Fallout new vegas neutral walkthrough description. Fallout New Vegas game walkthrough. Fallout New Vegas add-ons. How little we know

Hit on the head

We wake up in the apartment. Ruffles in the eyes. Dr. Mitchell is trying to help us. Now, as before, you have to give your character a name, determine the main characteristics, and choose special features. We tried to make our character a positive hero. Stand up and look around. Scattered around the house are various kinds of items that may be useful to us.

Back in the saddle

Having gathered, we go out into the street. Nearby there will be a robot that stomps along the road. Talk to him and ask him about the bandits. In fact, we will be given a task. Use the map for orientation. If the task is not marked on it, then select it in the journal as the main one and it will appear. I'm going to the saloon. Upon entering, you will meet Sunny. Ask her to teach us how to survive. We follow her. We are given a rifle with which to shoot at the bottles behind the fence. After three hits, we agree to continue training.

We continue to follow Sunny. We come with her to a small river. Here you need to shoot and kill three small animals. After killing them, Sunny will ask you to clear two more small reservoirs. We agree. We easily complete the task and get nice gizmos as a reward.

Investigation, pt. one

We need to get to Prima. Do not forget that the territory is protected by fugitive criminals. You have to be on the lookout with them. Go to the casino and find Johnson there. Talk to him.

City that I like

As always, everything is not easy. We will be asked to find and release the deputy sheriff. It is known that he was captured by a criminal. They keep him at the Bison Steve Hotel. It is marked on the map. Beware, as dangerous enemies are waiting for you inside. Our destination is located on the first floor. You can look at the second one if you want to find something useful for yourself. Beagle - that's the name of our hostage. After a short conversation with him, we release him. As soon as you leave the hotel together, talk to him again and he will tell us everything he knows.

Investigation, pt. 2

We continue the execution of the previously taken quest. We need to get to the Novak settlement. We recommend going to it through Nipton, as you will need to talk with the locals there. When you get to Novak, find a motel and talk to its manager. Then go to the rooms and meet Manny. Ask him about the man who wears the plaid suit.

Of course he will help us if we help him. You can ignore his task and immediately get what you need, but for this you need to have a very great charisma. We didn’t have it, so we help Menia.

Let's fly

Manny will send us to the range. There are a lot of ghouls here. The task is as simple as possible - to clear this place of them.

We recommend that you look into the store in the form of a tyrannosaurus rex before sending. Find Jenny there. It is worth making friends with her, since it is she who will give us a secret and powerful weapon. When you get to the training ground, kill all the ghouls outside, and then go inside. We will be asked to go upstairs where we will meet Chris. He will ask you to follow him - Jason is waiting.

We go along a small corridor and go upstairs. Tell him that you want him and his henchmen to leave the training ground. In response, Jason will ask you to clear his basement from "shadows" - powerful mutants. We recommend that you equip yourself well before going down to the basement. The "shadows" have a leader - Dave. He is constantly invisibility, but you can see his outlines. To find it, it is enough to shoot at it or deal damage with other weapons. We kill him and return to Jason. Now he will leave the landfill just through the same basement.

Unfortunately, the rockets are missing some elements and they can't get out so easily. We will be given a list of items to find. Focus on the map. The first thing we will look for isotope-239. When you reach the mark on the map, you will see a corpse near the road. Search it and find the item you need. The thrust module can be both found and bought. We couldn't find it, so we just bought it from Gibson's Scrap Yard. Then install all the elements on the rocket. To start it, go to the laboratory where Chris brought you to Jason.

Investigation pt.3

Back to Manny again. His task has been completed. He will share his knowledge. Now our path lies in Boulder City. Find Lieutenant Monroe there and talk to him. He will send us to the Great Khans. To find them, find a passage in the ruins, next to the place where Lieutenant Monroe is located. Of course, he will ask to be released as a hostage from the Great Khans.

Skirmish in Boulder City

As you enter the ruins, talk to Jesup. When he jokes, pretend to be a ghost. This answer is in the dialogue. Ask him about the token. Unfortunately, we will be told that Benny has the token. Ask him to release the hostages. Return to the lieutenant and report on the completion of the task and we get information about a man in a plaid suit.

Call, pt. one

Go to the hotel. On the way we will meet Victor. On the way you will have to pass the town of Freeside, and then the Strip. The Strip won't let you in just like that. You will either have to pay 2000 caps, or severely intimidate the robot - a policeman, but for this you need to have a developed science.

Casino is always in the black, part 1

Again this Victor. Talk to him and go to Lucky 38 to meet his owner, House. House, as before, if you came to him, of course, forgive me to bring him a platinum chip. After the conversation, go to Tops, where we will find Benny. Persuade Benny to stay face to face with you.

Then we go into the room with him and get answers to all our questions. Be sure to ask about the platinum chip. We'll get what we need if we help him. He will leave the room, and four enemies will burst into our room. There will be no weapons with you (they will pick you up at the entrance). You can take a cue from the table and kill enemies.

Joker: leadership change

On the map there is a mark near the river. Near the river, through the sewers, it will enter the Fort.

to Caesar what is Caesar's

We meet in Forte with Caesar. We receive orders from him. Fortunately, we will also get our chip. We need her to complete the mission. Talk to Benny. He will provoke us, but don't give in. Next we go to the bunker. We'll have to hand over our weapons. Use the chip on the console. A crowd of robots and turrets awaits inside. It is best to use melee weapons here. Something stronger, but put on armor and stronger.

When we go downstairs, we'll find House here! He will ask you not to blow up the bunker, in return he will offer us to extract certain information. We refused him and went down further. Find generators. To destroy them, you just need to shoot at a rounded sphere. After destroying all the generators, the radiation level will suddenly rise. We'll have to leave the bunker quickly or we'll die.

Report to Caesar about the completion of the task. Now you need to kill Benny. You can kill him in a variety of ways. But we choose the most honest - a one-on-one battle in the arena. Kill him and return to Caesar again. We continue to complete tasks for Caesar. To replenish stocks of stimulants, you should contact Mitchell. It is always worth contacting him. Then we go to a place called Lucky 38 and destroy a couple of robots inside. Climb up to the penthouse - there are also a couple of robots that need to be killed. Then activate the terminal, which will allow us to go further. Find the capsule and take House out of it. Kill him too.

Return to Caesar. Report the completion of the task and get a new one. Find the bombers and ask them to help the legionnaires. In front of the camp, we will come across a person who can tell us how to get to the camp, bypassing rockets and mines. In order not to get hit by rockets, you need to go from building to building until we reach the fence. Then go along the fence. We will meet a girl who leads us further. You need to gain confidence in them! You have to complete a couple of tasks.

We need to complete four tasks in order to infiltrate them.

bad ants

Talk to Raquel in the camp. She will ask you to clean the generator room, otherwise there are ants divorced. Before you go there, talk to the Adept and get a sonic emitter that will help destroy their lair.

As soon as you get to the booth with the generator, kill the hard workers and get down. Then install the emitter at the bottom and turn it on. Then start two generators. Activate the switch while lifting. Come back for your reward.

Young hearts

Find Jack in the barn in the camp. He will say that he has known the power of love. True, his girlfriend lives in another camp. Her name is Janet. He will ask us to tell her about his feelings for her. The camp is marked on the map. We get to him and tell her everything. She wants to move. To do this, you need to talk to Pearl. After receiving approval, talk to Jack and take the bomber uniform. Janet can’t just leave either, as she will be left without money. Talk to Ellis - she will solve this issue. We return back with the girl and inform Jack about the arrival of Janet.

In the museum, chat with the boy Pete. Questions about the history of the bombers will increase your reputation.

Boogie Woogie

Find an Adept. He wants us to repair solar panels for him. We'll need spare parts. To find them, head to the Gellios factory. There are many NKR fighters around the plant. To get inside, offer them supposedly your help. Enter the factory and exit from the other side. Here you will find old batteries from which you need to extract the necessary parts. Then we return to the camp and easily repair our solar panels. Then again we speak with the Adept.

Into the sky! part 2

Now that we have secured support, we go to Pearl. We performed small tasks and proved ourselves well. Now we are instructed to raise a fighter from the bottom of the Mead River. Find the Adept - he will give us the necessary pontoons. Walk along the river so that you are in front of Caesar's camp.

So, now we swim to the crash site and dive. We install a pontoon under the plane and swim out. We greedily swallow the air and dive again. We install the next pontoon on the other side of the fighter. Then on the shore, use the winch to get it. Return to Pearl.

To Caesar, Caesar's Part 2

Tell Caesar that the bombers are ready to help us against the NCR. Now we need to win over the White Gloves group. Persuading Marjorie and Mortimer is difficult. Option one - pump a good eloquence, and then convict Mortimer of cannibalism. He will ask you to bring him a boy for dinner, and throw the blame on his father. But we are kind! We save the boy and take him to his father, and we ourselves bring the emigrant.

Now you need to deal with the Brotherhood of Steel. We just go out into the street, and we are immediately seized.

In the dark

Now this very "Brotherhood of Steel" is offering us to work for them. McNamara will ask you to deal with the NCR soldier outside. We go out and immediately kill him. True, McNamara will not be particularly pleased with our act. Now he will ask you to find the three missing sentinels and pick up a record with their task from each.

They are all marked on the map. We go around from and get data by naming code words for each. Now we are sent to Lorenzo. He will tell you exactly what parts we need so that we can clean the air. Lorenzo will tell you exactly what parts we need. In Vault 11 you will find a pressure regulator on the lowest level.

Now we go to 22 asylum. Here is the next task. First, find the elevator on the first level and fix it, then go up! Then we go into the cave, and from there into the room. Here on the shelf we will find 6 filters we need.

Now we go to the very last shelter. Nearby are "Devil". Kill the ones roaming outside, and then go inside, under the pretense of helping. Find the part you need and get out. We return and that's it.

Caesar's Caesar's, part 3

Now we need to steal the key - the card of the main paladin, the scribe and the old man McNamara himself. It's easy to do this - turn on the stealth mode and steal, coming up from behind. We get the key - the card go to the room where the capsules are. Here you will be able to activate self-destruct through the console. And then we run away with all our strength.

We return to Caesar and go to talk to him. YOU understand that we have to kill him. Let's make everything quiet. Find surgical instruments and a bag. Then we return to him and adjust everything as if he died himself in a dream. Lucius is in charge. And he will ask to kill the president of the NKR.

Arizona killer

Cato Hostilius will be waiting for us. Then put on the NCR uniform and go with everyone. Passing the dam, do not approach the rangers in hats, they will declassify us. Then we talk with Cato and wait for the arrival of Kimball. Prepare powerful melee weapons in advance. As soon as the president starts to descend - ATTACK!

To kill him, land a couple of hits, and when you try to run away, finish him off with your VATS. Then we climb onto the roof of the helicopter and jump off. We run as fast as we can. Then remove the NCR form and return to Lucius.

Caesar's Caesar's, part 4

Let's prepare well before we get into the main fight on the dam that will decide the outcome of New Vegas for the next ten years. You should especially stock up on a large number of stimulants and super stimulants.

I came, I saw, I conquered

We get to the legate of Lania. Then we break through to the dam. We will be accompanied by other fighters. Find and kill Oliver and his bodyguards. It is better to hold rebar or a super sledgehammer in your hands to break through their armor. We win and watch the video.

Reputation, Experience, Karma

Reputation - new game element, which was introduced in Fallout: new Vegas. Each faction can either love you or hate you. A good reputation will allow you to get discounts in stores, protection and much more.

Negative reputation, first of all, deprives you of a good half of interesting quests. Be prepared for the fact that everyone who is not lazy will start shooting at you.

Actions that increase reputation

Effect

Donate Caps

Minor

Decrease in remuneration

Small

Help someone

Average

Saving someone's life

Significant

Saving multiple lives

Very big

Actions that lower reputation

Effect

Coarseness

Very low

Greater Reward Claims

Short

Striking and robbery attempts

Average

Murder

High

Mass kill

Very tall

You can soften your relationship with factions if you have low reputation with them. To do this, simply put on their signature armor. Be aware that guard dogs can sniff you out.

AN EXPERIENCE

There is a tricky way to get more experience. For example, you met an enemy that you can definitely kill. Before killing him, go to the game menu and increase the difficulty level by a couple of units, then kill him and you will get more experience.

Sleep more often. Sleeping, especially in a hotel or suite, adds 10% or more to experience gain.

KARMA

Karma determines what position you take: the position of good or evil. Fortunately, it does not particularly affect the gameplay. Karma affects which ending you get at the end.

Action

Effect

Killing an evil character

Missing

Killing a very evil creature

100 Karma

Killing a neutral enemy

25 Karma

Murder good creature, character.

100 Karma

Theft from good character

5 Karma for each theft

Cap donations

Added, depending on donated caps

Make a positive choice

50 Karma

Make a negative choice.

50 Karma

The game has a lot of places where players can find powerful weapons, new clothes and other equipment.

snow globes

Coming to the place of baby dolls from Fallout 3, snow globes scattered all over the map.

Snow globe "Polygon". You can find it at the Lucky 38 casino.

The ball is located behind the cash register in the cocktail bar.


#2

Snow globe "Strip". You can find him in Vault 21 behind the door that needs to be cracked. The level of hacking should be 50. You will have your karma reduced for hacking it. If you do not want to lose karma, then the keys can be stolen from Sarah.


#3

The Goodsprings snow globe is located in the cemetery of the same name.


#4

Also a screenshot to help.


#5

The AB Nellis snow globe is in the Nellis Museum.


#6

In AB Nellis itself.


#7

The snow globe "Mormon Fort" is located in the fort of the same name.


#8

on the second floor of the tower to the right of the entrance.


#9

Snow globe "Mount Charleston".


#10

You can find it in the Jacobstown Inn on a table near the entrance.


#11

The Sierra Madre snow globe can be found on the roof of the Salida del Sol.


#12


#13

The Big Mountain snow globe is located at the meteorological station X-17.


#14


#15

The Zion National Park snow globe is located in the store that we visit in the story of one of the add-ons.


#16

Find it in the closet on the bottom shelf.


#17

The Hoover Dam snow globe is located at the location of the same name, in the information center on the table.


#18


#19

If you examine the casino "Lucky 38", then inside you can find golden gloves.


At the crash site of the rotorcraft, you can find the Tesla Beaton prototype.


Inside Fildas' hut is the unique Child of Abilene air gun.


You can find the unique gauntlet "Nachup" in the mine "Ruby Hill" on the carcass of a dead raider.


The powerful melee weapon "Baby" can be found in the Charleston Cave.


It will be located near the shadow corpse. The shadow itself has a stealth fight.

Melee weapons "Liberator" can be found in the Nelson barracks, on the corpse of the Dead Sea.


CZ57 "Avenger" - a powerful heavy gun.


Cooler minigun! She can be found in the Devil's Throat, in a truck.

Powerful Mercy projectiles can be found in the Dead Wind Cave next to the corpse of a member of the Brotherhood of Steel.


Ranger's Sequoia.


It can be found either at the corpse of an NCR veteran ranger, or at Commander Hanlon himself, but it is necessary that he commit suicide (one of the endings). You can steal if you can.

Pistol "Maria" can be found on the body of Benny, who was killed by us.


Being in the Helios-1 location, set the gun to the functional - ARCHIMEDES II. Then, while in Freeside, you will get a pistol, then you can use the orbital laser! Very powerful.


The Ratslayer Rifle can be found in Brok Cave.


In Vault 34 you can find the "most American" carbine.


The Pew Pew Blaster can be found in the Sunset Sasparilla factory floor."


In the REPCONN headquarters offices on the ground floor, you can find a Q-35 laser rifle.

Old-school fans of the Fallout series sometimes complain that the developers have changed the series so much. However, most gamers will admit that the third Fallout, as well as its sequels, came out just great and became the perfect addition to the game. original games. Everyone remembers the Fallout episode in particular. New Vegas, which became one of the best in the history of game development. Therefore, this article will focus on it - here you can find out everything about tasks in Fallout New Vegas: completing story and side quests, faction missions, and so on. Naturally, it is always more pleasant to play the game on your own, without using any guides and tips. But at the same time, it is worth noting that there are a huge number of quests in this game, so you risk losing sight of some of them. So the quest guide is pretty useful thing which everyone should be familiar with.

Walkthrough Fallout New Vegas

So, it’s worth starting with an understanding of what the essence of the project itself is. As in any other role play, in Fallout New Vegas Walkthrough consists of a large number of different quests. They are divided into different types, which may be particularly important, or may have virtually no effect on the world around us at all. The most important quests in the game are story quests, they, as you can easily understand from the name, allow you to progress through the main campaign and eventually reach the coveted end. There are also secondary quests that you can do or skip - they do not affect the plot in any way. It is also worth noting that the game has four main factions and several additional ones - members of these factions can also give you tasks. In general, you definitely won’t feel the lack of quests - in Fallout New Vegas, the passage captures from the first minutes and makes you take more and more tasks in order to learn the original stories of the characters of this wonderful post-apocalyptic world.

Educational quests

Now that you understand in general what a walkthrough is like in Fallout New Vegas, you can concentrate on the specific types of quests that you will face. The game will begin with a tutorial, and this will also take place in the form of tasks given out different characters. There are three such training quests in total - they will give you not only useful knowledge about the game, but also experience, money, as well as some items that will help you through the initial stages of the game. You will not be able to skip these tasks, and there is no need to do this - they are small, undemanding, so no one should have problems with them. After you complete these three tutorial tasks, the real walkthrough of the game Fallout New Vegas will begin.

Starting quests

Two initial quests, "Investigation" and "Call" are introductory - it is with them that your journey into the post-apocalyptic world begins, a dashing plot is twisted from them, which will not let you be distracted from the monitor. The passage of the game Fallout New Vegas is really exciting from the first minutes, but if you are not interested in the "Investigation" quest line, then you can skip it completely and immediately proceed to the "Call" task. You will only lose a thousand experience points and some pleasant experiences that can give you this quest. But the “Call” cannot be missed, because it is from it that you can go to the storyline of the game. In Fallout 3: New Vegas, the passage is not linear, so in fact, only some tasks are required, one of which is the "Call". After successfully completing this quest, the fun begins.

Story quests for factions

Non-linearity is a beautiful feature of the most quality games, and Fallout New Vegas just has this feature. You can go on four different paths, and everything depends on your actions. The fact is that in the game Fallout 3: New Vegas the passage is a bit non-standard: there are four main factions, whose members will give you tasks. Moreover, you yourself choose which tasks you should complete, thereby earning influence from one of the factions. You won’t be able to please everyone at once, so choose one for which you will work, and the rest will be your opponents. Remember that the final decision is made after the mission "Into the Sky!" - there you will help one of the factions to extract a powerful bomber from the lake. After that, you will either have to help them prepare an attack, or inform the leader of one of the remaining three factions about what the first one is thinking. It is this choice that will burn bridges for you - after this task, you will not be able to take quests from other factions, and, accordingly, you will not be able to advance along their storylines. From this it can be concluded that the complete passage this game only possible if you complete the four storylines of the different factions. In Fallout New Vegas, completing quests can take quite a lot of time, so many players are limited to one faction only. But it is still recommended to play the game four times, since none of them will be similar to the previous ones.

Side quests

However, you definitely should not rush through the storyline, because you must understand that when you complete all story missions the game ends as well. And in Fallout New Vegas, the passage of the NCR line or any other is accompanied by a huge number of side quests. What are they needed for? Firstly, you will be able to immerse yourself in the enchanting atmosphere of this game even deeper, learn the stories of various characters, and much more. Secondly, you will gain the experience needed to level up your character, and thirdly, side quests- this is a source of weapons, ammunition, ammunition and other items that you will definitely need in the future. So do not give up on completing such tasks, because they will make your character more efficient and your time in the game more intense. Fallout New Vegas full walkthrough playing with all the main and side quests can take more than sixty hours, so it is recommended that you take on all the tasks only if you are not in a hurry. Without side quests, the passage can be reduced to twenty hours.

Side quests from factions

Separately, it is worth highlighting side quests, which are given to you during the game by members of the main four factions. The fact is that these quests have a direct impact on your reputation in a particular community, and the higher your reputation, the more side quests you complete, the more likely it is that you will be able to reach the end of the storyline of this faction. So if you want to serve a specific leader, then the fastest way to get under his command is to complete side quests from him and his subordinates.

Side quests from minor factions

You already know enough about the fact that there are four main factions in the game, each of which has its own storyline. However, it is worth noting that there are other less significant factions in Fallout New Vegas. You can complete their quests to gain experience, items, money, and other bonuses, however, this will not affect the storyline in any way. There are enough such small groups in the game, so you will have enough quests in full. Often, one faction will only have two or three quests for you, so don't expect to receive quests throughout the game.

Quests from additions

If you are the owner of the initial version of the game, you can go through it all four times, complete all main and side quests and be done with it. However, there is one more small nuance regarding the game Fallout New Vegas - the passage of add-ons. The fact is that, apart from the project itself, after some time, the developers released several add-ons that add not only new weapons and features, but also separate quest lines, new characters, and even new locations. There are four such add-ons in total: Dead Money, Honest Hearts, Old World Blues and Lonesome Road. Each of them contains ten to twenty-five new quests that you can pick up during any of your playthroughs. Therefore, it is recommended to play the game already when you have all the add-ons installed - then you will not have to start over to go through new quests.

Summarizing

So, you should immediately consider the Fallout New Vegas Ultimate version - its passage will include both the main game and all add-ons. What awaits you in this project? First of all, you will need to complete one of the four storylines, as well as a large number additional tasks, including quests from add-ons. But in order to get all the achievements and earn 100% completion, you will need to complete the game at least four times - each time you have to choose a new path with a different faction, and it will be completely different from the previous one. However, in the end, you will get maximum pleasure, as well as learn absolutely everything about the post-apocalyptic world of Fallout and feel its unforgettable atmosphere. Then, perhaps, you will have a desire to play the original two parts of the project, as well as other episodes of the continuation. But Walkthrough Fallout New Vegas will be done with this. Naturally, at any time you can go through the game again in order to experience all the positive emotions that were received during the first four "races" into the marvelous post-apocalyptic world again.

my first Walkthrough New Vegas stretched for a whole hundred hours. I tried to travel with almost all the companions, went through almost all the DLC (and I don’t like them), did almost all the quests that I came across (first I acted on the side of the NCR, then strongly supported House, and after the ending I loaded the save and looked at the option “against all". Played for a smart and charismatic young lady, kept speech/science as a priority, had the Black Widow perk, but it was extremely upsetting for me: in the whole game there were only about three ways to use it, and all as one cringe worthy. In the absence of decent partners, my young lady had to carnally console herself with a self-programmed robot.

The second call, I decided to arrange a completely different one. A man, gay, black man, zero brains, maximum strength, can do nothing but close combat, a convinced legionnaire and, of course, a cannibal. Alas, the game was not very ready for the passage for such a scumbag.

And, of course, no applied skills, only the ability to beat with fists and hammers even more painfully than usual.

The biggest disappointment is that, except for the doctor, no one reacts to the brainlessness of my hero. In the early parts, it seems like a character with zero intelligence could barely speak.

I told him directly that I would kill and eat everyone. He's not happy. Never mind, I'll kill and eat him too. Kindness will not go unpunished.

She decided to teach me how to fight. Practice started early!

Considering that at that moment I didn’t have any normal weapons, I had to run after each Goodsprings resident for a long time and beat with my fists. The problem began when Viktor joined the battle - his lasers were killing me too quickly, I had to run away. Doctor, I remember you!

At the entrance to Novak, Victor greeted me like an old friend, although I didn't finish my Goodsprings because of him. However, in Novak, he did not bother me at all. Favorite moment: Take an innocent farmer under a dinosaur and, after Boone kills her, eat her remains while he watches. And then come to him and fail the match check, because only when the skill check fails does my degenerate character speak the way he should.

Population of Novak after Courier left it: 0.

I got to New Vegas in an hour and a half, picking up Veronica along the way. This is very surprising, but not only the killing of innocents, but also the eating of human remains in front of them does not cripple companions at all. Although, it would seem.

Instead of filling 2,000 caps, I got into the Strip via a monorail, the guards of which I killed and ate. The main disappointment in McCarran: the officer who interrogates the captured legionnaire (I locked the door, killed her and ate her) does not have a key to his room. So I didn't save him.

I was in a hurry to the Strip, because that is where the hero receives an invitation to the Legion. Googling, I found out that to meet with Vulpes, you need to go to the Tops casino. I went in, the guard asked me to give the weapon. I asked him to give his life.

Finishing Benny, who ended up in the crowd that I ground to pieces there, I got the eighth level. Only two hours of play, and the platinum chip is already in your pocket, and you can do whatever you want.

Since I started, I must continue: I ate EVERYONE who was in the casino. On this screen, you can see not only that Veronica calmly killed unarmed civilians with me, but also that the cards fall off the table along with the falling croupier, as part of his model.

While I was eating up the remains of people in the courtyard and in the theater, unfinished people appeared from somewhere in the casino, sat down at tables directly above the corpses of their comrades and began to speak prepared phrases.

Ate Mr. House (uuugghhh)

Boomers go boom. Because you don't need to know how to handle dynamite to put lit dynamite in someone else's pants.

Immortal children run in circles, repeating the same line. I also put dynamite in Pete's pocket, but his magic pants extinguished it along the way.

I was extremely happy to find another use for my hero's low intelligence, especially considering that with all the other inhabitants of the base, about CHOP! CHOP! CHOP! happened, but...

... but thanks to this, the man took it and survived. I had to do CHOP! CHOP! CHOP! again:(

The dead doctor forbade me to save his patients.

It's good that a dead doctor in the NCR is letting me do this! I diagnose that you died from my diagnosis!

Arcade refused to talk to me because I'm a Legionnaire, so I put on the NCR armor and spoke to him again.

Here's the funny thing: in my first playthrough, I went with him a lot, but at the same time, there was really almost nothing about him that betrayed a gay. But taking him (and not losing his loyalty) was more difficult than other companions. What happens if you play gay yourself?

... he immediately forgets that he must be kind of the smartest here, sits next to me on the courts and starts watching me eat human meat.

Why did I go flirt with him? Of course, to immediately take him here

“The turkey also thought it got into the soup.”

This is probably the meanest dialogue/act option I've ever seen.

It is curious, by the way, that Mortimer has heard about the reputation of the hero and openly invites him to participate in his cannibalistic venture. If he heard, then everyone in general, in theory, should shy away from a person with such a reputation.

My low intelligence does not allow me to understand these words (

This is just a keepsake photo, here Arcade acts as the hero of We Happy Few.

Yes, these are NCR soldiers rejoicing over the dismembered corpse of a stripper.

The brave secretary of the NCR Ambassador not only does not react to the fact that I am dressed as a legionnaire and is known as an enemy of the NCR, but also continues to work intently (offering to advise me) while I diligently litter the surroundings of her table with pieces of local soldiers.

The last surviving caravanner, looking at the mountains of corpses of his colleagues and cattle, informs me that I am popular on the Strip (where I killed and ate everyone except my friends from the cannibal casino).

As in my first playthrough, Veronica takes me to the Brotherhood, and as soon as I do something not very good and aggro the whole bunker on myself, she screams “for the Brotherhood!” with his superfist turns all his brothers into blood spray.

She tells me after no one is left alive. In my first playthrough, by the way, she generally retained her loyalty despite the fact that we killed everyone there and blew up the bunker.

Frame for memory. I left her there to wander and activated the self-destruct mechanism, but the ending told me that Veronica survived anyway. Didn't eat :(

All the NCR soldiers don't pay attention to me, just because I'm in the NCR armor. But Cass immediately jumps up and starts shooting me - you see, just because I have bad karma. And no one cares (I ate everyone).

Doctor, I told you I'd be back! (ate)

Here I had the only delay in the passage: I decided to save Caesar by all means, and for this, since my character could not do anything, I needed to gain 9 luck. I had 7 starting ones, I got another +1 with augmentation and another +1 for the perk. However, to get the perk, I had to grind two levels: during this time I finished Goodsprings, walked to Jacobstown and killed the rebellious super mutants there (you can’t eat them) and the mercenaries who came to drive everyone away (first taking more money from Marcus, allegedly for bribery).

The most difficult thing in the game: survive after meeting the Kazador without having a single anti-venom. Poison took off, it seems to me, two full lines of HP. In second place - very painful beating guns in the bunker of the brotherhood. I prudently avoided Defklo.

And I still couldn’t make friends with a gang of bombers: after I finished Goodsprings, a local bandit told me that I would be welcome in prison, but in fact all the bombers with names immediately tried to kill me, as they noticed (and the rest , nameless, no, and did not even take offense at the death of their comrades).

And, and yes, I chose a super mutant grandmother as a partner, because 1) I was the only one who didn’t go with her on the first playthrough because of her scary voice, 2) she doesn’t give a damn that I killed her friends and ate everyone around and 3) it cannot be eaten.

I found another place in the game (besides the doctor) where the hero's stupidity influenced his lines - Helios One. There was also another gay! (ate)

Assassination attempt on Kimbal. Since my hero could not speak, I decided to go to the presidential vertibird by force - I hit the guard, pressed the stairs, and ended up at the top. The staircase works like a teleport, everyone is panicking downstairs, calmly upstairs. I press on the vertibird - they tell me “so far no one has noticed you”, when there is already complete alarm around. Then Kimbal appears, runs up to the vertibird and begins to disappear-dissolve. I wave my fists in his direction, the vertibird rises into the air and flies away, the quest is credited to me. OK.

Well, after thanks to Kimbal's guards you get a simulated power armor with a helmet and a super sledgehammer, no one can compete anymore.

No NCR, no gangs, no one. Ate everyone. Except for the super mutants, he killed them, but didn't eat them.

That's the whole story.


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The first quest is called Ain't That a Kick in the Head. The passage of Fallout: New Vegas begins with the fact that you wake up in Dr. Mitchell's house after being injured. First of all, create an image of your hero. After that, go to Vit-O-Matic and allocate stat points. To begin with, I advise you to choose intelligence and dexterity (Intelligence and Agility).

Next, you need to answer Mitchell's questions, they will give you additional ability points. I think it would be more rational to choose Conversation, Repair and Small weapons (Speech, Repair, Guns). The first ability will give you the opportunity to do some additional tasks at the initial level, this will have a good effect on character development. Repair will allow you not to spend money on repairing your outfit. It will be hard to do without the Small weapon.

Now we need to distribute the Features. You can choose Trigger Discipline for increased accuracy, and Good Natured, this character trait boosts Medicine, Barter, Repair, Science, and Conversation skills. It lowers your weapon proficiency a bit, but that's what you chose the Guns ability for.

Now that you've finished creating your character and got your Pip Boy, it's time to get down to business. If you have a Science skill above 25, you can use the Chemistry Table to create Stimpaks. When you're done here, go outside.

Fallout New Vegas walkthrough - Introducing Goodsprings.

Here you need to remember the places that are useful to you. Dr. Mitchell's house is on the hill. The store and saloon are located in the city center, near a gas station, and a school in the east. Remember where to find what, after which you can go to the saloon and talk to Sunny Smiles there. In a conversation with Sunny, touch on the topic of survival, after which the shooting training mode will open, which you can end at any time. Agree to the tutorial and get the Varmint shotgun, which is good for shooting small animals like rats, crows and the like. First you will shoot bottles, then Sunny will offer to move on to training on live targets. For this, Gekko is suitable, which can be found near the city, near water sources. Follow Sunny and follow her instructions.

Together with the Sunny, you will find three Gekko habitats, after the destruction of which you will talk to the Sunny. She will offer you a quest that will teach you how to make Healing Powder. To complete this quest, go back to the city, follow to the southwest, find an abandoned school there, to the left of its entrance you will see a withered tree trunk. You need to dig up the roots of the Xander plant growing near this tree. The second ingredient for Powder can be found in the cemetery in the northeast of the city. Go there, deal with the enemies there, they should not cause any special problems, find a tree at the far end of the cemetery and search it. Find Broca's Flower, this is the second ingredient. Now return to Sunny by the marker, she will make sure you have the necessary ingredients and tell you how to make the Powder. You need to click on the campfire site and choose to cook Powder. Thus, we completed the quest Bonfire on the trail.

Talk to Sunny again, she will say that it would be nice for you to talk with Trudy, the owner of the saloon. Go back to the saloon.

In the saloon you will see Trudy arguing with some man with the look of a gopnik. After he leaves, ask Trudy about this dispute. She will talk about the prisoner Ringo, hiding in the gas station building on the hill and give some information about the people who shot the hero.

Broken radio.

After you ask Trudy about those who shot at you, she will say that her radio is broken. Offer your help, and with a repair skill of more than 20, you can repair it. By doing this, you will earn fame in the city, +25 experience, get 50 caps, and if you have Barter skill above 25, then she will add another 25.

Now look into the store, talk to Chet there. I advise you to sell your pistol and buy a Magnum, it is much more powerful. Buy 375mm ammo. I hope you remembered to ransack Mitchell's house? Now you can sell all the trash taken out of there.

Now you can go to the gas station and talk to Ringo about the Powder Gang or the Caravan game, which can earn more caps before moving on. In case you chose to help with the Gunpowder Gang, Ringo will say that you need to get the city's support. It's easier to start with Sunny Smiles.

Shootout in the city of ghosts.

In order to enlist the support of the city, it is not necessary to talk to everyone, it will be enough to talk with Sunny in the saloon, with Trudy if the conversation skill is more than 25, and with Mitchell. After you talk to them, go back to Ringo and report that everything is ready. Soon the Sunny will come with a message that the bandits are already moving towards the city. Go to the saloon, a small crowd has already gathered near it.

Pretty soon, the guys from the Gunpowder Gang will arrive, they will have to shoot. You may not participate in the battle at all, just hiding somewhere, or you can sometimes get out of cover to shoot a couple of times. After the end of a very simple battle, collect trophies from the bodies, including the Gunpowder Gang armor. It can be used if there is no nearby civilians or members of the New California Republic.

Fallout New Vegas walkthrough - They went that way.

Talk to the people of the city about what's going on around you if you want to get busy. non-plot quests. After you finish everything secondary, you can go along the broken track to the south, towards Primm.

On the way, you will meet Barton Thorne, who will say that his girlfriend is in trouble. Gekko won't let her go. To deal with this problem, go southwest to the fallen radio tower. As soon as you go up the hill, you will be greeted by several monsters. After getting rid of them, go up further, you will be attacked by another group of Gekko. Having dealt with them, too, carefully, without touching the traps, we approach the edge of the hill, there are boxes, an armchair and a refrigerator. Collect trophies and go back. Barton will thank you for dealing with the monsters, but will say that he wanted to collect the trophies himself, so you will have to kill him. Take the 9mm pistol from his body, and move on to Primm. If you are in the Gunpowder Gang armor, do not forget to take it off in time, otherwise you risk becoming a corpse.

Primm

You will find yourself in a zone that was fenced off by the NKR, go south and look for a tent there, in which Lieutenant Hayes is located, talk to him. He will talk about what is happening in Primm. Exit the tent and go west. You will see the bridge through which you need to pass to get to the town. Be careful, it's mined.

Robbers roam the streets of the town, deal with them, then go into the Wicca building, talk to Johnson Nash here. He will tell you about your package and give some more information. He will report that Deputy Sheriff Beagle can tell you something else about "the man in the plaid suit." Only now he is being held hostage and is being held in the Casino. You have to visit this establishment.

Once in the building, you will see that it is flooded with criminals, well-equipped and armed. There are two possible behaviors here: you can destroy them by luring them out one at a time in V.A.T.S mode, and if you have hacking and you have master keys, you can break open the door near the entrance to the house and go to the kitchen. Beagle can be found there. In this case, there will be fewer trophies. You can try to persuade the Beagle to help you clear the building, but this is of little use: he dies quickly, and he does not shoot very well. It is better to let him go and clear the building alone.

Having reached a large room with the leader of the criminals, do not climb inside headlong, here it is also easier to lure out enemies one by one.

After clearing the casino, return to Vikki. In the corner you will find a Beagle, whom you will ask about the man who shot you. You can also take the task from him to find a new sheriff for Primm. Is not story quest. Sell ​​everything you don't need and move on.

Our path lies in Novak. Follow the road to the southeast. You will have to go through the town of Nipton, where members of the Gunpowder Gang and the Gang of Jackals will attack you. Also meet huge ants. I do not advise you to trust the girl who will meet you near Nipton - Jacqueline. At the first opportunity, she will repay you with a bullet in the back.

Fallout New Vegas walkthrough - Nipton.

Thanks to Caesar's Legion, little remains of the town of Nipton. Talk to Oliver Swanik at the entrance, he will tell you about the lottery. Now go left to the store, there talk to Bockscars, who took second place in the lottery, from him you will learn about what happened in Nipton.

At the main building of the city you will see an officer of Caesar's Legion - Vulpes Incult. If you yourself do not start shooting, then the legionnaires will not attack first. After talking with him, go to the mayor's office. There you will have to deal with the dogs and search the surroundings. You will find a lot of useful things and a Worn Key, with which you will gain access to things in the basement. Climb to the second floor, there will also be bad dogs. Do not rush to immediately search the bodies, I recommend that you save. One of the bodies will be planted with explosives. When you're done on this floor, go up. You will enter the mayor's office. Here you can find a book that will increase your Science skill, magazines that temporarily increase your skills, and a few other useful things.

You can inspect the rest of the houses in the town, you will find a lot of all sorts of nonsense, but be careful, get ready to shoot as soon as you enter the houses.

As soon as you finish your business here, you can go to Novak. You need to go along the road in the east of Nipton. Enemies will attack you along the way. You will also see a red cone on the road, it is mined. Be careful. Go to the marker to Novak.

Fallout New Vegas walkthrough - Novak.

In Novak, go to the large building of the Dino Dee-Lite Motel. Find Jenny Mae Crawford there, talk to her about the same man who shot you. She will advise you to talk to the residents, maybe someone knows something. In principle, it is enough to find the crazy No-Bakr Tunan and talk to him. He wanders somewhere in the city.

Then go to the huge dinosaur statue - to the entrance to the motel, then open the mesh gate and go left, to the left side of the dinosaur. Here you will find the entrance to the shop and the observation room, which is located in the head of the dinosaur. In the observation room, talk to Manny Vargas, he will agree to tell you about the people who attacked you in exchange for your help. You will receive the quest "Let's fly with me", this quest is not required for the plot, information about the man in the suit can be found by looking at the terminal on the first floor of Novak's motel, in Manny's room. But still, I recommend completing this task, it is certainly more difficult than just looking into the terminal, but, believe me, it is much more interesting. You can first find out the information from the terminal, and do the quest as you wish. Let's take a closer look at the task.

Fallout New Vegas walkthrough - REPCONN

Talk to Manny, he will tell you that there is a "REPCONN Test Site" to the west of Novak. Now the gouls under the leadership of Jason Bright have settled in the factory, and they prevent the inhabitants of the town from calmly robbing the factory. Manny himself cannot leave his post to deal with them, since in this case an attack by Caesar's Legion is possible, which is completely undesirable to anyone. Therefore, it was you who had the honor of getting rid of the unwanted inhabitants of the factory.

After receiving the task, go to the marker, west of Novak. Along the way, you will see an abandoned post, run into ghouls who are not quite sane, and stumble upon the corpses of Nightkins. These are mutants with greyish-blue skin. Carefully search everything around, there are many boxes, boxes, shelves on which you will find very useful items, including weapons. Pick up everything, I hope you freed up space in your bags. Everything will come in handy later. Among the trophies will be the Cowboy Repeater, do not miss such a powerful weapon.

Once you have collected all the trophies, move on until you reach a huge factory building. In front of the factory, at the rocket statue, you will be attacked by several Wild Ghauls, you can even kill them with a pistol using V.A.T.S. right at the entrance you will have to meet a couple more enemies - Wandering Ghauls. They are a little more powerfully equipped, and they have more lives, the main thing here accurate shots. Looking around, you will find more ammunition, but nothing outstanding. Now you can go inside.

Inside, a dialogue with the ghoul will immediately begin through the speaker on the wall. He will say that you must reach the corner room, which contains a metal staircase. You need to climb this ladder. First, I advise you to explore the factory, the stairs are not going to run anywhere.

Immediately after the end of the conversation, get ready to get rid of the two Wild Ghouls that will attack you. After you finish them, look into the restrooms. There in the lockers you will find lockpicks, Stimpaks, and one Super Stimpak.

Go through the building, search all the rooms, carefully inspect everything, collect what you can. Don't relax, the Ghauls haven't gone anywhere. In the corridors you will see luminous heaps of ashes, in them you will find a lot of useful and not very useful things. After searching the entire building, go to the room with the stairs. It is located in the far corner of the building. Climb the stairs and go through the door that is under the ceiling. There you will meet the same ghoul that you spoke with when you entered the building - Chris Haversam. In fact, he is not a ghoul, but a man, but prefers to consider himself a ghoul. He takes you to the leader - Jason Bright. Ordinary ghouls won't talk to you.

Jason will talk about the demons that attacked the ghouls when they went to the basement to pray to their god. Since then, these demons have taken over the basement. These same demons were the Nightkins, you can’t just see them, but you can determine their location by air vibrations, where they are. Jason will ask you for help clearing out the basement.

The door to the basement is next to the big staircase. Go down there and save immediately. Here you have two options at your disposal: you can kill all the Knightkins, or you can find one of them, named Davison, and ask him to leave the factory. In this case, during the conversation, you will learn that the Nightkins have come here for the Stealth Boys, which are located in a room not far from the room with Davison, and it is guarded by an armed Ghaul. After finishing the conversation, Davison will give you the key to the room with the Stealth Boys. In addition, Ghaul Harland is surrounded by traps and traps, he secured himself in this way, since he could not escape. There are also two options here: you can just kill him, or you can agree to help him. He asks to check if his girlfriend is alive. The corpse of his girlfriend can be found in another part of the basement, be careful with the Nightkins there. After completing the request, save again and carefully begin to pass the room with traps, in which Nightkin was. After going to the end of the room, activate the terminal. From the information on the terminal, it will become clear that the Stealth Boys were brought here by mistake. Accordingly, the Knightkins have nothing more to do here.

If you chose the option of destroying all Nightkins, then anti-personnel mines will help you against Davison, if you picked up all the trophies, then you should have enough of them. Before opening the door to Davison, place the mines in the corridor at a distance of a meter or two from each other. We talk with Davison, after which we run back five meters from the last mine. The guy is strong, so such damage may not finish him off, but it will cripple him for sure. It remains only to finish.

Now we return upstairs to Jason, inform him of the success. But instead of leaving the factory after that, he will again send you to the basement, and go there himself, along with the rest of the Goals. Here you need to get into the room behind the one where Davison was. The switch on the wall will open the stairs. Climb down it and follow the marker to a room with a window overlooking the launch pad.

In the room you will see Chris - a human ghoul, and Jason Bright. From the conversation, you learn that the rockets you see are meant to travel to the Beyond. But the Ghauls are missing two important parts to ship: the Isotope-239 Incendiary Element and the Thrust Control Module. Naturally, you will have to look for them.

Take the task from Chris and exit through the hatch upstairs. Remember the location of the hatch so as not to walk through the tunnels every time. With the help of Pip Boy, move to Novak, from there walk to the marker. To get Isotope-239, you need to either buy souvenir rackets from the dino shop, or take the road southeast of Novak and loot the corpse. The Thrust Module can be obtained from Old Lady Gibson. Can be bought for 500 caps, or less if the appropriate skills are developed. You can just take it by force, for this you will have to deal with her and her dogs. In general, the end justifies the means, the main thing is to get the module, one way or another. Now that you have necessary components, go back to the factory.

As soon as you return to Chris with the necessary spare parts, he will send you to the launch control room. Go to where Jason stood with the team, then move to the marker to one of the doors. Behind the door is a room with a navigation system and a launch system. If your Science skill is over 55, then you have a choice of how to use the navigation system. You can optimize the flight path, or make the missiles collide with each other by changing the coordinates. In any case, the task will be completed.

We go back to the dinosaur statue, to Manny. We ask him the same question that interests us about a man in a suit.

Let's continue the quest They went that way.

Go to the marker to the northeast towards the city of Boulder City. If you go along the road, then at some point you will be attacked by bandits. Not too scary, but be careful. Sooner or later you will reach the ruins of Boulder City. Nearby live Radscorpions with a retinue, at the initial level they are quite strong opponents.

In the city, you will find the following situation: NCRs have surrounded a group of Khans. As usual, there will be a choice - either reprisal or persuasion. If you chose persuasion, you will have to go inside the environment and talk with the head of the Khans. With a normally pumped conversation, convince the Khans to release the hostages, and convince Lieutenant Monroe, who is standing outside, that no one needs blood.

If you want to choose a massacre, you can hide somewhere around the corner and shoot the Khans while they are busy slaughtering the NCR. Once in the building with the leader Jessup, exit and use the V.A.T.S.

From the body of the leader, pick up a note that will give you access to a new quest - Chairman Job Offer. Whatever decision you make, in any case, the quest "They went that way" is over. Here you get a new task - Ring Ding Ding.

Walkthrough Fallout New Vegas - Ring Ding Ding.

Ring Ding Ding! Part one.

Head to the north gate of Freeside. Inside, hire a member of the Kings gang for protection, and go to the blue gate that leads to Freeside, to the southwest. Continue to the gate with a glowing Welcome to the Strip sign. Here, talk to the guard robot. You will learn from him that you can get inside if you have 2000 caps, a passport or science 80. If the necessary condition is met, go inside and read "Casino always wins". If you do not have any of the necessary conditions, go to the building of the School of Kings, located next to the gate to Freeside. Inside the building, go to the left, talk to Pacer, by persuasion, or by giving a bribe, persuade him to let you through to the King sitting in front of the stage.

G.I. Blues

Exit through the northeast gate of Freeside. Find Orris and hire him as a guard. Now go with him to the south gate and watch his strange behavior. Go to the King and tell him about Orris. Now go back to Orris, hire him again and go to the south gate again. Orris will ask you about the King, then kill him and four more opponents. Report everything that happened to the King.

Next, head northeast to the Old Mormon Fort. Ask the wounded about what happened to them. Go to the right tent, talk to Roy and Wayne there. Exit the Fort and go to the King. Tell him about the wounded at the Fort. Go to the marker to the northwest, to the mission camp, and ask questions about the NCR there. In turn, you will also be asked questions, the answers to which are: Tandy, Shady Sands, Two-Headed Bear. After receiving the answers, the missionary will give you the password to the NCR food warehouse. Head northwest along the broken highway to a red door guarded by two NCRs. To get into the ruined store, tell them the password - hope. Here, talk to Elizabeth at the counter, then go to the King.

Head north to find Pacer at the old bus stop. He needs your help. Get rid of the NCR soldiers, talk to Paser and return to the King. If you do not find it in its original place, look on the third floor of the school in the room. In conversation, he will say that you have earned one favor with your actions. I think it would make more sense to ask him to help you get into the Strip.

Ring Ding Ding! Part two.

The king will send you to Mick and Ralph's shop. The store is located next to Freeside's east gate leading to Outer Vegas. Go inside, talk to Ralph, tell him that the King sent you, get a passport. Now go to the north gate to the Strip, show the robot your passport and finally go inside. Then a robot will drive up to you and tell you that Mr. House wants to see you.

The casino always wins. Part one.

Head east, in front of the entrance to Lucky 38 you will see Victor's robot, talk to him and go inside. Go to the elevator and tell Victor you want to go upstairs to the penthouse. There, go down the stairs, turn left, you will see a huge monitor with the image of Mr. House. You will learn from him that the man who shot you - Benny, is in the Tops casino on the 13th floor. Your task is to take the platinum chip from him, for this you will receive 1000 caps. At the exit, Victor will speak to you and inform you that you have access to the casino, the Presidential Suite and the Lucky 38 cocktail bar.

Ring Ding Ding! Part three.

Go to the casino through the gate to the southwest. Hand over the weapon and iditol to the right. At the stairs for gaming tables see Benny. He will say that he wants to talk in private, in the presidential suite. Take the keys and go up the elevator behind you. Search the room, collect everything you find. Go back to the elevator. You will learn from Benny that this is a trap. Immediately the guards will appear, obviously not with good intentions. On the elevator we go down and go outside through the main entrance to the Casino. Now to the west, to the Theater of Aces. Look for the elevator and go up to the 13th floor. Here, look for the room in which the Yes Man robot is standing. From a conversation with him, you will learn that Benny escaped using a secret elevator.

Then you will have the choice of which side to take. This article will describe the passage of quests for Mr. House and Caesar. Possible options for working on other factions. Choose and decide in advance, as completing tasks for one side will mean the failure of tasks for the other. And I want to note that this article does not describe all the options for passing this or that quest, the options may be different, if you notice this, complete the quest as you see fit. The beauty of the game Fallout: New Vegas is that the passage of the game was provided in various ways.

Walkthrough Fallout New Vegas - Wild Card: Ace in the Hole

Talk to Yes Man about ways to take control of New Vegas. Search Benny's room for clues as to where he might have gone.

Stand before Caesar.

As soon as you leave the casino, an old acquaintance will approach you - Vulpes Inculta. He will inform you that Caesar wants to meet you. Use the Pip Boy to get to Novak, then head southeast to Cottonwood Cove. Go to the dock, talk to Cursor Lucullus there. Get on the boat. Once at the camp, head north up the hill to Fort Front Drawbridge. Then west to Caesar's tent. Come inside. After the conversation, Caesar will give you a platinum chip and send you to the bunker to destroy its contents.

Wild Card: You and what Army?

Go to the weather station to the west. Inside, insert the chip into the console on the right. Now go down the stairs to the bunker. Here Mr. House will tell you that his plan was for you to put the chip into the console manually. In the next corridor, kill the robot at the door, then go in there. Take the Plasma Rifle and exit.

Now go to the hall and open the door at the end. Kill the robots in the room and move on. There are four more robots in the next room, get rid of them too and head to the northwest, to the passage. Here, too, kill the robot and go into the room with the inscription System Room. After destroying the next robots, activate the right console.

Leave the room without touching the robots. Before leaving the bunker, talk to Mr. House, he will ask you to return to him. Now exit and go to Caesar. As a reward, he will offer you to decide what to do with Benny. Go to Benny and talk to him. After the massacre of Benny, go to Caesar again, he will say that he wants you to kill Mr. House. Use the Pip Boy to hit the Strip. In the city, head to Lucky 38 and go up to the penthouse. Here, give the chip to Mr. House, after which you will be taken to the basement with robots. Talk to House about his plans.

The casino always wins. Part three.

It turns out that Mr. House has plans for New Vegas and he will give you the task of either destroying the Demomen or infiltrating them. Go towards the north gate to the Strip. Then head to the marker to the northeast. Talk to George here, agree to a bet, and then read his explanation of how to get to the Demomen's main gate. As soon as you approach the gate, they will open fire on you. Wait until there is a temporary lull and at these moments slowly make your way to the gate. Here you will talk to Raquel and the guard, after which you will be taken to Pearl, who will tell you about the problems of the Demomen.

Outside, Raquel will talk about the giant spiders that have not rightfully settled in the generator tunnels.

Ant Misbehavin'

Talk to Loyal about weapons against ants. Now go to the northwest corner of the hangar. This is where you will get the Ultrasonic Wave Emitter, after which you go outside and go east to the generator. After opening the door, kill the ants and turn left. Go down to the lower level, here you will find two switches. Turn them off and go back up the stairs. Find the generator switch on the north wall of the stairs. Now go to the southern part of this level, find an ant hill there, install a source of Ultrasonic Waves there and activate it. Now you can return to Raquel and report that the generators are working.

Go to Lyal's house in the northwest and talk to him. He needs parts to repair solar panels.

Walkthrough Fallout New Vegas - Sunshine Boogie

Head east to solar panels. Search the area around for spare battery parts if you don't have the repair skill. If the repair is more than 65, then you can do without spare parts. After repairing the batteries, return to Loyal and report the news. During the day you will find it in the Garage, and at night at home.

Now you need to talk to Pearl in the barracks to the south. She will send you back to Loyal to discuss the future of the Demomen. He will tell you about the bomber that crashed in Lake Mead. With the help of Pip Boy, head to Boulder City, then go northeast to Lake Mead. Swim to the marker. You need to attach the ballast under the wings of the bomber and sail towards the northwest coast. When Loyal's detonator starts beeping, equip it with a weapon slot and activate it. That's it, you can return to the hangars of Nellis and inform Loyal about the bomber. Now go to Pearl and say that you have fulfilled her request.

Now the Demomen have taken your side, you need to inform House about this. Now he will send you to deal with the Omertas gang.

The casino always wins. Part four.

Go outside and talk to the girl opposite Gomorrah. She will advise you to look for Cacino at the Brimstone Club.

How little we know.

Look for a sign that says "Brimstone". Look for Cacino, ask others about him. Talk to him. To get the key to his room, go to the entrance and talk to the girl there about the key. Once you get the key, go to the elevator and go up to the rooms. Turn left twice and find a room. Open it and go inside. Climb the stairs, there is a table in the corner, open it, you will find Cacino's journal. Return to Cachino. If you agree to keep quiet about Omertas' plans, get 100 caps from him.

Now we need to find Troika. You need to go down to the lowest level, exit the elevator, go past Ghaul and enter the left door. You will fall into the corridor with doors. Open everything until you find Troika in the room with the thugs. Troika will ask you to release him from his contract with Big Sal. There are three options for action: with a pumped conversation or barter, you can persuade Sal to cancel the contract. With pumped medicine, you can tell that the story is fake and, finally, you can just search Sal's safe for evidence. As soon as you fulfill Troika's request, he will agree to help you and tell you about the weapon. Now we must give him time to destroy the weapon. Now return to Brimstone and talk to Cachino. He will report that the time of Big Sal and Nero is up and it's time to get rid of them. In the conference room, he will give you a weapon. Deal with Sal and Nero.

Now we inform Mr. House in Lucky 38 that the Omertas gang no longer exists. Now he wants you to deal with the Brotherhood of Steel.

The casino always wins. Part five.

Go to the NCR prison. Head northeast to the Hidden Valley, there is a Hidden Valley bunker. Come inside. Climb down and stand at the closed door. Wait until it opens, then immediately run inside. Here the soldier will ask you to leave all your things here. Agree. Go down the stairs and talk to the paladin Ramos at the bottom. He takes you to the elders.

Still in the Dark

Speak with Elder McNamara. You will receive a task: to get rid of the NCR ranger, who settled in one of the bunkers in the valley. In addition, you will receive a collar, "thanks" to which you will not be able to escape, it will explode in case of an escape attempt. The bunker you need is located to the southeast of this place, go outside and go in this direction until you see a bunker with the sign PEACE. Perhaps you will not find Dobson in place, in which case you will have to wait for him behind the box until ten in the evening. After waiting, you need to convince him to leave the territory. Return to Elder McNamara and inform him of your success. He will release your collar and ask you to meet him in the command room.

Follow him and talk again once you're there. He will ask you to find three missing groups of soldiers and retrieve their holographic recordings.

Walk towards the exit. On the way, the head of the paladins, Hardin, will stop you and ask if you can be useful to each other. He wants the records you find to be his, not McNamara's. Go outside and go to the marker to the east. In the radiation pit you will see corpses, grab the records and take away the laser guns. Go through the northwest gate.

With the help of Pip Boy, move to the Nellis base and go to the ruined houses in the south. Look for the body of another soldier, take the recording from the body. Next you need to get to the REPCONN headquarters, it is located west of Mead Lake and southeast of New Vegas. Enter through the east door to the first floor. Ask the guide robot to give you a tour of REPCONN. Having reached the last room (it will be the solar system room), open the door on the right and go up the stairs to the console. Pick up the key.

Now from the entrance go to the right door. From here, turn left and go up to the second floor through the door. Here open the door on the left, there you will find another key. Now go up the stairs from the hall. If your luck skill is less than seven, then the guard robot will turn on the countdown so that you leave no later than thirty seconds. You will find the body of another soldier at the entrance to the third floor. Take the record and leave the building.

Go to Elder McNamara in the Hidden Valley and talk to him. The next task will be to find three scouts of the Brotherhood. Head to the next marker in the southwest. On the way, you will stumble upon a killer, either destroy him yourself, or wait for help from the NCRs. Go further south until you reach a scout. Talk to him and he will give you a report to give to McNamara. Now go to Nipton. Here you will have to get rid of Caesar's legionnaires who attacked you.

You have failed the quest "Cold, Cold Heart".

Next, go to the next marker to the north. There you will find another scout. Also take the report from him. Go to Novak and from there go northeast. Now return to the bunker to McNamara, he will ask you to talk to Senior Knight Lorenzo about the filtration system.

Go to the exit, carefully inspecting the floor along the way, when you see a piece of uncoated floor, go down there. Head north to reach a room with beds. Talk to Lorenzo there. He will ask you to search three shelters and find parts there to repair the air purification system. Vault number 11 is located east of the bunker, the entrance to it is on the western side of the hill. After passing through the first level, the clinic, turn left. Go further, turning left all the time until you find a door that leads to the living quarters. Enter and look for a room labeled Admin. Go right towards the controller's room, go down the stairs, go through the doors to the lower level of the shelter. Before you get to the controller's room, turn right, walk forward to the Utility sign, turn right again. Go forward to the hall filled with water. I'll have to swim. Swim to the first door on the right. In the room there is a locker with a Differential Pressure Regulator. You can leave the shelter.

Now go to Vault 22. The elevator is broken, fix it and go up to the living compartment on the fourth level. Jump down and open the door marked Quarters. Go through the first door on the left, get ready to fight. After destroying the attackers, take the Card Key from the bookshelf.

Now use the elevator to the third floor. Exit the elevator and go straight to the first door. Here use the terminal, open the door to the cave. Go through the tunnels to the wooden door, open it and go further until you find HEPA cartridges in the corner in the cabinet. Everybody is here.

Continue southeast to the East Entrance to the South Vegas Ruins. Come in and go further south until you find shelter number three. To open the door, activate the console on the right. Inside you will meet a representative of the Fiendov faction, who can let you through if you tell her that you have drugs. This can be done with a developed Conversation skill. Follow the corridor to the stairs on the right. Climb up it. Here, go left until you find the leader of the Motor-Runner. Talk to him, if there are drugs, sell him. Now go to the left of the leader's room. There in the locker you will find the Reverse Pulse Purifier. Pick up and leave the shelter. You can return to the bunker and give the spare parts to Lorenzo. Inform McNamaro about your successes, in gratitude he will give you the keys to the Brotherhood of Steel house, which is located in the northeast.

You need to steal the keycards of McNamara, Chief Paladin Hardin, and Chief Scribe Taggart. To do this, you need to have either a Science skill of more than 80, or Stealth Fight. In the room with Taggart, you need to activate the self-destruct mechanism, insert the stolen cards to confirm the password. Click the mouse on the red keyboard and set the destruction sequence. It remains only to escape from the bunker and enjoy the spectacle. That's it, now go to New Vegas and please Mr. House.

The casino always wins. Part six.

Our job is to protect President Cyball from an assassination attempt. Use Pip Boy to head to Boulder City if you haven't opened Hoover Dam yet. From Boulder City go straight east. Look for Grant here and talk to him about your task. Now you have to wait a day, and the next day to talk to the ranger again. He will talk about the plans for the day.

If you want to complete this quest yourself fast way- follow the ranger to the observation deck and inform Grant of your readiness. Wait for the turntable to land and follow the stairs that are on the corner. There you need to wait for the appearance of an engineer. Lack of permission to gain access to all parts of the dam will force you to be eloquent, 50 Speech points will help you get past the guard standing at the stairs.

Wait until the engineer leaves and go to the turntable. Looking at it, you will find a bomb. In order to defuse it, you need 50 points in Explosives or Repair. You can try to rummage in the pockets of the engineer, and steal the detonator from him. After that, return to Grant and tell him about the bomb found.

The casino always wins. Part seven.

House now needs you to install the Redistribution Chip in the control room of the El Dorado Electrical Substation. If you have already opened the substation, then move with the help of Pip Boy directly there, if not, go to Vault 11 and go west from there. Arriving at the place, go inside and activate the terminal on the right. NCR soldiers will appear, get rid of them. Now eliminate the others outside the building.

Go to the Strip to the North Gate. Emily Ortal will approach you with a request to plant a bug in House's network.

The moon comes out from behind the tower.

You need to go to Lucky 38. There you will find stairs to the left of the casino. Follow it up to the VIP area. Activate the terminal behind the bar. Return to Emily and report success.

Return to Mr. House and talk to him. Before deciding to side with House, finish all your business here, you can’t go back. After you're done, agree to fight for the Hoover Dam.

Walkthrough Fallout New Vegas - All or Nothing.

You will be immediately transferred to the Hoover Tower. Go to the second tower down and go inside. Enter the door that says Hoover Dam Offices. Here go straight until the turn to the right, after the turn you go into the second door on the left. Take the key to the safe room of the dam and go to the control room, to the right, it is guarded by members of the Brotherhood. After the destruction of the guards, go in and activate the large computer. Next, go left and stick to the left side all the time, when you reach the door, open it with the found key. Once on the platform, press the East Power Station switch on the left. Now go back and enter the kitchen. Exit through the door that leads to the Tower. Now to the Dam, turn southeast, and go to the gates of the Legates' camp. Then east to the Camp, northeast to find Legate Lanius. You need to kill him and get out of here.

At the exit from the camp you will see an explosion, after which General Lee Oliver will appear and thank you. Tell the general that you are with House, he will immediately be surrounded by robots. He will refuse your attempt to give him the surrender papers. We'll have to kill him and his assistants. You receive gratitude from Mr. House and listen to his story about future plans.

Interesting Facts