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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 and achievement/trophy in Fallout: New Vegas.

Quick walkthrough[]

Side Quest: Come Fly With Me 
Speak with Manny Vargas or No-bark Noonan in Novac
Reach the REPCONN test site
Speak with Jason Bright in the upper floors. 
Deal with the nightkin inhabiting the basement. 
(Optional) Locate the body of Harland's imprisoned friend. 
(Optional) Retrieve the Stealth Boy invoice for Davison
Return to Jason Bright. 
Talk to Chris Haversam in the basement. 
Purchase the thrust control modules from Old Lady Gibson for 500 caps
(50 Speech/Barter skill check for a 50% discount or Lady Killer for free) 
Retrieve the isotope-239 igniting agent from Clark Field or
purchase/steal 5 rocket souvenirs from the Dino Bite gift shop
Return to Chris. 
(Optional) Pass a 50 Speech skill check or use Black Widow to convince Chris to sabotage the rocket launch. 
Reward: Karma loss 
Go to the observation deck. 
(Optional) Pass a 55 Science skill check to improve the launch trajectory from the observation console. 
Reward: Karma gain 
Launch the REPCONN rockets. 
Reward: 1,000 XP
Novac fame 

Detailed walkthrough[]

The quest can be triggered by asking several named residents of Novac, who eventually reveal that the REPCONN test site is infested with ghouls and they are afraid the creatures will eventually wander down to the town. The most direct route to trigger it is talking to Manny Vargas as part of They Went That-a-Way, where he charges the player character with clearing out the ghoul infestation in exchange for the information they want (assuming one does not have the Confirmed Bachelor perk or go directly to the computer in his room in the Dino Dee-lite Motel and take the note).

Follow the road west from Dinky the T-Rex to reach the test site. Several feral ghouls have to be fought along the way to the front door. Upon entering, a voice over an intercom will direct the player to reach the upper floors to meet with them. Traversing the first and second floors can be difficult as the REPCONN building can feel like a maze and it's fairly easy to get turned around. The quickest path is through the Easy-locked door behind the reception desk, then going forward until a fork, making a right and then another right by the hanging light fixture. The quest marker is pointing towards a door at the top of a warehouse section where several more ghouls are roaming, along with a dead nightkin.

The ghouls[]

Going through the door leads to meeting Chris Haversam, who sounds and speaks like a ghoul despite being a human (he refuses to believe otherwise) and tells the player to speak with Jason Bright, the leader of the REPCONN ghouls. Jason, a mentally-intact glowing one, intends to take his Brotherhood on "the Great Journey" to "the Far Beyond" by riding the REPCONN rockets. Their plans were interrupted when a group of nightkin "demons" invaded the facility and forced them out of the basement. Jason asks the Courier to clear the nightkin out so they can move in.

The entrance to the basement can be found by turning left at the ramp in the warehouse section. The basement level is crawling with hostile nightkin, though the leader, Davison, can be talked to if he can be reached undetected. However, Davison may turn hostile depending on which nightkin you kill or whether or not you do so. He will also turn hostile if the player mocks Antler (he will inform when you are about to do this), or if the player moves Antler from its position in any way. 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.)

The office where Davison resides can be found to the left, then the second door on the right down the first corridor after entering the basement (Davison will appear as a friendly mark on the player character's compass, too). A single nightkin patrols up and down this corridor, so a high Sneak skill or a Stealth Boy would be useful. After discussing with Antler, the brahmin skull he carries with him, Davison will inform the Courier that he led his nightkin to the facility to find a large shipment of Stealth Boys stored there but with no success so far. He tells the player that there is one last room to be searched, but a particularly tough ghoul has barricaded himself inside of it. Davison gives a key to enter the room and deal with the ghoul.

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 the tough ghoul, Harland, will initiate dialogue. He will tell the player character that he helps keep the Brotherhood safe despite not being a member, and when the nightkin evicted them from the basement, some of the group ran deeper in. Harland refuses to leave without finding out if his friend is alive. 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.

Finding Harland's friend[]

Finding Harland's friend requires going back into the corridor and to the end, where turning the corner leads to a staircase, at the bottom of which is a right turn leading to a door. In the next room, there will be some walkways overlooking the jail below and a cloaked nightkin jailer patrolling clockwise. To access the lower-floor jail, the jail key has to be found. Either kill the nightkin jailer (which may turn Davison hostile) or look for a second one in a desk in the southeastern room on the upper floor of the jail area.

Find a door leading to some stairs, then in the lower-floor jail, go past a door which requires the jail key to open, and in a room on the left side where the corpse of Harland's missing friend lies. Interact with the body to update the quest, then escape the jail.

Return to Harland and let him know the bad news. Harland will express his sadness 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, three shotgun traps, a booby-trapped terminal, and nearly a dozen frag mines under little dust mounds in Harland's area on the first floor. The shipping invoice is found upstairs in a terminal. The third terminal entry states that the shipment was sent back to RobCo.

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. Davison leaves and the now-friendly nightkin follow him; they will disappear from the game upon exiting the basement entrance door.

Final preparations[]

Go back to the upper floors and inform Jason that the "demons" are gone. The Bright Brotherhood's members will all follow him to the basement where they enter the room behind Davison's office and open a secret hatch that leads through a long tunnel to the observation area overlooking the rockets. In that room, the player can also find a space suit and helmet on a shelf to the left.

Jason thanks the player and promises that they will be eternally remembered by the Brotherhood for their help. However, because both the launch site and the "Far Beyond" are too radioactive for a human like them or Chris to survive, the ghouls secretly intend to leave him behind once they start the journey. The player has the option of informing him. With 50 Speech or the Black Widow perk, Chris can be successfully convinced that he is human, which will give positive Karma. He is mortified to realize the ghouls had been deceiving him and intends to take revenge. 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 three Sugar Bombs to sabotage the engines, in addition to the other required parts. If instead one convinces him that murder is not the way, Chris will relocate to Novac after the launch, similar to if he was never told the truth.

Getting the parts[]

Once the observation room is unlocked, it opens up access to a ladder just outside the room that leads directly outside to the front of the main building, so that one does not need to go back and forth through the entire facility to leave.

To finish the work on the rockets, Chris requires two items: the thrust controllers and the isotope-239 igniting agent:

  • The thrust controllers are found at the Gibson scrap yard. They cost 500 caps but with either 50 Speech or Barter, one can get them for 50% off. With the Lady Killer perk, Old Lady Gibson will give them for free; the parts themselves are kept in a metal box (Average) inside the garage which can be picked or opened with Gibson's key.
  • The atomic fuel is found just north of Clark Field, on a corpse wearing a radiation suit. Another canister is located at the opposite side of the radioactive golden gecko-infested ruins, near a dead pack brahmin.
    • Atomic fuel can alternatively be found in the dino-souvenir store inside Dinky the T-Rex. With Science 40, one can ask Cliff if there is radioactive material in his souvenir rockets. The key to the stockroom can be bought with Barter 30, where several souvenir rockets are found (five 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 incur a loss of Karma but the souvenir rockets and the Dinky Dinos can still be grabbed without penalty.

Return to the REPCONN test site and give the parts to Chris Haversam. Jason then makes a speech to his followers and they enter the rockets, after which Chris tells the player to go up to the launch controls to send them off. To reach it, stay in the building and make your way up from the basement to the research wing on the top floor, the same place the Brotherhood was when first arriving at REPCONN.

On the control deck, complete the rocket launch by pressing the button on the control panel. Optionally, approach a console to the right of the panel. With Science 55, one can alter the navigation co-ordinates sending the rockets 12.5% closer to their destination, worth 55 extra XP and Karma gain. If one's Intelligence is below 4, the player character can also try randomly mashing the buttons on the control panel, achieving the same result. Alternatively, the console can also be used to sabotage the navigation so that the rockets collide into one another as they launch, resulting in Karma loss, but also a boost to Novac fame since the original objective of removing the ghouls was still achieved.

If Manny Vargas gave the quest, the player must return to him to confirm the ghouls are gone, earning caps, XP, and Novac fame.

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 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 find 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 Haversam 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.
  • If ED-E is the current companion and is set to "aggressive," ED-E might slaughter all the nightkin in the basement without turning Davison hostile upon first encounter.
  • All Bright followers can be killed after Jason Bright is told that the "demons" have been dealt with. As soon as they exit the cell where Jason is located, follow them through the door; Jason himself will not be there (he teleports directly to the basement) and all followers can be safely killed and looted. The same applies to Chris Haversam, who can safely be killed and looted right after confirming that the launch is ready.

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 quest 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.[Non-game 1]
  • 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.[Non-game 2]

Bugs[]

  • Playstation 3Playstation 3Playstation 3 After completing the quest, a lone nightkin wielding an invisible bumper sword may spawn on the entrance checkpoint guard post and will be invariably hostile to the player regardless of actions taking during the quest.[verification overdue]
  • 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 retry the quest.
  • 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 cutscene glitch: After handing over the second item and telling Haversam to start, Jason Bright will start his speech but stop after one or two 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, the cutscene music will start, but the launch sequence will not play. 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. The rockets will be gone but the 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: The 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 the tcl console command helps) immediately prior to launch, then return to the launch room and proceed with the quest. The cutscene should render as intended.
    • PCPC Sometimes leaving all companions outside the building before telling Chris to launch can then let Jason finish his speech and Chris to leave.
  • Xbox 360Xbox 360 After completing the quest by sabotaging the rockets, 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 has 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 second floor and picking to kill the nightkin, or convince them to leave, the door to the second 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 the completion of the quest.[verified]
  • PCPC Sometimes, if the player character collects the isotope from Mr. RADical, the second isotope near the 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 rocket launch, the Launch Music will turn into 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. It may stop 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 dialogue 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 will 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]
    • Fixes include using a Stealth Boy, reloading a previous save, or opening the console and entering 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 Playstation 3Playstation 3Playstation 3 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 space suit before leaving. Once the player character is outside of the upstairs area, there will sometimes be a single ghoul on their way to the launchpad. Killing them provides one with a space suit in full condition (coupled with the space helmet). 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 space suits, 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 space suits will have new space suits. 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 space suits.[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]
  • PCPC When agreeing to sabotage the Great Journey, Chris Haversam may be unable to accept Sugar Bombs.[verified]
    • Leaving the REPCONN facility and returning may fix this issue.

Gallery[]

References[]

  1. Jason Bright: "To our new friend, we say thanks, and promise never to forget how he cleared from our path the demons who sought to stay our Journey."
    (Jason Bright's dialogue)

Non-game

  1. 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."
  2. 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 · Return to the FountainCut content
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
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