Walkthrough of Fallout New Vegas for NKR. Walkthrough of Fallout New Vegas for NKR Fallout new vegas black rangers

Fallout Armor Ranger's New Vegas(or more precisely, the patrol ranger armor) is the same costume from the trailer and from the cover of the game, so beloved by many gamers. Belongs NKR factions- only the best fighters of the republic, called rangers, wear it.

Description and appearance of ranger armor

IN Fallout New Vegas is a common NKR patrol ranger suit - the third generation of combat armor. It was created for special police units in Los Angeles.

It is designed to meet several principles. First of all, it's convenience. The composite plates move in such a way that the wearer can move comfortably without being constrained. The second principle is safety. Reinforced body armor and a special composite collar cover the wearer's body and neck.

On top of the armor itself is a brown, presumably leather, cloak that extends below the knees. From under the raincoat you can see the hydration pack belts and a special belt with compartments for cartridges. Special bracers are attached to the top of the sleeves, designed to protect the forearms from shrapnel and bullets. A pistol holster is secured to the right leg in the mid-thigh area with a wide belt.

The set includes a closed helmet-mask with a gas mask. It provides full protection head and respiratory tract in the Mojave Wasteland. The helmet by default has a built-in night vision device and a dual-mode spotlight that operates in the infrared and visible light range.

The Ranger Patrol armor has excellent characteristics - some of the best in the game:

  1. The suit adds 20 points to the damage limit.
  2. The helmet will add 4 more.
  3. The set (helmet and cape) weighs 38 pounds, which is quite a lot.

It is interesting that the armor looks very worn - all the clothes are in holes and abrasions, the helmet is riddled with bullet marks, and rust is visible here and there. However, this does not affect combat capabilities.

Ranger Armor Features

The costume adds NKR citizen status and all associated privileges. The kit can only be repaired with similar items without the “Crazy Hands” ability. If there is one, then the cloak can be repaired with medium armor, and the helmet with any glasses and headgear.

In addition to the standard costume, Fallout New Vegas also has unique set– Desert Ranger combat armor. He appears in the expansion Honest Hearts and was previously owned by Survivor. This is still pre-war equipment, in which the owner participated in Chinese campaigns.

The most noticeable differences from normal NCR Ranger armor are the chest plates painted in desert camouflage and the red bandana instead of a holster on the leg. The sentence “Forgive me, Mom” is scrawled on the helmet in large letters, as well as two Chinese cities – Shanghai and Nanjing. Below them are probably months of special operations.

The main advantage of the Desert Ranger combat armor is its improved characteristics. It provides 2 more damage cap than the standard variant and weighs 5 pounds less. The helmet weighs nothing at all and gives 5 points of the damage limit. The model does not have a built-in night vision device.

As for Fallout 4. Unfortunately, the NKR is only mentioned in the game and does not directly participate in the events, so there are simply no corresponding kits there. However, this problem can be fixed with mods. For example, you can add the “Armor” kit NKR veteran ranger» to the Commonwealth independently.

It's not on the Nexus, so I don't think many people have seen it.

This plugin gives you the opportunity to join the NKR on early game , become its citizen and join the ranks of the NKR armed forces. As tasks are completed, main character will move up the ranks - from private to army general. You will also have access to the special forces of the NKR army, such as: NKR military police; NKR VP operative; NKR medic; NKR heavy attack aircraft; ranger; Desert Ranger; Elite Ranger; sniper of the 1st reconnaissance battalion. Possibility of transfer to these units will depend on the skills of the GG for now. When moving to a unit, the player will be given the appropriate equipment, which can be obtained from supply officers (quartermasters). It will also be necessary to undergo appropriate training from a training officer.

The range of tasks solved by the main character is quite extensive and varied. There's patrolling the Mojave; search for missing patrols; capture of wanted criminals; work as a sniper to eliminate unwanted elements; repelling Legion attacks on the Golf, Searchlight and Forlron Hope camps.

By completing tasks you will earn new abilities (perks).

Actually, how to start the quest? The easiest way to become a citizen of the NKR is to transfer Primm into the hands of the NKR through one of the main quests of the game. After this, after talking with Lieutenant Hayes, you can become a citizen and receive the appropriate document, then you can begin your military career. To do this, you need to find a personnel officer in Camp Golf and talk to him. Next we do it ourselves :).

By the way, you can become a citizen of the NKR in other ways, simply by helping the Republic.

Key points where you can get tasks - Camp Golf, Mojave outpost, Camp Forlron Hope, NKR representative office on the Strip (military police), etc.

I advise you not to get hung up on any one unit, but to move from time to time, receiving different tasks.

Oh yes. I almost forgot. The quest has full voice acting in English .

Updates:

V2.2
Minor problems with the start of the modification have been fixed, and the likelihood of skirmishes at the Mojave outpost has been reduced.
Added perks for ranks, now support for ranks is fully implemented and can be used by other quests that will test them.
Lip synchronization via Skyrim Creation Kit, not perfect, but better than no synchronization at all.

V2.5
Added several Military Police members to key locations in the Mojave to assist players in finding quest characters. So if you don't know where to go, ask a policeman. One at the Embassy, ​​one in a tent at Camp Golf, one in a tent at Camp Forlorn Hope, one at Camp McCarran, and one at Mojave Outpost. The quest in Primm that you can join is not mentioned, that would be illogical.

V2.6
Fixed police perk

V3
Medics can now take part in Ranger battles and patrol missions.
Mission XP has been reworked to grant more XP for more difficult missions.
The player now receives money for completing a mission based on its difficulty.
Major Friedman has been added to Camp Forlorn Hope.
Added a squad of Vipers to Forlorn Hope
Added missions of the "Search and Destroy" type, issued by Major Friedman.

V3.1
Removed the respawn flag for legionnaires in the Forlorn Hope sniper mission, they could respawn after the end of the mission. This has now been fixed.

Installation:

Copy the contents of the archive to the Data folder of the Fallout New Vegas game directory, answering “Yes” when asked about replacing files, and then activate the file TheNCR.esp via Fomm or Fallout Launcher.

Removal:

Disable the plugin in Fallout Launcher "e / FОMM"e, delete the mod files from the FalloutNV/Data folder.

As you walk into the New Vegas Strip, an NCR soldier will approach you and ask you to meet Ambassador Dennis Crocker at the NCR Embassy (in general, this character will not appear until you have entered the Lucky 38 Casino at least once). The embassy is located in the last section of the Strip (farthest from the north gate). Crocker is in the building to the left of where you end up after entering the last section. Once you're inside, go to the door on the left and then down the hall until you find Crocker.

Crocker will ask you to persuade the Bombers to help the NKR. Follow the map to Nellis Air Force Base and talk to Pearl to learn how to earn their support. Complete enough side quests as the Bombers to become respected within that faction. "To the sky! - the most best quest, which is worth finishing because it gives greatest number glory among the Bombists.

Once you have earned the respect of the Bombers, return to Crocker and tell him that they have received the support of the Bombers. You will complete the quest and gain respect from the NCR.

If your reputation in the NKR was previously bad, then this quest will update it to neutral.

Note:

  • This quest does not depend on your reputation in the NCR, even if you are "Scornful" for them, you can still go to the embassy and talk to Crocker.

Once you complete the Bombers quest, talk to Ambassador Dennis Crocker. Crocker will tell you about the crimes in Freeside committed by the Kings gang. Dennis will offer you to deal with the gang in two ways: negotiate with the Kings or kill Pacer, one of the gang leaders.

Let's consider both options for completing the quest:

Option 1 - Killing Pacer.

If you previously talked to a beggar ghoul named Tlen, he should have said that Pacer has problems with his heart, excessive drug use, and the Van Graffs, which may work in your favor for completing the quest (if you didn't talk to Tlen, then to unlock this option you will need to steal Pacer's healing data from Julie Farkas in the Old Mormon Fort). These steps will give you several ways to kill the Pacer:

  1. Add Psycho to his Screw (requires 60 medicine)
  2. Get the Van Graff family involved.

Method: Note to Peyser from Jean-Baptiste Rezak

  1. First, check Pacer's stash for a screw (when you try to take the screw, a prompt will appear telling you that you must first blame someone for Pacer's death), then return back to Ambassador Crocker.
  2. Then talk to Ralph at Mick and Ralph's, which is located in Freeside. Ask him to forge a note from Jean-Baptiste the Cutter written to Peyser (he will fulfill your request only if you have 50 Speech or you are a member of the Kings gang).
  3. Afterwards, go to Pacer's room (it is located on the third floor of the King's Doubles School building, the first door on the left) and place a forged note in the cache with the screw.
  4. When Pacer checks his stash, he will find this note and read it. After that, he will go to Silver Rush (the largest energy weapons store in Freeside) and kill himself.

This method will only work if you have killed everyone in the Silver Rush before, even before completing this quest. If this has not been done before, then simply follow Pacer after he reads the fake note and kill him with a laser or energy weapon.

Important: After killing Pacer, talk to the King before you report your success to Crocker.

Method: Win the favor of the Van Graff family (by working as a security guard for them)

  1. Start completing the quest "Two Pair of Boots". It is given by Gloria Van Graff in Silver Rush.
  2. While working as a security guard, Pacer will come up to you and start talking to you, set him up to fight you by using an aggressive line in dialogue with him, such as “Do you have anything to back up your words?” This will make him very angry.
  3. Kill Pacer with the energy weapon given to you by the Van Graffs.

These actions will not entail hostility towards you on the part of the Kings and you will also successfully complete the quests “The King’s Gambit” (since you killed Pacer with an energy weapon while working for the Van Graffs) and “Two Boots of a Kind” (since killing Pacer is not included into this quest, so killing him will not fail this quest).

However, once you kill Pacer, you will no longer be able to complete the "Soldier's Blues" quest.

Method: Win the favor of the Van Graff family (place energy weapons)

  1. Wait until the night in Pacer's room or outside it.
  2. Secretly go into his room and place a plasma grenade or mine in his pocket.
  3. Hide VERY quickly.

By doing this, you will kill Pacer and increase your reputation with the Van Graffs, so you will still receive the reward from Dennis Crocker and the Kings will not suspect you.

Method: Add Psycho to Pacer Screw (requires 60 Medicine and 1 Psycho)

To complete this option, approach Tlen and ask him about Pacer's drug problems or look at the notes in Julie Farkas's office in the Old Mormon Fort. Then follow these steps:

  1. Go to Pacer's room (first door on the left, third floor of the King's Doubles School)
  2. Add Psycho to Screw's stash under the bed (around 8am to 9pm). The stash looks like a carton of cigarettes, but it will only appear after talking to Tlön or after viewing Julie Farkas' notes (see above).
  3. The pacer will die after checking the stash at night (the earliest time he can check his stash is around 10 pm).

Method: Just kill the Pacer

You will fail the quest and lose a significant amount of fame in Freeside, but you will still receive a reward (if you apologize, of course) and can move on to the next quest.

If you want to easily get your reputation back, just go to the Atomic Cowboy Casino in Freeside and talk to James Garrett there. In order to regain your former reputation, you will have to pay a large amount of caps.

Option 2 - Solve the problem with diplomacy

If you haven't already used the King's favor for your purposes from the Soldier's Blues quest, then you can use it to get the King to stop the violence in Freeside. However, if you have already used it, then the King will not stop the violence and you will have to return to Ambassador Crocker and tell him that the King did not agree to your request. Then the ambassador will offer two options: talk to Colonel Cassandra Moore at the Hoover Dam or talk to Colonel James Shue at Camp McCarran.

Method: Colonel Moore

Go to the Hoover Dam and talk to Cassandra Moore, she will tell you to invite the King to retreat, otherwise he will be killed, and will give you a detachment of her fighters.

No matter what you say to the King, he will still attack you and then a battle is inevitable.

And when you tell Crocker what happened, the mission will be considered a failure. However, if you order your soldiers to kill everyone themselves, then your reputation in Freeside will not decrease, but will remain the same, and you will be able to take the King from the corpse unique costume and get 300 caps from Crocker if you apologize to him, after which you can move on to the next task.

If before this task you did not have the cyber dog Rex as a companion, then after completing this option you will no longer be able to get him, because after a while the NKR soldiers will come and kill him.

Method: Colonel Shu

Head to Camp McCarran and talk to James Shue there. Tell him about the current situation in Freeside. After listening to you, he will ask you to offer the King support for the NKR in exchange for stopping the violence, and will give you several soldiers.

When you come to the King. Offer him NKR support.

If you behave aggressively with him, his gang will open fire and you will fail the mission. However, if you order your soldiers to kill everyone themselves, then your reputation in Freeside will not decrease, but will remain the same, and you will be able to take a unique costume from the King's corpse and receive 300 caps from Crocker if you apologize to him, after which you can move on to to the next task.

But if you are polite to the King, he will agree to your proposal, but then Pacer intervenes in the negotiations to prevent the deal from being completed, and several gang members will start shooting at you. Kill Pacer and his defenders, and immediately go to Crocker.

Reward

For completing the quest, the player will receive 1300 experience points, 600 caps and an increase in NKR reputation. Additionally, you can get 200 caps, which requires 60 Barter.

You won't get any reward if you just kill Pacer.

After completing the first two NKR missions ("Bombers" and "The Queen's Gambit"), head to the Hoover Dam and talk to Colonel Moore.

Great Khans

Colonel Moore will ask you to destroy the Great Khans. You can destroy them or refuse to destroy them and negotiate with them diplomatically.

  • Head to the Great Khans in Red Rock Canyon.
  • Go to the community house, it is on the top of the cliff on the right (this is the only house that is not a tent type, and the house will also be marked in your Pip-Boy).
    • Option 1 - Destruction of the Khans
      The player can attack Papa Khan in the house. Other inhabitants of the house will attack you. To complete this option you need to kill at least 15 people from the Great Khans gang.
    • Option 2 - Complete the task "Daddy"
      Talk to Papa Khan in the main house, then talk to Regis who is sitting next to him. After talking with him, exit the building and walk further away from the building until Regis catches up with you and starts the conversation again. He will tell you that if you help break all ties between the Khans and Caesar, they will help the NKR in the battle. But before you start fulfilling his request, talk to Cassandra Moore, because this task involves killing Papa Khan.
  • After you have either killed Papa or completed the Papa quest, return to Moore and inform her that business with the Khans is completed. After the task, you will be offered two options for the following actions: go to final battle or deal with all your affairs first (don’t worry, the battle won’t start without you). Next, she will direct you to General Oliver if you chose to go to the battle, but if you decide not to go there, then complete the remaining side quests. Once the battle begins, you will no longer be able to complete them. Be careful.

Omerta

This part of the quest will lead you to the quest "How Little We Know".

Cassandra Moore will tell you about Omerta and guide you to find out why this gang has been too quiet lately.

Cachino

  • The Secretary (Lisa O'Malley) in the NCR Government will direct you to speak with the Gomorrah Casino Administrator in the main lobby of the building, and then with Cachino. After talking with him, the player must find information about Kachino to use against him in the future.
  • Kachino's journal can be stolen from his own pocket using Stealth Boy, or if you have high level Stealth skill.
    • Also, his journal can be taken from his desk in his personal room (look in Gomorrah's personal apartments). The key to his room can be obtained from the administrator by paying 300 caps. No money? Use force as persuasion (requires 8 Strength points). You can also reduce the bribe cost to 200 caps (55 Barter required).
  • As soon as you got the magazine, go blackmail Cachino with data from his magazine. He will tell you about the situation in Omerta and direct you to Troika or Clanden.

Troyk

  • Talk to Troyk and mention Cachino to him.
  • Convince Troika to help you deal with Omerta.
    • If a player has a high Speech skill, then he can lie to him in order to convince him to help you (this will lower your karma). Troyk will say that he cannot help you because he has an outstanding debt to Big Sal. Using 45 Barter or 53 Speech, you can convince him to let Troika go.
      Another option is to go to Big Sal's office and hack any terminal or safe there.
  • Troika will eventually want to blow up Omerta's weapons depot using pre-prepared explosives.
    • With the help of 70 Speech, you can persuade Troika to destroy the warehouse himself, but he will be captured and interrogated, he will tell everything and in the end he will be killed.
      Otherwise, Troyk will give the player a Molotov cocktail and ask him to blow up the warehouse.
  • After you blow up the warehouse, return to Cachino and tell him about what happened.

Bosses of Omerta

  • The player will be informed that the Bosses of Omerta in Gomorrah want to talk to him.
    • With 80 Speech, you can ask Kachino to resolve issues with the bosses on his own.
    • Otherwise, you'll have to go meet the bosses yourself. A small battle will await you there, where you will have to defend yourself and Cachino, having only a sawn-off shotgun with you.
      • Using Speech, you can persuade bosses not to kill you.
      • You can also convince bosses to attack each other with lies, using the same Speech.
  • Once the problem is resolved, return to Colonel Moore.

Note:

  • Once you complete this task, you will lose the opportunity to complete next tasks: "Beware of Caesar's wrath!", "Caesar's what is Caesar's", "Howitzer", "Caesar's Hire" and "Caesar's Favor". If you killed the leaders of Omerta during the quest "How Little We Know", then this can be avoided.
  • If you previously helped Omerta with their plans, you will have to lie to Moore, saying that they were planning to attack New Reno.
  • If you killed Cachino, then it is impossible to complete this task with a positive outcome for your reputation on the Strip. There is an error related to the disappearance of Nero. These actions prevent the Omerta leaders from being killed, so to complete this task you only need to help Big Sal. This will result in a lower reputation on the Strip. You will also have to lie to Moore about your actions.
    • You can avoid the Nero disappearing error by typing the following commands into the console: "SetObjectiveCompleted 00136166 30 1" and "SetObjectiveDisplayed 00136166 35 1".
  • If the player simply killed one of the leaders of Omerta during the quest, then the task “For the Republic, Part 2” will be completed and you will receive 275 experience points. Then you will need to return to Moore and lie about Omerta's plans (requires 70 Speech).
    Keep in mind that because of your actions, the members of the Omerta gang will be hostile towards you, and also all the workers in Gomorrah will not talk to you, but will simply run away. However, killing Omerta thugs will reward you with good karma, while killing regular casino employees will reward you with bad karma.

Mr House

  • Colonel Moore will tell the player that she wants to remove Mr. House.
  • To do this, go to Lucky 38 and take the elevator to the penthouse.
  • Use the terminal that is located to the left of the House. This will open secret door, leading to the "heart" of Mr. House. To hack this terminal you will need 75 Science or VIP card Lucky 38 (it can be found from Hanlon in the Golf camp or at the H&H Tools Factory, or by using a platinum chip). As soon as you hack the terminal, the Securitrons will attack you. Your further actions will lead to the loss of the opportunity to complete the quest “The casino always wins.”
  • Enter the room that opens and activate the terminal near the elevator, this will give you access to the Control Center.
  • Activate the terminal in the control center and select “Print camera” in it to remove the capsule with House’s body. Next, talk to him.
  • Go back to the terminal and choose one of two options:
    1. Disinfect the capsule (this will disable House, but will not kill him)
    2. Disable the life support system (this will kill House)
  • Once you've made your decision, return to Colonel Moore at the Hoover Dam. The player will receive 200 experience points and NKR reputation. (Securitrons will no longer attack you if you enter the penthouse).

Brotherhood of Steel

  • Head to the Hidden Valley Bunker in the Hidden Valley location.

The Brotherhood of Steel has a good reputation

  • If the player has previously had a relationship with the Brotherhood and completed the task “In the Ignorance,” then it is easy to negotiate an alliance between the Brotherhood of Steel and the NKR. Approach Elder McNamara and tell him that the NKR wants to destroy them. He will propose a truce with the NKR. Return to Colonel Moore and tell her that the Brotherhood is proposing a truce. This will allow you to finish this quest and start "You'll feel it coming."
  • It is quite possible that you will not be able to talk to McNamara (something like: Now the elder will not be able to talk to you because he is too busy) will appear. This is solved as follows: exit the bunker and wait about 3 days. After that, try talking to the elder again.
    • If this does not help, then use the command in the console “set000E327C.LockdownLifted to 1”, this will resume the dialogue again.
  • If Hardin has become an elder, then it will not be possible to get a positive outcome of the quest.
  • If you talk to the NCR near the Brotherhood bunker, Moore will become angry and you will receive a bad reputation with the NCR for this task.

There was no connection with the Brotherhood of Steel

If you did not have any connections with the Brotherhood before this task, then you will have to persuade the NKR ranger not to approach the bunker, or take Veronica with you as a companion.

If you wait until late at night near the bunker, several paladins will come out to you. You can steal a card from them to enter the bunker (at the same time, your karma should not decrease). Enter the bunker using the card. And the guard will talk to you. He will ask you to hand over your weapons to them. If you do not surrender your weapons, the Brotherhood will be hostile towards you. However, if you use stealth combat before talking to the guard and also do not want to give up your weapon, you can get deeper into the bunker without harming your health. Next, head to level 2 and kill any scribe there and put on his clothes, then you can look like a Brotherhood scribe (and the Brotherhood's reputation will become neutral). The player can kill everyone in the bunker to collect cards to activate the bunker's self-destruct.

Please note that some high-ranking members of the Brotherhood, such as elders, will recognize you regardless of whether you are dressed as a scribe or not.

If Veronica is your companion, then the Brotherhood will not become hostile towards you. Even if you are dressed like an NKR citizen.

If the player warns the Ranger about the Brotherhood, then upon entering the bunker the player will be killed.
If your NKR reputation is low, then the ranger will not want to talk to you and you will have to kill him on behalf of Harland.

Find the key card

Once you have gained the Brotherhood's favor you can enter the bunker. As soon as you entered there. You will need to find 3 key cards in order to get the password to the bunker's self-destruct function or you can use 100 Science to blow up the bunker. You will need to enter Level 2 and there you will find Elder McMaran, Paladin Hardin (or Paladin Ramos, depending on your choice) and Scribe Lars Taggart. The elder's key card is easiest to steal since he sits in his chair. Hardin can be found in one of the bunker's three bedrooms, standing or sitting at his computer. Steal his card. Next, return to level 1 and go forward to the left corridor and go into the Bunker Self-Destruct room, where you can find Taggart. You will need a stealth boy to steal the key card from him. If you don't have a stealth boy, you'll have to wait until the girl in this room turns away or moves away.

If Cass is your companion, she will start talking to this girl, and you, in turn, can calmly steal the card.

Bunker self-destruct activation

Once you have all the key cards, return to the room where you found Taggart and get the code from the key generator terminal (green terminal), next to the self-destruct terminal (blue terminal). Next, use the received code to activate the self-destruction of the bunker. After this you will become an enemy of the Brotherhood. Before destroying the bunker, be sure to steal the key from the elder's guard so that you can leave the bunker. If you don't steal the key, you'll have to break into the bunker door (requires 100 Lockpick). Now, turn on self-destruct and head to level 1.

Once you exit the bunker, it will explode, and it is possible that members of the Brotherhood will be waiting for you near the bunker before you return to Moore.

Alternative option: You can complete the quest easily if you just kill everyone inside the bunker. You can only kill the main members of the Brotherhood of Steel and the quest will still be considered completed.

Defense of President Kimball

Moore will ask you to speak with Ranger Grant about protecting Kimball during his visit to Hoover Dam. This will begin the quest “You Will Feel It Coming.” Return to Colonel Moore and tell her that you are ready to fight for the NKR.

Your actions are:

  1. Reach into the pocket of the suspicious character who recently entered this location, and there you will see a fail-safe explosive device. Take it and give it to Grant. After this, Grant will say that his rangers will deal with him, but as soon as they approach him, he will kill one of the rangers, thereby causing panic. (if you talk to Grant, he can give you full access to the dam, but for this you must be an NKR idol. This access will allow you to go to the helipad and use your weapons on the dam territory). If you leave this suspicious man alone during Grant's speech, the Legion sniper will kill the ranger on the first tower [the first behind the President] and try to kill the President. Kill him and tell Grant over the radio about the assassination attempt on the president. He will cancel the performance. If the President is currently evacuated, he will be attacked by a member of the Legion, disguised as an engineer. He needs to be killed before he reaches the President, since he can kill him with one hit.
  2. Go up to the helipad and wait for the presidential rotorcraft to arrive. An engineer will appear and mine the rotorcraft. Interact with the vertibird and select "inspect" to find a bomb. Defuse the bomb, or steal the detonator from the engineer's pocket. Run down and report to Grant. He will interrupt the president's speech, miss and hit the ranger. After which the President will rush to the rotorcraft and fly away. This will complete the quest.
  3. Talk to the mysterious engineer and he will immediately become hostile. Kill him.
  4. If Rex is your companion, go to the roof. You will see a technician next to the door to the stairs. Talk to him and select the option related to Rex. Then invite him to walk with you. The technician will become hostile and you can kill him without losing reputation (or let the rangers kill him). Remove the emergency detonator from the body and return to Grant. The quest is completed. In addition, if you have the Animal Friend (1) perk, you can take several NKR dogs located near the dam with you to help.

There will be three different assassination attempts:

  1. A sniper dressed as an NCR ranger will appear on the guard tower behind the stage set up for the speech.
  2. An engineer will install a bomb on the presidential rotorcraft.
  3. A Legion soldier dressed as an engineer will rush towards the President and try to stab him.

If you want to fulfill the additional goal of checking security, you need to find two things:

  • There is a blood stain in the utility room at the far end of the information center lobby (requires Perception 6).
    • Note: (Optional) Talk to Alison Valentine (she is on the top level of the information center) and she will tell you about an engineer whose blood is all over the office area, but this is not really necessary
  • Recent unauthorized access to a computer terminal in the information center (requires Science 50). Take the NKR engineer's overalls from the locker in the service room. Now you can tell Ranger Grant that you are ready. You can also talk to the NKR man outside. He can provide you with a security check dog if you have the Animal Friend ability, but will refuse you if you are accompanied by Rex.

If you received a quest from Yes-Man or Mr. House, you will not be allowed on the roof of the Information Center, where the presidential helicopter will land, unless you are an idol in the NKR. You can also gain access if you disguise yourself as an NKR member (this is where the NKR engineer's overalls from the office room come in handy) or with the help of 55 Speech. If you manage to get to the roof and have an explosives or repair skill of at least 50, you can defuse bomb. Wait until the vertibird lands and the President leaves, then “activate” the vertibird and you will receive a message asking you to check it for a bomb. Another way to defuse the bomb is to search the engineers' pockets until you find the man with the detonator. (The platform can be climbed using a ladder. If you stand next to Grant and look at the platform, the ladder will be on the left side confirmed on PC and PS3 for neutral clothing only.)

Whether you defuse the bomb or not, you need to stop the killer on the guard tower. You'll see him throw the real guard off the tower and take his place (this is a fairly noticeable scripted event that happens if you are not on that tower when the killer appears there - in which case he will immediately attack both you and the real one sniper). Destroy the killer. You can defuse the bomb and get to the tower in time, but this is not the most reliable method. The easiest way is to defuse the bomb and then run towards the large anti-aircraft gun (but don't get on the stage, otherwise everyone will become hostile towards you). When you see a ranger falling from the tower, you know it's time to eliminate the killer using your favorite weapon. If you are a good enough sniper, you can destroy the killer right from the structure on the roof of which the vertibird lands. (Note) If Rex is your companion, he can identify the legionnaire in the group of engineers. After you talk to the engineer (you can only talk to one of them), he will become hostile, after which you can eliminate him or let the Rangers do the job for you.

Another option: after you deal with the sniper, pick out the pockets of the legionnaire disguised as an engineer and take the spare emergency detonator. Take it to Ranger Grant, which will trigger a scene in which the Rangers intercept the Legionnaire as the President flees.

The simplest way to deal with a sniper does not require any combat skills; leaving the place where you need to deal with an engineer is also not required. Just climb the tower BEFORE accepting the quest and place the C-4 explosive in front of the table. It will lie there even when the quest begins. Defuse the bomb on the rotorcraft and watch the tower when the President starts making a speech. You will see the killer kill the ranger and throw his body over the railing. Pull out the detonator and BANG! You will see an explosion and the killer will be destroyed.

Another way to complete the mission is to go straight to the observation deck and talk to Ranger Grant. Go up to the helipad and wait for the presidential rotorcraft to arrive. An engineer will appear and mine the rotorcraft. Interact with the vertibird and select "inspect" to find a bomb. Defuse the bomb or steal the detonator from the engineer's pocket. Run down and report to Grant. He will interrupt the president's speech, miss and hit the ranger. After which the President will rush to the rotorcraft and fly away. This is the easiest way to get the NKR Rangers Combat Armor. (NOTE: If you want to get on the platform and remove the armor from the ranger's body before the Presidential Vertibird flies away, you will have to use a stealth boy, otherwise the rangers on the platform will become hostile.)

An alternative method of completing the quest is to not defuse the bomb - (this is necessary, for example, in the case where your appearance on the roof of the Information Center makes the NCR hostile or if you have insufficient explosives or repairs) and wait at the top of the guard tower where the killer should appear. Take out the killer when he appears from the hatch in the corner, and then use the radio on the table to contact Grant. If you let him know about the assassination attempt, he will interrupt his speech and inspect the area again, as a result of which the bomb will be found and defused. After you have radioed Granta, go back to the platform and watch for the engineers, one of whom will rush to the President. Kill him when he does this. The President is saved.

If Rex is your companion when you accept the quest, there is another alternative option. Talk to Ranger Grant and tell him you need full access to the area. This will allow you to freely access the roof of the Information Center after passing one or two double doors leading outside to the dam. Once you are outside, tell Grant that you have completed the check and go to the roof. You will see a technician next to the door to the stairs. Talk to him and select the option related to Rex. Then invite him to walk with you. The technician will become hostile and you can kill him without losing reputation (or let the rangers kill him). Remove the emergency detonator from the body and return to Grant. The quest is completed.

At its simplest alternative method It takes advantage of the fact that engineers do not carry guns, and also requires you to wear the engineer's overalls from the technical room. First, steal the detonator from the fake engineer on the landing pad. When the vertibird lands, grab your weapon and the rangers will become hostile towards you. Remove the weapons and they will become non-aggressive again, and the presidential rotorcraft will fly away without landing anyone, the quest is completed.

Additionally

Explore the area for clues.

  • On the second floor of the Information Center, you can talk to Allison Valentine, who is looking for her engineer friend who is late for the President's speech. He left a blood stain in the service room of the Information Center.
  • Examine (requires Perception 6) the blood stain on the floor in the information center security room.
  • Hack the terminal in the Information Center and find the unauthorized access ID (Sergeant Makovich)

If Boone is with you as you walk up the ramp outside the Center to Ranger Grant, he will say something about what shooting position he would choose if he were the sniper. He will show you three points - the ridge of the hill to the left of the road, the tower behind the scaffolding and the roof of the Information Center. He won't be wrong about the last two.

To get the maximum and take the Hunter Carbine or 12.7mm Pistol and the Ranger Armor/Helmet, use the following instructions. First, go up to the landing pad, steal the detonator and defuse the bomb. Then use the binoculars to see the ranger being thrown off the sniper platform. As soon as this happens, tell Ranger Grant that you found a bomb on the Vertibird, after which the ranger on the platform will receive a bullet in the head. Use Stealth Boy to steal the ranger's junk and head to the sniper tower. Climbing up you should find a newly deceased legion sniper, and also on top (although it may fall down) of the side wall there will be a carbine of the first ranger.

  • Another way to talk to the desired spy engineer is to watch one of them applaud during the president's speech. The killer does not applaud Private Watkins' award.
  • If you get to the vertibird's landing pad before it lands, you'll be able to watch the engineer plant the bomb immediately after landing. The same engineer will later join the crowd listening to the speech (don't forget about the sniper while you watch him), making it obvious which of the engineers is a Legion agent.
  • If you killed a sniper on the tower and radioed, there will be an option “Everything is fine here, thank you. How are you?” This is a reference to a scene from " Star wars: New Hope".
  • If you knock out the assassin's weapon with a shot (while aiming at VATS), the NCR Rangers will shoot the assassin, but will become hostile towards you and will attack until the President flies away (this is a good chance to take the veteran's combat armor), the mission will NOT fail failed, you will only initially lose your reputation in the NKR, but it will later improve after the president survives.
  • If, as a result of your actions, the NCR sheep become hostile towards you during the quest, it will be failed, however, based on the dialogue with Mr. House, the murder will still be prevented, since the speech will definitely be interrupted due to the noise you made.
  • The Detonator Assassin is the only engineer who says the line "Do you mind?"
  • Ranger Ghost is an interesting character in the popular computer game Fallout New Vegas. Ghost is a Nova fighter California Republic, she serves as a sniper and is on constant duty at the Mojave outpost.

    For convenience, use summary :

    Ranger Ghost (Fallout New Vegas) - duty station

    As mentioned above, the Ghost serves at the Mojave outpost, which is considered the worst place of service in the NKR army, it turns out that the Ghost, for some of her “merits,” received a link to this outpost. This duty station is also interesting in that military personnel are prohibited from leaving this outpost, due to a leadership directive, according to which there must always be a certain number of NCR fighters at the outpost, therefore, as the Phantom jokes, she cannot leave her post, even if she returns from AWOLs with Caesar's head.

    These words are confirmed by the fact that when the outpost noticed that the neighboring town of Nipton was being destroyed by Caesar’s legionaries, no one from the post moved to help the residents.

    After a conversation with the Phantom, the main character draws certain conclusions about her, according to them, the Phantom is quite arrogant, she has quite rude, one might even say black, humor, and many colleagues and other characters consider the Phantom to be a bitch.

    But still, the Phantom is not as callous as she wants to appear to everyone, this is evidenced, for example, by the fact that during the first meeting with the main character, the Phantom asks him to go to Nipton to find out the fate of the inhabitants and understand what happened there. But after learning all the details, the main character will decide that the residents of Nipton deserved their fate, only it was not the legionnaires who should have burned the city.

    Ghost Inventory

    Although the Ghost is an NKR fighter and also a sniper, her inventory is not particularly impressive; she is dressed in a ranger costume, with a gray hat on her head and fashionable police glasses on her nose. She is armed with a cowboy rifle, which uses a .357 caliber Magnum cartridge. The sniper at the outpost could have been armed better, although this is the worst outpost in the Mojave, so there is nothing to be surprised about.

    Maud NCR Ranger Veteran Armor- will add two new armor of NKR soldiers to Fallout 4, as well as a revolver and a large-caliber automatic and sniper rifle. The armor has the ability to be modified, the cloak has physics.
    This mod adds both armor and weapons, this is the Sequoia revolver and a special large-caliber rifle.
    This armor cannot be crafted, it can only be found in the world, or obtained through the console.

    Mod screenshots:




    Where to find this armor:
    Ranger armor is located:
    - In Kellogg's house, the safe is in the secret room, moving along game plot you will get there.
    - Found on a corpse in the Lonely Chapel.
    Police armor and revolver.
    - In the Commonwealth Bank, on a corpse that lies in a closed bank safe.
    - You can find a unique mask in the Cabot house.

    How to get armor through the console:
    Open the console (E button).
    Enter Help Ranger 4 and you will see the weapon and armor ID.
    Enter the command: player.additem format_id_xx000800

    How to install a mod for the armor of an NKR veteran ranger?

    1) Download the archive and unpack it, you can install it using
    2) For manual installation, copy all the contents of the data folder from the archive with the mod to the data folder inside the game folder, merge the folders.
    3) Activate the mod file in the game menu - modifications, loading order, or by editing the plugins.txt file (for older versions)
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