Fallout new vegas big mountain to get out. Passage of DLC Old World Blues for Fallout: New Vegas

Actions Fallout New Vegas, as the name suggests, takes place in what was once Las Vegas and the Mojave Desert. Compared to the third part of Fallout, New Vegas become more interesting and varied. There are many more opportunities for the player to develop the character and storyline generally.

As such, the game does not contain special secrets. Baby dolls, as an integral element of the third part, are absent in it. But there are a slightly larger number of character-development books and magazines that temporarily increase skills. From collections, instead of baby dolls, you can collect named weapon, armor and snow globes.

Where to find all the snow globes in Fallout New Vegas.

There are seven snow globes in the main New Vegas storyline, plus one from each of the four expansions. A total of eleven pieces. It is not necessary to collect them at all, since they do not add skills. But they can be sold for 2000 caps to Mr. House, except for the Sierra Madre ball, it will bring the player 2000 chips of the casino of the same name.

  • Snow globe "Goodsprings"- you will find in the Goodsprings cemetery near one of the graves:
  • Snow globe "Mormon fort"- located in Freeside in the old Mormon fort, in the security room on the second floor;
  • Snow globe "Mount Charleston"- in the Jacobstown inn, on the table next to the entrance.
  • Snow globe "Nellis Air Force Base"- at the Nellis air base - the base of the bombers, in the museum on the table to the right of the entrance;
  • Snow globe "Strip"- in Sarah's room in Vault 21;
  • Snow globe "Hoover Dam"- at the Hoover Dam Information Center;
  • Snow globe "Polygon"- Cocktail bar "Lakki 38" behind the cash register;
  • Snow globe "Sierra Madre" on the roof of Salida del Sol, which is in the villa;
  • Snow globe "Zion National Park"- store-warehouse. On the bottom shelf behind the counter;
  • Snow globe "Big mountain"- laboratory X-17 - meteorological station;
  • Snow globe "Lonely road"- in the "Rift" location, on the recreation area near station 7. Second floor.

Named Rare New Vegas Weapons

A huge plus of Fallout New Vegas is a large number of Named, rare, weapons with interesting properties. You can buy something, steal something, just find something. Now consider:

  • "Machine" is a self-loading rifle with high accuracy, extended magazine, high durability and low consumption of action points. It can be obtained at Camp Maccaran from Sergeant Contreras, after completing the unmarked quest "Deal with Contreras". Skill "Weapon" - not less than 75;
  • "All American"- improved shooter's carbine, has slightly higher damage and increased rate of fire. Location - Vault 34 armory. To use this carbine, skill in handling firearms should be at the maximum;
  • "Dinner Bell"- An improved version of the hunting shotgun with a smaller shot spread and slightly increased damage. Can be obtained as a reward for completing the quest "Take It All";
  • "Mysterious Magnum"- it weighs more and breaks much faster than the classic .44 Magnum, but surpasses it in the rate of fire. Can be obtained during the passage of the quest "Talents, respond!", After hiring Lownsem Drifter, passing the test for the skill - "Barter" (the value must be at least 50);
  • "Lucky" - is a more advanced version of the "Magnum" 357 caliber revolver with a higher chance of a critical hit, increased damage and rate of fire. Located in Primm in the Bison Steve Hotel, in a locked safe;
  • "The Scout Rifle of the Gobi Company"- it is practically no different from ordinary sniper rifle, except that it doesn’t break longer, and the silencer, with all the desire, cannot be put on it. Location - A very difficult lock on a weapons crate at a sniper position on the west side of Cottonwood Cove;
  • "Krysoboy" - a unique warming rifle with all kinds of modifications installed on it, such as: an optical sight with night vision mode, a silencer, an enlarged magazine. It has increased durability, accuracy, increased damage and rate of fire, plus an increased chance of a critical hit. Can be found in Brok Cave east of the Legion Camp.
  • "The Same One" - a five-shot automatic revolver, despite its considerable weight and some concession in damage, it compares favorably with its counterparts in its increased rate of fire and reload. Novak, souvenir shop "At the dinosaur". It can be bought or stolen from the store's warehouse.
  • "Alien Blaster" - having a 100% critical hit chance, absolute accuracy and huge damage for a one-handed weapon, this blaster shoots only alien energy cells, and requires high skills in handling energy weapons. You can find him by finding three aliens north of Horowitz's farm and east of Tumbleweed Ranch.
  • "YCS/186" - a unique Gauss rifle with a larger magazine, due to which the damage dealt is also increased. You can find her in the mercenary camp, at the leader, in the northernmost part of the map.
  • "Van Graff Plasma Rifle"- A plasma rifle that shoots two shots at the same time. You can get it from the Vangraffs by agreeing to work as a security guard. At the end of the quest, the rifle is taken away. But you can always run away!
  • The Tesla Beaton is an improved version of the Tesla rifle. Significantly increased damage. You can find it at the crash site of the rotorcraft. Very unreliable.
  • "Pew-Pew" - laser pistol with increased damage by as much as 6 times. Stored at Sunset Sasparilla Headquarters. Becomes available after presenting 50 caps with a star to a robat.
  • "Knock-knock" - a unique ax with increased damage and a special blow - "like ladies". Knocks the opponent down. In the toilet of the Searchlight fire station.
  • "Blade of the East" - a poisonous sword with increased damage. Belongs to Legate Lanius.
  • "Liberator" - an improved version of the machete. Increased damage and attack speed. You can find it in Nelson.
  • The Figaro is a concealed carry weapon that has increased attack speed and damage, as well as an increased chance to inflict critical hit, plus high durability and a small number of consumed action points. It is located in the club of the gang of kings in Freeside, with a character named Sergio. You can get it by killing Sergio or by stealing.

Unique and rare armor and clothing in Fallout New Vegas

In addition to the standard, widespread, armor and clothing in Fallout New Vegas, which can be bought everywhere in stores or simply found in the wasteland, the game has a certain amount of rare, with additional or unusual characteristics of armor and clothing, which is quite difficult to find without a hint. .

  • Overalls "RobCo"- this jumpsuit gives a plus of five units to repair, but at the same time, the armor damage limit is zero. You can find this jumpsuit in Westside at Dermot's.
  • Benny's suit is a slightly improved business suit. Adds five points each to Barter and Speech skills. It can be obtained by killing Benny or by reverse stealing.
  • Dr. Klein costume- a green suit that adds 10 points to science and 2 points to intelligence. You can find it in the village of Higgs, in house number 101.
  • Doctor Mobius costume- Improved and repainted in red, a variant of the Mad Scientist costume. Has improved indicators of charisma (by one) and intelligence (by 2 units), as well as increasing science skill by 15 units. It is located at the dome of the restricted area, to the right of the stairs that lead to the reservoir with the Courier's brain.
  • President Kimball costume- Increases eloquence by five points. This costume can only be obtained if President Kimball dies during a visit to the Hoover Dam.
  • Vault Lab Coat- the same lab coat, only adding five units to science. It can be purchased from Sarah Weintraub in Vault 21.
  • Vera's Outfit is a beautiful dress that will improve Barter and Speech skills by five points, and also add an additional one to Charisma. There are only two copies of the dress in total and you can find them while traveling through the suites of the Sierra Madre casino. One lives in a safe at the entrance to the elevator heading to the vault. And the second, actually in Vera's suite, right on her skeleton.
  • Daniel's clothes and Mormon hat- a cowboy suit with improved barter and medicine parameters, a hat, in turn, adds an additional five to eloquence and one to perception. His clothes can be found in a chest after completing the expansion's storyline.
  • Elijah's father's cassock- a slightly modified robe of the elder of the brotherhood. Gives its wearer an additional two points of damage resistance, and grants them Brotherhood of Steel status. As already clear, one copy is worn by Elijah's father, and the other can be found in a chest in Elijah's father's room, which is located in an abandoned Brotherhood of Steel bunker.
  • Dean's tuxedo is a formal suit that increases the skill of eloquence by five points. The costume belongs to Dean Domino. Can be obtained by taking it out of the inventory, if you take Dean as a partner, or by killing him.
  • General Oliver's uniform and cap- this suit adds 20 points to action points and 2 points to charisma, a cap will add another point to perception. You can get it from the corpse of the general.
  • Cloak of Ulysses - A black cloak that adds five percent to critical hit chance plus one to charisma. The cloak will lie in the chest after the completion of the expansion.
  • Caesar's armor - this armor is, in essence, clothing, so its level of protection is very low, but its safety margin is high. In addition, she adds five points each to the skills of eloquence and survival. Gives the status of a member of the Legion. You can get it by killing Caesar, or by stealing from him, putting other armor with a higher damage limit in its place.
  • Killer suit - giving +10 to stealth, the first working version of the stealth suit. She can be found at the Sierra Madre Medical Clinic.
  • Joshua Graham Armor- Increases the chance of critical damage by 3%, has good level protection and margin of safety, in addition, it has a relatively small weight. You can get it after the end of the storyline from the chest, or from the corpse of Joshua Graham.
  • Protective kit- a suit plus a helmet, provides its owner with maximum resistance to poisons and the presence of a permanent night vision effect. It can be found in the Hazardous Materials Landfill under the protection of a force field that can be disabled with a sound emitter or by obtaining the password to the 3K module. He, in turn, is at the Z-43 innovative toxin factory.
  • Armor and helmet "Tesla" of the Gennon family- it is lighter than normal power armor, and her damage limit is also smaller. But it improves radiation resistance by as much as 20 units and adds ten to the energy weapon skill. The helmet, on the other hand, a little more, by five points, will improve radiance resistance, although it will take away one point from charisma. You can get this armor for completing the quest "Old Times" by convincing Arcade Gennon to stay in the Mormon Fort, and the Remaining to fight the Courier, whichever side he chooses. It can also be simply removed from his corpse.
  • Reconnaissance Armor (CS) Kristin is a unique recon armor used by the Circle of Steel. It differs from regular recon armor only by a large margin of safety and a slightly increased damage predkl. She can be found next to the broken Auto-Doc in Y-17 Medical Facility.
  • Stealth armor "Mark 2"- possessing artificial intelligence and a built-in medical module, the stealth armor notifies you of the appearance of enemies and releases different kind jokes. The suit is assembled piece by piece at the X-13 Research Facility. Fully assembled and stitched up to latest version, stealth armor adds 20 points of stealth to its wearer, one each to perception and agility, and in addition increases the speed of movement in stealth mode by as much as 20%.
  • Armor of the 87th Tribe- an analog version of the armor of the legate Lania, which does not give the status of a member of the Legion. Increases action points by 10 points, by a triple - the chance of critical damage and plus one to charisma. The armor belongs to Guy Magnus of Dry Wells. This city can only be entered if, during the Apocalypse quest, a nuclear strike was inflicted on the positions of the Legion.
  • Scorched Sierra Power Armor- is a trophy variant power armor T-45d. Increases fire resistance by 25 points, adds 2 points to health points and one point to strength. Found by Colonel Roiz on Route 15. True, you can get access to this route only if, during the "Apocalypse" quest, you strike at the positions of the NKR.

Fallout New Vegas Secrets and Easter Eggs

Recall that Easter eggs are cool references to previous parts of the game, or to moments that have nothing to do with Fallout.

1. For example, a skeleton in a hat, lying in a broken refrigerator, on the way to Goodsprings - a clear reference to the movie "Indiana Jones and the Kingdom of the Crystal Skull".

2. A couple more skeletons, named Owen and Beru, can be found near the house in Nipton. This is a direct reference to Star Wars", after all, that was the name of Luke Skywalker's adoptive parents.

3. Another reference to the movie, this time "Red Dawn", will be a response to the offer to surrender weapons at the entrance to the casino. This phrase sounds like this: "Take it from my cold, dead hands."

4. You can find out about the location of the new location - "Jimmy's Well" if you choose Rex the dog, who barks near Fields' hut, as your partner. A dialog will open, and voila - new location. There you will find a skeleton with a hat and a special air gun. This Easter egg is a reference to one of the quests in Fallout 2.

5. If you watched the movie "Aliens", then remember Hudson's phrase: "They come out of the walls! They come right out of the damn walls!" and it is she who comes from the walkie-talkie during the battle for the Hoover Dam. By the way, the corpse of Hudson himself can be found near the control center, in one of the rooms.

6. At the headquarters in Cottonwood Cove, on one of the walls, you can see a curious inscription in Latin - "Romanes Eunt Domus", which means - "Romans, Go Home". This line is a reference to the comedy movie Monty Python's Life of Brian.

7. Another reference to one of the films of the famous British six comedians - "Monty Python and the Holy Grail", is a holy grenade, which can be found in the basement of the Church of Camp Searchlight.

8. There is another reminder of Monty Python, and this is the attack on the hero of a gang of three elderly ladies, immediately after visiting Sirulien Robotics. This is a reference to their famous sketch - "Infernal Grandmothers".

9. The closed room of the Ultra-Lux casino hides within its walls the corpse of detective Crusoe, whose appearance is completely written off from the hero of the series "C.S.I. Miami Crime Scene" - Horatio Kane, played by actor David Caruso.

10. A small claw named Striped, a reference to the movie Gremlins, can be found in the village of Higgs, right behind Dr. Borough's house.

11. After you help Mick, one of the co-owners of the Freeside store, Mick and Ralph, solve his problems with the supply of weapons with Omerta, he, in gratitude for the result, will give you a pip-boy decorated with diamonds.

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 Sasparilla" (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 task Best friend brain ”(A Brain’s Best Friend), go to the marker on the map - it will lead to the Research Module X-13 (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, only one will be available for fast travel - the 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 find a 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 choose the 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 downstairs and destroy the Master Trauma (Master).
  • 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" (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 - Giant Scorpion (Giant).
  • 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.

No self-respecting addition to Fallout was complete without new weapons and new clothes for the hero. Naturally, the arsenal and wardrobe expanded in. The increase was significant in quantity, but here's the quality... Almost everything that can be found in the ruins of the Big Mountain does not surpass the best examples available outside it. Proton axes (a direct reference to the old woman Wasteland), saturnite power fists, rubber gloves - all this pleases rather appearance than fighting qualities. The lobotomite suit, which adds one to the character's strength, is still no better than power armor. Finally available without unnecessary game modifications, the protective suit worn by the Ghostfolk in the Sierra Madre pleases with a permanent night vision effect built into the helmet, but otherwise is nothing interesting.

However, the properties of some of the items of equipment that the courier can find in Old World Blues are still worth telling in more detail.

STEALTH SUIT MKII
This "suit" must be assembled piece by piece in the X-13 laboratory. Even in the simplest version, it adds 15 points to the stealth skill. So. if your hero suddenly decided to retrain as a silent killer, the costume will be just right. But if you're not new to moving silently and killing, it makes sense to torment yourself a little and pass the lab tests several times - each execution test task improves the performance of the suit. In the most powerful version, in addition to the benefits of stealth, an increase in dexterity and perception is added, and even 20% to the speed of movement of the character in stealth mode.

NOTE: when passing tests, it is not forbidden to cheat. Start the task, return to the laboratory, go up to the second floor and jump from the observation deck to the safe, which contains the document - the goal of the task. The only problem in this case is that the doors of the laboratory, after starting the test, are locked with “complex” locks that will have to be cracked.

In addition to the obvious advantages, the suit also has some not-so-obvious ones. Firstly, he speaks in a sweet female voice (the same one used by both switches and Christina in the recording), not forgetting to warn about that. that there are enemies nearby, you have been discovered, and in general - the pip-boy light on is not conducive to stealth. Pretty useful, except for those cases when the suit suddenly, in an open field, calmly says: "I'm going into battle" - and then, after the hero has made two or three turns around its axis in search of enemies, adds: "Just kidding - just kidding ... "Yes, for such jokes in contacts there are intermediates! ..

On top of that, the costume automatically consumes Stimpaks from the character's reserves, healing him as needed. There is only one trouble: the medicine skill does not affect the treatment of the suit, so health is restored from gulkin's nose. and medicines are spent with breakneck speed. This function cannot be disabled. how impossible it is to set the level of health at which the suit begins to “heal” the hero.

And as if that weren't enough, the vile armor can also arbitrarily inject the Med-X character, supposedly trying to protect him in battle. Everything, of course, is good and wonderful, but it’s not long and getting used to making money out of the blue. However, the method is simply do not carry Med-X with you. and there will be nothing to prick.

K9000 CYBERDOG GUN
A small treat for lovers of heavy weapons: a machine gun with an optical sight that feeds on .357 pistol cartridges, and also growls, barks and whines plaintively when it is put back into the backpack. Its spread is higher than that of the usual "six-barreled", but the damage from each shot is much more. and the chance to inflict critical damage is higher, as is their magnitude.

The Dog Machine Gun comes in two variants: the upgraded one is called FIDO and is crafted from the regular one at the workbench after you find the schematic in the X-8 lab. No additional components are needed: only K9000, circuit and workbench. As a result, we get a system that shoots already 44-caliber cartridges, deals a little more damage, but loses accuracy. But if you install both modifications available to it on an ordinary machine gun, it bypasses FIDO in terms of damage - and you can keep the “improved” version only for collection reasons, well, out of respect for the name. Unfortunately, it cannot be modified.

SONIC EMITTER
The sound emitter will be given to you almost at the very beginning of the add-on. And at first, there will be little sense from him - despite the increased damage to robots, he is still weak, and you have to spend a lot of shots on an average enemy. Only that pleases. that you will get the “revelation” option first: each critical hit will paralyze the enemy for a while.

Further more. After going to the X-8 laboratory, you will teach the sonic emitter to destroy force fields. And even though this function works only on the territory of the Big Mountain complex, it will come in handy more than once and greatly simplify the life of the hero.

After going to the village of Higgs, in addition to the "personal matrix" of the jukebox at your base, you will also receive two sound samples for the emitter - "Opera Singer" and "Tarantula". Now, at any time, by talking to the jukebox, it will be possible to change the effect of critical hits for an additional 20 points or fire damage. A sample of "Gabriel's Bark" (knockback of opponents on a critical hit) can be found in the X-8 laboratory room, where you fight a huge robops. And the last - "Roboscorpion" (critical hit causes an explosion that deals damage over the area) - you will find before. how to meet Dr. Mobius.

Also, new sounds increase the attack power of the emitter. The strongest of all is the "Roboscorpion", adding as much as ten points of damage to each shot.
A good energy rifle will come in handy for almost all couriers who set out to explore the ruins of the Big Mountain. The thing is. that there are a lot of batteries for it scattered around the laboratories, but with other ammunition it’s a bit tight. Of course, if you already have a head rifle from the Sierra Madre. or if you prefer "Gaussian". LAER may not be touched, but in any other case it will come in handy, and more than once.

The main problem of this "trunk" is that. that when used, it deteriorates at a catastrophic rate - you will have to repair it often and mostly for money at the central computer of the base. There are only six of these rifles in the entire Big Mountain, so you won’t get much repair material. Unless your character has an ability that allows you to repair armor and weapons with similar specimens. - then LAER can be maintained in an acceptable state by spending laser and plasma rifles, which are sometimes found in lobotomites.

The improved version of this weapon, which was modified by Elijah, outperforms the regular one in damage, but is inferior in terms of the number of charges in the clip and breaks even faster.

Homes for a hero
Modifications that provide the protagonist with a place to live and all sorts of amenities in it are enduringly popular and breed no worse than locusts. Although the character already had a place where he could rest, put his belongings in lockers and do magic at the workbench, more and more “homes for the hero” still appeared.

In Fallout: New Vegas Old World Blues, the courier will get another "apartment" with a balcony that offers a beautiful view of the ruins of the Big Mountain. But the main thing is not the landscape and not even new house- Obsidian seems to have carefully looked at popular amateur modifications and made some conclusions. On the newly acquired living space, the hero will not be alone: ​​with him there is a bunch of various household appliances, and this technique is literally with character. The former owner of the apartment, Dr. Mobius, was still a great original - otherwise it is difficult to explain that the switches in the rooms speak in female voices, are jealous and constantly try to seduce the hero, the central computer speaks with intonations and in the manner of a classic English butler, and the toaster .. . Oh. toaster is a different story!

So... what kind of equipment lives in the courier's apartment, and what can it do?

CENTRAL INTELLIGENCE UNIT
The central computer is outwardly imperturbable and restrained. He will never show that he is annoyed by other electrical appliances, because if the owner wants to revive them, then he needs it for some reason, and it is not in the rules of the central computer to challenge the owner's desires. However, at the first request, he can turn off the "personal matrices" of the entire "electronic folk" - or turn them back on.

The main occupation of the computer, for which the courier will return to it over and over again: trade and repair of equipment. He is one of the few repairmen who can restore an item to 100% durability.

The trading assortment of the Central Committee is small, but it can be expanded by finding the necessary holodisks. -this is where you can buy modifications that improve the K9000 and LAER.

NOTE: Items sold by the CC. are updated every three days of game time, but remember that the courier must spend this time in the crater of the Big Mountain, without returning to Mojave. In addition, a three-day cycle does not update the amount of money the computer has.

AUTO-DOC
As it should be for an autodoc, it heals the hero, restoring health and broken arms and legs, which is especially important if you play with the hardcore mode turned on. In addition, it can change some of your character's organs, replacing them with mechanical counterparts or returning them back. After installing additional holodisks, plastic surgery is being trained, the appearance of the character can be changed as you wish, only sex change is prohibited, and the art of a hairdresser.

Four additional holodisks will allow the autodoc to implant the courier with implants. For some unclear reason, for these operations, Doc will take a serious fee from the character with caps - given the effects of implanted devices, one might say - "unreasonably high fees." However, here are the rates:
C-13 Implant: 10% additional damage to Kazadores, costs 8000 caps.
Implant M-5: 20% faster movement in stealth mode. Will cost 10,000 caps.
Y-3 implant: completely disinfects the water that the courier drinks, removing all traces of radiation from it. 12000 caps.
Y-7 Implant: Increases the amount of health points a character gains while eating. and besides this, food begins to add action points to the hero. Only for 20,000 caps.

BIOLOGICAL RESEARCH STATION
The main task of the biological research station is to process the fruits and leaves of the plant, collected by the courier, into greenery, from which he can then clone any other fruits. Moreover, they can be cloned on any fire, no laboratory is required for this. Not very logical, but convenient: they collected cacti, sent them for processing, and cloned something necessary from the resulting slurry, for example, xander root for the production of steampacks.

An already convenient procedure becomes even more convenient after you find three bags of dried seeds: the station brings them back to life, and in the same room where it is located. It turns out such a cute vegetable garden in boxes where you can collect a little of all the most necessary ingredients for cooking, medicinal potions or poisons.

BUND DIODE JEFFERSON
Blind Diode Jefferson is a former jukebox. For some time now he has stopped playing music and is now exclusively engaged in reprogramming sound emitters for the courier. You only need to find a sample of the sound, and the Diode will do the rest.

NOTE: no matter how broken the emitter that you give for reprogramming. Jefferson will return it to you fully repaired. And most importantly, absolutely free.

VOOK CHUTE
This device takes any book as input and returns it absolutely clean. Any pre-war literature will do. no matter in what state. It would seem that. Who needs books with blank pages? But there are holodisks with skill book recipes scattered throughout the Big Mountain, and each of them requires 25 clean books and two bottles of miracle glue, so the opportunity to get these cleaned books at home is very useful. Especially since you can't get them anywhere else anyway.

Unfortunately, each recipe exists in a single copy and. moreover, it can only be used once. And yet, to raise all the skills by three units literally for nothing is a very pleasant thing.
After installing a holodisk with an improvement, it gains the ability to grind some garbage into more or less useful things. For example, simple pencils make excellent lead for bullets.

SINK
The sink loves cleanliness very much and cannot stand it when dirty hands climb into it. You need to wash it, but where do all the washed away dirt and microbes go? That's right, in the sink. But she is disgusted ... But if the hero wants to drink some water, she never minds. Just don't touch the faucet with your lips - it's unhygienic.

Once upgraded, the sink learns how to bottle water. Why this can only be done with a non-nes and why this requires an additional software- not clear, but so be it. All empty bottles from the hero's backpack, including milk bottles, instantly turn into bottles with purified water, and this, you know, is useful.

MUGGY
Little robot with big problems- the only inhabitant of your new home (except you, of course), who can move independently. But it's not that he was very happy about it: he perfectly understands that he was created for the sole purpose, and this purpose is not to wash cups and plates at all, no, he was made to mock Mr. House!

But you can’t argue against the program, so the robot will always ask the courier to bring him a cup or two. What does he do with them. it is not clear, but in exchange for cups from the baby, you can get three empty syringes and two bottles of miracle glue.

After the improvement, the small Securigron begins to produce batteries inside itself, which can be taken away from it once a day and used for its intended purpose - as ammunition for energy weapons.

LIGHT SWITCH
The first and second switches are almost at enmity with each other, each of them (and the switches here are undoubtedly female) suspects the owner (or mistress) of that. that she prefers the wrong switch. Both can still be useful, but only after you find holodisks with improved programs for them.

The first one can turn on the "smart sow" for the courier, which increases the level of intelligence by two units and the skills of repair and science by five. The second, in the same proportion, changes the hero's charm and his "talk" and "trade" skills.

The effects of "light" last twelve hours of game time and replace each other, that is, they cannot be obtained at the same time, the last "light" turned on will be active.

TOASTER
What is a toaster? Think. such a small kitchen appliance. to toast slices of bread? No matter how! The toaster is the same Death Ray, which was just a little underpowered. But soon he will correct this unfortunate mistake, and the whole world will be fried in a nuclear flame!

In general, in a small but noisy house in the middle of the Big Mountain, the toaster is a maniacal creature dreaming of world domination. He will be very upset if you tell him that the world already burned in a nuclear fire a couple of centuries ago.

However, such trifles will not stop him anyway: he will continue to heat up weapons made of saturnite alloy for you (saturnite power fist and space knives from the Sierra Madre) and disassemble various electrical appliances (cameras, irons and even other toasters) into their component parts.

USEFUL-BAD HABITS
TOMIC!
Radiation can be not only harmful, but also useful - any ghoul will agree with this entirely. And even though the courier is still quite smooth-skinned, he can still get the benefits of staying in infected zones. With this ability, when in areas with a high background radiation, the hero will receive an additional two points to the damage threshold and move and attack 25% faster.

In addition, receiving strong doses of radiation leads to the fact that action points begin to recover faster. True, in order to feel this increase, you need to grab so many x-rays that it won’t take long to turn into a ghoul.

MILE IN THEIR SHOES
Straightforward and rather useless ability. Taking her. the courier will receive additional effects. eating "squeeze from the night hunters" new recipe, for the preparation of which you will need the blood of a night hunter, flour and a mutated cave fungus.

Additional effects are an increase of 1 to perception for four minutes. +5 Sneak and -5 Poison Resistance.

THEM'S GOOD EATING
Take this ability at the twentieth level (if, of course, the survival skill allows - at least 55), and it will solve several problems at once. Half the time, any living creature you kill will yield either Red Paste or Blood Sausage. Both are powerful healing tools, which can also be strengthened with the help of a campfire, a survival skill and some additional ingredients.

The second problem that this ability can solve is the lack of caps. And pasta. and "sausage" are worth enough to make a good capital out of their sale. So mole rat hunting just made sense again, even for high-level characters.

MPLANT GRX
The ability, which can be taken twice, adds an implant to the hero, which, on command, injects "turbo" into the courier's body - a drug that slows down time. The first level of the ability allows you to use it five times per day of game time, the second level doubles the number of uses and increases the duration of the slow. Another positive feature: "turbo". injected in this way is not addictive.

In addition to abilities, which the character receives every second level, Old World Blues has expanded the list of traits that can be selected when creating a character. But if you do not want to start from the very beginning, but try some of the new hunting features, it does not matter. After you launch Autodoc in your "home" in Great Grief, it will be possible to conduct a “psychiatric examination” with him - that is, to correct a set of features at will. Just remember that you can only do this once.

CLAUSTROPHOBIA
A character with this trait feels insecure indoors. And vice versa, gets new strength, getting out of the four walls under open sky. In the game, this is expressed in changes in the main characteristics (strength, agility, etc.): minus one from everyone if you are indoors, and plus one in any other case.

THIS IS IMPORTANT: due to oddities in the layout of the world, some of its places - for example. Free side or Strip are considered " enclosed spaces” and, accordingly, reduce the characteristics of a claustrophobic character.

EARLY BIRD
"Early Birds" from the sixth day are FULL of strength and energy - and for this they receive an additional two points to all the characteristics of S.P.E.C.I.A.L. But in the evening and at night - from six in the evening until midnight - they begin to be overcome by sleep (-1 to all characteristics).

HOARDER
A feature, as if specially invented for the local Plushkins. The hero gains the ability to carry an additional 25 pounds of equipment, but at the same time, if his backpack has less than 160 pounds of various junk, he will earn a penalty of one from all main characteristics.

NOT BLOODED
When the health of a courier with this trait is halved, hot blood will take over. The hero gains a 10% bonus to all damage he deals, but loses two points in dexterity and perception.

SKILLED
A feature with this name was in the very first Fallout - and now it has returned, changed, but still not bad. Taking it at the very beginning, you will receive an increase of five units to all character skills, but reduce all experience gained by 10%.

The effect can be smoothed out by taking the “Quick Learner” ability, which increases the experience gain by the same 10% - there is a minus, there is a plus, and as a result we develop at a completely normal speed. And if you redistribute the features at the Autodoc in the Big Mountain, when the hero has already bumped into the "level ceiling", then Skilled is just an increase in skills. We still don't get experience anymore...

LOGAN'S LOOPHOLE
The opportunity promised by the developers to "freeze" character development at level 30 on the way to the players has also acquired the property of doubling the duration of the effects of chemicals on the hero. And in addition, a variety of alcohol and other "chemistry" with it can be consumed without the risk of earning an addiction.

Check out the next walkthroughs.

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 course of this quest, you will also complete the tasks “X-8: 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, only one will be available for fast travel - the 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 find a 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 choose the 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 quest, it's worth starting the 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.

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 war of clans 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 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 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 there is nothing 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 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.

Share: