Fallout new vegas reunion walkthrough Fallout: New Vegas, Maps, Interactive map of the Mojave Wasteland. Wreck in the canyon

08.11.2020

188 - Trading post

Trading post at the intersection of 95th and 93rd roads (its name was formed as follows: 95 + 93 \u003d 188). When Route 15 was closed due to the invasion of the death claws in the north and the escape of prisoners in the south, the 95th became the main route for caravans and NKR citizens going to the Strip, so the 188th post turned into a very busy place.

Faction: NKR.

Named inhabitants: on the bridge - Samuel (sells food and repairs things), his daughter Michelle (sells food, weapons and ammunition), Arms Dealer (weapons, modifications, ammunition, armor), Veronica Santangelo (possible companion of the Courier); under the bridge - the representative of the "Gunsmiths" Alexander (sells weapons, modifications, ammunition (to start bargaining with him, you need the skill "Weapon" 40+)), the guard Ezekiel from the Followers of the Apocalypse and the strange boy Foreteller (sells thoughts).

Unmarked quests: "Thought for the Day" (buy some thoughts from the Fortuneteller) and "Dress for Veronica" (find a beautiful outfit for Veronica).

Items: Sunset Sasparilla lid with a star on Samuel's counter.

Mojave Outpost

The administrative headquarters of the NKR in the southwestern part of the Mojave, with a small military garrison. The outpost consists of two buildings built on top of a hill. At the northern edge of the outpost, there are two giant ranger statues. Route 15 runs through the entire outpost and abuts against a tightly locked gate (they will open if you hit the NCR while passing the Lonesome Road addon).

Buildings: Mojave Outpost - headquarters, Mojave Outpost - barracks.

Inhabitants: Ranger Jackson (outpost commander), Major Knight (repairing things), Lacey (merchant), Ranger Ghost (sniper), Sergeant Kilbourne, Rose of Sharon Cassidy (possible partner), roaming traders and caravans, NCR fighters.

  • Quests: Show sympathy (Destroy all predators on the road leading to Lake Ivanpa).
  • City I like (Convince Knight to send reinforcements to Primm or amnesty Meyers).
  • Paying bills (Take Cass on a journey with the Courier).
  • You can rely on me (Persuade Cass to part ways with Cassidy Caravans)

Items in the barracks: Sunset Sasparilla cover with a star, Take shelter, Lie down! Quartz Nuka-Cola (2).

Follower's outpost

The outpost is located at the end of a short road that branches off from Highway 95. It is an unusual structure in the middle of railway tracks and wagons, which is much more spacious inside than outside.

Inhabitants: Dr. Alvarez, two Doctor Followers, two Guard Followers.

Quest: "Continuous worries" (Take Veronica to the outpost of the Followers of the Apocalypse).

Before the war, there was a US Air Force base here; after the war, it was occupied by bombers, descendants of Vault 34.

The entrance to the territory of the airbase for outsiders is prohibited, the bombers fire at the violators from howitzers. The entrance gate of the airbase can be reached in two ways, firstly, directly - along the old road passing near the Fields hut. At the beginning of this road, the Courier will be met by a certain George, who offers all travelers to purchase the AB Nellis artillery schedule. The second, bypass route lies through a railway tunnel (locked on both sides, Break-in 100), located north of the Commodity Depot.

Buildings: Bombers Museum, Pearl House, Adept House, Medical Center, Men's Dorm, Women's Dorm, Children's Dorm, School, Workshop, Biodiesel Plant, Two Hangars: Southwest (canteen and warehouse), Northeast (B-29 bomber ).

Faction: Bombers.

Inhabitants: Pearl (head of the bombers), Pete (curator of the museum), Adept (mechanic), Jack (mechanic), Janet (after completing the quest "Young hearts"), Argill (doctor), Raquel (gunsmith), bomber-head of the warehouse (merchant), bomber cook (merchant), bomber trainer, Linxi (child), nameless bombers and baby bombers.

Autodrome "Ivanpa"

Once there were races on three-wheeled compact cars, but now the place is occupied by mutated ants. There is a duffel bag with junk near the Start / Finish sign. If you want to shoot, you can approach the corpse of a giant radscorpion lying on the Nypton road south of the autodrome, and see with your own eyes that the ants do not abandon their prey.

Enemies: giant ants.

Gas station "Poseidon"

A gas station owned by Poseidon Energy before the war. A little to the north is the Wylith camp, which consists mainly of trailers.

Enemies: Vailite (one of the leaders of the Devils), Violetta (favorite dog Violet), guard dogs of the Devils.

  • Bounty Hunt (Kill Wylith and bring her head back to Major Duthrie at Camp McCarran).
  • A dog's life (Violetta is one of the ways to get a new brain for Rex).

Items: "Police Weekdays" magazine and gunsmith's repair kit inside a police car; quartz nucleus-cola, magazines "Phantom", "Weapon - the future today", "Programmer's Digest" in the Wylit camp.

Nellis Air Base and Hangars AB Nellis

On the territory of the airbase there are two large hangars, in one of them Adept and Jack are assembling a B-29 bomber, in the other there are virtual reality simulators used to train pilots. The second hangar also serves the bombers' canteen and warehouse.

  • Into the sky! (Implement the bombers' plan to lift the bomber from the bottom of Lake Mead).
  • In the dark (Find the missing BS patrol near AB Nellis).
  • Worries (Find information on the Pulse Pistol at Nellis AFB).
  • Joker: place your bets; The casino always wins, III; Caesar Caesar (Enlist the support of the bombers or neutralize the threat from them).
  • Howitzer (Obtain a new firing attachment for the Legion Howitzer from the bombers).
  • Bombers (To persuade bombers to help in the battle for the dam).
  • (Unmarked) Find the Lincy Teddy Bear in the Hangars.

Items: "Snow Globe. AB Nellis" in the bombers museum; book "Take cover! Lie down!" at Pearl's house; "Fixing electronics" in the Adept's house; two lids from Sunset Susparilla with a star in the dining room; nuclear shot in the warehouse.

Apartments "Monte Carlo"

A large two-story building with a neon rooftop sign west of New Vegas. The building is rather dilapidated in appearance, but everything inside is well preserved, with the exception of the stairs (so there is no way to the second floor). Usually one thug guards the front door, the rest are in the building.

Faction: Scorpions.

Enemies: Rollerball, Yvette, Scorpion bandits.

Items: "Magnum" cal. 44 (can be taken from Yvette's body).

Searchlight airport

A fenced asphalt area with several rusting aircraft on it, which served as an airport before the war. You can get inside the fence only in one place on the north side.

Enemies: Radscorpions.

Items: various loot in containers, one of the suitcases (near the main terminal of the airport) should have quite a lot of lids.

Business park "Aerotech"

Fortified refugee camp, ruled by the NKR.

Buildings: "Aerotech" - block 200, "Aerotech" - block 300, "Aerotech" - tent.

Named Inhabitants: Captain Parker, Bert Gunnarsson (Doctor), Frank Withers, Keith (at block 200).

  • Loneliness (Find Frank Withers' family).
  • Coyotes (Find out what happened to the missing refugees).
  • Investigate Keith's dark deeds.

Items: Sunset Sasparilla Star Cover (at block 300).

Bitter Springs

The NKR-run refugee camp consists of NKR tents in the northern part of the camp and refugee tents in the southern part.

Factions: Great Khans (in the past), NKR (now).

Named inhabitants: Captain Gilles, Lieutenant Markland (doctor).

  • A little more (Deliver supplies and reinforcements to Bitter Springs).
  • Mountains, only mountains (Locate the source of the attacks on Bitter Springs).
  • Bitter Springs Hospital Blues (Bring Lieutenant Markland books and doctor's bags).
  • I forgot to forget (Visit Bitter Springs with Craig Boone).

Subjects: magazines "Trade. Weekly" (2).

Bonnie Springs

Abandoned mining ghost town. All buildings are boarded up, a gang of Vipers has set up their camp here (after their liquidation, the city ruins will be occupied by casadors).

Faction: Vipers.

Enemies: shooters of the Viper gang, two leaders of the Viper gang, casadors.

Items: Unique "Love and Hate" spiked knuckles, Sunset Sasparilla covers with a star (2).

Boulder city

A small town, most notable for its proximity to Hoover Dam and Trading Post 188. During the First Battle of Hoover Dam, fierce battles took place here between the NCR troops and the Caesar Legion. Then the rangers lured some of the veteran legionnaires into the city and blew it up, as a result of which the city was almost completely destroyed.

Sublocation: Boulder City Ruins. Buildings: Boulder City - Railway Station, Fat Horn Saloon, Great Khans Refuge.

Factions: NCR, Great Khans.

Inhabitants: Lieutenant Monroe with a detachment of NCR soldiers, Private Kowalski, Ike (Fat Horn saloon, merchant), Jessup and several other Khans.

  • Quests: Investigation, Call (Intercept the Great Khans in Boulder City).
  • Clash in Boulder City (Defuse the Great Khans in Boulder City).
  • Shoot at the memorial in honor of the NKR victory.
  • Meet Victor near Boulder City.

Items: Fat Horn Saloon - Sunset Sasparilla Star Cap, Nuka Cola Quartz (3), Lever-reloading Shotgun; Boulder City Ruins - Phantom, Police Stories, 10mm Submachine Gun; Boulder City - railway station - "Phantom", "World of Boxing", hunting rifle.

Abandoned hut

"The hut" is too loud, it is just a dilapidated canopy near the rock with the remains of a hedge around. A prospector can be seen nearby.

Items: healing powder and junk in the box.

Bunker of the remaining

Description not ready yet

Wind farm of Southern Nevada

A lonely hut surrounded by wind turbines.

Quest: "Return of Hope" (to the north-east you can find the missing supplies for Forlorn Hope).

Enemies: Casadors and Fire Geckos.

Equipment: workbench in the hut.

Items: Electronics Repair Book, Sunset Sasparilla Star Cover, Gunsmith Repair Kit, Scrap Metal, Assorted Loot.

Searchlight East Gold Mine

Description not ready yet

Eastern pumping station

Here, water is filtered from a water pipe from Lake Las Vegas to the NCR sharecropping farms.

Buildings: East Pump Station, East Cistern.

Quest: "Hard Fate" (inspect the pumping station, activate the terminal (50+ science skill is required to repair the network)).

Items: Chinim Sami magazine in the eastern cistern.

Freeside is a New Vegas slum located within, but not controlled by, Mr. House's walls. In Freeside, everything is run by a gang of Kings and the Van Graffs.

Sublocation: Old Mormon Fort. Buildings: Mick and Ralph, King's Twins School, Atomic Cowboy Casino, Silver Rush, Sirulien Robotics, Ruined Store. Factions: Freeside, Followers of the Apocalypse, Kings, Van Graffs.

  • The inhabitants of the magician. "Mick and Ralph": Mick, Ralph (merchants).
  • King's Double School: King, Peyser, Sergio (hairdresser), Rex (cyber-dog), members of the Kings gang.
  • Old Mormon Fort: Julie Farkas, Arcade Gannon, April Martimer, Beatrix Russell, Wayne, Farris, Roy.
  • Atomic Cowboy Casino: James Garrett, Francine Garrett, Henry Jameson, Caleb McCaffery, Hadrian.
  • "Silver Rush": Gloria Van Graff (merchant), Jean-Baptiste, Mr. Soren, Simon, Van Graff thugs.
  • "Sirulien Robotics": Fisto (robot), Protectrons.
  • Destroyed store: Major Elizabeth Cyren, NCR fighters.
  • Streets of Freeside: Genaro (merchant), Dixon (merchant), Column attendant, Orris, Max, Stacy, Old Ben, Santiago, Lady Jane, Bill Ronte, Jacob Hoff, Tlen, Grex, vagabond, barkers, thugs, etc. ...

"" Open the list of quests and items ""

Height of Cottonwood

An abandoned village on a hillock, with a wonderful view of Cottonwood Cove below. There are several boarded-up houses, a couple of dumpsters and a van truck with radioactive waste in barrels.

Quest: An eye for an eye (With the skill of hacking a character of 50+, you can open the back door of the van so that the barrels with radioactive waste in it slide down to Cottonwood Cove, destroying all living things there (the character's reputation with the Caesar Legion does not decrease )).

Dried Lake Ivanpa

A dried-up lake, a vast expanse of sand, in the middle of which rises a small hill with a mesquite tree growing on it and a burned-out car.

Enemies: tree scorpions, giant ants.

HELIOS One

A solar power plant built by Poseidon Energy that generates and supplies power to the New Vegas Strip and the Mojave Wasteland communities. It also hides the ARCHIMED super-weapon control system (station security system and orbital laser).

Sublocations: mirrored courtyard, observation deck. Buildings: HELIOS One - Power Plant, Solar Tower.

Factions: NCR, BS (formerly), Caesar's Legion (possibly).

Inhabitants: Lieutenant Haggerty (commander), Fantastic ("technician"), Ignacio Rivas (scientist), NCR fighters, NCR guard dogs, PYTHON (robot Mister Assistant, repairman).

Enemies in the Solar Tower: Robots Brave, Robot Helpers, Robot Brains, Security Robots, Protectrons, Automatic Turrets. Quests:

  • Sun Glare (HELIOS One can energize the Mojave Wasteland or activate superweapons).
  • A source of inspiration (Capture the HELIOS emblem).
  • Return of Hope (Find supplies for Forlorn Hope).
  • Boogie Woogie (Find parts for the bombers' e / station).
  • ED-E, my love (Playback of the first audio recording).

Subjects: DC Therapeutic Journal in the main building; the magazine "Fix It Yourself" in the Solar Tower; Science for All book (can be obtained from Rivas if the Courier chooses to distribute energy to the entire region).

Devil's throat

A giant crater with numerous barrels with radioactive waste and a rusted truck in the center.

Enemies: centaurs at the bottom of the crater and wild ghouls in the hills to the south.

Items: unique minigun CZ57 "Avenger", enhanced combat armor and a festive cap on the body of a prospector in the van.

Caution! The radiation level near the barrels is 3-7 rad / sec.

Casador nest

Inhabited by casadores, a dark burrow under a hill, from the top of which offers a wonderful view of Boulder City. At the top there is a campfire and two locked boxes with mines and ammunition among the stones (hack 50 and 25).

Enemies: Casadors.

Items: "Magnum" cal. 44 near the skeleton, things in the adventurer's backpack and hollowed out stone, explosives and ammunition in boxes.

Mount Black

The mountain remained no man's land for a century after the war, as the area was so radioactive that no one would have survived here. After the fall of the Master, many first-generation super mutants traveled east and here they found a fairly secluded spot for their camp.

Over time, shadows (Knitkins) and second-generation super mutants penetrated here, which caused problems. The leader of the community, Marcus, left for Jacobstown, and power passed into the hands of a crazy super mutant shadow named Tabitha.

Radio station: Black Mountain Radio.

Faction: State of Utobita.

Inhabitants: Tabitha (leader), Neil, Raul (captive ghoul), super mutants, shadow sniper, shadow masters, shadows, unique centaur Moe, centaurs.

Buildings: broadcast station, prison, warehouse building.

  • Quests: Madness (Head to the top of Mount Black and end Tabitha's brutal rule).
  • In the dark (Find the missing Brotherhood of Steel patrol sent to Black Mountain).

Items: unique Annabelle grenade launcher, Victoria Cola, Sunset Sasparilla cover with a star.

Goodsprings

Small and quiet city located off I-15, one of the main highways to New Vegas.

Buildings: Mitchell Dock House, Prospector Saloon, shop, school, gas station, house (4), Victor's hut.

Factions: Goodsprings, Demoman (possibly).

Inhabitants: Doc Mitchell (doctor), Chet (merchant), Trudy (merchant), Sunny Smiles and Cheyenne (dog), Zabey Pete, the residents of Goodsprings, Victor, Ringo, Joe Cobb and the Demolitions.

  • Quests: Blow on the head, Back in the saddle, Campfire (tutorial quests), Investigation (main line).
  • Ghost Town Shooting (Smash Demoman) or Streams Flowing ... (Smash Goodsprings Militia).
  • Repair Trudy's broken radio at the Prospector Saloon.
  • Take a caravan deck from Ringo and learn the rules of the game.

Equipment: a workbench for loading ammo and a workbench.

Subjects: The Therapist Today magazine at Doc Mitchell's house; "We fix it ourselves", "People and communication", "Trade. Weekly" in the saloon "Prospect"; "Trade. Weekly" in the store; stealth boy, "School of Survival", "People and Communication", "Programmer's Digest" (2), "Trade. Weekly" at school; "World of Boxing" at a gas station; book "Combat Manual of Chinese Special Forces", "School of Survival", cover from "Sunset Sasparilla" with a star in the houses.

Hoover Dam

A concrete dam on the Colorado River, built before the war in the Black Canyon in order to supply nearby areas with electricity. The western part of the dam is controlled by the NCR, the eastern - by the Caesar's Legion. Everyone wants to possess the dam at once - NCR, Legion and Mr. House.

Sections: Hoover Dam - Info Center, Hoover Dam - Offices, Hoover Dam - Power Plants 1-4, Hoover Dam - Lower Level, Hoover Dam - Tower (3), Hoover Dam - Spillway Towers 1-4, Hoover Dam - Checkpoint, Oliver Headquarters ...

Faction: New California Republic.

Inhabitants: General Lee Oliver, Colonel Cassandra Moore, Quartermaster Bardon (merchant), Chief Engineer Mike Lawson, Alison Valentine, Ranger Grant, Ranger Stevens, Private Jeremy Watson, Rangers, engineers and NCR fighters.

  • For the Republic, part 2; You will feel the approach; The Casino Always Wins, VI (Defend Kimball).
  • No gods, no lords; All or Nothing (Activate the Eastern E / Station and channel the energy of the securitron army).
  • Arizona Assassin (Kill President Kimball).
  • Came, saw, conquered (Kill Oliver and the guards).
  • Eureka! (Defend the Hoover Dam together with the NCR).

Items: "Snow Globe. Hoover Dam" in the Infocenter; two Chinese stealth armor in the offices.

Emergency Service Depot

A tightly boarded up building with a railway platform and broken repair equipment around. The platform has mattresses and shelves with many containers. A campfire can be found nearby.

Items: Two Sunset Sasparilla covers with a star on the platform.

Jacobstown

A community of super mutants led by Marcus, located on the site of a pre-war ski resort on Mount Charleston. In 2281, Marcus, a kind and peaceful super mutant, found the no-man's mountain Charleston and founded another refuge for mutants here, naming it Jacobstown after his old friend. Marcus hopes to find a cure for the shadow super mutant schizophrenia with the help of former Enclave scientist Dr. Henry.

Buildings: hotel, bungalows (3).

Inhabitants: Marcus (Mayor), Dr. Henry (Physician), Trouble (Trader), Lily, Keane, Shadows and Super Mutants.

  • Quests: Guess who I saw! (Find the source of the Night Hunter Stealth Mutation).
  • A Dog's Life (Take Rex to Dr. Henry and find out how you can help the dog).
  • Unfriendly conversation (Talk to the leader of the mercenaries who are causing trouble for Jacobstown).
  • Ages Ago (Persuade Dr. Henry to join the Remnants).

Subjects: "Snow Globe. Mount Charleston", magazines "Fix it ourselves", "Boxing World", "School of Survival", "Programmer's Digest" in the hotel; the book "Grognak the Barbarian", a bottle of Victoria Cola in the first bungalow on the right; Cover from Sunset Sasparilla with a star in a bungalow in the middle.

Jackrebbit Springs

Five irradiated hot springs around a small hill in the center. Due to the high level of radiation, centaurs, megacentaurs and well-armed super mutants live here.

Enemies: Centaurs, Super Mutant Master, Super Mutants.

Items: stealth fight on the hill; light machine gun, minigun or heavy incinerator (super mutant weapon).

Devil's Hollow

A giant crater with a truck falling into it, you can go down to the bottom along the roof of the trailer.

Enemies: Coyotes.

Items: Sunset Sasparilla Star Cover, Hydra, Ammo Crates.

Cattle Farm Matthew

The ruins of a burnt house, two graves nearby, a couple of barns, corrals with emaciated Brahmins and bighorn sheep. A farm family lived here until the elders went to Searchlight for supplies. A few days later, the child followed them and found his parents, who had become ghouls as a result of the sabotage of the Legion. The boy had to shoot back from them so as not to be eaten. After that, he went crazy and began to suspect the animals were plotting to eat him and take over the farm. Driven to despair, the boy set fire to his house ...

Information: four pages from a torn diary (1st in the bighorn horns shed, 2nd in a pickup truck, 3rd in the brahmin shed, and 4th in the ruins of a house near the skeleton).

Items: Wasteland Survival Guide Book, Sunset Susparilla Star Cover, Ammo in Duffle Bag.

Abandoned bunker BS

Bunker 13 is the starting point for the Dead Money add-on (if the Dead Money add-on is not installed, the entrance to the bunker will always be locked).

It is a fortified underground bunker that served as the headquarters of the Brotherhood of Steel elder in the Mojave Wasteland during the BS and NCR Wars.

Quest: Opening "Sierra Madre" (Find where the invitation to the "Sierra Madre" is broadcast from).

Equipment: Sierra Madre vending machine, ammo loading workbench and workbench.

Items: Electronics Repair Book, Elijah's Chemistry Kit, T-45d Power Helmet.

Plant "HB Tools"

This plant before the war belonged to Mr. House's older brother, Anthony House, to whom he inherited from his father. Anthony House suffered from paranoia, compounded by envy of Robert's success. Ultimately, this led to an unnecessary tightening of security measures at the company. In 2077, Anthony fired all employees, closed the plant and turned on the security system, in addition, he mined the building. No one saw him again.

Enemies: Robot Brains, Mister Helper, Deranged Mister Helper, Automatic Turrets.

Items: Lucky 38 VIP key card.

Western pumping station

Nothing particularly noteworthy, except for the terminal in the station building, identical to the quest on the East pump station - its activation also progresses the quest "Hard Fate" to the stage of searching for the source of radiation, to repair the network requires a science skill of 50 or more.

Enemies: several Devils around the building and inside.

Items: 2 ammo boxes and more.

West entrance to Westside

Description not ready yet

Bitter Springs Recreation Area

A flimsy building (Bitter Springs - recreation), surrounded by crumpled cars, trailers and buses.

Enemies: giant rats in the building, casadors in the area.

Items: the book "Modern Castles", the "Phantom" magazine, 2 covers from "Sunset Sasparilla" with a star, weapons and ammunition in the safe (lockout 50).

NKR Correctional Facility

Former prison of the NKR. It was used to keep prisoners working under the supervision of the NKR fighters on the railway along the 15th highway. However, most of the prison guards were sent to patrol the west bank of the Colorado River and the prisoners made a daring escape. After that, the so-called demolitions formed their faction and remained in this well-fortified place.

The prison has only one entrance and it is guarded by Dose, who can open the door for 100 caps, you can also try to steal the key from him or kill him.

Buildings: NCR Prison Administration, Information Center, Prison Blocks A and B. Factions: Demoman, NCR (formerly).

Inhabitants: Eddie Demolition Leader, Omelette (Eddie's Bodyguard), Dose (Gatekeeper), Carter (B Block Merchant), Hannigan (Medic), Myers (Former Sheriff), Nameless Demolitions.

  • Quests: The City I Like (Persuade Myers to become Primm's new sheriff).
  • The way to fix it (Ask Eddie for some work).

Equipment: workbench in the yard.

Items: Age of Knights magazine and Sunset Susparilla cover with a star in the information center; the book "Lies: A Textbook for a Congressman" in the administration building; the magazine "Cookbook of a Patriot" in prison block A; powder charge circuit in prison block B.

REPCONN Proving Grounds

Description not ready yet

Source of Goodsprings

Three water sources southeast of Goodsprings, supplying clean drinking water to its residents.

Inhabitant: Barton Thorne.

Enemies: geckos.

  • Back in the saddle (Kill geckos at the springs).
  • Campfire (Use campfire to make healing powder).
  • (Unremarked) Agree to rescue Burton Thorne's girlfriend, trapped in the clutches of geckos.

Equipment: three bonfires.

Gathering ingredients: broca flowers and zander roots.

Items: shovel near the second source; on the top of the mountain there is a cache with weapons, ammunition, food (be careful, around bear traps).

Stone crushing plant "Samson"

Deserted industrial buildings and mechanisms. A little further north is the camp of the named trait, Driver Nefi.

Quest: "Bounty Hunting" (ask the 1st Reconnaissance Battalion fighters to ambush here and lure Driver Nephi closer to them).

Items: Several antipersonnel mines on the road east (watch out!), Various loot.

Crescent Canyon - East

The eastern part of a long and narrow canyon in the shape of a crescent under a destroyed railway bridge (English Crescent - Crescent). The bottom of the canyon is strewn with barrels with radioactive waste, which, most likely, poured out of the carriages of the train carrying them when the bridge collapsed.

Enemies: Golden Geckos.

Items: combat armor in a chest, ammo in a hollowed out stone.

Caution! Radiation.

Crescent Canyon - West

The western part of a long and narrow canyon in the shape of a crescent under the destroyed railway bridge (English Crescent - Crescent). The bottom of the canyon is strewn with barrels with radioactive waste, which, most likely, poured out of the carriages of the train carrying them when the bridge collapsed. In the desert to the northeast, you can find an unmarked Scorpion Burrow.

Enemies: Golden Geckos and Radscorpions.

Items: improved anti-radiation suit in the chest near the truck (+40 to radiation resistance), ammunition in the hollowed out stone.

Caution! Radiation.

Red rock canyon

Description not ready yet

Griffin's caravan

The corpses of pack brahmins, a cart, broken boxes, heaps of ash ... It will be necessary to come here on the quest of the companion Cass and inspect another place of attack on a trade caravan.

Quest: "Paying the Bills" (Together with Cass, investigate the place where the Griffin caravan was killed).

Items: various trash on pack brahmins, in boxes and heaps of ash, a lot of depleted energy batteries around, a plasma rifle.

Dunn's caravan

Another place of the death of a merchant caravan, from which only three heaps of ash and the corpse of a pack brahmin remained under a wooden bridge. However, here you will also find the bodies of two Van Graff thugs and a Red Caravan guard ...

Quest: "Paying the Bills" (Together with Cass, trace where Dunn's missing caravan went).

Items: plasma rifles and combat armor on the bodies of Van Graff thugs, a lever-operated shotgun on the body of the Red Caravan guard, various junk on a pack brahmin, in boxes and heaps of ash, ammunition.

Chance Card

According to the All Roads comic, this map was inscribed on the ground with Chance's knife and McMurphy's finger. The location of locations on it is somewhat different from what we see in the game.

The deep scratches line up exactly with the main roads of the Mojave and New Vegas wasteland. Items on the map are symbolic representations of various locations in the game (none of these items can be taken):

  • The turpentine bottle represents the Strip, the firecrackers to the northeast - the bombers at Nellis.
  • The rocks in the northwest represent Jacobstown.
  • The Legion Denarius to the east is the Fort.
  • An upside-down whiskey bottle depicts Hoover Dam.
  • Stealth Boy is Mount Black, to the east is a shard of mirror, symbolizing HELIOS One.
  • The bottle of beer in the center of the map looks like a REPCONN proving ground, with a stick of dynamite to the west defining demolition territory.
  • The deathclaw is the Quarry, the tin can to the west is probably Goodsprings, the pile of rocks to the north is Red Rock Canyon.
  • The tin can to the south is Camp Searchlight, the water bottle is Cottonwood Cove, the pile of shells is Nipton.
  • In the southwest corner of the map, two bottles represent the giant ranger statues at the Mojave Outpost.

Career

Description not ready yet

Goodsprings Cemetery

A wonderful view from above to the surroundings. The cemetery consists of 29 graves, among them there is the one from which the securitron Victor dug the wounded courier at the beginning of the game.

Enemies: Wood Scorpion and Dutni.

  • By the campfire (Find a brok flower here as prompted by Sunny Smiles).
  • Take It All (Find the Radscorpion Eggs for Red Lucy in the mountains north of Goodsprings).
  • (Unchecked) Find or buy a shovel and start digging up graves.

Items: "Snow Globe. Goodsprings", 10 Benny's signature cigarette butts.

Clark Field

The ruins of a pre-war chemical plant southeast of Novak. Near the north entrance lies the body of Mr. Radical, dressed in a yellow suit that he adored during his lifetime (which can be learned from the poor man's diary and from the story of mother Gibson).

Quest: "Let's fly" (find a flammable substance, isotope-239).

Enemies: Golden Geckos.

Items: Isotope-239, Mr. Radical's diary, anti-radiation suit, super stimulant and 2 stimulants near a dead pack brahmin, cal. 308 in the corner of the fenced area and stuff.

Caution! Low level of radiation.

Colville Bay

An abandoned boat dock on the shores of Lake Mead, consists of a large ruined hangar and boat rental office building.

Building: Captain Dean's boat rental.

Quest: "Into the sky!" (Find a B-29 bomber and lift it from the bottom of Lake Mead).

Enemies: casadores, giant rats.

Items: Sunset Sasparilla Star Covers (2), Survival School magazine.

Company "Red Caravan"

The New Vegas branch of the Red Caravan Trading Company is run by Alice McLufferty.

Buildings: "Red Caravan" - head office, Barak of caravans, Barak of guards.

Inhabitants: Alice McLufferty (executive director), Blake (merchant), Don Hostetler (comes here during the day), Ringo (after completing Ghost Town Shooting), Janet, caravaneers and guards. Quests:

  • Paying bills (Find a job in the "Red Caravan").
  • You can rely on me (Alice McLufferty asks to do some work for the "Red Caravan").
  • Pressure (Disable the bottle cap press at Sunset Sasparilla Headquarters).
  • Honeymoon in Aba Daba (Deliver chemicals to Don Hostetler).
  • Young Hearts (Connect Jack of Nellis and Janet).
  • Bitter Springs Hospital Blues (Obtain two medical books from Blake's store).
  • Deal with Contreras (Collect the package from Blake).
  • Arrange the supply of meat to Camp McCarran.

Equipment: a workbench for loading ammo and a workbench.

Items: Sunset Sasparilla Star Cover, Police Stories Magazine in Head Office; the magazine "Phantom" in the barracks of the caravans.

Cottonwood Cove

The largest camp of the Caesar Legion on the west bank of the Colorado River.

Buildings: headquarters, dining room, warehouse, toilets, hut.

Faction: Caesar's Legion.

Inhabitants: Aurelius of Phoenix (centurion), Dean North, Taskmaster, Cursor Lucullus, legionaries, Anders (crucified Great Khan), Mrs. Withers (wife of Frank Withers, captive), Sammy Withers (daughter of Mrs. Withers, captive), Kenny Withers (son Mrs. Withers, prisoner).

  • Eye for an eye (Cottonwood Cove must be destroyed and / or wiretapped on behalf of Astor).
  • Caesar's Caesar (Head to Cottonwood Cove and board the barge to Fort).
  • Honeymoon in Aba Daba (Free Anders, who can be found crucified on the way to the camp).
  • Loneliness (Free the Frank Withers family).
  • Aurelius of Phoenix pays for NCR tokens.

Items: unique weapon "Retribution of the Fallen" and the book "Grognak the Barbarian" in the office of Aurelius from Phoenix; Cover from "Sunset Sasparilla" with a star in the ladies' room.

Crater in the Mesquites

Several reservoirs with irradiated water (the radiation level here reaches 6 rad / sec.), A bridge thrown over them and a flimsy hut in the middle.

Building: Hella Motel. A two-story structure containing the late Dr. Rotson's laboratory, a kitchen on the first floor and a bedroom on the second.

Despite the decent level of radiation outside, there is no radiation in the motel itself. Inside you will see the body of the ghoul Rotson who lived here and the mad Mr. Helper, who apparently killed his master. Perhaps Rotson was engaged in moonshine.

Enemies: Wild Ghoul Rippers and the Demented Mister Helper at the Motel.

Items: Hella Motel - DC Therapy Journal, Sunset Susparilla Star Cover, Gunsmith Repair Kit; in a shelter with an antenna on the roof to the east of the crater (carefully, mined!) - the magazines "Fix it yourself" and "Programmer's Digest", a cover from "Sunset Sasparilla" with a star.

Cottonwood crater

An observation platform high in the mountains, most of which is occupied by a funnel with radioactive water (up to 20 rad / s), left over from an atomic bomb that once fell here.

This location can be accessed through the Fire Route cave.

Enemies: Golden Geckos.

Items: "Fat Man" (on the body of a prospector).

Wreck in the canyon

The starting point for the Lonesome Road addon is the passage to the Rift (if the Lonesome Road addon is not installed, the path to the Rift will be blocked by debris from burned-out cars, trucks and other junk).

Several graffiti are noteworthy: "Can You Go Home Courier", "Divide", "Lonesome Road" and "Courier six?" ("Courier number six?") Most likely made by Ulysses.

Enemies: Coyotes.

Quest: Reunion (Go to the crash site in the canyon, which is not far from Primm, and enter the Rift).

Items: several frag grenades in the boxes of the overturned van, 2 boxes with ammunition in the coyotes' lair on the hillock, the body of an NCR soldier (he has weapons, armor, ammunition on it), various junk in two graves.

Blue Paradise Resort

An abandoned resort occupied by lakeside workers - three houses, boat docks and a picnic area, two graves nearby. On the other bank of the river to the southeast, there is also a nest of lakes.

Enemies: lake makers.

Items: in flooded houses - two Sunset Sasparilla covers with a star; in the nest of the lake-makers on the other side of the river - weapons and armor on the mercenary's body (+ police glasses), junk in sports bags.

Caution! Low radiation levels in flooded houses.

Camp Boulder Beach

Before the war, there was a resting place here, as evidenced by picnic tables, rusty sunken boats near the pier and so on. There is a campfire and a mattress in the trailer.

Enemies: Lakers at the pier.

Items: ammunition in the hollowed out stone, cans and flasks scattered everywhere.

Camp in the Mesquite Mountains

A camp with two tents and several picnic tables, beds and a campfire. There are three graves on the hill above the camp.

Quest: "We Are Together" (Private Edwards will go here if you tell him that there are many places to hide).

Enemies: Giant Radscorpions.

Camp of the Great Khans

This camp is used by the Great Khans to survey the Career. It is not easy to get here due to the large number of dangerous animals in the area.

Faction: Great Khans.

Inhabitants: Melissa and 2 Great Khan.

Enemies: the claws of death.

  • Don't make me ask (Deliver the chemicals to Melissa).
  • Daddy (Convince Melissa to speak out against the alliance with Caesar).

Equipment: camp fire.

Camp Guardian

One of the most distant NCR outposts in the eastern part of the Mojave Wasteland.

When approaching the camp, the Courier may receive a distress radio signal calling for help against the attacking mutated creatures. Climbing up a narrow path will lead to Guardian Peak and the Guardian Camp caves.

Faction: NCR (formerly).

Enemies: Giant Rats, Radscorpions, Tree Scorpions.

Items: Pages from the Guardian Camp Journal (Sergeant Banner left 11 pages scattered around the camp and on the slopes of the mountain).

Camp Golf

Military base of the NKR, located on the north shore of Lake Las Vegas. The camp consists of several tents pitched on the golf course to the west of the hotel, and is guarded around the perimeter by sentries on watchtowers.

Buildings: Resort hotel (owned by Robert House before the war), dining tent, tents (10), trash tent.

Faction: New California Republic.

Inhabitants: Commander Henlon, Doc Scalpel (Medic), Sergeant McCready, Mags, Razz, Poindexter, O "Hanrahan, NCR Rangers, NCR soldiers.

  • Quests: Boomerang (Report to Commander Henlon what you and Sergeant Reyes discovered).
  • From defeat to victory, one step (Help the recruits prepare for duty).

Items: at the Resort Hotel - Sunset Sasparilla lids with a star (3), Boxing World, Fix It Yourself (2), Weapon - The Future Today, Survival School, Lockmaster, People and Communication "," Programmer's Digest "," Age of Knights ", quartz core-cola (5), VIP key card" Lucky 38 "; in the trash tent - "The Cookbook of a Patriot"; in McCready's tent - "School of Survival", "Trade. Weekly", "Programmer's Digest".

Legate's camp

The camp is surrounded by rocks on all sides and is inaccessible for most of the game. It is possible to visit here only when passing the final stage of the main quest.

The camp is guarded by legionnaires armed with rifle carbines and power knuckles. There is a kennel to the right of the entrance to the camp; a military tent of the legate is set up on the top of the hill.

Faction: Caesar's Legion.

Inhabitants: Legate Lanius, Praetorians, Legionnaires, Legion Hounds.

  • Came, saw, conquered (Kill Oliver and the soldiers guarding him).
  • Eureka! (The legate's camp must be destroyed to protect Hoover Dam.)
  • No gods, no lords; All or Nothing (Enter the legate's camp and deal with Lanius).

Items: Blade of the East (unique great sword, can be taken from the body of Legate Lanius during the Battle of Hoover Dam if the Courier is on the side of NCR, Yes Man or Mr. House).

Camp Mccarran

The main military base of the NKR in the Mojave Wasteland. Located on the site of the pre-war McCarran International Airport.

Buildings: Camp McCarran Terminal, Camp McCarran Main Hall, Camp McCarran Warehouse, Control Tower McCarran.

Faction: New California Republic.

Inhabitants: Colonel James Shue, Captain Ronald Curtis (aka Frumentarian Peak), Lieutenant Carrie Boyd, Corporal Walter Hornsby, Seal (captive centurion of the Caesar Legion), Dr. Kemp (doctor), Corporal William Farber (cook), Thomas Hildern (Managing Director BNP East), Angela Williams (Hildern's assistant), Private Christina Morales, Sergeant Daniel Contreras (merchant), Little Scoundrel (bounty hunter), Major Duthrie, 1st Recon: Lieutenant Gorobets, Sergeant Gorechawka, Corporal Betsy, Corporal , Ten of Peaks; fighters of the NKR.

Items: unique rifle "Machine" (reward for the quest "Deal with Contreras"), a unique version of the cowboy rifle - Long Carbine (personal weapon of Corporal Sterling), magazines "Lockmaster", "Phantom", "Fix it yourself" (2), "Weapons are the future today", "School of survival" (2), "Trade. Weekly", "Military Review" (3).

"" Open the list of quests ""

  • Spy Mania (Find out who is the agent of the Caesar Legion in Camp McCarran).
  • Healing (Help with Corporal Betsy's problem).
  • Finding White (Find Corporal White).
  • Don't Grow Grass (Talk to Dr. Hildern about going to Vault 22).
  • Bounty Hunt (Bring Major Duthrie the heads of three Hell leaders).
  • Inspiration (Photograph the McCarran Airport logo).
  • You can rely on me (Deliver the "Red Caravan" bill to Dr. Hildern).
  • (Unmarked) Contreras deal.
  • Help Lieutenant Boyd interrogate the captured Centurion Sil, or help Sila escape.
  • Find the body of Ranger Morales at the request of his wife.
  • Help Corporal Farber fix the food processor and find a meat supplier for the camp.
  • Receive the Motorcycle Racer reward from Colonel Shu.
  • Become the NCR Favorite, then contact Colonel Shu for the key to the NCR Ranger's secret apartment.

"" Open main description ""

Camp Mountain Shadows

Pre-war picnic area. There is a campfire and a mattress in the trailer.

Items: Sunset Sasparilla Star Cover, Therapist Today and Survival School magazines.

Demolition Camp - East

The camp is a place under a rock fenced with wooden shields. There is a campfire and mattresses, and there is a carved stone with loot nearby.

Faction: Demoman.

Inhabitants: Three Demoman

Caution! Mined (6 powder charges around the camp).

Demolition Camp - West

The camp consists of a trailer with beds and boxes inside, located near an overturned truck with junk. There is a campfire.

Faction: Demoman.

Inhabitants: Three Demoman

Items: Phantom magazine and doctor's bag in a radioactive puddle southeast of the camp.

Caution! Mined (4 powder charges around the camp).

Demolition Camp - North

A small camp built under the rock. There is a campfire and mattresses.

Faction: Demoman.

Inhabitants: Three Demoman

Caution! Mined (8 powder charges around the camp).

Demolition Camp - South

The camp is built near an overturned red railway carriage resting on a rock. There is a campfire and mattresses.

Faction: Demoman.

Inhabitants: Chavez and three Demoman.

Quest: "The Path of Correction" (Get rid of Chavez).

Subjects: magazine "School of survival".

Camp Searchlight

The NCR established a large base here, which became a serious obstacle to the advance of Caesar's Legion westward. Vulpes Inculta staged a sabotage, ordering the legionnaires to open the containers with radioactive waste stored in the fire station. This was followed by the mass death and gulification of the NKR fighters, thereby the Searchlight camp ceased to exist as a military base. The area is currently very radioactive.

Buildings: eastern church - church basement, western church - NKR warehouse, elementary school, fire station, house, police station.

Inhabitants: First Sergeant Astor and the NCR soldiers, Private Edwards, Logan and his fellow prospectors.

Enemies: Ghoul Fighters, Radscorpions, Radscorpion Queen, Golden Geckos, Mark III Turrets.

  • Quests: An eye for an eye (Obtain information about the movement of Legion troops and install a bug).
  • Together we (Collect the personal badges of the ghoul fighters in Camp Searchlight and take them to Astor).
  • Wheel of Fortune (Explore buildings with Logan).

Items: at the fire station - unique. Knock knock fire ax, Sunset Sasparilla cover with a star; in the basement of the church - the "Combat Manual of the Chinese Special Forces", a nuclear shot (2) or holy fragmentation grenades (3); in the house - the magazine "People and Communication".

Cliffside Prospector Camp

A windswept hut (shelter without walls) among the cliffs. To the east of it, on the other side of the Colorado River, there is the unmarked Cape of Deathclaws, which got its name from the many deathclaws that live here.

Enemies: fire geckos in the area.

Smith Mesa Prospector Camp

A small cave under a rock with fortifications, there is a sleeping bag and a fire nearby. The camp is guarded by a dog, the fate of its owner is unknown.

Enemies: fire geckos to the south.

Items: Sunset Sasparilla lid with a star, ammo box, various loot.

Snyder Prospector Camp

A ramshackle shelter from the weather, a sleeping bag and a campfire. A prospector can be seen near the camp, but due to a glitch, he disappears when approached.

Items: Sunset Sasparilla cover with a star on the book, healing powder, various loot.

Camp Forlorn Hope

An NCR military camp on the coast of the Colorado River south of the dam. The camp is crossed by a small stream with clear water.

Buildings: headquarters, barracks, clinic, canteen, warehouse, prison, hut. Faction: New California Republic.

Inhabitants: Major Polatli, Dr. Richards, Quartermaster Mayes (merchant), Tech. Sergeant Reyes, Private Stone, Private Sexton, NCR Veteran Rangers, NCR soldiers, Lieutenant Monroe (if Boulder City Rumble is cleared in favor of the NCR), Lieutenant Hayes (after completing The City I Like), 1st Recon (after completing Bounty Hunt).

  • Quests: Medical history (Examine the camp in search of traces of a thief who stole medications).
  • Boomerang (Talk to Sergeant Reyes, then deliver new radio codes to all ranger posts).
  • A little more (Reinforcements in Bitter Springs).
  • Legion is my name (Kill all NCR officers in the camp).
  • In the dark (Meet with the Brotherhood Scout near Forlorn Hope Camp).
  • Collect 30 Legionnaire Ears for Private Sexton.
  • Quartermaster Meyes pays for NCR fighters tokens.

Items: Science for All book at headquarters, Sunset Susparilla cover with a star in the dining room.

Coyotes lair

A dark hole near the railroad track connecting NCR prison and Nipton, occupied by a family of coyotes, in the depths you can see a pile of gnawed bones and the body of a follower of Bright. Sometimes coyotes go hunting and leave their lair unattended.

Enemies: Coyotes.

Items: Energy weapons and ammo on the body of a follower of Bright.

Prospectors' Lair

A cave with a separate three-room structure inside, captured by the Jackals. When you first visit the lair, you will see the bodies of the miners killed by the bandits, if you clear the cave from the bandits, then later the miners will repopulate it (a merchant will appear among them).

Enemies: bandits Jackals.

Items: Book "Modern Castles" in the second room on the floor, a cover from "Sunset Susparilla" with a star in the room with a musical apparatus, various loot, also a 10mm submachine gun on the digger's body to the west of the cave entrance.

Miguel's pawnshop

A shop on the West Side that once belonged to Miguel's grandfather before he was killed by the Devils.

Owner: Miguel.

Inhabitants: Miguel (merchant) and Keller (NCR agent, appears here at a certain stage of Contreras' unmarked quest).

  • Continuous worries (Together with Veronica visit a pawnshop in Freeside).
  • Deal with Contreras (Deliver medical supplies to a man named Price at Miguel's pawnshop).

Items: lever-action shotgun, cal. Magnum revolver. 44 (property of Miguel!).

Highway 95. Viper Camp

A small camp near Highway 95, with several sheds and bedding to sleep on.

Faction: Vipers.

Enemies: 4-5 shooters of the Viper gang.

Items: Sunset Sasparilla Star Cover, 3 Ammo Crates.

New Vegas Medical Clinic

The best clinic in New Vegas, opened by the followers of the Apocalypse. Here you can not only heal, get rid of radiation and stock up on medicines, but also "improve" the character by placing implants (these are permanent additions to the attributes of S.P.E.C.I.A.L., an increase in the damage threshold and health regeneration).

Faction: Followers of the Apocalypse.

Inhabitants: Dr. Usanagi (sells medicines and installs implants for amounts from 4000 caps), follower - medical student, two followers-guard.

Quest: "Healing" (Inform the doctor about the appearance of her new patient, Corporal Betsy).

Subjects: magazines "People and Communication", "Therapist Today" and "We fix ourselves" (property of the followers!).

Yangtze Memorial

This is a monument to the American soldiers who died in China on the Yangtze River. To the northwest of the memorial is an abandoned shack.

Enemies: South of the Coyotes Memorial, North of the Radscorpion Shack.

Items: various loot in the gym bag under the "Attention: beware of the claws of death" sign, in the hollowed out rock and graves; in the shack: the magazine "School of Survival", 9 iron, machetes, boxes of ammunition, food, medicines, etc.

Equipment: A workbench for loading ammo in an abandoned shack.

Cassidy caravan wreck

A dead pack brahmin, a cart, broken boxes, a pile of ashes ... You will have to come here at the request of the companion Cass, so that together with her, you will carefully examine the site of the attack on her caravan.

Quest: "Paying the Bills" (Together with Cass, visit the place where her caravan was killed).

Items: various trash on a pack brahmin, in boxes and a heap of ash, a lot of depleted energy batteries around.

Crash site B-29

On July 21, 1948, a B-29 bomber fell into Lake Mead at this very spot. Three hundred years later, the Courier will have to help the bombers to lift the plane from the bottom of the lake.

Quest: "Into the sky!" (Attach two pontoons to the sunken bomber).

Rotorcraft crash site

Crater with debris from the Enclave rotorcraft VB-02 (number VEM-105 2193), formed at the site of its fall. Guarded by robots.

Enemies: Improved Brave Men and Robot Guardians.

Quest: Ancient Times (Visit the crash site with Arcade Gannon).

Items: unique energy weapon - Tesla-Biton prototype.

Motel "Elrey"

Nobody's run down motel. Most of the doors to the motel rooms are littered with rubbish; there are only three rooms available in the entire building - two upstairs and one downstairs. In the lower issue you can find a note of some money lender with threats, the body of a creditor (in all likelihood) and tree scorpions, and in one of the upper numbers - a lurking madman with a knife.

Enemies: 4 tree scorpions and a mad addict.

Items: a threatening note in the bottom room; in the upper left room there is a cover from "Sunset Sasparilla" with a star; in the upper right number of the Victoria Cola.

Anthill

Before the arrival of the ants, there was a farm here, now only a ruined house and a field with dried maize are left of it. In the ruins of the house there is a hole in the anthill.

Enemies: fire ants around, a giant queen ant inside an anthill.

Gathering ingredients: nightshade berries.

Items: ammunition and miscellaneous trash in the house, also in ant heaps and on the bodies of wasteland dwellers in the anthill.

Nat. Spring Mountain Ranch Park

Description not ready yet

Nelson

A small settlement taken over by the Legion. At present, a detachment of legionnaires under the command of the Dean of the Dead Sea is quartered here, and in the middle of Nelson there are three crosses with NCR soldiers crucified on them.

Buildings: Nelson - barracks (2), Nelson - house (5).

Factions: Caesar's Legion, NCR (formerly).

Inhabitants: Dead Sea (Dean of the Legion), Legionnaires, Dogs of the Legion, three crucified NCR fighters, Ranger Milo (located at the NCR checkpoint on the road from Novak to Nelson).

  • Return of Hope (Knock Legion out of Nelson).
  • Return home (Rescue or kill the hostages - the NCR fighters).
  • Legion is my name (Kill all NCR officers in Forlorn Hope Camp).

Items: unique machete "Liberator" (can be removed from the body of the Dean of the Dead Sea, but if you play for the Legion, the dean will reward the Courier with this machete after completing the quest "Legion is my name"), nuclear cola "Victoria" in the house to the west of the barracks, 2 explosives С-4 and a detonator in a chest at the NKR checkpoint.

Caution! Mined (antipersonnel mines around Nelson).

Nipton

The city, ravaged by Caesar's Legion for the edification of everyone, for the cowardice and immorality of its inhabitants. Prior to the attack, Mayor Joseph B. Stein tried to please both the NCR fighters and the demolitionists. When he tried to surrender both of them for 8,000 caps to the Legion, he himself fell into the trap of the Vulpes Incult.

Buildings: Town Hall, Nipton General Store, Nipton Hotel, Nipton House (8).

Inhabitants: Oliver Swenik (winner of the Nipton "lottery"), Freight (runner-up), crucified demolition men, Vulpez Inculta (Legion frymenary), legionnaires.

Enemies: Legion Hounds, Tree Scorpions, Mister Brave.

  • Quests: Investigation (Go to Novak via Nipton).
  • Marathon (Talk to Freight Train in Nipton).
  • Heart of Cruelty (Explain the atrocities of the Legion).
  • In pursuit of a prize (Find out what's going on in Nipton).
  • Wheel of Fortune (Talk to someone in Nipton about the missing radiation suits).

Equipment: workbench, camp fire.

Subjects: the book "Science for All", Nuclear Cola "Victoria", "Weapons - the future today", "Programmer's Digest" (2) in the building of the town hall; "Voennoye Obozreniye", "Trade. Weekly" in the store building; a cover from Sunset Sasparilla with a star in the house opposite the store; A declaration of essence, A Patriot's Cookbook in a house with many pitfalls.

Nipton road parking

Former road shop and several destroyed buildings located at the intersection of Routes 15 and 164. The store is the same "empty shack between Nipton and Mojave Outpost" where the mayor of Nipton, Joseph B. Stein, has stockpiled some supplies just in case.

Enemies: Radscorpions (outside).

Items: book "Fistfight in illustrations", cover from "Sunset Susparilla" with a star, "Diary of Mayor Stein, 2/2" behind the cash register, weapons and ammunition in the gun cabinet (lockout 50), air gun.

Nipton Pit Stop

A Jackal Camp, set among several destroyed buildings along the Nipton Road. Consists of a campfire and several beddings.

Faction: Jackals.

Enemies: bandits-Jackals, leader of the Jackal gang.

Items: a box with grenades (hack 25), a box with mines, 2 healing powders.

Note: if you go east, towards Nipton, you will witness a shootout between Jacklin and Thomas, at the end of which it is possible to get 9 covers from "Sunset Susparilla" with a star at once.

Novak

A small town with a visible figure of Dinky dinosaur from afar, holding a huge thermometer in its paws.

Buildings: Cliff Briscoe Bungalow, Ranger Andy's Bungalow, Dinosaur's Gift Shop, Dino Dilight Motel (Dino Dilight Motel Hall, Boone's Room, Manny Vargas' Room, Motel Rooms (5)), Jenny May Crawford House, House McBrides, Nelai's hut, Novak - house (2). Faction: Novak.

Inhabitants: Jenny May Crawford, Cliff Briscoe (merchant), Ada Strauss (doctor), Craig Boone (possible companion), Manny Vargas (sniper), Ranger Andy, Daisy Whitman, Bruce Isaac, Chris Heversem, Nelai Noondan, Dusty McBride McBride, Victor, residents of Novak. Quests:

  • Investigation (Ask Manny where the Khans are headed).
  • Let's fly (Help Manny with the ghoul problem).
  • Kidnapping (Help Boone find his wife's kidnapper).
  • Inspiration (Take a picture of the thermometer).
  • Talents, answer me! (Hire a singer at Tops, Isaac).
  • Find the one who kills the brahmins at the McBride farm.
  • Andy asks the Courier to check the Charlie Ranger post.

Equipment: workbench (2), for loading cartridges (2).

Items: DC Therapeutic Journal in Andy's Ranger Bungalow, Unique The Same Revolver in Dinosaur's Gift Shop, two Sunset Sasparilla lids with a star (one in the house next to Nelai's hut, the other in Daisy's room Whitman).

"Obzhorka"

Something like a roadside eatery - here you can buy food and water, there is also a campfire and mattresses for rest.

Inhabitants: Food vendor Fitz and water vendor Lupe.

Unmarked Quest: At the request of Corporal Farber, persuade Fitz to supply provisions to Camp McCarran.

Items: Trade. Weekly magazine, Sunset Sasparilla cover with a star.

Lake Las Vegas

Lake Las Vegas is completely separated from Lake Mead by a small dam built by NCR forces on its northeastern edge. The lake is a good source of clean water for the NKR sharecropping farms located to the north-west, where water is supplied through a winding pipeline.

"The gunsmiths"

"Gunsmiths" is a production and trade company that specializes in the production and sale of firearms.

The Gunsmiths' headquarters is a one-story building consisting of a large lobby, workshop and living quarters. Entering the Armsmaster complex is a violation and entails the hostility of the guards.

Faction: "Gunsmiths".

Inhabitants: Isaac (Supplier), Torgothron (Robot Trader), Armsmiths' guards and armorers.

  • You can rely on me. (Obtain secret production data from the Armsmiths Company from the factory).
  • Deal with Contreras (Talk to Isaac outside of the Armory).

Equipment: workbench for loading cartridges.

Items: Sunset Sasparilla cover with a star in the lobby, magazines Weapons - Future Today, Patriot Cookbook, Therapist Today.

Open Cinema "California Sunset"

Once an open cinema, now a deserted place.

Enemies: Wild Ghouls, Radscorpions, Tree Scorpions.

Items: Two Sunset Sasparilla caps with a star on the asphalt among the bottles and bottle caps; on the playground above the cinema - the magazines "School of Survival" and "Police Weekdays".

Open cinema "Mojave"

Abandoned outdoor cinema, starting point for the Old World Blues add-on. After installing the add-on, a crashed space satellite appears here. At midnight, the satellite starts showing a movie.

Enemies: Jackal gang leader and mole rats.

Quest: Cinema after midnight (Attend the midnight film screening at the Mojave Open Air Cinema).

Basin Creek Office

A dilapidated building that was once an office. One of the rooms is locked (break-in 25), in front of the door there is a note asking for help (someone accidentally locked it), behind the door you can find the skeleton of this poor fellow.

Enemies: giant ants and radroach.

Items: Age of Knights and Police Weekdays magazines, hydra on the toilet floor, and more.

Offices of "Elide Technologies"

A building near which skirmishes often take place between the NKR soldiers and the shooters of the Viper gang. A little to the east there is an abandoned warehouse, unmarked on the map, associated with the quest "Two Boots of Steam".

Enemies: giant ants, shooters of the Viper gang, Devils.

Items: Junktown Merchant Stories (on the floor near the Nuka-Cola vending machine), Age of Knights and Police Weekdays magazines, 2 Sunset Sasparilla covers with a star.

Jin Parachute School

Before the war, there was a school for teaching parachute jumping, now this area is captured by demolitions. An old plane is quietly rusting behind the hut.

Faction: Demoman.

Enemies: blows in the swamp to the east.

Quest: "The Path of Correction" (Track down a suspicious merchant and get rid of him).

Items: Sunset Sasparilla lid with a star, gunsmith repair kit, weapons and ammunition in the cabinet (lockpick 50 or a key on the table).

Mobile Great Khans Camp

This recently abandoned camp contains several empty whiskey bottles, a campfire, and a hollowed-out rock with random loot.

Faction: Great Khans.

Enemies: casadores, death claws.

Bloodbourne Cave

A cave inhabited by a pack of night hunters. In the cave there is a warehouse behind a locked gate (Lockpick 100 or the key to the warehouse on the stone by the fire).

Enemies: Night Hunters, Night Hunter - Legend, Fire Geckos (outside).

Quest: "Take it all" (Bring Red Lucy a bunch of night hunter eggs).

Items: about 7,000 lids in a chest (Lockbox 50), a 12.7 mm submachine gun, a 12.7 mm pistol, a hunting revolver.

Black Rock Cave

A very small cave inhabited by several shadows.

Enemies: Shadow Master, Shadows, Radscorpions (outside).

Items: unique bach-gauntlet "Paladin's Toaster".

Brock Cave

A small cave, judging by the situation, was used as a dump for toxic waste before the war. Low levels of radiation are present in many parts of the cave.

Enemies: giant rats.

Gathering the ingredients outside: broch flowers.

Quest: "The Collector" (Find Lady Jane's caravan and take the covers).

Subjects: unique varmint rifle "Rat-slayer", magazines "Trade. Weekly", "School of Survival", "Therapist Today", "Programmer's Digest" (2).

Goodsprings Cave

The cave entrance is located on the side of the mountain southeast of Goodsprings, inside you can find the bodies of the inhabitants of the wasteland and the follower of Bright.

Enemies: Coyotes.

Gathering ingredients: Brok flowers on top of the mountain.

Subjects: kosheglaz, School of Survival magazine.

Cave Ded-Wind

(English Dead Wind - Headwind)

A cave inhabited by all kinds of death claws, there is a dangerous womb with cubs, and even a deadly legend.

Enemies: the claws of death, the claw of death is the womb, the claw of death is a legend.

Quest: "Take it all" (Bring Red Lucy a bunch of deathclaw eggs).

Items: Mercy unique automatic grenade launcher, Brotherhood T-45d power armor.

Cannibal Johnson's cave

A small cave in which an old man who was once a soldier of the Enclave lives.

Inhabitant: Cannibal Johnson.

Quest: Ancient Times (Persuade Cannibal Johnson to join the Remnants).

Subjects: the book "Grognak the Barbarian", the magazine "School of Survival".

Morning Star Cave

A small cave guarded by a pack of night hunters. At night, predators run across the nearby desert in search of prey. A little to the east of the cave, the tail of a crashed transport plane, half buried in sand, is visible.

Enemies: Night Hunters (outside), Leader Queen and Young Night Hunters (inside).

Items: weapons and ammunition on the mercenary's body, in a sports bag and in a hollowed out stone at the entrance to the cave, a box with explosives near this stone.

Nopa cave

A small ancient cave, famous for trilobite fossils before the war, is now teeming with fire geckos. A dead super mutant master can be found inside.

Enemies: fire geckos.

Items: A heavily rusted "Fat Man" on the body of a Master Super Mutant.

Lake Mead Cave

A cave hidden under the waters of Lake Mead. The entrance to the cave can be identified by a fishing vessel standing out above the water surface, which once ran aground here.

The cave is divided into two parts. In the first part there are several places where you can replenish oxygen reserves, while the second is completely flooded, so a breathing apparatus is needed to study it.

Subjects: "School of Survival" magazine, 60 packs of pre-war money.

Walkin Box Cave

Description not ready yet

Fire Route Cave

(English Fire Root - Fire Root)

A cave consisting of one large room with a radioactive puddle in the middle and an adjacent corridor.

Through this cave lies the only way to Cottonwood Crater.

Enemies: fire geckos, fire gecko - legend.

Items: Evil Gnome (a unique variant of the Garden Gnome figurine).

Charleston cave

A cave north of Jacobstown, at the top of a hill; consists of several spacious rooms connected by winding wind tunnels. In the lower, flooded part of the cave there is a one-person shelter built before the war (break-in 75).

Enemies: night hunters.

Quest: Guess who I saw! (Find the source of the Night Hunter Stealth Mutation).

Items: unique Super Squadron Baby! hunting shotgun, magazines "Fix it yourself", "School of survival", "Therapist today".

Brewery

A small empty hut with a basement. Not far to the west of it, in a clearing among the stones, is a sports bag with a full set of Mark 2 combat armor.

Owner: Calabas (killed by casadors).

Enemies: Casadors around the hut.

Unmarked quest: Strategic Nuclear Elk (Find the secret Calabas brewery).

Items: Sunset Sasparilla lid with a star on the shelf; in the basement (break-in 50 or the key on the shelf): the book "Science for All", weapons in the armory (break-in 75 or the key in the basement).

Guardian Peak

The highest point of the Guardian camp. Only giant rats and radscorpions live here. The bodies of NCR soldiers who previously occupied the Guardian camp can be found in the underlying cave system.

Sublocation: The Guardian Caves.

Radio station: Radio Camp Guardian.

Faction: NCR (formerly).

Enemies: giant rats, radscorpions.

Items: binoculars, Sunset Susparilla cover with a star, pages from the Guardian Camp magazine (Sergeant Banner left 11 pages scattered around the camp and on the mountainside).

Guardian Camp Caves

The caves are a network of tunnels and several large rooms, with the main entrance at Guardian Peak, just north of the tent.

Exits: Guardian Peak, Lake Mead.

Inhabitant: Private Helford.

Enemies: Lakeside King, Lakers.

Unmarked quest: Help Private Helford.

Items: Explosives C-4 (7), Scheme - "Personal badge" (Reward for saving Helford, or found on his corpse).

Marauder platform

Description not ready yet

Tribe

Description not ready yet

North Vegas Square

Slums of New Vegas, inhabited by highly independent residents. Most of the buildings here are in an extremely dilapidated state, among them one large residential building rises - the Gray Building. A sewer hatch leading to the Northern Collector is located right on the square.

Buildings: Gray building.

Inhabitants: Crendon, Jules, Andy Skebb (the leader of the gang), North Vegas residents.

Quest: Someone needs to keep an eye on (Deal with the squatters in the square and a gang of troublemakers in the Northern Collector).

Equipment: workbench for loading cartridges.

Items: Sunset Sasparilla Star Cover (on the second floor of the Gray Building).

Eldorado substation

An electrical substation not far from HELIOS One, guarded by a detachment of NKR fighters. The location is of paramount importance for the NKR, since the energy coming from HELIOS One is converted into consumed electricity here. Consists of a single power substation building and a large number of transformers in a fenced area.

Faction: NKR.

Inhabitants: NCR Sergeant and 7 NCR fighters.

Quests: "Joker: the finishing touch" and "The casino always wins, VII" (Install the reset chip in the terminal at the Eldorado substation).

Items: Sunset Sasparilla cover with a star.

Nevada Highway Patrol Post

A dilapidated road patrol post occupied by bandits-Jackals. Several broken police cars are parked near the building.

Faction: Jackals.

Enemies: outside - criminals and bandits-Jackals (including the leader), wild ghouls; inside - bandits-Jackals and cubs of giant praying mantises.

Equipment: workbench for loading cartridges.

Items: Pistols and Bullets book, Sunset Susparilla cover with star, 2 hydras.

Ranger Post "Alpha"

The post consists of three tents, a radio tower and a campfire. A map of Hoover Dam can be seen on the table in the tent.

Named inhabitants: Ranger Lineholme and Liaison Officer Castillo.

Faction: NKR.

Items: "School of Survival" magazine, 2 boxes of ammunition, first aid kit, various loot.

Ranger Post "Bravo"

A fenced post consisting of several trailers and tents, with a radio tower visible from afar, there is a campfire. To the northeast is a camp of heavily armed super mutants, near which a character with the trait "Wild Wasteland" will also find the atomic bomb "The Same" (with a science skill of over 60, 150 en / batteries, 50 micron / battery poison and 2 sensor modules can be removed from it ).

Quest: "Boomerang" (update the radio codes of the post).

Faction: NKR.

Items: the magazine "Fix it yourself", boxes with ammunition (hack 50), several bottles of purified water, and more.

Ranger Post "Delta"

A signalman's tent and a room in the basement of a destroyed house (break-in 50), where you can see a map of Hoover Dam on the wall.

Named inhabitants: Ranger Payson and Liaison Officer Schaeffer.

Quest: "Boomerang" (update the radio codes of the post).

Faction: NKR.

Items: in the tent - "School of Survival" magazine, leveled weapons in a chest (lockpick 50), ammunition box; in the basement - "Voennoye Obozreniye" on the generator under the table, a weapons cabinet (hack 50), 2 boxes with ammunition (hack 25), various loot.

Equipment: workbench for loading ammo in the basement.

Ranger post "Foxtrot"

The main purpose of this post is to monitor the Great Khans in Red Rock. The camp consists of a radio tower, a tent, mattresses and a fire, it is located in the middle of birches and spruces, you can get here only along the road leading to Jacobstown.

Named inhabitants: Ranger Kudlow and Liaison Officer Lenk (very afraid of persecution from Gomorrah for outstanding debt).

Quest: "Boomerang" (update the radio codes of the post).

Faction: NKR.

Items: Book "Take cover! Get down!" on the table in the tent, various loot.

Equipment: workbench for loading cartridges.

Ranger Post "Charlie"

A ranger camp set up among pre-war a / trailers.

Named inhabitant: liaison officer Stepinak.

Quests: "Check if everything is in order at the post" (Ranger Andy from Novak asks to find out why the post "Charlie" does not answer calls on the radio) and "Boomerang" (update the radio codes of the post).

Faction: NKR.

Items: sunglasses on the tower, various loot in the floor safe (hack 50) and other containers.

Caution! The legionnaires who attacked the post set several dangerous booby traps.

Ranger Post "Echo"

Fenced camp with radio tower, where you can see several ghoul rangers. The main task of the post is to monitor the Legion forces in Cottonwood Cove and, to the best of our ability, to prevent their movement through the territory of the NCR.

Named inhabitants: Ranger Erasmus and Liaison Officer Green, Private Edwards (may appear here after completing the We Are Together quest).

Quest: "Boomerang" (update the radio codes of the post).

Faction: NKR.

Items: ammunition box (hack 25), 3 antiradiins, rad-X, other chemicals, etc.

Caution! Low level of radiation in the southern part of the camp and near the bomb craters.

Secret cave warehouse

A small cave containing several crates and a quest anti-radiation suit. The front door to the warehouse is locked (Hack 50+).

Quest: Wheel of Fortune (Find radiation suits in a cave near Nipton).

Items: "Grognak the Barbarian" book, anti-radiation suit.

Legion Marching Camp

A small two-level camp, consisting of a large storage tent and three smaller ones with sleeping bags. Several legionnaires and two associated Nypton Demolitionists are in the camp.

Faction: Caesar's Legion.

Inhabitants: 6-10 legionnaires, 2 prisoners of the Demoman.

Quest: "Marathon" (Free hostages from Nipton).

Pass Primm

Mountain pass through which you can get from Primm to Novak, bypassing Nipton (exiting from the emergency depot on the 93rd highway near the post of rangers "Charlie").

Enemies: Blind Deathclaw.

Items: energy weapons and ammunition on the body of a follower of Bright, various loot in a hollowed out stone.

Primm

Description not ready yet

Radio station "Lone Wolf"

Abandoned trailer with broken radio equipment inside.

Enemies: geckos.

Items: Wasteland Survival Guide Book, Sunset Susparilla Star Cover.

Broken Highwayman

This is a marker for the swamp, into which the Highwayman who lost control once flew off the road. Now above the surface of the swamp, only the trunk is visible, clogged with various things.

Items: Sunset Sasparilla cover with a star, micronucleus and energy batteries, various loot.

Plundered farm

Corn field and trailer with belongings. Inside the trailer are three skeletons, likely the remains of a family that once lived there. Near the farm you can stumble upon a squad of legionnaires.

Enemies: if you enter the trailer, several (from 5 to 15) shooters of the Vipers gang should "materialize" around the farm.

Items: Sunset Sasparilla cover with a star, ammo and armor boxes, medicine in the first aid kit, various loot in the gym bag.

Wolfhorn Ranch

A ranch is like a ranch - a house, hanging bridges, a fortified tower, a source of irradiated water, maize, ferocactus, tobacco and so on ... But there is no owner. Perhaps he is buried at the top of the hill to the northwest, or someone else. In any case, the house is free and you can occupy it (containers will not respawn).

Items: the book "Modern Castles", a unique variant of the cleaver - Chop (Melee weapons, DAMAGE 14, UVS 54), a varmint rifle, a straight razor, other weapons in the gun cabinet, ammunition boxes (two in the house, one outside, near the fortifications ), fruiting plants, various loot.

Ranch "Mole Rat"

Good mole rats live here, which are attacked by an evil brahmin (mole rats and brahmins are reborn over time). On the west side of the ranch there is a barren maize field, and to the northeast is a farm with predatory Brahmins, from which, apparently, this aggressive Brahmin came to the ranch - there you will see a trough with pieces of meat in it, as if someone taught brahmins eat meat.

To the north of the ranch is the house of an unknown moonshiner (judging by the presence of a moonshine still), who got the hang of growing maize under artificial lighting on piles of land right in the house.

To the east of the ranch, you can see the ruins of a two-story building with many traps inside and good loot: the magazines "Police Weekdays", "Cookbook of a Patriot" and "Castle Master", 9 iron, also a sniper rifle and cal. 308 cartridges in a locked storage room (break-in 75 ).

Ranch "Tumbleweed"

An ownerless two-story house with a fenced, unseeded patch of field. If you enter the field, then the Shadow (hiding until that moment) will turn to the character with an offer to buy a windbreaker for all available cash. In case of consent, the Shadow will give a stealth fight, but the same stealth fight can be removed from the lifeless body of a super mutant ...

Unmarked quest: "Vendor of windbramines" (Buy tumbleweeds from Shadow or refuse).

Items: "Lies: A Textbook for a Congressman" book, Sunset Sasparilla cover with a star, electric drive, 2 stimulants, more than a hundred lids in a box, and more.

South Vegas Ruins, East Entrance

Description not ready yet

South Vegas Ruins, West Entrance

Description not ready yet

Fishing hut

A small empty hut on the shores of Lake Mead, with a small dock. The hut has one room with a refrigerator, several shelves and a bed.

Enemies: Lakers (outside).

Items: Book Fistfight Illustrated, Sunset Susparilla cover with star.

Mom Gibson's junkyard

Mom Gibson has been living alone in this junkyard for many years after her husband's death. All she has left are the memories and the dogs she adores.

The dump consists of a yard, which is, in fact, a dump, and a garage where Gibson's mother sleeps.

Inhabitants: Mother Gibson (merchant) and her dogs - Audas, Basura, Colmillo, Phil, Reena, Ray.

  • Let's Fly (Find spare parts to repair missile throttle controllers).
  • A dog's life (Ray, Gibson's mum's dog, one of Rex's new brain opportunities).
  • ED-E, my love (This is where the trigger goes off to play the first audio).

Equipment: workbench.

Items: Big Boom (unique sawed-off, property of Elderly Lady Gibson), Sunset Susparilla cover with a star.

Searchlight North Gold Mine

Description not ready yet

North Gate of the Strip

Description not ready yet

Freeside (East and North Freeside Gate)

  • Soldier Blues (Complete multiple King quests).
  • A Dog's Life (Find a way to heal Rex).
  • Royal Gambit (Stop the oppression of NKR citizens).
  • Two pair of boots (Work for Gloria Van Graff).
  • Collector (Collect debts from defaulters Garrett).
  • Atomic Tango (Find "workers" in "Atomic Cowboy").
  • It's about time (Help Bill Ronte and Jacob Hoff).
  • Help Julie Farkas negotiate with the merchants.

Communication service: Mojave Express mailbox.

Items: Old Mormon Fort - "Snow Globe. Mormon Fort", Therapist Today magazine; "Mick and Ralph" - magazines "Programmer's Digest", "Age of Knights", "Therapist Today"; School of King's Doubles - "Figaro" (unique straight razor, owned by Sergio), World of Boxing magazine; "Atomic Cowboy" casino - "Victoria" Nuka-Cola; "Sirulien Robotics" - "Lies: A Textbook for Congressman" book, cover from "Sunset Susparilla" with a star; "Opener" (a unique cutting glove, after completing the "Bounty Hunt" it can be found on the body of the Little Brat near the north gate); "Euclid's algorithm" (near the eastern gate, the boy Max runs after the girl Stacy, holding this weapon in his hands).

"" Open main description ""

North passage

The north passage is the starting point for the Honest Hearts addon, and the path to Zion begins here (if Honest Hearts is not installed, the passage will be completely blocked by stones).

Exit to the location: South Pass (Zion Canyon).

Faction: Dobryi Put Trade Company.

Inhabitants: Jed Masterson (caravan man), Stella (caravan guard), two guards of the Good Way, Ricky (pathological liar).

Quest: Expedition "Good Path" (Find the master caravan of the "Good Path" company).

Scorpion gorge

A gorge that leads directly from Hidden Valley to HELIOS One. However, the directness of the path is aggravated by the need for showdowns with the radscorpions infesting here, so not everyone can pass ...

Unmarked quest: Search for the missing laser pistol (BS).

Enemies: Radscorpions of all kinds.

Items: a missing laser pistol in the center of the ravine - on a stone near a dead wasteland dweller (appears only after talking with the paladin responsible for the shooting range and novice Stanton), a cover from Sunset Sasparilla with a star on the prospector's body (near the exit at HELIOS One), various loot in the grave and poisonous glands of radscorpions.

Sloane

Description not ready yet

Sniper position

A cozy sniper's nest - a beautiful view from a height of Cottonwood Cove, an open shed as a shelter from the rain, a bed, a fire, in short, everything is provided.

Items: in a locked chest (hack 100) - a unique sniper Gobi Campaign Scout Rifle, a cover from "Sunset Sasparilla" with a star, ammunition boxes (cal. 308 cartridges), various loot.

Solar panels AB Nellis

The second largest (after HELIOS One) structure solar energy in the Mojave Wasteland, providing electricity to the entire Nellis Air Force Base. On the roof of a low generator building (you can enter it with a key according to the quest) there are rows of solar panels, among which there are several broken ones.

Faction: Bombers.

Enemies: giant ants in the generator room.

  • Bad Ants (Clear the generator room from giant ants).
  • Boogie-Woogie (Repair solar panels, which requires repair skill from 65, or spare parts with HELIOS One and repair skill from 20).

Items in the generator room: shooter's carbine and carbine near the bodies of two bombers at the entrance; the unique 40-mm Bukh-Bukh grenade launcher; 2 nuclear shots and many other ammunition in stock.

New Vegas steel mill

An abandoned steel mill located in the middle of the Devils territory. Terminal entries indicate that the plant has been operating in automatic mode for 204 years.

Enemies: inside Mister Steel (3), demented Mister Helper (2); outside Devils.

Items: Sunset Sasparilla Star Cover, Fix It Yourself, Programmer's Digest, Patriot Cookbook, Age of Knights.

Old nuclear test site

Nuclear tests were once carried out here. A fortified observation platform is located on the hill to the northwest. Based on the presence of five chairs with police glasses on each on the site, it can be assumed that the observers became ghouls. In a hut located inside the enclosure, on the bed lies the body of a girl named Nonsense, who was very eager to gulify, judging by three entries from her mortal diary.

Caution! There is a high level of radiation in the hut.

Enemies: Wild ghouls of all kinds.

Items: three entries from the Suicide Diary, a hunting shotgun, a Sunset Sasparilla cover with a star, Nikola Tesla and You book, reinforced leather armor.

Secret apartment of the Brotherhood of Steel

The courier will receive a mark on the map and a key to the apartment only after completing the quest "In the dark", you also need to earn a good reputation among the BS and reach the rating "Favorite".

Faction: Brotherhood of Steel.

Inhabitant: Paladin Sato (repairs things for a fee).

Equipment: a workbench for loading ammo and a workbench.

Items: Tesla cannon, minigun, gatling laser, grenade launcher, reconnaissance armor, T-51b power armor, T-45d power armor.

Caesar's Legion secret quarters

The house key can only be obtained from Lucius in the Fort. He will offer a key if the Courier becomes a Legion Favorite (or more).

Faction: Caesar's Legion.

Inhabitant: Veteran Atticus.

Unmarked Quest: "A Reliable Helper" (Work for Caesar's Legion to gain access to the Legion's secret quarters).

Equipment: bonfire outside.

Items: Lucky Sunglasses (+1 Luck), Centurion Armor and Helmet, Vexilarian Armor and Helmet, Praetorian Armor, Chainsaw, Sniper Rifle, Displacer Glove.

Followers secret apartment

To gain access here, the Courier must become an "Idol" among the Followers. After that, Julie Farkas in the Old Mormon Fort will offer the Courier to join the Followers of the Apocalypse and give the key to the apartment.

Faction: Followers of the Apocalypse.

Inhabitant: Dr. Luria.

Equipment: Workbench.

Items: DC Therapeutic Journal, Universal Experiment Suit (Science +5), Advanced Anti-Radiation Suit (+40 Radiation Resistance), Three-Beam Laser Rifle, Multi-Plasma Rifle, Phantom, Fix It Yourself, Weapon Magazines - the future today "," Programmer's Digest "," Therapist today "," Police everyday life ".

Secret apartment of the NCR Rangers

Well disguised in the rocks, a ranger's hideout, consisting of three rooms (dining room, bedroom, generator room). There are beds, chests and a fountain of clear water. The key to the apartment is given by Colonel James Shue at Camp McCarran (after the Courier acquired the reputation of "The Favorite" among the NCR).

Faction: NKR.

Inhabitant: Ranger Gomez appears here from time to time (you can ask her for some ammo).

Enemies (outside): Deathclaws and Radscorpions.

Equipment: workbench for loading cartridges.

Items: Hunting Revolver, Carbine, Ranger Carbine, Reconditioned NCR Power Armor, NCR Ranger Combat Armor, NCR Patrol Ranger Armor.

Commodity depot

Abandoned depot and gypsum mine, favored by the claws of death. To the north, there is a railway tunnel unmarked on the map (locked on both sides, Burglary 100), a short way to Nellis airbase, along which you can get to the base almost without being under bombardment.

Vault 34

Description not ready yet

Junction 15

An abandoned station building, tightly packed with boards, near the railway tracks.

Enemies: the claws of death.

Items: Sunset Sasparilla cover with a star on a bench near the building, under the same hydra bench.

Hunter's farm

An ordinary one-story house would be quite suitable housing for the Courier, if not for the claws of death that inhabit the rocks to the south. Several Demolitionists may appear near the house, however, fire geckos can easily and quickly deal with them.

Faction: Demoman.

Enemies: fire geckos near the house, death claws to the south.

Items: 2 Sunset Sasparilla lids with a star in the kitchen.

Whittaker's farm

Description not ready yet

Horowitz farm

An abandoned farm consisting of a large ruined house and an old barn next to a granary. The shooters of the Viper gang settled in the house, built a campfire there and threw sleeping bags.

Faction: Vipers.

Enemies: 3 shooters of the Viper gang.

Items: Sunset Sasparilla lid with a star on boxes in a ruined house, a hunting shotgun in the back of a pickup truck near the barn.

Note: To the north of the farm there is a camp of hostile mercenaries. One of them is armed with a unique Gauss rifle - YCS / 186.

If your character has the Wild Wasteland trait, you will see how the mercenary camp will turn into a landing site for an alien ship. Three living aliens will appear nearby, the captain of the Alien ship will be armed with a unique Alien Blaster.

NCR sharecropping farms

The farms are a partly fenced-off large field on which the sharecroppers grow crops, mainly corn. Roughly built greenhouses and sharecroppers' barracks rise in the middle of the field.

These buildings were erected here as part of the implementation of the so-called Thaler's Law, according to which farmers who moved from the NKR to the Mojave to cultivate undeveloped land receive military protection (and also clean water from Lake Las Vegas, coming here through a huge pipeline) in exchange for part of the harvest.

Buildings: Sharecropper barracks, Greenhouses (10).

Faction: NKR.

Inhabitants: Lieutenant Romanovski, Private Ortega, Morgan Blake, Trent Bascom, Anne, other sharecroppers.

  • Hard Destiny (Talk to Morgan Blake at NCR Sharecroppers Farms).
  • Finding White (Find out what is known about Corporal White Trent Basky).

Plants: corn, mesquite trees, pinto beans.

Items in the barrack: Sunset Sasparilla cover with a star, Chinese Special Forces Combat Manual.

Fort

Description not ready yet

Hibara Bradley

A small hut under a rock. Be careful: a self-firing shotgun is installed in the hut, and when you leave it you will be ambushed by bandits-Jackals.

Enemies: bandits-Jackals.

Items: something in the carved rock at the entrance to the hut; in the hut there is a cover from "Sunset Sasparilla" with a star, 3 frag grenades, 2 boxes of ammunition, a first aid kit, an air gun and more.

Hibara fake roof

A small abandoned shack on the shores of Lake Mead. In the basement, there are two vending machines with sasparilla and one with a nuclear cola.

Enemies: Casadors.

Items: Junktown Merchant Stories Book, Sunset Susparilla Star Caps (3), Fake Bottle Caps (18).

Hidden Valley

Hidden Valley (English Hidden Valley) are four US Air Force bunkers built in pre-war times. The bunkers are located inside a fenced-in area, spread among hills and rocks. Three bunkers are of the same type, these are premises with a tightly locked door on the opposite side.

Buildings: East Bunker, North Bunker, South Bunker, West Bunker (also known as Hidden Valley - Bunker). Levels: Hidden Valley - L1 bunker, Hidden Valley - L2 bunker.

Access to the BS bunker can be obtained after finding a holodisk with a password on the bodies of paladins of any of the three missing Brotherhood patrols: near the REPCONN headquarters, or near Mount Black, or in the vicinity of Nellis airbase (if there is a holodisk, it becomes possible to say the password in the intercom). An alternative to the password is the presence of Veronica. You can also pick the lock on the door (Lockpick 100). In addition, the door to the bunker will open if you advance far enough in the story.

Faction: Brotherhood of Steel.

Inhabitants: Elder McNamara, Chief Paladin Hardin, Paladin Ramos, Elder Knight Lorenzo, Knight Torres (merchant), Chief Scribe Taggart, Elder Scribe Schuller (Doctor), Scribe Ibsen, Acolyte Stanton, Apprentice Watkins, Paladins, Scribes, and Acolytes of the Brotherhood.

"" Open the list of quests ""

Enemies: tree scorpions (outside).

  • In the dark (Find the three missing Brotherhood patrols, meet with three scouts, find spare parts for the air filtration system in the shelters).
  • Blind Eye (Head to Black Mountain and install a remote signal transmitter on one of the consoles).
  • Don't poke your nose into other people's business (Destroy the Van Graffs).
  • Continuous worries (Go to Hidden Valley with Veronica).
  • ED-E, my love (This is where the trigger goes off to play the second audio).
  • Improve relations with the BS or destroy the BS:
    • The casino always wins, V;
    • Joker: place your bets;
    • For the Republic, part 2;
    • Caesar's Caesar.

Unmarked quests:

  • Help scribe Ibsen neutralize a computer virus that has infected the bunker's computer system.
  • Return the missing laser pistol to Knight Torres.

Items: The book "Nikola Tesla and You" in the office of the senior scribe Schuller (Hidden Valley - bunker L1).

"" Open main description ""

Nile hut

The hut mainly consists of a canopy providing shelter from the rain. Serves as home to Neal, a peaceful super mutant.

Owner: Neil.

Quest: Crazy (Talk to Neal in his hut).

Raoul's hut

Description not ready yet

Fields hut

A small empty hut with a campfire in front of it. On the road not far from the hut, a guy named George wipes out and instructs everyone who wants to get to Nellis AFB on how to properly run under artillery fire.

Items: Exclusive Child of Abilene Air Gun, Sunset Sasparilla Star Cap.

Important: if your character has the Wild Wasteland trait, the pneumatic weapon will not be in the hut, but in Jimmy's well near it (to find the well, you should determine the location marker with the hut, then turn to Rex, listen to his nervous howl, ask: then fell into the well? ", after which Rex will bail twice in the affirmative and the well will appear next to the hut).

Harper's hut

An abandoned hut can become a convenient home for the Courier - store things in containers safely, there is a bed, a campfire and workbenches.

Enemies: Archers of the Vipers gang northeast and death claws to the south.

Equipment: a workbench for loading ammo and a workbench.

Items: Sunset Sasparilla Star Cover, Varmint Rifle, Straight Razor, 3 Ammo Crates, Scrap Metal.

Red Rock Chemistry Lab

Five rusted trailers, one of which contains a table with laboratory equipment. There are beds and a campfire.

Named inhabitants: Diane (project manager), Jack (merchant and chemist), Anders (messenger).

Faction: Great Khans.

Quests: "Honeymoon in Aba Daba" and "Daddy".

Subjects: The Therapist Today and Programmer's Digest magazines, three cave mushrooms (rare ingredients), chemicals and more.

Coyote Tail ridge

(English Coyote Tail - Coyote Tail)

Earlier, at this place, the forces of the NKR set up an ambush on the Great Khans, who were trying to escape from Bitter Springs along the so-called "Canyon 37". To the north-east, you can find the graves of those very executed khans.

Quest: "I forgot to forget" (Stay here overnight at Boone's request).

Enemies: Casadors to the west.

REPCONN Headquarters

Description not ready yet

Sunset Sasparilla Headquarters

Description not ready yet

Southern cistern

A small building with a reservoir of irradiated water and two NCR fighters inside, who offer the hero to play a game or two with them, but there is no way to do this.

Items: various trash.

My first playthrough of New Vegas took over a hundred hours. I tried to travel with almost all the companions, went through almost all the DLCs (and I don't like them), did almost all the quests that I came across (first I spoke on the side of the NCR, then strongly supported House, and after the ending I loaded the save and looked at the option “against everyone. ”I played as a smart and charismatic young lady, prioritized speech / science, had the Black Widow perk, but it upset me extremely: in the whole game there were only three ways to use it, and all as one cringeworthy... In the absence of decent partners, my young lady had to carnally console herself with a personally programmed robot.

I decided to make the second run completely different. Man, gay, black, zero brains, strength - the maximum, can not nothing but a melee, a dedicated footballer and, of course, a cannibal. Alas, the game was not very ready for the passage for such a scumbag.

And, of course, no applied skills, only the ability to punch and hammer even more painful than usual.

The biggest disappointment is that, apart from the doctor, no one reacts to my hero's mindlessness. In the early parts, it seems like a character with zero intelligence could barely speak.

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

She decided to teach me how to fight. Practice started a little earlier!

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

At the entrance to Novak, Victor greeted me as an old friend, although I didn’t finish Good Springs because of him. However, in Novak he did not bother me at all. Favorite moment: take an innocent farmer under a dinosaur and after Boone kills her, eat her remains while he looks at it. And then come to him and fail the match-check, because only when skill-checks fail, my degenerate character speaks the way he should.

The population of Novak after the departure of the Courier is 0.

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

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

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

Eating Benny, who was in the crowd that I ground there, I got the eighth level. Just two hours of play, and the platinum chip is already in your pocket, and you can do whatever you want.

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

While I was eating the remains of the people in the courtyard and in the theater, people who had not been killed appeared from somewhere in the casino, sat down at the tables right above the corpses of their comrades and began to speak prepared phrases.

Ate Mr. House (uuugghhh)

Boomers go boom. Because in order to stuff lighted dynamite into someone else's pants, you don't need to be able to handle dynamite at all.

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

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

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

The dead doctor forbade me to save his patients.

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

Arcade refused to speak to me because I am a legionnaire, so I donned the NCR armor and spoke to him again.

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

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

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

"The turkey also thought, but got into the soup."

This is probably the meanest dialogue / action option I've come across anywhere.

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

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

This is just a photo for memory, here Arcade plays the role of the hero of We Happy Few.

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

The courageous secretary of the NCR ambassador not only does not react to the fact that I am dressed as a legionnaire and is known as an enemy of the NCR, but she continues to work with concentration (offering me to consult) while I diligently litter the area around her table with pieces of local soldiers.

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

As in my first playthrough, Veronica takes me to the Brotherhood, and as soon as I do something not very good and aggro the whole bunker, she screams "for the Brotherhood!" his super fist turns all his brothers into bloody splashes.

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

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

All the NCR soldiers are oblivious to me, simply because I am in NCR armor. But Cass immediately jumps up and starts shooting me - you see, just because I have bad karma. And no one cares (ate everyone).

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

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

The hardest part of the game: to survive after meeting the Kazador, without having a single anti-venom. Poison removed it seems to me two lines of HP complete. In second place are the very painful cannons in the brotherhood bunker. I prudently avoided Defklo.

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

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

Found another place in the game (besides the doctor) where the hero's stupidity influenced his lines - Helios One. Another gay man showed up there! (ate)

The assassination attempt on Kimbal. Since my hero did not know how to speak, I decided to go to the presidential vertibird by force - hit the guard, pressed the stairs, and ended up at the top. The staircase works like a teleport, everyone panics downstairs, it's calm upstairs. I press the vertibird - they say to me “while nobody noticed you” when there is already complete anxiety around. Then Kimbal appears, runs up to the vertiberd and begins to disappear-dissolve. I wave my fists in his direction, the vertibird rises into the air and flies away, the quest is credited to me. Okay.

Well, after, thanks to the Kimbal guards, you get imitated power armor with a helmet and a superbike, no one can compete anymore.

No NKR, no gang, no one. I ate them all. In addition to super mutants, he killed them, but did not eat them.

That's the whole story.

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

Fallout New Vegas Walkthrough

So, it's worth starting with an understanding of what the essence of the project itself is. As in any other role-playing game, in Fallout New Vegas the passage consists of a large variety of quests. They are divided into different types, which may be especially important, or may not have practically any effect on the world around them at all. The most important quests in the game are story quests, they, as you can easily understand from the name, allow you to advance through the main campaign and eventually reach the coveted end. There are also side quests that you can complete or you can skip - they do not affect the plot in any way. It is also worth noting that the game has four main factions and several additional ones - members of these factions can also give you tasks. In general, you will definitely not feel a shortage of quests - in Fallout New Vegas, the passage captures from the first minutes and forces you to take more and more new tasks in order to learn the original stories of the characters of this wonderful post-apocalyptic world.

Educational quests

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

Initial quests

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

Subject quests for factions

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

Side quests

However, you definitely should not rush through the storyline, because you should understand that when you complete all the storyline tasks, the game itself ends. And in Fallout New Vegas, the passage of the NCR line or any other is accompanied by a huge number of side quests. What are they needed for? Firstly, you can dive deeper into the enchanting atmosphere of this game, learn the stories of various characters, and much more. Secondly, you will receive the experience necessary to upgrade your character, and thirdly, side quests are a source of weapons, ammunition, ammunition and other items that will definitely come in handy in the future. So do not give up on completing such tasks, because they will make your character more efficient, and your time in the game more eventful. In Fallout New Vegas, it can take more than sixty hours to complete the game with all main and side quests, so it is recommended to take on all tasks only if you are in no hurry. Without side quests, the passage can be reduced to twenty hours.

Side quests from factions

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

Side quests from minor factions

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

Quests from add-ons

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

Summarizing

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

Blow to the head

We wake up in the apartment. In the eyes dazzled. Dr. Mitchell is trying to help us. Now, as before, you have to give your character a name, determine the main characteristics, and select special features. We tried to make a positive hero out of our character. Standing on your feet, look around. There are various kinds of objects scattered around the house that may be useful to us.

Back in the saddle

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

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

Investigation, pt. one

We need to get to Prima. Don't forget that the territory is protected by fugitive criminals. You have to be on your guard with them. Go to the casino and find Johnson there. Talk to him.

The city that I like

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

Investigation, pt. 2

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

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

Let's fly

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

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

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

Unfortunately, the missiles lack some elements and they just can't get out. We will be given a list of items to find. Be guided by the map. The first step is to look for isotope-239. When you reach the mark on the map, you will see a corpse near the road. Search it and find the item you want. The thrust module can be found or purchased. We couldn't find it, so we just bought it in the city of Gibson's Scrapny Yard. Then install all the elements on the rocket. To launch it, go to the laboratory where Chris brought you to Jason.

Investigation, pt. 3

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

Skirmish in Boulder City

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

Call, pt. one

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

The casino is always in the black, part 1

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#12


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#18


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