Fallout 4 original world map. Fallout: New Vegas, Maps, Interactive map of the Mojave Wasteland. Stone crushing plant "Samson"

188 - Trading Post

Trading post at the intersection of roads 95 and 93 (its name was formed as follows: 95 + 93 = 188). When Route 15 closed due to the deathclaw infestation in the north and prisoner escapes in the south, Route 95 became the main route for caravans and NCR citizens going to the Strip, making Post 188 a very busy place.

Faction: NKR.

Named inhabitants: on the bridge - Samuel (sells food and repairs things), his daughter Michelle (sells food, weapons and ammunition), Arms Dealer (weapons, modifications, ammunition, armor), Veronica Santangelo (possible companion of the Courier); under the bridge - a representative of the "Weaponsmiths" Alexander (sells weapons, modifications, ammunition (to start bargaining with him, you need the "Weapons" skill of 40+)), the guard Ezekiel from the Followers of the Apocalypse and the strange boy Predictor (sells thoughts).

Unmarked quests: “Thought of the Day” (buy several thoughts from the Foreteller) and “Dress for Veronica” (find a beautiful outfit for Veronica).

Items: Sunset Sasparilla lid with star on Samuel's counter.

Mojave Outpost

The administrative headquarters of the NKR in the southwestern part of the Mojave, with a small military garrison. The outpost consists of two buildings built on top of a hill. At the northern edge of the outpost stand two giant statues of rangers. Route 15 runs through the entire outpost and ends at a tightly locked gate (it will open if you hit the NKR during the Lonesome Road addon).

Buildings: Mojave Outpost - headquarters, Mojave Outpost - barracks.

Inhabitants: Ranger Jackson (outpost commander), Major Knight (repairs things), Lacy (trader), Ranger Ghost (sniper), Sergeant Kilborn, Rose of Sharon Cassidy (possible partner), traveling merchants and caravaners, NKR fighters.

  • Quests: Show compassion (Destroy all predators on the road leading to Lake Ivanpah).
  • The City I Like (Convince Knight to send reinforcements to Primm or grant amnesty to Meyers).
  • Pay the bills (Take Cass on a trip with the Courier).
  • You Can Rely on Me (Persuade Cass to part ways with Cassidy's Caravans)

Items in the barracks: a lid from "Sunset Sasparilla" with a star, the book "For cover! Get down!", quartz Nuka-Cola (2).

Follower Outpost

The outpost is located at the end of a short road that branches off of Route 95. It is an unusual structure in the middle of railroad tracks and carriages, which turns out to be much more spacious on the inside than on the outside.

Occupants: Dr. Alvarez, two doctor followers, two guard followers.

Quest: “A lot of worries” (Take Veronica to the outpost of the Followers of the Apocalypse).

Before the war, there was a US Air Force airbase here; after the war, it was occupied by bombers, descendants of people from Vault 34.

Entry into the territory of the air base is prohibited for outsiders; bombers fire at border violators from howitzers. The entrance gate of the airbase can be reached in two ways, firstly, directly - along the old road passing near the Fields hut. At the beginning of this road, the Courier will be met by someone George, who offers all travelers to purchase the AB Nellis artillery schedule. The second, bypass route lies through the railway tunnel (locked on both sides, Hack 100), located north of the Goods Depot.

Buildings: Bomber Museum, Pearl House, Adept House, medical center, men's dormitory, women's dormitory, children's dormitory, school, workshop, biodiesel plant, two hangars: southwest (canteen and warehouse), northeast (B-29 bomber ).

Faction: Bombers.

Inhabitants: Pearl (chief bomber), Pete (museum caretaker), Adept (mechanic), Jack (mechanic), Janet (after completing the quest "Young Hearts"), Argyll (doctor), Raquel (gunsmith), bomber-warehouse manager (merchant), bomber cook (merchant), bomber teacher, Linsey (child), nameless bombers and baby bombers.

Ivanpah Circuit

Once upon a time, races on three-wheeled compact cars were held here, but now the place is occupied by mutated ants. Not far from the Start/Finish sign there is a sports bag with junk. If you want to shoot, you can go up to the corpse of a giant radscorpion, lying on the Nipton road south of the race track, and see for yourself that the ants do not abandon their prey.

Enemies: giant ants.

Gas station "Poseidon"

A gas station that belonged to Poseidon Energy before the war. A little further north is the Wylit camp, which consists mostly of trailers.

Enemies: Violet (one of the leaders of the Devils), Violetta (Violet’s favorite dog), guard dogs of the Devils.

  • Bounty Hunt (Kill Vilit and bring her head to Major Datri at Camp McCarran).
  • A Dog's Life (Violet is one of the possibilities for Rex to get a new brain).

Items: "Police Everyday Life" magazine and a gunsmith's repair kit inside a police car; quartz Nuka-Cola, magazines "Phantom", "Weapons - the future today", "Programmer's Digest" in the Vilit camp.

Nellis Air Force Base and Nellis AB Hangars

There are two large hangars on the air base, one of which is where Adept and Jack assemble the B-29 bomber, and the other houses virtual reality simulators used for pilot training. The second hangar also serves as a canteen and storage area for the bombers.

  • Into the sky! (Carry out the bombers' plan to raise the bomber from the bottom of Lake Mead).
  • In the dark (Find the missing BS patrol near AB Nellis).
  • Lots of worries (Find information about the pulse pistol at Nellis Air Force Base).
  • Joker: place your bets; The casino always wins, III; To Caesar what is Caesar's (Enlist the support of the bombers or neutralize the threat from them).
  • Howitzer (Get a new firing device for the Legion howitzer from the bombers).
  • Bombers (Persuade the bombers to help in the battle for the dam).
  • (Unmarked) Find Lynsey's teddy bear in the hangars.

Items: "Snow globe. AB Nellis" in the bomber museum; book "Take cover! Get down!" at Pearl's house; "Repairing electronics" in the Adept's house; two Sunset Sasparilla lids with a star in the dining room; nuclear shot in a warehouse.

Apartment "Monte Carlo"

A large two-story building with a neon sign on the roof west of New Vegas. The building is quite dilapidated in appearance, but everything inside is well preserved, with the exception of the stairs (so there is no access to the second floor). Usually one thug guards the front door, the rest are in the building.

Faction: Scorpios.

Enemies: Roller, Yvette, Scorpio bandits.

Items: "Magnum" cal. 44 (can be taken from Yvette's body).

Searchlight Airport

A fenced asphalt area with several rusting airplanes on it, which served as an airport before the war. You can get inside the fence only in one place on the north side.

Enemies: radscorpions.

Items: various loot in containers, one of the suitcases (near the main airport terminal) should have quite a lot of caps.

Aerotech Business Park

A fortified refugee camp under the control of the NKR.

Buildings: "Aerotech" - block 200, "Aerotech" - block 300, "Aerotech" - tent.

Named occupants: Captain Parker, Bert Gunnarsson (Dr.), Frank Withers, Keith (in block 200).

  • Loneliness (Find Frank Withers' family).
  • Coyotes (Find out what happened to the missing refugees).
  • Investigate Keith's dark dealings.

Items: Sunset Sasparilla cap with star (at block 300).

Bitter Springs

The refugee camp, run by the NKR, consists of NKR tents in the northern part of the camp and refugee tents in the southern part.

Factions: Great Khans (past), NKR (currently).

Named occupants: Captain Gilles, Lieutenant Markland (Doctor).

  • A little more (Deliver supplies and get reinforcements to Bitter Springs).
  • Mountains, only mountains (Discover the source of the attacks on Bitter Springs).
  • Bitter Springs: Hospital Blues (Bring books and doctor's bags to Lieutenant Markland).
  • I forgot to forget (Visiting Bitter Springs with Craig Boone).

Items: magazines "Trade. Weekly" (2).

Bonnie Springs

Abandoned mining ghost town. All the buildings are boarded up, the Viper gang has set up their camp here (after their liquidation, the city ruins will be occupied by the cazadors).

Faction: Vipers.

Enemies: shooters of the Viper gang, two leaders of the Viper gang, cazadors.

Items: unique studded brass knuckles "Love and Hate", caps from "Sunset Sasparilla" with a star (2).

Boulder City

A small town most notable for its proximity to the Hoover Dam and Trading Post 188. During the First Battle of Hoover Dam, fierce battles took place here between NKR troops and Caesar's Legion. Then the rangers lured some of the veteran legionnaires into the city and blew it up, as a result of which the city was almost completely destroyed.

Sublock: Boulder City Ruins. Buildings: Boulder City - railway station, Fat Horn Saloon, Vault of the Great Khans.

Factions: NKR, Great Khans.

Inhabitants: Lieutenant Monroe with a detachment of NKR soldiers, Private Kowalski, Ike (Fat Horn Saloon, merchant), Jessup and several other Khans.

  • Quests: Investigation, Call (Intercept the Great Khans in Boulder City).
  • Skirmish in Boulder City (Defuse the situation with the Great Khans in Boulder City).
  • Shoot at the memorial in honor of the NKR victory.
  • Meet Victor near Boulder City.

Items: Fat Horn Saloon - Sunset Sasparilla cap with star, quartz Nuka Cola (3), lever-action shotgun; Boulder City Ruins - "Phantom", "Police Stories", 10mm submachine gun; Boulder City - railway station - "Phantom", "World of Boxing", hunting rifle.

Abandoned hut

"Hut" is too strong a word, it's just a ramshackle shed near a cliff with the remains of a fence around it. A prospector can be seen nearby.

Items: healing powder and junk in the box.

Bunker of the remaining

Description not ready yet

Southern Nevada Wind Farm

A lonely hut surrounded by wind turbines.

Quest: “Return of Hope” (to the northeast you can find the missing supplies for Forlorn Hope).

Enemies: cazadors and fire geckos.

Equipment: workbench in the hut.

Items: “Repairing Electronics” book, “Sunset Sasparilla” cap with a star, gunsmith repair kit, scrap metal, various loot.

Searchlight East Gold Mine

Description not ready yet

East pumping station

Here, water is filtered as it flows through a water pipe from Lake Las Vegas to the farms of NCR sharecroppers.

Buildings: East Pumping Station, East Tank.

Quest: “Hard Fate” (inspect the pumping station, activate the terminal (science skill 50+ is required to repair the network)).

Items: "Fix It Yourself" magazine in the eastern cistern.

Freeside is a New Vegas slum located within the walls erected by Mr. House, but not controlled by him. In Freeside, everything is run by the gang of Kings and the Van Graffs.

Sublocation: Old Mormon Fort. Buildings: "Mick and Ralph", School of King Doubles, Atomic Cowboy Casino, "Silver Rush", "Cirulien Robotics", Destroyed Store. Factions: Freeside, Followers of the Apocalypse, Kings, Van Graffs.

  • Inhabitants of magic. "Mick and Ralph": Mick, Ralph (merchants).
  • School of King Doubles: King, Pacer, Sergio (barber), Rex (cyber dog), members of the Kings gang.
  • Old Mormon Fort: Julie Farkas, Arcade Gannon, April Martimer, Beatrix Russell, Wayne, Farris, Roy.
  • Atomic Cowboy Casino: James Garrett, Francine Garrett, Henry Jamieson, Caleb McCaffery, Hadrian.
  • "Silver Rush": Gloria Van Graff (merchant), Jean-Baptiste, Mr. Soren, Simon, Van Graff thugs.
  • "Cirulien Robotics": Fisto (robot), protectrons.
  • Destroyed store: Major Elizabeth Kieren, NKR soldiers.
  • Streets of Freeside: Genaro (merchant), Dixon (merchant), Pump Man, Orris, Max, Stacy, Old Ben, Santiago, Lady Jane, Bill Ronte, Jacob Hoff, Tlen, Grex, tramp, barkers, thugs, etc. .

""Open list of quests and items""

Height Cottonwood

An abandoned community on a hill with a wonderful view of Cottonwood Cove below. There are several boarded-up houses, a couple of garbage containers and a van truck with waste in barrels.

Quest: An Eye for an Eye (With a character's hacking skill of 50+, you can open the back door of the van so that the barrels of radioactive waste in it roll down to Cottonwood Cove, destroying all living things there (the character's reputation with Caesar's Legion does not decrease )).

Ivanpah Dry Lake

A dry lake, a vast expanse of sand, in the middle of which rises a small hill with a mesquite tree growing on it and a burnt-out car.

Enemies: tree scorpions, giant ants.

HELIOS One

A solar power plant built by Poseidon Energy that generates and supplies power to the New Vegas Strip and the settlements of the Mojave Wasteland. It also hides the super-weapon control system "ARCHIMEDES" (station security system and orbital laser).

Subblocks: mirror courtyard, observation deck. Buildings: HELIOS One - power plant, Solar tower.

Factions: NKR, BS (formerly), Caesar's Legion (possibly).

Inhabitants: Lieutenant Haggerty (commander), Fantastic ("technician"), Ignacio Rivas (scientist), NKR fighters, NKR guard dogs, PYTHON (robot Mr. Helper, repairman).

Enemies in the Solar Tower: Brave robots, Assistant robots, robot brains, security robots, Protectrons, automatic turrets. Quests:

  • Solar glare (HELIOS One can supply energy to the Mojave Wasteland or activate super-weapons).
  • Source of inspiration (Capture the HELIOS emblem).
  • Bringing Hope Back (Find supplies for Forlorn Hope).
  • Boogie-woogie (Find spare parts for the bombers' electric station).
  • ED-E, my love (Play first audio recording).

Items: D.C. Journal of Therapeutics book in main building; magazine "We fix it ourselves" in the Solar Tower; book "Science for Everyone" (can be obtained from Rivas if the Courier chooses to distribute energy to the entire region).

Devil's Throat

A giant crater with numerous barrels of radioactive waste and a rusted truck in the center.

Enemies: Centaurs at the bottom of the crater and wild ghouls in the hills to the south.

Items: a unique CZ57 Avenger minigun, enhanced combat armor and a festive cap on the body of the prospector in the van.

Carefully! The radiation level near the barrels is 3-7 rad/sec.

Nest of Cazadors

A dark hole inhabited by cazadores under a hill, from the top of which there is a wonderful view of Boulder City. At the top there is a camp fire and two locked boxes with mines and ammunition among the stones (hack 50 and 25).

Enemies: cazadors.

Items: "Magnum" cal. 44 near the skeleton, items in the adventurer's backpack and the hollowed out stone, explosives and ammunition in the boxes.

Mount Black

The mountain remained unoccupied for a century after the war, as the area was so radioactive that no one would have survived here. After the fall of the Master, many first-generation super mutants went east and here they found a fairly secluded place for their camp.

After a while, shadows (nightkins) and super mutants of the second generation penetrated here, which led to problems. The leader of the community, Marcus, went to Jacobstown, and power passed into the hands of a crazy super mutant shadow named Tabitha.

Radio Station: Black Mountain Radio.

Faction: State of Utobita.

Inhabitants: Tabitha (leader), Neil, Raul (ghoul-prisoner), super mutants, shadow sniper, shadow masters, shadows, unique centaur Moe, centaurs.

Buildings: broadcasting station, prison, warehouse building.

  • Quests: Madness (Head to the top of Mount Black and end Tabitha's brutal reign).
  • In the dark (Find the missing Brotherhood of Steel patrol sent to Mount Black).

Items: unique Annabelle grenade launcher, Victoria Nuka Cola, Sunset Sasparilla cap with a star.

Goodsprings

A small and quiet town located just off I-15, one of the main highways leading to New Vegas.

Buildings: Doc Mitchell's House, Prospector Saloon, Store, School, Gas Station, House (4), Victor's Hut.

Factions: Goodsprings, Demolitionists (possibly).

Inhabitants: Doc Mitchell (doctor), Chet (merchant), Trudy (merchant), Sunny Smiles and Cheyenne (dog), Hammer-Pete, Goodsprings residents, Victor, Ringo, Joe Cobb and the Demolitionists.

  • Quests: Hit on the head, Back in the saddle, At the campfire (training quests), Investigation (main line).
  • Shooting in the ghost town (Defeat the bombers) or Streams Flowed... (Defeat the Goodsprings militia).
  • Fix Trudy's broken radio at the Prospector Saloon.
  • Take the caravan deck from Ringo and learn the rules of the game.

Equipment: workbench for equipping cartridges and workbench.

Items: Therapist Today magazine in Doc Mitchell's house; "We fix it ourselves", "People and communication", "Trade. Weekly" in the "Prospector" saloon; "Trade. Weekly" in the store; stealth battle, "School of Survival", "People and Communication", "Programmer's Digest" (2), "Trade. Weekly" at school; "World of Boxing" in the gas station building; the book "Combat Manual of the Chinese Special Forces", "School of Survival", a cover from "Sunset Sasparilla" with a star in the houses.

Hoover Dam

A concrete dam on the Colorado River, built before the war in Black Canyon to supply the surrounding areas with electricity. The western part of the dam is controlled by the NKR, the eastern by Caesar's Legion. Everyone wants to have the dam at once - NKR, Legion and Mr. House.

Sections: Hoover Dam - Information Center, Hoover Dam - Offices, Hoover Dam - Power Plants 1-4, Hoover Dam - Lower Level, Hoover Dam - Tower (3), Hoover Dam - Spillway Towers 1-4, Hoover Dam - Checkpoint, Oliver Headquarters .

Faction: New California Republic.

Inhabitants: General Lee Oliver, Colonel Cassandra Moore, Quartermaster Bardon (trader), Chief Engineer Mike Lawson, Alison Valentine, Ranger Grant, Ranger Stevens, Private Jeremy Watson, Rangers, engineers and NCR soldiers.

  • For the Republic, part 2; You will feel it coming; The casino always wins, VI (Protect Kimball).
  • Neither gods nor masters; All or nothing (Activate the eastern e/station and direct the energy of the securitron army).
  • Arizona Assassin (Kill President Kimball).
  • I came, I saw, I conquered (Kill Oliver and the guards).
  • Eureka! (Defend the Hoover Dam together with the NKR).

Items: "Snow globe. Hoover Dam" in the information center; two Chinese stealth armor in the offices.

Emergency service depot

A tightly boarded building with a railway platform and broken repair equipment around. The platform has mattresses and shelves with many containers. A camp fire can be found nearby.

Items: Two Sunset Sasparilla caps with a star on the platform.

Jacobstown

A community of super mutants led by Marcus, located on the site of a pre-war ski resort on Mount Charleston. In 2281, Marcus, a kind and peaceful super mutant, found the no-man's mountain of Charleston and founded another mutant haven there, naming it Jacobstown in honor of his old friend. Marcus hopes to find a cure for the shadow super mutants' schizophrenia with the help of former Enclave scientist Dr. Henry.

Buildings: hotel, bungalow (3).

Inhabitants: Marcus (mayor), Dr. Henry (doctor), Trouble (merchant), Lily, Kin, shadows and super mutants.

  • Quests: Guess who I saw! (Find the source of the Night Stalker stealth mutation).
  • A Dog's Life (Take Rex to Dr. Henry and find out how you can help the dog).
  • Unfriendly conversation (Talk to the leader of the mercenaries who are causing problems for Jacobstown).
  • Long ago (Persuade Dr. Henry to join the Remainers).

Items: "Snow globe. Mount Charleston", magazines "We fix it ourselves", "World of Boxing", "School of Survival", "Programmer's Digest" in the hotel; the book "Grognak the Barbarian", a bottle of Nuka Cola "Victoria" in the first bungalow on the right; the lid is from Sunset Sasparilla with the bungalow star in the middle.

Jackrabbit Springs

Five irradiated hot springs around a small hill in the center. Due to the high level of radiation, centaurs, megacentaurs and well-armed super mutants live here.

Enemies: centaurs, super mutant master, super mutants.

Items: stealth battle on the hill; light machine gun, minigun or heavy incinerator (super mutant weapon).

Devil's Hollow

A giant crater with a truck that fell into it; you can climb down to the bottom on the roof of a trailer.

Enemies: coyotes.

Items: Sunset Sasparilla cap with star, hydra, ammunition boxes.

Matthew's Animal Farm

The ruins of a burnt house, two graves nearby, a couple of sheds, pens with emaciated Brahmins and bighorn sheep. A farming family lived here until the elders went to Searchlight for supplies. A few days later, the child followed them and found his parents, who had become ghouls as a result of Legion sabotage. The boy had to shoot back from them to avoid being eaten. After this, he went crazy and began to suspect the animals were plotting to eat him and take over the farm. Driven to despair, the boy set his house on fire...

Information: four pages from a torn diary (1st in the bighorn barn, 2nd on the pickup truck, 3rd in the Brahmin barn and 4th in the ruins of the house near the skeleton).

Items: Wasteland Survival Guide book, Sunset Sasparilla cap with star, ammo in duffel bag.

Abandoned BS bunker

Bunker 13 is the starting point for the Dead Money addon (if the Dead Money addon is not installed, the entrance to the bunker will always be locked).

This is a fortified underground bunker that served as the headquarters of the Brotherhood of Steel elders in the Mojave Wasteland during the BS-NKR War.

Quest: Discovery of "Sierra Madre" (Find where the invitation to "Sierra Madre" is broadcast from).

Equipment: Sierra Madre Vending Machine, Ammo Reloading Bench, and Workbench.

Items: Electronics Repair book, Elijah's chemistry set, T-45d power helmet.

Plant "H&H Tools"

Before the war, this plant belonged to Mr. House's elder brother, Anthony House, who inherited it from his father. Anthony House suffered from paranoia, aggravated by envy of Robert's success. Ultimately, this led to an unjustified tightening of security measures in the company. In 2077, Anthony fired all employees, closed the plant and turned on the security system, and in addition mined the building. Nobody saw him again.

Enemies: robot brains, Mr. Assistant, crazy Mr. Assistant, automatic turrets.

Items: VIP key card "Lucky 38".

Western pumping station

Nothing particularly noteworthy, with the exception of the terminal in the station building, identical to the quest one at the Eastern Pumping Station - its activation also advances the “Hard Fate” quest into the stage of searching for the source of radiation; repairing the network requires a science skill of 50 or more.

Enemies: several Devils around the building and inside.

Items: 2 boxes of ammunition and more.

Western entrance to Westside

Description not ready yet

Bitter Springs Recreation Area

A flimsy building (Bitter Springs - recreation) surrounded by crumpled cars, trailers and buses.

Enemies: giant rats in the building, cazadors in the area.

Items: book "Modern Castles", magazine "Phantom", 2 lids from "Sunset Sasparilla" with a star, weapons and ammunition in the safe (burglary 50).

NKR Correctional Facility

Former NKR prison. It was used to hold prisoners who worked under the supervision of NKR fighters on the railway running along Route 15. However, most of the prison guards were sent to patrol the western bank of the Colorado River and the prisoners made a daring escape. After this, the so-called demolitionists formed their own faction and remained in this well-fortified place.

The prison has only one entrance and it is guarded by Doz, who can open the door for 100 caps, and you can also try to steal the key from him or kill him.

Buildings: NKR prison administration, information center, prison blocks A and B. Factions: Demolitionists, NKR (formerly).

Inhabitants: demolition leader Eddie, Omelette (Eddie's bodyguard), Doz (gatekeeper), Carter (dealer in block B), Hannigan (medic), Myers (former sheriff), nameless bombers.

  • Quests: The City I Like (Persuade Myers to become Primm's new sheriff).
  • Way to fix (Ask Eddie for some work).

Equipment: workbench in the yard.

Items: Age of Knights magazine and Sunset Sasparilla cap with star in the information center; the book "Lies: A Primer for a Congressman" in the Administration Building; Patriot's Cookbook magazine in Cell Block A; diagram of a powder charge in prison block B.

REPCONN test site

Description not ready yet

Goodsprings Spring

Three water springs southeast of Goodsprings provide clean drinking water to its residents.

Occupant: Barton Thorne.

Enemies: geckos.

  • Back in the saddle (Kill the geckos at the springs).
  • At the Campfire (Use the campfire to prepare healing powder).
  • (Unchecked) Agree to save Barton Thorne's girlfriend after she was captured by geckos.

Equipment: three fires.

Gathering ingredients: Broc flowers and zander roots.

Items: shovel near the second source; at the top of the mountain there is a cache with weapons, ammunition, food (be careful, there are bear traps around).

Stone crushing plant "Samson"

Deserted industrial buildings and mechanisms. A little to the north is the camp of the named devil, Nephi Driver.

Quest: “Headhunt” (ask the 1st Reconnaissance Battalion soldiers in Camp McCarran to set up an ambush here and lure Driver Nephi closer to them).

Items: several anti-personnel mines on the road to the east (careful!), various loot.

Canyon Crescent - east

The eastern part of a long and narrow crescent-shaped canyon under a destroyed railway bridge (English: Crescent). The bottom of the canyon is strewn with barrels of radioactive waste, which, apparently, spilled out of the cars of the train carrying them when the bridge collapsed.

Enemies: golden geckos.

Items: battle armor in the chest, ammunition in the hollowed out stone.

Carefully! Radiation.

Canyon Crescent - west

The western part of a long and narrow crescent-shaped canyon under a destroyed railway bridge (English: Crescent). The bottom of the canyon is strewn with barrels of radioactive waste, which, apparently, spilled out of the cars of the train carrying them when the bridge collapsed. In the desert to the northeast you can find the Scorpion Hole, which is not marked on the map.

Enemies: Golden geckos and radscorpions.

Items: improved anti-radiation suit in a chest near the truck (+40 radiation resistance), ammunition in a hollowed out stone.

Carefully! Radiation.

Red Rock Canyon

Description not ready yet

Griffin's Caravan

The corpses of pack brahmins, a cart, broken boxes, piles of ashes... You will need to come here on the quest of your companion Cass and inspect another site of an attack on a trade caravan.

Quest: “Paying the Bills” (Together with Cass, explore the site of the death of Griffin’s caravan).

Items: various junk on the Brahmin pack, in boxes and piles of ash, a lot of depleted energy batteries around, a plasma rifle.

Dunn's Caravan

Another site of the death of a trade caravan, from which only three piles of ashes and the corpse of a Brahmin pack under a wooden bridge remained. However, here you will also find the bodies of two Van Graff thugs and a Red Caravan guard...

Quest: “Pay the Bills” (Together with Cass, trace where Dunn’s missing caravan went).

Items: plasma rifles and combat armor on the bodies of the Van Graff thugs, a lever-action shotgun on the body of the Red Caravan guard, various junk on the Brahmin pack, in boxes and piles of ash, ammunition.

Chance Card

According to the All Roads comic, this map was drawn on the ground by Chance's knife and McMurphy's finger. The location of the locations on it is somewhat different from what we see in the game.

The deep scratches line up exactly with the main roads of the Mojave Wasteland and New Vegas. Items on the map are symbolic representations of various locations in the game (none of these items can be taken):

  • The bottle of turpentine represents the Strip, the firecrackers in the northeast represent the bombers in Nellis.
  • The stones to the northwest represent Jacobstown.
  • The Legion Denarius to the east is the Fort.
  • An upside down whiskey bottle represents the Hoover Dam.
  • The stealth battle is Mount Black, to the east there is a fragment of a mirror, symbolizing HELIOS One.
  • The bottle of beer in the center of the map is similar to the REPCONN test site, the stick of dynamite to the west defines the territory of the demolitions.
  • The deathclaw claw is the Quarry, the tin to the west probably represents Goodsprings, the pile of rocks to the north is Red Rock Canyon.
  • The tin can in the south is Camp Searchlight, the water bottle is Cottonwood Cove, the pile of shell casings is Nipton.
  • In the southwest corner of the map, two bottles represent the giant Ranger statues at the Mojave outpost.

Career

Description not ready yet

Goodsprings Cemetery

Beautiful view of the surrounding area from above. The cemetery consists of 29 graves, including the one from which the securitron Victor dug up the wounded courier at the beginning of the game.

Enemies: tree scorpion and dutni.

  • At the campfire (Find a brock flower here based on Sunny Smiles' hint).
  • Take everything (Find radscorpion eggs for Red Lucy in the mountains north of Goodsprings).
  • (Unmarked) Find or buy a shovel and start digging up graves.

Items: "Snow Globe. Goodsprings", 10 signature Benny cigarette butts.

Clark Field

Ruins of a pre-war chemical plant southeast of Nowak. Near the northern entrance lies the body of Mr. RADICAL, dressed in the yellow suit he adored during his lifetime (as can be learned from the poor fellow’s diary and the story of Mother Gibson).

Quest: "Let's fly" (find a flammable substance, isotope-239).

Enemies: golden geckos.

Items: isotope-239, Mr. RADical's diary, anti-radiation suit, super stimulant and 2 stimulants near the dead Brahmin pack, cal cartridges. 308 in the corner of a fenced area and so on.

Carefully! Low level of radiation.

Colville Bay

An abandoned boat dock on the shores of Lake Mead, it consists of a large ruined hangar and a boat rental office building.

Building: Captain Dean's Boat Rental.

Quest: "Into the sky!" (Find the B-29 bomber and raise it from the bottom of Lake Mead).

Enemies: cazadors, giant rats.

Items: Sunset Sasparilla caps with star (2), Survival School magazine.

Company "Red Caravan"

The New Vegas branch of the Red Caravan trading company is managed by Alice McLafferty.

Buildings: "Red Caravan" - main office, Caravanmen's Barracks, Guards' Barracks.

Occupants: Alice McLafferty (Executive Director), Blake (Merchant), Don Hostetler (visits here during the day), Ringo (after completing "Ghost Town Shooting"), Janet, caravanners and guards. Quests:

  • Pay the bills (Find a job in the Red Caravan).
  • You can rely on me (Alice McLafferty asks to do some work for the Red Caravan).
  • Pressing (Disable the bottle cap press at the Sunset Sasparilla headquarters).
  • Honeymoon in Aba Daba (Deliver chemicals to Don Hostetler).
  • Young Hearts (Connect Jack from Nellis and Janet).
  • Bitter Springs: Hospital Blues (Get two medical books from Blake's store).
  • Deal with Contreras (Pick up package from Blake).
  • Agree on the supply of meat to Camp McCarran.

Equipment: workbench for equipping cartridges and workbench.

Items: Sunset Sasparilla cap with star, Police Stories magazine in the main office; "Phantom" magazine in the caravan barracks.

Cottonwood Cove

The largest camp of Caesar's Legion on the western bank of the Colorado River.

Buildings: headquarters, canteen, warehouse, toilets, hut.

Faction: Caesar's Legion.

Occupants: Aurelius of Phoenix (centurion), Dean Severus, Overseer, Cursor Lucullus, legionnaires, Anders (crucified Great Khan), Mrs. Withers (Frank Withers' wife, captive), Sammy Withers (Mrs. Withers' daughter, captive), Kenny Withers (son Mrs. Withers, prisoner).

  • An eye for an eye (Cottonwood Cove must be destroyed and/or wiretapped on behalf of Astor).
  • To Caesar what is Caesar's (Go to Cottonwood Cove and board the barge to the Fort).
  • Honeymoon in Aba Daba (Free Anders, who can be found crucified on the road to the camp).
  • Loneliness (Free Frank Withers' Family).
  • Aurelius from Phoenix pays for NKR fighter tokens.

Items: unique weapon "Retribution of the Fallen" and the book "Grognak the Barbarian" in the office of Aurelius from Phoenix; Sunset Sasparilla lid with star in the women's restroom.

Crater in the Mesquite Mountains

Several ponds with irradiated water (the radiation level here reaches 6 rad/sec), a bridge thrown across them and a flimsy hut in the middle.

Building: Hella Motel. A two-story structure containing the late Dr. Rotson's laboratory, a kitchen on the first floor, and a bedroom on the second.

Despite the decent level of radiation outside, there is no radiation in the motel itself. Inside you will see the body of the ghoul Rotson who lived here and the crazy Mr. Assistant, who apparently killed his master. Perhaps Rotson was involved in moonshine brewing.

Enemies: wild ripper ghouls and the crazy Mr. Helper in the motel.

Items: in the Hella Motel - the book "Therapeutic Journal of the District of Columbia", a lid from "Sunset Sasparilla" with a star, a gunsmith's repair kit; in a shelter with an antenna on the roof east of the crater (be careful, it’s mined!) - the magazines “We fix it ourselves” and “Programmer’s Digest”, a cover from “Sunset Sasparilla” with a star.

Cottonwood Crater

An observation deck high in the mountains, most of which is occupied by a crater with radioactive water (up to 20 rad/s), left over from an atomic bomb that once fell here.

This location can be reached through the Fire Route Cave.

Enemies: golden geckos.

Items: "Fat Man" (on the prospector's body).

Crash in the Canyon

The starting point for the Lonesome Road addon is the passage to the Rift (if the Lonesome Road addon is not installed, the path to the Rift will be blocked by the wreckage of burnt out cars, trucks and other rubbish).

Several graffiti are notable: "Can you go home, Courier", "Divide", "Lonesome Road" and "Courier six?" ("Courier number six?") are most likely made by Ulysses.

Enemies: coyotes.

Quest: Reunion (Go to the crash site in the canyon, not far from Primm, and enter the Rift).

Items: several fragmentation grenades in the boxes of the overturned van, 2 boxes of ammunition in the coyote lair on the hill, the body of an NKR soldier there (he has weapons, armor, ammunition), various junk in two graves.

Blue Paradise Resort

An abandoned resort occupied by lake dwellers - three houses, boat docks and a picnic area, two graves nearby. On the other bank of the river to the southeast there is another lakebird nest.

Enemies: Lakers.

Items: in the flooded houses - two lids from "Sunset Sasparilla" with a star; in the nest of lakers on the other side of the river - weapons and armor on the body of a mercenary (+ police glasses), junk in sports bags.

Carefully! Low levels of radiation in flooded houses.

Camp Boulder Beach

Before the war, this was a recreation area, as evidenced by the picnic tables, rusty sunken boats at the pier, and so on. There is a camp fire and a mattress in the trailer.

Enemies: lake dwellers at the pier.

Items: ammunition in a hollowed out stone, jars and flasks scattered around.

Camp in the Mesquite Mountains

The camp consists of two tents and several picnic tables, there are beds and a camp fire. There are three graves on the hill above the camp.

Quest: “We are together” (Private Edwards will go here if you tell him that there are many places where you can hide).

Enemies: Giant radscorpions.

Camp of the Great Khans

This camp is used by the Great Khans to review the Quarry. Getting here is not easy due to the large number of dangerous animals in the area.

Faction: Great Khans.

Inhabitants: Melissa and 2 Great Khans.

Enemies: Deathclaws.

  • Don't make me ask (Deliver chemicals to Melissa).
  • Papa (Convince Melissa to speak out against an alliance with Caesar).

Equipment: camp fire.

Camp Guardian

One of the farthest outposts of the NKR in the eastern part of the Mojave Wasteland.

When approaching the camp, the Courier can pick up a radio distress signal, calling for help against the attacking mutated creatures. Climbing up a narrow path will lead to Guardian Peak and the caves of Guardian Camp.

Faction: NKR (formerly).

Enemies: giant rats, radscorpions, tree scorpions.

Items: Pages from the Guardian Camp Journal (Sergeant Banner left 11 pages scattered around the camp and on the mountainside).

Camp Golf

An NKR military base located on the northern shore of Lake Las Vegas. The camp consists of several tents pitched on the golf course west of the hotel building, and is guarded along the perimeter by sentries on towers.

Buildings: Resort hotel (before the war it belonged to Robert House), dining tent, tents (10), trash tent.

Faction: New California Republic.

Inhabitants: Commander Hanlon, Doc Scalpel (medic), Sergeant McCready, Mags, Razz, Poindexter, O'Hanrahan, NKR rangers, NKR soldiers.

  • Quests: Boomerang (Inform Commander Hanlon about what you and Sergeant Reyes discovered).
  • There is one step from defeat to victory (Help recruits prepare for service).

Items: in the Resort Hotel - caps from "Sunset Sasparilla" with a star (3), magazines "World of Boxing", "We Fix It Yourself" (2), "Weapons - the Future Today", "School of Survival", "Lock Master", " People and communication", "Programmer's Digest", "Age of Knights", quartz Nuka-Cola (5), VIP key card "Lucky 38"; in the tent of trash - "The Patriot's Cookbook"; in McCready's tent - "School of Survival", "Trade. Weekly", "Programmer's Digest".

Legate's Camp

The camp is surrounded on all sides by rocks and is inaccessible for most of the game. It is possible to visit here only after completing the final stage of the main quest.

The camp is guarded by legionnaires armed with rifle carbines and power brass knuckles. To the right of the entrance to the camp there is a kennel, and on the top of the hill the legate’s military tent is pitched.

Faction: Caesar's Legion.

Inhabitants: Legate Lanius, praetorians, legionnaires, dogs of the Legion.

  • He came, he saw, he conquered (Kill Oliver and the soldiers guarding him).
  • Eureka! (It is necessary to destroy the legate's camp to protect Hoover Dam).
  • Neither gods nor masters; All or nothing (Enter the legate's camp and deal with Lanius).

Items: Blade of the East (a unique great sword, can be taken from the body of Legate Lanius during the Battle of Hoover Dam if the Courier is on the side of the NCR, Yes Man or Mr. House).

Camp McCarran

The main military base of the NKR in the Mojave Wasteland. Located on the site of the pre-war McCarran International Airport.

Buildings: Camp McCarran - terminal, Camp McCarran - main hall, Camp McCarran - warehouse, McCarran control tower.

Faction: New California Republic.

Occupants: Colonel James Shue, Captain Ronald Curtis (aka Frumentary Peake), Lieutenant Carrie Boyd, Corporal Walter Hornsby, Seal (captured centurion of Caesar's Legion), Doctor Kemp (doctor), Corporal William Farber (cook), Thomas Hildern (Managing Director BNP-East), Angela Williams (Hildern's assistant), Private Cristina Morales, Sergeant Daniel Contreras (trader), Little Brat (bounty hunter), Major Dutry, 1st Recon: Lieutenant Gorobets, Sergeant Gentian, Corporal Betsy, Corporal Sterling , Ten of Spades; NKR fighters.

Items: unique rifle "Machine" (reward for the quest "Deal with Contreras"), a unique version of the cowboy rifle - Long Carbine (personal weapon of Corporal Sterling), magazines "Lockmaker", "Phantom", "We fix it ourselves" (2), "Weapons - the future today", "School of Survival" (2), "Trade. Weekly", "Military Review" (3).

""Open quest list""

  • Spymania (Find out who is an agent of Caesar's Legion in Camp McCarran).
  • Healing (Help with Corporal Betsy's problem).
  • Search for White (Find Corporal White).
  • Don't let the grass grow (Talk to Dr. Hildern about going to Vault 22).
  • Headhunt (Bring to Major Datri the heads of three Devil leaders).
  • Inspiration (Take a photo of the McCarran Airport logo).
  • You can rely on me (Deliver the Red Caravan bill to Dr. Hildern).
  • (Unmarked) Deal with Contreras.
  • Help Lieutenant Boyd interrogate the captured Centurion Sil or help Sil escape.
  • Find the body of Ranger Morales at the request of his wife.
  • Help Corporal Farber repair the food processor and select a meat supplier for the camp.
  • Receive a reward for the Motorcycle Racer from Colonel Shu.
  • Become the NKR's "Favorite", then contact Colonel Shu for the key to the NKR Rangers' secret apartment.

""Open main description""

Camp Mountain Shadows

Pre-war picnic area. There is a camp fire and a mattress in the trailer.

Items: Sunset Sasparilla lid with star, Therapist Today and Survival School magazines.

Demolition Camp - East

The camp is a place under a rock fenced with wooden shields. There is a camp fire and mattresses, and nearby there is a hollowed out stone containing loot.

Faction: Demolitionists.

Inhabitants: three demolition men.

Carefully! Mined (6 gunpowder charges around the camp).

Demolition Camp - West

The camp consists of a trailer with a bed and boxes inside, located next to an overturned junk truck. There is a camp fire.

Faction: Demolitionists.

Inhabitants: three demolition men.

Items: Phantom magazine and doctor's bag in a radioactive puddle southeast of the camp.

Carefully! Mined (4 powder charges around the camp).

Demolition Camp - North

A small camp built under a rock. There is a camp fire and mattresses.

Faction: Demolitionists.

Inhabitants: three demolition men.

Carefully! Mined (8 gunpowder charges around the camp).

Demolition Camp - South

The camp is built next to an overturned red train car resting on a rock. There is a camp fire and mattresses.

Faction: Demolitionists.

Occupants: Chavez and three bombers.

Quest: "The Path of Correction" (Get rid of Chavez).

Items: "School of Survival" magazine.

Camp Searchlight

The NKR established a large base here, which became a serious obstacle to the advance of Caesar's Legion to the west. Vulpes Inculta staged a sabotage by ordering the legionnaires to open containers with radioactive waste stored in the fire station. This was followed by the mass death and destruction of NKR fighters, thereby the Searchlight camp ceased to exist as a military base. The area is currently highly radioactive.

Buildings: eastern church - church basement, western church - NKR warehouse, elementary school, fire station, house, police station.

Inhabitants: First Sergeant Astor and NKR soldiers, Private Edwards, Logan and his fellow prospectors.

Enemies: ghoul fighters, radscorpions, queen radscorpion, golden geckos, Mark III turrets.

  • Quests: An eye for an eye (Get information about the movement of Legion troops and install a bug).
  • We are together (Collect the personal insignia of the ghoul fighters in the Searchlight camp and take them to Astor).
  • Wheel of Fortune (Explore buildings with Logan).

Items: in the fire station - unique. Knock Knock fire axe, Sunset Sasparilla cap with star; in the basement of the church - "Battle Manual of the Chinese Special Forces", a nuclear shot (2) or holy fragmentation grenades (3); in the house - the magazine "People and Communication".

Cliffside Mining Camp

A windswept hut (shed without walls) among the cliffs. To the east, on the other side of the Colorado River, is the uncharted Cape Deathclaw, which gets its name from the numerous deathclaws that live here.

Enemies: Fire geckos in the area.

Smith Mesa Mining Camp

A small cave under a rock with fortifications, there is a sleeping bag and a fire nearby. The camp is guarded by a dog, the fate of its owner is unknown.

Enemies: Fire geckos to the south.

Items: Sunset Sasparilla cap with a star, ammo box, various loot.

Prospector Camp Snyder

A rickety canopy serving as shelter from bad weather, a sleeping bag and a camp fire. A prospector can be seen near the camp, but due to a glitch, he disappears when approached.

Items: Sunset Sasparilla lid with a star on the book, healing powder, various loot.

Camp Forlorn Hope

NCR military camp on the Colorado River south of the dam. The camp crosses a small stream with clear water.

Buildings: headquarters, barracks, clinic, canteen, warehouse, prison, hut. Faction: New California Republic.

Occupants: Major Polatly, Dr. Richards, Quartermaster Mayes (trader), Tech Sergeant Ryes, Private Stone, Private Sexton, NCR Veteran Rangers, NCR Soldiers, Lieutenant Monroe (if Skirmish at Boulder City is resolved in favor of the NCR), Lieutenant Hayes (after completing "The Town I Like"), 1st Recon (after completing "Bounty Hunt").

  • Quests: Medical history (Inspect the camp for traces of the thief who stole medical supplies).
  • Boomerang (Talk to Sergeant Reyes, then deliver new radio codes to all Ranger posts).
  • A little more (Reinforcements in Bitter Springs).
  • Legion is my name (Kill all NKR officers in the camp).
  • In the dark (Meet with the Brotherhood scout near the Forlorn Hope camp).
  • Collect 30 Legionnaires' Ears for Private Sexton.
  • Quartermaster Mayes pays for NKR fighter tokens.

Items: the book "Science for Everyone" in the headquarters, the lid from "Sunset Sasparilla" with a star in the dining room.

Coyote Den

A dark hole near the railway track connecting the NCR prison and Nipton, occupied by a family of coyotes, in the depths of it you can see a pile of gnawed bones and the body of Bright's follower. Sometimes coyotes go out hunting and leave their den unattended.

Enemies: coyotes.

Items: Energy weapons and ammunition on the body of Bright's follower.

Prospector's Den

A cave with a separate three-room building inside, captured by Jackals. When you first visit the lair, you will see the bodies of prospectors killed by bandits; if you clear the cave of bandits, then later it will be repopulated by prospectors (a merchant will appear among them).

Enemies: Jackal bandits.

Items: the book "Modern Castles" in the second room on the floor, a lid from "Sunset Sasparilla" with a star in the room with a musical device, various loot, also a 10-mm submachine gun on the body of the prospector west of the entrance to the cave.

Miguel's Pawn Shop

A store on the West Side that used to belong to Miguel's grandfather until he was killed by the Devils.

Owner: Miguel.

Inhabitants: Miguel (trader) and Keller (NKR agent, appears here at a certain stage of Contreras's unmarked quest).

  • Lots of worries (Together with Veronica, visit a pawn shop in Freeside).
  • Deal with Contreras (Deliver medicine to a man named Price at Miguel's pawn shop).

Items: lever-action shotgun, Magnum cal. 44 (Miguel's property!).

Route 95. Camp Viper

The small camp near Highway 95 has several shelters and mats to sleep on.

Faction: Vipers.

Enemies: 4-5 Viper gang shooters.

Items: Sunset Sasparilla cap with star, 3 ammo boxes.

New Vegas Medical Clinic

The best clinic in New Vegas, opened by followers of the Apocalypse. Here you can not only heal, cleanse yourself of radiation and stock up on medicine, but also “improve” your character by installing implants (these are permanent additions to S.P.E.C.I.A.L. attributes, increasing the damage threshold and health regeneration).

Faction: Followers of the Apocalypse.

Inhabitants: Doctor Usanagi (sells medicines and installs implants for amounts starting from 4000 caps), a follower - a medical student, two security followers.

Quest: “Healing” (Inform the doctor about the appearance of her new patient, Corporal Betsy).

Subjects: magazines “People and Communication”, “Therapist Today” and “Making It Yourself” (property of followers!).

Yangtze Memorial

This is a monument to American soldiers who died in China on the Yangtze River. To the northwest of the memorial there is an abandoned shack.

Enemies: south of the memorial are coyotes, north of the shack are radscorpions.

Items: Various loot in the duffle bag under the "Warning: Beware of Deathclaws" sign, in the hollowed out rock and graves; in the shack: "Survival School" magazine, 9 iron, machete, boxes of ammunition, food, medicine, etc.

Equipment: Ammo reloading workbench in an abandoned shack.

Cassidy's caravan crash site

A dead pack brahmin, a cart, broken boxes, a pile of ashes... You will need to come here at the request of your companion Cass, so that together with her you can carefully examine the site of the attack on her caravan.

Quest: “Paying the Bills” (Together with Cass, visit the site of the death of her caravan).

Items: various junk on the Brahmin pack, in boxes and a pile of ash, a lot of depleted energy batteries around.

B-29 crash site

On July 21, 1948, a B-29 bomber crashed into Lake Mead at this location. Three hundred years later, the Courier will have to help the bombers raise the plane from the bottom of the lake.

Quest: "Into the sky!" (Attach two pontoons to the sunken bomber).

Vertibird crash site

A crater with fragments of the enclave rotorcraft VB-02 (number VEM-105 2193), formed at the site of its fall. Guarded by robots.

Enemies: improved Braves and security robots.

Quest: Long ago (Visit the crash site with Arcade Gannon).

Items: unique energy weapon - prototype "Tesla-Biton".

Elray Motel

Nobody's run-down motel. Most of the doors to the motel rooms are littered with trash, and only three rooms in the entire building are accessible - two upstairs and one downstairs. In the lower room you can find a note from some moneylender with threats, the body of the creditor (in all likelihood) and tree scorpions, and in one of the upper rooms - a lurking madman with a knife.

Enemies: 4 tree scorpions and a crazy drug addict.

Items: in the bottom number there is a note with threats; in the upper left issue there is a cover from "Sunset Sasparilla" with a star; in the upper right room of Nuka-Cola "Victoria".

Anthill

Before the ants arrived, there was a farm here, now all that remains is a destroyed house and a field of dried maize. In the ruins of the house there is a hole in the anthill.

Enemies: fire ants around, a giant queen ant inside the anthill.

Collection of ingredients: nightshade berries.

Items: ammunition and various rubbish in the house, also in ant heaps and on the bodies of wasteland inhabitants in the anthill.

National Spring Mountain Ranch Park

Description not ready yet

Nelson

A small settlement captured by the Legion. Currently, a detachment of legionnaires under the command of the Dean of the Dead Sea is stationed here and in the middle of Nelson there are three crosses with NKR soldiers crucified on them.

Buildings: Nelson - barracks (2), Nelson - house (5).

Factions: Caesar's Legion, NKR (formerly).

Inhabitants: Dead Sea (dean of the Legion), legionnaires, dogs of the Legion, three crucified NKR soldiers, ranger Milo (located at the NKR checkpoint on the road from Novak to Nelson).

  • Return of Hope (Knock the Legion out of Nelson).
  • Return home (Save or kill hostages - NKR fighters).
  • Legion is my name (Kill all NKR officers in the Forlorn Hope camp).

Items: unique machete "Liberator" (can be removed from the body of the Dean of the Dead Sea, but if you play as the Legion, the Dean will reward the Courier with this machete after completing the quest "Legion is my name"), Nuka Cola "Victoria" in the house west of the barracks, 2 S-4 explosives and a detonator in the chest at the NKR checkpoint.

Carefully! Mined (anti-personnel mines around Nelson).

Nipton

A city devastated by Caesar's Legion as a warning to everyone for the cowardice and immorality of its inhabitants. Before the attack, Mayor Joseph B. Stein tried to please both the NCR fighters and the demolitions. When he tried to hand over both of them for 8,000 caps to the Legion, he himself fell into the trap of Vulpes Inculta.

Buildings: Town Hall, Nipton - General Store, Nipton - Hotel, Nipton - House (8).

Inhabitants: Oliver Swanik (winner of the Nipton "lottery"), Freight Train (second prize-winner), crucified demolitions, Vulpes Inculta (Frumentary of the Legion), legionnaires.

Enemies: Legion dogs, tree scorpions, Mister Brave.

  • Quests: Investigation (Go to Novak via Nipton).
  • Marathon (Talk to Freight Train in Nipton).
  • Cruel Heart (Tell about the atrocities of the Legion).
  • In pursuit of the prize (Find out what's going on in Nipton).
  • Wheel of Fortune (Talk to someone in Nipton about the missing radiation suits).

Equipment: workbench, camp fire.

Items: book "Science for Everyone", Nuka Cola "Victoria", "Weapons - the Future Today", "Programmer's Digest" (2) in the town hall building; "Military Review", "Trade. Weekly" in the store building; a Sunset Sasparilla lid with a star in the house across from the store; Declaration of Vital Essence, "The Patriot's Cookbook" in a house with many traps.

Nipton road parking

A former road store and several destroyed buildings located at the intersection of Routes 15 and 164. The store is the same "empty shack between Nipton and the Mojave outpost" in which the mayor of Nipton, Joseph B. Stine, stored some supplies just in case.

Enemies: radscorpions (outside).

Items: Illustrated Fisticuffs book, Sunset Sasparilla cover with star, Mayor Stine's Diary 2/2 behind the cash register, weapons and ammo in gun cabinet (hack 50), BB gun.

Nipton Pit Stop

A Jackal camp set up among several ruined buildings near the Nipton Road. Consists of a camp fire and several bedding.

Faction: Jackals.

Enemies: Jackal bandits, leader of the Jackal gang.

Items: box with grenades (hack 25), box with mines, 2 healing powders.

Note: If you go east to Nipton, you will witness a shootout between Jacklyn and Thomas, at the end of which it is possible to get 9 caps from the Sunset Sasparilla with a star.

Novak

A small town with the visible figure of Dinky the dinosaur from afar, holding a huge thermometer in his paws.

Buildings: Cliff Briscoe's Bungalow, Ranger Andy's Bungalow, Dinosaur's Gift Shop, Dino Delight Motel (Dino Delight Motel Lounge, Boone's Room, Manny Vargas's Room, Motel Rooms (5)), Jenny Mae Crawford's House, House McBrides, Nelaya's hut, Novak - house (2). Faction: Novak.

Occupants: Jenny Mae Crawford, Cliff Briscoe (merchant), Ada Strauss (doctor), Craig Boone (possible companion), Manny Vargas (sniper), Ranger Andy, Daisy Whitman, Bruce Isaac, Chris Heversham, Nelai Noonan, Alice McBride, Dusty McBride, Victor, residents of Novak. Quests:

  • Investigation (Find out from Manny where the Khans went).
  • Let's Fly (Help Manny with his ghoul problem).
  • Kidnapping (Help Boone find his wife's kidnapper).
  • Source of inspiration (Take a photo of the thermometer).
  • Talents, respond! (Hire a singer for Tops, Isaac).
  • Find the one who is killing the Brahmins on the McBride farm.
  • Andy asks the Courier to check out Ranger Post Charlie.

Equipment: workbench (2), for equipping cartridges (2).

Items: The D.C. Therapeutic Journal book in Ranger Andy's bungalow, the unique revolver "The One" in the Dinosaur Gift Shop, two Sunset Sasparilla caps with a star (one in the house next to Nelai's hut, the other in Daisy's room Whitman).

"Glutton"

A sort of roadside snack bar, you can buy food and water here, and there is also a camp fire and mattresses for relaxing.

Inhabitants: food seller Fitz and water seller Lup.

Unmarked Quest: At the request of Corporal Farber, persuade Fitz to supply provisions to Camp McCarran.

Items: Trade Weekly magazine, Sunset Sasparilla cover with a star.

Lake Las Vegas

Lake Las Vegas is completely separated from Lake Mead by a small dam built by NCR forces on its northeastern edge. The lake is a good source of clean water for the NKR sharecroppers' farms to the northwest, where water is supplied through a winding pipeline.

"Gunsmiths"

"Gunsmiths" is a manufacturing and trading company that specializes in the production and sale of firearms.

The Gunsmiths headquarters is a one-story building consisting of a large entrance hall, workshop and living quarters. Entering the territory of the "Gunsmiths" complex is a violation and entails hostility from the guards.

Faction: "Weaponsmiths".

Inhabitants: Isaac (supply), Torgotron (robot merchant), guards and gunsmiths of the "Weaponsmiths".

  • You can rely on me (Get secret production data from the Gunsmiths company at the plant).
  • Deal with Contreras (Talk to Isaac outside of the Gunsmiths).

Equipment: workbench for loading cartridges.

Items: Sunset Sasparilla lid with star in the lobby, Guns - The Future Today, Patriot Cookbook, Therapist Today magazines.

Outdoor cinema "California Sunset"

The once open cinema is now a deserted place.

Enemies: wild ghouls, radscorpions, tree scorpions.

Items: two Sunset Sasparilla caps with a star on the pavement among bottles and bottle caps; on the playground above the cinema there are magazines “School of Survival” and “Police Everyday Life”.

Mojave Outdoor Cinema

Abandoned outdoor cinema, starting point for the Old World Blues addon. After installing the addon, a crashed space satellite appears here. At midnight, the satellite starts showing a movie.

Enemies: the leader of the Jackal gang and mole rats.

Quest: Cinema After Midnight (Attend a midnight film screening at the Mojave Outdoor Cinema).

Basin Creek Office

A dilapidated building that was once an office. One of the rooms is locked (burglary 25), there is a note in front of the door asking for help (someone accidentally locked himself), behind the door you can find the skeleton of this poor fellow.

Enemies: giant ants and radcockroaches.

Items: "Age of Knights" and "Police Days" magazines, a hydra on the floor of the toilet, etc.

Allied Technologies Offices

A building near which shootouts often occur between NKR soldiers and Viper gang shooters. A little to the east there is an abandoned warehouse, not marked on the map, associated with the quest “Two Boots of Two.”

Enemies: giant ants, arrows of the Viper gang, Devils.

Items: book "The Junktown Merchant. Stories" (on the floor near the Nuka Cola vending machine), "Age of Knights" and "Police Day" magazines, 2 Sunset Sasparilla caps with a star.

Jin Parachute School

Before the war there was a parachute jumping school here, but now this area has been taken over by demolitionists. Behind the hut, an old plane rusts quietly.

Faction: Demolitionists.

Enemies: Dutni in the swamp to the east.

Quest: “The Path to Correction” (Track the suspicious merchant and get rid of him).

Items: Sunset Sasparilla cap with star, gunsmith's repair kit, weapons and ammunition in the closet (hack 50 or key on the table).

Mobile camp of the Great Khans

This recently abandoned camp contains several empty whiskey bottles, a camp fire, and a hollowed out rock containing random loot.

Faction: Great Khans.

Enemies: Cazadors, Deathclaws.

Bloodborne Cave

A cave inhabited by a flock of night hunters. In the cave there is a warehouse behind a locked gate (Hack 100 or the key to the warehouse on the stone by the fire).

Enemies: night hunters, night hunter - legend, fire geckos (outside).

Quest: “Take everything” (Bring a bunch of night hunter eggs to Red Lucy).

Items: about 7,000 caps in chest (Hack 50), 12.7 mm submachine gun, 12.7 mm pistol, hunting revolver.

Black Rock Cave

A very small cave inhabited by several shadows.

Enemies: shadow master, shadows, radscorpions (outside).

Items: unique bang glove "Paladin Toaster".

Brock Cave

The small cave, judging by the situation, was used as a toxic waste dump before the war. Low levels of radiation are present in many parts of the cave.

Enemies: giant rats.

Gathering ingredients outside: brock flowers.

Quest: "Collector" (Find Lady Jane's caravan and take the caps).

Items: unique varmint rifle "Rat Slayer", magazines "Trade. Weekly", "School of Survival", "Therapist Today", "Programmer's Digest" (2).

Goodsprings Cave

The entrance to the cave is located on the mountainside southeast of Goodsprings; inside you can find the bodies of the inhabitants of the wasteland and Bright's follower.

Enemies: coyotes.

Gathering ingredients: Brock flowers at the top of the mountain.

Items: cat eye, "School of Survival" magazine.

Ded-Wind Cave

(eng. Dead Wind - Headwind)

A cave inhabited by all kinds of death claws, there is a dangerous mother and cubs, and even a deadly legend.

Enemies: death claws, death claw - womb, death claw - legend.

Quest: “Take everything” (Bring a bunch of deathclaw eggs to Red Lucy).

Items: unique automatic grenade launcher "Mercy", T-45d Brotherhood power armor.

Cannibal Johnson's Cave

A small cave in which an old man lives, who was once a soldier of the Enclave.

Occupant: Cannibal Johnson.

Quest: Long Ago (Persuade Cannibal Johnson to join the Remainers).

Items: book "Grognak the Barbarian", magazine "School of Survival".

Morning Star Cave

A small cave guarded by a pack of night hunters. At night, predators run through the nearby desert in search of prey. A little to the east of the cave you can see the tail of a crashed transport plane, half-buried with sand.

Enemies: night hunters (outside), queen leader and young night hunters (inside).

Items: weapons and ammunition on the mercenary's body, in a sports bag and in a hollowed out stone at the entrance to the cave, a box of explosives near this stone.

Nopa Cave

The small ancient cave, famous for trilobite fossils before the war, is now infested with fire geckos. Inside you can find a dead super mutant master.

Enemies: Fire geckos.

Items: heavily rusted "Fat Man" on the body of a super mutant master.

Lake Mead Cave

A cave hidden beneath the waters of Lake Mead. The entrance to the cave can be identified by the fishing vessel visible above the water surface, which once ran aground here.

The cave is divided into two parts. In the first part there are several places where you can replenish oxygen supplies, but the second part is completely flooded, so a breathing apparatus is required to explore it.

Items: "School of Survival" magazine, 60 packs of pre-war money.

Walkin Box Cave

Description not ready yet

Fire Route Cave

(eng. Fire Root - Fire Root)

A cave consisting of one large room with a radioactive puddle in the middle and an adjacent corridor.

This cave is the only way to Cottonwood Crater.

Enemies: Fire geckos, fire gecko is a legend.

Items: Angry Gnome (a unique version of the garden gnome figurine).

Charleston Cave

Cave north of Jacobstown, on top of a hill; consists of several spacious rooms connected by winding windy tunnels. In the lower, flooded part of the cave there is a single shelter, built before the war (hack 75).

Enemies: night hunters.

Quest: Guess who I saw! (Find the source of the Night Stalker stealth mutation).

Items: unique super sledgehammer "Baby!"; hunting shotgun, magazines "We fix it ourselves", "School of Survival", "Therapist Today".

Brewery

A small empty hut with a basement. Not far to the west of it, in a clearing among the stones, lies a sports bag with a full set of Mark 2 combat armor.

Owner: Calabas (killed by cazadors).

Enemies: Cazadors around the hut.

Unmarked quest: "Strategic Nuclear Moose" (Find the secret Calabasas brewery).

Items: Sunset Sasparilla lid with star on shelf; in the basement (hack 50 or key on the shelf): book "Science for Everyone", weapons in the weapons cabinet (hack 75 or key in the basement).

Guardian Peak

The highest point of Guardian Camp. Only giant rats and radscorpions live here. The bodies of the NCR soldiers who previously occupied Camp Guardian may be found in the underlying cave system.

Sublock: Guardian Camp Caves.

Radio Station: Guardian Camp Radio.

Faction: NKR (formerly).

Enemies: giant rats, radscorpions.

Items: binoculars, Sunset Sasparilla cap with a star, pages from the Guardian camp magazine (Sergeant Banner left 11 pages scattered around the camp and on the mountainsides).

Guardian Camp Caves

The caves are a network of tunnels and several large chambers, with the main entrance at Guardian Peak, just north of the tent.

Outputs: Guardian Peak, Lake Mead.

Occupant: Private Helford.

Enemies: king of the lakes, lakers.

Unmarked quest: Help Private Helford.

Items: C-4 Explosives (7), Schematic - "Personal Mark" (Reward for saving Helford, or found on his corpse).

Marauders Platform

Description not ready yet

Tribe

Description not ready yet

North Vegas area

A New Vegas slum populated by very independent residents. Most of the buildings here are in extremely dilapidated condition, among them there is one large residential building - the Gray Building. Right on the square there is a sewer hatch leading to the Northern sewer.

Buildings: Gray building.

Occupants: Crandon, Jules, Andy Skebb (gang leader), residents of North Vegas.

Quest: Someone needs to keep an eye (Deal with the squatters in the square and the gang of troublemakers in the Northern Sewer).

Equipment: workbench for loading cartridges.

Items: Sunset Sasparilla cap with star (on the second floor of the Gray building).

Eldorado substation

An electrical substation near HELIOS One, guarded by a detachment of NKR fighters. The location is of paramount importance for NKR, since it is here that the energy coming from HELIOS One is converted into consumed electricity. It consists of a single power substation building and a large number of transformers in a fenced area.

Faction: NKR.

Inhabitants: NKR sergeant and 7 NKR fighters.

Quests: “Joker: the finishing touch” and “Casino always wins, VII” (Install the reboot chip into the terminal at the Eldorado substation).

Items: Sunset Sasparilla cap with star.

Nevada Highway Patrol Post

A dilapidated highway patrol post occupied by Jackal bandits. There are several broken down police cars parked near the building.

Faction: Jackals.

Enemies: outside - criminals and Jackal bandits (including the leader), wild ghouls; inside are Jackal bandits and baby giant mantises.

Equipment: workbench for loading cartridges.

Items: "Guns and Bullets" book, "Sunset Sasparilla" cap with star, 2 hydras.

Ranger Post Alpha

The post consists of three tents, a radio tower and a camp fire. On the table in the tent you can see a map of the Hoover Dam.

Named occupants: Ranger Lineholm and Liaison Officer Castillo.

Faction: NKR.

Items: "Survival School" magazine, 2 boxes of ammunition, first aid kit, various loot.

Ranger Post Bravo

A fenced post consisting of several trailers and tents, with a radio tower visible from afar, has a camp fire. To the northeast there is a camp of heavily armed super mutants, near which a character with the “Wild Wasteland” trait will also find an atomic bomb “The One” (with a science skill of over 60, you can extract 150 en/batteries, 50 micro/poison batteries and 2 sensor modules from it) ).

Quest: "Boomerang" (update post radio codes).

Faction: NKR.

Items: "We Fix It Yourself" magazine, boxes of ammunition (hack 50), several bottles of purified water, etc.

Ranger Post Delta

A signalman's tent and a room in the basement of a destroyed house (hack 50), where you can see a map of the Hoover Dam on the wall.

Named occupants: Ranger Payson and Communications Officer Schaeffer.

Quest: "Boomerang" (update post radio codes).

Faction: NKR.

Items: in the tent - the magazine "School of Survival", leveled weapons in the chest (hack 50), a box with ammunition; in the basement - "Military Review" on the generator under the table, a weapons cabinet (hack 50), 2 boxes of ammunition (hack 25), various loot.

Equipment: workbench for equipping cartridges in the basement.

Ranger Station "Foxtrot"

The main purpose of this post is to observe the Great Khans in Red Rock. The camp consists of a radio tower, a tent, mattresses and a fire, it is located among birch and spruce trees, and can only be reached along the road leading to Jacobstown.

Named inhabitants: Ranger Kudlow and communications officer Lenk (very afraid of persecution by Gomorrah for an outstanding debt).

Quest: "Boomerang" (update post radio codes).

Faction: NKR.

Items: book "Take cover! Get down!" on the table in the tent, various loot.

Equipment: workbench for loading cartridges.

Ranger Station Charlie

A ranger camp set up among pre-war trailers.

Named occupant: communications officer Stepinak.

Quests: “Check if everything is in order at the post” (Ranger Andy from Novak asks to find out why the “Charlie” post does not answer calls on the radio) and “Boomerang” (update the post’s radio codes).

Faction: NKR.

Items: sunglasses on the tower, various loot in the floor safe (hack 50) and other containers.

Carefully! The legionnaires who attacked the post set up several dangerous booby traps.

Ranger Post Echo

A fenced camp with a radio tower where several ghoul rangers can be seen. The main task of the post is to monitor the Legion forces in Cottonwood Cove and, to the best of their ability, to prevent their movement across the territory of the NKR.

Named inhabitants: Ranger Erasmus and Liaison Officer Green, Private Edwards (can appear here after completing the quest "We Are Together").

Quest: "Boomerang" (update post radio codes).

Faction: NKR.

Items: ammo box (hack 25), 3 radiators, rad-X, other chemicals, etc.

Carefully! Low levels of radiation in the southern part of the camp and near bomb craters.

Secret Cave Warehouse

A small cave containing several crates and a quest anti-radiation suit. The front door to the warehouse is locked (Hack 50+).

Quest: Wheel of Fortune (Find radiation suits in a cave near Nipton).

Items: book "Grognak the Barbarian", anti-radiation suit.

Legion Camp

A small two-level camp consisting of a large storage tent and three smaller ones with sleeping bags. There are several legionnaires and two tied up Niptonian demolitions in the camp.

Faction: Caesar's Legion.

Inhabitants: 6-10 legionnaires, 2 captured demolitionists.

Quest: "Marathon" (Free the hostages from Nipton).

Primm Passage

A mountain pass that allows you to get from Primm to Novak, bypassing Nipton (exiting the emergency depot on Route 93 near Ranger Station Charlie).

Enemies: Blind Deathclaw.

Items: energy weapons and ammunition on the body of Bright's follower, various loot in a hollowed out stone.

Primm

Description not ready yet

Radio station "Lone Wolf"

An abandoned trailer with broken radio equipment inside.

Enemies: geckos.

Items: Wasteland Survival Guide book, Sunset Sasparilla cap with star.

Broken Highwayman

This is a marker for the swamp into which a Highwayman that lost control once flew off the road. Now only the trunk, filled with various things, is visible above the surface of the swamp.

Items: Sunset Sasparilla cap with a star, micronuclear and energy batteries, various loot.

Looted Farm

Corn field and trailer with belongings. Inside the trailer lie three skeletons, likely the remains of a family that once lived there. Near the farm you can stumble upon a detachment of legionnaires.

Enemies: if you enter the trailer, several (from 5 to 15) Viper gang shooters should “materialize” around the farm.

Items: Sunset Sasparilla cap with a star, boxes of ammunition and armor, medicine in the first aid kit, various loot in the sports bag.

Wolfhorn Ranch

A ranch is like a ranch - a house, hanging bridges, a fortified tower, a source of irradiated water, maize, ferocactus, tobacco, etc.... But there is no owner. Perhaps he is buried on the top of the hill to the northwest, or perhaps someone else. In any case, the house is free and you can occupy it (containers do not respawn).

Items: book "Modern Castles", a unique version of the cleaver - Cleaver (Melee weapon, DAMAGE 14, UVS 54), varmint rifle, straight razor, other weapons in the weapons cabinet, boxes of ammunition (two in the house, one outside, near the fortifications ), fruiting plants, various loot.

Mole Rat Ranch

Good mole rats live here, who are attacked by an evil Brahmin (the mole rats and the Brahmin are reborn over time). On the west side of the ranch is a barren maize field, and to the northeast is a farm with predatory Brahmins, from which, apparently, this aggressive Brahmin came to the ranch - there you will see a trough with pieces of meat in it, as if someone had trained Brahmins eat meat.

To the north of the ranch is the house of an unknown moonshiner (judging by the presence of a moonshine still), who got the hang of growing maize under artificial lighting on heaps of earth right in the house.

To the east of the ranch you can see the ruins of a two-story building with many traps inside and good loot: the magazines "Police Weekdays", "Patriot Cookbook" and "Lockmaster", 9 iron, also a sniper rifle and cal. 308 cartridges in a locked storage room (burglary 75 ).

Tumbleweed Ranch

An ownerless two-story house with a fenced-in, uncultivated patch of field. If you enter the field, the Shadow (hidden until that moment) will approach the character with an offer to buy Wind Brahmin for all the available cash. If he agrees, the Shadow will give him a stealth fight, but the same stealth fight can be removed from the lifeless body of a super mutant...

Unmarked quest: "Wind Brahmin Seller" (Buy tumbleweeds from Shadow or refuse).

Items: the book "Lies: A Primer for Congressman", a lid from "Sunset Sasparilla" with a star, an electric chaser, 2 stimulants, more than a hundred lids in a box, etc.

South Vegas Ruins, East Entrance

Description not ready yet

South Vegas Ruins, West Entrance

Description not ready yet

Fisherman's hut

A small empty cabin on the shore of Lake Mead, with a small dock. The hut has one room with a refrigerator, several shelves and a bed.

Enemies: Lakers (outside).

Items: book "Fist Fighting Illustrated", cover from "Sunset Sasparilla" with a star.

Momma Gibson's Junkyard

Mother Gibson has been living alone in this landfill for many years after the death of her husband. All she has left are her memories and the dogs she adores.

The landfill consists of a yard, which is actually a landfill, and a garage where Gibson's mother sleeps.

Inhabitants: Mother Gibson (trader) and her dogs - Audas, Basura, Colmillo, Phil, Rina, Ray.

  • Let's fly (Find spare parts to repair rocket thrust regulators).
  • A Dog's Life (Ray, Mommy Gibson's dog, one of the possibilities for getting a new brain for Rex).
  • ED-E, my love (At this point, the trigger is activated to play the first audio recording).

Equipment: workbench.

Items: "Big Boom" (unique sawn-off shotgun, property of old Lady Gibson), "Sunset Sasparilla" cap with star.

Searchlight North Gold Mine

Description not ready yet

North Gate of the Strip

Description not ready yet

Freeside (Freeside East and North Gate)

  • Soldier's Blues (Complete several tasks for the King).
  • A Dog's Life (Find a way to heal Rex).
  • King's Gambit (Stop the harassment of NKR citizens).
  • Two boots in a pair (Work for Gloria Van Graff).
  • Collector (Collect debts from defaulting Garretts).
  • Atomic Tango (Find "workers" in "Atomic Cowboy").
  • It's time to (Help Bill Ronte and Jacob Hoff).
  • Help Julie Farkas negotiate with the traders.

Communication service: Mojave Express mailbox.

Items: Old Mormon Fort - "Snow Globe. Mormon Fort", Therapist Today magazine; "Mick and Ralph" - magazines "Programmer's Digest", "Century of Knights", "Therapist Today"; School of the King's doubles - "Figaro" (a unique straight razor, owned by Sergio), "World of Boxing" magazine; Casino "Atomic Cowboy" - Nuka-Cola "Victoria"; "Cirulien Robotics" - the book "Lies: A Primer for Congressman", cover from "Sunset Sasparilla" with a star; "Opener" (a unique cutting glove, after completing the "Bounty Hunt" it can be found on the body of Little Brat near the northern gate); “Euclidean Algorithm” (near the eastern gate, the boy Max runs after the girl Stacy, holding this weapon in his hands).

""Open main description""

Northern Passage

The northern passage is the starting point for the Honest Hearts addon; the path to Zion begins here (if Honest Hearts is not installed, the passage will be tightly blocked with stones).

Exit to location: South Passage (Zion Canyon).

Faction: Trading company "Good Path".

Occupants: Jed Masterson (caravan driver), Stella (caravan guard), two Bon Voyage guards, Ricky (pathological liar).

Quest: Expedition "Good Path" (Find the master caravan driver of the "Good Path" company).

Scorpion Gorge

A gorge through which you can directly go from Hidden Valley to HELIOS One. However, the straightness of the path is aggravated by the need to deal with the radscorpions swarming here, so not everyone can pass...

Unmarked quest: search for the missing laser pistol (LS).

Enemies: radscorpions of various types.

Items: missing laser pistol in the center of the gorge - on a stone near a dead wasteland dweller (appears only after conversations with the paladin in charge of the shooting range and novice Stanton), a cap from "Sunset Sasparilla" with a star on the body of a prospector (near the exit at HELIOS One), various loot in the grave and poisonous glands of radscorpions.

Sloane

Description not ready yet

Sniper position

A cozy sniper's nest - a beautiful view from above of Cottonwood Cove, an open shed as shelter from the rain, a bed, a fire, in short, everything is provided.

Items: in a locked chest (hack 100) - unique sniper Gobi Campaign Scout Rifle, cover from "Sunset Sasparilla" with a star, boxes of ammunition (cal. 308 cartridges), various loot.

Solar batteries AB Nellis

The second largest (after HELIOS One) solar energy facility in the Mojave Wasteland, providing electricity to the entire Nellis Air Force Base. On the roof of the low building of the generator room (entrance to it is possible with a key for the quest) there are rows of solar panels, among which there are several broken ones.

Faction: Bombers.

Enemies: giant ants in the generator room.

  • Bad Ants (Clear the generator room from giant ants).
  • Boogie-Woogie (Repair solar panels, which requires a repair skill of 65, or spare parts with HELIOS One and a repair skill of 20).

Items in the generator room: the shooter's carbine and the carbine near the bodies of the two bombers at the entrance; unique 40-mm grenade launcher "Bukh-Bukh"; 2 nuclear shots and a lot of other ammunition in the warehouse.

New Vegas Steel Mill

An abandoned steel mill located in the middle of Devil territory. Records in the terminal indicate that the plant has been operating in automatic mode for 204 years.

Enemies: inside Mr. Steel (3), crazy Mr. Assistant (2); Devils outside.

Items: Sunset Sasparilla lid with star, Fix It Yourself, Programmer's Digest, Patriot Cookbook, Age of Knights magazines.

Old nuclear test site

Nuclear tests were once carried out here. There is a fortified observation platform on the hill to the northwest. Based on the presence of five chairs on the site with police glasses on each, it can be assumed that the observers have become ghouls. In a hut located inside the fence, on the bed lies the body of a girl named Nonsense, who really wanted to be gulified, judging by three entries from her Suicide Diary.

Carefully! There is a high level of radiation in the hut.

Enemies: Wild ghouls of various types.

Items: three entries from the Suicide Diary, a hunting shotgun, a Sunset Sasparilla cap with a star, the book “Nikola Tesla and You,” reinforced leather armor.

Secret apartment of the Brotherhood of Steel

The courier will receive a mark on the map and a key to the apartment only after completing the quest "In the Ignorance", you also need to earn a good reputation among the BS and reach the "Favorite" rating.

Faction: Brotherhood of Steel.

Occupant: Paladin Sato (repairs things for a fee).

Equipment: workbench for equipping cartridges and workbench.

Items: Tesla gun, minigun, gatling laser, grenade launcher, reconnaissance armor, T-51b power armor, T-45d power armor.

Secret apartment of Caesar's Legion

The key to the house can only be obtained from Lucius in the Fort. He will offer the key if the Courier becomes the Legion's "Favorite" (or more).

Faction: Caesar's Legion.

Occupant: Veteran Atticus.

Unmarked quest: "Reliable Assistant" (Work for Caesar's Legion to gain access to the Legion's secret apartment).

Equipment: outdoor fire.

Items: Lucky Sunglasses (+1 Luck), Centurion Armor and Helmet, Vexilar Armor and Helmet, Praetorian Armor, Chainsaw, Sniper Rifle, Displacer Glove.

Secret apartment of followers

To gain access here, the Courier must become an “Idol” among the Followers. After this, Julie Farkas in the Old Mormon Fort will invite the Courier to join the Followers of the Apocalypse and give the key to the apartment.

Faction: Followers of the Apocalypse.

Occupant: Dr. Luria.

Equipment: Workbench.

Items: book "Therapeutic Journal of the District of Columbia", universal suit for experiments (Science +5), improved anti-radiation suit (+40 to radiation resistance), three-beam laser rifle, multi-plasma rifle, magazines "Phantom", "We fix it ourselves", "Weapons" - the future today", "Programmer's Digest", "Therapist today", "Police everyday life".

Secret apartment of the NKR rangers

A well-camouflaged ranger shelter in the rocks, consisting of three rooms (dining room, bedroom, generator room). There are beds, chests and a fountain with clean water. The key to the apartment is given by Colonel James Shue at Camp McCarran (after the Courier gains a reputation as "The Favorite" among the NCR).

Faction: NKR.

Occupant: Ranger Gomez appears here from time to time (you can beg her for some ammo).

Enemies (outside): Deathclaws and Radscorpions.

Equipment: workbench for loading cartridges.

Items: hunting revolver, carbine, ranger carbine, restored NKR power armor, NKR ranger combat armor, NKR patrol ranger armor.

Goods depot

Abandoned depots and a gypsum mine, favored by the claws of death. To the north there is a railway tunnel not marked on the map (locked on both sides, Hack 100), a shortcut to Nellis Air Force Base, along which you can get to the base almost without being under shelling from bombers.

Vault 34

Description not ready yet

Junction 15

An abandoned station building, tightly boarded up, near the railway tracks.

Enemies: Deathclaws.

Items: a lid from "Sunset Sasparilla" with a star on a bench near the building, under the same bench is a hydra.

Hunter's Farm

An ordinary one-story house would be quite suitable housing for the Courier, if not for the death claws that live near the rocks to the south. Several demolition bombers may appear near the house, but fire geckos can easily and quickly deal with them.

Faction: Demolitionists.

Enemies: fire geckos near the house, death claws to the south.

Items: 2 Sunset Sasparilla lids with star in the kitchen.

Whittaker Farm

Description not ready yet

Horowitz Farm

An abandoned farm consisting of a large ruined house and an old barn next to a granary. The shooters of the Viper gang settled in the house, lit a camp fire there and threw sleeping bags on it.

Faction: Vipers.

Enemies: 3 shooters from the Viper gang.

Items: Sunset Sasparilla cap with a star on the boxes in the destroyed house, hunting shotgun in the back of a pickup truck near the barn.

Note: To the north of the farm there is a camp of hostile mercenaries. One of them is armed with a unique Gauss rifle - YCS/186.

If your character has the Wild Wasteland trait, you will see the mercenary camp turn into a landing site for an alien ship. Three living aliens will appear nearby; the captain of the Alien ship will be armed with a unique Alien Blaster.

NKR sharecropper farms

The farms are a partially fenced large field where sharecroppers grow crops, mostly corn. Roughly built greenhouses and a sharecroppers' barracks rise in the middle of the field.

These buildings were built here as part of the implementation of the so-called Thaler Law, according to which farmers who moved from the NKR to the Mojave to cultivate undeveloped land receive military protection (and also clean water from Lake Las Vegas, delivered here through a huge pipeline) in exchange for part of the harvest.

Buildings: Sharecroppers' Barracks, Greenhouses (10).

Faction: NKR.

Occupants: Lieutenant Romanowski, Private Ortega, Morgan Blake, Trent Bascom, Ann, other sharecroppers.

  • Hard Fate (Talk to Morgan Blake at the NCR sharecropper farms).
  • Search for White (Find out what Trent Bascom knows about Corporal White).

Plants: Corn, mesquite, pinto beans.

Items in the barracks: a lid from "Sunset Sasparilla" with a star, a book "Combat Manual of the Chinese Special Forces."

Fort

Description not ready yet

Shack Bradley

A small hut under a rock. Be careful: there is a self-firing shotgun installed in the hut, and when leaving it you will be ambushed by Jackal bandits.

Enemies: Jackal bandits.

Items: something in the hollowed out rock at the entrance to the hut; in the hut - a Sunset Sasparilla cap with a star, 3 fragmentation grenades, 2 boxes of ammunition, a first aid kit, an air gun, etc.

Falsecap Hut

A small abandoned shack on the shore of Lake Mead. In the basement there are two vending machines with sasparilla and one with Nuka Cola.

Enemies: cazadors.

Items: Junktown Merchant Stories book, Sunset Sasparilla caps with star (3), fake bottle caps (18).

Hidden Valley

Hidden Valley (English: Hidden Valley) are four US Air Force bunkers built in pre-war times. The bunkers are located inside a fenced area nestled among hills and rocks. The three bunkers are of the same type; these are rooms with a tightly locked door on the opposite side.

Buildings: East Bunker, North Bunker, South Bunker, West Bunker (also known as the Hidden Valley Bunker). Levels: Hidden Valley - bunker L1, Hidden Valley - bunker L2.

Access to the BS bunker can be obtained after finding a holodisk with a password on the bodies of the paladins of any of the three missing Brotherhood patrols: near the REPCONN headquarters, or near Mount Black, or in the vicinity of Nellis Air Base (if there is a holodisk, it is possible to say the password into the intercom). An alternative to the password is Veronica's presence. You can also pick the lock on the door (Hack 100). In addition, the door to the bunker will open if you advance far enough in the story.

Faction: Brotherhood of Steel.

Inhabitants: Elder McNamara, Chief Paladin Hardin, Paladin Ramos, Senior Knight Lorenzo, Knight Torres (merchant), Chief Scribe Taggart, Chief Scribe Schuller (Doctor), Scribe Ibsen, Acolyte Stanton, Apprentice Watkins, paladins, scribes and acolytes of the Brotherhood.

""Open quest list""

Enemies: tree scorpions (outside).

  • In the dark (Find three missing Brotherhood patrols, meet three scouts, find spare parts for the air filtration system in shelters).
  • Blind Eye (Go to Mount Black and install a remote signal transmitter on one of the consoles).
  • Don't meddle in other people's business (Destroy the Van Graffs).
  • Lots of worries (Go to Hidden Valley with Veronica).
  • ED-E, my love (At this point, the trigger is activated to play the second audio recording).
  • Establish relations with the BS or destroy the BS:
    • The casino always wins, V;
    • Joker: place your bets;
    • For the Republic, part 2;
    • To Caesar what is Caesar's.

Unmarked quests:

  • Help scribe Ibsen neutralize a computer virus that has infected the bunker's computer system.
  • Return the missing laser pistol to Knight Torres.

Items: the book "Nikola Tesla and You" in the office of senior scribe Schuller (Hidden Valley - bunker L1).

""Open main description""

Nile's Hut

The hut mainly consists of a canopy providing shelter from the rain. Serves as the home of Neil, a peaceful super mutant.

Owner: Neil.

Quest: Madness (Talk to Neil in his hut).

Raoul's hut

Description not ready yet

Fields Hut

A small empty hut with a camp fire in front of it. On the road not far from the hut, a guy named George hangs out and instructs everyone who wants to get to Nellis Air Force Base on how to properly run under artillery fire.

Items: exclusive air gun "Child of Abilene", cap from "Sunset Sasparilla" with a star.

Important: if your character has the “Wild Wasteland” trait, the air gun will not be in the hut, but in Jimmy’s well near it (to find the well, you should identify the location marker with the hut, then turn to Rex, listen to his nervous howl, ask: “Is it possible that someone- did you fall into the well?", after which Rex will bark affirmatively twice and the well will appear next to the hut).

Harper's Cabin

An abandoned hut can become a comfortable home for the Courier - storing things in containers is safe, there is a bed, a camp fire and workbenches.

Enemies: Viper Gang Gunners to the northeast and Deathclaws to the south.

Equipment: workbench for equipping cartridges and workbench.

Items: Sunset Sasparilla cap with star, varmint rifle, straight razor, 3 boxes of ammunition, scrap metal.

Red Rock Chemical Laboratory

Five rusty trailers, one of them contains a table with laboratory equipment. There are beds and a camp fire.

Named inhabitants: Dayen (project leader), Jack (trader and chemist), Anders (messenger).

Faction: Great Khans.

Quests: “Honeymoon in Aba-Daba” and “Dad”.

Items: Therapist Today and Programmer's Digest magazines, three cave mushrooms (rare ingredients), chemicals, etc.

Coyote Tail Ridge

(eng. Coyote Tail - Coyote's Tail)

Earlier, at this place, NKR forces ambushed the Great Khans, who were trying to escape from Bitter Springs along the so-called “Canyon 37”. To the northeast you can find the graves of those same executed khans.

Quest: “I forgot to forget” (Stay here overnight at Boone’s request).

Enemies: Cazadors to the west.

REPCONN Headquarters

Description not ready yet

Sunset Sasparilla Headquarters

Description not ready yet

South tank

A small building with a reservoir of irradiated water and two NKR fighters inside, who offer the hero to play a game or two with them, but there is no way to do this.

Items: various junk.

In this article you will learn:

The developers of the cult series of post-apocalyptic games Fallout managed to create a huge, living and incredibly attractive world. Every day millions of players go into dangerous an adventure through the ruins of “the unique and wonderful America”, as President Eden liked to repeat on the waves of Radio Enclave.

The Fallout universe is an alternate-history world whose roots are located in our reality, but, continuing the tree analogy, the crown is located in the deep future.

The divergence of the Fallout world from our version of reality began after the end of World War II (1945).

The creators of the series decided to take as a basis the works of American science fiction writers of the 50s and their ideas about the future. Hence the game's unique retro style and amazing music themes.

Chronology of events in the world of Fallout

The first game in the series sends gamers into a world that survived a nuclear apocalypse 90 years ago. The latest game, Fallout 4, tells the story of events that took place 210 years after the Great Nuclear War.

The date of the beginning (and at the same time the end) of this war was October 23, 2077. China, the Soviet Union (yes, the USSR in Fallout did not collapse in the early 90s), the USA and other nuclear states launched massive attacks on each other. No one knows what caused the war. Most of the Earth's population perished in fire or died from radiation immediately after the bombing was completed.

Civilization was replaced by anarchy. In cities that have been turned into ruins and affected by radiation, there is almost no room left for universal human values: they are ruled by fierce anger and horrific violence. All who survived went wild - most became brutal raiders and marauders who did not give up cannibalism.

The only strongholds of more or less civilized life were sparsely populated militarized cities hidden behind thick walls. From radiation and the release of the most dangerous FEV virus, the survivors and animals mutated. In the Wasteland - the name given to what remains of America - it is almost impossible to survive.

Some Americans became residents of Vaults built underground by the VolTek scientific corporation. A total of 122 shelters were created, each of which could shelter no more than 1,000 people. It would seem that these people were incredibly lucky, but, in fact, VolTek was not going to save anyone - the purpose of building shelters was a cruel experiment on people. However, shelters saved a small portion of US residents from death. The Enclave (as the US government was called before the start of the War) did not suffer damage from the bombing and is going to unite and lead the Wasteland.

In addition to the Enclave, there are other factions operating in the Wasteland. Trade helped strengthen small villages, which turned into cities. The New California Republic was formed in the former California. Slave-owning clans operate in New Vegas and Pitt. The collection and analysis of surviving technologies is carried out by the powerful Brotherhood of Steel, created by former members of the American army.

History before the Great Nuclear War

According to the creators of Fallout, in the 21st century the United States has degenerated politically: the country is feverishly looking for “communist agents”; sympathy for China and the USSR is harshly punished. Approximately the same picture was observed in the 50s of our model of reality.

Gradually, the belligerence of the American government reached the level of modern North Korea. Enclave agents are looking for enemies everywhere. The world is experiencing an oil shortage, and the existing infrastructure can no longer support technological progress. The use of nuclear energy has stalled, and people around the world are on the brink of despair.

Vault-Tec Icon

In 2052, the UN is liquidated, almost all mineral deposits have been exhausted, and civil war has begun in small countries. A brutal war began between the Middle Eastern conglomerate and the European Commonwealth (analogous to the modern European Union) for the remaining oil.

A year later, an epidemic of “new plague” begins all over the world, destroying the population of entire states. Under these conditions, the United States completely closes its borders. Terrorists are unleashing nuclear weapons on Israel, destroying the country's largest cities. The United States understands that the nuclear threat is as real as ever. The VolTek Corporation, on instructions from the government, begins the implementation of the Shelter project.

The US economy is on its last legs, and the country is facing collapse. In 2060, the last barrel of oil was produced in the Middle East. The European community split, and a brutal war began between the newly formed countries.

In 2066, the Chinese army attacked Alaska - the last major oil field left in this American state. The US-China war lasted for 10 years. The result of the war was the annexation of Canada by the United States. Thanks to Canadian forests and oil, the United States was able to uninterruptedly supply its army with resources for some time. In 2077, China capitulated and returned Alaska to the Americans.

Great Nuclear War

The Chinese have not forgotten the defeat inflicted on them. In the late autumn of 2077, nuclear missiles and bombs fell on the United States. European states and the USSR did not remain aloof from the conflict and exchanged nuclear strikes.

The Americans, long accustomed to drills, were in no hurry to hide in shelters: only a few were saved, the majority burned in nuclear fire. The US government escaped to a pre-rigged oil platform in the ocean.

After the war

In place of the flourishing cities, a Wasteland was formed - eerie ruins with prohibitive levels of radiation. Those who managed to escape the blows are forced to fight for their lives every day. Animals and plants died or mutated. The first mutations were discovered in 2080; most mutants are deadly to humans.

The Americans, who took refuge in shelters, were not harmed at all. The inhabitants of the shelters began to come out in 2100, and they became the main “locomotives” for the restoration of civilization. Despite the gradual return to normal life, humanity failed to reach the pre-war level even by the 23rd century.

Culture

The style of the Fallout world is unique - it echoes the "good old America" ​​of the fifties with the addition of computer technology, which also looks very outdated.

The developers did not ignore the famous American Dream - in the Wasteland you can find posters of the VolTek company depicting an ideal American family.

The games in the series feature music from the 50s; all buildings, household appliances and cars are made in retro style with futuristic elements.

Computer displays in Fallout are reminiscent of early televisions, but the capabilities of the technology are very impressive.

The culture of the inhabitants of the Wasteland is not diverse and is mainly built around the cult of violence.

Creatures in the world of Fallout

Animals mutated under the influence of radiation - this is how new terrifying species appeared. The ants grew to gigantic sizes and began to spit fire, the rats turned into carnivorous mole rats, and the scorpions reached the size of a car.

Centaurs and super mutants are the result of human exposure to the FEV virus, created as an “antidote” to the new plague. Super mutants have created their own army, the purpose of which is to exterminate the remaining people.

Super Mutants

The bears have mutated into super-dangerous yao-gai, which should never be fed.

An encounter with a Behemoth in the Wasteland will almost certainly lead to death if the traveler is not properly armed - the gigantic mutant causes damage by all available means.

The legendary Death Claw deserves special mention - a huge creature with bony paws, meeting which will not bring anything good to the inhabitants of the Wasteland.

Organizations and groups

A small community of farmers in California gradually grew and became the New California Republic (NCR), which included several large cities. NKR positions itself as a democratic state, but the republican authorities are thoroughly corrupt. However, the NKR has the largest army in the Wasteland.

Another powerful organization is the knightly order of the Brotherhood of Steel, formed on the basis of the remnants of the American army. Members of the Brotherhood have excellent uniforms and weapons. The Knights of the Brotherhood are not concerned with conquest or the restoration of civilization - their only goal is to preserve technology.

The Enclave is an organization based on the former US government. The Enclave's base was located on Raven Rock Mountain until the Lone Traveler destroyed it.

Groups of raiders and slavers specialize in looting and violence and rarely participate in the “political” life of the Wasteland.



Rogue Outpost (Operation: Anchorage)

Description not ready yet

Rockland Road Tunnel (Broken Steel)

Description not ready yet

Roosevelt Academy

Three dilapidated buildings connected by an underground tunnel. Super mutants are everywhere.

Roosevelt Academy - "DC Journal of Therapeutics" book on the desk in the nurse's quarters (NURSE), "Illustrated Fisticuffs" on the floor in the restroom, safe (Hack 75 or Science 75), one pre-war book; Rector's terminal releasing the protectron of Dean Devi.

Repair and evacuation tunnel - many gas and other traps, the book “Fist Fighting in Illustrations” on the shelf in the generator room; two prisoners dreaming of freedom.

Roosevelt Academy Hall of the Arts - book "Modern Castles" on the table in the room on the top floor, two wall safes (burglary 50 and 25), sheet music in the great hall, one pre-war book.

Roosevelt Academy Library - a bottle of quantum Nuka Cola, two stealth battles, a wall safe.

Anacostia Ferry

If the character's karma is not neutral, then near the entrance to the station he may be ambushed by Talon company mercenaries or the Regulators.

The Anacostia Pier subway station is occupied by raiders, from here you can go through the tunnels to the southeast of Seward Square and to the Museum station (through which you can go to the Historical Museum).

Items: the book "Fist Fighting Illustrated" on the table in the raiders' dining room.

Andale

This is a small quiet town inhabited by cannibals.

Residents: Old Man Harris, Bill Wilson, Martha Wilson, Jenny Wilson, Jack Smith, Linda Smith, Junior Smith.

Buildings: Old Man Harris House, Smith Family House, Wilson Family House and Barn.

Unmarked quest: “Our little secret” (reveal the secret of the local residents).

Items: "Grognak the Barbarian" in the Smiths' basement, "Electronics Repair" in an overturned truck on the road east of Andale.

Anchorage Memorial

The war memorial chosen by Moira Brown to study the swampers (chapter 2). After studying the memorial itself, you can guess that there was a farm for breeding bogworts, which brought someone good income...

Anchorage Memorial Complex: D.C. Journal of Therapeutics book on the table in the clinic, three pre-war books. Ted's body with a note about a cache next to the service terminal that opens the floor safe in the clinic (Science 50 or Hacking 50 or the password entry behind the vending machine). In the safe there is a book "Repairing Electronics", a door component, etc.

Office premises of the Anchorage Memorial: the body of a mercenary with instructions for sabotage.

The service entrance of the memorial: a warehouse behind a broken door, which can be opened with a repair skill of 95 or more (or 35 if you have a component from the safe). In the warehouse: the book “US Army: 30 Incendiary Recipes”, a bottle of quantum Nuka Cola, a key to a cache with a note, a unique sledgehammer “Softener” (control skill melee weapon, damage 30, weight 12), etc.

Administrative Section of the Memorial: Wall Safe (Hack 50 or Science 50).

Arefu

A settlement of five houses, the setting for the quest Ties of Blood.

Evan King's house: the "Renovation" bobblehead is on the table to the left of the entrance, because... the owner of the house is always on duty, you can only get inside by breaking the door (burglary skill 50 is required).

Ewers' house, Skenzi's house: nothing special, the Wests' house is a quest house.

Abandoned building at the beginning of the bridge: the place of residence of Alan from the Family (subject to the conclusion of a peace treaty between Arefu and the Family), the book "Fist Fighting Illustrated" on the table to the left of the entrance.

Arlington Library

Here, on behalf of Moira Brown, you need to gain access to the card index (chapter three of the Wasteland Survival Guide). Outside in Pulovski's hideout: the book "Pistols and Bullets", inside you will see representatives of the Brotherhood of Steel destroying the raiders.

Hall of the Arlington Library: at the entrance there is a terminal with a card index and scribe BS Yearling, who is buying all the pre-war books at 100 caps apiece, the book “Science for Everyone” in the first upper room on the right, three pre-war books, a stealth battle.

Archive of periodicals of the Arlington Library: books "The Junktown Merchant. Stories" in the room with billiards and "Modern Castles" in the room with the quest terminal (complete archive of periodicals), there is also a bottle of quantum Nuka-Cola, a safe (hacking 50 or science 50), two pre-war books, a box with a restorer's kit (including ink, the quest Stolen Independence).

Children's wing of the Arlington Library: the books "Lies: A Primer for a Congressman" on the counter near the vending machine and "Pistols and Bullets" on the shelves near the exit from the periodical archive, wall safe (hack 50), five pre-war books.

Arlington Cemetery - north

The northern part of Arlington Cemetery is accessible via the Flooded Subway (Arlington/Wasteland Subway). At the station there is an entrance to the service premises, on the steps of the stairs lies the body of the regulator with a note about the reward for the wanted criminal Janders Plunkett. To the south, Arlington House stands alone in the middle of the cemetery.

Arlington Station, office premises: an underground location occupied by raiders with access to Potomac Tunnel 014-B, and then to Georgetown. On the shelf in the raiders' dining room is the book "US Army: 30 Recipes for Incendiary Mixtures."

Arlington House: Janders Plunkett himself, on his body there is a unique spiked brass knuckles “Plunkett’s Arguments” (control skill without weapons, damage 12, weight 1), and for his finger Sonora Cruz from the headquarters of the Regulators will pay 1000 caps. There are also: a “Luck” doll on a shelf in the basement, a workbench with a ready-made lid-mine, a book “Science for Everyone” on the table in the kitchen, a wall safe (hack 25).

Arlington Cemetery - south

Arlington/Falls Church Metro Station with access to Falls Church - North. There are several wild ghouls living inside. In a container on the chair is the book "US Army: 30 Recipes for Incendiary Mixtures."

Wheaton Arsenal

Description not ready yet

National Guard Base

National Guard base - the book "Nikola Tesla and You" on the shelves in the utility room, a workbench with a ready-made mine cover, two pre-war books.

Base - training center: book "Merchant from Junktown. Stories", wall safe (breaking 50), many weapons, one pre-war book.

Base - offices: book "Get into cover! Get down!", three pre-war books. Important! As you exit the offices, watch out for the switch on the wall, which opens the tightly locked door below, behind which is the entrance to the armory.

National Guard armory - a room with weapons, armor, medicine and a "Light Weapons" doll, a door to the bunker that will open after entering the code in the terminal, and it becomes known after finding the Keller family archive (locations VAPL-58 power plant, Holloud cemetery Murs, creepy diner, Rockbreaker gas station, Dukov's home). The bunker contains the book “US Army: 30 Incendiary Recipes”, a bottle of quantum Nuka Cola, and an experimental multi-charge nuclear grenade launcher (a unique 8-charge “Fat Man”).

Ranger Base

Reilly's ranger base is in Seward Square; when approaching it, you will come across a courtyard mined by a certain psycho with a megaphone (you can't climb up to him, it's best to shoot him from afar).

You can get inside by learning Reilly's password (from the quest) or by breaking into a very complex lock on the door; in the generator room there is a book "Fixing Electronics".

Repeater tower KX-B8-11

Description not ready yet

The White house

This location can be accessed from Pennsylvania Avenue through a manhole (service manhole) opposite the entrance to the Pennsylvania Avenue/Georgetown subway (Pennsylvania Avenue - NW) and the occupied BS hotel.

Services are a deserted sewer leading to the White House. The book “Fist Fighting in Illustrations” is on the table in the room to the right of the entrance, there is also a workbench with a ready-made mine cover.

A huge and highly radioactive crater on the site of the former White House - a couple of glowing ghouls, on the wreckage of the Fat Man staircase and three nuclear shots.

White House - Square (Broken Steel)

Description not ready yet

Hospital of Hope

A former hospital building captured by super mutants, the scene of the quest. The hospital can be reached through the main entrance on Vernon Square, or through an inconspicuous emergency entrance, or by walking along the dry sewer from Dupont Circle (Dupont East).

Dry collector - battles between super mutants and mercenaries of the "Claw" company, the book "Repairing Electronics" in the service room.

Hope Hospital - the book "Therapeutic Journal of the District of Columbia" in one of the rooms on the table, a wall safe near the emergency entrance (hack 25), two nurses' safes (hack 75 or science 50), one pre-war book.

Hope Hospital, Level 2 - another D.C. Therapeutic Journal book on the table in the cafeteria, nurse's safe (hack 50 or science 50), exit outside to the fallen antenna, which can be used to move to the second floor of the Statesman Hotel .

Big city

A town of four houses, inhabited by people from Little Lamplight, the setting for the quest Big Trouble in the Big City.

Redhead's Clinic: Dynamite in an unconscious state (if he is operated on, then after repelling the attack of super mutants he will give a lucky ball (luck +1)), the book "Therapeutic Journal of the District of Columbia" on the table in the kitchen, there may be an audio recording about the search for a reliable surgeon (beginning of the quest Artificial man).

Club, common house, town hall: nothing special.

Former mansion area

Ruins of houses on the site of a former settlement, a safe (burglary 25), the book “Fist Fighting in Illustrations” in the ruins of one of the houses (next to the covered shed).

Vernon Square - east

Description not ready yet

Vernon Square - north

Description not ready yet

Montgomery County Reservoir

The area is occupied by raiders, a little to the west there are ruins of a house and a granary. There are no special things.

Jocko's Garage and Shop

In an abandoned shack there is - quantum Nuka Cola 1 pc., the book "Nikola Tesla and You" on the counter, a diagram of a mine cover on a workbench, and a finished sample there.

Casey Smith's Garage

A garage masking the entrance to Vault 112. In the garage there is a bottle of Quantum Nuka Cola and a book "Modern Locks" in an open safe.

The second level is Vault 112, the location of the Tranquility Lane quest. Weapons and ammunition in the Equipment Room (the door opens through the terminal, science 75), there is also the password for the caretaker's room, Stanislas Bron.

Gerderscheid

A village of two houses, the inhabitants are Sierra Petrovita, the quest giver of The Nuka-Cola Challenge and Ronald Laren, who also buys quantum Nuka-Cola (for Sierra) and he is also waiting for a package from Grady with skimpy pajamas, which lies in the safe at Marigold station (see map (jpg 690x707 48kb)).

Statesman Hotel

A former hotel building captured by super mutants, the scene of the quest Reilly's Rangers.

Hotel "Statesman" - from the first floor you cannot get to other levels until the elevator is broken (quest), there is a book "Merchant from Junktown. Stories", a safe (breaking 50 or science 50).

"Statesman" - second floor: you can get here via a fallen antenna from the Nadezhda Hospital building, on the stairs Theo's body and a password-protected cartridge box (Reilly has the password), the book "Combat Manual of the Chinese Special Forces" in the closet, an audio recording with news from Sidney's missing father ( quest Stolen Independence).

"Statesman" - restaurant: exit to the roof, the book "Grognak the Barbarian" on the shelves, a bottle of quantum Nuka-Cola.

The roof of the hotel - music notes under the chairs in place of the musicians, Rangers Reilly awaiting rescue and an elevator, after repair of which you can go down to the first floor of the building.

Graydich

A village of five houses, the setting for the quest They! (Those!).

The Wilkes' house and the newly built Dr. Lesko's hut are quest items.

Brandis House - terminal with notes from William Brandis, a locked chest with a grenade launcher (lockpicking skill 75 is required or you can remove the key from the body of the owner of the house at Marigold station (see map (jpg 690x707 48kb)).

Two abandoned houses, in one of them there is a book "Pistols and Bullets" (in a wooden box).

Dunwich Building

A creepy place inhabited by wild ghouls, three levels - Dunwich Building, Abandoned Ruins of Dunwich, Poisoned Dungeons. A mini-quest in the form of a hike in the footsteps of a certain Jaime, who was looking for his father here, who, as it turns out, became a ghoul. Jaime also did not escape this fate.

Factory floor - the book "Repairing Electronics" is on the counter in the room to the right of the entrance; the book "Combat Manual of the Chinese Special Forces" in the filing cabinet, which is visible through the hole in the ceiling of the reception room. The door from the reception area to the workshop is locked (hack 100), but there is a workaround to get there through the mixing vats and offices. In the workshop you can start a line and get 3 bottles of quantum. There is also the robot foreman Milo, who keeps the key to the research safe with the formula for pure Nuka Cola (the safe in the room to the left of the entrance) and the password to the delivery terminal with invoices. In the room behind the robot there is a book "Modern Locks" and a safe (burglary 25).

Mixing and storage tanks - a half-flooded room, nuclear weapons everywhere. A note with the logistics employee's ID on the table at the entrance.

Offices are nuclear scientists and rad cockroaches. The body of flanker Mercier with a note about the search for the formula in the southwest corner. Books "Lies: a textbook for a congressman" and "Science for everyone", stealth combat. Storage room (hack 75) with a note asking for help from workers who were once locked in it.

Rockbreaker gas station

Former gas station, in the fence there is a quantum Nuka Cola on top of a vending machine.

An abandoned shack on the top of the hill to the west of the gas station - in the weapons cabinet (hack 100) a unique sniper rifle "Victoria" (control skill light weapon, damage 40, weight 10), on the workbench an audio recording from the Keller archive (4 of 5), cover - mine and the book "Fixing Electronics" in a wooden box. The book "Pistols and Bullets" and a pre-war book are on the table, a safe (hack 75), a couple of radroaches in a cage.

Radiated subway

Description not ready yet

Flooded subway

Ignore the name - there is no water and in fact this is the Arlington/Wasteland subway, through which you can get from the wasteland to the northern part of Arlington Cemetery, inhabited by feral ghouls and without any notable gizmos.

Flooded subway (2)

Description not ready yet

Galaxy News building

The building on Chevy Chase, the location of the Galaxy News Radio quest.

Radio station "Galactic News" - level occupied by the Brotherhood of Steel, no noteworthy things.

Galaxy News Studio is the home and workplace of DJ Threedognight, with an emergency exit to Dupont Circle. The book "Science for Everyone" is on the table.

Museum Management Building (Broken Steel)

Description not ready yet

Historical Museum

Description not ready yet

Capitol

Description not ready yet

Hollow Moors Cemetery

Ruins captured by super mutants, bound prisoner included. In the chapel on the pulpit there is an audio recording - the Keller archive (2 of 5), in the pulpit there is the book "Science for Everyone", on the shelf there is the book "Therapeutic Journal of the District of Columbia", a nuclear shot 1 pc.

Complex "RobCo"

Two-level abandoned building. On behalf of Moira Brown, a processor module will have to be installed in the supercomputer of the complex (Chapter Three of the Wasteland Survival Guide). Tin Man Joe hangs out in the square in front of the building, from whom you can buy a robotic partner, Sergeant RL-3, for 1000 caps (the character’s karma must be neutral!). Also in the square there may be the body of a slave with a note about the Temple of Unity.

Workshop "RobCo" - the book "Lies: a textbook for a congressman" on the table at the entrance, the book "Science for Everyone" in the workshop on the equipment, a stealth battle, two pre-war books, a vestak with a ready-made cover-mine.

Offices and cafeteria - books "Nikola Tesla and You" and "Therapeutic Journal of the District of Columbia" on the tables, three stealth battles, one pre-war book, a supercomputer.

Kryslus building

A three-level building filled with super mutants.

Chryslus Building - Reception: the book "Guns and Bullets" on the table in the room leading to the lower offices (hack 50 or science 50 or workaround through the hole in the ceiling), in the half-littered corner room a bottle of Quantum Nuka Cola in a wooden box under the table .

Kryslus Building - lower offices: the master key to all rooms can be removed from the body of the super mutant boss, the book "Fist Fighting Illustrated" in one of the metal boxes on the counter, a pre-war book.

Kryslus Building - basement: the book "Science for Everyone" on the shelf in the boiler room, safe (breaking 25), wall safe (breaking 25 or science 25), stealth boy.

Rickline Grove Resort

Several destroyed wooden houses, in the last house with a granary a marauder-trader settled, in his chest on the balcony (hack 100) there is a book “Combat Manual of the Chinese Special Forces”. In the ruins closest to the marauder’s house, the book “The Merchant from Junktown. Stories” is on the shelves, and to the northeast on the hill under one of the trees lies the book “US Army: 30 Recipes for Incendiary Mixtures.”

Mount Mabel Camp

Description not ready yet

Lanfang Plaza

Description not ready yet

Langfang - south

Description not ready yet

Little Lamplight

Description not ready yet

NeMirmiki's Lair

The two-level lair of NeMirmiki, the location of the quest Inhuman Gambit.

In the Canterbury tunnels: stealth battle in one of the storage rooms. In the lair itself: a bottle of quantum Nuka-Cola, plus the opportunity to receive a unique NeMirmika Suit and a knife “Ant’s Sting” from the quest.

Boat Dock (Point Lookout)

Description not ready yet

County Trunk Collector

A collector with access to the wasteland near the Citadel (not marked on the map) and to the Collector Intermediate Station.

The attraction is the well-equipped lair of the hostile ghoul Gallow, a fan of Nuka Cola (on his body there should be the book “The Junktown Merchant. Stories” and the key to the warehouse). Safe (hack 25) with a bottle of quantum Nuka Cola, two radroaches in a cage, a model warehouse. Lots of traps around the lair!

Closer to the exit to the wasteland there is a safe (hacking 50) and a terminal for its alternative opening (science 50), the book “Science for Everyone” on the table with a terminal that opens the vault door.

"Mama Dolce"

A former food processing plant located at the southern end of Arlington Cemetery. Captured by rogue Chinese spies. Opposite the entrance to the food distribution level, in an overturned container with barrels, near the body of a wastelander, there is a book “Merchant from Junktown. Stories.”

"Mama Dolce" - finished products: books "Repairing Electronics" on the shelves on the stairs, "Pistols and Bullets" on the floor in the toilet, stealth battle, one pre-war book.

"Mama Dolce" - distribution of food: the book "Modern Castles" in the basement near the skeleton and two safes (breaking 75 and 50). At the top there is a stealth battle, a pre-war book, two wall safes (breaking 50 and 25), on the body of the surviving Chinese captain there should be a cipher key, with which you can read secret information addressed to the Chinese spy in the terminal nearby.

"Mama Dolce" - warehouses: books "Combat Manual of the Chinese Special Forces" and "Pistols and Bullets" on two balconies occupied by snipers. Note: below there is a gate locked with a key - do not look for this key, it is not in the game, there is emptiness behind the gate.

Megaton

Description not ready yet

Jefferson Memorial

Description not ready yet

Lincoln Memorial

Description not ready yet

Fordham-Flash Memorial Field

The place chosen by the raiders for playing baseball, you can watch them if you sneak closer unnoticed. To the north of the field is a bottle of Quantum Nuka Cola on a pillar in the river, it can be knocked down with a well-aimed shot and then fished out of the water.

Metro Center

Description not ready yet

Minefield

Deserted ruins on the site of the former city of Ridgefield, where Arkansas dug in with a sniper rifle (one of the “recruits” for Paradise Falls in the quest Just Business). On behalf of Moira Brown, here you need to go to the playground and grab an anti-personnel mine with you (chapter one of the Wasteland Survival Guide).

Gibson House - book "Modern Castles", very difficult locked safe in the form of a model house, pre-war books 4 pcs.

Gillian's House - book "Grognak the Barbarian", safe (breaking 25), pre-war books 2 pcs.

Benson's house - book "Therapeutic Journal of the District of Columbia", safe (burglary 25), pre-war books 2 pcs.

Zane's House - book "Fist Fighting in Illustrations", safe (breaking 25), pre-war book 1 pc.

Mall - northeast

Description not ready yet

Mall - northwest

Description not ready yet

Mall - southwest

Description not ready yet

Monastery of Eternal Light (Broken Steel)

Description not ready yet

Jalbert Brothers Garbage Landfill

Description not ready yet

Everglow National Camp

Description not ready yet

National Archives

The Oasis Caves are half-flooded and inhabited by various swamp dwellers.

The underground chambers are the heart of Harold. The book "Therapeutic Journal of the District of Columbia" in the dead end to the left of the entrance (lies under the glove in the drawer), 2 stealth battles, 1 pre-war book.

Wet Cave - Quantum Nuka Cola bottle.

Community of Canterbury

The community is a town of two houses and a diner, as well as a stopover for trade caravans and the setting of the Inhuman Gambit quest.

Residents: Uncle Rowe (repairman), Derek Pasion, Joe Porter (merchant), Dominic Deisadro, Machete.

Buildings: Ernest Rowe's house, Dominic and Machete's house.

Items: the book “Repairing Electronics” and the unique crowbar “Trucker’s Friend” (melee weapon control skill, damage 10, weight 5) in the house of Dominic and Machete.

Old Olney

Description not ready yet

Alexandria armories

In fact, there are no weapons depots here (translation error), it is an abandoned two-story hotel with a pub. The building is occupied by raiders and full of traps. To the south of the front door there is a respawn point for Enclave soldiers: every 72 in-game hours, a rotorcraft flies here and drops off 2-3 soldiers.

Items: book "Get to Cover! Get Down!", book "Guns and Bullets", pre-war book (1), bottle of Quantum Nuka Cola (1).

Open cinema "White Strip"

The book "Grognak the Barbarian" is on a table in an open barn.

Open cinema "Moonlight"

The book "Fist Fighting in Illustrations" on one of the wooden tables. Two super mutants have taken up residence in a nearby truck van.

Open cinema "Obozrevatel"

Description not ready yet

Pension Kaylin

Description not ready yet

Paradise Falls

Description not ready yet

Pennsylvania Avenue - east

Description not ready yet

Pennsylvania Avenue - north

Description not ready yet

Pennsylvania Avenue - NW

Description not ready yet

Pennsylvania Avenue - south

Description not ready yet

Cliffside Cave

Description not ready yet

Rock Creek Cave

Description not ready yet

Germantown Police Station

A three-level police department building captured by super mutants, the scene of the quest Big Trouble in Big Town.

Top floor - many traps, book "DC Therapeutic Journal" on the table, safe (burglary 25 or science 25).

First floor - the front door is locked with a very complex lock, to the right of it is a warehouse of contraband goods (hacking 50 or science 75), to the left of the chamber (Red should be there), take the key from the super mutant master (or find the password for the isolation computer on the top floor ), the book "Lies: A Primer for a Congressman" on the desk.

Basement - the book "Modern Castles" and "Fat Man" in the pantry to the right of the entrance, Shorty and the Super Mutant in the kitchen, a bottle of Quantum Nuka Cola in the utility room.

Alien Beacon (Mothership Zeta)

The crash site of an alien reconnaissance ship (radiation!), you can find it by catching a theta beacon. Near the ship: the carcass of a green man, a unique Alien blaster (energy weapon control skill, damage 100, weight 2), Alien energy cells (120).

After installing the Mothership Zeta DLC, when approaching this place, the character is captured by aliens and teleported to their orbital base, the Alien ship Zeta.

Collector Intermediate Station

A building with a teddy bear production line, a lot of insects, a bottle of quantum Nuka Cola. There is a drainage hatch leading to the District Main Sewer.

To the north-west of the station there is a camp of the "Claw" company, not marked on the map, there will be three mercenaries in the room, on the shelves there is a book "Modern Castles".

Radio Tower (The Pitt)

Description not ready yet

Bethesda ruins

There are two buildings in the location occupied by raiders - the eastern and western offices, connected by an open passage and catacombs (radiation!), inhabited by wild ghouls. There should be two raiders outside with sniper rifles.

Bethesda offices - east: on the second floor there is a "Hack" bobblehead, a safe (hacking 25), a nuclear shot (1), a workbench with a ready-made mine cover, a book "Combat Manual of the Chinese Special Forces", a raider boss with the book "US Army: 30" recipes for incendiary mixtures."

Bethesda offices - west: at the entrance there is a book "Science for Everyone" on the table, on the second floor there is a book "Repairing Electronics" at the bottom of a wooden box, a nuclear shot (1) under a pile of boxes, a stealth battle (2), pre-war books (2) .

Catacombs of Bethesda: metro station with a second exit-hatch on the same ruins. The book "Merchant from Junktown. Stories" on the bench in the waiting room, the book "Grognak the Barbarian", a bottle of quantum Nuka Cola (1) in the storage room in the tunnels, stealth battle (1), nuclear shot (1).

Fairfax Ruins

Destroyed houses, repair tunnels and a metro station, heavily guarded by raiders.

Repair tunnels - three entrances, of which two are drainage hatches and one rusty grate trap. Inside are raiders, various weapons and ammunition.

The Fairfax subway station is a half-rubbed station, there are many traps inside, the book "Battle Manual of the Chinese Special Forces" is below on the rubble.

East of Fairfax there is an abandoned car dealership - the book "US Army: 30 Incendiary Recipes" is on the generator to the left of the entrance.

Destroyed Devil Crossing

A destroyed bridge, next to it is a truck, in the van there is a book “Modern Locks”, a safe (burglary 50).

Mason District - South

Description not ready yet

Rivet City

Description not ready yet

Rocopolis

A small cave, the entrance to which is disguised by a rock (not marked on the map). Inside is the corpse of Argyle, the servant of Daredevil Dashwood from Tenpenny Tower (for information about the fate of the servant, Dashwood gives the key to his safe), a bobblehead "Without weapons", a note to a certain Rollins.

Raven Rock

Description not ready yet

Dump

Description not ready yet

Greener Pastures Landfill

Radiation-contaminated area, in the office building there is a “Dexterity” doll on the table, a bottle of quantum Nuka-Cola, a workbench with a ready-made mine cover, a safe.

Container shack on landfill site - D.C. Journal of Therapeutics book.

Burnt house

Description not ready yet

Clifftop village

Description not ready yet

Robotics Service Center

The two-level lair of the Mechanist, the location of the quest The Superhuman Gambit.

The book "Nikola Tesla and You" in the workshop on the table with broken robots. In the Mechanist's forge there is a book "Lies: A Textbook for a Congressman" on the table, a workbench with ready-made Molotov Cola.

Springvale

The ruins of a settlement where a certain Silver lives alone on a small ranch. She must be dealt with on behalf of Colin Moriarty from Megaton (search for father in the main quest, one of the options). In the mailboxes you can find the book "Fist Fight Illustrated", a letter from Vault-Tec to Mr. and Mrs. Gomez about their family's inclusion in the Vault 101 community, and more.

MDPL repeater station

A station captured by raiders, below there is a door to the power plant room - the book “Guns and Bullets” on the table to the left of the entrance, a safe with a bottle of quantum Nuka Cola (hacking 100 or science 100).

Vernon Square Station

Description not ready yet

Broadcast station WKML

At the top there is a radio tower complex - nothing remarkable inside.

At the bottom there is a drainage hatch leading to a sealed tank - the "Explosives" bobblehead, a stealth boy.

DuPont Station

Description not ready yet

Marigold Station

A two-level subway with access to the Falls Church station, the location of the quest They! (Those!).

Station "Marigold" - pistol "Magnum" cal. 44 opt. sight, mini-quest to deliver a package with revealing pajamas: Grady's last entry, Grady's key and safe (see map (jpg 690x707 48kb)).

Queen ant's lair - the book "Science for Everyone" and a bottle of Quantum Nuka Cola on the table with Dr. Lesko's portable terminal.

Baileys Crossroads Tube Station (Anchorage)

This location is accessible only after installing the Operation Anchorage addon; you can get here through the Bailey's Crossroads metro station (entrance south of the Red Racer plant). The location is a small, destroyed section of Washington, which is shared by the outcasts of the Brotherhood of Steel and super mutants.

Subway exits: Baileys Crossroads Subway Station (connects this location and the Red Racer plant).

Buildings: Rogue Outpost.

Quest: Help the Outcasts.

Jury Street tube station

Description not ready yet

Farragut West Metro Station

Description not ready yet

Seneca Station - northwest

The station is the habitat of the ghoul Murphy with a guard; there is a hatch into the service tunnel of the Mereshti depot, where you need to get through the Blood Ties quest. You can make a deal with Murphy - bring him sugar bombs of 15 caps (or 30 each) to prepare an ultra-screw (after delivering 10 packs of sugar bombs, you can buy 1 ultra-screw).

Grocery nearby - safe (hack 25 or science 25), 4 packs of sugar bombs.

SatCom network station NN-03d

Description not ready yet

SatCom network station NW-05a

Description not ready yet

SatCom network station NW-07c

Description not ready yet

Warrington station

Description not ready yet

Falls Church Station

From here you can access the Mason area via the Falls Church/Mason subway and the Badlands via Marigold Station. If you are in Falls Church for the first time, you will meet the paladin Hoss here with a friend, who, if they defeat the super mutants, will ask you to save the novice Peck in an office building nearby.

Office building - captured by super mutants. The book "Modern Locks" is on the table, a safe (breaking 25), novice Peck (if Hoss is killed, then you will find a lifeless Peck behind a very difficult locked door).

Parking "Five Axes"

Raider camp on the site of a former truck stop. In the van of one of the trucks is the book "US Army: 30 Recipes for Incendiary Mixtures."

"Supermart"

A former supermarket occupied by raiders, where you need to find food and medicine on behalf of Moira Brown (chapter one of the Wasteland Survival Guide), there is also - nuclear shot 1 pc., the book "The Junktown Merchant. Stories", quantum Nuka-Cola 3 pcs. . (this outlet was one of the places where this wonderful drink was experimentally supplied), 3 mine caps, various ammunition. To the north of the building under the bridge there is a book "Get to Cover! Get Down!"

Seward Square - north

Description not ready yet

Seward Square - northwest

Description not ready yet

Seward Square - southeast

Description not ready yet

Hamilton's cache

An old armory, a tip to it and the key to the warehouse are given by Threedog, but only if information about GG’s father is found without his help, in exchange for the plate of the Virgo II lunar rover (quest Radio “Galaxy News”).

In the cache are raiders and radscorpions, the book “Get to cover! Get down!”, a bottle of quantum Nuka-Cola. Behind the door, opened with Three Dog's key, there are weapons, the book "Pistols and Bullets", a stealth battle, a nuclear shot.

Takoma Park

Description not ready yet

Tacoma, factory

Description not ready yet

TV tower KB5

An ordinary TV tower, to the east of which there is a hatch leading to a drainage chamber. Inside the cell: the book "Modern Castles" in front of the locked door (hack 50) and a pre-war book on the shelf.

Radio signal: "Alpha Lima" (appears after turning on the switch near the tower).

North-west of the tower in the ruins of a wooden house there is a raiders' lair, there you will find another book "Modern Castles" on a shelf and a nuclear shot (1).

Down the hill to the northwest of the raiders' lair is the book "Get to Cover! Get Down!" (behind three burnt cars, near a skeleton and ammunition boxes).

In the raider fortifications southwest of the tower: the book "Grognak the Barbarian" at the bottom of a wooden box under the table, stealth battle (1).

TV tower KT8

The remains of a television tower guarded by super mutants. Below, to the northeast of the tower, is the entrance to the drainage chamber. There is a secret room in the cell, the doors to which can be opened using a desktop terminal (take the cipher key on the table nearby), there you will find two dead Chinese spies, a nuclear shot, a book "Combat Manual of the Chinese Special Forces" and two pre-war books.

Radio signal: "Sierra Romeo" (appears after turning on the switch near the tower).

TV Tower LP8

The TV tower is on a hill, the area with the tower is fenced with a metal mesh. Below, northeast of the tower, there is an entrance to a sealed tank, where you will find various supplies, the book "Science for Everyone" and a safe (hack 25).

Radio signal: "Echo Foxtrot" (appears after turning on the switch near the tower).

Tenpenny Tower

Description not ready yet

Warm collectors

The sewer with access to Georgetown Station - west, chosen by Moira Brown for testing the repellent on mole rats (chapter two of the Wasteland Survival Guide), there are also raiders here, the book "Repairing Electronics" in the premises guarded by the raider Galit, pre-war books 2 pcs. , a workbench with a finished mine cover. All locked closets, chests and safes can be opened with the Galit key.

Technical Museum

Items: Medicine bobblehead on James' desk; "Rocket" diagram, 300 caps and "Home Sweet Home" holodisk in a safe hidden behind a frame with the quote "Revelation 21:6" (hack 50); book "Grognak the Barbarian" (Amat's birthday present).

Vault 106

A three-level shelter in which experiments using hallucinogens were carried out. Everywhere the survivors are crazy and they will see dad, the caretaker of Vault 101 and others.

The entrance to Vault 106 is a very complexly password-protected SB terminal; on the table, under a burnt book, there is a piece of paper torn from the diary, which somewhat clarifies the matter.

Living rooms of Vault 106 - the book “Nikola Tesla and You” on the table in a wooden box, the “Science” doll on the shelf, the caretaker’s terminal.

Vault 106 Laboratories - book "Modern Castles", nuclear shot 1 pc.

Vault 108

A three-level shelter in which cloning experiments were carried out.

Entrance to Vault 108 - in a secluded corner behind the equipment there is a bottle of quantum Nuka Cola on the stairs, under it is the book “Modern Castles”, a stealth battle is on the table near the door to the living rooms. Mole rats.

Living rooms of Vault 108 - the book "Fist Fighting in Illustrations" on the table in the former buffet, two safes (burglary 25). Clones of Gary.

Vault 108 cloning laboratory - cloning records next to the safe, the book "Lies: A Primer for Congressman", the "Charisma" bobblehead. Numerous clones of Gary.

Deathclaw Sanctuary

Description not ready yet

Mason Dixon Scrap

A settlement of two abandoned shacks and open sheds, overrun by super mutants. In one shack there are books "Nikola Tesla and You" and "Therapeutic Journal of the District of Columbia", in the other - "Modern Castles".

To the southeast (square D7) there is an entrance to a moldy ant cave.

Farm "Pure Lands"

The ruins of a farm, occupied by raiders, in the granary there is a book “Fist Fighting in Illustrations”. On top of the ruined wooden house is the book "Grognak the Barbarian".

Falls Church - east

The former building of LOB Enterprises, where weapons development was carried out before the war. Judging by the remaining records in the terminals, all company employees had military-style weapons with them and were in constant readiness to shoot back from the feds. There are many hostile robots and gas traps inside.

"LOB Enterprises" - the book "Fist Fighting Illustrated" on the shelves in the pantry, a bottle of Quantum Nuka Cola on the shelves.

"LOB Enterprises" - archives: the book "Combat Manual of the Chinese Special Forces" on the table behind the partition, safe (breaking 50), stealth battle.

"LOB Enterprises" - east wing. In the director's office on the table there is a book "Modern Locks" and a safe (breaking 75 or key in the table) with a unique Chinese pistol "Zu-Ron 418" (control skill light weapon, damage 4+fire, weight 2). A very complex password-protected R&D terminal with test reports, two pre-war books, a stealth battle, 1 nuclear shot.

Falls Church - north

Arlington/Falls Church Metro Station with access to Arlington Cemetery - South (see description above). Opposite the subway exit are the ruins of a building occupied by super mutants, to the south is a playground, and behind it is an office building (one of two). If this is your first time in Falls Church, you will meet here the paladin Hoss and his comrade ( note: from the Falls Church station they have a better chance of survival).

The office building is empty, inside are the bodies of super mutants and representatives of the Brotherhood of Steel.

Fort Bannister

The three-level headquarters of the Talon Company mercenaries.

Command residence - the book "Nikola Tesla and You" at the top of the covered passage, a safe (hack 75), commander Jabsko, on his body there will be a unique knife "Occam's Razor" (control skill melee weapon, damage 10, weight 1), commander's chest ( hack 75 or Jabsko key), a bottle of quantum Nuka Cola behind the chest.

Fort Bannister - bunker: the book "Pistols and Bullets" on the gun cabinet.

Fort Bannister - main premises: the book "Science for Everyone" on the shelves in the pantry (door hack 50), "Fat Man" is also there.

Fort Independence

Headquarters of the rogue Brotherhood of Steel. To gain access inside, you must hand over a certain amount of the following items to the rogue Kaden: regular power armor, laser pistols, laser rifles, sensor modules or scrap metal. Alien blaster and Alien energy cells are also suitable.

"Hubris Comics"

The building of the former publishing house "Hubris Comics". In addition to the main entrance in the Mason area, it can also be accessed through tunnels starting all the way from the Wilhelm Freight Station.

Tunnels "Hubris Comics" - wild ghouls, the book "Repairing Electronics" on the table, a stealth battle on the floor near the skeleton.

Publishing house "Hubris Comics" - the book "Merchant from Junktown. Stories" on the shelves at the entrance, one pre-war book, a terminal with a text game.

Printing house "Hubris Comics" - psycho Johnny Wes with a minigun, the book "Grognak the Barbarian" and a bottle of quantum Nuka-Cola on the table next to him, one pre-war book.

Dickerson Church

The ruins of a building occupied by the Flyer with a unique sniper - the Reservist's Rifle. It should be noted that you cannot climb up to the Flyer, so you need to shoot him so that he falls down. Near the boxes of ammunition is the book "Pistols and Bullets" .

Lower level - the book "Combat Manual of the Chinese Special Forces" at the end of the tunnel, numerous ants.

Vault-Tec Headquarters

A three-level building in Vernon Square, which contains information about the location of all shelters, the location of the quest Agatha's Song (optional task).

Vault-Tec External Relations Department - the book "The Junktown Merchant. Stories" is on the sideboard on the table.

Vault-Tec corporate department - the book "Science for Everyone" on a shelf in a room with a collapsed floor, a safe (hack 25), a stealth boy, a bottle of quantum Nuka Cola, a pre-war book.

Administration "Vault-Tec" - the book "Grognak the Barbarian" on a semicircular table. Three system terminals with which you can disable the Masterbrain that controls all the robots in the building and open the door leading to the Vault-Tec computer. If there is a bug and the door does not open, then enter the room with the main computer through the lower door, jump first onto the pipe, then onto the equipment, and reach it.

Regulators Headquarters

A locked hut, access to which opens after taking the Lawbringer perk (condition - level 14). Inside there are several regulators led by Sonora Cruz, you can give her the fingers of killed scoundrels in exchange for caps and good karma. There is also a book called "Guns and Bullets" on the floor by the bed and a bottle of Quantum Nuka Cola on the closet.

Evergreen Mills

A raider town in a gorge, in the area there are traps and raiders, in the fence of who knows how a captive super mutant hippopotamus, there is a pen with slaves, several huts and open sheds, a two-level large building.

Security building - in the closet is the key to the slave pen.

The northern hut is a workbench with a ready-made mine cover.

Southern hut - book "US Army: 30 Incendiary Recipes" on the shelves, boss raider with a flamethrower.

Evergreen Mills Smelter - book "Get to Cover! Get Down!" on the covered walkway in the southwest corner of the room. Below: a safe (breaking 50) and a wall safe (breaking 25), in the rooms upstairs: a wall safe (breaking 50), a workbench with ready-made Molotov Cola, a locked storage room (breaking 50), where there is, among other things. "Fat man."

Evergreen Mills Bazaar - the book "Nikola Tesla and You" on a bunk bed in a room behind bars (breaking 25), two safes (breaking 50). There is a friendly merchant Smile Jack, the owner of the unique "Terrible Shotgun", not far from him there is a Barter doll, a bottle of quantum Nuka-Cola, a workbench with a ready-made mine cover.

Power plant MDPL-05

An area fenced with a metal mesh, two locked gates and a hole in the mesh. In the fence there is a diagram of a dart thrower and a book “Fixing Electronics”.

Power plant MDPL-13

There are two buildings in the location - a substation and an abandoned power plant.

In the substation building there is - 1 quantum Nuka Cola, a workbench with a ready-made mine cover and a diagram of a railway rifle, a safe (hacking 75) and a terminal (science 75) for its alternative opening.

The building of an abandoned power plant is occupied by wild ghouls and contaminated with radiation; on the second floor there is a unique power brass knuckles “Kulachishche!” (unarmed control skill, damage 25, weight 6), safe (breaking 50) and terminal (science 50) for its alternative opening.

Power plant MDPL-16

In the substation building there is - quantum Nuka Cola 1 piece, a workbench with a ready-made lid-mine, a safe (hacking 50) and a terminal (science 50) for its alternative opening.

Power plant MDPL-21

The substation building is fenced with a mesh, inside there is a workbench with a ready-made cover-mine, the book “Nikola Tesla and You” on the workbench, a safe (hacking 75) and a terminal (science 75) for its alternative opening.

Power plant VAPL-58

Substation building fenced with a grid. Inside there is a workbench with a ready-made mine cover, a bottle of quantum Nuka Cola on the workbench, a safe (hacking 100) and a terminal (science 100) for its alternative opening, a book “Repairing Electronics” on the table, a stealth battle on the equipment. On the roof of the building is the book “US Army: 30 Recipes for Incendiary Mixtures”; you can climb there through a hatch.

A little east of the substation there is another bottle of Quantum Nuka Cola in a half-barn.

To the north of the substation there is a fenced power line support (the second in a row), there on the shelves there is an audio recording - the Keller archive (1 of 5), there is also a chest (hack 100), one pre-war book and a nuclear shot 1 pc.

Power plant VAPL-58(66)

There are raiders in the area, in the substation building there is a book "Repairing Electronics", a nuclear shot 1 pc., medicines.

Power plant VAPL-58(84)

An area fenced with a mesh and raiders entrenched in a truck on the side. There is 1 nuclear shot in the truck van. and other ammunition.