Fallout 3 New Vegas Heavy Fate Passage. Fallout: New Vegas, maps, interactive map of Mojave. Red-Rock Chemical Lab

Refuge 34. Fallout New. Vegas is one of the bunkers constructed by the "Volt-Tech" for the sake of maintaining the part of the nation in the nuclear conflict. It was buried deeper than all and differed in structure from other similar projects. Died as a result of a number of armed conflicts and radiation infection.

Asylum description 34.

This is one of the deepest and hard-to-find shelters in Fallout New Vegas and in all games at all. Its structure is much more confusing than other bins of this type. It is much deeper in the thickness of the Earth. Of course, it made it protected in terms of a nuclear strike. However, it is difficult to be in such a bunker. Heavily morally - poor lighting, high level of background radiation and dangerous gouges snoy and frown (former inhabitants and guards) do not add pleasure to pass.

The bunker in Fallout New Vegas has a complex and confusing structure. The location includes the following individual sections:

  1. The first floor is one location. It consists immediately of three levels. There are a lot of wild gulles, various supplies and weapons. It is lying literally under his feet - on corpses, in corridors and rooms.
  2. Reactor. At this level there is a damaged device, due to which the radiation background in the shelter is increased. One of the quests will have to turn off. Here is the selection of the caretaker and weapons.
  3. Armory. It is literally packed with various guns, equipment and ammunition. But, unfortunately, they are in very poor condition - the conditions of "content" have affected. Here, nearby, there is a selection of the caretaker, locked with a password, which will have to find in the process of passing.

It is worth descending into this asylum only at a fairly high level in Fallout New Vegas and with a sufficient amount of drugs that reduce the level of radiation and blocking its arrival. It is advisable to find good armor And rapid weapons with a lot of cartridges - from Guli will have to fight very often.

Asylum inhabitants 34.

Despite the drop of asylum 34, there were still living inhabitants. A group of several residents locked in the southern sector of the bunker and could not get out due to flooding. They can be saved.

But these people are not the only asylum-related 34. There are still many different characters in Fallout New Vegas, which in due time left this place and adapted to life on the surface.

First of all it is bombers. They were able to escape from the bunker contrary to the ban of the then caretaker and settled at Nellis airbase. Armed to teeth and elevating weapons almost in the cult, they were strongly against acquaintance with anyone else. Therefore, anyone who is selected to the airbase is close enough, shot from anti-aircraft guns. However, with bombers in Fallout New Vegas, you can establish contact and even perform a series of quests for them.

Another famous resident is a brilliant engineer Chris Heverese, which because of prolonged exposure began to consider himself a wild humm, and not an ordinary person. He got out of shelter 34 and bought into the sect of Bright followers at the Test Polygon.

Social experiment in shelter

Researchers decided to give future residents the possibility of limitless access to weapons and ammunition, as well as various explosives. It was planned to study the impact on people of unlimited cannons as part of overpopulation and isolation. As a result, asylum, despite the competent policy of the caretaker, there were several uprisings.

During the first, which happened over 50 years before the events of the game Fallout New Vegas, the bunker left the group of residents. Later they became bombers and settled on the air base Nellis. After that, the caretaker strengthened the guard of the gun and the main door.

The second conflict happened after several decades - people dissatisfied with overpopulation and fertility control, as well as a ban on weapons, decided to break through to the exit. After the release of the next group of shelter, the door was tightly sealed and translated into separate control.

The latter, the most detrimental meal happened a few more years. Because the caretaker decided to increase the guardability of her glacier, he reduced the number of security officers who patrol the corridors. Therefore, the rebetes were able to break through the weapons. In the course of the armed clash, a tragedy happened. An unsuccessful shot of someone from residents shot a reactor cooler. As a result, a serious leakage of radiation began, and the refuge itself passed onto the offline control. Therefore, almost all the inhabitants were expelled and wild, and few survivors were able to shut down in the southern sector. However, someone from the outside managed to blow up the pool in the sports complex. The lower levels of the bunker flooded, and the latest people were in the Western.

The experiment, as expected, led to a drop of asylum 34. However, some people were still able to survive the Great War and settle on the surface.

Quests in refuge 34

With a bunker and his fate, which established during the experiment, a number of tasks are associated with Fallout New Vegas:

  1. Hard luck. It is necessary to understand the task of farmers NKR to understand where the radiation comes from the water, and solve this problem. During the quest, you will have to make a moral choice - kill the remaining residents and help NKR farmers, removing radiation infection of water for watering, or free the surviving residents, but leave the water radioactive.
  2. Solid worries. Having visited the location along with Veronica as a partner, you can increase the level of confidence in the courier.
  3. It is impossible to penalize. Caesar's headaches can be cured if you get MK from broken autodock. Iii and conduct an operation on the brain.
  4. Annealing! Unchecked Quest for the survey of location and studying all records there.

Secrets of refuge 34.

Interestingly, there are two weapon rooms in Fallout New Vegas location. The first is visible from the window of the caretaker section. But it is impossible to get into it without cheats - it is created exclusively for the butaforia. It has guns in perfect condition. In order to pick them up, just enter console team tcl And go through the wall. The second weapon room is identical to "hidden", but is available after opening the doors from the caretaker's terminal and contains strongly worn outfit. It stands out as a separate Fallout NEW VEGAS location.

Fallout: New Vegas. My notebook passing.

P.S. Friends! I opened this topic to pass together. Who passed, throw off your increments, and I'll recky just a draft, then I will define after the first passage. "Give a paw friend!", Let's go.

Version 1.1.1.271 (English).

Achievement (* - 46/50 completed):

* 1. NEW RID - REACH 10 TH LEVEL (new liberator).

* 2. UH AND COMER - REACH 20 TH LEVEL (young, yes early).

* 3. THE BOSS - REACH 30 TH LEVEL (BOSS).

* 4. OI "Buddy Oi" Pal - Recruit Any Companion (recruitment of any companion).

* 5. The Whole Gang "S Here - Recruit All Companions (Record all Companions).

* 6. Crafty - Crafty 20 Items (clever).

* 7. MOD MASTER - INSTALL 20 WEAPON MODS (module wizard).

* 8. Walker of the Mojave - Discover 50 Locations (Mojava Wanderer).

* 9. Master of the Mojave - Discover 125 Locations (Connoisseur Mojave).

* 10. Globe Trotter - Discover All Snow Globes (detect all snowballs, they are 7).

* 11. You run Barter Town - SELL 10,000CAPS WORTH OF GOODS (barter city).

* 12. BLAST MASTER - CAUSE 10,000 Damage with Energy Weapons (Lord of Rays).

* 13. Love The Bomb - Cause 10,000 Damage with Explosives (I love a bomb).

* 14. Love Dealer - Cause 10,000 Damage With Guns (Dealer of Love).

* 15. NO TUMBLER FUMBLER - PICK 25 LOCKS (Opening 25 locks).

* 16. Stim-Ply Amazing - Heal 10,000 Points of Wit Stimpaks (stimulus for life (160 stimulants)).

* 17. NEW VEGAS SAMURAI - CUASE 10,000 DAMAGE WITH MELEE WEAPONS (Samurai New Vegas).

* 18. Jury Rigger - Repair 30 Items (Samodelkin).

* 19. Hack The Mojave - Hack 25 Terminals (50 Terminal Hacking).

* 20. Artful Pocketer - Pick 50 Pockets (Pocket).

* 21. Outstanding Orator - Make 50 Speech Challenges (famous speaker).

* 22. Desert Survivalist - Heal 10,000 Points of Damage With Food (desert resident).

* 23. OLD-TYME BRAWLER - CAUSE 10,000 Damage with Unarmed Weapons (fist fighter).

24. Know When to Fold Them - Win 3 Games of Caravan (Win 3 games "Caravan").

* 25. One ARMED BANDIT - PLAY 10 SPINS OF SLOTS (Play 10 times in one-handed gangster).

* 26. Little Wheel - Play 10 Spins of Roulette (Play 10 times in the roulette "Spinning Kololeiko").

* 27. Double Down - Play 10 Hands of Blackjack (Play 10 times in 21 points).

28. Caravan Master - Win 30 Games Of Caravan (win 30 games "Caravan").

29. The Courier WHO BROKE THE BANK - Get Banned From All The Strip's Casinos (Courier who ripped a bank).

"Homorra" 50 + 50 Divided 9.150 (snack, drug, reinforced armor), "Tops" 100 bought 10.101 (wine + snack + key from room), "White glove" 100 bought 15.400 (wine + snack).

* 30. Hardcore - PLAY THE GAME FROM START TO FINISH IN HARDCORE MODE.

* 31. AINT THAT A RICK IN THE HEAD - COMPLETE AINT THAT A RICK IN THE HEAD (TASK 1O "BOX ON THE HEAD").

* 32. THEY WENT THAT-A-WAY - COMPLETE THEY WENT THAT-A-WAY (TASK 2O "investigation").

* 33. Ring-a-Ding-Ding - Complete Ring-A-Ding-Ding (Q: Call 3O).

* 34. The House Always WINS - COMPLETE THE HOUSE ALWAYS WINS (TASK OF HAUSE "CASINO ALWAYS IN WIN").

* 35. For the Republic. - Complete for the Republic (Task NKR "For the Republic").

* 36. Render Unto Caesar - Complete Render Unto Caesar (Quea Caesar Kesarevo's task).

* 37. Wild Card - Complete Wild Card (Joker Task "Finishing Barcode").

* 38. All or Nothing - Complete All or Nothing (Task Haws "all or nothing").

* 39. Veni, Vidi, Vici - Complete Veni, Vidi, Vici (the task of Legion Caesar "came, saw, won").

* 40. Eureka! - Complete Eureka! (The task of the NKR "Eureka").

* 41. NO GODS, NO MASTER - COMPLETE NO GODS, NO MASTER (Joker's task "No gods, no genthes).

* 42. Come Fly With Me - Complete Come Fly With ME (Taste of the NKR (Novak) "Come fly with me").

* 43. Talent Pool - Complete Talent Pool (Talented Talented Tale).

* 44. RETURN TO SENDER - COMPLETE RETURN TO SENDER (TASK OF THE NKR (Rangers) "Boomerang").

* 45. Arizona Killer - Complete Arizona Killer (Task Legion Caesar "Arizona Killer").

* 46. YOU'LL KNOW IT WHEN IT HAPPENS - COMPLETE YOU'LL KNOW IT WHEN IT HAPPENS (Quest NKR "You will feel approximation").

* 47. G.I. Blues - COMPLETE G.I. Blues (Task Frieside "Soldier Blues").

* 48. That Lucky Old Sun - Complete Than Lucky Old Sun (Task NKR "Sun glare").

* 49. Volare! - COMPLETE VOLARE (Task bombers "in the sky!").

* 50. The Legend. Of the Star - Complete The Legend of the Star (task "Legend of the Star").

Test types.

Murders (* - Completed):

Baba! - 1/25 Kill enemies with explosives.

* Animal control - 50/50 kill mutated animals (ranks 3).

* One left - 42/42 kill the enemy with fists, cloth and gloves.

* Restraint them all - 75/75 kill enemies from ordinary weapons.

Restraint them all - once again - 35/75 killing enemies from ordinary weapons.

One-handed - 196/250 kill enemies from one-handed ordinary weapons.

Russell over supermutants - 4/50 kill supermutants.

* Death Machines - 50/50 kill opponents of robots (rank 1, the ability of "Ludet").

Death Machines - 22/50 kill opponents of robots (rank 2).

The arrows - 89/250 kill enemies from ordinary weapons like a rifle of the type of grip.

Cold - 0/50 kill enemies with cold weapons.

* Slippers - 50/50 killing mutated insects (rank 1).

* Slippers - 50/50 killing mutated insects (rank 2).

Slippers - 1/50 killing mutated insects (rank 3).

* Monstrous - 50/50 kill monsters (rank 1).

Monstrous - 18/50 kill monsters (rank 2).

* Energy - 64/64 kill enemies from the power consignment (rank 1).

The main energy sector - 31/64 kill enemies from the energy-based (rank 2).

Damage (* - Made):

Fist fighter - 763/10,000 damage to fists, caste, glove.

... we are waving and waved, our handles are tired - 273/100,000 damage to fists, tape, glove.

Nokdown - 1/100 shoot down enemies from the legs.

BOMBARDER - 364/10,000 Damage from weapons using explosives.

The question of perception - 67/100 to kill head opponents.

I am not left-handed - 14/100. Right hands (legs) enemy.

A member - 38/100 Candle enemies of the limb.

Cardiac cases - 7/100 Candle to the tonbis.

You are blinded - 2439/4096 Effective shooting enemies in the head of energy weapons.

* Critical remark - 100/100 Apply a critical damage from one-handed pistols.

Energetic critic - 41/64 Apply a critical damage from one-handed power consignment.

Critical hit - 0/128 Apply the critical damage from the energy weapon similar to the rifle by type of grip.

* Lead rain - 10.000 / 10.000 Apply damage from ordinary weapons.

* Master Blaster - 10.000 / 10.000 Apply the damage from the energy weapon.

* Laser show - 16.000 / 16.000 Apply to opponents damage from one-handed laser weapon.

Silk-Shchelk - 0 / 20.000 Apply damage to enemies from machine guns, lung machine guns and minigars.

* Rifle lover - 18.000 / 18.000 Apply damage from ordinary weapons like a rifle by type of grip.

I have a shotgun - 0 / 20.000 apply damage from a shotgun.

Others (* - performed):

Konosonasky - 2/100 Trying to achieve your belief, but to lose.

Cool guy - 4/50 to obtain damage to the limbs.

MODIVE! - 1/20 Modify weapons (in achievement).

There is nothing impossible - 40/50 to undergo the proposed tests (tasks for notes in PIP-Boy).

Disarming personality - 5/25 discharge mines.

Dismellate - 383 / 1.000 tear off limbs to opponents.

* Old woman with oblique - 200/200 kill everyone (rank 1).

Old women with braids - 308/700 kill all and all (and even more (rank 2)).

* X4k3r - 25/25 Was around computer terminals ((in achievement) Rank 1).

Soup3rx4k3r - 8/25 crack even more computer terminals (rank 2).

* Hacker from the last century - 25/25 crack the locks (in achievement).

(~) Meteer 0/5 Perform tasks (reaching 5, changes the reputation and reset).

* ... I can disintegrate! - 32/32 Disintegrating the enemy with laser weapons.

* Mohav wanderer - 50/50 find new locations (in achievement).

* Mojave sign - 75/75 Find even more new locations.

* Master - 20/20 Create objects on the workbench, at the campfire, on the workbench for the equipment of cartridges or somewhere else ((in achievement) rank 1).

* Master Golden Hands - 100/100 Create even more items on the workbench, at the campfire, on the workbench for the equipment of cartridges or somewhere else (rank 2).

* Bartertaun ruler - 10.000 / 10.1000 Sell objects through barter (in achievement).

* Repairman - 30/30 independently repair items in their backpack (in achievement).

* Sir Treplo - 50/50 to seek his belief (in achievement).

Change of karma affects the reputation of groupings (innovation of the game).

Good reputation:

Smiling squad; Good-natured canal; Insider; Lovers; Idol.

Mixed reputation:

Soft-hearted devil; Dark hero; Striped; Unpredictable; Nature caprication.

Bad reputation:

Small scammer; A noble gangster; Ogot; Hated; Despicable.

In the course of the game, relationships were achieved (not final):

The reputation of the Legion Caesar is neutral.

Reputation from NKR - favorite.

Reputation in the great khanov - idol.

Reputation of the settlement Novak - Kumir.

Reputation for bombers - idol.

The reputation of the settlement of Hudspings is a favorite.

Reputation for demolitions - striped.

Reputation in the followers of the apocalypse - lovers.

The reputation of the Frieside settlement is its own man.

The reputation of the settlement of the strip - favorite.

The reputation of the Society "White Glove" - \u200b\u200bidol.

Reputation for the fraternity steel - lovers.

Career of my courier.

Level 1: Neutral - "Roll-Field" (Health Points - 200, Action Glasses - 86, Weight 200).

Level 2 (experience points - 200): Neutral - "Exile" (OZ-205).

Level 3 (OO-550): Neutral - "Seeker" (OZ-210).

Level 4 (OO-1050): Good - "Wings" (OZ-215).

Level 5 (OO-1700): Kind - "Messenger" (OZ-220).

Level 6 (OO-2500): Kind - "Peacemaker" (OZ-225).

Level 7 (OO-3450): kind - "Ranger Waste" (OZ-230).

Level 8 (OO-4550): Good - "Guard" (OZ-235).

Level 9 (OO-5800): Good - "Avenger from the Desert" (OZ-240).

Level 10 (OO-7200): Good - "Ideal" (OZ-245).

Level 11 (OO-8750): good - "Crusader from Vegas" (OZ-250).

Level 12 (OO-10450): Good - Paladin (OZ-255).

Level 13 (OO-12300): Good - "Mokhov Legend" (OZ-260).

Level 14 (OO-14300): Very kind - "Hope Shield" (OZ-265).

Level 15 (OO-16450): Very kind - "Vegas Legend" (OZ-270).

Level 16 (OO-18750): Very kind - "Hero of Wasteners" (OZ-275).

Level 17 (OO-21200): very kind - "banner of the wisdom" (OZ-280).

Level 18 (OO-23800): Very kind - "Savior Waste" (OZ-285).

Level 19 (OO-26550): Very kind - "Miracle of the Lord" (OZ-290).

Level 20 (OO-29450): Very kind - "Defender of Wasteners" (OZ-295).

Level 21 (OO-32500): Very kind - "Sundayer of Faith" (OZ-300).

Level 22 (OO-35700): Very kind - "Example of dedication" (OZ-305).

Level 23 (OO-39050): Very kind - "Shepherd" (OZ-310).

Level 24 (OO-42550): very kind - "friend of people" (OZ-315).

Level 25 (OO-46200): Very kind - "Champion of Justice" (OZ-320).

Level 26 (OO-50000): Very kind - "Procedure Symbol" (OZ-325).

Level 27 (OO-53950): Very kind - "People's Bulletin" (OZ-330).

Level 28 (OO-58050): Very kind - "The Last Hope of Mankind" (OZ-355, OD89).

Level 29 (OO-62300): Very kind - "Rescuer doomed" (OZ-360, OD89).

Level 30 (OO-66700): Very kind - "Messiah" (OZ-365, OD89).

The basis of the script.

ADDITIONAL.

(*) - Done.

House Dock Mitchell.

Came a character with the replacement of the "courier" on "Dmitrich", face standard 3.

* Task 1 (overall scenario): kick over your head.

Go to the Energy Tester "Wit-O-Matik".

5 points are available, which can be distributed in the skill sections that have already 5 points out of 10.

The glasses can be reset and distributed yourself, especially since the player will soon be offered a correction.

Use the energy tester "WIT-O-Matik".

Strength - 4 (cold weapons, without weapons, maximum weight of equipment, damage, weapon efficiency).

Perception - 5 (explosives, Breaking into, Power consumption, accuracy, range of compass).

Endurance - 5 (without weapons, health, resistance, survival).

Charisma - 10 (barter, eloquence, satellites, spirit strength).

Intellect - 4 ( The science, Repairs, Medicine, glasses skills).

Dexterity - 5 ( Weapons, Secrecy, speed, recovery of action points).

Good luck - 7 (all skills, critical hit, enemies errors).

Sit down to the sofa in the living room of Dr. Mitchell.

In tests you can say anything, the completion of the procedure you will adjust everything yourself.

Skills after my test version, there is a choice in 3 positions (* Correct):

Barter - 26.

Without weapons - 16.

Hacking - 16.

Explosives - 16.

Survival - 16.

* Eloquence - 26 (41 it became).

Medicine - 14.

* Science - 14 (29 reset).

Weapons - 16 (31 redistribution).

Repair - 14.

Stealth - 16 (31 redistribution).

Cold weapons - 14.

This is an innovation in the game, then these features will not be offered (* chose).

* Wild waste (diversity of the surrounding world).

A kind soul (there is + and there is -).

Kamikadze (there is + and there is -).

Unpredictable (there is + and there is -).

Created to destroy (there is + and there is -).

Shooting an off town (there is + and there is -).

* Desk technique (shooting from ordinary weapons by 20% slower, but by 20% more precisely).

Heavy hand (there is + and there is -).

Four eyes (eat + and there is -).

Shustrik (there is + and there is -).

Follow Dr. Mitchell to the exit.

The weight of the transferred cargo is currently up to 200 units, take everything we can carry from the doctor's house, although the return to the house is possible, but only save the game to the approach to Mitchell standing at the door to exit his home.

The player will always be able to take advantage (if necessary) with a chemical doctor set in his house.

Near the printed machine on the table, on the left there is a book "Therapist today" (medicine +10).

This book (scientific journal) innovation in the game, it allows you to briefly raise the skill by 10 units.

Due to the choice of features, it will be possible to increase the duration of the bonus of the fulfilled book or increase its points twice (+20).

The player will come across books from this discharge (available and prohibited for selection):

1. "Therapist today" (Medicine +10).

2. "Fountain" (secretive +10).

3. "Remain yourself" (repair +10).

4. Digest programmer (science +10).

5. "People and promises" (Speech +10).

6. School of Survival (Survival +10).

7. "Trade. Weekly "(Barter +10).

8. "Military Education" (weapons +10).

9. "Boxing World" (without weapons +10).

10. "Lock Master" (hacking +10).

11. "Police weekdays" (critical chance +5).

12. "Patriot cookbook" (explosion +10).

13. "Weapons - the future today" (Energy Support +10).

Books carrying out the constant increase of one skill unit (as in the previous game), do not have features when viewing a book in the Help section.

The player will come across books from this discharge:

1. "Dzhangtaun trader. Stories "(Barter +1).

2. "Futing fight in illustrations" (without weapons +1).

3. "Modern locks" (hacking +1).

4. "In the shelter! Lie down! " (explosive +1).

5. "Survival Guide in Petrasons" (survival +1). This is a new book in this game.

6. "Lies: a textbook for Congressman" (eloquence +1).

7. "Therapeutic Journal of District of Columbia" (Medicine +1).

8. "Science for all" (science +1).

9. "Pistols and bullets" (Light weapons +1). Changed appointment on (weapons +1).

The book "US Army: 30 of the Incendiary Mix Recipes" (litigation +1) in this game there is no.

10. "Repair of electronics" (repair +1).

11. "The Battle Charter of the Chinese Special Forces" (secrecy +1).

12. "Grognak-Barbarian" (cold weapons +1).

13. "Nikola Tesla and you" (Energy Support +1).

Before leaving the doctor, the player will be prompted to play in mode "Hardcore" (see Achievement 30), i.e. The player will constantly need to feed, drink and allocate time on vacation for his character.

We do not choose this mode when playing the game is first, as we do not know what a wild wasteland breathes.

The doctor issued "asylum jumps 21" (Holder. + 2, speech + 2) and other things, as well as gave a good advice.

Task 1O completed, (1/6) received a new one.

* Task 2 (overall scenario): investigation.

- (Advanced) Speak with Victor to Gudspings on how he managed to save you.

Talk about the parcel entrusted to you with the administrator of Mojava Express in Meeting.

Find a person who tried to kill you.

* Task 1d (Hudspings): Again in the saddle.

Talk to Sanny Smilex in Salun "Studyer".

Put on a hat and go out on the street of the settlement "Gudspings", the first (1) marker will be fixed on a wisdom map. After examining the stuff meer, I discovered the regenerator of the "ricochet" (temporary action).

On Gunzprins Street, you can notice the moving robot, this is Victor, who saved the life of your hero.

From the gate of the doctor, look to the left, there is the structure of the refueling station (closed on the key), and in front of it the house of the town of the town (ban on things in the house). Opposite the house of this resident of the store and next saloon.

On the top of the hill with water tower, the local cemetery (need a shovel for inspection of graves).

The shop is visible a trailer in which you can relax, and behind him two non-residential buildings.

Now look right at the big cross, there a memorial, but he is behind the staff of the settlement.

To the right of the big hill memorial with the cave (entrance from the road). Near the windmill troika houses of local residents and a small van.

The direction to the right ends with the house of the robot Victor. To the right of his house, the building of an abandoned school.

While you did not move the conditional border of the settlement, you will not be prompted to change the initial skills of your character. Watch out all the mailboxes, in them there are bonus books of temporary skill.

The contents of boxes, safes, cabinets and other capacitive objects are generated by the game.

Go to the Victor's home, talk to the iron woodcase and check the dwelling of the robot. In the house of Victor, you can take everything, there is a bed and a sink with clean water (oz + 2 / rad + 0).

After leaving the housing of the robot, go for him by the on the left track, where you will find the first source with clean water. A little further is the second, go to it and take the shovel. Continue to move along the rock until you see the fourth source (third broken), location marker will fix "Source Hudspings" (2).

Not going down to the last source, go along the roadway to the local cemetery, marker will fix "Gudspings Cemetery" (3). Under the water tower in the cemetery, the conditional border of the village is passed, do not pass under the tank. You have a shovel, use the inspection of the graves, the dug pit was for your character, it will not work out. Collect plants near the graves (one of them will need on the task).

On one of the graves lies "Snowball. Gudspings "This is part of the "Sights of Mojave" collection, there are no pups in this game.

Go off the hill to the right non-residential structure on the right, you will find a pneumatic gun.

Take a look at the nearest trailer with a bedding for sleep, the shelving is a book "People…".

Go to the Chet Merchant store and inspect the available boxes.

Pay attention to the innovation in the game, this is the Mohav Express Mail Box at the store door. When you find another such drawer, you can reset the extra cargo in it, and it will be in the box near the store or at any other point the selected player.

Next to the store there is a pair of garbage boxes, use them to reset the unnecessary things. Weapons, clothes and food (help) in one box, and different in the second box.

Objects that have no weight can not be thrown out of the inventory.

At the first stage, sell the pit (damaged books, dishes, glassware (no one is buying pots)).

Visit the first residential building that to the left of Victor's hut, it is a hut works and Sunny (everything is banned), but there is a good book on the bookshelf "Combat…" (steal, but not read) , In the bedroom a single-charge rifle (do not carry, remember). Passing into the kitchen, you will see on the table 2 empty bottles and next to them a special cover from Sansset Sasplanilles with a star (KZ), only it can be taken without a fine of karma.

Go to the hut near the van, the guy lives there by name-pit, which is usually sitting near Salun. In the house of this guy you can take everything. If the host of the house, then talk to him, get a warning of danger from him in the school building.

Inspect the house of the local farmer, which next door to the hut feed-pit. Everything is banned, but there is a book in the sink "Refine ..." (Do not steal), and in the bedroom safe (C), remember.

Check out the home of the second farmer, whose hut on the right of the doctor's house. All under the prohibition except (KZ) on the table in the bedroom. On the stepladder of the corridor there is a book "School…" (Do not steal, remember).

Check your weapon, select a gun and go to the left entry to school. 5 insects live in school, a gigantic mantis - cubs, there are pass through the right door, then you will immediately attack you.

Take the "Digest ..." on the tables and books on the floor after Tir "Trade…", "School…" and "People…". You can hack the first safe (P) if the skill is more than 25 (back to the safe later), remember. The terminal (P) is not yet available, but as it will be in the future, it will not be worked.

Take all unnecessary things and go to the local store. In it, everything is banned, but there is a book on the bottom shelf "Trade…"Fill. The owner of the store is called Cheset, among its goods there is a book for 30 covers "Trade…" and playing cards 8 peak "Lucky 38", 9 Gomorra Bube, Ace of Tops "Tops" (why ???).

Now you can visit the Local Salon "Studyer" and talk to the Hunt of Sunny Smilets.

After a conversation with the lady, the 1D task is supplemented.

Go for Sanny Smilets on the back courtyard Salun.

While he examined the eatery, the guy called for the conversation named Malcolm Holmes. In a conversation about (KZ), the name of the guy, the hunter behind the lids, the cavement from the collision with Alain Marx will be mentioned.

As in the huts of local residents, everything is banned, in the hall with a billiard table there is a book on the bedside table "Refine ..." (Do not steal), remember.

Going out into the courtyard, your character will appear in the hands of the Warmint Rifle Weapon (will remain a player at the end of the task), the task 1d is supplemented.

Fly three bottles of Sasplani in the yard.

After bottles, you can refuse further study, but you should not do this, agree to the hunt.

Follow Sunny.

Kill the gecko (small dragons) at the reservoir.

Rear to stone, to the right of the lady and will shoot 2 creatures from it.

Talk to Sanny Sayles.

Kill the gecko (small dragons) in other reservoirs.

The second source has 3 goddly and the fourth more 3. While he chose a position, the teacher of all they shot them, only the skins remained to pick up.

Talk to Sanny Sales about the award.

Award 50 covers, task 1d performedBut there is a new one.

* Task 2D (Hudspings): By the fire.

Find a flower of Brock and root Zander.

I already found these herbs (in the cemetery and school) earlier and now they have enough to pick up from a warehouse arranged in a trashrome near the store, and after re-talking to the teacher.

Since the border of glasses up to level 2 went beyond the limits of the conventional settlement zone, to re-distribute points (*), the features left the previous one.

Power - 5, perception - 5, endurance - 5, charisma - 5, intelligence - 7 , Dexterity - 6 , Luck - 7 .

Power - 5, perception - 5, endurance - 6, charisma - 6, intelligence - 6, dexterity - 6 , Good luck - 6.

Barter - 16.17

Without weapons - 16.17

Hacking - 16.15 (30)

Explosives - 16.15

Survival - 16.17

Eloquence - 16.17 (32)

Medicine - 20.17

* Science - 20 ( 35 Redistribution) .17.

* Weapons - 18 ( 33 Redistribution) .17.

Repair - 20.17

* Stealth - 18 ( 33 Redistribution) .17 (32)

Cold weapons - 16.15

Energy consumption -16.15

If it were necessary to go to school, according to the instructions of the teacher, then there would be 2 grasshoppers, and in the graveyard the woody scorpion is a cub and 4 duty (flies). If anyone is hard to determine from the school where the roots are growing, then look for them between the tree and the left entrance.

Bring Brock flower and root Zander Sanny Camp.

Use the campfire to make a healing powder.

The game added innovation. You can create things on the fire, see sections: "Chemicals", "Recipes", "Food", "Help" and "Other". Select from the "Chemicals" section - healing powder, task 2D updated.

Go to work in Salon "Studyer".

My character reached 2 levels (14 skill points (at the point level of glasses more) and 1 ability (only at the point)).

Hacking - 16+ 9 (25).

Weapons - 33+ 2 (35).

Repair - 20+ 1 (21).

Stealth - 33+ 2 (35).

Task 11D (NKR): Accounts.

Cass floods the mountains of whiskey on the Mohav Avanposta. She advises to look for work in the Red Caravan.

Leave the barracks and climb onto her roof, there is a raner ghost, there is a task.

* Task 12D (NKR): In pursuit of the prize.

On the instructions of the Ranger, the ghost will divide what is happening in Nipton Town Hall.

The prize is waiting, we go along the western rock south in search of unexplored locations.

Found "Morning-Star Cave" (70), there is a possibility of presence of 6 night hunters at the entrance. In the cave of the uterus - a leader and another 4 puppy of night hunters. There is a body of mercenary and a sports bag, a book came across "Trade…".

Passing into the lower left corner of the card, stumbled upon 6 golden gecko and location "Canyon Cross - West" (71).

The canyon goes into a narrow passage with solid radiation, on the way, if you do not want to climb, then the rolling can be reached before leaving the canyon. My character with the support of Lily climbed on the canyon. Halfed 3 more gold, box with radiation protection costume, box with armor, first aid kit. At the exit from the canyon group meetings from 5 gold, location is fixed "Canyon Cross - East" (72).

Coming out on the railway The branch, they struck with a teaching group of 6 crotocryrs. Right on the rocks closed ZH.D. Tunnel, a lottery ticket found near him.

Location was found high on the southern slope "Hibar Bredali" (74), guarded by 4 guys from the gang of Shakaly.

In the hibar immediately at the threshold stretching with self-sewing, neutralized. There are a pair of boxes with ammunition, near the grenades and (KZ).

Continuing the movement along the southern rocks to the East, destroyed the flock of 12 thickorologists (in a wide space) and found location "The Mystery Apartment of Legion Caesar" (75), you need a key for the passage.

Canceled in 5 luminous gulles and 6 hums of leaving locations "Old nuclear polygon" (76).

My character reached 15 levels (distributed 15 skills points).

Explosives - 40+ 5 (45).

Science - 55+ 5 (60).

Weapons - 65+ 5 (70).

Energy consumption - 20+ 4k.(24 later).

In the only location hut radiation rakes for 6-8 points, but there is (KZ), the book "Nikola ..." And the corpse on the bed named nonsense, 3 notes.

Returning after the treatment on the secret apartment of the Legion, we continue the study of the southern slope of the mountains, without going more than the landfill. In the rack, a couple of advanced robots noticed, and in fact it was necessary to spread out 5 brave travelers and 4 guards, fixing in the hollow "The wrapping place of the coils" (77), weapon found Prototype "Tesla Biton".

A destroyed airport was discovered with a full fence of the territory of the runways and the presence of a fence, as in the zoo dozen radicalpions. By interrupting the picrys, passed to the territory of the underpass and fixed the location "Airport served"(78). Having found a box with ammunition and a couple of cash boxes (about 500 covers), left the aviary and moved along the fence to the east.

On the southern rocks, when descending to the river, location was found "Fire-Ruth Cave" (79). In the cave of 8 fiery gecko, a sports bag near radiation water, there is a passage to the second way to the mountain slope with a large radiation background and a pair of fiery gecko, in the radiation pool there is a prosperity corpse.

More than 50 mutated animals were killed, the feature of the "control of animals" was earned.

Having descended from the cliffs and heading to the river met with Lii 4 more fiery, and on the shore of 7 lakes, fixing the location "Resort Blue Paradise" (80). Water in the river is clean and suitable for drinking.

My character reached 16 levels (distributed 16 skill points and 1 ability).

Barter - 30.

Without weapons - 20+ 4 (24 later).

Hacking - 60.

Explosives - 45+ 5 (50).

Survival - 30.

Eloquence - 40.

Medicine - 24+ 1 (25).

Science - 60.

Weapons - 70+ 5 (75).

Repair - 55+ 5 (60).

Stealth - 70.

Cold weapons - 20+ 4k.(24 later).

Energy consumption - 24.

Chose the ability "Intensive training 2" (intelligence +1 (8)).

After leaving the resort coast, headed for the road to the road, the location was recorded before the rise "Camp of the Miners Smith-Mesa" (81), between the development of roads is another location "Height Cottonwood" (82).

From the highlight you can see the settlement in the lowland of the river, this is the base of the slave trade Cottonwood Cove (83), when approaching you, you will meet the expiration of the Legion. With eloquence 35, you can give yourself to the traveler, success.

You can explore the structure of the Legion headquarters and a warehouse, everything is banned. In the structure of the dining room on the pier I do not know yet, the door is closed (sl), and the ban is not and the books for hacking. In the left toilet with clean drinking water from the toilet, you can pick up everything. There are also drinking water in the right toilet, but there is a guide, there is a book. "Weapons ..."Reminer.

In the office of Awrenie from Phoenix, which is located above the headquarters, you can talk, but it is better to do it in the day when Averali (Centurion) leaves the room, since there is a book in bedside table "Grognak ...", stealing and read.

My player already has their tokens found on the corpses of the NKR fighters, and the centurion bother them and at the same time the reputation of this grouping increases (20 NKR tokens are needed to create a player (by recipe) of the perfect castete, have it in mind). With barter 35, you can agree more. The book "Trade ..." is, read and learn that the tokens can be sold to the dean of the North (+ OP30), standing at the entrance to the tent in exchange for cartridges (also with rising karma).

Having in stock 3 tokens, handed them out of Abrenel, your hero will have a relationship with a grouping of Legion Caesar (until neutral), it will appear in the list "Reputation".

Task 14D (NKR, Radiers): Heavy fate.

Find the source of radiation.

Entrance to the eastern tank. Eat drinking water and book "Refine ...". See where the goal is indicated by the brand, in that location and go, find a group of 6 golden gecko near the truck with barrels, and take up to the location "Refuge 34" (110). In the shelter, the accumulation of barrels, as well as 4 golden gecko, then with a continuous radiation, the full set of Guli, postponed while the cost without a suit.

My character reached 19 levels (distributed 16 skills points).

Barter - 39+ 1 (40)+4k.(44 later).

Hacking - 67+ 3 (70).

Eloquence - 45+ 5 (50).

Medicine - 27 (+2) + 1 (30).

Science - 72+ 3 (75)+4k.(79).

Weapons - 79+ 1 (80).

Repair - 63 (+2).

Stealth - 70+ 5 (75)+4k.(79 later).

Cold weapons - 24.

Energy Support - 25+ 2 (27).

After leaving the shelter, I found his second entrance to the top of the mountain, but it is not comfortable and unilateral. Moving to the east, found location "Commodity Station" (111), near death claws.

In the south-east of the station "Hibara Fakes" (112) With Sockets of Casadors. In the huber there is a basement with ammunition, normal and fake lids, there is (KZ) and the book "Dealer…"We read.

Found without attractions Location "Range Koote Tail" (113).

Again decided to go to the shelter 3 in the ruins of South Vegas.

Inside the ruins of 12 gangsters "Chest" on the territory. There is a building "Neon signs", in the tall terminal trap, books "Phantom…" and "Refine ...", on the stairs down stretching, the mines are put at the entrance and on the stairs to the head of Duke (bench), his guard of 5 people. Found "big sword" (12kg.) And more books "Peace…", "School…", Terminal (P). Found input "Refuge 3" (114), the lair "hell" Motor slipper.

With eloquence of 64, you will miss, and you will not have to shoot, I read the book "People ..." before the book.

At the entrance 3, in the dining room 2, the door to the kitchen is closed (P). The door in front of the dining room is closed (P).

At the second level 2 people in the corridor, in the room with a simple lock book "Refine ...". In the room with a complex lock book "Therapist…", in the billiard room 4 and the door (OP).

In the technical room of 2 bandit in the first room, 4 gangsters on the way to the motorcycle row.

When talking with a motorcycle row, having an eloquence skill 25 ask about the inhabitants. To prank a fool, well, Barter 65 needs, the book will not help yet. There are 2 closed doors (C) with terminals (C), and then we wake up. In the first room book "Refine ...", and in another "Kotten ...".

In housing premises. There are closed doors (c) with terminals (c) of the passing room, books "Kotten ...", "Therapist…", "People…" and "Combat…"We read. The passage leads to the head of the headlights with the terminal (C). In the room the headlights terminal (C) from the storage door.

Behind the grille with prisoners can be seen Carter's corpse, and at the request of Rica Lenser, open the grille (c) itself and release the caravanger. The password that they will give, no longer needed, the terminal of the head has already hacked, and did not find the room related to weapon.

Return to the lemma.

Open the castle to the caretaker, the terminal of the output slab (C), the automaton will leave, the award 50k, with eloquence 40, you can lure Philip Dema to Khanam

Talk to Pope Khan in the Canyon Red Rock.

Task 7d is made.

Go on the map to the location of the Open Cinema "Machow" to perform the setting of 12d, lock Nipton (115). In the city, people from the group, Legion Caesar stand near the town hall, they are not hostile, but we will not approach yet, but we will look at. Near the three scorpion trailers, the corpse, there is a pair of lottery tickets. In the right hut from the main road to the town hall, you can take everything (everywhere in the settlement), trash. In the left hut (KZ) and trash. Next to this hut is a lucky tender, he pulled out a happy ticket and the only survivor, the guy himself will start a dialogue.

In a two-story store there is a surviving distributor (second place in the lottery), the book "Trade…", closed door (P) on the second floor. On the second floor there is a safe.

If you talk to the merchant and give him 5 honeys (the guy is killed by legionnaires), then increase your karma before demolitions. You can also get a new task.

* Task 15D (demolitions): Marathon.

Free prisoners.

The prison site has not yet been found, continue the excursion by Nipton.

In the houses behind the shop only trash. In the house on the left of the Town Hall 4 of the NKR (tokens) and the box office (P).

In one of the options of the game after inspection of this house, a lady gathering (KZ) resorted, then I was shot on the goodbye jacklin and took 9 covers (KZ). Crucified demolitions can be shot so that they do not suffer, their things, your things or kill fists for the statistics of the killed enemies.

In the house opposite the store there are surprises, scorpions in a cage with a miner to the left of it, stretching in the open room with a mine behind it, mine behind the pressure panel producing 3 creatures from a cell when approaching a room with a safe. Mina in the kitchen at the head of the Legioneer (Ear). There are good, safe (OP) with a book "Craw ...", closed desk (OP and empty), closed

Part 1: Hudspings

"Punch on the head", "again in the saddle", "by the fire"


I do not see sense to tell about the beginning of the game, as it was shown the incurred number of times. The only thing that I can advise is to look into the school building and hack a safe in which a lot of things are tasty, including a crawler shotgun. Also a little utility is in the house of Victor and mailboxes.

"Shooting in the Ghost City"


After Sunny finish your training, she will advise you to go to work, the owner of Salun "prosperity". Entering the Salon, we will find her conversation with one of the members of the gang of demolitions. From their conversation it becomes clear that the bandits want them to give them a caravanger who escaped them. Talking to the owner, we have to make a decision: to issue a caravanger (bad glory to Gudspings) or help a fugitive (graters with demolitions). I chose a second option, as it is much more interesting and plusing in karma with a discount in local stores. Before leaving the saloon, ask the works of Khanakh, in conversation it should mention that one of them would accidentally deal with her radio, and she will generously pay someone who will return him to the working condition. The radio stands on the shelves behind the rack and for its repair you need a repair of 40.

We receive the promised money (with a developed barter, you can bargain), and we go to the gas station "Poseidon" located there in Gudspings. We find the rhingo cake there (it can be asked to teach him to play "Caravan"), and offer him his help. Ringo agrees that demolitions need to fight, but insists that GG has enlisted Sunny Smilets support. Sunny Smiless will not have to persuade, she will immediately agree to help, and will indicate another few people who can also support you in the battle with demolitions. Contact them all optionally, but useful. The first, this is Dr. Mitchell, who gives you to medicines (you can also steal in his house and get a couple of poems and a 9mm machine gun (lies with the table, in the room where the GH was treated, repair skill).

The following is a merchant Cheto. If Barter's skill 25, then even agree to give armor and weapons. Score Pete with a developed explosive extract dynamite. Finally, labor. It is possible to persuade it if a developed eloquence or secrecy (both somewhere 45). If there are not enough glasses from some kind of skills, use the logs. Having finished with diplomacy, we return to the ringo and inform about readiness, and how suddenly the demolitions suddenly attack. I will not describe a shootout, I will only say if the ring dies, you will not get the quest "Payment on Accounts". After the fight, we examine the body of demolitions and take their uniform that is useful in the future.

By little things:

  • Not far from the fire on which Sunny was trained us, you can meet a person who begs to save his girl from the paws of Gecko. As soon as you detect the path to the top, where it is presumably pulled it, passing will run away to you and, saying that he pissed you, will attack.
  • On a cemetery on one of the graves is a snow ball.
  • All things in Gudspons are settled, you can safely leave it. As soon as the GG comes out for the territory allotted under "training", we will be offered to revise the characteristics and peppers for the last time. We agree or change and forward to the wasteland. Next stop of the Primm.

Part 2: Primm

American slides, symbol of the city, you can immediately see as soon as you leave Gudspings on the motorway. It is better to get to the city through it, fewer problems with aggressive grains.

At the entrance to the city we will meet NKR soldiers and tell about demolitions who captured him. From the road to Prima, you can get along the dilapidated bridge, which is mined by three anti-personnel. In the city itself, we are waiting for a bunch of gangsters, easily destroyed by a 9mm pistol. I advise you to look into the sheriff's hut (on the left side of the bridge) and the Bureau of "Mohav Express" and take everything that I liked the owners yet. After that, we boldly go to the Vicky and Vance casino. Local residents diluted in it, and ask you (in the face of Johnson Nash, headed by the local department of Mojava express) to help get rid of bandits until they have accumulated forces for assault, and save the sheriff's assistant. Bandits are located in the hotel "Bizon Steve" directly opposite the casino. In the hotel itself two floors.

Immediately after the entrance, the right door will be left at the rack with a bunch of utility. And on the second floor there is a rided cabinet with a weapon, the key to which is located at one of the bandits. The sheriff is sitting related in the kitchen (first floor). The rescued Assistant Sheriff will tell us where the great khans went and asked to find a new sheriff for the city.

"The city I like"


We need to find a council of the law for a promise. The new government in the city can be either NKR, or one of the former sheriffs, whom the NKR for some kind of political reasons was controlled by a correctional institution. Also, on the execution of the sheriff's duties, you can reprogram the robotron in the casino (science 30). The choice will affect the ending. When passing, I chose the NKR. To do this, it is necessary to talk to Lieutenant Hase (a tent camp in front of the city). He will refuse, referring to the lack of fighters, and will send for reinforcements to the Mojava checkpoint. We go there, persuading Major to give a soldier (Barter's skill will be required). We return to the lieutenant and report on success.

From trifles:

  • The casino has a robotron guide that can tell you the history of the criminal couple of Vicky and Vance, and in particular about the gun-machine gun Went. We approach the shop window, we look at it, and finding the absence of weapons, we repeat about this robotron. With developed science, we find out that the robot was reprogrammed, and the machine gun was kidnapped by a modern couple of followers of their business. You can find them in a hut approximately in the area.
  • In the Express Bureau, there is a robbobrz ed-e-e-e-e-e-e-e-effect and make their satellite (science 55 and repair 65, or instead of repairing 2 sensors and 2 conductors, electronics waste).
  • As soon as everyone finishes all the tasks in the form, I advise you to go to a correctional institution or a "Mojava" checkpoint.

Part 3: "Mojave" checkpoint

"Show sympathy", "In pursuit of a prize"


Tasks issued in this location should not cause difficulties.
From an interesting, having the skill "convinced bachelor" you can persuade Major to issue a little help.
NKR correctional institution.

"Correction Path"


Before going to this location, make yourself a demolition suit so that members of the faction do not attack you. The guard at the entrance will say that you are not "local", since everyone who sat here he knows. Paying him hundreds of lids, we go to the territory of the institution and go to the administrative building, to talk to Eddie, the local head of demolitions. He will give a couple of simple quests to experience our loyalty.

After them, we will get a task to find out about the NKR plans for prison. They should ask Johnson Nash in a form. He will tell that the troops are going to storm in prison. We have two options for the task. We can help demolitions, causing an anger of the NKR (temporarily), but to get an endless source of powder for the manufacture of cartridges. Or, on the contrary, destroy the demolitions, receiving the gratitude of the NKR for the service. Depending on the selected option, the ending of the game will change.

By little things:

  • When the slaughterhouse subsides in the colony, inspect the Body Eddie, take the plasma gun and the keys to the repository on the second floor of the administrative building, do not forget to clean the safe in his office.

Part 4: Nipton

New townnew problems. Already at a good tradition, at the entrance we are found by bread and salt will be waiting for the next chatty NPC, fortunately, this time, just a fucking demolution, screaming about some kind of lottery. Meanwhile, in the city "Dead with Kososhi stand." The reason for this mass execution was the advanced detachment of the Legion led by some vulpes. Talking to him, you can learn about the details of what happened, and get a small quest "Brutal Hearts".

In the nipton universal store sits another quest. This is a demolition, who killed legionnaires. He can give the quest "Marathon" to save captive demolitions.

By little things:

  • I advise you to dig in the local town hall. On the first and third floor behind castles there are warehouses of ammunition. Carefully, in the building is full of dogs of the Legion.

Part 5: Novak

Arriving in this quite a cozy city (received its name on a broken sign NO Vacancy with a dinosaur), we begin to ask local residents about what is happening around, including our stranger in the checkered costume. It is best to ask the local psycho chairlis, as his answers cause a minimum smile to ears. It turns out that the stranger went to the observation platform inside the dinosaur and about something negotiated with the sniper on duty there.

Manny Vargas, the same sniper confirms that he met with our failed killer, and agrees to us to tell us about his plans if we are visiting the Repfonna complex and evicted all the gulles from there that prevent prospectors. Just Manney can just persuade eloquence. Additionally, it is possible to learn about the other sniper Bun, on duty at night.
Boon can be our companion. To do this, you must agree to help him find those responsible for the abduction of his wife. We ask local residents about the history of the Buna wife, and learn from the challenge about the strange people who came to the Hall of Dinolat.

We go there, we take out the outdoor safe, and I am removing a copy of the contract of sale and sale to the Legion of the Buna LEGION. From the Treaty it follows that the old CROFORD is seen in this. We wake it up and ask to go to the dinosaur under the pretext to look at something. I get up next to her and wear red takes (will remain after the assignment, and IMHO one of the best hats, + 5% chance of Crete. Attacks, + 1 VSP), obtained from a sniper, thereby feeding size sign. We return to Snieper and report to him about our decision. Now it can be persuaded to go with me.

Interesting:

  • The village also has her chupacabra that comes at night and shoots the brands of local farmers. You can meet it at night about midnight. Or during the day here is behind the stone.
  • The hotel's rooms can find Bruce Isaac, singer from New Renault familiar in the past series. Daisy Wheatman lives there, the former pylon of the coils.
  • "71 departure and only one loss machine. Engine stalls over the clamp. "
  • The former Ranger NKR lives in a house next to the hotel. If you pick up the old man and fulfill his request, find out about the fate of the Rangers from the post "Charlie", then you can learn from him a special seizure of the Rangers.

Part 6: Reponn

"Let's fly"

We go to the main complex of Porponn. Entering the building, answer the voice from the intercom. We go according to the directions upstairs, faster through the right side of the premises. At the top of the plant, we meet the community of religious guli, the leader of which asks to help them make a "great pilgrimage to glowing gave them." To do this, it is necessary to destroy the monsters from the basement that threw the preparation for pilgrimage. We get the key from the basement of the complex and go there. There are several ways to pass. The first is simply wet and destroy all the supermutants of the shadows. Second: We go into the room indicated on the map, we speak with another psychroom supermutant, and learn from him about the Party Stelmsboeyev, for which he came with his friends. We agree to help.

We go to the room, where the invoicing on them is allegedly lies, and we celebrate the Guly, hiding there from the shadows. There are also two options: you can just kill it and pick up the invoice without unnecessary torment, or agree to find his girlfriend and then he will leave the room itself by opening access to the terminal. The girlfriend was dragged by supermutants and her body lies in the depths of the basement. It is necessary to get to it secretly, otherwise the shadows will attack on the GG. We give an invoice mutant, and as soon as the mutants leave the basement, we return to Bright and inform that everything is clean. He proposes to meet again in the basement. Finding it, we get the task to talk to Chris (scholars from the asylum, who consider himself a hum) and tell him the truth, convince him that he is still a person, and dissuade the revenge of the guys (or not dissolving). Next Quest of Lineen and difficulty does not represent. Do not forget before the start, adjust the trajectory of rockets on the remote on the starting area. Also in the basements you can find the costume of Kosmavtta, +40 protection against radiation and a stylish appearance.

Part 7: Boulder City

Last stop in front of New Vegas. Just one quest. It is necessary to help the NKR to deal with the great khans that took captivity of several fighters. It is best to solve it peacefully through eloquence (plus in relations and with NKR and with Khana). As a last resort, you can paint through a black move, and then according to circumstances. Conflict in Boulder-City is allowed, the personality of the unfortunate killer is set - it's time to visit it. True there is one "but". Benny is hidden on the territory of Streap, and not so simple to get there. Therefore, we will not be hurry, and it is better to catch the vicinity of Vegas, and we will help the inhabitants of the wasteland (of course, not free of charge). Before Friside (slum area around the strip), as an option, you can get the route described below:

Part 8: Shopping post 188

First of all, I propose to go here. In the post you will meet the girl Veronica, which is a scribe of fraternity. She herself will ascend to us in satellites. Below the group of gunsmiths is crowded, with a developed to medium weapons, you can persuade his goods to show it. Also there, under the bridge sits a torn boy with a strange metal device on his head. He calls himself a predictor, and may think about the future for a small amount (hello to the first Fallout'u with his fortune on the maps).

Part 9: Staff Apartment Repfonn

In the next turn I recommend to look at the headquarters of the apartment Rasponn and get there Q-35 modulator, the prototype of an improved plasma rifle. The prototype itself is in the storage on the first floor. To get there, you need to somehow figure out the security robots of the complex. You can hack the terminal in the post of protection, but the easiest way to get an employee ID card. To do this, it will be necessary to accept the excursion offered by Mr. Assistant (in the reception). I recommend listening to the whole tour, as it's just interesting. And when it comes to the planetarium, it will be necessary to go to the second floor.

The map lies on the instrument panel next to the skeleton, not to notice it difficult. We take it and go to the forbidden zone, Mr. The worker will react with a welcome speech on your appearance and will miss the complex. In the road that is located, behind the counter there is a decent plasma weapon supply and charges to it. The repository itself is closed by a password and the level of the level "Clear". Even if you can hack it, do not rush to leave the complex. Go to the third floor and take a report from the bodies of the brotherhood of steel. The storage has an alternative. We rise to the second floor, go to the left, to the terminals of employees and hacking them, add their image to the database.

Also there, in the next room, print a card-tolerance on the third floor. In the center of the floor there should be two rooms behind the locked doors. For one of them, another extract with medicines. For the second terminal with a prototype data and a bit of ammunition. Not far from them should be another blue door for the first floor leading to the room above the repository. We go into it, jump in the hole in the floor, and take the prototype, as well as ammunition and the textbook on the energy building (lying on the safe). We do not forget to take a report from the bodies of paladins (it will be useful in the future). On the third floor you can get two ways. In the first case, you will stop the robot and ask you to call the password. With a good luck of 7 Gg crumbling crumbling, and will be able to wander without any problems. Otherwise, security robots will be included. The second option is to use another door and hacking the security terminal "Clearing" to disable security systems.

Part 10: Helios

Solar power plant with skeleton in the closet. Look at it will also be useful.

"Solar glare"


We go to long-distance power plants. The room must be a friction in sunglasses and a follower. First, it is better to talk to Friton, it will offer to establish power supply and give a password from one of the terminals. Then asking the follower about the project Archimed and convince him that we want to distribute energy, as Friton advised us. It will give a password from another terminal. We go to the courtyard and restore the connection on the terminals. After their activation, we go to the station tower. Immediately after the entrance we will be waiting for rental. You can run into the room opposite (carefully mine) and hacking the terminal to turn them off. After that, descend down and we wake a safe with pulsed grenades and mines.

We return back and go deep into the premises. We destroy protectons (take scrap metal from one of them) and ride on the elevator. We reserve the generator (repair 35 and 1 scrap). Cberorary ready for battle. The guidance module can be found at the Max Boys (Oriental Gate). We persuade it to sell you with the help of barter for 20 covers (or you have to buy for 1000) or steal at night.

Part 11: Business Park "Aeroch"

On the way to the city, I suggest to make a small hook and look into the business park "AeroTeh". On its territory there is a refugee camp saving from the Legion. Captain Parker will ask you to find a recently missing father with my daughter, and settle things with whale, drug dealer and shoeler in one person. China can be removed on clean water with eloquence or barter.

"Coyota"


The quest is mainly in Westside. Go there and talk about missing with Saint James. From his words will understand that he is involved in this, but there is no evidence against him yet. We go to the apartments of Casa Madrid, where the suspect with his accomplice removes the room. In James's room, you can find a teddy bear, and in the Dermota room - a diary with records of all their affairs. Doors are closed on medium difficulty locks, but you can pay for the key confused at the entrance. With evidence, you can try to knock the truth from Dermot and James, but they will only attack you. And you can simply attribute the captain.

"In one-room"


The quest issues Frank Uyserrs, stands in a tent. Frenca Wuyzer family kidnapped legionnaires, and he asks them to return. I do not advise to hurry to hurry, wait for the quest "Casino always in winning II", then you will be on the way. At this point, you will be with a legion in neutral relations, so just talk to the guard and buy them out as slaves. Consider if you fulfill the Quest "Oco OKO" by throwing nuclear waste to the camp before saving the family, then everyone will perish. Returning to the AeroTeh, do not hurry to tell Frank, where it is specifically his family, and better merge and demand more covers for information, or influence it, convincing to change for the better.

Part 12: Farms of Radollers

"Hard luck"

Quest is issued by an ordinary orege. It will complain about the heavy fate of the edulicers, in particular on the permanent interruptions with water. Perform the quest is not easy, therefore, without a good stock of medicines (antiordadin and rad-x), and normal weapons with a decent ammunition, it is better not to bother.

We go to the eastern pumping station and repair the terminal. According to the data obtained from it it follows that there is an external source of radiation that causes interruptions in water supply. The source is in the former shelter 34. We go there and find the 34th in a state of complete destruction. According to the residual data of the Terminals, we learn that the rebellion happened in the shelter, during which the basic life support systems were damaged. The lower level flooded, the reactor was damaged, and most of the inhabitants turned into a gulley. To go to the reactor, you need to open the door from the terminal in the clinic, and the entrance to the clinic is temporarily locked with water. We go down to the lower rooms, we find a flooded room, dive and search for a dead guard of the guard for a password. You can simply hack the terminal, but they all require science 100. We turn on the pump from the terminal located in the room before entering the weapon. Previously flooded pass will open, and we can get into the asylum clinic. On the way, do not forget to inspect one more dead guard with a password. In the clinic with the terminal you will unlock the passage to the reactor. Also in the clinic there is a car brand 3, presumably necessary according to one of the Quests of the Legion.

In the room near the reactor, a very high level of radiation from 2 to 4 rad / s, so you need to act quickly. We clean the room near the passage to the Cabinet of the caretaker. We go to it, having previously armed with anything "stensel". The passage to the reactor overlaps a legible caretaker and several turrets. Getting rid of them, inspect the body of the caretaker and take the password from its terminal. In actions on the terminal, choose to open the doors of the gunsmith. We go down the passage to the reactor, and shamaning with the terminal of those. Services. I read the help of help. We have a choice - to save the inhabitants who fell into the trap, leaving the reactor to work (the asylum's inhabitant saved by you will appear in the business center of the Aerotex and thank you) or help the edulicers with water, having wrapped the reactor (good NKR glory). Having finished with reactor - we go to the weapon and carry out from there everything we can: automatic grenade launchers, carbines and a pulse gun that kills robots from one shot.

Part 13: Red Caravan

Once a small trading company from the hub, commissioned after the NKR to the size of a huge corporation. On the territory of Vegas, the caravan has its own representative office. Alice McLafferti, a shame, is ready to instruct you several tasks.

"You can rely on me"

The first of your order from Caravan will be the courier delivery of the account of Dr. Hildern to the Camp McCaran.
As soon as you handle this task, Alice will instruct you a few more simple tasks that are easily passing with the developed eloquence.

Some difficulties may arise with the drawings of gunsmiths. But bring them optional. However, if you still want to - you can try to steal them at night using Stelsboy. And you can just shoot everyone, slightly spoiling karma.

"Pressing"

It is necessary to go to the plant "Sunset Sasparilla" and disassemble the press for bottle caps.

Interesting:

  • In the New Vegas clinic you can buy implants for 4000 covers. Each of the implants increases one of SPECIAL points or adds the regeneration and resort threshold. It is possible to establish them as much as endurance points.
  • I also advise to look at this house near the clinic. It can be found in it sniper rifle in a locked ground. Caution, stretching.

Part 14: North Vegas

"Someone should look"

This quest can be obtained from Kredon if there are developed eloquence and barter skills. First of all, Credon will ask us to deal with recently arrived squatters. As you can always persuade, bribe or kill. The latter will worsen the relationship with the NKR. In the next part of the quest, it is necessary to get rid of the gangsters in the tunnels. And the last point we will be asked to settle the conflict in the family of hostechelers.

Mrs. Hosteleler wants to be traced for her daughter along with her new friends. We go to North Vegas and find out that Alice with her friend Andy is often seen in a gray building. Three thugs are on duty in the building, which can steal the keys to Andy's room. In the room itself, we take a note from the bedside table with the top of the TV. At the exit from the building you will be met by Eddie, the conversation with him will not affect the further task if you do not kill it. We go to the house of Hostechelers, where Alice gathered to rob his mother. We can provoke it, then lose karma, but we will be able to pick up 1000 caps from her mother's body, or persuade it to solve everything peacefully (if you advise her to flee from home, you will not be able to smash Mrs. Hosteteler to pay you for the efforts).

Part 15: Thorn

Something like arena for gladiator fights. Located under the West Side

"Take all"


Owned Torn, Redhead Lucy will ask you to get eggs of the most dangerous creatures of empty. It is recommended to take on her assignment only a well-equipped character. Difficulties, except for strong enemies and the fact that you have to run throughout the Mojava desert, should not be. Please note that when you are asked to bring the eggs of Fiery Gekko, the marker on the world map indicates the entrance to the cave not marked as location. If you bring the eggs of the death of death, then Lucy will announce you the greatest Oshotrm Thorny and will invite to relax over a cup of hot coffee)

Interesting:

  • In the cave it will be possible to find the corpse of the brotherhood of steel, and next to it a unique automatic grenade launcher "Mercy".

Part 16: Frieside

New Vegas slums, the territory of which is divided by three fractions: kings, van graffs and followers of the apocalypse, familiar to us along the past parts. Also there is a small shop "Mickey and Ralph" and the Bar "Atomic Cowboy".


At first glance, it may seem that Kings are another gangster group, which is full of waste. But this is far from that. Constituted in the former reincarnation school, they try to bring order in Friside. The king is the head of the entire gang, is the main quest. To get to the reception to it, you need to pay several lids at the entrance, or the guard of the guard.

"Soldier Blues"


The king just now needs such a person who has yet to know anyone else on Frieside. He asks you to deal with Mercenary Oris, who recently began to receive almost all orders for security. It is necessary to find out what is the case. To do this, go to the northern gate and hire it. Follow him until it starts to shoot in the thugs. How the shooting will appear to try to inspect the "corpses" (medicine 40), or due to perception 7, withdraw the Oris on clean water, and resorting to the barter - to demand money back.

Returning to the king we get a task to understand the attack on the people of the king. The victims are located in the old Mormon Forte (in the external friside at the northern gate). The victims will tell that almost nothing remembers, except that these were people from the NKR. Additionally, I am interviewing Julie Farkas, which will advise visiting at night a dilapidated store in the western part. In this store, the NKR distributes food assistance to the residents of Friside, but it can not get everything, but who called keyword. We go to the store "Mickey and Ralph" (Eastern Gate) and find a homeless guil there, consonation for the lid shackle information. For 100 caps, he sells a password "Hope".

We go to the store and at the entrance to pronounce it. Inside the building we find Major Kiren, and learn its version of the night attack. Without spoilers, in a nutshell - misunderstanding. We go back to the king to tell about what happened. Immediately as we enter the building, we will meet a peer, the closest friend of the king, because of what he closes his eyes to many of his not the best rides. Peter will ask us not to mention a misunderstanding when talking with the king. I refuse him and with the report we go to the king. During the conversation, you will cast a member of the gang, and saying a shootout with NKR in the area of \u200b\u200bthe old railway station. The king will ask to destroy this business. We go to the station and convince Major to solve the case of lovely, letting the paceman. When the problem is solved, the king will declare himself with your debtor. It is not worth spending this opportunity for any nonsense like money, as it will come in handy for the Quest NKR.

If you have not fulfilled additional tasks And they did not open things in the store, then you risk inserting into a serious ripple with NKR.

Note: The king can always be found either at the scene or at the top of the third floor.

"Dog life"


As a result of this quest among our companions there will be cyberpes rex. If you "talk" with Rex, Robobo King, and then with him himself, then you can get this quest. The king will tell that his dog looks very ill and asked you to cure him.

We go to the Mormon Fort and asking Juli about the treatment of Rex. Julie will explain that the Rex's brain is in poor condition, and the PSU needs an operation, but it can be carried out only in Jacobstown, since the followers do not have the necessary equipment. We go to Jacobstown and we are looking for Dr. Henry, former scientist Anklav. He will conduct an operation if we bring it a new brain for Rex. There are three suitable brains: Dog devils WiLelet (will increase speed), Legion's dog (failed to get due to bad relationships with the latter) and the brain from the dog Elderly Lady Gibson (a bonus to damage from attacks).
During the fulfillment of the quest, the dog should be with you all the time.

Followers of the apocalypse.

Set down in the old Mormon Forte and are trying to carry a bright and kind to the wasteland.

"It's time"

Julie Forkas will ask you to heal from the dependence of the two locals who could show technical assistance to followers if they were cured. One of them sits in the ruins of the house opposite "Mickey and Ralph", the second in a dilapidated house next to the "silver fever". First, it is necessary to dissuade the Tolkach to sell drugs them, and then get a dozen portions of the threshold for them (with a developed science you can do the bank of the Buffauta, psycho, thicker 2 pcs. And whiskey), or taking advantage of the eloquence of convincing them that the followers will help them (but then then they will die).

Also, extracissal Julie asks you to agree on the supply of supplies for the fort, for this, talk to one of the twin-owners of the Atomic Cowboy.

Interesting:

  • In the Tower Fort there is a snow ball.
  • Also, Arkeid Gennon can be your companion.
  • Followers once every 24 hours can provide you with antiordin, stimulant and glad to choose from.

Silver fever


Store belonging to the "Dark Family" Wang Groff. I fulfilled the first two quest for them, since the third battered by Jean, the third rose again with my convictions.

The first quest is offered to us to be a security guard at the entrance - to take sure.

The second is simple courier.

And the third we offer to bring Kessi obviously not for good purposes.

We dress Stelsbo and tyrim with a shop window all that lies badly. First of all, one of the two plasmolives on the whole wasteland.
Atomic cowboy

A small pitery establishment whose owners are Garrett's twins.

"Collector"


At the request of Francis, collect debts from visitors to Cowboy. With good conviction, you can make them give everything up to clothes.

After the first part of debts is collected, Francis will send you to Strip to kill McLaferti, who owed a large amount. It is not necessary to kill, you can make him give a hat and demand money for making Francis at the expense of His death.

"Atomic Tango"


James Garrett need specific workers to complete the most perverted clients. For lovers of "extensive necrosis of fabrics and a wicker" need a Gul Cowboy. This is in Mormon Fort. Beatrix will persuade will not be easy.

Also need sex to the owner of the damned technophthetisists. The robot itself can be found in the Robotix complex, passing to the stop along the railway station and turning left in a small pass through the garbage.

Before going for a robot, look at the "Mickey and Ralph", they will help you record the program for it (will take some time). You can not do this if science 80. In the complex itself, it is necessary to hack either the terminal or simply find access code in one of the cabinets. And yet, the robot can be tested before shipping to the customer;)

The last, Krasnobay will agree without any questions.

Mickey and Ralph


These tasks are not issued. But you can persuade them to sell you something special from weapons. Just if you help Kacino in Quest "How little we know", then in gratitude for the fact that the Omerta began to buy a weapon again. You will be given Pimpboy 8Billion.

Part 17: McCaran Camp

"Spyware"

Colonel Shu asks to help Captain Curtis in investigating information leakage. After the conversation with the captain, we go and polish about the suspicious events of Croral Sterling and Lieutenant Boyd. From the first to learn about the strange light at night at the airport dispatching tower, we get the key to the tower, asking for crackers.

We are waiting for an hour and watch the entrance to the tower. As soon as Curtis enters it (he is a spy and he should not notice you), go to the mark and make it possible for data transfer - shifting on the spot. We take the code of deactivation from the body and return to the Colonel Shu. Having learned that Curtis Spy, he sends us to Monorails, check security. We have a GG somewhere in minutes to get to Monorail and neutralize a bomb (explosives / science or code) hidden behind the ventilation grille. Otherwise, the train will leave with the bomb and explode Monorails.

Note: In the Curtis office there is a note with the coordinates of a sniper position. There you can find a sniper rifle of scouts.

"Do not grow grass"

Dr. Hildern needs the results of the study conducted in asylum 22. After the doctor talks to you, his assistant will ask you to find another kili mercenar, which was previously sent to the shelter. Go there.

In 22, something has been checked, and now it looks like begging botanical Garden. If there is a developed up to 80 repairs, then it is clear the elevator. Otherwise, we descend on the lower levels and shaman with the terminals of the caretaker and guard to open the door to the cave (even "pleasure"). The terminal with information on experiments is at the fifth level behind the locked lock (complex). Kiel also at this level in the cave. We save it and go beyond her to the second level. She will offer to destroy deadly disputes in shelter. To do this, it has already downloaded the gas in the lower level, and we only need to blow it away from us. Go down, go into the room where we downloaded the files, choose from weapon preferably a grenade (although you can simply shoot), we throw it to the location of the gas accumulation and quickly close the door. We return to Kili and convince her (science) not to destroy research data.

"Headhunting"

Major Datrios need the heads of the three most dangerous devils:

Chef

Talk to the little packet, he will tell you that the chef holds the herd of Bramins and is very careful about one of them. If something happens to her, he will fall into rabies and will attack everyone without disaster. I advise you to use a sniper rifle.

Driver Nefi

You can easily facilitate the task, negotiating the Lieutenant Gorobets. Snipers will be asked on the stone of the crushing factory, and you will only stay to put out the Shaf on them.

WiLelet

You can find it at refueling "Poseidon".

"Searches White"

The missing corporal investigated the disappearance of water from the water pipeline. Most of the quest simply run from one NPC to another. When they go to Westside, there will be several options to press the follower: intelligence, good relationship with followers or through a boys. We agree not to tell the NKR about theft of water (kind of fame in the followers) and we repeat the colonel that White disappeared on the stripe.

"Healing"

Lieutenant Gobets wants that someone (you) convinced Cradle Betsy to undergo treatment from psychological injury. It is necessary to talk to the Betsy itself and try to persuade it with eloquence or medicine. If it does not work, negotiate with the rest of the detachment. As soon as they get their approval of the course of treatment, come back to the Capral and tell her about it.
Quests not marked in the journal.

Help Lieutenant Boyd

The NKR managed to take a living one of the commanders of the Legion and they need help during interrogation. It requires either intelligence 8 or eloquence.

Missing Ranger Anderson

Colonel Shu sent one of the Rangers to kill the leader of the devils. We go to the third shelter, and save the Ranger (room in residential premises, not far from emergency access to the entrance to the shelter), persuade it to return to Makcaran, and we go to the technical premises and kill the motorcycle drivers. In this shelter, it is also possible to save the squatters and to deal with weapons, opening the passage to the flooded rooms from the Terminal of the caretaker.

Problems in the kitchen

Local Kok will ask you to repair the food synthesizer (repair 80 or spare parts), and also agree with the red caravan on the supply of meat in exchange for excess vegetables.

Smuggling

Help the intendant with several simple orders, and it will open you access to a special product.

Part 18: Camp Fall-Hope

"Medical Story"

Dr. Richardson asks you to disassemble the disappearance of medicines. In the whole history, the ordinary Stone is to blame. It is possible to prove its involvement with the help of medicine (50), staging from his pockets of an empty syringe or talk to an ordinary sectine about the disappearance (it will compare the suspicious behavior of Stone). If a high skill eloquence - persuade Stone to surrender with the obey and get glory and karma. Otherwise, if we give yourself - we only get fame. Also Stone can give us medicines if we deposit his business.

"Return of Hope"

Issued by Major Poltyli. Initially, the major will ask to get the camp suppresses. We speak with the forehead and find out from him that he sent people to Helios. At the territory of Helios asking Lieutenant. She will answer that she gave the supplies and installed in them the radio beacon. We go to the wind power station area and take them. As soon as the supplies are in our hands, the GG attacks the Legion detachment.

The next point will need to help Dr. Richardson with wounded. Medicine skill is required from 20 to 70. If medicine is not developed - you can apply medicines and medical equipment (medicines can be bought, for example, in the New Vegas clinics, and the equipment is found there in the tent).

And at the end we will be offered to participate in the stripping of Nelson. Just kill all the legionnaires and their dean.

"Boomerang"

Giving Sergeant Rice. It is necessary to disseminate new encryption codes radiograms on the posts of the Rangers. After the codes are delivered, the GG will ask to find out suspicious reports from posts. When it turns out that the deza received information - we will go to the golf camp, talk to the Ranger Henlen. You can talk to him only when he sits on the balcony (bright time of day). We convince him to stop and no longer to put the reports from posts.

"Wherever I walked ..."

Gives an ordinary rinold, on the way to the Shakhta Tenacchikip. It is necessary to free the prisoners held by the Legion in this mine with a difficult pronounced name. You can simply hack locks (skill 60) or checking the cave to select the key from the dean of legionnaires.

Interesting:

  • Private Sectin invites us to compete with NKR fighters in the destruction of legionnaires and asks to bring them their ears as evidence.
  • The power armor of heavy NKR fighters does not require the ability to wear it. You can get it in a quiet getting rid of one of them.

Part 19: Golf Camp

"From victory to defeat - one step"

Onsuated by Sergeant McCridi (central oblong tent). Sergeant asks you to bring the "Schwal" detachment in a combat condition. There are four options for doing this task. The methods proposed by the Razbean and Pointeaster are easy to implement, but the ending will be sad. If you agree to the training session "shouted" at the landfill (talk to Meg), then to complete the task you will need a weapon skill 50. Another way is to persuade the "Swal" to be more cohesive and respect each other (O'Hanrakhan's way). It is necessary to talk with the razor, Pickletexter and Meg, asking to tell about himself. Need eloquence 50.

Part 20: Bitter Springs

"Mountains, only mountains", "a little more", "Hospital blues"

Captain Accommodation needs (again yes) in our help. It is necessary to deal with night attacks, to get supplies, to reclaim the command from the command to protect the camp and provide the doctors of the necessary medicines.

Behind the night attacks costs one of the great Khans, still not able to accept the tragedy of Bitter Springs. You can find it in the cave on the western slope. If the eloquence is developed, you can raise karma, dissuading it to take revenge on. In the same cave we take a box with suppresses. The remaining two are in the caves, behind the camp tents. The doctor must be brought 3 doctoral sacques and textbooks on psychology (bought in red caravan). Reinforcements will be allocated only if we solve problems in those camps or have good glory.

Part 21: Serchlight Camp

"We are together"

Sergeant Astor will meet you at the entrance to the city and will warn about the fact that Legion, somehow pulled out nuclear weapons used on the camp. Most of the fighters died, but many became wild guys. Kill them and bring the personal signs to the sergeant. Also in one of the houses you will find a completely intelligent fighter of Gulya, persuade him to give you his tokens. It is also possible to ask for him in the camp of Fall-Hope, and learning about the specialty. Rangers-Guli to tell him (karma +).

"An eye for an eye"

As soon as it is finished with the previous task, Astor will ask you to take revenge on the legion, and destroy the Cottonwood Cove camp. We go to the height of Cottonwood and finding a tractor with a trailer, we open it that a barrel with nuclear waste covered the camp.

"Wheel of Fortune"

In the basement of one of the houses, the prospectors set. They want to examine infected houses for anything precious. Their leader will offer you to help him. First you need to hack the terminal and find out where antiraditzonous costumes were sent. We go to Nipton and asking a demolition in the store. He will talk about a warehouse cave. We take suits from there and go back. Next I advise you to stock antiordin. When the costumes are with you - go along with the prospectors to the police station and the fire station (a giant scorpion-female will be waiting for you here and pleased to 5 rad / s).

Interesting:

  • If you urgently need lids - look at the airport of Sercheta. In two blue boxes near the aircraft there will be about 8,000.
  • Nearby you can find the broken rogging with the prototype of the Tesla Biton tool (I met in Fallout: Broken Steel).

Part 22: Gardian Peak

When approaching the camp on Mount Gardian, you will catch a distress signal. From radio messages will be clear that the camp was destroyed by mutants from the caves. Go to the very top and find the entrance to the cave, it will be the only surviving Reingeker. He will ask you to take revenge on the comrades having interrupted all the monsters. Crowd him and send it to the camp (I have it at any end of the conversation, I rushed to take revenge on Bolotniki). In the cave you can find a lot of weapons (especially explosives).

Part 23: Strip

The center of New Vegas, managed by mysterious Mr. House and three major families owning a casino. Not everyone can get on the strip, it is necessary to prove its solvency (2000 lids) or have a passport of a citizen of the republic (you can buy in "Mickey and Ralph"). But especially smart inhabitants of the wasteland (science) can "hack" securitrons and make them skip them inside.

"Call", "Casino always in winning I"

As soon as you get to the strip, Victor will meet you and asked to go to the "Lucky 38" to meet with the boss. The mysterious Mr. Nobody-no-house is actually an eccentric pre-war millionaire, who seeing the inevitability of the nuclear holocaust, has invested all his state in the defense of Vegas, and "presserved" himself, and began to manage Vegas through the Securitron network.

Mr. House will ask to bring the chip to him. Boldly agree to this, having previously trapped the increased remuneration for work. Benni's chip is now, so in addition to moral satisfaction from revenge, we will be survived. At the exit from "Lucky 38" to us will be run by the Messenger NKR and asked to go to a representative for a conversation with the Crocker's ambassador. Interest: Mr. Howers will ask us to search for snowballs in the wasteland, for each such ball we will pay 4000 covers for each such ball. One of them can be found in Lucky 38. We go to the bar for the observation platform. Immediately after leaving the elevator, turn left, and we go along the wall to the cash register next to the green lamp, there should be a ball behind it. On the stripe there is also another ball in the shelter 21, in the household room.

Benny member of the chairperson, and it, so to speak, headquarters to be in the "Tops" casino. At the entrance, we will take off all weapons, except hidden, so the frontal attack will end in death (you can certainly not give up, but then there will be a whole casino). It is best to convince Benny to talk to you alone in a separate room. As soon as he agrees, we run into the room forward and, hacking a wall safe, take a weapon from there. On a notic: There is a theater in the casino, the owner of which is looking for actors for the show. Give a gougu-comical comedian from the "Atomic Cowboy" to him, comicing from Streap (standing next to the gate and tries to be squeezed), the singer hiding in Novak and guitarist (you can find a poster "Sansset-Sumparyli" on the Lake Eldorado). The latter is the owner of a unique revolver, which he will give you if you have a barter skill around 50.

Crawing with him, apply the chip to House and get the continuation of the task of the "Casino always in winning II". House sends us to the Legion camp on the audience with Caesar. But the audience is just a cover, House wants that we would activate the army of secretons in the bunker under the old meteorological station. Go to Cotonwood, from where the ferry will be delivered to the Legion camp. Caesar expects us with the task to destroy the bunker with sechticrons. We also agree and go to the room behind the throne and take away from the table from the table to the book of slaves. We go down to the bunker, activate the army of robots and go back to Caesar. That all 100 is confident that we fulfilled his task, and gives us a reward. Just house will also be generous and gives the lids. Now you can go to the ambassador.

"Bombers"

The quest is issued by the ambassador of a crocker (the embassy itself is at the most distant end of the strip). The battle for the dam is coming, and the NKR wants to enlist the support of the bombers. But the whole problem is that they do not miss anyone to themselves. All who tried to go to them were met by the fire of Gaubitz. We go on the way to the airbase to the entrance to the gorge. On the way there should be a certain George. He will advise turn back. You can argue with him that we will be able to go to bombers (he will give us a passage scheme).
I, for example, rested to this wall, and wrapping the shelling moved to the entrance, without any damage to health.

At the entrance, we will not meet too friendly and send to the elder. And this is what coincidence, but we again the very necessary person from the side. Elder Pearl is concerned about the future of his people. From the moment the bombers settled on the air base, they did not communicate with the outside world, and most of them perceive the inhabitants of the emptiness evil savages, which are suitable only as targets. We must conquer good glory among them, convincing them in such a way that you can cooperate with "savages". To begin with, you can go to the museum of the history of the bombers (on the shelf next to the mural there is a snow ball), and after listening to the lecture convince the guide in our sincere admiration of the culture of bombers. Then you can go to the medical corps, and cure injured bombers (medicine to 60). Also on the basis of children run, conversations with some of them can raise a reputation. And one girl will ask to find a teddy bear (the Vededyman lies between big bright boxes in the hangar with an airplane). The same reputation will raise the following quests.

"Bad Ants"

Raquel is issued (I met us after shelling). It is necessary to kill all ants in the generator. Not difficult.

"Young hearts"

Jack (Local Kulibin), in love with a girl from a red caravan. True, he saw her only in binoculars, and he does not know whether she would replicate him. In addition to eloquence, there is nothing more.

"Boogie Woogie"

Repair solar panels at the request of the Adept. If the repair is not developed (40), go to "Helios" and collect spare parts there.

"Into the sky!"

The last task of the bombers will be the fulfillment of their cherished dreams. Adept will tell you about the bombarder who fell into the lake shortly before the war. He plans to raise it and restore with the help of spare parts from the museum. But since none of the bombers left the territory of the airbase for many years, it should be done. Before you go to attach the pontoons to the plane, talk about the breathing mask with Jack. We go to the lake, dive and install two pontoons under the wings of the aircraft. Having selected ashore, we use the activator and go to the elder for gratitude.

"Royal Gambit"

When things with bombers are settled, the ambassador will ask you to negotiate with the kings. If you have enlisted the support of the king, then he will simply agree to try everything to solve the world. Otherwise, the conversation with the king will be not successful. In this case, we go to the Colonel Shu to McCaran, and tell about the situation on Friside. He will allocate us in a soldier to support and will send back to the king with the "persistent" proposal of cooperation. We convince him for this step. As soon as the king agrees to this, the pector will begin to resent and attack you and soldiers. Kill him and come back to the ambassador. The crocker thanks us and send to the Hoover Dam to Colonel Kaseandre Moore.

Part 23: Strip. Continued

"For the Republic"

We go on a dam (on the front of the administration there is a snow ball) and we get a task to go to the Great Khans and stop the attempts of Legion Caesar to lure them to your side. It is best to solve everything diplomatic. The head of the Khanov is dad. We speak with him, and after an unsuccessful attempt to dissuade him, come out of the house where Regis will be waiting for us. He will express his fear about the Union with the Legion, and will advise to dissuade the dad. What would this do this, you need to provide the Registry of the register of slaves (the one who lies on the table in the Caesar tent). Also, they convince Jack and Dien (Chemical Lab Khanov) and Melissa. Mellis to convince easily, but it's not easy to pass, since her group fell in a career of complete claws of death. It is better to make it to them from 19 refuge. By the way, I advise you to look at it and get a quest "Why don't we be friends?" (affects the ending), but before this make yourself a demolition.

As soon as the "signatures" are collected, we go to the house of the Pope and get rid of Karl, compromising it with eloquence or showing his diary (lies in the chest of Charles). Dad agrees to break the union and it remains to convince him to go with the tribe somewhere away.

As a variant of the passage of this quest - we kill at night in a quiet dad in his rest (Perk Sandy man, pomegranate in pants).
The next task of Kasendra, there will be a omerto family. Colonel suspects them in a conspiracy with the Legion. We go to the "Homor" and asking the administrator about the gossip, talking by eloquence (if you spoke with Yesh-men about families, you can refer to Benny). She will advise talk about business with Kacino. He completely refuses to talk to us. Cradle diary from his pocket, and begin to blackmail it. He splits and report that the bosses of omets started a major thing and send us to the two of their assistants. We immediately go to the top three and convince him eloquence to help us. If there is little eloquence, then ask the troika about his contract with the omit, under what circumstances he got to them. It turns out that Omerta pressed his case about the murder of a prostitute, but the circumstances of the murder seem suspicious to us. We go to the bosses rooms and we wake a wall safe with a record that Troika faced.

After that, Troik will tell us about the Omert's plan to kill everyone on the street when the battle for the dam will begin. Omert he was needed to deliver weapons on the strip. Troik will offer to destroy the warehouse in the basement with the help of termit, you can persuade it to do it yourself, but it is better to go down to the warehouse personally and take a sniper rifle there.

Having learned that the warehouse was destroyed by someone, bosses entrust to find and bring the saboteur Kachin. He tells us about it and offers to kill us bosses. We persite him to help us and go together into the office. Two glasses of omens decide to first find out for whom we work. We convince our eloquence that one of them betrayed the other, and when they attack each other - we apply a decisive blow.

Tip: Before returning to Colonel Moore, look at Mickey and Ralph and telling them about the Omert we get a Pimper

.
Upon learning that she was finished, Colonel would order us to kill Mr. Haws. We ride into the Penthouse "Lucky 38", open a hidden passage with the feling side terminal from Mr. Hawus. Go down on the elevator and with the help of another terminal we carry out "shockery" to the fact that once was a man.

We go to the colonel again, and we get the task to get rid of the brotherhood of steel. Their bunker is in Hiden-led. If you were still there, then you don't take Veronika as a companion - it can just disappear. Go there it is better at night, then we will be waiting at the entrance and do not have to crack the door. We will be cast to the elder who wants to make sure that you can trust. He will ask us to drive out the Ranger from the neighboring bunker. We go upstairs, and convince the fact that in these bunkers often seen demolitions and then no matter how safely it. After that, the elder McKnamar will give us the quest "in ignorance." The bunker can also bring Veronica in Quest "Solid Cares", but there is a chance of hanging a quest.

"In ignorance"

The elder McKnamar asks us to find missing patrols of fraternity. Patrol in the headquarters of Rasponn was in the previous post, the remaining two are relatively easy. During the searches of the detachment, not far from the Black Mountain, the Nill Supermutant will come to you, it will advise to get out of here. If you talk it, you can get a quest.

"Madness"

The next item needs to find scouts. And at the end they will go to search for filters for air cleaners. One of them is in the cabinets of the edible shelter 22 (you can only go there through the caves of the fifth level). The second in the technical premises of the shelter 3 (where the motorcycle row is sitting). And the third to the shelter 11. When you bring all the details, the elder thanks us. We inform him that the NKR wants to get rid of Brattsva. McCarnamar will offer us to give an ambassador, and conclude a truce between Brotherhood and NKR. * Note:

In no case do not help Paladina Hardina, otherwise if he becomes an elder, to agree on the truce fail.
You can also ask McKnamar to take yourself in the brotherhood. He agree, but with the condition if we install radio fairs on the black grief. Let's go there and clean the way to the mountain from supermutants. Once at the tops are heading to the utility rooms, and with Ronda's robot (science). Tabita (Supermutant, the culprit of all madness) will thank us and not becoming, will give the key from the warehouse. In the chamber of the neighboring room, you can find the Guly of Mexican named Raul, which can be our satellite (password to the terminal from the door in his electronic diary). The key to the room of the radio sound under the stairs. We establish radio fairs and return for a set of power armor.

"You will feel the approach"

President Kimball is going to arrive at the dam to raise the combat spirit of soldiers. We must ensure its safety. We go to the head of the Rangers responsible for the protection of the president and ask him to give us full access to all the premises. After that, we speak with a girl in the reception and learn that her boyfriend engineer did not come to her. We go to the Ranger and we report on full readiness for the visit, after which we ride on the tower and neutralize the bomb installed on the coils. Let's go down and stealing from the "engineer" a spare detonator and take it to Ranger Grant. He will order to turn the speech and the president will be safely evacuated on the rollers. During the flight of the president, the Sniper Legion will try to kill him, but missed and gets into one of the Rangers. From his body you can choose a suit and 12.7mm gun. Sniur can also try to neutralize in advance, for example, climbing the guard tower during the speech of the president.

"Eureka!"

Final quest games for NKR. Before proceeding with him, I advise you to enlist the support of the former enclave members, fulfilling the Personal Quest of Arkeida Gennon.

Legion attacks the dam and it is entrusted to knock him out from the dam and break the legate camp. The task can greatly relieve eloquence and science. To begin with, reactivate the turbine from the terminal (science 60) in the premises of the dam, to flood the tunnels on which the legion troops are made through. Further ride to the top of the dam and simply go towards the camp (we must at least be supported by the bombers, the brotherhood of steel, black Rangers and old people from the enclave). Reaching the camp is coming to the controversy with the legate and with eloquence of 80 convince him to go to the battle one on one. If eloquence is 100, then you can convince him to surrender without a fight.


The storyline in Fallout: New Vegas is amazingly short: two bullets in the head, wonderful resurrection and search for their own killer, culmination in the new Vegas with the choice of side, whose interests our person will support, and the endgame on the Hoover Dam. Regardless of the faction, our fate will decide exactly there.

The essence of the game in the side missions. Mojave - the place is unsafe, and from any NPC or grouping can be expected to be aware of help. The new California republic is one of these distinguishing factions, albeit the largest in all empty. They all do not care about their power in the region - prisoners capture prisons, legionnaires attack the blocks, the civilians themselves arise to protect their homes, because there are no more hope for anyone. The honor to revive the former greatness of the NKR fell to you, the benefit of the faction commanders will not be bought by instructions. And the reward sometimes acts not only valuable experience, but also unique weapons. Only to find all the missions and in the process not to lock the execution of another quest - the task is not easy ...

  • No good nor bad
  • Serving Fatherland!
  • We are looking for unchecked quests

Short training, the last instructions of the dock, and now we are standing on the porch of the old hut, the roast desert sun shines in the eyes, we see single rural residents engaged in everyday affairs, and we feel the atmosphere of rustic peace.

But together with the first breath of fresh air, we begin to realize that something is wrong with this world. While our hero is just admirement of deserted landscapes and does not know that government power in the face of the NKR is fascinated by the seams, gangsters are operating in the district, mutants are fruitful with mad pace, and savage from the east is about to break through the last frontier of the defense of non-resident republicans.

A bright sun shines in Gudspons, and somewhere in the south already smoke is already smoke - surely the legionnaires disappear. The neighboring town in the hands of thugs, and the brave military only bred by their hands, as if they are waiting for their radicalpion in one place is terrible. And nothing in this world will not change until the courier comes from the porch of the village house. Only our person can make fate - to protect or join the beating, stretching the hand to help or put a bullet in the forehead and, finally, save the world - or destroy it.

If you are the first to face, it means that uncompressed Californians need to be re-educated - at least a good word and a gun, and even though fists with miniga. But the military is better to inspire their feats, the blood of the devils and the Legion - this is exactly how we will pass through the career ladder from the "favorite" to the "idol" and we will refund the former majesty of the republic. But before you need to thank those who saved us from death.

There is no good nor bad ...

... there is only our own choice

Coming out of Dr. Mitchell's hut, we immediately find ourselves before choosing - where to go, what to do, to whom to help, and who is better to unpin. Gudspings - the place is quiet and peaceful, but even here sometimes there are unexpected conflicts.

After passing a learning job "Campfire" We go to the Salon "Studyer" and become witnessing verbal rewriting between the hostess of the institution and the leader of the demolitions. The reason for the dispute is a merchant hidden by citizens from evil unuse. Here is our first chance to declare yourself: we become noble, we help the local to defend your town from those who rolled the lip of demolitions or go to the bloody way, enlisting the location of a weak, but numerous Mojave grouping.

    Shooting in the Ghost City (Caravan Ringo). The divering traveler hides at the gas station to Gudspings and asks to enlist the support of citizens. Sunny agrees without questions, the rest must be convinced by a word or ability. Tubes requires eloquence 25, Cheto Trader - Barter 25. Summary will give dynamite with the skill of explosives 25, Mitchell dock will help free, but if you convince it with medicine 25 - shares doctoral sacques. Then you need to beat off the attack on the town. Try only to hurt your enemies, leaving a chance to the control shot by local militias - the loss of karma from demolitions will not be so big. You will become "Kumir" Gudspings (gives little in the future), and the ringo will give a reward of 100 covers (we will get 150 for another when we find it in the "red caravan").

    It is interesting:in the saloon, the "prospector" does not work radio (this is one of the unchecked quests of the game). For its repair (repair 20), labor will give us 50 covers, and if we are frozen (barter 20) - it will throw 25 more from above.

    Flowed streams ... (Joe Cobb's demolition). Quest opposite to the previous one. First you just kill the rhingo caravan. Then we produce medicines from Mitchell (Medicine 25) and ammunition at Chet (barter or eloquence 25). Final Operations - Stripping of the city from revocible inhabitants. As a reward, we receive a reputation as "lovers" from demolitions (at Hudspings, we lose it) and discounts on the goods in the Ceta shop.

New California Republic (NKR)

The dominant fraction in the game (present in Fallout 2 and Van Buren). The Federation in Northern California, founded in 2196, consists of five states. The capital of the NKR is the city of the same name, previously known as Shadi-Sands, is located in the northeast of California and is managed by the father of Aradesh. The population of the republic is about 700 thousand people. President - Aaron Kimball.

On a note:knowledge of the history of the NKR will be useful during the execution of one of the quests on Friside. One of the squatters will ask you a few questions to make sure your accessories to Republicans.

State institutes of the NKR are similar to the structure of the Board of the USD. The republic was strong in its industry, traded weapons, mechanisms and technologies with other peoples of empty. There was no state religion in the country, but any beliefs (except for those that demanded sacrifice) were not proceeded.

The NKR can be considered the heiress of the California Republic ("The Republic of Bear Flag"), which existed in the XIX century on the territory of California from June 14 to July 9, 1846. This small province was part of Mexico, but thanks to the uprising in it, independence was proclaimed. Later, the state was annexed by the United States during the US Mexican War.

Serving Fatherland!

... I comply with the law and believe in doubtful ideals

Most of the territory of Mojave is under the control of the new California republic, therefore it is not surprising that the largest number of this faction fell side tasks. True, judging by the general picture, it is difficult to say, at the expense of which this grouping is breathing here at all, because literally every externalpost and the NKR camp begs us about help.

The first serious strengthening of "new Californians" on our way will be the Avanpost Mojave. The place is quiet and inconspicuous, famous only to a huge statue of the glands and our potential Cassian companion, sprinkling in the local dining room. Intrigrant tasks here also should not be expected.

    Show sympathy (Ranger Jackson). Simple linear quest. Kill insect groups on the road nearby - we get covers, a little gear and karma NKR.

    In pursuit of the prize (Sniper Ghost). Another walk - you just need to get shattered in Nipton, find out the reason for smoke over the city. We run, talk with a demolition and return to the ghost for experience.

    It is important:in no case, do not let the honeycomb in the first meeting - otherwise, when performing the task "Wheel of Fortune" refer to the bug (the necessary options in the conversation with the demolitioner do not appear), leading the quest in a dead end.

If you are not distracted by the study of the world, and to follow the story chain, the ruins of the town of Boulder City should be the next stop. Here we will sooner or later lead the main quest "Investigation".

    Bay in Boulder City(Lieutenant Monroe). It is required to settle a conflict between the NKR and the Great Khans. If everything goes smoothly - we will get good karma from both fractions. Everything that needs to be done is to persuade the leader of the gang to free hostages (eloquence 45), and then ask the lieutenant to let go of the Khans with the world. With the developed skill of barter or eloquence, this will not be difficult.

And now the time is the time to visit the research complex "Helios One", where the warriors from the NKR during the day and night guard the station as a strategically important object for the republic. The problem of them is alone: \u200b\u200btheir chief researcher (idiot in all senses) cannot achieve the sun to shine brighter, and the complex has produced more. It was his main goal - now this task for us.

    Sun glare(Lieutenant Haggerty). Bulk mine clearance and fighting robots at the beginning of the mission are offset by a large bouquet of ending in the final. It all depends on how we distribute the generating energy at the Helios One station.

    • McCarran and Strip - do not get anything, except experience and Karma NKR, there are no thanks from fiction.

      Frymont and Westside - Ignacio encourages a good word and medicines (plus a kind karma from followers).

      The whole region is all of the above and book "Science for All".

      Archimedes - a little medicine and experience, the ability to take possession of a powerful gun in the future.

      The whole region (critical version) - the factory was disabled, except for medicines and experience, nothing threatens us.

    On a note: If we program the installation on the Archimeda gun, then in Friside, where children chase each other, the boy named Max you can buy an unusual pistol: it works as a target designator for the Archimeda orbital laser, and it can be activated once a day. Very effective thing against the accumulation of strong opponents, but only works in the open area.

At the east of the scientific complex there is a camp of the Fall-Hope, where the full basket of his problems is. Soldier NKR depressed - there is nothing to eat, there is nothing to fill into enemies, it looks like a slaughterhouse more like a slaughterhouse, and even these reptiles, Legionnaires Caesar, captured Nelson and act on the nerves, sending their camp to the camp. The guardian angel and Messiah in one person should again become precisely we.

    Return of hope (Major Poltyli). If you do not want to spoil relations with the Legion, you will need secrecy skills. Before you take food from the box, remove the satellites away, then go back, sneeze and take the stealth battle. Taking the supplies, carefully, without falling on the eyes, slip past the legionnaires. At the next stage, developed medicine skills will be required. It is easier to collect medicines in the tent of the Dock of Richards and to cure patients with their help, but it is better to do it without the help of supplies - get more experience. The quest final suggests Nelson's sweeping from legionnaires, but even here you can do without losing karma on their part. Leave satellites behind, and accompany Sergeant Cooper yourself. You can shoot and wander the opponents, but just do not kill them - otherwise there is bad glory. When all the enemies will be dead - run into the barracks and sharply back to lure the deane of the Dead Sea on fresh air and NKR troops. Select a unique machete from the body of the leader and come back to the Major with good news.

    Medical history(Dr. Richards). We take the quest during the execution of the previous task. It is necessary to find a thief. This is one of the ranks, it often caresses near the barracks. If you ask the doctor about the signs of the use of "Hydra" (medicine 50), we can split directly in the conversation - otherwise you must wait for the night and catch it with political. The bastard can be killed, agree to his bribe, pass to the doctor or make the authorities surrender to the authorities. The last option is more profitable - we will get more experience and karma from the NKR.

    Boomerang(Sergeant radist Reyes). In the course of the task, you need to break up almost all Mojava and visit the posts of Rangers NKR. The only fork and moral choice appear only at the end - with any scenario we will receive 500 experiences, so it makes no sense to provoke the Rangers commander for suicide.

    A little bit of South Nelson is the post of Rangers of the NKR, where the local leader is already waiting for our hero. He recommends that we have failed, but we are convinced that we can help. Performing the next quest can be combined with the task "Return of Hope".

    Come back home(Ranger cute). It is required to free the hostages crucified on the crosses in Nelson, which can be done in a peaceful way. Find two generators in the city, wait for the night and turn off them, extinguishing lights that illuminate the central square. Undinate to the scaffold, unnoticed all the prisoners (legionnaires in the camp automatically become hostile, but you should not notice) and run away quietly after them. Despite the bloodless outcome of the task, the bad glory of the Legion you will receive, but it will be much less than when scolding the city.

    It is important: If you kill the leader of the legionnaires in Nelson, Dean Dead Sea, the Quest will be unavailable "Legion Name to me." This task is mirror opposite to the mission "Return of Hope".

Golf camp - a picturesque place on the shore of a clean lake, rather similar to a sanatorium than a strategic military object. In this paradise, we will definitely be trapped one of the Quests of Fallorn-Hope; Here is the main headquarters of the Rangers in Mojave and the camp of ordinary employees almost at the lake. In "Paradise" the problem is one - the recruits do not want to serve, and their comrades are related to neglect. Sergeant McCridi is tired of this, and he addresses us for help.

    From defeat to victory one step (Sergeant McCridi). Here are four endings, our choice affects the final roller of the game. It is necessary to combine the detachment of yellow Yents under the primacy of one of them. Punk Razz agrees to become a leader, if we get a drug addict (the hotel's number is located nearby), Pindekster - hack a computer and fake reports (you need to use one of the terminals: one in the floor at the first floor (hacking 75), another in the hotel lobby (bad Slava NKR)), O'Hanrahan - to establish relations in the team (eloquence of at least 40), and MAGS is to conduct training on the shooting range (weapons 45; explosive 45). Whatever choice we do - the number of experience will be equally.

From the camp of the golf hand to send to the farm of the NKR riders - our next destination. Farmers and problems appropriate - the harvest is weak, the water is missing, and why - it should be found out.

    Hard luck(Morgan Blake). The quest will lead us to the most terrible location of the game - asylum 34, sising with pules of varying degrees of fatty and complete radiation. We are looking for two flooded compartments - dive into each of them and from the corpses of technicians to take passwords. Then go to the terminal and pump out the water. We return to one of the previously flooded compartments and open the door to the post "A" security service. After a heavy fight with luminous guys and resting the caretaker (a gun-machine gun - a good weapon against him), we open the door in the weapon on the terminal, but first go to the target reactor. The endings are two: to help the edulicers (good glory of the NKR), or transfer the refuge management of the surviving group.

    It is interesting:if you chose the second, the survivors can be met in a couple of days in the AeroTech business park in the block 300. We can listen to their history and tell you that you saved them.

Walking by the central lands of Mojave, it is difficult not to notice the huge base of the military - camp at McCarran airport. This is the very heart of the NKR, the main headquarters and just one of the most huge locations of the game, so finding all the quests will not be easy. Major Dartri usually walks near the airport entrance, Lieutenant Gorobets - in one of the tents, Colonel Shu and Dr. Hilderna are looking for on the first floor in the cabinets, and Lieutenant Boyd interrogates the captured dean of the Legion floor above.

    Do not grow grass(Dr. Hildern). We will have to run a lot on the shelter maze 22 in search of access maps and terminals blocking different doors. To start, repair the elevator (you need a repair 65) and immediately go to the fourth level, in common rooms, where you unlock two doors in the elder room using the terminal. Then our path lies at the lowest level - there are plenty of mantis and predatory plants. Find a red terminal at this level and download a part of the data, then look for an entrance to the cave, where we are waiting for a lot of livelihood and rescue by a scientist Kiel. The researcher will order us to set fire to the gas to kill the disputes at the lower level, but there is one incorrect - the explosive wave covers us. Solution: Take the satellites into a room where we downloaded the data, throw a grenade or dynamite to the location of the gas accumulation and quickly slam down the door. And in the end we are waiting for a conversational battle with Kili - you can lie to her about copying data, but it is better to convince (science 70). If barter is above 50 - you can demand Hilderly an increase to award. For the salvation of Kili, the award will give Miss Williams.

    Headhunting(Major Darti). The Quest is simple in terms of election plan - you need to "only" to destroy the three features of the devils: Chef, Vylit and Drivers of Nephi. When murder, try not to go to your head, because it is necessary to bring Major as evidence. Before the murder of the Chef, talk to the little Parsivets in the camp McCarran - he will say that if you kill the beloved Brain of the cook, he will begin to kill everyone in a row without parsing, and in his lair you can find recipe. Upon returning to the camp, talk to Capral Betsy - it will thank the covers, then give the trophy by Major.

    On a note:another sacrifice of the chef is inhabited at the Westside Hotel - Sarah's Poguers. If the hell is killed - she will thank us with covers and steamed.

    Heal(Lieutenant Gorobets). Sniper Betsey from the 1st Interijalon received a serious psychological trauma during one of the special operations, we need to return the location of the Spirit. We need a skill of medicine 40 or eloquence of 60 - after a conversation with it it remains only to report to the lieutenant and go to New Vegas's medical clinic, the quest will be completed there.

    Spyware(Colonel Shu). In the main headquarters, "Mole" began, we need to calculate it. Conversations with Curtis and the staff of the camp will lead us to the control tower (the access key to it can be obtained from Lieutenant Boyd). We are waiting for the night (from midnight to two o'clock) and we see how the Carta Cartyis is followed on the tower, we go behind it and eave negotiations. Then I quickly run to Monorail and in the fan of trains we find and neutralize the bomb (explosives 35 or science 45), we return with the report to the Colonel. This is the perfect version of the passage, but there is a development: Captain You can kill and pick up the code of activation of the bomb - when neutralizing the skills of science and explosives will not be needed; You can inform the Kertis yourself before the ambush, and then on the tower he will arrange a trap, we will kill him, report to the colonel, but the train will explode.

    Searches White(Lieutenant Boyd). Start linear - travel at the specified points, asking about the missing soldier. The trace will lead to the character named Tom Anderson (well, hello, neo!), And we will appear before choosing: I will regret the murderer, filled with the death of White on a gang of scorpions (a kind of glory of the Apocalypse followers); to hand over his lieutenant Boyd (Karma NKR); persuade to surrender to yourself (a little more experience and karma NKR). Also, at any outcome of the events, Boyd will give the key from the box with confiscate.

Near the main headquarters of the NKR is located a business park "AeroTeh" - refugee and victims gambling On the stripe. Captain Parker complains that people began to disappear in his department, and apart from us to deal with a problem at a reason.

    Coyota(Captain Parker). Spoken quest. We go to the hotel Westside and speak Saint James (if he is in the room - wait until it comes out, otherwise it will attack and the mission will fail), then we run on the second floor for a conversation with a candy. For 200 covers, it will reveal the secrets of our suspect, and for 250 will sell the key from his room. If there is a feature of "fur-la-fam" (or "women's" - for male characters) - I get the key for free. Penetrate the room, take the evidence (you can also visit the Dermota room) and return to the parker for the award. You can still "talk to souls" with the help of weapons, but dividends will not bring it.

When all problems in the region are solved - we will go to the Northeast Mojave, where on the former territory of the Great Khans, in Bitter Springs, settled the shelter for children and refugees, now the republic. To anyone's camp, there is no case - the supplies are switched out, there are not enough people to protect, and even some sniper started - regularly reduces the population of the base. And even the flag is turned upside down as a symbol of disaster.

Cynical scene: The captain complains about the lack of food in the camp, and the day shoves the day.

    More a little(Captain Housing). First of all, we will deal with supplies and people for the protection of the camp. Food in the caves under the protection of ants and night hunters, one suitcase is irradiated, but it can be cleaned with medicine or a level of level 25. With reinforcements, problems will not arise if the quests in McCarran camps are passed, Fallar Hope and Golf.

    Mountains, only mountains(Captain Housing). For attacks worth the Great Han Raider - you can either kill it, or convince you to eat 50. If you have a bun in the partners and you want to solve the problem of the world - leave it outside, near the cave, otherwise it will immediately open the fire.

    Bitter Springs: Hospital Blues(Lieutenant Markland). On the orders of the field doctor, we need to get three doctoral saczoes and two books on the treatment of children and refugees. Books can be bought from Blake in the "Red Caravan". And if you have in your companions, Arkeid Gennon, instead of the books, it will be possible to consult him. In addition to experience as a reward, we get to choose medication, money or karma.

The last quests for the NKR should be sought in the south-east, in the Serchlight camp, where insidious legionnaires blew up the radiation bomb and the town from the fortified checkpoint of the NKR turned into the head of the Guli, former soldiers of the republic. From the entire garrison, only a squad of Sergeant Astor remained in the ranks. He fixed in a tent nearby and patrols in the district, waiting for us when we turn to it for quests.

    We are together(Sergeant Astor). The goal of the mission is to collect 10 tokens with Guli, former warriors NKR, now unbalanced in the village of Serchlight, where full radiation. 9 Guli with tokens are configured hostile - they will have to be bother. The last Gul did not lose the mind and lives in a house near one of the churches - convince him to give you a token (eloquery 60 or power 7), and then help get rid of Radskorpions - get an additional experience. For each ton of sergeant, get 25 covers, and for all 10 - a trophy rifle.

    Wheel of Fortune(Logan prospector). A boring task, you need to run a lot, and the privileges are dubious. In the basement of one of the churches of Serchlight, we get acquainted with an inadequate Logan, we wake a computer, running in Nipton to the merchant, then in a secret cave warehouse. We take anti-radiation costumes, we return to the diligence - he gives the key from the police station, and we must collect items with the note "NKR" according to his order. After harvesting in the police building, we repeat the procedure in the fire department, but there is a high level of radiation and radicalpion-uterus - be prepared for difficulties. In any case, the quest ends for Logan and his team is sad - he climbs into a fight and dies, peacefully solved the discussion. But if Logan falls in battle, the quest automatically certifies us, and his partners will go with the world (if enemies do not be buried).

    This is a bug:in the version of the game 1.2.0.314, there is still a bug that does not allow completing the quest under a certain condition. If you visited Nipton before and distributed the Mesh honey, at the next meeting, he will not say anything else and the task will go to a dead end. It is treated only by Cheat code: enter the ResetQuest 131E7C in the console, but do not take the message "Marathon".

    An eye for an eye(Sergeant Astor). Our goal is the legionnaire camp in Cottonwood-Cove. To begin with, install the bug and write data from the camp. Difficulties will begin only at the end - you need to destroy the camp, and make (ideally) it is without losing karma. This is real, but first it is necessary to fulfill the task "loneliness" (buy off the prisoners from the worker). Close to Cottonwood height, to a broken van with nuclear waste. Open the back door ... and see how all the legionnaires run on the roar and die from radiation.

The last side mission for the Republicans is waiting for us just north of the Tchattika mine, where the partners of the ordinary rinold were captured by cunning legionnaires.

    Wherever I wander ...(Private Rinolds). Free up hostages and not spoil relationships with the Legion is very difficult, but there is one scheme. Put the Caesar armor and along with satellites go to the mine. We go to the hostages - along the way you can cut a pair of dogs, - we wake the locks (hacking 50) and in open reveal the prisoners. A fight is tied, your partners open fire, legionnaires are trying to kill prisoners, and we are struggling to exit. It is necessary to come running to Rinolds before someone from his comrades will be killed in the mine. Quest is delivered, it remains only to use the rapid move to pull the satellites from the enemy's log house.

    It is important:even if you managed to heal somewhere, after visiting the strip, the center of New Vegas, all the key groups will simulate all past errors - the karma will become neutral.

Family friend

In Novaya Vegas, it is beneficial to be friends with everyone, and positive reputation sometimes helps more than a tricky arsenal in his own backpack. Who will come to the rescue, if we call, who will give the keys to the mystery of the secret apartment. We carry out orders, we make gifts - mutually beneficial friendship. Now let's see who and what can please us.

The secret apartments of the faction are a place where you can deal with ammunition and cells for storing your own good.

    NKR - With a positive charm, they will give us a walkie-talkie, and we will be able to call the soldiers to help (not acting inside locations), and when I become a "favorite" - the keys to the secret apartment.

    Legion Caesar - With a positive reputation, a task is regularly issued for the collection of excess equipment formed from them, with a "favorite" - the keys to the apartment.

    Hudspings - Discount on food and drinks in Salun "Studyer".

    Demolvers - with some frequency will give us dynamite with positive karma.

    Novak - Keys of the room at the hotel on the second floor.

    Bombists - Ability to use their store, as well as the suit of the fraction.

    Brotherhood of Steel - After the quest "In ignorance" is completed, the elder gives the keys to the secret apartment, and after the entry into their ranks you will teach your ability to wear power armor.

    Followers of the apocalypse - With good karma, we will be able to buy magazines from Julie Farkas in the Mormon Fort, after the entry we get the keys to the mystery apartment.

    Kings - If you do the good deeds in Friside, the messenger king will sometimes make us small gifts (provisions, medicines), after entering us, local bandits are stopped.

    Strip - Skip to a closed section of the casino "Ultra-Lux".

    Great Khans - Good than fame is needed to take some quests.

We are looking for unchecked quests ...

... carry out informal orders of the republic

In addition to open requests for the help of officers and simply, the servants from the NKR can upload us with their minor problems and suspicions. They are not even displayed in the journal of tasks, but are mentioned only by a small note. The marker does not indicate a target, all instructions will only learn from conversations. This kind of task is usually completely trifling, their execution takes a few minutes, but there are also very curious instructions. And consider them.

    In Novka, Ranger Andy will ask us check the post "Charlie"Where it was not possible for a long time. In the headquarters we find two audio recordings, we find out that the legionnaires killed everyone, and one girl was captured. Returning to Andy, we get 200 covers, karma Novak and NKR, the feature of the "Ranger's throw".

Several minor tasks can be obtained in the Sloan:

    Near the hut workers happressed manual crotokrys Nyukhach, he is lame. With medicine, 30 cure a paw and report to the Lewis, get the good glory of the NKR. And if you talk to the workers, the Camp Marker of the Great Khan will appear on the map.

    At the administration building costs broken electric generatorserving energy in a quarry. Chavk Lewis complains of his malfunction. The unit can be disassembled, but the award will not be for it, and if I fix it (repair 35) and report to the brigadier - we get 200 dollars of NKR and karma.

    The main attack for the brigade of workers - claws of death, flooding career. It is necessary to eliminate two individuals - alpha male and the uterus. To fulfill the contract, a powerful weapon is necessary: \u200b\u200ba sniper rifle with armor-piercing cartridges or a nuclear grenade launcher "Tolstik" is suitable, and more good to make her companion - so that he distracted claws on himself. In the award, we get from the brigadier 500 dollars of NKR and positive karma.

We go to Fallene Hope.

    Intensdunt Meys asks to bring it all found nKR tokens. For each instance, it will give a symbolic fee - two covers. For the first token additionally get some experience, good glory and some surplus.

    On a note:the same tokens can be handed over Awerlee from Cottonwood Cove, award - a reputation for Legion Caesar.

    Private Sexton from the barracks to raise the combat spirit conducts a funny competition between the fighters - who will kill more Caesar's servants. As proof of murder we need to bring him ears legionnaires, one for each warrior. There are no awards for this, but from now on some legion meters can be unscrewed ears (more precisely, find them in the inventory of the fallen).

    On a note:the ear can be treated far from each killed, and it does not depend on whether the head is damaged and who will be a killer - you or your companion.

Our next stop - McCarran camp, there are also non-obvious tasks.

    Double order from the cook base of the NKR - agree on meat supplies and spices I. repair processor for cooking food. We go to the "Red Caravan", bowing to the collaboration (eloquence 75). To fix the processor, you need either a lot of details or repair skill 80. In the award, the cook Fabber will sell food with a discount.

    Christina Morales tragedy - her husband fell in an unequal battle with hell, and now these reptiles use the body as a bait for NKR troops. You need to find an externalpost of the republic near the headquarters of Pryfonn, talk to one of the soldiers and Return them to the bodyBy interrupting the devils. We go to the place of ambushes, kill snipers and a tested corpse on an externalpost. We return to my wife and get a plus to the reputation of the NKR.

    Republicans captured Caesar Centurion, but Lieutenant Boyd cannot split it and to reveal valuable information. We're glad help in question. Options Two: Place Hama to a penultimate unit of life or just talk (intelligence 8 or eloquence) - the result will be one everywhere. As a reward, we get experience, 300 covers and the good glory of the NKR.

    Colonel James Shu complains of leader of the devil - Motorcock "And offers a reward for his head, or rather a helmet." We must bring it to the NKR officer as proof. This work was charged to Ranger Anders, but he all broke and captured to hell. Our goal lives in shelter 3, in the ruins of South Vegas. If we have a quest "Honeymoon in Aba-Daba" (gives a dive from the Red Rock Lab) or eloquence more than 64 - devils will miss you to your leader. The motorcycle row can be killed, buy it with a helmet for 200 covers (150 - if intelligence 10) or demand to pay it itself (eloquence 75). In the award, we get experience and 300 covers.

    On a note:Bryce Anders was wounded and sits in one of the shelter rooms. It can be cured with the help of Doctoral sacrifice, and then or send to the camp, or call for help (only if you want to kill the motorcycle racing), but you can leave to die, but lose karma NKR. And in the residential sector, there are three caravantes: if they are released (hacking 75), we get a password from the caretaker's room.

    The most confused of all unaccounted quests - transaction with Contreras. It is bilateral - it is possible or to pass the underground merchant, or to enter into collusion, but you can first work on it, and then pass. The variants are set, I will describe optimal in terms of benefits and morality. We take the task of Lieutenant Boyd, agree to help the Contrerassa (with the skill of eloquence of 50, he gives the first order), we go to the "gunsmiths", we are looking for Isaac or near the Torgotron, or in a house nearby, we convince it (eloquery 80), we get the covers in the award. The next order of the merchant is to pick up the parcel in the "Red Caravan". We are interested in Blake about drugs about the drugs, about the same in the Conterat itself - after that we can at any time pass by the underground Likhach Miss Boyd. And we can not pass, but wait two days, then go to the last instruction. We agree, we go to Lombard Miguel (Westside), we must fight with Keller (under the cover), we convince the fact that you can cooperate with Conteras, return to McCarran. The endings are two: to hand over the Boyd merchant (she will give for this a unique "car" rifle) or eloquence to convince the Contrerass that the Keller needs to cooperate (but the car "Machine" will give you a merchant only in the event of Keller's murder).

The last incoming Quest for the NKR faction is waiting in the Aerochi Business Park.

    We help Captain Parker expose Shulera. It is necessary to simply talk to the whale, with the help of Barter 45 and eloquence 60 to display information from him (or climb into the table and find so corrupted deck of cards, but we will lose karma). It remains to inform about all Parquer, to accompany him to the Whale and witness the murder of the latter.

LCA review: №12 2010


The storyline in Fallout: New Vegas is amazingly short: two bullets in the head, wonderful resurrection and search for their own killer, culmination in the new Vegas with the choice of side, whose interests our person will support, and the endgame on the Hoover Dam. Regardless of the faction, our fate will decide exactly there.

The essence of the game in the side missions. Mojave - the place is unsafe, and from any NPC or grouping can be expected to be aware of help. The new California republic is one of these distinguishing factions, albeit the largest in all empty. They all do not care about their power in the region - prisoners capture prisons, legionnaires attack the blocks, the civilians themselves arise to protect their homes, because there are no more hope for anyone. The honor to revive the former greatness of the NKR fell to you, the benefit of the faction commanders will not be bought by instructions. And the reward sometimes acts not only valuable experience, but also unique weapons. Only to find all the missions and in the process not to lock the execution of another quest - the task is not easy ...

There are no good nor bad serve Fatherland! We are looking for unchecked quests

Short training, the last instructions of the dock, and now we are standing on the porch of the old hut, the roast desert sun shines in the eyes, we see single rural residents engaged in everyday affairs, and we feel the atmosphere of rustic peace.

But together with the first breath of fresh air, we begin to realize that something is wrong with this world. While our hero is just admirement of deserted landscapes and does not know that government power in the face of the NKR is fascinated by the seams, gangsters are operating in the district, mutants are fruitful with mad pace, and savage from the east is about to break through the last frontier of the defense of non-resident republicans.

A bright sun shines in Gudspons, and somewhere in the south already smoke is already smoke - surely the legionnaires disappear. The neighboring town in the hands of thugs, and the brave military only bred by their hands, as if they are waiting for their radicalpion in one place is terrible. And nothing in this world will not change until the courier comes from the porch of the village house. Only our person can make fate - to protect or join the beating, stretching the hand to help or put a bullet in the forehead and, finally, save the world - or destroy it.

If you are the first to face, it means that uncompressed Californians need to be re-educated - at least a good word and a gun, and even though fists with miniga. But the military is better to inspire their feats, the blood of the devils and the Legion - this is exactly how we will pass through the career ladder from the "favorite" to the "idol" and we will refund the former majesty of the republic. But before you need to thank those who saved us from death.

There is no good nor bad ...

... there is only our own choice

Coming out of Dr. Mitchell's hut, we immediately find ourselves before choosing - where to go, what to do, to whom to help, and who is better to unpin. Gudspings - the place is quiet and peaceful, but even here sometimes there are unexpected conflicts.

After passing a learning job "Campfire" We go to the Salon "Studyer" and become witnessing verbal rewriting between the hostess of the institution and the leader of the demolitions. The reason for the dispute is a merchant hidden by citizens from evil unuse. Here is our first chance to declare yourself: we become noble, we help the local to defend your town from those who rolled the lip of demolitions or go to the bloody way, enlisting the location of a weak, but numerous Mojave grouping.

Shooting in the Ghost City (Caravan Ringo). The divering traveler hides at the gas station to Gudspings and asks to enlist the support of citizens. Sunny agrees without questions, the rest must be convinced by a word or ability. Tubes requires eloquence 25, Cheto Trader - Barter 25. Summary will give dynamite with the skill of explosives 25, Mitchell dock will help free, but if you convince it with medicine 25 - shares doctoral sacques. Then you need to beat off the attack on the town. Try only to hurt your enemies, leaving a chance to the control shot by local militias - the loss of karma from demolitions will not be so big. You will become "Kumir" Gudspings (gives little in the future), and the ringo will give a reward of 100 covers (we will get 150 for another when we find it in the "red caravan").

It is interesting:in the saloon, the "prospector" does not work radio (this is one of the unchecked quests of the game). For its repair (repair 20), labor will give us 50 covers, and if we are frozen (barter 20) - it will throw 25 more from above.

Flowed streams ... (Joe Cobb's demolition). Quest opposite to the previous one. First you just kill the rhingo caravan. Then we produce medicines from Mitchell (Medicine 25) and ammunition at Chet (barter or eloquence 25). Final Operations - Stripping of the city from revocible inhabitants. As a reward, we receive a reputation as "lovers" from demolitions (at Hudspings, we lose it) and discounts on the goods in the Ceta shop.

New California Republic (NKR)

The dominant fraction in the game (present in Fallout 2 and Van Buren). The Federation in Northern California, founded in 2196, consists of five states. The capital of the NKR is the city of the same name, previously known as Shadi-Sands, is located in the northeast of California and is managed by the father of Aradesh. The population of the republic is about 700 thousand people. President - Aaron Kimball.

On a note:knowledge of the history of the NKR will be useful during the execution of one of the quests on Friside. One of the squatters will ask you a few questions to make sure your accessories to Republicans.

State institutes of the NKR are similar to the structure of the Board of the USD. The republic was strong in its industry, traded weapons, mechanisms and technologies with other peoples of empty. There was no state religion in the country, but any beliefs (except for those that demanded sacrifice) were not proceeded.

The NKR can be considered the heiress of the California Republic ("The Republic of Bear Flag"), which existed in the XIX century on the territory of California from June 14 to July 9, 1846. This small province was part of Mexico, but thanks to the uprising in it, independence was proclaimed. Later, the state was annexed by the United States during the US Mexican War.

Serving Fatherland!

... I comply with the law and believe in doubtful ideals

Most of the territory of Mojave is under the control of the new California republic, therefore it is not surprising that the largest amount of side tasks fell to the share of this faction. True, judging by the general picture, it is difficult to say, at the expense of which this grouping is breathing here at all, because literally every externalpost and the NKR camp begs us about help.

The first serious strengthening of "new Californians" on our way will be the Avanpost Mojave. The place is quiet and inconspicuous, famous only to a huge statue of the glands and our potential Cassian companion, sprinkling in the local dining room. Intrigrant tasks here also should not be expected.

Show sympathy (Ranger Jackson). Simple linear quest. Kill insect groups on the road nearby - we get covers, a little gear and karma NKR.

In pursuit of the prize (Sniper Ghost). Another walk - you just need to get shattered in Nipton, find out the reason for smoke over the city. We run, talk with a demolition and return to the ghost for experience.

It is important:in no case, do not let the honeycomb in the first meeting - otherwise, when performing the task "Wheel of Fortune" refer to the bug (the necessary options in the conversation with the demolitioner do not appear), leading the quest in a dead end.

If you are not distracted by the study of the world, and to follow the story chain, the ruins of the town of Boulder City should be the next stop. Here we will sooner or later lead the main quest "Investigation".

Bay in Boulder City(Lieutenant Monroe). It is required to settle a conflict between the NKR and the Great Khans. If everything goes smoothly - we will get good karma from both fractions. Everything that needs to be done is to persuade the leader of the gang to free hostages (eloquence 45), and then ask the lieutenant to let go of the Khans with the world. With the developed skill of barter or eloquence, this will not be difficult.

And now the time is the time to visit the research complex "Helios One", where the warriors from the NKR during the day and night guard the station as a strategically important object for the republic. The problem of them is alone: \u200b\u200btheir chief researcher (idiot in all senses) cannot achieve the sun to shine brighter, and the complex has produced more. It was his main goal - now this task for us.

Sun glare(Lieutenant Haggerty). Bulk mine clearance and fighting robots at the beginning of the mission are offset by a large bouquet of ending in the final. It all depends on how we distribute the generating energy at the Helios One station.

McCarran and Strip - do not get anything, except experience and Karma NKR, there are no thanks from fiction.

Frymont and Westside - Ignacio encourages a good word and medicines (plus a kind karma from followers).

The whole region is all of the above and book "Science for All".

Archimedes - a little medicine and experience, the ability to take possession of a powerful gun in the future.

The whole region (critical version) - the factory was disabled, except for medicines and experience, nothing threatens us.

On a note: If we program the installation on the Archimeda gun, then in Friside, where children chase each other, the boy named Max you can buy an unusual pistol: it works as a target designator for the Archimeda orbital laser, and it can be activated once a day. Very effective thing against the accumulation of strong opponents, but only works in the open area.

At the east of the scientific complex there is a camp of the Fall-Hope, where the full basket of his problems is. Soldier NKR depressed - there is nothing to eat, there is nothing to fill into enemies, it looks like a slaughterhouse more like a slaughterhouse, and even these reptiles, Legionnaires Caesar, captured Nelson and act on the nerves, sending their camp to the camp. The guardian angel and Messiah in one person should again become precisely we.

Return of hope (Major Poltyli). If you do not want to spoil relations with the Legion, you will need secrecy skills. Before you take food from the box, remove the satellites away, then go back, sneeze and take the stealth battle. Taking the supplies, carefully, without falling on the eyes, slip past the legionnaires. At the next stage, developed medicine skills will be required. It is easier to collect medicines in the tent of the Dock of Richards and to cure patients with their help, but it is better to do it without the help of supplies - get more experience. The quest final suggests Nelson's sweeping from legionnaires, but even here you can do without losing karma on their part. Leave satellites behind, and accompany Sergeant Cooper yourself. You can shoot and wander the opponents, but just do not kill them - otherwise there is bad glory. When all the enemies are dead outside - run into the barracks and sharply back to lure the deane of the Dead Sea on the fresh air and the Troops of the NKR. Select a unique machete from the body of the leader and come back to the Major with good news.

Medical history(Dr. Richards). We take the quest during the execution of the previous task. It is necessary to find a thief. This is one of the ranks, it often caresses near the barracks. If you ask the doctor about the signs of the use of "Hydra" (medicine 50), we can split directly in the conversation - otherwise you must wait for the night and catch it with political. The bastard can be killed, agree to his bribe, pass to the doctor or make the authorities surrender to the authorities. The last option is more profitable - we will get more experience and karma from the NKR.

Boomerang(Sergeant radist Reyes). In the course of the task, you need to break up almost all Mojava and visit the posts of Rangers NKR. The only fork and moral choice appear only at the end - with any scenario we will receive 500 experiences, so it makes no sense to provoke the Rangers commander for suicide.

A little bit of South Nelson is the post of Rangers of the NKR, where the local leader is already waiting for our hero. He recommends that we have failed, but we are convinced that we can help. Performing the next quest can be combined with the task "Return of Hope".

Come back home(Ranger cute). It is required to free the hostages crucified on the crosses in Nelson, which can be done in a peaceful way. Find two generators in the city, wait for the night and turn off them, extinguishing lights that illuminate the central square. Undinate to the scaffold, unnoticed all the prisoners (legionnaires in the camp automatically become hostile, but you should not notice) and run away quietly after them. Despite the bloodless outcome of the task, the bad glory of the Legion you will receive, but it will be much less than when scolding the city.

It is important: If you kill the leader of the legionnaires in Nelson, Dean Dead Sea, the Quest will be unavailable "Legion Name to me." This task is mirror opposite to the mission "Return of Hope".

Golf camp - a picturesque place on the shore of a clean lake, rather similar to a sanatorium than a strategic military object. In this paradise, we will definitely be trapped one of the Quests of Fallorn-Hope; Here is the main headquarters of the Rangers in Mojave and the camp of ordinary employees almost at the lake. In "Paradise" the problem is one - the recruits do not want to serve, and their comrades are related to neglect. Sergeant McCridi is tired of this, and he addresses us for help.

From defeat to victory one step (Sergeant McCridi). Here are four endings, our choice affects the final roller of the game. It is necessary to combine the detachment of yellow Yents under the primacy of one of them. Punk Razz agrees to become a leader, if we get a drug addict (the hotel's number is located nearby), Pindekster - hack a computer and fake reports (you need to use one of the terminals: one in the floor at the first floor (hacking 75), another in the hotel lobby (bad Slava NKR)), O'Hanrahan - to establish relations in the team (eloquence of at least 40), and MAGS is to conduct training on the shooting range (weapons 45; explosive 45). Whatever choice we do - the number of experience will be equally.

From the camp of the golf hand to send to the farm of the NKR riders - our next destination. Farmers and problems appropriate - the harvest is weak, the water is missing, and why - it should be found out.

Hard luck(Morgan Blake). The quest will lead us to the most terrible location of the game - asylum 34, sising with pules of varying degrees of fatty and complete radiation. We are looking for two flooded compartments - dive into each of them and from the corpses of technicians to take passwords. Then go to the terminal and pump out the water. We return to one of the previously flooded compartments and open the door to the post "A" security service. After a heavy fight with luminous guys and resting the caretaker (a gun-machine gun - a good weapon against him), we open the door in the weapon on the terminal, but first go to the target reactor. The endings are two: to help the edulicers (good glory of the NKR), or transfer the refuge management of the surviving group.

It is interesting:if you chose the second, the survivors can be met in a couple of days in the AeroTech business park in the block 300. We can listen to their history and tell you that you saved them.

Walking by the central lands of Mojave, it is difficult not to notice the huge base of the military - camp at McCarran airport. This is the very heart of the NKR, the main headquarters and just one of the most huge locations of the game, so finding all the quests will not be easy. Major Dartri usually walks near the airport entrance, Lieutenant Gorobets - in one of the tents, Colonel Shu and Dr. Hilderna are looking for on the first floor in the cabinets, and Lieutenant Boyd interrogates the captured dean of the Legion floor above.

Do not grow grass(Dr. Hildern). We will have to run a lot on the shelter maze 22 in search of access maps and terminals blocking different doors. To start, repair the elevator (you need a repair 65) and immediately go to the fourth level, in common rooms, where you unlock two doors in the elder room using the terminal. Then our path lies at the lowest level - there are plenty of mantis and predatory plants. Find a red terminal at this level and download a part of the data, then look for an entrance to the cave, where we are waiting for a lot of livelihood and rescue by a scientist Kiel. The researcher will order us to set fire to the gas to kill the disputes at the lower level, but there is one incorrect - the explosive wave covers us. Solution: Take the satellites into a room where we downloaded the data, throw a grenade or dynamite to the location of the gas accumulation and quickly slam down the door. And in the end we are waiting for a conversational battle with Kili - you can lie to her about copying data, but it is better to convince (science 70). If barter is above 50 - you can demand Hilderly an increase to award. For the salvation of Kili, the award will give Miss Williams.

Headhunting(Major Darti). The Quest is simple in terms of election plan - you need to "only" to destroy the three features of the devils: Chef, Vylit and Drivers of Nephi. When murder, try not to go to your head, because it is necessary to bring Major as evidence. Before the murder of Chef, talk to the little packet in the camp McCarran - he will say that if you kill the beloved Brain of the cook, he will begin to kill everyone in a row without parsing, and in his lair you can find a culinary recipe. Upon returning to the camp, talk to Capral Betsy - it will thank the covers, then give the trophy by Major.

On a note:another sacrifice of the chef is inhabited at the Westside Hotel - Sarah's Poguers. If the hell is killed - she will thank us with covers and steamed.

Heal(Lieutenant Gorobets). Sniper Betsey from the 1st Interijalon received a serious psychological trauma during one of the special operations, we need to return the location of the Spirit. We need a skill of medicine 40 or eloquence of 60 - after a conversation with it it remains only to report to the lieutenant and go to New Vegas's medical clinic, the quest will be completed there.

Spyware(Colonel Shu). In the main headquarters, "Mole" began, we need to calculate it. Conversations with Curtis and the staff of the camp will lead us to the control tower (the access key to it can be obtained from Lieutenant Boyd). We are waiting for the night (from midnight to two o'clock) and we see how the Carta Cartyis is followed on the tower, we go behind it and eave negotiations. Then I quickly run to Monorail and in the fan of trains we find and neutralize the bomb (explosives 35 or science 45), we return with the report to the Colonel. This is the perfect version of the passage, but there is a development: Captain You can kill and pick up the code of activation of the bomb - when neutralizing the skills of science and explosives will not be needed; You can inform the Kertis yourself before the ambush, and then on the tower he will arrange a trap, we will kill him, report to the colonel, but the train will explode.

Searches White(Lieutenant Boyd). Start linear - travel at the specified points, asking about the missing soldier. The trace will lead to the character named Tom Anderson (well, hello, neo!), And we will appear before choosing: I will regret the murderer, filled with the death of White on a gang of scorpions (a kind of glory of the Apocalypse followers); to hand over his lieutenant Boyd (Karma NKR); persuade to surrender to yourself (a little more experience and karma NKR). Also, at any outcome of the events, Boyd will give the key from the box with confiscate.

Near the main headquarters of the NKR is located a business park "Aerotheh" - the refugee and victims of gambling on Strepe. Captain Parker complains that people began to disappear in his department, and apart from us to deal with a problem at a reason.

Coyota(Captain Parker). Spoken quest. We go to the hotel Westside and speak Saint James (if he is in the room - wait until it comes out, otherwise it will attack and the mission will fail), then we run on the second floor for a conversation with a candy. For 200 covers, it will reveal the secrets of our suspect, and for 250 will sell the key from his room. If there is a feature of "fur-la-fam" (or "women's" - for male characters) - I get the key for free. Penetrate the room, take the evidence (you can also visit the Dermota room) and return to the parker for the award. You can still "talk to souls" with the help of weapons, but dividends will not bring it.

When all problems in the region are solved - we will go to the Northeast Mojave, where on the former territory of the Great Khans, in Bitter Springs, settled the shelter for children and refugees, now the republic. To anyone's camp, there is no case - the supplies are switched out, there are not enough people to protect, and even some sniper started - regularly reduces the population of the base. And even the flag is turned upside down as a symbol of disaster.

Cynical scene: The captain complains about the lack of food in the camp, and the day shoves the day.

More a little(Captain Housing). First of all, we will deal with supplies and people for the protection of the camp. Food in the caves under the protection of ants and night hunters, one suitcase is irradiated, but it can be cleaned with medicine or a level of level 25. With reinforcements, problems will not arise if the quests in McCarran camps are passed, Fallar Hope and Golf.

Mountains, only mountains(Captain Housing). For attacks worth the Great Han Raider - you can either kill it, or convince you to eat 50. If you have a bun in the partners and you want to solve the problem of the world - leave it outside, near the cave, otherwise it will immediately open the fire.

Bitter Springs: Hospital Blues(Lieutenant Markland). On the orders of the field doctor, we need to get three doctoral saczoes and two books on the treatment of children and refugees. Books can be bought from Blake in the "Red Caravan". And if you have in your companions, Arkeid Gennon, instead of the books, it will be possible to consult him. In addition to experience as a reward, we get to choose medication, money or karma.

The last quests for the NKR should be sought in the south-east, in the Serchlight camp, where insidious legionnaires blew up the radiation bomb and the town from the fortified checkpoint of the NKR turned into the head of the Guli, former soldiers of the republic. From the entire garrison, only a squad of Sergeant Astor remained in the ranks. He fixed in a tent nearby and patrols in the district, waiting for us when we turn to it for quests.

We are together(Sergeant Astor). The goal of the mission is to collect 10 tokens with Guli, the former NKR warriors, now having freely in the village of Serchlight, where full radiation. 9 Guli with tokens are configured hostile - they will have to be bother. The last Gul did not lose the mind and lives in a house near one of the churches - convince him to give you a token (eloquery 60 or power 7), and then help get rid of Radskorpions - get an additional experience. For each ton of sergeant, get 25 covers, and for all 10 - a trophy rifle.

Wheel of Fortune(Logan prospector). A boring task, you need to run a lot, and the privileges are dubious. In the basement of one of the churches of Serchlight, we get acquainted with an inadequate Logan, we wake a computer, running in Nipton to the merchant, then in a secret cave warehouse. We take anti-radiation costumes, we return to the diligence - he gives the key from the police station, and we must collect items with the note "NKR" according to his order. After harvesting in the police building, we repeat the procedure in the fire department, but there is a high level of radiation and radicalpion-uterus - be prepared for difficulties. In any case, the quest ends for Logan and his team is sad - he climbs into a fight and dies, peacefully solved the discussion. But if Logan falls in battle, the quest automatically certifies us, and his partners will go with the world (if enemies do not be buried).

This is a bug:in the version of the game 1.2.0.314, there is still a bug that does not allow completing the quest under a certain condition. If you visited Nipton before and distributed the Mesh honey, at the next meeting, he will not say anything else and the task will go to a dead end. It is treated only by Cheat code: enter the ResetQuest 131E7C in the console, but do not take the message "Marathon".

An eye for an eye(Sergeant Astor). Our goal is the legionnaire camp in Cottonwood-Cove. To begin with, install the bug and write data from the camp. Difficulties will begin only at the end - you need to destroy the camp, and make (ideally) it is without losing karma. This is real, but first it is necessary to fulfill the task "loneliness" (buy off the prisoners from the worker). Close to Cottonwood height, to a broken van with nuclear waste. Open the back door ... and see how all the legionnaires run on the roar and die from radiation.

The last side mission for the Republicans is waiting for us just north of the Tchattika mine, where the partners of the ordinary rinold were captured by cunning legionnaires.

Wherever I wander ...(Private Rinolds). Free up hostages and not spoil relationships with the Legion is very difficult, but there is one scheme. Put the Caesar armor and along with satellites go to the mine. We go to the hostages - along the way you can cut a pair of dogs, - we wake the locks (hacking 50) and in open reveal the prisoners. A fight is tied, your partners open fire, legionnaires are trying to kill prisoners, and we are struggling to exit. It is necessary to come running to Rinolds before someone from his comrades will be killed in the mine. Quest is delivered, it remains only to use the rapid move to pull the satellites from the enemy's log house.

It is important:even if you managed to heal somewhere, after visiting the strip, the center of New Vegas, all the key groups will simulate all past errors - the karma will become neutral.

Family friend

In Novaya Vegas, it is beneficial to be friends with everyone, and positive reputation sometimes helps more than a tricky arsenal in his own backpack. Who will come to the rescue, if we call, who will give the keys to the mystery of the secret apartment. We carry out orders, we make gifts - mutually beneficial friendship. Now let's see who and what can please us.

The secret apartments of the faction are a place where you can deal with ammunition and cells for storing your own good.

NKR - With a positive charm, they will give us a walkie-talkie, and we will be able to call the soldiers to help (not acting inside locations), and when I become a "favorite" - the keys to the secret apartment.

Legion Caesar - With a positive reputation, a task is regularly issued for the collection of excess equipment formed from them, with a "favorite" - the keys to the apartment.

Hudspings - Discount on food and drinks in Salun "Studyer".

Demolvers - with some frequency will give us dynamite with positive karma.

Novak - Keys of the room at the hotel on the second floor.

Bombists - Ability to use their store, as well as the suit of the fraction.

Brotherhood of Steel - After the completion of the quest "In ignorance", the elder gives the keys to the secret apartment, and after the entry into their ranks you will teach your ability to wear power armor.

Followers of the apocalypse - With good karma, we will be able to buy magazines from Julie Farkas in the Mormon Fort, after the entry we get the keys to the mystery apartment.

Kings - If you do the good deeds in Friside, the messenger king will sometimes make us small gifts (provisions, medicines), after entering us, local bandits are stopped.

Strip - Skip to a closed section of the casino "Ultra-Lux".

Great Khans - Good than fame is needed to take some quests.

We are looking for unchecked quests ...

... carry out informal orders of the republic

In addition to open requests for the help of officers and simply, the servants from the NKR can upload us with their minor problems and suspicions. They are not even displayed in the journal of tasks, but are mentioned only by a small note. The marker does not indicate a target, all instructions will only learn from conversations. This kind of task is usually completely trifling, their execution takes a few minutes, but there are also very curious instructions. And consider them.

In Novka, Ranger Andy will ask us check the post "Charlie"Where it was not possible for a long time. In the headquarters we find two audio recordings, we find out that the legionnaires killed everyone, and one girl was captured. Returning to Andy, we get 200 covers, karma Novak and NKR, the feature of the "Ranger's throw".

Several minor tasks can be obtained in the Sloan:

Near the hut workers happressed manual crotokrys Nyukhach, he is lame. With medicine, 30 cure a paw and report to the Lewis, get the good glory of the NKR. And if you talk to the workers, the Camp Marker of the Great Khan will appear on the map.

At the administration building costs broken electric generatorserving energy in a quarry. Chavk Lewis complains of his malfunction. The unit can be disassembled, but the award will not be for it, and if I fix it (repair 35) and report to the brigadier - we get 200 dollars of NKR and karma.

The main attack for the brigade of workers - claws of death, flooding career. It is necessary to eliminate two individuals - alpha male and the uterus. To fulfill the contract, a powerful weapon is necessary: \u200b\u200ba sniper rifle with armor-piercing cartridges or a nuclear grenade launcher "Tolstik" is suitable, and more good to make her companion - so that he distracted claws on himself. In the award, we get from the brigadier 500 dollars of NKR and positive karma.

We go to Fallene Hope.

Intensdunt Meys asks to bring it all found nKR tokens. For each instance, it will give a symbolic fee - two covers. For the first token additionally get some experience, good glory and some surplus.

On a note:the same tokens can be handed over Awerlee from Cottonwood Cove, award - a reputation for Legion Caesar.

Private Sexton from the barracks to raise the combat spirit conducts a funny competition between the fighters - who will kill more Caesar's servants. As proof of murder we need to bring him ears legionnaires, one for each warrior. There are no awards for this, but from now on some legion meters can be unscrewed ears (more precisely, find them in the inventory of the fallen).

On a note:the ear can be treated far from each killed, and it does not depend on whether the head is damaged and who will be a killer - you or your companion.

Our next stop - McCarran camp, there are also non-obvious tasks.

Double order from the cook base of the NKR - agree on meat supplies and spices I. repair processor for cooking food. We go to the "Red Caravan", bowing to the collaboration (eloquence 75). To fix the processor, you need either a lot of details or repair skill 80. In the award, the cook Fabber will sell food with a discount.

Christina Morales tragedy - her husband fell in an unequal battle with hell, and now these reptiles use the body as a bait for NKR troops. You need to find an externalpost of the republic near the headquarters of Pryfonn, talk to one of the soldiers and Return them to the bodyBy interrupting the devils. We go to the place of ambushes, kill snipers and a tested corpse on an externalpost. We return to my wife and get a plus to the reputation of the NKR.

Republicans captured Caesar Centurion, but Lieutenant Boyd cannot split it and to reveal valuable information. We're glad help in question. Options Two: Place Hama to a penultimate unit of life or just talk (intelligence 8 or eloquence) - the result will be one everywhere. As a reward, we get experience, 300 covers and the good glory of the NKR.

Colonel James Shu complains of leader of the devil - Motorcock "And offers a reward for his head, or rather a helmet." We must bring it to the NKR officer as proof. This work was charged to Ranger Anders, but he all broke and captured to hell. Our goal lives in shelter 3, in the ruins of South Vegas. If we have a quest "Honeymoon in Aba-Daba" (gives a dive from the Red Rock Lab) or eloquence more than 64 - devils will miss you to your leader. The motorcycle row can be killed, buy it with a helmet for 200 covers (150 - if intelligence 10) or demand to pay it itself (eloquence 75). In the award, we get experience and 300 covers.

On a note:Bryce Anders was wounded and sits in one of the shelter rooms. It can be cured with the help of Doctoral sacrifice, and then or send to the camp, or call for help (only if you want to kill the motorcycle racing), but you can leave to die, but lose karma NKR. And in the residential sector, there are three caravantes: if they are released (hacking 75), we get a password from the caretaker's room.

The most confused of all unaccounted quests - transaction with Contreras. It is bilateral - it is possible or to pass the underground merchant, or to enter into collusion, but you can first work on it, and then pass. The variants are set, I will describe optimal in terms of benefits and morality. We take the task of Lieutenant Boyd, agree to help the Contrerassa (with the skill of eloquence of 50, he gives the first order), we go to the "gunsmiths", we are looking for Isaac or near the Torgotron, or in a house nearby, we convince it (eloquery 80), we get the covers in the award. The next order of the merchant is to pick up the parcel in the "Red Caravan". We are interested in Blake about drugs about the drugs, about the same in the Conterat itself - after that we can at any time pass by the underground Likhach Miss Boyd. And we can not pass, but wait two days, then go to the last instruction. We agree, we go to Lombard Miguel (Westside), we must fight with Keller (under the cover), we convince the fact that you can cooperate with Conteras, return to McCarran. The endings are two: to hand over the Boyd merchant (she will give for this a unique "car" rifle) or eloquence to convince the Contrerass that the Keller needs to cooperate (but the car "Machine" will give you a merchant only in the event of Keller's murder).

The last incoming Quest for the NKR faction is waiting in the Aerochi Business Park.

We help Captain Parker expose Shulera. It is necessary to simply talk to the whale, with the help of Barter 45 and eloquence 60 to display information from him (or climb into the table and find so corrupted deck of cards, but we will lose karma). It remains to inform about all Parquer, to accompany him to the Whale and witness the murder of the latter.



About the passage of quests "For dark and neutral", the tasks of the Legion Caesar, the fraternity of steel and other groups read in the next room!