The quest is taken from Lieutenant Haggerty, who is standing at the main entrance of Helios Odin, who refers to a certain "idiot with glasses" who runs everything at the station. For some reason, he is unable to launch the station at full capacity and he will not be hindered by more qualified assistance.
We go, focusing on the marker, through the simple labyrinths of Helios to the goal. Literally after a couple of answers to his questions, when talking with Fantastic (that’s what the “idiot ...” is called), it becomes clear that this type is not just “incompetent” ... he’s not at all in the teeth with his foot in things that he took up ... the level of his knowledge in electrician - maximum to screw the light bulb into the cartridge, and then under the supervision of the rescue team.
However, it doesn't matter how cadres are selected in the NKR ... our task, having shouldered the work of a pseudo-scientist, is to sort out this problem ourselves.
To begin with, we need to connect two terminals located on the territory of the site with mirrors to the main computer in the Helios tower. Access codes can be obtained by talking to Fantastic (East Terminal) and Ignacio Rivas (West Terminal), the idiot's assistant. You can also find password entries in the corridors of Helios.
When talking with Ignacio, we learn an even more deplorable situation from the head of the station, and at the same time about the alternative distribution of energy. Fantastik will order to send it only to McCarran and the Strip, settlements falling within the zone of interests of the NKR, and Ignacio will be evenly distributed throughout the region, without depriving other towns and villages, so that they do not completely fall into decay. You can also get through Ignacio in more detail (earlier, superficially you can find out from the service terminals found at the power plant) about some secret project developed before the war - the secret weapon ARCHIMEDES. We learn that he belongs to the Followers of the Apocalypse and warns us about the danger of using this project, in case information about him is revealed to militant factions (including the NKR).
We are going, for starters, to connect auxiliary terminals on the site. Approaches to one are mined with mines and a banner with a crossbow, which, in principle, are not difficult to secure. But the second one, guarded by NKR service dogs that are aggressive towards gg, puzzled me a little. I did not want to spoil relations with the NKR yet, and this is precisely what awaits, in the event of a radical solution to the problem ... all nearby NKR fighters, after the death of at least one dog, become hostile to the years. I remembered and helped a tooltip when starting the game - that you can keep the loyalty of the faction by killing one of its members, if this is done without witnesses. The stealth-boy and cutting glove served well and kept the NCR in good stead.
After all the manipulations with the terminals at the mirrors, we head to the tower, to the main computer that distributes energy and launches (optionally) ARCHIMEDES. For earlier, from conversations with the above-described Persians, we already know that the approaches to it are blocked by a security system - a “friendly HELLO” from the Brotherhood of Steel, who once ruled the station and were kicked out of there by the NKR.
In my case, with a shortage of stealth battles and the absence, at that time, of the “Robotechnician” perk, which would have made the task much easier, it was enough to secure the path for myself only by turning off the turrets at the SB terminal. Then I had to break through with a fight, contriving in various ways to radically neutralize security robots.
Finally, we are at the main computer, but there is not enough energy to activate it - we repair the nearby generator ourselves (repair 35) or launch the repair robot located on the upper level of the room (science 45). Do not rush, remember the advice of Ignacio and the careerist order of the ignoramus-Fantastic: where to distribute energy by choosing the option on the computer - decide now, you will not have a second opportunity to redistribute it if you change your mind. You decide. Further, after the initiation of the distribution console on the observation site, only the ARCHIMEDES function will be available - another dilemma: spoil relations with the NCR now or wait a bit.
In the case of a priority supply of energy to McCarran and the Strip, we hand over the Fantasy quest, if you decide not to indulge the NCR and distribute it evenly throughout the region, the quest is closed by Ignacio ...
AHTUNG! If you later want to use the target designator “Euclid’s Algorithm” and when choosing the distribution of electricity, another consumer (target) was set, then he will remain just a piece of iron ... it will not work to redistribute the energy again.
It’s best to either wait until you come across this “rangefinder” ... either during the quest from Veronica “Solid worries”, or you yourself come across it in Freeside; or activate ARCHIMEDES II immediately
And IMHO, you can fuck, with the right manipulations, no more than two charges per day.
The storyline in Fallout: New Vegas is surprisingly short: two bullets to the head, a miraculous resurrection and the search for your own killer, a climax in New Vegas with a choice of sides whose interests our person will support, and an endgame at Hoover Dam. Regardless of the faction, our fate will be decided there.
The essence of the game in the side missions. Mojave is not a safe place, and you can expect a call for help from any NPC or faction. The New California Republic is one such struggling faction, albeit the largest in the entire Wasteland. Nobody cares about their power in the region - prisoners seize prisons, legionnaires attack roadblocks, civilians themselves stand up to protect their homes, because there is no hope for anyone else's patronage. The honor to revive the former greatness of the NKR fell to you, since the faction commanders do not skimp on assignments. And sometimes the reward is not only valuable experience, but also unique weapons. Only to find all the missions and not ruin the execution of another quest in the process is not an easy task...
- There are no good or bad
- I serve my country!
- Looking for unmarked quests
A brief training, the last instructions of the dock, and now we are already standing on the porch of an old hut, the hot desert sun shines in our eyes, we see lonely villagers engaged in everyday affairs, and we feel the atmosphere of village peace.
But along with the first breath of fresh air, we begin to realize that something is wrong with this world. While our hero is only admiring the desert landscapes and does not know that the government power in the person of the NKR is bursting at the seams, bandits are operating in the district, mutants are breeding at a frantic pace, and savages from the east are about to break through the last line of defense of the unlucky Republicans.
The sun is shining brightly in Goodsprings, and smoke is already swirling somewhere in the south - probably the legionnaires have messed up again. The neighboring town is in the hands of thugs, and the brave military men only shrug their shoulders, as if they are waiting for a radscorpion to sting them in one place. And nothing in this world will change until the courier leaves the porch of the village house. Only our person can decide destinies - to protect or join in the beating, to lend a helping hand or put a bullet in the forehead and, finally, save the world - or destroy it.
If the first suits you, then the unlucky Californians need to be re-educated - at least with a kind word and a gun, but even with fists with a minigun. But it is better to inspire the military with our exploits, the blood of the Devils and the Legion - this is how we will go up the career ladder from "favorite" to "idol" and restore the former greatness of the Republic. But first we need to thank those who saved us from death.
There is no good or bad...
...there is only our own choice
Leaving Dr. Mitchell's hut, we immediately face a choice - where to go, what to do, who to help, and who is better to kick. Goodsprings is a quiet and peaceful place, but even here unexpected conflicts sometimes break out.
After completing the tutorial "Campfire" we go to the Prospector's saloon and become a witness to a verbal skirmish between the hostess of the establishment and the leader of the demolitionists. The reason for the dispute is the merchant, hidden by the townspeople from the evil uncles. Here is our first chance to make a name for ourselves: become noble, help the locals defend their town from the bombers that rolled their lip, or go the bloody way, enlisting the favor of a weak but numerous Mojave group.
Shooting in a ghost town(caravaneer Ringo). A distressed traveler hides at a gas station in Goodsprings and asks to enlist the support of the townspeople. Sunny agrees without question, the rest must be convinced by word or skill. Trudy requires eloquence 25, merchant Chet - barter 25. Forget-Pete will give dynamite with an explosive skill of 25, Doc Mitchell will help for free, but if you convince him with medicine 25, he will share doctor's bags. Then you need to repel the attack on the town. Try to only injure the enemies, leaving a chance for a control shot for the local militias - the loss of karma for the Demomen will not be so big. You will become the “idol” of Goodsprings (does not give much in the future), and Ringo will give 100 caps as a reward (we will get another 150 when we find him in the Red Caravan).
This is interesting: the radio does not work in the prospector's saloon (this is one of the game's unmarked quests). For its repair (repair 20), Trudy will give us 50 caps, and if we bargain (barter 20), she will throw another 25 on top.
Streams flowed...(Demoman Joe Cobb). A quest opposite to the previous one. First, just kill the caravaneer Ringo. Then we get medicines from Mitchell (medicine 25) and ammunition from Chet (barter or eloquence 25). The finale of the operation is the cleansing of the city from recalcitrant residents. As a reward, we get the reputation of "favorite" among the demolitionists (we lose it at Goodsprings) and discounts on goods in Chet's shop.
New California Republic (NCR)
The dominant faction in the game (present in Fallout 2 and Van Buren). The Federation in Northern California, founded in 2196, consists of five states. The capital of the NCR - the city of the same name, formerly known as Shady Sands - is located in northeastern California and is ruled by Father Aradesh. The population of the Republic is about 700 thousand people. President - Aaron Kimball.
On a note: knowledge of the history of the NCR will come in handy during one of the quests on Freeside. One of the squatters will ask you some questions to make sure you are a Republican.
The state institutions of the NKR are similar to the structure of the government of the pre-war United States. The Republic was strong in its industry, traded in weapons, mechanisms and technologies with other peoples of the Wasteland. There was no state religion in the country, but any beliefs (except those that required sacrifices) were not prohibited.
The NKR can be considered the successor of the Californian Republic (“Bear Flag Republic”), which existed in the 19th century on the territory of California from June 14 to July 9, 1846. This small province was part of Mexico, but thanks to an uprising, independence was proclaimed in it. The state was later annexed by the United States during the Mexican-American War.
I serve my country!
...obey the law and believe in dubious ideals
Most of the Mojave territory is under the control of the New California Republic, so it is not surprising that this faction has the most number of side quests. True, judging by the overall picture, it is difficult to say why this group breathes here at all, because literally every outpost and camp of the NKR is begging us for help.
The first major fortification of the "new Californians" on our way will be the outpost of Mojave. The place is quiet and inconspicuous, famous only for a huge statue of pieces of iron and our potential companion Cass, who becomes an inveterate drunkard in the local cafeteria. Intriguing tasks here, too, should not be expected.
Show empathy(Ranger Jackson). Simple linear quest. We kill a group of insects on the road nearby - we get covers, some equipment and NKR karma.
In pursuit of the prize(Sniper Ghost). One more walk - you just need to hit the road to Nipton, find out the cause of the smoke over the city. We run, talk to the demoman and return to the Ghost for experience.
It is important: in no case do not give Tovarnyak Med-X at the first meeting - otherwise, when completing the "Wheel of Fortune" task, you will run into a bug (the necessary options do not appear in a conversation with a demoman), leading the quest to a dead end.
If we do not get distracted by the exploration of the world, but follow the storyline, our next stop should be the ruins of the town of Boulder City. Sooner or later, the main quest "Investigation" will lead us here.
Skirmish in Boulder City(Lieutenant Monroe). It is required to settle the conflict between the NCR and the Great Khans. If everything goes smoothly, we will get good karma from both factions. All you have to do is talk the gang leader into releasing the hostages (Speech 45) and then ask the lieutenant to let the Khans go in peace. With a developed barter or eloquence skill, this will not be difficult.
And now is the time to visit the HELIOS One research complex, where NKR warriors guard the station day and night as a strategically important object for the Republic. They have only one problem: their main researcher (an idiot in every sense) cannot ensure that the sun shines brighter and the complex generates more energy. This was his main goal - now this is a task for us.
McCarran and Streep get nothing but NCR experience and karma, not even gratitude from Fantastic.
Fremont and Westside - Ignacio encourages with a kind word and medicines (plus good karma from Followers).
The whole region - all of the above and the book "Science for All".
Archimedes - some medicines and experience, the ability to take possession of a powerful tool in the future.
The entire region (critical option) - the plant is disabled, except for medicines and experience, nothing threatens us.
sun glare(Lieutenant Haggerty). The boring demining and fighting robots at the beginning of the mission are offset by a large bouquet of endings in the final. It all depends on how we distribute the generating energy at the HELIOS One station.
On a note: if you program the installation on the Archimedes gun, then in Freeside, where children are chasing each other, you can buy an unusual pistol from a boy named Max: it works as a target designator for the Archimedes orbital laser, and you can activate it once a day. A very effective contraption against a cluster of strong opponents, but only works in open areas.
To the east of the scientific complex is the Forlorn Hope camp, where there is a full basket of their troubles. The NKR soldiers are depressed - there is nothing to eat, there is nothing to shoot at enemies, the infirmary looks more like a slaughterhouse, and even these bastards, Caesar's legionnaires, captured Nelson and are getting on their nerves by sending their scouts to the camp. We must again become the guardian angel and the messiah in one person.
Return of hope(Major Polatli). If you don't want to ruin your relationship with the Legion, you'll need stealth skills. Before you take food from the box, take the satellites away, then return, sit down and accept the stealth fight. Taking supplies, carefully, without being seen, slip past the legionnaires. The next step will require advanced medical skills. It's easier to collect medicines in Doc Richards' tent and use them to heal the sick, but it's better to do it without the help of supplies - you will get more experience. The final of the quest involves clearing Nelson from the legionnaires, but even here you can do without losing karma on their part. Leave your companions behind and accompany Sergeant Cooper yourself. You can shoot and injure opponents, but just do not kill them - otherwise notoriety is guaranteed. When outside all the enemies are dead - run into the barracks and sharply back to lure the Dean of the Dead Sea into the fresh air and the NCR troops. Pick up a unique machete from the leader's body and return to the major with good news.
medical history(Dr. Richards). We take the quest in the course of the previous task. We need to find the thief. This is one of the privates, he often hangs around near the barracks. If we ask the doctor about the signs of the use of "Hydra" (medicine 50), we can split the thief right in the conversation - otherwise we have to wait until night and catch him red-handed. You can kill a bastard, agree to his bribe, turn him in to a doctor, or force him to surrender to the authorities himself. The latter option is more profitable - we will get more experience and karma from the NCR.
Boomerang(Radio Sergeant Reyes). During the mission, you need to run around almost the entire Mojave and visit the posts of the NCR rangers. The only fork and moral choice appear only at the end - in any case, we will get 500 experience, so there is no point in provoking the commander of the rangers to commit suicide.
A little south of Nelson is the post of the NKR rangers, where the local leader is already waiting for our hero. He advises us to get away, but we convince ourselves that we can help. Completing the next quest can be combined with the "Return of Hope" quest.
Come back home(Ranger Milo). It is required to release the hostages crucified on crosses in Nelson, which can be done in a completely peaceful way. Find two generators in the city, wait for the night and turn them off by turning off the lights that illuminate the central square. Crawl to the scaffold, quietly untie all the prisoners (legionnaires in the camp automatically become hostile, but they should not notice you) and quietly run away after them. Despite the bloodless outcome of the task, you will receive the notoriety of the Legion, but it will be much less than when clearing the city.
It is important: if you kill the leader of the legionnaires in Nelson, the Dean of the Dead Sea, the quest "Legion is my name" will become unavailable. This quest is the mirror image of the Restore Hope mission.
Camp Golf is a picturesque place on the shores of a clear lake, more like a sanatorium than a strategic military facility. We will definitely get to this paradise by one of the Forlorn Hope quests; here is the main headquarters of the rangers in Mojave and a camp of ordinary employees almost at the very lake. There is only one problem in "paradise" - recruits do not want to serve, and their comrades are treated with disdain. Sergeant McCready is tired of this, and he turns to us for help.
One step from defeat to victory(Sergeant McCready). There are four endings, our choice affects the final cutscene of the game. It is necessary to unite a detachment of yellow youths under the leadership of one of them. Punk Razz will agree to become the leader if we get drugs (the addict's room is located in a nearby hotel), Poindexter will hack the computer and forge reports (you need to use one of the terminals: one in the back room on the first floor (breaking 75), the other in the hotel lobby (bad glory to the NCR)), O'Hanrahan - to improve relations in the team (eloquence of at least 40), and Mags - to conduct training at the shooting range (weapon 45; explosives 45). Whatever choice we make, the amount of experience will be the same.
Camp Golf is within easy reach of the NCR Sharecropper Farm, our next destination. Farmers have corresponding problems - the harvest is weak, there is not enough water, and why - this should be clarified.
Hard luck(Morgan Blake). The quest will take us to the most terrible location of the game - Vault 34, teeming with ghouls of varying degrees of fatness and full of radiation. We are looking for two flooded compartments - dive into each of them and take the passwords from the corpses of technicians. Then go to the terminal and pump out the water. We return to one of the previously flooded compartments and open the door to post "A" of the security service. After a hard fight with luminous ghouls and the resting place of the Overseer (submachine gun is a good weapon against him), at the terminal we open the door to the armory, but first we go to the target reactor. There are two endings: help the sharecroppers (the good name of the NCR), or transfer control of the Vault to a group of survivors.
This is interesting: if you choose the second one, you can meet the survivors in a couple of days in the Aerotech business park in block 300. We can listen to their story and tell you that it was you who saved them.
Walking through the central lands of Mojave, it's hard not to notice the huge military base - the camp at McCarran Airport. This is the very heart of the NCR, the main headquarters and just one of the largest locations in the game, so finding all the quest givers will not be easy. Major Dartie usually staggers near the entrance to the airport, Lieutenant Gorobets - in one of the tents, look for Colonel Shue and Dr. Hildern on the first floor in the offices, and Lieutenant Boyd interrogates the captured Legion Dean on the floor above.
Don't grow grass(Dr. Hildern). You will have to run a lot through the labyrinths of Vault 22 in search of access cards and terminals that block different doors. First, repair the elevator (repair 65 is needed) and immediately go to the fourth level, to the common areas, where in the elder's room, unlock the two doors using the terminal. Then our path lies to the lowest level - it is full of praying mantises and carnivorous plants. Find the red terminal on this level and download some of the data, then look for the entrance to the cave, where a lot of living creatures and the rescue of the scientist Kili await us. The researcher will order us to set fire to the gas to kill the spores on the lower level, but there is one problem - the blast wave covers us ourselves. Solution: bring satellites into the room where we downloaded the data, throw a grenade or dynamite at the place where the gas accumulated and quickly slam the door. And at the end we will have a conversational battle with Keely - you can lie to her about copying the data, but it's better to convince her (science 70). If the barter is above 50, you can demand an increase in the reward from Hildern. For saving Keely, the award will be given by Miss Williams.
Headhunting(Major Dartie). A simple quest in terms of elections - you "only" need to destroy the three leaders of the Devils: Chef-Chef, Violet and Driver Nefi. When killing, try not to aim at their heads, because they need to be brought to the major as evidence. Before killing the Chef, talk to the Little Brat in the McCarran camp - he will say that if you kill your favorite brahmin cook, he will start killing everyone indiscriminately, and you can also find a cooking recipe in his lair. Upon returning to the camp, talk to Corporal Betsy - she will thank you with lids, then give the trophy to the major.
On a note: another victim of Chef Chef lives in the Westside hotel - pimp Sarah. If the Devil is killed, she will thank us with caps and stimpacks.
healing(Lieutenant Gorobets). Sniper Betsy from the 1st reconnaissance battalion suffered a serious psychological trauma during one of the special operations, we need to restore her spirits. We need medicine skill 40 or eloquence 60 - after talking with her, all that remains is to report to the lieutenant and go to the medical clinic in New Vegas, where the quest will end.
spy mania(Colonel Shu). A "mole" has wound up in the main headquarters, we need to figure it out. Conversations with Curtis and the camp staff will lead us to the control tower (you can get the access key to it from Lieutenant Boyd). We are waiting for the night (from midnight to two o'clock) and observe how Captain Curtis follows the tower, we follow him and eavesdrop on the negotiations. Then we quickly run to the monorail and in the train fan we find and defuse the bomb (explosive 35 or science 45), we return with a report to the colonel. This is an ideal passage, but there are forks: you can kill the captain and pick up the activation code for the bomb - when defusing, the skills of science and explosives will no longer be needed; you can tell Curtis himself about suspicions before the ambush, and then he will set a trap for us on the tower, we will kill him, report to the colonel, but the train will explode.
Looking for White(Lieutenant Boyd). The beginning is linear - we travel to the indicated points, we ask about the missing soldier. The trail will lead to a character named Tom Anderson (well, hello, Neo!), And we will face a choice: take pity on the killer, blaming White's death on a gang of Scorpions (the glory of the Followers of the Apocalypse); hand him over to Lieutenant Boyd (NKR karma); persuade to surrender yourself (a little more experience and NKR karma). Also, for any outcome of events, Boyd will give the key to the box with the confiscation.
Near the headquarters of the NKR is the Aerotech business park, a haven for refugees and victims of gambling on the Strip. Captain Parker complains that people have begun to disappear in his department, and there is no one except us to deal with the problem.
coyotes(Captain Parker). Conversational Quest. We go to the Westside Hotel and talk to St. James (if he is in the room, wait until he comes out, otherwise he will attack and the mission will fail), then we run to the second floor to talk with Candy. For 200 caps, she will reveal the secrets of our suspect, and for 250 she will sell the key to his room. If there is a feature "Cherchet-la-fam" (or "Womankiller" - for male characters) - we get the key for free. We penetrate the room, take the evidence (you can still visit Dermot's room) and return to Parker for a reward. With scoundrels, you can still "talk heart to heart" with the help of weapons, but this will not bring dividends.
When all the problems in the region are resolved, we will go to the northeast Mojave, where a shelter for children and refugees, now controlled by the Republic, has settled in the former territory of the Great Khans, in Bitter Springs. No one cares about the camp - supplies are running out, there are not enough people to guard, and even some sniper has wound up - regularly reduces the population of the base. And even the flag was hung upside down as a symbol of disaster.
A cynical scene: the captain complains about the lack of food in the camp, and she eats all day long.
Just a little more(Captain Gilles). First of all, let's deal with supplies and people to guard the camp. Food in the caves guarded by ants and night hunters, one suitcase is irradiated, but it can be cleaned with medicine or science level 25. There will be no problems with reinforcements if the quests in the McCarran, Forlorn Hope and Golf camps are completed.
Mountains, only mountains(Captain Gilles). The raider of the Great Khans is behind the attacks - you can either kill him or convince him to leave with eloquence 50. If you have Bun as your partners and you want to solve the problem peacefully - leave him outside, near the cave, otherwise he will immediately open fire.
Bitter Springs: Hospital Blues(Lieutenant Markland). By order of the field doctor, we need to get three doctor's bags and two books on the treatment of children and refugees. Books can be bought from Blake at the Red Caravan. And if you have Arcade Gennon in your companions, instead of books, you will have the opportunity to consult with him. In addition to experience, as a reward, we get a choice of medicines, money or karma.
The last quests for the NCR should be sought in the southeast, in the Searchlight camp, where the insidious legionnaires detonated a radiation bomb and the town turned from a fortified NCR checkpoint into a haven for ghouls, former soldiers of the Republic. Of the entire garrison, only a detachment of Sergeant Astor remained in the ranks. He is entrenched in a tent nearby and is patrolling the area, waiting for us to turn to him for quests.
We are together(Sergeant Astor). The goal of the mission is to collect 10 tokens from ghouls, former NCR warriors, now living freely in the village of Searchlight, which is full of radiation. 9 ghouls with tokens are hostile - they will have to be laid to rest. The last ghoul has not lost his mind and lives in a house near one of the churches - convince him to give you a token (speech 60 or strength 7), and then help get rid of the radscorpions - get additional experience. For each token from the sergeant, you will receive 25 caps, and for all 10 - a trophy rifle.
Wheel of Fortune(prospector Logan). A boring task, you need to run a lot, and the privileges are dubious. In the basement of one of the churches of Searchlight, we get acquainted with inadequate Logan, hack the computer, run to Nipton to Tovarnyak, then to a secret cave warehouse. We pick up anti-radiation suits, return to the prospector - he gives the key to the police station, and we must, on his orders, collect items marked "NKR". After gathering in the police building, we repeat the procedure in the fire station, but the level of radiation is high here and the radscorpion uterus - be prepared for difficulties. In any case, the quest ends for Logan and his team sadly - he gets into a fight and dies, it is impossible to resolve the discussion peacefully. But if Logan falls in battle, the quest will automatically be credited to us, and his partners will leave in peace (if they are not eaten by enemies).
This is a bug: in version 1.2.0.314 of the game, there is still a bug that does not allow completing the quest under a certain condition. If you have visited Nipton before and handed out Med-X to Tovarnyak, at the next meeting he will not say anything more and the task will come to a standstill. This is treated only with a cheat code: enter resetquest 131E7C in the console, but do not take the Marathon task again.
An eye for an eye(Sergeant Astor). Our target is the Legion camp at Cottonwood Cove. To begin with, we will install a bug and steal data from the camp. Difficulties will begin only at the end - you need to destroy the camp, and do it (ideally) without losing karma. This is real, but first you need to complete the task "Loneliness" (redeem the captives from the slave trader). Rise to Cottonwood height, to the broken van with nuclear waste. Open the back door... and watch as all the legionnaires run into the roar and die from radiation.
The last side mission for the Republicans awaits us a little north of the Techatticap mine, where the partners of Private Rynolds were captured by treacherous legionnaires.
Wherever I roam...(Private Reynolds). It is very difficult to free the hostages and not spoil relations with the Legion, but there is one scheme. Put on Caesar's armor and go into the mine with your companions. We go to the hostages - along the way you can bang a couple of dogs, - we break open the locks (breaking 50) and openly untie the prisoners. A fight breaks out, your partners open fire, the legionnaires try to kill the prisoners, and we run with all our might to the exit. It is necessary to run to Rynolds before one of his comrades in the mine is killed. The quest is completed, it remains only to use the fast movement to pull the companions out of the enemy's lair.
It is important: even if you managed to inherit somewhere, after visiting the Strip, the center of New Vegas, all key groups will forgive us all past mistakes - karma will become neutral.
Family friend
In the "New Vegas" it is beneficial to be friends with everyone, and a positive reputation sometimes helps more than a fancy arsenal in your own backpack. Who will come to the rescue if we call, who will give the keys to the secret apartment. We carry out assignments, they give us gifts - mutually beneficial friendship. Now let's see who and what can please us.
The faction's secret apartments are a place where you can get hold of ammunition and cells to store your own good.
NKR- with positive karma, they will give us a walkie-talkie, and we will be able to call the soldiers for help (does not work inside locations), and when we become a "favorite" - the keys to the secret apartment.
Legion of Caesar- with a positive reputation, a task is regularly issued to collect the surplus equipment formed from them, with a "favorite" - the keys to the apartment.
Goodsprings- discount on food and drinks in the Prospector saloon.
Demomen- with some periodicity they will give us dynamite with positive karma.
Novak— the keys to the hotel room on the second floor.
bombers- the ability to use their shop, as well as the faction costume.
Brotherhood of Steel- after completing the quest "In the Ignorance", the elder gives the keys to the secret apartment, and after joining their ranks, you will be taught how to wear power armor.
Followers of the Apocalypse- with good karma, we will be able to buy magazines from Julie Farkas in Mormon Fort, after joining we will receive the keys to the secret apartment.
kings- if we do good deeds in Freeside, the messengers of the King will sometimes give us small gifts (provisions, medicines), after joining, local bandits stop attacking us.
Strip- a pass to the closed section of the casino "Ultra-lux".
Great Khans- good fame is needed to take some quests.
Looking for unmarked quests...
...we carry out informal orders of the Republic
In addition to open requests for help, officers and just campaigners from the NKR can load us with their petty problems and suspicions. They don't even show up in the quest log, just a small note. The marker does not point to the target, all instructions are learned only from conversations. Such tasks are usually quite trifling, their completion takes a few minutes, but there are also very interesting assignments. Let's consider them.
In Novak, ranger Andy will ask us check the post "Charlie" from where there has been no news for a long time. At the headquarters we find two audio recordings, we learn that the legionnaires killed everyone, and one girl was taken prisoner. Returning to Andy, we get 200 caps, Novak and NCR karma, the Ranger Throw feature.
Several small tasks can be obtained in Sloan:
Near the huts of workers lives manual mole rat Sniffer he is limping. At 30 medicine, heal his paw and report to Chawk Lewis - get NCR repute. And if you talk to the workers, a marker of the Great Khans camp will appear on the map.
At the administration building broken power generator supplying energy to the quarry. Chawk Lewis complains about his malfunction. The unit can be dismantled, but there will be no bonus for it, and if you repair it (repair 35) and report to the foreman, we will get 200 NKR dollars and karma.
The main misfortune for a brigade of workers is the claws of death that flooded career. It is necessary to eliminate two individuals - the alpha male and the uterus. To fulfill the contract, you need a powerful weapon: a sniper rifle with armor-piercing cartridges or a Fat Man nuclear grenade launcher will do. Also, properly dress up your companion so that he distracts the claws on himself. As a reward, we will receive 500 NKR dollars and positive karma from the foreman.
We leave for Forlorn Hope.
Quartermaster Meyes asks to bring him all the found NCR tokens. For each copy, he will issue a nominal fee - two covers. For the first token, we will additionally get some experience, good fame and some supplies.
On a note: the same tokens can be turned in to Aurelius of Cottonwood Cove, the reward is reputation with Caesar's Legion.
Private Sexton from the barracks to raise morale holds a funny competition between the fighters - who will kill more servants of Caesar. As proof of the murder, we need to bring him ears of legionnaires, one for each warrior. There is no reward for this, but from now on, some legionnaires can unscrew their ears (more precisely, find them in the inventory of the fallen).
On a note: the ear can not be obtained from every dead person, and this does not depend on whether the head is damaged and who will be the killer - you or your companion.
Our next stop is Camp McCarran, where there are also non-obvious tasks.
A double assignment from the NKR Base Chef to arrange meat supplies and spices and fix cpu for cooking food. We go to the "Red Caravan", persuade Blake to cooperate (eloquence 75). To repair the processor, you need either a bunch of parts or a repair skill of 80. As a reward, Chef Fabber will sell food at a discount.
Cristina Morales has a tragedy - her husband fell in an unequal battle with the Devils, and now these bastards use the body as a bait for the NKR troops. You need to find a Republic outpost near Repconn headquarters, talk to one of the soldiers and return their body, having interrupted Devils. We go to the ambush site, kill the snipers and drag the corpse to the outpost. We return to the wife and get a plus for the reputation of the NCR.
The Republicans have captured Centurion Caesar, but Lieutenant Boyd is unable to split him and find out valuable information. We are glad help with interrogation. There are two options: to mark the boor to the penultimate unit of life or just to talk (intelligence 8 or eloquence) - the result will be the same everywhere. As a reward, we get experience, 300 caps, and the good reputation of the NCR.
Colonel James Shue complains about the leader of the Devils - Motorcycle racer- and offers a reward for his head, or rather a helmet. We must bring it to the NKR officer as proof. This job was entrusted to the ranger Anders, but he screwed everything up and was captured by the Devils. Our target lives in Vault 3, in the ruins of South Vegas. If we have taken the quest "Honeymoon in Aba Daba" (issued by Diane from the chemical laboratory of Red Rock) or eloquence is more than 64 - Devils will let you through to their leader. You can kill the motorcycle racer, buy his helmet for 200 caps (150 - if intelligence is 10), or demand that he pay himself (speech 75). As a reward, we will receive experience and 300 caps.
On a note: Bryce Anders is wounded and is sitting in one of the Vault's rooms. You can heal him with the help of a doctor's bag, and then either send him to the camp, or call for help (only if you want to kill the Motorcycle Racer), or you can leave him to die, but you will lose the NKR karma. And three caravaners are also locked in the residential sector: if we release them (breaking 75), we will get the password from the Overseer's room.
The most confusing of all the unmarked quests is deal with Contreras. It is two-sided - you can either hand over the underground merchant, or enter into an agreement with him, or you can first work for him and then turn him in. There are many options, I will describe the best in terms of benefits and morality. We take the task from Lieutenant Boyd, agree to help Contreras (with an eloquence skill of 50, he gives the first assignment), we go to the “gunsmiths”, look for Isaac either near the Torgotron or in a house nearby, convince him (80 eloquence), we receive caps as a reward. The merchant's next assignment is to pick up the package at the Red Caravan. We are interested in Blake about drugs, we ask Contreras himself about the same - after that we can turn over the underground scorcher Miss Boyd at any time. Or we can not hand it over, but wait two days, then go in for the last order. We agree, we go to Miguel's pawnshop (Westside), verbally fight with Keller (undercover NCR), we convince that it is possible to cooperate with Contreras, we return to McCarran. There are two endings: hand over the merchant Boyd (she will give the unique “Machine” gun for this) or convince Contreras with eloquence that you need to cooperate with Keller (but the merchant will give you the “Machine” gun only if Keller is killed).
The last unmarked quest for the NCR faction awaits in the Aerotech business park.
Helping Captain Parker expose the sharper. You just need to talk to Keith, use barter 45 and eloquence 60 to find out information from him (or climb into the table and find a marked deck of cards like that, but we will lose karma). It remains to report everything to Parker, escort him to Keith and witness the murder of the latter.
Story quests in the list are in bold. In addition to the usual ones, there are also "unmarked quests" in the game, in the pip-boy they are listed in the "miscellaneous" category in the form of notes. They differ in that they do not have marks on the map, you need to independently look for the right thing or character. Such quests are marked with (-) in the list.
On the map, those locations where there are many quests are highlighted in white. All the rest are random caves, lonely houses, natural objects, it is not necessary to visit them. The whole map will open at level 20 if you take the "explorer" perk.
Quest selection menu:
1. Goodsprings: . . . Broken radio (-) . . Safe at school (-) . Streams flowed. . Sloan: Deathclaw Eggs (-) . Sniffer (-) . . Generator Repair (-) . 8 Legion: Cottonwood Cove: | 9. Bombers: Artillery Schedule (-). Into the sky! . Bad ants. Boogie Woogie . Young Hearts. Nellis. Scrap metal (-) . Medic bombers (-) . Mister friend (-). Children of bombers (-). 10. Great Khans: A helping hand. 11. Brotherhood of Steel: In ignorance. 12. Hoover Dam: Add. faction quests Grace of Caesar. 12-2. For the Legion to Caesar what is Caesar's . 12-3. For Mr House
The casino always wins . 12-4. For Yes Man Joker: Ace up the sleeve . Option 2 - help Joe capture the city -. Option 3 - do not enter into conflict, and remain neutral to both groups. |
When we leave the village of Goodsprings, it will be possible to change our initial characteristics and skills 1 time. We go along the road to the south, to the next city of Primm. At the fork in the road is "Jin's Parachute School" - a small house and an airstrip. There are several Demomen roaming around this place. When we enter the battle, the Victor robot will come to our aid again.
Location: Sloane
It's a mining town north of Goodsprings. Worker Chawk Lewis will warn us that this road cannot go to New Vegas, there are many dangerous monsters of the Death Claws on the way.
2. Primm
Fallout: New Vegas. Walkthrough
Quest: Investigation
The search for killers will lead us to the next town in the south. Half of the city is occupied by NCR soldiers, the other half by Demomen, in the middle there is a neutral bridge and a couple of houses with survivors. Without wearing the Demomen's armor, we will be able to go to the NCR camp in the south. On the bridge we look under our feet, there are mines. In the tent we speak with Lieutenant Hayes, he will tell you about the situation with the bandits.
We go to the northern part of the city. If the Demomen's reputation is damaged, you will have to kill several bandits on the streets. On the right is the Mojave Express building, a dead courier lies against the wall, we take from him Delivery order (4/6).
On the left we enter the Vikki and Vance casino. Inside we speak with Johnson Nash - he is the owner of the Mojave Express, from him we learn the background of the order, because of which we were almost killed. There were 6 couriers in total, each delivered his own thing. Our killer was seen by the local Deputy Sheriff Beagle, but you can’t talk to him, now he is a prisoner of the bandits in the casino opposite, you need to free him -. For the plot, it is enough to either save the Beagle or examine his body.
Other opportunities in the city:
Johnson Nash- we can trade, play "caravan".
Ruby Nash- Johnson's wife, can cook a dish of scorpions - Ruby's Casserole (radiation +2, health +1 for 30 seconds), for this you need to bring her 5 radscorpion glands. Scorpions can be found in the desert south of the city.
Prim-Slim- robot guide, we can learn more about the city from him.
In the side room of the casino, a Combat Knife is stuck in the table, we can steal it by spending karma.
Location: NKR Correctional Facility
Doz is a guard, there is a Key to inf. center.
Myers is a former sheriff, sitting in the first building.
Administration. Hannigan, Eddie (Admin Key), Omelet. The safe next to the painted portrait. Warden's terminal.
Prison Block A. Carter (Key to block B).
Prison Block B.
Location: Nevada Highway Patrol Post
There are several bandits from the Jackal gang around. Inside the building there is a workbench for reloading ammo. A corpse is locked in the cell, we will find a couple of cards and other rubbish from him.
Location: Nipton Road Parking
There are radscorpions walking outside. In the road shop near the checkout is Mayor Stine's Diary - "Guess who's lucky", it says that he helped Caesar's Legion, earned several thousand caps, and hid in a shack in front of Nipton.
Location: Mojave Outpost
There is a huge statue at the entrance, commemorating the deal between the Desert Rangers and the NCR. At the post of Sergeant Kilborn, he will tell you where you can find where.
Lacey is a store clerk in the first building.
Cass is an alcoholic girl who lost her caravan. He will advise us to find a branch of the "Red Caravan" - the quest "Payment of the bills".
Major Knight - in the second building, repairs armor, weapons. It is with him that you need to negotiate in order to bring the NCR reinforcements to Primm, while you need the "barter 20" skill.
Location: Nipton Pit Stop
On the way to Nipton we will meet the ruins of buildings, among them lives a gang of Jackals. A little further we will see how the girl Jacklyn kills Thomas. According to her, he suddenly attacked her. We examine the body, read Thomas's Diary, it says that they recently met, and Thomas did not plan anything bad. We will also see that she stole Thomas's amulet, we are trying to return them, and she will attack us. Reward: necklace - 9 caps with a star.
How to pass Fallout: New Vegas
Fires are kindled in the city and the flags of Caesar's Legion are hung. Oliver Swenik - will run out of the city to meet us, according to him, he won the lottery, but he will not explain anything and will run on.
City Hall. We can go inside, the legionnaires are no longer here, but their dogs remained. On the rack with drawers we will find Shabby key, with its help we can open the door to the basement, where there is trash and medicines. There are more dogs on the 2nd floor, one of the corpses is mined. In the upper office we can read the records in the terminal of Mayor Stine, there are tablets, magazines, Book (+3 science) in front of the computer. Next to the closet is laser pistol.
There are a lot of traps in the southern house, there is a safe in the bath, you need "hack 25", inside: Magazine +10 explosion, 40mm grenade launcher. After opening the safe, a cage in the hall will open, 3 tree scorpions will attack us.
In the eastern house, we are attacked by the robot Prototype Mistra Gatsy. We can read the records of a local programmer on the computer. There is a workbench nearby. All other houses are empty, but even there we can collect ears from the bodies of legionnaires, and tokens from the bodies of NKR fighters.
From Nipton we go east. In the gorge, members of the Viper gang will attack us from above, so it’s better not to go along the road, but immediately climb higher into the mountains. There are a couple of grenade launchers among the enemies. Red cones on the road are mined, do not approach them.
Location: Rotorcraft crash site
Far southeast of Nipton, behind a hill, there is a crashed helicopter, there are a lot of strong robots around, if we can quickly run past them, then we will take a laser bazooka from the helicopter Prototype "Tesla Beaton"(76 damage, electric charge, -50 health).
Location: Camp Searchlight
NCR soldiers at the entrance to the city, they warn that the Legion has detonated a nuclear charge here, a strong background radiation can kill us. All the soldiers in the city turned into burnt ghouls. If there is an anti-radiation suit or anti-radiation medicine, we can explore the city.
Location: Searchlight Airport
South of the infected city. The airstrip can only be entered through an underground tunnel. several scorpions inside. There are two chests near the ruins of the airport building, they contain about 500 covers.
To the east of the airport there are acidic swamps, a dead Prospector lies on them, on his body we will find a nuclear bazooka "Fat Man" (damage, weight 30, cartridges: Yader-V).
Fallout: New Vegas. All quests
The whole town is a Dino Dee-Lite motel, with a statue of a dinosaur, and a few other residential buildings around. There are 2 types of workbenches in the abandoned gas station.
Jenny Mae Crawford is the owner of the motel, you can buy a room from her, ask about other guests and nearby factories. We learn from her that a checkered jacket passed here, and his people spoke with Manny, a local sniper.
Manny Vargas is a daytime sniper on duty in the mouth of a dinosaur. It was he who communicated with our killers when they passed by. For information about them, he asks to help him -. For the main plot, this is not necessary, we can just look at the recording in Manny's computer. We learn that the Great Khans have gone to Boulder City.
Other residents:
Dr. Ada Strauss - can cure diseases and addictions for 50 caps. If we raise our fame in the town, he will start selling us medicines.
Daisy Whitman is an old woman with a gun, a former pilot.
Cliff Briscoe is a souvenir vendor inside a dinosaur statue.
Bruce Isaac - musician, lives in a room on the 2nd floor. Hiding from Bishop, from whom he arbitrarily took money for his work.
Location: Mama Gibson's Junkyard
You can buy a lot of cards for the deck from the saleswoman. When we approach the dump, the ED-E robot will automatically turn on the audio recording. We learn that the Enclave data is embedded in the robot.
Location: Nelson (Legion)
At the entrance to the NKR checkpoint, the main one is Ranger Milo. If there is a skill "eloquence 25", we will receive a task from him. We need 20 doses of "psycho" to strengthen the morale of the soldiers.
Location: Camp Forlorn Hope (NKR)
Location: Camp Golf (NKR)
Inside the building on the 1st floor in the terminal there is a line "Correction of the control system Lucky 38".
Location: Helios One (NKR)
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Page selection menu: Passage of all quests of the main game: DLC: Dead Money. Honest Hearts. Old World Blues. Lonesome Road. Secrets. Cheat codes. Achievements . Questions - answers. |