Fallout: New Vegas: Serve the New California Republic! Fallout: New Vegas. Towards adventure! Fallout new vegas story

History of creation Fallout New Vegas dates back to April 20, 2009, when the game was first announced at Bethesda's London showcase. It took the developers 18 months to create it, and finally, on October 19, 2010, the game appeared on store shelves. 1C was engaged in localization in the Russian Federation , however, unlike Fallout 3, a full-fledged voice acting was never done - only the text part of the game was translated into Russian.At the moment, more than 12 million copies of Fallout have been sold worldwide New Vegas.

The game is based on the post-apocalyptic retro-futuristic Las Vegas, which survived the Great War between the USA and China, which ended with a nuclear attack on October 22-23, 2077. During the bombardment, most of the population of the Earth was destroyed, but some people were able to take refuge in bunkers. Las Vegas was attacked to a much lesser extent than other US cities, so most of its buildings remained intact. The Hoover Dam, which also remains intact, provides water and electricity to all of New Vegas, so whoever controls it effectively owns the entire Mojave Wasteland.

The storyline of Fallout New Vegas is based, in part, on Fallout storyline 1 and Fallout 2 and, to a greater extent, on the plot of its predecessor Fallout 3. The game takes place in 2281, which is 4 years after the events of Fallout 3, 39 years after the events of Fallout 2 and 120 years after the events of Fallout 1. New California Republic (abbreviated - NCR) occupies a leading position in the territory of New Vegas. However, the slave owners of Caesar's Legion and the mysterious Mr. House, who have a large number of henchmen, want to take power into their own hands and push the NCR.

The courier you're playing as has been tasked with delivering a package from Prima to New Vegas. However, on the way he was met by a gang of Great Khans led by an unknown person. The latter shot at the courier and took the package. After that, the body of the protagonist was thrown into a small grave. Fortunately, a small robot named Victor found the courier still alive, pulled him out of the grave and brought him to the city of Goodsprings to Dr. Mitchell. The doctor was not only able to cure the main character, but also returned his things to him, including Pip Boy. From this moment begins the first story quest, and the main character will have to figure out who and why tried to kill him? This is how it starts plot story Fallout New Vegas, during the game you have to not only complete a large number of story quests, but also go through a lot additional missions, explore hundreds of kilometers of a vast world and, in the end, determine the fate of the Mojave Wasteland. And several additions released by the developer will allow you to significantly extend the enjoyment of the game.

There are a huge number of endings in the game Fallout: New Vegas. This role-playing project became famous primarily for the fact that it has an extensive system for choosing actions that directly affect the plot. Depending on them, the player will create certain conditions that will lead to one of the many endings. For those who are interested in the main endings, it is recommended to read this material. Here they are given with full description necessary conditions and events.

Hoover Dam

It should be noted that in Fallout: New Vegas there can be a huge number of endings, depending on the variations of the actions taken at an important point in the game. The first of these will be the battle on the Hoover Dam. This is the main storyline in which the player will be given the mission "Joker: You and the Army". Main character nicknamed the courier must complete it, and after that you can upgrade the Securitrons. If you do this, then after the battle with the New California Republic and the Legion on the Dam, the forces of robotic creatures will be able to stop the riots on the streets of New Vegas. The city will retain its important independence status in the Mojave. If the Securitrons are not activated, then anarchy will reign in the settlement for a long time. Despite this, soon the authorities will be able to deal with the situation on their own, this will not affect New Vegas in any way, only the number of casualties will increase.

The second option and "Legion"

In Fallout: New Vegas, the endings always leave room for reflection on whether all decisions were correct. In the battle on the Dam, the player can also support Mr. House. If you complete not the above mission according to the plot, but the task “Casino always wins”, the settlement will completely change under the influence of the new commander. His Securitrons quickly cleared the streets, and House, in the manner of a dictator, will begin to actively promote the type of life that reigned in the pre-war period. Gambling will reign in the city, and the number of people who want to try their luck will begin to increase markedly.

In a fight on Hoover Dam, the player can support another opposing force - he will start fighting for the Legion. The endings in Fallout: New Vegas in this version also provide a wide variety. In the first case, the player on the assignment "Execution cannot be pardoned" must prevent the leader of the faction named Caesar from dying. If you complete the entire story with the "I came, I saw, I conquered" task, then the Legion will create its own order in New Vegas. Most of the settlements in the Mojave will be taken by force, others will submit peacefully. Caesar will begin to impose cruel methods on civilization in all directions. If the ruler dies, then the Legate will take his place. He will instantly exterminate anyone who will show the slightest resistance in this territory. Civilization will come to the settlement, but at the cost of barbaric deeds.

Another faction

best ending in Fallout: New Vegas is difficult to get, because the concepts of good and evil are too much intertwined into a single whole. There is no single right side. If the courier chooses to support the New California Republic on Hoover Dam and ends the game with the Eureka mission, the faction will win a second major victory. The government will immediately begin to establish new orders, and along with this, there will be talk of further annexation of neighboring free settlements. If at the same time the Courier has good karma, then his contribution will be highly appreciated in the NCR. The Fallout: New Vegas ending for this unification will be shown with full honors for the protagonist. He will be given the highest award in the form of the Golden Branch, and the respect of every citizen is also guaranteed. With neutral karma, the result will not change. Many people will doubt the true purpose of the Courier, but still the highest praise will be given to him. It would seem that at bad karma the hero should simply be released on free bread, but in the NKR they appreciate any help. In this case, the actions of the central character will be condemned in every possible way, but not in public. Officially, he will receive the Golden Bough and go down in the history of the new state.

The fate of the protagonist when choosing "Caesar's Legion"

Mods for Fallout: New Vegas, which allow you to play even after passing, have gained great popularity due to the quality of the project. Lots of side quests and open world encourage thorough research. The fate of the Courier when choosing "Legion" is divided into several categories. If he saves Caesar, and at the same time the faction wins, and the main character has positive karma, then soon the inhabitants of the wasteland will use gold coins with his image. With the presence of a neutral attitude of the state, the result will not change in any way. With bad karma, the Courier's actions will be condemned, but not on highest level. Caesar will support his savior in every possible way and in any case will launch the production of a coin with his image. The situation will not change in the case of the death of the previous Caesar on the assignment "Execution cannot be pardoned." The Legate will take his place and will treat the Courier in the same way with positive, neutral or negative karma. This is where the options for NCR and Legion end, but the choice in the game is quite branched, there are a large number of endings in Fallout: New Vegas.

Relentless struggle

The courier can easily choose to play the role of an ardent fighter for the independence of the territory of New Vegas. To do this, he needs to go through storyline against all factions. If there is good karma, the region will gain independence in Mojave, and Mr. House will be overthrown, the days of his tyranny are numbered. The New California Republic and Caesar's "Legion" will never set foot on this land again. The government of the two factions will realize that a powerful new force has emerged in the wastelands. In the case of neutral karma, the situation is the same. It should be noted that even mods for Fallout: New Vegas are not able to radically change the ending in this project. With bad karma, fear in the region will only increase. The courier will gain a reputation as a person who is ready to use all methods for the sake of independence locality. With help in the victory of Mr. House, he will build a large tower in New Vegas called Lucky 38. He will shower the courier with honors and any available pleasures. House will be proud all the time that he managed to win such a strong assistant as a central character to his side. With neutral karma, the assessment of the Courier's actions will change, but not his future fate. With a negative attitude in Fallout: New Vegas, the ending for Mr. House will end with the settlement of the main character in Lucky 38, but more out of fear of him than pride.

Some game events

Each user can count how many Fallout: New Vegas endings there are if they go through all the variations of events at each of their stages. The events of the finale are also tied to the user's choice on Black Mountain. If you visit her and go through the storyline with the death of Tabitha, then all subsequent arrivals of shadows with mutants in the legendary state will become one big disappointment. Traces of the past existence in this place of unique unification will begin to disappear over time, personalities will scatter across the wasteland. When Raul is released without the "Madness" quest, Tabitha will assemble a team of loyal shadows and leave Mount Black. Soon, the area around it will be overgrown with legends about the constant attacks of invisible creatures on caravans, and merchants will no longer pave the way through the local roads. If the player decides to get along with Ronda and return her to the ranks, then Tabitha will leave these lands with her forever. Together they will go on an unforgettable journey, and their accomplishments will sometimes come from the mouths of other non-player characters. The player also reserves the right to never visit Black Mountain. In this case, propaganda on the radio on their frequencies will never stop. Raul Tejada will humbly await the execution that will soon take place. Travelers will continue to suffer from the followers of Tabitha's cult near Black Mountain.

Contact with an interesting person

The mod for Fallout: New Vegas to continue the game after the ending will help correct the situation if the player decides not to go to Black Mountain and make contact with Raul Alfonso Tejada. This man used to be a dangerous mercenary and is now held captive by Tabitha. If you continue to ignore messages from this area, then the man will face execution. His constant luck gave a hole, and this time nothing helped to escape. When visiting the location, the user can, in the role of a Courier, complete the task "Ghoul of the old school". In this case, Raul will not be able to forgive himself for past misdeeds. His torment will force him to leave the old Mojave craftsman. A man will take a different name for himself and continue to live alone. If you don’t just complete the quest, but support Raul and return to your former skills, then a new legend will appear in the wasteland. Different characters will talk about a certain ghost who will definitely come to take revenge on a person who offended the weak or was marked by unjustified evil. The last option is to choose a replica with a statement about Raul's old age to continue the adventures of the gunfighter. In this case, the character will spend some more time with the Courier, and then decide to settle in Outer Vegas. After that, his job was to repair various equipment.

Relationship with the Brotherhood of Steel

Relations with the legendary Brotherhood of Steel association also influence the endings in Fallout: New Vegas. A break in the relationship will occur if the player goes through the storyline and ends it with the destruction of the Hidden Valley bunker, then the Brotherhood of Steel in Mojave will cease to exist. The surviving members will leave in search of other shelters, the rest will disperse into the wastelands. If one of the tasks called "Do not poke your head in other people's business" or "Blind eye" is completed by the player, and the whole story from the mission "I came, I saw, I conquered" is completed, then the consequences will be different. The Brotherhood of Steel will take advantage of the battle on Hoover Dam and capture HELIOS. This will turn the retreat of the New California Republic into a nightmare. They will be fired upon and cause great damage. Once things calmed down, the Legion would turn their attention to the Brotherhood of Steel, drive them out of HELIOS, and then destroy Hidden Valley's only home. Provided that the "Blind Eye" mission is completed, as well as a truce is concluded between the NCR and the Brotherhood in the mission "For the Republic, Part 2", the two factions will unite. There will be an agreement between them, even though their forces continue to fight in the west. The Republic transfers to the Brotherhood and in return they help to keep peace on important transport routes. This is in the case of completing the game with the quest "Eureka!". If at the end the Courier completes the task "No gods, no masters", then the situation will change. Instead of shelling the retreating NCR troops, the Brotherhood of Steel will help them save their remaining forces. In the reigning anarchy, by force, they will establish terror on all the main routes of the region, taking away all their valuables from travelers.

"Bombers", part 1

In Fallout: New Vegas, the game after the end is available with the help of the modification of the same name, but if you master all the content, then there will be no point in further adventures. According to the plot, the user will encounter the organization "Bombers". If you kill Pearl along with the Adept during the development of the story, then their association will slowly fall apart. People without competent management began to gradually leave their shelter at Nellis Air Force Base. The place became the target of marauders of all stripes. The accumulated large amount of knowledge that the Bombists collected is considered lost forever. If you complete the game with the task "Eureka!", But at the same time bypass "Into the Sky", then the NKR will go to war with them after capturing the region. Their forces will try to storm the air base, but the artillery fire in response will prevent this. The shelling will stop only at the time of the supply of ammunition from the Gunsmiths in exchange for grain. Under the same conditions, but with the completion of the story with the “All or Nothing” task, nothing will change in the life of the organization. They will continue to exist separately from the rest of the world in Nellis. When chosen to support the Legion of Caesar, this militant force will completely destroy the Bombers, erasing any memory of them. The final "No gods, no masters" will leave the union in its previous positions.

"Bombers", part 2

The endings of the Fallout: New Vegas add-ons are formed in the same way as in the main story. The remaining options are associated with the same conditions as described in the paragraph above, but subject to the completion of the task "Into the Sky". In the case of the final "Eureka!" The NCR will establish trade with the "Bombers", and they will occasionally come out. The airbase will continue to be inaccessible to outsiders. In the case of the last task "All or Nothing", House will still ignore the association, and his representatives will begin trading outside the walls of the shelter. If the Courier chose to side with Caesar's Legion, the Bombers will continue to exist in isolation. It was decided not to fight them because of the demonstrated abilities on the Hoover Dam. Sometimes Bombers will be visible in the skies over the Mojave. The ending of "No gods, no masters" will not change much compared to the first case. The organization will continue to defend their Nellis air base from marauders and outsiders, but now they will have more resources to do so.

It's time to plunge into the atmosphere of post-nuclear devastation in retro-future style again, as a new reincarnation of the series has been released Fallout- - from the studio Obsidian Entertainment.

Strange, in fact, the project was started: not an addition to, of which there were quite a few, but not the fourth part either. Instead, we were offered a separate game on the same engine, and even from another studio, albeit under the guidance of Bethesda Softworks- it was strange not to doubt the result. But now we can safely say that doubts are worthy of being thrown into the nearest trash can, since the idea has fully justified itself.

What is a prairie without a saloon?

Plot Fallout New Vegas immediately departs from the traditions of the series, not endowing the protagonist with the status of the Chosen One, the Son of the Chosen One, or, at worst, the Cousin-Nephew-Mother-Chosen who lived in the same shelter with someone legendary. Simply put, the hero of the game is a normal adequate guy who is no longer required to undergo radioactive acclimatization and re-acquaint himself with the outside world. Instead of all this rubbish at the very beginning of the game, we (that is, the Mojave Express courier) are simply killed ...

Yes, and do not undertake to deliver parcels to unfamiliar uncles with a gangster appearance. Now (after we still survived) we have to unravel a real detective story to find out what kind of cattle tried to send you to the next world so early. Well, and, of course, revenge. The most positive thing about new game is that your story is not the only series of interesting events in the Mojave Desert. Of course, the investigation is important and interesting. But at the same time, it is only part of the mess that takes place in the vicinity of the dam.

The game world hasn't gotten any bigger compared to the wastelands around Washington DC. However, now it is a world more saturated with objects, more alive. According to the good old tradition, the plot will lead you from object to object, gradually revealing one secret after another. At the same time, you can, with a clear conscience, send the plot to the radioactive grandmother and go wandering around the neighborhood, looting and harnessing yourself to side quests.

Brain blow.

The most interesting thing in game tasks is not their essence, which changes little from game to game (although, sometimes, the result of your activity may turn out to be unexpected), but the variability of their passage. There are several factions in the game that are warring or competing with each other. Your actions can turn them into friends or enemies. But you can also maintain neutrality by pretending that the squabble that is happening around is the dust under your great feet.

Suppose a group of Legion fighters slaughtered the entire population of one of the settlements and decided to make you a witness who would tell the inhabitants of the wastelands about what had happened. After telling you about your "mission", they leave. No one here gives you a clear choice of what to do or who to join. If you want, agree with the soldiers of the Legion. Or you can put up with their substantial outnumbering and decide to retaliate later. This choice is obvious. But after all, you can attack - just shoot one of the assholes from the heart and endure a difficult battle with these lovers of leather skirts. This, I tell you, is one of those things that makes Fallout Falloutʻom - a non-obvious, but rich choice of decisions and actions.

All these actions, of course, will affect not only your karma, but also the attitude of various groups towards you. Nashkodil in someone's camp or upset someone's plans? Please meet in your journey a punitive detachment, in whose list of victims you are number one. Done a good deed - get discounts at your local store. And besides this, there is such a thing as form ownership. To put it simply, when wearing legion armor, don't even think about poking your head into an NCR outpost unless you want to get a bullet between the eyes. Even if you and the local officer crushed a couple of whiskeys the other day. After all, they are like good cowboys - first they shoot, and then they ask "who is coming?"

A position for thoughtful contemplation.

The biggest changes affected game mechanics and all sorts of little things that don't catch your eye.

Krafitng. It exists and it is very important. Repair, Science, Medicine, and Survival - these skills are no longer just related to obvious things like the amount of health restored or the ability to hack a terminal. Now your ability to collect all sorts of useful things from improvised materials will depend on these skills. It will be unrealistic to list all of them, but it is worth knowing that there is practically no useless rubbish among all this variety. From self-creation of cartridges to the ability to collect such the right thing like a doctor's suitcase - all these abilities will be very useful during the game. And if you are a craftsman in one of these areas, now with redoubled attention you will look around the surroundings in search of junk that was not needed before.

Pretty tough pumping system. Here it is hardly possible to pump a master of all trades, so you willy-nilly have to develop in one direction. And this, along with the variable gameplay, makes it very interesting to repeat the passage.

The signature humor of the universe Fallout. They greatly complement the style and atmosphere of the project. I must say that the translated part of the game (that is, the text) looks great. There is no need to complain about the quality of the translation, but it is not available everywhere. Personally, it’s somehow not very funny for me to fight off wild ghouls at the same time, on the run to prick a steampack into a shabby carcass and at the same time catch that a tireless and permanent DJ is broadcasting there now. It would not be very successful with subtitles, but here they are not at all. This moment for domestic gamers from gameplay simply falls out. Nothing but the word "shame" comes to mind.

They shook hands, but the world did not become kinder from this.

We go further and remember such a wonderful thing as hardcore mode. In a time of total casualness, creating features like this has really become the perfect solution for gamers who want a challenge from the game. To put it simply, if you want all the elements of the game to be relevant and really work, turn it on Fallout New Vegas, at least on "hard" and be sure to turn on the hardcore mode.

This mode alone will not make the game more difficult (especially since you still set the difficulty level regardless of this moment), but it will add several additional elements to it that will make the process more thoughtful. The need to eat, drink and sleep, as well as the difficulty of healing injured limbs and the feeling of the weight of ammunition willy-nilly, will force you to be more careful about stuffing your duffel bag. Yes, and you will have to eat pasture much more often, not forgetting to ask questions such as “what do I eat?”, “What will happen to me then?”, “What is the radiation background of this thing?” and, of course, the sacramental “is it definitely dead?”.

As for the graphics, it is impossible to diagnose any fundamental changes. The playing space is drawn more vividly, less monotonously. The quality of the textures was slightly tweaked, several effects were added, such as sandstorms or prettier, in comparison with the original, water animation. The question is something else: who will especially chase these changes with such gameplay? The game is really exciting, so a very small progress in the graphical component is too weak a reason to hang up, let alone turn up your noses.

Is there any truth in this scorched earth?

The biggest drawback is incompetence. Well, it turned out raw New Vegas that yes, then yes. Freezes, slowdowns, problems with scripts, scorpions falling from the sky… It happens. Since the release, two patches have already been released. However, they do not destroy saves, so you can safely play, gradually downloading improvements. Although it is a bit unpleasant that the next developers slipped the players an unpolished product.

But the conclusion is clear: Fallout New Vegas this is the game worth playing. Even if in three dimensions and with VATS Fallout this is “not right”, as many connoisseurs and old fans say, anyway FNV an order of magnitude closer to the subject of worship than the third part. There is something “the same” in it.

Well, I personally want to add. It's been a long time since I've come across a game in which I would forget about the time.

Developer Obsidian Entertainment
Publisher Bethesda Softworks
Official site fallout.bethsoft.com
release date October 2010
Localizer 1C-SoftClub
Genre Role Playing Game (RPG)

Released at the end of 2008, Fallout 3 breathed life into the old series. The post-apocalyptic universe, familiar to fans of the first games, sparkled with new colors thanks to the full transition to 3D and a first-person view. Despite the distant resemblance to Oblivion, its original atmosphere and unique visual style have been preserved. The history of the Washington Wastes came out quite interesting, but a bit short, and many secondary tasks and stories could pass by the player. This did not stop the game from becoming very popular, and Bethesda, in the old tradition, began to release short add-ons. However, they also did not forget about the full-fledged sequel and entrusted it to the hands of developers from Obsidian Entertainment, the backbone of which is made up of people from the same Black Isle Studios, which presented the first isometric parts of Fallout.

The history of Fallout: New Vegas has nothing to do with the original Fallout 3. But in some way this is a continuation of the second part, because an experienced player will meet a lot of friends. Really devoid of serial number New Vegas is much closer to the title of a full-fledged third part than the game two years ago.

The start was a little slow. The main character, a courier, gets shot, but he is rescued in time and in the house of a local doctor we are offered to undergo several psychological tests that will determine the further career guidance and inclinations of the protagonist. Further, everything looks trite - cleaning the region from evil animals, extracting herbs for a potion, solving problems with touring bandits. Fallout 3 began more exciting, a cursory story of the hero's growing up immediately immersed in the appropriate atmosphere. But New Vegas, although it starts out quite ordinary and boring, then it does not let go of itself.


The investigation of the attack on us will force us to run around the different nooks and crannies of the Mojave Desert, which is on the verge of a major conflict. On the one hand, the New California Republic (NKR), familiar to us from the old games, is trying to hold the territory, on the other hand, the Legion is pushing, and the mysterious Mr. House has settled in the center of Vegas, who also has his own plans. There are also various bandit groups with which you can also build different relationships.

The world of New Vegas has become richer in events and people. The wastelands, with roaming mutated beasts, have not gone away, but in some oases life is simply in full swing. This is especially true of Vegas, which, with its lights, illuminates the nearest settlements at night, densely clinging to it.



The thread of the investigation is structured in such a way as to introduce the player to many places and bring us to different characters. A run into some seedy town with questions turns into a lot of new stories and adventures. Each NPC that has its own name (not just labeled "resident") will tell new history, and even if he does not make contact, he can play a role in another quest. And along the way, a lot of interesting and unexpected things can happen to us.



Tasks are built both around some personal requests, and around more global things. Finding someone's family or dealing with robbers - everything often has different solutions. You can avoid some skirmishes and try to resolve the conflict with your eloquence or other abilities. There are absolutely detective stories when you need to make a real investigation, get evidence and identify the culprits. However, this course of action is not always necessary. The world of New Vegas gives a lot of freedom and many options for the development of each situation. The choice awaits you everywhere - from lock picking to some kind of dialogue with an important character. Use a master key, hack a computer or steal a key; win over an opponent, convince him thanks to his oratory or, without unnecessary chatter, cuff and collect everything you need from his body. We can go on a mission to find the data in the shelter, but in the end we ourselves can destroy it, because their preservation promises big problems. Annoying Gull neighbors can simply be eliminated from the world, or they can be sent into space.



Each act does not pass just like that, everything leaves an imprint on karma and relationships with different groups people and factions. Something similar was, of course, in Fallout 3, but in a much simplified form. Now, actions that are not very significant at first glance can affect the further game. A little help to a random character will help to establish contact with a group in the future and avoid extra shooting. Perhaps everything will happen just the opposite, and with your heroic and pious deeds you will earn good fame among the simple inhabitants of the wasteland, but all the thugs will begin to hunt for you.


There was an opportunity to pretend to be "ours", dressed in the uniform of the corresponding group. So it is possible to penetrate into the camp of the enemy even if they already sharpen a tooth on you there.

The right choice, as usual, is not obvious, it often does not exist at all. The post-apocalyptic world is harsh and there is no place for sentimentality. Helping a simple farmer will bring more moral satisfaction and respect from fellow villagers than financial assistance. You can stubbornly fight crime, destroy all drug dealers and human traffickers, but cooperation with such a contingent replenishes our virtual account well. You can choose the side of law and order under the banner of the NCR, but then things will not work out with the Legion. Moreover, the more you learn about each faction, the more difficult it is to make final choice, because even behind the good deeds of the Republic sometimes lies a cunning plan, and Caesar's legionnaires, along with devastation and bloody sacrifices, carry cleansing.


The tasks are quite varied. From a simple find-bring to some detective stories, terrorist attacks and assassination attempts on big shots. Some can even be solved without weapons with the proper development of the necessary skills. Others drag along a chain of new events, and some, starting with something trivial, end with completely unexpected consequences. This unpredictability is the beauty of the game. This is a set of a wide variety of adventures, many interesting meetings and events. Each place has its own history, each city has its own problems, each shelter has its own terrible secrets and surprises. And starting to learn one secret, you get to know others, and they again captivate and draw you into new adventures, calling you to new unknown places.




The game has a lot of companions that you can take on a joint journey. They are not faceless dummies either, each has its own story in which we can take part and complete some kind of quest for them. In addition to hunters and adventurers from the Mojave wastelands, you can take a robot or mutant to your team. We can’t take everyone behind us, at the same time we can use no more than two comrades. Instead of a dialogue menu, managing them is now reduced to a simple menu.



The arsenal has new types of weapons and the possibility of small upgrades. The list of chemical stimulants that help temporarily raise certain skills has been replenished. In addition to books that constantly increase skill points, there are magazines with a temporary impact.

The most unusual weapon is the orbital laser, which can be used once a day. You can get it if instead of assistance to the NKR start the secret military program "Archimedes" at the power plant, and then exchange a toy pistol for caps with a guy in Freeside ...


Unfortunately, such a weapon looks much more spectacular than the damage it deals.


Ammunition can be modified and disassembled to obtain raw materials for cartridges of the caliber we need.

Combat system V.A.T.S. remained unchanged. In general, it allows you to more effectively conduct a battle, concentrating fire on the most vulnerable points. But if the enemy is partially covered by some kind of barrier, then there is zero benefit from such a mode, even if the probability of hitting is higher than 70%.




In the event of a collision with an invisible enemy, the probability of hitting will also be zero. And here it is already necessary, in the old fashioned way, as in a shooter, to shred the enemy with lead in real time, relying on your eyesight and reflexes.

The game has a special hardcore mode in which the hero constantly needs to fight thirst and hunger with the help of water and edible supplies, which, as we remember, are not distinguished by purity and carry a dose of deadly radiation. Plus, ammunition gains weight, which is why you no longer carry a bunch of weapons and ammunition with you. Yes, and satellites can die, in easy mode they just lose consciousness.

The only thing that causes a little grumbling is the graphic design. It's clear that the Gamebryo engine is a hundred years old at lunchtime, but Fallout 3 still looked a little brighter. Of course, there is not much difference between the games, but in some ways New Vegas is still inferior to its predecessor. The developers of New Vegas did not bother themselves much with drawing high-quality textures. Where everything is built from standard objects and templates from last game, looks good. But as soon as some of their tents or houses appear, these new miserable textures are immediately visible. And the overall color scheme is too gray and of the same type.






After the failure of Alpha Protocol, one would think that Obsidian Entertainment was blown away. But in fact, now it is clear what all the main forces of the studio went to. The return to the native theme for the developers went very well. Bethesda is better as a visualizer, it was her developers who crossed Fallout series with a shooter, organically integrating the V.A.T.S. They had a great environment and atmosphere, but the world was not as carefully designed and interesting as Obsidian did. There are no global innovations in New Vegas, the game is simply brought to mind by the authors of the Fallout Universe. Here, in the scenery of a nuclear post-apocalypse, both the atmosphere of the Wild West and the new abode of vice in Vegas have found a place. There are more quests, they have become more intricate and require more dedication and diligence from the player. The system of reputation and relations with factions has become deeper and more complex. As a result, the project came out even more diverse and interesting. Of course, the first impressions of the game were badly spoiled. a large number bugs, but almost all of them have already been fixed by numerous patches. So if you have not had time to breathe in the burning air of the adventures of the nuclear wastelands, then it's time to correct this omission, because Fallout: New Vegas is one of the best role playing in recent years.

The storyline in Fallout: New Vegas is surprisingly short: two bullets to the head, a miraculous resurrection and the search for your own killer, a climax in New Vegas with a choice of sides whose interests our person will support, and an endgame at Hoover Dam. Regardless of the faction, our fate will be decided there.

The essence of the game in the side missions. Mojave is not a safe place, and you can expect a call for help from any NPC or faction. The New California Republic is one such struggling faction, albeit the largest in the entire Wasteland. Nobody cares about their power in the region - prisoners seize prisons, legionnaires attack checkpoints, civilians they themselves stand up for the defense of their homes, because there is no hope for anyone else's patronage. The honor to revive the former greatness of the NKR fell to you, since the faction commanders do not skimp on assignments. And sometimes the reward is not only valuable experience, but also unique weapons. Only to find all the missions and not ruin the execution of another quest in the process is not an easy task...

  • There are no good or bad
  • I serve my country!
  • Looking for unmarked quests

A brief training, the last instructions of the dock, and now we are already standing on the porch of an old hut, the hot desert sun shines in our eyes, we see lonely villagers engaged in everyday affairs, and we feel the atmosphere of village peace.

But along with the first breath of fresh air, we begin to realize that something is wrong with this world. While our hero is only admiring the desert landscapes and does not know that the government power in the person of the NKR is bursting at the seams, bandits are operating in the district, mutants are breeding at a frantic pace, and savages from the east are about to break through the last line of defense of the unlucky Republicans.

The sun is shining brightly in Goodsprings, and smoke is already swirling somewhere in the south - probably the legionnaires have messed up again. The neighboring town is in the hands of thugs, and the brave military men only shrug their shoulders, as if they are waiting for a radscorpion to sting them in one place. And nothing in this world will change until the courier leaves the porch of the village house. Only our person can decide destinies - to protect or join in the beating, to lend a helping hand or put a bullet in the forehead and, finally, save the world - or destroy it.

If the first suits you, then the unlucky Californians need to be re-educated - at least with a kind word and a gun, but even with fists with a minigun. But it is better to inspire the military with our exploits, the blood of the Devils and the Legion - this is how we will go up the career ladder from "favorite" to "idol" and restore the former greatness of the Republic. But first we need to thank those who saved us from death.

There is no good or bad...

...there is only our own choice

Leaving Dr. Mitchell's hut, we immediately face a choice - where to go, what to do, who to help, and who is better to kick. Goodsprings is a quiet and peaceful place, but even here unexpected conflicts sometimes break out.

After completing the tutorial "Campfire" we go to the Prospector's saloon and become a witness to a verbal skirmish between the hostess of the establishment and the leader of the demolitionists. The reason for the dispute is the merchant, hidden by the townspeople from the evil uncles. Here is our first chance to make a name for ourselves: become noble, help the locals defend their town from the bombers that rolled their lip, or go the bloody way, enlisting the favor of a weak but numerous Mojave group.

    Shooting in ghost town (caravaneer Ringo). A distressed traveler hides at a gas station in Goodsprings and asks to enlist the support of the townspeople. Sunny agrees without question, the rest must be convinced by word or skill. Trudy requires eloquence 25, merchant Chet - barter 25. Forget-Pete will give dynamite with an explosive skill of 25, Doc Mitchell will help for free, but if you convince him with medicine 25, he will share doctor's bags. Then you need to repel the attack on the town. Try to only injure the enemies, leaving a chance for a control shot to the local militias - the loss of karma for the Demomen will not be so big. You will become the “idol” of Goodsprings (does not give much in the future), and Ringo will give 100 caps as a reward (we will get another 150 when we find him in the Red Caravan).

    It is interesting: the radio does not work in the prospector's saloon (this is one of the game's unmarked quests). For its repair (repair 20), Trudy will give us 50 caps, and if we bargain (barter 20), she will throw another 25 on top.

    Streams flowed...(Demoman Joe Cobb). A quest opposite to the previous one. First, just kill the caravaneer Ringo. Then we get medicines from Mitchell (medicine 25) and ammunition from Chet (barter or eloquence 25). The finale of the operation is the cleansing of the city from recalcitrant residents. As a reward, we get the reputation of "favorite" among the demolitionists (we lose it at Goodsprings) and discounts on goods in Chet's shop.

New California Republic (NCR)

The dominant faction in the game (present in Fallout 2 and Van Buren). The Federation in Northern California, founded in 2196, consists of five states. The capital of the NCR - the city of the same name, formerly known as Shady Sands - is located in northeastern California and is ruled by Father Aradesh. The population of the Republic is about 700 thousand people. President - Aaron Kimball.

On a note: knowledge of the history of the NCR will come in handy during one of the quests on Freeside. One of the squatters will ask you some questions to make sure you are a Republican.

The state institutions of the NKR are similar to the structure of the government of the pre-war United States. The Republic was strong in its industry, traded in weapons, mechanisms and technologies with other peoples of the Wasteland. There was no state religion in the country, but any beliefs (except those that required sacrifices) were not prohibited.

The NKR can be considered the successor of the Californian Republic (“Bear Flag Republic”), which existed in the 19th century on the territory of California from June 14 to July 9, 1846. This small province was part of Mexico, but thanks to an uprising, independence was proclaimed in it. The state was later annexed by the United States during the Mexican-American War.

I serve my country!

...obey the law and believe in dubious ideals

Most of the Mojave territory is under the control of the New California Republic, so it is not surprising that this faction fell to the largest number side quests. True, judging by the overall picture, it is difficult to say why this group breathes here at all, because literally every outpost and camp of the NKR is begging us for help.

The first major fortification of the "new Californians" on our way will be the outpost of Mojave. The place is quiet and inconspicuous, famous only for a huge statue of pieces of iron and our potential companion Cass, who becomes an inveterate drunkard in the local cafeteria. Intriguing tasks here, too, should not be expected.

    Show empathy(Ranger Jackson). Simple linear quest. We kill a group of insects on the road nearby - we get covers, some equipment and NKR karma.

    In pursuit of the prize(Sniper Ghost). One more walk - you just need to hit the road to Nipton, find out the cause of the smoke over the city. We run, talk to the demoman and return to the Ghost for experience.

    It is important: in no case do not give Tovarnyak Med-X at the first meeting - otherwise, when completing the "Wheel of Fortune" task, you will run into a bug (the necessary options do not appear in a conversation with a demoman), leading the quest to a dead end.

If we do not get distracted by the exploration of the world, but follow the storyline, our next stop should be the ruins of the town of Boulder City. Sooner or later, the main quest "Investigation" will lead us here.

    Skirmish in Boulder City(Lieutenant Monroe). It is required to settle the conflict between the NCR and the Great Khans. If everything goes smoothly, we will get good karma from both factions. All you have to do is talk the gang leader into releasing the hostages (Speech 45) and then ask the lieutenant to let the Khans go in peace. With a developed barter or eloquence skill, this will not be difficult.

And now is the time to visit the HELIOS One research complex, where NKR warriors guard the station day and night as a strategically important object for the Republic. They have only one problem: their main researcher (an idiot in every sense) cannot ensure that the sun shines brighter and the complex generates more energy. This was his main goal - now this is a task for us.

    sun glare(Lieutenant Haggerty). The boring demining and fighting robots at the beginning of the mission are offset by a large bouquet of endings in the final. It all depends on how we distribute the generating energy at the HELIOS One station.

    • McCarran and Streep get nothing but NCR experience and karma, not even gratitude from Fantastic.

      Fremont and Westside - Ignacio encourages with a kind word and medicines (plus good karma from Followers).

      The whole region - all of the above and the book "Science for All".

      Archimedes - some medicines and experience, the ability to take possession of a powerful tool in the future.

      The entire region (critical option) - the plant is disabled, except for medicines and experience, nothing threatens us.

    On a note: if you program the installation on the Archimedes gun, then in Freeside, where children are chasing each other, you can buy an unusual pistol from a boy named Max: it works as a target designator for the Archimedes orbital laser, and you can activate it once a day. A very effective contraption against a cluster of strong opponents, but only works in open areas.

To the east of the scientific complex is the Forlorn Hope camp, where there is a full basket of their troubles. The NKR soldiers are depressed - there is nothing to eat, there is nothing to shoot at enemies, the infirmary looks more like a slaughterhouse, and even these bastards, Caesar's legionnaires, captured Nelson and are getting on their nerves by sending their scouts to the camp. We must again become the guardian angel and the messiah in one person.

    Return of hope(Major Polatli). If you don't want to ruin your relationship with the Legion, you'll need stealth skills. Before you take food from the box, take the satellites away, then return, sit down and accept the stealth fight. Taking supplies, carefully, without being seen, slip past the legionnaires. The next step will require advanced medical skills. It's easier to collect medicines in Doc Richards' tent and use them to heal the sick, but it's better to do it without the help of supplies - you will get more experience. The final of the quest involves clearing Nelson of the legionnaires, but even here you can do without losing karma on their part. Leave your companions behind and accompany Sergeant Cooper yourself. You can shoot and injure opponents, but just do not kill them - otherwise notoriety is guaranteed. When outside all the enemies are dead - run into the barracks and sharply back to lure the Dean of the Dead Sea into the fresh air and the NCR troops. Pick up a unique machete from the leader's body and return to the major with good news.

    medical history(Dr. Richards). We take the quest in the course of the previous task. We need to find the thief. This is one of the privates, he often hangs around near the barracks. If we ask the doctor about the signs of the use of "Hydra" (medicine 50), we can split the thief right in the conversation - otherwise we have to wait until night and catch him red-handed. You can kill a bastard, agree to his bribe, turn him in to a doctor, or force him to surrender to the authorities himself. The latter option is more profitable - we will get more experience and karma from the NCR.

    Boomerang(Radio Sergeant Reyes). During the mission, you need to run around almost the entire Mojave and visit the posts NKR Rangers. The only fork and moral choice appear only at the end - in any case, we will get 500 experience, so there is no point in provoking the commander of the rangers to commit suicide.

    A little south of Nelson is the post of the NKR rangers, where the local leader is already waiting for our hero. He advises us to get away, but we convince ourselves that we can help. Performance next quest can be combined with the mission "Restore Hope".

    Come back home(Ranger Milo). It is required to free the hostages crucified on crosses in Nelson, which can be done in a completely peaceful way. Find two generators in the city, wait for the night and turn them off by turning off the lights that illuminate the central square. Crawl to the scaffold, quietly untie all the prisoners (legionnaires in the camp automatically become hostile, but they should not notice you) and quietly run away after them. Despite the bloodless outcome of the task, you will receive the notoriety of the Legion, but it will be much less than when clearing the city.

    It is important: if you kill the leader of the legionnaires in Nelson, the Dean of the Dead Sea, the quest "Legion is my name" will become unavailable. This quest is the mirror image of the Restore Hope mission.

Camp Golf is a picturesque place on the shores of a clear lake, more like a sanatorium than a strategic military facility. We will definitely get to this paradise by one of the Forlorn Hope quests; here is the main headquarters of the rangers in Mojave and a camp of ordinary employees almost at the very lake. There is only one problem in "paradise" - recruits do not want to serve, and their comrades are treated with disdain. Sergeant McCready is tired of this, and he turns to us for help.

    One step from defeat to victory(Sergeant McCready). There are four endings, our choice affects the final cutscene of the game. It is necessary to unite a detachment of yellow youths under the leadership of one of them. Punk Razz will agree to become the leader if we get drugs (the addict's room is located in a nearby hotel), Poindexter will hack into the computer and forge reports (you need to use one of the terminals: one in the back room on the first floor (breaking 75), the other in the hotel lobby (bad glory to the NCR)), O'Hanrahan - to improve relations in the team (eloquence not less than 40), and Mags - to conduct training at the shooting range (weapon 45; explosives 45). Whatever choice we make, the amount of experience will be the same.

Camp Golf is within easy reach of the NCR Sharecropper Farm, our next destination. Farmers have corresponding problems - the harvest is weak, there is not enough water, and why - this should be clarified.

    Hard luck(Morgan Blake). The quest will take us to the most terrible location of the game - Vault 34, teeming with ghouls of varying degrees of fatness and full of radiation. We are looking for two flooded compartments - dive into each of them and take the passwords from the corpses of technicians. Then go to the terminal and pump out the water. We return to one of the previously flooded compartments and open the door to post "A" of the security service. After a hard fight with the glowing ghouls and the resting place of the Overseer (submachine gun - good weapon against him) at the terminal we open the door to the armory, but first we go to the target reactor. There are two endings: help the sharecroppers (the good name of the NCR), or transfer control of the Vault to a group of survivors.

    It is interesting: if you choose the latter, you can meet the survivors in a couple of days in the Aerotech business park in block 300. We can listen to their story and tell you that it was you who saved them.

Walking through the central lands of Mojave, it's hard not to notice the huge military base - the camp at McCarran Airport. This is the very heart of the NCR, the main headquarters and just one of the largest locations in the game, so finding all the quest givers will not be easy. Major Dartie usually staggers near the entrance to the airport, Lieutenant Gorobets - in one of the tents, look for Colonel Shue and Dr. Hildern on the first floor in the offices, and Lieutenant Boyd interrogates the captured Legion Dean on the floor above.

    Don't grow grass(Dr. Hildern). You will have to run a lot through the labyrinths of Vault 22 in search of access cards and terminals that block different doors. First, repair the elevator (repair 65 is needed) and immediately go to the fourth level, to the common areas, where in the elder's room, unlock the two doors using the terminal. Then our path lies to the lowest level - it is full of praying mantises and carnivorous plants. Find the red terminal on this level and download some of the data, then look for the entrance to the cave, where a lot of living creatures and the rescue of the scientist Kili await us. The researcher will order us to set fire to the gas to kill the spores on the lower level, but there is one problem - the blast wave covers us ourselves. Solution: bring satellites into the room where we downloaded the data, throw a grenade or dynamite at the place where the gas accumulated and quickly slam the door. And at the end we will have a conversational battle with Keely - you can lie to her about copying the data, but it's better to convince her (science 70). If the barter is above 50, you can demand an increase in the reward from Hildern. For saving Keely, the award will be given by Miss Williams.

    Headhunting(Major Dartie). A simple quest in terms of elections - you "only" need to destroy the three leaders of the Devils: Chef-Chef, Violet and Driver Nefi. When killing, try not to aim at their heads, because they need to be brought to the major as evidence. Before killing the Chef, talk to the Little Brat in the McCarran camp - he will say that if you kill your favorite brahmin cook, he will start killing everyone indiscriminately, and you can also find a cooking recipe in his lair. Upon returning to the camp, talk to Corporal Betsy - she will thank you with lids, then give the trophy to the major.

    On a note: another victim of Chef Chef lives in the Westside hotel - pimp Sarah. If the Devil is killed, she will thank us with caps and stimpacks.

    healing(Lieutenant Gorobets). Sniper Betsy from the 1st reconnaissance battalion suffered a serious psychological trauma during one of the special operations, we need to restore her spirits. We need medicine skill 40 or eloquence 60 - after talking with her, all that remains is to report to the lieutenant and go to the medical clinic in New Vegas, where the quest will end.

    spy mania(Colonel Shu). A "mole" has wound up in the main headquarters, we need to figure it out. Conversations with Curtis and the camp staff will lead us to the control tower (you can get the access key to it from Lieutenant Boyd). We are waiting for the night (from midnight to two o'clock) and observe how Captain Curtis follows the tower, we follow him and eavesdrop on the negotiations. Then we quickly run to the monorail and in the train fan we find and defuse the bomb (explosive 35 or science 45), we return with a report to the colonel. This is an ideal passage, but there are forks: you can kill the captain and pick up the activation code for the bomb - when defusing, the skills of science and explosives will no longer be needed; you can inform Curtis himself of suspicions before the ambush, and then he will set a trap for us on the tower, we will kill him, report to the colonel, but the train will explode.

    Looking for White(Lieutenant Boyd). The beginning is linear - we travel to the indicated points, we ask about the missing soldier. The trail will lead to a character named Tom Anderson (well, hello, Neo!), And we will face a choice: pity the killer, blaming White's death on a gang of Scorpions (the glory of the Followers of the Apocalypse); hand him over to Lieutenant Boyd (NKR karma); persuade to surrender yourself (a little more experience and NKR karma). Also, for any outcome of events, Boyd will give the key to the box with the confiscation.

Near the headquarters of the NKR is the Aerotech business park, a haven for refugees and victims of gambling on the Strip. Captain Parker complains that people have begun to disappear in his department, and there is no one except us to deal with the problem.

    coyotes(Captain Parker). Conversational Quest. We go to the Westside Hotel and talk to St. James (if he is in the room, wait until he comes out, otherwise he will attack and the mission will fail), then we run to the second floor to talk with Candy. For 200 caps, she will reveal the secrets of our suspect, and for 250 she will sell the key to his room. If there is a feature "Cherchet-la-fam" (or "Womankiller" - for male characters) - we get the key for free. We penetrate the room, take the evidence (you can still visit Dermot's room) and return to Parker for a reward. With scoundrels, you can still "talk heart to heart" with the help of weapons, but this will not bring dividends.

When all the problems in the region are resolved, we will go to the northeast Mojave, where a shelter for children and refugees, now controlled by the Republic, has settled in the former territory of the Great Khans, in Bitter Springs. No one cares about the camp - supplies are running out, there are not enough people to guard, and even some sniper has wound up - regularly reduces the population of the base. And even the flag was hung upside down as a symbol of disaster.

A cynical scene: the captain complains about the lack of food in the camp, and she eats all day long.

    Just a little more(Captain Gilles). First of all, let's deal with supplies and people to guard the camp. Food in the caves guarded by ants and night hunters, one suitcase is irradiated, but it can be cleaned with medicine or science level 25. There will be no problems with reinforcements if the quests in the McCarran, Forlorn Hope and Golf camps are completed.

    Mountains, only mountains(Captain Gilles). The raider of the Great Khans is behind the attacks - you can either kill him or convince him to leave with eloquence 50. If you have Bun as your partners and you want to solve the problem peacefully - leave him outside, near the cave, otherwise he will immediately open fire.

    Bitter Springs: Hospital Blues(Lieutenant Markland). By order of the field doctor, we need to get three doctor's bags and two books on the treatment of children and refugees. Books can be bought from Blake at the Red Caravan. And if you have Arcade Gennon in your companions, instead of books, you will have the opportunity to consult with him. In addition to experience, as a reward, we get a choice of medicines, money or karma.

The last quests for the NCR should be sought in the southeast, in the Searchlight camp, where the insidious legionnaires detonated a radiation bomb and the town turned from a fortified NCR checkpoint into a haven for ghouls, former soldiers of the Republic. Of the entire garrison, only a detachment of Sergeant Astor remained in the ranks. He is entrenched in a tent nearby and is patrolling the area, waiting for us to turn to him for quests.

    We are together(Sergeant Astor). The goal of the mission is to collect 10 tokens from ghouls, former NCR warriors, now living freely in the village of Searchlight, which is full of radiation. 9 ghouls with tokens are hostile - they will have to be laid to rest. The last ghoul has not lost his mind and lives in a house near one of the churches - convince him to give you a token (speech 60 or strength 7), and then help get rid of the radscorpions - get additional experience. For each token from the sergeant, you will receive 25 caps, and for all 10 - a trophy rifle.

    Wheel of Fortune(prospector Logan). A boring task, you need to run a lot, and the privileges are dubious. In the basement of one of the churches of Searchlight, we get acquainted with the inadequate Logan, hack the computer, run to Nipton to Tovarnyak, then to the secret cave warehouse. We pick up anti-radiation suits, return to the prospector - he gives the key to the police station, and we must, on his orders, collect items marked "NKR". After gathering at the police building, we repeat the procedure at the fire station, but here the level of radiation is high and the radscorpion uterus - be prepared for difficulties. In any case, the quest ends for Logan and his team sadly - he gets into a fight and dies, it is impossible to resolve the discussion peacefully. But if Logan falls in battle, the quest will automatically be credited to us, and his partners will leave in peace (if they are not eaten by enemies).

    This is a bug: in version 1.2.0.314 of the game, there is still a bug that does not allow completing the quest under a certain condition. If you have visited Nipton before and handed out Med-X to Tovarnyak, at the next meeting he will not say anything more and the task will come to a standstill. This is treated only with a cheat code: enter resetquest 131E7C in the console, but do not take the Marathon task again.

    An eye for an eye(Sergeant Astor). Our target is the Legion camp at Cottonwood Cove. To begin with, we will install a bug and steal data from the camp. Difficulties will begin only at the end - you need to destroy the camp, and do it (ideally) without losing karma. This is real, but first you need to complete the task "Loneliness" (redeem the captives from the slave trader). Rise to Cottonwood height, to the broken van with nuclear waste. Open the back door... and watch as all the legionnaires run into the roar and die from radiation.

The last side mission for the Republicans awaits us a little north of the Techatticap mine, where the partners of Private Rynolds were captured by treacherous legionnaires.

    Wherever I roam...(Private Reynolds). It is very difficult to free the hostages and not ruin relations with the Legion, but there is one scheme. Put on Caesar's armor and go into the mine with your companions. We go to the hostages - along the way you can bang a couple of dogs, - we break open the locks (breaking 50) and openly untie the prisoners. A fight breaks out, your partners open fire, the legionnaires try to kill the prisoners, and we run with all our might to the exit. It is necessary to run to Rynolds before one of his comrades in the mine is killed. The quest is completed, it remains only to use fast moving to pull companions out of the enemy's lair.

    It is important: even if you managed to inherit somewhere, after visiting the Strip, the center of New Vegas, all key groups will forgive us all past mistakes - karma will become neutral.

Family friend

In the "New Vegas" it is beneficial to be friends with everyone, and a positive reputation sometimes helps more than a fancy arsenal in your own backpack. Who will come to the rescue if we call, who will give the keys to the secret apartment. We carry out assignments, they give us gifts - mutually beneficial friendship. Now let's see who and what can please us.

secret apartments factions are a place where you can get hold of ammunition and cells to store your own good.

    NKR- with positive karma, they will give us a walkie-talkie, and we will be able to call the soldiers for help (does not work inside locations), and when we become a "favorite" - the keys to the secret apartment.

    Legion of Caesar- with a positive reputation, a task is regularly issued to collect the surplus equipment formed from them, with a "favorite" - the keys to the apartment.

    Goodsprings- discount on food and drinks in the Prospector saloon.

    Demomen- with some periodicity they will give us dynamite with positive karma.

    Novak— the keys to the hotel room on the second floor.

    bombers- the ability to use their shop, as well as the faction costume.

    Brotherhood of Steel- after completing the quest "In the dark" the elder gives the keys to the secret apartment, and after joining their ranks you will be taught how to wear power armor.

    Followers of the Apocalypse- with good karma, we will be able to buy magazines from Julie Farkas in Mormon Fort, after joining we will receive the keys to the secret apartment.

    kings- if we do good deeds in Freeside, the messengers of the King will sometimes give us small gifts (provisions, medicines), after joining, local bandits stop attacking us.

    Strip- a pass to the closed section of the casino "Ultra-lux".

    Great Khans- good fame is needed to take some quests.

Looking for unmarked quests...

...we carry out informal orders of the Republic

In addition to open requests for help, officers and just campaigners from the NKR can load us with their petty problems and suspicions. They don't even show up in the quest log, just a small note. The marker does not point to the target, all instructions are learned only from conversations. Such tasks are usually quite trifling, their completion takes a few minutes, but there are also very interesting assignments. Let's consider them.

    In Novak, ranger Andy will ask us check the post "Charlie" from where there has been no news for a long time. At the headquarters we find two audio recordings, we learn that the legionnaires killed everyone, and one girl was taken prisoner. Returning to Andy, we get 200 caps, Novak and NCR karma, the Ranger Throw feature.

Several small tasks can be obtained in Sloan:

    Near the huts of workers lives manual mole rat Sniffer he is limping. At 30 medicine, heal his paw and report to Chawk Lewis - get NCR repute. And if you talk to the workers, a marker of the Great Khans camp will appear on the map.

    At the administration building broken power generator supplying energy to the quarry. Chawk Lewis complains about his malfunction. The unit can be dismantled, but there will be no bonus for it, and if you repair it (repair 35) and report to the foreman, we will get 200 NKR dollars and karma.

    The main misfortune for a brigade of workers is the claws of death that flooded career. It is necessary to eliminate two individuals - the alpha male and the uterus. To fulfill the contract, powerful weapon: fit sniper rifle with armor-piercing cartridges or a nuclear grenade launcher "Fat Man", and dress up your companion well - so that he distracts the claws on himself. As a reward, we will receive 500 NKR dollars and positive karma from the foreman.

We leave for Forlorn Hope.

    Quartermaster Meyes asks to bring him all the found NCR tokens. For each copy, he will issue a nominal fee - two covers. For the first token, we will additionally get some experience, good fame and some supplies.

    On a note: the same tokens can be turned in to Aurelius of Cottonwood Cove, the reward is reputation with Caesar's Legion.

    Private Sexton from the barracks to raise morale holds a funny competition between the fighters - who will kill more servants of Caesar. As proof of the murder, we need to bring him ears of legionnaires, one for each warrior. There is no reward for this, but from now on, some legionnaires can unscrew their ears (more precisely, find them in the inventory of the fallen).

    On a note: the ear can not be obtained from every dead person, and this does not depend on whether the head is damaged and who will be the killer - you or your companion.

Our next stop is Camp McCarran, where there are also non-obvious tasks.

    A double assignment from the NKR Base Chef to arrange meat supplies and spices and fix cpu for cooking food. We go to the "Red Caravan", persuade Blake to cooperate (eloquence 75). To repair the processor, you need either a bunch of parts or a repair skill of 80. As a reward, Chef Fabber will sell food at a discount.

    Cristina Morales has a tragedy - her husband fell in an unequal battle with the Devils, and now these bastards use the body as a bait for the NKR troops. You need to find a Republic outpost near Repconn headquarters, talk to one of the soldiers and return their body, having interrupted Devils. We go to the ambush site, kill the snipers and drag the corpse to the outpost. We return to the wife and get a plus for the reputation of the NCR.

    The Republicans have captured Centurion Caesar, but Lieutenant Boyd is unable to split him and find out valuable information. We're glad help with interrogation. There are two options: to mark the boor to the penultimate unit of life or just to talk (intelligence 8 or eloquence) - the result will be the same everywhere. As a reward, we get experience, 300 caps, and the good reputation of the NCR.

    Colonel James Shue complains about the leader of the Devils - Motorcycle racer- and offers a reward for his head, or rather a helmet. We must bring it to the NKR officer as proof. This job was entrusted to the ranger Anders, but he screwed everything up and was captured by the Devils. Our target lives in Vault 3, in the ruins of South Vegas. If we have taken the quest "Honeymoon in Aba Daba" (issued by Diane from chemical laboratory Red Rock) or eloquence over 64 - The devils will let you through to their leader. You can kill the motorcycle racer, buy his helmet for 200 caps (150 - if intelligence is 10), or demand that he pay himself (speech 75). As a reward, we will receive experience and 300 caps.

    On a note: Bryce Anders is wounded and is sitting in one of the Vault's rooms. You can heal him with the help of a doctor's bag, and then either send him to the camp, or call for help (only if you want to kill the Motorcycle Racer), or you can leave him to die, but you will lose the NKR karma. And three caravaneers are also locked in the residential sector: if we release them (breaking 75), we will get the password from the Overseer's room.

    The most confusing of all the unmarked quests is deal with Contreras. It is two-sided - you can either hand over the underground merchant, or enter into an agreement with him, or you can first work for him and then turn him in. There are many options, I will describe the best in terms of benefits and morality. We take the task from Lieutenant Boyd, agree to help Contreras (with an eloquence skill of 50, he gives the first assignment), we go to the “gunsmiths”, look for Isaac either near the Torgotron or in a house nearby, convince him (eloquence 80), we receive caps as a reward. The merchant's next assignment is to pick up the package at the Red Caravan. We are interested in Blake about drugs, we ask Contreras himself about the same - after that we can turn over the underground scorcher Miss Boyd at any time. Or we can not hand it over, but wait two days, then go in for the last order. We agree, we go to Miguel's pawnshop (Westside), verbally fight with Keller (undercover NCR), we convince that it is possible to cooperate with Contreras, we return to McCarran. There are two endings: hand over the merchant Boyd (she will give the unique “Machine” gun for this) or convince Contreras with eloquence that you need to cooperate with Keller (but the merchant will give you the “Machine” gun only if Keller is killed).

The last unmarked quest for NKR faction waiting in the Aerotech business park.

    Helping Captain Parker expose the sharper. You just need to talk to Keith, use barter 45 and eloquence 60 to find out information from him (or climb into the table and find a marked deck of cards like that, but we will lose karma). It remains to report everything to Parker, escort him to Keith and witness the murder of the latter.

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