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This page contains transcripts of the Fallout: New Vegas Official Game Guide Collector's Edition, Tour of the Mojave Wasteland section.


ZONE 1: NORTHWEST MOUNTAINS[]

Topographical Overview[]

p. 290

Transcript

The terrain is steep and wild for much of this region, which is dominated by a huge sandstone formation known as Red Rock Canyon, the base of a tribe with a violently nomadic past. Areas of parkland and small villages are now home to mutated animals and Chem-addled raiders. Fiends have encroached from the east and are threatening Trail 160. Hidden vaults await an inquisitive traveler (one is already home to escaped Powder Gangers while the other holds more shocking secrets), and while there are a scattering of drifters and grifters in the old farmsteads north of New Vegas, the other dominant force is the settlement of Jacobstown, named for an old friend of a Super Mutant named Marcus. Visit him in the snowy peaks to the west, and he may yet achieve his dream of peace.

Highways and Byways

The northwestern end of Highway 95 cuts through the tip of this zone, and there's a rough road along the northern edge where farmers long abandoned their livelihoods to Raiders or worse. Generally, the main roads are now nothing more than trails: 157 winds into the Pine Ravines and mountainous region leading to Jacobstown. Unmarked pathways allow easy access around Red Rock Canyon, and a second trail–the 160–takes you around the foothills to the boundary at the edge of the New Vegas Conurbation.

PRIMARY LOCATIONS[]

[1.01] Brooks Tumbleweed Ranch[]

p. 290

Transcript

North of the remains of Highway 95, this ranch consists of a derelict shack, a fallen feed silo, and a house. The ranch house has a Wind-Brahman you can "pet," and various junk on the ground floor along with some First Aid Boxes; check the pantry for a Sunset Sarsaparilla Star Bottle Cap on the floor near the empty bottles. Find another Wind-Brahmin and some mattresses upstairs, along with a Skill book on the locker shelf.

[1.02] Northern Passage[]

p. 290

Transcript

Beyond the dying sharecropper farms and the decaying power line is a ramshackle hut and a small, steep hill path to a large cavern filled with rocks you can cannotIn-game spelling, punctuation and/or grammar shift. The Northern Passage is currently blocked, and cannot be accessed. Check the grave (use a Shovel), and be sure to look for the Hollowed-Out Rock across from the Banana Yuccas.

[1.03] Ruby Hill Mine[]

p. 290-291

Transcript

Nestled in a rock face west of the winding Trail 157 and grazing Bighorners is a rickety door leading to an abandoned mine. Note the Hollowed-Out Rock next to the entrance. The water-logged mine, now filled with Lakelurks, is the final resting place of a Jackal Gang explorer.

[1.04] Followers safehouse[]

p. 291

Transcript

On a rocky bluff overlooking the ruined farmsteads and North New Vegas is a concrete bunker bearing the insignia of the Followers of the Apocalypse. The door can only be opened with the Followers Safehouse Key, accessed after Julie Farkas and the others at the Old Mormon Fort [2C.01] grow to like you (Free Quest: Friend of the Followers).

[1.05] Griffin Wares Sacked Caravan[]

p. 291

Transcript

Griffin is nowhere to be seen, but his Pack Brahmin and Guards are slowly rotting in the sun. Bring Cass here during Side Quest: Heartache By the Number for further revelations.

[1.06] Horowitz farmstead[]

p. 291

Transcript

The western cluster is empty, save for a possible wandering Cazador and a Reloading Bench. The southern and eastern buildings are sealed up. The northern building (watch for Frag Mines!) is home to a small Viper Gang camp. Once you’ve killed them, check the back of the rusting pickup for a Hunting Shotgun and ammo.

[1.07] Charleston Cave[]

p. 291-292

Transcript

Full of stunning stalactites and other ancient rock formations, Charleston Cave has remained closed for hundreds of years since its discovery in the early 1960s, and subsequent geological instability. Once the home to a hold-out during the Great War, strange mutant critters known as Nightstalkers roam these empty chambers. A new and even more terrifying strain can shroud themselves in Stealth Boy-like invisibility. Don't forget to inspect the nearby rock!

[1.08] Silver Peak Mine[]

p. 292

Transcript

Up the rocky embankment to the west of Trail 157 is a small opening cut into the rock face, and a mine shack entrance. Inspect the Hollowed-Out Rock at the entrance, before heading inside.

Passage and Upper Ledge[]

Transcript

Use this passage to reach the ledge above. This leads to a gate; open it and procure the following from the skeletal remains of an Enclave hold-out.

[1.09] Vault 22[]

p. 292-294

Transcript

Vault 22 was a "green" vault, filled with scientists dedicated to their experiment: keeping the entire population of the vault alive with plants grown with its confines. The experiment could be said to have exceeded all expectations, but with horrific side-effects. Many have attempted to locate the data the scientists left behind, but so far nobody has returned alive. The vault is open, but warning signs surround it from people lucky enough to survive their initial encounter with the vault's inhabitable. Don't forget to check the Hollowed-Out Rock on the right side of the gully, across from the "Keep Out!" sign.

[1.10] Jacobstown[]

p. 294-296

Transcript

Marcus, a mild-mannered Super Mutant sheriff of Broken Hills took it upon himself to find a refugee for the "broken-minded" of his kind: low-intelligence Super Mutants and schizophrenic Nightkin. It proved to be more difficult than holding on to Broken Hills, but he eventually decided Jacobstown was a good spot to set up a community. Despite splinter groups (Davidson and Tabatha), Marcus does his best to take care of Lily and the other Super Mutants and Nightkin at Jacobstown.

Town Entrance and Marcus[]

p. 294

Transcript

Check the clump of rocks to the right (north) of the guards to find a Hollowed-Out Rock. Step forward to receive welcome from Marcus. He tells you to keep any alliance with the NCR to yourself, and to avoid baiting the Nightkins. You can ask him more about the place, and what he thinks about the major Factions. The second time you enter this place (after visiting the lodge), Marcus informs you he’s being hassled by Mercenaries.

Town Sign and Lodge Exterior[]

p. 294

Transcript

The small pond is slightly irradiated. You can explore the perimeter and behind the lodge, but there’s nothing to find but melting snow.

Jacobstown bungalow #1 (South)[]

p. 294

Transcript

Only three of the seven bungalows are accessible.

Jacobstown bungalow #2 (North)[]

p. 294

Transcript

A card game ended in one player (now skeletal) losing everything.

Jacobstown bungalow (West)[]

p. 294

Transcript

Pick the lock to enter another wrecked chalet.

[1.11] Remnants bunker[]

p. 296

Transcript

Off the beaten track in the rocky and wooded wilderness is a rocky outcrop with an overhang and a small hatch at its base. Right of this easy-to-miss opening is a Hollowed-Out Rock. The hatch is unlocked.

Bunker Door Control[]

Transcript

The panel responds to a passphrase; “Dear old friends, remember Navarro.” This is only accessible once you’ve met and agreed to facilitate a reunion with Doctor Henry, Daisy Whitman, Cannibal Johnson, Orion Moreno, and Judah Kregar.

Vertibird Hangar[]

Transcript

The hangar holds a pristine Enclave Vertibird (which only Daisy Whitman can fly). Against the south wall are six suits of Remnants Power Armor that must be earned during the Quest, along with the necessary perk to control them properly.

1.12 Ranger Station Foxtrot[]

p. 296-297

Transcript

Nestled at the foot of a radio mast in a dead-end mountainous gulch is the small ranger station with four soldiers, run by Comm Officer Lenk. Aside from the Scotch scattered around camp, this looks to be a reasonably well-run outpost, which keeps a look-out for the nearby Great Khans.

[1.13] Brewer's beer bootlegging[]

p. 297

Transcript

In the hills to the west of New Vegas, after a short ascent along a rocky pathway is a small shack. Among the prowling Nightstalkers is the body of a man named Gourd.

[1.14] Red Rock drug lab[]

p. 297

Transcript

In the northern end of the Red Rock Canyon, where the Great Khans have their encampment, are two Chem dealers named Jack and Diane. They sell to folks looking for a fix from across the Mojave. Their base of operations is a cluster of rusting trailers. The two longer ones have their “cooking” implements and their bedding. Jack and Diane are part of Papa Khan’s more influential brethren, consulted during Side Quest: Oh, My Papa. They have their own Quest, where you can do odd jobs for Diane, leading to some sizable Caps rewards, and teach Jack how to make new Chems (he rewards you with an Unarmed Move called the Khan Trick). Otherwise, Jack sells you Chems.

[1.15] Red Rock Canyon[]

p. 297-298

Transcript

Pre-War, Red Rock Canyon was a popular tourist attraction. Remnants of Pre-War campsites and ancient petroglyphs still dot the area even though it has been completely dominated by Great Khans. The Great Khans have their camps and outposts spread throughout the area, though most of them are concentrated in one area near the red rocks themselves. The Great Khans relocated here after the Bitter Springs Massacre, where NCR accidentally killed a large number of noncombatants during an otherwise normal skirmish between the two groups. Today, the Great Khans while away their time, dreaming of past glories while resorting to petty drug-dealing and battles by proxy (the Fiends) with the NCR.

[1.16] Chance's map[]

p. 298

Transcript

By a couple of route markers for Trail 160, and close to a Hollowed-Out Rock, is a patch of ground with a variety of junk items strew through it. This is Chance’s Map. You can find out where Chance is now [4.S01]!

[1.17] Poseidon Gas Station[]

p. 298

Transcript

North of Violet and ViolattaIn-game spelling, punctuation and/or grammar Trailer Campground [1.S22] at the head of trail 160, is a dumping ground of half-buried radioactive barrels. Beware of Fiends operating in this area, and check the police car for duct tape, and the following:

  • Magazine: True Police Stories [Crit. Chance] [1/11] [14/21]
  • Weapon Repair Kit

1.18 Spring Mt. Ranch State Park[]

p. 298

Transcript

A section of rough gravel road leads to a couple of fenced areas of scrubland, a parking area, and two ruined buildings containing nothing but rubble. Farther west still are two picnic areas and a small, slightly irradiated lake, now overrun by Giant Mantises. Across the lake is a foot trail allowing you access into the mountains, ending up at the far end of the Great Khan encampment

1.19 Nopah Cave[]

p. 298

Transcript

These ancient caverns were once famed for trilobite fossils, but Fire Geckos roam here now.

[1.20] Bonnie Springs[]

p. 298-299

Transcript

Slowly fading from memory and crumbling into the dirt is the old mining ghost town of Bonnie Springs. Use this location as a landmark. The ghost town itself is being ransacked by around six Viper Gang members with two Leaders. Be sure to loot a Unique set of Spiked Knuckles from the one who tries to hand-to-hand combat with you. Then check the second building porch for a couple of Star Caps.

[1.21] Vault 19[]

p. 299-300

Transcript

Vault 19's "social experiment" involved the segregation of the dwellers into two different colored sections, with minimal contact. After the sulfur from the cave system beneath the vault unexpectedly began to leak through the ventilation system, a sense of paranoia grew, and the place became abandoned, although records are pretty sketchy. The vault has two entrances: via a parking lot, or the caves themselves [1.S27]. The Great Khans avoided the place (as historically, they haven't had the best of times squatting in vaults) as they moved north. No other group has been aggressive enough to attempt to displace the Fire Geckos from the vault. Powder Gangers, searching for a place to turn into a base, explored the upper floor of Vault 19 and found that it was "mostly clear." Now they wait, with a fragmented leadership.

1.22 Whittaker Farmstead[]

p. 300

Transcript

On the northern side of Trail 159 is a small farmstead, recently taken over by a splinter group of Cooke's Powder Gangers. Attack, or Sneak around to the east side of the house and pick the lock [Easy] (and check the table outside for some ammo). On the hall table is more ammo, Buffout and the last message from Ranger Teresa Lutz. Check the rocks nearby for two graves; rob them with a Shovel.

ZONE 1: SECONDARY LOCATIONS[]

[1.S01] Radioactive Road Block[]

p. 301

Transcript

This is the end of the road for Highway 95. Note the Campfire to the southeast. The crater with the rusting cars is radioactive.

[1.S02] Hovering Anomaly/Mercenary Camp[]

p. 301

Transcript

Something odd is glinting off the rocks forming the northern boundary of the Mojave Wasteland. On closer inspection (assuming you have the Wild Wasteland trait), you see a strange, circular craft and three spindly forms. These are hostile and must be defeated! Be sure you take the Unique Weapon (and all ammunition) from the captain.


Without the Wild Wasteland trait, you spot movement among the rocks forming the northern boundary of the Mojave Wasteland. On closer inspection, you stumble across a Mercenary Camp. Be sure you pry the Unique Weapon (and all ammunition) from the leader.

[1.S03] Electrical Transformer Station[]

p. 301

Transcript

Providing some of the power for The Strip, this deserted location is actually in working order!

[1.S04] Sharecroppers’ Lament[]

p. 301

Transcript

Abandoned and now home to Fiends, this dwelling is almost a ruin. Abandoned buildings stand near the line of power towers stretching west to east.

[1.S05] Wins hideout[]

p. 301

Transcript

Head inside the shack to meet Sammy and Pauline Wins; a couple of smartly dressed folk with big ideas. If you want to hear them, start the Free Quest. Otherwise, search the room for free Food (in the fridge), and an amazingly difficult Safe [Very Hard]. There’s an easier way to open it....

[1.S06] Abandoned Farmstead[]

p. 301

Transcript

This is boarded up and inaccessible, but there may randomly be a Magazine in the mailbox.

[1.S07] Jackal shack[]

p. 301

Transcript

Two ill-equipped Jackal Gang members eke out an existence here.

[1.S08] New Vegas home[]

p. 301

Transcript

Scavenge items from the fridge of this otherwise-empty dwelling.

[1.S09] Rusting Pickup Truck[]

p. 301

Transcript

Check the flatbed for some ammo.

[1.S10] Carlyle St. Clair's house[]

p. 301

Transcript

This one-room shack has no owner until Side Quest: Beyond the Beef is active. Then you can ask Carlyle St. Clair III about his relationship with the White Glove Society. Find ingestibles in the fridge, and note the handy dumpster.

[1.S11] Mojave house[]

p. 301-302

Transcript

On the porch is a fridge with Beer, and a mailbox to check before you pry open either door [Average] and search inside, where you’ll find a hidden maize-growing operation complete with hydroponic lighting. There’s drink in the interior fridge, too.

[1.S12] Brahmin Paddock and Farmstead[]

p. 302

Transcript

The farmstead is sealed up, and so is the shack, but the windmill has a place to sleep. Brahmin roam the area.

[1.S13] Trail 157 Junction[]

p. 302

Transcript

Locate this road and you can follow it all the way to Jacobstown [1.10], or head into the wild mountain ravines, to a pathway that leads into Red Rock Canyon. This is the northeast end of the road; the other end is in Jacobstown.

[1.S14] Ruby Hill Grave[]

p. 302

Transcript

Near the grazing Bighorners, against the rocky walls is a grave. Unearth some random items using a Shovel.

[1.S15] Mountain Vista[]

p. 302

Transcript

Stand atop the mountain and survey the path to Ranger Station Foxtrot [1.12], and view The Strip (Zone 2) in the distance. This is an excellent vista spot.

[1.S16] Pine Ravines pathway[]

p. 302

Transcript

A Bighorner pathway through the pine ravines in this area ends at Ranger Station Foxtrot. This helps you find your way in this wilderness.

[1.S17] Red Rock Pathway[]

p. 302

Transcript

This ravine pathway allows access between the Pine Ravines and Red Rock Canyon [1.15] to the southeast. Beware of multiple Cazador nests.

[1.S18] Westside Turnaround and Playground[]

p. 302

Transcript

Outside the protective Westside West Entrance [2.01] perimeter is a road turnaround, with a rusting playground and picnic tables. Notice the remains of the Campfire.

[1.S19] Abandoned home[]

p. 302

Transcript

This concrete home is the only accessible one in the area. It’s empty aside from some grub in the fridge. Tamper with the Explosive in this mailbox, and rig it to explode in 10 seconds or when someone walks nearby, because you’re likely to face a Fiend ambush as you exit (around three of the punks).

[1.S20] Cazadors’ Duffle Bag[]

p. 302

Transcript

To the west of Brewer’s Bootlegging Shack [1.13] are some rocky foothills filled with Cazadors, and among these is a collection of bones by a small clump of rocks. Check the area closely for a Duffle Bag with tons of useful items.

[1.S21] Disassembled Weapons Shipment[]

p. 302

Transcript

Three Fiends guard this footlocker, whether Side Quest: How Little We Know is active or not. The footlocker is handy for this Quest.

[1.S22] Violet and Violetta trailer compound[]

p. 302

Transcript

Just south of the Poseidon Gas Station [1.17] is a large collection of massed trailers. This is the home of a hated Fiend leader named Violet and her vicious dogs, the most ferocious of which is called Violetta. Check Side Quests: Three-Card Bounty and Nothin’ But a Hound Dog first, and keep Violet’s head intact!

[1.S23] Radioactive Pools[]

p. 302

Transcript

Avoid the three shallow, polluted pools of effluent and ground water.

[1.S24] Red Rock Canyon Commemorative Stone[]

p. 303

Transcript

A large hewn rock welcomes you to the area.

[1.S25] Spring Mountain Pathway[]

p. 303

Transcript

This allows an alternate route into the back of the Great Khan’s camp in Red Rock Canyon [1.15], and is accessed via the ravine on the far side of the pond at Spring Mt. Ranch State Park [1.18].

[1.S26] Ravine Path[]

p. 303

Transcript

This allows quick access between SprintIn-game spelling, punctuation and/or grammar Mt. Ranch State Park [1.18] and the ransacked Tribal Village [4.01]; a handy shortcut.

[1.S27] Sulfur Cave[]

p. 303

Transcript

This cave is an alternate entrance and exit to and from Vault 19 [1.21], if you don’t want to use the parking lot.

ZONE 2: NEW VEGAS CONURBATION [EXTERIOR ZONES][]

Topographical Overview[]

p. 303

Transcript

The magic of New Vegas and the glittering towers of The Strip are out of reach for most folks eking out an existence in this mainly "exterior" zone. Aside from the five interior districts detailed in Part 2, the western side of town consists of a tight-knit Westside cooperative, with society gradually breaking down the farther south you go, where city blocks are violently run by Chem-addicted raiders known as Fiends. They have quite a territory to the southwest, but don't dare risk heading toward the NCR's main base at Camp McCarran, with its adjacent locations devoted to irrigated farming and refugees. To the east and north, independent businesses such as the Gun Runners and Crimson Caravan Company flourish, although they are mainly concerned with the weapons trade. Finally, take a trip to Freeside; it's the only way to enter fabulous New Vegas itself!

Highways and Byways

The Conurbation is dominated by a grid of streets to numerous to mention, but keep a lookout for a few roads, including the Long 15 which runs to the west (and outside) of The Strip until it becomes elevated (and inaccessible). Similarly, Highway 95 on the eastern side winds north and northwest; follow it to the eastern entrance to Freeside. Also elevated is a monorail linking Camp McCarran to The Strip, although you need to be inside either location to access (and ride) it. Don't forget to use the roads on the edge of this zone to find your way about.

PRIMARY LOCATIONS[]

[2.01] Westside West Entrance[]

p. 304

Transcript

This conduit location is accessed numerous times during Quests.
With Fiends a constant problem, the Westside Militia has created an impressive, two-tier approach to defending the gate that leads to Westside [Zone 2A]. The Militia are suspicious, but not violent if you haven't interacted with them before. Note the small garden (with plants ripe for picking) and a second, southern entrance [2.03].

[2.02] Miguel's Pawn Shop[]

p. 304

Transcript

Inside the store, you can sift through the junk (or steal it), or locate Miguel, who Trades with you. You can buy stuff, or ask him about Westside (he took over from his grandfather, who founded the shop, after he was killed). There’s not much more than junk on offer here.

[2.03] Westside South Entrance[]

p. 304

Transcript

This less-trafficked area is close to the underground fighting establishment known as The Thorn [2.04].

[2.04] The Thorn[]

p. 304

Transcript

Close to the Westside South Entrance [2.03] is a large scrawled sign for this den of iniquity, which is closed during nighttime hours. Descend into the Manhole to access a large fighting arena.

Upper Corridors[]

p. 304

Transcript

Almost completely surrounding the main arena is a perimeter corridor that allows access into the arena, as well as The Thorn’s Cages below (through any of five blast doors). The sealed door to the north cannot be accessed until you offer yourself in the arena.

To Red Lucy’s Chamber[]

p. 304

Transcript

This is where Red Lucy takes those who prove brave enough, and they help her test her bed’s mattress springs. Check her terminal [Very Easy] to find three menus. In The Thorn’s Mainframe Control, you can shut down the power to free all the beasts from their pens (creating havoc and causing a problem completing the Side Quest).

[2.05] South Cistern[]

p. 304-305

Transcript

A small concrete block building, the Cistern is part of the vast treatment works spread across New Vegas, Two NCR soldiers guard this location. Drink from the valve for radiation-free water (not the trough below!).

[2.06] H&H Tools Factory[]

p. 305

Transcript

Long before the war, H&H Tools Company provided Nevada and California high-quality robotics equipment. Owned by the half-brother of Robert Edwin House (the founder of RobCo, and—were it not for the 200 year gap—the same man who lives in the Lucky 38 Casino). When their father was killed in an accident, the elder brother swindled Robert out of the family fortune, and assumed control of the company.
Robert went on, through his dealings with RobCo and their lucrative contracts, to become one of the wealthiest men on earth. His half-brother meanwhile, became increasingly paranoid, seeking to guard himself against a vengeance that never came, and inflicting all manner of strange HR rules on his workforce. The remains of this factory still stand, surrounded by husk-like remains of North Vegas' industrial area.

Tool Company Foyer[]

p. 305

Transcript

This large entrance area is a mess of ruined books. In the warehouse beyond, robots are milling about in water, and elsewhere, other robots are hitting the odd Frag Mine. The bookcase on the left (east) wall holds a Magazine and another lies on the main desk. Check the desk for a terminal, which reveals some interesting (and ancient) emails, detailing some increasingly draconian HR measures thanks to the company’s head, a “Mr. H.”

North Vegas Square[]

p. 305

Transcript

The fragmented citizens of New Vegas have sealed themselves into different defensible quadrants, and this tactic is just as apparent at the Junk Doors leading into North Vegas Square. Enter North Vegas Square [2B] to meet its citizens, including their self-imposed leader Crandon, and the only other Primary Location, The Gray [2B.01].

[2.08] Freeside's North Gate[]

p. 305

Transcript

The main fortified portions of New Vegas, Freeside [Zone 2C], and The Strip [Zone 2D] are accessed through one of two Freeside gates. This is the northern one. This gate can be seen from miles around due to the huge “Freeside” sign riveted above the inaccessible freeway overpass.

[2.09] Crimson Caravan Company[]

p. 306

Transcript

The Crimson Caravan Company is the largest supplier to the NCR of military-grade weaponry, and an assortment of provisions and other equipment types. Their base of operations is a highly fortified walled base just east of the main Freeside and Strip area, alarmingly close to their rivals; the Gun Runners. There are two entrances to this location (east and west).

Caravaneer barracks[]

p. 306

Transcript

The Caravaneers like to sweep, even inside their barracks, which is spotless. Check the restroom for clean drinking water.

Guard barracks[]

p. 306

Transcript

Against an exterior wall, there’s a Workbench. Inside, there’s little except sleeping Guards. The restroom has clean drinking water.

Brahmin Paddock[]

p. 306

Transcript

The Caravaneers are here, sweeping up the Brahmins’ waste, and tending to them. Among them is a young lady named Janet. She has a secret admirer over at the Boomer’s Nellis Air Force Base.

Blake’s Wares[]

p. 306

Transcript

Blake is an honest, if a little cocksure Trader who offers some fine items for sale. You can ask more questions about Caravaneering, before buying something. Note the two non-skill books are bought for Lieutenant Markland.

Crimson Caravan main office[]

p. 306

Transcript

Alice McLafferty runs the New Vegas operations from here with a stern countenance. She can be hit up for work, or more information about the history of this company. Also in the office is Don Hostetler, but he doesn’t have much to say (unless you have a Chem delivery from Jack and Diane). You can take your life in your hands (and your Infamy levels to new heights) by killing Alice for some Caps.

[2.10] New Vegas Medical Clinic[]

p. 306-307

Transcript

Across the road from the eastern entrance to the Crimson Caravan Company [2.09], and just above a Manhole Cover to the North Sewers [U2,N] is an unassuming storefront. However, this has a Follower of the Apocalypse emblem above the door. A small sign also indicates the medicinal nature of this establishment.

Doctor Usanagi's Waiting Room[]

p. 306

Transcript

Run by the selfless Doctor Usanagi, the clinic offers a reasonable array of medical supplies and an unmatched array of Implants. Pass the bodyguards to speak to Doctor Usanagi herself. You can speak about her role or (if you're engaged in a Quest) another matter, but you can make a 500 Cap donation to the Followers (for a Fame gain), and also purchase medical supplies and the Skill Magazines on the tables around the waiting room. You can also steal these, which causes Follower Infamy and everyone becomes hostile. Also, if you're ready for computerized enhancements of a more robotics kind, why not begin Free Quest: Harder, Better, Faster, Stronger?

[2.11] Mole rat ranch[]

p. 307

Transcript

Aside from a few dead Mole Rats, this locale appears to have been abandoned.

[2.12] Monte Carlo Suites[]

p. 307

Transcript

On the western edge of the New Vegas Conurbation and north of the Sunset Sarsaparilla Headquarters [2.17] is a run-down hotel littered with burned-out vehicles, mostly used for cover and not barricades. This is the lair of the Scorpion Gang, a scrappy and overconfident bunch of mercenaries. They don't listen to reason, so Sneak or attack the first gang member at the entrance.

[2.13] The Strip North Gate[]

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Transcript

At the southwestern end of Freeside is a huge barricade, with a neon welcoming sign, the excitement of which is tempered somewhat by the Securitron presence. These are robots in the service of Mr. House over at the Lucky 38 Casino. Before you enter, Old Ben greets you, and tells you to watch your step. You can ask him about The Strip, and his own checkered past. Then you can inspect the Campfires to the side of this gate (there are three) where a Squatter named Lady Jane (Side Quest: Debt Collector) is known to hang out. These are locations Squatter Camp #3 and Old Ben [2C.S27], and Squatter Camp #4 [2C.S28].

[2.14] Gun Runners[]

p. 308

Exterior: Gun Runner Kiosk[]

Transcript

This heavily fortified armory is a small but extremely impressive operation. The Gun Runners supply only the finest hardware to the most discerning of customers, including the NCR. Approach the kiosk outside the gates of the building, and speak with either the Vendortron, or Isaac, near the Reloading Bench. You can ask about the Gun Runners, inquire about touring the factory (you can't), and play a game of Caravan.

Breaking into the Gun Runners factory alerts the three patrolling guards, ad nullifies the Vendortron's sales routine, stopping you from purchasing these rare items. Unlock the gate [Average], and head to the Gun Runner Headquarters front doors just beyond.

Gun Smithy[]

p. 308

Transcript

The care and attention the Gun Runners give their weaponry is unsurpassed, and their Smithy is where this fine work takes place. Unlock a Locker [Average] for a nice item. The middle of the room has four Workbenches and two Reloading Benches, one of which has an Assault Carbine on it, and another holds a Laser Rifle. Finally, you can access the Gun Runner Terminal, where there's information on naming the Vendortron (not "Bob"), an order for Camp McCarran, and "Persona Non Grata." A final option appears during the Side Quest: You Can Depend on Me (and only then), allowing you to download some Manufacturing Specifications onto a Holotape.

[2.15] Freeside's east gate[]

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Transcript

This is the eastern Freeside gate, allowing access to the main fortified portions of New Vegas: Freeside [Zone 2C] and The Strip [Zone 2D]. Visible from Sharecropper Farms [2.20], and next door to the Gun Runners [2.14], this gate is usually the quickest way to reach Freeside and the Strip the first time you wander toward the New Vegas fortification. It also offers impressive views of The Strip’s main casinos. There usually isn’t a guard at these gates.

[2.16] Durable Dunn's sacked caravan[]

p. 308

Transcript

Dunn’s Caravans may be durable, but they’re certainly not bullet-proof; as indicated by the dead Brahmin and guards on the rickety bridge close to the East Pump Station [2.21]. The “island” between the two bridges has a Campfire, and the bodies of Van Graff Thugs to check. Bring Cass here during Side Quest: Heartache by the Number for further revelations.

2.17 Sunset Sarsaparilla Headquarters[]

p. 308-309

Transcript

The old headquarters of the well-known and loved "Beverage of the West Coast," this structure features a many-faceted glass bottle of the company's signature drink, Sunset Sarsaparilla. Before the war, an urban legend circulated that if you collected bottle caps marked with a star, you could send them in to the Sunset Sarsaparilla Headquarters and receive a prize. Now, this legend has taken on a life of its own; crazed individuals stalk the Wasteland searching for "SSSs" (Sunset Sarsaparilla Stars), a fact exacerbated by an automated robotic attendant, Festus, who prompts people with an option to present their Sunset Sarsaparilla Stars. Dare you find out the truth?

Festus[]

p. 309

Transcript

Sitting in his rundown saloon, Festus is the mascot for the old Sunset Sarsaparilla Company, and here to bring you great news of a competition, and the official word on that health advisory (keeps asking!). Requesting information on Star Bottle Caps begins Side Quest: The Legend of the Star. Returning with 50 or more Star Bottle Caps starts Side Quest: A Valuable Lesson. You can also play Lucky Horseshoes (speak to Festus about the rules).

[2.18] El Rey Motel[]

p. 309-310

Transcript

Chem addicts hang out here, mainly because they aren't usually hassled by Fiends due to the motel's proximity to Camp McCarran [2.19]. This is also between two access points to the Central Sewers [U2.C].

2.19 Camp McCarran[]

p. 310-314

Transcript

Camp McCarran is the main base for NCR military operations in southern Nevada. Formerly McCarran International Airport, the structure now houses and trains NCR's sizable battalions. Camp McCarran is the hub of activity in the area, and constantly has soldiers moving into and out of it. Despite this, security is tight and there are only a few ways in. A monorail connects Camp McCarran and The Strip, but it's heavily guarded.

Northwest Sentry Post[]

Transcript

Some of this ammunition must be stolen if you wish to obtain it.

Sandbag Road Defenses[]

Transcript

Grenade Box Ammunition

Firing Range and Sentry Post[]

Transcript

Close to the tent city is a firing range. Major Dhatri is sometimes at this location, when he isn’t wandering the area, or standing in front of the Terminal Building. Consult him to begin Side Quest: Three-Card Bounty.

Western Sentry Posts[]

Transcript

There are two here.

Truck Mechanic Area[]

Transcript

Scrap Metal (10)

Little Buster's Punching Bag[]

Transcript

There’s a Sentry Post here, and a diminutive soldier with a big ego taking it to the Super Mutant dummy. You can speak to him about his plans (being a Bounty Hunter) and the Fiends he’s taken down. He hints about the jobs Major Dhatri can offer you, and more importantly, he plays a mean hand of Caravan. He also has a mean hand claw: a Unique Bladed Gauntlet you
can Pickpocket or kill him for.

First Recon's Tents[]

p. 311

Transcript

The NCR’s best sniper company resides in this area, led by Lieutenant Gorobets. Ask him about his team, and he tells you he’s worried about two of his squad: Betsy and Sterling. Ask for more information to begin Side Quest: I Don’t Hurt Anymore. Other members include 10 of Spades (with a stammer), Corporal Betsy, (who is sarcastic and rude to males and overly flirtatious to females,) Corporal Sterling (who survived Malpais, covets his Unique Weapon, and is part of Raul’s Free Quest), and Sergeant Bitter-Root (a tough man with a troubled past).

Communications and Weapons Tent[]

Transcript

Hack a terminal [Very Easy] for the following messages, which don’t seem to be official NCR business-related.

Officer’s Tent[]

Transcript

Footlocker Items

Tent City[]

Transcript

This group of eight tents is north of First Recon’s tents, where more of the NCR Troopers reside.

Storage, Medical, Mess Hall Tents[]

Transcript

Expect a small variety of Food on one of the tables, and more in a box by the cooking pans on the barrels outside.

McCarran Airport Frontage[]

Transcript

Major Dhatri may be here once you’ve investigated the Terminal Building, ready to give out Side Quest-related bounties.

Camp McCarran Control Tower[]

p. 312

Transcript

This is a key location if you find yourself snooping for information during Side Quest: I Put a Spell on You. The nearby wall terminal [Very Easy] has a log of activities.

Sentry Post and Patrol Path[]

Transcript

Private Davey Crenshaw patrols here. He’s a joker, but is he a saboteur? Figure it out if Side Quest: I Put a Spell on You is active.

Drill Sergeant Obstacle Course[]

Transcript

A drill sergeant yells at recruits as they attempt the obstacle course

Concourse Gate A[]

p. 312

Transcript

This has been turned into a dorm for NCR overflow troops. Check Corporal White's Locker (32) for his Journal, which helps you out during Side Quest: The White Wash. Also of interest is Private Crenshaw's Footlocker (33); you can place something in here if you're working with Captain Curtis during Side Quest: I Put a Spell on You.

[2.20] NCR sharecropper farms[]

p. 314

Transcript

The NCR provides protection (and water thanks to a pipe up from Lake Las Vegas [3.22]) to New Vegas Sharecroppers to tend a large allotment southeast of Freeside’s East Gate [2.15]. You can speak to Private Ortega at the gate, who tells you that some of the workers aren’t particularly grateful for this arrangement.

[2.21] East Pump Station[]

p. 315

Transcript

This location is of paramount importance to the NCR, because it is responsible for filtering the water being pumped along the giant water pipe from Lake Las Vegas [3.22], and then into the Sharecropper Farms [2.20]. There are actually two buildings: the East Cistern, and the facility itself, plus two nearby Manhole Covers allowing access into the sewers [U2]. Inside the cistern is a Water Tower Valve (allowing you to sip clean water), and a blown-out terminal with a Magazine next to it.

[2.22] Aerotech Office Park[]

p. 315-316

Transcript

Close to a Manhole to the East Central Sewers [U2.EC], and adjacent to the Sharecropper Farms [2.20] and Camp McCarran [2.19] is a fortified refugee camp re-purposed from an old office park. The elevated monorail track surrounds this location. Open the Junk Door, and you can speak to Captain Parker about ongoing humanitarian problems. Occasionally present is a Ghoul named Bert GunndarssonIn-game spelling, punctuation and/or grammar (a member of the Followers of the Apocalypse), who can heal you. Ask him about the refugees.

Aerotech tent[]

p. 315

Transcript

It is better (for your Karmic soul) to receive medical attention from Bert than steal the items in this room. Frank Weathers is also here. Ask him about his family, and you can begin the hunt for them: Side Quest: Left My Heart.

Aerotech suite 200[]

p. 315

Transcript

Search through the strewn mess of hobos and debris. The entrance foyer has some Chems, ammo, and a Caravan Shotgun. Find Keith in here to begin the Free Quest.

Aerotech suite 300[]

p. 316

Transcript

The other Aerotech suite is in a little better condition, and houses the more stable long-term patients. One of the restrooms is locked [Easy] with ammo (and a skeleton) inside.

[2.23] South Vegas ruins west entrance[]

p. 318

Transcript

Three entrances/exits allow access into this Fiend stronghold, ruled over by the iron fist and crazy brain of Motor-Runner in Vault 3 [2.24]. Of the three entrances (including the one not shown as a Primary Location on your Pip-Boy’s World Map), this is by far the most dangerous, because you must deal with the lunatics and deviant Cook-Cook, in his ruins hideout just north of here [2.S18], if you aren’t Sneaking.

[2.24] Vault 3[]

p. 316-318

Transcript

Vault 3, which is now completely within South Vegas Ruins (AKA "Fiend Territory") was once an ordinary, happy vault. It wasn't built above a sulfur cave, or to feature Vault-Tec "experiments" that could drive dwellers mad. In fact, the place was functioning normally until a slight water leak turned the lower chambers soggy and forced the inhabitants out to the surface, in search of humanity on the topside. Instead, they met the Fiends.

[2.25] South Vegas ruins east entrance[]

p. 318

Transcript

Three entrances/exits provide access into this Fiend stronghold, ruled over by the steely gaze and Chem-addled attitude of Motor-Runner in Vault 3 [2.24]. Of the three entrances (including the one not shown as a Primary Location on your Pip-Boy’s World Map), this is farthest into Fiend Territory, and adjacent to New Vegas Steel [2.26].

[2.26] New Vegas Steel[]

p. 318-319

Transcript

Deep in Fiend Territory along the southwestern side of New Vegas, this steel plant still operates with its robot staff. Note the nearby access to South Vegas Ruins [Zone 2E].

[2.27] West pump station[]

p. 319

Transcript

A matching pump station is to the east [2.21], but this one is on the outskirts of Fiend territory. Activate the Pump Station Terminal, and you can repair the network connection. This nets you some XP, but isn’t necessary to read the warning. Activate the terminal to read the warning about radiation being detected in the filtration system, but not in this facility (it is actually in Vault 34 [3.12]). This begins Side Quest: Hard Luck Blues.

[2.28] Samson Rock Crushing Plant[]

p. 319

Transcript

Composed of four sealed concrete buildings to the north and the main workings to the south, surrounded by the remains of a fence, this Quarry has been disintegrating for decades. Abandoned by prospectors due to the influx of Fiends, the area offers nothing but a few wild plants. Use the buildings as cover after retreating from Fiends, or the structure as a marker for the southwest corner of the New Vegas Conurbation.

[2.29] The Basincreek Building[]

p. 319

Transcript

One of the many office structures close to Camp McCarran [2.19], this one is just east of the Long 95, as it dips into its sunken section. There is only one entrance, by a burned-out car and garbage can. It borders Fiend territory, so be aware of these lunatics when exploring.

[2.30] Allied Technologies offices[]

p. 319

Transcript

The door to the right (east) accesses a small office of cubicles, and a Giant Ant. Find Fixer and two Star Caps on the desks. Open the broken door to an L shaped corridor and another room with a couple of Giant Ants and broken terminals

[2.31] Reed Imports Sacked Caravan[]

p. 319

Transcript

This caravan, which belongs to Cassidy, a contractor with the Crimson Caravan Company [2.09], has been ransacked, and all its (useful) items stolen. There’s slim pickings here besides the information you can provide to the Crimson Caravan’s boss, Alice McCafferyIn-game spelling, punctuation and/or grammar, or Cass herself, who is down south at the Mojave Outpost [4.27].

[2.32] Grub n' Gulp rest stop[]

p. 319

Transcript

This shanty rest stop lies at the end of the east-west road from here to the Samson Rock Crushing Plant [2.28], and Highway 95, which soon becomes elevated, inaccessible, and flanked with billboards for The Strip’s many hotels and casinos. You can’t enter the hut; all your trading must be done with Fitz and his partner Lupe.

[2.33] Ant Mound[]

p. 320

Transcript

A once-fertile plain between the outskirts of New Vegas and the rugged desert terrain is now devoid of crops. Beware of Fiends heading down from the McCarran airstrip to the north, close to the Allied Technologies Officers [2.30], but a bigger concern are the Giant Fire Ants scuttling out of their mound, inside an old barn.

[2.34] Hunter's Farm[]

p. 320

Transcript

Due to increased Fiend activity, Powder Ganger escapees, and a lack of irrigation, the old farmsteads are in a depressed state, The farmland behind hasn't mustered any crops, but you can harvest wild plants.

[2.35] REPCONN Headquarters[]

p. 320-323

Transcript

REPCONN Corporation was an up-and-coming regional aerospace firm, and keen contributor to Las Vegas political campaigns. They operated a test facility in the Black Mountains to the south (much to the chagrin of the local populations, who long complained of the "REPCONN bombs" landing in their fields and destroying property). The company was purchased by the giant RobCo Company just before the Great War, in a hostile takeover. New security countermeasures were installed, and more militaristic plans were undertaken, especially after the discovery of a special radioactive igniting agent that interested certain senior RobCo members. These countermeasures are still in effect, so investigate this building with caution.

ZONE 2: SECONDARY LOCATIONS[]

[2.S01] Ruined Buildings[]

p. 323

Transcript

The half-block of buildings to the west of the H&H Tools Factory [2.06] has taken damage in recent years, and most of the structures are nothing but rubble.

[2.S02] Ruined Store[]

p. 323

Transcript

In this devastated city block are the remains of a shop without a roof (making it a good place to retreat to if you’re attacked).

[2.S03] Ruined Store[]

p. 323

Transcript

Close to one of the Manhole Covers and Sewer Entrances (to U2.N: North Sewers) are the remains of a store, with good sniping opportunities from the upper floor.

[2.S04] Ruined Building with Locked Cache[]

p. 323

Transcript

A block to the east of the Mole Rat murders [2.11] are a group of\ crumbling brick structures. Check the northeast corner store, watching for Frag Mines (and a Magazine inside the front door). Or, you can use the back door (watch for the Tripwire and Grenade Bouquet); either allows access to a locked Metal Door [Hard]. Pry that open to reach a hidden cache of items including more Magazines.

[2.S05] Hostetler and Isaac Homes[]

p. 323

Transcript

Check the three mailboxes for a random Magazine. Inside the Hostetler house, you’ll find Mrs. Hostetler, who asks you (in no uncertain terms) to vacate the premises. She has additional opinions if Side Quest: Someone to Watch Over Me is active, and her daughter Alice may also be here. Check her abode for items to steal including Food in the fridge and on the dining room table. Don’t forget the Star Cap between the sofas on the small table! Isaac is almost always at the Gun Runners, so his house is pretty bare; find scraps of Food in the fridge and a bed, but little else.

[2.S06] Orion Moreno's house[]

p. 323

Transcript

An old man named Orion Moreno lives in a ranch house here. This and an adjacent house may have Magazines in their mailboxes. Except for a fully stocked fridge, Moreno’s house lacks items. Speak to him though, and you can learn about his deep-seated hatred of the NCR. He is a key player in Side Quest: For Auld Lang Syne, so don’t kill him unless you’re aware of the consequences!

[2.S07] Destroyed Freeway Bridge[]

p. 323

Transcript

Across from the entrance to the East Central Sewers are the remains of a freeway bridge, now fallen into the dry riverbed below. This is the extreme eastern border of Zone 2.

[2.S08] NCR Patrol[]

p. 323

Transcript

Two NCR Troopers are here, and a trio patrols the area around the Aerotech Office Park [2.22]. Ask them about how their tours are going.

[2.S09] Elevated Freeway and Billboards[]

p. 324

Transcript

Just north of the Grub n’ Gulp Rest Stop [2.32] are a number of casino billboards, and the raised freeway section of Highway 95. This elevated platform, which you cannot stand on, stretches up and around to Freeside’s East Gate [2.15].

[2.S10] Apartment Allotment[]

p. 324

Transcript

Just south of The Thorn [2.04] is a blue apartment with a large garden allotment of unripe plants. Expect Fiend encroachment from the south.

[2.S11] Westside Playground[]

p. 324

Transcript

This urban area can be confusing, so look for this flat ground with a rusting play area near The Thorn [2.04] to help situate yourself.

[2.S12] Summer Springs Boarding House[]

p. 324

Transcript

This apartment building is sealed up tight but has its name emblazoned on the side. It’s close to the Monte Carlo Suites [2.12] and also to Scorpions Gang Territory.

[2.S13] Tiki Tonga Burned-Out Ranch Homes[]

p. 324

Transcript

An area of decimation at the northern edge of Fiend Territory, this location takes its name from the apartments just north. One of the mailboxes may contain a Magazine.

[2.S14] Sarsaparilla Burned-Out Ranch Homes[]

p. 324

Transcript

Just one block north of Sunset Sarsaparilla Headquarters [2.17] is a block of burned-out homes and a play area. Check the mailboxes for Magazines.

[2.S15] Elevated Long 15[]

p. 324

Transcript

This is where the Long 15, which you can follow all the way from the Mojave Outpost [4.27], becomes elevated and inaccessible. Use it as a landmark from this point; it cuts through Zone 2C (Freeside) and across toward Boomer Territory.

[2.S16] Long 15 Mines[]

p. 324

Transcript

The NCR have placed Frag Mines across this section of road to prevent Fiend access from the west.

[2.S17] New Vegas Sign[]

p. 324

Transcript

This has been a Vegas landmark since before anyone can remember. It is occasionally used by NCR Rangers to sniper at Fiends to the south, but you can't climb on it. Use it as a landmark when you're nearing Camp McCarran [2.19].

[2.S18] Cook-Cook’s Territory[]

p. 324

Transcript

A terrible Fiend named Cook-Cook, who r---s those NCR soldiers that he captures, is holed up in these ruins to the north of South Vegas Ruins West Gate [2.23]. He’s surrounded by sycophants and his pet Brahmin Queenie (which you
can hurt to drive him into a rage). Keep Cook-Cook’s head intact if you’re doing Side Quest: Three-Card Bounty. Beware of a concealed Mine, and don’t leave without stealing a Recipe from the steel shelves.

[2.S19] NCR Sandbag Defenses[]

p. 324

Transcript

The NCR face periodic entanglements with the Fiends in this area, and have recently pulled back from these defenses.

[2.S20] Long 15 Pedestrian Steps[]

p. 324

Transcript

This allows access to the Fiend Territory east and west if you find yourself wandering down the Long 15. Watch for the Frag Mine and extinguisher trap on the western steps adjacent to New Vegas Steel [2.26].

[2.S21] Long 15 Overturned Train Carriage[]

p. 324

Transcript

Require a quick escape up into Fiend Territory from the sunken section of the Long 15? Then climb up the dangling train carriage here, and sit on the roofs to snipe.

[2.S22] Driver Nephi’s Territory[]

p. 324-325

Transcript

Famous for his vicious golf club swing, Driver Nephi rules the Fiend Territory to the south of Zone 2E, and has a base within a ruined building close to the Samson Rock Crushing Plant [2.28]. This is quite open, so use the building rubble as cover, prepare for combat with close to a dozen Fiends, and take care not to mangle Driver Nephi’s head if you’re engaged in Side Quest: Three-Card Bounty. Nephi’s base is a weird collection of Vegas signs and platforms.

[2.S23] Long 15 Mines 2[]

p. 325

Transcript

The NCR have placed Frag Mines across this section of road to prevent Fiends access from the Driver Nephi's Territory.

[2.S24] Abandoned warehouse[]

p. 325

Transcript

Just east of the Allied Technologies Offices [2.30] is a large Abandoned Warehouse teeming with Fiends. Inside is an expansive, single-chamber warehouse with Garage Doors and a Metal Door to enter and exit. Take your time rummaging to find the following:

[2.S25] NCR Checkpoint and Burned Buildings[]

p. 325

Transcript

On the ring road north of REPCONN Headquarters [2.35] is an NCR Checkpoint, but this is only visible during Free Quest: A Final Plan for Esteban, one of the Camp McCarran [2.19] Free Quests. This is where Ranger Morales’ body must be taken. Otherwise, there are four ruined buildings to the north here, with scattered minor items to salvage.

[2.S26] Abandoned Buildings and Ranger Morales' corpse[]

p. 325

Transcript

This becomes a new Primary Location on your Pip-Boy during Free Quest: A Final Plan for Esteban. Otherwise deserted, this place has four Fiends patrolling the roofs and forecourt of this place, which is also booby-trapped with Mines and a Rigged Shotgun. The bodies of Ranger Jackson and Morales lie here, but only if the Free Quest is active.

ZONE 2: NEW VEGAS CONURBATION [INTERIOR ZONES][]

Topographical Overview[]

p. 325

Transcript

The Great New Vegas skyline is dominated by the Lucky 38 Tower, and other monuments to excess, but visiting such ostentatious structures requires more than just knocking on a door. There are five "Interior zones" within the New Vegas Conurbation, and all offer a glimpse into the way of life for the inhabitants. Zone 2A (Westside) consists of a cooperative of crop-growers and militia, and vying for water from the NCR. Zone 2B (North New Vegas) is a squatter camp with few amenities. Zone 2C (Outer and Inner Freeside) is a sprawling series of large roads, structures, and casinos that don't quite have the razzmatazz of those on The Strip. The Kings, Followers of the Apocalypse, Garrets, Van Graffs, along with Mick & Ralph inhabit Freeside. The Strip itself is a neon-clad architectural triumph, but heavily fortified and guarded by Securitrons in the service of Mr. House, who rules the three Families (the Omertas at the Gomorrah, the Chairman at The Tops, and the White Glove Society at the Ultra Luxe) with an iron fist. The NCR also has an embassy here, and a brother and sister live and work for Mr. House, building more neon signs and showing rich folk around Vault 21. Finally, Zone 2E is Fiend Territory, and the only part of New Vegas where you're actively hunted by hostile forces.

Highways and Byways

Access to the interior zones is almost exclusively via gates, which are guarded by gang members or militia of the Faction you're about to meet inside. Inside each zone, there are main streets and alleys; especially in Freeside you should learn the layout so you can gauge (for example) which gate is nearest your destination. For example, always take the Freeside North Gate if you're heading to the Old Mormon Fort, and the Freeside East Gate if you want to visit Mick & Ralph's. There are Sewer entrances to Zones 2A and 2B (not the others). To reach 2D (The Strip), you must enter Zone 2C (Freeside) first.

ZONE 2A: WESTSIDE[]

[2A.01] Casa Madrid Apartments[]

p. 326-327

Transcript

The sounds of ecstasy (or more likely, agony) emanate through the walls of this low-rent knocking shop. Step through the dilapidated front doors, and prepare for some offers you can definitely refuse.

2A.02 Westside Co-op[]

p. 327

Transcript

A reasonably intact old Uptown Drugs Store is now the base of operations of a fledgling business known as the Westside Co-op, and guarded by a tongue-tied Super Mutant called Mean Sonofabitch (who's actually quite pleasant).

Clayton Etienne runs the Co-op. If you've finished Side Quest: The White Wash with an "understanding," Etienne is the guy to come back to for your Caps. If you're not shaking him down, you can ask about his story (he tells you about the crime families of New Reno), the co-op (he talks about help they got from Tom Anderson and the Followers), and what he has for sale. You can then purchase, or steal from him. There's a wealth of Caps if you want to turn Westside hostile, and more in the floor safe [Average].

[2A.03] Klamath Bob's liquor store[]

p. 327

Transcript

You can elect to steal or purchase some fine libations from Klamath Bob himself. You can ask him if he’s from Klamath (he mentions some history regarding “a tribal from Arroyo”), the various small Factions in the area (mainly the Scorpions at the Monte Carlo Suites [2.12] and the Fiends), as well as the more colorful characters in Westside. You can also play a hand of Caravan with him, or take the Magnum under his cash register. He has few Caps if you’re thinking about a hold-up.

[2A.04] North cistern[]

p. 327

Transcript

This offers a Water Tower Valve (allowing you to sup from clean water), and (unless you like collecting Sporks) little else of value.

ZONE 2A: SECONDARY LOCATIONS[]

[2A.S01] The Chessboard[]

p. 327

Transcript

Judah Kregar is usually near or standing around this location, although he walks the streets of Westside, too. Mean Sonofabitch also loiters here, close to the Pawn Shop.

[2A.S02] Manhole to North Sewers[]

p. 327

Transcript

This allows easy access to and from the North Sewers [U2.N].

[2A.S03] Marco[]

p. 327

Transcript

Marco is likely to be found sitting outside the building he manages.

[2A.S04] Mean Sonofabitch[]

p. 327-328

Transcript

The inaccurately named Mean Sonofabitch s a pleasant, almost humorous First Generation Super Mutant, who lumbers around town. Ask around, and you lean his speech impediment was caused by his tongue being cut out of his mouth.

[2A.S05] Building Alcove[]

p. 328

Transcript

If they aren't inside the Casa Madrid Apartments, two unpleasant Scavengers are hanging around here like a bad smell.

[2A.S06] Westside Allotment (West)[]

p. 328

Transcript

One of two allotments the Westside Citizens are attempting to cultivate.

[2A.S07] Makeshift Bedding[]

p. 328

Transcript

This is one of a number of locations across Westside where you’ll find Makeshift Bedding.

[2A.S08] Makeshift Bedding[]

p. 328

Transcript

Sleeping quarters

[2A.S09] Westside Allotment (East)[]

p. 328

Transcript

The second of two allotments where the Westside Citizens are attempting to grow vegetation.

[2A.S10] Hector and the Water Brahmin[]

p. 328

Transcript

A small child with his pet Brahmin and siphons water from the barrels the NCR delivers from their Sharecropper Farms.

ZONE 2B: NORTH VEGAS SQUARE[]

[2B.01] The Gray[]

p. 328-329

Transcript

The small fortified camp of North New Vegas, run by Crandon and the stoic Jules has but one large location, close to the manhole cover leading to the North Sewers [U2.N]; the Gray Hotel. Once you enter, prepare for a quick-thinking, or fast-drawing altercation with the chem-addled thugs here. One is guarding a runaway girl's room, who has shacked up here with her boyfriend; a Ghoul named Andy. They only appear if the Side Quest involving them is active.

ZONE 2B: SECONDARY LOCATIONS[]

[2B.S01] CrandenIn-game spelling, punctuation and/or grammar[]

p. 329

Transcript

You’ll find CrandenIn-game spelling, punctuation and/or grammar wandering these streets, muttering about the influx of squatters.

[2B.S02] Manhole to North Sewers[]

p. 329

Transcript

This allows easy access to and from the North Sewers [U2.N].

[2B.S03] Owned Bedding[]

p. 329

Transcript

This Makeshift Bedding belongs to Crandon and Jules, and can’t be slept on.

[2B.S04] Jules[]

p. 329

Transcript

If you can match him (verbally) in Guns and Survival skills, he greets you as an equal. He also plays a mean hand of Caravan, and can give you information on the area, the NCR, and the Fiends to the southwest.

[2B.S05] Squatter Bill[]

p. 329

Transcript

A rather grumpy man, Squatter Bill has taken over North Vegas with a bunch of companions, much to Crandon's chagrin.

[2B.S06] Playground[]

p. 329

Transcript

A couple of rather rude Squatters don’t take kindly to being disturbed.

ZONE 2C: FREESIDE[]

2C.01 Old Mormon Fort[]

p. 329-330

Transcript

At the north end of Freeside, an Old Mormon Fort has been converted into the base of operations for the Followers of the Apocalypse, a quasi-religious organization hellbent on helping humanity, while ensuring nothing like the Great War ever occurs again. The courtyard of the fort is used for general triage and care, with the old (heavily damaged) adobe fort buildings themselves being for Followers' storage and residences. Despite the historic name of the place, there are no serious fortifications–just fences and gates with a few armed Followers inside.

Fort Courtyard Entrance[]

Transcript

You’ll meet a guard or two, and Beatrix Russel, in this location. She’s a cowgirl Ghoul with a heart of gold, and a rare coat. You can ask her (at length) about her past, Freeside, and all the Factions therein.

Roy, Farris, and Wayne’s Tent[]

Transcript

Although this place mainly caters to those down on their luck, these three Freeside residents look like they’ve been beaten up. They aren’t speaking about it, and won’t until you quiz them as part of Side Quest: G.I. Blues.

Arcade Gannon's Tent[]

Transcript

One of the Followers Doctors—a man named Arcade Gannon—sits or stands around here, although he puts himself down as a researcher, and not a particularly good one. He’s better at Latin though. He seems interested if you ask him to help your cause, but he points you in the direction of Julie Farkas if you want to really help the Followers. Persist, and he asks why he should go with you.

Storage and Rest Tents[]

Transcript

There’s usually a couple of gamblers in the Rest Tent, sleeping off a heavy night.

Guard Tent and Doctor’s Tent[]

Transcript

April Martimer is either here, or around camp, but only if Side Quest: ED-E My Love is active.

Julie Farkas[]

Transcript

The leader of the Followers of the Apocalypse is Julie Farkas, a soft-spoken woman with a heart as big as a Bloatfly. You can speak to Julie about her problems with a lack of medical supplies. You can also speak to her about two chem addicts who need saving (High Times), The King in Freeside, and specifically his relationship with the NCR (G.I. Blues and King’s Gambit), The King’s dog Rex (Nothin’ But a Hound Dog), and about a sensitive Great Khan who wishes to hang up his biker jacket for a doctor’s coat (Cry Me a River). Farkas really is a lynch-pin of Freeside. Farkas also is proficient at fixing you up, but at a cost. Finally, you can speak to her about returning with medical supplies for her (Free Quest: Short-Term Treatment), or setting up some kind of discount with local vendors (Free Quest: Long-Term Care).

Eastern Tower[]

Transcript

This storage area has rotting crates and rusting Tin Cans everywhere.

Western Tower[]

Transcript

This accesses a small surgery room with poor lighting. There’s a Filing Cabinet here to check: If Side Quest: High Times is active, you can pull the records of one of the affected Freeside dwellers. If Main Quest: King’s Gambit, or Side Quest: G.I. Blues is active, you can read the medical records of Pacer, one of The King’s Gang members.

Upstairs is Julie’s office, complete with a magazine on her desk (which must be stolen), and a Snow Globe on the book shelf (which can be snagged without any Karmic worries).

2C.02 Mick & Ralph's[]

p. 330-331

Transcript

Providing some of the finest quality trinkets to discerning customers, while serving the riff-raff the usual low-grade armaments, Mick and his colleague Ralph run a thriving business from the seedier side of Freeside. Their store is a treasure-trove of objects d'art, mass-produced crap, and almost everything you're found on your Wasteland journeys even those weird little dolls people say are from a place back East called Point Lookout. Sometimes, Max and Stacy run around in here. Max has an interesting toy gun for you to check:

  • Unique Weapon: Euclid’s C-Finder [14/42]

Ralph's General Supplies[]

Transcript

Ralph runs the front of the store, and he sells general supplies. You can ask him what he has in stock, and Trade with him. If you’re after some Chlorine during Side Quest: How Little We Know, this is the place to obtain it.

You can also request a bounty of information on the various Factions inside Freeside. You can also ask if he offers “any other services.” This begins Free Quest: Papers, Please.

Mick's Weapons[]

Transcript

Mick is at the back of the store, near his Workbench, and sells guns. You can ask to see the guns that he has for sale, and Trade with him. You can also ask how business is. He tells you it has slowed down since The Omertas stopped buying, and asks if you could find out the reason. You’ll know why if you commence Side Quest: How Little We Know, and you can return to Mick and tell him. You can also ask Mick to Repair any of your equipment. He’s extremely proficient.

Ask if he’s got any special items for sale. He’s suspicious, and asks if you work for any of the casinos. Reply “Yes,” and he tells you there are no Vegas-banned items here. Reply no. He opens up a hidden wall, into a storage room brimming with only the most impressive, eye-popping (literally and figuratively) hardware.

Upper Apartment[]

Transcript

You can also ransack the store, which isn’t recommended as you don’t get to steal everything Mick and Ralph sell, although there’s a Caps haul. Go upstairs, and there’s water to drink in the bathroom.

[2C.03] Ruined Store[]

p. 331

Transcript

In an oft-overlooking part of Freeside, two "Men" guarding this location are actually NCR soldiers attempting to win hearts and minds (and to some, usurp the power of The Kings Gang) by feeding the Squatters of Freeside. Approach, and the Men ask for a Password.

Once inside, you see a soup kitchen run with almost military precision. Speak to Elizabeth Kieran, and you soon discover it is a military operation.

[2C.04] Cerulean Robotics[]

p. 331

Transcript

In a lonely and occasionally traversed section of Freeside is a monolithic office building, which was home to Cerulean Robotics. You can freely enter the facility. On your way out, don't be surprised if you're accosted by Malefic Maud and her ruthless band of octogenarian muggers (Free Quest: Maud's Muggers; related to Freeside itself)!

Break Room[]

Transcript

Over in the corners appears to be the remains of an ancient Protectron fight with a now-deceased worker.

2C.05 King's School of Impersonation[]

p. 331-332

Transcript

The most powerful individual in Freeside, the King is the leader of The Kings Gang, a group of tough guys that dominate the center of the community. The King models himself on a singer from ancient items, after discovering some old recordings, and is charming, rebellious, and well-dressed. He sits and vets newcomers to the gang, and those that wish to impersonate the King himself, who in turn, is an impersonation. He's accompanied by his do Rex, a cybernetic hound around since Pre-War times, who's a little worse for wear.

Floor 1: The King's Bar[]

Transcript

Inside the King’s School of Impersonation is a bar, where you can steal a Beer or Sunset Sarsaparilla. Pacer is also here, guarding the entrance to the Stage Room. To get into see the King, you can: Tell Pacer you’re here to pay your respects. Pacer likes that, and lets you in. Or, you can offer five Caps (you’re turned away in disgust), 50 Caps (Pacer lets you in), or 500 Caps (Pacer lets you in while you remember not to give away all your Caps). Pickpocketing Pacer allows you to take his key, which opens up Location #2.

Stage Room[]

Transcript

Once inside the Stage Room, meet the King and Rex. You can converse with him to begin Side Quest: G.I. Blues, and also inquire about him ceasing violence against the NCR as part of Main Quest: King’s Gambit. The King also has a key (which opens the other door in this room), and a unique outfit, but you’ll need to pry them off his corpse.

Ground Corridor[]

Transcript

As long as you don’t try anything too brazen, the Kings Gang lets you wander.

Restrooms and Spin-the-Bottle Bedroom[]

Transcript

There’s radiation-free water to drink in any of these rooms.

Storage and Beer-Pong Room[]

Transcript

Items: First Aid Box

Chalkboard Bedroom[]

Transcript

Items: First Aid Box

Make-up Room and Sergio's Stylings[]

Transcript

Sergio works his greased-back magic here, but can’t offer you a styling yet. Complete Side Quest: G.I. Blues, and the King allows it, enabling you to complete your look. Sergio carries a Unique Straight Razor, too.

Floor 2: Restrooms[]

Transcript

Items: Straight Razor, First Aid Box

Pitch-and-Putt, Groupie, Windowed Bedrooms[]

Transcript

There’s radiation-free water to drink in any of these rooms.

Stairs, Chess and Back Bedrooms[]

Transcript

Items: Switchblade

Floor 3: Pacer's Bedroom[]

Transcript

The King’s right-hand man is a guy called Pacer, who isn’t quite as easy-going as the big man. Find his secret stash under the bed; important for the associated Quests/

School Desk Graveyard[]

Transcript

Items: Switchblade

The King's Boudoir[]

Transcript

This huge, high-ceiling chamber is where the King sleeps; on his ostentatious bed (which you can try out, too). In the en-suite chamber are additional beds for his Groupies.

Outfit Storage[]

Transcript

The Kings Gang has a throwback style, and its important to maintain a uniform appearance.

2C.06 Atomic Wrangler[]

p. 332-334

Transcript

The Atomic Wrangler, the only active casino in Freeside (featuring a neon sign of a futuristic cowboy riding a stylized atom), is also a flophouse, brothel, and source of chems, located just down the main drag. It is run by the Garret Twins, protected by their thugs, and is a common hangout or the Van Graffs and Kings. Many caravaneers and poor (but not impoverished) NCR folks can also be found here.

[2C.07] Silver Rush[]

p. 334

Transcript

"Vegas' best source of laser and plasma weapons." So says the thug guarding the door to the Silver Rush an old casino transformed into a heavily guarded Energy Weapons trader's paradise. It's run by Gloria Van Graff, the younger of the two siblings, and her brother Jean-Baptiste Cutting. She is the person responsiveIn-game spelling, punctuation and/or grammar for the New Vegas van Graffs' general strategy, including striking up a deal with Alice McLafferty of the Crimson Caravan Company to wipe ourIn-game spelling, punctuation and/or grammar the competition in New Vegas (the Gun Runners and Cassidy Caravans). Jean-Baptiste Cutting is the muscle of the Van Graff operation, and handles all of Gloria's dirty work. Jean-Baptiste is a nasty, mean-spirited son-of-a-bitch. Despite the family's tendency to deal in energy weapons, Jean-Baptiste is a connoisseur of big guns and explosives. He threatens people for looking at him the wrong way and is far from all talk; he will go from zero-to-murder in two seconds.

ZONE 2C: SECONDARY LOCATIONS[]

[2C.S01] Bodyguards-For-Hire[]

p. 335

Transcript

Just inside this gate are three rough-and-tumble individuals, ready for you to hire them during your stay in Freeside. For the sum of 100 Caps, you get their protective services; they act as a Follower, but work on their own, and protect you from thug attackers and pickpockets. One of the men is called Orris, and he charges double. He’s also a person of interest during the Side Quest.

[2C.S02] Genaro’s Fodder[]

p. 335

Transcript

If you enjoy a more down-to-earth cuisine, speak with Genaro, who sells you Food that some Scavengers wouldn’t touch.

[2C.S03] Dead Man's Dumpster[]

p. 335

Transcript

Check the dumpsters and bodies for loot.

[2C.S04] Genaro’s Little Helpers[]

p. 335

Transcript

Dashing along the streets of Outer Freeside are three children chasing a Giant Rat. You surmise this is one way Genaro is kept in raw food for his cuisine. Sometimes, the children disappear into the Old Mormon Fort. Kill the rodent, and the children can feast.

[2C.S05] Squatter Camp #1[]

p. 335

Transcript

Visit this location during Side Quest G.I. Blues and speak to Grecks the Ghoul (as part of Side Quest: Debt Collector), as well as an NCR “Man.”

[2C.S06] Mick and Ralph’s Crier[]

p. 335

Transcript

This child bellows advertising for Mick & Ralph’s store, informing you where the place is ([2C.02]).

[2C.S07] Freeside Entrance (Outer)[]

Transcript

Learn the location of this bank of mangled vehicles and metal; it is the thoroughfare between Outer and Inner Freeside, and the quickest route to and from The Strip.

[2C.S08] Tapper and the Water Supply[]

Transcript

A Kings Gang Member appropriately called Tapper mans a large water valve in this area, and is happy to quench your thirst; for a price.

[2C.S09] Train Station[]

Transcript

This location is sealed up tight, but major conflict erupts in this location during a major Side Quest.

[2C.S10] Signal Box Tower[]

Transcript

If you choose a more violent end to the Side Quest, expect combat in this location; a rotting signal box close to the Train Station.

[2C.S11] The Granny Gang[]

p. 335

Transcript

This is a frightened city. Over these houses, over these streets hangs a pall of fear. Fear of a new kind of violence which is terrorizing the city. Yes, gangs of old ladies attacking defenseless fit young couriers. This occurs randomly, but there’s a high chance ifIn-game spelling, punctuation and/or grammar it happening when you exit Cerulean Robotics.

[2C.S12] Max and Stacey[]

p. 335

Transcript

Two troublesome tykes are racing around this otherwise-unpleasant part of town; Max is chasing Stacey with a “toy gun,” which is actually something far more impressive. Talk to Max as part of the Side Quest, and if you want to start the Free Quest.

[2C.S13] Vagrants and Thugs[]

p. 335-336

Transcript

You may be attacked near to this street junction, or watch the wretched drunks and vagrants slump on the sidewalks.

[2C.S14] Dixon the Dealer[]

p. 336

Transcript

Dixon has a few items designed to pick you up and keep you coming back for more.

[2C.S15] Rotface[]

p. 336

Transcript

Slumped against a wall near Mick & Ralph’s is a Ghoul who looks like just another vagrant. But speak to him, and he’s a fountain of knowledge; beginning the Free Quest.

[2C.S16] Bodyguards-For-Hire[]

p. 336

Transcript

Just inside this gate are three rough-and-tumble individuals, ready for you to hire them during your stay in Freeside. For the sum of 100 Caps, you get their protective services; they act as a Follower, but work on their own, and protect you from thug attackers and pickpockets. Also check the ruined building behind them; there’s a place to sleep here.

[2C.S17] Jacob Hoff[]

p. 336

Transcript

Surrounded by empty Jet inhalers, Jacob Hoff is a wretched sight, and only here if the Side Quest is active.

[2C.S18] Dead Man[]

p. 336

Transcript

Slumped corpses aren’t that rare in Freeside, but this one is sporting an interesting piece of neck attire; useful during the Side Quest.

[2C.S19] An Unsubtle Mugging[]

p. 336

Transcript

Investigate here, and you may fear for your life; check the Free Quest for more information.

[2C.S20] Squatter Camp #2[]

p. 336

Transcript

Visit this location during Side Quest G.I. Blues and speak to Santiago the fancy man, as well as an NCR “Man.” Santiago is quick to offer you a deal (Smooth Talking Criminal) and you have a proposition for him too; if Side Quest: Wang Dang Atomic Tango or Debt Collector are active.

[2C.S21] Freeside Entrance (Inner)[]

p. 336

Transcript

This is the main thoroughfare between Outer and Inner Freeside, and the quickest route to and from The Strip. The second entrance near the Silver Rush is rarely used.

[2C.S22] Atomic Wrangler crier[]

p. 336

Transcript

Hungry, thirsty, or horny? Then the Atomic Wrangler Crier tells you all about the services this nearby casino offers.

[2C.S23] Silver Rush crier[]

p. 336

Transcript

If you’re looking for a bit more energy—weapons, that is—check out what this man is yelling.

[2C.S24] Bill Ronte[]

p. 336

Transcript

Sitting in his own filth next to scattered and empty Whiskey bottles, Bill Ronte is a pathetic sight, and only here if the Side Quest is active.

[2C.S25] Ruined Building[]

p. 336

Transcript

Adjacent to the Silver Rush is a ruined two-story town-home with mattresses aplenty.

[2C.S26] Dead Thugs[]

p. 336

Transcript

If Orris is showing you around Freeside as part of the Side Quest, he reveals his amazing gun-toting prowess and stands proudly over the bodies of four dead thugs. But only three shots were fired.... This is also where you must lead Joana during Side Quest: Bye Bye Love.

[2C.S27] Squatter Camp #3 and Old Ben[]

p. 336-337

Transcript

Old Ben usually stands in front of the Securitrons at The Strip gate, and warns you that you require a passport to enter. You can also speak to him at length about his checkered past, and possible future job if a Side Quest is active. Lady Jane usually sits on a bench, refusing to give you any Caps during Side Quest: Debt Collector.

[2C.S28] Squatter Camp #4[]

p. 336

Transcript

A rarely used Campfire glows close to the glitz of The Strip North Gate.

ZONE 2D: NEW VEGAS STRIP[]

[2D.01] Gomorrah[]

p. 338-340

Transcript

Where The Strip's other casinos are refined, the Gomorrah is rough around the edges, and coarse, as it offers sleazy sex for sale. Top of the attractions list is the sex (any type you want with anyone you want); then the booze and drugs, and finally the Food and Gambling. The casino's entire theme is excessive debauchery. While casino games are available, they are the Omertas' secondary interest. Unlike the Chairman, the Omertas think little of their clientele and will beat the crap out of them as soon as look at them. Unknown to everyone else on the strip (although Mr. House has some idea), the head of the Gomorrah, Nero, may be orchestrating a racket with unknown parties.

2D.02 Lucky 38 Casino[]

p. 341-343

Transcript

The towering superstructure of the Lucky 38, which has been the base of operations for Mr. House for as long as anyone can remember (even the non-feral Ghouls), the giant monolith seems more like a well-maintained mausoleum of Pre-War Vegas glory once you enter. Though it is not an active casino, it is an enduring monument to Mr. House's vision of Las Vegas: luxury without decadence, refinement without elitism, class without snobbery. This is still the ultimate lure of Vegas: the one that tells anyone that they too could be a winner, just like Mr. House. Even with multiple wings and floors shut off, the rare visitors that enter the premises soon understand that the Lucky 38 is enormous.

This is the most prominent location in the Mojave Wasteland skyline, and should be used to situate yourself when wandering. Waiting outside the foot of the giant tower is Victor, who cheerfully beckons you in the first (and subsequent) times you visit.

[2D.03] Vegas Boulevard Station[]

p. 343

Transcript

The LVB, or Las Vegas Boulevard Station offers a monorail service between here and Camp McCarran [2.19]. This is mainly for the benefit of NCR citizens and military.

Processing Office[]

Transcript

A Securitron Mk I is here to make sure you don't loiter (and to maintain a tense, but professional relationship with the NCR). Head further in and an NCR Trooper warns you that most weapons are banned by Mr. House when entering casinos. You can also speak to the Trooper about the Casinos, and other fun times to be had on The Strip, if it's your first time here.

[2D.04] The Tops Casino[]

p. 343-345

Transcript

The Tops offers a classic Vegas experience, with cool, hip, fun, and macho posturing to entice those with a sense of style. This is a place for manly men with a dame on each arm; here to see the Rad Pack as they perform their routine "The Four Taps" over at the Ace Theater. Choose a fine wine, order the Brahmin stakeIn-game spelling, punctuation and/or grammar rare, and have a good time, baby! The place is run by The Chairmen, who talk tough, but most of them don't take things too seriously; they're just too cool and laid back to let anything get to them. Well, all but one of them....

[2D.05] Ultra-Luxe Casino[]

p. 345-348

Transcript

The Ultra-Luxe is an establishment of ineradicable refinement that delicately conceals its operators' more questionable tendencies. Run by the Sawneys, the Ultra-Luxe pampers its clients and provides The Strip's most elite casino experience. A dress code is strictly enforced. All of the staff and family members are well-dressed, well-spoken, and well-behaved. The casino's prime attractions are its meat-oriented restaurant, The Gourmand, its cocktail lounge, Top Shell, and its art gallery. Roulette and blackjack are the only games offered.

[2D.06] Vault 21[]

p. 349-350

Transcript

A vault where its dwellers used to settle their differences via games of chance, is now hotel and gift shop. The top floor is just the gift shop and front desk for the hotel. Visitors can buy Vault 21 jumpsuits, toasters, and other souvenir items, and view displays and read authentic details about the history of Vault 21. The vault itself is in pristine condition, aside from the subterranean eastern section, which was sealed by Mr. House; much to the annoyance of the last remaining residents Sarah (and her brother Michael) Weintraub. Aside from the ostentatious signage, the initial kiosk welcoming visitors to the vault lacks the spectacular nature of The Strip's other venues. But step inside, and you're transported back in time.

[2D.07] NCR Embassy[]

p. 351

Transcript

The NCR has a sizable presence on The Strip, commanding the Las Vegas Boulevard Station [2D.03] to Camp McCarran [2.19], and they have an Embassy on this part of The Strip, which is separated into two buildings. There’s the NCR Military Police HQ to the right (south), and the Embassy itself on the left (north) after you walk through the gate. Troopers (who are on duty throughout the Mojave Wasteland) and Military Police (responsible for The Strip) mill about here.

NCR Military Police HQ

p. 351

Transcript

The locked desk [Average] holds the keys to the cells. The terminal on top of the desk [Easy] can be hacked, and you can read a Strip Security Notice, MP Shift Reports, and a Trooper Behavior Report.

NCR Embassy

p. 351

Transcript

Liza O’Malley is the receptionist, and you can request a meeting with Ambassador Crocker with her (only if the Main Quest is active). She also has some gossip (when the Main Quest calls for it) regarding the Omertas over at the Gomorrah [2D.01]. Hack into her terminal (if you want your Infamy to increase), and read the Embassy Report, Captain Pappas’ Report (checkpoints lack security), and Liza’s Personal Notes (she’s super-busy!).

Ambassador Dennis Crocker’s Office

p. 351

Transcript

This large chamber with comfy sofas and a large desk is where Crocker works (and where you report to him) during the day-time. There’s nothing of value to steal, except a Holotape on the bookshelf, detailing the frustrations the NCR have had dealing with Mr. House. Speak to Ambassador Crocker and ask him about the NCR, Strip, play Caravan, and begin the Main Quests if you want to ally yourself with the NCR. You can also hack into Ambassador Crocker’s Terminal [Average] (if you want your Infamy with the NCR to increase), and read an Informant Report (the Omertas are unhappy with Mr. House), Freeside Report (a rise in violence of NCR citizens, and Pacer may be involved), Farm Report (east side farms are producing a good amount of crops), and Fiend Report (they are more active outside New Vegas).

[2D.08] Michael Angelo's Workshop[]

p. 351-352

Transcript

At the far end of The Strip, past the big casinos and Vault 21 [2D.06], is a workshop of the talented (and ex-Vault 21 resident) Michael Angelo, who is responsible for most of the working neon across The Strip, especially have Zapp's Neon Signs closed a couple of hundred years ago.

ZONE 2D: SECONDARY LOCATIONS[]

[2D.S01] Mister Holdout[]

p. 352

Transcript

If you’re worried about defending yourself inside the casinos with a “gun-free” policy, step over to this shady-looking gentlemen close to the Gomorrah Hookers, who’s happy to sell you some weapons you can conceal on your person.

[2D.S02] Victor at the Lucky 38[]

p. 352

Transcript

The first time you enter The Strip, Victor appears (yet again), and the Free Quest begins. From this point onward, he remains close to the Lucky 38. This is also the location where you’re stopped by an NCR MP Officer and given a Note regarding Ambassador Crocker; beginning Main Quest: Things That Go Boom. And once you’ve befriended Mr. House, you’re stopped by a woman named Emily Ortal, to begin Side Quest: The Moon Comes Over the Tower.

[2D.S03] Emily Ortal[]

p. 352

Transcript

This is where you’re approached by Emily Ortal, at the start of her Side Quest.

[2D.S04] Billy Knight[]

p. 352

Transcript

A street comedian works his patter here. Listen to the zingers, and then speak to him; you get much more out of him if the Side Quest is active, and you can make his dreams come true.

[2D.S05] Street vendor[]

p. 352

Transcript

Standing in front of the Las Vegas Boulevard Station is a Street Vendor, who’s happy to provide some items to purchase or trade. The selection can best be described as “limited.”

[2D.S06] Vulpes Inculta or Alerio[]

p. 352

Transcript

When you exit, you’re likely to be stopped early in your adventuring by Vulpes Inculta (or Alerio if Vulpes is dead), to begin a new Main Quest path, and receive the Mark of Caesar.

[2D.S07] Walter and Ethel Phebus[]

p. 352

Transcript

Fresh off the monorail and looking for Heck Gunderson, Walter and Ethel are a pair of country folk looking to settle a score. Speak to either of them to begin a Side Quest.

[2D.S08] The Tops promoter[]

p. 352

Transcript

This is the general location of a promoter whose job it is to get you into the casino.

[2D.S09] NCR Embassy Gates[]

p. 352

Transcript

A plaque commemorating the opening of this Embassy at the behest of President Aaron Kimball is adjacent to the perimeter gate, which is also guarded by an NCR MP. Speak to him about general happenings on The Strip.

ZONE 2E: SOUTH VEGAS RUINS[]

[2E.01] Zapp's Neon Signs[]

p. 353

Transcript

You should be instantly familiar with Zapp's actual neon signs, as the Fiends have welded many of them together to form impassable perimeter walls. The actual building is a graveyard of ancient signs, including the feet of a Tall Boy statue. Inside, expect more Fiends, and additional traps.

[2E.S01] Sentry Post Mattress[]

p. 353

Transcript

A Fiend on a mattress near a Campfire guards the western entrance to this zone. Remember to check the nearby dumpsters.

[2E.S02] Neon Sign Graveyard[]

p. 353

Transcript

Among the rusting and faded signs of yesteryear are some shelves with a First Aid Box.

[2E.S03] Lean-To Shack[]

p. 353

Transcript

Scavenge the items when the coast is clear. The Produce Sack has a number of items you can use in Recipes.

[2E.S04] Ruined Concrete Outbuilding[]

p. 353

Transcript

Adjacent to the Lean-To Shack are the remains of a concrete outbuilding, with a large haul of items you must grab!

[2E.S05] Southwest Exit to and from Fiend Territory[]

p. 353

Transcript

This is unmarked on your Pip-Boy’s World Map, but is another entrance and exit into Zone 2E; handy if you wish to flee to the south.

ZONE 3: NORTHEAST TERRITORIES[]

Topographical Overview[]

p. 355

Transcript

Much of this zone is dominated by large-scale locations; the Boomers' massive air-force base to the north; the huge Lake Mead, two of the Legion's main bases on the Arizona (east) side of the Lake, and the giant Hoover Dam. The NCR's presence isn't just limited to this concrete monstrosity either; a resort and golf course have been commandeered, and water used to irrigate Sharecropper Farms over within the New Vegas Conurbation. Boulder City is also a place to take your time visiting, but there are a host of out-of-the-way places too; various dotted shacks and hidden places in the sprawling rocks and foothills to the northeast, where vegetation grows in plentiful supplies, and where the Camp of Bitter Springs lies, still raw from the Great Khan massacre.

Highways and Byways

Cracked tarmac dominates the Boomer base to the north, but there's a main arterial road from west to east; use this to navigate to the more remote locations. Follow Highway 95 north or south at the edge of this zone (the largest collection of roads converge on the 188 Trading Post in Zone 5), and don't forget to utilize the road that passes Lake Las Vegas and takes in the shoreline of Lake Mead. If you're finding it difficult to reach Hoover Dam, take the road winding around the hills from Boulder City.

PRIMARY LOCATIONS[]

[3.01] Nellis Air Force Base[]

p. 356-358

Transcript

At main entrance to the base, two Boomers are patrolling, each armed with Missile Launchers. You’re stopped here, and brought to Pearl’s Barracks at the start of Side Quest: Volare! Aside from the guard tower and gatehut, there’s no items to find here (unless you’re attacking the Boomers to collect their weapons).

Pearl's barracks[]

Transcript

Mother Pearl is usually here, or on her rounds circling the Hangars. The restroom has pure water to sip. The copy of Duck and Cover! is between the other books on the shelf above the Grenade Rifle.

Nellis women's barracks[]

Transcript

The restrooms have pure water to sip.

Nellis men's barracks[]

Transcript

The larger male barracks (adjacent to a tent where there’s more mattresses to sleep on) has a few snoozing Boomers, and some stuff to steal. The restroom has pure water to sip.

Nellis children's barracks[]

Transcript

The kids who wander the base, and attempt to play with you (Free Quest: Malleable Mini Boomer Minds) slumber here. The restroom has pure water to sip.

Nellis schoolhouse[]

Transcript

The Boomer Teacher is usually in here. Inside her desk [Very Easy], there are more items.

Nellis medical station[]

Transcript

Doctor Argyll runs this small hut, and currently has three injured Boomers thanks to the Ant infestation in the Array. Consult Side Quest: Volare! for your options on healing them. You can be healed by the doctor if you’re well-liked.

Loyal's house[]

Transcript

One of three corrugated sheds to the west of the hangars. When he’s not in the hangar, Loyal sleeps here.

Nellis workshop[]

Transcript

This one is usually empty, meaning you can scavenge and steal. The Gun Cabinet to the right is especially important as it contains a Howitzer Firing Mechanism you can take to help Caesar’s Legion in Side Quest: I Hear You Knocking, and this can be done at any time.

Nellis Boomer museum[]

Transcript

Pete runs this museum, which consists of a large mural painted to show the history of this clan of vault dwellers, and their fascination with the skies. Listening to Pete’s story is part of Side Quest: Volare!; so be sure to ask additional questions afterward for a large Fame and Reputation boost! There’s a Snow Globe you can take here without penalty, too.

Biodiesel refinery[]

Transcript

An old curve-roofed storage hangar now used by the Boomers to make Biodiesel fuel from Maize. Caution! Any sparks (such as a fired weapon) causes the place to go up, and you with it! Really quite a lot of maize here.

Disused Corrugated Sheds[]

Transcript

There’s a military truck, and Raquel’s Southern Howitzer Defenses nearby.

Water Filtration Systems[]

Transcript

These two tents hold water purification equipment inside (which can’t be taken). There’s a howitizer close by, and an abandoned (and sealed) concrete air base building no longer in use. Expect a couple of Boomer Robot patrols around here, too.

Boomer Greenhouses[]

Transcript

The greenhouses and cultivated Maize can’t be accessed.

Raquel's Southern Howitzer Defenses[]

Transcript

Raquel guards from this point when she isn’t running other errands.

North, Northeast, and Eastern Guard Towers and Northern Howitzer Defenses[]

Transcript

These ramped towers offer sniping potential, and an early warning for the Boomers.

[3.02] Nellis hangars[]

p. 357

Transcript

Dominating the otherwise flat landscape of the Air Force Base are two massive hangar buildings. The southwest hangar is still a place where Loyal (a venerable Boomer) dreams of dredging a B-29 Bomber from Lake Mead and repairing it. The northeast building is now a Mess Hall and Munitions Storage. You’ll usually find Loyal and Jack inside the hangar.

[3.03] Nellis array[]

p. 359

Transcript

The Nellis array is the second-most impressive piece of solar-power engineering in the Mojave Wasteland, after HELIOS One [5.13]. The place’s exterior is peppered with solar reflectors, five of which are broken. Fixing them is part of the Side Quest. There is an Array Control Interface too; which is currently offline, but can be checked during the Quest.

[3.04] Field's Shack[]

p. 359

Transcript

The old caretaker's shack near the power transformer [3.S01] is now a place where George (on the road to the Boomers) occasionally likes to lay his head.

[3.05] Raul's shack[]

p. 359

Transcript

Raul is a Ghoul, currently away from his shack; otherwise engaged up in Black Mountain [5.07]. You interact with him during Side Quest: Crazy, Crazy, Crazy, but should only return here if he becomes a Companion.

[3.06] Brotherhood of Steel safehouse[]

p. 359

Transcript

This shack can only be opened if you have the Brotherhood of Steel Safehouse Key, awarded by the leader of the Brotherhood at the conclusion of Side Quest: Still in the Dark. In the rocky terrain near a small band of marauding Fire Geckos is an unassuming shack, shrouded in a rock alcove.

[3.07] Bloodborne Cave[]

p. 359-360

Transcript

Known for the red-hued sandstone rocks flanking it, Bloodborne is off the beaten track, near a cluster of Fire Geckos, and three unmarked Great Khan Supply Caves to the east [3.S09, 10, 11]. Locate the cave mouth in the perimeter rock wall, and the nearby Hollowed-Out Rock.

Sulfur Cavern[]

Transcript

Check the ancient Campfire for the skeletal remains of a family of hunters.

[3.08] Bitter Springs[]

p. 360

Transcript

In the past century, Bitter Springs was used by the Great Khans as a semi-permanent community. Due to prolonged conflict with NCR, the Great Khans were eventually tracked back to Bitter Springs by NCR forces. The assault that rapidly followed was known as the "Bitter Springs Massacre" due to the NCR's First Recon mistakenly shooting down dozens of young, old, and wounded Khans who attempted to escape through a southern slot canon from a location called Coyote Tail Ridge [3.15]. Today, Bitter Springs hosts refugees from settlements Caesar's Legion are razing; a solution that is becoming increasingly untenable. Currently, there are rumors of an NCR-hating ghost that comes down from the mountains to frighten refugees and Troopers alike. The actual settlement itself is almost completely surrounded by rocks, and is in a gully. It can be accessed via the southern slot canyon refugee camp, the eastern Great Khan graveyard, or the northern bluffs.

3.09 Ranger Station Bravo[]

p. 360-361

Transcript

In the highlands northeast of Bitter Springs [3.08] is a collection of reinforced metal and wood walls, truck containers, and cargo pods arranged in a defensive pattern, designed to keep the nearby Ghouls out. Run by Ranger Ericsen and Comm Officer Tilden, the NCR are watching Legion activity on the strip of the Colorado River known as "The Narrows." You can take Purified Water here, but the Ammunition won't be hauled away without a fight!

[3.10] The Devil's Throat[]

p. 361

Transcript

A dangerous and radioactive maw inhabited by Centaurs anIn-game spelling, punctuation and/or grammar their ironically monikered "Evolved" cousins. It is better to drop them from a distance before inspecting a container truck and its dumped contents; barrels that offer nothing but sickness. However, inside the truck is a Prospector (who looks to have overdosed with Jet) and a considerable array of loot, including Reinforced Combat Armor, and a Party Hat! But the big prize is his weapon.

[3.11] Cannibal Johnson's Cave[]

p. 361

Transcript

On the bluffs northwest of Camp Golf [3.23], close to Vault 34 [3.12], is a slit in the rocks above a steep gully, which sports a battered old door. Check the Hollowed-Out Rock at the entrance. Enter, and watch your step!

Cannibal’s Chamber[]

Transcript

Deactivate the Bear Trap on the floor. Speak with Cannibal Johnson, and he greets you as an old friend. It’s only when you talk more that you realize he was hoping it was death. At this point, you can speak to him about “mean old” drill Sergeant Dornan, his time in the military, and whether he’s a Cannibal. He isn’t saying. But recalls a story where he bit the heart out of a Raider when he was surrounded. He also mentions his tribal wife, with pretty eyes. She’s dead a long time, now.

Johnson's Coolhouse[]

Transcript

Cannibal Johnson looks like an accomplished hunter. There's also ground-water to drink, which is cleaner than it appears.

[3.12] Vault 34[]

p. 361-363

Transcript

Vault 34's social experiment was a fully armed society. The residents hasIn-game spelling, punctuation and/or grammar an enormous armory and everyone had free access to it. For the first hundred years or so, things went well enough. When population problems became problematic, violence broke out. Large factions within the vault suggested limited reproductive rights. This caused more violence, leading to the Overseer stating that all weapons would be confiscated. Rather than accept this, a large faction of the vault dwellers left the vault, eventually settling at Nellis Air Force Base as the Boomers. The remaining vault dwellers chafed under increasingly restrictive overseer rule until a large group of rebels staged an attack on the armory. In the weeks of fighting that ensued, the vault's reactor was damaged, leaking radiation throughout the area, and dooming most of the survivors into a long-suffering and feral existence.

[3.13] Gypsum train yard[]

p. 363

Transcript

This old Gypsum quarry is now home to a half-dozen Deathclaws, prowling the slightly irradiated water at the base of the quarry face, and conveyor belt. There’s little but death outside in the quarry or around the rusting carriages (including Cazadors to the southeast).

[3.14] Cap counterfeiting shack[]

p. 363

Transcript

Inside, the shack offers spartan comforts, and a few Ammo Boxes (one empty) and a bunk bed. If you’ve a hankering for Sunset Sarsaparilla, there’s some in the crates down in the cellar. Then check the tables with the bottles on them; there are worthless Counterfeit Caps, Bottle Caps, and three Star Caps to grab. Lastly, check the back room for a rare Skill Book.

[3.15] Coyote Tail Ridge[]

p. 363

Transcript

These foothills were a good, defensible position for the First Recon Snipers during their massacre of the Great Khans. Boone tells you more about this past atrocity during his Side Quest. Other than a few scatted plants, this is simply a thoroughfare to Bitter Springs.

[3.16] Bitter Springs Recreation Area[]

p. 363

Transcript

Now little more than a collection of doomed vehicular hulks rusting in the sun, this once-bustling vista spot now sports a single, large shack within the concrete barricade perimeter. Inside the ship, there's the following:

  • Sunset Sarsaparilla Star Cap [37/100]
  • Sunset Sarsaparilla Star Cap [38/100]
  • Skill Book: Tumblers Today [Lockpick] [2/4] [7/9]
  • Magazine: ¡La Fantoma! [Sneak] [7/10] [23/52]
  • Safe Items [Average]

[3.17] Fisherman's Pride shack[]

p. 363-364

Transcript

This shack offers great views of Lake Las Vegas (and an abundance of water to drink). Beware of nearby Lakelurks, and check the HollowedOut Rock and Campfire close to the shack itself before entering. Inside is a tiny, dim room with various items.

[3.18] Callville Bay[]

p. 364

Transcript

Once a small port and boat launch, Callville Bay is a derelict no-man's land overrun by Cazadores from their nest inside the corrugated warehouse that has fallen in on itself. There's a (currently inactive) harpoon winch on the launch itself. Lake Mead is great sourcesIn-game spelling, punctuation and/or grammar of drinking water, so sip yourself healthy, and don't forget to visit Captain Dean's Boat Rentals. Deal with the rodent infestation, before rummaging through the store shelves for the following:

  • Bobby Pin (2)
  • Knife (3)
  • First Aid Box
  • Sunset Sarsaparilla Star Cap [40/100]
  • Sunset Sarsaparilla Star Cap [41/100]
  • Magazine: Lad's Life [Survival] [14/30] [24/52]
  • Carton of Cigarettes (2)
  • Floor Safe Items [Average]

[3.19] Camp Guardian[]

p. 364

Transcript

When the main road from Callville Bay [3.18] ends at a Road Turnabout [3.S13] and an old scenic overlook. Explore the pathways in this maze of craggy rock formations, small tunnel systems, and finally a (now abandoned) NCR post high atop Guardian Peak. You can also approach the area from Lake Mead to the south, and Ranger Station Bravo [3.09] to the north. As you approach, you can hear an SOS if you tune your Pip-Boy to Camp Guardian Radio!

[3.20] Guardian Peak[]

p. 364

Transcript

The only remaining survivor of a Lakelurk attack is hiding inside these caverns, and starts Free Quest: Help for Halford. This is the camp that the NCR finally cleared to. Consult the previous location (Camp Guardian [3.19]) for the route to get here. Grab the Note at the entrance, just after the bridge. Then check the Campfire for some Water and Food, as well as a Star Cap. There’s signs of scavenging inside the tent, but there’s more Food, bedding to sleep on, and footlockers to scavenge from.

[3.21] Follower's Outpost[]

p. 365

Transcript

An old train junction and signal box is the location for the Followers' outpost, where Prospector can come and get treated for their ailments. Note the Hollowed-Out Rock at the base of the signal box. Climb up to the balcony above, and enter the wooden tower. Sitting behind her desk is Doctor Alvarez, who runs the place Doctor Schiller (who is out making the rounds) as well as her fellow practitioners and guards.

[3.22] Lake Las Vegas[]

p. 365

Transcript

Dammed at its northeastern end by the NCR who have a sizable presence at the adjacent Camp Golf [3.23], this provides a good source of water for the Sharecropper Farms to the northwest, thanks to the snaking pipeline. The lake itself holds nothing but a few submerged golf carts, and other minor detritus, although there's Campfire to the east, at the Scenic Overlook [3.S17].

[3.23] Camp Golf[]

p. 366-367

Transcript

Adjacent to Lake Las Vegas [3.22] are the remains of a golf course, now overgrown grass and scrub with a large NCR camp in the middle of the course. The NCR have a heavy presence here as they are guarding a giant water pipe that stretches off to the north, to water the Sharecropper Farms [2.20] plants and keep the NCR's belly full.

Transcript

House Resort
This lodge-style building named after the benefactor and ex-owner of the place, is now the base for the NCR Rangers in the region. It is also the location of Chief Hanlon; and important cog in the machinery of Side Quest: Return to Sender.

[3.24] Mountain Shadows campground[]

p. 367

Transcript

Mountain Shadows is actually three separate picnicking spots separated by faint rocky paths. Traverse these rocky warrens carefully to avoid a broken limb, or use the remains of the road leading across the railroad and back to the 188 Trading Post [5.02] to find your way to the main camp. The western picnic area below offers little but rusty kitchen wares and some food. The two picnic tables to the east, near the two burned-out cars, offer some scraps of food, and a Lad’s Life.

[3.25] Scavenger platform[]

p. 367

Transcript

Useful to scramble back to during underwater investigations of Lake Mead, this quartet of linked, floating shacks on the lake is now home to around half a dozen Lakelurks.

[3.26] Crashed B-29[]

p. 368

Transcript

In surprisingly good condition considering the years spent lying at the bottom of Lake Mead, this ancient Bombing aircraft is the ultimate salvage project of a Boomer named Loyal, over at Nellis Air Force Base [3.01]. However, it can’t be raised to the surface without proper ballasts; acquired during the Side Quest. Otherwise, this is a large marker you should use when locating Lake Mead Cave [3.27].

[3.27] Lake Mead Cave[]

p. 368

Transcript

Accessed via an opening in the eastern wall, this is a terrifying chamber if you don’t have breathing apparatus. Keep to the ground, and search the southwest area for a group of suitcases, between which is a Lad’s Life. The pink fungi reveals where to look. Remember: the exit passage is to the northwest!

3.28 The Fort[]

p. 368-369

Transcript

Also known as Fortification Hill, this is on the Arizona side of the Colorado River. After the first Battle of Hoover Dam, the NCR secured and held this section of river against Caesar's subsequent strikes. Caesar's remaining troops regrouped at Fortification Hill, overlooking Lake Mead and the dam. When Caesar himself arrived, he dealt with his failed commander, Joshua Graham, by having him set on fire and hurled down the cliff face into the lake. Although beaten, the Legion were not defeated. And now, smoke continuously rises from Caesar's camp and the sounds of activity can be heard from the dam. It is an ominous and looming threat to the security of Hoover Dam and New Vegas itself.

Gate Entrance[]

p. 368

Transcript

This is where you are deposited from your journey up the Colorado River from Cottonwood Cove. A Legionary Main Gate Guard greets you and orders you to disarm.

Legate’s Gate[]

p. 368

Transcript

The area behind the gate is inaccessible, but a wandering Caravaneer called Dale Barton is here, and he’s happy to Trade with you. You can also find out more about Caesar and Dale from speaking with him. He isn’t the greatest Repairer, but he can fix your stuff, too. Finally, he can play a hand or two of Caravan with you.

Arena[]

p. 368

Transcript

Speak with Otho by the Arena entrance if you wish to prove your worth, and begin Free Quest: Laurifer Gladiator.

Victus Aula (Food Hall)[]

p. 368

Transcript

Speak to Siri to begin Free Quest: Powder to the People. Otherwise, this place has a scattering of Brahmin Steaks it probably isn’t worth getting killed over.

AnthonyIn-game spelling, punctuation and/or grammar and Lupa[]

p. 369

Transcript

Waiting on the south side of Caesar’s Tent is AnthonyIn-game spelling, punctuation and/or grammar and the Legion’s most ferocious hound, Lupa. You can ask AnthonyIn-game spelling, punctuation and/or grammar about the Legion, Burned Man, Sergeant Teddy (if Free Quest: Saving (or Savaging) Sergeant Teddy is active) and how they breed their dogs. You can also figure out a mutually beneficial way to utilize Lupa during Side Quest: Nothin’ But a Hound Dog, but only if the Side Quest is active.

Caesar's tent[]

p. 369

Transcript

Guarded by the most senior guard, this is where the leader of the Legion resides. Inside is one large chamber with Caesar’s resting area behind his throne. Search the tables on the side tents for the Legion Slave Ledger; which is essential for Side Quest: Oh My Papa, and worth taking as early as possible. If Benny escaped during Main Quest: Ring-a-Ding Ding!, he’s tied up here. Over in Caesar’s bedroom is a broken Mk III Auto-Doc, and a footlocker [Very Hard] with a large number of Caps inside to steal. Caesar himself is flanked by the indomitable Vulpes Inculta and Lucius, who takes Caesar’s place should the “emperor” die. The first time you meet Caesar, you can begin to work for him, and start Main Quest: Render Unto Caesar. Other quests, such as Main Quest: Et Tumor, Brute? and Side Quests: The Finger of Suspicion, and I Hear You Knocking, begin from this location. Speak with these three individuals for a wealth of information on The Legion.

Broken Howitzer[]

p. 369

Transcript

Inspect this howitzer, and you’ll discover it is missing a firing mechanism. Help with that, as part of Side Quest: I Hear You Knocking.

Weather monitoring station[]

p. 369

Transcript

The entrance is firmly sealed until you’ve spoken to Caesar, and agreed to enter the area, as part of Main Quest: Render Unto Caesar. This location is actually a Securitron Vault, and is also known as a “bunker” too.

Mr. House Remote Relay

p. 369

Transcript

Mr. House’s (or Yes Man’s) face beams in from the Lucky 38. Speak to him before you can open the door to the Securitron Vault. On the wall is aVault Status Terminal unrelated to the door.

Security Room

p. 369

Transcript

Aside from the helpful items to grab, there are three wall terminals here; the Protectron Operations Terminal [Hard], Turret Operations Terminal [Average], and Sentry Bot Operations Terminal (not locked). The latter is a dummy terminal, but the first two can be hacked, and all the Protectrons and Turrets in the vault powered down, helping you immensely.

Sentry Bot Chamber and Junction Box

p. 369

Transcript

Six Sentry Bots wait until an alarm is triggered; usually once you conclude the Main Quest path you’ve decided upon. The room is small and empty, so there’s no need to fight the Sentry Bots into it. On the outside of the door is a junction box.

Securitron Viewing Chamber

p. 369

Transcript

Protectrons and Turrets are encountered here, along with a bank of windows showing an (inaccessible) hall on each
 side where Mr. House’s dormant Securitron army wakes to be awakened.

Generator Room

p. 369

Transcript

Large generators rumble in this area which has four Protectrons, and three secondary rooms. Each of these has a Power Regulator. Examine one and you’ll learn that the reactor core of thisvault will overload if all three are destroyed. Choose whether to destroy them (attack with any weapon you want) depending on your Main Quest alliances.

Computer Room

p. 369

Transcript

Watch for turrets on the stairs and in the corners of this room. The only active machinery is the Securitron Operations Console. Insert the Platinum Chip into here to install the Mk. II upgrade software for the Securitrons.

[3.29] Deserted shack[]

p. 370

Transcript

In the scrubland by the railroad track where the dust devils like to roam is a tumbledown shack with an antenna sticking out the rock bluff it is attached to. There’s little here but a lack of hope

3.30 Ranger Station Alpha[]

p. 370

Transcript

Another NCR Ranger Station with commanding views of The Fort [3.28] and Lake Mead, these troops keep their eyes open for movement along "The Narrows." Ranger Lineholm (who tells you the story of the bomber that crashed into the lake, how great Rangers are, and the role the station plays) commands this place, and Comm Officer Castillo (who you can ask similar questions to) are stationed here.

[3.31] Boulder Beach Campground[]

p. 370

Transcript

The wharf is populated with Lakelurks. Beware, but also make sure you find the Hollowed-out Rock on the roadside. The actual campground has numerous picnic tables and wrecked cars, but offers no handy items. There is a Campfire to the south, surrounded by tires.

[3.32] Boulder City[]

p. 370-371

Transcript

Boulder City, sprawling though its ruins are, has never been a sizable settlement post-war. It is a minor location, mostly notable for its proximity to Hoover Dam [3.33] and the 188 Trading Post [5.02]. It's a common resting spot for people on their way to New Vegas and for troops moving to and from the dam. There are not many intact buildings, as it was the site of intense fighting between NCR and Caesar's Legion during the first Battle of Hoover Dam. The Rangers lured some of the toughest veteran Legionaries into the town and blew it to pieces with explosives that had been strategically placed ahead of time.

The Old Cement Works[]

Transcript

A small quarry where freight trains were loaded is just north of town.

Barstow Express[]

Transcript

A rusting green locomotive with a skeleton closeby.

Train Station[]

Transcript

Beware the Bark Scorpion in here. Check both Vending Machines, and behind the counter for a terminal [Average], which you can use to unlock the floor safe [Hard].

War Memorial[]

Transcript

A slab of limestone carved with the names of those who gave their lives during the first Battle of Hoover Dam. Private Kowalski is paying his respects here. Carve additional indents into the War Memorial to begin Free Quest: Defacing the Humble Stone.

Big Horn Saloon[]

Transcript

Ike is the owner of this watering hole; speak with him about the history (and recent destruction) of Boulder City. You can purchase (or steal) a few drinks from him, too. Check the back room for more Drink, Food, and a Shotgun.

Ranger Lutz’s Last Stand[]

Transcript

On the upper floor is a Holodisk with Ranger Teresa Lutz’s last message.

Boulder City ruins[]

Transcript

As you approach the ruins entrance, Lieutenant Monroe warns you that the place is locked down; the NCR are attempting to bargain with some Great Khans who have taken some of their forces hostage. This begins Side Quest: Boulder City Showdown. Your actions also influence Main Quest: They Went That-A-Way and Main Quest: Ring-a-Ding Ding! You can only enter the ruins when you agree to help Monroe.

Great Khan hideout[]

Transcript

You can creep around the entire building in a clockwise route without being spotted, if you’re sneaky. Inside the store hideout you’ll find some Food and Sarsaparilla bottles, but the person you’re really here to see helped shoot you in the head: Jessup. You have a variety of verbal and combat options with this lowlife, as part of the Side Quest. Behind him is a Great Khan named McMurphy who’s recently taken terminal wounds. There are Quest Items on Jessup’s corpse (some of which he gives you), and a good set of armor.

3.33 Hoover Dam[]

p. 372-376

Transcript

All of the Main Quest in Act III centers around this location, as do the Main Quests involving the visit of President Aaron Kimball. A stronghold of extreme strategic importance for centuries, this location has seen recent turmoil between major Faction too. A few years before current events, Caesar's Legion rolled in, led by ex-Mormon missionary Joshua Graham, Caesar's Legate. Not considering NCR's army to be a serious threat, Graham exercised somewhat lax control over the Legion. During the Battle of Hoover Dam, NCR Rangers and Sharpshooters from First Recon employed risky tactics against the Legion with the help of the enlisted Troopers, and despite horrific loss of life, Caesar's forces were pushed back, but not routed.
The NCR has been holding the dam continuously since, and have fortified positions along the dam and up and down the west side of the Colorado River. Recently, the Legion pushed the NCR off of the east side of the river at the Battle of Willow Beach (which destroyed an NCR military camp) and the Battle of Arizona Spillway. Day to day military operations at the dam are under the command of Colonel Moore. While troopers are active here, there are also a large number of civilian contractors who are trying to keep the dam running. They are of a secondary concern to Moore, who is preparing fromIn-game spelling, punctuation and/or grammar for an impending attack by Caesar and a visit by President Kimball.

Visitors center[]

Transcript

This is a tactically beneficial location with views of the entire facility, and four entrances inside, including the one from the roof which also acts as a Vertibird landing pad. There’s a Ham Radio and Gun Control Console, which are useful during the president’s visit. Note the ladder to reach the roof.

Presidential Stage[]

Transcript

President Aaron Kimball speaks with the troops, and offers a commendation to one of them (Private Watson), assuming an assassination attempt doesn’t occur, as part of the two previously mentioned Main Quests. If you’re working with the Legion, Cato Hostilius will be waiting here for your signal.

Hoover Dam intake towers[]

Transcript

Unless you’re involved in a final attack, this location is populated by patrolling Troopers and Engineers. You can enter the guard tower, or climb the ladder, and reach the roof, which is the perfect location for an assassination attempt! This guard tower isn’t connected to the Hoover Dam Interior.

Hoover Dam checkpoint building[]

Transcript

Halfway along the Dam Bridge is a ramshackle hut blocking your path. The door is Inaccessible, and remains so until Act III of the Main Quest. Inside, there are lockers to search, and a ladder up to a sniper’s nest outside.

Arizona Spillway[]

Transcript

This giant overflow slide is dangerous; Beware of taking damage if you drop down (which is a pointless exercise).

Road to Legate’s Camp[]

Transcript

Expect heavily armed Legion troops along this road, streaming out of Legate’s Camp [3.34], which is behind the large gate.

Hoover Dam power plants[]

Transcript

The door in the eastern wall allows access between floors. There’s a gantry bridge to the Western Balcony (Upper). The Middle Eastern Balcony has access across to the northern and western balconies (Middle), and a Blast door to other Power Plants south end, which is unlocked. It also has access down to the Ground level, and across to the Western Balcony (Middle). You can wander around the giant turbine balconies here, too

Hoover Dam offices[]

Transcript

hese are two separate locations. The Upper Door allows quick access to meet Colonel Moore. The door in the western wall allows access between floors. There’s a gantry bridge to the Eastern Balcony (Upper). The Middle Western Balcony has access across to the northern and eastern balconies (Middle), and a Blast Door to Power Plant 02 at its south end, which is locked from the other side. It also has access down to the Ground level, and across to the Eastern Balcony (Middle).

Power Plant Floor[]

Transcript

This is a giant, noisy expanse of gigantic turbines and generators. There are valves you can sip water from, and a door in the western wall leading down to connect to the Dam Lower Level. There’s a door in the south wall allowing access to an almost identical Power Plants.

Hoover Dam lower level[]

Transcript

These are two separate doors leading to two separate corridors eventually connecting via the stairs to the west. Quartermaster Bardon works at this location. If your Reputation isn’t high enough, he won’t be willing to speak or sell you anything. Return when you’re Liked, and you can obtain information about the NCR and the Dam, but Bardon is still unsure about selling you anything

Oliver's compound[]

Transcript

This remains sealed until Act III. If you’re allied with the NCR, you may speak to an Engineer named Mike Lawson about important matters before the doors are breached, as part of Main Quest: Eureka!

[3.34] Legate's camp[]

p. 376

Transcript

Caesar’s Legate, a man-mountain named Lanius, is camped in this location, which is inaccessible until you’re forced to assault it (or from it) during the last Act of the Main Quest. The following exploration can occur only after this time.

Legate's tent[]

Transcript

Pass the mildly irradiated pond, and scale the steps to the Legate’s Tent, where you battle, or speak with Legate Lanius, a giant of a man skilled in the arts of battle and conversation.

[3.35] Cazador nest[]

Transcript

There is a nest (and a Hollowed-Out Rock) in the alcove where the Cazadors are congregating. Check the rocky terrain nearby; there’s a Campfire on the rounded summit of the hill northwest of the nest, overlooking Boulder City; and a second one due west of the nest, on the rocky terrain southwest of the road to Boulder City.

3.36 Ranger Station Delta[]

p. 376-377

Transcript

This Ranger Station was erected on the remains of a ruined farmstead, which is still visible. Ranger Pason is looking for Legion crossing the river. You can ask him, or Scheffer what they're doing, and what the Rangers do. Outside is a Campfire, and a rather grim outhouse, but the real reason for visiting is the cellar under the house ruins. Pick open the lock [Average], and search the pool-table for a well-hidden Magazine!

[U3.A] Train tunnel (Underground)[]

p. 377

Transcript

You can enter this location from the north [Very Hard] or south [Very Hard]. Inside, expect heavy resistance from Ghouls. Be sure to check the desiccated corpse of a Wastelander; he may be carrying a couple of random Magazines. There are Frag Mines dotted throughout this hellish passage, and Bear Traps at the north end. Why come down here? As an alternate way to get to and from Boomer territory.

ZONE 3: SECONDARY LOCATIONS[]

[3.S01] Power Transformer[]

p. 377

Transcript

This is a junction for power towers you can follow to the south and west.

[3.S02] Chem Addicts’ Camp[]

p. 377

Transcript

A couple of wretched specimens huddle on mattresses by a Campfire.

[3.S03] Boomer Territory Road[]

p. 377

Transcript

When starting Side Quest: Volare!, meet a man named George here who forces you to stop. He warns you to slow down, or you’ll get blown up like the rest of the scavenging idiots heading into Boomer territory. Now you’re listening George says he has a little information for you.

[3.S04] Bombarded Houses[]

p. 377

Transcript

George’s Note gives you all the necessary knowledge to minimize damage you’ll take as the Boomers bombard you up ahead. Which obviously means you don’t need to pay George (who naturally, isn’t there to hand a rube like you 600 Caps when you return).

[3.S05] Vault 34 Alternative Entrance[]

p. 377

Transcript

Climb to the top of this hill that Vault 34 [3.12] was hewn into; not only for the spectacular Vegas view, but for the mine shaft entrance.

[3.S06] NCR Truck and Dead Trooper[]

p. 377

Transcript

Search the Trooper for a helpful itemsIn-game spelling, punctuation and/or grammar before you explore Vault 34 [3.12].

[3.S07] Mole Rat Hole[]

p. 377

Transcript

Roaming the rocky gulches are a group of Mole Rats to kill and skin.

[3.S08] Cazador Nests[]

p. 378

Transcript

If you’re picking the copious wild vegetation in this zone, beware of the area north of the road; there are a number of Cazador Nests and around a dozen of these vicious insects.

[3.S09] Great Khan supply cave 1[]

p. 378

Transcript

Beware of the Frag Mines below the gate; deactivate them before opening the gate itself [Easy]. Enter the gate to pilfer from the supply cache. Oscar has the key that opens all the caches in this, and the two adjacent caves.

[3.S10] Great Khan supply cave 2[]

p. 378

Transcript

Search this cave as part of two Side Quests. This has a few scattered flesh bits, and some Nightstalkers chewing on them.

[3.S11] Great Khan supply cave 3[]

p. 378

Transcript

Search this cave as part of two Side Quests. The main chamber has been used to dump radioactive barrels, and this has had a mutative effect on the local Ant population.

[3.S12] Super Mutant Camp[]

p. 378

Transcript

In the irradiated northeast is an old nuclear bomb that appears to be a dud, but also explains the large numbers of Glowing Ones in the area.

[3.S12] The One (and Super Mutant Camp)[]

p. 378

Transcript

Close by (also if you have Wild Wasteland perk) are some unfriendly Super Mutants bathing in the radiation. Cull them to take some of the biggest weapons you can carry!

[3.S13] Road Turnabout[]

p. 378

Transcript

This is the end of the road that takes you through the northeast part of the Wasteland; ending at a scenic overlook of Camp Guardian [3.19].

[3.S14] Camp Guardian cave[]

p. 378

Transcript

Underwater, in Lake Mead is a cave entrance close to the remains of a gambling boat. This is an alternate entrance to reach the interior of Camp Guardian Caves, usually accessed via Guardian Peak [3.20].

[3.S15] NCR Water Pipeline[]

p. 378

Transcript

The giant, rusting pipe running around Camp Golf [3.23] and then northward toward the NCR Sharecropper Farms [2.20] is easy and useful to follow when situating yourself.

[3.S16] NCR Sentry Nest[]

p. 378

Transcript

This is on a hill outside the perimeter boundary of the base, and is therefore a great place to use as a sniping position, raining long-range death down on the NCR below.

[3.S17] Lake Mead Scenic Overlook[]

p. 378

Transcript

Close to Lake Las Vegas [3.22] and the massive Lake Mead itself, with a small trailer.

[3.S18] Sunken Sarsaparilla Supplies[]

p. 378

Transcript

A jackknifed container truck rests at the bottom of Lake Mead, with its spilled contents of (mostly empty) Sunset Sarsaparilla Bottles strewn out from the open container. There is actually a Star Cap among the debris; don’t move any crates and be very gentle when looking, or the Cap may shift under a crate!

[3.S19] Sunken Boat[]

p. 378

Transcript

One of Lake Mead’s secrets is a rusting boat with a single Hydra to pick up as you swim around the skeletal, and half-imbedded vessel.

[3.S20] Boulder City Billboard Sign[]

p. 378

Transcript

One of two either side of the 95 Highway, use this to situate yourself with the nearby roads and Primary Locations.

[3.S21] Sunset Sarsaparilla Billboard (Lonesome Drifter)[]

p. 378

Transcript

Note this sign for Sunset Sarsaparilla east of the El Dorado Dry Lake [5.09], as this is where the Lonesome Drifter resides. Speak to him when Side Quest: Talent Pool is active, to help him find his way. You may even win him over, and accept a Unique Weapon as a gift. That Acoustic Guitar, however, is only going to be pried out of his cold, dead hands.

[3.S22] Ranger Pason's Patrol Overlook[]

p. 379

Transcript

At the end of the gully pathway from Ranger Station Delta [3.36] is a Robobrain belonging to Ranger Pason, who is looking out over the Hoover Dam [3.33] to the north for signs of The Legion. Speak to him as part of Side Quest: Return to Sender. He is also carrying an "unremarkable" Report.

ZONE 4: SOUTHWEST DESERT[]

Topographical Overview[]

p. 379

Transcript

The Southwest Desert is something of a paradox; offering your first tentative steps into the world in and around the settlement of Goodsprings; but with arguably the most dangerous area in the Wasteland just to the northeast; inside the Deathclaw-filled Quarry Junction [4.04], and the hapless workers in need of your help in the adjacent settlement of Sloan [4.08]. It is worth spending some time in Goodsprings to start, learning how to Craft and purchasing upgrades, before romping south. The seedy town of Primm [4.17] is farther south on the arterial Long 15 road, flanked on either ride by radioactive rural locals; the Mesquite Mountain Crater [4.19] and Jack Rabbit Springs [4.26]. Dominating the southern desert is the Ivanpah Dry Lake [4.24], stretching across a road and all the way to a giant scar in the earth. Two more major settlements on the California border are the NCR stronghold of the Mojave Outpost [4.27], and the recently razed town of Nipton [4.30], where the ruthless atrocities of Caesar's Legion are witnessed first-hand.

Highways and Byways

The north-south road of choice used to be the Long 15, which bisects this zone all the way from the northeast corner, and meanders southward, past Goodsprings, through Primm, and ends at the Mojave Outpost. A smaller, desert road winds through Goodsprings from the remote northwest area and joins the Long 15, and along the northern zone border, Trail 160 links the two roads. Keep in mind that the entire eastern edge of this location is the railroad track, and you can become spatially competent when exploring. To the south, Trail 164 breaks off from the Long 15 near the Mojave Outpost, and continues east through the Ivanpah Dry Lake and into Nipton; winding all the way to Camp Searchlight [6.16] in Zone 6.

PRIMARY LOCATIONS[]

[4.01] Tribal village[]

p. 380

Transcript

This is close to the mountainous stretch of Trail 160. Keep your wits about you as you spot a series of burned bodies dotted along side path that leads to a massacre at an old Tribal Village. Deal with the airborne threats.

[4.02] Makeshift Great Khan Camp[]

p. 380

Transcript

This sounds more impressive than what is essentially three Great Khans and some light bedding on the rocky perimeter of Quarry Junction [4.04]. Melissa, the leader of this motley crew, stops and asks suspiciously about your intentions.

[4.03] Great Khan encampment[]

p. 380

Transcript

This sounds more impressive than what is essentially three Great Khans and some light bedding on the rocky perimeter of Quarry Junction [4.04]. Melissa, the leader of this motley crew, stops and asks suspiciously about your intentions.

[4.04] Quarry Junction[]

p. 380-381

Transcript

Arguably the most dangerous areIn-game spelling, punctuation and/or grammar of the Mojave Wasteland, and the reason the Long 95 is currently closed to all but the bravest (or most inept) wanderers. Quarry Junction is a massive, sprawling rock quarry with numerous tiers to it, and over a dozen ferocious Deathclaws, including larger entities that require all your stamina (and firepower) to defeat! The workers at Sloan [4.08] live a fearful (and unprofitable) existence with this menace still prevalent. There's a reason warning signs have been constructed as far away as the Yangtze Memorial [4.07]....

[4.05] Goodsprings[]

p. 381-383

Transcript

Goodsprings is a small, barely active town that had been a mining community since the early days of Nevada. Most recently, it was settled under a grant from NCR to develop a low-risk mining environment near a reliable source of potable water. Even so, three are only a dozen or so people in the town due to trade along I-15 drying up. Signs along I-15 direct people to Goodsprings for water, but they do the town no good if no one is on the highway to read them.

Abandoned Homesteads (North)[]

Transcript

There are four home sites, and a rusting trailer here. A settler is usually outside, tending to crops.

Goodsprings gas station[]

Transcript

There’s no gas, but the station still has an inhabitant inside. Before you enter, check the Vending Machine, and the back of the pickup truck (as there’s sometimes Dynamite in a crate there). To actually enter the premises, you must have the key, having talked with Sunny Smiles and began Main Quest: Ghost Town Gunfight. Inside, a jittery Ringo almost fills you full of lead. You can ask him about the area, what he’s doing and his run-ins with the Powder Gangers, and he’s extra-helpful in explaining the rules of a new card game: Free Quest: Ringo’s Caravan Rules. Ringo has some Caps on him too, although you’ll have to kill him for them Inside the Gas Station there’s a variety of items to sift through.

Goodsprings General Store[]

Transcript

Chet runs the General Store, which has a few scattered supplies outside the small worn storefront. Of particular use are a Reloading Bench and Workbench between the store and the saloon. Meet Chet himself, and he patiently explains the differences between the ammunition types and weapon modifications (Upgrades) that he sells, and the reasons “surplus” ammo isn’t that good. You can also ask about your attackers, but the real reason you’re here is to upgrade your guns!

Prospector Saloon[]

Transcript

The hub of Goodsprings is this ramshackle tavern. Easy Pete may be sitting in his rocking chair on the porch, and he’s excellent for getting some information (and Dynamite) out of. There are four exterior doors; two at the front (one is locked [Very Easy]), one at the back, and one that leads to a secret moonshine shed [Very Easy] attached to the building, close to the fence where Sunny Smiles has you shoot off bottles during Main Quest: Back in the Saddle. Inside the saloon, you can meet Sunny Smiles and her dog Cheyenne, and begin Main Quest: Back in the Saddle. Make sure you ask her about employments, so she tells you about the locked safe inside the Schoolhouse, and gives you a Magazine (which isn’t counted toward the total you can find lying around) and Bobby Pins. She also has a wealth of knowledge about the surrounding area and Factions. Check the sideboard in this area for another Magazine.

At the back is a bathroom you can sip rad-free water from. There are some items you can steal (although you’re better off buying them from Trudy if you care about your Reputation). Trudy’s office has a couple more magazines, and a Terminal [Easy] you can hack to disengage a floor safe [Hard]. Once you’ve spoken with Sunny and aimed at her bottles, you can meet Trudy the “den mother” of Goodsprings. She’s having some problems with a Powder Ganger called Joe Cobb (Side Quest: Ghost Town Gunfight). You can speak to her about it, the lay of the land, the men who shot you, Victor, and Goodsprings itself. Keep talking to her to begin Free Quest: Trudy’s Radio Repair. She also sells wares, and offers a discount once you finish the Quest in Goodsprings’ favor.

Doc Mitchell's house[]

Transcript

This was the place where you recuperated after your dirt nap. Return to Doc Mitchell again and obtain more medical supplies. Doc Mitchell was a resident of Vault 21 (hence the Jumpsuit he gave you), and offers more information on the area, Victor, the men who tried to kill you, and other matters. He can also heal you (usually for 50 Caps), and sell you medical supplies.

Bighorner Pen[]

Transcript

You can startle the Bighorners in this unkept during Side Quest: Ghost Town Gunfight.

Goodsprings schoolhouse[]

Transcript

Sunny recommends you scavenge in here, and she’s correct. Inside, deal with the Giant Mantis Nymphs, optionally hack into the terminal [Easy] to open the safe (or unlock it using Bobby Pins). The safe usually has a large number of Caps and a Doctor’s Bag. Check the room for multiple Magazines.

Victor's shack[]

Transcript

When he’s not trundling down from the cemetery, you may find Victor sitting outside his shack. You can speak to him (Free Quest), or head inside for a snoop and a sleep. The sink water is a little too irradiated, though.

[4.06] Goodsprings Cemetery[]

p. 383

Transcript

Although you may have started your days thinking you were ending them right here, in the courier’s shallow grave dug by Benny and his cohorts, Victor’s rescue from this location allowed you to explore, and this should be one of your first perusals after checking out Goodsprings. There are graves to dig up, and more importantly, a Snow Globe resting against one headstone. Use this elevated position to check the horizon; you can see The Strip and Camp McCarran [2.19] to the northeast, and Bonnie Springs [1.20] to the north. Use the Water Tower as a landmark on your travels.

[4.07] Yangtze Memorial[]

p. 383

Transcript

Most locals can't rightly remember the exact reason for the large cross on the hill northeast of Goodsprings [4.05], but it honors the fallen of the Yangtze Campaign after the Chinese invaded Alaska in 2066, and the United States fought back, deploying to the Chinese mainland in a long and bloody war that ended with the 2077 holocaust. There's a Hollowed-Out Rock here, and a warning of Deathclaws in the Quarry Junction [4.04] to the northeast. Northwest is an Abandoned Shack [4.S05] that's well worth checking out. Use the memorial as a landmark.

[4.08] Sloan[]

p. 383-384

Transcript

A camp of mining shacks off the Long 19 was once a place where workers earned a good living. That was until the Deathclaws moved in. You're likely to enter the place traveling along this freeway, and you'll be stopped by Chomps Lewis; who's still the foreman of this small settlement. He tells you to loop around via Primm [4.17] if you want to avoid a mauling. You can as him about New Vegas, and the operation: They make cement for the NCR using the limestone quarry. Ask him more detailed explanation. You can then begin Free Quest: Claws Out. Chomps also has a Letter to Tyrone, which is useful during the Side Quest.

Worker barracks[]

Transcript

To the right of the entrance is a high shelf with a radio, Dino Toy, and Skill Book. On the cabinet at the far end is a second Skill Book, and a couple of Lockers [1 = Easy]. Check out the following items, and take any bunk bed for some rest.

Mining office[]

Transcript

Upstairs is where there’s a haul to Sneak out with; two trunks behind the picnic table are likely to be filled with Caps, and there’s more inside the safe [Average]. There’s also a suitcase by the side of the desk upstairs too. It has nothing of worth unless Side Quest: Don’t Make a Beggar Out of Me is active. Then the lack of drugs allows you to quiz Chomps about it.

Machine shop[]

Transcript

There is a workbench here to use and some scarp metal.

Mess hall[]

Transcript

Jas Wilkins is the jovial cook inside this rudimentary restaurant, and aside from asking about her family omelet recipe (Free Quest: You Gotta Break Out a Few Eggs), she sells you any of the Food she has. Check the round table nearby for a Star Cap. There’s also a large amount of food in the pantry behind her, but that has to be stolen.

[4.09] Goodsprings cave[]

p. 384

Transcript

Southeast of Goodsprings [4.05] is a small cave system perfect for amateur spelunkers to explore. It is guarded by a few Coyotes, and features a Hollowed-Out Rock; open it for some random items.

[4.10] The Devil's Gullet[]

p. 384

Transcript

A smaller maw than the Devil’s Throat [3.10], this hole in the ground (found if you search for the broken perimeter fence) offers a steep descent from the Coyote hills above, and scattered debris at the bottom.

[4.11] Goodsprings source[]

p. 384

Transcript

The “source” in question refers to clean, drinkable water that follows from a small, windmill-powered pump in the ground, among the low rocks. Sunny Smiles heads down this way to teach you elementary Campfire-making techniques, and there’s no shortage of Campfires to try out Recipes here. There are three separate water sources as you make your way southward from Goodsprings [4.05]. During this time, you may have to save a Goodspring resident from Geckos, who are lurking in this area. At the lowest point of Goodsprings Source are the three Campfires, and nearby is a Prospector’s Trailer, where Barton Thorn and his Free Quest lurk.

[4.12] Jean Sky Diving[]

p. 385

Transcript

At the junction of the Long 15 and the road that winds into Goodsprings [4.05] are the remains of an old skydiving school, now overrun by a few Powder Gangers. The small plane still sits, slowly rusting into the ground. The nearest you can get to the skies is up on the roof, allowing views of the scrubland, and Bloatflies you can shoot. Inside the shack are the following items:

  • Weapon Repair Kit
  • Sunset Sarsaparilla Cap [56/100]

[4.13] Powder Ganger camp west[]

p. 385

Transcript

On the Long 15, past the ruined buildings and the rusting vehicles, is a trailer and a jackknifed container truck on the east side of the road, opposite the sign for the Vikki & Vance Casino in Primm [4.17]. The truck backs onto a lower effluent pool where the truck’s contents spilled out. On the earthen mound above are a couple of Gangers guarding a Campfire.

[4.14] Lone Wolf Radio[]

p. 385

Transcript

On the rocky terrain northwest of Primm [4.17], and west of the Long 15, is a wide trailer with numerous antennae. It is quite empty of life.

[4.15] Powder Ganger camp south[]

p. 385

Transcript

Chavez and his tiny gang of Powder Gangers that have split with Eddie and the main Ganger outfit over at the NCR Correctional Facility [5.15] hangout at this poor excuse for a hideout. Chavez is only here if this Quest is active. The Note relates to Samuel Cooke’s Ganger offshoot, currently exploring Vault 19 [1.21].

[4.16] Canyon wreckage[]

p. 385

Transcript

The remains of a jackknifed truck and a mass of twisted metal jammed into a canyon, preventing progress westward. Odd messages are daubed on the wreckage, which is impassable. Close by are two graves you can rob for some random items. Check the truck’s trailer for some tiny skeletons, and smuggled grenades in the “XXX” crates.

[4.17] Primm[]

p. 385-388

Transcript

Pre-War, Primm was "budget Vegas", a tiny town where Californians could go to gamble, the shortest distance between their wallets and a hole in the ground. Now it's not much of a settlement at all, poorly populated to begin with and more treacherous since the Powder Gangs broke out of prison. Wastelanders have scouted out Primm for a settlement in recent years, but even at its "prime," it was unlikely to have had a large population. To attempt to woo potential travelers along the then-freeway, two "themed" casinos whereIn-game spelling, punctuation and/or grammar built around the exploits of two desperadoes from ancient history, and an archaic (and now highly dangerous) rollercoaster.

Long 95In-game spelling, punctuation and/or grammar and NCR Flag[]

Transcript

This stretch of freeway bisects Primm to the west, and you can head into the sunken underpass, or climb on the walls to reach the level ground of the casino forecourts and gas station. The flag of the NCR is tied to a nearby lamppost. Check the rocks to the west; there’s a flat area with a Campfire to use above you.

NCR Sentry Shack[]

Transcript

You’re usually stopped by an NCR Trooper telling you that Primm is off-limits. You can ask what’s going on, and he tells you the town is overrun by Escaped Convicts, and two Raider gangs are active in the area. He mentions Lieutenant Hayes if you want to speak to someone about helping the townsfolk. Any ammo in this location must be stolen. You can climb on the tin roof and use it as a defendable sniping area, too.

NCR Camp and Tents[]

Transcript

A small band of NCR Troopers, along with Sergeant McGee who originally from the Hub, are stationed in a walled-off corner southwest of town. You can ask McGee about his life, and then visit Lieutenant Hayes inside his tent, or the adjacent supply tent. Should you kill or Pickpocket Hayes, you can check his Military Orders (which are to hold Primm when not preparing for an attack on the Powder Gangers over at the NCR Correctional Facility [5.15]). During Side Quest: Don’t Make a Beggar of Me, there’s a military “supplier” stationed inside the second tent called Tyrone. You can speak to Hayes about him, too (when the Quest is active), as well as telling him news of any impending Powder Ganger attack during Side Quest: I Fought the Law. Finally, you can agree with Hayes that Sergeant McGee would make a fine sheriff during Side Quest: My Kind of Town.

Poseidon Gas Station[]

Transcript

The beginning of the battle with the Escaped Convicts begins here. Use the open garage, dumpsters, and walls of the Vikki & Vance Casino for cover opportunities.

Deputy Beagle's residence[]

Transcript

Beagle is currently being held against his will inside the Bison Steve Casino, but you can enter his shack and have a look around at the posters on his walls, and Gun Case [Very Easy] by his bed.

Primm sheriff's office[]

Transcript

Sheriff McBain is no longer the law in these parts, as you’ll discover when you find his body on the bed of his shack, along with his dead wife. Grotesquely, you can sleep on the bed, and conduct a search of handy items.

Vikki and Vance Casino[]

Transcript

Head here to meet the hold-outs from the Escaped Convict town infiltration. The proprietor of this establishment greets you when you first enter the premises, telling you the town’s gone to hell. You can ask who he is, and the history of Primm, as well as information on the men who shot you (Main Quest: They Went That-A-Way, as well as the six couriers who were sent). You can also find out more information about ED-E, and even play a hand of Caravan. He’s also a good sounding board when you’re trying to sort out a new sheriff for the settlement (Side Quest: My Kind of Town). You should also see what Nash is selling (these include Magazines); you receive a discount if you complete the Side Quest!

Gambling floor
Transcript

Due to the Convict problem, gambling has been temporarily suspended; complete Side Quest: My Kind of Town and wait three days, and the Gambling is back on! You can check the Vending Machines for bottles, but you’ll lose Fame in doing so. You can also meet Johnson’s wife Ruby Nash, and speak to her. You might as well begin Free Quest: Gland for some home cooking while you’re at it.

Authentic Vikki and Vance Museum Experience
Transcript

Speak to Primm Slim, the cowpoke Protectron for a potted history of this place, and the exhibit. Although the items have long since been stolen (aside from the vehicle), you can inspect the mannequins and cases that once held clothes and weapons Vikki and Vance once used (Free Quest: A Pair of Dead Desperados). And if you’re thinking that Primm might need a new sheriff as part of a Side Quest; well Primm Slim might be the robot you’re looking for.

Bison Steve Hotel[]

Transcript

Enter these premises if you want to rescue Beagle, and take down some Escaped Convicts. Conduct a quick sweep of the exterior walls to delve into some dumpsters. Expect Convict battles as you progress eastward into the building. Check behind the reception desk for a terminal [Easy] that allows access to an otherwise locked door [Hard].

Manager's quarters
Transcript

Open the locked door to enter this small room with a small amount of Food and the following items, which includes a key to open the maintenance door in the lobby area.

Gift Shop
Transcript

Be sure you salvage the Skill Book by the floor safe behind the counter. Be sure to open the safe; the Unique .357 Magnum is well worth the Bobby Pin loss!

Lobby
Transcript

Expect combat to occur here; use the walls and alcoves to hide behind. Check the Vending Machine, and the side table on the east side for a Star Cap. Check the Maintenance Door [Easy] for a Sneak-based way into the kitchen where Deputy Beagle is.

Main Banquet Hall
Transcript

Expect around four or five Convicts including a leader to give you a spot of bother. As with other rooms, check the garbage cans and Vending Machine. There’s an ill-advised Campfire near the middle of the room, under the dead Brahmin on a spit.

Kitchen
Transcript

Feel free to salvage items from the fridges, and talk with Deputy Beagle, requesting that he stays with you or flees, as part of Main Quest: They Went That-A-Way. If he scarpers, you’ll find him at the Vikki & Vance Casino. You can speak to Beagle about the whereabouts of the men that shot you, or Pickpocket (or murder) Beagle for his Journal, which spills the beans.

El Diablo rollercoaster[]

Transcript

The red marks on the guide map indicate sections of track that can’t be accessed, usually from one direction. This is a favored sniping spot for two to three Escaped Convicts, so beware of being shot when you investigate the coaster tracks. You can also move up onto the lower of the two roof sections, and the awning above the ground entrance (where there’s the following items). Use the coaster to reach the upper entrance into the Bison Steve Hotel (Location F) if you want to Sneak down and tackle the foes. Otherwise, this offers excellent views, or sniping attack points down to the Convicts milling about the street between the Casinos.

Mojave Express Couriers (Nash Residence)[]

Transcript

Are you starting to remember? Do you recognize Daniel Wyand? Perhaps in time; he’s a courier just like you, but didn’t survive a bullet to the brain, and is slumped outside the Mojave Express. Search his corpse for a Note. Compare it to the one you started with, and you’ll see they’re written by the same hand. This one mentions a different delivery package. Inside the Mojave Express, which is the home of Johnson and Ruby Nash who run the Vikki & Vance Casino, there are two of Ruby’s Casseroles on the table. They look delicious and pack quite a punch. Check the fridge for items to steal, and the bedside table for some Magazines to pilfer. Of more importance is a Damaged Eyebot sitting on the counter. Consult Side Quest: ED-E My Love for information on activating it.

Primm houses[]

Transcript

Remember to check the mailboxes for possible items to scavenge. House #1 has been cleaned out, aside from the skeleton with a Switchblade in his head, and a wall safe cunningly hidden behind a bookcase. House #2 has some scattered Food (and Baseballs) in here, along with Scrap Electronics. House #3 has a stocked fridge and a place to sleep. Don’t forget the Star Cap on the bookcase, fridge, and kitchen cabinet in House #4.

Water tower[]

Transcript

You can sip from the valve here, but the water is slightly radioactive.

[4.18] California Sunset Drive-in[]

p. 388

Transcript

Just outside the southwest stone wall perimeter of are the remains of an old drive-in movie theatre. There’s a road running around this location too, and a playground (and Campfire) to the north, near the Prospector’s Lean-To [4.S19].

[4.19] Mesquite Mountains Crater[]

p. 388

Transcript

In the eastern foothills west of the California Sunset Drive-in [4.18], there's a Mesquite Mountains Lean-To [4.S21] anIn-game spelling, punctuation and/or grammar some rather ominous flecks of irradiated matter emanating from the hills behind. This is the location of an ancient crater. There are Feral Ghouls here that remain ready to kill, as well as irradiated tumbleweed. Keep to the rocks and explore further to the west, and a strange two-level shack appears through the haze. This is Hell's Motel.

Pass the fungal lower beds and enter the premises, and prepare to repel the advances of a Crazed Mister Handy. He's already put the knife to his erstwhile master Doctor Rotson, who's usually carrying Doctor's Bag on his corpse.

[4.20] The Prospector's Den[]

p. 389

Transcript

Whether escaping the atrocities of Jack Rabbit Springs [4.26] or attempting to reach the railroad line (and Zone 5) to the east, the steep path running close to the southern tip of Primm [4.17] offers access, and a den built into an alcove in the rock wall. Farther up the path is a Campfire. Fight off a couple of Jackal Gang Members, check the Prospector for some Caravan Cards, on your way into the den.

[4.21] Mesquite Mountains camp site[]

p. 389

Transcript

Out on the rocky mesas, north of the Mojave Outpost [4.27] and offering expansive views of the Ivanpah Dry Lake [4.24] are a pair of tents and a picnic area, now overrun by Radscorpions. There’s evidence of recent activity at the Campfire, and a pickup truck and trailer on the stepped terrain below, but the real area of interest are the tents.

[4.22] Nipton Road reststop[]

p. 389

Transcript

Close to the Long 15 interchange and the traffic jam up to the Mojave Outpost [4.27] is a Poseidon Gas Station and outbuildings, close to the Mesa where the Ghouls roam. Amid the Radscorpions, at the foot of the Gas sign, is a Bright Follower; a long way from home (the REPCONN Test Site [5.17]). There are some minor items in the garage, but there’s more near the store next door. Check the burned-out building for some Ammo. There’s a crate on the store stoop, and inside there’s some minor food, Yeast, and a reasonable haul of Caps in the Cash Register, along with a note from recently ousted Mayor Steyn of Nipton [4.30]. There is no first Journal. Don’t forget your copy of Pugilism Illustrated before you leave!

[4.23] Nevada Highway Patrol Station[]

p. 389

Transcript

The local—and long-abandoned—cop shop has now been taken over by the Jackal Gang, who battle periodically with the wildlife, Ghouls and Escaped Convicts. There's excellent sniping potential if you climb on the roof of this one-story structure, but there's more to find inside.

Cells[]

Transcript

There are Mantis Nymphs you can step on, a Reloading Bench you can work on, cots to sleep on, and a Dead Prospector to pillage Caravan Cards and a Star Cap from.

[4.24] Ivanpah Dry Lake[]

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Transcript

A massive flat expanse of sand and fetid air, this dry lake stretches (trail 167 bisecting it to the south) all the way to Crescent Canyon [4.32/33] to the south. At its northernmost edge, expect Escaped Convicts and the odd Ghoul to wander these parts, as well as the Jackal Gang, holed up inside the Nevada Highway Patrol Station. To the northeast edge, expect a few Bark Scorpions. The perimeter of the Dry Lake follows the Long 15 southward to the west, and past Jack Rabbit Springs and Nipton to the east. Periodically, there are low piles of rocks, and the odd plant to harvest. In the middle of the north section, is the Race Track [4.25], where Giant Ants roam. The Dry Lake is bisected by the remains of the 164, and Nipton Road Pit Stop. The southern part of the Lake features a Radscorpion Burrow [4.S26].

[4.25] Ivanpah race track[]

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Transcript

The large oval indent in the middle of Ivanpah Dry Lake isn’t a crater, but the remains of a racetrack; now home to an extended family of Giant Ants. Beware the Soldier Ants particularly. They pour out of an inaccessible tunnel toward the middle of the track.

[4.26] Jack Rabbit Springs[]

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Transcript

One of the most spoiled areas of this zone, the jackrabbits have long gone, but their warrens are still there, now inhabited by deviant abominations known as Centaurs, and their even more grotesque Evolved cousins. Be wary not only of their spittle, and the pools of radioactive water, but also the small Super Mutant Campfire to the east, at the top of the warrens. When you're done larking, inspect the hump with the protruding rods; a marker for a skeleton, and the following goods, then check for the Hollowed-Out Rock south of the radiation pools, on the edge of the Dry Lake.

[4.27] Mojave Outpost[]

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Transcript

The place where the Mojave Outpost now stands was originally a checkpoint between California and Nevada. After the war, it stood empty and vacant for well over a century. Ten years ago, the NCR Rangers and the Desert Rangers of Nevada (who have been dwindling in numbers) met at what had become known as the I-15 Mojave Outpost, to establish terms of the Ranger Unification Treaty. In its current form, Mojave Outpost serves as the link between NCR and the Mojave Wasteland.

Unification Monument[]

Transcript

At the peak of the traffic graveyard are the gigantic statues of scrap metal, commemorating the Ranger Unification Treaty. Check the plaque between the two massive figures for a historical footnote. This is the ceremonial and actual entrance.

Mojave Outpost headquarters[]

Transcript

Major Knight runs the front desk of this office, but Ranger Jackson is in charge of this Outpost. Knight needs to note down your details. Knight is an incredible tinkerer, and offers up his unsurpassed Repair skill for the right price. Nearby is a Vending Machine, offices empty of items you need, and a corridor leading to Ranger Jackson. He’s also able to speak to you about NCR Troop levels, as part of Side Quest: My Kind of Town. The rear of the building has a number of rooms with the usual fridge Food and scraps to optionally check. But you’re here to see Ranger Jackson, who you can quiz about the state of the Outpost, and who offers you a job of clearing Ants; Side Quest: Can You Find It in Your Heart. You’re given some Caps and a weapon, plus Food, depending on your demeanor. Jackson also plays a secondary role in Side Quest: Heartache By the Number.

Picnic Area[]

Transcript

Outside of the bar are a couple of splintered picnic tables, near the creeping Buffalo Gourd growing everywhere in this location. Check the immediate area for Sunset Sarsaparilla Crates, and Sacks of Food.

Outpost Barracks[]

Transcript

NCR Troopers, Caravaneers, and a young lady named Cass all use this watering hole, sometimes crashing on a mattress in the adjacent room. You can sleep there, too. Lacey is the barkeep (there’s a Star Cap on her bar), and she has some information on the Outpost. She plays a keen hand of Caravan too, as well as having a copious amount of goods to Trade with you. Cass is initially aggressive, but (depending on the Side Quests), she may require some coaxing to become a Follower. Consult those Quests for the answers, and Cass can join you, along with her associated Perk.

[4.28] Morning Star Cavern[]

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Transcript

In the southwestern corner of the Ivanpah Dry Lake are a series of flat, tiered rocks leading up to a Nightstalker pack and an opening in the rock wall. Check the Hollowed-Out Rock before entering this dark cavern. This winding cavern curves around past a couple of corpse and bone piles, to a large rear alcove where more Nightstalkers are ready to pounce, near a Mercenary corpse.

[4.29] Nipton Road pit stop[]

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Transcript

As the crows scatter and the Radscorpions and Giant Ants fight over supremacy of Ivanpah Dry Lake, head cautiously into the pit stop; now three razed buildings. The Jackal Gang are active here; deal with them, then check the Campfire.

[4.30] Nipton[]

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Transcript

Forces of Caesar's Legion, under the command of Vulpes Inculta, have swept around the poorly defended Camp Searchlight [6.16] to sack Nipton and kill every living creature within. Ironically, this camp had previously been terrorized by Powder Gangers, who were routing the regular population before they fell to the Machetes and bloodlust. The signs of devastation are obvious from outside this settlement; black smoke rises from the town, corpses are strewn on pyres, and victims crucified to telephone poles.

Oliver Swanick[]

Transcript

Enter the settlement traveling east along Trail 164 from the Mojave Outpost, and you run into the luckiest Powder Ganger of all. Oliver doesn’t make much sense, but it appears the Legion drew Lottery Tickets to see who would be crucified, and who would live to retell their witnessing of these atrocities. Oliver flees after speaking to you.

Good Luck trailer park[]

Transcript

The last hold-outs from the Legion raid fought in this scrubland trailer park; and the evidence of the fight is still visible. Search the trailers for (bloody) sleeping mattresses, and scavenge the area within the remains of the mesh fence.

Nipton houses[]

Southwest
Transcript

The bedroom of this ransacked building has a Star Cap on the broken bookshelf. There’s Food
in the fridge.

Southeast
Transcript

This is adjacent to the pyre burning on the main road. There’s Food in the fridge.

West
Transcript

This lies north of the road, by the tire pyre and roasted crucified Powder Ganger skeleton. It has been ransacked, although there’s Beer, and more (plus Food) in the fridge.

Bark Scorpion house
Transcript

The Legion have captured some poisonous Bark Scorpions, which are inside a cage [Average], which you can open if you want to fight them at close quarters, There are also Frag Mines here, making this a death-trap. Disarm the ones you don't step on (there's one in every room). The kitchen has a Shotgun Trap across the door, so stop and disarm the Tripwire first. Food in the fridge [Easy] and a Legionary to search, and a cabinet to open [Average]. Check the Tool Cabinet for a Note written by a hold-out from the previous mayor.

Transcript

There’s a Rigged Shotgun Trap in the bedroom doorway as well, and a cabinet [Easy] and desk [Very Easy] to open. Finally, check the bed for a footlocker, and the bathroom for a safe with some decent firepower, and a random Magazine.

Gutsy house
Transcript

East of the central crucified road is a house with a floating Mister Gutsy that attacks you on sight. When you’ve defeated it, check the room it was guarding; a workshop with scattered junk and a Workbench, as well as a terminal with two menu options; the latter of which reveals the story behind this place. The kitchen has a load of Food. The bedroom has a Single Shotgun, a 9 Iron in the bathroom, and a Laser Rifle in the bath. Open the floor safe and search the dead Legionary before you leave.

Corner house
Transcript

This is the closest to the Town Hall, where the Legion are currently camped. Inside there’s some BB ammo, Food, and a place to sleep.

Northeast
Transcript

This has a Reloading Bench, and some freshly prepared Food in the kitchen.

Nipton Trading Post: General Store[]

Transcript

The Legion have left their mark on this store, and the Powder Ganger who had taken it over. Scattered Food is everywhere, and the Ganger named Boxcars is so unpleasant, you’re shocked the Legion didn’t string him up too. You can ask him about the Lottery (he came second, so he lived, but at a cost). The mayor (who’s been writing Journal entries found in the locations nearby) didn’t get off so lightly. You can start Side Quest: Booted by agreeing to help the Powder Ganger hostages who weren’t crucified. You can give him a Med-X to Boxcars if you have one. He’s as thankful as you’d expect. Check the counter for a Magazine. The upstairs of the store, accessed via the door behind the counter [Easy], leads to a wrecked apartment room, and another Magazine, as well as a floor safe to check.

Crucified Powder Gangers[]

Transcript

A few Legionaries with the mark of the wolf are waiting in front of Nipton Town Hall. Their leader is Vulpes Inculta, and he’s not incognito (like he dresses when he accosts you on The Strip). He was responsible for this. He wants you to teach everyone the lesson the Powder Gangers learned from this ransacking. Anything other than attacking allows you to agree to tell the tale of Nipton, which begins Side Quest: Cold, Cold Heart. The crucified Powder Gangers themselves are too close to death to help.

Nipton Town Hall[]

Transcript

This structure is where Vulpes Inculta and his Legionaries are camped, although they’re about to move back to The Fort. Search this location using the information below.

Nipton Town Hall — First Floor[]

Reception Area
Transcript

Check behind the reception desk where the dead Wastelander is, but watch for a Frag Mine. Legion Mongrels walk these corridors. The Worn Key opens the cellar.

Restrooms
Transcript

There’s nothing but slightly irradiated water and corpses with common clothing in both rooms, and in the corridor.

Cellar
Transcript

There’s a large amount of scattered Food here, and some Turbo.

Classrooms
Transcript

There’s nothing but decaying bodies and Radroaches. Some can be searched.

Ransacked Office
Transcript

Check the Filing Cabinets for items. The double doors here are inaccessible.

Conference/Meeting Room
Transcript

Giant Mantis Nymphs can be crushed underfoot. Don’t waste ammo on them. There are more bodies to search, scattered about.

Stairs to Town Hall Assembly Floor
Transcript

The eastern steps have the remains of a fight between dog and man. Neither won.

Nipton Town Hall — Assembly Floor[]

Landing Corridor/Offices
Transcript

Beware the booby-trapped body in here.

Assembly Room
Transcript

Six lottery tickets can be found here.

Nipton Town Hall — Mayor Steyn’s Office[]

Stairs/Hallway to Mayor Steyn’s Office
Transcript

There’s Food and Drink in the fridge and Vending Machines.

Door to Assembly Floor/Restroom
Transcript

First Aid Box.

Executive Office #1/#2
Transcript

Locked with a Very Easy lock.

Mayor’s Office
Transcript

Check the Mayor’s fancy desk and cabinet for a Skill Book, two Magazines, Mentats, and his personal terminal, which has the following entries:
> Reset Mainframe Connection
> Prison Break: Notes from a trickster-turned-mayor.
Unpleasant notes.
> High Roller: An attempt to make money from the recent
break-out from the NCR Correctional Facility.
> Testing...: A man with the Legion offers a deal Steyn
passes up. It will be his undoing.

Mayor’s Storage Room
Transcript

Pry the Average lock open for a variety of items.

Nipton Hotel[]

Transcript

Close to the razed remains of the hotel rooms is the office itself. Inside are the corpses for four NCR Troopers. Pick at them, check the Cash Register [Easy], then leave.

Water Tower[]

Transcript

There’s a valve to sip from behind the Town Hall, but the water is slightly irradiated.

[4.31] Mojave Drive-in[]

Transcript

Located at the tail-end of Nipton near the Trailer Park, and the only area not filled with piles of Powder Gangers on a pyre, the Mojave Drive-in is in arguably worse condition than its Primm counterpart.

[4.32] Crescent Canyon West and [4.33] Crescent Canyon East[]

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The giant crescent canyon is a wonder of nature, and now a breeding ground for Golden Geckos. At the very southern edge of the Ivanpah Dry Lake [4.34], the western edge is close to an unmarked Radscorpion Burrow [4.S26]. Descend heading south, moving from west to east, and after the initial Gecko encounter, check the fallen vehicle for a Hollowed-Out Rock and Lottery Ticket. Progress further into the canyon, and the floor becomes wet with oozing radiation, and masses of strewn barrels. Even the tumbleweed is radioactive.

ZONE 4: SECONDARY LOCATIONS[]

[4.S01] Chance's grave[]

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Transcript

The final resting place of Chance is here, at the top of a hill, close to the Tribal Village [4.01].

[4.S02] Warning Signs on Goodsprings Road[]

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Transcript

The road north of Goodsprings [4.05] warns of danger to come; this refers to the Cazadors in the Tribal Village, but otherwise this is a great thoroughfare to reach Zone 1.

[4.S03] Scorpion Valley[]

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Transcript

A small gulch where Radscorpions roam. Cull them for Glands you can give to Ruby Nash in Primm [4.17], or avoid the area.

[4.S04] The Dead Survivalist[]

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Transcript

The skeleton of a long-dead adventurer lies near the copy of Lad's Life he didn't read. There may be a dead Mercenary to search, too.

[4.S05]