Fallout new vegas opening of the sierra madre. Quest "Robbery of the Century" in Fallout New Vegas. Task # 4: "Defeat Elijah"

After you install the add-on, this quest will be activated automatically. You don't have to strain too much, just wait until the pip-boy receives a message that you need to move to a casino called Sierra Madre. You need to go south from the Forlone Hope camp until you come across an abandoned BS bunker. I will immediately warn you that if you do not complete the passage of all the quests of the Fallout add-on: New vegas - Dead money, you will not be able to return to the Mojave Desert. Once in the bunker, head towards the radio, which is located in the center of the room. You will now fall to the floor and the welcome video will start. After watching, Sergeant Major Elijah will come up to you and tell you that you are now wearing a special collar that can tear you to small pieces if you disobey orders. After you talk to the foreman, three quests are automatically activated, which you can take in any order. And we will begin to consider in this order:

Collar Find 8: Great Dane

You will receive this quest from Elijah, for its successful completion you will be awarded 560 experience points and a Dog as a partner. As soon as the conversation with Elijah is over, the task is automatically activated. Get started Fallout walkthrough: New Vegas - Dead Money from the move to the police unit. After you make your way inside the building, you will hear how the collar you are wearing will begin to squeak terribly. This means that the detonation mode has been activated. To stay alive, go to four radios and disable them. Look at the screen carefully and follow the directions. Then get out of this room and find the steps that lead down to the area below, called the Basement of the Villa Police Station. Once in it, the explosive timer on the collar is activated again. Move quickly forward and go through all the doors. It is worth noting that when you pass through the room in which the terminal is located, then find there a small ladder and climb it to the boxes in which you can pick up two magazines and a detoxin.

As soon as you find yourself in the last room, you see the radio, run up to it and turn it off so that there is no interference with the collar. You can also find the entry "Dog's Command Feed" here. Take it and go up the stairs. Thus, you will find yourself near the cell in which the super mutant is sitting. Approach her and play the found audio recording using the pip-boy. Immediately after the end of the recording, the super mutant will begin to communicate with you. After the conversation, release him from the cell using the combination "hack 35". As soon as the prisoner is free, the quest will be considered successfully completed, and you will receive the promised reward.

Collar Find 14: Dean Domino

This quest will also be issued by Elijah, for which you can enrich yourself with 560 experience points and get Dean Domino as your partner. Begin the quest in Fallout: New Vegas - Dead Money by following the marker until you are near a door marked "Residential Quarter". Go through it and start looking for Dean Domino. Open the map and follow the indicated route. It is worth noting that a red dot denotes a cache containing a suitcase with different combat attributes. A passage that can be made above the ground is highlighted in purple, namely, along a canopy of boards, which is stretched from above. Be extremely careful, because there will be a lot of traps and enemy attacks on your way. Once you're at the end of the line yellow color, climb up to the third floor. In the further passage of Fallout: New Vegas - Dead Money, you will see a ghoul in glasses sitting in a chair in the room. Walk up to him and sit down next to him.

After talking with him, be sure to persuade him to go with you to the fountain. It is worth noting that if you want this ghoul to survive and take part in all the following quests, then you should not use any skills during the conversation, including Barthe, Speech and Explosives. Only in this way there will be no need to eliminate him in one of the next quests. After you successfully reach the fountain, the task will be counted and you will receive the promised reward.

Collar Find 12: Christine

This task will also be received from Elijah's father, for its completion you can get 660 experience points and Christina as a partner. Head straight to the Medical District, which is located near the fountain. Open the map and follow the route indicated on it. In the further passage of Fallout: New Vegas - Dead Money, you will need to deactivate the explosive timer on the collar, so go to the blue intercoms that are hung on the wall and shoot them. Then you can move to the hospital, along the way taking with you another suitcase with utilities, which can be found near the entrance to the hospital on the left side. Take everything you can from him, do not hesitate to wear the Assassin's attire. Then you can go up to the second floor and go through the hologram. It is worth noting that this must be done carefully, since when you approach her, she will start firing at you, but you yourself will not destroy her. Therefore, at a pace, move to the blue emitter located in the middle of the corridor and deactivate it. Then move to the room opposite the emitter. There you need to find the key and pick it up from the table. Then go down to the basement, which can be opened with the found key. Then move to the terminal and find the Disengage Main Power button on it, and then hold it down. After that, go to the stairs and climb it.

Thus, you will find yourself in the corridor along which you need to go until you find yourself near the last room in which you can find the autodok. Walk up to it and open it. Before you will be a tortured girl whose speech was taken away. But you will still be able to get her to talk. After communication, you can move with her to the fountain. This completes the passage of this quest in Fallout: New Vegas - Dead Money. After you receive a monetary reward and a human, you can go to the autodok, where you can improve your health. It's worth noting that you will now receive the Assemble Your Crew achievement for collecting all of your teammates.

Lights in the sky

This quest will be issued by Elijah, for which you can get 800 experience points. Go to the fountain and chat with the foreman. After the end of the conversation, the next three quests will be activated in automatic mode. You need to go through them one by one. Since the first on the list will be "Lights in the sky", then start with it. Go to the fountain and chat with Dog, and take him with you. Move to the southern part of the Salida del Sol location, the path to which can be found by opening the map. Once on the spot, go to the room in which there are five switches (by the way, it can also be found on the map). Do not rush to close the map with the route, because it also shows a cache, which contains a suitcase with useful things. To get to it, you need to go downstairs. Once in a room full of switches, you will meet Dog. Walk up to him and chat. Your goal is to persuade him to stay here. But there will be certain difficulties, because the partner will refuse to do so. Get the audio recording and play it on the pip-boy. Further, the following scenarios are possible in the passage of Fallout: New Vegas - Dead Money:

1) If the intelligence of your character is at a level higher than 7, then simply select the appropriate branch in the dialogue. After that, the passage of this task will be considered completed.

2) In the event that the intelligence level has not reached the "7" mark, then you will need to approach Dog and talk to him. During the conversation, he will ask you to bring the bodies of the Ghost People. You will now see three markers, but only two of them are needed. Therefore, head to either two of them and finish off the two enemies that block the way. Then pick up their corpses and deliver to Dog. After that, the quest will be considered completed, and you will replenish your balance with 800 more experience points.

Play orchestra

You will receive this task again from Elijah, for its completion you will be rewarded with 800 experience points. You will now need to escort Dean Domino to the southern part of the Puesta del Sol location. Start the passage of this quest in Fallout: New Vegas - Dead Money by going to the fountain and there take Dean as your partner by selecting the appropriate branch in the dialogue. Then take out the map and follow the given route. Once you find yourself in the northern part of the Puesta del Sol, you need to go to the southern one, using the map back.

When you find yourself near the stairs, climb up it. Now you can proceed in one of the following ways:

At the very beginning, persuade Dean to stay. For persuasion to be convincing, you need to apply the branches in the dialogue in the following order: 1-4-1-1-1 or 1-4-2-2-2.

Or convince him to stay, but with the choice of other branches in the dialogue, for example, 1-1-1-2-3-2. After the selected actions, Domino will ask you to activate the holograms, thus, his protective field will turn on. You can activate the holograms by going to the terminal. You will find the first one behind Dean. Go through the door and you will see steps leading down. Going down, you will find yourself in a room in which there is a table with a terminal. Walk up and turn on the spotlight. Continue playing Fallout: New Vegas - Dead Money and navigate in search of the second terminal. To do this, you must first go to the Ruined Cafe, which can be found by activating the card. In it, go up to the second floor and go to the room, the door to which will be open. Then find the green door and get out. Be careful because you might fall.

After you make your way through the hole made in the wall located on the left side. You will find yourself in a room with another terminal. Walk up to him and activate the spotlight. Then find Dino Domino and talk to him, giving preference to the first thread of the dialogue. Then you can ask him to stay again. It is worth noting that if you have Repair at level 30, Barter at level 20, and Speech reaches 80, then feel free to choose the penultimate speech. The end result from all the answers will be the same, but I would advise you to choose 1,2 or 3, because this is the only way to add experience to yourself.

Mixed signals

This task will receive again from Elijah and 700 experience points in addition for successful completion. Start your quest in Fallout: New Vegas - Dead Money by finding Christina, who is waiting for you near the fountain. Approaching it, select the desired answer in the dialogue. Then take out the map and head to the northern part of the Puesta del Sol location. You've been there with Domino before. As soon as you get close to the Switching Station in this area, the following scenarios are possible:

1) In the event that the repair level is at 60, then find the switch hanging on the wall and click on this option: "Jury-rig the circuit breaker".

2) If there is no such indicator of repair, first find three fuses. Open the map and locate them using the markers. After all the fuses are in your hands, you should choose the following option: "Fix the circuit breaker using parts". After that, it will be considered that everything is repaired, and the doors will automatically open.

Go through the doors and look carefully around. On the wall you should see an arrow, following which you can go to the intercom. It is with its help that the collar dives into your neck. Continue this quest at Fallout game: New Vegas - Dead Money and find the intercom and then shoot it. Then go to the steps and go down them. On the way, you will see another intercom, which also needs to be disabled. Then you can open the door and turn to the right. Go to the stairs and see a toxic cloud. Go into it and find a white arrow there. Start walking in the direction she is pointing. Only I advise you to carefully look under your feet, because on the way you can get caught in four bear traps.

After walking a little, you will see steps leading up. Climb up it and go to the turn leading to the left. I do not advise turning to the left, because your satellite will be blown up. You can generally leave it near the entrance to the room, and move into the room yourself and pick up the loot. Then head towards the door with the "Utility" sign on it. Go inside and open another door. There you will see cabinets, near which you can pick up an automatic rifle. Do not forget to check the contents of all cabinets, what if you find something interesting there? It is worth noting that in the closet in which there will be a complex lock, you can pick up the code from the terminal.

Once the code is in your hands, go to the computer hanging on the wall and turn on the ventilation. This way you get rid of the toxic cloud. You can continue playing Fallout: New Vegas - Dead Money and go down to look for useful things in the rooms. It is worth noting that in the very last room in the house you can find a book about the order of the Chinese special forces. Then you can navigate to the terminal called Remote Maintenance. Christina is waiting next to him, with whom it is imperative to talk. It is worth noting that you can apply any conversation options. Just activate the terminal and select Transfer Control To This Station. Then go to your accomplice and talk to her. After that, the quest will be read, and the reward will be received.

The "Robbery of the Century" quest is a mandatory quest to complete the Dead Money add-on for the game Fallout new Vegas. During this quest, the main character must sneak into the Sierra Madre vault, get as much information as possible, and meet with Elijah.

For convenience, use summary :

Detailed walkthrough of the quest "Robbery of the Century"

If you went through this add-on to Fallout New Vegas, then you know that the main task of the add-on plot is to obtain wealth that is stored in the vault of the Sierra Madre casino, this wealth will not go directly to the protagonist, he is only a tool in the hands of Elijah, who drew up the whole plan and uses the main character in it as a puppet.

In this quest, the main character has a chance to turn everything in his direction and become not a puppet, but a puppeteer. And finally, find out what kind of secrets and riches are hidden by the vault of the Sierra Madre casino, for the sake of which such a storm was started.

Task # 1: "Compose a passphrase to open the door"

In order for the quest to begin, it is necessary to pronounce the code phrase in the voice of Vera Keys into the speaker, which is located next to the elevator, or rather even a code combination made up of three audio recordings performed by Vera. To get these recordings, the main character needs to get to the computer, which is located in the main lobby, and use it to download 3 songs of Vera, after these songs are used to unlock the audio lock.

It is interesting: if Christine is still alive, you can ask her to say the password.

Assignment # 2: "Get into the Sierra Madre vault"

Approaching the entrance to the vault, the protagonist will be unpleasantly surprised that the security system is still working and, apparently, it is active, such a conclusion can be made by the included force fields, the sound of a siren overhead and six barrels of automatic turrets aimed at the protagonist.

This makes us understand that it is impossible to go head-on here, so we go to the service premises and along all sorts of different air ducts, service passages, corridors used for the repair of terminals and security systems, we continue to move to the storage facility.

You can also get into the storage with the help of Christine, you just need to ask her about it.

Assignment # 3: "Find out all the secrets that are stored in the store"

Once in the vault, you can start looking for secrets and immortal treasures, because that is why you came here. Inside the vault itself, there is an assortment of weapons, armor, money, chips ... and the legendary Treasure of the Sierra Madre: 37 gold bars worth 10,539 caps each, for a total of 389,943 caps. There are also many weapons in weapon cabinets, as well as several pieces of power armor.

As soon as the main character enters the vault, the vault door immediately closes, cutting off the path back. You can turn off an already annoying alarm from the security service terminal, which can be found in the repository.

Now you can go and find out the secrets of the storage, for this we need a storage management terminal, after reading the information in it, the main character will learn a lot of interesting things.
After reading the last entry left by Frederick Sinclair, the protagonist learns that this vault was not built as a safe for treasures, but as a bunker where a number of people can survive the Great War. After the main character reads all the information he needs, Elijah will contact him via the intercom and they will have an interesting conversation.

It is important: do not be too greedy and do not try to access Sinclair's accounts, the fact is that this is a trap, falling into which the main character will die.

Task # 4: "Defeat Elijah"

After a short excursion into Elijah's motives, after talking about his genius and after talking about how much the main character and Elijah could do together, the main character needs to start trying to lure Elijah into the vault. He doesn't want to do this at first, but use your persuasion, or threats or bluff, and get Elijah down to the vault.

After Elijah went down to the vault, the main character has to kill him, it is very difficult to do, because Elijah has good weapons and great experience. But still, do your best and defeat Elijah.

Task # 5: “Optional. Leave the vault unnoticed, locking Elijah there. "

An alternative to killing Elijah would be to imprison him in the casino vault, for this you need to slip into the elevator, on which Elijah will arrive, but this is incredibly difficult to do.

Task # 6: "Get out of the Sierra Madre before the collar explodes."

After the death of Elijah or his imprisonment in the storage, the collar put on the protagonist will start giving unpleasant signals, that is, the countdown will begin until his self-destruction, and, accordingly, the self-destruction of the protagonist's head. So put your hands to feet and run away from the Sierra Madre vault. After running out of the casino, we go to the bunker of the Brotherhood of Steel, from which it all began. In the bunker, the protagonist will hear the final recording from Vera Keyes, and that's all.

As always, you will receive the task from Elijah's father. For completing this mission in Fallout: New Vegas - Dead Money, you will be rewarded with 1500 experience points. I must say right away that the quest is not very difficult. First, head into the building, find and activate the console. Thus, the casino will be launched, which you need to go to. Then go to the door and take out the map, which will indicate the route. It is worth noting that opponents will constantly attack, repel their attacks. Having got close to the console, you will need to chat with her a little. There are no definite answer choices, as whatever you choose, you will still receive 100 experience points and the Having a Ball achievement as well. You will be pleasantly surprised that as soon as you receive it, fireworks will start.

Be extremely careful after activating the console because the ghost people will reappear. If this happens, then kill them without hesitation for a minute. Then go to the fountain and click on the gate through which you can move to the territory of the casino. You can select the "Proceed to the Sierra Madre Casino" item on the control panel. As soon as you get inside, you will be stunned by what you see, because your partners are lying around. Now in the passage of Fallout: New Vegas - Dead Money, you need to fall to the floor, and then quickly get up to get 1400 experience points.

Tame the beast

Again, old man Elijah will give a quest for which you can get a reward, but what it will be depends only on you. The goal is to activate the power supply to the casino and figure out what to do with the Dog. Enter the casino, but be careful because there are holograms ahead. It is worth noting that their emitters can be located in a wide variety of places. Once you find the devices and activate, you can head to the door, near which you fired on the intercom in the video.

After reaching the stairs, go upstairs and turn off the radio. Then calmly go down and approach the hologram. Near the radio you can find an autodok, so go to it and improve your health. Then you can knock him out and move to the room in which the terminal is located. You will be pleasantly surprised to find a rifle and improved Sierra Madre equipment. Once all the loot is at your disposal, go to the terminal. There find the value "Unlock Electrical Closet Door" and click on it. After that, you can continue completing the quest in Fallout: New Vegas - Dead Money and move to where you activated the second hologram in the video. Then open the doors and clamp on the switch that is suspended on the wall. Thus, you will resume the supply of electricity. You can go to the game room and play for a short time.

Then you can go additional quests but first you need to move through the lobby to Cantina Madrid. There you need to find the key. Then go to the intercom, which is hanging in the left corner, and destroy it. Then go up, which is in one of the toilets, and disable it. If you want, then with the help of the pip-boy you can play the audio recording found at the very beginning in order to change the further task. Return to the casino and find the autodoc. Then look around and find a closed iron door, go up and use the found key. As soon as you pass it, then if you previously played the audio recording, then you will not need to extract words from the Dog, because he will immediately start a conversation. You can choose any of the suggested answers, in any case, it's up to you how he finishes this addition.

But if you have not previously played the audio recording, then run immediately to your partner, because he wants to blow himself up. Get to him before and chat. Whichever scenario you choose, you will get a reward. In order to complete this quest in Fallout: New Vegas - Dead Money, you need to get to three gas pipes and block them.

An encore in Tampico

Father Elijah will please you back with a task for which you can enrich yourself by 1100 experience points. Go to the lobby and be careful because there are ghost people. After eliminating them, go to the stairs and go up to the second floor. There, go to the door and open it. Once inside, drive very carefully as it is almost impossible to deactivate the intercoms. Once in front of the scene, pick up the key. Now wait for Dean Domino to appear. I’ll tell you right away, no matter how you persuade him and ask him, he will call security. Run to the door on the right side of the scene and open it with the key you found. It is worth noting that not far from the entrance you can find an emitter, which will be possible to disable if your repair level is at least 100. Then continue playing Fallout: New Vegas - Dead Money, moving forward, carefully studying everything along the way. On the walls you can find intercoms and radios.

You should find the terminal that hangs on the wall in order to turn off the timer on the collar with it. Just be sure to save before doing this, because the collar can explode from the many intercoms nearby. Then you pass into the room and go to the table on which the key lies. After grabbing it, move along the corridor to another room in the Vera "s Dresing Room. Once inside, go to the table and take from there the audio recording and the key that is under it. Then very carefully climb to the second floor, on which the spotlight is located. Approach the sign" Holotape Projector "and select the first of the proposed options.

As soon as the guard holograms disappear in the Fallout: New Vegas - Dead Money walkthrough, Dean and the audience holograms will immediately appear in their place. Quickly go to the door and chat with Dean. You can either kill him or keep him alive. Then run out of the room with lightning speed, because you risk being blown up. As soon as you get to the lobby, you will be adequately rewarded, and the task will be counted.

The last luxury

Another assignment from Elijah, for which you can get 1000 experience points. The main goal is to find partner Christina. Go to the door and activate the map to follow the indicated route. It is worth noting that there should be no difficulties in completing this task, carefully follow the markers and everything will be ok. You can find the only emitter that turns off one hologram and is in the bathroom. Going inside, go to the wall on which the device is attached, and if you have a repair of at least 75, then disconnect it without any problems. Then you can move to the territory of the police station.

Once in the warehouse, replenish your combat arsenal and find Christina. As soon as you start communicating with her, the completion of the quest in Fallout: New Vegas - Dead Money will be considered complete. You can look into the autodoc and from there pick up a dress belonging to Vera and a book of skills, do not forget to also improve your health.

Robbery of the century

The last quest from Elijah, for which a reward of 2000 experience points. Head towards the exit from the casino. After getting out, look around and find the terminal. Go to it and download three songs. Then climb up and chat with Christina. Then, together with her, go to the door that leads to the Sierra Madre refuge. Having reached him, the partner will open the door. You will see an elevator, walk up to it and go downstairs. Go to the next door and go through it. Thus, you will find yourself close to the terminal. Open the door with it and continue the passage of Fallout: New Vegas - Dead Money, moving forward. On the way, carefully inspect the surroundings in search of radios, which are here great amount... As soon as you find yourself near the main entrance to the shelter, immediately use the terminal to open the door.

Once inside, the door will immediately close behind you. Here you can profit decently - a huge amount of gold. If you want to take them all with you, then after talking with Elijah, you need to choose the first option. I advise you to study the contents of the cabinet, which is located near the ingots, because you can take a lot of loot from it. In order to disable the main terminal, you need to deactivate the security system from the shelter. It is located near the terminal, hanging on the wall, near the closet.

After starting the main terminal, you can read the entries. But in any case, do not read the message that is intended for Dean. Because otherwise, do not complete Fallout: New Vegas - Dead Money successfully, you will need to reload. Get out and approach Elijah. After talking with him, the following scenarios are possible:

1) If you have a stealth fight at your disposal, then use it before you leave through the door. Remaining in stealth mode, move to the exit without turning anywhere. Fear not, there will be no force fields along the way. But you just need to get out quickly, as they will start soon. The moment the force field is activated behind you, you can safely move to the exit. Only in this way can you take all the gold with you. If everything works out, you will be rewarded with a Safety Deposit Box.

2) In the event that there is no stealth fight, just go to the door and go outside. There you will see Elijah, who now needs to be killed. As soon as the enemy dies, the timer is immediately activated, and you will quickly need to get out. Follow the path you took to the shelter. It is worth noting that if you take gold with you, you will weigh a lot, and you will not be able to run out of here quickly. So leave the wealth to others. Once you are safe, you will be rewarded with Cash Out.

Go to the elevator and click on it. Thus, you will find yourself near the fountain. On this, the passage of the quest and in this expansion in the game Fallout: New Vegas - Dead Money will be considered complete. You can still walk and explore the area, or return to the Mojave Desert. After you see the fate of all the heroes of this add-on, you will be transferred to the BS bunker.

Making RPG add-ons is not an easy task. On the one hand, the developers need to preserve the mechanics and lore of the main game, on the other, they need to throw something fresh into the gameplay, plus offer a story that will organically fit into the events of the series, but at the same time will have a certain self-sufficiency and its own charm. Plus, you still need to at least partially take into account the expectations of the gaming audience - in general, a really suitable DLC must comply with a lot of conditions and combine many important aspects.

It is not surprising that the fans of the series were expecting the release of Dead Money with such anxiety: after all, it was in many ways that it should have “set the bar” for all subsequent additions to New Vegas. I must say right away: the DLC is made at a quite decent level, although it cannot be called ideal.

The adventure, as usual, starts with receiving a radio signal; he comes from an abandoned Brotherhood of Steel bunker. Go there and soon you will be drawn into the history of the Sierra Madre - the casino, which was predicted the fate of America's most famous and prosperous gambling establishment, but bad luck: on the eve of its grand opening nuclear war... After that, the Sierra Madre became a real legend and was overgrown with rumors and stories about the untold wealth stored there - these stories still excite treasure hunters, forcing them to embark on a dangerous journey.

You've heard of the Sierra Madre casino. We have all heard the legend about him and his curse. Fairy tales about a casino in the middle of the city of the dead, covered with a blood-red cloud. A bright, radiant beacon that lures treasure hunters to perish.

Of course, you have to find the casino and reveal its secrets. The task is complicated by the ghost people who live in the red cloud that has long enveloped the Sierra Madre. Under the influence of the toxins emitted by it, the inhabitants of this area gradually mutated and went insane. Armed with primitive but eerie weapons - such as the Bear Fist gloves made from hunting traps - the ghost people are very aggressive and implacable.

On top of that, Elijah (the former Mohavian Brotherhood elder who sent you on this dangerous expedition) put a remote-controlled exploding collar on you and took all your gear.

Having disarmed you and sent you on a dangerous journey, Dead Money offers you three large, separate adventures. The first of these is Elijah's assignment: The courier must find three comrades in misfortune wearing the same collars and await further instructions. Elijah first advises to track down the super mutant Dog. This unusual companion suffers from a split personality: he alternately becomes a cruel and undeveloped Dog, then an erudite and judicious God. The second partner is ghoul Dean Domino, a former showman, a casino star. Elijah's third victim to find is the dumb girl Christine Royce, whose backstory is perhaps the most interesting of all.

It should be added that the prudent Elijah programmed the collars so that in the event of the death of any member of the group, the other three collars would also detonate - so the team really turned out to be very close-knit. I will not talk about her attempts to enter the casino and what Elijah's captives found inside, so as not to spoil your pleasure from passing.

In general, we have before us - a huge adventure for 8 hours of passage and even more; this, of course, depends on how you play. Of course, you can run to the denouement, forgetting about the dialogues, and about the loot, and about other interesting and important details - but then why do you need Fallout at all? For this, after all, there is Call of Duty ...

So: has Dead Money managed to become an organic part of the main game without becoming its twin and showing its own charm? Yes, it is quite.

Sierra madre

Sierra madre is a mythical place in the Wasteland, and travelers risk their lives in search of it. Only one person actually "found" him and survived. After the defeat on HELIOS One, Elijah's father from the Mohavian Brotherhood of Steel went to look for new weapons in order to exterminate the NCR. He infiltrated Big Mountain, where he tried to find the right technology. There he stumbled upon the Little Yangtze, which contained several unactivated collars and one broken detonator. Without thinking twice, he took a large shipment of these collars with him and planned a tunnel escape from Big Mountain. While traveling the Mojave, he heard about the Sierra Madre, figured out its whereabouts and went there.

The Sierra Madre is a whole small universe with its own economy and its own currency: not caps are used, but chips, instead of itinerant merchants and shops - vending machines. Initially, their assortment is limited to products intended for casino visitors, but in the process of passing through you can get codes that activate both the issuance of stimpacks, and the return of cigarettes and clothes to vending machines - in exchange for chips.

Wearing an exploding collar adds a lot of fun to the game, although it certainly adds a lot of hassle. Collars are assembled from ancient pre-war components, and therefore can react to any random signal, be it a radio broadcast or loudspeakers installed in a casino, and it is not always possible to interrupt the signal or destroy or block its source.

The toxic red cloud also acts on the whole coil and reduces your health at an alarming rate. If you play on high difficulty, then outdoor air is always dangerous for you, even in relatively clear weather. However, you can exploit the toxicity of the cloud by collecting condensed particles in a jar. This new component can be used to prepare a martini (a kind of analogue of buffout), and a poison (including a fast-acting one), and a drug that allows you to see in almost complete darkness.

Dead Money has interesting new enemies - holograms that guard the casino. Their range of action is small, but they are armed with lasers, and they can only be destroyed by turning off the emitters.

At first, all these obstacles and difficulties look pretty exciting, but over time they start to get boring. Yes, when you first discover that you have a few seconds to locate and destroy the radio, or your collar will explode and your head will fly into bloody pieces - it's exciting. And the second time is also impressive. But after a few repetitions it starts to tire; the constant need to save, and then load the saves, just in case, spoils all the fun of research.

Well, in the end, this "trinity" - holograms, deadly radio signals and a toxic cloud - begins to frankly get on your nerves: interference with interference, but in Dead Money there is a clear overkill.

I would also like to note the stories that are found here: they are wonderful. Almost every mission has fragments that unfold in front of you self-contained and fascinating (and sometimes epic) stories. In addition, the expansion forces you to take turns paired up with each of the three unfortunate mates, so it feels as though you are indeed playing on a team of four - even though you only have one companion at your disposal each time.

Dead Money is literally packed with all sorts of backstories - both about the past life of your partners, and about the mythical Sierra Madre. Regular dialogues give a very superficial idea of ​​things that interest you, but competent questioning of interlocutors and hacking terminals can reveal many secrets.

However, even if you carefully follow the cues, after the denouement you will not have the feeling that all the "dots above and" are placed. It seemed to me that I was very attentive to the details and did not miss anything, but once again finding myself in the Mojave Desert, I found that many things that were directly related to the main plot still passed me by.

If we talk about the amount of content provided by the add-on, then, perhaps, there is nothing to complain about. But you can make specific claims to the quality, especially to the second part of the story: there, both the plot and the gameplay openly "sag" due to weak quests that need to be completed in order to force the partners to act in a certain way. And, of course, wandering through the streets poisoned by a toxic cloud, the constant squeak of a radio-controlled collar, reminiscent of a random signal ready to finish you off - as already mentioned, such "adventures" quickly become boring; I don’t think that such a clear and constant emphasis should have been placed on them.

However, all these nuances do not make the addition boring or not fun enough - they, rather, deprive him of the right to be considered perfect. I am sure that in general, the first addition to New Vegas will not disappoint fans of the main game.

Below is a list of quests and their walkthrough

Sierra Madre Grand Opening!

Who is given: Starts automatically after loading the game with the add-on.

The first quest of the add-on. You don't really need to do anything in it. Just download the add-on game and after a while a new radio signal will be added to your Pip-Boy inviting you to go to the Sierra Madre casino.

Go to the Abandoned Bunker BS (just south of Forlone Hope Camp). Careful, you cannot return to the Mojave Desert without completing all of the add-on quests.

Go to the radio in the middle of the room. You will fall to the floor, and the start-up video of the add-on will begin to play. Then the former BS elder will speak to you. Elijah... During the conversation, it turns out that you are wearing a collar and if you disobey, it can explode at any moment. After talking with the elder, three quests will automatically start - Find Collar 8: “Dog”, Find Collar 14: Dean Domino and Find Collar 12: Christine... You can go through them in any order.

Find Collar 8: “Dog”

Who is given: Father Elijah
Reward: 560 XP (experience points), the ability to take the Dog as a partner.
After talking with Elijah, this quest automatically becomes active.

Go to the Police Station ( Villa Police Station). When you enter the building, your collar will start beeping (this is the timer for explosives). In order not to explode, turn off four radios, everything is shown in the screenshots. You don't have to turn them off. => Location of radio receivers<=, =>Locations of radios, part 2<=.

We have nothing else to do in this room. To the left of the entrance there is a staircase leading to the basement Villa Police Station Basement... We go down there. The collar will beep again. Feel free to go forward, opening all the doors.

A little secret: in the very first room where the terminal is, go up the small ladder to the boxes and you will see two magazines and a detoxin.

So you've reached the last room. There is a radio in it (turn it off, it is this that interferes with the collar) and a holo-recording Dog command tape... It was for her that we went here. We take the holotape and go upstairs to the cage with the super mutant. We stand next to the cage and turn on the holo-recording through the Pip-Boy. The super mutant will speak, talk to him and let him out of the cage (Hack 35, needed for a branch in a conversation). After liberation, the quest is completed, you will receive 560 experience points and a super mutant as your companions.

Find Collar 14: Dean Domino

Who is given: Father Elijah
Reward: 560 XP (experience points), the ability to take Dean Domino (Dean Domino) as a partner.
So we recruited Dog. The quest starts automatically Find Collar 14: Dean Domino... Follow the marker to the door Residental discrict... We go into it. Now we need to find Dean Domino... The traffic pattern is shown on the map. => Map<=. Красная точка – тайник с чемоданом, в котором полезные вещи, в том числе и оружие. Фиолетовый цвет – место прохода не по земле, а по деревянному навесу сверху. Осторожно, на пути очень много ловушек, а также враги. Итак, доходим до конца желтой линии и поднимаемся на третий этаж. Садимся в кресло рядом с гулем в очках. Говорим с ним и уговариваем пойти к фонтану. Все, квест завершен, мы получаем 560 очков опыта.

Find Collar 12: Christine

Who is given: Father Elijah
Reward: 660 XP (experience points), the ability to take Christine as a partner
The last partner is left - Christine... Go to Medical District, it's not far from the fountain. Next, go along the map => Map<=

Attention: the explosive timer cannot now be turned off. Go and do not stop, otherwise you risk being blown up. We go to the hospital (right next to the entrance to the left is another suitcase with useful loot). We loot everything we can, in that chill and the Assassin's costume on the first floor. A hologram is waiting for us on the second floor. If we get close to her, she will start shooting (she herself cannot be killed). We quickly run to the blue emitter on the 2nd floor, hanging in the middle of the corridor, and turn it off. We search the table in the room opposite the emitter and take the key. We go down to the basement, opening it with the found key. We go to the terminal and click on the button Disengage Main Power... We go up and go along the corridor to the last room with the autodok. We open it and see a crippled girl who cannot speak. We talk to her (a paradox, however) and convince her to go to the fountain. That's it, the quest is completed, we get 660 experience points. Before leaving, I strongly recommend that you undergo medical treatment in an autodoc - this will restore all health conditions and cure broken limbs. We also get an achievement for collecting all partners.

Fires in the Sky

Who is given: Father Elijah
Reward: 800 XP (experience points)
We speak with Elijoy... After the conversation, three quests start automatically: Fires in the Sky, Strike Up the Band and Mixed Signals... The first on the list will be the quest Fires in the Sky... We go with the super mutant to Salida del Sol South by card (=> Map<=). Заходим, проходим до комнаты с пятью выключателями по карте (=>Map<=). На карте показан самый короткий путь, но есть и обходные. Также на карте показана нычка с чемоданом (он находится внизу, по лестнице подниматься не надо!)

In the very room with the switches, he will speak to us. We convince him to stay near the switches, but bad luck - the super mutant does not understand anything! We include from the pipboy the same holotape that we played in the Police Station ( Dog command tape). Then we have two options:

If you have Intellect = 7 or higher, select the corresponding branch in the dialogue. That's it, the quest is over.