Helios is the only one where to direct energy. Fallout: New Vegas. Walkthrough. Quest: I forgot to forget
The storyline in Fallout: New Vegas is surprisingly short: two bullets to the head, a miraculous resurrection and the search for one's own killer, a climax in New Vegas with the choice of side whose interests we will support, and an endgame at Hoover Dam. Regardless of the faction, our fate will be decided there.
The essence of the game is in side missions. Mojave is an unsafe place, and you can expect a call for help from any NPC or group. The New California Republic is one such struggling faction, albeit the largest in the entire Wasteland. No one cares about their power in the region - prisoners seize prisons, legionnaires attack checkpoints, civilians themselves stand up to defend their homes, because there is no longer any hope for anyone’s protection. The honor of reviving the former greatness of the NKR fell to you, fortunately the faction commanders do not skimp on assignments. And sometimes the reward is not only valuable experience, but also unique weapons. Just finding all the missions and not ruining another quest in the process is not an easy task...
- There are neither good nor bad
- I serve the fatherland!
- Looking for unmarked quests
A short training, the last instructions from the doc, and now we are standing on the porch of an old hut, the hot desert sun is shining in our eyes, we see lonely villagers engaged in everyday activities, and we feel the atmosphere of rural peace.
But 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 government power in the form of the NKR is bursting at the seams, bandits are operating in the area, 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 bright sun is shining in Goodsprings, and somewhere in the south smoke is already billowing - the legionnaires are probably acting up again. The neighboring town is in the hands of thugs, and the brave military men just 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 - protect or join in the beating, lend a helping hand or put a bullet in the forehead and, finally, save the world - or destroy it.
If the former suits you, it means that the unlucky Californians need to be re-educated - either with a kind word and a pistol, or even with fists and a minigun. But it is better to inspire the military with your exploits, the blood of the Devils and the Legion - this is how we will climb the career ladder from “favorite” to “idol” and return the former greatness of the Republic. But first we need to thank those who saved us from death.
There are neither good nor 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 saloon and witness a verbal altercation between the owner of the establishment and the leader of the bombers. The reason for the dispute is a merchant hidden by the townspeople from evil men. Here is our first chance to express ourselves: we become noble, help the locals defend their town from the lip-smashing bombers, or go the bloody route, enlisting the favor of a weak but numerous Mojave group.
Shooting in a ghost town(caravan driver Ringo). A distressed traveler hides at a gas station in Goodsprings and asks for the support of the townspeople. Sunny agrees without question, the rest must be convinced with a word or skill. Trudy requires eloquence 25, merchant Chet - barter 25. Hammer-Pete will give dynamite with an explosives skill of 25, Doc Mitchell will help for free, but if you convince him with medicine 25, he will share the doctor's bags. Then you need to repel the attack on the town. Try only to wound the enemies, leaving a chance for a control shot to the local militia - the loss of karma from the demolitionists will not be so great. You will become Goodsprings' "idol" (doesn't give much in the future), and Ringo will give you 100 caps as a reward (we'll get another 150 when we find him in the Red Caravan).
This is interesting: The radio does not work in the Prospector saloon (this is one of the unmarked quests in the game). For repairing it (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). The quest is the opposite of the previous one. To begin with, we simply kill the caravan driver Ringo. Then we get medicine from Mitchell (medicine 25) and ammunition from Chet (barter or eloquence 25). The finale of the operation is clearing the city of disobedient residents. As a reward, we get the reputation of a “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). Federation in Northern California, founded in 2196, consists of five states. The NCR capital, 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 NKR history will come in handy when completing one of the quests on Freeside. One of the squatters will ask you a few questions to make sure you are a Republican.
The state institutions of the NKR are similar to the structure of government of the pre-war United States. The Republic was strong in its industry, trading weapons, machinery and technology with other nations 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 heir to the California 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 the uprising, independence was declared in it. The state was later annexed by the United States during the Mexican-American War.
I serve the fatherland!
...I follow 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 largest number of side quests. True, judging by the overall picture, it is difficult to say how this group even breathes here, because literally every NKR outpost and camp is begging us for help.
The first serious fortification of the “new Californians” on our way will be the Mojave outpost. The place is quiet and inconspicuous, famous only for a huge statue made of iron and our potential companion Cass, drinking herself to death in the local canteen. You shouldn't expect any intriguing tasks here either.
Show sympathy(Ranger Jackson). A simple linear quest. We kill a group of insects on the road nearby - we get caps, some equipment and NKR karma.
Chasing the prize(sniper Ghost). Another walk - you just need to hit up Nipton and find out the cause of the smoke over the city. We run, talk to the demolitionist and return to the Ghost for experience.
It is important: Under no circumstances give the Freight Train 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 the demolitionist), leading the quest to a dead end.
If you don't get distracted by exploring the world, but follow the storyline, our next stop should be the ruins of the town of Boulder City. The main quest “Investigation” will lead us here sooner or later.
Skirmish in Boulder City(Lieutenant Monroe). It is necessary to resolve the conflict between the NKR and the Great Khans. If everything goes smoothly, we will receive good karma from both factions. All you have to do is persuade the gang leader to release the hostages (Speech 45), and then ask the lieutenant to let the Khans go in peace. With developed bartering or eloquence skills, this will not be difficult.
And now it’s time to visit the HELIOS One research complex, where soldiers from the NKR guard the station day and night as a strategically important facility for the Republic. They have one problem: their main researcher (an idiot in every sense) cannot make the sun shine brighter and the complex produce more energy. This was his main goal - now this task is for us.
McCarran and Streep - we get nothing but experience and karma of the NKR, there is not even gratitude from Fantastic.
Fremont and Westside - Ignacio rewards with kind words and medicine (plus good karma from Followers).
The entire region - all of the above and the book “Science for Everyone”.
Archimedes - some medicine and experience, the opportunity to take possession of a powerful weapon in the future.
The entire region (critical option) - the plant is out of order, except for medicines and experience, nothing threatens us.
Sun glare(Lieutenant Haggerty). The tedious demining and fighting with robots at the beginning of the mission are compensated by a large bouquet of endings in the finale. It all depends on how we distribute the generated energy at the HELIOS One station.
On a note: If you program the installation on the Archimedes gun, then in Freeside, where children chase 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 can be activated once a day. A very effective contraption against a cluster of strong opponents, but it only works in open areas.
To the east of the scientific complex is the Forlorn Hope camp, where a basket full of their troubles is located. The NKR soldiers are depressed - there is nothing to eat, nothing to shoot at enemies, the infirmary is more like a slaughterhouse, and even these bastards, Caesar's legionnaires, captured Nelson and are getting on your nerves by sending their spies into the camp. We must again become the guardian angel and 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 taking food from the box, take your companions away, then return, sit down and take the stealth fight. After taking the supplies, carefully, out of sight, slip past the legionnaires. The next stage will require advanced medical skills. It’s easier to collect medicines in Doc Richards’ tent and use them to cure the sick, but it’s better to do this without the help of supplies - you’ll get more experience. The finale of the quest involves clearing Nelson of 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 wound your opponents, but just don’t kill them - otherwise you will get a bad reputation. When all the enemies outside are dead, run into the barracks and quickly back to lure Dean of the Dead Sea into fresh air and the NKR 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 during the previous task. We need to find the thief. This is one of the privates, he often hangs around the barracks. If we ask the doctor about the signs of using Hydra (medicine 50), we can split the thief right in the conversation - otherwise we need to wait until night and catch him red-handed. You can kill the scoundrel, agree to his bribe, hand him over to the doctor, or force him to surrender to the authorities himself. The last option is more profitable - we will get more experience and karma from the NKR.
Boomerang(Sergeant Radio Operator Reyes). During the mission, you need to run around almost the entire Mojave and visit the posts of the NKR 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 ranger commander to commit suicide.
A little south of Nelson there is a post of the NKR rangers, where the local leader is already waiting for our hero. He recommends that we get away, but we convince him that we can help. Completing the next quest can be combined with the “Returning Hope” task.
Come back home(Ranger Milo). It is necessary 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 until nightfall and turn them off, extinguishing 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 Legion's notoriety, but it will be much less than when clearing the city.
It is important: If you kill the leader of the legionnaires in Nelson, Dean Dead Sea, the quest “My Name is Legion” will become unavailable. This mission is the exact opposite of the "Returning Hope" mission.
Camp Golf is a picturesque place on the shore of a clear lake, more like a sanatorium than a strategic military facility. We will definitely get to this piece of paradise through one of the Forlorn Hope quests; here is the main headquarters of the rangers in the Mojave and a camp of ordinary employees almost next to the lake. In “paradise” there is only one problem - the recruits do not want to serve, and they treat their comrades 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 drug addict’s room is in a hotel nearby), Poindexter will hack the computer and falsify reports (you need to use one of the terminals: one in the utility room on the ground floor (hack 75), the other in the hotel lobby (bad glory to the NKR)), O'Hanrahan - to improve relationships in the team (eloquence at least 40), and Mags - to conduct training at the shooting range (weapons 45; explosives 45). Whatever choice we make, the amount of experience will be the same.
From Camp Golf it's a stone's throw to the NCR sharecroppers' farm, our next destination. Farmers have corresponding problems - the harvest is weak, there is not enough water, and why - this should be found out.
Hard luck(Morgan Blake). The quest will take us to the creepiest location in the game - Vault 34, infested with ghouls of varying degrees of fat 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 difficult fight with glowing ghouls and the repose of the Overseer (a 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 (good glory of the NKR), or transfer control of the Vault to a group of survivors.
This is interesting: if you choose the second, 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 Mojave lands, it is difficult not to notice the huge military base - the camp at McCarran Airport. This is the very heart of NKR, the main headquarters and simply one of the largest locations in the game, so finding all the quest givers will not be easy. Major Darty usually hangs out near the entrance to the airport, Lieutenant Gorobets is in one of the tents, look for Colonel Shu and Doctor Hildern on the ground floor in the offices, and Lieutenant Boyd interrogates the captive dean of the Legion 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 (needs repair 65) and immediately go to the fourth level, to the common areas, where in the elder's room, unlock two doors using the terminal. Then our path lies to the lowest level - it is full of mantises and carnivorous plants. Find the red terminal on this level and download part 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: lead the companions 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 Kili - you can lie to her about copying 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. Miss Williams will give a prize for saving Keely.
Headhunting(Major Darty). A simple quest in terms of elections - you “just” need to destroy three leaders of the Devils: Chief-Chief, Vilit and Nephi Driver. When killing, try not to aim at their heads, because they are the ones you need to bring to the major as evidence. Before killing the Chef, talk to Little Brat in Camp McCarran - he will tell you that if you kill your favorite Brahmin cook, he will start killing everyone indiscriminately, and you can also find a recipe in his lair. Upon returning to the camp, talk to Corporal Betsy - she will thank you with the lids, then give the trophy to the major.
On a note: Another victim of the Chef, the pimp Sarah, lives in a Westside hotel. If the Devil is killed, she will thank us with caps and steampacks.
Healing(Lieutenant Gorobets). Sniper Betsy from the 1st Reconnaissance Battalion received serious psychological trauma during one of the special operations, we need to restore her spirits. We need a medicine skill of 40 or eloquence of 60 - after talking with her, all that remains is to report to the lieutenant and go to the New Vegas medical clinic, where the quest will end.
Spy mania(Colonel Shue). There is a “mole” in the main headquarters, we need to figure it out. Conversations with Curtis and the camp staff will lead us to the control tower (the access key to it can be obtained from Lieutenant Boyd). We wait for the night (from midnight to two hours) and watch Captain Curtis follow him to the tower, follow him and eavesdrop on negotiations. Then we quickly run to the monorail and find and defuse a bomb in the train fan (explosives 35 or science 45), and return with a report to the colonel. This is an ideal passage, but there are forks: the captain can be killed and the bomb activation code can be taken away - when defusing it, science and explosives skills will no longer be needed; Before the ambush, you can inform Curtis himself about your suspicions, 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.
White's search(Lieutenant Boyd). The beginning is linear - we travel to the indicated points, ask about the missing soldier. The trail will lead to a character named Tom Anderson (hello, Neo!), and we will be faced with a choice: to take pity on the killer, blaming White’s death on the Scorpio gang (the good fame of the Followers of the Apocalypse); hand him over to Lieutenant Boyd (NKR karma); persuade him to surrender himself (a little more experience and NKR karma). Also, regardless of the outcome of events, Boyd will give the key to the box with confiscated goods.
Not far from the NKR main headquarters is the Aerotech business park, a refuge 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 with 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 Sweetie. 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 “Cherche la femme” (or “Wife Killer” - for male characters), we get the key for free. We enter the room, take away the evidence (you can also visit Dermot’s room) and return to Parker for the reward. You can still “have a heart-to-heart talk” with the scoundrels using 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. Nobody cares about the camp - supplies are running out, there are not enough people for security, and even some kind of sniper has wound up - regularly reducing the population of the base. And they even hung the flag 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.
A little more(Captain Gilles). First of all, let's deal with supplies and people to guard the camp. Food is 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 you have completed the quests in the McCarran, Forlorn Hope and Golf camps.
Mountains, only mountains(Captain Gilles). Behind the attacks is a raider of the Great Khans - you can either kill him or convince him to leave with eloquence 50. If you have Boone as your partner 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 purchased from Blake at the Red Caravan. And if you have Arcade Gannon as your companion, instead of books you will have the opportunity to consult with him. In addition to experience, we receive a choice of medicine, money or karma as a reward.
The last quests for the NKR should be sought in the southeast, in the Searchlight camp, where the insidious legionnaires detonated a radiation bomb and the town from a fortified NKR checkpoint turned into a haven for ghouls, former soldiers of the Republic. Of the entire garrison, only Sergeant Astor's detachment remained in the ranks. He is entrenched in a tent nearby and patrols 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 NKR soldiers, now freely living in the village of Searchlight, where there is a lot of radiation. 9 ghouls with tokens are hostile - they will have to be put 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 (eloquence 60 or strength 7), and then help get rid of the radscorpions - you will receive additional experience. For each token from the sergeant you will receive 25 caps, and for all 10 you will receive a captured 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 in Searchlight, we meet the inadequate Logan, hack the computer, run to Nipton to the Freight Train, then to the secret cave warehouse. We take away the 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 at the police building, we repeat the procedure at the fire station, but there is a high level of radiation and a queen radscorpion - be prepared for difficulties. In any case, the quest ends sadly for Logan and his team - he gets into a fight and dies, the discussion cannot be resolved 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 game version 1.2.0.314 there is still a bug that does not allow you to complete the quest under certain conditions. If you visited Nipton before and gave the Freight Trainer Med-X, the next time you meet him he won't say anything else and the quest will end in a dead end. This can only be treated 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 destination is the legionnaire camp at Cottonwood Cove. First, let's install a bug and steal data from the camp. The 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” (ransom the prisoners from the slave trader). Climb to Cottonwood Heights, to the broken van with nuclear waste. Open the back door... and watch as all the legionnaires come running to the roar and die from radiation.
The last side mission for the Republicans awaits us just north of the Techattikap mine, where the partners of Private Rynolds were captured by the insidious legionnaires.
Wherever I wander...(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 kill a couple of dogs - we pick the locks (burglary 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 has been completed, all that remains is to use fast travel to pull the companions out of the enemy’s lair.
It is important: even if you managed to leave something behind somewhere, after visiting the Strip, the center of New Vegas, all the key groups will forgive us all past mistakes - karma will become neutral.
Family friend
In “New Vegas” it pays to be friends with everyone, and a positive reputation sometimes helps more than a sophisticated arsenal in your own backpack. Who will come to help if we call, who will give us the keys to the secret apartment. We carry out assignments, they give us gifts - mutually beneficial friendship. Now let's see who can please us and with what.
The faction's secret apartments are a place where you can get hold of ammunition and cells for storing your own goods.
NKR- with positive karma, they will give us a walkie-talkie, and we will be able to call soldiers for help (does not work inside locations), and when we become a “favorite”, we will be given the keys to a secret apartment.
Caesar's Legion- with a positive reputation, they are regularly given a task to collect the surplus equipment they have accumulated; if they have a “favorite”, they are given the keys to the apartment.
Goodsprings— discount on food and drinks at the Staratel saloon.
Demomen- with some frequency they will give us dynamite with positive karma.
Novak- keys to a hotel room on the second floor.
Bombers- the ability to use their store, as well as the faction costume.
Brotherhood of Steel- after completing the quest “In the Ignorance”, the elder gives the keys to a secret apartment, and after joining their ranks you will be taught the ability to wear power armor.
Followers of the Apocalypse- with good karma, we will be able to buy magazines from Julie Farkas in the Mormon Fort, after joining we will receive the keys to the secret apartment.
Kings- if we do good deeds in Freeside, the King’s messengers will sometimes give us small gifts (food, medicine), after joining, local bandits stop attacking us.
strip— pass to the closed section of the Ultra-Lux casino.
Great Khans— good reputation is needed to take on some quests.
Looking for unmarked quests...
...carry out informal orders of the Republic
In addition to open requests for help, officers and ordinary servants from the NKR can burden us with their petty problems and suspicions. They don't even appear in the quest log, but are only mentioned in a small note. The marker does not indicate the target; all instructions are learned only from conversations. This kind of task is usually quite trivial, it takes only a few minutes to complete, but there are also some very interesting tasks. Let's consider them.
In Novak, Ranger Andy will ask us check out Charlie's post, 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 took one girl prisoner. Returning to Andy, we get 200 caps, Novak and NKR karma, and the “Ranger Throw” feature.
Several small tasks can be obtained in Sloan:
Near the workers' huts lives a tame mole rat sniffer, he's limping. With medicine 30, heal his paw and report Chomp Lewis - you will receive good fame from the NKR. And if you talk to the workers, a marker for the Great Khans’ camp will appear on the map.
Stands near the administration building broken electric generator, supplying energy to the quarry. Chow Lewis complains about its malfunction. The unit can be disassembled, but there will be no bonus for this, and if you repair it (repair 35) and report to the foreman, you will receive 200 NKR dollars and karma.
The main misfortune for a team of workers is the death claws that flooded career. It is necessary to eliminate two individuals - the alpha male and the queen. To fulfill the contract, you need a powerful weapon: a sniper rifle with armor-piercing cartridges or a nuclear grenade launcher “Fat Man” will do. And also dress up your companion well 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 Mayes asks you to bring him everything found NKR tokens. For each copy, he will give a symbolic fee - two caps. For the first token we will additionally receive a little experience, good fame and some supplies.
On a note: the same tokens can be turned in to Aurelius from 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 can kill the most of Caesar's minions. As proof of the murder we need to bring him Legionnaires' ears, one for each warrior. There is no reward for this, but from now on some legionnaires’ ears can be unscrewed (more precisely, they can be found in the inventory of the fallen).
On a note: You can't get an ear from every killed person, and this doesn't depend on whether the head is damaged or who the killer is - you or your companion.
Our next stop is Camp McCarran, there are also non-obvious tasks there.
Double assignment from the cook of the NKR base - to agree on meat supplies and spices and fix the processor for cooking food. We go to the “Red Caravan”, we 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.
Christina Morales has a tragedy - her husband fell in an unequal battle with the Devils, and now these bastards are using the body as bait for the NKR troops. You need to find a Republic outpost near Repconn headquarters, talk to one of the soldiers and give them back their body, interrupting the 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 to the reputation of NKR.
The Republicans have captured the centurion Caesar, but Lieutenant Boyd cannot split him and find out valuable information. We are glad help in interrogation. There are two options: sweep away the boor until the penultimate unit of life or simply make him talk (intelligence 8 or eloquence) - the result will be the same everywhere. As a reward, we receive experience, 300 caps and the good reputation of the NKR.
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 evidence. This work was entrusted to Ranger Anders, but he messed 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” (given by Dayen from the Red Rock chemical laboratory) or eloquence is more than 64, the Devils will let you see their leader. The motorcycle racer can be killed, bought his helmet for 200 caps (150 if intelligence is 10) or demanded that he pay himself (speech 75). As a reward we will receive experience and 300 caps.
On a note: Bryce Anders is wounded and sitting in one of the rooms of the Vault. You can cure 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 NKR karma. There are also three caravan guards locked in the residential sector: if we free them (breaking 75), we’ll get the password to the Overseer’s room.
The most confusing of all unmarked quests is deal with Contreras. It is two-way - you can either turn in an underground dealer, or enter into a conspiracy with him, or you can first work for him and then turn him in. There are many options, I will describe the optimal one from the point of view 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 order), go to the “weaponsmiths”, look for Isaac either near the Torgotron or in a house nearby, convince him (eloquence 80), and receive caps as a reward. The merchant's next order is to pick up a package from the Red Caravan. We ask Blake about drugs, we ask Contreras himself about the same - after that we can hand over the underground reckless driver to Miss Boyd at any time. Or we may not hand it in, but wait two days, then come back for the last order. We agree, go to Miguel’s pawn shop (Westside), verbally fight with Keller (undercover NKR man), convince him that we can cooperate with Contreras, return to McCarran. There are two endings: hand over the merchant Boyd (she will give you a 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 you kill Keller).
The last unmarked quest for the NKR faction awaits in the Aerotech business park.
Helping Captain Parker expose the cheater. You just need to talk to Keith, using barter 45 and eloquence 60 to find out information from him (or climb into the table and find a marked deck of cards, but we will lose karma). All that remains is to inform Parker about everything, accompany him to Keith and witness the latter’s murder.
The quest is taken from Lieutenant Haggerty, standing at the main entrance of Helios One, who refers to a certain “idiot with glasses” who runs everything at the station. For some reason he can’t run the station at full capacity and he could use more qualified help.
We walk, guided by the marker, through the simple labyrinths of Helios to the goal. Literally after a couple of answers to my questions, when talking with the Fantastic (that’s what they call an “idiot ...”), it becomes clear that this guy is not only “incompetent” ... he is not at all up to speed with the things he has taken on ... the level of his knowledge is For electricians, the maximum is to screw the light bulb into the socket, and then under the supervision of a rescue team.
However, it doesn’t matter how personnel are selected in the NKR... our task, taking the work of a would-be scientist onto our shoulders, is to clean up this problem ourselves.
First, we need to connect two terminals located on the site with mirrors to the main computer in the Helios tower. Access codes can be found by talking to Fantastic (east terminal) and Ignacio Rivas (west terminal), the idiot's assistant. You can also find password records 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 alternative energy distribution. Fantastic will order it to be sent only to McCarran and the Strip, settlements falling within the zone of interests of the NKR, and Ignacio will order it to be evenly distributed throughout the entire region, without depriving other towns and villages, so that they do not fall into decay at all. You can also get information from Ignacio in more detail (earlier, superficially you can learn from the service terminals found at the power plant) about a certain 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 dangers of using this project in the event that information about it is revealed to militant factions (including the NKR).
Let's start by connecting the auxiliary terminals on the site. The approaches to one are mined with mines and a tripwire with a crossbow, which, in principle, is not difficult to secure. But the second one, guarded by aggressive NKR service dogs, slightly puzzled me. I didn’t want to spoil relations with the NKR yet, and this is exactly 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 towards Messrs. I remembered and helped a pop-up hint when starting the game - that you can maintain loyalty to a faction when killing one of its members, if this is done without witnesses. The stealth battle and the cutting glove served well and retained the NKR's goodwill.
After all the manipulations with the terminals at the mirrors, we head to the tower, to the main computer that distributes energy and launches (optional) ARCHIMEDES. Earlier, from conversations with the above-described Persians, we already know that the approaches to it are blocked by a security system - “friendly GREETINGS” 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 my way only by turning off the turrets at the SB terminal. Then we had to fight our way through, using various methods to radically neutralize the 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). Don’t rush, remember Ignacio’s advice and the careerist order of the ignorant Fantastic: where to distribute energy by choosing an option on the computer is up to you to decide now, you won’t have a second opportunity to redistribute it if you change your mind. You decide. Further, after initiating the distribution console on the observation platform, only the ARCHIMEDES function will be available - another dilemma: spoil relations with the NKR now or wait a little.
In the case of priority energy supply to McCarran and the Strip, we turn in the quest to Fantastic; if you decide not to spoil the NKR and distribute it evenly throughout the region, the quest is completed by Ignacio...
AHTUNG! If you later want to use the “Euclidean Algorithm” target designator and when choosing the distribution of electricity, another consumer (goal) was specified, then it will remain just a piece of iron... it will not be possible to redistribute the energy again.
It’s best to either wait until you come across this “rangefinder”... either during the quest from Veronica “Complete Worries”, or you come across it yourself in Freeside; or activate ARCHIMEDES II immediately
And IMHO, you can fuck, with the right manipulations, no more than two charges a day.
Story quests in the list are highlighted in bold. In addition to the usual ones, the game also has “unmarked quests”; 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 search for the desired item or character. In the list, such quests are marked with a (-) icon.
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 entire 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 (-). . Repairing the generator (-) . 8. Legion: Cottonwood Cove: | 9. Bombers: Artillery schedule (-). Into the sky! . Bad ants. Boogie Woogie . Young hearts. Nellis. Scrap metal (-) . Bomber medic (-). Mister friend (-). Children of bombers (-). 10. Great Khans: A Helping Hand. 11. Brotherhood of Steel: In the dark. 12. Hoover Dam: Add. faction quests Grace of Caesar. 12-2. For the Legion To Caesar what is Caesar's . 12-3. For Mister House
The casino always wins . 12-4. For Yes Man Joker: Ace in the Hole . Option 2 - we help Joe capture the city - . Option 3 - we do not enter into conflict and remain neutral towards both groups. |
When we leave the village of Goodsprings, we will have the opportunity to change our initial characteristics and skills once. We follow the road south to the next town of Primm. At the fork in the road there is "Gin's Parachute School" - a small house and an airstrip. There are several Demomen wandering around this place. When we enter the battle, the robot Victor will come to our aid again.
Location: Sloan
This is a mining town north of Goodsprings. Worker Chow Lewis will warn us that this road cannot go to New Vegas; there are many dangerous Death Claw monsters on the way.
2. Primm
Fallout: New Vegas. Walkthrough
Quest: Investigation
![](https://i1.wp.com/gamesisart.ru/images/screens/Fallout_NV/Quest_2.jpg)
The search for killers will lead us to the next town in the south. Half of the city is occupied by NKR soldiers, the other half by Demolitionists, in the middle there is a neutral bridge and a couple of houses with survivors. Without wearing the Demoman armor, we can go to the NKR camp in the south. On the bridge we look under our feet, there are mines installed there. 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 Demolitionists' reputation is damaged, they will have to kill several bandits on the streets. On the right is the Mojave Express building, a dead courier lies against the wall, take it from him Delivery order (4/6).
On the left we enter the Vicky and Vance casino. Inside we speak with Johnson Nash - he is the owner of 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 delivering their own item. Our killer was seen by the local deputy sheriff Beagle, but there is no way to talk to him, now he is captured by bandits in the casino across the street, we need to free him - . For the plot it is enough to either save 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- a robot guide, we can learn more about the city from him.
In the side room of the casino there is a Combat Knife stuck into the table; we can steal it by spending karma.
![](https://i2.wp.com/gamesisart.ru/images/screens/Fallout_NV/Quest_Sheriff.jpg)
Location: NKR Correctional Facility
Doz is a guard, there is a Key to the info. center.
Myers is a former sheriff, sitting in the first building.
Administration. Hannigan, Eddie (Admin Key), Omelet. The safe is next to the painted portrait. Prison 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 equipping cartridges. There is a corpse locked in the cell, we will find a couple of cards and other rubbish from him.
Location: Nipton Road Parking Lot
There are radscorpions walking around outside. In the road store near the cash register lies Mayor Stine's Diary - the entry "Guess who's lucky", it says that he helped Caesar's Legion, earned several thousand caps, and hid it in a shack in front of Nipton.
Location: Mojave Outpost
![](https://i2.wp.com/gamesisart.ru/images/screens/Fallout_NV/Quest_Prize.jpg)
At the entrance there is a huge statue commemorating the deal between the Desert Rangers and the NKR. Sergeant Kilborn is on duty, he will tell you who can be found where.
Lacy is a store saleswoman in the first building.
Cass is a drunkard who lost her caravan. He will advise us to find a branch of the "Red Caravan" - the quest "Paying the Bills".
Major Knight is in the second building, repairing armor and weapons. It is with him that you need to negotiate in order to bring NKR reinforcements to Primm, and 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 Jacklin 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 was not up to anything bad. We will also see that she stole Thomas’ amulet, we are trying to return them, and she attacks us. Reward: necklace - 9 caps with star.
How to complete Fallout: New Vegas
Bonfires were lit in the city and the flags of Caesar's Legion were hung. Oliver Swanik - will run out of the city towards us, according to him, he won the lottery, but will not explain anything and will run on.
City Hall. We can go inside, the legionnaires are no longer here, but their dogs remain. On the counter with drawers we will find a Worn Key, with its help we can open the door to the basement, where there is trash and medicine. There are still dogs on the 2nd floor, one of the corpses is mined. In the upper office we can read the entries in Mayor Stein’s terminal; in front of the computer there are tablets, magazines, and a Book (+3 science). There's a closet nearby Laser pistol.
There are many traps in the southern house, there is a safe in the bathtub, you need hacking 25, inside: Magazine +10 explosion, 40mm grenade launcher. After opening the safe, the cage in the hall will open, and 3 tree scorpions will attack us.
In the eastern house we are attacked by the robot Prototype Mystra Gutsi. We can read the notes of the 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 follow the road, but to immediately climb higher into the mountains. Among the enemies there are a couple of grenade launchers. The red cones on the road are mined, do not approach them.
Location: Vertibird crash site
Far southeast of Nipton, behind a hill there is a fallen helicopter, there are many strong robots around, if we can quickly run past them, we will take a laser bazooka from the helicopter Tesla-Biton prototype(76 damage, electric charge, -50 health).
Location: Camp Searchlight
At the entrance to the city there are NKR soldiers, they warn that the Legion has detonated a nuclear charge here, a strong radiation background can kill us. All the soldiers in the city turned into burnt ghouls. If you have an anti-radiation suit or anti-rad medication, we can explore the city.
Location: Searchlight Airport
South of the infected city. The only way to enter the airstrip is through an underground tunnel. there are several scorpions inside. Near the ruins of the airport building there are two chests containing about 500 caps.
East of the airport there are acid 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
![](https://i1.wp.com/gamesisart.ru/images/screens/Fallout_NV/Quest_Rancho.jpg)
The entire town is a Dino Dee-Lite motel, with a dinosaur statue, and several other apartment 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 the checkered jacket passed here, and his people spoke with Manny, the local sniper.
Manny Vargas is a daytime sniper on duty in the dinosaur's mouth. 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 profile in the town, he will start selling us medicine.
Daisy Whitman is an old woman with a gun, a former pilot.
Cliff Briscoe is a souvenir seller inside a dinosaur statue.
Bruce Isaac is a musician and lives in a room on the 2nd floor. Hiding from Bishop, from whom he arbitrarily took money for work.
Location: Mommy Gibson's Landfill
You can buy a lot of cards for a deck from the saleswoman. When we approach the landfill, the ED-E robot will automatically start recording audio. We learn that the robot contains Enclave data.
Location: Nelson (Legion)
At the entrance there is an NKR checkpoint, the main one is Ranger Milo. If you have the skill “eloquence 25”, we will receive a task from him. 20 doses of "psycho" are needed to strengthen the morale of 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 Lucky 38 control system."
Location: Helios One (NKR)
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Page selection menu: Completing all quests in the main game: DLC: Dead Money. Honest Hearts. Old World Blues. Lonesome Road. Secrets. Cheat codes. Achievements . Questions and answers. |
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