We're on a fallout quest together. Passage of Fallout New Vegas for Yes-Man

When you first enter the casino, you can try to implement the Speech Mark with Frant and enter with a weapon. Next, if you can use the Speech skill and save your weapon, go past the first tables, through the casino and go straight to Benny. He will immediately turn around and greet you. After that, you will have a conversation with him. You will have several options at the beginning of the conversation, you can take a passive position, listen to his answers and have him give you the key to the Suite room and ask him to wait in the room.

Another option is to attack him right away. He will call for help 4 of his guards. Two of the guards will have silenced submachine guns, two others will have 22 caliber pistols, and Benny will have a 9mm Maria pistol. After that, collect your trophies from the corpses and go to the Suite room.

If you choose the passive option, go straight up to the Presidential Suite. Once you're in your room, check your keys, grab any items you might need, and head back to the door. Benny will communicate with you on the intercom, you can convince him if you speak correctly. Otherwise, you will have to threaten him, after which his guards will appear and attack you.

Find a safe place behind the counter and take it as soon as you need it. Yes-Man will appear in front of you, talk to him to activate another quest.

Once you've entered the Lucky 38 penthouse, find the terminal on the wall next to Mr. House. This terminal will allow you to open a hidden door leading to Mr. House's room. To open a terminal, you will need one of the following items:

  • science skill 75
  • VIP key Lucky 38 from the H&H Tools factory (top floor) or from Commander Hanlon's desk in his office (inside the main building by the golf course).
  • Platinum Chip

After opening the door, the bell will ring, the Securitrons will look at you with hostility. They can be easily killed with a Pulse Pistol, or if you have a Stealth Boy, use it to get past hostile robots undetected. You can also just run past them and rush straight to the terminal. Behind the closed door is another terminal and a few more Securitrons that will attack you as soon as they see you. Activate it to go to the control room.

Once you're in the control room, find the last terminal. Activate it to release Mr. House from the isolation room and expose him to the outside world. You can talk to him and he will tell you: "Project Vanity is doomed to fail." After that, you can decide his fate by returning to the terminal and choosing between killing him (this can also be done by sterilizing the room) or leaving him helpless, both options will result in the loss of karma. Note that the isolation room has been opened no matter how you decide Mr. House's fate, and he will die within a year from exposure to outside pollutants.

To pass the first terminal, one can choose between passing a difficult test or performing an admin override and obtaining the password to the terminal from the H&H Tools factory or the golf course hotel.

If you decide to kill Mr. House, you will receive a note with the following content: "A tragedy has befallen all mankind", after which the mission "The house is on fire!" starts quickly and ends in failure.

After you kill Mr. House, go back to Benny's number at the Tops Casino to meet Yes Man: he's in the room behind his bed. Talk to him and he will agree to meet you at Lucky 38.

Sometimes the Yes Man disappears after killing Bill if you leave Benny's room and come back later. It can be found at the entrance to Tops Casino. Tell him to meet you at Lucky 38 and you won't get a penalty. After you meet him at Lucky 38's penthouse where House's avatar spoke to you for the first time, the Yes Man event setup will start. Two missions will be launched - "Beware of the wrath of Caesar!" and "Don't wake the bear!". You will be able to make sure that by working with Yes Man, you will not be able to work with other gangs.

After installing Yes-Man in the main screen of Lucky 38, he will hold a demonstration about upgrading the Securitrons in the basement of Lucky 38.

You can let Yes Man wait for you at Lucky 38 until you've completed most of the other missions with the New California Republic and Caesar's Legion and are ready to continue.

You need to talk to the following organizations:

  • Bombers at Nellis Air Force Base
  • Brotherhood of Steel in Hidden Valley
  • Great Khans in Red Rock Canyon
  • Omerta at Casino Gomorrah
  • The White Glove Society at the Ultra-Lux Casino

All of these organizations can be visited in any order, and the quests associated with them can be obtained. If you tell Yes Man that you've chosen to ignore an organization, you won't have to complete their quests to complete Place Your Bets, but be aware that most of the organizations can support you in the battle for Hoover Dam if you complete the chain of related side quests. Even if you told Yes-man that you were going to ignore any organization, if you subsequently managed to enlist its support, you can go back and change everything through the appropriate dialogue item.

Essentially this quest is just a pointer to other organizations, in order to enlist their support or solve their problems you will need to complete side quests, which usually improve your reputation with the respective organizations and sometimes provide some special advantages.

Brotherhood of Steel

According to the Brotherhood of Steel, there are two solutions:

  • Destroy Hidden Valley. Hack the self-destruct terminal on the second floor (Very Hard) or steal 3 keycards from the pockets (from Elder McNamara, Elder Palladin Hardin and Senior Scribe Taggat) with which you can generate a self-destruct password. After you activate the self-destruct procedure, the entire base will become hostile towards you. Hacking the turret control console in the room of Palladin Ramos will help you, which will make it possible to reconfigure the target designation of the turrets for members of the Brotherhood of Steel.
  • Convince the Brotherhood of Steel to support the NCR. Follow the NCR quest line until you reach For the Republic, Part 2. Colonel Moore will ask you to exterminate the Brotherhood and you can start a dialogue with the Elder of the Brotherhood. Elder McNamara can be persuaded to support the NCR to avoid conflict. However, if you help Elder Palladin Hardin become an Elder, he will not allow an alliance between the Brotherhood and the NCR under any circumstances. You can report to Yesman, not Colonel Moore.

bombers

To solve the problem of the bombers you need to complete the quest Into the Sky! - this will bring you their support in the battle for the Hoover Dam (a pre-war heavy bomber will arrive) and the possibility of free access to Nellis Air Force Base

Great Khans

You can convince the Great Khans to either help you or leave the Mojave in search of a better place to live (by completing the Papa quest). Or they can be completely destroyed. You can also convince the Khans to blow themselves up at Hoover Dam during the final battle by using Speech 75 with Papa Khan after you break his alliance with Caesar's Legion

White Glove Society

After dealing with the problem of cannibalism in the White Glove Society during the quest Food for Gourmets, you can inform Yes-man about the passage of this part of the quest.

Omerta

In Gomorrah, you can take the quest How Little We Know. If you help Cachino thwart the plans of his bosses, you can report it to Yes-man.

When all organizations are ignored or their side quests are completed, you can simply talk to Yesman and close the quest.

This quest is probably the longest in the game, if only because it consists of five parts, each of which is a chain of 2-7 subquests.

Option 1:

You will receive this quest after you complete Joker: Place Your Bets from Yes Man. He will require the control chip to be placed at the Eldorado Substation, controlled by the NCR. An optional quest objective is to rescue President Kimball when he arrives to give a speech. If you want to save the President, talk to Ranger Grant and he will ask for help if you are friendly to the NCR. He will ask you to organize a search for a suspicious one, but this is not necessary. Go outside, wait for the ranger Grant and talk to him. Right after that, the vertibird will arrive with the President on board. The killer will be on the tower closest to the Hoover Dam Information Center you are in. Climb up to the roof and ask the guard to inspect the vertibird (it will take Speech 50 to convince him to say "Yes"). Once at the top, inspect the rotorcraft. Get down to the ranger Grant and tell him that the rotorcraft was mined. He will interrupt the speech, and the president will fly away on a rotorcraft. After saving the President, you will become an idol in the NCR.

Option 2:

Turn to face the platform where President Kimball is speaking and you will see the tower. When the President starts his speech, you can notice two figures on top of the tower. One of the figures will approach the other, and you will see how one of them falls from the tower. Sneak up to the tower and climb up the stairs. At the top of the tower, the "NKR Ranger" will speak to you. Dialogue options will either be contacted by radio or go downstairs and check. Select the radio option twice. The "NKR Ranger" will tell you not to bother and will attack you. After you destroy the killer, you can go to the ranger Grant and he will interrupt the president's speech ahead of schedule. When an NCR ranger approaches the President with a message, one of the engineers will attempt to stab him. If you kill the engineer after attacking the president (do it on the stage) you will get 105 xp. If earlier - when he draws a knife and rushes to the stage - 30 xp. If you do nothing, the president's guards will kill the engineer, and President Kimball will rush to the vertibird and fly away.

Option 3:

There will be two engineers not far from the President. One of them will have a knife (see option 2) and the other one will have a detonator. You can steal them and report to Ranger Grant. He will again interrupt the President's speech and the quest will be completed.

  • Note: If you defused the bomb and killed the sniper, you can say nothing to Grant and end the quest. Telling Gran about any of the detected threats will cut him off early, but the Engineer will only attempt to kill the President with a knife if told about the sniper.

The main part of the quest is very simple. Head to the Eldorado Substation and install the control chip in the terminal located inside. There will be a few NCR soldiers in the substation room, so you can shoot without warning or try to sneak in with a stealth gun if you can. But the best thing is to put on the NCR armor, then the guards will not attack you. If you have completed the optional objective of the mission, killing the soldiers in the substation will not affect your reputation, because you are already adored.

Optional: Yes Man will ask you to convince the Followers of the Apocalypse to provide extended assistance to New Vegas; just go and talk to Julia Farkas. She most likely won't refuse, so head back to Lucky 38 and complete the quest with the corresponding achievement.

Note:

  • If you don't disguise yourself by wearing armor, NCR, Boone will leave you if he is with you at the time of installing the control chip at the substation. (Without resorting to disguise, you can solve the problem by simply leaving Boone outside, so he does not witness the installation of the chip and stays with you)
  • When completing side task 1 of the quest Joker: The Finishing Touch and You Feel It Coming, you will receive a slight increase in good fame instead of gaining "Idol" reputation
  • If you are already an idol with the NCR, you will fail the quest. You will feel the approach if you first go to the El Dorado substation. Even while wearing NCR armor, stealth 100, stealth and Boone on the outside. First complete You Feel the Coming, and then go to the substation and end up finishing the quest with NCR-neutral reputation.

There will be three different assassination attempts:

  1. A sniper dressed as an NCR Ranger will appear on the watchtower behind the stage set up for the speech.
  2. An engineer will plant a bomb on the presidential rotorcraft.
  3. A Legion soldier dressed as an engineer will rush towards the president and attempt to stab him.

If you want to accomplish the additional goal of checking security, there are two things to look for:

  • A bloodstain in the back room at the far end of the information center lobby (requires Perception 6).
    • Note: (Optional) Talk to Alison Valentine (she is on the upper level of the information center) she will tell you about the engineer whose blood is covered in the back room, but in principle this is not necessary
  • Recently performed unauthorized access to the computer terminal in the information center (requires science 50). Take the NCR Engineer's overalls from the back room locker. Now you can tell Ranger Grant that you are ready. You can also talk to the NCR outside. He can give you a security check dog if you have the Animal Friend ability, but will refuse you if you are accompanied by Rex.

If you received a quest from Yesman or Mr. House, you will not be allowed on the roof of the Information Center, where the presidential vertibird will land, unless you are an idol in the NCR. You can also gain access by disguising yourself as an NCR (this is where the NCR Engineer's coveralls from the back room come in handy) or by using Speech 55. If you manage to get on the roof and have an explosive or repair skill of at least 50, you can disable bomb. Wait for the rotorcraft to land and the President to leave it, then "activate" the rotorcraft and you will receive a message asking you to check it for a bomb. Another way to defuse the bomb is to search the pockets of the engineers until you find the man with the detonator. (The platform can be accessed via a ladder. If you stand next to Grant and look at the platform, the ladder will be on the left side confirmed on PC and PS3 for neutral clothing only.)

Whether you defused the bomb or not, you need to stop the killer at the watchtower. You will see how he throws the real guard off the tower and takes his place (this is a pretty noticeable scripted event that happens if you are not on this tower when the killer appears there - in this case, he will immediately attack both you and the real sniper). Destroy the killer. It is possible to defuse the bomb and make it to the tower in time, but this is not the most reliable method. The easiest way is to defuse the bomb and then run to the big anti-aircraft gun (but don't go up to the stage, otherwise everyone will become hostile to you). When you see a ranger falling from a tower, it's time to eliminate the killer using your favorite weapon. If you're a good enough sniper, you can take out the killer right from the structure that the vertibird is landing on. (Note) If Rex is your companion, he can identify the legionnaire in the engineer group. After you talk to the engineer (you can only talk to one of them), he will become hostile, after which you can eliminate him or let the Rangers do the job for you.

Another variant: after you deal with the sniper, pick out the pockets of the legionnaire disguised as an engineer and pick up a spare emergency detonator. Take it to Ranger Grant, which will trigger a scene in which the Rangers intercept the legionary at the moment when the President flees.

The easiest way to deal with a sniper does not require any combat skills, and you will not need to leave the place where you need to deal with an engineer. Just climb the tower BEFORE taking the quest and place the C-4 explosive in front of the table. It will be there even when the quest starts. Defuse the bomb on the vertibird and watch the tower as the President begins to make his speech. You will see how the killer kills the ranger and throws his body over the railing. Pull out the detonator and BOOM! You will see an explosion and the killer will be destroyed.

Another way to complete the mission is to go straight to the lookout and talk to Ranger Grant. Climb to the helipad and wait for the arrival of the presidential rotorcraft. An engineer will appear and mine the rotorcraft. Interact with the vertibird and select "look" to find the bomb. Defuse the bomb or steal the detonator from the engineer's pocket. Run down and report to Grant. He will interrupt the president's speech, miss and hit the ranger. After that, the President will rush to the rotorcraft and fly away. This is the easiest way to get NCR Rangers Combat Armor. (NOTE: If you want to get on the platform and remove the armor from the ranger's body before the presidential vertibird leaves, you will have to use a stealth fight, otherwise the rangers on the platform will become hostile.)

An alternative method of completing the quest is not to defuse the bomb - (this is necessary, for example, in the case when your appearance on the roof of the Information Center makes the NCR hostile or if you do not have enough explosives or repairs) and wait on top of the watchtower where the killer should appear. Eliminate the assassin when he emerges from the hatch in the corner, and then use the radio station on the table to contact Grant. If you let him know about the assassination attempt, he will interrupt the speech and inspect the area again, as a result, the bomb will be found and defused. After you've radioed Granta, go back to the platform and watch for the engineers, one of which will rush to the President. Kill him when he does. The President is saved.

If Rex is your companion at the time of taking the quest, there is another alternative. Talk to ranger Grant and say that you need full access to the territory. This will allow you free access to the roof of the Information Center after you pass one or two double doors leading outside to the dam. After you're outside, tell Grant you've finished checking and head up to the rooftop. You will see a technician next to the door to the stairs. Talk to him and select the option related to Rex. Then invite him to come with you. The technician will become hostile and you can kill him without losing reputation (or let the rangers kill him). Remove the emergency detonator from the body and return to Grant. Quest completed.

The simplest alternative method takes advantage of the fact that the engineers don't carry cannons, and also requires you to wear the engineer's overalls from the tech room. First, steal the detonator from the fake engineer on the landing pad. When the vertibird lands, draw your weapon and the rangers will become hostile to you. Remove the weapons and they will become non-aggressive again, and the presidential vertibird will fly away without dropping anyone, the quest is completed.

Additionally

Explore the area looking for clues.

  • On the second floor of the Information Center, you can talk to Allison Valentine, who is looking for her engineer friend, who is late for the President's speech. He left a bloodstain in the back office of the Information Center.
  • Investigate (requires Perception 6) the bloodstain on the floor in the security room of the data center.
  • Hack the terminal in the Information Center and find the unauthorized access ID (Serge Makovich)

If Boone is among your companions, when you walk up the ramp outside the Center to Ranger Grant, he will say something about what position he would choose to shoot in the place of the sniper. He will show you three points - the crest of the hill to the left of the road, the tower behind the scaffolding and the roof of the Information Center. He can't be wrong about the last two.

To get the maximum and take a hunter's carbine or 12.7mm pistol, as well as ranger armor / helmet, use the following instructions. First, go up to the landing pad, steal the detonator and defuse the bomb. Then use the binoculars to see the ranger being thrown off the sniper platform. As soon as this happened - tell Ranger Grant that you found a bomb on the Rotary Wing, after which the ranger on the platform will receive a bullet in the head. Use Stealthboy to steal the ranger's junk and head to the sniper tower. Climbing up you should find the newly deceased legion sniper, and also on top (although it may fall down) of the side wall there will be a carbine of the first ranger.

In the Legate Camp, you can shoot with a few defenders with the support of satellites and Enclave fighters from among the Remainers (if you completed the doctor's quest from the Followers of the Apocalypse camp), but your goal is the commander-in-chief of the Lanius Legion. At first, he is not hostile to you and begins a dialogue where he justifies that all the power of the east is behind the Legion, and he will easily break the NCR (although the number of Legion fighters that you meet throughout the game is hardly enough to kill one protagonist without support). If your Speech skill is pumped up to a hundred, you will persuade him to end the matter in peace and the entire Legion will become neutral to you). At the exit, the gate will explode and General Oliver of the NCR will come out to you (and several rangers in power armor, which does not require the skill to use power armor). If you chose to connect additional power to the Fort, an army of Securitrons will come out to you, the general will get excited and start calling names. However, at 100 Speech, you can also talk him into retreating. At the same time, if you personally do not like General Oliver, you can ask Yes-man to throw him off the dam. This will not affect the further development of events and the final video.

Notes

  • Lanius has a unique "Sword of the East" and a signature helmet, while Oliver has a signature magnum and suit.

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 to 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.

    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.

    • 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.

    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 of 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 free 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 into 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 not less than 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 leaves, 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 distress.

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 at level 25 medicine or science. 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 ruin 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 Dark", 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.

Camp Searchlight is one of the locations in the popular computer game Fallout New Vegas. Searchlight is a large and interesting location that hides several secrets and many interesting finds.

For convenience, use summary:

What we know about Camp Searchlight in Fallout New Vegas

At the time of the passage of the game by the main character, the Searchlight camp is a small town that was previously used as a base for the NKR fighters, and after the successful sabotage of Caesar's legionnaires, the town almost completely died out due to a sharply increased background radiation. Now one NKR fighter lives in the town, who survived that sabotage, went through the motions, but at the same time managed to remain "in himself", that is, he did not go crazy. In addition to this fighter in the town, you can meet three prospectors led by Logan, you can get the quest "Wheel of Fortune" from this comrade. Otherwise, the city is inhabited by various creatures, from golden geckos to the mother rad-scorpion.

What happened to Camp Searchlight?

Before the Great War itself, in Searchlight, for some reason, it was decided to place two tanks with radioactive waste, they were placed and the matter was safely forgotten. These tanks remained untouched until the time when both NCR and Caesar's legion were already formed. While Camp Searchlight became the base of the NCR troops, Caesar's scouts somehow found out about these tanks and decided to sabotage them by opening them. The saboteurs who carried out this operation died instantly, their bodies are still at the barrels and they can be searched for orders to carry out this sabotage.

After this sabotage, all the inhabitants of Searchlight either died or gulified, having lost their minds, and Searchlight was gradually filled with new inhabitants, rad-scorpions, geckos and other creatures.

Quests related to Camp Searchlight

Searchlight is interesting not only for its findings, but also for the quests associated with this camp, here is a list of them with a brief description:

  • Quest "We are together" - near the city there is a checkpoint where Sergeant Astor and soldiers are on duty. This sergeant explains to the travelers why they should not meddle in Searchlight, in a conversation with the main character, the sergeant will ask him for a favor, he asks to stop the torment of all the gulified NCR soldiers who roam the camp;

  • Quest "Wheel of Fortune" - this quest can be obtained from the head of the prospectors named Logan. This character will offer the main character to participate in the Searchlight marauder;
  • Quest "Arachnophobia" - this quest can be obtained from a glitched Nkr fighter, who, however, retained his mind. His name is Edwards and can be found in one of Searchlight's houses;
  • Quest "An eye for an eye" - in fact, there were three trucks with radioactive waste, two were in Searchlight and it was their contents that killed everything in the city, and the third truck was towed to the city of Cottonwood Cove. The truck is so well positioned that if you open its sides, the barrels of waste will roll under their own power from the hill to the Legion camp, thereby committing revenge for the Searchlight camp.

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