Fallout: New Vegas is the fourth game in the Fallout series. While it uses the same engine and is set in the same world as Fallout 3, the game is not a direct sequel. Instead, it transports the player away from the Capital Wasteland to the American Southwest and the city of New Vegas. New weapons, abilities, characters and quests combine to make Fallout: New Vegas an improvement on its solid predecessor.
Story
War is brewing in post-apocalyptic America, and the sides are ready to clash in the sand-strewn deserts of the American Southwest. The city of Las Vegas, one of the few cities left standing after the atomic war of 2077, has become a battleground between rival factions. The player, who inhabits a character known as the Courier, is delivering a package to a town near Las Vegas when he is shot and left for dead. Nursed back to health by a friendly robot, the Courier must now explore the arid wastes of the Mojave desert and discover the reasons for the attempted assassination.
Gameplay
Fallout: New Vegas is a first-person RPG like its predecessor Fallout 3 as well as Bethesda's previous release, Elder Scrolls IV: Oblivion. The player guides his or her character through early stages of development, increasing skill levels and unlocking new abilities, while also collecting weapons, armor pieces, tools and supplies to allow for survival in the harsh atomic wasteland. Other gameplay options have been carried over from Fallout 3, including VATS (Vault-Tec Assisted Targeting System) which allows the player to target specific areas of an enemy and enter a slow-motion bullet-time to execute complex attacks. As before, the player must explored the map, performing quests and continuing the story.
Series
The Fallout series began in 1997 with the release of Fallout from Black Isle Studios. The game was a turn-based post-apocalyptic RPG that allowed the player to explore wastelands and dungeons in an atomically-destroyed America. The sequel, Fallout 2 was released in 1998 and improved various game mechanics, graphics and interface issues. Following the closing of Black Isle Studios, the series was put on hold until Bethesda Softworks released Fallout 3 in 2008 using an entirely new game engine and vastly improved graphics.
Fallout New Vegas Walkthrough: Intro and Character Creation
Welcome to the Mojave Wasteland. Your character, known as The Courier, has been shot and left for dead. Luckily, a kindly doctor (voiced by Battlestar Galactica's Michael Hogan) has found you and healed you. Your conversations with him take you through the character building.
- First you can form your character's physical characteristics.
- Once your done, walk across the room to the Vito-Matic. Here you can add points to your S.P.E.C.I.A.L. attributes, each of which increase the effectiveness of your use of weapons, medical supplies, repairing and so forth.
- Sit down on Doc Mitchell's couch. He asks you a few questions, after which you can choose to add points to three Skills. These determine your success at the use of weapons and other actions you take.
- Finally, you can select two Perks. Perks are special rewards you receive whenever you level up.
- Once you're finished, follow Doc Mitchell to his door. He recommends you talk to Victor, the robot that found you, and Sunny Smiles, a local tough who hangs in the saloon nearby. He also gives you some clothes and a gun.
Fallout New Vegas - Walkthrough
Fallout New Vegas - Character Creation Walkthrough
Fallout New Vegas - Character Creation Walkthrough
Fallout New Vegas - Back in the Saddle
- Go to the Prospector's Saloon. As soon as you enter, Sunny Smiles asks you to follow her to the area behind the saloon.
- Sunny gives you a rifle; open your Pip-Boy and go to the Items screen to equip your rifle. Use the rifle to shoot down a few bottles.
- Sunny asks if you want to accompany her on a mission to clear geckos. If you've played Fallout 3, and feel comfortable with the game mechanics, feel free to give the tutorials a pass.
- If you say yes, follow Sunny to the first objective. Crouch low to sneak up on the geckos once you get there.
- Once you've killed both geckos, Sunny will ask if you'd like to help her kill a few more (she awards you with 10 bcs if you agree (bottle-caps are the currency in the Fallout universe). Once again, you can refuse.
- Follow Sunny to the next water supply. This time there are 3 geckos. Try using V.A.T.S. to take them out.
- Below the cliff is the next water supply. There's a settler being attacked by some geckos nearby.
- Kill the geckos to finish the quest. Sunny asks you if can collect some herbs for her; if you say yes, you begin the "By a Campfire on the Trail" quest.
Fallout New Vegas - Back in the Saddle Walkthrough
Fallout New Vegas - Back in the Saddle Walkthrough
Fallout New Vegas - By a Campfire on the Trail
- The two ingredients are at the Goodspring cemetery and the Goodspring schoolhouse. You're closer to the schoolhouse, so head that way first (you can tell where you are if you go to the World Map in the Pip-Boy).
- The ingredient is at the tear of the fence surrounding the schoolhouse. A few mantis nymphs protect the plant.
- The Cemetery is to the northeast of the town. The plant is near the fence on the east side, and there are about 6 bloatflys floating around.
- Head back to Sunny Smiles' campsite (near the last water supply). She tells you to use the campfire to make a healing powder. You can use campfires to make potions out of plants and other materials.
- Sunny asks you to talk to Trudy, the bartender at the Prospector's Saloon.
Fallout New Vegas - By a Campfire Trail Walkthrough
Fallout New Vegas - By a Campfire Trail Walkthrough
Fallout New Vegas - They Went That-a-Way
- Go to the Prospector Saloon in Goodsprings to talk to Trudy.
- You see Trudy speaking to a man. Ask her about it to begin the "Ghost Town Gunfight" quest; she'll tell you about a man, Ringo, on the run from some escaped convicts, the Powder Gang.
- Trudy doesn't tell you much about the folks who attacked you, but she does let you know they were talking about the Strip in New Vegas.
- To learn more, you need to head to Primm and speak to the Administrator of the Mojave Express about your assignment. Make the quest your active quest by selecting it in your Pip-Boy.
- Primm is due south from Goodsprings. To get there, stick close to the highway.
- When you approach Primm, you'll notice that those inside the town aren't terribly friendly. When you approach the entrance on the West side of the town, an NCR trooper meets you and lets you know that Primm has been taken over by escaped prisoners. You can talk to Lt. Hayes to get more info, or head into Primm yourself.
- Hayes is in a tent past some ruined buildings on the west side of the overpass. Head over there to speak to him.
- The only way into Primm is across the overpass, which is mined. Cross it carefully.
- There are 3 convicts in Primm near the Vicki and Vance Casino, where the delivery staff have taken refuge. Two convicts are near the door, while a third overlooks the street from a building on the north side of the street. Take out this lone convict first, then shoot down the other two below.
- Inside the casino, Johnson Nash talks to you. You learn from him that Victor the robot made the order, and that a courier before you turned down the package as soon as he saw your name on the courier list. He tells you to talk to Deputy Beagle.
- Head back outside and cross the street to the Bison Steve Casino. Two convicts attack as soon as you walk through the door.
- Four more convicts and a convict leader are in the building. Three convicts and their leader are in the main chamber while another patrols the rooms to the north.
- Take out the convicts. Deputy Beagle is imprisoned in the kitchen, just off the main chamber. Free him and meet him outside
- Once outside, Beagle tells you that the men you're after are heading through Nipton to Novac, apparently to meet a contact of theirs.
- Talk to Beagle some more to start the "My Kind of Town" quest. Primm needs a new sheriff and Beagle suggests two options: the NCR lieutenant nearby or a former-convict sheriff at NCRCF.
- Head south out of Primm towards Nipton (marked on your map). You can reach it directly by heading towards the map marker along the hills. The town itself is hidden behind some cliffs and can be approached from the northeast.
- You reach Nipton and find a gang of Caesar's Legion. They've just completed a horrible task: killing, burning and crucifying the town's entire population. A legionnaire leader confronts you and demands you spread word of the Legion's deeds, so that others will learn by Nipton's example (this begins the "Cold, Cold Heart" quest).
- Don't bother hanging around in Nipton (unless you enjoy the sight of men being crucified); there's not much to salvage and too many Legionnaires around to fight. Proceed to the waypoint on the eastern end of town to continue your journey to Novac.
- The journey from Nipton to Novac will be long and if you leave the road you could very well encounter lots of enemies. Use the journey as a chance to familiarize yourself more fully with V.A.T.S., the repair and maintain abilities you have for armor and weapons and the kinds of enemies you'll encounter while in the wild (as varied as bloatflies and rad roaches to Caesar's Legion troops and mercenaries).
- On your way to Novac, you'll probably pass by a few locations, like the Ranger Station Charlie. These locations are marked on your map whenever you discover them, and once you've located them you can travel there instantly.
- When you reach Novac, ask around to learn where the checkered-suit man and the Khans were headed. People will tell you to talk to Manny Vargas in the dinosaur.
- Head to the dinosaur; head up the stairs to the dino's mouth to talk to Manny Vargas.
- Before he can tell you about the checkered-suit man, he needs you to clear some ghouls out of the REPCONN facility to the west of Novak. This will begin the "Come Fly With Me" quest.
Fallout New Vegas - They Went That-a-Way Walkthrough
Fallout New Vegas - They Went That-a-Way Walkthrough
Fallout New Vegas - They Went That-a-Way Walkthrough
Fallout New Vegas - They Went That-a-Way Walkthrough
Fallout New Vegas - They Went That-a-Way Walkthrough
Fallout New Vegas - They Went That-a-Way Walkthrough
Fallout New Vegas - Come Fly With Me
- Before Vargas tells you more about the men you're after, you need to clear the ghouls out of the REPCONN Test Facility to the west of Novak.
- Head long the road to the west of Novak. Pick up some extra ammo if you need it at the post along the road.
- When you reach the REPCONN facility, there will be four ghouls near the entrance and two more by the door.
- Enter the facility; a voice from the intercom will immediately ask you to head to the east side of the building and up the metal staircase. Better do what he says.
- There are about 10-12 ghouls wandering the halls just ahead. Luckily they're pretty easy to take out; use a melee weapon to conserve ammo.
- When you reach the large eastern room, head up the staircase. Talk into the intercom to open the door.
- Talk to the ghoul, Jason Bright. He's on the upper floor. He has some pretty grand religious notions (he mentions a "Great Journey" enough times to make the Prophet of Truth proud), but he needs you to clear the "demons" out of the REPCONN's basement. He gives you the key.
- Head back down the staircase to the lower level. The basement is down a stairway on your left.
- The "demons" are actually Nightkin, large super-mutants shaded dark blue. Some will attack you on sight, but their leader, Davison, is relatively peaceful. He's in a room down the first hallway to the left.
- Davison asks you to get some Stealth Boys in a locked room, guarded by a ghoul with a sniper rifle. If you can collect the Stealth Boys the Nightkin will leave, allowing the ghouls to complete their "Great Journey," which in turn will get them to leave Novak alone and allow you to get more info from Manny Vargas. Phew.
- Head to the Stealth Boy room. The ghoul sniper, whose name is Harland, gives you yet another alternative: find his missing friend, taken by the Nightkin somewhere in the basement.
- You can complete this quest for Harland or just kill him to get the Nightkin to leave. The former is little harder but makes the ghouls much easier to deal with later on. If you want to find Harland's friend, head back down the hallway to the opposite end of the basement.
- Harland's friend is being kept in a room on the bottom level of the basement. The Nightkin jailer is camouflaged so seeing him is very difficult; he's also carrying an incinerator, a powerful flamethrower weapon.
- Take out the jailer to get his key and use it to get to Harland's friend. Unfortunately he's dead. Head back to Harland to deliver the bad news.
- Harland takes the news well; he immediately runs up stairs, allowing you to head up to his perch and check the computer terminal. The terminal says there are no Stealth Boys in the facility, so head back to Davison to let him know. He's a bit more perturbed than Harland, but he too leaves peacefully.
- Head back upstairs to Jason. He runs down to the basement as soon as he learns the way is clear. Follow him down there to learn what this "Great Journey" is.
- Follow Jason and his followers down to the basement and through the sewer tunnels. At the far end you learn the truth: the ghouls are shooting themselves into space! Jason thanks you for your service and asks you to talk to Chris.
- Chris tells you that two components are missing: some 239-isotope and the thrust control modules. Once they have these two components, the ghouls will depart.
- The modules are at a junkyard east of Novac. They're in the possession of an old lady who will part with them for 500 bottlecaps. If your Barter or Speech is high enough you can talk her down to a lower price, or you can simply kill her and take the modules off her corpse.
- The isotopes can be found on the corpse of a scavenger near some ruins just east of Novac.
- Once you have both components, head back to Chris. Once he has the components, the rockets will be ready for lift-off. Head upstairs to the viewing platform to watch the launch (which amazingly goes off as planned).
- The quest now complete, you can head back to Manny Vargas and continue "They Went That-a-Way."
- When you return to Manny, he tells you that the checker-suited man, named Benny, was heading to Boulder City. It's north of Novac along the main road.
- Head to Boulder City. When you arrive, you learn that some NCR privates have been taken prisoner by some Great Khans, gang-members who may have that platinum chip you're looking for.
- This begins the "Boulder City Showdown" quest.
Fallout New Vegas - Come Fly with Me Walkthrough
Fallout New Vegas - Come Fly with Me Walkthrough
Fallout New Vegas - Come Fly with Me Walkthrough
Fallout New Vegas - Come Fly with Me Walkthrough
Fallout New Vegas - Come Fly with Me Walkthrough
Fallout New Vegas - Come Fly with Me Walkthrough
Fallout New Vegas - Come Fly with Me Walkthrough
Fallout New Vegas - Boulder City Showdown
- You need to talk to Jessup, the leader of the Boulder City Great Khans, to learn the whereabouts of Benny and the platinum chip.
- Jessup is the building at the far end of the ruins. He has one other Great Khan with him while four others are watching over the entrance and the hostages.
- Jessup gives you the information you want: Benny came through, with the platinum chip, and is now in New Vegas. Since Benny didn't pay the Great Khans what they were owed, they've taken a few NCR prisoners.
- You can try to bribe the NCR officer outside to force him to stand down; this will cost 500 bcaps. If you're more violently-minded, you can attack the Great Khans and rescue the hostages by force.
- Once the situation in Boulder City is settled, you can begin your journey to New Vegas to confront Benny (the "Ring a Ding Ding!" quest).
Fallout New Vegas - Boulder City Showdown Walkthrough
Fallout New Vegas - Ring a Ding Ding
- Benny is in The Strip. Before you get there, you need to pass through Freeside, the non-NCR section of New Vegas. Head northwest from Boulder City along the road.
- You'll pass through the NCR-controlled farmlands before you reach the Freeside slums. As you pass through the slums you may be attacked by savage Freeside thugs. You can also hire bodyguards at the entrance for 100 caps each.
- When you reach the entrance to the strip, Old Ben advises you to talk to the greeter first.
- The Greeter demands that you supply a passport or submit to a credit check (2,000 b-caps). If you don't have 2,000 caps, spend a bit more time in the wilderness scavenging. When you have the amount, return to the Strip.
- As soon as you enter The Strip, a security robot greets you and says that Mr. House, the mysterious authority in New Vegas, has asked to see you. This begins the quest "The House Always Wins, I."
- Before going to the Tops, head to the Lucky 38 to meet with Mr. House. Victor will let you in, and once inside have him take you to the penthouse.
- You meet Mr. House, a huge artificial intelligence (again? Didn't they try that trick in Fallout 3?) and he lets you in on the details. Benny is the head of the Chairmen, a Vegas tribe in House's employ, and has stolen the platinum chip from House for use in a cunning coup.
- House wants the chip back, and he asks you to retrieve it from Benny in the Tops. He'll pay you 1000 caps if you bring the chip back.
- There are several ways you can get to Benny. If you're Locksmith is high enough you can break into his suite on the 13th floor. You can also confront him on the casino floor and scare him into a private meeting. You can also undermine him by getting to his second-in-command Swank. Be wary, however, of his bodyguards: there are at least four and they accompany him most of the time.
- Once your conversation with House is finished, head back to the elevator. You now have a special suite in the Lucky 38 for your own use whenever you need it (handy for quick rests).
- Benny is in the Tops Casino, which is in the second area of The Strip. Head through the doors at the far end.
- The Tops is immediately on your right. When you enter, the greeter takes your weapons (don't try to resist, or you won't get any further).
- Talk to Swank, right next to greeter. If your Speech is high enough, you can convince him of Benny's treachery. If convinced, he'll allow you to carry your weapons into the casino.
- Benny is standing at the far end of the poker tables near the rail.
- Though surprised, Benny seems pleased that your alive. He gives you the key to his room, the Presidential Suite, and asks you to wait for him up there. Even if you demand to speak to him now, he'll insist you wait upstairs. If you attack him, casino security will attack you, so its best just to go along with Benny's request.
- Head up the elevator to the room. Once there, have a look around. After a few minutes, head towards the intercom. Benny is skipping town and he's telling you farewell. You can get one shifty answer from him before he switches off, at which point four thugs attack you from the elevator door. Since you don't have any weapons, you'll have to take them down using hand-to-hand attacks, but they're very weak so it shouldn't be a problem.
- You've now begun the "Wild Card: Ace in the Hole" quest. Both it and the "Ring a Ding Ding" quests will require you to go to Benny's suite. It's accessible via the Tops Casino floor.
- Head back to the casino floor and go to the elevators at the far end. The elevator to the 13th floor will take you to Benny's suite.
- Sneak through the large doors in the center of the hallway. Move through the suite to the room at the back where a robot is waiting for you.
- Speak to the robot (called Yes Man) about Benny: apparently he's planning on using the platinum chip to hack into Mr. House's security system and take it over, thereby resting control of New Vegas. He also plans to kill Mr. House, thus supplanting him as ruler of New Vegas. (Try to catch the subtle jabs at Fallout 3 in Yes Man's prattling. He mentions a giant robot a couple of times...)
- From here on, you're taking control of Benny's scheme. You can eliminate House and install yourself as ruler of New Vegas, while at the same time getting to know the factions inside and outside the city to determine which will be most comfortable with a coup. You'll have help from Yes Man, who has to do everything you say.
- Since Benny got away, you need to return to Mr. House and receive new instructions. Before you can put any kind of plan in motion, you must recover the chip and come to terms with every tribe in the area. Head back to The Lucky 38.
- When you leave The Tops, an agent from Caesar delivers a message: Caesar would like to meet you and he requests you visit the Legion camp at Fortification Hill ("Render Unto Caesar").
- When you reach Mr. House, he instructs you to follow Benny to Fortification Hill, recover the chip and open a hatch below the fort (undoubtedly the bunker that Yes Man mentioned earlier).
- This begins "The House Always Wins, II" quest.
Fallout New Vegas - Ring-a-Ding-Ding Walkthrough
Fallout New Vegas - Ring-a-Ding-Ding Walkthrough
Fallout New Vegas - Ring-a-Ding-Ding Walkthrough
Fallout New Vegas - G.I. Blues
- Go to the King's School of Impersonation in Freeside to meet with the King. You'll have to bribe his bodyguard, Pacer, with 50 caps.
- The King has a mission for you; go to the entrance of Freeside and hire a bodyguard named Orris. The King wants to know why Orris is such a favorite among clients.
- Head to the Freeside entrance. Orris will be standing there along with a few other bodyguards. Hire him for 200 caps and follow him through town.
- When you near the entrance to the Strip, Orris takes a turn down and to the left. At the end of the street a few unarmed Freeside thugs attack, but their so weak you can take them out with ease. If your Intelligence is over 6 you can get Orris to divulge some of his info, otherwise you'll have to go back to The King.
- The King orders you to hire Orris again. Head back over to the Freeside entrance and drop another 200 caps to hire Orris. He leads you as far as the Strip entrance and then turns on you. He calls in four of his thugs for support.
- Once Orris is dead, report back to The King. He asks you to talk to some of his friends who were ambushed; they're over at the Mormon Fort.
- Go to the Mormon Fort and head for the tents. Inside you'll find Roy and Wayne, the locals who were attacked. Talk to them to learn the details of the attack: a few big men accosted them outside the Angler, and one was addressed as "Lieutenant." With this information, head back to The King.
- The King wants more info about NCR troops in Freeside. Talk to Julie Fargas in the Mormon Fort; she sends you to talk to Major Kieran.
- To get to Kieran, you have to receive the password to the NCR supply depot. You get the password by talking to one of the missionaries in Freeside; the closest one is just by the Mormon Fort.
- The Missionary asks you three questions: who was the most famous NCR president? (answer: Tabbi); what was the original name of the NCR capital? (answer: Sandy Shoals); and what is on the NCR flag? (answer: a two-headed bear).
- If you pass the test, you learn the password is "hope." Head over to the depot to the Northwest under the ruined overpass.
- When you enter the depot, your next objective will be to go back to The King. But first, talk to Major Kieran behind the counter. She tells you that no supplies have been distributed to the locals because The King assaulted the envoy sent to negotiate with him.
- Head back to The King to confront him. When you enter his HQ, Pacer stops you and tells you not to mention the beaten envoy to The King. If you like, you can force Pacer to pay up to keep your mouth shut.
- When you see The King, you'll have two options: either you can mention the envoy, in which case The King will want to settle things peacefully; or you can keep your mouth shut and tell him the NCR isn't distributing food to the locals, in which case he'll want you to strike back. At the end of the conversation, a King bursts in and informs you that Pacer is pinned down over by the old railway station. Depending on your conversation, The King will ask you to either kill the NCR troops or negotiate a peace with them.
- Head over to the rail station. Pacer is trapped their by six NCR troops, including Major Kiernan. You can gun them down or talk them down, it's up to you.
- When you're done, head back to The King. He's grateful and offers you a favor in return. You can now rely upon the Kings to support your coup if/when you launch it later in the game.
Fallout New Vegas - G.I. Blues Walkthrough
Fallout New Vegas - G.I. Blues Walkthrough
Fallout New Vegas - G.I. Blues Walkthrough
Fallout New Vegas - Ghost Town Gunfight
- Talk to Ringo in the gas station near Goodsprings. You can offer to help him fight the Powder Gangers, but he says you'll need more help. Got talk to Sunny in the Saloon.
- Sunny agrees to help Ringo immediately, but she recommends finding some more support. Trudy, Chet, Easy Pete and Doc Mitchell all have something to contribute. You have to talk to each one in turn.
- Trudy will help you if your Speech is over 25; Easy Pete helps if your Explosives is over 25; Chet will help if your Barter is over 25 and Doc Mitchell helps you if you just ask.
- Once all the members of your coalition have agreed (or not, as you don't need all of them), head back to Ringo. Shortly thereafter Sunny turns up and tells you that the Powder Gangers have appeared. There are six all together.
- Between you, Sunny, Ringo and the rest of your gang, the Powder Gangers shouldn't be a problem. Ringo thanks you and asks you to come see him in New Vegas sometime.
- Note: you will now be Liked in Goodsprings and Reviled by the Powder Gang.
- Alternatively, you can also talk to Joe Cobb about helping him bring down Ringo. When you confront Ringo with the rest of Cobb's gang he'll have Sunny, Trudy and Chet in support. This option is not recommended if you ever want to return to Goodsprings.
Fallout New Vegas - Ghost Town Gunfight Walkthrough
Fallout New Vegas - Ghost Town Gunfight Walkthrough
The House Always Wins. I-II
- When you're finished with the "Side Bets" quests (or before then, either way is fine), head down to Cottonwood Cove and take the ferry to Caesar's camp at Fortification Hill.
- Follow the path to the top of the hill and pass through the drawbridge door. Caesar's tent is on a hill past a small fighting arena.
- Caesar has yet another choice for you to make. He gives you the platinum chip and tells you to destroy whatever you find in Mr. House's bunker.
- Head for the weather station behind Caesar's tent. Your weapons will be returned to you once you enter. The bunker is filled with robots and is radiated as well, so don't go in unless you've got plenty of ammo and radaway.
- Once in the bunker, talk to Mr. House via his computer. He asks you to use the Platinum Chip to upgrade his security system; you'll need to fight your way through the security bots to reach the console on the other side of the bunker.
- Once you reach the console, you can insert the chip. This will activate House's securitron army, and finish the "Wild Card: You and What Army?" quest.
- Return to House. He instructs you to return to the Lucky 38.
- You'll need to talk to Caesar again before you leave. Regardless of what you did in the bunker, he assumes that you destroyed whatever you found. He allows you to decide Benny's fate (whether to fight him, kill him, crucify him or let him go), and he instructs you to kill House.
- So now two quests, "Render Unto Caesar" and "Wild Card: Change in Management" have you killing Mr. House. It's time to go back to the Lucky 38 and see where things go from here.
- Back at the Lucky 38, you can give the chip to House or withhold it. Keeping it from House leaves the option of betraying or killing him open.
- If you do return the chip, House sends you down to the basement. Here you learn what you did in the bunker; not only did you activate all of House's extra robots, you also upgraded them with rocket and grenade launchers.
- House has a new mission for you. He wants you to neutralize the Boomers or convince them to support the NCR against Caesar's Legion. If you've already been doing the "Side Bets" quests, getting to the Boomers shouldn't be a problem. This begins "The House Always Wins, III" quest.
Fallout New Vegas - The House Always Wins Walkthrough
Fallout New Vegas - The House Always Wins Walkthrough
Fallout New Vegas - The House Always Wins Walkthrough
Fallout New Vegas - The House Always Wins Walkthrough
Fallout New Vegas - The House Always Wins Walkthrough
Fallout New Vegas - The House Always Wins Walkthrough
Fallout New Vegas - The House Always Wins Walkthrough
Fallout New Vegas - Wild Card Change in Management Walkthrough
Fallout New Vegas - Side Bets
Before the final battle at Hoover Dam, you have the option to approach five of the Mojave's factions and try to win their support. The factions are: the Omertas, the White Glove Society, the Brotherhood of Steel, the Great Khans and the Boomers. Whether or not you kill House, you must still approach these factions and determine their loyalty. If you keep House alive, you have to complete quests to win over the Boomers, as well as remaining in good standing with the NCR. But the choice is yours: you can win over all the factions or none of them.
Volare, The House Always Wins III
- Head to Nellis Air Force base. You need to complete several small quests to get the Boomers on your side, and thus on the side of House and the NCR.
- Talk to Pearl, the leader of the Boomers. She tells you to talk to three other Boomers and complete their quests.
- Talk to Pete at the museum; if you sit through his short speech, your reputation with the Boomers increases.
- Talk to Raquel; she asks you to clear some ants out of the generator room while restarting the generators. There are 6 ants in the room; 6 more appear when you activate the generators.
- Loyal asks you to repair the base's solar array. You can find parts for the array at Helios One. To get into the power plant, talk to Lt. Haggerty. You can lie (if your speech is high enough), or you can offer to help with the station's solar panels; this begins the quest "That Lucky Old Sun."
- Head for the solar panels at the back of the station. On your way, talk to Fantastic and Ignacio to learn more about Helios One's energy problem. You can also learn a little about ARCHIMEDES, the weapon system that undoubtedly had the Brotherhood of Steel so interested in the station.
- Salvage the broken solar panels to collect the parts Loyal needs. If you like, you can complete "That Lucky Old Sun" by connecting to the two computers and going up to the tower to re-route the power.
- Once you enter the tower, there are 3 auto-turrets and 2 robots. Head into the room on your right to take control of the turrets.
- Fight your way past the remaining robots to reach the tower. You'll need one piece of scrap metal and a Repair skill of 35 to fix the generator. Otherwise, leave the quest to be finished another time.
- Return to Nellis. Use the parts you salvaged to fix the solar arrays. Report to Loyal when you're finished to complete the quest.
- The final quest you can do for the boomers is for Jack, who you can find in the hangar with Loyal. He's smitten with a girl at the Crimson Caravan, and wants you to go talk to her. Accept and you'll start the "Young Hearts" quest.
- This quest mostly involves running back and forth between Jack, Pearl and Janet. Go to the Crimson Caravan; tell Janet that Jack is interested in her. Then, go to Pearl to receive permission for Janet to visit Nellis. Next, talk to Jack; he gives you a Boomer outfit to give to Janet. Deliver the outfit so Janet can enter the base. Finally, talk to Alice McLafferty to release Janet from her contract. Tell Janet and head back to Nellis to talk to Jack.
- You should now be on good terms with the Boomers. Talk to Pearl; she sends you to Loyal, who gives you a new mission: you need to swim to the bottom of Lake Mead and attach ballast to an old B-29 bomber to float it to the top.
- Dodge those pesky lakelurks and attach the ballast underneath the wings of the bomber. Swim back to shore near the winch; once the detonator starts beeping, use it to trigger the bomber's ascent. Head back to Loyal to let him know the job's done.
- Once you've spoken to Pearl, you'll be in good enough standing with the Boomers to count on their support in the battle ahead. This completes "Volare" and you're "getting to know" the Boomer faction.
Fallout New Vegas - Still in the Dark
- To make contact with the Brotherhood of Steel, go to The Hidden Valley. It's due east of Goodsprings, near the Yangtze War Memorial.
- The Valley is protected by a ring of cliffs and a chain-link fence. There's a hole in the fence along the western side.
- There are four bunkers in the valley. Go to the one on the west side near the fence.
- Head down the stairs. Ahead a door will open and three Brotherhood Paladins will appear. They'll ask for all your clothes and weapons; don't argue!
- Paladin Ramos tells you that the Elder wants to speak to you. Again, do as he says.
- Elder MacNamara is intrigued that you were able to find the Brotherhood's secret hideout (interestingly, you can't divulge that you found out through Yes Man's hacking). Before you can leave the Valley, and before the Brotherhood can decide if you are a friend or foe, he wants you to drive off an NCR Ranger whose moved into one of the bunkers.
- You've been fitted with an explosive collar that will go off as soon as you exit the Valley. So, no running away!
- Find the Ranger; he's either in the Valley or camped just outside it to the south. You can kill him, try to threaten him with violence or convince him that Powder Gangers are using the bunkers. The last option is the best and safest one.
- Once the Ranger is dealt with, return to the Brotherhood bunker. Tell Elder MacNamara your mission was a success and he will remove the collar. If you performed it without violence, he will ask to speak to you again.
- When you're ready, go to the command room in the Brotherhood Bunker. MacNamara has a job for you: he wants you to track down three missing Brotherhood patrols and retrieve their mission discs.
- As you're leaving MacNamara's room, a Paladin named Hardin waylays you. He's very concerned about the state of the Brotherhood chapter and he wants your help to bring down MacNamara. He asks you to keep him informed about anything you find out.
- Talk to Paladin Ramos and Scribe Ibsen to learn more about Elder MacNamara and the chapter's history.
- Head back outside to the Valley once you're done chatting up the various Brothers. Once there, you'll learn where the three Brotherhood patrols are: one is at Black Mountain east of Hidden Valley; a second is at REPCONN Headquarters, to the northeast; and a third is at Nellis Air Force Base, far to the north.
- If you head directly east through a gap in the Hidden Valley fence, you'll reach a huge blast crater. At the bottom are two Brotherhood paladins, one of which is carrying the holotape. The crater is protected by a large number of centaurs, led by a massive centaur called Moe.
- The second holotape is on the body of a paladin on the third floor of the REPCONN HQ south of Vegas. To reach the second floor, you need to follow the Tour Guide robot on his tour, then grab the security card from the maintenance desk past the planetarium. This allows you to unlock the door leading to the second floor.
- Unless you have sufficient Computer skill, you can't receive clearance to be on the third floor; if a robot sees you, it will give you 30 seconds to leave before it attacks. If that happens, all the robots in the building become hostile. You should have time, however, to grab the holotape off the paladin's body.
- The final holotape is in the town just next to Nellis Air Force base, east of Freeside's north gate. If you approach it from the road, a man named George waylays you. He warns you about the Boomer, the artillery-toting guardian gang of Nellis, who will shell anything they see in the town.
- George offers you a wager: give him 300 caps, and if you make it through the town and return, he'll give you 600 back.
- Ignore George's directions: stick very close to the cliff wall running along the west side of the town. This should offer good cover from the shells. Once you reach the fence, follow it east to the gate.
- Once you speak to the Boomer elder, you won't be shelled anymore. Return to the town, collect the holotape and return to the Hidden Valley.
- The Elder is bummed all the paladins were dead, but he sends you on another mission right away. You need to track down three scouts. He gives you their locations and sends you on your way.
- If you like, you can inform Hardin of your new mission. His remarks are more of the same, though he is interested to learn that the holotapes contained orders for the Paladins that were secret.
- One scout is just north of Nipton; another is just south of Hidden Valley, near the NCR Correctional Facility; the third is to the east near Camp Forlorn Hope.
- After receiving the three reports from the scouts, return to McNamara. He sends you on yet another mission: you need to collect components to fix the base's air filtration system. Speak to Engineer Lorenzo to learn the locations of the three vaults where you can find the components.
- Vault 11 is to the east; the component you need is on the lowest level at the rear of a flooded hallway.
- Vault 3 is to the southwest of New Vegas, and is accessible only by passing through the Fiend-infested South Vegas Ruins. There are several other quests associated with Vault 3, so you might want to wait to go there. If not, however, get ready to kill LOTS of Fiends.
- The component you need is in a locker in Motor Runner's throne room, in the maintenance area of Vault 3. If you find the NCR Ranger inside, you can do him a big favor by killing Motor Runner.
- Vault 22 (also involved in several other quests) is west of Westide outside New Vegas. You'll probably have to pass through Fiend Territory to get there (more Fiends to kill, hooray!)
- When you reach the entrance to Vault 22, you'll probably notice the unusual amount of vegetation. Don't let that deter you!
- You need to reach the cave area but it's locked down. Head to the living quarters and search the rooms til you find a security key card. Then return to the locked door leading to the caves. Inside the caves, proceed to the door to the oxygen filtration area. You'll find the last component in a locker there.
- Return to Engineer Lorenzo in Hidden Valley. Give him the components. You can then choose to talk to Hardin, who replaces MacNamara, or go to MacNamara directly. Either way, you will now have the support of the Brotherhood of Steel. This completes the "Still in the Dark" quest.
Fallout New Vegas - Vault 22 Walkthrough
Fallout New Vegas - Vault 22 Walkthrough
Fallout New Vegas - Vault 22 Walkthrough
Fallout New Vegas - How Little We Know
- The Omerta family are one the three families controlling gambling in New Vegas. Their headquarters is the Gomorrah Casino.
- Once your at Gomorrah, talk to the receptionist about recent Omerta activities. She'll tell you that Cochino, an Omerta mid-level guy, has been up to some things. Go to Cochino to confront him; he'll brush you off.
- To find info on Cochino, you need to break into his room. You need to the key, so head back to the receptionist. She'll give you the key for 300 caps or for less if your Barter is high enough.
- Go to the elevators and head down to the suites level. Cochino's suite is behind the large doors. A few guards patrol the hallways; make sure they don't see you going into cochino's room.
- In Cochino's bedroom is his desk; in the desk is his journal, which details his unscrupulous activities. Steal the journal and confront Cochino again.
- This time, Cochino is much more agreeable. He gives you 100 caps for the journal, and clues you in on what the Omerta bosses have been up to. You now must+ talk to Troike and Clamden to learn more.
- Troike is in the lower level of Gomorrah. Find him to learn his situation: the bosses, Big Sal and Nero, are using him to smuggle guns for them. They can force him to cooperate because they have damning evidence of him and a dead prostitute (very Godfather part 2).
- Troike would love to get out of his contract, but he needs you to talk to Big Sal for him. Big Sal is in the upper level of Gomorrah.
- Talk to Big Sal. He agrees to release Troike for 300 caps (less if your Speech is high enough). Tell Troike that he's been released and he lets you know about the bosses' weapons stash in the casino basement.
- Troike gives you a key to the basement and some thermite to destroy the weapons. Head down to the basement and set the thermite on the weapons crates. Be sure to pick up the weapons in the footocker before you set off the thermite.
- After destroying the weapons (by activating the switch just past the door), head up to Cachino. He's happy the weapons are destroyed. Now you just have to kill Nero and Big Sal and your take over of the Umertas will be complete.
- Follow Cachino to the room with Big Sal and Nero. He gives you a sawed-off shotgun to use, but you probably found something better in the footlockers down in the basement. Finish off Big Sal and Nero during the conversation to complete the quest.
Whom Do You Serve: House, Caesar, or Vegas?
You've probably noticed that there are many ways you can choose to complete the quests in Fallout New Vegas. If you complete all the "House Always Wins" quests, you will be fulfilling the wishes of Mr. House. If you complete the "Wild Card" quests, you will be completing Benny's and Yes Man's plan to take over New Vegas for yourself. And if you complete the missions that Ceasar gives you, you'll be setting New Vegas up for a takeover by the Legion. It's all entirely up to you!
For the purposes of this walkthrough, the "Wild Card" quests have been given priority. You know what that means: it's time to kill Mr. House. Whenever you're ready (or if you want to finish the game this way), head over to the Lucky 38. Use the passwords Yes Man gave you and get to House's protected stasis pod. Kill him, let him live or trap him within the pod for the rest of eternity.
If you continue with the "House Always Wins" quests, you will have to take out the Brotherhood of Steel (which means completing most of the "Still in the Dark" quests) as well as the Omerta gang. Once those are completed, House sends you to the Hoover Dam to prepare his Securitron army.
If you choose to serve Ceasar, you must still kill House, but only as Caesar is preparing to attack the Dam. He will give you several other quests to do before he's ready for that, including contacting and taking out the Brotherhood of Steel, the Omertas and the Great Khans.
Fallout New Vegas - Wild Card Side Bets Walkthrough
Fallout New Vegas - Wild Card Side Bets Walkthrough
Fallout New Vegas - Wild Card Side Bets Walkthrough
Fallout New Vegas - Wild Card Side Bets Walkthrough
Fallout New Vegas - Wild Card Side Bets Walkthrough
Fallout New Vegas - Wild Card Side Bets Walkthrough
Fallout New Vegas - Wild Card Side Bets Walkthrough
Fallout New Vegas - No Gods, No Masters
- If you chose to kill Mr. House, tell Yes Man. He'll meet you back up in House's penthouse and enter himself into House's computer.
- If you've finished with all the Side Bets, Yes Man will give you a override module to take to the El Dorado power station.
- You may have to kill some NCR troopers to get inside the Dorado power station; once you're in, use the override module on the computer terminal.
- Head back to the Lucky 38. Yes Man says that a Legion attack on the Dam is imminent; he gives you a chance to wrap up any quests you have to complete before going forward.
- When you're ready, tell Yes Man. He gives you another override module, and this time you must enter it into the Hoover Dam control room.
- You have two options; you can either shut off the Dam, rendering it useless and forcing the NCR and the Legion to withdraw, or you can use House's securitrons to rout both the NCR and the Legion.
- Once you're at the Dam, proceed down the top til you reach the entrance of the control tower. You must fight through waves of Caesar's Legion troops.
- Once at the tower, you may have to kill a few NCR troopers to get to the control room. Give the override module to Yes Man, then head for the East Power Station to activate the securitrons; or you can deactivate the Dam itself.
- Once you're done, head through the east exit towards the Legion's camp. You need to convince Legate Lanius to take the Legion back East or just kill him.
- Fight your way through the praetorians to Lanius, at the top of the mountain path near his tent. If your Speech is high enough you can convince him of the error of trying to take the Dam, and he will withdraw. Otherwise you must kill him and his surrounding bodyguard of nearly 20 legionnaires and praetorians.
- Once your fight is over, you must find General Oliver of the NCR and get him to withdraw as well. Head back down the path to the gate.
- When you reach the gate, it blows open, revealing Oliver and several NCR troopers. He starts to congratulate you, but his tone changes when your army of robots appears.
- The conversation can head into a few directions, but the outcome is always the same: you convince Oliver to take his army and leave the Dam and New Vegas alone.
- A quick chat with Yes Man concludes the quest, and yes, the game.
Fallout New Vegas - No Gods No Masters Walkthrough
Fallout New Vegas - No Gods No Masters Walkthrough
Fallout New Vegas - No Gods No Masters Walkthrough
Fallout New Vegas - Credits
Fallout New Vegas - Credits
Fallout New Vegas - Black Rock Cave Walkthrough
Fallout New Vegas - Ruby Hill Mine Walkthrough
The End...and the Beginning.
Congratulations player! You have brought peace and independence to New Vegas, ejected the NCR and the Legion and ended Mr. House's tyranny. You have finished the story of Fallout: New Vegas.
But there's still lots left to do! Though the game is over, the ending outlined by this walkthough is only one of many possibly outcomes. If you try to return, start a new game or resume your old one from a save point, you'll find that the adventures of the Courier change dramatically if you make some new decisions.
Thanks for visiting the Wasteland