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*Fallout: New Vegas: FAQ/Walkthrough* by Absolute Steve </features/recognition/24582.html> Version 1.

00, Last Updated 2010-10-19 View/Download Original File <http://dw.com.com/redir?asid=0&astid=8&siteid=19&edid=107&destCat=&destURL=http %3A%2F%2Fdb.gamefaqs.com%2Fconsole%2Fxbox360%2Ffile%2Ffallout_new_vegas.txt> Hosted by GameFAQs </> Return to *Fallout: New Vegas (PC) FAQs & Guides* </pc/959559-fallout-new-vegas/faqs> Liked this FAQ? Click here to recommend this item to other users. .,. .--------MMMMMM----MM-----MMM-----MMM------.;tX, ,---MMM---MMM MMMMMMMM \ MMMMMM MMMM MMM MMM YMMM, A MMM MMM MMMMMMMM \ MMM MMMM MMM MMM SMMM, AM1 MMM MMM\ MMMM \ MMM $MMMMb MMM MMM MMM, AMM MMM MMM \ MMMM \ MMMMM MM MM MMM MMM MM, AMMM MMM MMM \MMMM \ MMMMM SMM MMt MMM MMM M, `;M MMM MMM MMMM \ MMM MMM MMM MMM MMM MMMMM; ,MM MMM MMM MMMM \ MMM iMMMMMMMM. MMM MMM MMMM, ,MMM MMM MMM MMMM \MMM #MM7 bMMQ MMMMMM MMMMMM iMM, ,MMMc MMMMMMMMM MMMM\ MMM MMM MMM MMMMMM MMMMMM , ,MMB: MMMMMMM MMMM \ \ ., \ \ _ _______ __ _ ______________ ____ \ \ / / / __/ / / / / / __/ ___/ _ / __/ \ \ / / _/ / / / / / _// (_ / __ _\ \ \ \ /_/ _/___/ __/ __/ ___/___/\___/_/ _/___/ \ `------------------------------------------------------------` Full Survival Guide by Absolute Steve With contributions from: ? noz3r0 ? Absolute Daniel ___ _ ___ __/_\ / __ _/ _ \ (__ _/_/ \_\___ ___ __ _ ___ ___ ___ _ )/ _ \ _ \ (_) ___/\___/ ___ _ ___ / _ \ / / (_) ' < _ \___/ _ \_(_)

Like this on Facebook!: facebook.com/absolutesteve Guestbook: shillatime.org/guestbook Enhanced Supercheats Guide: http://www.supercheats.com/guides/fallout-new-vegas/ ___ _ _ _____ ___ ___ ___ _ _ ___ _____ ___ ___ _ _ _ _ \ _ _ _ \/ _ \ \ / __ _ _ _ _/ _ \ \ .` / (_) ) _ (__ (_) .` ___ _ \_ _ _ _\\___/ ___/ \___/ \___ _ ___\___/ _ \_ ______________________________________________________________ Welcome to my latest project, Fallout New Vegas. It has OooO been a while since I've tackled a new project, one of Absolute Steve the reasons being that I've had some business in the Version: 1.00 professional guide writing business and worked with PS3 / PC / X360 Piggyback Interactive on the official strategy guide for faq@shillatime.org Final Fantasy XIII. It was an honor to work on such a www.shillatime.org

big project, and it was especially nice to be the first Oo__________________oO person in the world to ever beat FF XIII outside of the development team. I'm glad to present you THE follow-up guide of a longlasting and popular series: Fallout. The series of guides I've made for Fallout 3 was created with the intention of not leaving a single irradiated stone unturned, but there's always room for improvement. This guide is the result of many days and nights of long labour, so here's hoping you'll enjoy the redesign of the layout, and may the in-depth strategies and vast descriptions greatly enrich your gaming experience. In any case, be sure to like this guide on facebook (see link above) and tell your friends about this guide! Fallout New Vegas does feel like a very stretched DLC and hardly has graphical improvements over Fallout 3, but that doesn't take away any of the fun. The game mechanics have been tweaked with, making the game harder and more balanced. There are minigames now, there's still plenty to explore, but the 'Fallout 3' feeling is gone (duh, it's Vegas!), the point being that the game doesn't really breathe the same atmosphere as Fallout 3 both in terms of exciting storytelling and areas. There are once again numerous annoying bugs that shouldn't exist, long loading times included , especially on the Xbox 360. Resetting your Xbox can sometimes do wonders combined with clearing the cache, though. All in all, the game has its improvements, but is hardly as epic or revolutionary as it's big brother. As such, be glad it's not called Fallout 4. :) On a closing note I do want to mention that some events in FNV are painfully unfunny, sometimes even disgusting and on the border of acceptable as to what you can put into a video game. This has nothing to do with gore, more so with ethics. Some of those people at Obsidian should give me a call - as a psychologist student I'd gladly study them as field cases. Lastly, be sure to check out Supercheats.com soon for an enhanced version of the guide, which features video content at tight spots that might require additional assistance. Having said that, please glance at the next few sections before diving into the table of contents and take the opportunity to read more about donation options and the future of guide writing. Thank you for your kind consideration and enjoy the guide and the game! ~ Absolute Steve P.S. Also on behalf of noz3ro, absolute daniel, and other future contributors that may very well follow; welcome! ________________________________________________________________________________ ___ _ _ _ _____ ___ ___ _ _ ___ \ / _ \ \ /_\_ _ _ _/ _ \ \ / __ ) (_) .` / _ \ (_) .` \__ \ ___/ \___/ _ \_/_/ \_\_ ___\___/ _ \_ ___/ ______________________________________________ [AND TERMS OF USE IN A SENSE] ? If you found this guide helpful, feel free to consider one of these options to donate: ? 1. Paypal donation at: faq@shillatime.org ? 2. Make a purchase at Amazon.com by searching for your item through my referral search box (this grants me 4% profit with no additional costs for you), found at: ___

http://www.shillatime.org/amazon.html ? 3. Tell someone dear how special they are to you and remember their smile. [And afterwards, of course, return to blasting off heads in New Vegas!] Thank you very much for your consideration! _____ _ ___ _ ___ ___ ___ ___ ___ _ _ _____ ___ _ _ _____ ___ _ _/_\ _ ) __ / _ \ __ / __/ _ \ \ _ _ __ \ _ _/ __ / _ \ _ \ __ _ (_) _ (_ (_) .` _ .` \__ \ _/_/ \_\___/____ ___ \___/ _ \___\___/ _ \_ _ ___ _ \_ _ ___/ _________________________________________________________________________[TOC] Use CTRL + F and copy/paste the [TAG] to find the section you're looking for. I. . . . . . . . . . . . CONTROLS, BASICS & TIPS [BSC] 1.1 ................... 1.11 .................. 1.12 .................. 1.13 .................. 1.14 .................. 1.2 ................... 1.3 ................... 1.31 .................. 1.32 .................. 1.33 .................. 1.4 ................... 1.5 ................... Game Controls [BSC-1] XBOX360 Controls [BSC-1.11] Playstation 3 Controls [BSC-1.12] PC Controls [BSC-1.13] Companion Controls [BSC-1.14] Understanding the compass [BSC-2] Tips and Tricks [BSC-3] General Tips [BSC-3.1] Hacking Tips [BSC-3.2] Lockpicking Tips [BSC-3.3] Pre-order Bonuses [BSC-4] Game Difficulty & Hardcore Mode [BSC-5]

II. . . . . . . . . . . . WALKTHROUGH [WLK] 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 ................... ................... ................... ................... ................... ................... ................... ................... ................... Ain't That a Kick in the Head [WLK-1] Back in the Saddle [WLK-2] By a Campfire on the Trail [WLK-3] Ghost Town Gunfight [WLK-4] They Went That-a-Way [WLK-5] Come Fly With Me [WLK-6] Ring-a-Ding-Ding [WLK-7] G.I. Blues [WLK-8] Wild Card: Ace In The Hole [WLK-9]

III. . . . . . . . . . . . SIDE QUESTS [SDQ] 3.1 ................... 3.2 ................... 3.3 ................... 3.4 ................... 3.5 ................... 3.6 ................... 3.7 ................... 3.8 ................... 3.9 ................... 3.10 .................. 3.11 .................. 3.12 .................. Aba Daba Honeymoon [SDQ-1] Ant Misbehavin' [SDQ-2] Anywhere I wander [SDQ-3] Back in Your Own Backyard [SDQ-4] Beyond the Beef [SDQ-5] Birds of a Feather [SDQ-6] Bitter Springs Infirmary Blues [SDQ-7] Bleed Me Dry [SDQ-8] Booted [SDQ-9] Boulder City Showdown [SDQ-10] Bye Bye Lover [SDQ-11] Can You Find It In Your Heart? [SDQ-12]

3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 3.21 3.22 3.23 3.24 3.25 3.26 3.27 3.28 3.29 3.30 3.31 3.32 3.33 3.34 3.35 3.36 3.37 3.38 3.39 3.40 3.41 3.42 3.43 3.44 3.45 3.46 3.47 3.48 3.49 3.50 3.51 3.52 3.53 3.54 3.55 3.56 3.57 3.58 3.59 3.60 3.61 3.62 3.63 3.64 3.65 3.66 3.67 3.68 3.69 3.70 3.71

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Classic Inspiration [SDQ-13] Climb Ev'ry Mountain [SDQ-14] Cold, Cold Heart [SDQ-15] Come Fly With Me [SDQ-16] Crazy, Crazy, Crazy [SDQ-17] Cry Me a River [SDQ-18] Debt Collector [SDQ-19] Don't Make a Beggar of Me [SDQ-20] Ed-E My Love [SDQ-21] Eye For an Eye [SDQ-22] Eyesight to the Blind [SDQ-23] Flags of Our Foul-Ups [SDQ-24] For Auld Lang Syne [SDQ-25] G.I. Blues [SDQ-26] Ghost Town Gunfight [SDQ-27] Guess Who I Saw Today [SDQ-28] Hard Luck Blues [SDQ-29] Heartache by the Number [SDQ-30] High Times [SDQ-31] How Little We Know [SDQ-32] I Could Make You Care [SDQ-33] I Don't Hurt Anymore [SDQ-34] I Forgot To Remember To Forget [SDQ-35] I Fought The Law [SDQ-36] I Hear You Knocking [SDQ-37] I Put a Spell on You [SDQ-38] Keep Your Eyes On The Prize [SDQ-39] Left My Heart [SDQ-40] Medical Mystery [SDQ-41] My Kind Of Town [SDQ-42] No, Not Much [SDQ-43] Nothin' But A Hound Dog [SDQ-44] Oh My Papa [SDQ-45] One For My Baby [SDQ-46] Pheeble Will [SDQ-47] Pressing Matters [SDQ-48] Restoring Hope [SDQ-49] Return to Sender [SDQ-50] Run Goodspring Run [SDQ-51] Someone To Watch Over Me [SDQ-52] Still In The Dark [SDQ-53] Sunshine Boogie [SDQ-54] Talent Pool [SDQ-55] Tend To Your Business [SDQ-56] That Lucky Old Sun [SDQ-57] The Legend Of The Star/ A Valuable Lesson [SDQ-58] The Coyotes [SDQ-59] The Finger Of Suspicion [SDQ-60] The Moon Comes Over The Tower [SDQ-61] The White Wash [SDQ-62] There Stands The Grass [SDQ-63] Three-Card Bounty [SDQ-64] Unfriendly Persuasion [SDQ-65] Volare! [SDQ-66] Wand Dang Atomic Tango [SDQ-67] We Are Legion [SDQ-68] We Will All Go Together [SDQ-69] Wheel Of Fortune [SDQ-70] Why Can't We Be Friends [SDQ-71]

3.72 .................. You Can Depend on Me [SDQ-72] IV. . . . . . . . . . . . MOJAVE MAPS [MAPS] V. . . . . . . . . . . . STATISTICS [STA] 5.1 5.2 5.3 5.4 5.5 ................... ................... ................... ................... ................... Are you S.P.E.C.I.A.L.? [STA-1] Skills [STA-2] Perks [STA-3] Traits [STA-4] Derived Statistics [STA-5]

VI. . . . . . . . . . . . GENERAL INFO [GEN] 6.1 ................... Level Up Chart [GEN-1] VII. . . . . . . . . . . . INVENTORY [INV] 7.1 7.2 7.3 7.4 ................... ................... ................... ................... Weapons [INV-1] Armor [INV-2] Recipes [INV-3] Food [INV-4]

VIII. . . . . . . . . . . . APPENDIX [APX] 8.1 8.2 8.3 8.4 .................. .................. .................. .................. Xbox 360 Achievements [APX-1] Playstation 3 Trophies [APX-2] Snow Globe Locations [APX-3] Skill Book Locations [APX-4]

IX. . . . . . . . . . . . VIRGIN HISTORY [VIR] X. . . . . . . . . . . . CREDIT CHIPS [CRD] XI. . . . . . . . . . . . RIGHTCOPY [COPS] ________________________________________________________________________________ ___ _ _ _____ _ _ ___ ___ ___ ___ ___ _ _ ___ ___ ___ ___ __ _ _ _ \ __ / _ \ __ / __ _ _ \ __/ __ _ _ _ / _ (_) _ (_ _ ) _ \__ \ _ \___/ _ \___/ _ _\___ \___/ _ \___ \___/ ___ ___/ ___ ___/ _________________________________________________________________________ AN ESSAY ON THE PAST, PRESENT, AND FUTURE OF THE VIDEO GAMEGUIDE INDUSTRY A PLEAD FOR ENDLESS IDEALISM AND ULTIMATE RESOURCES INTRODUCTION Wow, what exactly is this? This is an essay on how the guide writing industry is changing, an essay on FAQ writing, and an essay in which I plead for more recognition for, and more cooperation between guide authors. Why is this here? Because otherwise you wouldn't have been reading this. Feel free to read it, but feel just as free to proceed to the main bulk of the guide. I hope you enjoy this FREE guide "as is". This essay is NOT going anywhere. :) THE PAST

Game guides have been around for almost as long as videogames themselves, but in a world where information is becoming increasingly more accessible, how is the format for game guides evolving? In the early nineties, game guides were usually featured as an appendix to videogame magazines, until Prima launched a series of game guides back in 1990. The guides were qualitatively poor and fairly unpopular by today's standards. Another company called Bradygames started selling guides in the nineties. It spawned various over the years, including infamous - yet best selling - books for popular RPG's such as the Final Fantasy series. Halfway the nineties, hotlines also started to gain popularity, if only through heavy marketing. By dialing a certain hotline you had "instant access" to hundreds of cheats for the most well-known games. The hotlines were rather expensive (a buck per minute at least), so it wasn't the preferred option for getting your daily cheatcodes. If you were stuck in a game back then, you either had your friends or big brother help you. If your friends sucked at gaming and you didn't have a big brother (I for one, didn't), then "that was life for 'ya." At the end of the decade, two new companies arose in the game guide industry, and interestingly, both took base in Hamburg, Germany. Piggyback quickly conquered the European market with high-quality guides for well-known games such as the Metal Gear Solid and Final Fantasy Series. FuturePress filled in the gaps with 'lesser' titles and remains to do so to date, mainly for the European and German market, one of the reasons it's hardly known elsewhere in the world. The internet brought aspiring game guide writers the excellent possibility to spread their information worldwide, but it wasn't until around the millennium that the majority of people started to gain internet access. The most popular games were quick to be covered in so-called FAQs: Documents in which Frequently Asked Questions were answered. Jeff Veasey, founder of GameFAQs, started collecting these documents and brought them all together at what remains the biggest online gaming helpsite to date. FAQs started including full-fledged walkthroughs and some of these in turn evolved into strategy guides that left no stone unturned. Lately, since the late 2000's, wiki pages have gained interest. This format allows communities of people to cooperatively work on creating a network of informative pages regarding a certain game. While the obvious benefit is that the amount of people makes contributing easy and the network quickly grows, some of the major downsides are inaccuracy of information, poorly written and vague walkthroughs, and the constant need to browse back and forth between pages. Most FAQ authors foresaw that accessibility was easily enhanced and had already solved the tedious searching problem by implementing a simple Ctrl + F search system with [tags] into their documents. THE PRESENT Presently, there are several camps in the guide writing business. There are the well-known strategy guide writing companies that pay for exclusive publishing rights, and there's the ever growing database of free guides online. We can divide the four official strategy guide companies into two groups, not only geographically but interestingly also qualitatively: On the one hand we have the U.S.-based Prima and Bradygames, whose motto comes down to "selling as many game guides as possible, for as many games as possible." The problem is that they spawn not only strategy guides for games hardly justified for this format, but more so that their books are qualitatively poor. Admittedly there has been a slight rise in quality over the past 10 years, but the sloppy and erroneous layouts and information almost never justify a purchase at these companies. However, the majority of the gaming market - say 90% - doesn't even look at the company name when buying a strategy guide, so there's no reason beyond ethics for these companies to care. Fortunately, there has been a slight shift in approach, where these companies are realizing that one author

simply cannot write a complete guide on his own, and as such the quality of a few "big-name" guides has risen slightly. On the other hand, most layout approaches aren't as good as they should be, and the same can be said about various tactical tips, inaccuracy and incompletion of the content. On the other hand we have the European companies, Piggyback and FuturePress, of which the former is the uncrowned king in the guide writing business. Their approach is to make very few guides a year - two to three at most - but to make them perfect in almost every possible way. While strategy guides always remain a product of marketing, if you need any reason to warrant a purchase at all, it's because their books are in the best condition they could've possibly reached you, having excellent binding, highly qualitative layouts and an ocean of information and trivia. The only downsides to this approach are the fact that not every game can be covered (only highly popular games can be), and that a collector's edition might be pricey in these difficult times for some people. Where Piggyback's fashionable office is located in the beautiful Hamburg city center, my trip to FuturePress requires a little more dedication, but I eventually manage to find their headquarters in a back alley of a more sober neighborhood. The people are all very friendly, although it becomes immediately apparent that they don't have the contacts Piggyback does. FuturePress still makes better guides than Prima and Bradygames, but a sore reality is that they only get to buy the rights from Prima and Brady themselves - mostly just for the European market. Then there's the free, online sources of gaming help, ranging from the vast library of text-based documents on GameFAQs, to the - sorry to say, but poorly made - semi-free guides of Gamespot and IGN, to wiki pages dedicated to specific games, to in-depth guides by prolific authors at Supercheats, to more simple websites that mainly offer cheats only. An interesting format sprung from Youtube recently: Video talkthroughs. There are few reasons to be a big fan of this format, if only for the reason that there's no proper search function, but there are more downsides to it which are all discussed later. In this turbulent world of ever-changing formats for game guides, which direction are we headed and better yet, which direction is best to be headed towards? THE FUTURE It's mostly about making choices regarding the height of your standards and arguably everyone would want the highest standard of quality, even if the information is free. When looking for any source of game information, this would translate into the following criteria: Getting everything out of your game in the most convenient way possible. This is the approach that the better official companies take when making their tomes, so it might as well be your - admittedly ultimate - demand when looking for a free guide online. So let's compare the different formats to see how well they work when this criteria is applied. LOW-QUALITY, SEMI-FREE GUIDES @ GAMESPOT & IGN I'll start off with the - usually widely promoted - semi-free game guides on Gamespot and IGN. First of all, keep in mind that the guys writing these aren't paid a top-notch salary, and that they have to spit out guides at a rather fast pace. Add to this the fact that writing for video games as a job takes most of the fun out of the gaming experience and you get rushed guides with half-decent text and accompanied screenshots that have no existential purpose but to serve as filler. It's true; the walkthroughs are usually rather globally written, serving only to get you from point A to point B, and will help you only when

you're stuck and have absolutely no clue as to where to go. The "in-depth" sections mostly cover only the basics and are hardly worth mentioning. Quite a lot of people *will* however use these guides, simply because they're decently advertised online. A solution for improvement would theoretically be simple, but it's similar to the final conclusion we'll land at in the final section of this essay, so let's stay patient and unspoiled for now. A permanent problem these sites face is the low budget they're willing to spend on game guides (in other words, they lack idealism altogether. This is one of the reasons I'd recommend against using these sites, but that's a complete different story). WIKI-PAGES; GREAT IDEALISM, LESS GREAT FORMAT Wiki pages are a newly born alternative and their pros and cons have already been briefly discussed above. They suffer from the same problem as the semi-free guides previously discussed, namely that they lack in-depth information incorporated in the walkthrough itself. Wikis make up for this with their nearly infinite amount of pages on subjects, but this is also a weakness; this sometimes leaves you searching around and in circles. Credit is hardly given when editing wiki pages, so for the exception of a few top-notch contributors, it is a business mostly fueled in bit-sized pieces by a large community of people. Unpopular games aren't covered by wiki pages at all, and there are far too few contributors in the first place. CHEAT SITES; INCORPORATED WITH GUIDES As for cheat sites in general, there's not much more to be found besides just cheats. There's one major exception to the rule, being Supercheats. The guides written here by prolific authors have a few nice additions, including video (and sometimes screenshot) support. Not all guides are of the same quality, but there's a solution for this problem we'll soon land at. VIDEO TALKTHROUGHS; TOO FEW BENEFITS OVER TEXT Video talkthroughs have a few benefits, the biggest being that the author no longer needs to write everything down into words when creating the talkthrough. This doesn't benefit the user looking for help, and they are only helped in very specific contexts by this format, which lends itself perfectly for "finding hidden objects", and I dare say it lends itself for this purpose only. It works great if you see someone walk straight to an item you were looking for and that you struggled to find when reading through text. As such, videos are a great addition to text, but not as a replacement. Why not? For one, videos don't have a proper search function, and can never describe handy statistics, such as a complete item/equipment list as featured in most role playing games (but very thinkable in adventure games as well, where this can take the form of a table that compares gunfire power for example). The viewer also needs to deduct strategies from the video and comments of the author alone. This can work for a straight A-to-B walkthrough or for beating a boss, but it's a pain when the author decides against exploring optional parts when you wanted to do just that - or vice versa. An other disadvantage is that videos contain spoilers. You might be able to click away the video right before spoilers come up, especially if the author warns you in advance, but you can imagine this is a stressful situation. A last drawback of videos is that they're time consuming to watch, so it's almost like you're playing the game twice; once by someone else playing it for you. Videos can still be, it has to be said, an excellent addition to text when they visually show something text has difficulties with to describe, but they have little value beyond this feature.

FAQS: DO THESE TEXT DOCUMENTS REALLY HOLD THE FUTURE? If someone would ask me if there is still a need for text-based documents (FAQs) in a few years, I'd wholeheartedly tell them yes, but I'd also tell them that things are in need of a little tweaking. FAQs suffer from less problems than other formats because they're well organized, rapidly downloadable, quickly searchable by using [tags] and Ctrl + F, they're printable, easy to save onto your hard disk, and they have all information stored in one place. There's only one 'problem'; the big differences in quality between FAQs. Some guides remain unfinished, some are finished but have a very poor layout, and only a handful can be considered pure quality. Now I know (of course I do), these authors all write in their spare time and we should all be thankful for whatever they contribute - no arguing there. What would you expect from free guides? But if it's easy to make things better, why not give it a try? On a side note, I wouldn't think the solution lies in the new html guides that GameFAQs now features. It theoretically allows for a few decent features, especially if authors would choose to include screenshots that enrich their written text (but a danger lies in abundance). Better yet would be placing videos at parts where text lacks in its descriptive function as argued for in the previous paragraphs. Having a few videos to show difficult item locations would be great. Besides these benefits, the format is no longer easy to print (not a disaster), it is arguably not as easy to search through compared to a compact text document, it is a pain to save onto an external space such as a hard disk or USB stick, and for some reason they're not as easy to organize as text. Besides this, it takes more time for both writers and administrator(s) to create this format. If anything, this format reminds mostly of the unsuccessful superguides at mycheats, the difference being that everyone can contribute to those. TEXT ENHANCED WITH PICTURES? Random screenshots as used in the semi-free guides on IGN and Gamespot don't add much value for the reader, and the only purpose they serve is as eye candy. Picture support, as one could call it, derives its purpose from *supporting* the reader in getting something done in the game. One of the main purposes to support a reader is to tell them where they need to go, or to show where a player is headed towards. As a rule, screenshots don't lend themselves well for this purpose. They're too static and can only show a limited frame of information currently going on in the game. Maps on the other hand are much more abstract, and can show readers a wide variety of (item) locations, as well as giving a general overview. This is the biggest drawback of text documents, and although text maps can be functional, picture maps are easier to use. Fortunately, it's very easy to upload a picture map to GameFAQs and integrate it in a text guide as a link. The main point here is that pictures generally distract from the actual guide material. Eye candy is nice, but you'll get enough of eye candy while playing your games. GUIDE WRITERS UNITE! The solution is already partly being executed by some authors who co-author with each other, but it'd be interesting and easy enough to take this to the next level. You'll unlikely have found yourself staring at a few different FAQs, wondering which one to pick. Perhaps you randomly chose one, perhaps one of an author who sounded familiar, or perhaps you looked for recent updates and the size of the document, or maybe you clicked on all of them and made your decision after briefly browsing each. In any case, several authors all decided to make their own version of a FAQ. Some of them don't cover much more besides the walkthrough, others write complete guides, and still others make an attempt at fully uncovering every aspect of the game. While there's something to say

for writing everything all by yourself - you get your own credits and you *can* have fun while writing - it is worth asking the question whether or not you're actually contributing something that hasn't already been done before; do guides exist with better informative text that are faster available than yours, are better searchable, more concisely and clearly written, perhaps more beautifully laid out? Because if they do, realize that the only good reasons to continue writing for such a game are either because you want to practice your writing skills (a completely legitimate reason), or because you think you can do better than the best existing guide available (legitimate, but sometimes difficult to attain). A final, alternative point of view could be to take "a different approach", which always comes down to either using more or using less humor, or describing more or less spoilers, simply because "other approaches" don't exist: The video game you're writing about demands a certain structured approach with little variation possible. Do realize that even with a "different approach", the most important goal is still to write just as qualitatively as the best available stuff already launched elsewhere. Also keep in mind that the author(s) of the most qualitative guide might've chosen to use a fair share of humor and keep spoilers to a minimum (arguably a favorable combination for the majority of readers). Even when there's no information available at all on a certain game, which is common when games have just been released, it can still be important to keep the highest possible quality in mind, simply because someone else might outdo your guide soon. While I realize that some of the above might sound radical in the ears of certain writers, I think it also sounds very logical. If you compare the amount of visits of a high-quality guide to a merely decent guide you'd notice a drastic difference between figures. The star system already differentiates - and rightfully so - between guides to make qualitative ones stand out. This is one of the best features GameFAQs has implemented in a long time, and it would be great to see it continue down that road to underline and stress the importance of high quality work. I wouldn't want to argue that guides should no longer be posted if they are of less quality than others (although it would be good to have an unwritten rule that unfinished walkthroughs do not get posted if a starred guide already exists for that game), as it also encourages writers to start in 'the business'. The point here is that everyone would greatly benefit if authors started to work together in an efficient manner. ENDLESS AND OPTIMISTIC, YET NOT IMPOSSIBLE GUIDE WRITING IDEALISM Wouldn't it be great to have one (perhaps two) excellent - no, nearly perfect guide(s) for whatever game you desire? Or at least for the most popular titles? The problem with raising the bar this high is that it starts to take very large amounts of time to write such a guide, and few authors are in the favorable position of having endless amounts of spare time (or are willing to devote so much of their spare time to the writing of FAQs). Another problem with striving for extraordinary quality is that the community at least partly consists of younger writers who are still working on improving their guide writing skills. If authors would form teams that work together on certain guides, they'd not only be sure that people would love their cooperative work, it would also save the authors a lot of time and they'd still have made a beautiful piece of work in the end. This is the approach that the better official game guide companies take. They work in teams, and it shows. Have people focus on a certain aspect of the guide and beautifully shape the guide together, literally. In FAQ writing, this could easily be put to practice. Someone could work on the walkthrough, perhaps coordinating sections with someone else if their writing styles match (which is no necessity by any means). Another author could provide ASCII artwork, still someone else could help work on side quests and parts that require optional exploration, someone could be working on assembling item and

equipment lists. Such a team of four to five people can easily be credited at the top of the document, revealing their (alias) names in all pride and glory. WHAT IS THE ULTIMATE GOAL OF GUIDE WRITING? The same idea could be applied to all online guide writing, and it would greatly improve the overall quality of what's available. Ultimately it would find sponsoring and receive some donations from the community, but even without this it can make a great leap towards reaching the ultimate goal of guide writing: To not only help someone from A to B, but to really *enhance* someone's experience of a game in every possible way, giving people the option to fully explore and enjoy a videogame. You can watch linear movies, you can read linear books, but you must actively explore a video game, and in some cases, only a high-quality strategy guide is going to help you do just that. It would be unfair to demand from gamers to purchase such a strategy guide for every game they buy. Ideally, the future of video game guides would have prolific authors overcome their ego and team up to shape perfect text-based strategy guides. Readers could in turn show a little more praise when truly deserved... Now what are some ways to improve and promote quality? INTRODUCE A FAQ OF THE YEAR CONTEST; OMG, GOLD STARS!? A few great ways that could help promote authors to work together in order to reach higher levels of quality (and faster, too) would be to not only hold a FAQ of the Month contest, but also a FAQ of the Year contest (or alternatively a FAQ of the Season, but that sounds kind of lame). There are too few monthly contributions to really judge quality alone (game popularity and thus guide demand also plays its role), but a yearly competition on top of the FotM contest could really push author(teams) to the limit. Although it'd be nice, it doesn't even need to involve prize money - I bet many guide writers would commit murder to have a gold star featured next to their own or team's name for that matter. A GUIDE WRITER CONTEST INSTEAD OF THESE REPETITIVE CHARACTER AND GAME CONTESTS? It could also greatly help to put authors a little more in the spotlights. A simple poll could do wonders alone, not to imagine a "favorite author" contest, putting the building bricks of GameFAQs in the spotlight for once - the authors of FAQs themselves - instead of the repetitive character contests that are now being held yearly. A trial would be nice at the very least; contributors really like these contests, as the writer's board has shown repeatedly year after year for over a decade now. It'd also motivate aspiring writers to give it a shot of their own - there's nothing to lose. On a different but related note, an other possible way to easily motivate qualitative work under authors would be by showing the amount of stars - which implies recommendations or FotM prizes - on the author's forum account, similar to how Karma is displayed. GIVE SOME, GET SOME The idea is that when the quality of text guides jumps, the time is ripe for the contributor recognition to rise as well, and quite frankly, it's been way overdue for a long time. The only thing that currently fuels guide writers are thank-you emails (or the general idea of helping people). With little extra effort, the shrinking community of veteran guide writers can get a new impulse and new goals.

JOIN OR START A DISCUSSION ON GAMEFAQS OR FACEBOOK We've got a long way to go, but it should be possible to push guide writing a step in the right direction, starting here. Things like this don't take off without discussions, so spread the word and let GameFAQs know about this. You can also join the discussion on my facebook page, located at: facebook.com/absolutesteve On a closing note, I'm currently looking for prolific authors that share this vision and want to join a team. Some spots have already been taken, and places are limited. If you're interested, apply at faq@shillatime.org and send a link to your contributor page and your best piece of work. I thank you for taking the time reading this. Rests me to wish you a lot of fun with Fallout New Vegas and this Full Survival Guide! _ _ _____ ___ ___ _ ___ \ _ _ _ \/ _ \ / __ .` / (_) __\__ \_ _ \_ _ _ _\\___/ ____ ___( ) / ___ _ ___ ___ ___ ___ _____ ___ ___ ___ _ ) /_\ / __ _ _/ __/ __ _ _ _ _ _ \/ __ _ \/ _ \\__ \ (__\__ \_ _/\__ \ ___/_/ \_\___/___\___ ___( ) _ ___ _ ___/ / [BSC] _____________________________________________________________________ 1.1 GAME CONTROLS [BSC-1] _____________________________________________________________________ 1.11 XBOX360 CONTROLS [BSC-1.11] __________________ BUTTON: =-=-=-=-=-=-=-=-=Left Analog Stick Right Analog Stick D-Pad Left Stick [push] Right Stick [push] A B B [hold] X X [hold] Y RT RB LT LB MAIN CONTROLS: ___________________________________________________________ IN-GAME ACTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Move around Look/Turn around Swap between weapons located in the Quickswap Menu Crouch Pick up/Drop items Action Button Bring up/down Pip-Boy 3000 Turn Flashlight On/Off Reload Equipped Weapon Holster Equipped Weapon Jump Attack/Shoot Enter V.A.T.S mode [Only possible with targets nearby] Aim/Block Switch between 1st/3rd person camera view ___ _ _ ___ ___ / __/ _ \ _ (_ (_) ___(_) \___\___/

LB [hold] START BACK __________________ BUTTON: =-=-=-=-=-=-=-=-=Left Analog Stick Right Analog Stick A B RT RB

Adjust camera viewpoint Pause Menu Wait [Time will pass; 24h maximum] V.A.T.S CONTROLS: ___________________________________________________________ IN-GAME ACTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Switch between target's body parts Switch between different targets Confirm Cancel Select target Enter V.A.T.S 1.12 PLAYSTATION 3 CONTROLS [BSC-1.12]

__________________ BUTTON: =-=-=-=-=-=-=-=-=Left Analog Stick Right Analog Stick D-Pad L3 R3 X O O [hold] Square Square [hold] Triangle R1 R2 L1 L2 L2 [hold] START SELECT __________________ BUTTON: =-=-=-=-=-=-=-=-=Left Analog Stick Right Analog Stick X O R1 R2

MAIN CONTROLS: ___________________________________________________________ IN-GAME ACTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Move around Look/Turn around Swap between weapons located in the Quickswap Menu Crouch Pick up/Drop items Action Button Bring up/down Pip-Boy 3000 Turn Flashlight On/Off Reload Equipped Weapon Holster Equipped Weapon Jump Attack/Shoot Enter V.A.T.S mode [Only possible with targets nearby] Aim/Block Switch between 1st/3rd person camera view Adjust camera viewpoint Pause Menu Wait [Time will pass; 24h maximum] V.A.T.S CONTROLS: ___________________________________________________________ IN-GAME ACTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Switch between target's body parts Switch between different targets Confirm Cancel Select target Enter V.A.T.S

1.13 PC CONTROLS [BSC-1.13] Note: I'm looking for someone to confirm and/or correct the PC controls, as I don't own nor plan to own the PC version of the game. Thank you.

__________________ BUTTON: =-=-=-=-=-=-=-=-=Mouse W S A D Left Shift Caps Lock Q 1 - 8 Left Ctrl Z E Tab O [hold] R Space Left Mouse Button Right Mouse Button R2 F or Mouse Wheel Mouse Wheel Mouse Wheel [hold] ` T __________________ BUTTON: =-=-=-=-=-=-=-=-=Left Mouse Button Left [on arrows] Right Mouse Button E V __________________ BUTTON: =-=-=-=-=-=-=-=-=Tab Tab [hold] F1 F2 F3 Left Mouse Button Right Mouse Button R

MAIN CONTROLS: ___________________________________________________________ IN-GAME ACTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Look/Turn Around Forward Backward Strafe left Strafe right Run Run [permanently] Auto-Move Swap between weapons located in the Quickswap Menu Crouch Pick up/Drop items Action Button Bring up/down Pip-Boy 3000 Turn Flashlight On/Off Ready/Reload/Holster Equipped Weapon Jump Attack/Shoot Aim/Block Enter V.A.T.S mode [Only possible with targets nearby] Switch between 1st/3rd person camera view Adjust camera distance Adjust camera viewpoint Pause Menu Wait [Time will pass; 24h maximum] V.A.T.S CONTROLS: ___________________________________________________________ IN-GAME ACTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Select target/Switch between target's body parts Switch between targets Exit V.A.T.S./Cancel queued attacks Confirm Enter V.A.T.S PIP-BOY 3000 CONTROLS: ___________________________________________________________ IN-GAME ACTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Bring up/down Pip-Boy 3000 Turn Flashlight On/Off Bring up/down Pip-Boy 3000 [Directly in stats mode] Bring up/down Pip-Boy 3000 [Directly in items mode] Bring up/down Pip-Boy 3000 [Directly in data mode] Equip/Unequip/Use selected item Drop selected item Repair selected item

1.14 COMPANION CONTROLS [BSC-1.14] The 'companion wheel' comes up whenever you interact with companions, and provides us with several options. Going clockwise, starting at 12 'o clock:

________________________ _____________________________________________________ BUTTON: IN-GAME ACTION: =-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Be Passive/Agressive Modifies companion's AI to act passively/agressively Use Stimpak Use a Stimpak on companion Wait here/Follow me Forces the companion to wait or to follow Talk to Converse with the companion Back up Tells the companion to provide cover tactics Keep distance/Stay close Adjusts the companion's proximity to your character Open inventory Opens up the companion's inventory Use Ranged/Melee Switches between ranged/melee weapons Note: You can have one humanoid and one non-humanoid companion with you at most. Besides these two fixed companions you can get assistance from an NCR Ranger or Trooper (if you're in a good reputation with them). Lastly, hiring a bodyguard in Freeside cranks the maximum up to 4, but these guys only help you during your stay in Freeside, so they hardly count. _____________________________________________________________________ 1.2 UNDERSTANDING THE COMPASS [BSC-2] _____________________________________________________________________ HP vll -.-.-.-.-.-.-.-.-.-.-.-./\ /\ NE E SE The compass (left hand corner) is extremely important for exploration. It's not difficult to use, but a thorough explanation might give you a few insights you would've otherwise missed out on. Let's go over all the features one by one, going from top to bottom.

1. Your health is displayed on top and an indication of your remaining health is given by the amount of lines: . In the example above, health is not at it's maximum, but lies around 4/5th of the max. 2. The 'v' in the example is always at the same place. This denotes your current direction. As you'll see below, directions such as NE, E, SE will circle (i.e. move from left to right) as you move around. In the example above, your character is facing E, meaning you're facing east. 3. Various markers can be spotted above or below the line (-.-.-.-.-.-). Markers seen above this line can appear in [GREEN] or in [RED], and are displayed in this example as (l). These markers notify you of any NPC's in the area. Green means the NPC is neutral/good, red means hostile. The higher your Perception SPECIAL stat, the faster these blips appear on your compass. 4. Lastly, notice the markers below the line (-.-.-.-.-.-), as indicated by /\ in the example above. These show the location of your destination(s), such as an active quest. There is a second marker that you'll sometimes notice on your compass, which looks like a small hollow triangle (not covered in the ASCII example). These small triangles denote a primary or secondary location you haven't found yet. A filled small triangle denotes a location which you have explored at least once. - Considering its simplicity, a short description of the HUD on the right will suffice: It notifies you of your currently remaining AP (Action Points,

as used in VATS), denoted by lines . The condition (CND) of your equipped weapon is denoted by the small bar, and this interface also shows the ammunition in your equipped weapon: (Clip/Total). _____________________________________________________________________ 1.3 TIPS AND TRICKS: [BSC-3] _____________________________________________________________________ Save yourself the trouble and read these tips once or twice. They will greatly increase your self-sufficiency during your wasteland travels, and might even prevent you from dying! Definitely read this before your first playthrough, even if you're not planning to use the walkthrough. 1.31 GENERAL TIPS [BSC-3.1] ? Be sure to save your game often, and keep multiple save games. Fallout New Vegas is a large game, and you might want to reload a previous save game in which you hadn't messed up a particular quest, event, or where you missed an important item. This is one of the most important things for a healthy and enjoyable experience. ? Holster your weapon when there's no direct danger in proximity. This not only allows you to travel faster (two-handed weapons slow your down, although onehanded weapons don't), and it also scares neutral or friendly NPC's less quickly. ? Keep your gun reloaded at all times. You never know what might surprise you around the next corner. ? Never waste ammunition, and never waste Stimpaks, especially on hardcore mode. If you're in need of healing, do it properly and rest. Use V.A.T.S to greatly conserve precious ammo. [If you sleep in a rented bed or own bed, you'll get the Well Rested status that grants 10% extra EXP until it wears off after a couple of hours.] ? When you crouch nearby water you can drink from it. Hold down the button to continuously drink from it, which is a good way to heal yourself at the cost of a few RadAways instead of Stimpaks! ? Learn to use Fast Travel! After having explored a location, simply bring up the World Map on your Pip-Boy and select the location you want to travel to. This saves enormous amounts of time. ? Collect items just for resell purposes. You can check on the value (VAL) of an item in your inventory, and it's wise to sell these whenever the next possibility comes up; Don't let them clutter up your inventory, especially not when you're on a lengthy quest. ? Pressing the Right Stick (on consoles) lifts items/bodies from the ground. It can sometimes be worthwhile to lift up buckets or small wooden crates to find they actualy contain a hidden treasure! ? Always search vending machines for Nuka Cola and Sarsaparilla Bottles. ? Get your Science and Lockpick up to 50 as soon as possible, which allows you to pick locks on all average level locks and terminals. Alternatively boost them to 40 at least, so you can pick locks with the aid of a skill magazine

that gives you a temporary +10 boost. ? It's the game's intention to make you explore the world. Don't rush through the areas, look in every corner and behind every brick, and you'll be richly rewarded. You propbably don't want to end up missing the neatest secrets. ? Fast Travel with your Worldmap! If you are on the worldmap and you find yourself stuck, don't hesitate to use the fast travel option! ? Items with no weight (--) should always be picked up. Even if the item seems useless, you can always sell it in larger amounts later on. If an item does weigh something, look at its value. Is the weight 1 and the value 1? Then it might be better to leave the item. Is the value 50 and the weight 2? You can then sell the item later on and make a profit without putting too much weight on your shoulders! ? The checklists in this survival guide feature two kinds of brackets: 1. [] means that the item doesn't cost you any Karma for taking it. 2. {} may cost you Karma and indicates you must steal the item. Therefore, these items are optional pickups. ? Infinite Caps Glitch: 1. Find a merchant that sells two of the same weapon or armor. 2. Buy the cheapest of their two weapons or armors. 3. Sell it back to the merchant with profit. 4. Repeat and profit more. 1.32 HACKING TIPS [BSC-3.2] You have four attempts each time you access a terminal before you get locked out after the fourth erroneous password attempt. In other words, you have three 'free' tries every time you start up a terminal. The goal is to select the correct password from the gibberish text. Depending on how high your Science skill is, the easier hacking becomes. Roughly speaking, there are three (combinable) methods for hacking terminals: 1. You try three 'free' attempts and back out of the terminal. Simply try your luck once again and repeat this process until you've figured out the password. 3. Whenever you attempt a password, on the right part of the terminal screen it tells you how many letters you've got at correct places. In other words, if you've got three letters correct, start looking for words that use similar letters in similar positions. Example: You attempted "FESTERS" and get 0/7 correct (nothing at all). You can now say to yourself: Okay, all other passwords containing an F as the first letter will be incorrect, all passwords with an E as second letter are incorrect, etcetera. Thus "SYSTEMS" would be incorrect as it contains an E on the fifth spot, and we know that this cannot be a possibility. If you get 1/7 correct, you know that at least one letter is in the right position. This doesn't help you that much, but if you can find any passwords that don't match *any* of the letters in the same positions (compared to "FESTERS", the password "SUCKING" does not contain an "F" at the first spot, not an "E" on the second spot,

not a "S" on the third spot, and so on for all other letters. Thus you can conclude that "SUCKING" is not your key inside the terminal. Not this time, at least... If you get even more letters correct, such as 5/7 with the password "TESTERS", look for words that have various similarities, such as those ending with "TERS". 3. It's possible to replenish your attempts by looking for what I'd like to call bracket combinations. These are brackets such as < >, [ ], () and { } which are linked when highlighted. In other words, when you highlight one of these brackets, more than one character is highlighted, and everything between these brackets is also highlighted. An example would be: {.,::&}. Selecting this can either replenish your attempts, or remove a faulty password from the possibilities. It it wise to first attempt three passwords and then search for brackets, resulting in removing several duds and a possible allowance replenishment, greatly improving your odds. If this doesn't help, either search for another bracket combination or back out of the terminal and try again. 1.33 LOCKPICKING TIPS [BSC 3.3] EASY: AVERAGE: __________ __________ /:::: \ / \::: \ /::::: \ / \:: \ / \:::: \ / \: \ \:: \ \ \ \ \__________/ / / \ \ \__________/ / /

HARD: __________ / \:: \ / \: \ / \ \

\ \ \__________/ /

VERY EASY and VERY HARD have bigger and smaller correct zones respectively. IS THAT A BOBBY PIN IN YOUR POCKET? You can only attempt more difficult locks when ___________ _______________ your lockpick skill has reached a certain DIFFICULTY: REQUIRED SKILL: leven. For example, in order to pick average =-=-=-=-=-= =-=-=-=-=-=-=-= locks you'll need a lockpick skill of at least Very Easy 0 50+, and for hard locks you need 75+. The Easy 25 locks above indicate example ranges of where Average 50 your bobby pin can be placed at in order to Hard 75 unlock the lock with the screw driver. Placing Very Hard 100 the bobby pin correct is impossible without trial and error. You know you're close to the correct position (or rather, "correct zone" as shown above) if you can turn the screw driver nearly 90 degrees vertical. The further you can turn the screwdriver, the closer you are. If you're haven't hit the right spot yet (and I could make a nice analogy here), adjust your BOBBY PIN (if you know what I mean) and turn it to a better position. In other words, you can turn it left or right. If you turn it to, say, the right, and you get the feeling the bobby pin starts to tremble sooner than before, you know the "correct zone" is the other way, and you can move closer. Keep adjusting it until you hit the right spot and the treasures will be yours... If you fail, your Bobby Pin *BREAKS*, and you'll have to try again,

that is, if you have another Bobby Pin left in your .. pocket.. _____________________________________________________________________ 1.4 PRE-ORDER BONUSES: [BSC-4] _____________________________________________________________________ There are four pre-bonuses you could've gotten by pre-ordering the game. It's an extremely lame marketing stunt to have these packages include exclusive items, but that's the kind of modern world we're living in. The following packages are available: Caravan Pack: - Lightweight Leather Armor, Sturdy Caravan Shotgun, Repair Kits x4, Binoculars. - Available by ordering from Steam, Wal-Mart, Mighty Ape and Play.com. - Armored Vault 13 Suit, Weathered 10mm Pistol, Vault 13 Canteen, Stimpaks x5. - Available by ordering from GameStop, GAME and EB Games.

Classic Pack:

Mercenary Pack: - Lightweight Metal Armor, Mercenary's Grenade Rifle, Super Stimpak x3, Doctor's bag x3. - Available by ordering from Best Buy and JB-Hi Fi. Tribal Pack: - Tribal Raiding Armor, Broad Machete, Bleak Venom x5, Throwing Spear x10. - Available by ordering from Amazon.com and direct2drive.com.

Note: The armor and weapon in each package are exclusive content and cannot be found in-game. The Vault 13 Canteen is also exclusive. _____________________________________________________________________ 1.5 GAME DIFFICULTY & HARDCORE MODE: [BSC-5] _____________________________________________________________________ Game Difficulty: ---------------The game's difficulty can be adjusted during gameplay at any time, back and forth, ranging from Very Easy to Very Hard. The table below summarizes the effects of difficulty on gameplay: .------------.-----------------.--------------. Difficulty: Player's Damage: Enemy Damage: ============ ================= ============== Very Easy 200% 50% Easy 150% 75% Normal 100% 100% Hard 75% 150% Very Hard 50% 200% '------------'-----------------'--------------' Hardcore Mode: -------------Hardcore mode can be turned on at the start of the game, and while you *can* turn it off at any point during the game, you can not turn it back on again.

Beating the game on hardcore mode grants you the Hardcore trophy or achievement. Realize that Hardcore is not a difficulty setting, it is merely additional realism making the game harder. This includes: 1. Wounds heal over time, meaning that stimpaks heal over time, and RadAway also removes radiation over time 2. Ammo has weight, so you can no longer infinitely collect ammunition from all over the game. 3. Your character will dehydrate, starve and suffer from sleep deprivation if you don't drink, eat, or rest enough. 4. Companions will die instead of falling unconscious. __ ___ _ _ _______ _ _ ___ ___ _ _ ___ _ _ \ \ / /_\ / /_ _ _ \/ _ \ / __ _ \ \/\/ / _ \ __ ' < __ / (_) _ (_ __ ___ ___(_) \_/\_/_/ \_\____ _ \_\ _ _ _ _ _\\___/ \___/ \___ _ _ ____________________________________________________________________[WLK] ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.1 Ain't That a Kick in the Head [WLK-1] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo You've just been shot in the head - twice! - and left for dead. UtFaLlOu Except that you're not dead, so you swear for revenge. TfAlLoUt _____________________________________________________________________ "Kick in QUEST REWARD: ?? XP + PIP-BOY 3000. the balls perhaps?" QUEST OUTLINE: 1. Walk to the Vit-o-matic tester. 2. Use the Vit-o-matic tester. 3. Sit down on the couch in Doc Mitchell's living room. 4. Follow Doc Mitchell to the exit. _____________________________________________________________________ AREA ITEM LIST: Today's Physicial . . . . Blood Pack . . . . . . . Med-X . . . . . . . . . . Sunset Sarsaparilla Crate Broken 9mm Submachine Gun Stimpak x3 . . . . . . . Rad-X . . . . . . . . . . Antivenom . . . . . . . . Bottle Cap x8 . . . . . . Pip-Boy 3000 . . . . . . Mojave Express Delivery Order x6 . . . . . . . . Bobby Pin x12 . . . . . . Stimpak x4 . . . . . . . Bottle Cap x18 . . . . . Laser Pistol . . . . . . Energy Cell x20 . . . . . Vault 21 Jumpsuit . . . . Ammo Box . . . . . . . . Buffalo Gourd Seed x3 . . STARTING OUT: After the introduction scenes you'll be given the option to customize your character. Select your gender (Note: Female characters no longer have a benefit over men, since male charactershave an equivalent to Black Widow, which gives you an advantage over men, and gives extra dialogue options. There are many men in Fallout New Vegas...) and change your head the way you see fit, then take control of your character. Before walking to the Vigor Tester, do a little exploring of the room first: Grab the [TODAY'S PHYSICIAN] from the desk behind the chirurgic table; it's next to the type writer. To your right you can find a [BLOOD PACK] and a [MED-X] from the medical cabinet, and inspect the Chemistry Set on the desk with the computer: You'll need 25 Science to fiddle with this, so just take note of this for now. Inspect the [SUNSET SARSAPARILLA CRATE] next to the desk and ___ ___ _ _ _ _

A. B. B. C. C. D. D. D. E. F. F. F. F. F. F. F. F. G. G.

[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []

G. First Aid Box x2 . . . . [] ignore the [BROKEN 9MM SUBMACHINE GUN] lying on top of it for now. The destroyed cabinet to the Doc's left contains [STIMPAK x3], [RAD- X] and [ANTIVENOM]. The [GUN CASE] on the bottom shelf is also worth a look, and contains some ammo and a Laser Pistol. In general, most boxes like these contain semi- random contents, so this guide will give you the general description and locations of these boxes. THE VIG-O-MATIC VIGOR TESTER Your SPECIAL stats (which stand for Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck respectively) can now be adjusted. Each stat starts at a base of 5 points, and you receive 5 spare points to spread over the your stats. It's entirely up to you how you want to play the game, but overall Strength and Intelligence are quite important, so it is recommended to spend extra points on them. Charisma is required for very few perks and has very little value - you can greatly compensate a low Charisma by putting extra points in Speech. If you want to customize your own build, feel free to do so. If you're a player who likes to snatch the best from everything, creating a very balanced all-round character build, try the following starting stats (and adjust to your liking). It can also be a good idea to look at the stats and perk sections [STA-1] and [STA-3] respectively to see which perks require certain SPECIAL tresholds. STR: 8, PER: 5, END: 8, CHR: 1, INT: 9, AGL: 6, LCK: 3 Tip: Never go over 9 in your initial build. You will be able to permanently boost all your SPECIAL stats by +1 much later in the game. Perky Awesomeness: With the above all-round build, the only notable perks you miss out on are the ones that have CHR or LCK requirements. Arguably, of these perks the only one of which it's a shame you must skip it, is the Better Criticals perk, requiring the high amount of 6 Luck. With the above build, useful Perks are maximized, and it serves as the basis for making a superb all-round character. When you're done with the SPECIAL stats, move to the other side of the wall and loot the cabinet for [BOTTLE CAPS x8]. In any case, sit down on the bench before Doc Mitchell to finalize your character build. SKILLS AND TRAITS The Doc will ask you various questions. Depending on how you answer them, your character build changes. You can still adjust the three skills you want to boost in a menu after the dialogue options, and the same applies to traits. Regarding skills, and this is only a personal recommendation, Lockpick, Science and either Guns or Energy Weapon is a decent start. Regarding traits, it's completely up to you, but I'd highly recommend Kamikaze since this boosts your VATS AP by +10 points, and only reduces your Damage Resistance by -2. Follow the Doc to the exit and he'll give you a bunch of goodies, the most important being the [PIP-BOY 3000]. He'll also hand you [MOJAVE EXPRESS DELIVERY ORDER x6], [BOBBY PIN x12], [STIMPAK x4], [BOTTLE CAP x18], [LASER PISTOL], [20 ENERGY CELLS], and a [VAULT 21 JUMPSUIT]. You can now explore the rooms to the south of the Doc's House for some more items. Remember that you can use the 'compass bar' on the lower left to see which direction you're facing.

The cabinet in the southern hall contains an [AMMO BOX],[BUFFALO GOURD SEED x3], and [FIRST AID BOX x2]. While the bedroom to the east doesn't contain much, you can check the dresser, and there are also packs of cigs in the small cabinet next to the bed, which you can sell back to Doc Mitchell for a small sum of money. Just tell him you need medical supplies to open up the shop window. The last thing to loot is the refrigerator. Exit to the worldmap. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.2 Back in the Saddle [WLK-2] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Embark on your first real quest. So who exactly is Sunny Smiles? UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 10 XP + 50 BOTTLE CAPS. QUEST OUTLINE: 1. Talk to Sunny Smiles in the Prospector Saloon. 2. Meet Sunny Smiles behind the Prospector Saloon. 3. Shoot 3 sarsaparilla bottles outside the Prospector Saloon. 4. Follow Sunny. 5. Kill the Geckos at the well. 6. Talk to Sunny Smiles. 7. Kill the Geckos at the other wells. 8. Talk to Sunny about your reward. _____________________________________________________________________ AREA ITEM LIST: A. Fixin' Things . . . . . . {} B. .357 Magnum Revolver . . {} C. Varmint Rifle . . . . . . [] C. 5.56mm Ammo x30 . . . . . [] D. 5.56mm Ammo x60 . . . . . []

When you're outside, look around the area for a security bot named Victor. This is actually an optional part of the other quest you can currently do (They Went That-a-way). In any case, head into the Prospector Saloon to the northeast.

Inside, Sunny Smiles almost immediately approaches you and tells you to meet her outside. Snatch the {FIXIN' THINGS} skill magazine from the cabinet with the world globe if you'd like, although you'll lose some karma. Stealing things is best done when no one's around, and crouching also makes it less likely to get caught. You can also steal a {.357 MAGNUM REVOLVER} behind the bar, or even open the cash register for a quick buck. From now on, items denoted with {} brackets indicate a stealing procedure. Follow Sunny to the back and approach her (she's standing towards the northwest). She'll then hand you a [VARMINT RIFLE] and [5.56MM AMMO x30]. Shoot three sarsaparilla bottles from the fence and Sunny will ask you to join her and waste some Geckos. You can either end the tutorial, or join her. KILLING GECKO'S Follow Sunny south, then crouch when you're approaching the geckos. Sneak as close as possible to the windmill, then enter VATS (or not) and waste the two geckos. If you've lost any HP, drink from the clean water to replenish your health. Geckos can often be looted for gecko meat and/or gecko hides, so always search bodies, including animal corpses. Report back to Sunny and she'll once again give you the option to kill more geckos. After accepting, she hands

you an additional [5.56MM AMMO x60]. Not too shabby! Follow Sunny to the other wells and kill the remaining geckos. Talk to Sunny for your reward: 50 Bottle Caps. She's still got more to teach you, though! Accept and you'll start the 'By a Campfire on the Trail' quest. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.3 By a Campfire on the Trail [WLK-3] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo You still need to learn much about your surroundings. So how UtFaLlOu exactly did you make a Healing Powder again? TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1.0 Find a Broc Flower and a Xander Root. 1.1 Xander Root is found at the large tree trunk nearby Goodspring's Schoolhouse. 1.2 Broc Flower is found at Goodspring's Cemetary. 2. Use the campfire to make Healing Powder. _____________________________________________________________________ AREA ITEM LIST: USING YOUR PIP-BOY FOR FINDING LOCATIONS A. Programmer's Digest . . . [] By now, you'll need to do some exploring in B. Footlocker . . . . . . . [] order to find the Broc Flower and Xander Root C. Bobby Pin . . . . . . . . [] that Sunny asked for. Bring up your Pip-Boy D. Safe . . . . . . . . . . [] and scroll to the World Map screen, located E. Bobby Pin x2 . . . . . . [] under "Data". The Goodsprings Cemetery is F. Xander Root x3 . . . . . [] located further north, so we'll explore the G. Broc Flower . . . . . . . [] Goodsprings Schoolhouse first, which can be H. Snowglobe - Goodsprings . [] found northwest of your location. I. Salesman Weekly . . . . . {} J. Meeting People . . . . . {} Kill the two new enemies in front of the schoolhouse: These Giant Mantis Nymphs aren't very powerful, so a blast or two from your Varmint Rifle should do the trick. Enter the schoolhouse through the eastern door (to avoid confusion, this means that you'll be *facing* west while entering the door). OPTIONAL: EXPLORING GOODSPRINGS SCHOOLHOUSE Reload your gun, as there are at least five Giant Mantis Nymphs in this room. After destroying them, grab the [PROGRAMMER'S DIGEST] from the desk next to the [FOOTLOCKER]. There's also a [BOBBY PIN] next to the Easy Terminal, which in turn opens the nearby [SAFE]. Here are, once more, some reminders on how to hack terminals and pick locks. HACKING TIPS You have four attempts each time you access a terminal before you get locked out after the fourth erroneous password attempt. In other words, you have three 'free' tries every time you start up a terminal. The goal is to select the correct password from the gibberish text. Depending on how high your Science skill is, the easier hacking becomes. Roughly speaking, there are three (combinable) methods for hacking terminals:

1. You try three 'free' attempts and back out of the terminal. Simply try your luck once again and repeat this process until you've figured out the password. 3. Whenever you attempt a password, on the right part of the terminal screen it tells you how many letters you've got at correct places. In other words, if you've got three letters correct, start looking for words that use similar letters in similar positions. Grab a notebook and systematically stripe off any incorrect passwords. Example: You attempted "FESTERS" and get 0/7 correct (nothing at all). You can now say to yourself: Okay, all other passwords containing an F as the first letter will be incorrect, all passwords with an E as second letter are incorrect, etcetera. Thus "SYSTEMS" would be incorrect as it contains an E on the fifth spot, and we know that this cannot be a possibility. If you get 1/7 correct, you know that at least one letter is in the right position. This doesn't help you that much, but if you can find any passwords that don't match *any* of the letters in the same positions (compared to "FESTERS", the password "SUCKING" does not contain an "F" at the first spot, not an "E" on the second spot, not a "S" on the third spot, and so on for all other letters. Thus you can conclude that "SUCKING" is not your key inside the terminal. Not this time, at least... If you get even more letters correct, such as 5/7 with the password "TESTERS", look for words that have various similarities, such as those ending with "TERS". 3. It's possible to replenish your attempts by looking for what I'd like to call bracket combinations. These are brackets such as < >, [ ], () and { } which are linked when highlighted. In other words, when you highlight one of these brackets, more than one character is highlighted, and everything between these brackets is also highlighted. An example would be: {.,::&}. Selecting this can either replenish your attempts, or remove a faulty password from the possibilities. It it wise to first attempt three passwords and then search for brackets, resulting in removing several duds and a possible allowance replenishment, greatly improving your odds. If this doesn't help, either search for another bracket combination or back out of the terminal and try again. LOCKPICKING TIPS EASY: AVERAGE: HARD: __________ __________ __________ /:::: \ / \::: \ / \:: \ /::::: \ / \:: \ / \: \ / \:::: \ / \: \ / \ \ \:: \ \ \ \ \__________/ / / \ \ \__________/ / / \ \ \__________/ / /

VERY EASY and VERY HARD have bigger and smaller "correct zones" respectively.

You can only attempt more difficult locks when ___________ _______________ your lockpick skill has reached a certain DIFFICULTY: REQUIRED SKILL: leven. For example, in order to pick average =-=-=-=-=-= =-=-=-=-=-=-=-= locks you'll need a lockpick skill of at least Very Easy 0 50+, and for hard locks you need 75+. The Easy 25 locks above indicate example ranges of where Average 50 your bobby pin can be placed at in order to Hard 75 unlock the lock with the screw driver. Placing Very Hard 100 the bobby pin correct is impossible without trial and error. You know you're close to the correct position (or rather, "correct zone" as shown above) if you can turn the screw driver nearly 90 degrees vertical. The further you can turn the screwdriver, the closer you are. If you're haven't hit the right spot yet (and I could make a nice analogy here), adjust your BOBBY PIN (if you know what I mean) and turn it to a better position. In other words, you can turn it left or right. If you turn it to, say, the right, and you get the feeling the bobby pin starts to tremble sooner than before, you know the "correct zone" is the other way, and you can move closer. Keep adjusting it until you hit the right spot and the treasures will be yours... If you fail, your Bobby Pin *BREAKS*, and you'll have to try again, that is, if you have another Bobby Pin left in your .. pocket.. There's nothing of interest in the main classroom, but the storage room to the west contains [BOBBY PIN x2]. Exit the school building. You can find the [XANDER ROOT x3] on the east side of the school building, buried in the ground nearby the large tree trunk. Now travel to the far northeast, following your compass' quest marker. Go past the Prospector Saloon and head uphill. You might come across a Bark Schorpion around here, which is slightly tougher than the creatures you've faces thus far. Fortunately, it's also slower, so keep your distance and you'll be more than fine. The cemetary is actually located on top of the hill with the water tower. There are several Bloatflies floating around, but these are easily dispatched. Find the [BROC FLOWER] in the small tree to the east. Before you head back to Sunny, enjoy the northeast sight; it's New Vegas! Also carefully inspect the northwest part of the hill to find a [SNOWGLOBE - GOODSPRINGS] next to a small tombstone. These can be collected and sold to a certain collector which we'll get to later. While it's not necessary, you can fast travel to Goodsprings Source (where Sunny is waiting for you) by bringing up your Pip-Boy 3000's Worldmap and selecting the location you want to fast travel to. Activate the campfire and select Healing Powder from the Recipe List. After creating this, Sunny hints at a next part of a quest. Fast travel to Goodsprings to find out what's up. Enter the Prospector Saloon and talk to Trudy after she's done conversing. The quest now ends, and a new one starts. Inquire with her about all possible subjects before moving on; she'll even ask you to repair her radio. Check out the supply room to the southwest and at least snatch the {SALESMAN WEEKLY} and {MEETING PEOPLE} from one of the crates. There's also a floor safe here, but it's got a hard lock. Note: If you have a Repair skill of 20+ you can repair Trudy's radio behind the counter. She'll hand you 50 Bottle Caps (or more with 20+ Barter). ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.4 Ghost Town Gunfight [WLK-4] LlOuTfAl _____________________________________________________________________

LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt

Looks like a lad named Ringo is in big trouble. It also appears you can earn some reputation around Goodsprings. What will you do? _____________________________________________________________________ QUEST REWARD: 50 Bottle Caps. QUEST OUTLINE: 1. Offer to help Ringo deal with the Powder Rangers. 2. Talk to Sunny Smiles about fighting the Powder Gangers. 3. (OPTIONAL) Enlist the help of Trudy. 4. (OPTIONAL) Acquire additional medical supplies from Doc Mitchell. 5. (OPTIONAL) Acquire Easy Pete's Dynamite. 6. (OPTIONAL) Convince Chet to open his store's stock to the town. _____________________________________________________________________

AREA ITEM LIST: GOODSPRINGS GAS STATION A. Boxing Times . . . . . . [] Ringo can be found at the Poseidon's Energy B. Duffle Bag . . . . . . . [] gas station, part of Goodsprings and located C. Floor Safe (Very Easy) . [] to the east. Ringo tells you his situation D. 9mm Rounds x20 x2 . . . . {} the second you enter, and proposes to get more E. Stimpak x3 . . . . . . . [] people to help. Explore this room first as there are quite a few handy items lying around here. For starters, collect the [BOXING TIMES] from the shelves in front of you. There are also various sacks and crates on top of and around the counter that may hold various goodies. The cash register holds several bottle caps. More important is the [DUFFLE BAG] in the corner behind the counter, which contains quite a lot of ammunition, among other things. The [VERY EASY FLOOR SAFE] also holds useful ammo. Lastly, you can steal {9MM ROUNDS x20 x2} from underneath the counter, but Ringo is very likely to catch you. Return to Sunny (who might be located in one of the houses, just follow the quest marker on your compass) and tell her about your situation. Also converse about all other subjects and she'll give you some useful location details and [BOBBY PIN x3] (even though we just cracked that lock open). Several optional parts of this quest can now be done. Depending on how good your skills are, you can (try to) convince some of the people below to help you: ?1. Trudy: Found in the house to the south. Requires 25+ Speech Skill or 25+ Sneak Skill. The Meeting People skill magazine may help to improve your skill enough. Interestingly, a Stealth Boy will instantly raise your Sneak skill to 100, so that does the trick too. ?2. Easy Pete: Found in the southeast house. Requires 25+ Explosives Skill. ?3. Chet: Found in the general store. Requires 25+ Barter Skill. Note that you can boost your Barter skill by +10 by using the Salesman Weekly that you found earlier. Alternatively it's possible to buy a Salesman Weekly from Chet himself. Note however that these magazines do NOT stack on top of each other, so you'll need a Barter skill of at least 15 (since +10 is all you'll get from the skill magazine(s). ?4. Doc Mitchell: He'll hand you [STIMPAK x3]. Return to Ringo at the gas station and tell him you're ready. Follow Sunny and Ringo and help them to defeat the Powder Ganger. Pull out your best weapons

and defeat all gang members. Do this successfully (protecting Ringo in the process) and your reputation will change: Better in Goodsprings, worse for Powder Gangers. Be sure to loot the gangers from their armor (equipping this will disguise you as a Powder Ganger, so don't go walking around with it just like that). In any case, that's enough snooping around Goodsprings for now! Let's move on to bigger things. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.5 They Went That-a-Way [WLK-5] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Okay, so who the hell was that son of a gun that shot you in the UtFaLlOu head? Let's find out as soon as possible. TfAlLoUt _____________________________________________________________________ QUEST REWARD: 1000 EXP. QUEST OUTLINE: 1. (OPTIONAL) Talk to Victor in Goodsprings about your rescue. 2. Inquire about your delivery assignment with the administrator of the Mojave Express in Primm. 3. Find Primm's lawman to get information on where your attackers went. 4. Head to Novac through Nipton. Ask around Novac about your attackers. (to be continued) _____________________________________________________________________ Select They Went That-a-Way in your Quest Menu to activate the quest markers and be headed to Primm, located to the far south. As you traverse the wasteland further, you're given the option to rebuild your character. If it's fine the way it was, great, otherwise apply some changes and be done with it. PRIMM If you were expecting Primm to be a friendly place, I have to disappoint you. Escaped convicts have taken over the town. Follow the large road straight through the city, (help the NCR troops out in a firefight if you wish), go under the viaduct and enter the city to your left (east). Dispatch more convicts on your way and follow the quest marker into the Vikki and Vance Casino. Inside, a man named Johnson Nash will tell you a great deal of valuable information, and also gives you the opportunity to do another side quest called 'My Kind Of Town'. While there's plenty to steal in Vikki and Vance, this guide now proceeds with the quest(s). AREA ITEM LIST: Bison Steve Maintenance Key . . . . . . . . . . Med-X x3 . . . . . . . 9mm Pistol . . . . . . Rad-X . . . . . . . . . Bottle Caps . . . . . . Blood Pack . . . . . . Mentats . . . . . . . . First Aid Box . . . . . BISON STEVE HOTEL (GROUND FLOOR) First, we're absolutely going to go to the Bison Steve hotel across the street. Waste the convict (possibly two) in the first room, then check the counter on your right (south). While the door has a hard lock, the terminal has an easy difficulty and also unlocks the door. In the room behind this door you can find the [BISON STEVE MAINTENANCE KEY] on the table, plus [MED-X x3], [9MM PISTOL], [RAD-X],

A. B. C. D. E. F. G. H.

. . . . . . . .

[] [] [] [] [] [] [] []

I. Safe (Average) . . . . . [] and [BOTTLE CAPS] from the open locker, and a J. Bottle Cap x7 . . . . . . [] [BLOOD PACK], [MENTATS] and a [FIRST AID BOX] K. Floor Safe (Hard) . . . . [] from the iron cabinet. The [AVERAGE SAFE] L. Purified Water x3 . . . . [] also contains some decent stuff, but you might M. Purified Water x3 . . . . [] need to read a skill magazine for this. Tip: Dynamite works especially well to take out convicts in this area. Better yet, most convicts have a stick or two on them, refreshing your supply as you move onward. Head east and go into the first room labeled 'Gift Shop'. Take note of the various teddy bears and toy cars, then grab [BOTTLE CAP x7] from the counter. Also take note of the [HARD FLOOR SAFE] behind the counter, which you'll most likely need to leave alone for the moment. Go down the hall and enter through the Maintenance Door on the southeast (with the Bison Steve Maintenance Key you found just now). These halls lead you right to the trapped Deputy Beagle, but you'll need to take out several convicts too. After defeating all of them, including their leader (who comes equipped with an Incinerator, so be careful), rest up in the bed and loot the falled fridge for [PURIFIED WATER x3]. There are [PURIFIED WATER x3] in the cabinet, but that's about it for the kitchen. MY KIND OF TOWN? It requires a 40+ Speech Skill to make the deputy talk, so set him free if you don't fill the requirement. Note: While the Bison Hotel also has a 1st floor, you may choose to return to explore this at a later time. Go back outside and talk to the deputy. Now that he's calmed down he'll give you some more information on where to go next. You can either continue with the 'My Kind Of Town' quest, or proceed with the main quest. Reprogramming Primm Slim (the Protectron Robot in the Vikki and Vance Casino) can be done with a 30+ Science Skill, or with 3 Fission Batteries and 4 Conductors. Tip: If you have enough Science Skill (or 20 + a skill magazine) it's definitely worth the effort to reprogram Primm Slim. It'll net you an easy 430 EXP! Should this make you reach Level 4, it is advisable to take the Educated Perk, which grants you two additional skill points every time you level up. That's 52 additional skill points all the way to level 30! NIPTON Your next location, Nipton, is quite a walk to the south. Follow your quest marker and traverse a small desert until you reach Nipton. If you run into Powder Gangers during your trip, be sure to introduce them to your dynamite sticks. You're just travelling through Nipton this time to reach your next destination, Novac. If you meet any shady or wierd figures during your trip - no worries. Either ignore them or play the game as you'd like. More details will not be given during the main course of the game, but can be found in the subsections. Follow through the canyon until you eventually reach train tracks to the north. You'll likely discover the Ranger Station Charlie along the way. When you finally reach Novac, look for the building west of the giant dinosaur. NOVAC

Enter the Dino Dee-lite Front Desk (center of town, nearby the giant dino). Check the Mojave Express Dropbox to your left: These can be used to store things in, but for now you'll need to wait until you've discoved a second one. Speak with Jeannie May Crawford behind the counter and inquire about the man in the checkered suit. After getting this information, there's not much to do in this room besides snatching the contents from the [FIRST AID BOX] on the south wall. Go back outside and go through the iron gate to the north/northeast. Manny Vargas, your next source for information, can be found inside the giant dino the Dino Bite Gift Shop. Head upstairs to find Manny. Sure, he'll help you, but he first he asks you to do a little favor for him in turn. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.6 Come Fly With Me [WLK-6] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo So there's this bunch of ghouls bothering you, Manny? Shouldn't be UtFaLlOu much of a problem, right? TfAlLoUt _____________________________________________________________________ QUEST REWARD: 800 EXP. QUEST OUTLINE: 1. Head to the REPCONN facility west of Novac to investigate rumors of ghoul activity there. 2. (Outline yet to come) _____________________________________________________________________ Select the 'Come Fly With Me' quest from the Quest Menu in your Pip Boy and follow the quest marker to the west of Novac. Follow the road and travel past the viaduct. When you reach the REPCONN facility, clear the area of Feral Ghouls. They're decently fast, but their amounts are nothing you can't handle. AREA ITEM LIST: First Aid Box x2 . . . . [] Hunting Revolver . . . . [] Safe (Easy) . . . . . . . [] Microfusion Cells x3 . . [] .308 Rounds x24 . . . . . [] First Aid Box . . . . . . [] First Aid Box . . . . . . [] REPCONN Basement Key . . [] RadAway x3 . . . . . . . {} Rad-X x7 . . . . . . . . {} First Aid Box . . . . . . {} 12 Gauge Rounds x3 . . . [] 12 Gauge Rounds . . . . . [] Jail Key . . . . . . . . [] .308 Rounds x3 . . . . . [] Space Suit . . . . . . . [] Space Helmet . . . . . . [] Med-X . . . . . . . . . . [] Stimpak . . . . . . . . . [] Mentats . . . . . . . . . [] Isotope 239 Igniting Agent[] Mr. RADical's Journal . . [] REPCONN FACILITY Go upstairs and enter the double doors of the large building. A ghoul tells you to hurry to a big room with a metal staircase on east side of the building. Since he sounds so trustworthy, let's do it. First, explore the ground floor. Take a look at the corpse of a new type of enemy: The Nightkin. Actually, they just re-skinned a Super Mutant from Fallout 3, but it doesn't matter. It's a NIGHTKIN! Wow! In any case, explore the restrooms west and east behind the counter to find [FIRST AID BOX x2], one in each restroom. You can now explore ther building by taking one of many paths. From the entrance, head west and go upstairs. Be sure to loot the Dead Brotherhood Ghoul corpses you come across; most have a Stimpak on them. What could have happened here? Did the Feral Ghouls kill the others?

A. B. B. B. B. C. D. E. F. F. G. H. I. J. K. L. L. M. M. M. N. O.

Turn west around the corner. The door with the very easy lock doesn't reveal much when opened, so try the second door on the west for better luck; this room contains several beds. If you clean the nearby area of ghouls, you can rest here to recover your health. Back in the previous hall, turn around the corner east and open the easy door to reveal a storage room. There's a [HUNTING REVOLVER] lying on the ground next to the [EASY SAFE], and on top of the safe are [MICROFUSION CELLS x20 x3] and [.308 ROUNDS x24]. The other easy door simply leads to one of the main corridors, and the stairs on your south lead to the main entrance. Instead, explore the room east from here and loot the [FIRST AID BOX] on the desk. The cafetaria to the far east only contains two vending machines, so travel through the northern doorway instead. These halls house several ghouls, so tread with caution. The offices to the north don't contain much of interest, and the active employee terminals all have the same entries. The only thing of interest is the small storage room to the far west/northwest of the offices, secured by an easily picked door. Inside you can find various tool items and a [FIRST AID BOX]. Going east leads to the large room with the metal staircase the intercom was talking about. Go to the top and activate the intercom to unlock the door, then enter the REPCONN Research Labs. REPCONN RESEARCH LABS A strange fellow names Chris Haversam 'welcomes' you. There's nothing of interest on this floor (except perhaps the bedroom to the far west), so follow Chris upstairs and look for Jason Bright (a 'Glowing One' ghoul, follow the quest marker). He'll tell you his side of the story and gives you the [REPCONN BASEMENT KEY] to the basement to deal with the demons (make ONE guess what they're going to be!) There's not much to do around here. You can steal {RADAWAY x3} and {RAD-X x7} from a cabinet in the room east from the room with stairs, or even snatch the contents of a {FIRST AID BOX} next to the southwest doorway (but fat chance you get caught). Exit the way you came, head down the metal staircase and go south. The quest marker points down the south stairs, leading you to the REPCONN Basement.. REPCONN BASEMENT Head down the stairs and go through the door. This room doesn't contain any items (it does contain makeshift beds, which can proce *quite useful*), so proceed to the hallways southwest. You're going to get ambushed any second now, because - as expected - there are Nightkins roaming around here, which have an annoying stealth invisibility, and as such do not show up on your compass as red blips. They're also incredibly quick and their Rebar Clubs tear you apart with amounts of punches you can count on one hand. Nice! First, head all the way south and pick the easy door. A Ghoul named Harland has put up a defensive spot here against the Nightkins. Stay friendly with him and an optional part of the quest starts - you need to rescue someone for him. Before you move into this room, be WARNED that there are various tripwires linked to shotguns, and various bear traps spread all over the place. To make matters worse, there are also countless CONCEALED MINES spread over the place, which can only be disarmed when you have an Explosives skill of 28+. An other way to 'disarm' concealed mines is to shoot them from a distance. They are difficult to spot, but these are their locations in this room: 1. Right

after the piece of catwalk in the middle of the room. 2. To the east/southeast nearby the boxes (there are also various bear traps here, as well as a rigged shotgun). You can also find [12 GAUGE ROUNDS x12 x3] on or around the desk with the rigged shotgun. 3. Between the southwest door and the generator-like machine (next to another beat trap). 4. Right in front of the [FIRST AID BOX] in the southwest corner. 5. There's a trip wire in front of the terminal with two rigged shotguns (but the terminal itself is also rigged, so no need to activate it anyway - although there *is* a [12 GAUGE ROUNDS x12] there). 6. Between the generator device and the boxes. In any case, don't bother going up or Harland turns hostile. (Actually, you (*can* bother and just kill him, or you can choose to do this optional part of the quest). Head back to the room with the makeshift beds. Go around the northwest corner and carefully look around to see if you can spot the Nightkin here (he might ambush you). Dispatch it, then continue downstairs and go around the corner to the north. The door at the far end leads you into a room with a Nightkin Jailer with an Incinerator. He's tough, but defeating him grants you the [JAIL KEY]. Go through the middle door on the east, go downstairs and unlock the door with the key. Unlock the door on the south as well and inspect the dead prisoner in the east room. You can now go back to Harald to let him know the bad news. He'll make a run for it, and you're free to explore the upper level. Look for [.308 ROUNDS x24 x3] near the burning barrel, and read the third entry on the terminal in the southeast corner regarding five missing Stealth Boys. After having done so, go back to the hallways you came from and immediately turn left (west) when you go up the small stairs. Inside you'll find a strange Nightkin with his Antler who asks you all sorts of questions regarding the Stealth Boy shipment (they sure do like those, huh!?). Explain to him that the Stealth Boys are no longer here and all Nightkin will leave. Enter the room to the west, press the electronical switch to reveal stairs and head down. SPACE SUIT AND ROCKETS? This leads to a sewage tunnel (for some reason, tunnels like these remind me of the first part of Metal Gear Solid's soundtrack, which in turn reminds me of the Depeche Mode song The Things You Said). Anyway, you'll come across a room with a nuclear icon next to it soon, which contains a Reloading Bench. You can experiment with this to break down guns, ammo and scrap metal among other things. To the far south is a room with a Workbench and a [SPACE SUIT] and [SPACE HELMET] in the iron cabinet. The Space Suit and Helmet are not only rare and valuable, the Suit even grants you +40 Rad. Resistance! There's also a [MED-X], [STIMPAK] and [MENTATS] on the desk here. Have a look at the rockets and activate the intercom .. Hmm, something wierd's going on here. In any case, return to Jason with the good news (you can exit by ladder here to the Mojave Wasteland and then make your way through the building, or you can backtrack - whatever you'd like). Report back to Jason and follow him to the basement. Head back into the sewage tunnel and make your way to the rocket overview room to speak with Jason. After everything becomes clear, Chris comes walking in the room. Speak with him to get your next objective. COME, FLY WITH ME Note: As a female, if you have the Black Widow Perk you'll get the option to convince Chris to sabotage the rockets. You'll then need to find three Sugar Bombs and some other components for Chris. You can buy Sugar Bombs at the Dino Bite Gift Shop (for example). First we're going to look for atomic fuel for Chris. Head back to the Mojave

Wasteland by the nearby ladder, then fast travel to Novac. From here, travel west/southwest to find a scavenger in a radiation suit. He holds the [ISOTOPE239 IGNITING AGENT] and the [MR. RADICAL's JOURNAL]. Fast travel back to the REPCONN Test Site and report back to Chris (use the manhole ladder as shortcut). After handing over the component, fast travel to Novac once again and head north/northeast this time. When you reach the Gibson Scrap Yard, enter the Gibson Garage. Old Lady Gibson asks a whopping 500 caps for the thruster control modules, and only a 50+ in Barter or Speech will lower this amount. You can trade some of your items with her to make some cash to pay the caps. Fast travel back to REPCONN and hand Chris the control module. After a short scene, go back to the Research Labs and follow the quest marker to the door leading to the Test Site viewing platform. If you have a Science Skill of 55+ you can fiddle with the Navigation Console. Otherwise, activate the Launch Button to complete this quest, granting you 800 EXP. If this makes you level up, and it most likely will, there are a few perks not recommended. It's probably better to leave the following perks alone: QUICK PERK REVIEW 1. Rapid Reload (cute, but not much more). 2. Retention (sounds good, but remember that you'll usually only need the duration for a short while anyway). 3. Swift Learner (Level 30 is the maximum, and you'll get there anyway, so this only takes up a precious perk spot). 4. Cannibal (hardly useful at all). 5. Lead Belly (cute, but how often are you really irradiated too much?). Remember, it's *your* choice, but here are some favorites: 1. Intense Training: An extra SPECIAL stat never hurts, right? 2. Comprehension: Take this before you start reading skill books, and you'll gain a lot of additional skill points, making it easy to reach a nearly maxed character. 3. Bloody Mess: You deal +5% extra damage with *ALL* weapons. That's a no-brainer (get it?), really. 4. Toughness: In Fallout 3 this gave a whopping of +10 Damage Resistance. Now it only gives +3, although there are now two ranks to it. *MUCH* less useful than in Fallout 3, unfortunately, and almost semi-lame. 5. Gunslinger: Decent to have an accuracy boost, but it's only for one-handed guns, so that limits its usefulness somewhat. Note: As you backtrack through the research lab, you can now - safely - 'steal' the aforementioned RadAway x3, Rad-X x7, and contents of the First Aid Box. You do still lose Karma for doing so. Fast travel to Novac and speak with Manny, who gladly tells you where the Khans went. You're off to Boulder City! ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.7 Ring-a-Ding-Ding [WLK-7] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Did you really think you were going to find Checkered Benny that UtFaLlOu easy? Boulder City holds another quest for you, though. TfAlLoUt _____________________________________________________________________ QUEST REWARD: 1100 EXP.

QUEST OUTLINE: 1. (to be continued) _____________________________________________________________________ Find Boulder City to the far northeast of Novac. Look for Lieutenant Monroe who tells you the Khans are in the city. Open the gate (with the yellow sign on it) to enter the Boulder City Ruins. Here, simply head over to the house that the quest marker is pointing at (in southwest direction), and enter this Great Khan Hideout. In here, talk to Jessup and he'll tell you that Benny, the guy you're after, is no longer here. This concludes the 'They Went That-a Way' quest, netting you 1000 EXP! You can either continue with the Boulder City Showdown quest now that you're here anyway, or continue with Ring-a-Ding-Ding. It requires a 45+ Speech skill to convince Jessup, and it takes a 500 caps bribe at Monroe to back away (or less with 45+ Barter), so if you've got what it takes, feel free to do so. An alternative option is to untie the hostages yourself, but the Khans aren't going to like it. This guide will now resume the main quest. Travel northwest, following the Ring-a-Ding-Ding quest marker until you reach Freeside's East Gate. Inside Freeside you can hire a bodyguard, but it's not really necessary. Head through the streets, turn northwest and keep going until you get to a blue bus door on your left (southwest). Head to the far southwest to reach 'The Strip North Gate', guarded by no less than five Security Gatekeepers. To pass you'll either need to pay up 2000 caps, have a Science Skill of 80+, show a valid passport, or destroy all five Security Gatekeepers. Hmm.. Maybe you should start making some money first. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.8 G.I. Blues [WLK-8] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo The King has work for you to do, and that's just what you happened UtFaLlOu to need. Pay him a visit at the King's School of Impersonation. TfAlLoUt _____________________________________________________________________ QUEST REWARD: 1650 EXP. QUEST OUTLINE: 1. _____________________________________________________________________ LONG LIVE THE KING! Backtrack and go inside the King's School of Impersonation. Pay Pacer 50 caps to speak with the King. Tell him you paid to see him and you can get your money back. Get back to business and he'll tell you to hire a guard named Orris at the northern gate of Freeside. He'll hand you 200 caps to close the deal with Orris. Hire him (as mentioned before, at the northern gate of Freeside) and follow him around. After a while he'll "kill" four thugs. If you have 6 or more Intelligence (and you should), use this option. You can also inspect the thug bodies if you have a 30+ Medicine Skill. Alternatively, a more universal approach would be to just pop a bullet into one of the "corpses" and see what happens. Orris and the four thugs will turn against you, so be prepared for this to happen. His Hunting Revolver is extraordinary powerful, so you may want to move to the far northwest and shoot one of the corpses from afar (and at least save before attempting). Look for

back up near the King's School of Impersonation - Orris usually gets into trouble with the Security Gatekeepers. When the thugs have been taken care of by you and the Kings, loot Orris' body or lure him to the Kings as well. As mentioned, his Hunting Revolver is not only very powerful, but very valuable as well. His Metal Armor isn't too bad either. Return to the King and report. Don't let the question marker fool you; the King's (sometimes) located in his suite on the third floor. THE NCR AND THE KINGS The next task for you is to head to Old Mormon Fort and ask the locals about their assailants. Find Old Mormon Fort northeast/east of Freeside and enter through the large wooden gate. Speak to Roy (and Wayne too, who probably has an IQ of 83), then return to the King with the information. This time, inquire about his dog, Rex, and you can even start a new quest: Nothin' But a Hound Dog. Return to Old Mormon Fort and speak with Julie Farkas about the NCR troops. She tells you to speak with Major Elizabeth Kieran, telling her to mention her name. You can also start yet another new quest at Julie regarding trouble in Freeside: High Hopes. Let's first continue with G.I. Blues. Tip: Head into Fort Mormon through the door in the west corner and look around the bedroom upstairs to find the [SNOWGLOBE - MORMON FORT] in the cabinet, and a {TODAY'S PHYSICIAL} on the desk. Travel around Old Mormon Fort, heading southeast/east, and locate the missionary to the northeast. He's part of the NCR and wants you to take a quiz before telling you the password. The correct answers are: Tandi, Shandy Sands, Bear. With the password, travel down the street northwest, then follow the destroyed highway southwest until you reach the NCR Ruined Store to your left (southeast). Speak with Elizabeth Kieran here to get the information you came for. Return to the King's School of Impersonation and Pacer approaches you, asking (telling) you not to tell the King what you just found out. You can bargain with him and he'll give you 200 caps (what is the amount with 50+ Barter, anyone know?). COMPANION REX Speak with the King anyhow, and inquire about Rex first (if you spoke with Julie about this earlier). Tell him that Rex can be cured, and the King will actually lend you Rex! This gives you a companion similar to Dogmeat in Fallout 3, and arguably cooler! This also grants you the Search and Find perk as long as Rex is a companion: It's more nifty than extremely useful, but when zooming the camera will highlight chems, firearms and ammunition in the surroundings, making them slightly more easy to find. You need to know about Rex that he chases off after rats (and probably after people with hats, too). You can also view Rex as an important expansion of your inventory, as he can carry 240 weight. Do be careful on hardcore mode: If Rex dies, he'll be gone forever. GETTING INTO THE STRIP Also tell the King what Elizabeth told you, then head back to the NCR Store and you'll find Pacer under fire by NCR troops. Speak with Elizabeth nearby the outpost tower to the northwest to defuse the situation and report back to the King. This concludes the G.I. Blues quest. You can now ask the King for a favor: 1. Join the Kings. This makes you one of them, and you're less likely to be attacked around Freeside. 2. Get into the Strip. The King sends you to Mick and Ralphs where you can claim the [COUNTERFEIT PASSPORT], allowing you to access the strip.

3. Money. This gives you 1000 caps. Since you'll want to get into the strip, option two is currently recommended. Of course, you can also pick one of the others but you'll have to figure out a different way to get into the strip. Mick & Ralph's is located in the same area as Mormon Fort, and is located southeast from there (check your local map). Head inside and talk to Ralph, telling him the King sent you regarding a favor he owes you. Ralph will then give you the counterfeit passport. With this in your posession it's finally time to enter the strip. THE STRIP After entering, a security bot tells you to visit Mr. House, which initiate the 'The House Always Wins, I' quest. Let's first continue with the Ring-a-DingDing quest and continue to the Strip. You'll also be able to buy some weapons you can sneak into casino's (such as a silenced pistol(!!) or switchblades). It's a good idea to buy at least a Silenced .22 Pistol if you don't already have one. THE TOPS CASINO Proceed to the next part of the Strip, and enter the The Tops Casino (with the circling flashy lights). Hand over your weapons (not everything, of course), then meet Benny who's in the north area of the casino. There are a few approaches you can now take: 1. Attack Benny (highly unrecommended, you barely stand a chance). 2. Meet him in the VIP suite (you go first). 3. Use the Black Widow Perk to get a hilarious conversation and Benny will lead you to the suite. 4. Use Barter (35+) or Speech (60+) to get Benny to follow you to the suite. The 'Wild Card: Ace In The Hole' quest now also starts. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.9 Wild Card: Ace In The Hole [WLK-9] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo You and Benny have a score to settle, and you're finally face to UtFaLlOu face. Let's not hope things get more complicated.. TfAlLoUt _____________________________________________________________________ "More QUEST REWARD: 110 EXP. like I'll blow a QUEST OUTLINE: 1. Search Benny's room in the Tops for clues. hole in 2. Talk to Yes Man about how to take over Vegas. your ass" _____________________________________________________________________ AREA ITEM LIST: THE TOPS CASINO SUITES A. Pugilism Illustrated . . [] In the presidential suite, look for a [PUGILISM B. Bottle Cap x10 . . . . . [] ILLUSTRATED] on the small wooden table in the C. Tales of Chivalrie . . . [] northwest corner of the main room. Also D. Benny's Suite Key . . . . [] explore the kitchen to the southeast and grab the [BOTTLE CAP x10] from the table, and a [TALES OF CHIVALRIE] from the desk. When you're all done, try to exit by elevator and Benny betrays you (how surprising). You'll now have to deal with four of his goons, so pull out your gun and waste them. It helps if Rex is your companion, otherwise rely on taking cover in one of the other rooms, aiming for

their heads. Loot their bodies for [BENNY'S SUITE KEY], then exit by the elevator. You can also have fun with Benny through the intercom :p. Down in the casino, turn around the southwest corner and follow the quest marker to the elevator leading up to the 13th floor. Go through the double doors and explore Benny's Suite. Inside you'll find the rather helpful bot Yes Man. This eventually concludes the Ring-a-Ding-Ding Quest and Wild Card: Ace In The Hole quest, (netting you 1100 EXP and 110 EXP respectively), and inquiring with Yes Man about all subjects not only gets you tons of information, but also starts various new quests, including: Wild Card: Side Bets, Wild Card: You and What Army?, and How Little We Know. This guide first continues with 'Wild Card: Change In Management' first. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.10 Wild Card: Change In Management [WLK-10] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Yes Man has been very helpful to say the least. It's time for you UtFaLlOu to gain a little more power in New Vegas... TfAlLoUt _____________________________________________________________________ QUEST REWARD: 500 EXP. QUEST OUTLINE: 1. _____________________________________________________________________ Before continuing with the game, look around the room with Yes Man to find a [LOCKSMITH'S READER] lying on one of the machines. The door to the northeast leads to a hall with a locked door leading to the Sub-Basement, so ride the elevator down to the main floor again. Exit the casino. In case you were wondering, there's no need to collect your equipment - they're automatically put back in your inventory when you leave the casino. One of Caesar's men, Vulpes Inculta tells you that Caesar wants to see you. This will automatically start the 'Render Unto Caesar' quest. Additionally, you also receive a note from Ambassador Crocker from the Republic. You're pardonned any crimes against both factions. So... Let's just continue our pursuit of Benny for now. Fast travel to Novac, which is closest to your destination. Travel to the far southeast until you reach a canyon. Head down and travel through the canyon until you finally reach Cottonwood Cove. Speak to Cursor Lucullus who's waiting for you at the dock, and travel to the Fort by boat. THE FORT Go uphill (people are quite unfriendly around here, huh? They keep telling you to go .. "away"... How contradictory). Enter the fort and look around for Caesar's tent, easily spotted by two flags and a luxurious look. Note: Sometimes you're told you cannot enter the tent because you must enter by yourself. This is an annoying bug, especially of your companion (Rex) is still already waiting at the entrance of The Fort. To fix this, go back to your companion and specifically tell them to wait. You can then enter the tent. When speaking to Caesar, responding with "How may I serve your Legion, Caesar?" will increase your fame for Caesar's Legion. Ask what you need to do and he'll hand you [THE PLATINUM CHIP]. Head to the Weather Monitoring Station (and activate the 'Render Unto Caesar' quest), west of Caesar's tent. Inside, place the Platinum Chip in the device and head downstairs into the Securitron Vault.

THE SECURITRON ARMY Here, speak with Mr. House over the screen. He'll ask you to work for him instead. Considering he's very powerful, let's play the game along .. for now, shall we? Might as well get the best out of this complex situation. Equip a radiation suit, or better yet, the space suit, to help protect you from the rad increase (even though it'll say +1 RAD every second, it does actually decrease the amount). Go downstairs and destroy the Protectron, then go through the southern door, leading you to the security room. Be sure to grab the valuable and powerful [PLASMA RIFLE] from the corner, and loot the [GRENADE BOX x2] and [AMMO BOX]. The Average Turret Operation Terminal can deactivate the turrets in this area, and the Hard Protectron Opration Terminal can deactivate, well, Protectrons, although you likely don't have 75+ Science. Do what you can - unfortunately the Sentrybot Terminal is inactive. Head through the door at the end of the hall leading west. Destroy the two Protectrons (and possibly a Mark VI Turret, if you hadn't disabled these) in this hall, then go downstairs, dispatch another Protectron and go through the generator hall, destroying another three to four Protectrons. Inspecting the generotors in the adjacent chambers reveals that these can be destroyed. For now, head west (destroy the Mark VI Turret) and go upstairs (destroying yet two more turrets). It helps to toss Pulse Grenades at turrets and/or groups of Protectrons. You should've gotten some from the Grenade Box earlier on. Select the 'Wild Card: You and What Army?' quest. You must now make a decision. You have two options: 1. Mr. House. If you side with Mr. House, activate the 'The House Always Wins, II' quest in your Pip-Boy 3000 and then activate the Securitron Operations Console in the Security Room (at the red lights). 2. Destroy the three reactors in the adjacent rooms of the generator hall to overload the bunker's reactor. This also activates FOUR Sentry Bots near the exit, which you'll want to quickly run past - you're by far outmatched by these. You'll receive 750 EXP for finishing the 'Wild Card: You And What Army?' quest. Now report back to Mr. House, and then to Caesar, also completing the 'Render Unto Caesar' quest, granting you 500 EXP. After this, deal with Benny. You can either kill him right away, crucify him (at a loss of karma), or face him in the arena (which allows you to loot him from his unique [BENNY'S SUIT] and [MARIA] Silenced 10mm Pistol). You can also pickpocket this pistol from him when he's still tied up, but the suit requires some gladiator efforts. All your equipment is returned to you after killing Benny in the arena. Return to Caesar to receive 100 EXP and the task to kill Mr. House. Fast Travel to The Strip North Gate and from here, go to The Tops Casino to meet up with Yes Man who's waiting right outside. I think it's time to pay a visit to the Lucky 38 Casino. Go inside the Lucky 38 Casino and take the elevator to the Penthouse. Jane, one of the bots around here collects Snow Globes for Mr. House, giving you 2000 caps as a reward a piece! Mr. House can be found in the room to the east. OPTION 1: THE HOUSE ALWAYS WINS

Simply hand the Platinum Chip over to Mr. House. He'll show you what the Platinum Chip does. Now that you know, you've completed the quest (+500 EXP). Next goal is to meet the Boomers as part of 'The House Always Wins, III'. OPTION 2: CHANGE IN MANAGEMENT If you turn against Mr. House, this will turn all security bots hostile. Should you want to pick this option, activate a Stealth Boy, sneak upstairs and wait half a minute or-so. Then, in the room with Mr. House's main screen, use the terminal behind the stairs to your left (northeast) to open the antechamber to the right. Go inside and use the terminal next to the elevator to access the secret chamber with the 261 year-old Mr. House inside. Open his chamber and kill Mr. House. After you've done this, head to Yes Man at the Tops Casino to take over Mr. House's mainframe. Yes Man will then show you what Mr. House intended to do with the Platinum Chip. NOTE: Things get more complicated to describe from now on, due to the various possibilities you have. Soon enough, this guide goes over all possible options, but for now OPTION 1 (MR. HOUSE) will be followed. Regardless of your actions, ride the elevator to the Lucky 38's Presidential Suite and check out the room with the pool table (to the northeast). Search the wooden cabinet in the southeast corner to find a [FUTURE WEAPONS TODAY] skill magazine. In the casino on the ground floor, check out the VIP section to the west - head upstairs - and check behind the bar: The cabinet contains [GOLDEN GLOVES]. Make your way to the northeast side of the map and follow the highway. You'll eventually come across a Field Shack to your left (north). The pickup next to it contains an [AMMO BOX] and Sunset Sarsaparilla Crate, and inside the shack are [AMMO BOX x3]. until you run into a fellow named George. He tells you it'd be unwise to continue, and offers you an alternative for a measly 300 caps (or 50 with 40+ Barter). The only thing he actually does is sell you the 'Nellis Artillery Timing Details', which reads: "The key to avoiding the artillery is to move from building-to-building up the northern side of town toward the front gate. Stick to the high cover in the northeast corner of the two buildings, then make a bee line for the gate. The Boomers won't shoot at their own people, so stick to the fence until you make it to the gate. Also, I know there is an old train tunnel that enters the area from the south, but no one has ever come back out of there to say it is safe." In case you're wondering, the train tunnel has a Very Hard lock, so there's not much for you to do there right now. It says what it says. To elaborate: Do NOT go east or southeast or you will get killed. Look for the higher piece of corner in the northeast corner of the first "house" (it's basically destroyed to the ground). You can stay in this corner until the firing ceases. Then immediately rush over to the next house to the northeast, which is more intact; hop inside and shelter in the northeast corner. When the firing ceases once again, make a break for the fence to the far north. Hug the fence and travel east to the main gate of the Nellis Air Force Base. You're automatically spoken to and brought to Pearl, one of the elders. A new quest will start, Volare!, and by the look of things you can do various other quests as well. While it's possible to kill the Boomers, there's too many

things to do and doing so would be a waste of gameplay. Let's start with the 'Volare!' quest. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.11 Volare! [WLK-11] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo The Boomers have several problems they need help with. YOUR help. UtFaLlOu Something involving giant ants and a sunken B-29? You're in, right? TfAlLoUt _____________________________________________________________________ QUEST REWARD: 400 EXP. QUEST OUTLINE: 1. Help the Boomers around Nellis. 2. Help Agryll with his patients. 3. Do the Sunshine Boogie quest. 4. Listen to all of Pete's stories. 5. (OPTIONAL) Do the Ants Misbehavin' quest. 6. Return to Pearl. 7. Speak to Loyal about the Boomer's plan to raise the bomber from the bottom of Lake Mead. 8. Attach the ballast from Loyal to the B-29 at the bottom of Lake Mead. 9. (OPTIONAL) Talk to Jack about getting a rebreather to swim to the bottom of Lake Mead. 10. Return to the shore near the tow winch and use Loyal's detonator to float the B29 to the surface. 11. Let Pearl know your job is done. _____________________________________________________________________ AGRYLL: LET'S PLAY DOCTOR TOGETHER Select this as your active quest and head to the northwest marker, leading you to the Nellis Medical Station. Here, speak with Argyll and ask him what you can mean for him. If you have 40+ Medicine or 35+ Speech you can convince him to help treat the patients. These require 40, 50 and 60 Medicine respectively. If you have a Today's Physician magazine (along with the Comprehension Perk) you can boost your Medicine up to 20 points, possibly recovering all three patients. You get 40, 50 and 60 experience points for helping the patients. PETE: A BOOMING STORY Continue to the Nellis Boomer Museum, marked by the northwest quest marker. Enter the building and look to your right (north): Is that a [SNOW GLOBE NELLIS AFB] lying on the table? Yes it is! There's also an {iLA FANTOMA} magazine on the bed - it's best to grab this while Hidden/Crouched when Pete's asleep. Speaking of Pete, talk to the kid and listen to the story (this will increase your fame with the Boomers). Go over all options, sometimes using Science and Repair to impress - and it'll all increase your fame. You're done here now. LOYAL TO THE BOOMERS: SUNSHINE BOOGIE Find the Boomer named Loyal, usually found inside the Hangar, but also found wandering around the Hangar outside. He'll give you an additional quest, namely, repairing the broken solar array panels. The Nellis Array Panels are easily found, located to the northeast/east of the base. You require either a 65+ Repair skill, or some array parts to fix the panels. If you have the required skill, consider yourself lucky; you get to choose if you'd like to do

the next part. Otherwise, let's get down to business. The parts you're looking for can be found in the Helios One Power Plant, located nearby Gibson Scrap Yard. Fast travel there and approach the place. Lt. Haggerty halts you; talk your way in with 30+ Speech or Science. 25+ Speech to make him hand over 100 caps. He'll also give you the 'That Lucky Old Sun' quest. Also speak with Ignacio Rivas to learn several things about the Brotherhood's and NCR's interests in this location. Exit through the door. Here, look around for five broken solar array panels. This requires 20+ Repair, but I have faith you have at least that amount. Otherwise, well, either boost it some by levelling up or use a skill magazine. There's an array panel to the west, behind a tent that contains [AMMO BOX x2]. The tent to the right contains a [FIRST AID BOX]. There's a second broken array panel nearby, just southeast from the tents, next to the fence. While you're here, inspect Terminal 1 inside the fence, BUT be warned that there are several traps set up - save your game and disarm these first. Resetting the mainframe will complete one of your goals for the 'That Lucky Old Sun' quest. There's a third broken array panel to the north of the area, a fourth to the northeast, and a final fifth nearby the tents on the east side. One of these tents contains an Easy [AMMO BOX]. The fenced area to the southeast is guarded by several violent dogs, but it also houses Terminal 2 on which you need to reset the mainframe on. Waste the doggies and do so. Ignore the 'That Lucky Old Sun' quest for now, because it's a little hard to get past the security in the Solar Collection Tower. Instead, fast travel back to the Nellis AFB and head over to the Nellis Array to the northeast. Fix the five arrays and report back to Loyal in the Nellis Hangars. This concludes the 'Sunshine Boogie' quest, netting you fame at the Boomers, plus 300 EXP. RAQUEL: ANTS MISBEHAVIN' Raquel can often be found on the little outpost south from the hangar, otherwise try the Nellis Woman's Barracks. Ask what's.. bugging her and she'll explain the situation and hand you the [NELLIS GENERATOR KEY]. Go back to Loyal in the hangar first. If you have 50+ Speech or Science he'll give you the [SONIC EMITTER]. Travel to the Nellis Array Generators and go inside the door - follow this quest's marker. Remember, don't use any flamer or laser weapons to prevent the ants from blowing up. In the first room, waste several ants, then loot the dead Boomer. Look for the [MARKSMAN CARBINE] next to him (which doesn't show up while looting the body). In the room to your left (northwest) is another dead Boomer, who holds a Grenade Launcher. You can find an [ASSAULT CARBINE] next to him, which is the assault rifle version compared to the sniper version that the marksman is. Head into the north chamber and go down the catwalk stairway, flipping the first of three power switches at the stairs' intersection. The other two switches are on the ground level - east wall straight ahead. Go northeast and loot the iron cabinets for a load of goodies: [AMMO BOX x2], [MISSILE x2],[MINI NUKE x2], [.308 ROUNDS x24 x4], [5MM ROUNDS x100 x4] and [40MM GRENADE x12 x2]. One of the Mini Nukes is lying on the ground. The double door on the north side and the adjacent tunnel only lead back to the Mojave Wasteland, so you can ignore them for now. Instead, explore the south/southeast part of the ground floor to find [40MM GRENADE x12] and [THUMP-THUMP] next to a skeleton. Thump-Thump is a unique grenade launcher, and quite a decent one at that. Test it elsewhere - this

area is a little too risky with various explosives around, along with the ants. It may be a little difficult to spot, but the large pile of rubbish and sand here (to the south) is the Ant Mound. Place the Sonic Emitter on top of it and activate it to destroy all ants in the building. You've now officially owned this place! Return to Raquel to get your reward: 400 EXP and an increase of fame at the Boomers. VOLARE Back at the 'Volare!' quest, return to Pearl who'll send you running back to Loyal. Jack requires a pressure cooker in order to create the rebreather, or you can tell him how to make one from various ingredients with 45+ Science. Jack will now give you the [REBREATHER], which has the Breathe Underwater ability! You can find a pressure cooker in Field's Shack, which is located to the southwest of Nellis Air Force Base, near the "entrance" of where the bombing continually used to take place. Return to Jack when you've got one. With the rebreather in your posession, travel to the Crashed B-29 airplane to the southwest. Equip your Rebreather (which can be equipped under a hat) and dive into the water, which isn't irradiated. After finding the B-29, attach the ballast under both wings and swim to the northwest shore. Equip Loyal's Detonator and bring the plane back up. Return to Loyal at the Nellis Hangars, and lastly speak with Pearl to end the quest. The Boomers are now loyal to you, giving you the option to have them help at a potential battle at Hoover Dam. You also receive a [BOOMER FLIGHTSUIT] and a [BOOMERS FLIGHTSUIT]. Now that you've won the Boomer's support, go back to Mr. House to tell him so, as part of the quest 'The House Always Wins, III'. You can now continue with part IV of this quest series'. By now, you'll also get the quest notices 'Beware the Wrath of Caesar' and 'Don't Tread on the Bear!', respectively showing how annoyed Caesar and the NCR are at your involvement with Mr. House. The next few sections involve the quest 'How Little We Know'. HOW LITTLE WE KNOW Enter Gomorrah across the street, and speak with the Secretary to learn more about this place. Ask around about Cachino and people will tell you to get out of there face. Asking around several times makes Cachino show up. He's a dick, so don't expect a high-level conversation. You can get the key to his place by buying it from the Secretary (or you can threaten her if you have 8+ STR, or use Barter if you have 55+). It costs 300 caps. Ride one of the elevators on the northwest part of the hall and go to the suites. Cachino's room is located to the northeast; make sure the guard is walking in the other direction to sneak in unseen. Go upstairs and explore the bedroom. You can find a {MILSURP REVIEW} next to the closet on the southeast. Check the desk in the east corner of the room to find {CACHINO'S JOURNAL} inside. Alternatively you can attempt to pickpocket Chachino himself for this journal, but I wouldn't recommend doing this. Read the journal in your Pip-Boy's Misc section, then return to Cachino and confront him with what you know. He's often sitting in the back (northwest) of the brimstone section of the casino. Roughly speaking, you now have two options: 1. Give Cachino back the journal (60 Barter nets you 200 caps, otherwise you get 100 caps) and then follow his instructions.

2. Don't give Cachino his journal. Instead, take this thing to his bosses. Let's try the latter first. Speak with the Omerta Thug in the NE corner of the room and tell him you've got business with his bosses - show him the proof. You'll get the [ZOARA CLUB KEY] from him, so enter through the door. Head upstairs and head into the hall southeast from the pool tables. Find Big Sal (often) sitting on the left, just the guy you wanted to talk to. Otherwise look around for Nero. In any case, show them the journal for either 100 caps or (55 Barter) 200 caps. Follow Big Sal/Nero in their office and watch the event. Now get down to business. Ask him what the big thing is they have going on, and be on your way. Head through the south halls, going downstairs on the right. In the Gomorrah Lower Lobby, find Troike, one of this quest's main figures. He asks you to retrieve a stolen shipment of weapon parts from a group of Fiends. These can be found southwest of the strip - follow the quest marker. There are three of them, so dispatch them and retrieve the Disassembled Weapon Shipment (which has a value of nearly 5000 caps!). Give it back to Troike, then go look for Clanden who can be found by riding the express elevator to the suites. Find Clanden and ask him what he needs. To give him the Ralph. You can have 60 Speech. Unlock the door case, return to chlorine, head to outer freeside and head over to Mick and buy the chlorine from Ralph, or even get it for free if you Alternatively you can get some from the Ultra-Luxe Casino's. to the storage room stealthly and fetch the chlorine. In either Clanden to wrap things up.

When you've done so, return to the big boss, Big Sal or Nero, and tell them you've finished your work. You're then rewarded with 400 caps, 300 experience, but your infamy on The Strip also rises. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.12 The House Always Wins, V [WLK-12] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo The Brotherhood of Steel poses a serious threat to Mr. House and UtFaLlOu his plans. He thus requires you to wipe out the entire BoS. TfAlLoUt _____________________________________________________________________ QUEST REWARD: 100 EXP. QUEST OUTLINE: 1. _____________________________________________________________________ After dealing with the Omertas in one way or another, return to Mr. House. Even if you sided with the Omertas, you'll still be able to continue working with Mr. House. This quest requires you to destroy the Brotherhood of Steel, so it's advisable to first conclude any business you have with the BoS before continuing down this line with the Main Quest. Check your worldmap and locate the Hidden Valley. Enter the bunker and go downstairs. Soon after entering the chamber with large containers, a squad of three BoS troops tells you to hand over all your equipment and to come along. You can ignore them and go on a killing spree, but it's not an advisable option and arguably less fun. Hand over your weapons. Head downstairs to meet Paladin Ramos. Agree to see Elder McNamara and speak with him. You're not immediately trusted, so you'll need to do a quest first.

Agree to deal with the Ranger and the "Still in the Dark" side quest begins. You're being fitted an Explosive Collar to ensure you're enslaved and won't run off too far away from the bunker. Collect your stuff from the crate to your right before continuing. STILL IN THE DARK To deal with the Ranger named Dobson, head southwest and follow your quest marker. During daytime he'll be on patrol; during nighttime he can be found in his bunker. Speak with him and tell him you're not a Powder Ganger. Be sure you don't mention anything about the BoS, or you'll automatically fail this quest and you're tracked down by the BoS afterwards. You have several options to get Dobson moving from the BoS territory. Let's go over them one by one: 1. [50 Speech]: Tell him Powder Gangers use the bunkers and he'll be on his way. 2. Inside Dobson's bunker, smash his radio when he's away on patrol (wait several hours for him to leave). This will scare him enough to go away. 3. Alternatively, touching his radio several times will aggro him, resulting in having to kill him. You'll also kill him by rigging the radio, and of course killing him yourself is a last option you have. Still, option 1 or 2 are preferable. While you're in Dobson's bunker, be sure to grab the [.308 ROUNDS x3] from the cabinet to the southwest. It also contains [PURIFIED WATER x4]. Return to the Brotherhood of Steel and tell Elder McNamura that you've dealt with Dobson the Ranger. You can now either continue with BoS business, or continue with Mr. House's goal of destroying the BoS. This section will lead you to the destruction of the BoS, so make sure you've done all other business here. DESTROYING THE BOS Essentially, the only thing you need to do is wipe out the entire BoS bunker. The easiest way to do this is by blowing up the bunker, which in turn requires three keys. Head to Bunker L2 by making a full round circle in the hallway below. 1. Head Paladin's Keycard (from Head Paladin Hardin, found in either his room east of McNamara's command room, or nearby the entrance of bunker L2. 2. Head Scribe's Keycard (from Head Scribe Taggart, found either in his bed or in the VR room located in the southern L2 section). 3. Elder Keycard (from Elder McNamara, found usually in his command room, and possibly in his bed. If found in the control room, use a Stealth Boy to steal this keycard). When in possession of all three keycards, head to the VR chamber in the L2 bunker (southern area). Use the terminal on the western wall to get an access code, which you can then use at the red terminal on this same wall to blow up the bunker. Doing this turns all BoS members immediately hostile, so it's good to still have the Stealth Boy active. It can also greatly help to pop a Med-X and, if you have it, and Atomic Cocktail to greatly reduce damage income. Rush out of bunker L2, then out of bunker L1 using your local map for guidance. With the bunker destroyed, return to Mr. House for further instructions, and to conclude this main quest. ______________________________________________________________________________ FaLlOuTf

AlLoUtFa LlOuTfAl LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt

2.13 The House Always Wins, VI [WLK-13] _____________________________________________________________________ President Kimball is doing a speech at Hoover Dam, and Mr. House wants you to protect him; if you're in the position to do so. _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________

Note: This quest will automatically fail if you aren't at the very least "Accepted" by the NCR. If you aren't, you're automatically given the next quest (part VII) and the president dies as well. Essentially, this quest requires you to do the other Main Quest "You'll Know It When It Happens". Either save the president or let him die and return to Mr. House to proceed with the story. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.14 The House Always Wins, VII [WLK-14] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo You still need to boost the Lucky 38's transmission signal to allow UtFaLlOu for control of the Securitrons at Hoover Dam. TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ You've been given an Override Chip which you can use to extend the transmission signal of the Lucky 38 Casino. Travel to the El Dorado Substation or somewhere closeby, and enter the garage. There are a few ways in which you can do this: 1. Equip an NCR Uniform and enter with ease. If you don't have an NCR Armor you can attempt to lure one of the NCR troops towards you (preferably one of the troops that comes running towards you when you first walk up to the garage). You can then stealthly kill him/her (which works best if they're far away from their mates, if you use a Stealth Boy and a silenced weapon aiming for their head, finishing them off in VATS. 2. Kill the NCR troops. 3. Sneak in (with a Stealth Boy) without being seen. Inside the garage, locate the terminal and use the Override Chip. Return to Mr. House and inform him of the good news. This also starts part VIII of this quest, which is shortlived - you only need to accept your final mission and it will conclude. Do realize that accepting this mission will inevitably finish the game; there is no turning back from here. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 2.15 All Or Nothing [WLK-15] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo This is it; the final battle. You'll need to help Mr. House to UtFaLlOu gain full control of New Vegas (and the Mojave) again.

TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ Depending on which sidequests you did earlier, the following things can happen: 1. If you made a deal between the NCR and the Great Khans, they'll fight along your side. Otherwise, they might just turn up as a hostile group, but they are greatly outnumbered in any case. 2. If you helped the Boomers, you'll soon enough spot Loyal's airplane which drops bombs on the Legion's troops. 3. If you're hostile with the NCR, you'll have to fight them too. Otherwise, they'll help you with your assault. Head for the Hoover Dam Tower to the northeast, battling any hostiles along the way. Inside, ride the elevator. Search for the control room to the northeast, guarded by heavily armed NCR troops you'll need to dispatch before or after entering (or if you have 75+ Speech, convince them to head elsewhere), and access the large terminal here, using the Override Chip. Head to the southeast area of the complex, dealing with NCR and Caesar's troops as you make your way to the switch you manually need to flip. Open the door, check the right of the balcony and flip it. Head to the north/northeast area to exit the tower. Back outside, proceed over the dam and let the Securitrons handle the Legion Centurions as you eventually traverse southeast, uphill, towards the Legate Camp. Inside, dispatch several Praetorian Guards and head up the steps on the far end of the camp. Here you'll meet who you could call the final boss of the game in this scenario: Legate Lanius. You have a whole lot of options in the dialogue, but ultimately you'll need 100 Speech or Barter to successfully make him retreat. LEGATE LANIUS Alternatively, and ultimately if you don't have a very high Speech and/or Barter skill, you'll have to fight Legate Lanius. He's a tough, speedy behemoth with a huge amount of health and plenty of supporting Legion troops. 1. Attempt to keep your distance and target Legate's legs to slow him down if you can manage to cripple one of his legs. 2. Armor piercing ammunition will help tremendously in this fight as it'll at least help you damage Legate more than you normally would. 3. Use Med-X, Psycho, and keep your health high with healing items and stimpaks at all times. 4. Dispatch several Legion troops whenever you feel there are too many around you, and keep moving around to avoid getting cornered. After finally defeating Legate, head back to the gate and general Lee Oliver of the NCR shows up. You have several options now: 1. Kill the general and his troops (by ordering the Securitrons to do so). 2. Attempt a more friendly approach by saying you were hoping both sides could be pleasant about this. The next speech challenge(s) require 100 Speech, but you can get him to leave by succeeding. Mr. House then moves towards you as a Securitron and tells you that you've been

a fabulous right hand, arguably the best he's ever had. The game now concludes. ___ ___ ___ ___ ___ _ _ ___ ___ _____ ___ / __ _ _ \ __ / _ \ __/ __ _ _/ __ _ \__ \ ) _ (_) _ _ \__ \ \__ \ ___ ___ ___(_) ___/___ ___/ ___ \__\_\\___/ ___ ___/ _ ___/ ______________________________________________________________[SDQ] ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.1 Aba Daba Honeymoon [SDQ-1] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Two American kids growin' up in the Wasteland UtFaLlOu TfAlLoUt _____________________________________________________________________ "Life QUEST REWARD: 250 Caps or Turbo Recipe, 150 Caps, goes on?" QUEST OUTLINE: 1. Find Jack and Diane's missing drug runner. 2. Return to Diane and tell her about Anders. 3. Deliver drugs to Don Hostetler at the Crimson Caravan. 4. Return to Diane for your payment. 5. Deliver drugs to Motor Runner. 6. Return to Diane for your payment. 7. Teach Jack new chem recipes. _____________________________________________________________________ If you go north of the Red Rock Canyon you're sure to find the Red Rock Drug Lab. In this area you will find some trailers and Great Khans' by the names of Jack and Diane. Diane needs help tracking down her delivery boy Anders, accept her quest and if your Barter skill is at 50 or higher you can convince Diane to sell to the citizens of Mojave and gain some Karma. Fast Travel to the Cottonwood Cove or Sniper's Nest, if you have either, at the southern part of the map. From here follow the quest marker to find Anders on a crucifix. You can either cut him down and he'll head back to Red Rock Canyon or you can leave him up there for the Legion. If you return after you cut down Anders then Diane will offer you [250 BOTTLE CAPS] or the [TURBO RECIPE], either choice nets you Great Khan Fame. Remind Diane of the work she previously promised to continue the quest and receive the [MILDLY SUSPICIOUS PACKAGE]. Now that you are Anders replacement head over to the Hostetler's house located south of the New Vegas Medical Clinic. Check the end table between the sofas for a [SUNSET SARSAPARILLA STAR BOTTLE CAP] and then the kitchen if you need any random assortment of foods or drinks. Mr. Hostetler can be found in his room, simply drop off the package and rendezvous back with Diane for the reward of [150 CAPS]. Ask for more work to be given a task of delivering drugs to Vault 3 nearby. As you make your way closer to the vault door you will notice more and more Fiends, be wary as they will attack on sight. Upon entering Vault 3 you will questioned as to your intentions, with Speech 64 or higher you can pass a check or else you have to fight your way through. Head through the middle door and to the right to spot a Very Easy door to pick. In this closet area you can find a few [STIMPAKS], leave the closet and enter the dining area across from it. On a table in the southern end you can find a [JET] and [PSYCHO x2]. Pick the ___ ___ ___ _ _ _ _ _ _

Easy door nearby and check the [FIRST AID BOX] for a [RAD-X] and [STIMPAK x5]. In the next room over you can find numerous [PURIFIED WATER] and a few [NUKACOLA]. Return to vault entrance and go left at the split this time. You'll find a door with an Easy lockpick, pick it and enter. Check the [FIRST AID BOX] on the table to find [PURIFIED WATER] and [STIMPAK x5]. On the shelf opposite this is a [FIXIN' THINGS] magazine. Leave and continue around to a Hard lockpick door and enter this room. The [FIRST AID BOX] on the computer desk has a [RAD-X] and [STIMPAK x4], you can also snag the [TODAY'S PHYSICIAN] sitting on the same desk. Opposite the desk you can find [RADAWAY x3], [FIXER x2], and a [DOCTOR'S BAG]. Visit the bathroom across the hall and open the [FIRST AID BOX] (Very Easy lockpick) to find more [RAD-X], [RADAWAY], [STIMPAK x4], and [DOCTOR'S BAG x2]. Leave this room and continue north to the game room, head upstairs to find an ammunition box containing [ENERGY CELL x30]. Hop down and check the vending machines for [SUNSET SARSAPARILLA x3] and [NUKA-COLA x3]. Head up the other set of stairs to find [MENTATS], [JET], and [MED-X] on the pool table. Drop back down and open a nearby Very Easy lockpick door to find a [NUKA-COLA VICTORY] and [NUKA-COLA QUARTZ] in a carton on the back shelf. In the western teaching classroom you can find a [DOCTOR'S BAG] and three ammunition cases with [MISSILE x4] and a nearby [10MM PISTOL]; there is a [JET] on the projector stand. Leave the game room and head north to reach the Maintenance section. The door to the right is an Average lockpick door, open it and check the cabinets for [VAULT 3 UTILITY JUMPSUIT x2] which add 5 skill points to Repair and Lockpick. Make your way around to Motor-Runner via the north door. Talk with him and pass a Speech 25 challenge to gain [25 EXPERIENCE POINTS]. Give him the delivery and check the lockers for a [REVERSE PULSE CLEANER] and a [5.56MM ROUNDS x22]. As you leave don't head out, instead continue straight to find an Average lockpick door. The Filing Cabinet inside holds [20 GAUGE ROUND x3] and [9MM ROUND x14]. Grab the [FIXIN' THINGS] on the shelf next to the Tool Cabinets then be on your way back to Diane. You'll receive [300 CAPS] and Great Khans Fame as your reward; to finish this quest you need to teach Jack a few things. With a Science skill of 50+ and Survival skill of 75+ you can teach Jack all the stuff he can learn. Each time you teach him a new skill you will earn [50 EXPERIENCE POINTS] and have the option of being rewarded with [50 CAPS] or some random chems. After teaching him three skills you will finish the quest and be rewarded [300 EXPERIENCE POINTS] as well as the [KHAN TRICK] perk. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.2 Ant Misbehavin' [SDQ-3] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Sonic Emitter functions like a magnifying glass, pop goes the ant. UtFaLlOu TfAlLoUt _____________________________________________________________________ "Pop goes QUEST REWARD: 400 EXP, Boomer Fame the weasel" QUEST OUTLINE: 1. Restart the 2 array generators, then reset the main power breaker. 2. Kill all ants in the generator room. (Optional) Loyal may have something to help with the ants. (Optional) Place Loyal's sonic generator on the ant mount.

(Optional) Activate the sonic emitter. 3. Return to Raquel and let her know the generators are running again. _____________________________________________________________________ To get this quest you must have first reached Nellis Air Force Base and started the quest Volare! by speaking with Mother Pearl. Track down Raquel either in the Barracks or outside patrolling and ask her about what's been "bugging" her. She will fork over the [NELLIS GENERATOR KEY]. Now go visit Loyal to the north in the Hangar. Complete a Speech or Science challenge (you need a skill of 50 or higher) to receive the [SONIC EMITTER] from Loyal. Leave the Hangar and go east acrossed the tarmac to reach the Nellis Array Generators (follow this quest's marker). Remember, don't use any flamer or laser weapons to prevent the ants from blowing up. In the first room, waste several ants, then loot the dead Boomer. Look for the [MARKSMAN CARBINE] next to him (which doesn't show up while looting the body). In the room to your left (northwest) is another dead Boomer, who holds a Grenade Launcher. You can find an [ASSAULT CARBINE] next to him, which is the assault rifle version compared to the sniper version that the marksman is. Head into the north chamber and go down the catwalk stairway, flipping the first of three power switches at the stairs' intersection. The other two switches are on the ground level - east wall straight ahead. Go northeast and loot the iron cabinets for a load of goodies: [AMMO BOX x2], [MISSILE x2],[MINI NUKE x2], [.308 ROUNDS x24 x4], [5MM ROUNDS x100 x4] and [40MM GRENADE x12 x2]. One of the Mini Nukes is lying on the ground. The double door on the north side and the adjacent tunnel only lead back to the Mojave Wasteland, so you can ignore them for now. Instead, explore the south/southeast part of the ground floor to find [40MM GRENADE x12] and [THUMP-THUMP] next to a skeleton. Thump-Thump is a unique grenade launcher, and quite a decent one at that. Test it elsewhere - this area is a little too risky with various explosives around, along with the ants. It may be a little difficult to spot, but the large pile of rubbish and sand here (to the south) is the Ant Mound. Place the Sonic Emitter on top of it and activate it to destroy all ants in the building. You've now officially owned this place! Return to Raquel to get your reward: 400 EXP and an increase of fame at the Boomers. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.3 Anywhere I Wander [SDQ-3] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo The quest name is also the name of a song written by Frank Loesser. UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 100 EXP QUEST OUTLINE: 1. Rescue the NCR hostages from the Techatticup Mine. 2. Report back to Private Renolds. _____________________________________________________________________ Make your way south of Nelson toward Techatticup Mine. Between these two

areas you can find Private Renolds who tells you he was ambushed by the Legion. Question if the men are still alive to open up a Barter challenge (45+ skill) for [100 CAPS]. Head to the Techatticup Mine nearby along the road. Make your way down the path and turn south when you get the chance along the loop. At the southern tip of the loop is a locked gate (Average). Inside the cubby are some ammunition boxes with [5MM ROUND x71] and [5.56MM ROUND x13]. On the shelf you can find [SUPER STIMPAK x2], [DOCTOR's BAG], and [BOXING TIMES] magazine. If you continue north you will spot another locked gate (Average). In this cubby are four ammunition boxes holding [5.56MM ROUND x17], [5.56MM ROUND x18], [10MM ROUND x12], and [12 GAUGE ROUND x4]. On the boxes you can find [FRAG GRENADE x4], [FRAG MINE x2], and a [BRASS KNUCKLES]. In the back on the shelves you can grab an [EXPLORER HOOD] and [LEGION RECRUIT ARMOR]. North from here you can find Alexus, the leader of this little gang. You can pickpocket or kill Alexus to obtain the Techatticup Storage Key (based on your reputation with the Legion). Head back around the loop and go north to find the two cages where the NCR members are being held. Battle is inevitable if you want to complete this quest. Freeing one of the soldiers will cause the Legion to pummel him to death so you need to clear a path. Behind the cage on the left you can loot [DIRTY WATER x3], [LEGION EXPLORER ARMOR], a [MACHETE], [LAD'S LIFE], and [PATRIOT'S COOKBOOK]. Untie the NCR Trooper and set him free so long as you can cleared a path for him. In the other cell you can find [SCRAP METAL x2], a [DOCTOR'S BAG], two ammunition boxes holding [.306 ROUND x6] and [5.56MM ROUND x16], and a [STIMPAK]. Release this NCR Trooper as well and return to Private Renolds to complete the quest and receive [100 EXPERIENCE POINTS]. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.4 Back in Your Own Backyard [SDQ-4] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo The quest name shares the name of a song sung by Billie Holiday. UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 100 EXP, NCR Fame QUEST OUTLINE: 1. Kill the NCR Hostages 2. Return to Milo at the NCR Checkpoint _____________________________________________________________________ West of Nelson along the road to I95 you will find an NCR Ranger Checkpoint. Milo will come out and ask who are, a Speech of 25 will suffice for some bonus experience but it doesn't ring a bell. Tell Milo you will help with hostages and check the footlocker for [C-4 PLASTIC EXPLOSIVE x2] and a [DETONATOR]. You can storm in and kill everyone as one option, Dead Sea will drop a Unique Weapon, the [LIBERATOR]. It's highly unlikely that you can storm in and kill everyone not to mention this will tank any reputation you have with the Legion. You can always simply sneak in and use the C-4 like you were told or optionally with an accurate Sniper Rifle pick off the hostages at range. If you have Boone and a bad reputation with the Legion you might consider clearing the town of Nelson out and rescuing the hostages for bonus reputation with Boone. Regardless of how you do it you will receive [150 EXPERIENCE POINTS] and NCR Fame pending you succeed. ______________________________________________________________________________ FaLlOuTf

AlLoUtFa 3.5 Beyond the Beef [SDQ-5] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Ignorance is bliss? UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. Ask around the Ultra-Luxe for information regarding Ted Gunderson's disappearance. 2. Get Ted back to his father if he is still alive. 3. Inquire with Mortimer at the Ultra-Luxe about the investigator. 4. Get into the investigator's room at the Ultra-Luxe 5. Search the Investigator for clues. 6. Meet with the investigator's contact in the UltraLuxe steam room at 4pm. 7. Find a way to gain access to the Member Only section of the Gourmand. (Optional) Find a sponsor to help you join the White Glove Society. 8. Talk to Heck Gunderson. _____________________________________________________________________ To begin this quest you must gain access to the Strip (see section [WLK-8]). Head to the southeast corner and enter the Ultra-Luxe Casino. Around the bar located Heck Gunderson and speak with him. After some conversation ask him if you can help locate his son to begin the quest. You can follow either path you want, or both, until the Kitchen scene. At the Kitchen you must choose to ally or expose the White Glove Society for what they are trying to become. Ally with the White Glove Society Head to the back of the floor and turn the corner to enter the Gourmand area of the hotel. Talk to Marjorie to get what you can out of her then leave. Head to the receptionist desk and speak with Mortimer. Mention the Society's old ways of cannibalism to spark a Speech 62+ challenge to get him to spill some information. If you can't pass the check return to Marjorie and question the Society's penchant for human flesh. Return to Mortimer after that and ask about the craving once more. With the information gained you receive [CATTLE PROD], [ULTRA-LUXE KITCHEN KEY], [ULTRA-LUXE PENTHOUSE KEY], and the [ULTRA-LUXE FREEZER KEY]. Expose the White Glove Society Head to the back of the floor and enter the Gourmand area. Speak to Marjorie to get some information on an investigation then leave and talk to Mortimer at the reception desk. Tell him you are just trying to help and you can obtain the [INVESTIGATOR'S ROOM KEY]. Make your way to the Hotel Rooms and use the key to enter the room. The Investigator is dead, loot him for the [MATCHBOOK] and get ready to defend yourself from two White Gloves. Check the back of the matchbook to get the message to meet at the steam room at 4 PM. Head to the Steam Room and wait until approximately 4 PM to meet Chauncey. Explain the situation and press the issue about Mortimer to discover that he is trying to regress the White Glove Society into cannibalism. After you are done talking to him he catches a bullet from an Assassin, arm yourself and wait for the Assassin to enter so you can ambush him with VATS.

There are several ways to enter the kitchen; if your The Strip Fame is high enough you can have Marjorie or Mortimer sponsor you, if your Fame on The Strip isn't Liked or higher than you can switch sides or raise your Fame high enough. If you want to stay on the exposure path then you can always pickpocket Mortimer for the [ULTRA-LUXE KITCHEN KEY] or use lockpicking (50+ to open the door) to force your way in. The Kitchen In the kitchen you have a lot of options regardless of which side you have followed thus far. Head down stairs to be confronted by a White Glove. You can tell him Mortimer sent you (requires 50+ Speech if you are exposing) or you can lie about a burst water pipe (Repair 35+). Don't tell him you're just passing through or you get busted. Head down the hall to the fourth door on the right to meet Phillipe the chef. Ally with the White Glove Society Part 2 Make your way into the freezer with the key Mortimer gives you to find Ted. At this time you can either play along with setting up Heck or return him to his son. If you want to set up Heck then kill Ted and grab [TED'S BLOOD SAMPLES] to be used as a ploy. Enter the Penthouse Suite and spread the blood around then head out to The Strip and tell a Securitron what happened. With this route you must head north from Freeside's North Gate and track down Carlyle St. Clair. With the Black Widow perk you can convince him to get in the dumpster or with various other checks (Speech 45+, Guns 45+, Strength 7+, Medicine 45+, or Unarmed 45+) make him incapacitated. The Cattle Prod can also be used as a means of wrestling him down. Return to Mortimer with the good news. Wait until after 7 PM to speak with him again to hear of the success. You gain [500 EXPERIENCE POINTS] and White Glove Society Fame. Expose the White Glove Society Part 2 If you are trying to expose Mortimer then you need to get Phillipe to leave. With Barter, Speech, or Medicine (all 55+) you can get him to move to the other end of the hall as well as obtain [PHILLIPE'S RECIPES]. Now you can improvise the meal with a Survival skill 75+ or with an Intelligence of 6+ cook the meal with the recipe. With the meal cooked wait till approximately 7 PM and call the waiter via the intercom near the door. At this time open the freezer and get Ted to follow you to the banquet in the Members Only Area. Here you can expose Mortimer for a cannibalist. Take Ted back to Heck at this point. Gunderson Reunion If at any time you return to Heck with Ted in hand you are prompted on what happened. Lying that you have no idea who did nets [500 CAPS], [500 EXPERIENCE POINTS], and White Glove Society Fame. If you tell him who it was then you can pass a Speech check (35+) to convince him not to blockade The Strip, this results in a gain of The Strip Fame. Likewise, you can side with Heck to get the [500 CAPS] but in turn The Strip and White Glove Society Infamy. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.6 Birds of a Feather [SDQ-6] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Is one bird in the hand worth two in the bush? UtFaLlOu TfAlLoUt _____________________________________________________________________

"Don't QUEST REWARD: Van Graff Combat Armor, 1000 Caps, NCR Fame, always Freeside Fame flock together" QUEST OUTLINE: 1. Go outside and talk to Simon. 2. Take up position on the other side of the Silver Rush entrance. 3. Guard the Silver Rush entrance. 4. Report back to Gloria. 5. Deliver the package to a man at the designated location. 6. Report back to Gloria that the package has been delivered. 7. Talk to Jean-Baptiste to receive your next assignment. (Optional) Visit Alice McLafferty, who might know where Rose of Sharon Cassidy is currently located. 8. Find Rose of Sharon Cassidy and get her to follow you. 9. Bring the Cassidy girl to Jean-Baptiste. 10. Report to Gloria Van Graff for your next assignment. 11. Kill the remaining Legion troops. 12. Report to Gloria Van Graff that all of the Legion troops are dead. _____________________________________________________________________ Begin this quest by entering the Silver Rush in Freeside. Observe the conversation then head down once it's over and speak with Gloria. Tell her you are looking for some work to start the quest. Head back outside and speak with Simon to start your guard duty and be equipped with [VAN GRAFF COMBAT ARMOR] and your choice of either a [LASER RIFLE] or [PLASMA RIFLE]. The first person to approach is a drunkard, refuse to let him enter. The next person requires a pat down before being allowed in. The third man is a lucky gambler, you need to search him but it takes a Speech skill of 60+ to succeed, otherwise refuse to let him enter. Another man dressed like a soldier approaches, ask to search him and he attacks. Strike him down and loot his corpse before the next man, Pacer, approaches. Pacer will not come if you killed him in another quest. Be peaceful with Pacer and he will leave, else you are forced to fight him. With you guard duty over report back to Gloria. She offers you another job and pays you [200 CAPS] for your previous duty. Accept the new job to receive the [VAN GRAFF PACKAGE] and make your way to Durable Dunn's Sacked Caravan and head towards Raul's Shack to make the delivery. If you have a Speech of 75+ then ask about the payment to receive [200 CAPS] for your journey. Return to Gloria to continue the quest then head over to Jean-Baptiste Cutting. Go to the Crimson Caravan and talk with Alice about Cassidy. Agree to help her out to start a side quest called "You Can Depend on Me" that is needed to complete this one. Head down to the Mojave Outpost and negotiate with Cass to sell her Caravan. Afterwards speak with her and ask her what she's going to do now, have her join you as a follower and return to Silver Rush. Have Cass executed to finish the quest and receive [350 CAPS]. Speak with Gloria for the final mission, an escort. You arrive in a warehouse with some Legion members when Gloria gives you the lowdown, you are setting a trap. To avoid taking any Legion Infamy simply don't attack but be sure to loot the bodies afterwards. Talk to Gloria to receive the [VAN GRAFF COMBAT ARMOR], [1000 CAPS], [600 EXPERIENCE POINTS], NCR Fame, and Freeside Fame. ______________________________________________________________________________ FaLlOuTf

AlLoUtFa LlOuTfAl LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt

5.7 Bitter Springs Infirmary Blues [SDQ-7] _____________________________________________________________________ Bitter Springs is an actual town in Arizona. It has no hospital. _____________________________________________________________________ QUEST REWARD: 200 EXP, NCR Fame, Stimpak x2, Rad-X x4, RadAway x2 140 Caps QUEST OUTLINE: 1. Find Lt. Markland a book on psychological treatment. 2. Bring the psychology textbook back to Lt. Markland 3. Find a book on pediatric medicine for Lt. Markland 4. Bring the pediatric medicine book back to Lt. Markland. 5. Bring Lt. Markland three Doctor's Bags. _____________________________________________________________________

You can begin this quest as part of the larger side quest "No, Not Much" by talking to Captain Gilles at Camp Bitter Springs. Speak with Lieutenant Markland and tell him the Captain sent you to help. You need to bring him three Doctor's Bags in order to get the ball rolling. If you don't have three then head to the New Vegas Medical Clinic like he suggests. Seek out Doctor Usanagi and check the inventory for a [DOCTOR'S BAG]. Head over to the Crimson Caravan Company and talk to Blake who has two more [DOCTOR'S BAGS] and two books that you are going to need when you return to Markland, [STRESS AND THE MODERN REFUGEE: A PRIMER] and [TINY, TINY BABIES: ALL YOU NEED TO KNOW ABOUT PEDIATRIC MEDICINE]. With all supplies in hand return to Lieutenant Markland and make the drop off. ______________________________________________________________________________ Note: If you have Arcade as a follower then you don't need the books from the Crimson Caravan Company, he will aid Markland in learning more about medicine. You gain NCR Fame but you can also make Markland hand over [STIMPAKS], [RADX], [RADAWAY], and upto [140 CAPS] in addition to the [200 EXPERIENCE POINTS] you receive for completing the quest. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.8 Bleed Me Dry [SDQ-8] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 1650 EXP, 5200 Caps (6400 if Bartered), Hunting Rifle Hunting Revolver, Hunting Shotgun: Dinner Bell QUEST OUTLINE: 1. _____________________________________________________________________ You can start this quest by talking to Red Lucy in the Thorn on the Westside of New Vegas. Red Lucy is typically standing on a platform near the center of the Thorn, she desperately needs newborn specimens to fight. Tell her you will help and she will give you her first task of a dozen Giant Mantis' Eggs. Take her advice and go to Vault 22 where you will find plenty of Giant Mantis'

waiting for you. If you fix the elevator (Repair Skill 50+) then you can ride down to the Pest Control level, else you have to make your way down through the various other floors. Once you reach this level hook a left from the elevator and head up the steps to enter the lab. Head through the nearby door to reach the Food Production section. Go straight at the junction and turn the corner dispatching the Giant Mantis'. Loot the [PILE OF GIANT MANTIS EGGS] and be on your way back to Red Lucy. With a Barter Skill of 50+ you can convince Red Lucy to pay you [300 CAPS] instead of 200 and you gain [100 EXPERIENCE POINTS]. Ask if you can still help to be sent on a mission for Radscorpion Eggs. Fast Travel to the Goodspring Cemetery and go from there to find Giant Radscorpions lurking about. Run in and take out what you can then snag the [PILE OF RADSCORPION EGGS] and return to Red Lucy. She hands over a [HUNTING RIFLE] and [300 CAPS] but you can convince her to give you [400 CAPS] with Barter Skill 60+; you receive [150 EXPERIENCE POINTS]. Next up is Fire Gecko eggs which can found in the Bootjack Cavern near Lucky Jim Mine. Once you get here keep your distance and take out the Fire Geckos. At the end of the cave you will find the [PILE OF FIRE GECKO EGGS], grab them and return to the Thorn once more. You receive [200 EXPERIENCE POINTS] for this mission as well as [500 CAPS], Barter (Skill 70+) to receive [700 CAPS] instead. The mayhem continues as you are told to acquire a few Night Stalker eggs. The easiest way to enter the cave is from Bitter Springs. A Legendary Night Stalker sits near the nest with approximately seven other Night Stalkers. If you don't have the firepower for this one then use a Stealth Boy to reach the [PILE OF NIGHT STALKER EGGS]. Back at the Thorn Red Lucy yields [300 EXPERIENCE POINTS], a [HUNTING REVOLVER], and [700 CAPS]. A Barter Skill of 80+ will net you [1000 CAPS] instead. Once again you are set out to find eggs, this time from the Cazador. Pick a location nearest this one, maybe something like Jacobstown or Ranger Station Foxtrot, and head on over. Nearly a dozen Cazador and Young Cazador swarm the area, be careful and take them out. The Super Mutant lying dead holds a [FATMAN] so be sure to loot it along with the [PILE OF CAZADOR EGGS]. [400 EXPERIENCE POINTS] and either [1000 CAPS] or [1500 CAPS] (Barter Skill 90+) later Red Lucy gives up the mother of all hunts. Deathclaw eggs are the finale and you can go to one of two locations, the easier path being the pit near the Quarry Junction. Unless you are completely positive you can defeat the Deathclaw simply use a few Stealth Boys and grab the [PILE OF DEATHCLAW EGGS] and high tail it out of there. Your reward this time is [500 EXPERIENCE POINTS], [2500 CAPS], and a modded out [HUNTING SHOTGUN]. You can talk to Red Lucy to get a personal invitation into her bedroom for some after hours training once all missions are complete. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.9 Booted [SDQ-9] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Booted is also a reference to getting high, much like Boxcar does. UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 100 EXP, Powder Ganger Fame QUEST OUTLINE: 1. Speak with Boxcar in the Nipton General Store. 2. Travel to the Legion Raid camp nearby. 3. Free the captured Powder Gangers.

_____________________________________________________________________ To start this quest head to Nipton and enter the General Store at the southern end of town. Speak with Boxcar to find out that he's crippled, give him Med-X to get the location of the remaining Nipton survivors or simply head there without his aid. Leave the General Store and go northeast to reach the Legion Raid Camp. You can't negotiate with the Legion even if you are friendly with them and untying the hostages causing hostility with the Legion. Sneak in and pick off the Recruits and Decanus or rush in guns blazing. Once the firefight is over untie the hostages for [100 EXPERIENCE POINTS] and Powder Ganger Fame. Note that killing the Legion members results in Caesar's Legion Infamy. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.10 Boulder City Showdown [SDQ-10] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Not quite the O.K. Corral but it'll do. UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 300 EXP, Positive Karma, Great Khan Fame and NCR Infamy OR Great Khan Infamy and NCR Fame QUEST OUTLINE: 1. _____________________________________________________________________ The Main Quest will send you to Boulder City where you will meet up with a Lieutenant Monroe. You can resolve the hostage situation a number of ways to include negotiation, sneaking in and rescuing the hostages, or murder the NCR and free the captors. If you go the negotiation route then head inside and speak with Jessup. Here you can either pass a Speech check (skill 45+) or pay 500 Caps for the freeing of the hostages. The Speech check results in a NCR and Great Khan Fame while simply cooperating only nets Great Khan Fame. If you sneak in try going at night so you are less visible. Sneak around the backside of the building and pick the locked door. Quickly free the hostages and make a dash for the entrance using the NCR as supporting fire if needed. If you locate them but can't reach them then you can tell Monroe where they are and go from there. All routes lead to NCR Fame during this path. Lastly, if you decide to help the Great Khans then kill all the NCR to include Lieutenant Monroe and tell Jessup you cleared a path for them. This results in NCR Infamy, Great Khan Fame, and positive Karma. All quest outcomes result in [300 EXPERIENCE POINTS]. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.11 Bye Bye Love [SDQ-11] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 200 EXP, 200 Caps (400 with Barter) QUEST OUTLINE: 1. Talk to Joana, on Carlito's behalf, at Gomorrah. 2. Joana has decided to escape Gomorrah. Talk to Carlitos about her decision.

3. Carlitos wants to meet Joana in Freeside, between midnight and dawn. Explain the plan to Joana. (Optional) Carlitos suggests getting backup before attempting the escape. Find the two guns-for-hire that owe him a favor. 4. Joana agreed to Carlitos' plan. Talk to her once you're ready to escort her during the escape. 5. Joana will wait, in disguise, at Gomorrah's lobby. Go there and lead the girls to Freeside. 6. Help Joana, and the girls, in their escape to Freeside. 7. Joana is safely delivered to Carlitos. The Omertas who set up the ambush are gone. 8. Joana is free and reunited with Carlitos. She spoke about rumors of a sinister Omertas' operation. _____________________________________________________________________ Start this quest by heading to The Strip and finding Carlitos, in Vault 21 near the Diner, or Joana, in the Courtyard of the Gomorrah. To start with Carlitos you'll need Speech 50 or Strength 7 to get the information out of him, for Joana it will take Medicine 50 or Speech 75 to find out what her deal is. Speaking with Joana first will lead you back to Carlitos who ultimately comes up with a plan to sneak Joana out of the Gomorrah and meet him in Freeside. To convince Joana to leave you need a Speech 40, once she agrees you have the option of getting some backup before getting her out. If you chose to get the additional help head to Freeside and enter the Atomic Wrangler where you will find Big Beard and Little Beard. Tell them to be in Freeside waiting for you and return to Joana. Once you are ready let Joana know and she will begin moving the Gomorrah Lobby. Head on down there and wait near the Disguised Hookers and speak with Joana once she arrives to get out of the building. Follow the crew until they dash to Freeside, then continue on down the street where you run into Carlitos. Unfortunately, some Omerta Thugs are also there waiting and you have to kill them if you can't pass the harsh Speech 85, Barter 85 (plus 500 Caps), or Strength 9 challenges. If you recruit additional help they should go down without much of a fight. You receive thanks in addition to [200 EXPERIENCE POINTS] and [200 CAPS] (or [400 CAPS] with a Barter skill 65 or higher). ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.12 Can You Find It In Your Heart? [SDQ-12] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 100 EXP, 100 Caps, Caravan Lunch x2, Service Rifle, Weapon Repair Kit x2 QUEST OUTLINE: 1. Clear out the critters on the road to Invanpah Lake. 2. Return to Ranger Jackson at Mojave Outpost. _____________________________________________________________________ At the Mojave Outpost talk with Ranger Jackson. Ask if he could use any help to start the quest. Follow the quest marker to the Ivanpah Lake where you will find Giant Ants sitting near the underpass. Take them out any way you feel

comfortable but be sure to start with the Soldiers then the Workers. Return to Ranger Jackson once the deed is done to receive [100 EXPERIENCE POINTS], [100 CAPS], [CARAVAN LUNCH x2], [SERVICE RIFLE], and [WEAPON REPAIR KIT x2]. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.13 Classic Inspiration [SDQ-13] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Leonardo DaVinci would have taken his own pictures. UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 500 EXP, 500 Caps QUEST OUTLINE: 1. Michael Angelo wants pictures of famous signs around New Vegas. 2. Take a picture of the Bison Steve sign. 3. Take a picture of Novac's Dinosaur Thermometer. 4. Take a picture of the Sunset Sarsaparilla Headquarters Bottle sign. 5. Take a picture of the HELIOS One sign. 6. Take a picture of the McCarran Airfield sign. 7. Return to Michael Angelo for your reward. _____________________________________________________________________ You can find Michael Angelo in the back of his shop at the southern end of The Strip. Don't get too hasty with the challenges or you won't get a chance to start the quest, instead simply tell the truth and ask about his background until you can offer to help him with some photographs. You receive the [CODAC R9000] and [CAMERA FILM x24] and are sent to take pictures of the Bison Steve sign in Primm, Novac's Dinosaur Thermometer, the Sunset Sarsaparilla Headquarter Bottle sign, the HELIOS One sign, and the McCarran Airfield sign. You can return to Michael Angelo at any time after taking a picture to collect a small reward for your work. Consult the chart below on your payment and experience per picture snapped and turned in. ___________ ________ ______ Picture # Caps EXP =-=-=-=-=-= -=-=-=-= -=-=-= 1 100 100 2 125 125 3 150 150 4 175 175 5 200 200 Once all pictures have been taken speak to Michael Angelo one last time to receive the final payment of [500 CAPS] and finish the quest to receive [500 EXPERIENCE POINTS]. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.14 Climb Ev'ry Mountain [SDQ-14] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 100 EXP, NCR Fame

QUEST OUTLINE: 1. Find the source of the attacks on Bitter Spring. 2. Tell Captain Gilles about Oscar Velasco. _____________________________________________________________________ You can begin this quest as part of the larger side quest "No, Not Much" by talking to Captain Gilles at Camp Bitter Springs. Follow the quest marker up the mountain until you reach the Great Khan Supply Cave. Once you enter you will meet Oscar Velasco who has been raiding the camp. Tell him that the people at Camp Bitter aren't responsible (Speech 50+) and to let go of his rage to join the Khans at Red Rock Canyon. Otherwise, tell him to attack Camp McCarran. If your Speech isn't high enough then you are forced to kill Oscar in order to get the [GREAT KHANS SUPPLY CACHE KEY]. Check near the campfire in the ammunition boxes for [.308 ROUND x10]. Inside the cage you will find [12 GAUGE ROUND x3], [SCRAP METAL], and various chems. There is [.308 ROUND x24] also on the shelf and the [GREAT KHAN SUPPLY CACHE] at the top. Grab it and return to Captain Gilles for [100 EXPERIENCE POINTS] and NCR Fame. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.15 Cold, Cold Heart [SDQ-15] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 150 EXP, Caesar's Legion Fame QUEST OUTLINE: 1. Spread word of Legion atrocities. 2. You told the NCR about Vulpes attack at Nipton. _____________________________________________________________________ This quest starts when you approach the Mayor's Hall in Nipton, resulting in a gain of Caesar's Legion Fame. The task here is simple, make it to the Mojave Outpost in the southwest corner of the map and talk to Sergeant Kilborn. Either tell him of the movements or promote the Legion. Both choices result in [150 EXPERIENCE POINTS] and Caesar's Legion Fame. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.16 Come Fly With Me [SDQ-16] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 800 EXP (200 EXP for upgrading), Novac Fame QUEST OUTLINE: 1. Head to the REPCONN facility west of Novac to investigate rumors of ghoul activity there. 2. Enter the facility and discover the source of the ghouls. 3. Head upstairs to meet with the owner of the voice from the intercom. 4. Speak with Jason Bright, the leader of the REPCONN ghouls.

5. Get rid of the Nightkin in the basement. (Optional) Find the leader of the "demons" and speak with him (Optional) Located the Stealth Boys in the Rocket Facility for the Nightkin. (Optional) Find Harland's friend, who has been imprisoned by the Nightkin. (Optional) Return to Harland and let him know the bad news. 6. Report to Jason Bright that the Nightkin are gone. 7. Head to the REPCONN basement and talk to Jason Bright about what comes next. 8. Speak to Chris Haversam about fixing the rockets. 9. Find atomic fuel for the rockets. 10. Find parts to fix the rocket's thrust controllers. (Optional) Bring 3 Sugar Bombs to Chris Haversam. 11. Return to the Rocket Facility and give the parts to Chris Haversam. 12. Return to the Rocket Facility and give the fuel to Chris Haversam. 13. Talk to Chris Haversam to begin preparations for the rocket launch. 14. Head up to the viewing platform and complete the launch sequence. (Optional) Sabotage the rockets so that they crash on launch. _____________________________________________________________________ This is a long sidequest but ultimately one that can help progress the main quests. When doing the main quest They Went That-A-Way, Manny Vargas in Novac will request your aid on a certain matter concerning Ghouls. Accept his request and make your way to the REPCONN Test Site due west of Novac. Beware the Ghouls that lurk along the roadside as you make your way there. Upon entering the building a voice on the intercom directs you to find Jason. Follow the quest marker to eventually go up a catwalk leading to a locked door with an intercom nearby. Use the intercom to gain access to the REPCONN Research Labs. Once through you are greeted by Chris Haversam, a deranged scientist who believes he is one of "them." Inquire about the "demons" to discover Nightkin have been lurking around and releasing Feral Ghouls into the wild, you gain the [REPCONN BASEMENT KEY]. With access to the basement you can handle this quest in several ways. You can simply destroy all the Nightkin or speak with their leader in these parts, Davison, and have him leave. There is also an option of speaking with Harland, a Sniper Ghoul, and finding his friend. Speak with Davison and agree to find the stash of Stealth Boys to receive [DAVISON'S KEY]. From here head to the nearby door at the southern end of the corridor to meet Harland. Accept his request to find his lost captive friend. From here you must navigate to a control room and find the Nightkin Jailer. Kill him or pickpocket him to get the [JAIL KEY] then open the cells to find a corpse of Harland's Ghoul-friend. Return to Harland and tell him the bad news then head up the steps where he was standing to find a computer terminal. Read the entries to find out that the Stealth Boy shipment was relocated and receive the [NOTE: STEALTH BOU SHIPMENT UPDATE]. Take this to Davison and he evacuates with the Nightkin. However you clear up the situation in the basement, return to Jason Bright and inform him of the good news. Follow him into the basement to find out what you need to do next. Speak with Chris Haversam to find out how to send the rocket into space or inform him of Jason's plan to leave him behind (Speech 50). It is optional to blow up the rocket and it only requires three Sugar Bombs. Head over to the Gibson Scrapyard north of Novac and talk to Old Lady Gibson. She will sell you the Thrust Control Modules for 500 Caps or you with a Barter skill of 50 or Speech skill of 50 reduce the payment to 250 Caps. You could always steal

it or kill her and take it, but that's just mean. Pick your means of acquisition to obtain the [THRUST CONTROL MODULES]. After acquiring the first piece head to Clark Field as she suggests and search for the body in a RAD suit. Loot the [ISOTOPE-239 IGNITING AGENT] and [MR. RADICAL'S JOURNAL]. If that isn't a viable method then you need to find [ROCKET SOUVENIRS] around the world. The easiest way to get your hands on these is Cliff Briscoe, the Dino Bite Gift Shop owner in Novac. You can acquire the [STORAGE KEY] several ways to include pickpocketing or buying it from him, or likewise pick the lock yourself. Inside you can find several hundred of the collectables which is more than enough for Chris. Return to Chris Haversam with the parts to start the launch. Go up to the viewing platform, accessed in the area where you first met Jason Bright. Use the control panel nearby to start the launch sequence and complete the quest. You receive [800 EXPERIENCE POINTS] (an additional 200 if you upgrade the trajectory of the rocket) and Novac Fame. Return to Manny and let him know you took care of the ghouls and continue the main quest. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.17 Crazy, Crazy, Crazy [SDQ-17] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo But we're never gonna survive unless we get a little crazy. UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: Tabitha's Trunk Items, Follower: Raul QUEST OUTLINE: 1. Head to the summit of Black Mountain and end Tabitha's reign of terror. (Optional) Meet Neil in the village near the summit of Black Mountain. _____________________________________________________________________ During your travels across the wasteland you can tune into the Black Mountain Radio to hear Tabitha and her terrifying broadcasts. Make your way northeast from Sloan (by far the safest route of approach) along the road and take the road right as it splits. This leads you to Neil's Shack where Neil, a Super Mutant, approaches you. Put your gun down and listen to his words about what awaits on Black Mountain. A Speech 50 challenge lets you gain more incite and has Neil meet you in the village near the peak. There are essentially two ways to reach the peak now, one is to follow the road where Nightkin and Super Mutants have blockades set up and will ambush you from all around. The other route is to head left from Neil's Shack and peel off into the gravel path past the second blockade. You will encounter a Lockpick 75 gate on this path so be sure you can open it. If you followed the road you will arrive at the village Neil told you about. If Neil is here use him to draw out the Nightkin leaving you with only a sniper to take care of. This method is preferred because the Nightkin become visible and are increasingly easier to take down now. Head over to the satelite dish that is flipped over and check the locked trunks for roughly [400 CAPS] and a [MINIGUN]. Nearby is a transceiver that you can use to contact Tabitha, a Speech 75 challenge gets you experience points but either option causes Nightkin to scramble down un-stealthed toward your location, much preferred. As you approach Tabitha's camp beward the Nightkin with a Missle Launcher that will snipe you down. Once you have cleared out all the Nightkin you are ready to end Tabitha's lunatic broadcasts. There are three ways to settle this now, one way is to enter the middle building and fix Rhonda, a Mister Handy-style robot,

with a Repair 50 challenge. Take Rhonda to Tabitha just outside to end the quest and receive [TABITHA's EQUIPMENT KEY]. You can also enter the Broadcast Building, 1st Floor and exit out the other end to find [TABITHA's ROOM KEY]. Ascend the steps to the second floor and kill Tabitha to get her equipment key this way and end the quest. The final option is to enter the Prison Building and search the terminals for the six logs to get [NOTE: BLACK MOUNTAIN PASSWORD] for the other terminal. Disengage the lock and speak with Raul Alfonso Tejada, a Ghoul from Mexico City. As you exit the building Tabitha meets you, kill her and return to Raul. However you go about finishing the quest be sure to empty out the five trunks that Tabitha has locked away since you have the key. You can always have Raul become a follower simply by asking him regardless if you freed him to do the quest or not. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.18 Cry Me a River [SDQ-18] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo If you hit me baby one more time, I'll make you cry a river. UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 350 EXP QUEST OUTLINE: 1. Talk to the Followers of the Apocalypse about letting Jerry the Punk join their order. 2. Tell Jerry the Followers will accept him as a novice. _____________________________________________________________________ Head to Red Rock Canyon and speak with Jerry the Punk, usually found in the middle of the area. After some conversing and a Speech 33 challenge you can tell Jerry that he'd be much happier somewhere else. Now head over to Freeside and enter the Old Mormon Fort to find Julie Farkas. Tell her about Jerry and she agrees to take him in regardless of the circumstances. Return to Jerry with the good news and he leaves completing the quest. You receive [350 EXPERIENCE POINTS] for running back and forth. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.19 Debt Collector [SDQ-19] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo If you don't pay up someone will find out. UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 500 EXP, 150 Caps, Atomic Wrangler Room Key QUEST OUTLINE: 1. Collect 138 caps from Grecks in Freeside. 2. Collect 212 caps from Santiago in Freeside. 3. Find and collect 250 caps from Lady Jane. 4. Find Lady Jane's caravan and collect caps from the remains. 5. Return to Francine Garret with 388 (or 600) caps. (Optional) Kill Caleb McCaffery. 6. Return to Francine with McCaffery's hat. _____________________________________________________________________

Start this quest by talking to Francine Garret in the Atomic Wrangler in Freeside. Ask her if she needs any help and agree to the caps split of 25/75 or complete the Barter 35 or Speech 35 challenge to get 50/50. First head out and find Grecks. He shakes down rather easily for 138 caps but you can use a Speech 40 challenge to get 179 caps out of him. You can always kill him or humiliate him but it's frowned upon. Next is Santiago who is quite the smooth talker. See through his ploy with a Speech 50 or Barter 40 to get 256 caps out of him. Don't bother bargaining for the "super secret code word" because it's a hoax. You could also have him pay off his debt by working for the Garret's to progress the side quest Wang Dang Atomic Tango, this results in no pay. Last is Lady Jane, be sure to talk to her about her wrecked caravan to earn a marker on your Pip-Boy. You can use Lady Killer or a Perception 7 challenge to gain 250 caps from her or use Barter/Speech 40 to gain 156 caps. Head over to Lady Jane's Caravan (near the Bootjack Cavern) and search Jane's Brahmin for [276 CAPS]. Return to Francine with the caps and you receive your cut. Now she wants you to deal with Caleb McCaffery. Find him in The Strip and use a Speech 40 challenge to get [CALEB MCCAFFERY'S HAT] and [57 CAPS]. You can also kill him for a larger reward of [156 CAPS], [ATOMIC WRANGLER ROOM KEY], and [CALEB MCCAFFERY'S HAT]. Return to Janice with the hat and she is delighted. Regardless of how you take care of Caleb you end up with [500 EXPERIENCE POINTS], [150 CAPS], and an [ATOMIC WRANGLER ROOM KEY] for your troubles. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.20 Don't Make a Beggar of Me [SDQ-20] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Beggars can't be choosers and choosers can't be beggars... UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 100 EXP, 150 Caps, Random Chems, Great Khans Fame or NCR Fame QUEST OUTLINE: 1. Search the suitcase at Cloan for the chemical supply shipment. 2. Check with Chomps Lewis about the empty suitcase in his office. 3. Acquire the chem shipment from Tyrone in Primm. 4. Return to Melissa with the chem shipment. (Optional) Expose the Great Khan smuggling operation to Lieutenant Hayes. _____________________________________________________________________ To start this quest speak with Melissa at the Great Khan Encampment near Quarry Junction, northeast of Goodsprings. Agree to help her out with her chem problem and head to Sloan on the other side of the Quarry. Search the suitcase in the Mining Office Shack to find it's relatively empty. Head out and talk to Chomp Lewis who divulges that Tyrone isn't making the deliveries. Head to Primm and find Tyrone in the NCR camp nearby. You either have to pay 300 caps, kill him (not recommended), or pass one of several challenges to get the [DRUG CHEMICALS]. At this point you can return to Melissa and finish the quest to receive [100 EXP], [150 CAPS], various chems, and Great Khans Fame. You can also sneak on over to Lieutenant Hayes and rat out Tyrone for NCR Fame. ______________________________________________________________________________

FaLlOuTf AlLoUtFa LlOuTfAl LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt

3.21 Ed-E My Love [SDQ-21] _____________________________________________________________________ Named after the famous song "Eddie My Love" by Aaron Collins. _____________________________________________________________________ QUEST REWARD: ED-E receives an upgrade. QUEST OUTLINE: 1. ED-E appears to have some Enclave log data stored that is triggered by some keywords. 2. Find the patrol Knight Lorenzo told you about to let the Brotherhood of Steel examine ED-E 3. The patrol Lorenzo mentioned is dead, perhaps there is something on one of the corpses that may be useful. 4. There was a password on one of the Brotherhood corpses. Perhaps that could be used to bring ED-E to Lorenzo. 5. The Followers of the Apocalypse would like to see ED-E to get access to the logs he has stored 6. April Martimer with the Followers would like access to ED-E's data. She promises to upgrade its weapons while she works on it. 7. ED-E'S upgrades are complete. _____________________________________________________________________

To begin you must first have ED-E as a companion. To do this you must have a Repair skill of 65+ or a Science skill of 55+. If you lack these but have a Repair skill of 35+ then gather [SCRAP METAL x3], [SENSOR MODULE x2], and a [SCRAP ELECTRONICS x1] and return to fix ED-E at the Nash residence in Primm. This will add ED-E as a follower and give you the Enhanced Sensors Perk. Head to Old Lady Gibson at the Gibson Scrap Yard and talk to her. Mention HELIOS One to trigger a keyword in ED-E's system. After the conversation speak with ED-E and run the playback log. In order to advance the quest you must wait nine in-game days and then travel to HELIOS One. Search the building for Ignacio Rivas and talk to him about ARCHIMEDES. This is another keyword that you can trigger for ED-E. If for some reason you have less than 3 Intelligence then this is not an option. A good way to trigger some of the other keywords is to have Arcade and talk with him. Other keywords include Navarrom, Enclave, Poseidon, Air Force Base, and Eden. After getting the second log wait another 48 hours and you receive a live transmission from Knight Lorenzo of the Brotherhood of Steel. Help him out by finding his patrol in the REPCONN Headquarters. The patrol is dead lying on the top floor of the building. Loot the corpses for the [BROTHERHOOD OF STEEL MISSION HOLOTAPE] and the [NOTE: MISSION STATEMENT XV-56]. From here head to Hidden Valley to receive a message from April Martimer who wants you to bring ED-E to her instead of the Brotherhood of Steel. From here either take ED-E to Knight Lorenzo, which requires being on the good side of the Brotherhood of Steel, to have ED-E gain upgraded armor after a 72 hour wait period. If you take ED-E to April in the Old Mormon Fort and drop him off for 72 hours then he gets a weapon upgrade. After each wait you will receive a quest update that ED-E's upgrades are complete. Head back to Primm where you initially got him to find him new and improved. Note that this is a different model of ED-E so his inventory and commands are reset, be sure to remove any items of value before turning him over.

______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.22 Eye For an Eye [SDQ-22] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Exodus 21:22-25 cites "Lex talionis" or an eye for an eye. UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 500 EXP, 150 Caps, Caesar's Legion Fame / NCR Fame OR 1000 EXP, 200 Caps (250 optional), NCR Fame QUEST OUTLINE: 1. Find general intel on Legion troop movement. (Optional) Tell Aurelius of Phoenix about NCR plans. 2. Find intel on Legion raids. 3. Plant the NCR bug. 4. Return to First Sergeant Astor with the intel. (Optional) Give First Sergeant Astor the old intel. 5. Kill all the Legionaries in Cottonwood Cove. (Optional) Find a way to block off Cottonwood Cove. 6. Return to First Sergeant Astor. _____________________________________________________________________ To start this quest you must first have ventured to Cottonwood Cove which is generally done during the main quest. Follow the road west of here to reach Camp Searchlight and speak with First Sergeant Astor. He wants you to plant some bugs on the Legions communication systems in Cottonwood and gives you the [NCR BUG]. You can either side with the Legion and face no negative reputation from either side or side with the NCR and ultimately become villified with the Legion. Ave, true to Caesar The easy way out of this quest is to head to Cottonwood with the bug in hand and speak to Aurelius of Phoenix who typically resides in his office or the headquarters. You give him the bugs and he gives you the [OLD LEGION RAID PLANS] [OLD LEGION NOTES], and [OLD LEGION PAPERWORK]. You also gain Caesar's Legion Fame for simply informing him. Return to First Sergeant Astor and give him the old intel to gain more Caesar's Legion Fame, [500 EXPERIENCE POINTS], [150 CAPS] and a Negative Karma hit. We are the NCR If you have no ties with the Legion then take this dangerous route. Regardless of your current status, be it friendly or not, with Caesar's Legion head to Cottonwood Cove and enter the Headquarters. Plant the bug on the radio and check the filing cabinets nearby for the [LEGION RAID PLANS]. Head out and up the stairs to the Office of Aurelius of Phoenix. Check his desk and grab the [LEGION PATROL NOTES], though it's technically stealing. Return to First Sergeant Astor with the items in hand for [500 EXPERIENCE POINTS], [150 CAPS], and NCR Fame. You are tasked with an additional mission of eliminating Caesar's Legion forces in the Cottonwood Cove vacinity. Optionally, you can block off the road to the Cove by heading to the Trailer Door on the truck carrying the barrels of radioactive waste and unlock the gate via Lockpick 50. This will kill all the Legionaries in one fell swoop making it an easy task for you. There is also the method of simply entering the camp and lighting it up (or tactfully entering and ridding it of Legionaries). Whichever method you choose be sure to loot the

[RECOMPENSE OF THE FALLEN] from Aurelius of Phoenix. Return to Astor with the news of your successful mission to receive a high amount of Caesar's Legion Infamy, NCR Fame (more for using the barrels), [200 CAPS] (or 250 for using the barrels), and a whopping [1000 EXPERIENCE POINTS]. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.23 Eyesight to the Blind [SDQ-23] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo The quest is named after the song by Sonny Boy Williamson II. UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: Power Armor Training, T-45d Power Armor, T-45d Power Helmet QUEST OUTLINE: 1. Head to Black Mountain and install the remote signal transmitter in one of the consoles there. 2. Report to McNamara that the device has been installed. _____________________________________________________________________ This quest is obtained from Elder McNamara after the quest Still in the Dark pending you kept him in charge and the lockdown has been lifted. Speak with Elder McNamara and tell him you want to become a part of the Brotherhood. He gives you the tasking and a [REMOTE SIGNAL TRANSMITTER]. Head to Black Mountain where you should essentially complete the sidequest Crazy, Crazy, Crazy as well if you haven't already. Head through the Broadcast Building and grab [TABITHA'S KEY] from under the steps outside and proceed up to her room. Place the Remote Signal Transmitter on the Radar Console and be on your merry way back to McNamara. He gives you full access to the Brotherhood of Steel ways to include their shops and the mighty Power Armor Training. In addition Elder McNamara bestows [T-45D POWER ARMOR] and [T-45D POWER HELMET] to you. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.24 Flags of Our Foul-Ups [SDQ-24] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 200 EXP QUEST OUTLINE: 1. Talk to the Misfits about improving their squad. 2. Help the Misfits improve their shooting skills. 3. Talk to Mags about further improvements. 4. Help the Misfits improve their grenade skills. 5. Talk to Mags about the squad's readiness. _____________________________________________________________________ You can begin this quest as part of the larger side quest "No, Not Much" by talking to Captain Gilles at Camp Bitter Springs. Head to Camp Golf and find Sergeant McCredie to discover he is disappointed in his troops. Tell him you can help improve the Misfits and he lets you have a shot at it. Leave the tent and go to the Misfit's Tent, here you have option of talking to any of the four members that you want.

If you chose Mags then she will tell you that they need to get the shooting range and practice. You receive Guns challenges to give tips to the squad as they are firing, a skill of 25, 35, and 45 respectively will get you through the three. Speak with her again to have the squad try their luck with grenades. The same challenge applies except with Explosives skill 25, 35, and 45 respectively. Once the squad is all set talk to Mags to finish the quest. If you choose O'Hanrahan he thinks that the squad needs more cohesion. Converse with each member individually and talk about their backgrounds. Then bring up the need to respect each other (Speech 50+). Do this for the other three members then speak with O'Hanrahan to finish the quest. Poindexter is the smart one and has his own idea on how to make the squad better. Tell him that he can cheat on the upcoming test to face his rebuttle of hacking the records and making their scores higher. Log on to the computer in the House Resort and choose "Squad CC554-2" then "Alter Readiness Reports" to have the team analyzed as "excellent." Tell Poindexter you finished to receive NCR Infamy and conclude the quest. Lastly, you can speak with Razz who believes the squad needs to get pumped up on Psycho. Head to the Red Rock Canyon Lab and talk to Jack. Tell him Razz wants the usual to receive a [SUSPICIOUS PACKAGE]. Return with package in hand to Razz to end the quest. Regardless of your choice speak with Sgt. McCredie to have reinforcements be sent to Captain Gilles and Camp Bitter Springs. For your efforts you earn [200 EXPERIENCE POINTS] and a pat on the back. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.25 For Auld Lang Syne [SDQ-25] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.26 G.I. Blues [SDQ-26] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Elvis Presley starred in the 1960's movie G.I. Blues as Tulsa McLean UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 1200 EXP, Freeside Fame, NCR Infamy OR 1500 EXP, Freeside Fame QUEST OUTLINE: 1. Hire a guard named Orris near the northern gate of Freeside. 2. Follow Orris to the south gate and watch for any suspicious behavior. 3a. Return to the King and report what you've learned

about Orris. 3b. Return to the King and report that Orris is dead. 4. Go to the Old Mormon Fort and question some injured Locals about their assailants. 5. Return to the King with your findings. 6. Head to one of the Squatter camps in Freeside and learn why NCR soldiers have been entering the area (Optional) Talk to Julie Farkas and see if the Followers know anything about the situation. (Optional) Talk to Major Elizabeth Kieran and mention Julie Farkas if she's reluctant to help. 7. Ask around the Squatter camp to find a lead regarding why NCR soldiers are in Freeside. 8. Investigate rumors of free food and water being handed out nightly in the northwest part of Freeside. 9. Return to the King and inform him of the NCR supply drops. (Optional) Inform the King that the NCR previously sent an envoy to discuss distributin supplies to Freeside. 10a. Head to the train station in northwest Freeside and try to negotiate with the NCR. 10b. Kill all of the NCR troops holed up by the train station in northwest Freeside. 10c. Head to the supply drop building and see if Pacer needs any help. 11a. Return to the King and let him know the NCR troops in Freeside are taken care of. 11b. Return to the King and let him know the situation with the NCR has been defused. _____________________________________________________________________ Head to Freeside and speak with the King at the King's School of Impersonation where you will find many Elvis look-a-likes. Ask him if he has any work for you to receive [200 CAPS] and the mission to hire Orris for the same amount of caps. Head to the Freeside gate and hire Orris for safety then follow him through the town. Towards the end of the trip your bodyguard will take off and fire some shots. With four men lying on the pavement Orris boasts of his accomplishments, but you can chime in (with Intelligence 6+) that he fired three shots and four men lie "dead" on the ground. From here you can use a Barter 50+ challenge to receive [348 CAPS] and send him packing or play along but observe the men on the ground with Medicine 30 to reveal they aren't dead. If you fail either of the challenges or simply want to kill Orris then do so. Afterwards return to the King with either news and he sends you to check out the Old Mormon Fort nearby. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.27 Ghost Town Gunfight [SDQ-27] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 100 Caps, 50 EXP, Goodsprings Fame, Powder Gangers Infamy QUEST OUTLINE: 1. Talk to Sunny Smiles about fighting the Powder

Gangers. 2. Return to Ringo and let him know that Sunny Smiles has agreed to help you fight the Powder Gangers. (Optional) Enlist the help of Trudy. (Optional) Convince Chet to open his store's stock to the town. (Optional) Acquire Easy Pete's dynamite. (Optional) Acquire additional medical supplies from Doc Mitchell. 3. Return to Ringo when you're ready for the gunfight with the Powder Gangers. 4. Join up with Sunny. 5. Defeat the Powder Gangers. _____________________________________________________________________ You can start this quest immediately after completing the tutorial. Speak to Trudy after her and Joe Cobb are done arguing. Inquire about Ringo then set out to find him the Goodspring Gas Station. Ringo will inform you about the game of Caravan and hand you his spare [CARAVAN DECK]. Ultimately, you want to tell him that you will deal with the Powder Gangers. Open the crates nearby for [SUNSET SARSAPARILLA x5] then check the duffle bag behind the counter for [.357 MAGNUM ROUND x9], [CASE, .357 MAGNUM x4], [FIXIN' THINGS], and a [STIMPAK]. Open the floor safe under the mattress for [146 CAPS], a [NUKA-COLA], and a [SUNSET SARSAPARILLA x2]. In the back on the shelf is a [BOXIN' TIMES] and on the floor is a [DOCTOR'S BAG]. Head back to the Prospector Saloon and talk to Sunny Smiles who will agree to fight back. Ask a little more and you get the option of visiting Trudy, Chet, Pete, and Doc Mitchell for more aid. While not required it is highly recommended to get their help. Start with Trudy who needs a Speech or Sneak check of 25 to be convinced on fighting. She suggests talking to Chet next so visit him in the General Store next door. Ask him to help supply the fight to which he disagrees on. A Barter skill of 25 or 1000 caps will satisfy Chet, who gives up a [LEATHER ARMOR] and [.308 ROUNDS x50]. Head out and seek Pete, asking him about the dynamite. He will tell you it's too dangerous and it will be left at that unless you have an Explosives skill of 25 or higher. Head to Doc Mitchell's house next and ask for supplies to receive [STIMPAK x3]. A Medicine skill of 30+ will allow you to request [DOCTOR'S BAG x2]. Return to Ringo and agree to defend him with or without the aid of the town. Sunny rushes in and delivers [DYNAMITE x5], follow her out into the town where six Powder Gangers including Joe Cobb set up to strike the town. Take them down and Ringo will come out from hiding to give you [100 CAPS]. You also receive [50 EXPERIENCE POINTS], Goodsprings Fame, and Powder Gangers Infamy. If you head to the Crimson Caravan Company then Ringo will approach you and give [150 CAPS] as payment for saving him. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.28 Guess Who I Saw Today [SDQ-28] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________

______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.28 Guess Who I Saw Today [SDQ-28] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo I found Waldo and Carmen San Diego... UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 500 EXP QUEST OUTLINE: 1. Talk to Lily about participating in Doctor Henry's experiment. (Optional) Ask Lily to help you investigate the Nightstalker mutations. 2. Look for the source of the Nightstalker stealth mutation. 3. Tell Doctor Henry you've discovered a potential cause for the Nightstalker mutations. 4. Tell Doctor Henry to proceed with the experiment once Lily is present. 5. Wait for Doctor Henry to complete the experiment. 6a. Speak with Keen and try to defuse the situation. 6b. Kill the hostile Nightkin. 7. Speak with Doctor Henry. (Optional) Stabilize the Stealth Boy Mark II's stealth field. 8. Decide whether or not Lilu should continue to wear the Mark II prototype and inform Doctor Henry. 9. Keep Lily alive. _____________________________________________________________________ Start this quest by heading to the Super Mutant town of Jacobstown. Inside the Lodge speak with Doctor Henry on the bottom floor. Talk to him about the recent Nightstalker mutations and offer to help him to begin the quest. Head outside and talk to Lily, bring her along if you see fit (she's extremely helpful for this quest). Leave Jacobstown and then head around the outside of it northwest to reach the Charleston Cave high up in the mountainous region. Advance through the cave and slaughter the Nightstalkers (or stealthily navigate) on your way to a dead Nightkin. Loot the [OH, BABY!] unique Super Sledge and the [CHEWED STEALTH BOY] and leave the cave. Return to Dr. Henry with Lily in the party and tell him what you suspect. He thinks the only way to truly get good results is to test on Lily. Talk to Lily about it then confirm with Doctor Henry that she'll do it. Watch the event then listen to Keene as he barges in. You can either convince him to leave (Speech 80 or above), give him the prototype, or kill him. The quest ends regardless but if you kept the prototype you can talk to Doctor Henry and perform a Science 90+ challenge. When the quest is concluded you receive [500 EXPERIENCE POINTS]. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.29 Hard Luck Blues [SDQ-29] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________

QUEST REWARD: 100 EXP (150 possible), NCR Fame QUEST OUTLINE: 1. Investigate the East Pump Station. 2. Find the source of the Radiation. 3. Shut down Vault 34's Reactor to help the Sharecropper Farms. (Optional) Save Vault 34's trapped dwellers by leaving its Reactor intact, dooming the Sharecropper Farms. _____________________________________________________________________ Head to the main gate at the Sharecropper Farms to meet Private Ortega. After conversing with her talk to Morgan Blake near the picnic tables and ask her what's going on to start the quest. Head east to the Pump Station and check out the terminal to discover a radiation leak in Vault 34 is causing food to be radiated. Follow the quest marker to Vault 34 and beware the Golden Geckos that lurk nearby. Once you enter you will soon realize that all the vault inhabitants have become Ghouls and the area is highly irradiated. The best way to navigate through the vault is to follow the signs on the walls to get where you need to go. Begin to descend following the signs to the Overseers Office until you reach a fork where there are only two signs, each pointing to the right labeled Overseer's Office and Clinic. This should put you at the far west side of the local map. At this juncture go west and into the water until you find a dead Vault Technician. Loot the [VAULT 34 UTILITY TERMINAL PASSWORD] from him then make your way to the far east side of the local map south of a door to the armory. Dive into the water here and perform the same act of retrieving another [VAULT 34 UTILITY TERMINAL PASSWORD]. Emerge from the water and enter the nearby Utility Room. Active the terminal and drain the steps you just swam down. Head down the steps and go through the Security Station to the Armory. Descend until you reach a terminal near the [OVERSEER's JOURNAL FRAGMENT] and disengage the Overseer Office lock. Return to the first floor and follow the signs to the Overseer's Office where you must kill his ghoulish form and loot the [OVERSEER'S PASSWORD] for his terminal. Unlock the gate and descend to the Reactor. Check the terminals nearby for a warning then make your choice to either seal the ventilation system or reroute control of the Vault. The former ends the quest granting [100 EXPERIENCE POINTS] and NCR Fame whilst the other destroys the NCR Sharecropper Farms, gives [150 EXPERIENCE POINTS], and save the Vault Dwellers. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.30 Heartache by the Number [SDQ-30] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 500 EXP, Hand of Vengeance Perk or Calm Heart Perk QUEST OUTLINE: 1. Cass is drowning her sorrows at the Mojave Outpost Her advice? Go work for the Crimson Caravan. 2. Pitch in at the Crimson Caravan Company if you're looking for caravan work. 3. Deliver the Crimson Caravan invoice to Doctor Hildern at Camp McCarran. 4. Return to Alice McLafferty and let her know you've delivered the invoice.

5. Return to Cass and see if you can get her to part with the title for Cassady Caravans. 6. Clear the roads for Jackson in Mojave Outpost HQ to allow Cass freedom to leave. (Optional) "Remove" Jackson as an obstacle without Cass or anyone the wiser. 7a. Find Gloria Van Graff at the Silver Rush in Freeside and make that bitch eat her hair. 7b. Investigate the Silver Rush in Freeside for evidence on the Van Graff's guilt. 8. Take the evidence of the Caravan attacks to Jackson at the Mojave Outpost. _____________________________________________________________________ Start this quest by adding Cass as a follower and talking to her about what happened to her Caravan. Inquire further to receive the location on the World Map and head to Cassidy Caravans Wreckage. Pay your respects and search around then Cass will suggest going to another site, the Griffin Wares Sacked Caravan where you find only Ash Piles lying around. Cass will find a map showing more caravan routes, seek out Durable Dunn's Sacked Caravan. Once again nothing but a pile of ashes and Cass knows it was the Van Graffs and Crimson Caravan. You can either seek out Alice and Gloria and kill them or find evidence supporting they are working together. The Hand of Vengeance This bloody route will need some high fire power but with one or two followers it can be done easily. Head to the Crimson Caravan Company Main Office and open fire on Alice McLafferty before she has a chance to fight back. Go to the Silver Rush in Freeside and lay waste to the guardsmen then enter the building using explosives and the energy weapons around the room to take out Gloria and her guards. Likewise, you can surrender your weapons at the door and steal some weapons as you enter when you are closer to Gloria. Once both women have been taken out Cass will learn the [HAND OF VENGEANCE] perk. The Calm Heart Head to the Crimson Caravan Company Main Office and go to the left side of the desk to find a locked safe (Average). Crouch and get hidden before you crack it open to find the [CRIMSON CARAVAN-VAN GRAFF AGREEMENT]. Report this to Cass then head to the Silver Rush with a Stealth Boy in hand. Head into the rest room and use the Stealth Boy then pick the door (Hard) that is being guarded. Open the safe via lockpicking or hacking the computer to find the [LETTER TO GLORIA]. Since you're here you might as well head upstairs and bust into the two locked doors (Hard) upstairs. Inside you will find [PLASMA RIFLES], [MICROFUSION CELLS] and various other energy weapon utensils. Report back to Cass and ask if she knows anyone in NCR. Head to the Mojave Outpost and speak with Ranger Jackson. Tell him of the conspiracy to end the quest and receive [500 EXPERIENCE POINTS]. Cass will learn the [CALM HEART] perk if you took this route. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.31 High Times [SDQ-31] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________

QUEST REWARD: 500 EXP, Freeside Fame, Followers Fame QUEST OUTLINE: 1. Find Jacob Hoff. 2. Find Bill Ronte. 3. Help Bill Ronte with his alcoholism. 4. Help Jacob Hoff kick his addiction to Chems. 5. Take care of the drug dealer. 6. Collect ten doses of Fixer for Jacob. (Optional) Collect on dose each of Fixer, Psycho, and Buffout for Jacob. 7. Collect two doses of Fixer, Rad Away, and a bottle of Whiskey for Bill. (Optional) Collect two doses of Fixer and a bottle of Whiskey for Bill. 8. Return to Julie Farkas. _____________________________________________________________________ Head to the Old Mormon Fort in Freeside and talk to Julie Farkas about how rough things are in Freeside then ask if you can help to start the quest. Find Bill and Jacob in either order then confront Dixon, the local dealer. Pay Dixon or use a Speech 35+ challenge, Black Widow, or kill him to deal with the dealer. With a Speech of 50+ you can convince Jacob and Bill to be strong otherwise Jacob needs 10 Fixers and Bill needs two Fixers, a Rad Away, and Whiskey in order to kick the habit. Speak to Julie Farkas once you have helped the addicted to receive a chem of your choice, [500 EXPERIENCE POINTS], Followers Fame, and Freeside Fame. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.32 How Little We Know [SDQ-32] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.33 I Could Make You Care [SDQ-33] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.34 I Don't Hurt Anymore [SDQ-34] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo Do you really wanna hurt me? Ow! Do you really wanna make me cry?

UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 250 EXP, NCR Fame QUEST OUTLINE: 1. Speak with Corporal Betsy about getting medical help for her trauma. 2. Talk to the other members of First Recon about getting help for Betsy. 3. Speak with 10 of Spades. 4. Speak with Corporal Sterling. 5. Speak with Sergeant Bitter-Root. 6. Tell Corporal Betsy that the rest of First Recon agrees she needs help. 7. Tell Lieutenant Gorobets that Corporal Betsy will start receiving treatment. 8. Deliver Gorobets' message to Doctor Usanagi at the New Vegas Medical Clinic. _____________________________________________________________________ Head to Camp McCarran and speak with Lieutenant Gorobets about his squad. He will talk about Corporal Betsy, agree to talk to her. Do just that and pass either of the challenges (Medicine 40 or Speech 60) to get her the help she needs. If you can't pass the checks then talk to the First Recon team members about Betsy and pass either of the checks they each have (Guns 30, Speech 30, or Intelligence 7) then return to Betsy. Tell her about how treatment helped out each of the other members to make her agree she needs help. Tell Lieutenant Gorobets the good news then deliver the message to Doctor Usanagi at the New Vegas Medical Clinic. The quest ends and you receive [250 EXPERIENCE POINTS] and NCR Fame. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.35 I Forgot To Remember To Forget [SDQ-35] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.36 I Fought The Law [SDQ-36] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________

FaLlOuTf AlLoUtFa LlOuTfAl LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt

3.37 I Hear You Knocking [SDQ-37] _____________________________________________________________________ _____________________________________________________________________ QUEST REWARD: 100 EXP, Caesar's Legion Fame QUEST OUTLINE: 1. Get a replacement firing mechanism for the Legion howitzer from the Boomers. 2. Retrieve the firing mechanism from the Boomers' workshop. 3. Install the replacement firing mechanism into the Legion's bunker. 4. Inform Lucius that the howitzer has been repaired. _____________________________________________________________________

Upon entering The Fort and talking to Caesar you unlock the ability to speak to other members of the Legion. Talk to Lucius and ask if you can lend him a hand to which he asks you to fix the howitzer. Make your way to Nellis Air Force Base where you can acquire the missing piece to fix the howitzer. If you are Accepted or higher with the Boomers then talk to Mother Pearl and request the [HOWITZER FIRING MECHANISM] otherwise head over to the Nellis Workshop and open the gun cabinet and steal it. Head back to The Fort and find the howitzer on the cliff then repair it. Tell Lucius of your genius for [100 EXPERIENCE POINTS] and Caesar's Legion Fame. If you side with the Legion at the end of the game then they will use this howitzer as a weapon in the final battle. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.38 I Put a Spell on You [SDQ-38] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo And now you're mine! UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. Talk to Captain Curtis. 2. Ask around about suspicious activity at Camp McCarran. 3. Investigate the late-night break-ins at the Camp McCarran control tower. 4. Eavesdrop on the radio transmission. 5. Find and defuse the bomb on the McCarran monorail before it leaves the terminal. 6. Report to Colonel Hsu. _____________________________________________________________________ You can accept this quest after obtaining and Accepted reputation with the NCR. Alternatively, if you sided with the Legion and finished the quest "The Finger of Suspicion" you will already have this quest. Choose the corresponding route below and follow it to finish the quest. New California Republic (NCR)

To start this quest head to Camp McCarran and speak with Colonel Hsu. Ask him if you can be of any help and he will send you to Captain Curtis. You can find Curtis on the ground floor, let him know the Colonel asked for him to help you. Take the advice and seek out Lieutenant Carrie Boyd on the second floor. Ask her all the questions you need to but specifically the late-night break-ins that have been occurring. Ask for the access codes to receive the [CONTROL TOWER ACCESS CODE]. Head down to the Concourse area and down into the Supply Shack. Here you will find Sgt. Contreras. Search his wares then exit to ask about more types of items. Give him 50 Caps or perform the Speech or Barter challenges (50+ Speech or Barter skill) to have him devulge his stash. Head out to the tarmac and use the terminal near the Control Tower to find the log of someone entering around 1:05 and leaving at 1:20 every night. Wait around till then to view a person walking across the tarmac and into the Control Tower. Sneak in behind them and listen to the conversation or alternatively rush him and kill him for his treachery. If you kill him report to Col. Hsu if not head straight for the monorail (where Hsu will send you if you killed Curtis). Inside the monorail near the door is a vent at the bottom, with an Explosive skill of 35+ or Science skill of 45+ you can disarm the bomb. If you don't disarm it then the monorail takes off and explodes. Report to Colonel Hsu afterwards to receive the reward. You get [250 CAPS] and [500 EXPERIENCE POINTS] if you defused the bomb, if not you receive [150 CAPS] and [350 EXPERIENCE POINTS]. Either result ends with NCR Fame gained. Caesar's Legion Finish the side quest "The Finger of Suspicion" and tell Caesar that Martina sold her information to Curtis. From here head to Camp McCarran and go to the Terminal Building to find Captain Curtis in his office. Inform him that you know who he is and that you are working for the Legion as well. Drill him for more information to gain wind of planting a bomb on the monorail. Speak with Colonel Hsu afterwards and tell him you want to help and he will tell you where to start. You can switch sides at this point but instead continue on Curtis' plan to blow up the monorail. Head down to the main terminal area on the bottom. Take every item from the trash can in the check-in area so you can frame Private Crenshaw; you receive [ABRAXO CLEANER], [CONDUCTOR], [EXPLOSIVE CHARGE], [FISSION BATTERY], [MONORAIL SABOTAGE PLANS], and [WONDERGLUE]. Head in to the Concourse area up stairs and into the barracks area. Plant the evidence in Private Crenshaw's Footlocker, ie; everything you got from the trash can except the explosive charge. Leave the barracks area and back into the Concourse. Run to the northern end into the Supply Shack, bypass Sgt. Contreras and head outside. Here you will find Private Crenshaw patrolling a low traffic area. Kill Crenshaw and head back through the Concourse to the Monorail area. Head inside the monorail and plant the explosive charge in the vent. Stop off the monorail and watch as it takes off to an inevitable doom. Return to Colonel Hsu to clear things up. If you tell Hsu that Crenshaw had explosives and plans then he believes you. If you tell him that Crenshaw confessed and used a latin word then that works as well. All other options cause the quest to fail. Talk with Curtis regardless to receive the reward of [250 CAPS], [500 EXPERIENCE POINTS], and Caesar's Legion Fame. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.39 Keep Your Eyes On The Prize [SDQ-39] LlOuTfAl _____________________________________________________________________

LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 100 EXP, NCR Fame QUEST OUTLINE: 1. Recon the Nipton Town Hall for Ranger Ghost. 2. Return to Ranger Ghost at Mojave Outpost. _____________________________________________________________________ Talk to Ranger Ghost on the roof of the Barracks in the Mojave Outpost. She asks if you want a job, humbly accept to initiate the quest. Head over to Nipton which you should have passed during the Main Quest and speak with Vulpes Inculta who also starts a side quest Cold, Cold Heart. This will update your current quest, simply return to Ranger Ghost for an easy [100 EXPERIENCE POINTS] and NCR Fame. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.40 Left My Heart [SDQ-40] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: Upto 1000 Caps QUEST OUTLINE: 1. Find Frank Weathers' family. 2. Free the Weathers from slavery. 3. Return to Frank Weathers. _____________________________________________________________________ Find Frank Weathers in the tents of the Aerotech Office Park. Ask him about his family and agree to help find them to start the quest. Head south to the Cottonwood Cove where the Legion runs business. Near the river you can find the Weathers family tied up and caged. Talk to any of them and they beg you to free them, tell them you are working on it. If you aren't hostile with the Legion then find Canyon Runner and purchase the slaves for 300 Caps or pass the Speech 50+ challenge to lower it to 150 Caps. With this you can simply let them go free without risk of their explosive collars going off. If you are hostile with the Legion then you can clear a path and take the [WEATHERS SLAVE KEY] or break through the Hard Locked gate and disarm the collar with Explosives 50. This method usually ends poorly if you don't clear the camp out (which can be done for another side quest) or fail to disarm the bombed collars. Return to Frank Weathers and tell him the news about his family or push him to suicide for being a terrible husband/father. If you tell him he needs to clean up his act to be around his family you receive caps based on how many family members survived; 100 for 0 survivors, 250 for one, 500 for two, and 1000 if no family members died. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.41 Medical Mystery [SDQ-41] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu

TfAlLoUt _____________________________________________________________________ QUEST REWARD: 300 EXP, NCR Fame QUEST OUTLINE: 1. Search Camp Forlorn Hope for clues about the missing medical supplies. 2. Stake out the Camp Forlorn Hope Medical Center at night. 3. Report your finding to Dr. Richards. _____________________________________________________________________ Speak with Dr. Richards at Camp Forlorn Hopes Medical Center and ask about the missing supplies to start the quest. With a Medicine 50+ challenge you can get the symptoms of Hydra use and further searching will tell you to keep alert around 2 A.M. when the guard is low and scheming thieves could be out trying to take his supplies. You can either openly confront him and use the Medicine 50+ challenge to confirm the Hydra use, steal the [EMPTY HYDRA SYRINGE], or catch Private Stone in the act at 2 A.M. Once caught you can report the finding to Dr. Richards, bribe Private Stone, or do a Speech 60+ challenge and have him turn himself in. Unless you lie to Dr. Richards and tell him you couldn't find the thief you receive [300 EXPERIENCE POINTS] and NCR Fame. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.42 My Kind Of Town [SDQ-42] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo I shot the Sheriff, but did I shoot the Deputy? UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 300 EXP QUEST OUTLINE: 1. Primm's Deputy has been captured by Powder Gangers in Bison Steve and needs to be rescued. 2a. Beagle has been rescued from the Bison Steve. Talk to him about protecting the town. 2b. Beagle is dead. I should find someone willing to to help me figure out how to help Primm. 3a. Beagle wants a new sheriff for Primm. He suggested an ex-seriff at NCRCF and the NCR as potential candidates. 3b. With Beagle dead, Johnson Nash requested help finding a new sheriff. He suggested the NCR or an ex-sheriff at NCRCF. (Optional) Reprogram Primm Slimm to be sheriff of Primm. 4a. Hayes and the NCR will protect Primm if they get some additional military personnel. 4b. Major Knight promised additional troops for Primm. Speak to Hayes about NCR protection for Primm. 5a. Meyers, a former sheriff from NCRCF, is willing to be Sheriff of Primm if he gets a pardon from the NCR. 5b. Return to Meyers and let him know NCR has pardoned him and he can take over as sheriff. _____________________________________________________________________ When you are at Primm during the Main Quest you can save Deputy Beagle from the Powder Gangers inside the Bison Steve Casino. To do so speak with Johnson Nash in the Vikki and Vance Casino then go rescue the Deputy (or not). If you

save Beagle then he wants you to find a new Sheriff. If Beagle dies then talk to Nash again to do the same in finding a replacement. There are three worthy candidates nearby, one of them being Primm Slimm, the robot working in the Vikki and Vance. To make him Sheriff simply reprogram him (Science Skill 35+) and the quest completes. You could also make Lieutenant Hayes the new Sheriff. On the west side of Primm you can find him in a small camp with other NCR Troops. Tell him you want him to take over but he informs you there isn't enough men to be spared, but with reinforcements he will do the job. Go the Mojave Outpost and talk with Major Knight about sending troops to Primm. A Speech Skill of 50+ will allow you to convince Knight to do it. Return to Hayes with the good news and he will let Sergeant McGee take over as Sheriff. The other choice is a former Sheriff named Meyers. You can find Meyers in the NCR Correctional Facility. He says he'll do the job but needs a pardon from the NCR in order to leave. Talk to Major Knight at the Mojave Outpost and convince him (Speech Skill 45+) to grant a pardon or purchase a pardon for 200 Caps. Return to Meyers with the good news and he will do the job. All quest paths result in [300 EXPERIENCE POINTS] and three days after the new Sheriff takes over you can come back to Primm to gamble at the Vikki and Vance. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.43 No, Not Much [SDQ-43] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.44 Nothin' But A Hound Dog [SDQ-44] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.45 Oh My Papa [SDQ-45] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD:

QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.46 One For My Baby [SDQ-46] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ Begin this quest by talking to Manny Vargas in Novac. Inquire about Boone, a sniper who watches the town from the mouth of Dinky, to receive the [NOTE: NIGHTTIME SNIPER]. Head to the sniper post in the mouth of Dinky to find Boone. Talk to him about his wife and tell him you are trustworthy to initiate the quest and receive [BOONE'S BERET]. Head around town talking to the numerous people that can divulge information. Cliff Briscoe, Manny Vargas, Jeannie May Crawford, Dusty and Alice McBride, and No-Bark all need to be questioned. This results in a quest update to find more information. Enter the motel lobby and unlock the safe. If you need the key then steal it from Jeannie May (the [SAFE KEY] that is). Inside the safe you will find a [BILL OF SALE] documenting that Jeannie May sold Boone's wife into slavery. You can take anybody down to the front of Dinky the Dinosaur at night with Boone's Beret on, but with the evidence of who did it you should take Jeannie May. Talk to Boone afterwards and show him the Bill of Sale as proof she did it. Push on and you can recruit Boone as a Follower. You receive [150 EXPERIENCE POINTS], [100 CAPS], and the [1ST RECON BERET] for completing the quest. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.47 Pheeble Will [SDQ-47] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.48 Pressing Matters [SDQ-48] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1.

_____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.49 Restoring Hope [SDQ-49] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ Head to Camp Forlorn Hope to begin with. Enter the Command Center and speak with Major Polatli and inquire as to what he needs your help for. Basically, he needs to get his Camp back into functioning order to take back Nelson from the Legion. Check the southeast corner to find a [BIG BOOK OF SCIENCE] then head out of the tent. Head south and talk with Quartermaster Mayes telling him that the Major sent you. He suggests talking to the folks at HELIOS One to find out where the supplies are. At HELIOS One talk with Lt. Haggerty, she mentions the troops stopping by and she put a GPS tracker in the supplies. Follow the new quest marker to reach the supplies. Just past a pack of Fire Geckos you will find the supplies and remains of the troops. Loot the troops for [NCR DOGTAG x3], [FORLORN HOPE LETTER 1], [FORLORN HOPE LETTER 8] and then the chest for [CAMP FORLORN HOPE SUPPLY SHIPMENT]. Upon taking the supplies you are ambushed by three Legion Recruits. Kill them or flee, either way return to Mayes. Return to Major Polatli who in turn sends you over to Dr. Richards to see if he can use any help. Head north of the Command Center to find Dr. Richards. Ask him if you can be of any assistance to which he asks if you have medical experience. A 20+ in the Medical Skill is enough to pass the check, likewise you can lie. There are three patients that need be healed and a Medicine Skill of 40, 60, and 75+ is enough to treat them without any of your own items. You can also treat them if you have any of the items listed to heal them with. Afterwards talk to Dr. Richards then return to Major Polatli. The time has come to make the assault on Nelson, let him know when you are ready. Gaining Morale ________________________ ____________________________ ACTION BONUS TO MORALE -=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=Collect 10 Legion Ears +1 (Maximum of +3) Complete +1 Help Mayes/Richards +1 each (Maximum of +2) Completed +3 Collect 5 NCR Dogtags +1 (Maximum of +3) Troop Bonus from Morale ______________ ______________________________________________________________ MORALE BONUS TROOPS AVAILABLE -=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0-3 Troopers x2 4-6 Troopers x4 7-9 Patrol Rangers x4 _______________________ QUEST NAME -=-=-=-=-=-=-=-=-=-=-=An Ear to the Ground Medical Mystery Restoring Hope Return to Sender Tags of Our Fallen

10+ Combat Rangers x4 Head over to Sergeant Cooper and choose which direction to attack from. Go north if you use close range weapons or east if you prefer to snipe your enemies from a distance. As you make your way through seek out Dead Sea and help him out by removing his [LIBERATOR] from his dead lifeless hands. After the battle you should return to Major Polatli to receive [300 EXPERIENCE POINTS], NCR Fame, and Caesar's Legion Infamy. Don't forget to ask for troops at Camp Bitter Springs before you leave. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.50 Return to Sender [SDQ-50] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.51 Run Goodspring Run [SDQ-51] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: 50 EXP, Powder Gangers Fame, Goodsprings Infamy QUEST OUTLINE: 1. Kill Ringo. 2. Tell Joe Cobb that Ringo is dead. (Optional) Shake down Chet for supplies. (Optional) Obtain Doc Mitchell's spare medical supplies for the Powder Gangers. 3. Let Joe Cobb know once "you're ready to take over" Goodsprings. 4. Hand the spare medical supplies over to Joe Cobb. 5. Defeat the Goodspring militia. _____________________________________________________________________ This quest starts out much like the Goodsprings Ghost Town quest, [SDQ-27], except instead of aiding Goodsprings you aid the Powder Gangers. To do this listen to Trudy and Cobb fighting then speak with Cobb and follow him to a building in the southeast area of the town. You can ask about how he got in jail for a skill level 20 Speech challenge and ask about taking over the town. With an Intelligence of 6 you can get a speech challenge, otherwise tell him you'll kill Ringo. In the north west corner of town you will find Ringo in the Goodsprings Gas Station. Ringo will inform you about the game of Caravan and hand you his spare [CARAVAN DECK]. In the end simply kill Ringo and loot his body. Open the crates nearby for [SUNSET SARSAPARILLA x5] then check the duffle bag behind the counter for [.357 MAGNUM ROUND x9], [CASE, .357 MAGNUM x4], [FIXIN' THINGS], and a [STIMPAK]. Open the floor safe under the mattress for [146 CAPS], a

[NUKA-COLA], and a [SUNSET SARSAPARILLA x2]. In the back on the shelf is a [BOXIN' TIMES] and on the floor is a [DOCTOR'S BAG]. Return to Joe Cobb to tell him the news. He gives you the option of shaking down the townsman for extra supplies before the battle begins. Head to the General Store and talk with Chet. A Speech or Barter of 25+ will allow you to shake him down for [9MM ROUNDS x30] and a [LEATHER ARMOR], you also gain Powder Gangers Fame. Head to Doc Mitchell's house and lie to him about an injured man, a Medicine of 25+ will net you the [SPARE MEDICAL SUPPLIES]. Give the supplies to Joe for Powder Gangers Fame then tell him you're ready to take over the town. Joe gives you [STIMPAK x5] and a [SUPER STIMPAK] if you gave him the medical supplies. Once the battle starts head to the Prospector Saloon and take out the named NPCs. After everyone is dead you complete the quest and are rewarded with [50 EXPERIENCE POINTS], Powder Gangers Fame, and Goodsprings Infamy. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.52 Someone To Watch Over Me [SDQ-52] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.53 Still In The Dark [SDQ-53] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.54 Sunshine Boogie [SDQ-54] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo I want to put on my my my my my boogie shoes UtFaLlOu TfAlLoUt _____________________________________________________________________ "Til the QUEST REWARD: 300 EXP, Boomer Fame sun comes up" QUEST OUTLINE: 1. Find spare array parts. 2. Repair the broken solar array panels. 3. Tell Loyal the array has been repaired. _____________________________________________________________________ To get this quest you must have first reached Nellis Air Force Base and

started the quest Volare! by speaking with Mother Pearl. Speak with Loyal in one of the northern Hangars. Inquire about a means to help and he asks if you can fix the solar arrays on the roof. If you've been to HELIOS One already then you can tell him you can find some there, otherwise Loyal can't be of much help to you. Head to HELIOS One and reach the fenced off area by going through the building or hopping the fence. On the west side near a small camp set up you will find an array that can be salvaged with 20 Repair skill. Go west from here to a tent to find another [SOLAR ARRAY PART]. Head to the east side near some tents to find another array. Go northwest from here to find the fourth then follow the fence west to find the last one. Return to Nellis Air Force Base and move the to the Nellis Array. Here you can either repair the arrays (65 Repair or higher), which could of have been a faster plan of action ultimately, or use the Helious salvaged panels to fix it instead. Do this for all five solar panels to increase efficiency to 120%. Seek out Loyal and tell him of your work for [300 EXPERIENCE POINTS] and Boomer Fame. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.55 Talent Pool [SDQ-55] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.56 Tend To Your Business [SDQ-56] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.57 That Lucky Old Sun [SDQ-57] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________

FaLlOuTf AlLoUtFa LlOuTfAl LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt

3.58 The Legend Of The Star / A Valuable Lesson [SDQ-28] _____________________________________________________________________ _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________

______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.59 The Coyotes [SDQ-59] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.60 The Finger Of Suspicion [SDQ-60] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.61 The Moon Comes Over The Tower [SDQ-61] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.62 The White Wash [SDQ-62] LlOuTfAl _____________________________________________________________________ LoUtFaLl

OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.63 There Stands The Grass [SDQ-63] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.64 Three-Card Bounty [SDQ-64] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.65 Unfriendly Persuasion [SDQ-65] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.66 Volare! [SDQ-66] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________

QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.67 Wand Dang Atomic Tango [SDQ-67] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.68 We Are Legion [SDQ-68] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.69 We Will All Go Together [SDQ-69] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.70 Wheel Of Fortune [SDQ-70] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________

______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.71 Why Can't We Be Friends [SDQ-71] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.72 You Can Depend on Me [SDQ-72] LlOuTfAl _____________________________________________________________________ LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt _____________________________________________________________________ QUEST REWARD: QUEST OUTLINE: 1. _____________________________________________________________________ You can start this quest by speaking to Alice McLafferty inside of the Crimson Caravan Company Main Office. Ask her for some work to find out she needs someone to do her running. Head to Camp McCarran and find Hildern in his office. Make the delivery and return to Alice. Ask her about all the jobs to limit going back and forth with her all the time. Head to the Mojave Outpost in the south west corner of the map to find Cass in the barracks drinking. Convince her to sell Cassidy Caravans with either of the challenges (requiring 50/75+ Barter or Speech depending on your choices). If you choose the Speech 50 option you gain the quest "Heartache by the Number" and must work with Ranger Jackson, the other options let you recruit Cass right away. Return to Alice with Cass alive to receive [500 CAPS] and NCR Fame. Henry Jamison is the next objective and you can find him at the Atomic Wrangler in Freeside. The task is simple enough with a Speech skill of 50+, a simple challenge will make him resign his position. Otherwise you have to kill him or pay him a severance. Return to Alice to tell the good news, you are rewarded with [150 CAPS] if you kill Henry, [300 CAPS] if you paid his debt and gave him severance, [400 CAPS] if you only paid his debt, or [500 CAPS] if you convinced him to quit with the Speech challenge; you also receive Crimson Caravan Fame. Next up is the Gun Runners facility so head there. The only way through the gated area is to pick the lock so do so when no one is looking then dart for the building. Once here sneak your way straight back and use the computer along the right side and choose "Download manufacturing specifications" to complete the objective. Return to Alice to receive [300 CAPS] if you shot someone or they shot you, or [500 CAPS] if you weren't seen, as well as Crimson Caravan Fame. After all the quests are done you receive [500 EXPERIENCE POINTS]. ______________________________________________________________________________ FaLlOuTf AlLoUtFa 3.73 Young Hearts [SDQ-73]

LlOuTfAl LoUtFaLl OuTfAlLo UtFaLlOu TfAlLoUt "As the world turns"

_____________________________________________________________________ I would do anything for love, but I won't do that... _____________________________________________________________________ QUEST REWARD: 300 EXP, Boomer Fame QUEST OUTLINE: 1. Find Jack's love interest. 2. Ask Pearl for permission for Janet to enter Nellis 3. Tell Jack Janet is interested in him. 4. Take the Boomer Outfit to Janet. 5. Speak to Alice McLafferty on behalf of Janet. 6. Let Janet know McLafferty agreed to pay her. 7. Meet Janet back at Nellis. 8. Return to Jack. _____________________________________________________________________

To get this quest you must have first reached Nellis Air Force Base and started the quest Volare! by speaking with Mother Pearl. Located Jack inside the Hangars and inquire about the Scrap Metal he needs collected. With Speech 35+ or Black Widow you can find out more to start the quest. Head over to the Caravan Company Headquarters and find Janet. When she asks what kind of guy he is your response doesn't matter. When she wants to know if she can enter tell her you'll speak with Pearl. If you don't choose this option and lie to her she will be blown to smitherines as she races towards Nellis Air Force Base. Return to Nellis AFB and talk with Pearl. Tell her that Jack is interested in Janet. Convince her via Speech (challenge is 50+ skill) or reassure Pearl that Janet is no threat to the Boomers. Janet can come but only if Jack will take responsibility, so head over to Jack. He gives you a [BOOMER OUTFIT] and informs you that the Boomers won't fire at her. Return to Janet to give her the Boomer Outfit or you can lie to her sending her to her doom. Janet has to clear some debt with her contract and asks you to tell her boss. Talk to Alice inside and if your Speech is high enough (75) or Barter is high enough (65) you can persuade her to pay Janet her monies. Return to Janet and tell her the news in which case she immediately leaves; you receive Boomer Fame. Return to Nellis either by escorting Janet or simply waiting a few hours and meet the pair for [300 EXPERIENCE POINTS] and Boomer Fame. _____ __ __ __ ___ _ ___ _____ __ __ _ ___ ___ _ _\ \ / / \/ / _ \ _ /_\ \ / / __ \/ /_\ _ \/ __ \ V / \/ (_) / _ \ V / _ \/ / _ \ _/\__ \ ___ \_(_) _ _ \___/ \__/_/ \_\_/ ___ _ _/_/ \_\_ ___/ ______________________________________________________________[MAPS] TEMPORARY MAP LINK: http://www.supercheats.com/guides/fallout-new-vegas/mojave-wastland-map/ __ __ ___ _____ _ _____ ___ ___ _____ ___ ___ ___ \ \ / / / __ _ _/_\_ _ _ _/ __ _ _ _ _/ __/ __ \ V / \__ \ / _ \ \__ \ (__\__ \ \_(_) ___/ _/_/ \_\_ ___ ___/ _ ___\___ ___/ __________________________________________________[STA]

_____________________________________________________________________ 5.1 Are you S.P.E.C.I.A.L.? [STA-1] _____________________________________________________________________ S.P.E.C.I.A.L. stands for Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These are your primary stats, and they directly influence your skills - and thus gameplay. This section deals with the effects that the SPECIAL stats have on your character and summarizes this. STRENGTH Description: Strength allows you to hold more items in your inventory and increases your unarmed damage. It also influences which weapons you can and cannot (effectively) use. _________ _______________________ ___________ ________________________________ STRENGTH: "RANK" NAME: MAX WEIGHT: UNARMED DMG: SKILL MODIFIERS: =-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=- =-=-=-=-=-=-= -=-=-=-=-=-=-=-=-= 1 Wet Noodle 160 0.5 Melee Weapons +2 2 Beached Jellyfish 170 1.0 Melee Weapons +4 3 Doughy Baby 180 1.5 Melee Weapons +6 4 Lightweight 190 2.0 Melee Weapons +8 5 Average Joe 200 2.5 Melee Weapons +10 6 Barrel Chested 210 3.0 Melee Weapons +12 7 Beach Bully 220 3.5 Melee Weapons +14 8 Circus Strongman 230 4.0 Melee Weapons +16 9 Doomsday Pecs 240 4.5 Melee Weapons +18 10 Hercules' Bigger Cousin 250 5.0 Melee Weapons +20 Associated Skills: 1. Melee Weapons. 2. Unarmed Associated Perks: 1. 2. 3. 4. 5. 6. 7. Heave, Ho! Stonewall Strong Back Super Slam Unstoppable Force Weapon Handling Strength Implant (Minimum of 5 STR, (Minimum of 6 STR, (Minimum of 5 STR, (Minimum of 6 STR, (Minimum of 7 STR, (STR < 10, LVL 16) (STR < 10, LVL --) LVL LVL LVL LVL LVL 2) 8) 8) 8) 12)

PERCEPTION The better your perception, the quicker you'll spot enemies on the compass. ___________ ____________________ ___________________________________________ PERCEPTION: "RANK" NAME: SKILL MODIFIERS: =-=-=-=-=-= -=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Deaf Bat Energy Weapons & Lockpick & Explosives +2 2 Senile Mole Energy Weapons & Lockpick & Explosives +4 3 Squinting Newt Energy Weapons & Lockpick & Explosives +6 4 Unsuspecting Trout Energy Weapons & Lockpick & Explosives +8 5 Wary Trout Energy Weapons & Lockpick & Explosives +10 6 Alert Coyote Energy Weapons & Lockpick & Explosives +12 7 Big-eyed Tiger Energy Weapons & Lockpick & Explosives +14 8 Monocled Falcon Energy Weapons & Lockpick & Explosives +16 9 Sniper Hawk Energy Weapons & Lockpick & Explosives +18

10 Eagle with Telescope Energy Weapons & Lockpick & Explosives +20 Associated Skills: 1. Energy Weapons. 2. Explosives. 3. Lockpick. Associated Perks: 1. 2. 3. 4. 5. 6. Friend of the Night Sniper Light Step Better Criticals Infiltrator Perception Implant (Minimum of 6 PER, (Minimum of 6 PER, (Minimum of 6 PER, (Minimum of 6 PER, (Minimum of 7 PER, (PER < 10, LVL --) LVL LVL LVL LVL LVL 2) 12) 14) 16) 18)

ENDURANCE Endurance increases you maximum health, poison resistance, radiation resistance, and an invisible stat named fatigue. This governs how quickly you are knocked down in combat (and how fast targets become "unconscious"). ____ _______ _______________________ ___________ END: MAX HP: SKILL MODIFIERS: PSN RESIST: =-=- =-=-=-= -=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-= 1 120 Survival & Unarmed +2 0% 2 140 Survival & Unarmed +4 5% 3 160 Survival & Unarmed +6 10% 4 180 Survival & Unarmed +8 15% 5 200 Survival & Unarmed +10 20% 6 220 Survival & Unarmed +12 25% 7 240 Survival & Unarmed +14 30% 8 260 Survival & Unarmed +16 35% 9 280 Survival & Unarmed +18 40% 10 300 Survival & Unarmed +20 45% Associated Skills: 1. Survival. 2. Unarmed. Associated Perks: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Lead Belly Toughness Stonewall Strong Back Radiation Resistance Long Haul Life Giver Solar Powered Rad Absorption Endurance Implant ___________ RAD RESIST: -=-=-=-=-=0% 2% 4% 6% 8% 10% 12% 14% 16% 18% _________________ FATIGUE: =-=-=-=-=-=-=-=-= 20 + (LVL x10) 40 + (LVL x10) 60 + (LVL x10) 80 + (LVL x10) 100 + (LVL x10) 120 + (LVL x10) 140 + (LVL x10) 160 + (LVL x10) 180 + (LVL x10) 200 + (LVL x10) LVL LVL LVL LVL LVL LVL LVL LVL LVL 6) 6) 8) 8) 8) 12) 12) 20) 28)

(Minimum of 5 END, (Minimum of 5 END, (Minimum of 6 END, (Minimum of 5 END, (Minimum of 5 END, (Minimum of 6 END, (Minimum of 6 END, (Minimum of 7 END, (Minimum of 7 END, (END < 10, LVL --)

CHARISMA Charisma improves your success when talking to people, companions' armor and damage. ___________ __________________ ______________________ CHARISMA: "RANK" NAME: COMPANION ARMOR & DMG: =-=-=-=-=-= -=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=1 Misanthrope + 5 2 Old Hermit +10 3 Creepy Undertaker +15 4 Peevish Librarian +20 5 Substitute Teacher +25 6 Cheery Salesman +30 7 Diplomat +35 8 Movie Star +40

and increases your ____________________ SKILL MODIFIERS: =-=-=-=-=-=-=-=-=-=Barter & Speech +2 Barter & Speech +4 Barter & Speech +6 Barter & Speech +8 Barter & Speech +10 Barter & Speech +12 Barter & Speech +14 Barter & Speech +16

9 Casanova +45 Barter & Speech +18 10 Cult Leader +50 Barter & Speech +20 Associated Skills: 1. Barter. 2. Speech. Associated Perks: 1. Ferocious Loyalty (Minimum of 6 CHR, LVL 6) 2. Animal Friend (Minimum of 6 CHR, LVL 10) 3. Charisma Implant (CHR < 10, LVL --) INTELLIGENCE Intelligence increases the amount of skills points you gain to distribute over your skills when you level up. It also improves Medicine, Repair and Science. Furthermore, Intelligence influences your converation level. If you're dumb your dialogue will reflect this. _____________ _____________ ______________________________________________ INTELLIGENCE: "RANK" NAME: SKILL POINTS SKILL MODIFIERS: PER LEVEL UP: =-=-=-=-=-=-= -=-=-=-=-=-=- -=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Sub-brick 10.5 Medicine & Repair & Science +2 2 Vegetable 11 Medicine & Repair & Science +4 3 Cretin 11.5 Medicine & Repair & Science +6 4 Knucklehead 12 Medicine & Repair & Science +8 5 Knowledgeable 12.5 Medicine & Repair & Science +10 6 Gifted 13 Medicine & Repair & Science +12 7 Smartypants 13.5 Medicine & Repair & Science +14 8 Know-it-all 14 Medicine & Repair & Science +16 9 Genius 14.5 Medicine & Repair & Science +18 10 Omniscient 15 Medicine & Repair & Science +20 Note that half points are kept invisible and carry over to the next level-up. Associated Skills: 1. Medicine. 2. Repair. 3. Science. Associated Perks: 1. 2. 3. 4. 5. 6. 7. 8. 9. Retention Swift Learner Comprehension Educated Entomologist Pack Rat Nerd Rage! Computer Whiz Intelligence Implant (Minimum of 5 INT, (Minimum of 4 INT, (Minimum of 4 INT, (Minimum of 4 INT, (Minimum of 4 INT, (Minimum of 5 INT, (Minimum of 5 INT, (Minimum of 7 INT, (INT < 10, LVL --) LVL LVL LVL LVL LVL LVL LVL LVL 2) 2) 2) 4) 4) 8) 10) 18)

AGILITY Agility increases your Action Points in V.A.T.S., and improves how fast you draw, holster and reload your weapons, as well as your running speed. _____________ ________________ ___________________ _______________________ AGILITY: "RANK" NAME: ACTION POINTS (AP): Skill Modifiers: =-=-=-=-=-=-= -=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-= 1 Walking Disaster 68 Small Guns & Sneak +2 2 Accident Prone 71 Small Guns & Sneak +4 3 Oaf 74 Small Guns & Sneak +6 4 Butterfingers 77 Small Guns & Sneak +8 5 Under Control 80 Small Guns & Sneak +10 6 Catlike 83 Small Guns & Sneak +12

7 8 9 10

Knife Thrower 86 Knife Catcher 89 Acrobatic Marvel 92 Walks on Water 95

Small Guns & Sneak +14 Small Guns & Sneak +16 Small Guns & Sneak +18 Small Guns & Sneak +20

Associated Skills: 1. Guns. 2. Sneak. Associated Perks: 1. 2. 3. 4. 5. 6. 7. 8. 9. Rapid Reload Quick Draw Silent Running Sniper Light Step Action Boy/Girl Slayer Nerves of Steel Agility Implant (Minimum of 5 AGL, (Minimum of 5 AGL, (Minimum of 6 AGL, (Minimum of 6 AGL, (Minimum of 6 AGL, (Minimum of 6 AGL, (Minimum of 7 AGL, (Minimum of 7 AGL, (AGL < 10, LVL --) LVL LVL LVL LVL LVL LVL LVL LVL 2) 8) 12) 12) 14) 16) 24) 26)

LUCK Luck increases your chance to deliver critical hits and boosts all your skills. Enemies will more often miss their shot at you. Lastly, Luck also affects gambling in a mysterious way. _________ ____________________ _________________ _________________ LUCK: "RANK" NAME: CRITICAL CHANCE: SKILL MODIFIERS: =-=-=-=-= -=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=- -=-=-=-=-=-=-=-=1 13 Pitch-black Cats Critical Hit +1% All Skills +1 2 Broken Gypsy Mirror Critical Hit +2% All Skills +1 3 Sickly Albatross Critical Hit +3% All Skills +2 4 Spilled Salt Critical Hit +4% All Skills +2 5 Coin Flip Critical Hit +5% All Skills +3 6 Stacked Deck Critical Hit +6% All Skills +3 7 Lucky 7 Critical Hit +7% All Skills +4 8 Leprechaun's Foot Critical Hit +8% All Skills +4 9 21-Leaf Clover Critical Hit +9% All Skills +5 10 Two-headed coin flip Critical Hit +10% All Skills +5 Associated Skills: ALL. Associated Perks: 1. 2. 3. 4. 5. 6. Fortune Finder Scrounger Miss Fortune Mysterious Stranger Better Criticals Luck Implant (Minimum of 5 LCK, (Minimum of 5 LCK, (Minimum of 6 LCK, (Minimum of 6 LCK, (Minimum of 6 LCK, (LCK < 10, LVL --) LVL LVL LVL LVL LVL 6) 8) 10) 10) 16)

_____________________________________________________________________ 5.2 Skills [STA-2] _____________________________________________________________________ There are 13 skills in New Vegas, and it's nearly the same set as in Fallout 3. The differences are: 1. Small Guns has been renamed to Guns. 2. Big Guns is no longer a skill in New Vegas. 3. The Survival Skill is new. This section deals with all skills. These are derived from one of your SPECIAL stats, and are further increased by spending skill points after levelling up, or by reading skill books or skill magazines.

Skill Books permanently increase a skill with 3 points. If you have the Comprehension Perk, Skill Books grant one additional point per book, for a total of 4 points. __________________ Skill Magazines temporarily increase a INT: SKILL POINTS: skill by 10 points. If you have the =-=- =-=-=-=-=-=-= Comprehension Perk, they temporarily 1 10.5 increase the skill by 20 points. 2 11 3 11.5 Intelligence is the SPECIAL stat that 4 12 influences how many skill points you get 5 12.5 for each level up. Starting at 10.5 skill 6 13 points at 1 INT, this can become 15 points 7 13.5 at level 10. This has been dumbed down 8 14 from 20 in Fallout 3. It's a good idea 9 14.5 to start out with a high INT stat. 10 15 An interesting shift from Fallout 3 to New Vegas is that skills such as Barter and Speech have become a lot more useful. Dialogue options are no longer chance-dependent, but require a fixed amount of skill points. You can now expect to see dialogue options that require 50 speech - bottom line. If you don't have enough, you can't get the option to work, it's that simple. There are various options for Barter as well. Other skills may also have dialogue options, such as Medicine, Sneak, Repair or Science, although these are less common than Speech and Barter dialogue options. BARTER Statistic: Useage:

? Charisma ? Allows you to buy lower, sell higher. ? Unlocks special dialogue options. Unlocks Perk: 1. Pack Rat (Minimum of 70 Barter, LVL 8) 2. Long Haul (Minimum of 70 Barter, LVL 12) ENERGY WEAPONS Statistic: ? Perception Useage: ? Increases effectiveness of Energy Weapons (such as Laser Pistol, Laser Rifle, Plasma Pistol, Plasma Rifle), and Flamer Weapons (such as Incinerator). Unlocks Perk: 1. Run 'n Gun (Minimum of 45 Energy Weapons, LVL 4) 2. Plasma Spaz (Minimum of 70 Energy Weapons, LVL 10) 3. Meltdown (Minimum of 90 Energy Weapons, LVL 16) 4. Concentrated Fire (Minimum of 60 Energy Weapons, LVL 18) 5. Laser Commander (Minimum of 90 Energy Weapons, LVL 22)

EXPLOSIVES Statistic: Usage:

? Perception ? Improves the damage you do with explosives, enhances your accuracy when throwing explosives, increases the ease with which you disarm mines, and improves damage of Missile Launchers Fat Men, and similar weapons. Unlocks Perk: 1. Heave, Ho! (Minimum of 30 Explosives, LVL 2) 2. Demolition Expert (Minimum of 50 Explosives, LVL 6) 3. Hit The Deck (Minimum of 70 Explosives, LVL 12)

4. Pyromaniac 5. Splash Damage GUNS Statistic: Usage:

(Minimum of 60 Explosives, LVL 12) (Minimum of 70 Explosives, LVL 12)

? Agility ? Increases effectivity of guns that use conventional ammunition (such as Pistol, Rifles, etc). Unlocks Perk: 1. Rapid Reload (Minimum of 30 Guns, LVL 2) 2. Run 'n Gun (Minimum of 45 Guns, LVL 4) 3. Shotgun Surgeon (Minimum of 45 Guns, LVL 6) 4. Cowboy (Minimum of 45 Guns, LVL 8) 5. Center of Mass (Minimum of 70 Guns, LVL 14) 6. Concentrated Fire (Minimum of 60 Guns, LVL 18) LOCKPICK Statistic: Usage: ___________ DIFFICULTY: =-=-=-=-=-= Very Easy Easy Average Hard Very Hard _______________ REQUIRED SKILL: =-=-=-=-=-=-=-= 0 25 50 75 100

? Perception ? Allows you to pick locks. See ratings on the left. Unlocks Perk: 1. Infiltrator (Minimum of 70 Lockpick, LVL 18) MEDICINE Statistic: Usuage:

? Intelligence ? Increases the effectiveness of medicine (RadAway, Rad-X, Stimpaks, Super Stimpaks, etc.). At skill level 100, the initial effects of medicine is doubled (?). Unlocks Perk: 1. Living Anatomy (Minimum of 70 Medicine, LVL 8) 2. Chemist (Minimum of 60 Medicine, LVL 14) 3. Chem Resistant (Minimum of 60 Medicine, LVL 16) MELEE WEAPONS Statistic: ? Strength Usage: ? Increases effectivity of melee Tire Iron, etc..) Unlocks Perk: 1. Cowboy (Minimum of 2. Super Slam (Minimum of 3. Unstoppable Force (Minimum of 4. Ninja (Minimum of REPAIR Statistic: Usage:

weapons (Combat Knife, Machete, 45 45 90 80 Melee Melee Melee Melee Weapons, Weapons, Weapons, Weapons, LVL LVL LVL LVL 8) 8) 12) 20)

? Intelligence ? Increases your ability to repair weapons affects your ability to create items and reloading benches. Unlocks Perk: 1. Hand Loader (Minimum of 70 Repair, LVL 2. Jury Rigging (Minimum of 90 Repair, LVL SCIENCE

and armor, and also gun ammunition at 6) 14)

___________ _______________ DIFFICULTY: REQUIRED SKILL:

Statistic: Usage:

? Intelligence ? Used for hacking terminals. See ratings on the left. It is also used to recycle Energy Weapon ammo at reloading benches. Vigilant Recycler Math Wrath Nerd Rage! Robotics Expert Computer Whiz Nuka Chemist (Minimum (Minimum (Minimum (Minimum (Minimum (Minimum of of of of of of

Unlocks Perk: 1. 2. 2. 3. 4. 5. SNEAK Statistic: Usage:

=-=-=-=-=-= =-=-=-=-=-=-=-= Very Easy 0 Easy 25 Average 50 Hard 75 Very Hard 100 70 Science, LVL 6) 70 Science, LVL 10) 50 Science, LVL 10) 50 Science, LVL 12) 70 Science, LVL 18) 90 Science, LVL 22)

? Agility ? Increases you speed, your ability to stay hidden from enemies when crouching and during pickpocketing. Attacking while hidden grants you a Sneak Attack Critical Hit. Unlocks Perk: 1. Friend of the Night (Minimum of 30 Sneak, LVL 2) 2. The Professional (Minimum of 70 Sneak, LVL 6) 3. Mister Sandman (Minimum of 60 Sneak, LVL 10) 4. Silent Running (Minimum of 50 Sneak, LVL 12) 5. Ninja (Minimum of 80 Sneak, LVL 20) SPEECH Statistic: Usage:

? Charisma ? Increases your success when talking to people, often granting you special priviledges. Unlocks Perk: 1. Terrifying Presence (Minimum of 70 Speech, LVL 8) SURVIVAL Statistic: Usage:

? Endurance ? Increases the amount of health you gain from eating and drinking food and water, and improves creating items at campfires. Unlocks Perk: 1. Hunter (Minimum of 30 Survival, LVL 2) 2. Entomologist (Minimum of 45 Survival, LVL 4) 3. Rad Child (Minimum of 70 Survival, LVL 4) 4. Travel Light (Minimum of 45 Survival, LVL 4) 5. Lead Belly (Minimum of 40 Survival, LVL 6) 6. Rad Resistance (Minimum of 40 Survival, LVL 8) 7. Animal Friend (Minimum of 45 Survival, LVL 10) UNARMED Statistic: Usage:

? Endurance ? Increases damage when fighting bare handed/with knuckles. Also decreases the damage taken when blocking with your hands. Unlocks Perk: 1. Piercing Strike (Minimum of 70 Unarmed, LVL 12) 2. Paralyzing Palm (Minimum of 70 Unarmed, LVL 18) 3. Slayer (Minimum of 90 Unarmed, LVL 24)

_____________________________________________________________________ 5.3 Perks [STA-3] _____________________________________________________________________ CONFIRMED BACHELOR/CHERCHEZ LA FEMME Level: 2 Ranks: 1 Usefulness: [*****] / [**...] Prerequisite: Male/Female gender Description: In combat, you do +10% damage against opponents of the same sex. You sometimes get access to unique dialogue options when dealing with the same sex. While Confirmed Bachelor is supremely useful, as a woman you're better off taking the Black Widow perk. There are simply more men than women in the game. LADY KILLER/BLACK WIDOW Level: 2 Ranks: 1 Usefulness: [**...] / [*****] Prerequisite: Male/Female gender Description: In combat you do +10% damage against opponents of the other sex. You sometimes get access to unique dialogue options when dealing with the other sex. While Black Widow is supremely useful, as a man you're better off taking the Confirmed Bachelor perk. There are simply more men than women in the game. FRIEND OF THE NIGHT Level: 2 Ranks: 1 Usefulness: [.....] Prerequisite: Sneak: 30, Perception: 6 Description: Your eyes adapt quickly to low-light conditions indoors and when darkness falls across the post-nuclear wastelend. Well that's just great, but it's better to turn up your TV's brightness a little (or better yet, check the in-game options) than to waste a perk spot. HEAVE, HO! Level: Ranks: Usefulness: Prerequisite: Description:

2 1 [*....] Explosives: 30, Strength: 5 All thrown weapons fly farther and faster for you. Nothing more, nothing less.

HUNTER Level: Ranks: Usefulness: Prerequisite:

2 1 [*....] Survival: 30

Description: In combat, you do +75% *critical* damage against animals and mutated animals. So your regular damage stays the same. When you do get a critical, it's not even twice the extra damage, but only 75% extra, and only against animals and mutated animals. Ever been scared of Mole Rats? INTENSE TRAINING Level: 2 Ranks: 10 Usefulness: [****.] Prerequisite: --Description: Put a single point in a SPECIAL stat of your choice. RAPID RELOAD Level: Ranks: Usefulness: Prerequisite: Description:

2 1 [**...] Guns: 30, Agility: 5 Makes all your weapon reloads 25% faster than normal. This can make a little difference, but it's better to always keep your gun reloaded anyway. Reloading in the heat of battle can be annoying, but there are many other great perks to be chosen.

RETENTION Level: Ranks: Usefulness: Prerequisite: Description:

2 1 [*....] Intelligence: 5 The bonuses granted by skill magazines last three times as long. You usually only need these bonuses for a very short while anyhow, for a dialogue challenge, picking a lock, hacking a terminal, etc.

SWIFT LEARNER Level: Ranks: Usefulness: Prerequisite: Description:

2 3 [.....] Intelligence: 4 You gain +10% extra experience points whenever EXP is given. Considering you'll reach Level 30 by yourself, this is only a waste of a perk spot. Why hurry? It's only 10%. ________________________________________________________________________________ CANNIBAL Level: Ranks: Usefulness: Prerequisite: Description:

4 1 [.....] --With the Cannibal perk you can eat corpses when in sneak bodies, allowing you to regain hit points with this action. Everytime you feed, you lose Karma and if the act is witnessed, well, you get attacked. This isn't one of the best perks..

COMPREHENSION Level: Ranks: Usefulness: Prerequisite: Description:

4 1 [*****] Intelligence: 4 You get double the temporary bonus from reading skill magazines (+20 points instead of +10), and one extra permanent point from reading skill books (+4 instead of +3). A very useful perk as this allows you to boost a whole lot more skills.

EDUCATED Level: Ranks: Usefulness: Prerequisite: Description:

4 1 [*****] Intelligence: 4 You get two more skill points every time you level up. Take this perk at level 4 to get the most out of it: +52 skill points baby!

ENTOMOLOGIST Level: Ranks: Usefulness: Prerequisite: Description:

4 1 [**...] Survival: 45, Intelligence: 4 You deal +50% extra damage to mutated insects such as Radroaches, Giant Mantises and Radscorpions. Decent, but not more than that.

RAD CHILD Level: Ranks: Usefulness: Prerequisite: Description:

4 1 [*....] Survival: 70 The higher your radiation sickness stage, the more health you recover. Preferably, you don't even want to have radiation sickness because it comes with stats penalties..

RUN 'N GUN Level: Ranks: Usefulness: Prerequisite: Description:

4 1 [**...] Guns: 45 OR Energy Weapons: 45 Reduces accuracy penalties when running and shooting with onehanded weapons (guns and energy weapons).

TRAVEL LIGHT Level: Ranks: Usefulness: Prerequisite: Description:

4 1 [*....] Survival: 45 While wearing light armor or no armor, you run 10% faster. Cute,

but hardly essential. ________________________________________________________________________________ BLOODY MESS Level: Ranks: Usefulness: Prerequisite: Description:

6 1 [****.] --Enemies will often explode into a red, gut-ridden paste, and you do +5% extra damage with ALL weapons. The gore is cute, but the additional damage - even though it's only 5% - is very welcome.

DEMOLITION EXPERT Level: 6 Ranks: 3 Usefulness: [****.] Prerequisite: Explosives: 50 Description: All explosive weapons (including mines, grenades, missile launcher and Fat Men) do +20% damage. That's quite a good bonus if you'd like to specialise in explosives. FEROCIOUS LOYALTY Level: 6 Ranks: 1 Usefulness: [**...] Prerequisite: Charisma: 6 Description: When you drop below 50% health, your companions gain much greater resistance to damage. Useful if you hate to see your companions die in Hardcore mode, but otherwise not useful. FORTUNE FINDER Level: 6 Ranks: 1 Usefulness: [**...] Prerequisite: Luck: 5 Description: You find more bottle caps in containers than you normally would. Meh.. Compared to other perks this one just doesn't compare, especially because you only receive around +20% extra. GUNSLINGER Level: Ranks: Usefulness: Prerequisite: Description:

6 1 [**...] --Your accuracy in V.A.T.S. is improved when using one-handed guns like a Pistol. Handy, but you could always stand a little closer to your target. Or, you know, use a Sniper Rifle.

HAND LOADER

Level: Ranks: Usefulness: Prerequisite: Description:

6 1 [***..] Repair: 70 You know your way around reloading benches and don't let good brass and hulls go to waste. When you use guns you're more likely to recover cases and hulls. You also know all hand load recipes at all reloading benches. A very decent perk to say the least.

LEAD BELLY Level: Ranks: Usefulness: Prerequisite: Description:

6 1 [.....] Survival: 40, Endurance: 5 You take -50% radiation when consuming food and drinks. What can I say? RadAway!

SHOTGUN SURGEON Level: 6 Ranks: 1 Usefulness: [***..] Prerequisite: Guns: 45 Description: When using shotguns, regardless what ammo you use, you ignore an additional 10 points of the targets Damage Treshold. Quite nice! THE PROFESSIONAL Level: 6 Ranks: 1 Usefulness: [****.] Prerequisite: Sneak: 70 Description: Sneak Attack Criticals with Pistols, Revolvers and Submachine Guns (both Guns and Energy Weapons) all inflict +20% damage. That's quite a big bonus and you should definitely consider this perk. TOUGHNESS Level: Ranks: Usefulness: Prerequisite: Description:

6 2 [****.] Endurance: 5 Adds +3 to Damage Treshold. This is s decent boost to your DT, and you can take two ranks in it.

VIGILANT RECYCLER Level: 6 Ranks: 1 Usefulness: [***..] Prerequisite: Science: 70 Description: When using Energy Weapons you are more likely to recover ammo. You also have more efficient recipes available at workbenches. ________________________________________________________________________________

COMMANDO Level: Ranks: Usefulness: Prerequisite: Description:

8 1 [***..] --Your accuracy is improved in V.A.T.S. with two-handed weapons (such as rifles). Could be useful for those who like to play around with Sniper Rifles.

COWBOY Level: Ranks: Usefulness: Prerequisite: Description:

8 1 [***..] Guns: 45, Melee Weapons: 45 You do +25% damage with revolvers, lever-action firearms, dynamite, knives and hatchets. Not bad.

LIVING ANATOMY Level: 8 Ranks: 1 Usefulness: [***..] Prerequisite: Medicine: 70 Description: Allows you to see the health and Damage Treshold of any target. You also do +5% damage against humans and non-feral ghouls. This is quite cool to have, and the damage bonus is nice too, but at this point there's many competition.. PACK RAT Level: Ranks: Usefulness: Prerequisite: Description:

8 1 Hardcore: [*****] / Non-hardcore [.....] Barter: 70, Intelligence: 5 Items with a weight of 2 or less only weigh half as much. You'll definitely want to take this perk if you're playing on Hardcore. Otherwise, don't bother.

QUICK DRAW Level: Ranks: Usefulness: Prerequisite: Description:

8 1 [.....] Agility: 5 You equip and holster weapons 50% faster. The holstering part is completely useless and ... so is the equipping part to a great extent. Worthless.

RAD RESISTANCE Level: 8 Ranks: 1

Usefulness: [*....] Prerequisite: Survival: 40, Endurance: 5 Description: Rad resist +25%. Nothing more, nothing less. SCROUNGER Level: Ranks: Usefulness: Prerequisite: Description:

8 1 [*....] Luck: 5 You find more ammo in containers. Can be useful, but the perk competition is getting tighter.

STONEWALL Level: Ranks: Usefulness: Prerequisite: Description:

8 1 [**...] Strength: 6, Endurance: 6 +5 Damage Treshold against melee weaons and unarmed attack. You can also no longer be knocked down in combat.

STRONG BACK Level: Ranks: Usefulness: Prerequisite: Description: SUPER SLAM Level: Ranks: Usefulness: Prerequisite: Description:

8 1 [****.] Strength: 5, Endurance: 5 Increases Carry Weight by +50. Niiice!

8 1 [*....] Melee Weapons: 45, Strength: 6 All melee weapons (except thrown ones) and unarmed attacks have a chance of knocking your target down. Handy, but not essential. Only useful if you're specialising in Unarmed.

TERRIFYING PRESENCE Level: 8 Ranks: 1 Usefulness: [?????] Prerequisite: Speech: 70 Description: In some conversations, you gain the ability to initiate combat while terrifying a mob of opponents, sending them fleeing away for safety. I don't know what the **** that means, but when I find out, this vague description will hit the garbage bin. ________________________________________________________________________________ ANIMAL FRIEND Level: 10

Ranks: Usefulness: Prerequisite: Description:

2 [*....] Survival: 45, Charisma: 6 Rank 1: Animals don't attack you. Rank 2: Animals aid you in combat, but never against other animals. The first rank is arguably useless, and it's too big a price to pay TWO perk spots just to get the effects from rank 2. Furthermore, animals usually come in packs and won't attack each other.

FINESSE Level: Ranks: Usefulness: Prerequisite: Description:

10 1 [***..] --You have a higher chance to score critical hits, equivalent to 5 extra points of Luck. Well, that's not too bad, actually.

HERE AND NOW Level: Ranks: Usefulness: Prerequisite: Description:

10 1 [.....] --Instantly grants you a level. Absolutely worthless, considering there's a limited amount of levels and you *will* get there anyway, but to waste a perk spot with this would be ridiculous.

MATH WRATH Level: Ranks: Usefulness: Prerequisite: Description:

10 1 [****.] Science: 70 Reduces all Action Points (AP) costs by 10%. Quite nice, especially in combination of other AP boosting perks! You can make a realy V.A.T.S. killer character eventually.

MISS FORTUNE Level: Ranks: Usefulness: Prerequisite: Description:

10 1 [***..] Luck: 6 Just when your enemies think they have the upper hand, Miss Fortune appears to turn their world upside down. Appearing only in V.A.T.S., she has the ability to snatch defeat from the jaws of victory.

MISTER SANDMAN Level: 10 Ranks: 1 Usefulness: [.....] Prerequisite: Sneak: 60

Description: When in sneak mode you can silently kill any sleeping human or ghoul, gaining experience too. But.. if they're sleeping, why not just grab a Silenced Pistol or powerful melee weapon? This perk is worthless compared to all others you can choose. MYSTERIOUS STRANGER Level: 10 Ranks: 1 Usefulness: [**...] Prerequisite: Luck: 6 Description: The Mysterious Stranger will randomly appear if the opponent is still alive with 150 HP or less, with a chance of 10%, finishing it off. Probably interferes with Grim Reaper's Sprint (although dumbed down still preferable), so the Mysterious Stranger is not too useful. NERD RAGE! Level: Ranks: Usefulness: Prerequisite: Description:

10 1 [*....] Science: 50, Intelligence: 5 When health is at 20% or below (like, the point where any sane person starts healing - I mean, c'mon, there's a *reason* your health dropped that low, and that reason is likely to be four sentry bots or a pack of ferocious deathclaws), only THEN will your Strength get raised to 10, and do you gain +15 Damage Treshold. Extremely conditional usage.

NIGHT PERSON Level: Ranks: Usefulness: Prerequisite: Description:

10 1 [*....] --When the sun is down this perk grants +2 INT and PER (max = 10). This works both outside and inside. Did I mention it's worthless?

PLASMA SPAZ Level: Ranks: Usefulness: Prerequisite: Description:

10 1 [**...] Energy Weapons: 70 Action Point costs for Plasma Weapons (including Plasma Grenades) are reduced by 10%. Since Math Wrath reduces *ALL* AP costs by 10%, you should always take that one first. Regardless, this could still be a decent choice if you really want to make a killer character in V.A.T.S., equipped with a Plasma Rifle (because let's face it, that'd be the sole reason to take this perk, because who cares about Plasma Grenades Action Point costs?) I'm not going to make a joke about the name Plasma Spaz, because I'm not *that* dirty. ________________________________________________________________________________

FAST METABOLISM Level: 12 Ranks: 1 Usefulness: [**...] Prerequisite: --Description: +20% Stimpak effectiveness. Quite useful, but you can also be more careful or hold more Stimpaks close to your heart.. GHASTLY SCAVENGER Level: 12 Ranks: 1 Usefulness: [.....] Prerequisite: Cannibal Perk Description: You can now also devour Super Mutants and Feral Ghouls. Once again a worthless perk. HIT THE DECK Level: Ranks: Usefulness: Prerequisite: Description: LIFE GIVER Level: Ranks: Usefulness: Prerequisite: Description: LONG HAUL Level: Ranks: Usefulness: Prerequisite: Description:

12 1 [***..] Explosives: 70 Damage Treshold +50% against *ALL* explosions. Can be useful!

12 1 [***..] Endurance: 6 Grants +30 Health Points. Unique and useful.

12 1 [**...] Barter: 70, Endurance: 6 Being overcumbered no longer prevents you from Fast Travelling. Brings mixed feelings. Sounds great, right? Grab everything you want (at least on the Mojave Wasteland), then Fast Travel to a place where you can sell it all and dump it. But this still requires an *entire* perk spot and the competition is big. Can't you just dump your companion full with items anyway?

PIERCING STRIKE Level: 12 Ranks: 1 Usefulness: [****.] Prerequisite: Unarmed: 70 Description: When strikeing unarmed or melee weapons (including thrown ones), this perk negates 15 Damage Treshold points. Very useful for

Unarmed character builds, arguably even essential. It can also have its uses for regular characters, as this greatly improves melee combat in general. PYROMANIAC Level: Ranks: Usefulness: Prerequisite: Description:

12 1 [**...] Explosives: 60 +50% damage with fire-based weapons like Flamer and Shishkebab. Useful, sure, but essential? Maybe for melee characters.

ROBOTICS EXPERT Level: 12 Ranks: 1 Usefulness: [****.] Prerequisite: Science: 50 Description: +25% damage to all robots. Sneaking up to a robot undetected gives you the option to permanently shut them down. Good stuff! SILENT RUNNING Level: 12 Ranks: 1 Usefulness: [*....] Prerequisite: Sneak: 50, Agility: 6 Description: You run just as silently as crouched. But in all seriousness, learn to sneak properly by staying undetected and save a perk spot for something more useful. SNIPER Level: Ranks: Usefulness: Prerequisite: Description:

12 1 [**...] Perception: 6, Agility: 6 The chance to hit an opponent's head is significantly increased. Probably by 25%. Decent, not more than that.

SPLASH DAMAGE Level: Ranks: Usefulness: Prerequisite: Description:

12 1 [**...] Explosives: 70 +25% area effect for all explosions you cause. If you're a pyro, this is for you! Otherwise, well, it's decent.

UNSTOPPABLE FORCE Level: 12 Ranks: 1

Usefulness: [*....] Prerequisite: Melee Weapons: 90, Strength: 7 Description: You do a large amount of additional damage through enemy blocks with all Unarmed and Melee attacks. Sounds great, but think about what it says. It increase your damage when an enemy is blocking only. It might be semi-handy for Unarmed characters, but even then you might want to pick an other precious perk. ________________________________________________________________________________ ADAMANTIUM SKELETON Level: 14 Ranks: 1 Usefulness: [*....] Prerequisite: --Description: Your limbs only receive 50% of the damage they normally would. Sounds amazing, but this does nothing with regards to the regular damage taken. And how often are your limbs crippled in combat? Well.., yeah, *sometimes*, but not *that* often. This perk has limited use. CENTER OF MASS Level: 14 Ranks: 1 Usefulness: [***..] Prerequisite: Guns: 70 Description: +15% damage in V.A.T.S. when targetting the torso. Certainly a notable perk, especially for V.A.T.S. lovers. CHEMIST Level: Ranks: Usefulness: Prerequisite: Description:

14 1 [*....] Medicine: 60 Chems last twice as long. Nice, but can't you just take a second one when it wears off? Sure, sure, you might get addicted, but that chance isn't too high and you can always cure that "Ave"!

JURY RIGGING Level: Ranks: Usefulness: Prerequisite: Description:

14 1 [****.] Repair: 90 You possess the amazing ability to repair any item using a roughly similar item. Fix a Trail Carbine with a Hunting Rifle, a Plasma Defende with a Laser Pistol, or even Power Armor with Metal Armor. How does it work? Nobody knows... except you. This is actually a unique and quite handy perk, allowing you to fix a wider arsenal of weapons and equipment.

LIGHT STEP Level:

14

Ranks: Usefulness: Prerequisite: Description: PURIFIER Level: Ranks: Usefulness: Prerequisite: Description:

1 [.....] Perception: 6, Agility: 6 You never set off enemy mines or floor-based traps. Who cares? Just be more careful and save often, or disarm the things.

14 1 Unarmed Builds: [****.] / All-Round: [**...] --+50% damage with Unarmed and Melee Weapons against Centaurs, Nightstalkers, Spore Plants, Spore Carriers, Deathclaws, Super Mutants and Feral Ghouls. Only useful for unarmed character builds. ________________________________________________________________________________ ACTION BOY Level: Ranks: Usefulness: Prerequisite: Description:

16 2 [****.] Agility: 6 You gain +15 AP. Nice!

BETTER CRITICALS Level: 16 Ranks: 1 Usefulness: [****.] Prerequisite: Perception: 6, Luck: 6 Description: +50% damage bonus for all critical hits you deliver. Very nice indeed. Unfortunately it requires relatively high PER and LCK stats, so you might need to skip it with certain character builds. CHEM RESISTANT Level: 16 Ranks: 1 Usefulness: [*....] Prerequisite: Medicine: 60 Description: 50% less chance to develop an addiction to chems. Then again, if you're careful you'll never need to build up an addiction at all. MELTDOWN Level: Ranks: Usefulness: Prerequisite: Description:

16 1 [**...] Energy Weapons: 90 Enemies killed by Energy Weapons give off a corona of harmful energy. This can cause a chain reaction. More a fun perk than actually helpful - it won't happen all that often to have enemies grouped together tightly enough for this to cause a lot of damage.

TAG! Level: Ranks: Usefulness: Prerequisite: Description:

16 1 [.....] --Raises one skill with +15 points. Would've been "cute" at level 10, but at level 16, this is simply not worth the effort. There are better ways to raise your skills.

WEAPON HANDLING Level: 16 Ranks: 1 Usefulness: [*....] Prerequisite: Strength lower than 10. Description: Weapon strength requirements are now 2 points lower than normal. Again, this has limited usefulness. It'd be better to select Intense Training - besides, you wouldn't want to have low strength in any character build. ________________________________________________________________________________ COMPUTER WHIZ Level: Ranks: Usefulness: Prerequisite: Description:

18 1 [.....] Science: 70, Intelligence: 7 If you are locked out of a computer, you get a second attempt. They're back, the two useful hacking and lockpicking perks. The solution is simple: Save before hacking, and don't force locks.

CONCENTRATED FIRE Level: 18 Ranks: 1 Usefulness: [***..] Prerequisite: Energy Weapons: 60, Guns: 60 Description: Your accuracy to hit any body part in V.A.T.S. increases slightly with each subsequent hit on that body part. All in all this results in a decent increase of accuracy. INFILTRATOR Level: Ranks: Usefulness: Prerequisite: Description:

18 1 [.....] Lockpick: 70, Perception: 7 If you break a lock you get a second chance. This is the worthless twin of Computer Whiz, and no one should ever bother with it on a level as high as 18. Even at level 2 it would be bad!

PARALYZING PALM Level: 18 Ranks: 1

Usefulness: Unarmed Builds: [*****] / All-Round Builds: [*....] Prerequisite: Unarmed: 70 Description: You will sometimes perform a special V.A.T.S. palm strike that paralyzes your opponent for 30 seconds. You must be completely Unarmed for this to sometimes happen. A good perk for Unarmed builds, otherwise it's kind of got a limited use. ________________________________________________________________________________ EXPLORER Level: Ranks: Usefulness: Prerequisite: Description:

20 1 [**...] --All locations are revealed on the Mojave Wasteland. It's a quick practical solution, but it's nothing you can't do yourself. Two stars for practical uses, but otherwise zero for completionists. It can be very annoying to not know which locations you haven't explored yet, though, so keep that in mind.

GRIM REAPER'S SPRINT Level: 20 Ranks: 1 Usefulness: [*****] Prerequisite: --Description: If you kill a target in V.A.T.S., twenty Action Points (AP) are restored upon exiting V.A.T.S. mode. Although heavily dumbed down from Fallout 3 (where it restored all AP), this is still a great perk to take. NINJA Level: Ranks: Usefulness: Prerequisite: Description:

20 1 Unarmed Builds: [*****] / All-Round Builds: [***..] Melee Weapons: 80, Sneak: 80 When attacking with Melee Weapons or Unarmed you gain a +15% critical chance on every strike. Sneak Attack Criticals do 25% more damage than normal. A must for all Unarmed builds, and even decent for All-Round Builds.

SOLAR POWERED Level: Ranks: Usefulness: Prerequisite: Description:

20 1 [*....] Endurance: 7 When walking in direct sunlight: +2 Strength and slow health regeneration. It's like getting 'Night Person' at level 20, and yes, it's worthless. ________________________________________________________________________________ LASER COMMANDER Level: 22 Ranks: 1

Usefulness: [****.] Prerequisite: Energy Weapons: 90 Description: +15% damage and +10% chance to get critical hits with all Laser Weapons. Well, that *is* quite useful! NUKA CHEMIST Level: Ranks: Usefulness: Prerequisite: Description:

22 1 [?????] Science: 90 You can now create a special kind of Nuka-Cola at workbenches.

SPRAY AND PRAY Level: 22 Ranks: 1 Usefulness: [*....] Prerequisite: --Description: Your attacks do much less damage to your companions. (Oh, right, I'm level 22, so we must be so dumb to actually start randomly "spraying" bullets at my companions when firing at enemies). The only useful scenario would be when explosions are involved. ________________________________________________________________________________ SLAYER Level: Ranks: Usefulness: Prerequisite: Description:

24 1 Unarmed Builds: [*****] / All-Round Builds: [**...] Unarmed: 90, Agility: 7 Speed of all Unarmed and Melee Weapon attacks increased by +30%. Again, this really shows how much the developers wanted people to "like" Unarmed builds. It's a must for Unarmed builds, but not more than decent for all-round builds. ________________________________________________________________________________ NERVES OF STEEL Level: 26 Ranks: 1 Usefulness: [****.] Prerequisite: Agility: 7 Description: Action Points recover much more quickly than normal. Yet another crown for V.A.T.S. lovers. ________________________________________________________________________________ RAD ABSORPTION Level: 28 Ranks: 1 Usefulness: [.....] Prerequisite: Endurance: 7 Description: Your radiation level slowly decreases on it's own over time. It removes -20 RAD every 20 seconds. The real question is, who really cares? I say, RadAway! ________________________________________________________________________________

BETTER HEALING Companion: Arcade Gannon Usefulness: [***..] Description: You regain more health from all consumable sources. Quite handy! ENHANCED SENSORS Companion: ED-E Usefulness: [*....] Description: You can detect enemies from very long distances, and stealthed enemies can also be detected. Nifty, but not very useful. REGULAR MAINTENANCE Companion: Raul Usefulness: [***..] Description: Your weapons and equipment condition decays 50% slower. That is actually decently useful. SCRIBE ASSISTANT Companion: Veronica Usefulness: [*....] Description: You are allowed to craft workbench items through dialogue options with Veronica. Sounds awesome, but you might as well be patient and find a Workbench. SEARCH AND MARK Companion: Rex Usefulness: [.....] Description: Chems, firearms and ammo in your close surroundings are all highlighted when you zoom in with the camera. Hardly useful at all. SPOTTER Companion: Craig Boone Usefulness: [.....] Description: Hostile targets are highlighted when you're actively aiming. Not very useful either. STEALTH GIRL Companion: Lily Usefulness: [****.] Description: Increases Stealth-Boy duration by 200% and also increases Sneak Attack Critical hits by +10% damage. Very nice for a companion perk! WHISKEY ROSE

Companion: Cass Usefulness: [****.] Description: Consuming Whiskey doesn't reduce your SPECIAL stats and you are no longer at risk of getting addicted to Whiskey, but you do raise your Damage Treshold. Useful to say the least! _____________________________________________________________________ 5.4 Traits [STA-4] _____________________________________________________________________ Traits make their return in Fallout New Vegas, and while similar to perks, they have two major differences: 1. Traits are chosen at the very start of the game, during your character build. Your character's traits will remain with you after finalizing your character build. 2. Traits have negative effects besides the benefits they can provide. All traits have one rank, and you can either choose none, one or a maximum of two. This section analyses all available traits and gives you some advice on which to pick. BUILT TO DESTROY Positive effects: +3% chance for all weapons to deliver a critical hit. Negative effects: +15% faster condition decay for all weapons. This trait is best taken if you want to maximize your combat potential, and if you like to rely on luck. The downside is a fairly big one: All your weapons will last about 1/6th less long than they normally would, which brings a lot of costs along. Should you pick this trait, be sure to quickly invest in your Repair skill early on. I personally wouldn't recommend this trait. FAST SHOT Positive effects: +20% firing rate with Guns and Energy Weapons. Negative effects: -20% accuracy with Guns and Energy Weapons. A typical specialisation trait, forcing you to choose between a faster firing rate at the cost of accuracy. Its counterpart is the Trigger Discipline trait. FOUR EYES Positive effects: +1 PER when wearing any type of glasses. Negative effects: -1 PER when not wearing glasses. To be honest, this one's quite awful. It reduces your characters natural PER by 1 point, and increases the bonus you get from glasses by 1 point (making +2). This means that when taking perks, you'll actually need one ADDITIONAL point of Perception to be allowed to select the perk. Friend of the Nigh, for example, will now require 7 PER instead of 6 PER. This Trait is therefore garbage. GOOD NATURED Positive effects: +5 points in Barter, Medicine, Repair, Science and Speech. Negative effects: -5 points in Energy Weapons, Explosives, Guns, Melee Weapons and Unarmed.

A specialisation in skill sets, laying focus on negotiation skills and problem solving skills, while deteriorating weapon skills. Depending on how you'd like to play the game early on, this can actually be a decent pick, but remember that it'll be more difficult to eventually create a balanced all-round (nearly) maxed character build. HEAVY HANDED Positive effects: Melee and unarmed attacks do more damage. Negative effects: Melee and unarmed attacks do less critical damage. Only important for characters who'll focus on being a melee and/or unarmed fighter, this trait increases the damage you do with each regular hit, but it reduces the damage that your critical hits do. If you don't like to rely on luck all too much, this is a great trait to boost your melee/unarmed damage with. KAMIKAZE Positive effects: Grants you a extra whopping of +10 Action Points. Negative effects: -2 Damage Treshold. Arguably one of the best traits, this increases your V.A.T.S. with 10 AP! Since perks such as Grim Reaper's Sprint have been dumbed down, AP has become more important, and if you find that you're using V.A.T.S. quite often, you simply can't let this one slip away. The -2 DT is neglectible, and a good armor will more than make up for it soon enough. LOOSE CANNON Positive effects: +30% faster speed with throwing weapons. Negative effects: -25% range with throwing weapons. This allows you to throw faster, but also less far with throwing weapons. It's one of those traits that makes you wonder how the development went: "Hmm, hey guys we only have 9 traits, shouldn't we, like, make 10? Boss: "Yeah, ten's a nice number, what do you think?" Fat Joe: "Hey, um, why don't we, like, reduce the range of throwing weapons. Oh, and um .., we'll just increase the speed!" Boss: "Do it, the game's deadline is in two months." It *can* have its uses, though. If you like to use grenades and/or dynamite in small corridors, then range isn't a big issue, but throwing one faster could save your hide. SMALL FRAME Positive effects: +1 AGL. Negative effects: Your legs are more easily crippled. Well, if you're a stats maximizer, this one's for you! It does require you to be more careful around explosives, mines, grenades and the like. You'll want to invest more money in Doctor Bags and Stimpaks than you'd normally would, but combined with a slight increase in your Medicine Skill, this can be a very decent trait. TRIGGER DISCIPLINE

Positive effects: -20% firing rate with Guns and Energy Weapons. Negative effects: +20% accuracy with Guns and Energy Weapons. The counterpart of the Fast Shot trait, this one reduces your firing rate for an increase in accuracy. If you're not into brutal characters with machine guns and plasma rifles, but more a sniper kind of person, this could be a decent choice for you. WILD WASTELAND Positive effects: Adds some (random) events and (unique) weapons. Negative effects: Removes some (random) events and (unique) weapons. This Perk makes the game more 'Wacky'. A notable change appears to be the removal of the Gauss Rifle, being replaced by an Alien Blaster. It's an attempt to 'add' replay value. _____________________________________________________________________ 5.5 Derived Statistics [STA-5] _____________________________________________________________________ ACTION POINTS (AP) AP Costs: 1. Crouch/Stand: 2. Fire with most Weapons: 3. Fire with a Rifle: 4. Fire with a Big Gun:

10 10 25 75

AP AP AP AP

Cost Cost Cost Cost

Permanently Increasing Perks: 1. Action Boy/Girl: +15 AP 2. Math Wrath: AP Costs -10% 3. Plasma Spaz: AP Costs -10% (for Plasma Weapons) Temporary AP Increases: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. UltraJet: Rocket: Nuka-Cola Victory: NukaLurk Meat: Nuka-Cola Quantum: Mississippi Quantum Pie: (Irradiated) Sugar Bombs: Trail Mix: Jet: Dixon's Jet: Mushroom Cloud: +40 +30 +30 +30 +20 +20 +15 +15 +15 +10 + 9 AP AP AP AP AP AP AP AP AP AP AP

Temporary AP Decreases: 1. Alcohol Addiction: Agility -1 = AP -2 2. Jet Addiction: Agility -1 = AP -2 3. Med-X Addiction: Agility -1 = AP -2 4. Radiation Poisoning (400 Rads): Agility -1 = AP -2 5. Radiation Poisoning (600 Rads): Agility -2 = AP -4 6. Radiation Poisoning (800 Rads): Agility -2 = AP -4 HEALTH __________ _______

ENDURANCE: MAX HP: =-=-=-=-=- =-=-=-= 1 120 2 140 3 160 4 180 5 200 6 220 7 240 8 260 9 280 10 300 __________ BODY PART: =-=-=-=-=Head Torso Right Arm Left Arm Right Leg Left Leg

Health is obviously essential - lose it all and you'll die. Endurance is of direct relevance to your health as the table on the left shows. Enemies have health too, but the precise values are not shown in-game. You can refer to the enemy encyclopedia section of this Guide to find the Max HP values of your enemies. You can use the Health Bars in-game to get a good estimate of how much an enemy is weakened. The table below shows the difference between body parts of a regular enemy and your own body parts. ____________ NPC HEALTH: o Head Shots often means double damage. =-=-=-=-=-=20% o The %'s in the table to the left are 60% estimates of how much health a 25% specific body part resembles. The 25% head is the obvious weak spot, but 25% for enemies the limbs are also weak 25% spots that are easy to cripple.

______________ PLAYER HEALTH: =-=-=-=-=-=-=75% 255% 100% 100% 150% 150%

Permanently Increasing Perks: 1. Life Giver: +30 Health

MOVEMENT SPEED Three factors determine how fast you're able to move around: 1. How much weight you're holding. If you hold more than your Maximum Carry Weight your encumbrance will not like it, and you'll walk around very slowly. Repair some weapons/armor and dump items you no longer need. 2. Equipped Armor. The heavier your armor, the slower you move around. 3. Unarmed/Armed makes a difference: You walk slower if you have a two-handed weapon equipped, but no penalties are given for one-handed weapons. UNDER CONSTRUCTION...

__ _____ ___ ___ _ _ ___ ___ _ _ ___ _ _ ___ ___ \ \ / /_ _ / __ __ \ __ _ \ /_\ _ _ \ __/ _ \ \ V / _ (_ _ .` _ / / _ \ __ .` _ (_) \_/ ___(_) \___ ___ _ \_ ___ _ _\/_/ \_\____ ___ _ \_ _ \___/ ________________________________________________________________[GEN] _____________________________________________________________________ 6.1 LEVEL UP CHART [GEN-1] _____________________________________________________________________ ____ _____ _____________________ ______________________ _____________________ LVL: EXP: EVIL KARMA TITLE: NEUTRAL KARMA TITLE: GOOD KARMA TITLE:

=-=1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

=-=-= 0 200 550 1050 1700 2500 3450 4550 5800 7200 8750 10450 12300 14300 16450 18750 21200 23800 26550 29450 32500 35700 39050 42550 46200 50000 53950 58050 62300 66700

=-=-=-=-=-=-=-=-=-=-= Vault Delinquent Vault Outlaw Opportunist Plunderer Fat Cat Marauder Pirate of the Wastes Reaver Urban Invader Ne'er-do-well Capital Crimelord Defiler Vault Boogeyman Harbinger of War Urban Superstition Villain of the Wastes Fiend Wasteland Destroyer Evil Incarnate Scourge of Humanity

=-=-=-=-=-=-=-=-=-=-= Vault Guardian Vault Martyr Sentinel Defender Dignitary Peacekeeper Ranger of the Wastes Protector Urban Avenger Exemplar Capital Crusader Paladin Vault Legend Ambassador of Peace Urban Legend Hero of the Wastes Paragon Wasteland Savior Saint Last, Best Hope of Humanity Architect of Doom Soldier of Fortune Restorer of Faith Bringer of Sorrow Profiteer Model of Selflessness Deceiver Egocentric Shepherd Consort of Discord Loner Friend of the People Stuff of Nightmares Hero for Hire Champion of Justice Agent of Chaos Model of Apathy Symbol of Order Instrument of Ruin Person of Refinement Herald of Tranquility Soultaker Moneygrubber Lightbringer Demon's Spawn Gray Stranger Earthly Angel Devil True Mortal Messiah

=-=-=-=-=-=-=-=-=-=-=Vault Dweller Vault Renegade Seeker Wanderer Citizen Adventurer Vagabond of the Wastes Mercenary Urban Ranger Observer Capital Councilor Keeper Vault Descendant Pinnacle of Survival Urban Myth Strider of the Wastes Beholder Wasteland Watcher Super-Human Paradigm of Humanity

_____________________________________________________________________ 6.2 ENEMY ENCYCLOPEDIA [GEN-2] _____________________________________________________________________ CASINO PERSONNEL (THE STRIP + FREESIDE) _____________________ __ _ ___ __ ___ ___ _________________ NAME: LV P HLT GU ENW MEL ARMOR: -=-=-=-=-=-=-=-=-=-=- =- = -=- =- =-= -=- =-=-=-=-=-=-=-=-= Atomic Wrangler Crier 1 5 70 5 5 5 Clothing Atomic Wrangler Guard 5 5 85 46 15 15 Leather Armor Bartender Blackjack Dueler Card Dealer Chairman Chairman Bodyguard Chairman Greeter Escort Gambler Gomorrah Prostitute Gunderson Hired Hand 1 1 1 12 5 5 5 5 35 35 70 80 15 15 26 15 15 26 5 5 5 74 70 72 __________________ WEAPONS: -=-=-=-=-=-=-=-=-= Knife Cowboy Repeater Police Baton Gambler Suit Sawed Off Shotgun Gambler Suit None Gambler Suit None Bussiness Suit 9mm Pistol, Switchblade Bussiness Suit Silenced 22 SMG, Grenade Bussiness Suit Combat Knife Grenade Prewar Negligee None Gambler Suit None Prostitute Outfit None Republican Outfit Caravan Shotgun

6 5 75 65 15 67 6 5 75 65 15 67 5 1 2 4 5 5 5 5 85 70 70 140 46 15 15 5 5 5 18 14 12 43 14 41

Hooker Omerta Thug

5 6 45 11 17 48 Prostitute Outfit None 7 4 105 17 13 58 Bussiness Suit Sawed Off Shotgun Combat Knife Roulette Dealer 1 5 70 5 5 5 Gambler Suit None White Glove 4 5 140 43 14 41 WG Society Attire Dress Cane WG Mask White Glove Bouncer 4 5 140 43 14 41 WG Society Attire Dress Cane WG Mask Zoara Bouncer 16 5 140 89 85 87 Bussiness Suit Combat Knife, 10MM Submachine Gun, 44 Magnum ____________________ NAME: -=-=-=-=-=-=-=-=-=-= Beggar Bodyguard Bodyguard for Hire Chem Addict Followers Doctor Followers Guard __ LV =1 15 16 1 12 14 _ P = 5 8 6 4 6 6 FREESIDE ___ __ ___ HLT GU ENW -=- =- =-= 70 5 5 255 85 85 150 20 120 140 94 12 14 86 17 12 16 17 INHABITANTS __ ___________________ ML ARMOR: =- =-=-=-=-=-=-=-=-=-= 5 Wasteland Outfit 85 CA, LA, MA, Merc O. 75 12 12 15 __________________ WEAPONS: -=-=-=-=-=-=-=-=-= None Hunting Rifle, 10MM Submachinegun Leather Armor Sawed Off Shotgun Wasteland Outfit Knife Followers Docter O. None Merc Outfit Sawed Off Shotgun 9mm Pistol Lever Action Shotg Hunting Rifle Followers Doctor None None Baseball Bat, F. Grenade, Powerfist Merc Outfit Hunting Rifle Merc Outfit Caravan Shotgun Merc Outfit 9mm Pistol Prewar Negligee None Kings Outfit 357 Revolver, 10mm Submachinegun, 10mm Pistol Wasteland Outfit 9mm Pistol,B. Bat, Merc Outfit Single Shotgun, Knife, Tire Iron Sledgehammer Caravan Shotgun Wasteland Outfit None Wasteland Outfit None Wastel. Merchant O. 10mm Pistol, 10mm SMG, Hunting Rifle Sawed Off Shotgun Republican Outfit None Wasteland Outfit None Wasteland Outfit 10mm Pistol Wasteland Outfit 357 Revolver Combat Armor Black Plasma Rifle Wasteland Outfit None Leather Armor Single Shotgun Wasteland Outfit None Wasteland Outfit Baseball Bat

Followers Medical Student Freeside Thug Greaser Guard Gun Runner Guard Gun RUnner Gunsmith King Groupie Kings Gang Member New Vegas Citizen

10 6 90 14 16 12

5 0 150 5 5 45 Wasteland Outfit 3 5 70 39 15 41 Wasteland Outfit 9 1 5 1 1 5 3 5 5 5 120 80 240 30 70 63 32 45 30 5 14 26 15 14 5 63 21 45 30 5

3 5 75 39 14 39

New Vegas Resident 1 5 70 5 5 5 North Vegas Resident 1 5 70 5 5 5 Scavenger 6 5 140 50 15 15 Sharecropper Squatter Thug Underpass Citizen Van Graff Thug Westside Citizen Westside Militia Westside Resident Westside Thug 1 1 6 1 17 1 1 1 5 6 5 4 5 7 5 5 5 5 80 70 120 70 215 70 65 70 85 14 5 37 5 5 5 31 5 47 16 5 13 5 95 5 14 5 14 33 5 54 5 5 5 31 5 47

__ _____ ___ ___ _ ___ _____ _ _ _____ ___ _____ __ \ \ / /_ _ _ _ _ _ \ \ \ / / __ \ _ _/ _ \ _ \ \ / / \ V / _ .` \ V / _ .` (_) /\ V / \_/ ___ ___(_) ___ _ \_ \_/ ___ _ \_ _ \___/ _ _\ _ ___________________________________________________________[INV] _____________________________________________________________________ 7.1 WEAPONS [INV-1] _____________________________________________________________________ This section is currently under construction. Legend: ------VAL = HLT(H) = CLP = WG = STR = SKL = DAM = SPR = AP = RF = C% = CD(M) = A = S = U = M = T =

Value of the weapon Health of the weapon Clip Capacity Weight Required Strength Skill Damage Weapon Spread Required Action Points Rate of Fire Chance on getting a Critical Hit *Added* bonus damage when scoring a Critical Hit Automatic Scoped Unique Modifiable Type (1 or 2-handed) ENERGY WEAPONS ___ __ ___ ___ CLP WG STR SKL -=- =- =-= -=10 2 1 75 1 15 1 0 60 15 5-7 50 240 18 6-8 100 5 7 3-5 75 4 8 3-5 75 24 15 6-8 100 30 12 4-6 25 30 3 1 0 30 3 1 0

____________________ NAME: =-=-=-=-=-=-=-=-=-=Alien Blaster Euclid's C-Finder Flamer Gatling Laser Gauss Rifle Gauss Rifle: YCS/186 Heavy Incinerator Incinerator Laser Pistol Laser Pistol: Pew Pew Laser RCW Laser Rifle Laser Rifle: AEAR14 Prototype Multiplas Rifle Plasma Caster Plasma Defender Plasma Pistol Plasma Rifle Plasma Rifle: Q-35

_____ VAL =-=-= 4000 1 2350 3000 6800 3000 7200 1300 175 2500

____ HLTH -=-= 500 1000 200 1500 80 100 200 200 200 80

___ DAM =-= 100 0 16 7 120 140 15 1 12 75

___ SPR -=0 ,5 ,5 ,6 ,03 .03 .5 .1 .1 .1

__ AP -= 20 50 50 30 40 40 50 50 15 35

__ RF -= 1 0 8 30 1 1 4 2 1 8

___ C% -=100 50 4 1 2 2 4 4 1.5 2.5

___ CDM =-= 100 0 1 7 60 70 5 1 12 50

_ A N N Y Y N N Y Y N N

_ S = N N N N Y Y N N N N

_ U Y Y N N N Y N N N Y

_ M = N N Y Y N N N N N N

_ T 1 1 2 2 2 2 2 2 1 1

2150 400 60 4 2-4 50 15 .08 20 9 0.5 15 Y N N Y 2 800 125 24 8 1-3 25 15 .03 18 1 1.5 15 N Y N Y 2 2200 100 24 8 1-3 25 22 .02 20 1 2 22 N Y Y N 2 2500 50 60 7 2-4 7000 80 10 20 6-8 3000 100 48 2 2 200 150 32 3 2 1300 75 24 8 1-2 3000 250 12 7 2 50 100 50 0 25 25 105 65 36 22 32 32 .5 .7 .3 .5 .2 .2 35 25 20 30 30 28 1 1 105 N 1 1 65 N 1 1 36 N 1 1.5 22 N 1 2 32 N 1 2 62 N N N N N N N N N N N N Y N Y N N Y N 2 2 1 1 2 2

Matter Modulator Pulse Gun Recharger Pistol Recharger Rifle Tesla Cannon Tesla Cannon: Tesla Beaton Prototype Tri-Beam Laser Rifle

1800 100 25 2 2 50 5 .1 20 12 1 5 N 2700 300 20 7 2 50 12 0 13 1 1.2 12 N 250 200 7 15 3-5 0 9 .02 19 1 1.5 9 N 8700 80 40 8 6-8 100 40 0 37 1 2 30 N 12500 40 45 8 6-8 100 55 0 37 1 2 55 N 4800

N N N N N

Y N N N Y

N Y N N N

1 1 2 2 2

50 24 9 2-4 75 52 .5 23 1 1.5 15 N N N N 2

___________________ NAME: =-=-=-=-=-=-=-=-=-= Bottlecap Mine C-4 Plastic Explosive Detonator Dynamite Dynamite: Long Fuse Dynamyte Fat Man Frag Grenade Frag Grenade: Holy Frag Grenade Frog Mine Grenade Launcher Grenade Machinegun Grenade Machinegun: Mercy Grenade Rifle Grenade Rifle: Thump-Thump Incendiary Grenade Missile Launcher Missile Launcher: Annabelle Plasma Grenade Plasma Mine Powder Charge Pulse Grenade Pulse Mine Time Bomb ____ VAL -=-= 150 1000 25 25 25 6000 150 500 ____ HLTH -=-= .5 --___ CLP -=----EXPLOSIVES ___ ___ ___ ___ ____ __ __ ___ ___ _ _ _ WG STR SKL DAM SPR AP RF C% CDM A S U =-= =-= -=- =-= -=-= -= -= -=- =-= - = .5 1 0 1 1 35 0 1 0 N N N .5 1 50 1 0 24 1 1 0 N N N 0 1 1 0 0 0 0 1 1 0 24 1 0 24 1 0 24 1 2 65 1 0 24 1 0 24 1 1 1 1 1 1 1 1 0 1 1 _ M = N N _ T 1 1

.5 1 .5 .3 --- .3 .3 --- .3

0 N N N N 1 0 N N N N 1 0 N N N N 1 0 N N N Y 2 0 N N N N 1 0 N N Y N 1 0 0 0 0 N N N N N N N N N N N Y N N Y N 1 2 2 2

30 1 30 6-8 100 10 5 --- .5 2 25 1 5 --- .5 2 0 1

75 5 --- .5 1 25 1 4200 100 4 12 3-5 75 30 5200 200 30 15 6-8 100 0 5200 200 18 15 6-8 100 0 300 100 1 6 1-3 25 800 125 1 5.5 1-3 25 2 2

35 1 1 35 1 1 50 3 1 50 50 1 1 1 0 0 1 1 1 1 1 1

1 35 1 .5 35 1 1 24 1 .5 55 1 .2 47 1 1 1 1 1 1 0 24 35 35 24 35 24 1 0 1 3 0 1

1 N N N N 2 1 N N Y N 2 0 N N N N 1 0 N N N Y 2 0 N N Y N 2 0 0 0 0 0 0 N N N N N N N N N N N N N N N N N N N N N N N N 1 1 1 1 1 1

200 5 --- .5 2 50 1 3900 50 1 20 4-6 75 20 5200 100 1 20 4-6 75 20 300 300 25 40 40 750 5 5 5 5 5 50 ------------.5 .5 .5 .5 .5 .5 2 2 1 2 2 1 75 75 0 50 50 50 1 1 1 1 1 1

____________________ NAME: =-=-=-=-=-=-=-=-=-=.357 Magnum Revolver .357 Magnum Revolver Lucky .44 Magnum Revolver .44 Magnum Revolver: Mysterious Magnum 10mm Pistol 10mm Submachine Gun 12.7mm Pistol ____ VAL -=-= 110 1500 GUNS ___ ___ ___ ____ ___ HLT CLP WG STR SKL =-= -=- =-= =-=- -=200 6 2 1-3 0 225 6 2.5 1-3 0 6 3.5 3-5 6 4 4-6 ___ DAM =-= 26 30 ____ SPR -=-= 0.5 0.3 __ AP -= 20 17 __ RF -= 1 1 ___ C% -=1 2.5 __ CD -= 26 30 _ A N N _ S = N N _ U N Y _ M = Y N _ T 1 1

2500 250 3200 150

50 36 0.7 28 1 1 36 N Y N Y 1 50 42 0.5 25 1 1 42 N N Y N 1 25 22 0.8 17 1 1 22 N N N Y 1 50 19 4 20 9 1 19 Y N N Y 1 75 40 1.1 17 1 1 33 N N N Y 1

700 80 12 3 2-4 2375 250 30 5 3-5 4000 80 7 3.5 5-7

12.7mm Submachine Gun 9mm Pistol 9mm Pistol: Maria 9mm Submachine Gun 9mm Submachine Gun: Vance's Subm. Gun Anti-Materiel Rifle Assault Carbine BB Gun BB Gun: Abilene Kid LE BB Gun Brush Gun Caravan Shotgun Cowboy Repeater Cowboy Repeater: La Longue Carabine Hunting Revolver Hunting Rifle Hunting Shotgun: Dinner Bell Lever-Action Shotgun Light Machine Gun Marksman Cabine Marksman Cabine: All-American Minigun Minigun CZ57 Avenger Ranger Sequoia Riot Shotgun Sawed-off Shotgun Sawed-off Shotgun: Big Boomer Service Rifle Silenced .22 Pistol Silenced .22 SMG Single Shotgun Sniper Rifle Sniper Rifle: Gobi Campaign Scout Rifle That Gun This Machine Trail Cabine Varmint Rifle Varmint Rifle: Ratslayer

5100 250 15 5 4-6 100 36 100 1000 850 1500 5600 3950 36 500 4900 675 800 1500 150 200 450 600 13 13 30 60 1.5 1.5 4 4 2 2 1-3 1-3 0 0 25 25 16 20 11 13

4 20 8 1 36 Y N N Y 2 0.7 0.2 2.2 1.5 17 15 0 0 1 1 11 13 5 12 3 3 1 2 1 1 1 2 1 1 1 0.5 1 1.5 1 1 1.2 1.5 16 20 11 13 80 12 4 70 75 6 32 35 N N Y Y N Y N N N N N N Y N N N N N N N N N N Y N Y N Y N N N Y N N N Y Y N Y N N Y N N Y N Y N 1 1 1 1 2 2 2 2 2 2 2 2

95 8 20 400 24 6 50 100 2 100 100 2 150 6 140 2 120 7 150 11 5 3 5 5

6-8 100 110 0.03 65 1-3 75 12 1.5 20 1 0 4 0.5 28 1 0 4 0.5 28 4-6 100 75 0.03 1-3 25 6 4 2-4 25 32 0.04 3-5 25 35 0.2 23 27 20 18

3500 110 2200 300 3800 125 2000 5200 5900 5900 5500 8500 1200 5500 1950 2500 540 80 1875 175 4100 6700 1750 2800 3900 75 2000

5 4 4-6 5 6 4-6 5 7.5 3-5

75 58 0.35 32 0 1 58 N Y N N 1 50 45 0.03 60 1 1 45 N Y N Y 2 75 75 1.2 0 1 1 10 N N Y N 2 30 30 20 20 30 30 30 30 37 35 22 17 18 45 38 33 5 12 1 1 20 30 0 3 1 1 1 1 11 1 1 1 1 11 N N N 0 7 N N N 1 21 N Y N 1 24 N Y Y 0.5 0.5 1.5 1 0 0 26 12 62 10 7 9 Y Y N N N N N N N N N N N Y N N N Y N Y N N Y N N N N N 2 2 2 2 2 2 1 2 1 1

100 5 3 2-4 50 48 1.9 400 90 15 6-8 100 21 3.2 400 20 6 2-4 100 24 0.04 400 24 6 2-4 100 26 0.04 800 240 25 8-10 100 12 700 120 18 8-10 100 14 150 5 4 4-6 75 62 150 12 5 5-7 100 67 80 2 4 2-4 50 100 80 2 4 2-4 50 120 400 20 8.5 2 25 20 100 26 3 1 0 9 500 180 8 2 50 10 200 1 7 3-5 0 50 80 5 8 4-6 75 62 160 6 4.5 4-6 75 60 225 600 500 120 200 5 8 8 5 8 5 9.5 5.5 5.5 4.5 2.3 1.1 0.1 3.5 7 6 0.55 0.5 2 1.4 0.02 0.02

1 20 N N N Y 2 1 9 N N N N 1 1 6 Y N N Y 2 1 7 N N N N 2 5 62 N Y N Y 2 5 60 N Y Y N 2 2.5 1 1 1 5 18 65 45 18 23 N N N N N Y N Y Y Y Y Y N N Y N N Y Y N 1 2 2 2 2

4-6 50 18 0.5 19 1 4-6 75 65 0.5 22 1 3-5 75 45 0.04 21 1 1-3 0 18 0.02 22 1 1-3 0 23 0.02 45 1

____________________ NAME: =-=-=-=-=-=-=-=-=-=9 Iron 9 Iron: Nephi's Golf Driver Baseball Bat Binoculars Bumper Sword Bumper Sword: Blade MELEE WEAPONS ____ ____ ___ ___ ___ ___ VAL HLTH CLP WG STR SKL -=-= -=-= -=- =-= -=- -=55 60 --- 3 2 25 500 50 --- 1 2 25 --250 400 --- 3 2-4 25 50 250 --- 1.5 0 0 2500 300 --- 12 6-8 50 45 800 --- 12 7-9 100 ___ ___ __ __ ___ DAM SPR AP RF C% =-= =-= -= -= -=17 0 22 0 1 30 0 21 5 1.2 22 0 32 65 0 0 0 0 25 20 38 35 0 1 1 0 ___ CDM =-= 17 30 _ A N N _ S = N N _ U N Y _ M = N N N N N N _ T 2 2 2 1 2 2

1 22 N N N 0 0 Y Y N 1 32 N N N 1 35 N N Y

of the East Cattle Prod Chainsaw Cleaver Cleaver: Chopper Combat Knife Combat Knife: Chance's Knife Dress Cane Fire Axe Fire Axe: KnockKnock Hatchet Knife Lead Pipe Lead Pipe: The Humble Cudgel Machete Machete Gladius Machete: Liberator Nail Board Police Baton Pool Cue Rebar Club Ripper Rolling Pin Shishkebab Shovel Sledgehammer Straight Razor Straight Razor: Figaro Super Sledge Super Sledge: Oh Baby! Switchblade Thermic Lance Throwing Hatchet Throwing Knife Throwing Spear Tire Iron

450 250 --- 3 2-4 75 2800 250 --- 20 5-7 75 20 90 --- 2 2 0 800 90 --- 2 2 0 500 50 --- 1 1-3 50 900 200 --- 1 1-3 50 40 2500 3200 75 20 75 320 50 1000 1000 250 70 15 500 1200 10 2500 55 130 35 400 50 200 110 300 150 50 75 50 75 75 60 250 50 250 600 100 500 300 150 75 90 --------------3 8 8 2 1 3 3 2 3-5 3-5 2 1 3-5 3-5 1-3 2-4 1-3 5-7 1 2 7-9 1-3 2 4-6 1-3 5-7 1 1 50 75 75 25 0 50 50 25 25 25 25 0 0 50 75 0 75 0 50 0 0

5 100 7 14 15 22 22 55 66 16 8 22 26 11 28 18 25 10 15 42 30 3 40 12 24 5 8

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

28 65 22 22 17 17 27 22 21 22 20 24 21 20 20 18 27 23 27 40 65 24 28 28 38 18 17

1 1 0 0 1 1 5 0 0 0 0 5 5

2 5 N N 0 0 Y N 1 7 N N 2 14 N N 2 15 N N 2 22 N N 1 1 1 1 1 1 1 35 27 33 16 8 22 26 N N N N N N N N N N N N N N

N N N Y N Y N N Y N N N Y

N N N N N N N N N N N N N

2 2 1 1 1 1 2 2 2 1 1 1 1

--- 2 --- 2 --- 2 --- 4 --- 2 --- 1 --- 9 --- 6 --- 1 --- 3 --- 3 --- 12 --- 1 --- 1

0 1.5 11 N N N N 1 0 1.5 28 N N N N 1 0 3 18 N N Y N 1 1 0 25 N N N N 2 5 1 10 N N N N 1 5 0 15 N N N N 2 1 0.5 24 N N N N 2 1 0 0 Y N N N 1 1 0 8 N N N N 1 5 2 20 N N N N 1 0 3 20 N N N N 2 1 1 24 N N N N 2 1 2 10 N N N N 1 1 4 16 N N Y N 1 1 35 N N N N 2 1 40 N N Y N 2 2 11 N N N N 1 0 0 Y N N N 2 1 20 N N N N 1 1 7 N N N N 1 1 7 N N N N 1 1 15 N N N N 1

5800 100 --- 20 6-8 100 70 6200 100 --- 20 6-8 100 80 35 5500 20 20 25 40 100 800 1000 1000 1000 200 --- 1 1 25 7 --- 20 5-7 100 100 --- 2 1 25 20 --- 0.5 1 0 15 --- 0.5 1 25 35 --- 3 3 0 15

0 38 0 0 35 0 0 0 0 0 0 0 18 65 22 20 24 27 1 1 0 0 1 5

____________________ NAME: =-=-=-=-=-=-=-=-=-=Ballistic Fist Bladed Gauntlet Bladed Gauntlet: Cram Opener Boxing Gloves Boxing Gloves: Golden Gloves Boxing Tape Brass Knuckles Displacer Gauntlet Displacer Gauntlet: Pushy DogTag Fist UNARMED WEAPONS ____ ____ ___ __ ___ ___ ___ ____ __ __ ___ ___ _ _ _ _ VAL HLTH CLP WG STR SKL DAM SPR AP RF C% CDM A S U M -=-= -=-= -=- -= -=- -=- =-= -=-= -= -= -=- =-= - = - = 7800 80 --- 6 7-9 100 80 0 28 5 1 80 N N N N 200 60 --- 10 3-5 25 25 0 26 2 2 40 N N N N 800 75 --- 10 3-5 25 28 0 26 2 2 44 N N Y N 100 200 --- 6 100 250 --- 6 100 120 3500 4200 500 200 100 120 --------1 1 0 0 1 1 0 28 5 0 28 5 0 0 0 0 28 18 28 28 5 5 5 5 1 2 _ T 1 1 1

1 N N N N 1 1 N N Y N 1 N N N Y N N N N 1 1 1 1

25 1 0 4 1 2 25 18 6 2-4 100 50 6 2 100 60 1 0 20

1 4 N N 1 18 N N 1 50 N N 1 60 N N

50 100 --- 3

0 35 5

1 20 N N N N 1

DogTag Fist: Recompense of the Fallen Mantis Gauntlet Power Fist Spiked Knuckles Spiked Knuckles: Love and Hate Zap Glove Zap Glove: Paladin Toaster

250 150 --- 3 150 50 --800 80 --500 300 --750 300 --10 6 1 1

1 2-4 3-5 1-3 1-3

0 25 75 50 50 50 30 40 25 30

0 35 5 0 0 0 0 22 28 19 19 2 5 5 5

1 25 N N Y N 1 3 1 1 1 30 40 25 30 N N N N N N N N N N N Y N N N N 1 1 1 1

5200 100 --- 6 2-4 75 35 6800 80 --- 6 2-4 75 41

0 28 5 0 28 5

1 35 N N N N 1 1 41 N N Y N 1

_____________________________________________________________________ 7.2 ARMOR [INV-2] _____________________________________________________________________ _______________________ NAME: =-=-=-=-=-=-=-=-=-=-=-= Advanced Radiation Suit Brotherhood T-45d PA Brotherhood T-51b PA Caesar's Armor Chinese Stealth Armor Combat Armor Combat Armor Reinforced Combat A. Reinforced #2 Explorer's Gear Gannon Family Tesla A. Gladiator Armor Great Khan Armored Leather Great Khan Simple Armor Great Khan Soldier A. Great Khan Suit Armor Legion Centurion Armor Legion Explorer Armor Legion Praetorian Armor Legion Prime Armor Legion Recruit Armor Legion Veteran Armor Legion Vexillarius A. Metal Armor Metal Armor, Reinforced NCR Bandoleer Armor NCR Face Wrap Armor NCR Mantle NCR Military Police A. NCR Ranger Combat Armor NCR Ranger Patrol Armor NCR Salvaged Power A. NCR Trooper Armor Powder Gang Guard Armor Raider Badlands Armor Raider Blastmaster A. ARMOR ______________________________________________________ DT VAL HLTH WG WC U Q SZ BONUSES: -= -=-= -=-= -= -= - = -= -=-=-=-=-=-=-=-=-=-=-=-=-=-= 6 100 25 7 L N N 26 Rad. Resis. +40 22 4500 1000 45 H N N 32 STR +2, AGL -2, Rad. Res +10 25 5200 2000 40 H N N 0 STR +1, Rad. Res +25 5 1500 450 3 L Y N 0 Survival +5, Speech + 5 12 500 100 20 L Y N 0 Sneak +5 15 6500 400 25 M N N 27 17 8000 650 25 M N N 0 20 8000 650 25 M N N 0 8 50 100 3 L Y N 25 26 8200 400 45 M Y N 30 Melee Weap. +2, Guns +2 19 160 150 15 L N Y 0 AGL -1 8 100 100 7 L N N 23 E. Weap. +10, Rad.Res +20 5 5 5 18 4 12 8 6 10 14 12 16 10 10 10 10 20 15 20 10 5 4 4 100 100 100 800 120 300 220 200 300 600 1100 3500 300 300 300 300 7500 390 3000 300 100 180 180 100 100 450 450 150 150 200 180 250 350 100 250 400 400 400 400 600 500 1000 400 100 100 100 7 7 7 35 10 12 15 12 16 26 30 30 26 26 26 26 30 25 40 26 8 15 15 L L L M L L L L L M H H M M M M M M H M L L L N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N 0 0 0 0 0 0 0 26 0 0 25 AGL -1 25 AGL -1 0 0 0 0 0 27 31 AGL -1 23 0 24 26

Raider Painspike Armor Raider Psycho-Tic Armor Raider Sadist Armor Recon Armor Remnants Power Armor Space Suit T-45d Power Suit T-51b Power Suit Van Graff Combat Armor Vault 34 Security Armor

4 1 4 17 28 10 22 25 16 16

180 20 180 7200 6500 800 4500 5200 6500 70

100 15 100 400 400 100 1000 2000 400 100

15 3 15 20 45 7 45 40 25 15

L L L M H L H H M L

N N N N N Y N N Y N

N N N N N N N N Y N

27 17 25 0 30 0 0 27 0 0

Sneak +5 STR +1, Rad. Res +15 Rad. Res +40 STR +2, AGL -2, Rad. Res +10 STR +1, Rad. Res +25

_______________________ NAME: =-=-=-=-=-=-=-=-=-=-=-= Ambassador's Crocker S. Benny's Suit Boomer Flightsuit Boomer Jumpsuit Bounty Hunter Duster Brahmin Skin Outfit Bright Brotherhood Robe Brotherhood's Elder R. Brotherhood Scribe Robe Caravaneer Outfit Chained Prostitute O. Civilian Engineer Jump suit Dapper Gambler Suit Dirty Pre-War Bussiness wear Dirty Pre-War Casual wear Dirty Pre-War Relaxed wear Dirty Pre-War Spring O. Exposed Prostitue Suit Fancy Gambler Suit Field Hand Outfit Followers Doctor Coat Followers Lab Coat Formal Wear General Oliver's Unif. Grimy Pre-War Bussiness wear Handyman Jumpsuit Jailhouse Rocker Kings Outfit Lab Tehnician Outfit Leather Armor L. Armor Reinforced Memphis Kid Outfit Merc Adventurer Outfit Merc Adventurer Outfit Merc Charmer Outfit Merc Charmer Outfit Merc Grunt Outfit Merc Grunt Outfit CLOTHING ______________________________________________________ DT VAL HLTH WG WC U Q SZ BONUSES: -= -=-= -=-= -= -= - = -= -=-=-=-=-=-=-=-=-=-=-=-=-=-= 1 6 100 1 L Y N 0 1 390 100 3 L Y N 0 Barter +5, Speech +5 4 6 100 1 L N N 0 4 6 100 1 L N N 0 6 70 150 3 L N N 26 CHR +1, Guns +5 -6 100 2 L N N 26 AGL +1, END +1 2 6 100 2 L N N 0 1 8 100 2 L Y N 0 2 6 100 2 L N N 25 2 180 100 15 L N N 75 -- 390 400 2 L N N 0 -6 100 1 L N N 0 Repair +5 ----6 100 1 L N N 0 8 100 2 L N N 25 Speech +5 6 100 2 L N N 25 AGL +1 N 23 AGL +1 5 100 10 L N N 25 AGL +1 AGL +1

-6 100 5 L N N 23 -5 400 2 L N N 0 -- 390 100 2 L N N 0 2 6 100 1 L N N 0 -- 180 100 15 L N N 0 -8 95 2 L Y N 0 -- 16 25 2 L N N 0 -- 120 100 1 L Y N 26 -0 100 1 L N N 25

Science +5 Med. +10, Science +10 CHR +2, AP +20 Speech +5

-6 100 2 L N N 26 Repair +5 2 6 100 1 L N N 0 1 50 100 1 L N N 0 -6 100 1 L N N 27 Science +5 6 8 150 2 L N N 26 10 160 250 15 L N N 0 -- 1200 100 15 L N N 0 1 6 100 1 L N N 24 Melee Weap. 3 50 100 8 L N N 24 Melee Weap. 1 50 100 8 L N N 25 Melee Weap. 3 50 100 8 L N N 25 Melee Weap. 1 50 100 8 L N N 28 Melee Weap. 3 50 100 8 L N N 28 Melee Weap.

+2, +2, +2, +2, +2, +2,

Guns Guns Guns Guns Guns Guns

+2 +2 +2 +2 +2 +2

Merc Troublemaker O. Merc Troublemaker O. Merc Veteran Outfit NCR Engineer Jumpsuit NCR Trooper Fatigues Naughty Nightwear Powder Gang Plain O. Powder Gang Simple O. Powder Gang Soldier O. Pre-War Casualwear Pre-War Parkstroller O. Pre-War Relaxedwear Pre-War Spring Outfit President Kimball's S. Prospector Outfit Prostitute Outfit Radiation Suit Ranger Casual Outfit Ranger Red Scarf Outfit Ranger Vest Outfit Regular Duster RobCo Jumpsuit Roving Trader Outfit Scientist Outfit Settler Outfit Sexy Sleepwear Shabby Gambler Suit Sheriff's Duster Slave Rags Sleepwear Vault 11 Jumpsuit Vault 19 Jumpsuit Vault 21 Jumpsuit Vault 22 Jumpsuit Vault 24 Jumpsuit Vault 3 Jumpsuit Vault 3 Utility JS. Vault 34 Jumpsuit Vault Lab Uniform Viva Las Vegas Wasteland Docter F. Wasteland Settler O. Wasteland Surgeon O. Wasteland Wanderer O. Well-Heeled Gambler S. White Glove Society A.

1 3 1 -2 ---------2 -4 ------3 2 -----1 --------5 -2 -2 ---

50 50 50 6 300 200 15 15 15 8 6 8 8 6 180 390 60 6 6 6 70 6 6 8 180 6 6 35 6 10 6 6 6 6 6 6 10 6 6 6 6 6 6 6 6 120

100 100 100 100 400 100 100 100 100 100 100 100 100 100 100 400 15 100 100 100 150 100 100 100 100 100 100 150 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 25

8 8 8 1 26 1 3 3 3 2 2 2 2 2 15 2 5 1 1 1 3 1 2 2 15 1 1 3 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 1 1

L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L L

N N N N N Y N N N N N N N Y N N N N N N Y N N N N N N N N N N N N N N N N N N Y N N N N N N

N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N

25 25 24 26 0 22 23 0 0 25 23 25 23 25 0 0 26 0 0 0 26 26 24 27 0 22 0 0 0 22 33 0 33 0 0 0 0 0 29 0 28 23 28 34 0 0

Melee Weap. +2, Guns +2 Melee Weap. +2, Guns +2 Melee Weap. +2, Guns +2 Repair +5 Speech +10, LCK +1

AGL +1 AGL +1 AGL +1 Speech +5 Rad. Res +30

CHR +1, Guns +5 Repair +5 Barter +5 Science +5 CHR +1 CHR +1, Guns +5 CHR +1 Melee Weap. +2 Speech +2 Melee Weap. +2 Speech +2 Melee Weap. +2 Speech +2 Melee Weap. +2 Speech +2 Melee Weap. +2 Speech +2 Melee Weap. +2 Speech +2 Lockpick +5, Repair +5 Melee Weap. +2 Speech +2 Science +5 Med. +5 AGL +1, END +1 Med. +5 AGL +1, END +1

_____________________________________________________________________ 7.3 RECIPES [INV-3] _____________________________________________________________________ ___________________ RECIPE: =-=-=-=-=-=-=-=-=-= Antivenom (x2) FOOD ETC ________________________________ INGREDIENTS: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=Night Stalker Blood (x1), _________________________ SURV EFFECTS: =-=- =-=-=-=-=-=-=-=-=-=40 Cures Animal Poison

Radscorpion Poison Gland (x4) Bark Scorpion PG (x3), Cazador PG (1x) White Horsenettle (5x) Mass Purified Water Dirty Water (30x) Glass Pitcher (30x) (3x), Pressure Cooker (1x), RadAway (1x), Surgical Tubing(3x Mother Darkness(3x) Bark Scorpion PG (3x) Cazador PG (1x), White Horsenettle (5x) Rocket Box of Detergent (1x), Jet (1x) Nuka-Cola (1x) Silver Sting (3x) Bark Scorpion PG (3x) Cazador PG (1x) White Horsenettle (5x) Tremble Bark Scorpion PG (3x) Cazador PG (1x) White Horsenettle (5x) Bleak Venom (x3) Atomic Cocktail(4x) Healing Powder Hydra (2x) Party Time Mentats Slasher Bighorner Steak Bloatfly Slider Brahmin Steak (2x) Cactus Water Caravan Lunch Coyote Steak Desert Salad Dog Steak Fire Ant Fricasse Gecko Kebab (2x) Gecko Steak Grilled Mantis Leg Mole Rat Stew Mushroom Cloud Trail Mix Tanned Fire Gecko Hide

50 HP -15(10s) 50 HP +7(5s) 75 AGL -3(1m)PER -3(1m) HP -8(10s) 50 AP +30 30 STR -2(1m),HP-8(10s)

90 Guns -50(20s), Explos. -50(20s), Melee Weap. -50(20s) Ener. Weap. -50(20s) HP -2(20s) Mentats (1x), Nuka-Cola Victory 25 Ener. Resis +75, (2x), Vodka (2x), Wine (1x) Fire Resis +75, Rads +9 Broc Flower (1x), Xander Root(1x -- PER -3, HP +3(18s) Cave Fungus (5x), Night Stalker 75 Restore Limb Condit. Blood (3x), Radscorpion PG (2x) (60s) Honey Mesquite Pod (1x), Mentats 50 CHR +5, PER +2, INT (1x), Whiskey (1x), +2 Banana Yucca Fruit (2x) Psycho 50 Damage +25%, (1x), Stimpak (2x) Dam. Res +25 Bighorner Meat (1x) 50 STR +3, Rads +1, HP 7(10s) Bloatfly Meat (1x), Prickly Pear 20 Rads +1, HP +10(15s) Fruit (2x) Brahmin Meat (2x), Wine (1x) 35 STR +3, Rads +1, HP 7(15s) Empty Soda Bottle (1x), Prickly 30 HP +7(5s) Pear Fruit (3x) Cram (1x), InstaMash (1x), 30 HP +3(15s), Rads -4 Lunchbox (1x), Pork N? Beans (1x (10s) RadAway (1x) Coyote Meat (1x) 50 Rads +1(3s),HP+7(15s Barrel Cactus Fruit (2x) 55 HP +25(15s) Brahmin Steak (1x) Pinyon Nuts Dog Meat (1x) 40 Rads +1, HP +7(10s) Cazador Egg (1x), Cram (1x), 75 HP +3(1m) Fire Ant Meat (2x), Flour (1x) Banana Yucca Fruit (1x), Gecko M 60 Rads +1, HP +3(40s) Jalapeo Pepper (1x), Buffalo GS Gecko Meat (1x) 25 Rads +1, HP +7(10s) Honey Musquite Pod (2x) Wine (1x 30 Rads +1, HP +3(30s) Beer (1x), Honey Musquite Pod (2 65 HP +3(3s) Maize (1x), Mole Rat Meat (1x) Pinto Bean Pod (1x) Gum Drops (1x), Night Stalker E. 35 AP +9, HP +10(20s) (2x), Sugar Bombs (1x) Fresh Apple (1x), Fresh Pear (1x 25 Rads +1, AP +15, HP Pinyon Nuts (5x) Sugar Bombs +18(15s) Fire Gecko Hide (1x) Turpentine 50 -----------------White Horsenettle (7x)

Tanned Gecko Hide

Gecko Hide (1x), Turpentine (1x) White Horsenettle (5x) Tanned Golden Gecko Golden Gecko Hide (1x) RadAway(1 Hide Turpentine (1x), White Horsen. (10x) Brahmin Wellington Ant Egg (2x), Blamo Mac & Cheese (1x) Brahmin Meat (1x), Flour (1 Cook-Cook's Fiend Beer (2x), Brahmin Meat (2x), Stew Fresh Carrot (1x), Fresh Potato (2x), Jalapeo Pepper (2x) Rose's Wasteland Blamo Mac & Cheese (2x), Tin Can Cruncy Mutfruit (1x) Deathclaw Egg (1x), Lakelurk Meat (2x) Ice Cold Nuka-Cola Nuka-Cola (3x) Nuka-Cola Quartz Nuka-Cola (3x)

25 65

-----------------------------------

80 Rads +1, HP +3(15s) 75 HP +3(5s) 65 HP +14(1m)

90 Rads +1, HP +4(20s) 90 Low-Light Vision, DT +6, HP +10(20s) Rads +2 Nuka-Cola Victory Nuka-Cole (3x) 90 HP +10(20s), AP +30 PER -3, Rads +2 AMMUNITION ___________________________________ _______ _______ INGREDIENTS: REPAIR: VALUE: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-= =-=-=-= Case.308, Lead(0/17), Powder Rifle 25 3 (5x), Primer, Large Rifle (1x) .308 JSP Hand Load Case.308, Lead (19x), Powder Rifle 50 6 (6x), Primer, Large Rifle .357 Magnum Round Case.357 Magnum, Lead (16), Powder 25 1 Pistol (8x), Primer Small Pistol .357 Magnum, JFP Hand Load Case.357, Lead (20),Powder Pistol 50 2 (10x), Primer Small Pistol .44 Magnum Round Case.44, Lead (30), Powder Pistol 50 2 (10x), Primer Large Pistol ,45-70 Gov't Round Case.45-70, Lead (30), Powder R. (4 65 3 Primer Large Rifle .45-70 Gov't SWC Hand Load Case.45-70, Lead (40), Powder R. (5 90 7 Primer Large Rifle .50 MG Round Case.50, Lead (70), Powder R. (22x) 75 6 Primer, .50 MG .50 MG Match Hand Load Case.50, Lead (75), Powder R. (25x) 100 8 Primer, .50 MG 10mm Round Case.10, Lead (17), Powder P. (9x) 25 1 Primer Large Pistol 10mm JHP Hand Load Case.10, Lead (21), Powder P. (12x) 50 1 Primer Large Pistol 12 Ga. Buckshot Hull 12 Gauge, Lead (40), Powder P. 10 1 (30x), Primer Shotshell 12 Ga. Buckshot, Magnum Hull 12 Gauge, Lead (40), Powder P. 25 3 (40x), Primer Shotshell 12 Ga. Coinshot Hull 12 Gauge, Legion Denarius (8x) 25 40 Powder Pistol (30x), Primer Shots. 12 Ga. Slug Hull 12 Gauge, Lead (45), Powder P. 25 2 (30x), Primer Shotshell 20 Ga. Buckshot Hull 12 Gauge, Lead (30), Powder P. 10 1 (20x), Primer Shotshell 20 Ga. Buckshot, Magnum Hull 12 Gauge, Lead (30), Powder P. 25 3 (28x), Primer Shotshell 20 Ga. Slug Hull 12 Gauge, Lead (33), Powder P. 25 2 __________________________ RECIPE: =-=-=-=-=-=-=-=-=-=-=-=-=.308 Round

5.56mm Round 5mm Round 9mm Round Breakdown .22 LR (3x) Breakdown .308 Breakdown .357 Magnum Breakdown .44 Magnum Breakdown .45-70 Gov't Breakdown .50 MG (20x) Breakdown 10mm Breakdown 12 Ga. Breakdown 20 Ga. Breakdown 5.56mm Breakdown 5mm Breakdown 9mm Round Breakdown Scrap Metal to Lead (200) Bottlecap Mine

(20x), Primer Shotshell Case.5.56, Lead (12), Powder Rifle (4x), Primer Small Rifle Case .5, Lead (13), Powder Rifle (5 Primer Small Rifle Case .9, Lead (13), Powder Pistol Primer Small Pistol Lead (2), Powder Pistol (3x) Case.308, Lead (15), Powder R. (4x) Primer Large Rifle Case.357, Lead (15), Powder P. (6x) Primer Small Pistol Case.44, Lead (27), Powder P. (8x) Primer Large Pistol Case.45-70, Lead (27), Powder R. (3 Primer Large Rifle Case.50, Lead (64), Powder R. (20x) Primer .50 MG Case.10, Lead (15), Powder P. (7x) Primer Large Pistol Hull, 12 Gauge, Lead (37), Powder P (26x), Primer Shotshell Hull, 20 Gauge, Lead (26), Powder P (18x), Primer Shotshell Case.5.56, Lead (10), Powder R. (3x Primer Small Rifle Case.5, Lead (11), Powder R. (4x) Primer Small RIfle Case.9, Lead (11), Powder P. (5x), Primer Small Rifle Scrap Metal (1x)

25 25 25 10 25 25 50 65 75 25 10 10 25 25 25 10

1 1 1 -

Bottle Cap (1x), Cherry Bomb (5x) Lunchbox (1x), Sensor Module (1x) Time Bomb Duct Tape (1x), Dynamite (1x), Egg Timer (1x), Scrap Electronic __________________________ RECIPE: =-=-=-=-=-=-=-=-=-=-=-=-=Conversion, EPC to MFC Conversion, ECP to SEC Conversion, MFC to ECP(3x) Conversion, MFC to SEC(3x) Conversion, SEC to ECP(2x) Conversion, SEC to MFC(2x) Efficient Recycling, Electron Charge Pack Efficient Recycling, Energy Cell Efficient Recycling, Flamer Fuel Efficient Recycling, Microfusion Cell Electron Charge Pack, MC Electron Charge Pack, OC Energy Cell, MC Energy Cell, OC ENERGY AMMUNITION ___________________________________ ________ ______ INGREDIENTS: SCIENCE: VALUE: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=- =-=-=Electron Charge Pack (3x) 45 3 Electron Charge Pack (2x) 25 2 Microfusion Cell (1x) 40 1 Microfusion Cell (2x) 20 2 Energy Cell (1x) 50 1 Energy Cell (3x) 30 3 Drained Electron Charge Pack (3x) 65 1 Drained Small Energy Cell (3x) Drained Flamer Fuel Tank (3x) Drained Microfusion Cell (3x) Electron Charge Pack (5x) Electron Charge Pack (3x) Energy Cell (5x) Energy Cell (3x) 35 40 50 85 55 70 30 2 1 3 1 1 3 2

Flamer Fuel, Homemade (20x Box of Detergent (1x), Maize (2x) Sugar Bombs (1x) Microfusion Cell, MC Microfusion Cell (5x) Microfusion Cell, OC Microfusion Cell (3x)

50 75 45

0 8 5

MEDICINE ________________________________ INGREDIENTS: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=Forceps (1x), Medical Brace (1x) Scalpel (1x), Surgical Tubing (1 Stimpak Broc Flower (1x), Empty Syringe Xander Root (1x) Super Stimpak Leather Belt (1x), Mutfruit (1x) Nuka-Cola (1x), Stimpak (1x) Weapon Repair Kit Duct Tape (1x), Scrap Electronic (3x), Scrap metal (3x), Wrench (2x), Wonderglue (2x) ___________________ RECIPE: =-=-=-=-=-=-=-=-=-= Doctor's Bag _________________________ MED: EFFECTS: =-=- =-=-=-=-=-=-=-=-=-=40 Restore body parts 70 HP +129 90 Super Stimpak Debuff HP + 259 50 Restores currently equipped weapon

_____________________________________________________________________ 7.4 FOOD [INV-4] _____________________________________________________________________ ______________________________ ____ ___ _ _____ ______________________________ NAME: WGT VAL H CRAFT EFFECTS: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=-= =-= - =-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Ant Egg 1 4 Y --- Rads +1, HP +3(5s) Ant Meat 1 4 Y --- Rads +1, HP +3(5s) Atomic Cocktail 1 25 N REC Ener. Res. +75, Fire Res. +75, Rads +2 Banana Yucca Fruit 0.5 6 Y ING HP +3(7s) Barrel Cactus Fruit 0.2 5 Y ING END -3, HP +3(5s) Bighorner Meat 1 5 N ING Rads +1, HP +3(15s) Bighorner Steak 0.8 5 N REC STR +3, Rads +1, HP +7(10s) Blamco Mac & Cheese 1 5 N --- Rads +1, HP +3(5s) Bloatfly Meat 0.25 4 Y ING Rads +1, HP +3(5s) Bloatfly Slider 0.5 4 N REC Rads +1, HP +10(15s) Blood Pack 1 5 N --- HP +5(5s) Brahmin Meat 1 5 Y --- Rads +1, HP +3(15s) Brahmin Steak 0.8 5 N REC STR +3, Rads +1, HP +7(15s) Brahmin Wellington 0.8 5 N --- HP +18(10s) Broc Flower 0.01 3 Y ING HP +3(4s) Bubblegum 1 1 N --- Rads +1, HP +1 Buffalo Gourd Seed 0.02 2 Y ING HP +3(2s) Cactus Water 1 3 N REC HP +7(5s) Caravan Lunch 2.5 5 N REC Rads -2(10s) HP +10(15s) Cave Fungus 1 50 Y ING Rads -5, HP+3(4s) Cazador Egg 1 4 Y ING Rads +1, HP +3(4s) Cook-Cook's Fiend Stew 1 25 N --- STR +3, HP+7(1m) Coyote Meat 1 4 Y ING Rads +1(3s) HP +3(8s) Coyote Steak 1 4 N REC Rads +1(3s) HP +7(12s) Cram 1 5 N ING Rads +1, HP +3(5s) Dandy Boy Apples 1 5 N --- Rads +1, HP +3(5s) Desert Salad 0.2 5 N REC HP +25(15s) Dog Meat 1 4 Y ING Rads +1, HP +3(8s)

Dog Slack Fancy Lads Snack Fire Ant Eggs Fire Ant Fricasse Fire Ant Meat Fresh Apple Fresh Carrot Fresh Pear Fresh Potato Gecko Kabob Gecko Meat Gecko Steak Giant Rat Meat Grilled Mantis Leg Gum Drops Honey Mesquite Pod Human Flesh Iguana Bits Iguana on a Stick InstaMash Irradiated Banana Yucca Irradiated Barrel Cactus Irradiated Cram Irradiated Cruncy Mutfruit Irradiated Dandy Boy Apples Irradiated Fancy Lads Irradiated Gecko Meat Irradiated InstaMash Irradiated Mac & Cheese Irradiated Mutfruit Irradiated Pork N? Beans Irradiated Potato Irradiated Potato Crisps Irradiated Salisbury Steak Irradiated Sunset Sarsaparilla Irradiated Sugar Bombs Irradiated Water Irradiated YumYum Devil Eggs Jalapeo Pepper Junk Food Lakelurk Egg Lakelurk Meat Maize Mole Rat Meat Mole Rat Stew Mole Rat Wonder Meat Mushroom Cloud Mutfruit Crunchy Mutfruit Nevada Agave Fruit Nightstalker Tail Noodles Nuka-Cola Nuka-Cola (Ice Cold) Nuka-Cola Quartz Nuka-Cola Victory Pinto Bean Pod Pinyon Nuts

1 1 1 1 1 1 1 1 1 0.25 1 1 1 1 1 0.1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0.2 1 1 1 0.25 1 1 1 1 1 1 0.2 1 1 1 1 1

Rads +1, HP +7(10s) Rads +1, HP +3(5s) Rads +1, HP +3(5s) HP +3(1m) Rads +1, HP +3(5s) HP +3(7s) HP +3(7s) HP +3(7s) HP +3(9s) Rads +1, HP +3(40s) STR -3, Rads +1, HP +3(5s) Rads +1, HP +7(15s) Rads +1, HP +3(5s) Rads +1, HP +3(30s) Rads +1, HP +3 HP +3(4s) Rads +2, HP +3(5s) Rads +1, HP +3(5s) Rads +1, HP +3(12s) Rads +1, HP +3(5s) Rads +2, HP +3(7s) END 03, Rads +2, HP +3(5s) Rads +2, HP +3(5s) Rads +2, HP +3(5s) Rads +1, HP +3(5s) Rads +2, HP +3(5s) Rads +1, HP +3(5s) Rads +2, HP +3(5s) Rads +1, HP +3(5s) Rads +2, HP +3(5s) Rads +1, HP +3(5s) Rads +2, HP +7(5s) Rads +1, HP +3(5s) Rads +2, HP +3(5s) HP +2(25s), Rads +4 AP +15, Rads +2, HP +3(7s) H20-171, Rads +3, HP +7(5s) Rads +2, HP +3(5s) HP +3(5s) Rads +2, HP +3(5s) Rads +1, HP +3(5s) Rads +1, HP +7(10s) HP +3(9s) Rads +2, HP +3(5s) STR +3, HP +7(30s) Rads +1, HP +7(10s) AP +9, HP +10(20s) Rads +2, HP +3(5s) Rads +1, HP +3(5s) HP +3(8s) Rads +2, HP +3(5s) Rads +1, HP +3(5s) Rads +1, HP +2(20s) Rads +1, HP +4(20s) Low-Light Vision, DT +6, HP +10(20s), Rads +2 1 75 N ING HP +10(20s), AP +30, PER -3 Rads +2 0.05 0 Y ING HP +3(3s) 0.03 5 N ING HP +3(5s)

4 5 4 30 6 5 5 5 5 4 4 5 4 8 2 5 1 5 5 5 3 2 2 2 2 2 2 2 2 2 2 2 2 2 0 2 5 2 5 5 4 12 5 4 25 20 50 5 5 3 18 5 20 20 40

N N Y N Y N N N N N Y N Y N N Y N N N N N N N N N N N N N N N N N N N N N N Y N Y N Y Y N N N N N Y Y N N N N

REC ----REC ING ING --ING --REC ING ING --REC ING ING ------ING ------------------------------------ING ------ING ING REC --REC ING --------ING -----

Pork N? Beans Potato Crisps Prickly Pear Fruit Ruby's Casserole Radroach Meat Radroach Meat Rat Meat Rum & Nuka Salisbury Steak Spore Plants Pod Crispy Squirrel Bits Squirrel Stew Squirrel on a Stick Strange Meat Strange Meat Pie Strange Meat Pie (Imitation) Sugar Bombs Sunset Sarsaparilla Trail Mix Purified Water Dirty Water Wasteland Omelet White Horsenettle Xander Root YumYum Deviled Eggs

1 1 0.07 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 3 1 1 1 0.02 0.02 1

5 5 1 5 2 4 2 20 5 0 5 5 5 2 2 2 5 0 5 20 10 100 2 0 5

N N Y N Y Y Y N N Y N N N N N N N N N N N N Y Y N

ING --ING --------------------------ING --REC REC ING --ING ING ---

Rads +1, HP +3(5s) Rads +1, HP +3(5s) HP +3(10s) Rads +1, HP +3(30s) Rads +2, HP +3(5s) Rads +3, HP +3(5s) Rads +1, HP +3(5s) STR +1, Rads +1 Rads +1, HP +3(5s) Pois. Res. +75, HP +14(6s) Rads +1, HP +3(5s) Rads +1, HP +3(5s) Rads +1, HP +3(5s) Rads +1, HP +3(5s) Rads +1, HP +1(5s) Rads +1, HP +1(5s) AP +15, Rads +1, HP +3(7s) HP +2(25s) Rads +1, AP +15, HP +18(15s) HP +7(5s) Rads +1, HP +7(5s) HP +14(1m) END -3, HP +3(5s), AGL -3 HP +3(4s) Rads +1, HP +3(5s)

__ _____ ___ ___ _ ___ ___ ___ _ _ ___ _____ __ \ \ / /_ _ _ _ _ _ /_\ _ \ _ \ __ \ \_ _\ \/ / \ V / _ / _ \ _/ _/ _ .` ) > < \_/ ___ ___ ___(_) /_/ \_\_ _ ___ _ \_ ___/___/_/\_\ _______________________________________________________[APX] _____________________________________________________________________ 8.1 Xbox 360 Achievements [APX-1] _____________________________________________________________________ _______________________________ ______ _______________________________________ ACHIEVEMENT NAME: VALUE: HOW TO UNLOCK: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=Ain't That a Kick in the Head 10 Complete this quest They Went That-a-Way 25 Complete this quest Ring-a-Ding-Ding 25 Complete this quest The House Always Wins 30 Complete this quest For the Republic 30 Complete this quest Render Unto Caesar 30 Complete this quest Wild Card 30 Complete this quest All or Nothing 15 Complete this quest Veni, Vidi, Vici 15 Complete this quest Eureka! 15 Complete this quest No Gods, No Masters 15 Complete this quest Come Fly With Me 20 Complete this quest Talent Pool 20 Complete this quest Return to Sender 20 Complete this quest Arizona Killer 20 Complete this quest You'll Know It When It Happens 20 Complete this quest G.I. Blues 20 Complete this quest That Lucky Old Sun 20 Complete this quest

Volare! The Legend of the Star New Kid Up and Comer The Boss Ol' Buddy Ol' Pal The Whole gang's Here Crafty Mod Machine Walker of the Mojave Master of the Mojave Globe Trotter You Run Barter Town Blast Mastery Love the Bomb Lead Dealer No Tumbler Fumbler Stim-ply Amazing New Vegas Samurai Jury Rigger Hack the Mojave Artful Pocketer Outstanding Orator Desert Survivalist Old-Tyme Brawler Know When to Fold Them One Armed Bandit Little Wheel Double Down Caravan Master The Courier Who Broke the Bank Hardcore

Complete this quest Complete this quest Reach 10th level. Reach 20th level. Reach 30th level. Recruit any companion. Recruit all companions. Craft 20 items. Install 20 weapon mods. Discover 50 locations. Discover 125 locations. Discover all snow globes. Sell 10,000 caps worth of goods Cause 10,000 damage with Energy Weapons Cause 10,000 damage with Explosives. Cause 10,000 damage with Guns. Pick 25 locks. Heal 10,000 points of damage w/Stimpaks Cause 10,000 damage with Melee Weapons. Repair 30 items. Hack 25 terminals. Pick 50 pockets. Make 50 Speech challenges. Heal 10,000 points of damage with food. Cause 10,000 damage w/ Unarmed Weapons. Win 3 games of Caravan. Play 10 spins of Slots. Play 10 spins of Roulette. Play 10 hands of Blackjack. Win 30 games of Caravan. Get banned from all the Strip's casinos Play the game from start to finish in Hardcore Mode. _____________________________________________________________________ 8.2 Playstation 3 Trophies [APX-2] _____________________________________________________________________ _______________________________ ______ _______________________________________ TROPHY NAME: TYPE: HOW TO UNLOCK: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=Ain't That a Kick in the Head Bronze Complete this quest They Went That-a way Silver Complete this quest Ring-a-Ding-Ding Silver Complete this quest The House Always Wins Silver Complete this quest For the Republic Silver Complete this quest Render Unto Caesar Silver Complete this quest Wild Card Silver Complete this quest All or Nothing Bronze Complete this quest Veni, Vidi, Vici Bronze Complete this quest Eureka! Bronze Complete this quest No Gods, No Masters Bronze Complete this quest Come Fly With Me Bronze Complete this quest Talent Pool Bronze Complete this quest Return to Sender Bronze Complete this quest Arizona Killer Bronze Complete this quest You'll Know It When It Happens Bronze Complete this quest

20 20 10 20 30 10 20 15 15 10 25 25 15 15 15 15 15 15 15 15 15 15 15 15 15 10 10 10 10 30 30 100

G.I. Blues That Lucky Old Sun Volare! The Legend of the Star New Kid Up and Comer The Boss Ol' Buddy Ol' Pal The Whole gang's Here Crafty Mod Machine Walker of the Mojave Master of the Mojave Globe Trotter You Run Barter Town Blast Mastery Love the Bomb Lead Dealer No Tumbler Fumbler Stim-ply Amazing New Vegas Samurai Jury Rigger Hack the Mojave Artful Pocketer Outstanding Orator Desert Survivalist Old-Tyme Brawler Know When to Fold Them One Armed Bandit Little Wheel Double Down Caravan Master The Courier Who Broke the Bank Hardcore

Complete this quest Complete this quest Complete this quest Complete this quest Reach 10th level. Reach 20th level. Reach 30th level. Recruit any companion. Recruit all companions. Craft 20 items. Install 20 weapon mods. Discover 50 locations. Discover 125 locations. Discover all snow globes. Sell 10,000 caps worth of goods Cause 10,000 damage with Energy Weapons Cause 10,000 damage with Explosives. Cause 10,000 damage with Guns. Pick 25 locks. Heal 10,000 points of damage w/Stimpaks Cause 10,000 damage with Melee Weapons. Repair 30 items. Hack 25 terminals. Pick 50 pockets. Make 50 Speech challenges. Heal 10,000 points of damage with food. Cause 10,000 damage w/ Unarmed Weapons. Win 3 games of Caravan. Play 10 spins of Slots. Play 10 spins of Roulette. Play 10 hands of Blackjack. Win 30 games of Caravan. Get banned from all the Strip's casinos Play the game from start to finish in Hardcore Mode. Platinum Trophy Collect all other 50 trophies. _____________________________________________________________________ 8.3 Snow Globe Locations [APX-3] _____________________________________________________________________ ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Goodsprings Cemetery "Goodsprings" - North end of the cemetery atop a grave. --- ------------------------- ----------------------------------------------2 Hoover Dam "Hoover Dam" - Visitor Center - Large curved desk near the terminal. --- ------------------------- ----------------------------------------------3 Jacobstown "Mt. Charleston" - Reception Lobby - Atop the large curved desk near the terminals. --- ------------------------- ----------------------------------------------4 Lucky 38 Casino "Test Site" - Cocktail Lounge - Behind a cash register opposite the entrance. --- ------------------------- ----------------------------------------------5 Nellis Air Force Base "Nellis AFB" - Pete's Museum - Corner table

Bronze Bronze Bronze Bronze Bronze Silver Silver Bronze Silver Bronze Bronze Bronze Silver Silver Bronze Bronze Bronze Bronze Bronze Bronze Bronze Bronze Bronze Bronze Bronze Bronze Bronze Bronze Bronze Bronze Bronze Silver Silver Gold

underneath the mural. --- ------------------------- ----------------------------------------------6 Old Mormon Fort "Mormon Fort" - Julie Farkas Office - Atop a wooden bookcase. --- ------------------------- ----------------------------------------------7 Vault 21 "The Strip" - Sarah's Room - On a vault table between the two beds. _____________________________________________________________________ 8.4 Skill Book Locations [APX-4] _____________________________________________________________________ Tales of a Junktown Jerky Vendor [BARTER] ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Allied Tech. Office Entrance Room - Southwest corner of the room on the western side from the entrance. It is next to a Nuka Cola Bottle in front of the soda machine. --- ------------------------- ----------------------------------------------2 Cap Counterfeiting Shack Cellar Room - Head to the cellar of the shack and enter the southern room to find the book on a pile of suitcases at the end of a bed. --- ------------------------- ----------------------------------------------3 Primm Bison Steve Casino - Head east to reach the Gift Shop where you will find the book behind the counter on the floor near the Floor Safe. --- ------------------------- ----------------------------------------------4 Vault 22 Pest Control Area - Take the elevator to this area and go north at the intersection up the steps to reach a lab. Turn left and search the nearby lab table for the book. --- ------------------------- ---------------------------------------------- Nikola Tesla and You [ENERGY WEAPONS] ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Hidden Valley Bunker L1 - Head in to the Bunker located on west and pick the Very Hard lock (or use the key) to enter. Head south then west to find Senior Scribe Schuler's Room where you will find the book in a trash can next to her desk. --- ------------------------- ----------------------------------------------2 Old Nuclear Test Site Nuclear Test Shack - On the small table on the bed on the opposite side of the entrance. --- ------------------------- ----------------------------------------------3 REPCONN Headquarters Locked Shipping Room - This room is the top left room that you can only enter via a Very Hard Lockpick or Hack. The book is on the safe in the back corner. --- ------------------------- ----------------------------------------------4 REPCONN Headquarters Second Floor Northeast Server Room - On the table with the terminal in the northeast corner.

Duck and Cover! [EXPLOSIVES] ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Mojave Outpost Bar and Barracks - The book can be found on bottom center shelf below the bar counter in the back when facing southwest. --- ------------------------- ----------------------------------------------2 Nellis Air Force Base Mother Pearl's Barracks - Check the bookcase on the right side (it's a hanging shelf) to find the book mixed in with some others. --- ------------------------- ----------------------------------------------3 Ranger Station Foxtrot In the tent next to the communications center where Communications Officer Lenk sits. --- ------------------------- ----------------------------------------------4 Sloan Small Barracks Shack next to the trailer. The book is on the left locker shelf near the beds in the back. *Note: The book at Ranger Station Foxtrot will not appear unless you have an updated version of the game. Make sure you have done at least the first official update to find the book here. As of the latest patch this book also occasionally bugs out and is there twice. Guns and Bullets [GUNS] ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Gomorrah Zoara Club: Big Sal's Office - The book can be found on the first low bookshelf (same as the wall safe) in the back left corner of the room --- ------------------------- ----------------------------------------------2 Nevada Highway Patrol On the desk without a computer near the openplan office room's entrance. --- ------------------------- ----------------------------------------------3 Raul's Shack In the wooden crate on the floor to the left of the entrance. --- ------------------------- ----------------------------------------------4 Vault 34 Armory Commons - The book is found on the metal table between the sofas near the pool table. This room is the northeastern room. Tumblers Today [LOCKPICK] ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Bitter Spring Recreation Office Shack to the west - On the office desk in the smaller room; the left of the entrance. --- ------------------------- ----------------------------------------------2 Silver Peak Mine Inside the shack lying in an open locker to the right of the entrance. --- ------------------------- ----------------------------------------------3 The Prospector's Den Inside the caves and Den - Far right corner of the large barracks room by some mattresses. Search the northeast corner. --- ------------------------- ----------------------------------------------4 Wolfhorn Ranch Farmhouse - Under the refrigerator without a

door near the oven. D.C. Journal of Internal Medicine [MEDICINE] ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Followers Safehouse Second Room - The book is on the bedside table shelf of the bed in the back right corner of this room. --- ------------------------- ----------------------------------------------2 HELIOS One Power Plant - Top Floor where the Holotape Password is found. Lying on the bed with a pillow to left of the room's entrance. --- ------------------------- ----------------------------------------------3 Mesquite Mountain Crater Hell's Motel - Below the globe with a hat on top; right of the entrance Repair Kit is where you will find the book on a bookshelf. --- ------------------------- ----------------------------------------------4 Novac Ranger Andy's Bungalow - Look in the middle of the queen-sized bed to find this book lying there. Grognak the Barbarian [MELEE WEAPONS] ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Cannibal Johnson's Cave Look on top of the sleeping mattress near the campfire to find this book. --- ------------------------- ----------------------------------------------2 Cottonwood Cove Headquarters Upper Floor - Shelf of the bedside table in the Office of Aurelius of Phoenix in the top right corner of the room. --- ------------------------- ----------------------------------------------3 Hidden Supply Cave Lying on the first metal crate in the back right hand side of the cave. --- ------------------------- ----------------------------------------------4 Jacobstown Eastern Bungalow by the pond - Lying near the cooker on the floor. Dean's Electronics [REPAIR] ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Abandoned BoS Bunker Office Area - Atop the metal sill opposite the Reloading Bench to the right of the rooms entrance. --- ------------------------- ----------------------------------------------2 Nellis Air Force Base Loyal's Workshop House - Long metal counter next to the ruined terminal. --- ------------------------- ----------------------------------------------3 Sloan Barracks - Shelf between a Dino Toy and Radio above the corner bed to the left of the entrance. --- ------------------------- ----------------------------------------------4 South Nevada Wind Farm Shack - On the table in the middle of the room search the corner. Big Book of Science [SCIENCE] ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION:

=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Brewer's Beer Bootleggin Shack - In the basement on a table with the vial experiment. --- ------------------------- ----------------------------------------------2 Camp Forlorn Hope Command Center - The book is in the right corner of the tent on a desk with a computer. --- ------------------------- ----------------------------------------------3 Nipton Town Hall Top Floor - Mayor's Desk. --- ------------------------- ----------------------------------------------4 REPCONN Headquarters Gift Shop Storage - Left of the Rocket Souvenirs on the lower shelf on the side of room. Requires ability to open a Hard Lock. Chinese Army: Spec. Ops. Training Manual [SNEAK] ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Camp Searchlight East Chapel - Basement, at the foor of the metal shelves. --- ------------------------- ----------------------------------------------2 Goodsprings Ranch House east of the Schoolhouse - Under a book in the lower bookcase against the back wall opposite the entrance. --- ------------------------- ----------------------------------------------3 NCR Sharecropper Farms Sharecropper Barracks - This building is best identified by the four ferilizer hoppers near it. The book is on the floor near a desk in the back. --- ------------------------- ----------------------------------------------4 Vault 3 Living Quarters - Go through the locked door across from the entrance to this area and turn right to find the book on a low bookcase. Lying, Congressional Style [SPEECH] ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Brooks Tumbleweed Ranch Tumbleweed Ranch House - Upstairs room with a chess board lying on the top shelf of an open locker. --- ------------------------- ----------------------------------------------2 Cerulean Robotics Among the office desks inside the building. --- ------------------------- ----------------------------------------------3 Lucky Jim Mine Shack - On the lower metal shelf to the right of the empty refrigerators. --- ------------------------- ----------------------------------------------4 NCR Correctional Fac. Administration Building - Desk in the darkest room opposite Eddie's. Wasteland Survival Guide [SURVIVAL] ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Lone Wolf Radio Radio Trailer - Near the Scrap Electronics in the back of the RV. --- ------------------------- ----------------------------------------------2 Matthews Animal Farm Northern Barn - Top balcony near the barrel pile and a metal crate. --- ------------------------- ----------------------------------------------3 Mesquite Mtn. Camp Site Western Tent - Between the two rolled-up beds

and behind a toolbox. --- ------------------------- ----------------------------------------------4 Scavenger Platform Northeastern platform amongst the books in the fallen bookshelf. Pugilism Illustrated [UNARMED] ___ _________________________ _______________________________________________ # LOCATION: DESCRIPTION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1 Fisherman's Pride Shack Shack - Bedside table near the lamp and mat in the corner of the room. --- ------------------------- ----------------------------------------------2 Nipton Road Reststop Store marked "Lester" - On a bookcase shelf near the cash register. --- ------------------------- ----------------------------------------------3 The Tops Casino Presidential Suite - Small table near the pool tables. --- ------------------------- ----------------------------------------------4 Vault 11 Living Quarters - Second room on the right side in the female dorms. Search near the fallen dresser at the rooms entrance. _____ __ __ _____ ___ ___ ___ _ _ _ _ ___ ___ _____ ___ _____ __ _ _\ \/ / \ \ / /_ _ _ \/ __ _ _ \ _ _/ __ _ _/ _ \ _ \ \ / / > < _ \ V / / (_ .` __ \__ \ (_) /\ V / ___/_/\_(_) \_/ ___ _ _\\___ ___ _ \_ _ _ ___ ___/ _ \___/ _ _\ _ _________________________________________________________________________[VIR] ? 0.69 [19 October 2010] ====== ================= o The first virgin has been released publicly. Handle with care! ? 0.80 [25 October 2010] ====== ================= o Lost it's virginity by several hundred thousand people already. o Added side quests, map, and skill magazines, snow globes, and weapons. ? 0.85 [05 November 2010] ====== ================== o Various side quests have been added. o Changed ToC location. o Armor has been updated. o Level up chart added. o Several corrections have been made. ? 0.87 [09 November 2010] ====== ================== o Recipes completed. o Food list completed. ? 1.00 [22 November 2010] ====== ================== o Main quest complete (Mr. House path). o Bestairy begun.

__ __ ___ ___ ___ ___ ___ _____ ___ _ _ ___ ___ ___ \ \/ / / __ _ \ __ \_ _ _ _ / __ _ _ _ \/ __ > < _ (__ / _ ) (__ __ _/\__ \ /_/\_(_) \___ _ _\___ ___/___ _ \___ _ _ ___ _ ___/ __________________________________________________________[CRD] This document is written by Stephan Huijboom 2010. All Rights Reserved. Credits: ? Richard: ? ? ? ?

You're one of the administrators of Supercheats.com, and this guide wouldn't have existed without your support! SBAllen: You're the administrator of GameFAQs. noz3ro: A great author with various guides on his name, noz3ro has been a valuable contributor to this guide. Absolute Daniel: Thank you very much, little brother. You've been a great help with various sections. Be sure to check out his guides when he starts to publish his own work! All readers: Thank you very much for reading this, sending donations, enjoyable thankyous and for even reading the boring sections. __ _____ ___ ___ ___ _ _ _____ ___ ___ _____ __ \ \/ /_ _ _ \_ _/ __ _ _/ __/ _ \ _ \ \ / / > < _ / (_ __ (_ (_) _/\ V / /_/\_\___(_) _ _\___\___ _ _ _ \___\___/ _ _ __________________________________________________[COPS]

I merely created a copy of a great copyright notice, but to get away with it I swapped the phrase copyright for rightcopy. An other reason is so people do not read this section as copy right (which is a great thing, as this gives you the right to copy other people's stuff)! Furthermore, this entire document falls under the protection of the feodal laws not written by Super Mutant Fawkes in the year 2223. Plagiarism would be unwise, and may result in severe rapage by Super Mutants. Most Super Mutants have one form or another of herpes. Online, this document can only be found at GameFAQs.com and Supercheats.com. Offline, this document can only be found at my laptop, which is at all times at a secret location at an even more secret Vault. After my death in 2077, you may do whatever you wish with this document, a sole exception being printing it out with the intention to wipe, because that's just unfunny. Closing words, rightcopy was not at all inspired by 1984. [But in case you were wondering, no, it really may not be reproduced under any circumstance except for personal, private use. It may not be placed on any website or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited.] ________________________________________________________________________________ . . . . / \ _ _ /___\ .-. .--. .-. . . .-. / \ )`--.( ) (.-' ' `'`-' `--' `-' `-`--`-`-'`--' Stephan Huijboom [Absolute Steve] 2010. .-. . )_ _ `-. .-.. ._.-. ( ) (.-' \ / (.-' `-' `-'`--' `' `--' Contact: faq@shillatime.org (

facebook.com/absolutesteve ________________________________________________________________________________ Writing a thank-you takes a minute, the pleasure of reading it lasts all day.

"Something is happening. Guide writing is evolving." *Fallout: New Vegas: FAQ/Walkthrough* by Absolute Steve </features/recognition/24582.html> Version 1.00, Last Updated 2010-10-19 View/Download Original File <http://dw.com.com/redir?asid=0&astid=8&siteid=19&edid=107&destCat=&destURL=http %3A%2F%2Fdb.gamefaqs.com%2Fconsole%2Fxbox360%2Ffile%2Ffallout_new_vegas.txt> Hosted by GameFAQs </> Return to *Fallout: New Vegas (PC) FAQs & Guides* </pc/959559-fallout-new-vegas/faqs>

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