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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.

Contents

ZONE 1: NORTHWEST MOUNTAINS[edit | edit source]

Topographical Overview[edit | edit source]

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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[edit | edit source]

[1.01] Brooks Tumbleweed Ranch[edit | edit source]

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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[edit | edit source]

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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 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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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)[edit | edit source]

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Only three of the seven bungalows are accessible.

Jacobstown bungalow #2 (North)[edit | edit source]

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

Jacobstown bungalow (West)[edit | edit source]

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Pick the lock to enter another wrecked chalet.

[1.11] Remnants bunker[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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North of Violet and ViolattaIn-game spelling 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[edit | edit source]

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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[edit | edit source]

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

[1.20] Bonnie Springs[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

[1.S01] Radioactive Road Block[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[1.S04] Sharecroppers’ Lament[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[1.S07] Jackal shack[edit | edit source]

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

[1.S08] New Vegas home[edit | edit source]

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

[1.S09] Rusting Pickup Truck[edit | edit source]

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Check the flatbed for some ammo.

[1.S10] Carlyle St. Clair's house[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[1.S15] Mountain Vista[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[1.S24] Red Rock Canyon Commemorative Stone[edit | edit source]

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A large hewn rock welcomes you to the area.

[1.S25] Spring Mountain Pathway[edit | edit source]

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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[edit | edit source]

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

[1.S27] Sulfur Cave[edit | edit source]

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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][edit | edit source]

Topographical Overview[edit | edit source]

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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[edit | edit source]

[2.01] Westside West Entrance[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[2.04] The Thorn[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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.”

[2.07] North Vegas Square[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

Guard barracks[edit | edit source]

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

Brahmin Paddock[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[2.12] Monte Carlo Suites[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

p.308

Exterior: Gun Runner Kiosk[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

p. 308

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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[edit | edit source]

p.308-309

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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[edit | edit source]

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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[edit | edit source]

p.309-310

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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[edit | edit source]

p.310-314

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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.

First Recon's Tents[edit | edit source]

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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).

Little Buster's Punching Bag[edit | edit source]

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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.

Concourse Gate A[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

p.315-316

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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 (a member of the Followers of the Apocalypse), who can heal you. Ask him about the refugees.

Aerotech tent[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

p. 318

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

p.318-319

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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[edit | edit source]

p. 319

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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[edit | edit source]

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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[edit | edit source]

p. 319

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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[edit | edit source]

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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[edit | edit source]

p. 319

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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 McCaffery, or Cass herself, who is down south at the Mojave Outpost [4.27].

[2.32] Grub n' Gulp rest stop[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

p.320-323

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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[edit | edit source]

[2.S01] Ruined Buildings[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[2.S17] New Vegas Sign[edit | edit source]

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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[edit | edit source]

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A terrible Fiend named Cook-Cook, who rapes 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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

p.324-325

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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][edit | edit source]

Topographical Overview[edit | edit source]

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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[edit | edit source]

[2A.01] Casa Madrid Apartments[edit | edit source]

p.326-327

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

[2A.S01] The Chessboard[edit | edit source]

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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[edit | edit source]

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

[2A.S03] Marco[edit | edit source]

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

[2A.S04] Mean Sonofabitch[edit | edit source]

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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[edit | edit source]

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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)[edit | edit source]

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

[2A.S07] Makeshift Bedding[edit | edit source]

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

[2A.S08] Makeshift Bedding[edit | edit source]

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Sleeping quarters

[2A.S09] Westside Allotment (East)[edit | edit source]

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

[2A.S10] Hector and the Water Brahmin[edit | edit source]

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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[edit | edit source]

[2B.01] The Gray[edit | edit source]

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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[edit | edit source]

[2B.S01] CrandenIn-game spelling[edit | edit source]

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You’ll find CrandenIn-game spelling wandering these streets, muttering about the influx of squatters.

[2B.S02] Manhole to North Sewers[edit | edit source]

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

[2B.S03] Owned Bedding[edit | edit source]

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

[2B.S04] Jules[edit | edit source]

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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[edit | edit source]

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

[2B.S06] Playground[edit | edit source]

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

ZONE 2C: FREESIDE[edit | edit source]

[2C.01] Old Mormon Fort[edit | edit source]

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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.

[2C.02] Mick & Ralph's[edit | edit source]

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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:

[2C.03] Ruined Store[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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.

[2C.06] Atomic Wrangler[edit | edit source]

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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[edit | edit source]

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"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 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 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[edit | edit source]

[2C.S01] Bodyguards-For-Hire[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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Check the dumpsters and bodies for loot.

[2C.S04] Genaro’s Little Helpers[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[2C.S07] Freeside Entrance (Outer)[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[2C.S10] Signal Box Tower[edit | edit source]

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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[edit | edit source]

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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 it happening when you exit Cerulean Robotics.

[2C.S12] Max and Stacey[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[2C.S15] Rotface[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[2C.S18] Dead Man[edit | edit source]

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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[edit | edit source]

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

[2C.S20] Squatter Camp #2[edit | edit source]

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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)[edit | edit source]

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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[edit | edit source]

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

[2C.S23] Silver Rush crier[edit | edit source]

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

[2C.S24] Bill Ronte[edit | edit source]

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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[edit | edit source]

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

[2C.S26] Dead Thugs[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

ZONE 2D: NEW VEGAS STRIP[edit | edit source]

[2D.01] Gomorrah[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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 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[edit | edit source]

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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[edit | edit source]

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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 formIn-game spelling 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[edit | edit source]

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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

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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

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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

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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[edit | edit source]

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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[edit | edit source]

[2D.S01] Mister Holdout[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[2D.S04] Billy Knight[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[2D.S09] NCR Embassy Gates[edit | edit source]

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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[edit | edit source]

[2E.01] Zapp's Neon Signs[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[2E.S03] Lean-To Shack[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

Topographical Overview[edit | edit source]

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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[edit | edit source]

[3.01] Nellis Air Force Base[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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The restrooms have pure water to sip.

Nellis men's barracks[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

Nellis medical station[edit | edit source]

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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[edit | edit source]

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

Nellis workshop[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

Water Filtration Systems[edit | edit source]

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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[edit | edit source]

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The greenhouses and cultivated Maize can’t be accessed.

Raquel's Southern Howitzer Defenses[edit | edit source]

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

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

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

[3.02] Nellis hangars[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[3.08] Bitter Springs[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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A dangerous and radioactive maw inhabited by Centaurs anIn-game spelling 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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[3.12] Vault 34[edit | edit source]

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Vault 34's social experiment was a fully armed society. The residents hasIn-game spelling 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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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 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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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.

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

Victus Aula (Food Hall)[edit | edit source]

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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 and Lupa[edit | edit source]

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Waiting on the south side of Caesar’s Tent is AnthonyIn-game spelling and the Legion’s most ferocious hound, Lupa. You can ask AnthonyIn-game spelling 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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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

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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

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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

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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

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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

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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

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

Barstow Express[edit | edit source]

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A rusting green locomotive with a skeleton closeby.

Train Station[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

Boulder City ruins[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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 for an impending attack by Caesar and a visit by President Kimball.

Visitors center[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

Road to Legate’s Camp[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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)[edit | edit source]

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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[edit | edit source]

[3.S01] Power Transformer[edit | edit source]

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

[3.S02] Chem Addicts’ Camp[edit | edit source]

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

[3.S03] Boomer Territory Road[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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Search the Trooper for a helpful itemsIn-game spelling before you explore Vault 34 [3.12].

[3.S07] Mole Rat Hole[edit | edit source]

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

[3.S08] Cazador Nests[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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)[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[3.S18] Sunken Sarsaparilla Supplies[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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)[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

Topographical Overview[edit | edit source]

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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[edit | edit source]

[4.01] Tribal village[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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Arguably the most dangerous areIn-game spelling 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[edit | edit source]

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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)[edit | edit source]

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

Goodsprings gas station[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

Goodsprings schoolhouse[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

Mess hall[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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 built around the exploits of two desperadoes from ancient history, and an archaic (and now highly dangerous) rollercoaster.

Long 95In-game spelling and NCR Flag[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

{{Transcript|text= 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[edit | edit source]

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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[edit | edit source]

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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
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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
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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[edit | edit source]

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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
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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
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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
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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
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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
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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[edit | edit source]

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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)[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

[4.18] California Sunset Drive-in[edit | edit source]

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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[edit | edit source]

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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 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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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

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

West
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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
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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.

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

Nipton General Store[edit | edit source]

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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.

Nipton Town Hall[edit | edit source]

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This structure is where Vulpes Inculta and his Legionaries are camped, although they're about to move back to The Fort. 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.

[4.31] Mojave Drive-in[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

[4.S01] Chance's grave[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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[edit | edit source]

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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] Abandoned shack[edit | edit source]

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North of the Yangtze Memorial [4.07] is a shack at the south end of Scorpion Gulch.

[4.S06] Goodsprings Water Wells[edit | edit source]

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Location S6A is a water well. Location S6B is a small caravan trailer. Location S6C are two water wells; one is destroyed, while the other works. You can sip pure water from the working wells, or the troughs. Note there is another working well at Goodsprings Source [4.11] itself.

[4.S07] 7A: Broken Radio Tower[edit | edit source]

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These are the two locations to trek to during Free Quest: Barton the Fink, which begins in Goodsprings Source [4.11]. Pay special attention to the traps up at the top of the ridge path connecting the two locations. At the top is a dead Prospector, with some items to loot.

[4.S07] 7B: Dead Body Overhang[edit | edit source]

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At the top is the corpse of the bespectacled Johnny Five-Aces, with a glass pitcher and five scattered aces around him. On the cliff are four balls in a line. You wonder how time works….

[4.S08] Archaeologist’s Fridge[edit | edit source]

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Over by the side of the road is a discarded fridge with the door wrenched off.

[4.S09] Deathclaw Trailer[edit | edit source]

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South of the Whittaker Farmstead [1.22] is a caravan trailer and deserted fields at the foothills of Quarry Junction [4.04]. The lack of humans is due to the prowling Deathclaws.

[4.S10] Corvega Atomic Billboard[edit | edit source]

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Billboards are dotted about the landscape, and serve as simple landmarks, but this one is very useful as it marks the northern perimeter of the Deathclaws’ territory outside Quarry Junction [4.04]. If you see this billboard, beware!

[4.S11] Railroad Bridge[edit | edit source]

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The railroad runs parallel along the Long 15, and is the easiest way to judge which zone you’re in. This bridge has a dead Ghoul under it; this Bright Brotherhood follower has traveled far from their REPCONN Test Site [5.17] base.

[4.S12] Ammo Stash[edit | edit source]

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By a small bush and low rock just off Long 15, there’s some forgotten ammunition.

[4.S13] Jackknifed Truck[edit | edit source]

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This rusting container has a number of items to scavenge.

[4.S14] The Desiccated Adventurer[edit | edit source]

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On the flat rocks overlooking Long 15, an adventurer has shuffled off this mortal coil.

[4.S15] Powder Ganger Junction[edit | edit source]

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At the junction on the Long 15 that allows access to the NCR Correctional Facility [5.15], there’s a wrecked trailer, and two dead Caravan Guards. Beware of Powder Gangers (and their lobbed explosives) in this vicinity. Use the trailer as a route marker afterward.

[4.S16] Bloatfly Flats[edit | edit source]

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If you’re using Bloatflies for a Recipe, or simply need target practice, check the fetid pools between the Long 15 and railroad track, just southeast of Jean Sky Diving [4.12].

[4.S17] The Devil's Carbunkle[edit | edit source]

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The trash ditch, once an old stream bed that runs from the Long 15, ends up in this irradiated mess. Check the garbage can, and find the following under a rusting car.

[4.S18] Trash Ditch[edit | edit source]

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Run-off from the hills collects in a (now irradiated) pond to the east, and the old stream is now a ditch for refuse, and a path to follow to the Devil's Carbunkle.

[4.S19] Prospector’s Lean-To[edit | edit source]

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North of California Sunset Drive-in is a rusting playground and Prospector’s Lean-to. Find two Magazines in these parts. Try hitting Tin Cans as target practice, too.

[4.S20] Bright’s Darkness[edit | edit source]

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At the foot of the electrical power tower that you can use as a landmark are the remains of a dead Ghoul in a cowl. Expect an Energy Weapon on the corpse too.

[4.S21] Mesquite Mountains lean-to[edit | edit source]

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Close to the bubbling radiation of the Mesquite Mountains Crater is a lean-to affixed to the rock, affording shelter from the perpetual Ghoul problem. Watch out; that road cone has a mine under it!

[4.S22] Super Mutant Camp[edit | edit source]

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Soaking in the radiation of Jack Rabbit Springs [4.26] are a small band of Super Mutants and their disgusting Centaur pets. The Campfire was flagged at Jack Rabbit Springs (#68).

[4.S23] Nipton Junction[edit | edit source]

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This is the Long 15 junction with Trail 164 that takes you east to Nipton and Camp Searchlight [6.16]. The place is deserted, until you rid the area of Giant Ants during a Side Quest.

[4.S24] Californian Exodus[edit | edit source]

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The remains of an ancient traffic jam lead up to the Mojave Outpost [4.27]. There's little but Food and a couple of Tool Boxes to check out in the back to the containers. However, the chained explosion the vehicles make (especially if you "daisy chain" them with Frag Mines or C-4) is pointlessly impressive!

[4.S25] Crashed cargo plane[edit | edit source]

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The remains of a rusting plane in the sands of the south Ivanpah Dry Lake [4.24] hold a small find in the sand.

[4.S26] Radscorpion Burrow[edit | edit source]

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A clump of rocks with a swarm of Radscorpions reveals itself to be a burrow. Once inside, the burrow opens up into a large cave with a ferocious Radscorpion Queen to contend with, and well as a number of smaller beasts. Assuming you survive, you can collect copious items from the bodies of four Prospectors and a Jackal Gang Member, and gather Radscorpion Glands if you’re wanting some of Ruby Nash’s infamous Casseroles (Free Quest: Gland for Some Home Cooking).

[4.S27A and B] Mole Rat Burrows[edit | edit source]

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Some Mole Rats are living dangerously close to the Radscorpions. Although visible, their burrows are too small to fit through.

[4.S28] Sealed Train Tunnel[edit | edit source]

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This is the end of the line of the railroad that borders this zone, which you can follow north all the way to New Vegas.

ZONE 5: CENTRAL MOUNTAINS[edit | edit source]

Topographical Overview[edit | edit source]

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The undulating zone features a host of large locales, but is dominated to the north by Black Mountain, and the remains of a radar station now overrun by a Super Mutant named Tabitha. Those that seek solace in the mountains don't want to be found, as the denizens of Hidden Valley would certainly concur. Beware of Bark Scorpions in the maze-like gulch, and concentrate on investigating the larger structures south of the El Dorado Dry Lake; HELIOS One with its incredible solar panel array; the REPCONN Test Site where Ghouls and Super Mutants are waging war against one another, and there's always time to take in Dinky the Dinosaur over at Novac, where the settlers are always friendly, if a little on edge. South of Novac are less populated mountains, and a number of caves to explore; be sure you know which ones contain Geckos, and which have Deathclaws! Don't forget Primm Pass either; a great direct path to and from Zone 4. The western area has its own problems as you'll discover if you set foot inside the perimeter of the NCR Correctional Facility, where the inmates are quite literally running the asylum.

Highways and Byways

The border of this zone is perhaps the easiest to pinpoint, as it takes in the major roads and railroad in the region. To the west, the perimeter follows the route of the railroad tracks all the way from Junction 15 Railway Station to the north, down to Nipton in Zone 4. To the north is the continuation west to east of Trail 160, which meets up at the 188 Trading Post, and then continues southward down Highway 95, taking in the major sights along with way. The southern perimeter is the continuation of Trail 164 which began at the Mojave Outpost in Zone 4, and the road continues all the way to the northern edge of Camp Searchlight in Zone 6. As for the middle of this map? Aside from a second north-south road to Novac, the mountains mainly have pathways to lose yourself in, and a winding road to the tip of Black Mountain itself.

PRIMARY LOCATIONS[edit | edit source]

[5.01] Junction 15 Railway Station[edit | edit source]

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This marks the unofficial spot where the rugged terrain of the Mojave desert flattens out into the New Vegas plains, and is also a good place to situate yourself to if you're following the roads and rail tracks; Long 15 winds up past the farmland to the northwest, while the REPCONN Headquarters is visible to the northeast. You're usually in mortal danger of Deathclaws advancing down the tracks from Quarry Junction though, so be ready to flee if you aren't able to deal with three or four attacking at once. The platform building is sealed up tight.

[5.02] 188 Trading Post[edit | edit source]

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Formed after the Powder Ganger break-out down at Primm [4.17] forced traders northward, the intersection of the 95 and 93 (hence "188") is now a bustling Trading spot, catering to the NCR from Boulder City [3.32] and Hoover Dam [3.33] as well as offering good connections down the 95. Start on the eastern side of the intersection.

188 Slop & Shop[edit | edit source]

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“It’s Better Than Nothing.” Michelle (daytime) and Samuel Kerr (nighttime) run this store, and you can ask either of them for a little local flavor, as well as the Legion raids. They have a variety of items to trade, including a few weapons, and Doctor Bags - the selection changes depending on who is on duty; you can wake the other Kerr from the mattress under their blue metal shack. Don’t forget to check out their shack; there’s a small bar with a Star Cap on it, and a Reloading Bench around the back.

Veronica, Who Lives in a Hole in the Ground[edit | edit source]

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The hooded figure standing close to the Slop & Shop is Veronica, who you can engage in conversation. She lives in a bunker, and is here picking up supplies for her “family.” If you want her to join you, answer her question about the Brotherhood of Steel.

Arms Merchant: Bravo Company’s Finest?[edit | edit source]

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Cross the bridge (there’s a long trailer with mattresses to sleep in) to the western side of the overpass, and check the tent for more mattresses. Close by is a parked military truck, with an Arms Merchant. She’s been discharged from the NCR for three years, since an “incident” during the first Legion attack on the dam. Ask her about that, as well as seeing what she has for sale (it’s usually cheaper than Michelle).

Gun Runners: For the Discerning Customer[edit | edit source]

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Speak to Alexander under the bridge, who runs a satellite operation for the Gun Runners [2.14] and isn’t about to sell his wares to the likes of you. You can ask about the Gun Runners, or his attitude, but he won’t sell you anything.

Ezekiel the Explorer[edit | edit source]

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A member of the Followers of the Apocalypse is hanging around outside the northern edge of this Post. He doesn’t say much, unless you’re inquiring about Great Khan history, as part of Side Quest: Oh My Papa.

Free Quest: Thought for the Day[edit | edit source]

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Sitting on the concrete below the overpass is a child known as The Forecaster. He’s wearing some kind of head brace (which he believes is his “medicine”), and isn’t selling anything; not even the bric-a-brac surrounding him. He’s selling thoughts, at 100 Caps a pop. You can ignore him, or pay up. There are three “thoughts” to buy.

[5.03] NCR Ranger safehouse[edit | edit source]

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A well-hidden door along a gully leads into a Safehouse only accessible with the appropriate key, obtained once you complete the Free Quest with Colonel Hsu. Inside the Safehouse is a structure built into the natural cavern. The canteen has a Reloading Bench and Water Fountain. Much like other Safehouses across the Mojave, this offers a place of rest and healthy solace. Any bed you sleep in at this location gives you a “Well Rested” bonus, there is a water fountain here allowing you to sip purified water without Radiation, and if the location has a fridge, it is restocked
with items once per day. Aside from the fridge, there are containers you can store items without them disappearing. Choose a metal box, footlocker, or other chest type, place a low value item inside, then return after a day to ensure your items haven’t been taken. This location is visited periodically by Ranger Gomez, who is usually here every Wednesday and Saturday. You can check the day of the week when you attempt to Wait or Sleep. Gomez hands over (for free) one set of the following, each time the Ranger visits (so you can choose items twice a week, assuming you’re there when the Ranger is).

[5.04] El Dorado Substation[edit | edit source]

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Taking the incredible energy from HELIOS One [5.13] and converting it into usable electricity occurs here, at the substation and adjacent transformer yard, both of which are guarded by NCR Troops that give you strict instructions not to trespass on the property. Open the Garage Door to the Substation. A terminal allows access to power areas of the Mojave Wasteland based on your alliance needs, and at the expense of NCR friendliness.

[5.05] Vault 11[edit | edit source]

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Vault 11 was a social experiment vault to see if the residents would periodically select and kill a fellow vault dweller to avoid the threat of total vault extermination. Each year, the vault computer informed the residents that one currently living member of the vault had to be placed in a special chamber, where they would be "terminated" for the good of the vault. Failure to comply, the computer said, would result in a total and irrevocable shutdown of the vault's life support. The vault dwellers followed the instructions for decades, picking victims through numerous methods. But eventually, something changed...

An old wooden door, in close proximity to a Hollowed-Out Rock, greets those who dare enter this rocky tomb.

Vault 11 Entrance Level[edit | edit source]

Rocky Tunnel
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There are two Bark Scorpions to avoid as you reach the massive vault door, which is currently open. The Vault Door Control Pod (on either side) closes and opens it again.

Entrance Chamber
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Stamp out the Giant Mantises, then peer around the room, which has some odd posters lampooning a couple of unknown persons in what appears to be a vault election. Check the terminal above the box of ammo to download a security recording: The four corpses at the front entrance of Vault 11 (in the Clinic) and a strange recording point to sinister events. This is Free Quest: Democracy Inaction.

Filtration Room
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A round filtration device dominates this room, with four exits, and the first of many Giant Rats to deal with. Study the graffiti on the posters closely. The sign above the door to the north reads “Clinic.”

Classroom
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Giant Mantises are in this small classroom, which has a public terminal to access. This gives lists of the candidates: Henry Glover (a family man with six children, who oddly ends his election spiel with a request to vote for “Nate Stone”). Donna Haley (who is aware of the rumors circulating, but then finishes with a self-harming flourish, telling the reader “my administration would be a disaster”). Then there’s Nate Stone (who complains about dirty backroom politics).

  • Vault 11 Election Guide
  • Notice of Postponement (regarding “murders” that forced the election to be stalled).
  • Overseer Order 745: Katherine Stone (the Overseer) opts for random election proceedings.
Cigar Lounge
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Pass the NCR Trooper corpse, and into this Giant Mantis-filled room. Check the fridge for Food before you leave.

Clinic
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The place is crawling with Giant Mantises, and there are four skeletons on the gurneys, and a fifth on the ground.

Vault 11 Living Quarters[edit | edit source]

Recreation Room and Bar
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Giant Mantises and Rats co-exist with animosity here. The place is a bit of a mess, and there’s nothing but junk (and a few Fission Batteries. Note the three exits (Male and Female Dorms, and Admin).

(Lower) Male Dorm Rooms
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Don’t forget to check the dressers for a Vault 11 Jumpsuit! Dorm Room #3 has a personal terminal [Very Easy] to hack, which downloads a Security Recording to your Pip-Boy. Roy Gottlieb from the Justice Bloc wants to usurp the Overseer, and is ready to arm up, take to the lower floors to hold out until he gets what he wants.

(Lower) Female Dorm Rooms
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DoomIn-game spelling Room #1 has a Skill Book by an overturned dresser.

Security
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Accessed on the upper corridor from Location #11, this has some ammo to gather, as well as a security terminal with the usual messages, and one additional one: A Deposition, in which Overseer Katherine Stone reveals shocking (and sexual) problems between her and (alledgedlyIn-game spelling) all of the Justice Bloc.

Vault 11 Lower Level[edit | edit source]

Overseer’s Office
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Beware of a Rigged Shotgun trap at the door; disarm the Tripwire and deactivate it. As well as a load of Scrap Metal, the room contains the Overseer’s Terminal, which requires a password to access it, found in the Atrium. Return here and you can open the Sacrificial Chamber.

Utility Room
Roy Gottlieb’s Last Stand
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There are three entrances to choose from depending on which corridor you’ve accessed. The northeast entrance has a Tripwire and Grenade Bouquet; watch out! The eastern entrance (facing west) has a steel beam that swings down to hit you; stoop and untie the tripwire to deactivate that. Judging by the skeletons, it seems Roy’s plan was put into practice, but they died down here.

(Underwater) Pump Control Room
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The underwater chambers are slightly irradiated, so be quick, but don’t worry about running out of air; there’s some in the cavity above the water, as these passages aren’t completely submerged. Be doubly sure you open the Locker inside this chamber, as it has a Differential Pressure Controller in it; a vital piece of equipment needed during Side Quest: Still in the Dark. Take this right now (the Quest does not have to be active), and don’t sell it!

(Waterlogged) Sub-Reactor Room
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Enter through the control room with the Ammo Boxes to the right (east). There’s a loudspeaker to activate, but nothing happens. The reactors themselves are flooded, and there are skeletons from the past vault fracas. The door to the left (west) is locked [Average].

(Completely Underwater) Main Reactor and Storage
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Exit via the door to the north and take a deep breath; enter the reactor room and don’t drown! There are more skeletal defenders, and a storage room to the east,

(Lower and Upper) Atrium
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The corridor branches south. Follow it to a door, and upstairs to a second door; both lead to the Atrium. On the upper mezzanine is an Atrium Terminal, with the Prepared Speech of Gus Olson, Ombudsman. There is a Holodisc offering the same, shocking revelations about the vault’s mainframe, and the yearly Overseer activities that could chill you to the core! Gus knows how to tear at the heartstrings! Now you know the password for the Overseer’s Terminal.

Overseer’s Walk
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After a long walk and a bright light from the risen Overseer’s desk, you reach a small movie projector. Close the door, and sit down for a relaxing viewing of a picture show entitled “Happy Trails.” It doesn’t stay happy for long!

Vault 11 Mainframe
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If you’re determined to complete the Free Quest, it might be wise to head here, and access the mainframe. The following menus are present; and the second option reveals the real truth!

Free Quest: Democracy Inaction[edit | edit source]

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Figuring out exactly what happened to the residents of Vault 11, and understanding the Overseer’s long walk, as well as accessing the Mainframe, gives you a whole new perspective on the Vault-Tec Corporation, and completes this Quest.

[5.06] Neil's shack[edit | edit source]

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At the foot of the Black Mountain switchbacks is a dilapidated shack. Neil, a friendly first-gen Super Mutant, is close by, and speaking to him allows you to find out more about the area, and the Nightkin that guard Tabitha at the top of the Mountain.

[5.07] Black Mountain[edit | edit source]

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A slightly unhinged Super Mutant named Tabatha (and also Rhonda) has installed herself (with the indentured help of a Ghoul named Raul) in this mountain-top radar installation, and is broadcasting her particular brand of insanity throughout much of the Wasteland. There are two ways to reach her lair; both of which are covered in the Side Quest.

Road Entrance[edit | edit source]

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Take this exit off the Long 95 just after the Quarry Junction [4.4]. You’re likely to be attacked by multiple Deathclaws unless you’re keeping to the eastern side and moving through the rocks carefully.

Danger! Falling Rocks![edit | edit source]

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This section of road allows you to view the first Super Mutant blockade [4], and the traps the Muties have readied for intruders. However, there’s a path off to the right (south) that skirts around and bypasses the road, ending up at a gate (Location [7]).

Super Mutant Blockades[edit | edit source]

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Expect at least three Super Mutants, and a couple of Nightkin to attack near here. The blockade hut itself has a footlocker to scavenge, and some ammo. At the next blockade, expect at least two or three more attacks before you reach this metal wall and barrels, and a few more Muties to tackle. You can peel off to the east, into a small patch of radioactive ground water, and up a tiny gully if you want a dangerous shortcut. The last blockage has a few hefty fellows and insane Nightkin to worry about, and a couple of items to scavenge between battles.

Danger! Falling Rocks Again![edit | edit source]

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As the road curves around to the left (northeast) again, there’s another warning sign, and a gate off to your right (southeast). This is the shortcut to take to reach Tabitha’s broadcasting building (Location [#16]) as you advance into the northern edge of Scorpion Gulch [5.12]. Head up the mountain, around the giant radar dishes to reach a second gate [Locked: Hard].

Ruined Radio Mast[edit | edit source]

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Further along the road is a fallen radio mast, and more Mutie mayhem. There’s a steep path to the right, allowing a shortcut into the shanty village. Otherwise, cut down Super Mutants and centaurs and continue onward and upward.

Shanty Village[edit | edit source]

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This was once a collection of radio masts and monitoring stations. Now it is dominated by a giant crater, and badly erected shanty huts, which are empty. Keep a look-out for more Muties (expect at least three). There's a Campfire and bedding to use once the coast is clear.

Storage building[edit | edit source]

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In addition to being a radio personality, Tabitha is a hoarder, and this chamber is proof of it. Although the main prizes are what's contained within the two trunks (that can only be unlocked with Tabitha's Key), there's other items to scavenge beforehand, including a Star Cap on the bottom shelf with the bottles. On a table, there's Rhonda, a deactivated Mister Handy that you can reactivate [Science] for Tabitha, for a happier Quest ending. When you’ve successfully open the trunks using Tabitha’s Key, the following mass of weaponry can be hauled out of here (use Raul to help if you’re unable to carry it all).

Bear-Trap Gully[edit | edit source]

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Expect more attacks from Super Mutants and Nightkin as you progress around the bend, passing two flaming barrels. You may have had to dodge a pushed boulder at this point, too. The road continues up (south), but there’s a small gully here, with a dead NCR Trooper and a Magnum. This gully leads to a boulder trap, and the Scenic Overlook (Location [10]).

Scenic Overlook[edit | edit source]

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This is the top of Bear Trap Gully, where the boulder was launched from. Trek the winding bend up to the village.

Dome Home[edit | edit source]

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Tabitha and her brethren have turned a fallen radar dish into a moderately successful storage area. There a Campfire inside, and there are trunks to open [1 = Average], and each contains a haul of Caps. Around the back is a third trunk (with a Minigun inside) and a Transceiver. Speak to Tabitha (as part of the Side Quest) here.

Summit[edit | edit source]

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Take the (southern) road from the Dome Home, and expect a final wave of Nightkin attacks (especially if you spoke to Tabitha about a n“dumb-dumb revolt”). Once at the Summit itself, beware of the Mutie with the Unique Missile Launcher on the radio mast. Check the small satellite dish on the ground for a Campfire. There’s a particularly disgusting dumpster here, too.

Prison building[edit | edit source]

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This two-room chamber is where Raul is being locked up. The first room has a locked door, Workbench, and two terminals. Check the accessible one for six entries that Raul has written about the madness he’s suffered. Or just
read Entry #6 for the Password to the second terminal, which is otherwise difficult to hack [Very Hard]. The second terminal unlocks the door. Raul is inside, and you can speak to him at length about his history, horrendous working conditions under Tabitha, and ask him to join you as a Follower if you wish.

Broadcast building (First Floor)[edit | edit source]

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Inside is a terminal [Easy] charting an astonishing series of logs from ancient times, when this installation took a direct hit. The final entry is from Marcus, when he first arrived at this place to set up camp. The second terminal [Easy] charts Marcus’ removal from Black Mountain, and Tabitha’s descent into madness.

Broadcast building (Second Floor)[edit | edit source]

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This is the broadcasting booth where Tabitha speaks from, and is accessed using Tabitha’s Room Key, found under the metal stairs you just climbed up. Inside are two more trunks you can scavenge from (with her Equipment Key), a Note ordering Raul to fix something, and a Sheet Music Book that’s worth 100 Caps. If you killed Tabitha, there’s a Super Sledge on her corpse.

Free Quest: Old School Ghoul[edit | edit source]

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Once you rescue Raul, you can opt to have him as a Follower, where he brings an impressive Repair Skill (and visit Raul’s Shack [3.05] to help him utilize his tinkering equipment). But if you speak to Raul at length, and listen to his thoughts on various factions as well as his life in Mexico City before the bombs dropped, there’s a tinge of sadness to his voice. Raul is getting old— even for a Ghoul—and needs to figure out his lot in life. And for that, he needs your help, and the wisdom of those more elderly Mojave residents (who can be visited in any order).

Wise Old Soul #1: Ranger Andy[edit | edit source