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# Enter the facility and discover the source of the ghouls.
 
# Enter the facility and discover the source of the ghouls.
 
# Head upstairs to meet with the owner of the voice from the intercom.
 
# Head upstairs to meet with the owner of the voice from the intercom.
# Speak with [[Jason Bright]], the leader of the REPCONN ghouls.
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# Speak with [[Jason Bright]], the leader of the [[Bright Brotherhood|REPCONN ghouls]].
# You must now clear the basement of the [[nightkin]]. To do this you can kill the nightkin there or perform two optional sub-quests, one for the nightkin leader [[Davison]] and one for the ghoul [[Harland]].
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# The [[Courier]] must now clear the basement of the [[nightkin]]. To do this one can kill the nightkin there or perform two optional sub-quests, one for the nightkin leader [[Davison]] and one for the ghoul [[Harland]].
 
#* Davison may turn hostile depending on which nightkin you kill or whether or not you do so. Different players have reported a variety of results with regard to what causes him to go hostile. (See the [[Talk:Come Fly With Me#Davison becoming hostile!|talk page]] for more information on this topic.)
 
#* Davison may turn hostile depending on which nightkin you kill or whether or not you do so. Different players have reported a variety of results with regard to what causes him to go hostile. (See the [[Talk:Come Fly With Me#Davison becoming hostile!|talk page]] for more information on this topic.)
#* (Optional) First, go speak to Davison, without killing or being caught by nightkin. Davison's office is to the left down the first corridor you reach as you enter the basement (Davison will appear as a friendly mark on the player's compass, too). Davison will inform the Courier that he led his nightkin to the facility to find a large shipment of [[Stealth Boy (Fallout: New Vegas)|Stealth Boy]]s. He will then inform the player that there is one last room he must search, but that a particularly tough ghoul, Harland, has barricaded himself inside of it. The quest will update and Davison will give you a key.
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#* (Optional) First, go speak to Davison, without killing or being caught by nightkin. Davison's office is to the left down the first corridor after entering the basement (Davison will appear as a friendly mark on the player character's compass, too). Davison will inform the Courier that he led his nightkin to the facility to find a large shipment of [[Stealth Boy (Fallout: New Vegas)|Stealth Boy]]s. He will then inform the player character that there is one last room he must search, but that a particularly tough ghoul, Harland, has barricaded himself inside of it. The quest will update and Davison will give you a key.
#* Go speak to Harland. Head out of Davison's office and go to the right. You will see a locked door with a dead nightkin outside of it. Go inside and Harland will initiate dialogue. He will tell you that he isn't leaving without his [[Ghoul prisoner (Fallout: New Vegas)|friend]]. If you want the invoice about the Stealth Boys Davison is after, you can help Harland find his friend so he will leave the room peacefully. You could also kill Harland and access the terminal upstairs containing the invoice or sneak past him and access the terminal that way.
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#* Go speak to Harland. Head out of Davison's office and go to the right. One will see a locked door with a dead nightkin outside of it. Go inside and Harland will initiate dialogue. He will tell the player character that he is not leaving without his [[Ghoul prisoner (Fallout: New Vegas)|friend]]. If one is after the invoice about the Stealth Boys, the player character can help Harland find his friend so he will leave the room peacefully. One could also kill Harland and access the terminal upstairs containing the invoice or sneak past him and access the terminal that way.
 
#* (Optional) Find Harland's friend, who has been imprisoned by the nightkin.
 
#* (Optional) Find Harland's friend, who has been imprisoned by the nightkin.
 
#** Head out of the room and follow the corridor to the end then round, follow the steps down and turn to the right.
 
#** Head out of the room and follow the corridor to the end then round, follow the steps down and turn to the right.
#** In the next room there will be some walkways overlooking the jail below and a cloaked [[nightkin jailer]] on patrol. You will need a [[Fallout: New Vegas keys#Jail key|jail key]] to find out where Harland's friend has gone. You can either kill the nightkin jailer (which may turn Davison hostile) or you can find one in a desk in the room on the top level of the jail area.
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#** In the next room there will be some walkways overlooking the jail below and a cloaked [[nightkin jailer]] on patrol. One will need a [[Fallout: New Vegas keys#Jail key|jail key]] to find out where Harland's friend has gone. One can either kill the nightkin jailer (which may turn Davison hostile) or they can find one in a desk in the room on the top level of the jail area.
#** From the room with the jailer go through a door and down some stairs, then past a door which requires the jail key to open, and in a room on your left you will find the corpse of Harland's missing friend.
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#** From the room with the jailer go through a door and down some stairs, then past a door which requires the jail key to open, and in a room on the left you will find the corpse of Harland's missing friend.
#** (Optional) Return to Harland and let him know the bad news. Harland will become unhostile and leave the basement. You are now free to look around upstairs without him shooting at you. Be careful; there are lots of [[Fallout: New Vegas traps#Bera trap|bear traps]], 3 shotgun traps, a booby-trapped terminal, and nearly a dozen [[Frag mine (Fallout: New Vegas)|frag mines]] under little dust mounds in Harland's area on the first floor.
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#** (Optional) Return to Harland and let him know the bad news. Harland will become unhostile and leave the basement. The player character is now free to look around upstairs without him shooting at them. Be careful; there are lots of [[Fallout: New Vegas traps#Bera trap|bear traps]], 3 shotgun traps, a booby-trapped terminal, and nearly a dozen [[Frag mine (Fallout: New Vegas)|frag mines]] under little dust mounds in Harland's area on the first floor.
 
#* (Optional) Search the room that Harland is in for the Stealth Boy shipment the nightkin are looking for.
 
#* (Optional) Search the room that Harland is in for the Stealth Boy shipment the nightkin are looking for.
 
#** The shipping invoice is found upstairs in a terminal. The third terminal entry states that the shipment was sent back to [[RobCo Industries|RobCo]].
 
#** The shipping invoice is found upstairs in a terminal. The third terminal entry states that the shipment was sent back to [[RobCo Industries|RobCo]].
 
#* (Optional) Return to Davison with news that the Stealth Boys are not in the REPCONN facility. It is likely the case that Davison will not be hostile at this point, but different players have reported a variety of results.
 
#* (Optional) Return to Davison with news that the Stealth Boys are not in the REPCONN facility. It is likely the case that Davison will not be hostile at this point, but different players have reported a variety of results.
 
# Return to Jason Bright to inform him that the basement is clear.
 
# Return to Jason Bright to inform him that the basement is clear.
# Head to the REPCONN basement and talk to Jason Bright about what comes next. You will find a [[Space suit (Fallout: New Vegas)|space suit and helmet]] on a shelf in the room where this happens.
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# Head to the REPCONN basement and talk to Jason Bright about what comes next. One will find a [[Space suit (Fallout: New Vegas)|space suit and helmet]] on a shelf in the room where this happens.
# Speak to [[Chris Haversam]] about fixing the rockets.
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# Speak to [[Chris Haversam]] about fixing the [[A3 rocket]]s.
#* With a [[Speech]] 50 check or the perk [[Black Widow]], you can convince him that he is human, which will gain you Karma. Chris will say that he wants revenge for the ghouls' deception. You can either support his revenge or convince him to let it go. The player must ask Jason about Chris and learn how he came to work for Jason and that they plan to leave him behind in order for the Speech option to appear.
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#* With a [[Speech]] 50 check or the perk [[Black Widow]], One can convince him that he is human, which will gain you Karma. Chris will say that he wants revenge for the ghouls' deception. One can either support his revenge or convince him to let it go. The player character must ask Jason about Chris and learn how he came to work for Jason and that they plan to leave him behind in order for the Speech option to appear.
#** If you tell Chris he should get revenge, he will ask you for 3 [[Sugar Bombs (Fallout: New Vegas)|Sugar Bombs]] to sabotage the engines, in addition to the other required parts. Also, a female character with the [[Black Widow]] perk can convince him to sabotage the engines, regardless of whether he believes himself a ghoul.
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#** If Chris is told he should get revenge, he will ask the player character for 3 [[Sugar Bombs (Fallout: New Vegas)|Sugar Bombs]] to sabotage the engines, in addition to the other required parts. Also, a female character with the [[Black Widow]] perk can convince him to sabotage the engines, regardless of whether he believes himself a ghoul.
#** If instead you convince him that murder isn't the way, Chris will relocate to [[Novac]] after the ghouls launch.
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#** If instead one convinces him that murder is not the way, Chris will relocate to [[Novac]] after the ghouls launch.
#* Note that as you exit the room that contains the space suit and Chris Haversam, there is a ladder found to the left that leads directly outside; this way you don't need to run all the way back up to the front entrance to leave the facility.
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#* Note that as one exits the room that contains the space suit and Chris Haversam, there is a ladder found to the left that leads directly outside; this way one does not need to run all the way back up to the front entrance to leave the facility.
 
# Find parts to fix the rockets' thrust controllers.
 
# Find parts to fix the rockets' thrust controllers.
#* The [[Thrust control modules|thrust controllers]] are found at the [[Gibson scrap yard]]. They cost 500 [[Bottle cap (Fallout: New Vegas)|caps]] but with either a Speech or Barter check of 50 you can get them for 50% off. If you use the [[Lady Killer]] perk on [[Old Lady Gibson]] she will give them to you for free; the parts themselves are kept in a metal box (average) inside the garage which can be picked or opened with [[Fallout: New Vegas keys#Old Lady Gibson's key|Gibson's key.]]
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#* The [[Thrust control modules|thrust controllers]] are found at the [[Gibson scrap yard]]. They cost 500 [[Bottle cap (Fallout: New Vegas)|caps]] but with either a Speech or Barter check of 50 one can get them for 50% off. With the [[Lady Killer]] perk on [[Old Lady Gibson]] she will give them to the player character for free; the parts themselves are kept in a metal box (average) inside the garage which can be picked or opened with [[Fallout: New Vegas keys#Old Lady Gibson's key|Gibson's key.]]
 
# Find atomic fuel for the rockets.
 
# Find atomic fuel for the rockets.
#* The atomic fuel is found just north of [[Clark Field]]. Another one located at the opposite side of radioactive [[Gecko (Fallout: New Vegas)#Golden gecko|golden gecko]]-infested ruins, near a dead pack brahmin. A [[Mr. RADical|corpse]] wearing a [[Radiation suit (Fallout: New Vegas)|yellow radiation suit]] has a canister. Alternatively, you can use the rocket souvenirs (5 of them needed).
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#* The atomic fuel is found just north of [[Clark Field]]. Another one located at the opposite side of radioactive [[Gecko (Fallout: New Vegas)#Golden gecko|golden gecko]]-infested ruins, near a dead pack brahmin. A [[Mr. RADical|corpse]] wearing a [[Radiation suit (Fallout: New Vegas)|yellow radiation suit]] has a canister. Alternatively, one can use the rocket souvenirs (5 of them needed).
#* Atomic Fuel can also be found in the Dino-Souvenir store, under the T-Rex. Buy the stockroom key from [[Cliff Briscoe]] with [[Barter]] 30, use the key to open the door and grab the souvenir rockets. You'll need 5. Then take the souvenir rockets back to Chris. 150 souvenir rockets can also be found in a vending machine upstairs of Mick & Ralph's in Freeside.
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#* Atomic fuel can also be found in the [[Dino Bite gift shop|dino-souvenir store]], under the T-Rex. With [[Science]] 40, one can ask Cliff if there is radioactive material in his souvenir rockets. Buy the stockroom key from [[Cliff Briscoe]] with [[Barter]] 30, use the key to open the door and grab the souvenir rockets. 5 will be needed. Take the souvenir rockets back to Chris. 150 souvenir rockets can also be found in a vending machine upstairs of Mick & Ralph's in Freeside.
#* As an alternative to the above strategy, one can wait for Cliff to retire for the evening and simply pick the (very-easy) lock. Naturally, this will cause you to lose Karma for picking the lock, but you'll still be able to take all of the souvenir rockets and the Dinky Dinos without penalty.
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#* As an alternative to the above strategy, one can wait for Cliff to retire for the evening and simply pick the (very-easy) lock. Naturally, this will cause he player character to lose Karma for picking the lock, but they will still be able to take all of the souvenir rockets and the Dinky Dinos without penalty.
 
# Return to the REPCONN test site and give the parts to Chris Haversam.
 
# Return to the REPCONN test site and give the parts to Chris Haversam.
 
# Talk to Chris Haversam to begin preparations for the rocket launch.
 
# Talk to Chris Haversam to begin preparations for the rocket launch.
# Stay in the building and make your way up from the basement to the research wing on the 3rd floor.
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# Stay in the building and make your way up from the basement to the research wing on the top floor, where one is instructed to go when they enter the building.
# Complete the launch sequence, by pressing the button on the control panel. If you have [[Science]] 55 or greater you can alter the navigation co-ordinates, it is possible to earn 55 extra [[Experience Points|XP]] by altering the rocket's trajectory, which should send the rocket 12.5% closer to its destination. This also results in good Karma. If your [[Intelligence]] is below 4, you can also try randomly mashing the buttons on the control panel. Watch the cut scene as the rockets take off from the opened launch hangar. You should see a notification that your reputation in Novac is improved.
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# Complete the launch sequence, by pressing the button on the control panel. With a [[Science]] 55 or greater one can alter the navigation co-ordinates, it is possible to earn 55 extra [[Experience Points|XP]] by altering the rocket's trajectory, which should send the rocket 12.5% closer to its destination. This also results in good Karma. If one's [[Intelligence]] is below 4, the player character can also try randomly mashing the buttons on the control panel. Watch the cut scene as the rockets take off from the opened launch hangar. One should see a notification that their reputation in Novac is improved.
#* You can also set the navigation so that the rockets collide into one another as they launch. This gives you negative Karma, but your reputation in Novac still improves, as you still satisfy the original reason of the quest: to get rid of the ghouls.
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#* One can also set the navigation so that the rockets collide into one another as they launch. This results in negative Karma, but reputation in Novac still improves, as one still satisfies the original reason of the quest: to get rid of the ghouls.
 
#* Repeated mashing of the keys will short out the navigation console, resulting in a 50 karma loss.
 
#* Repeated mashing of the keys will short out the navigation console, resulting in a 50 karma loss.
# Return to Manny Vargas if you started the quest with him. Completing the quest with him will give an additional boost to your Novac reputation.
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# Return to Manny Vargas if one has started the quest with him. Completing the quest with him will give an additional boost to their Novac reputation.
   
 
==Quest stages==
 
==Quest stages==
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==Notes==
 
==Notes==
* If feral ghouls enter the science lab and attack you, it will cause the followers to try to escape and Jason Bright to become hostile.
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* If feral ghouls enter the science lab and attack the player character, it will cause the followers to try to escape and Jason Bright to become hostile.
** This can be fixed by reloading the quick save created when you enter the science lab, when the ghouls have not entered yet.
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** This can be fixed by reloading the autosave created upon entering the science lab, when the ghouls have not entered yet.
* Once you initiate the launch sequence a radio station called "Launch Music" comes on; this station plays only the "Ride of the Valkyries" by Richard Wagner and shuts off once the Courier leaves the observation deck.
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* Upon initiating the launch sequence a radio station called "Launch Music" comes on; this station plays only the "[[Ride of the Valkyries]]" by Richard Wagner and shuts off once the Courier leaves the observation deck.
* Attempting to move [[Antler]] or responding with mocking comments will cause [[Davison]] to immediately become hostile to the player.
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* Attempting to move [[Antler]] or responding with mocking comments will cause [[Davison]] to immediately become hostile to the player character.
* You can't tell [[Harland]] the bad news about his friend until you take the part of the quest where you're supposed to enter the basement.
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* [[Harland]] cannot be told the bad news about his friend until one takes the part of the quest where they are supposed to enter the basement.
* If you remove the nightkin from the basement (peacefully or otherwise) before talking to Jason, Chris will still tell you through the intercom in the control room that the rockets are none of your business and to do what Jason told you to do, even though you haven't talked with him yet.
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* Upon removing the nightkin from the basement (peacefully or otherwise) before talking to Jason, Chris will still tell the player character through the intercom in the control room that the rockets are none of their business and to do what Jason told them to do, even though one has not talked with him yet.
* As the rockets take off from the launch pad, you'll notice that the main boosters on one rocket seem to have been delayed, resulting in it almost crashing into the building you're standing in before blasting off in a slightly different direction than the others.
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* As the rockets take off from the launch pad, one will notice notice that the main boosters on one rocket seem to have been delayed, resulting in it almost crashing into the building one is standing in before blasting off in a slightly different direction than the others.
* Jason's speech once the rockets are ready will be cut short if the player reaches the room where Davison was before he finishes it.
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* Jason's speech once the rockets are ready will be cut short if the player character reaches the room where Davison was before he finishes it.
 
** Additionally, Jason will refer to the Courier during the speech as a male, regardless of gender.<ref>[[GhoulJasonBright.txt#JasonBrightSpeech5]]</ref>
 
** Additionally, Jason will refer to the Courier during the speech as a male, regardless of gender.<ref>[[GhoulJasonBright.txt#JasonBrightSpeech5]]</ref>
* You gain only 200 XP more if you solve the quest with a non-violent solution (speaking with Davison) '''and''' if you help Harland finding his friend. Helping Davison but killing Harland grants only 100 XP more.
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* One only gains 200 XP more if they solve the quest with a non-violent solution (speaking with Davison) '''and''' if they help Harland finding his friend. Helping Davison but killing Harland grants only 100 XP more.
* The [[Space suit (Fallout: New Vegas)|space suit and helmet]] can be found on a shelf in the REPCONN basement overlooking the irradiated rocket hangar, where you go to give the fuel and thrusters to the ghouls for the rocket.
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* The [[Space suit (Fallout: New Vegas)|space suit and helmet]] can be found on a shelf in the REPCONN basement overlooking the irradiated rocket hangar, where one goes to give the fuel and thrusters to the ghouls for the rocket.
* Attempting to go up the stairs in the room where Harland is located will turn him hostile. You must not only agree to help, but must have found his companion as well to avoid hostilities.
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* Attempting to go up the stairs in the room where Harland is located will turn him hostile. One must not only agree to help, but must have found his companion as well to avoid hostilities.
 
* It is not possible to fast-travel from the balcony where the launch console sits, post-patch.
 
* It is not possible to fast-travel from the balcony where the launch console sits, post-patch.
 
* It is possible to fast-travel after leaving the room and then re-entering (after the launch).
 
* It is possible to fast-travel after leaving the room and then re-entering (after the launch).
* You cannot shoot into the launch pad because of a barely visible glass window that cannot be pierced.
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* One cannot shoot the launch pad because of a barely visible glass window that cannot be pierced.
 
* It is never mentioned where or what the "sacred place" is, yet [[No-bark Noonan]] claims it is the Moon and Jason mentions there is too much radiation where they are going, so Chris would last only minutes.
 
* It is never mentioned where or what the "sacred place" is, yet [[No-bark Noonan]] claims it is the Moon and Jason mentions there is too much radiation where they are going, so Chris would last only minutes.
* If [[Chris Haversam]] is not at the REPCONN test site when you first go down, try going back to where Jason Bright's ghouls were located to get Jason Bright to go into the REPCONN test site.
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* If [[Chris Haversam]] is not at the REPCONN test site when the player character first goes down, try going back to where Jason Bright's ghouls were located to get Jason Bright to go into the REPCONN test site.
* After the rockets are launched, the items in the research lab will still give you negative Karma if you take them despite the fact that the ghouls won't be using them anymore. This happens even if Chris leaves the facility.
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* After the rockets are launched, the items in the research lab will still result in negative Karma if one takes them despite the fact that the ghouls will not be using them anymore. This happens even if Chris leaves the facility.
* Any feral ghouls that you didn't kill inside REPCONN will join the "Great Journey." Feral ghouls that you didn't kill outside REPCONN will still be there and be hostile.
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* Any feral ghouls that are not killed inside REPCONN will join the "Great Journey." Feral ghouls that are not killed outside REPCONN will still be there and be hostile.
   
 
==Behind the scenes==
 
==Behind the scenes==
 
* The quest was implemented and designed primarily by [[Jesse Farrell]] and [[Akil Hooper]].
 
* The quest was implemented and designed primarily by [[Jesse Farrell]] and [[Akil Hooper]].
  +
* According to [[Joshua Sawyer]], this was the very first major questline that the team designed, and it shows their inexperience with the game engine. He also stated that frustration with the quest was understandable, because of the back-and-forth that must be done throughout it.<ref>[http://archive.is/wip/SRvvK Joshua Sawyer on Tumblr]: ''"I wouldn't say it's one of the top quests of F:NV, but it is literally the first major quest we designed so our inexperience with the engine shows. It's been a long time since I've played Come Fly With Me, but IIRC there's a ton of back and forth that can get frustrating."''</ref>
* The song that plays quietly in the background during and after launching the rockets is Richard Wagner's "''Ride of the Valkyries.''" <!-- (not "The Flight of the Valkyries," which is used to refer to a famous helicopter attack scene in "Apocalypse Now" that also used this composition by Wagner)-->
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* The song that plays quietly in the background during and after launching the rockets is Richard Wagner's "Ride of the Valkyries."<!-- (not "The Flight of the Valkyries," which is used to refer to a famous helicopter attack scene in "Apocalypse Now" that also used this composition by Wagner)-->
* The name of this quest is a reference to the popular song [http://lyrics.wikia.com/Frank_Sinatra:Come_Fly_With_Me "''Come Fly with Me''"], which was performed by Frank Sinatra in 1957. This song was composed by Jimmy Van Heusen and the lyrics were provided by Sammy Cahn.
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* The name of this quest is a reference to the popular song "[[wikipedia:Come Fly with Me|Come Fly with Me]]," which was performed by Frank Sinatra in 1957. This song was composed by Jimmy Van Heusen and the lyrics were provided by Sammy Cahn.
 
{{FNVCC}}
 
{{FNVCC}}
*At one point during development, Davison and his nightkin had multiple ghoul prisoners held in the REPCONN facility, at least one of whom could be located alive. A number of partially removed dialogue options still exist to go with this scenario, including a request that Davison release the ghoul prisoners because "they're no threat" and an option to give the ghoul prisoners three [[Stealth Boy (Fallout: New Vegas)|Stealth Boy]]s so that they can make their escape unnoticed.
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* At one point during development, Davison and his nightkin had multiple ghoul prisoners held in the REPCONN facility, at least one of whom could be located alive. A number of partially removed dialogue options still exist to go with this scenario, including a request that Davison release the ghoul prisoners because "they're no threat" and an option to give the ghoul prisoners three [[Stealth Boy (Fallout: New Vegas)|Stealth Boy]]s so that they can make their escape unnoticed.
* Another removed portion of the quest would have allowed [[Chris Haversam]] to suggest talking to [[Harland]] for more information on where to find parts for the rockets. If talked to after he left the basement, Harland would have directed the Courier to "[[Gibson scrap yard|a junkshop east and slightly north of here]]" run by someone named "[[Old Lady Gibson|Gilbert, or something]]", indicating this portion was meant to be tied into the retrieval of the [[thrust control modules]]. In the finished game this dialogue is given to Haversam instead. If talked to in the basement, Harland would berate the Courier for Chris sending a smoothskin down to ask him questions, rather than mounting a rescue operation. This same dialogue option refers to the Courier as "some smoothskin whose radio got broke", though whether or not this is meant to indicate the [[Pip-Boy 3000|Pip-Boy]] radio is not specified. Both dialogue options are inaccessible in normal gameplay, but are fully voiced if restored via modification or accessed by use of console commands.
+
* Another removed portion of the quest would have allowed [[Chris Haversam]] to suggest talking to [[Harland]] for more information on where to find parts for the rockets. If talked to after he left the basement, Harland would have directed the Courier to "[[Gibson scrap yard|a junkshop east and slightly north of here]]" run by someone named "[[Old Lady Gibson|Gilbert, or something]]," indicating this portion was meant to be tied into the retrieval of the [[thrust control modules]]. In the finished game, this dialogue is given to Haversam instead. If talked to in the basement, Harland would berate the Courier for Chris sending a smoothskin down to ask him questions, rather than mounting a rescue operation. This same dialogue option refers to the Courier as "some smoothskin whose radio got broke," though whether or not this is meant to indicate the [[Pip-Boy 3000|Pip-Boy]] radio is not specified. Both dialogue options are inaccessible in normal gameplay, but are fully voiced if restored via modification or accessed by use of console commands.
  +
* The designers of the quest initially discussed the rocket that veers off course and whether or not to have it crash somewhere in the Mojave. However, they did not have the time or resources to develop the idea and it was eventually cut.<ref>[https://www.twitch.tv/obsidian/v/100606816 Q&A session with Josh Sawyer during a live charity stream. (reference begins at 10:30:30)]</ref>
 
{{FNVCC|end}}
 
{{FNVCC|end}}
   
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{{Notable content
 
{{Notable content
 
| {{Platforms|pc,xbox360}} Many corrupt saves have been reported in the REPCONN building, at many stages of this quest, and even hours after the quest has been completed. Any save games before this quest will still work. {{verify|verified}}
 
| {{Platforms|pc,xbox360}} Many corrupt saves have been reported in the REPCONN building, at many stages of this quest, and even hours after the quest has been completed. Any save games before this quest will still work. {{verify|verified}}
** '''Workaround''': The corrupt game save file bug may be related to faction scoring. Go away, do a quest that alters your reputation with another faction, and then re-try the mission.
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** Workaround: The corrupt game save file bug may be related to faction scoring. Go away, do a quest that alters reputation with another faction, and then re-try the mission.
 
| {{Platforms|pc,xbox360}} [[ED-E]]'s Enhanced Sensors perk sometimes fails to negate the stealth ability of the nightkin in the basement. {{verify|verified}}
 
| {{Platforms|pc,xbox360}} [[ED-E]]'s Enhanced Sensors perk sometimes fails to negate the stealth ability of the nightkin in the basement. {{verify|verified}}
| {{Platforms|pc,ps3}} No cut scene glitch: After handing over the 2nd item and telling Haversam to start, Jason Bright will start his speech but stop after one or 2 sentences. You will see all the ghouls lined up except Harland, who is wandering around the hangar. If you go up to the launch pad and press the button, cut scene music will start but no video of the rockets or the dome opening. You get the exp and Karma for the quest, though. If you go back down again, Haversam will still tell you the journey is about to begin, with no other options left to pick. Rockets will be gone but all ghouls are still down in the hangar. It is believed the bug is triggered after you tell Haversam that he is not able to embark on the journey. After triggering this glitch it is possible to see the rockets fly past at a much faster speed from the hangar when you exit the building and start to walk down the stairs in front of the building leading to the road. {{Verify|verified}}
+
| {{Platforms|pc,ps3}} No cut scene glitch: After handing over the 2nd item and telling Haversam to start, Jason Bright will start his speech but stop after one or 2 sentences. One will see all the ghouls lined up except Harland, who is wandering around the hangar. If one goes up to the launch pad and presses the button, cut scene music will start but no video of the rockets or the dome opening. One will get the xp and Karma for the quest, though. If one goes back down again, Haversam will still tell them the journey is about to begin, with no other options left to pick. Rockets will be gone but all ghouls are still down in the hangar. It is believed the bug is triggered after Haversam is told that he is not able to embark on the journey. After triggering this glitch it is possible to see the rockets fly past at a much faster speed from the hangar when the player character exits the building and starts to walk down the stairs in front of the building leading to the road. {{Verify|verified}}
** {{Platforms|pc}} Possible fix for PC: reset the quest in the console, to be safe do this outside the REPCONN facility. After that go back in, you will notice that you are still at the same point in the quest as you were. Head upstairs and launch the rockets. The Rockets will launch as intended.
+
** {{Platforms|pc}} Possible fix for PC: reset the quest in the console, to be safe do this outside the REPCONN facility. After that go back in, one will notice that they are still at the same point in the quest. Head upstairs and launch the rockets. The Rockets will launch as intended.
** {{Platforms|pc}} Another possible cause posted by Garmon Slaveman on Youtube: Launching Dome details are not loaded into memory, preventing the scene from rendering correctly. A workaround is to go as close to the dome as you can to ensure it is loaded properly (using tcl console command helps) ''immediately prior to launch'', then returning to the launch room and proceeding with the quest. The cutscene should render as intended.
+
** {{Platforms|pc}} Another possible cause posted by Garmon Slaveman on YouTube: Launching Dome details are not loaded into memory, preventing the scene from rendering correctly. A workaround is to go as close to the dome as you can to ensure it is loaded properly (using tcl console command helps) ''immediately prior to launch'', then returning to the launch room and proceeding with the quest. The cutscene should render as intended.
| {{Platforms|xbox360}} After completing the quest with sabotage, if you go back and speak with Chris he has no clue what happened to the ghouls. {{verify|verified}}
+
| {{Platforms|xbox360}} After completing the quest with sabotage, if one goes back and speaks with Chris he has no clue what happened to the ghouls. {{verify|verified}}
| {{Platforms|xbox360}} When at Clark Field trying to retrieve the [[isotope-239 igniting agent]], the Igniting Agent is on a dead scavenger wearing a [[Radiation suit (Fallout: New Vegas)|radiation suit]]. Even after you pick up the Igniting Agent, the script engine will not acknowledge it, even when it is in your inventory. When you go back to Chris Haversam, he will sometimes not acknowledge that you have it either. Going to the Dino-Dee Lite store and getting the rockets in the backroom does not seem to work sometimes either. Without these rockets, the quest is impossible to complete through normal means. {{verify|verified}}
+
| {{Platforms|xbox360}} When at Clark Field trying to retrieve the [[isotope-239 igniting agent]], the Igniting Agent is on a dead scavenger wearing a [[Radiation suit (Fallout: New Vegas)|radiation suit]]. Even after you pick up the Igniting Agent, the script engine will not acknowledge it, even when it is in one's inventory. Upon going back to Chris Haversam, he will sometimes not acknowledge that the player character have it either. Going to the Dino-Dee Lite store and getting the rockets in the backroom does not seem to work sometimes either. Without these rockets, the quest is impossible to complete through normal means. {{verify|verified}}
 
| {{Platforms|ps3,xbox360}} After leaving the 2nd floor and picking to kill the nightkin, or convince them to leave, the door to the 2nd floor will be locked, and will need a key to open. {{verify|verified}}
 
| {{Platforms|ps3,xbox360}} After leaving the 2nd floor and picking to kill the nightkin, or convince them to leave, the door to the 2nd floor will be locked, and will need a key to open. {{verify|verified}}
| {{Platforms|pc,xbox360}} If you collect the isotope first, the room where Chris Haversam was, may be empty after you collect the thrusters. This prevents completion of the mission. {{verify|verified}}
+
| {{Platforms|pc,xbox360}} If one collects the isotope first, the room where Chris Haversam was, may be empty after collecting the thrusters. This prevents completion of the mission. {{verify|verified}}
| {{Platforms|pc}} Sometimes, if you collect isotope from [[Mr. RADical]], second isotope near dead brahmin is missing. {{verify|verified}}
+
| {{Platforms|pc}} Sometimes, if the player character collects isotope from [[Mr. RADical]], second isotope near dead brahmin is missing. {{verify|verified}}
| {{Platforms|ps3}} When at Clark Field to obtain the isotope-239 igniting agent, the scavenger who is in possession of the Igniting Agent is halfway underground with no way to get to them without using console commands. Even shooting the body or using [[Dynamite (Fallout: New Vegas)|dynamite]] won't get the body out of the ground. {{verify|verified}}
+
| {{Platforms|ps3}} When at Clark Field to obtain the isotope-239 igniting agent, the scavenger who is in possession of the Igniting Agent is halfway underground with no way to get to them without using console commands. Even shooting the body or using [[Dynamite (Fallout: New Vegas)|dynamite]] will not get the body out of the ground. {{verify|verified}}
 
** Fix: use the third person perspective to get access to the body.
 
** Fix: use the third person perspective to get access to the body.
| {{Platforms|pc,ps3,xbox360}} Sometimes after the rockets launch, the Launch Music will turn into to a crackling noise that is impossible to get rid of. It's recommended to create a save game outside of the REPCONN building area so that you can load this file if the problem occurs. (had this happen on Xbox 360, but it stopped once outside of the REPCONN building). {{verify|verified}}
+
| {{Platforms|pc,ps3,xbox360}} Sometimes after the rockets launch, the Launch Music will turn into to a crackling noise that is impossible to get rid of. It is recommended to create a save game outside of the REPCONN building area so that you can load this file if the problem occurs. (had this happen on Xbox 360, but it stopped once outside of the REPCONN building). {{verify|verified}}
 
** {{Platforms|xbox360}} To turn off this ambient noise, travel to [[New Vegas Strip|the Strip]] or another area with ambient music not playing on a radio. This overrides the static's script.
 
** {{Platforms|xbox360}} To turn off this ambient noise, travel to [[New Vegas Strip|the Strip]] or another area with ambient music not playing on a radio. This overrides the static's script.
 
** {{Platforms|pc}} Another solution for PC is to use the console command "tcl" from the observation room and walk to the ground of the test site without going back through the building. The music will fade out without being replaced by static.
 
** {{Platforms|pc}} Another solution for PC is to use the console command "tcl" from the observation room and walk to the ground of the test site without going back through the building. The music will fade out without being replaced by static.
| {{Platforms|xbox360}} After returning with the second component, and subsequently giving it to Chris Haversam, it's possible that the two speech options to initiate or delay the rocket launch will appear, but no selection can be made. This locks the game up, and a previous save must be loaded (workaround: Type 'setstage 00080664 50' into the developer console, and it'll set the quest to the stage where the Courier goes up and launches the rockets). {{verify|verified}}
+
| {{Platforms|xbox360}} After returning with the second component, and subsequently giving it to Chris Haversam, it is possible that the two speech options to initiate or delay the rocket launch will appear, but no selection can be made. This locks the game up, and a previous save must be loaded (workaround: Type 'setstage 00080664 50' into the developer console, and it'll set the quest to the stage where the Courier goes up and launches the rockets). {{verify|verified}}
| {{Platforms|ps3}} Sometimes after getting everything for Jason, he may take the "cherry bombs" off you. Which can pose a problem as you cannot complete the quest. {{verify|verified}}
+
| {{Platforms|ps3}} Sometimes after getting everything for Jason, he may take the "cherry bombs", which can pose a problem as one cannot complete the quest. {{verify|verified}}
| {{Platforms|xbox360}} If Harland was made hostile, but not killed, during the optional parts of the quest, he will be inside of the launch pad with the other ghouls, still hostile. If the player approaches the observation window he will attack, causing all of the ghouls (including Chris) to flee. Leaving the basement and returning later on will result in Chris nowhere to be found, and the ghouls still trying to escape. {{verify|verified}}
+
| {{Platforms|xbox360}} If Harland was made hostile, but not killed, during the optional parts of the quest, he will be inside of the launch pad with the other ghouls, still hostile. If the player character approaches the observation window he will attack, causing all of the ghouls (including Chris) to flee. Leaving the basement and returning later on will result in Chris nowhere to be found, and the ghouls still trying to escape. {{verify|verified}}
| {{Platforms|pc}} If Harland's missing friend is found before you first encounter him, you have the option to answer "I already found her." Harland will then leave the place. However, if you spend too much time in the room (i.e. defusing all of the traps), he comes back and moves to his starting position. Since he turns hostile as soon as you enter the upper level of the room, it may prove difficult to retrieve the shipping manifest. {{verify|verified}}
+
| {{Platforms|pc}} If Harland's missing friend is found before he is first encountered, one has the option to answer "I already found her." Harland will then leave the place. However, if one spends too much time in the room (i.e. defusing all of the traps), he comes back and moves to his starting position. Since he turns hostile as soon as the player character enters the upper level of the room, it may prove difficult to retrieve the shipping manifest. {{verify|verified}}
 
** Fix: a) Stealth Boy usage b) reload previous savegame c) open console & use the command {{Console |tcai}} to disable the AI combat behavior. Don't forget to turn it back on afterwards, or else you may ruin your game.
 
** Fix: a) Stealth Boy usage b) reload previous savegame c) open console & use the command {{Console |tcai}} to disable the AI combat behavior. Don't forget to turn it back on afterwards, or else you may ruin your game.
 
** Note that Harland will remain hostile for the rest of the quest.
 
** Note that Harland will remain hostile for the rest of the quest.
 
| {{Platforms|pc,xbox360}} During Jason's speech it is sometimes possible to see a random wastelander walking around with the feral ghouls. {{verify|verified}}
 
| {{Platforms|pc,xbox360}} During Jason's speech it is sometimes possible to see a random wastelander walking around with the feral ghouls. {{verify|verified}}
| {{Platforms|ps3}} After completing the launch sequence, and you set the rockets to collide into one another, go back to the basement and the radioactive barrels will no longer be present on the launchpad. {{verify|verified}}
+
| {{Platforms|ps3}} After completing the launch sequence, and one sets the rockets to collide into one another, go back to the basement and the radioactive barrels will no longer be present on the launchpad. {{verify|verified}}
 
| {{Platforms|xbox360}} Sometimes, after launching the rockets, the Launch Music will continue playing until you leave the building. {{verify|verified}}
 
| {{Platforms|xbox360}} Sometimes, after launching the rockets, the Launch Music will continue playing until you leave the building. {{verify|verified}}
|{{Platforms|xbox360}} While leaving the upstairs area on a blitz to the launchpad, sometimes a ghoul or two will put on a spacesuit before leaving. Once you're outside of the upstairs area, there will sometimes be a single ghoul on his way to the launchpad. Killing him provides you with a spacesuit in full condition (coupled with the space helmet the suit is worth around a thousand caps). This does not cause the other ghouls to turn hostile. It can be performed a second time if once in the basement another lonely ghoul is running toward the launchpad. These spacesuits, though aesthetically identical to the one found on the shelf, cannot be worn for some reason. Furthermore, after bringing Chris the parts he needs, on your way back up to the observation deck any ghouls you may have killed for their spacesuits will have new spacesuits that you can sell for a thousand caps. Once the rockets are launched the bodies will disappear, so don't forget about it on your way out. In total this glitch can nab you approximately four thousand caps. {{verify|verified}}
+
|{{Platforms|xbox360}} While leaving the upstairs area on a blitz to the launchpad, sometimes a ghoul or two will put on a spacesuit before leaving. Once the player character is outside of the upstairs area, there will sometimes be a single ghoul on his way to the launchpad. Killing him provides one with a spacesuit in full condition (coupled with the space helmet the suit is worth around a thousand caps). This does not cause the other ghouls to turn hostile. It can be performed a second time if once in the basement another lonely ghoul is running toward the launchpad. These spacesuits, though aesthetically identical to the one found on the shelf, cannot be worn for some reason. Furthermore, after bringing Chris the parts he needs, on the way back up to the observation deck any ghouls one may have killed for their spacesuits will have new spacesuits that can be sold for a thousand caps. Once the rockets are launched the bodies will disappear, so do not forget about it on the way out. In total this glitch can net the player character approximately four thousand caps. {{verify|verified}}
 
| {{Platforms|ps3,xbox360}} If Chris Haversam is talked to during the end of the quest, he may walk out of the control room and fall through the floor making the quest impossible to complete. {{Verify|verified}}
 
| {{Platforms|ps3,xbox360}} If Chris Haversam is talked to during the end of the quest, he may walk out of the control room and fall through the floor making the quest impossible to complete. {{Verify|verified}}
 
| {{Platforms|xbox360}} When doing the portions of the quest related to the basement of the facility, it may be impossible to engage in dialogue with Harland when opening the door to his room, with an invisible door remaining after opening the door. {{Verify|verified}}
 
| {{Platforms|xbox360}} When doing the portions of the quest related to the basement of the facility, it may be impossible to engage in dialogue with Harland when opening the door to his room, with an invisible door remaining after opening the door. {{Verify|verified}}

Revision as of 18:14, 8 October 2020

 
Gametitle-FNV
Gametitle-FNV
Just head over to the REPCONN test site west of here. See if you can get the ghouls out of there.Manny Vargas

Come Fly With Me is a side quest in Fallout: New Vegas.

Quick walkthrough

Side Quest: Come Fly With Me 
Talk with Manny Vargas or No-bark Noonan
Go to REPCONN test site
Talk to Jason Bright
(Optional) Find the body of Harland's imprisoned friend. 
(Optional) Retrieve the Stealth Boy invoice for Davison. 
Clean the basement of the nightkin. 
Talk to Chris Haversam
Get the things Jason Bright asked for. 
Go to the Observation Deck. 
(Optional) Sabotage the launch. 
Launch the rockets. 
Reward: 1000 XP and Novac fame. 

Detailed walkthrough

  1. Head to the REPCONN test site.
  2. Enter the facility and discover the source of the ghouls.
  3. Head upstairs to meet with the owner of the voice from the intercom.
  4. Speak with Jason Bright, the leader of the REPCONN ghouls.
  5. The Courier must now clear the basement of the nightkin. To do this one can kill the nightkin there or perform two optional sub-quests, one for the nightkin leader Davison and one for the ghoul Harland.
    • Davison may turn hostile depending on which nightkin you kill or whether or not you do so. Different players have reported a variety of results with regard to what causes him to go hostile. (See the talk page for more information on this topic.)
    • (Optional) First, go speak to Davison, without killing or being caught by nightkin. Davison's office is to the left down the first corridor after entering the basement (Davison will appear as a friendly mark on the player character's compass, too). Davison will inform the Courier that he led his nightkin to the facility to find a large shipment of Stealth Boys. He will then inform the player character that there is one last room he must search, but that a particularly tough ghoul, Harland, has barricaded himself inside of it. The quest will update and Davison will give you a key.
    • Go speak to Harland. Head out of Davison's office and go to the right. One will see a locked door with a dead nightkin outside of it. Go inside and Harland will initiate dialogue. He will tell the player character that he is not leaving without his friend. If one is after the invoice about the Stealth Boys, the player character can help Harland find his friend so he will leave the room peacefully. One could also kill Harland and access the terminal upstairs containing the invoice or sneak past him and access the terminal that way.
    • (Optional) Find Harland's friend, who has been imprisoned by the nightkin.
      • Head out of the room and follow the corridor to the end then round, follow the steps down and turn to the right.
      • In the next room there will be some walkways overlooking the jail below and a cloaked nightkin jailer on patrol. One will need a jail key to find out where Harland's friend has gone. One can either kill the nightkin jailer (which may turn Davison hostile) or they can find one in a desk in the room on the top level of the jail area.
      • From the room with the jailer go through a door and down some stairs, then past a door which requires the jail key to open, and in a room on the left you will find the corpse of Harland's missing friend.
      • (Optional) Return to Harland and let him know the bad news. Harland will become unhostile and leave the basement. The player character is now free to look around upstairs without him shooting at them. Be careful; there are lots of bear traps, 3 shotgun traps, a booby-trapped terminal, and nearly a dozen frag mines under little dust mounds in Harland's area on the first floor.
    • (Optional) Search the room that Harland is in for the Stealth Boy shipment the nightkin are looking for.
      • The shipping invoice is found upstairs in a terminal. The third terminal entry states that the shipment was sent back to RobCo.
    • (Optional) Return to Davison with news that the Stealth Boys are not in the REPCONN facility. It is likely the case that Davison will not be hostile at this point, but different players have reported a variety of results.
  6. Return to Jason Bright to inform him that the basement is clear.
  7. Head to the REPCONN basement and talk to Jason Bright about what comes next. One will find a space suit and helmet on a shelf in the room where this happens.
  8. Speak to Chris Haversam about fixing the A3 rockets.
    • With a Speech 50 check or the perk Black Widow, One can convince him that he is human, which will gain you Karma. Chris will say that he wants revenge for the ghouls' deception. One can either support his revenge or convince him to let it go. The player character must ask Jason about Chris and learn how he came to work for Jason and that they plan to leave him behind in order for the Speech option to appear.
      • If Chris is told he should get revenge, he will ask the player character for 3 Sugar Bombs to sabotage the engines, in addition to the other required parts. Also, a female character with the Black Widow perk can convince him to sabotage the engines, regardless of whether he believes himself a ghoul.
      • If instead one convinces him that murder is not the way, Chris will relocate to Novac after the ghouls launch.
    • Note that as one exits the room that contains the space suit and Chris Haversam, there is a ladder found to the left that leads directly outside; this way one does not need to run all the way back up to the front entrance to leave the facility.
  9. Find parts to fix the rockets' thrust controllers.
  10. Find atomic fuel for the rockets.
    • The atomic fuel is found just north of Clark Field. Another one located at the opposite side of radioactive golden gecko-infested ruins, near a dead pack brahmin. A corpse wearing a yellow radiation suit has a canister. Alternatively, one can use the rocket souvenirs (5 of them needed).
    • Atomic fuel can also be found in the dino-souvenir store, under the T-Rex. With Science 40, one can ask Cliff if there is radioactive material in his souvenir rockets. Buy the stockroom key from Cliff Briscoe with Barter 30, use the key to open the door and grab the souvenir rockets. 5 will be needed. Take the souvenir rockets back to Chris. 150 souvenir rockets can also be found in a vending machine upstairs of Mick & Ralph's in Freeside.
    • As an alternative to the above strategy, one can wait for Cliff to retire for the evening and simply pick the (very-easy) lock. Naturally, this will cause he player character to lose Karma for picking the lock, but they will still be able to take all of the souvenir rockets and the Dinky Dinos without penalty.
  11. Return to the REPCONN test site and give the parts to Chris Haversam.
  12. Talk to Chris Haversam to begin preparations for the rocket launch.
  13. Stay in the building and make your way up from the basement to the research wing on the top floor, where one is instructed to go when they enter the building.
  14. Complete the launch sequence, by pressing the button on the control panel. With a Science 55 or greater one can alter the navigation co-ordinates, it is possible to earn 55 extra XP by altering the rocket's trajectory, which should send the rocket 12.5% closer to its destination. This also results in good Karma. If one's Intelligence is below 4, the player character can also try randomly mashing the buttons on the control panel. Watch the cut scene as the rockets take off from the opened launch hangar. One should see a notification that their reputation in Novac is improved.
    • One can also set the navigation so that the rockets collide into one another as they launch. This results in negative Karma, but reputation in Novac still improves, as one still satisfies the original reason of the quest: to get rid of the ghouls.
    • Repeated mashing of the keys will short out the navigation console, resulting in a 50 karma loss.
  15. Return to Manny Vargas if one has started the quest with him. Completing the quest with him will give an additional boost to their Novac reputation.

Quest stages

StageStatusDescription
5 Head to the REPCONN facility west of Novac to investigate rumors of ghoul activity there.
10 Enter the facility and discover the source of the ghouls.
15 Head upstairs to meet with the owner of the voice from the intercom.
20 Speak with Jason Bright, the leader of the REPCONN ghouls.
21 Head to the REPCONN basement and talk to Jason Bright about what comes next.
30 Speak to Chris Haversam about firing the rockets.
40 Find atomic fuel for the rockets.
41 Return to the Rocket Facility and give the fuel to Chris Haversam.
50 Find parts to fix the rockets' thrust controllers.
51 Return to the Rocket Facility and give the parts to Chris Haversam.
60 Get rid of the Nightkin in the basement.
61 (Optional) Search the nearby room for the Stealth Boy shipment the Nightkin are looking for.
62 Report to Jason Bright that the nightkin are gone.
63 (Optional) Find Harland's friend, who has been imprisoned by the nightkin.
64 (Optional) Return to Harland and let him know the bad news.
65 (Optional) Find the leader of the "demons" and speak with him.
69 (Optional) Return to Davison with news that the Stealth Boys are not in the REPCONN facility.
70 Talk to Chris Haversam to begin preparations for the rocket launch.
80 Bring 3 Sugar Bombs to Chris Haversam
90Quest finished(Optional) Sabotage the rockets so that they crash on launch.
100Quest finishedHead up to the viewing platform and complete the launch sequence.

Notes

  • If feral ghouls enter the science lab and attack the player character, it will cause the followers to try to escape and Jason Bright to become hostile.
    • This can be fixed by reloading the autosave created upon entering the science lab, when the ghouls have not entered yet.
  • Upon initiating the launch sequence a radio station called "Launch Music" comes on; this station plays only the "Ride of the Valkyries" by Richard Wagner and shuts off once the Courier leaves the observation deck.
  • Attempting to move Antler or responding with mocking comments will cause Davison to immediately become hostile to the player character.
  • Harland cannot be told the bad news about his friend until one takes the part of the quest where they are supposed to enter the basement.
  • Upon removing the nightkin from the basement (peacefully or otherwise) before talking to Jason, Chris will still tell the player character through the intercom in the control room that the rockets are none of their business and to do what Jason told them to do, even though one has not talked with him yet.
  • As the rockets take off from the launch pad, one will notice notice that the main boosters on one rocket seem to have been delayed, resulting in it almost crashing into the building one is standing in before blasting off in a slightly different direction than the others.
  • Jason's speech once the rockets are ready will be cut short if the player character reaches the room where Davison was before he finishes it.
    • Additionally, Jason will refer to the Courier during the speech as a male, regardless of gender.[1]
  • One only gains 200 XP more if they solve the quest with a non-violent solution (speaking with Davison) and if they help Harland finding his friend. Helping Davison but killing Harland grants only 100 XP more.
  • The space suit and helmet can be found on a shelf in the REPCONN basement overlooking the irradiated rocket hangar, where one goes to give the fuel and thrusters to the ghouls for the rocket.
  • Attempting to go up the stairs in the room where Harland is located will turn him hostile. One must not only agree to help, but must have found his companion as well to avoid hostilities.
  • It is not possible to fast-travel from the balcony where the launch console sits, post-patch.
  • It is possible to fast-travel after leaving the room and then re-entering (after the launch).
  • One cannot shoot the launch pad because of a barely visible glass window that cannot be pierced.
  • It is never mentioned where or what the "sacred place" is, yet No-bark Noonan claims it is the Moon and Jason mentions there is too much radiation where they are going, so Chris would last only minutes.
  • If Chris Haversam is not at the REPCONN test site when the player character first goes down, try going back to where Jason Bright's ghouls were located to get Jason Bright to go into the REPCONN test site.
  • After the rockets are launched, the items in the research lab will still result in negative Karma if one takes them despite the fact that the ghouls will not be using them anymore. This happens even if Chris leaves the facility.
  • Any feral ghouls that are not killed inside REPCONN will join the "Great Journey." Feral ghouls that are not killed outside REPCONN will still be there and be hostile.

Behind the scenes

  • The quest was implemented and designed primarily by Jesse Farrell and Akil Hooper.
  • According to Joshua Sawyer, this was the very first major questline that the team designed, and it shows their inexperience with the game engine. He also stated that frustration with the quest was understandable, because of the back-and-forth that must be done throughout it.[2]
  • The song that plays quietly in the background during and after launching the rockets is Richard Wagner's "Ride of the Valkyries."
  • The name of this quest is a reference to the popular song "Come Fly with Me," which was performed by Frank Sinatra in 1957. This song was composed by Jimmy Van Heusen and the lyrics were provided by Sammy Cahn.
  • At one point during development, Davison and his nightkin had multiple ghoul prisoners held in the REPCONN facility, at least one of whom could be located alive. A number of partially removed dialogue options still exist to go with this scenario, including a request that Davison release the ghoul prisoners because "they're no threat" and an option to give the ghoul prisoners three Stealth Boys so that they can make their escape unnoticed.
  • Another removed portion of the quest would have allowed Chris Haversam to suggest talking to Harland for more information on where to find parts for the rockets. If talked to after he left the basement, Harland would have directed the Courier to "a junkshop east and slightly north of here" run by someone named "Gilbert, or something," indicating this portion was meant to be tied into the retrieval of the thrust control modules. In the finished game, this dialogue is given to Haversam instead. If talked to in the basement, Harland would berate the Courier for Chris sending a smoothskin down to ask him questions, rather than mounting a rescue operation. This same dialogue option refers to the Courier as "some smoothskin whose radio got broke," though whether or not this is meant to indicate the Pip-Boy radio is not specified. Both dialogue options are inaccessible in normal gameplay, but are fully voiced if restored via modification or accessed by use of console commands.
  • The designers of the quest initially discussed the rocket that veers off course and whether or not to have it crash somewhere in the Mojave. However, they did not have the time or resources to develop the idea and it was eventually cut.[3]

Bugs

  • PCPC Xbox 360Xbox 360 Many corrupt saves have been reported in the REPCONN building, at many stages of this quest, and even hours after the quest has been completed. Any save games before this quest will still work. [verified]
    • Workaround: The corrupt game save file bug may be related to faction scoring. Go away, do a quest that alters reputation with another faction, and then re-try the mission.
  • PCPC Xbox 360Xbox 360 ED-E's Enhanced Sensors perk sometimes fails to negate the stealth ability of the nightkin in the basement. [verified]
  • PCPC Playstation 3Playstation 3Playstation 3 No cut scene glitch: After handing over the 2nd item and telling Haversam to start, Jason Bright will start his speech but stop after one or 2 sentences. One will see all the ghouls lined up except Harland, who is wandering around the hangar. If one goes up to the launch pad and presses the button, cut scene music will start but no video of the rockets or the dome opening. One will get the xp and Karma for the quest, though. If one goes back down again, Haversam will still tell them the journey is about to begin, with no other options left to pick. Rockets will be gone but all ghouls are still down in the hangar. It is believed the bug is triggered after Haversam is told that he is not able to embark on the journey. After triggering this glitch it is possible to see the rockets fly past at a much faster speed from the hangar when the player character exits the building and starts to walk down the stairs in front of the building leading to the road. [verified]
    • PCPC Possible fix for PC: reset the quest in the console, to be safe do this outside the REPCONN facility. After that go back in, one will notice that they are still at the same point in the quest. Head upstairs and launch the rockets. The Rockets will launch as intended.
    • PCPC Another possible cause posted by Garmon Slaveman on YouTube: Launching Dome details are not loaded into memory, preventing the scene from rendering correctly. A workaround is to go as close to the dome as you can to ensure it is loaded properly (using tcl console command helps) immediately prior to launch, then returning to the launch room and proceeding with the quest. The cutscene should render as intended.
  • Xbox 360Xbox 360 After completing the quest with sabotage, if one goes back and speaks with Chris he has no clue what happened to the ghouls. [verified]
  • Xbox 360Xbox 360 When at Clark Field trying to retrieve the isotope-239 igniting agent, the Igniting Agent is on a dead scavenger wearing a radiation suit. Even after you pick up the Igniting Agent, the script engine will not acknowledge it, even when it is in one's inventory. Upon going back to Chris Haversam, he will sometimes not acknowledge that the player character have it either. Going to the Dino-Dee Lite store and getting the rockets in the backroom does not seem to work sometimes either. Without these rockets, the quest is impossible to complete through normal means. [verified]
  • Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 After leaving the 2nd floor and picking to kill the nightkin, or convince them to leave, the door to the 2nd floor will be locked, and will need a key to open. [verified]
  • PCPC Xbox 360Xbox 360 If one collects the isotope first, the room where Chris Haversam was, may be empty after collecting the thrusters. This prevents completion of the mission. [verified]
  • PCPC Sometimes, if the player character collects isotope from Mr. RADical, second isotope near dead brahmin is missing. [verified]
  • Playstation 3Playstation 3Playstation 3 When at Clark Field to obtain the isotope-239 igniting agent, the scavenger who is in possession of the Igniting Agent is halfway underground with no way to get to them without using console commands. Even shooting the body or using dynamite will not get the body out of the ground. [verified]
    • Fix: use the third person perspective to get access to the body.
  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 Sometimes after the rockets launch, the Launch Music will turn into to a crackling noise that is impossible to get rid of. It is recommended to create a save game outside of the REPCONN building area so that you can load this file if the problem occurs. (had this happen on Xbox 360, but it stopped once outside of the REPCONN building). [verified]
    • Xbox 360Xbox 360 To turn off this ambient noise, travel to the Strip or another area with ambient music not playing on a radio. This overrides the static's script.
    • PCPC Another solution for PC is to use the console command "tcl" from the observation room and walk to the ground of the test site without going back through the building. The music will fade out without being replaced by static.
  • Xbox 360Xbox 360 After returning with the second component, and subsequently giving it to Chris Haversam, it is possible that the two speech options to initiate or delay the rocket launch will appear, but no selection can be made. This locks the game up, and a previous save must be loaded (workaround: Type 'setstage 00080664 50' into the developer console, and it'll set the quest to the stage where the Courier goes up and launches the rockets). [verified]
  • Playstation 3Playstation 3Playstation 3 Sometimes after getting everything for Jason, he may take the "cherry bombs", which can pose a problem as one cannot complete the quest. [verified]
  • Xbox 360Xbox 360 If Harland was made hostile, but not killed, during the optional parts of the quest, he will be inside of the launch pad with the other ghouls, still hostile. If the player character approaches the observation window he will attack, causing all of the ghouls (including Chris) to flee. Leaving the basement and returning later on will result in Chris nowhere to be found, and the ghouls still trying to escape. [verified]
  • PCPC If Harland's missing friend is found before he is first encountered, one has the option to answer "I already found her." Harland will then leave the place. However, if one spends too much time in the room (i.e. defusing all of the traps), he comes back and moves to his starting position. Since he turns hostile as soon as the player character enters the upper level of the room, it may prove difficult to retrieve the shipping manifest. [verified]
    • Fix: a) Stealth Boy usage b) reload previous savegame c) open console & use the command tcai to disable the AI combat behavior. Don't forget to turn it back on afterwards, or else you may ruin your game.
    • Note that Harland will remain hostile for the rest of the quest.
  • PCPC Xbox 360Xbox 360 During Jason's speech it is sometimes possible to see a random wastelander walking around with the feral ghouls. [verified]
  • Playstation 3Playstation 3Playstation 3 After completing the launch sequence, and one sets the rockets to collide into one another, go back to the basement and the radioactive barrels will no longer be present on the launchpad. [verified]
  • Xbox 360Xbox 360 Sometimes, after launching the rockets, the Launch Music will continue playing until you leave the building. [verified]
  • Xbox 360Xbox 360 While leaving the upstairs area on a blitz to the launchpad, sometimes a ghoul or two will put on a spacesuit before leaving. Once the player character is outside of the upstairs area, there will sometimes be a single ghoul on his way to the launchpad. Killing him provides one with a spacesuit in full condition (coupled with the space helmet the suit is worth around a thousand caps). This does not cause the other ghouls to turn hostile. It can be performed a second time if once in the basement another lonely ghoul is running toward the launchpad. These spacesuits, though aesthetically identical to the one found on the shelf, cannot be worn for some reason. Furthermore, after bringing Chris the parts he needs, on the way back up to the observation deck any ghouls one may have killed for their spacesuits will have new spacesuits that can be sold for a thousand caps. Once the rockets are launched the bodies will disappear, so do not forget about it on the way out. In total this glitch can net the player character approximately four thousand caps. [verified]
  • Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 If Chris Haversam is talked to during the end of the quest, he may walk out of the control room and fall through the floor making the quest impossible to complete. [verified]
  • Xbox 360Xbox 360 When doing the portions of the quest related to the basement of the facility, it may be impossible to engage in dialogue with Harland when opening the door to his room, with an invisible door remaining after opening the door. [verified]

Gallery

References

  1. GhoulJasonBright.txt#JasonBrightSpeech5
  2. Joshua Sawyer on Tumblr: "I wouldn't say it's one of the top quests of F:NV, but it is literally the first major quest we designed so our inexperience with the engine shows. It's been a long time since I've played Come Fly With Me, but IIRC there's a ton of back and forth that can get frustrating."
  3. Q&A session with Josh Sawyer during a live charity stream. (reference begins at 10:30:30)
Main quests
Act 1Ain't That a Kick in the Head · Back in the Saddle · By a Campfire on the Trail · They Went That-a-Way · Ring-a-Ding-Ding!
Act 2Wild Card (Wild Card: Ace in the Hole, Change in Management, You and What Army?, Side Bets, Finishing Touches) · The House Always Wins (I, II, III, IV, V, VI, VII, VIII) · Render Unto Caesar · Et Tumor, Brute? · Things That Go Boom · Kings' Gambit · For the Republic, Part 2 · You'll Know It When It Happens/Arizona Killer
Act 3No Gods, No Masters · All or Nothing · Veni, Vidi, Vici · Eureka!
Side quests
New California RepublicAnywhere I Wander · Back in Your Own Backyard · Bitter Springs Infirmary Blues · Boulder City Showdown · Can You Find it in Your Heart? · Climb Ev'ry Mountain · Don't Tread on the Bear! · Emergency Radio · Eye for an Eye · Flags of Our Foul-Ups · Hard Luck Blues · I Don't Hurt Anymore · I Put a Spell on You · Keep Your Eyes on the Prize · Medical Mystery · No, Not Much · Pressing Matters · Restoring Hope · Return to Sender · That Lucky Old Sun · The White Wash · There Stands the Grass · Three-Card Bounty · We Will All Go Together · You Can Depend on Me
Caesar's LegionBeware the Wrath of Caesar! · Caesar's Favor · Caesar's Foe · Caesar's Hire · Cold, Cold Heart · I Hear You Knocking · The Finger of Suspicion · We Are Legion
The StripBeyond the Beef · Bye Bye Love · Classic Inspiration · How Little We Know · Pheeble Will · Talent Pool · The House Has Gone Bust! · The Moon Comes Over the Tower
Freeside & Outer VegasBirds of a Feather · Bleed Me Dry · Debt Collector · G.I. Blues · High Times · Someone to Watch Over Me · The Coyotes · Wang Dang Atomic Tango
BoomersAnt Misbehavin' · Sunshine Boogie · Volare! · Young Hearts
Great KhansAba Daba Honeymoon · Cry Me a River · Don't Make a Beggar of Me · Oh My Papa
Powder GangBooted · I Fought the Law · Run Goodsprings Run · Why Can't We Be Friends?
Brotherhood of SteelEyesight to the Blind · Still in the Dark · Tend to Your Business
OtherCome Fly With Me · Crazy, Crazy, Crazy · Ghost Town Gunfight · Guess Who I Saw Today · Left My Heart · My Kind of Town · The Legend of the Star and A Valuable Lesson · Unfriendly Persuasion · Wheel of Fortune
Companion questsED-E My Love · For Auld Lang Syne · Heartache by the Number · I Could Make You Care · I Forgot to Remember to Forget · Nothin' But a Hound Dog · One for My Baby
Unmarked questsA Bit of Slap and Tickle · A Final Plan for Esteban · Access Powers · All Fired Up! · An Ear to the Ground · Andy and Charlie · Arachnophobia · Arizona Scavenger · Barton the Fink · Bear Necessities · Big Winner (Atomic Wrangler, The Gomorrah, The Tops, Ultra-Luxe, Vikki & Vance) · Bounty Killer (I, II) · Brotherhood Bond (I, II) · Caching in at the Cove · Cajoling a Cudgel · Claws Mended · Claws Out · Dealing with Contreras · Defacing the Humble Stone · Democracy Inaction · Don't Poke at the Bear! · Eddie's Emissary · Exhumin' Nature · Fight Night · Flogging a Dead Corpse · Friend of the Followers · Gland for Some Home Cooking · Harder, Better, Faster, Stronger · Hat's Entertainment · Help for Halford · Hidden Valley computer virus · Highway to the Danger Zone (I, II) · Honorary Rocketeer · I Love Bananas · Iron and Stealing · Keith's Caravan Charade · Laurifer Gladiator · Lenk's Bad Debts · Lily and Leo · Long-Term Care · Malleable Mini Boomer Minds · Maud's Muggers · Meeting an Equal · Missing a Few Missiles · Most Wanted · Not Worth a Hill of Corn and Beans · Old School Ghoul · A Pair of Dead Desperados (I, II) · Papers, Please · Pistol Packing · Playing on the Old Joana · Powder to the People · Power to the People · Razzle Dazzle! · Reach for the Sky, Mister! · Rest and Resupply · Ringo's Caravan Rules · Rotface's Loose Lips · Saving (or Savaging) Sergeant Teddy · The Screams of Brahmin · Silus Treatment · Short-Term Treatment · Smooth-Talking Criminal · The Star Showdown · Strategic Nuclear Moose · Straus Calls · Strip Search · Suits You, Sarah · Tags of Our Fallen · A Team of Moronic Mercenaries · Thought for the Day · Tourist Traipse · Trudy's Radio Repair · A Trusted Aide · Useless Baubles or Fancy Trinkets? · We Must Stop Beating Like This · We Must Stop Meeting Like This · Wind-Brahmin Wrangler · You Gotta Break Out a Few Eggs · You Make Me Feel Like a Woman
Add-on quests
Dead MoneySierra Madre Grand Opening! · Find Collars (8: "Dog", 12: Christine, 14: Dean Domino) · Fires in the Sky · Strike Up the Band · Mixed Signals · Trigger the Gala Event · Put the Beast Down · Last Luxuries · Curtain Call at the Tampico · Heist of the Centuries · Big Winner, Sierra Madre
Honest HeartsA Family Affair · Arrival at Zion · Bighorners of the Eastern Virgin · Chaos in Zion · Civilized Man's Burden · Crush the White Legs · Deliverer of Sorrows  · Departing Paradise · Flight from Zion · Gathering Storms · Gone Fishin' · Happy Trails Expedition · Prisoners of War · Retake the Bridge · River Monsters · Rite of Passage · Roadside Attraction · Sanctity of the Dead · The Advance Scouts  · The Treacherous Road · The Grand Staircase · Tourist Trap
Old World BluesAll My Friends Have Off Switches · A Brain's Best Friend · Coming Out of Her Shell · Field Research · He Came... And Went · Influencing People · Midnight Science Fiction Feature! · Old World Blues · On the Same Wavelength · Picking Your Brains · Project X-13 · Sonic Emitter Upgrade · Welcome to the Big Empty · What's in a Name? · When Visitors Attack! · X-2: Strange Transmissions! · X-8 Data Retrieval Test · X-8: High School Horror! · X-13: Attack of the Infiltrator!
Lonesome RoadThe Reunion · The Silo · The Job · The Launch · The Tunnelers · The Divide · The Courier · The End · The Apocalypse