Fallout new vegas old world walkthrough. Passage of DLC Old World Blues for Fallout: New Vegas

There used to be a lot of humor in Fallout. There were moments that made me laugh: out loud, loudly, from the heart. I think this was one of the reasons for the huge popularity of the series. But as soon as Bethesda took over Fallout, this incredible, sparkling, almost surreal humor disappeared somewhere - that's how the new publishers decided. Fortunately, now Bethesda Softworks has finally come to its senses and allowed Old World Blues to return the players to their former fun.

Previous additions to Fallout: New Vegas, describing the robbery of the legendary casino (Dead Money) and the clan war in Zion Canyon ( Honest Hearts), are exciting, but quite serious adventures. The events of these DLCs take place in separate and rather original universes of a vast world. Great approach - but it's not the only way expand, continue and flourish the main game. In this regard, Old World Blues follows a different tactic.

The addition is unusual from the very beginning: yes, another radio signal, but no call for help, just some music. The player becomes the only spectator of a midnight movie show and is immersed in a world that is well known to all fans of science fiction of the 50s.

In Old World Blues the main character learns about the origin of some of the Mojave mutants, unwittingly becoming a test subject in a scientific experiment that does not go so smoothly. The character will have to search the pre-war research center in search of technologies that will help counter the kidnappers, or team up with them in the face of an even greater threat.

Head to the Big Crater Research Center (or Big MT, or Big Void): there you will meet five crazy scientists - or rather, with their brains placed in the bodies of robots. The bad news is they removed your brain too... And your spine. And heart. They will return when you complete their task! Good news: GG organs have been replaced with bionic ones, which will provide the character with interesting perks: Powerlessness, Invertebrate and Heartlessness.

At first, the plot does not shine with special events: all tasks are reduced to “give-bring”. The intrigue is that one of the scientists - Moebius, who is very reminiscent of Professor Farnsworth from the Futurama series - is even more crazy than the rest: he filled the territory of the research center with radscorpions and death rays, and his fellow opponents, of course , I do not like.

If we talk about the setting, then the territory of this add-on is the most “closed” of everything that we have seen before: you will not be able to leave the MT because of the protective barrier programmed by the insidious Mobius. But in terms of progression, Old World Blues is the most "open" DLC imaginable: it doesn't try to dictate the order of quests for you at all.

The MT area seems to be small, but there are almost 40 most interesting locations located at different levels. Players will enjoy both the Mystic Cave and the encounter with the monstrous Legendary Bluffs. In any other game, this would be a "boss fight" story, but here it's just one of several pleasant surprises for the exploration lover.

Old World Blues has more to do with the series than meets the eye: it gives a lot of information about Elijah (the antagonist from Dead Money), for example, and even explains a few things about the unique flora and fauna of New Vegas. In general, if you want to know who is to blame for the appearance of the damned casadors - play Old World Blues!

There are other reasons why this supplement is worthy of close attention. For example, here you can find new tools and weapons - and so useful that you just wonder how you ever managed without them. The Inversion Proton Ax cuts enemy robots like butter. The K9000 cyberdog shotgun is a brutal machine gun that literally barks and growls. And the sound emitter is not only a weapon capable of disintegrating the force field and frying enemies - both living and electronic, but also an important quest item. Interestingly, to improve its characteristics, new sound recordings must be found - from opera singers' arias to the screams of a giant tarantula.

Add-on features
  • Like all Fallout: New Vegas expansions, Old World Blues raises the level cap by 5 and provides new abilities and recipes.
  • Old World Blues allows you to change the appearance and hairstyle of the character (you need to go through the expansion to a certain point).
  • Equipment is not removed from the character at the start of this expansion. In addition, the new location has Free access after completing the expansion.
  • Upon completion of all tasks, the Courier is given a teleportation pistol that works in both directions. When teleporting from anywhere in the Mojave, the Courier ends up on the balcony of the central dome; when teleporting from anywhere in the Big Mountain, the Courier is next to the fallen satellite in the open cinema "Mojave".
  • Companions cannot accompany the Courier on the journey to the Big Mountain.
  • In addition, there was a "headquarters" for the Courier.

But that's not all! The level cap goes up again by 5 levels, and new abilities - both basic and special - will quickly prove useful. Skill "Mmm, Overeating!" will please everyone who plays in hardcore mode: it gives a 50% chance to get powerful and valuable healing items from each defeated enemy - black pudding and thick red paste (of course, we are talking only about enemies from protoplasm).

From time to time the plot picks up pace, but still the addition does not prevent you from stopping, looking around and thinking if necessary. It is very valuable that nothing is random in Old World Blues: everything you meet is there for a reason, whether it is a room littered with mentats or a test chamber around a high school. Everything has its meaning and its purpose; even something as simple as collecting old dog bowls can lead to a quest that will help you better understand the motivations of the characters and understand the reasons for their rivalry.

Usually, we can easily guess how many different "goodies" an add-on of this volume has prepared, but Old World Blues breaks all records: there is too much to consider and evaluate in one playthrough. For example, in a small automated apartment there is a sink, which consists of nine devices; each of them has its own personality and pursues its own interests. And if you fix an ordinary toaster, it will turn into powerful weapon close combat. There's also the Autodoc, which heals wounds and is able to modify the body; and the coffee mug-obsessed robot Circle, in exchange for these useless items, he will give out energy batteries and electronic waste.

In Old World Blues, you don't deal with living beings, but with mechanisms, but many of them are much brighter, more individual and witty than the characters of previous DLCs. You will get sincere pleasure from every conversation and laugh heartily more than once.

All this combined makes Old World Blues perhaps the most memorable DLC released for both New Vegas and Fallout 3. You will get 6-7 hours of fun gameplay, you will be able to understand a little past stories - and, of course, with looking forward to the continuation of this amazing series.

Protective kit and 3K mask with NZ goggles- The suit has a high resistance to poison, and the helmet gives a permanent effect of night vision. Located in location Hazardous materials landfill. By the way, the protective kit is worn by ghost people in the Villa in the Dead Money add-on, but this costume cannot be removed from them.
  • Dr. Klein glasses- Dr. Klein's points give +5 Repair and +1 Intelligence. In general, in terms of characteristics, they lose to Mobius glasses. Think Tank, to the left of the entrance is a table with a chemical set. Glasses on the table.
  • Doctor Mobius glasses- if you put them on, the Explosives skill will increase by 10, and Intelligence by 2 (twice as much as Klein points). Think Tank, the easternmost room on the second floor (closed with a middle lock).
  • Scientist suit- It is a pre-war uniform of scientists, there is a belt and a collar. Apparently, this was the main type of clothing in Great Grief. Entrance to the Dome of the Forbidden Zone, . Also other options:
    Doctor Mobius clothes- a unique option. It differs from the usual mad scientist suit not only in red color, but also in significantly improved characteristics - an increase in charisma, intelligence and science, as well as increased PU. Dome of the Forbidden Zone, on the right side of the stairs leading to the Courier's brain tank
    Dr. Klein clothes- another unique option. Compared to the usual version, it is better, but definitely loses to the Dr. Mobius costume. The armor is in Higgs village, in house #101 on the second floor, in the bedroom.
    Mad scientist costume- it differs from the usual suit of a scientist by increased indicators of PU and strength. Smart House and X-17 Weather Station.
  • Reconnaissance Armor (CS) Kristin- This is a unique recon armor used by the Circle of Steel, once owned by Christine Royce. This armor provides slightly more RP than normal recon armor and has more HP. You can find this armor in the medical complex Y-17, near the broken Auto-Doc, in the middle of the room.
  • Valence Planar Amplifier- Valence Radius Accentuator adds +1 to stamina and constantly regenerates HP, approximately 12 HP per in-game hour. Can be used with open helmets. A very useful and fragile item. Can be found in Z-38 Center for the Study of Light Waves, Y-17 Medical Complex, signal hill. Has a unique version: Atomic-valence three-plane oscillator. Compared to the conventional version, PU and strength are increased. He also regenerates health at a rate of 24 HP per in-game hour. Z-14 DNA Splicing Laboratory- on the body of Specimen 73 and X-7B Target area- the desired item in the box, appears only after shelling with guns from the location "X-7A Artillery Test Run"
  • Stealth armor "Mark II"- This suit has a life support system for the wearer and an on-board computer controlled by artificial intelligence with a pleasant female voice. The prototype of this technology is similar to the medical module of the prototype medical power armor in Fallout 3. The life support system monitors the condition of the wearer of the armor, the medical module automatically injects him with Med-X or stimulants if necessary and an antidote in case of poisoning. The on-board computer scans the environment and warns its owner of possible danger. Very talkative, gives inappropriate advice, inserts offhand comments, likes to joke, and seems to suffer from a mild form of paranoia. Artificial intelligence costume can be improved in research complex X-13 by updating the software, which will give the wearer of the suit certain bonuses:
    Stealth +10 (firmware v1.0)
    Stealth +15 (firmware v1.1)
    Perception +1 (firmware v1.2)
    Agility +1 (firmware v1.3)
    Movement speed in stealth mode +20% (firmware v1.4)
    The artificial intelligence of the suit warns with a voice about the appearance of enemies and the approximate level of their danger, about the end of the battle, and sometimes just makes jokes (for example: “Who in the world is the most inconspicuous, inconspicuous and transparent”).
  • Smart House

    Smart Home is a one-story zone consisting of four rooms. In the central room there is a module that controls the intelligence of the Smart Home - the Central Logic Module of the Smart Home. The Smart House has intelligence carriers that existed during Dr. Mobius's stay there: Toaster, Button 01, Button 02, Circle, Biological Station, Blind Diode Jefferson, Lair Auto-Doc, Bookbox and Sink. You can find a lot of containers in the location, in Moebius's private room there are two boxes, several lockers, a wall-mounted first-aid kit and a safe. In the room where the Biological Station and the Sink are located, there is an electric stove. The central room contains a workbench and a workbench for reloading ammo. From here there are exits to the balcony, to the Think Tank and Big Mountain.

    All my friends have switches

    While exploring his new home, the Courier may detect the presence of unusual robots and devices in it, but all of them will be inactive, and when trying to interact with them, the corresponding message will be displayed. The beginning of the quest will be a conversation with Dr. Klein, during which he will give the first and main holodisk for the Smart Home, which will launch the Central Logic Module of the Smart Home. Next, the Courier will have to find holodisks with the personalities of other robots and devices and turn on each of them.

    Walkthrough:
    1. Using the holodisk received from Dr. Klein, activate the Central Logic Module of the Smart Home, which is a kind of "main computer" of the Smart Home.

    • Find the missing personality modules for the Shell, Autodoc, and Biological Station:
    • The personality module of the Smart Home Sink is located in the magnetic-hydraulic complex.
    • The AutoDoc Smart Home Personality Module is located in the Y-17 Medical Complex.
    • The personality module of the Smart Home Biological Station is located in the X-22 botanical garden.
    2. Find the missing personality modules for the Jukebox, Button 01 and Button 02:
    • The personality module of the Jukebox for the Smart Home is located on the second floor of the house number 108 in the village of Higgs.
    • Button 01 Personality Module for Smart Home is located in X-2 Broadcasting Network.
    • The Button 02 personality module for the Smart Home is located in the northern tunnel of the Big Mountain.
    3. Find the missing personality modules for the Bookbox, Mug and Toaster:
    • The Personality Module of the Book Reader for the Smart Home is located on the second floor of the house number 101 in the village of Higgs.
    • The personality module of the Smart Home Mug is located in the back of the truck in front of the entrance to the Securitron dismantling shop.
    • The personality module of the Smart Home Toaster is in the Cuckoo's Nest.
    5. Finding the modules on the Big Mountain, activate the corresponding Smart Home devices. After collecting all the personality modules and activating each device, the Courier will complete the quest and receive the "Win Friends" achievement.

    We influence people

    The quest is automatically activated after completing the quest All My Friends Have Light Switches. You need to find files with advanced software for Smart Home.

    Walkthrough:
    1. Find files with advanced software for Smart Home Central Logic Module.

    • Find "Main Computer Upgrade: LAER mod. "Prismatic Lens" in the "Signal Hill" location.
    • Find "Main Computer Upgrade: LAER mod. "Additional recharge"" in the location "Big Mountain - West Tunnel".
    • Find "Main Computer Upgrade: K9000 mod. "Mentat Chow" in the location "X-13 Research Complex".
    • Find "Main Computer Upgrade: K9000 mod. "Resla Transformer" in the location "X-13 Research Facility".
    2. Find the files with the advanced software for AutoDoc.
    • Find "Autodoc Upgrade: Barber Shop" in the "Signal Hill" location.
    • Find the Autodoc Upgrade: Plastic Surgery at Y-17 Medical Facility.
    • Find Autodoc Upgrade: C-13 Implant in Y-17 Medical Facility.
    • Find Autodoc Upgrade: M-5 Implant in Z-14 DNA Splicing Lab.
    • Find "Autodoc Upgrade: Y-3 Implant" in Z-9 Snake DNA Conservation Center.
    • Find Autodoc Upgrade: Y-7 Implant in X-13 Research Facility.
    3. Find files with advanced software for: Sink,
    • Mug, Buttons 01, Buttons 02 and Bookcase.
    • Find the Bookbox Upgrade: Recycling in the Little Yangtze.
    • Find "Sink Upgrade: Water Production" in the "Construction Site" location.
    • Find Mug Upgrade: Item Production in the Securitron Dismantling Facility.
    • Find Button Upgrade 02: Uplifting Light in the Saturnite Alloy Lab.
    • Find "Button Upgrade 01: Clearing Light" in the X-12 Research Center (the upgrade can be found by completing the Sound Emitter Upgrade quest) .
    4. Install all improvements in the Smart Home.

    Field studies

    The quest starts automatically after completing the Influencing People quest. The courier needs to find 4 Blind Diode Jefferson audio recordings to improve the sound emitter, as well as seeds for the Biological Station.

    Walkthrough:
    1.Find all audio recordings for the jukebox.

    • Audio Log - The Opera Singer can be found on the second floor of house #108, on a newspaper table in Higgs Village.
    • Audio Log - The Giant Tarantula can be found on the second floor of house #00, on the inactive terminal in Higgs Village.
    • Audio Log - Gabriel's Lai can be found during the quest "X-8: Terror in high school!" in location X-8 Research Center. The holodisk is buried in one of the trash heaps in the residential test facility. You can only dig it out with a shovel. Next to the piles of garbage is Gabe himself.
    • Audio Log - The Mobius Roboscorpion can be found in the "Entrance to the Dome of the Forbidden Zone" location on a table at the far end of the hall (you can only get to the combat robots laboratory during the "Old World Blues" quest, until then the door is locked), along the way to the holodisk the Courier will meet a giant roboscorpion X-42, which belongs to Dr. Mobius. The roboscorpion can be destroyed or sneaked to the holodisk.
    2. Find dried seeds for the Biological Station.
    • There are 3 bags of seeds in total. All of them are located in the vicinity of the X-22 Botanical Garden. One of the packages is located directly in the garden, 2 others are a little to the east. The easiest way to get to them is without going into the garden itself, but walking from the signal hill, moving along the hills, first along the fallen metal tower to the fountain, where the second package of seeds is located. Then along the pipe strictly to the north - to the third package.
    3. Install audio recordings, give the seeds to the Biological Station in the Smart Home.
    • The courier should start a conversation with the blind Diode Jefferson and say that he has audio recordings. This cannot be done with the voice modules disabled.
    • The courier should start a conversation with the Biological Station and say that he has the seeds. This cannot be done with the voice modules disabled.

    Received abilities

    Brainless
    Your brain has been replaced with a high-tech product: your head is no longer damaged, you are more resistant to chemical addiction (+25% resistance) and physical damage (+5% damage threshold, minimum +1).

    invertebrate
    Your spine has been replaced by a high-tech product. Your torso is now undamaged and your Strength (STR) and Damage Threshold (DR) have increased (+1).
    Obtained automatically during the "Welcome to the Mountain" quest.

    Heartless
    Your heart has been replaced by a high-tech product: now you can't be poisoned, the artificial heart regulates blood flow and the healing process, and drugs (chemicals) have an additional effect. Robots will be disoriented upon encountering you, reducing their chance of inflicting critical damage by 50%.
    Obtained automatically during the "Welcome to the Mountain" quest.

    DNAcasador
    Increases damage dealt to Cazadores by 10% per rank, up to 30%.
    Given automatically on kill required amount casadors on the territory of the Big Mountain.

    • Level 1: 2 kills.
    • Level 2: 5 kills.
    • Level 3: 10 kills.
    Implant C-13
    Initially, it was planned to develop a special program for the turrets in case the casadors break out from under the castle, but then it was decided to create a C-13 implant suitable for the human body (+10% damage to the casadors).
    You can install the implant at the autodoc for 8,000 caps if you have the "Autodoc Upgrade: Implant C-13" holotape.

    M-5 implant
    You can become... better... faster... stronger. In fact, it's just faster. The M-5 implant increases stealth movement speed by 20% to increase the subject's efficiency.
    You can install the implant at the autodoc for 10,000 caps if you have the "Autodoc Upgrade: M-5 Implant" holotape.

    Implant Y-3
    The Y-3 implant creates a filtration system in the digestive tract that cleans any ingested liquid of radioactive particles before they have time to have a harmful effect on the body.
    You can install the implant at the autodoc for 12,000 caps if you have the "Autodoc Upgrade: Y-3 Implant" holotape.

    Implant Y-7
    The Y-7 Implant increases the efficiency of enzymes, resulting in better recovery of health (HP) food, and the eater receives additional action points (AP) for each serving eaten.
    You can install the implant at the autodoc for 20,000 caps if you have the "Autodoc Upgrade: Y-7 Implant" holotape.

    big mind
    Your brain is back in its normal place, but some of the consequences of high technology remain: your head is still undamaged, but you are only 10% less addictive. Surprisingly, the damage threshold has increased by 10% (minimum +1 AP).
    The ability can be obtained by returning the brain to the Courier's head during or after the "Old World Blues" quest in the Smart Home autodoc.

    Heart failure
    Your heart has returned to its normal place, but some of the effects of high technology remain. Resistance to poison has decreased (50%), meeting you only partially disorients the robots (25% less chance of a critical hit on you), but medicines (chemicals) are now even more effective!
    The ability can be obtained by returning the heart to the Courier during or after the Old World Blues quest in the Smart Home autodoc.

    Reinforced Ridge
    Your spine has returned to its normal place, but some of the effects of high technology remain. The torso is damaged again, but the gains in strength (STR) and damage threshold (DR) have doubled (+2)!
    The ability can be obtained by returning the spine to the body of the Courier during or after the quest "Old World Blues" in the Smart Home autodoc.

    Big Mountain - East Tunnel

    railway tunnel, the entrance to which is blocked by several wagons that have gone off the rails. On the roof of the tunnel is a duffel bag with some loot.

    Big Mountain - North Tunnel

    A railway tunnel with an entrance to the right of the blocked main gate and a breach in the floor. An improved turret guards this gap, in addition, it is also covered by a force field. The breach leads to a cave containing several crates and a LAER.

    Enemies: improved turret.

    Quest: All my friends have switches (Find the personality module "Buttons 02")

    Items: Project "Smart Home": Light button 02 (holodisk), LAER at the bottom of the cave under the tunnel.

    Big Mountain - West Tunnel

    A network of underground tunnels in the west of the Big Mountain, occupied by Protectrons.

    Enemies: Protectrons, Commandant (unique Protectron).

    Quest: Influencing people (Find files with improved software for the central logic module of the Smart Home).

    Items: Main Computer Upgrade: LAER mod. "Extra Charge" (holodisk), Recipe - Unarmed Combat Manual, Saturnite Brass Knuckles.

    Construction site

    A construction site abandoned at the stage of laying the foundation. Several trucks and bulldozers are grouped around concrete bases, with a large red crane in the center of the site. The construction site is guarded by construction robots led by a foreman robot.

    Enemies: security robots, crazy Mr. Helper, builder robots, foreman robot (unique protectron).

    Items: Shell Upgrade: Water production (holodisk), valence planar booster on top of crane boom.

    Elijah's Lookout

    A small camp set up by Elijah during his time on Big Mountain. Located among large boulders and protected by two Mark IV turrets. It contains a sleeping bag under a canopy, an electric stove, walkie-talkies and two satellite dishes.

    Enemies: Mark IV Turrets, Damaged Securitrons, Crazed Securitrons.

    Items: Elijah's Tesla cannon (a unique Tesla cannon), Elijah's diary.

    Entrance to the Dome of the Forbidden Zone

    Dr. Moebius renamed the X-42 Warbot Lab the Forbidden Zone after he left the Think Tank.

    X-42 Combat Robot Lab

    The laboratory consists of one large room, in the center of which is a freight elevator with a giant roboscorpion. There are several stairs around the perimeter leading up to surveillance cameras with terminals containing information about the roboscorpion, which can be used to disable or incapacitate it.

    Enemies: X-42 giant robot scorpion, X-42 security turrets, target robots.

    Quest:

    Items: Audio recording - Moebius Roboscorpion, LAER.

    Dome of the Forbidden Zone

    The layouts of the domes of the Forbidden Zone and the Think Tank are the same, but the former is in a much more deplorable state. At the top of the main staircase is a tank with the Courier's brain.

    Inhabitant: Doctor Mobius.

    Quest: Old World Blues (Deal with Dr. Mobius).

    Items: Dr. Mobius glove, Dr. Mobius costume, LAER, mentats (44), Do It Yourself magazine.

    Hazardous materials landfill

    The landfill is the ruins of a partially destroyed building. The entire building is irradiated.

    Inside the ZK module in the basement, closed by a force field, you can find a protective kit. To open this module, you must either find the password to it at the Z-43 Innovative Toxin Factory, or shoot at the force field from an improved sound emitter.

    Items: Protective kit, ZK mask with NZ goggles.

    Higgs settlement

    The scientists of the Big Mountain lived here before they moved to the Think Tank. The village inside the hangar has six houses built around a fountain in the center.

    Buildings: #00 (Doctor 0's house), #101 (Doctor Klein's house), #102 (Doctor Moebius's house), #103 (Doctor Borough's house), #104 (Doctor Dala's house), #108 (Doctor 8's house).

    • Quests: Best friend Brain (Find in the village of Higgs at least something left of Gabe).
    • All my friends have switches (Find personality modules for the jukebox and book reader).
    • Field Research (Find all audio recordings for the jukebox).

    Items:

    • House #00: Audio Log - Giant Tarantula (Holotape), Recipe - Repair Manual.
    • House #101: Project "Smart House": Book receiver (holodisk), Dr. Klein's glove, Dr. Klein's suit, Victoria Nuka-Cola in the bushes under the left wall of the house.
    • House #102: Recipe - Science Primer, Mentat (17).
    • House #103: Recipe - Medical Primer, Quartz Nuka Cola in the yard in a red rocket, Ripper in the basement, Gabe's bowl in the dog house.
    • House #104: Recipe - Eloquence Tutorial.
    • House #108: Project "Smart House": Jukebox (holodisk), Audio recording - Opera singer (holodisk).

    Little Yangtze

    A pre-war internment camp where Chinese were kept, recognized as saboteurs and spies. These prisoners were used as test subjects by the Big Mountain scientists. Prisoners often tried to escape, and exploding collars were designed for them. After the outbreak of the war, the Chinese were left to fend for themselves, but they could not leave the camp because of the collars. Many of them died, the survivors turned into ghouls.

    Elijah was researching bomb collar technology at the camp, but was forced to leave after discovering the presence of Christine Royce.

    Enemies: Yangtze camp survivors, No. 34 and No. 27 (unique survivors who managed to escape the camp).

    Quest: Influencing people (Find files with improved software for other "smart" devices of the Smart Home).

    Items: Upgrading the book reader: Recycling (holodisk); deactivated bomb collars, a broken detonator, a throwing proton ax inside the Little Yangtze tower; Elijah's improved LAER (unique LAER) on the open second floor of the Little Yangtze tower; unique sniper rifle with a silencer (CS) Christine on the second floor of the destroyed building north of the camp; 2 inversion proton axes (can be removed from the bodies of survivors No. 34 and No. 27, located on the ridge south of the camp).

    loading station

    An open area with a large crane (landmark) in the middle, several cargo containers and railway cars. Here begins a metal staircase that leads up to the platform for the destruction of waste.

    Enemies: Lobotomites, Roboscorpions.

    Magnetic-hydraulic complex

    Abandoned scientific complex, half flooded with clean water (respiratory apparatus is desirable for its research).

    Quest: All my friends have switches (Find the missing personality module for the sink).

    Items: Project "Smart House": Shell (holodisk), 4 throwing proton axes, 260 micronuclear batteries, 200 energy batteries.

    mysterious cave

    From the entrance to the cave begins a network of tunnels leading to a large room below, through which many ordinary blowers fly and one poses a serious danger to the Courier.

    Enemies: Puffins, Strange Puffin (unique Puffin).

    Items: 20 mutated mushrooms, 50 pieces of blower meat can be removed from the remains of a strange blower.

    Saturnite Alloys Laboratory

    Built over a system of underground caverns, this laboratory was used to study saturnite alloys and create products from them, such as power brass knuckles and artillery shells.

    Enemies: Crazed Mister Helpers, Sparks (unique Mr. Helper).

    Quest: Influencing people (Find files with improved software for other "smart" devices of the Smart Home).

    Items: Button Upgrade 02: Inspiring Light (Holotape), 2 Saturnite Brass Knuckles (one in the cave and one can be removed from Sparks's remains), 5 Throwing Proton Axes (can be removed from Sparks's remains).

    Securitron dismantling shop

    The plant where the Securitrons were disposed of.

    Enemies: Damaged Securitrons, Crazed Securitrons, 010011110110111001100101 (Unique Securitron).

    • All my friends have switches (Find the missing personality module for the Mug).
    • Influencing people (Find files with improved software for other "smart" devices of the Smart Home).

    Equipment: workbench.

    Items: Project "Smart Home": Circle (holodisk), Improvement Circle: Production of items (holodisk, can be removed from the remains of the Securitron 010011110110111001100101), magazines "School of Survival", "Therapist Today", the shooter's carbine to the east of the building.

    signal hill

    A small building with two radio towers nearby. On the roof of the building is a camp set up by Elijah.

    • Items in the building: Autodoc Upgrade: Barbershop (holodisk), Recipe - Bartering Tutorial.
    • On the roof of the building: improved LAER Elijah, page torn from the diary, Upgrade of the main computer: LAER mod. "Prismatic lens" (holodisk).

    To the northeast of the signal hill there is a fountain guarded by spore plants, including the unique Dionea Muscipula (Dionaea muscipula is the Latin name for the Venus flytrap, apparently, spore predator plants were derived from it). You can go to the fountain through the gorge on the bridge in the form of a fallen radio tower.

    Enemies: Spore plants, Dionea Muscipula (a unique spore plant).

    Quest: Field Research (Find seed samples for the biological station).

    Items: a bag with various dried plant seeds, a valence planar amplifier on a skeleton in a fountain, a corrosive glove (can be removed from the remains of Dioneus Muscipulus).

    cuckoo's nest

    The lair of lobotomites worshiping the Toaster, more precisely, the holodisk with its personality module. There are many ordinary toasters scattered around the cave and around the altar.

    Enemies: Lobotomites, Test Subject 1 (Unique Lobotomite).

    Quest: All my friends have switches (Find the missing personality module for the toaster).

    Items: Smart Home Project: Toaster (holodisk), inversion proton ax (can be removed from the body of Test Subject 1), throwing proton ax at the far end of the cave.

    Smart Home Balcony

    The former four-room apartment of Dr. Mobius, located in the upper part of the dome of the Think Tank, called the Smart House. This room is provided as a permanent apartment for a Courier who is captured by the Think Tank. The Courier has the ability to upgrade the Smart Home with the help of holotapes, which can be found while traveling through the Big Mountain.

    Smart Home Devices - carriers of intelligence: Smart Home Central Logic Module (merchant), AutoDoc, Button 01, Button 02, Toaster, Circle, Sink, Book Reader, Jefferson Blind Diode, Biological Station.

    • Old World Blues (Negotiate with Dr. Klein or destroy all the scientists in the Think Tank).
    • All my friends have switches (Find the missing personality modules for smart home devices).
    • Influencing People (Find Smart Home Improved Software Files).
    • Field Research (Find all audio recordings for the jukebox and seed samples for the biological station).

    Equipment: a workbench for equipping cartridges, a workbench, an electric stove.

    Think Tank

    The residence of five Big Mountain scientists who put their brains into robotic bodies and survived the Great War. This dome-shaped building houses laboratories and rooms for scientists, as well as the former apartments of Dr. Mobius, called the Smart House.

    Items: Dr. Klein's glasses (INT +1, Repair +5), Dr. Mobius' glasses (INT +2, Explosives +10).

    Ulysses Lookout

    A small cave that served as a shelter for Ulysses during his stay on the Big Mountain. The entrance to the cave is illuminated by a lantern, a satellite dish is installed on the rock above the entrance. Inside is a fortified firing position made of sandbags, a sleeping bag and a campfire.

    Enemies: Lobotomites.

    Equipment: a workbench for equipping cartridges.

    Items: Medical Record: Y-17.5 and Medical Record: Y-17.9 (two holodisks containing audio recordings of conversations between Ulysses and Christine Royce).

    Waste disposal platform

    A fairly large platform on a hill, next to it is a booth in which the platform control panel is located (however, nothing can be activated). A metal staircase leads down to the loading station.

    A little to the south lie the remains of a giant roboscorpion with an artillery shell resting on them.

    Enemies: Lobotomites.

    X-2 Broadcast network

    The tower has two exits to the Big Mountain, one on the upper floors (accessible from the rocks in the west), the other on the lower floor (accessible from the north). There are several floors inside the tower, at the top there is a hatch through which you can get to the satellite dish.

    Enemies: Protectrons, Roboscorpions.

    • X-2: Strange transmission! (Climb onto the satellite dish and get the X-2 antenna).
    • All my friends have switches (Find the personality module "Buttons 01").

    Items: Project "Smart Home": Light button 01 (holodisk), Antenna X-2 (unique melee weapon) at the very top.

    X-7A Artillery trial run

    A fenced area containing several cannons and a command center. Here, tests were carried out on projectiles made from saturnite. The courier can arrange test shooting (the control panel of one of the guns is active), while a funnel with hidden loot will appear in the X-7B strike zone.

    Enemies: RY-589 Robot "Ultimo" (a unique security robot), Y-17 Mobile trauma suits, lobotomites.

    Items: Recipe - Explosives Manual (holodisc), LAER (can be removed from the remains of the Ultimo robot), stealth-boy, grenade launcher in the truck outside, 2 throwing proton axes.

    X-7B Target area

    Here was a testing ground for saturnite shells - it was here that shells from cannons located in the location "X-7A Artillery Trial Launch" arrived. The zone is a bombed-out village of several houses. Throughout the territory there are funnels filled with green radioactive liquid, left in the places where the shells hit.

    Enemies: Cyberdogs.

    Items: Quartz Nuka-Cola and Nuka-Cola "Victoria" in the northeast house; Recipe - A weapon manual and an atomic-valence three-plane oscillator in a chest in a funnel that appears on the range after a cannon shot in the location "X-7A Artillery Test Run".

    X-8 Research Center

    Before the war, there were developments to create cyberdogs.

    Enemies: lobotomites, cyberdogs, night hunters, Gabe (Dr. Borough's cyberdog), robotic brains, protectrons, school attendants (automatic turrets).

    • X-8 test: data collection (Pass the basic and advanced tests with cyberdogs, then with night hunters).
    • X-8: horror in high school! (Find recording of Gabriel's barking, decide Gabe's fate).
    • Sound Emitter Upgrade (Download the emitter program to launch an electromagnetic pulse that can turn off force fields).
    • Field Research (Find all audio recordings for the jukebox).
    • The best friend of the brain (Find traces of Gabe's stay in the X-8 research center).

    Equipment: chemical set "Lux", workbench.

    Items: Holotape: Dog and lobotomite splicing experiment, Holotape: Robot and night hunter splicing experiment, Holotape: Dog and robot splicing experiment, Schematic - K9000 FIDO 8, the key can be found in the location "X-13 Research Facility"), 4 proton throwing axes.

    X-12 Research Center

    In this center, the development of the Y-17 mobile trauma suit was carried out. The original idea was that if a person wearing this suit received serious injuries, he could take over the motor functions and deliver the wounded to the base. Subsequently, the costumes were effectively "trained" to repeat all the movements of the carriers, incl. reflexes of close combat and shooting, but at the same time the suits could not diagnose whether their wearers were still alive. In addition, if it was impossible to determine the main base, the costumes began to wander chaotically. That's how scientists got uncontrolled mobile fighting corpses.

    Enemies: Y-17 Mobile trauma suits, Y-17 Mobile trauma suit "Master" (unique trauma suit).

    Quest: Influencing people (Find files with improved software for other "smart" devices of the Smart Home).

    Equipment: chemical set "Lux" (2).

    Items: Button Upgrade 01: "Clearing Light" (Holotape), K9000 Cyberdog Rifle (heavy machine gun with dog intelligence, can be removed from the remains of the Y-17 Master Trauma Suit), 8 Throwing Proton Axes inside the Pulpit.

    X-13 Research Facility

    Before the war, they were developing a special stealth armor.

    Enemies: Robo-brains, Robo-Scorpions, Automatic Turrets, Laser Streamers, and Proximity Detectors (traps).

    • X-13: Penetration Difficulties (Obtain the three parts of the X-13 prototype - gloves, boots, breastplate, pass the spy test and get the "Mark II" stealth armor).
    • Project X-13 (Upgrade Mark II stealth armor).
    • Influencing people (Find files with improved software for the central logic module and Smart Home autodoc).

    Equipment: chemical set "Lux" (3), workbench, electric stove.

    Items: Stealth armor "Mark II", Main computer upgrade: K9000 mod. "Resla Transformer" (holodisk), Main Computer Upgrade: K9000 mod. "Mentat Chow" (Holotape), Autodoc Upgrade: Y-7 Implant (Holotape), Recipe - Hacking Tutorial, Recipe - Stealth Tutorial, Chinese Special Forces Combat Manual (2 pieces, one lies in a room with a stealth chestplate -armor, and the second one will appear in a safe with a reward for completing the quest "Project X-13"), Phantom magazine, liquid red paste (2), thick red paste (3), quartz Nuka-Cola, Victoria Nuka-Cola ", an inversion proton ax (in the VR room).

    X-17 Weather Station

    Here is a test site for experiments in various weather conditions. A small mock-up of the Higgs village sits on a raised central platform, and a weather test can be performed using the terminal in the lab by pouring rain over the village model.

    Enemies: Y-17 Mobile Trauma Suits, Mister Braves, Iron Belly (unique Mister Brave).

    Items: " Snowball. Big Mountain", mad scientist costume, 5 proton throwing axes (can be removed from the remains of the Iron Belly).

    Enemies: spore-bearing plants, spore-bearing plants, patient Zero (a unique spore-bearing plant).

    • All my friends have switches (Find the missing personality modules for the biological station).
    • Field research (Find seed samples for the biological station).

    Items: Project "Smart House": Biological station (holodisk), a bag with various dried plant seeds.

    X-66 Hexaton Archipelago

    The archipelago consists of large hexagonal prisms of various heights, the exact purpose of which is unknown. In some places there are puddles with radioactive water. Pipelines running throughout the archipelago are mined. Two packs of night hunters settled in the south and east.

    Enemies: Night Hunters, Y-17 Mobile Trauma Suits.

    Y-0 Research Center

    Once upon a time, a military truck drove through the door of this research center, so it is impossible to get inside the building. Near the blocked entrance there is a serviceable terminal containing information about the vending machines used in the Sierra Madre (we can assume that they were produced here).

    Items: book "Science for All" (near the skeleton to the south of the building), Recipe - Melee Weapons Manual (on the roof of the research center).

    Y-17 Medical Complex

    Lobotomy surgeries were performed here. The complex consists of a main hall and an adjoining hall with test chambers. The main hall is crammed with computers and desks surrounding a broken Auto-Doc (perhaps a Mark IX or prototype) buried under debris. The side room is blocked by a force field that can be disabled with an improved sonic emitter.

    Enemies: Lobotomites, Mister Sanitar, Dr. Sanitary DMN DFMS NDS (unique Mr. Nurse).

    • All my friends have switches (Find the missing autodoc personality modules).
    • Influencing People (Find Files with Advanced Smart Home Autodoc Software).

    Items: Autodoc Upgrade: C-13 Implant (Holotape), AutoDoc Upgrade: Plastic Surgery (Holotape), Smart Home Project: Autodoc (Holotape), Recon Armor (CS) Christine, Valence Planar Amplifier (can be removed from the remains of D -ra Nurse DMN DFMN DSN), Glove-sterilizer.

    Z-9 Snake DNA Conservation Center

    In this laboratory, under the direction of Dr. Borous, night hunters were created. Subsequently, they got out.

    Enemies: Night Hunters, Shadis (unique Night Hunter).

    Quest: Making an impact on people (Find files with improved software for the Smart Home autodoc).

    Equipment: chemical set "Lux" (2), electric stove.

    Items: Autodoc Upgrade: Y-3 Implant (Holotape), Survival School Magazine, 3 Throwing Proton Axes.

    Z-14 DNA Splicing Laboratory

    In this laboratory, under the direction of Dr. Borous, casadores were created. Subsequently, they got out.

    Enemies: casadores, Specimen 73 (unique casador).

    Quest: Making an impact on people (Find files with improved software for the Smart Home autodoc).

    Equipment: chemical set "Lux".

    Items: Autodoc Upgrade: M-5 Implant (holodisk), Atomic Valence Triple Plane Oscillator on Specimen 73 carcass, Stealth Boy, 4 Throwing Proton Axes.

    Z-38 Center for the Study of Light Waves

    Holographic technologies were developed here. The center is guarded by lobotomites and a pack of night hunters. Inside the center, you can find several non-aggressive holograms and a computer terminal with records referring to Frederick Sinclair, the founder of the Sierra Madre casino.

    Inhabitants: holograms.

    Enemies: night hunters, lobotomites.

    Items: valence planar amplifier (in the center of the beam in the middle of the room on the ground floor), Recipe - Energy Weapons Manual, 5 proton throwing axes (three are in the southwest corner of the building, on the upper platform, two more are in the dumpster behind the center building).

    Note: If you enter a beam of light in the middle of the room on the ground floor, the Courier will lose consciousness for twelve hours (in hardcore mode, dehydration and hunger increase during this time).

    Z-43 Innovative Toxin Factory

    A complex where poisonous substances were developed and researched. The containers with toxins stored here are leaking, so the radiation background inside the two-story building and near it is increased.

    It is possible that this complex was developed to create a toxic red fog known as the Cloud (which covers the Sierra Madre casino and its surroundings).

    Enemies: Y-17 Mobile Trauma Suits.

    Items: ZOC module password (this holotape contains the password to the ZOC module at the Hazardous Materials Site), Corrosive Glove.

    Addition old world blues, which was scheduled for release in June, reached the digital storefronts a month later. It is understandable - there are no such large additives Fallout: New Vegas, nor Fallout 3 have not received yet. Obsidian Entertainment, whose production has never been known for stability, was forced to take time out and bring the project to perfection.

    Old Fart Blues

    System requirements

    Pentium 4 2.4 GHz/Athlon XP 2500+

    1 GB memory

    GeForce 6800/Radeon X850

    730 MB hard drive

    Fallout: New Vegas

    Recommended Requirements

    Core 2 Duo 2.5 GHz/Athlon 64 X2 5200+

    2 GB memory

    GeForce 8600 GTS/Radeon X1900

    730 MB hard drive

    Fallout: New Vegas

    It’s a pity that the scriptwriters still didn’t get anything good with the plot. The hero hears another radio signal and finds an artificial satellite that crashed right in the cinema under open sky and arranges free night sessions. Those who decide to delve into the curiosity, she teleports to the Big MT research complex.

    location, known to people simpler as Big Empty, it is a giant crater dotted with laboratories, factories and warehouses. A web of railroads and pipelines spreads along the ground, and radar dishes and searchlight beams prop up the sky. The huge industrial zone challenges adventurers who miss the "stalker" gameplay. Moreover, the $10 mini add-on offers more than other full-fledged games - it will take at least 15 hours to carefully examine all the bunkers.

    Getting into this Klondike is much easier than getting out of it with trophies. Towers have been erected along the perimeter of the Big MT; for an ordinary person, they are harmless, but local scientists cut out the brain of the unfortunate Courier, making him vulnerable to insidious fields. In order to return the gray cells, you will have to dance to the tune of the cynical Aesculapius, who, after the atomic war, transplanted their convolutions into jars of nutrient broth and continue their research no matter what.

    The mockery of "science" from films and pulp fiction of the 1950s became the leitmotif of the entire old world blues. But instead of making fun of the hackneyed cliches with barely noticeable ironic pokes, the authors grabbed the sledgehammer. As a result, the jokes turned out to be intrusive and drawn out. Depicting madness, the "eggheads" simply grimace, and the "witty" dialogues cause only pity. Colleagues don't realize that Dr. O's real name is Zero? Dr. Klein takes the hero's fingers for a dozen erect penises? By God, Obsidian is capable of more.

    In the name of science!

    However, unlike Mothership Zeta, glimpses of good humor are still there. Scientists allocate apartments to the Courier (they do not need them), where almost all household appliances are endowed with intelligence and character. The switches-ladies in the neighboring rooms are jealous of each other, the toaster is eager to destroy the world, the device for recycling books sees communist propaganda everywhere ... True, you can’t chat with them for life - only as part of their duties.

    By the way, just in order to better settle down in a "smart apartment", you need to complete most of the side tasks. Films mined in the far corners of the Big MT unlock special features of the devices, such as allowing the "auto-doc" to place various implants. But the main story line is quite pale. The main villain pours terrible threats on the radio, but at a personal meeting he does not even really explain why he is so angry. Having delved into the cause of the conflict, one might think that insanity struck not the decrepit "brains in jars", but the scriptwriters.

    Both secondary and key quests come down to finding items. "Stealth" episodes, designed to dilute the routine, do not save. Designers force you to sneak along the same corridors five times in a row, killing interest on the first repeat. The battles are not very impressive either, but there are many opponents: lobotomized people, self-propelled combat suits with the skeletons of their owners inside, kazadors and nightstalkers (now it is clear what wind brought them to the Mojave) and robots of various types, including the novelty - mechanical scorpions firing lasers from the tail. - an addition that promises to dot the "i"? The stakes are higher than ever - Obsidian is bound to play out brilliantly the finale of their DLC saga. Judging by old world blues she has a chance. You just need to push.

    Walkthrough DLC Old World Blues for Fallout: New Vegas

    Passage of DLC Old World Blues for Fallout: New Vegas

    Fallout New Vegas - Old World Blues (Old World Blues)

    The third add-on for Fallout New Vegas went on sale on July 19 this year.

    The Mojave Desert holds many secrets and mysteries. One of them is strange creatures and mutants, some of which are too sophisticated to be just a product of radiation. "Old World Blues" tells the origins of these creatures, but the Courier will need to overcome many difficulties before he can get to the truth.

    Midnight Science-Fiction Feature!

    • After downloading and installing the add-on, download the game. Among the active quests you will see a new one - “Features of midnight fiction” (Midnight Science-Fiction Feature!).
    • Drive southeast from the Ivanpah Race Track until you find the open Mojave Drive-in, and there is a broken space satellite in front of the screen.
    • Approach the large blue lantern on the back of the satellite. You will have to wait for the movie show to start. This will take place approximately between midnight and 3 o'clock in the morning.
    • Once you're ready, activate the satellite and then examine it in detail. After you are blinded by a bright blue flash, the first task of the expansion will begin.

    Welcome to the Big Empty

    • After the introductory cutscene, you will find yourself dressed in a patient's uniform on The Sink Balcony. And the first thing you will need to find out is where you are.
    • Walk along the balcony to the right until you find a vending machine. From it you can get a bottle of "Sunset Sarsaparilla" (Sunset Sarsaparilla), and in metal boxes nearby you can find bottle caps, cartridges and other useful things.
    • Return to the point where you started your journey and go through the door. Inside the room you will find a lot of useful things, but you will not be able to use anything until you restore your memory.
    • Explore the kitchen and bedroom - this way you can find food and crafting components.
    • Head into the room with two glowing elevator doors - through the right one you will enter the Think Tank. Once you enter, you will be able to use the weapon again. For some unknown reason so far.
    • Move forward and up the ramp. When you get to the top platform, you will see a hologram of Dr. Klein and his assistants.
    • Ask: “What is this place?” In response, Dr. Klein will only mock you. Then inquire about the large monitor and this will allow you to meet Dr. Mobius (Doctor Mobius).
    • When Klein and his assistants are done, ask about your brain. So you get a new “perk” - Mindless - which will increase your resistance and damage limit. Also, if your medicine skill is high enough, then you can ask the robots to heal you.
    • If you ask about the operation you have undergone, you will also receive the Heartless perk, which makes you immune to poison, increases the effect of healing items and reduces the accuracy of enemy robots. You can also get the “Perk” Softbodied, which will increase your strength and damage limit.
    • Ask what happened to your brain, and then Dr. Klein will ask you for help - to stop Mobius. Agree - so you complete the current quest and can start the next one.

    Help to understand (Picking Your Brains)

    • Ask about what you need to find, and then say that you are ready to start right now. Ask for all the information you can about the pylons and offer to hand over your weapons - this will give you a Sonic Emitter.
    • Talk and ask questions until Dr. Klein gets bored and turns away.
    • Climb up the stairs and talk to Dr. Klein again. This will activate the "Picking Your Brains" quest. You will need to talk to all four helper robots.
    • As you communicate with Dr. 8 (Dr. 8), Dr. Dala (Dr. Dala), Dr. Borows (Dr. Borows) and Dr. O (Dr. O), you will receive a lot of new tasks.

    He Came... and He Went (He Came...And Went)

    • In conversation, ask Dr. Klein about the latest visitors.
    • In conversation, ask Dr. O about the attack on the Think Tank.

    What's in a name? (What's in a Name?)

    • Ask Dr. O about his name. To ask the right question, you will need a certain skill of communication and intelligence.

    Coming Out of Her Shell

    • Ask Dr. Dahl about why she looks at you like that during a conversation. You need a certain level of Perception to ask the right question.
    • You can get a similar result if you give her a teddy bear.

    All My Friends Have Off Switches

    • Before starting the quest, inspect the rooms on the upper level, collect supplies and new clothes. Also on the lower level you can find a chemical laboratory.
    • Head back down the shaft and go through the left elevator door past the vending machine into the room.
    • Talk to the Sink Central Intelligence Unit to get the Sonic Emitter - Revelation upgrade. Ask any questions to find out as much information as possible.
    • Use the SCI Unit (SCI Unit) to purchase the necessary supplies and ammo or repair equipment. Once you're ready, head back to the elevator and go through the left door to the Big MT.
    • During this quest, you have to collect the missing modules. They are located in three different laboratories on the same level and you can collect them in any order.
    • Based on the mission marker on the map, head southeast and down. Be careful and avoid Nightstalkers and Lobotomites. Keep moving in this direction until you reach the pipeline in the corner. Carefully inspect the area for traps and enemies.
    • Climb over the pipeline to get to the Y-17 Medical Facility and go through the door marked with a red star. Through the room and the next door you will enter the main room.
    • As soon as you go, disable Doctor Orderly with the Sonic Emitter. Note that it will only be disabled for a few seconds, so quickly head up the stairs to the right.
    • Neutralize or destroy opponents until you get to the top. Be careful there - avoid the flamethrowers. On the right, pick up the Auto Doc enhancement from the chest.
    • Rise to the next floor and again destroy or neutralize hostile robots. In the table on the right you will find the Lair entry - Auto-doc (Sink Project: AutoDoc). Don't forget to also collect various supplies from chests, tables and lockers, and then head back downstairs.
    • Use the Sonic Emitter to destroy the Doctor Orderly. Pick up another Auto-Doc Upgrade in the corner of the room.
    • Exit the building the same way you got inside. Move right along the broken fence to Boom Town. Beware of cyber dogs. After clearing the area, return to the Lair (Sink).
    • Walk around the Lair and, guided by the quest marker, go to the remaining two locations. If you are facing the elevator doors, then you need to move to the left around the compartment - so you can avoid unwanted encounters.
    • Continue in this direction until you reach the Magnetohydraulics Complex. Go through the door in the wall into the flooded cave. Go straight ahead and down the stairs until you see a room on the left.
    • Go inside and take another Sink Project entry from the table, as well as various supplies from lockers and drawers. By the way, local water restores health.
    • Leave the complex and go to the next marker on the map. Moving to the left along the wall, you will soon see a high metal staircase. Climb up it and get into the Botanical Garden X-22 (X-22 Botanical Garden). I advise you to equip more powerful and accurate weapons - serious opponents are waiting ahead.
    • You can find another Lair entry on the right after you deal with the opponents.
    • The next map marker will take you to the Forbidden Zone Dome Entrance. Following the train cars and keeping left, you will soon find the Big MT North Tunnel. Open the door and enter.
    • Enter the room on the right and pick up the switch. Then leave the room and the tunnel and go to the medical module Y-17 (Y-17 Medical Facility).
    • The next quest marker will take you to Higgs Village.
    • Enter, go down the stairs and go into the house in the southeast, on the door of which hangs a loudspeaker. Climbing up the stairs, you will find yourself in a room full of ancient electronics. Pick up a jukebox module in one room and audio recordings in another.
    • Leaving the village behind, head to the next marker to the southwest until you reach the X-2 Transmitter Antenna Array. Come in, explore the interior until you find a switch module near the coffee maker.
    • Exit the antenna complex through the door on the third floor and head northwest. Move along the mountain until you find Cuckoo's Nest.
    • Once inside, quickly move to the right before the opponents notice you. Between the two skulls, you'll find a Lair entry: Toaster module. Grab it and get out of the cave.
    • Head back to Higgs Village and enter the fenced area. Go down to the bottom floor and find door #101.
    • Once inside, go up to the second floor and enter the room with a huge TV. Pick up the Book Chute part and Dr. Klein's glove.
    • Leave the village and go to the Magnetohydraulics Complex, and from there, follow the quest marker, across the courtyard to a large white building. Map markers will help you locate the Securitron De-Construction Plant.
    • Hop onto the platform of the truck and pick up the Muggy module. After that, with a sense of accomplishment, you can return to the Lair (Sink Balcony).
    • Talk and reactivate the Auto-Doc, Book Chute, Light Switches, Toaster, Jukebox, Biological Research Station, Sink, and and finally, Maggi (Muggy). This task will be completed.

    Achievement / Reward: Making Friends - Restart all robots in the Lair.

    Strange Signal X-2 (X-2: Strange Transmissions)

    • Head to the X-2 Transmitter Antenna Array and enter the door.
    • Climb up to the third floor and even higher until you get to the satellite dish.
    • In the metal box you will find the X-2 Transmitter antenna. This will complete the task.

    Best friend of the brain (A Brain's Best Friend)

    • During the passage this quest, you will also complete the tasks “X-8: A Nightmare in High School!” (X-8: High School Horror!), Sonic Emitter Upgrade, and X-8 Data Retrieval Test.
    • Go to Higgs Village, enter the complex and go down the stairs until you reach the lowest floor.
    • Based on the marker on the map, find the kennel near the rocket. At this moment, a small monster Stripe will attack you. In general, it is better not to mess with him, but simply to avoid. Your goal is a dog bowl lying near the entrance to the kennel. As soon as you can pick it up, just run away from this place, and Striped will fall behind.
    • Go to Boom Town. The quest marker will point to the X-8 Research Facility. Get inside and go down the slope until you see a glowing terminal on the wall.
    • Activate it and select data recovery. Run Basic Test. When the test is complete, you can enter the Testing Facility through the door on the right.
    • Go through the door marked with the Hall H sign. On the way through the hall, destroy the Hall Monitor on the left wall. Leave the room through the door on the far side.
    • In the next room on the right, also destroy the monitor. Then activate the terminal on the teacher's desk and get information about the students.
    • Get down downward in library (Library). Another terminal from which you can extract data is located in the corner.
    • Move on through the rooms and hallways, destroying opponents and monitors along the way, until you find another glowing monitor. A little further behind him on the left there will be another door, and behind it is a third data terminal.
    • Having collected the necessary information, leave the room through a large door guarded by two cyberdogs.
    • Activate the glowing terminal on the right and select three items at the same time. This will add a new marker to the map.
    • Exit and head to the room marked with a Residential Observation sign, go through the hall to the next room, and then activate the terminal in the corner. This will give you another task.
    • Pick up the holotape lying near the terminal before leaving. Go back the same way and exit through the door with the sign “Exit” (Exit). Pick up another holotape from the table and activate the terminal on the right wall.
    • Go through the large door on the right and activate the blue terminal in the corner to get a Pulse Wave Module. Now with the help of a sound emitter (Sonic Emitter) it is possible to disable the force field. Try and complete the task to improve the sound emitter.
    • When all three student records have been collected, you can leave the Testing Facility and return to the X-8 Central Facility. Activate the test terminal again and run the Residential Cyberdog Guard Test.
    • After the test, go through the large door on the right and destroy Gabe. After that, The Principal will start the countdown - you will hear it through the loudspeakers. To avoid the explosion, re-enter the Central Facility before he gets to one, and use the terminal to open the door again. When you return, you will find that the bomb went off in your absence.
    • Go exactly to the right of the entrance until you come across a pit and a hole in the fence. Pick up an audio sample - after a while, a message about updating the sample rate will appear.

    Achievement / Reward: Spinal-Tapped! Find the X-8 frequency of the spinal impulse desensitizer.

    • Completing this quest will also complete the quest “X-8: Nightmare in High School!” (X-8: High School Horror!).
    • Return to the Central Facility. At the first opportunity, quickly travel to the Lair (Sink's balcony), and from there go to the interior.
    • Enter the Think Tank through the elevator door and speak with Dr. Borous. Give him Gabe's bowl. Please note that in order to complete the task, you will need a certain level of communication skill.

    X-8 data recovery (X-8 Data Retrieval)

    • After completing the quest "A Brain's Best Friend", go to the marker on the map - it will lead to the X-13 Research Facility. Go inside and turn off the force field on the right.
    • Go through the unlocked doorway and take the key from the suitcase near the table. Exit the building.
    • Head to the X-8 Research Center. With the key you received, you will now be able to open the door.
    • After entering and dealing with the monsters, turn on the terminal (Kennel Terminal). So you get an unusual sample.
    • From all the lines on the screen, select to complete all the other objectives of this mission, and then return to the x_8 test terminal (X-8 Test Terminal). Activate the terminal and run the Basic Retrieval Test.
    • Go through the large door to the Testing Area and follow the map markers to collect three student notes (yes, you basically have to do the same thing twice).
    • Once the records are collected, return to the Central Facility. Use the terminal to launch the Advanced Search Test and head back to the Testing Area.
    • And collect the three student records again. And again return to the Central module (Central Facility). This will end the torment and using the terminal you can get the test results. Mission completed.

    Infiltrator Attack (X-13: Attack of the Infiltrator!)

    • Head to X-13 Research Facility. Inside the building, head to the quest marker and you will reach Lab 1 (Lab 1).
    • Take the prototype gloves from the table and return to the hall. Visit Lab 2 and find the prototype boots there. From the terminal nearby, you can also get another upgrade for the sound emitter.
    • Go to Lab 3 and find the prototype chest armor. This will complete the Experimental Stealth Suit.

    Achievement / Reward:"Heart failure!" (Cardiac Arrest!) - Collect the Experimental Stealth Suit.

    • Put on your freshly acquired suit and go through the passage to the left of the entrance to the Research Area.
    • Activate the security panel to access the elevator and use it to get to the Testing Lab.
    • Use the terminal and run the Basic Infiltration Test. Once you pass through the door on the left, the test will begin.
    • Your goal is to pass the prescribed route and go unnoticed by patrol bots. Once you're successful, you'll be able to enter the posh office and pick up the document from the wall safe. This task will end.

    Project X-13 (Project X-13)

    • Head to the X-13 Research Facility and go back to the test terminal. Activate it and select Advanced Infiltration Test. You will again need to get documents from the wall safe, but this time laser beams will appear on your way, which cannot be touched.
    • However, when you complete the task, you will need to repeat the entire procedure again. Through the test terminal, activate the Expert Infiltration test and once again go to the Testing Area. This time, more mines will appear on your way.
    • After completing the task and returning to the terminal, you will need to run the next test - Robot Compliance Test. Now you will need to sneak up on enemies and disable them.
    • After successfully passing the last check, you will complete the task.

    Influencing People

    • You will have to complete this task in three different locations, which will be marked on the map. However, for fast travel only one will be available - X-13 Research Facility. It's worth starting with.
    • We go into the building and, focusing on the task marker, follow the Testing Lab (Testing Lab) and then - to the Survey bathroom (Bathroom Observation Area).
    • We activate the local terminal and select all three items. We return to the hall through which we previously came, and go into the first door on the right.
    • We use the local terminal and again select both items. Leave the Testing Facility and exit the building.
    • We head north to the nearest marker - it will be the Big MT North Tunnel. We pass through the gate, and then penetrate the door with a sign “Only for personnel” (Authorized Personnel Only).
    • Move forward through the rooms until you find a room with a metal shelf in the corner. We select the upgrading component, lying near the duffel bag, and return outside the same way as we went.
    • Head further northwest. Soon you will discover new location- Signal Hills Transmitter. To find it, you have to get out of the canyon. Focus on signal towers.
    • Enter the building and near the nearest typewriter you will find another upgrade component.
    • Climb up the slope of the hill until you have the opportunity to jump to the roof of the building. There you will find another upgrade component, a LAER rifle and other useful supplies.
    • Using the map, transfer to the X-13 Research Facility and go inside. Go to the Testing Lab and from there to the Reception Observation Area.
    • Activate the terminal and select available commands. Turn away from the monitor and leave the room through the left door.
    • Repeat the procedure with the local terminal - activate and select all available options. You can now leave the X-13 Research Facility. Based on the marker on the map, go east until you find the Z-9 Crotalus DNA Preservation Lab.
    • Go inside the building and go through the tunnel. On the table in the room you will find another upgrade component.
    • Leave the lab and head further northeast until you find the Z-14 Pepsinae DNA Splicing Lab.
    • Get inside and go down the stairs. After going through the tunnel and through the large door, you will see an operating table with another upgrade component on it.
    • Leave the lab and head east again until you find the X-12 Research Center. Go inside, use the sound emitter to turn off the force field, go down and destroy the Master Trauma.
    • Collect the upgrade component from the table in the center of the bottom floor. Go further.
    • The next destination is the Saturnite Alloy Research Facility to the southwest. Enter, find and destroy Crazed Mister, pick up the next upgrade component from a crate nearby.
    • Head northwest from the lab to the next location - Little Yangtze. Climb up the stairs and get to the observation tower. Near the coffee maker is another upgrade component.
    • Move further northwest to the Construction Site. Be careful - there are a lot of strong opponents, so arm yourself accordingly. In the second bulldozer on the left you will find another upgrade component.
    • The next destination is the Securitron De-Construction Plant to the east. After you destroy the local Securitrons, you will find another upgrade component in the remains.
    • Using the map, quickly move to the Lair (Sink Balcony). Go inside and install the collected upgrade components to the local inhabitants. Mission completed.

    Field Research

    • Before embarking on this task, it is worth starting to perform final quest Old World Blues to get the key to the Forbidden Dome Zone Entrance.
    • Almost all the items needed to complete this task can be found in previously visited places, which greatly speeds up and facilitates the passage.
    • Two audio samples can be found in Higgs Village in houses marked with quest markers, and another one can be found on a table in Dr. Mobius' lab inside the X-42 Robo-Ware Facility.
    • The seed sample can be obtained by defeating the spore plants on the second floor of the Botanical Garden.
    • Next, you have to go to still unexplored areas. Using the map, move to the Signal Hills Transmitter, cross the ravine on the overturned tower. By destroying the plants living there, you will also receive another seed sample.
    • Head north past the fountain and up the pipe above the sinkhole (careful, mine). Destroy the next plants and collect the missing samples. Return to the Lair (Sink).
    • In the Sink, place the collected audio samples in the music player, and place the seed samples in the Biological Research Station. The task is completed - you can proceed to the final stage.

    Old World Blues (Old World Blues)

    • Go to the Think Tank to Dr. Klein and let him know that you've completed all the tasks. After speaking all possible options, you will gain access to the Forbidden Zone Dome Entrance.
    • Go there and visit the X-42 Robo-Ware Facility. Here you will encounter one of the most difficult opponents of the add-on - the Giant Scorpion (Giant Scorpion).
    • Having won, go to the quest marker - climb up one of the metal stairs and go into the building on the right. Go through, exit on the opposite side and immediately enter the next door on the left. Climb up the ramp and talk to Dr. Mobius. In a conversation, choose the most polite options - this way you will learn the most details. With enough repair skill, you can even fix a broken doctor's monitor.
    • After the conversation, go to the second floor and approach the container with the brain. Chat with him. Keep in mind that in order to properly talk to your own brains, you will need a certain level of communication skills, science and medicine. If you do not reach the required indicators, try to find a compromise and make a deal. True, the brain refuses. Promise that you will be more careful with yourself - so you will know what is needed for brain surgery. Take the brain with you (you can also leave it there and come back later).

    Achievement / Reward: Make Up Your Mind - Make a decision about what to do with your brain.

    • Talk to Dr. Mobius and agree on the next steps. You will have a choice - kill him or let him live.
    • Exit the building and head back to the Think Tank where you need to talk to Dr. Klein. If you have completed all other tasks by this point and you have enough skill, then you can solve the matter peacefully.
    • If you decide to fight, then tell Klein about the pacification field. After winning and leaving the Think Tank, you will complete this task.

    Achievement / Reward: Outsmarted - Complete the "Old World Blues" quest.

    After the final cinematic, you will receive a reward - "Transportaponder", which will transfer you between the Mojave and the Big Mountain at any time.

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