Fallout new vegas dead money. DLC Walkthrough - Dead Money. Lights in the sky

To the exit Fallout 3 the authors realized that new adventures and locations for $ 10 are more popular with players than "horse armor" for $ 2.5. However, it is not enough to know - you need to be able to. To release a sensible DLC in a post-nuclear environment, the creators TES it took four tries.

System requirements

Pentium 4 2.4 GHz / Athlon XP 2500+

1 GB memory

GeForce 6800 / Radeon X850

500 MB on hard drive

Fallout: New vegas

Recommended Requirements

Core 2 Duo 2.5 GHz / Athlon 64 X2 5200+

2 GB memory

GeForce 8600 GTS / Radeon X1900

500 MB on hard drive

Fallout: New Vegas

It is not yet clear whether Obsidian Entertainment, which has not yet had time to get big in this field, in their footsteps. Although the first "pancake" for Fallout: New Vegas also came out lumpy, comparisons with flawed Operation anchorage inappropriate. Against, Dead money too pretentious for its modest budget and outdated engine.

Grand Opening

Two hundred years have passed since the atomic bombings, which almost destroyed humanity. Risen from the ashes of the state reclaim territory from bandits and mutants. But it was not possible to establish a quiet life everywhere - some areas suffered too much. Among them - the legendary casino "Sierra Madre" and the adjacent ghost town, where you will visit Dead money.

The plot is trivial - having responded to the next radio signal, the hero falls into a trap and loses consciousness. When he comes to his senses, he no longer has faithful companions and equipment verified to the smallest detail. A collar with explosives (the kind worn on slaves) presses on my throat, the sky is covered with a veil of crimson clouds. In general, nothing good is clearly not shining. However, the sluggish introduction takes a matter of minutes. Then the kidnapper gets in touch and outlines his plan - to get the untold treasures of the Sierra Madre. It is impossible to enter the store alone, which means that you need to find several more prisoners and enlist their help.

Characters hiding in the nooks and crannies of an abandoned settlement are almost the main pride of Obsidian. The dead man who was once the "king of swing", the mute lesbian from the Brotherhood of Steel and the super mutant with a split personality turned out to be interesting interlocutors, not a circus of freaks. Unraveling the tangle of relations, the player seems to be transported to the stage of a virtual theater. There is no "cinematic" at all - the drama develops only in lengthy dialogues.

If BioWare's Magic Wheel has discouraged you from reading, don't even think about taking on Dead money... More than anyone else, the wordless girl, flooding the screen with waterfalls of text, distinguished himself. Meticulous descriptions of her facial expressions and gestures are reminiscent of Planescape: Torment... It's hard to say why the developers made such a decision: whether it's postmodernism and "a fig in your pocket", or the clumsy animation inherited from Fallout 3 .

Radio is dead

It's a shame that the quests involving the strange trio are not impressive. Most of them are searching for key items or switches. Forks that allow you to change the plot outline are rare, the scenery is striking with squalor. If you do not look at the map every minute, you will quickly get confused in the labyrinthine streets. It looks like the authors drew a couple of buildings and reproduced them all over the place.

As a result, the main occupation in Dead money- not quests, but exploring locations. Obsidian has gone to great lengths to create a depressing atmosphere and a constant sense of anxiety. Of course, the city will seriously scare only the most susceptible players, but you can hardly relax.

The Gunslinger, who easily solves problems in the Wasteland, does little to help in the Sierra Madre. Zombies in chemical protection suits will come to life until you blow their head off. Security holograms are generally invulnerable to bullets - you will have to reprogram patrol routes or break emitters. Poisonous red fog and numerous traps make you think over every step.

But the most terrible threat is ordinary repeaters, next to which the collar goes crazy. Fortunately, while the bomb announces the surroundings with a hysterical squeak, you have time to escape from the danger zone or find and break the insidious radio. Such dances look wild, but the developers have achieved their goal - when entering an unfamiliar room, the player looks around and thinks over the escape routes. Let not horror, but certainly survival.

* * *

Long and slightly boring walks through the deserted town squeakily beat off the ten dollars spent on them. To make you more willing to part with money, Obsidian united Dead money and future DLCs in a single story arc. Want to know all about the two couriers facing off in an epic battle at the Great Section? Cook fifty dollars.

The Sierra Madre is America's most beautiful, most luxurious and majestic casino. The construction took him long years- and everything was already ready for the amazing opening ceremony, but ... But on the day when the doors of the casino were to be thrown open, instead of fireworks, the sky was lit up by flashes of nuclear explosions.


A strange - as if rusty - cloud enveloped the casino. An unknown gas rose from the ground, transforming those who fell into it into strange ghostly creatures, but leaving buildings and mechanisms intact.

Hundreds of years have passed since then. The Sierra Madre still stands in the middle of the desert in clouds of rusty fog, keeping its secrets and treasures - America's most luxurious, odious and deadly trap ...

Start over

The beginning of the first add-on to Fallout: New Vegas does not strike with originality: after loading, a message appears that the level limit has been increased by five, and the pip-boy picks up a radio signal inviting you to visit the "pearl of the desert". Signals from nowhere - how familiar, right? The current one comes from a radio receiver in the previously closed tightly "abandoned bunker of the Brotherhood of Steel." It is worth getting too close - gas, blurred eyes, lost consciousness, woke up ... And where am I? Where have all the things from the backpack gone, what is the "talking head" above the fountain and what does she want?

Welcome to the Sierra Madre!

Elijah's father is a fugitive elder of the Brotherhood of Steel, who disappeared in an unknown direction after the defeat of the Brotherhood at the Helios-1 power plant. That, it turns out, is where the old man has taken ... I would like to give him a couple of affectionate ones from his old acquaintances, but this will have to be postponed: the bribes from the hologram are smooth, and something is rubbing badly on the neck ...

A collar with a charge of explosives, which our courier acquired against his will, will poison his life for a very long time (and very much, it should be noted). The collar explodes if you try to remove it or refuse to cooperate with Elijah. And the worst thing: the collar really doesn't like it when a working radio is nearby - it beeps for a few seconds, warning of danger, and then - boom!

To get rid of an explosive object, you will have to follow orders - and there is nothing you can do about it. And they, in principle, are simple: find the rest wearing collars, gather everyone at the fountain, wait for further instructions. Well, let's look. And at the same time we'll see where it has taken us.

Ghost people

The surroundings of the casino are a maze of streets, streets and alleys. After the familiar open spaces of the Mojave, it is noticeably cramped here. You have to navigate almost by touch: a cloud of rusty gas does not allow sunlight to pass through well, and there is constant semi-darkness everywhere in the town. The map in the pip-boy does not help much - you can only understand what is depicted on it with a lot of luck. And the task markers are not always placed accurately.

Gas also has one more property in its dense accumulation, health begins to deteriorate at an alarming rate. And this is if you do not have hardcore mode enabled ... and if it is enabled, the life scale will decrease constantly- and, accordingly, you need to constantly think about how to recover. The easiest method - to sleep for an hour - hardly works in the Sierra Madre. The hero will not sleep on the beds and mattresses inside the Cloud, so all hope is for obtaining water, food, stimulants and antiradiation to cope with the consequences of eating contaminated foods.

The situation is simplified a little by vending machines throughout the town, which make food seemingly out of thin air. But not for nothing, but for the chips of the Sierra Madre casino. Moving deeper into the city, you can find new “issuance codes” for vending machines, which expand the assortment, and allow you to feed the vending machines any junk (ancient clothes, packs of cigarettes) in exchange for chips.

But everything would be too simple if the local dangers were limited to the Cloud and possible death from hunger. Former builders still roam the streets, turning into strange creatures hostile to all living things. Phantom Folk - hunched figures in chemical suits - can be very dangerous opponents due to their manner of moving unexpectedly high and fast leaps that prevent them from aiming properly, as well as their incredible vitality. To reliably calm a ghost, you need to deprive him of some part of his body. Hands, feet or heads - it doesn't matter. Only then can you be completely sure that the enemy will no longer rise.

Under the cloud

All the prisoners of the Sierra Madre are assembled.

It seems that the developers of Dead Money drew inspiration in the series Silent Hill“The cloud is very much like the fog there, and the ghostly inhabitants of the Sierra Madre are like the cultists from the fifth part. And each of your involuntary companions (the very three collars that Elijah requires to find) has its own reason why he found himself in an abandoned city. The company comes out, to put it mildly, unusual: a super mutant with a split personality, a dumb and scarred girl and Dean Domino - once the star of the stage, the "king of swing", and now - a sarcastic and incontinent ghoul.

The fate of this trio can turn out very differently, depending on the actions of the player. Would you like to understand what brought them to the Sierra Madre? Do you have the patience and skill to help all three? Or just use them, as the head of Elijah advises from the holographic cloud, and solve their problems with the old in an efficient way: no man - no problem.

There are a lot of options for the development of events, and after completion storyline A traditional set of slides awaits you, telling you what happened in the end - and, perhaps, very transparently hinting at events that are yet to take place. However, there is also an option in which after the end Dead stories Money ends and the story of the courier.



Unraveling the mysteries of the abandoned casino did not take too long - but it was interesting to solve them. An unusual environment, a gloomy abandoned city where danger lurks around every corner, unusual satellites, an unusual story ... A kind of game in the game, a break from the fussy running around with shooting and conversations and the usual showdown between the NCR and the Legion.

MANAGEMENT

Prisoners of the Cloud

The three characters you meet in the Sierra Madre and who will have to work with to get out of there can both help in battle and teach the courier new abilities.

Dog / God

A super mutant with multiple personality disorder. Inside one body, two completely different minds are trying to get along. And although the body is large, they are very, very cramped there, so for the most part you will communicate with them in turn, independently choosing who you need most.

Dog- a loyal soldier of the Overlord from the first Fallout, always ready to carry out any order of the owner. When the Overlord was destroyed, the Dog lost the meaning of life. Rather, this concept for him was reduced to the word "food".

The change in the dog's life came with a man named Elijah. The former elder of the Brotherhood replaced the Dog of the owner - and now the voice of the old man invariably calls to the surface precisely the “dog” layer of consciousness.

the God- in contrast to the Dog, he is selfish, reasonable and calculating. Where his other half is breaking forward, not understanding the path, he makes cunning plans. And the main one: how to completely take over your own body and how to get rid of the old man, whose voice inevitably awakens the Dog.

You can reach the consciousness of God by playing a recording of his own voice in front of the mutant.

Like each of the companions, the super mutant, if taken into a group, gives the hero a special ability. But since there are two personalities in one mutant, then there are also two abilities. If God travels with you, the hero stealth will improve and on him traps will stop responding... The dog eats your enemies, preventing them from getting back on their feet... When he eats at least one ghost, ask how exactly he deals with them, and in the course of the conversation you will get the ability that allows you to kill ghostly people without tearing off their arms and legs.

Dean Domino

The old ghoul remembers a lot and can tell a lot to anyone who wants to listen to him. After all, he was present at the construction of the Sierra Madre Casino and was supposed to perform at the concert in honor of its opening, but things did not turn out quite the way he hoped.

Over the long years of his life inside the Cloud, Dean learned how to deal with gas - and he will pass on part of this knowledge to the courier if he is next to him. When Domino is in a group, Cloud damage is reduced by a quarter. Also, Dean can teach you how to mix martini "Sierra Madre"- a drink that temporarily increases the strength, endurance and maximum health of the hero. In order for the ghoul to share the recipe, you need to talk to him about his secret reserves scattered throughout the town.

Christine

The dumb girl was once a knight of the Brotherhood of Steel and was supposed to kill Elijah, and now she is forced to obey him. To communicate normally with her, the courier will need high intelligence and perception (both parameters are at least six units). But for those who can understand her gestures and facial expressions, Christine will tell a lot about the places where we have yet to visit, and the people who will meet in future additions.

As long as she's on your team the collar will respond to radios and loudspeakers with a delay and explode a little later. In addition, she can teach the courier counterfeit Sierra Madre casino chips... One nuclear battery and two pieces of scrap metal will give you fifty chips. Unfortunately, in the vicinity of the casino, nuclear batteries are rare (which cannot be said about the Mojave Wastes). And if you remember that a vending machine is installed in Elijah's abandoned bunker that accepts chips, the ability to produce them yourself will come in very handy.

Weapons of the Sierra Madre

All the equipment we are used to in the Mojave remains in the abandoned Brotherhood of Steel bunker and inside the Cloud and, alas, will not help the courier in any way. We'll have to look for and use whatever comes to hand.

Police Pistol- The standard weapon of the Sierra Madre security forces. Uses 357 caliber cartridges commonly available in the Wasteland. It differs from its relative from the Mojave (revolver. 357) in increased damage from one shot by one and faster reloading - the drum is reloaded not one cartridge at a time, but immediately with a clip. Most likely, he will be a faithful companion of the hero who specializes in firearms, - there are quite a lot of cartridges for it, and there are enough pistols themselves, so there should be no problems with repairs.

Outside the abandoned city, it becomes a purely collectible rarity, because even fanatical fans of revolvers will prefer more powerful and large-caliber samples to it.

Automatic rifle- a fully automatic rifle using .308 cartridges, and in batches, and the required cartridges in the Sierra Madre are extremely limited. Yes, and there are no enemies on whom it would be worth spending them ... But when you return to the open spaces of the Mojave, the ability to shoot large-caliber bursts may come in handy. This rifle is more accurate than other automatic weapons in the game and at medium distances it will feed the enemy alive with lethal doses of lead. But, firstly, it very quickly falls into disrepair even with an established improvement in the safety margin, and secondly, it can only be repaired with the same rifle, a repair kit, or from repairmen for money. The first option is unlikely - you will not find such a barrel anywhere except the Sierra Madre.

Cosmic Knife- high technology at the service of the national economy, a knife made of material intended primarily for use in spaceships... It cuts rather weakly - better than a regular knife, but worse than army samples. There is little choice in the Sierra Madre, so stabbers will have to make do with what they give. However, characters with 25 repair skill can take knife and two packs of "Abraxo" cleaner- and at the workbench, clean the blade of rust in order to increase the damage and the chance of causing critical damage.

Unique scheme Cosmic knife super-heated can be obtained by hacking one of the terminals in the casino (for example, in a room with a workbench - so as not to go far). The blade, heated to 451 degrees, not only inflicts more damage, but also periodically sets enemies on fire. However, it is still weaker than the refined version, but the chance of critical damage is much higher.

Knife spear- the usual weapon of the ghostly people, a spear, the tip of which is all the same "space" knives. In terms of damage done, it almost matches the greatsword found in the Mojave. But the hero acts faster with a spear. To assemble a more powerful version, you will need a repair skill of at least fifty, a roll of duct tape, an ordinary spear, three cleaned space knives, three packs of the Abraxo cleaner and a free workbench.

Throwing knife spear- interesting only because it is the most powerful weapon of this class in the game. With 42 damage, it outperforms an ordinary javelin by almost ten. But, as always, except in the vicinity of the Sierra Madre, there is nowhere to get spears, and even there they are found only in the clutches of ghosts. You can try to collect them in reserve, but is it necessary? One is enough for a collection.

Gas bomb- such things like to throw one of the varieties of the ghostly people. Explodes powerfully and sets fire to enemies within the radius. With an explosive skill of 40 units, these bombs can be produced on a workbench on their own. This requires a sensor module, electronic waste, duct tape, and an igniter. How a fire extinguisher with a piece of C-4 screwed to it is obtained from all this is not clear, but somehow it still works.

The disadvantage of the bomb is that it cannot be used in V.A.T.S. By an unobvious whim of the developers, it is considered more a mine than a grenade, and for proper use you will have to get the hang of correctly throwing a heavy balloon.

Bear trap fist- great weapon for amateurs hand-to-hand combat... Attached to the glove, a bear trap shrinks upon impact and literally tears the enemy to pieces. Especially useful is its increased damage to the limbs in fights with representatives of the ghost people, because if you seriously injure the ghost's arm or leg, he will instantly fall dead.

Holorifle- you will receive this rifle from Elijah as soon as you get to the Sierra Madre. A strange hybrid of a pump-action shotgun, energy weapons and holographic technologies for those who have energy weapons as the main skill is a real gift: after all the improvements, the head rifle is inferior in damage dealt only to weapons using Gaussian technologies, but at the same time fires four shots before reloading, unlike gauss guns that have to change batteries after each volley, distracting from the scope. In addition, the head-rifle's telescopic sight has the same property as the optics on the Krysoboy - it automatically adjusts to the lighting, making it possible to shoot equally well both during the day and in the dark.

Just remember that the gift is given once and you will not find such a rifle anywhere else - so hold it tight and try to keep it in the best possible condition.

Abilities that are always with you

Dead Money allows the character to grow five more levels and adds several new abilities, available regardless of whether the character was in the Sierra Madra or not.

Below is a list of quests and their walkthrough

Sierra Madre Grand Opening!

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

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

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

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

Find Collar 8: “Dog”

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

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

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

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

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

Find Collar 14: Dean Domino

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

Find Collar 12: Christine

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

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

Fires in the Sky

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

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

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

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

Collar Find 8: Great Dane

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

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

Collar Find 14: Dean Domino

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

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

Collar Find 12: Christine

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

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

Lights in the sky

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

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

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

Play orchestra

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

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

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

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

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

Mixed signals

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

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

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

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

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

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

The courier ran out of the elevator, a metal box led him straight to the main square of the Villa. From underground came the rumble of explosions, destroying the vault, where the corpse of a mad old man remained. Seriously, his madness had to be stopped. The main gate, wide open, creaked softly from the breeze. I heard the familiar wheezing behind me as ghosts came to the screeching of the elevator. There are too many of them, there is no time to shoot back, you need to run. And the Courier ran. Holding his breath, he darted through the gate, through the poisonous scarlet cloud. Eyes pinched, and lips caught the disgusting taste of copper, such was the smell of the cloud of deadly gas that surrounded the Sierra Madre. How long he ran, the Courier did not remember. He woke up in an abandoned bunker, where he had come earlier, guided by a mysterious radio signal. In the very bunker where he was put to sleep, and from where this adventure began. In the middle of the room there was still a small table with a radio receiver, but now it only transmitted a creaky white noise. Was it a dream? Was all that happened just a hallucination caused by sleeping pills? No, this is not a dream. And the courier was immediately convinced of this, feeling on his neck the weight of a metal collar with explosives, with which Elijah fettered everyone he lured to the Sierra Madre. The detonator was disabled, apparently the collar was deactivated when the control panel was destroyed. Although he clearly remembered how the detonator sounded when the old man fell with a death rattle, and how Christine shouted over the transmitter: "Run!" Tucking the lock, he removed the metal hoop from his neck and tossed it aside.

But where, then, is everyone else? The Sierra Madre gates were open, probably they got out before him. It's a pity. The young man would be very happy to spend a little more time with them, of course, in a different environment. He would like to know better the new Dog. Find out whose voice now lives in the head of the super mutant. I would love to listen to the songs of Dean Domino performed live, and it doesn't matter that the throat of the 200-year-old showman was tormented by cigarettes and radiation. With no less pleasure, he would have shot Dean's ass, because he never forgave him a "joke" with a mined chair. But most of all he wanted to see Christine again. The one that won his heart, although she didn't even want to. Only one night was enough for the courier to forever give his heart to the scribe from the Brotherhood of Steel. And it was not a stormy night in one bed, and not a romantic evening under the stars on the edge of a cliff. It was a night filled with gunfights, fights, and the search for clues. However, this was enough to take possession of it to the end and without a trace. Where are they all now? And where is she now?

Slowly getting to his feet and dusting himself off, the Courier noticed a half-open metal box. In it his things were carelessly folded. Apparently Dog threw them here when he carried the unconscious youth away from here. Well at least I didn't break anything. Already preparing to leave the bunker, the Courier stopped. The radio has stopped emitting white noise. And his Pip-Boy picked up the Sierra Madre signal again.

Wait, before you leave, I would like to tell you ...”- sounded all the same voice that lured gullible travelers here. But now it sounded different. He was gentle and warm, seemed so familiar that the Courier's heart beat faster. Now in that voice she spoke, Christine Royce. The one that stuck like a knife into the heart of the young man and settled there forever. He clung to the receiver and began to listen attentively.

... I am glad that we all met you, and we ... I am grateful to you for everything that you have brought into our lives. It's always hard to leave, believe me, but don't be sad. Return to your friends, family, those you care about and those who care about you. One person said that something new can happen every day in life, and fate is not only wealth in our hands. Now I understand more than ever what he was talking about. You gave us all a chance to start life over again. I hope you come back. I would like to know you better. Until then, you will forever remain in my heart.

The recording was looped, and after a few seconds it started over. The courier could not catch his breath, he was confused. His heart was breaking with what he heard, and everything inside ached as if he had been cut with a circular saw. They are still there. She's still in the Sierra Madre! He had to come back for her, they had to leave together. But instead he ran away like the last coward. Jumping to his feet, the guy frantically began to look around, began to sort through all the documents, rummaged through the entire database of the terminal found in the bunker. He was looking for at least some hint of the location of the mysterious casino. But all is in vain. No mentions. The radio tape kept playing Christine's voice over and over. At some point, unable to bear the pain of despair, he threw the receiver against the wall. The broken device was silent. Realizing what he had done, the Courier scaredly began to inspect the parts, the device could no longer be restored. Remembering the Pip-Boy, he tuned it to the correct frequency. The walls of the bunker were filled with Christine's voice again. Coming to the surface, the Courier began to look for tracks around the drainage hatch. He looked for prints of Dog's huge feet. After all, it was a super mutant who brought him to the Sierra Madre, and such traces are easy to distinguish and track. But it was also wasted, the fierce winds of the Mojave have dispelled everything in the past few days.

And now what i can do? Where to go? Thousands of roads are open before him, but none leads the Courier to her. To the one that took possession of his heart from the very moment they met. From the moment the exhausted Christine climbed out of the Auto-Dock, he vowed to himself that he would be there, that he would protect her. How defenseless she seemed when she realized in dismay that her vocal cords were removed. How sweet she communicated with the help of gestures, and how difficult it was at first to understand her. How sweetly she raised an eyebrow to show the Courier that she was ready to listen. How skillfully she handled weapons. How much he wanted to protect Christine when they were in the boiler substation, because this place reminded her of the horror she experienced in the Auto-Dock. And how tenderly she squeezed his hand, hoping that she would see him again after entering the casino itself. And when she spoke in a new voice, given to her by Auto-Dock in one of the hotel suites, the Courier was simply stunned. Yes, it was the voice of the pre-war singer, Vera Keys. But what's the difference, because now the most beautiful girl in the world speaks to them. In the same issue, he found a dress that belonged to the same singer, the Courier would like to see Christine in it. She is more than worthy to wear it. The young man still had that melancholy look with which she accompanied him to the store, where he met the old man Elijah, who was crazy about technology and weapons. She feared the Courier might not survive that meeting.

Memories pressed so hard that it became hard to breathe. He must go to the Sierra Madre and meet with her again. To see her gray eyes, her smile again, and once again be near. And I don't care that she's a shaved lesbian, I don't care that her head and face are scarred. Even if she fell silent again, unable to withstand the pain after the operation with the voice, he would not care. He doesn't care about all this. He wants to be with her, period. He will find his way in the Sierra Madre and nothing will stop him. The young man went to look for any information about its location, carefully studied all the maps of the NCR and the Brotherhood of Steel, even infiltrated the Legion camps to study their maps, but all in vain. From one very old ghoul, the Courier learned only that a casino was being built somewhere in the east, but this did not help much either. Devastated by the loss, he continued on his way to nowhere.

It is rumored that sometimes a lonely walking figure can be seen wandering in search of something, and sometimes a radio broadcast with a female voice can be heard in the wastelands. However, no one has ever seen where it comes from. Also, no one else saw the Courier, the hero who saved the Mojave. He just disappeared, went his own way.

There are many legends about the Sierra Madre, and they all say one thing: getting there is not so difficult, it is much more difficult to get out. But they don’t know one thing, it’s impossible to go back there, they don’t enter the Sierra Madre twice.