This page is about the quest called "Ain't That a Kick in the Head". For for the song with the same name, see Ain't That a Kick in the Head?. |
Ain't That a Kick in the Head is a quest in Fallout: New Vegas.
Quick walkthrough
- You wake up in Goodsprings
- Doc Mitch will explain what happened
- Pick your appearance (Race, age, appearance, name)
- Pick your SPECIAL points by the Vit-o-Matic
- Pick your Tag skills and Traits
- Doc gives back all possessions and adding a Vault 21 Utility Jumpsuit and a Pip-Boy
- Get out the door and explore!
Detailed walkthrough
You wake up with blurred vision. As your head begins to clear you sit up to see Doc Mitchell, the man who fixed you up. He will ask the player of their name, followed by handing them a Reflectron to examine (and customize) their appearance. You will have the opportunity to assign your SPECIAL points through the Vit-o-Matic Vigor Tester, and tag three skills after word-association, personality profile, and Rorschach blot tests.
Once character creation is complete, the doctor will walk the player to a door out into the town of Goodsprings, where he will give the player a Vault 21 jumpsuit as well as a Pip-Boy 3000 and any pre-order bonus items (you are also rewarded with 20 exp for completing this quest). Before leaving, you may wish to help yourself to any items in the house, as there is no theft penalty and even useless loot can be sold for caps. The doctor has a fair amount of medical equipment, as well as a laser pistol and ammo in a metal box. The chemistry set in the room you awoke in can be used by a character with enough initial Science skill to produce either some Stimpaks or a small assortment of chems. There is also a broken 9mm Submachine Gun laying on a chest near the bed in which you woke up, which can be repaired and taken if your starting Repair skill is 25 or above. Also if you have high enough Speech or Medicine you can talk to the doc and he will give you three stimpaks (Do not leave the house or your option will vanish).
Reward
After completing the tutorial, every character gets 4 Stimpaks, 18 caps, a couple of bobby pins, possibly one ranged weapon (9mm pistol by default), and possibly one hand-to-hand weapon, dependent on the selected tag-skills.
Tagged Skill | Equipment |
---|---|
Lockpick | 12 Bobby pins instead of 6 |
Explosives | 8 sticks of Dynamite (only when neither Guns nor Energy Weapons are tagged as well) |
Energy Weapons | Laser pistol (only when Guns isn't tagged as well) |
Melee Weapons | Straight razor |
Unarmed | Boxing gloves (only when Melee Weapons isn't tagged as well) |
Quest stages
Notes
- Before you leave the doctor's house, the game will offer you the option to play the game in hardcore mode. It states that you will receive a reward if you play through to the end of the game in hardcore mode (without toggling), but this reward is only an achievement/trophy. You do not receive any in-game reward for completing the game in hardcore mode.
- If the player talks to the doctor again before leaving the house, he/she is given the option to use a Medicine or Speech check (30). If the speech check is successful then the player is rewarded with 3 stimpaks.
- There is a Laser pistol in a metal box next to the Vit-o-matic tester
- There is a 9mm submachine gun on top of a crate next to where you wake up. You need a repair skill of 25 to get it.
- There is also a Chemistry set next to the submachine gun that will allow you to receive five stimpaks or an assortment of chems (one dose of five different chems). You must have a science skill of 25 to use the chemistry set.
- Doc Mitchell will comment on any extremes in your special skills(i.e. 1 in intelligience , 8 in luck, etc.)
- In the event that a person want's to skip through the options process that decides your tag skills (which people usually do!) the default tag skills are ideal for playing in hardcore, Melee weapons (because you don't have to carry ammo), survival (Because making food is fairly important in hardcore), and speech because of its many uses.
- Everything in Doc Mitchell's house can be taken and promptly sold at the general store. Like in Fallout 3, this is extremely useful in getting some extra caps at the begininnig of the game.
Behind the scenes
Ain't That a Kick in the Head is the name of a popular Dean Martin song. The song is also featured on the in-game radio station Radio New Vegas and played in the Casinos.