: Back in the saddle

Outside the door of Dr. Mitchell's house, we see the squalid village of Goodsprings and the Mojave Wasteland all around. We walk along it, get used to the situation, talk with rare inhabitants (if they want to communicate with us). Next to the saloon, which is visible from afar with its sign, there is a shop where Chet trades. We buy and sell everything from him.

We speak with the robot Victor, in general, he can tell us a little ... or does not want to tell us. You can search his shack, you can even profit from something in it, but there is nothing worthwhile there.

At the door of the saloon, we are talking with a grandfather named Zabey-Pete, who tells all the same stories about the situation in the vicinity, talks about your savior telerobot Victor. After we go into the saloon and communicate with the hostess Sani Smiles. We ask her to teach us the lessons of Survival in the Wasteland.

We follow her. First you need to practice shooting at empty bottles. On this “course of a young fighter” you can finish, but you need to earn a little and strengthen a good relationship… Therefore, we are going to shoot harmful little animals - geckos, which occupy water bodies. It's not difficult yet. Shooting this living creature, do not forget to inspect them. Having received an award, you can stop there, or you can continue training with Sunny Smiles.

Chapter 4: Campfire

We continue the lessons on "Survival", now Sani Smiles gives the task: to find a brock flower and a zander root - then we will cook a special powder from them. We find a flower in the Goodsprings cemetery, in the same place we shoot blowers, scorpions, etc. We find the root near the school building. The school itself also has something to profit from, it will also be necessary to crack a computer or a safe there - we take everything from it. We go to Sani, there we prepare the powder. Sleigh is pleased with our progress and says that we should definitely talk to the barmaid of the saloon, Trudy. She leaves.

  • Helping the Wastelander: We go to a guy hanging around by the name of Barton Thorne, he begs to save her friend (wife), who was dragged to the top of the mountain by geckos. Let's go help ... geckos, traps, a table, stash ... Here we will also get hold of various trophies and make sure that there are still a lot of scoundrels ...

We return to Goodsprings and in the saloon we find Trudy and some other type that threatens her. We talk to Trudy and finally get a bunch of more or less decent information... This guy is Joe Cobb from the criminal demolition team. They demand that the trader Ringo from the Red Caravan be handed over. Trudy talks about local affairs - the confrontation between the NCR - the New California Republic - and the "bad" Legion group. She will also tell about those who shot us ... about the one in the checkered suit. And also where they went, and where supposedly to look for them.

We have a choice: go about our business, help Ringo or help the bombers... help, say, Ringo... He is hiding in the building of an old gas station. We talk to him. The two of us can't cope with the bombers. We need to persuade the other residents of Goodsprings. Sani Smiles agrees immediately. Forget Pete owns explosives, Chet owns weapons and equipment...

Chapter 5: Ghost Town Shooting

Help Ringo immediately agree: Sleigh Smiles, Trudy and Dr. Mitchell - he gives stimulants. Chet breaks down for a long time, but under pressure and with the help of our eloquence, he agrees to arm the inhabitants of Goodsprings and give them protective armor. But I didn’t succeed in persuading grandfather Zabey-Pete - he rested and did not give explosives - he says that it’s dangerous to deal with her ...

We go to Ringo and act in the "campaign". Exploders in the amount of 6 people appear quickly and rush to the saloon, well, it’s not difficult to deal with them - I put them all down with a hand grenade launcher ... As a result, we get the respect of the townspeople and trophies from the bodies of explosives.

Having finally talked with everyone (if you wish, you can play Caravan with Ringo), we set off on the road to Primm.

Chapter 6: The City I Like

On the way to Primm we find a lot of good things and new places, from time to time we fight with explosives. Here is the desired city, it is surrounded by a high lattice fence, and they are shooting at us from it ... Immediately we meet with the NKR fighters, who report that Primm has been captured by fleeing criminals, some of the inhabitants have been killed, some are hiding. In addition, two more gangs are hanging around in the vicinity ... We are sent to the tent to the NKR Lieutenant Hayes. He is powerless - there are no weapons, no supplies ... We go ourselves to the captured city.

We shoot all the villains, in the hotel building we release the deputy sheriff Beagle. In the casino building we communicate with a grandfather named Johnson Nash, he tells us a lot ... we communicate with a robot. We agree with Assistant Beagle on a new sheriff, there are three options: reprogram the local robot (30 experience points) - not worth it, because. this robot will immediately fire Beagle (however, he will be fired anyway) ... you can negotiate with the NCR so that they take Primm under their protection, or release one prisoner, a former sheriff, from the NCR prison ...

For reprogramming the robot, we can get a bunch of points and fuck off - it's simple and uninteresting. To negotiate with the NCR on the protection of Primm, we go to Lieutenant Hayes, he agrees, but he needs reinforcements and therefore he sends you to the base - Mojave Outpost, where you will need to beg for additional people ... But the release of the former sheriff - Myers, more interesting.

The prison where he is being held is next to Primm, and it is a real fortress. It’s impossible to take it on the move here, especially since we haven’t found a single decent trunk yet. But through a long shooting, advances and retreats, Myers is released, but he just does not want to go to the sheriffs. We need to get his forgiveness from the authorities of the NKR and again at the Mojave Outpost ... We go there - ghouls, radscorpions, all sorts of bandits will ruin our skin, but there is nothing to do ...

Here we will be met by a gray-bearded man named Malcolm Holmes - he, it turns out, has been following us for a long time! .. What does he want? No, he is friendly and gives advice. He saw us pick up a special Sunset Sasparilla lid with a star (picked up at the Primm Hotel). He says that these caps with a star are an object of desire for many, and they can kill for it ... they say, having collected a bunch of them, you can use them to find a certain treasure, about which there are only legends ... In general useful information for the future.

The Mojave outpost is filled with hordes of idlers, and most of them are female... with the help of eloquence or bribery, we achieve the forgiveness of Sheriff Myers. We return to him and the mission is over.

Let's talk to Johnson Nash about a broken robot lying around in his office - an enhanced ED-E spy robot, Nash says that you can pick it up, and in general it's rubbish ... Here begins a new task - ED-E, my love.

Chapter 7: Show Sympathy

We get this quest at the Mojave Outpost. It is simple: the caravans of merchants are hindered by all sorts of aggressive creatures, it is necessary to clear the area from them. Very close, the beasts are big ants. We simply shoot them from a distance and, as always, rob them. We return for a reward - a combat rifle, extra points, caps.

Chapter 8: Chasing the Prize

Another task for the Mojave Outpost... Ranger Ghost gives you a task: to scout the situation in the town of Nipton, not far from the outpost. Columns of smoke rise above this town... Let's go there. The path is short, but very dangerous. I was attacked by evil beasts - night hunters. Then scorpions of all stripes, plus bandits. On the way to the town, a man runs towards us, he was attacked by a random girlfriend - she wanted to take away the cherished caps with a star. He slammed her. It is desirable for us to show eloquence and take its covers for ourselves - in the form of a bead-talisman. At his girlfriend we find a laser rifle in poor condition, and we will find another one in Nipton itself and repair it.

At the gates of Nipton we meet a happy type, he shouts: "I won! I won!", But he does not explain any more. We need to find out what's going on at Nipton City Hall. But we don't go there. We go around houses and huts, collect valuables, by the way, we find another cover with a star ... In the store building we meet one inhospitable guy, he tells us what happened in Nipton: they started a scam with a lottery, they wanted to throw the NKR, but then the Legion fighters came and arranged their lottery for them: one was released, this guy had his legs broken, the rest were partially executed, partially driven into slavery ...

We give the guy Med-X and decide to save the prisoners - the Marathon task.

We return to the Mojave outpost to the ranger Ghost and tell everything. Alas, the NKR cannot interfere in these matters yet... The task is over....

Chapter 9: Cruel Heart

Chapter 10: Paying Bills

Another task from the Mojave Outpost... Someone Cass complains about the robbers, wants retribution and sends us to the Red Caravan company. The road there, frankly, is not close and not easy, therefore, having taken this task, it is best to move forward as you develop the wasteland, solving other tasks at the same time.

New Vegas is surrounded by a high fence; Here we will meet an old acquaintance of Ringo, who was saved at the very beginning. He will describe to us the situation in the "Red Caravan" and at the same time return the debt.

Here everything is run by Alice McLafferty - a sort of businesswoman. In general, she doesn’t offer much work, so - to earn extra money as a courier ... to take the bill from the "Red Caravan" to Dr. Hildern in the McCarran camp - see about this camp below, in the "Headhunting" task - we do all this at the same time. The task from Alice McLafferty is called "You can rely on me" ...

The task of paying bills is completed.

Chapter 11: Marathon

We need to save the inhabitants of the town of Nipton from the slavery of the Legion. We go according to the instructions of the corresponding marker, on the road there will most likely be a shootout between the NKR and the Legion, we cling to any legionary outfit, we put it on. We find the location "Legion Camping Camp", there are two connected blokes near the fire, we wait (if necessary) until the legionnaires settle down in holes or take care of the NCR or some thread of hirelings (so that there is not someone next to us who recognizes us as an enemy ), we approach the bastards, we untie them - voila! Khmyry dump, the quest is counted, we get a turnip to the demolitionists. The quest is empty, the bastards don't talk to us, silently fall off. There is a suspicion that with them and Tovarnyak in Nipton, with the participation of all those gathered around the world lottery tickets Legion, the quest "Wheels of Fortune" will be initiated (what kind of miracle of technology - remains to be seen).

Chapter 12: ED-E, my love

It is necessary to repair the spy robot in Nash's office, in the city of Primm. But for this you need the Repair skill at 65, or Science 55 ... Nash says that the robot should be taken to Novak to the scrap yard (mother Gibson's landfill). We collect repair or science points, find the necessary pieces of iron (it will be prompted how much and what), use the books and repair the ED-E. We equip him. And we go to Mother Gibson - the robot flies after us and helps to shoot enemies. We pass, of course, through the city of Novak.

We find it by a huge statue of a dinosaur. In fact, this is just a miserable settlement ... There we rent a room from a bespectacled aunt in her hotel, where we put our junk. You can also leave the robot there for the time being - however, there are many options with a choice ...

After talking with the residents, we get several tasks, for example, for one couple, someone kills cattle every night - this villain must be caught ... The villain is the super mutant Shadow, he must be watched at midnight at the cattle pen.

The inhabitants of Novak live by selling all sorts of rubbish, which is mined at the nearby former rocket factory - the REPCONN complex, but now the way there is closed to them: crowds of ghouls have settled there. The "Let's Fly" task should solve this problem...

Chapter 13: Let's Fly

We leave for the REPCONN complex to the west of Novak, from the very beginning we shoot ghouls. We go inside the building, darkness, and then a certain voice through the intercom tells us to climb the stairs, go to the workshop, go up again, and they will be waiting for us there. We begin to stray along the corridors and rubble of the building. Along the way, we earn points, caps and other good things by shooting ghouls, breaking locks, safes and doors. Here we see the corpses of new monsters - Shadows (the same super mutants from Fallout 3). Finally we rise and rest in closed door I need a key, I don't have one. But there is an intercom nearby, we speak through it, and they let us in. We are met by a man who considers himself a ghoul, and calls us smooth-skinned.

Let's go look for the ghoul leader Jason Bright. He is essentially the head of the sect, he tells us that their brotherhood is going to some kind of "promised land", but it doesn't work - they were locked up here by the Shadows. To help the inhabitants of Novak, you need to help these ghouls as well - you need to destroy all the Shadows in the dungeon. Then the ghouls will be gone.

Let's go on the next task: to clean the basement from super mutant shadows, it's still something! We need lethal weapons, first-aid kits... Having filled up a couple of shadows, we stumble upon one strange from their company - not otherwise a crazy leader... He also agrees to get out of here, but they came here for a batch of stealth-fights, and these things are in the next room. But one nimble ghoul sits in it and knocks down anyone who sticks his head. But it can work with a person, and he asks us to turn this business around and gives us the key to the next room. We go there, there really is a ghoul in a comfortable position. We speak with him - this is Harland, and he is quite remarkable. He agrees to leave the premises, but only if we find him his girlfriend, who was dragged away by the Shadows...

Let's go look for her. We stumble upon a super mutant jailer with a flamethrower, bring him down, take away the good, incl. and the key to the cell, then we will find the key to the prison. The ghoul's girlfriend is dead, we report this news to Harland. He runs upstairs to his. We diligently bypass numerous traps, examine the premises, look at the information on the computer. There are no stealth fights here. We return to the leader of the super mutants. He attacks us, in a difficult battle we bring him down and take away his huge sword. With this sword we bring down another giant.

The basements of the REPCONN have been cleared of super mutants, and we return to the leader of the ghouls, Jason Bright. He is pleased and leads his wards to the rockets. But our mission is not over, we need to follow Bright. He talks about a man - Chris, who joined the ghouls - he is a good engineer and he repairs the rockets on which they are going to fly to a "new bright life". This engineer Chris is short of materials - atomic fuel and rocket thrust regulators. We need to find it...

We go, through the stairs from the dungeons we get to the REPCONN Test Site. From there we go to Clark Field, it is very close to Novak. There, having fought a little with geckos, we find the corpse of a marauder in an anti-radiation suit (useful!), And he has a whole container of this atomic fuel - we carry it to Chris. Then we go to the Gibson scrap yard (Mother Gibson's junkyard) - also next to Novak. There, turning on our eloquence, we buy thrust regulators for rockets with a 50% discount. Back to Chris. Everything is ready. Now we need to go back - upstairs to the former lair of the ghouls. There, on the observation deck, we will press the button, and the ghouls will fly away on rockets ...

You can immediately, or you can return to Chris later and explain the situation that he, they say, was used. Persuade him not to despair and go to people, for example, to Novak.

We get karma, become Novak's favorite - task completed.

Another variant
: When I went to the basement in another company - with the robot ED-E and Boone, we filled up all the Shadows, with the exception of their leader and the Jailer, and so this leader did not want to talk to us or me alone in any way and , accordingly, he got into a fight, for which he was killed ... Accordingly, he no longer gave any task about stealth battles. We break into the room where Hierland was sitting, the lock is simple. Then everything is as before. The fact is that if you don’t kill these Shadows from the very beginning, but talk to their boss, he will give you a task to search for stealth fights, and if you kill at least a few of them, that’s all, he won’t listen to you ...

Alternative: You can not go to Clark Field for the isotope, but bring five souvenirs "Rocket", which are in the pantry of the merchant in the dinosaur. Before you go to the test site, you can buy one rocket, if I'm not mistaken. Generally free. Then, when they say about the fuel, we ask if the liquid will flow in the rocket, we are told "yes", and we return to Novak to the merchant. We talk with him about buying these rockets (I don’t remember at what level of skills) we persuade him to sell the key for only 10 caps (initially I wanted for 82), then we take how many rockets we need from the pantry (you can also collect dinosaurs for free =)) well, and hand them over Chris.

Chapter 14: Abduction

At night, we climb the dinosaur in Novak and talk to Boone. He says that his wife was kidnapped. It obviously could not have done without the mediation of the locals ... He gives us his beret and says that the guilty one should be brought under the dinosaur. We need to interview all the locals about Boone's wife. In the end, one grandfather gives a tip, and we need to secretly search the lobby of the hotel. At night we make our way there and open a simple safe in the floor. There we find dirt on Jenny Mae Crawford - it was she who sold Boone's wife into slavery for 1000 caps ... We go to her shack, wake her up (we must act at night when Boone is on duty), we suggest going to the dinosaur. She agrees. Do not forget to put on a symbol - Buna takes it. A shot sounds and the bespectacled traitor dies.

I'm going to Boone. We tell him everything. The task is over.

Boone has nothing else to do in Novak, and he agrees to go with you to fight the Legion, if you yourself wish it.

Chapter 15: Don't make me beg

Not far from Novak, you can stumble upon the mining village of Sloane. Only no one goes to the quarry, because the Claws of Death have recently settled in it ... We must help poor people! By the way, we are treating the paw of the local pet mole rat... The local commander Chawk Lewis is very grateful to us.

We get to the Quarry, and here we simply have to show miracles in order to shoot these most dangerous and tenacious monsters! You can do this later, when a decent weapon appears, or you can sweat and earn good money. Someone in this place is undoubtedly using the code "immortality / infinite ammo" (press the "~" sign and write tgm), but this, of course, is not that, and there is no interest!

In the Career itself, we will be attracted by a group of three personalities, this will be the intelligence of the Great Khans. We speak with the leader Melissa. They are here to take the "goods", but simply drugs. But because of the Deathclaws, they can't do anything. We are going to help them.

We go back to Sloan, where the treasured suitcase with drugs should be in the Administration building. It is there, but it is empty. We go to the road and ask Chavka Lewis about the contents of the suitcase. He says that the goods are in Primm, from one rogue named Tyrone. We also learn that this Melissa is his daughter ... We tell Lewis that they shot the Death Claws, even laid the uterus. But he replies that as long as the father is alive - the alpha male, there is zero sense from our exploits.

We leave for Primm, or rather in its vicinity. There, in one of the NKR tents, we find Tyrone. He tries to dodge. But, using either eloquence or the ability of barter, we persuade him, and he gives us the goods. You can return, or you can (as suggested) snitch on Tyrone to the local commander - Lieutenant Hayes. I did not knock on him (there will be a small reward, glory and honor in the NKR), he returned to Melissa. On the way, I had to endure a second equally difficult battle with the Deathclaws. This time, the alpha male is killed. Melissa takes the goods and we get good relations with the Great Khans, plus a bunch of good stuff.

We return to Sloan, we tell Lewis about our successes in the fight against the Claws of Death, he will thank us well. The task is over.

Chapter 16: Sun Flare

HELIOS One - at the entrance, the NKR officer first tries to drive us away, but does not refuse the offered help. It is necessary to find one idiot in sunglasses inside the complex - this is someone Fantastic, and talk with him about increasing the power of the power plant. We go inside (the ED-E robot should be with us). After a little winding, we find this idiot Fantastic. He's a little sick in the head, well, we don't give a damn about that. We are required to connect to the HELIOS One computer using the West and East reflector control terminals. Then you need to send these reflectors to where Fantastic said. The problem here is that all these cases have a specific security system, and no one runs the risk of climbing into a meat grinder ... Fantastic gives one password.

You can go, but next to the Fantastic there is another type - Ignacio Rivas, we talk with him and see that this is a rather mysterious person: he talks about a certain superweapon ARCHIMEDES, which the NKR has no idea about yet, and it’s better that they never they did not guess about him ... Ignacio is an obvious pacifist. He proposes to do the same, but to direct the energy of the reflectors evenly, and not to one point ... apparently, we will have to decide. Ignacio also gives us the password. And then ED-E wakes up and starts talking some nonsense stored in his notes.

We go outside, find both terminals, go around simple traps - traps, mines, crossbows (if we can, deactivate them). There may be NCR watchdogs in the fence of one of the terminals and they attack - if they are killed, then the NCR begin to hit us ... I used a stealth-boy and let ED-E kill two dogs, and the third did not notice me. We start both terminals. Now we have to go to the Solar Tower, and here a serious gang of mechanical killers is waiting for us: several automatic turrets, a robot brain, a mister security guard ... With the help of ED-E, we bring them down, we make our way to the main computer HELIOS One. At the very end there is an inconspicuous door that you can’t immediately identify, behind it is the Observation Level. That's where the main computer is located. But bam - he does not have enough energy ... There is an auxiliary generator nearby, but it is also broken! It requires a certain repair skill (35) and one piece of scrap metal ... if we have it, we repair it ourselves, if not, we climb the iron stairs and find the Python robot there. It must be activated. And then he himself will repair the auxiliary generator.

We start the HELIOS One computer. Here we have several choices. 1 - where to send energy: on the advice of Fantastic, to other lands, evenly. 2 - turn on or off the ARCHIMEDES security system, which will destroy the nearby NCR soldiers - if you turn it on, they will all be killed, you will earn a bad reputation and stasus Outcast ...

ARCHIMEDES, for example, we do not turn on, we distribute energy evenly. But then the computer gives out - lack of energy, damn it! It is necessary to climb higher, where the Python robot was sitting, there is a door outside - there is a reflector control console. You have to pull the lever, but it only works at 9 o'clock in the morning or at 3 o'clock in the afternoon, at the moments of the greatest solar activity. Must wait...

We pull the lever, we are blinded, but not fatal. If the ARCHIMEDES security system is activated, you can see how the deadly rays kill the NKR soldiers... We go down, we find Ignacio Rivas, he thanks us for the right choice, and we get a good reputation with another sect, seemingly good... plus a little book. Mission completed.

Before leaving the building of HELIOS One, let's walk around and rummage through its bins - there is something to profit from ...

Chapter 17: Headhunting

Even on the way to New Vegas, we will meet these evil gangster elements - Devils. However, they, like everyone else, fall, struck down by a well-aimed bullet. In the Makkaran camp, we talk with everyone in a row and get several tasks at once, one of them from Major Datri - hunting for especially notorious Devils. There is a list to choose from...

Headhunting notorious devils is simple and everyday... Of course, destroying hordes of well-armed and equipped bandits is troublesome, but what to do... All the main targets are located approximately in the same area, so you won't have to look for them for a long time. We shoot them, search them, get hold of new weapons, reload some of them into ED-E, cut off the heads of quest characters - this is necessary to prove to Major Datri.

The deed is done, we return to McCarran, give the heads to the major, he pays us, admires us for a long time, and we receive recognition in this camp.

Chapter 18: Healing

In the McCarran camp, Lieutenant Gorobets (this is our guy here) tells stories about rapist devils, and here is Corporal Betsy, who was raped by one of these bandits. We persuade Betsy to see a doctor, she agrees, but brushes aside our courtship. Delighted, Gorobets asks Dr. Usanagi to take the news to New Vegas. Finding the infirmary where Usanagi lives is not difficult, we hand her a note, and for this she will sell us drugs at a discount. You can also buy and install implants from her that increase Attention, Strength, Endurance, etc. But too expensive! For the ability to carry an extra 10 kg of weight, you have to pay 4000 caps ...

Chapter 19: You can rely on me

The task is a continuation of "Paying the bills". When all business in the New Vegas area is done, we'll take the bills from Red Caravan to McCarran to Dr. Hildern. Returning to the McCarran camp, we find Dr. Hildern. But first, in the "reception" we will talk with a certain Angela Williams. Then we speak with Thomas Hildern. He immediately starts talking about Vault 22. We develop this topic, agree to help him, not for free, of course ... The bottom line is that this shelter has some work to increase productivity, and now, they say, Hildern wants to get this data and make all mankind happy. However, he does all this for some reason, bypassing the NKR and generally secretly from everyone ...

Finally, we give him the bills from the "Red Caravan", and the mission of the courier is over. We should go back to Alice McLafferty and report back to her.

Alice is pleased with our achievements and gives new tasks: two for Cass, one for a certain Henry Jameson and another delicate assignment related to industrial espionage. One quest for Cass is a continuation of "Paying the Bills", and the second is just at the same time: you need to persuade Cass to sell her company "Cassidy Caravans" to the "Red Caravan" and the second is to persuade Cass to quit the "Red Caravans". Another task is also related to persuasion to quit - Henry Jamison is a type of slacker and he needs to quit this company. Then we need to infiltrate the Gunsmiths factories and quietly, without noise and blood, steal their production data.

Chapter 20: Don't Grow Grass

We receive such a task from Dr. Hildern. As already mentioned, our path lies in Vault 22. At the exit from the doctor, Angela Williams intercepts us. She obviously does not like Hildern, does not believe him and warns us. This doctor sent many, they say, mercenaries to Vault 22, and no one returned, by the way, he sent her friend, Kili, who also disappeared without a trace. Find her? Okay, we'll try!

We leave for Vault 22 - the marker on the map will show where it is. On the approaches, praying mantises are already waiting for us... Inside the shelter, in addition to these praying mantises, other novelties in the world of monsters will be waiting for us, incl. aggressive plants.

Chapter 21: Spy Mania

We find Colonel James Shue in the McCarren building, he speaks for this and that ... Finally, he complains about the leakage of information and that all the actions and plans of the NCR instantly become known to the enemy. Let's find the enemy. First you need to talk to Captain Curtis - he is like a local counterintelligence. He advises to start talking to McCarran's staff - by name. We talk either with the storekeeper (he has a lot of lids and you can throw a lot of goods to him), then with a female lieutenant who practices the torture of prisoners of war (she also offers us some fun with this) ... Finally, we get information that on one of something suspicious happens at night in the McCarren towers - someone is giving signals at one in the morning!

We go back to the female lieutenant and take the key to the Control Tower from her. Now we need to watch for the traitor. Let's go to this tower. We hide nearby and wait - at one or two in the morning we see a certain type who, having made his way into the tower, is doing something there. We rush in there, bang - it's Curtis! Here's a bastard - we kill him, we take away all his clothes.

Now we must hurry and defuse the bomb, which is planted in the monorail train at the McCarren station. We go to the McCarren terminal building, there is an exit on the second floor - there is this train. We go into the train and look for a bomb - it is in the end wall, where the fan grill is. We defuse the bomb - you need a certain level of skills. If we don't have time, we can go and explode...

We go to James Shue on the first floor, report and receive our rewards.

Chapter 22: Investigation (ending)

So, by questioning the oncoming and transverse, we received some information about the villains who tried to kill us and stole our platinum cover. Manny Vargas from Novak gave us access to the Great Khans "grouping", and helping Melissa in the Quarry near Sloan gives us even more chances at the Great Khans. We go to them in Boulder City - where the hell is it. When we get to this place, NCR Lieutenant Monroe is already waiting for us there. They have a skirmish with the Great Khans, they took two hostages. We ask for intermediaries.

Chapter 23: Skirmish in Boulder City

Brief assignment. We go to the khans, and their leader, Jessup, when he sees us, goes nuts - it turns out that he was in the company that slammed us ... but they were thrown by that guy in a suit - Benny. And now this Benny is in New Vegas, in the Tops casino - we will have to find him, and this will be the next task - "The Call".

In the meantime, we negotiate with Jessup, and he releases the hostages, in return for the NCR should let them through. We return to Lieutenant Monroe, and he upsets us with the news that an order has been received: regardless of the hostages, destroy the Great Khans. Well, we use all means and persuade him to keep his officer's word. He agrees.

The NKR is leaving, the Great Khans are returning to their wilds, we are getting a good reputation and love from the Great Khans. On this the quest "Clash in Boulder City" is completed, the "Investigation" is also finished.

Chapter 24: It's About Time

Julie Farkas of the Old Mormon Bridge, a stronghold of the Followers of the Apocalypse in Freeside, with a punk mohawk, asks to wean two drug addicts Hoffa and Ronte from their addiction. She also talks about life in Freeside and the Kings. Let's go look for these idiots... We find them. Some Dixon supplies them with chemistry, he hangs around right there. Please do not supply any more poison to these two. With our eloquence and with the help of a threat, Dixon agrees. However, this is not all - we still need to cure these citizens. Here we will need different drugs - if there is, we treat, if not - we are looking for and treating. The task is completed, however, there are still plenty of the same poor fellows "at the bottom of life" ...

updatefrom catmatroskin:

You can treat a junkie and a bruise using pumped science or eloquence - everywhere there are 50, it seems, and by persuasion we send them to friends in the fort, like they are waiting for them, they are worried about them and they will be helped - suckers are being led.

Chapter 25: Someone needs to look after

In Norton Vegas Square, a bald man apparently plays the role of a sheriff, he gives several tasks - trifling at first, like sorting out underground sewers with a gang of troublemakers who muddy the waters, then he reports that a certain aunt Hostetler's daughter got in touch with thugs, it is necessary , say, help! We go to this aunt, she is not very friendly, but we agree and go back to Norton Vegas to spy on Alice Hostetler, her daughter.

There, on the square, we are talking with a certain Jules, he advises looking for Alice in the "Grey Building", we go into this building. One room is locked, the lock is medium. Here one of the thugs comes up, we can’t talk to him normally (well, maybe someone will succeed), we bring him down and the second one who came to the rescue. We break open the lock of the room (or open it with a key taken from one of the thugs) and find a note from which it becomes clear that Alice was going to rob the Red Caravan cash desk, and one of the ghouls knocked her into it. We walk a little more along the "Grey Building" and stumble upon this ghoul. It’s also impossible to talk to him normally (or who, maybe, will succeed), we bring him down. Now back to Mother Hostetler. In her hut, we suddenly stumble upon Alice herself, who is very aggressive. We use all the stock of eloquence and persuasion, finally, she gives up, gives up a 9-mm pistol and agrees to make peace with her family.

Now it remains to talk to her mother, receive a reward (or refuse it).

Chapter 26: Collector

The bartender from the Atomic Cowboy, in Freeside, gives the task: to knock out debts. We agree with her on the terms of 50 to 50. Three debtors, they are easy to find by the marks on the map - we return the debts, it is better, of course, by persuasion, however, as you like.

Chapter 27: Call

Chapter 28: One step from defeat to victory

A completely worthless task, except that for its implementation we get good points ... NCR Camp Golf, a lot of tents and idle NCR soldiers staggering around. In one tent we are talking with a black sergeant, he complains about the recruits, we undertake to help him. A stone's throw from the tent-dining room, there are several rangers, we speak with them in turn, and the task is completed.

Chapter 29: Wheels of Fortune

We find at the bottom of the map the location "Camp Sachmore" (or something like that), near the "Animal Farm"(the pages of the diary on it lie in the destroyed building, on the stairs of the barn, on the second floor of the barn and in the back of the car next to the suitcase) and "Abandoned Farm"(there, all sorts of gopota suddenly piles on us). On the way to the location there is an outpost of the NKR, the first sergeant Astor rules there, you can take his diary on the table. In short, let's get into the thick of it (put on the "Suitsuit" - see "Let's fly", use Rad-X - and all the steering wheel, +1 roentgen per second, just), there are 2 chapels, one empty, the other with a computer to activate the turrets (science 50) and a hatch under the ground (a lot of unusual ghouls - soldiers and fighters, if we bring them down - we will definitely shmon, in addition to nishtyaks they will have "Irradiated NKR tokens", you need to find 9, see quest 29 - We together), we bring down under the ground, there sticks out a daring bastard (Logan, it seems) with a cauldron of scumbags, a bazaar, we ask "Why are you bazaaring like that" and "Why are you so daring", he enslaves us to hack a computer (50 science) and find him NKR anti-radiation suits. On the computer, we find out that some suckers planted a couple of boxes of these suites and were seen in Nipton, we leak this to Logan, we harness it to drive there.

In Nipton we crawl into the department store to Tovvarnyak, he sings that he saw how the Legion ratted some boxes with the NKR-ovsky security guard in a cave nearby, prem there, bring down the local gopota, make one suite for ourselves (+30 rad-resistance), package suites - Logan's lads, we're coming back. We’ll bazaar with this Vasya, he treats us, that together we’ll set up a trash and a fire station, inventory the basement and agree. True, he and his bastards will always be at the back (so don’t drop the soap) and we’ll go into the trash, shooting and shmona everyone and everything along the way (turrets will help if they are activated). In the musarna, we take out three bunks, shmon everything to zero, the bazaar (this bastard really takes half of what we have acquired here) and we bring down the fire in the same theater. In the fire department, we need to bring down the radscorpion-womb, we try to set up our dear guests (the more they are killed, the easier it will be for us later), in the fire department, the radiation hammers unrealistically, with a resistance of +85, I reached +4 roentgens per second, we shmon everything according to that the same scheme, we don’t forget the second floor, the bazaar with Logan, he tries to throw us, rake, we shmona new corpses (we don’t forget about the legionnaire on the first floor, we find an order to destroy this camp from him) and we bring down to such a mother from there until we shine started.