Fallout: New Vegas, Maps, Interactive map of the Mojave Wasteland. Camp of the Great Khans

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 has become more interesting and diverse. The player opens up much more opportunities for character development and the storyline as a whole.

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 the collections, instead of baby dolls, you can collect personalized weapons, 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.

  • Snowball"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;
  • Snowball " national park Zion"- 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, firearms skill must be at 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 an ordinary sniper rifle, except that it does not break longer, and a 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: optical sight with night vision mode, silencer, extended 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" - a 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.
  • Figaro is a concealed carry weapon that has increased attack speed and damage, as well as an increased chance to inflict a critical hit, plus greater durability and a small amount 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 a good level of protection and a margin of safety, in addition, she has a relatively light 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"- having artificial intelligence and a built-in medical module, the stealth armor notifies you of the appearance of enemies and releases all sorts of 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, 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 nod to Star Wars, as 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 dialogue will open, and voila - a 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.

188 - Trading Post

Trading post at the intersection of the 95th and 93rd roads (its name was formed as follows: 95 + 93 = 188). When Route 15 closed due to the deathclaw invasion in the north and prisoner escape in the south, Route 95 became the main route for caravans and NCR citizens heading to the Strip, so Post 188 became a very busy place.

Faction: NCR.

Named inhabitants: on the bridge - Samuel (sells food and repairs things), his daughter Michelle (sells food, weapons and ammunition), Arms Dealer (weapons, modifications, ammunition, armor), Veronica Santangelo (possible companion of the Courier); under the bridge - the representative of the "Gunsmiths" Alexander (sells weapons, modifications, ammunition (to start bargaining with him, you need the skill "Weapon" 40+)), the guard Ezekiel from the Followers of the Apocalypse and the strange boy Foreteller (sells thoughts).

Unmarked quests: "Thought of the Day" (buy a few thoughts from the Foreteller) and "Dress for Veronica" (find a beautiful outfit for Veronica).

Items: Sunset Sasparilla cover with a star on Samuel's counter.

Mojave Outpost

The administrative headquarters of the NCR in the southwestern part of the Mojave, with a small military garrison. The outpost consists of two buildings built on top of a hill. At the northern border of the outpost, two giant statues of rangers rise. The 15th route runs through the entire outpost and rests on a tightly locked gate (they will open if you hit the NCR while passing the Lonesome Road addon).

Buildings: Mojave Outpost - Headquarters, Mojave Outpost - Barracks.

Inhabitants: Ranger Jackson (outpost commander), Major Knight (repairs things), Lacey (merchant), Ranger Ghost (sniper), Sergeant Kilborn, Rose of Sharon Cassidy (possible partner), itinerant traders and caravaners, NCR fighters.

  • Quests: Show Sympathy (Destroy all predators on the road leading to Lake Ivanpah).
  • The city I like (Convince Knight to send reinforcements to Primm or grant amnesty to Meyers).
  • Paying bills (Take Cass on a trip with the Courier).
  • You Can Count On Me (Convince Cass to leave Cassidy's Caravans)

Items in the barracks: cover from "Sunset Sasparilla" with a star, the book "Into cover! Get down!", Quartz Nuka-Cola (2).

Follower Outpost

The outpost is located at the end of a short road that branches off from Highway 95. This is an unusual structure in the middle of railway tracks and wagons, which turns out to be much more spacious inside than outside.

Inhabitants: Dr. Alvarez, two doctor followers, two guard followers.

Quest: "Solid worries" (Take Veronica to the Followers of the Apocalypse outpost).

Before the war, there was a US Air Force air base here, after the war bombers descended from Vault 34 occupied it.

Entrance to the territory of the air base is prohibited for outsiders, the bombers fire at the violators of the borders from howitzers. The entrance gate of the air base can be reached in two ways, firstly, directly - along the old road passing near the Fields hut. At the beginning of this road, the Courier will be met by a certain George, who offers all travelers to purchase an artillery schedule for AB Nellis. The second, detour path lies through the railway tunnel (locked on both sides, Hack 100), located north of the Commodity Depot.

Buildings: Bomb Museum, Pearl House, Adepta House, Medical Center, Men's Dormitory, Women's Dormitory, Children's Dormitory, School, Workshop, Biodiesel Plant, Two Hangars: Southwest (Canteen and Warehouse), Northeast (B-29 Bomber) ).

Faction: Bombers.

Inhabitants: Pearl (head of the bombers), Pete (museum keeper), Adept (mechanic), Jack (mechanic), Janet (after completing the quest "Young Hearts"), Argyll (doctor), Raquel (gunsmith), warehouse bomber (merchant), bomber cook (merchant), bomber teacher, Linsey (child), unnamed bombers and baby bombers.

Autodrom "Aivenpah"

Once there were races on three-wheeled compact cars, but now the place is occupied by mutated ants. Not far from the Start / Finish sign is a sports bag with junk. If you want to shoot, you can go up to the corpse of a giant radscorpion, lying on the Nipton road south of the autodrome, and see for yourself that the ants do not leave their prey.

Enemies: giant ants.

Petrol station "Poseidon"

A gas station that belonged to Poseidon Energy before the war. A little to the north is the Violet camp, which consists mainly of trailers.

Enemies: Violet (one of the leaders of the Devils), Violetta (Violet's favorite dog), guard dogs of the Devils.

  • Headhunting (Kill Violet and bring her head to Major Dutri at Camp McCarran).
  • Dog life (Violetta is one of the opportunities to get a new brain for Rex).

Items: "Police Weekdays" magazine and a gunsmith's repair kit inside a police car; quartz nuclear-cola, Phantom magazines, Weapons are the future today, Programmer's Digest in the Violet camp.

Nellis AFB and AB Nellis Hangars

The air base has two large hangars, one where Adept and Jack assemble the B-29 bomber, the other where virtual reality simulators are used for pilot training. The second hangar also serves as a canteen and warehouse for the bombers.

  • Into the sky! (Implement the plan of the bombers to raise the bomber from the bottom of Lake Mead).
  • In the dark (Find the missing BS patrol near Nellis AB).
  • All worries (Find information about pulse pistol at Nellis Air Force Base).
  • Joker: place your bets; The casino always wins, III; To Caesar, Caesar's (Enlist the support of the bombers or neutralize the threat from their side).
  • Howitzer (Obtain a new firing attachment for the Legion howitzer from the bombers).
  • Bombers (Convince the bombers to help in the battle for the dam).
  • (Unmarked) Find Linsey's teddy bear in the hangars.

Items: "Snow globe. AB Nellis" in the bombers' museum; the book "Into the Shelter! Lie Down!" at Pearl's house; "Electronics Repair" in the house of the Adept; two lids from Sunset Sasparilla with a star in the dining room; nuclear shot in the warehouse.

Monte Carlo Apartments

A large two-story building with a neon rooftop sign west of New Vegas. The building is rather dilapidated in appearance, but inside everything is well preserved, with the exception of the stairs (so there is no way to the second floor). Usually one thug guards the front door, the rest are in the building.

Faction: Scorpions.

Enemies: Roller, Yvette, Scorpion bandits.

Items: "Magnum" cal. 44 (can be taken from Yvette's body).

Searchlight airport

A fenced paved area with several rusting planes on it, which served as an airport before the war. You can get inside the fence only in one place on the north side.

Enemies: Radscorpions.

Items: various loot in containers, one of the suitcases (near the main airport terminal) should have quite a lot of covers.

Aerotech Business Park

A fortified refugee camp run by the NKR.

Buildings: "Aerotech" - block 200, "Aerotech" - block 300, "Aerotech" - tent.

Named residents: Captain Parker, Bert Gunnarsson (doctor), Frank Withers, Keith (in block 200).

  • Loneliness (Find Frank Withers' family).
  • Coyotes (Find out what happened to the missing refugees).
  • Investigate Keith's dark dealings.

Items: Cap from "Sunset Sasparilla" with a star (in block 300).

Bitter Springs

The refugee camp, run by the NKR, consists of NKR tents in the northern part of the camp and refugee tents in the southern part.

Factions: Great Khans (formerly), NCR (currently).

Named inhabitants: Captain Gilles, Lieutenant Markland (doctor).

  • A little more (Deliver supplies and get reinforcements in Bitter Springs).
  • Mountains, only mountains (Find the source of the attacks on Bitter Springs).
  • Bitter Springs: Hospital Blues (Bring books and doctor's bags to Lieutenant Markland).
  • I forgot to forget (Visit Bitter Springs with Craig Boone).

Items: magazines "Trade. Weekly" (2).

Bonnie Springs

Abandoned mining ghost town. All buildings are boarded up, a gang of Vipers set up their camp here (after their liquidation, the city ruins will be occupied by casadors).

Faction: Vipers.

Enemies: Viper Gang Gunners, two Viper Gang Leaders, Cazadores.

Items: unique spiked brass knuckles "Love and Hate", caps from "Sunset Sasparilla" with a star (2).

boulder city

A small town most notable for its proximity to the Hoover Dam and 188th Trading Post. During the First Battle of Hoover Dam, fierce battles took place here between the troops of the NCR and the Legion of Caesar. Then the rangers lured part of the veteran legionnaires into the city and blew it up, as a result of which the city was almost completely destroyed.

Sublock: Ruins of Boulder City. Buildings: Boulder City - railway station, Saloon "Fat Horn", Refuge of the Great Khans.

Factions: NKR, Great Khans.

Inhabitants: Lieutenant Monroe with a detachment of NCR soldiers, Private Kowalski, Ike (Fathorn saloon, merchant), Jessup and several other Khans.

  • Quests: Investigation, Bell (Intercept the Great Khans in Boulder City).
  • Skirmish in Boulder City (Defeat the situation with the Great Khans in Boulder City).
  • Shoot at the memorial in honor of the victory of the NCR.
  • Meet Victor near Boulder City.

Items: Fathorn saloon - Sunset Sasparilla lid with star, Quartz Nuka-Cola (3), lever-action shotgun; Ruins of Boulder City - Phantom, Police Stories, 10mm submachine gun; Boulder City - railway station - "Phantom", "World of Boxing", hunting rifle.

abandoned hut

"The hut" is too strong a word, it's just a dilapidated shed near the cliff with the remains of a fence around. Nearby you can see a prospector.

Items: healing powder and junk in a crate.

Bunker remaining

Description not ready yet

Southern Nevada Wind Farm

Lonely hut surrounded by windmills.

Quest: "Return of Hope" (Northeast you can find the missing supplies for Forlorn Hope).

Enemies: Cazadores and fire geckos.

Equipment: workbench in the hut.

Items: "Electronics Repair" book, "Sunset Sasparilla" cover with a star, gunsmith's repair kit, scrap metal, various loot.

East Searchlight Gold Mine

Description not ready yet

Eastern Pumping Station

This is where the filtration of water that comes through the water pipe from Lake Las Vegas to the sharecroppers' farms of the NKR takes place.

Buildings: Eastern pumping station, Eastern cistern.

Quest: "A hard fate" (inspect the pumping station, activate the terminal (requires science skill 50+ to repair the network)).

Items: "We fix it ourselves" magazine in the eastern cistern.

Freeside - New Vegas slums located within the walls erected by Mr. House, but not controlled by him. Freeside is run by a gang of Kings and the Van Graffs.

Sublock: Old Mormon fort. Buildings: Mick and Ralph, King's Twin School, Atomic Cowboy Casino, Silver Rush, Sirulien Robotics, Destroyed Shop. Factions: Freeside, Followers of the Apocalypse, Kings, Van Graffs.

  • Inhabitants of Mag. "Mick and Ralph": Mick, Ralph (traders).
  • King's school of doubles: King, Paser, Sergio (hairdresser), Rex (cyber-dog), members of the gang of Kings.
  • Old Mormon Fort: Julie Farkas, Arcade Gennon, April Martimer, Beatrix Russell, Wayne, Farris, Roy.
  • Atomic Cowboy Casino: James Garrett, Francine Garrett, Henry Jameson, Caleb McCaffery, Hadrian.
  • "Silver Rush": Gloria Van Graff (merchant), Jean-Baptiste, Mr. Soren, Simon, Van Graff thugs.
  • Sirulien Robotics: Fisto (robot), Protectrons.
  • Destroyed store: Major Elizabeth Kieren, NCR fighters.
  • Streets of Freeside: Genaro (merchant), Dixon (merchant), Column Attendant, Orris, Max, Stacey, Old Ben, Santiago, Lady Jane, Bill Ronte, Jacob Hoff, Tlen, Grex, tramp, barkers, thugs, etc. .

""Open List of Quests and Items""

Cottonwood Height

An abandoned village on a hillock with a wonderful view of Cottonwood Cove below. There are several boarded up houses here, a couple of garbage containers and a truck-van with radioactive waste in barrels.

Quest: An Eye for an Eye (With a character's hacking skill of 50+, you can open the back door of the van so that the barrels of radioactive waste in it roll down to Cottonwood Cove, killing everything alive there (the character's reputation with Caesar's Legion does not decrease )).

The dried lake of Ivanpah

A dry lake, a vast expanse of sand, in the middle of which rises a small hill with a mesquite tree growing on it and a burned-out car.

Enemies: Tree scorpions, giant ants.

HELIOS One

A solar power plant built by Poseidon Energy that generates and supplies power to the New Vegas Strip and the settlements of the Mojave Wasteland. It also hides the "ARCHIMEDES" super-weapon control system (station security system and orbital laser).

Sublocations: mirror courtyard, observation deck. Buildings: HELIOS One - Power Plant, Solar Tower.

Factions: NCR, BS (formerly), Caesar's Legion (possibly).

Inhabitants: Lieutenant Haggerty (commander), Fantastic ("technician"), Ignacio Rivas (scientist), NCR troopers, NCR guard dogs, PYTHON (Mr. Handy robot, repairman).

Enemies in the Solar Tower: Brave robots, Assistant robots, robot brains, security robots, protectrons, automatic turrets. Quests:

  • Solar Flare (HELIOS One can power the Mojave Wasteland or activate a super-weapon).
  • Source of inspiration (Capture the emblem of HELIOS).
  • Return of Hope (Find supplies for Forlorn Hope).
  • Boogie Woogie (Find parts for the bomber's power station).
  • ED-E, my love (Playback of the first audio recording).

Items: The Therapeutic Journal of the District of Columbia book in the main building; magazine "We fix it ourselves" in the Solar Tower; book "Science for All" (can be obtained from Rivas if the Courier chooses to distribute energy to the entire region).

Devil's Throat

giant crater with numerous barrels of radioactive waste and a rusted truck in the center.

Enemies: centaurs at the bottom of the crater and wild ghouls in the hills to the south.

Items: unique minigun CZ57 "Avenger", reinforced combat armor and a party cap on the body of a prospector in the van.

Carefully! The level of radiation near the barrels is 3-7 rad/sec.

Cazador nest

A dark hole under a hill, inhabited by cazadores, from the top of which a wonderful view of Boulder City opens up. At the top there is a campfire and two locked boxes with mines and ammunition among the stones (break-in 50 and 25).

Enemies: Cazadores.

Items: "Magnum" cal. 44 near the skeleton, items in the adventurer's backpack and hollowed out stone, explosives and ammo in crates.

Mount Black

The mountain remained a no man's land for a century after the war, as the area was so radioactive that no one would have survived there. After the fall of the Master, many of the first generation super mutants traveled east, and here they found a fairly secluded place for their camp.

After a while, shadows (nightkins) and super mutants of the second generation penetrated here, which caused problems. The leader of the community, Marcus, left for Jacobstown, and power passed into the hands of a crazy shadow super mutant named Tabitha.

Radio Station: Black Mountain Radio.

Faction: State of Utobit.

Inhabitants: Tabitha (leader), Nile, Raoul (ghoul captive), super mutants, shadow sniper, shadow masters, shadows, unique centaur Moe, centaurs.

Buildings: broadcasting station, prison, warehouse building.

  • Quests: Madness (Head to the top of Black Mountain and end Tabitha's brutal rule).
  • Unknowing (Find the missing Brotherhood of Steel patrol sent to Black Mountain).

Items: unique "Annabelle" grenade launcher, "Victoria" Nuka-Cola, "Sunset Sasparilla" cover with a star.

Goodsprings

A small and quiet city located next to I-15, one of the main highways leading to New Vegas.

Buildings: Doc Mitchell's house, Prospector's saloon, store, school, gas station, house (4), Victor's hut.

Factions: Goodsprings, Demomen (possibly).

Inhabitants: Doc Mitchell (doctor), Chet (merchant), Trudy (merchant), Sunny Smiles and Cheyenne (dog), Forget Pete, Goodsprings residents, Victor, Ringo, Joe Cobb, and Demomen.

  • Quests: Hit on the head, Back in the saddle, By the fire (tutorial quests), Investigation (main line).
  • Shooting in a ghost town (Defeat the Demomen) or Flowing Brooks... (Defeat the Goodsprings Militia).
  • Fix Trudy's broken radio at the Prospector Saloon.
  • Take the caravan deck from Ringo and learn the rules of the game.

Equipment: a workbench for reloading ammo and a workbench.

Items: Therapist Today magazine in Doc Mitchell's house; "We fix it ourselves", "People and communication", "Trade. Weekly" in the "Prospector" saloon; "Trade. Weekly" in the store; stealth fight, "School of Survival", "People and Communication", "Programmer's Digest" (2), "Trade. Weekly" at school; "World of Boxing" in the gas station building; the book "Combat Charter of the Chinese Special Forces", "School of Survival", the cover from "Sunset Sasparilla" with a star in the houses.

Hoover Dam

A concrete dam on the Colorado River built before the war in Black Canyon to supply nearby areas with electricity. The western part of the dam is controlled by the NCR, the eastern part by Caesar's Legion. Everyone wants to have a dam at once - the NKR, the Legion and Mr. House.

Sections: Hoover Dam - Information Center, Hoover Dam - Offices, Hoover Dam - Power Plants 1-4, Hoover Dam - Lower Level, Hoover Dam - Tower (3), Hoover Dam - Spillway Towers 1-4, Hoover Dam - Checkpoint, Oliver Headquarters .

Faction: New California Republic.

Inhabitants: General Lee Oliver, Colonel Cassandra Moore, Quartermaster Bardon (merchant), Chief Engineer Mike Lawson, Alison Valentine, Ranger Grant, Ranger Stevens, Private Jeremy Watson, Rangers, engineers and NCR soldiers.

  • For the Republic, part 2; You will feel it coming; The casino always wins, VI (Protect Kimball).
  • No gods, no masters; All or Nothing (Activate the east. e / station and direct the energy of the army of securitrons).
  • Arizona Assassin (Kill President Kimball).
  • I came, I saw, I conquered (Kill Oliver and the guards).
  • Eureka! (Defend the Hoover Dam together with the NKR).

Items: "Snow globe. Hoover Dam" in the information center; two Chinese stealth armor in the offices.

Emergency Service Depot

A tightly boarded building with a railway platform and broken repair equipment all around. The platform has mattresses and shelves with many containers. Nearby you can find a campfire.

Items: two covers from "Sunset Sasparilla" with a star on the platform.

Jacobstown

A community of super mutants led by Marcus, located on the site of a pre-war ski resort on Mount Charleston. In 2281, Marcus, a kind and peaceful super mutant, found the no man's mountain Charleston and founded another mutant hideout here, naming it Jacobstown in honor of his old friend. Marcus hopes to find a cure for Shadow Super Mutant schizophrenia with the help of former Enclave scientist Dr. Henry.

Buildings: hotel, bungalow (3).

Inhabitants: Marcus (mayor), Dr. Henry (doctor), Trouble (merchant), Lily, Keane, shadows and super mutants.

  • Quests: Guess who I saw! (Find the source of the night hunter stealth mutation).
  • Dog life (Take Rex to Dr. Henry and find out how you can help the dog).
  • Unfriendly Talk (Talk to the leader of the mercenaries causing trouble for Jacobstown).
  • The Old Days (Convince Dr. Henry to join the Remaining).

Items: "Snow globe. Mount Charleston", magazines "We fix it ourselves", "World of Boxing", "School of Survival", "Programmer's Digest" in the hotel; the book "Grognak the Barbarian", a bottle of Nuka-Cola "Victoria" in the first bungalow on the right; cover from "Sunset Sasparilla" with a star in the bungalow in the middle.

Jackrebbit Springs

Five irradiated hot springs around a small hill in the center. Due to the high level of radiation, centaurs, megacentaurs and well-armed super mutants live here.

Enemies: Centaurs, Super Mutant Master, Super Mutants.

Items: stealth fight on the hill; light machine gun, minigun or heavy incinerator (super mutant weapon).

devil's hollow

A giant crater with a truck that fell into it, you can go down to the bottom on the roof of the trailer.

Enemies: coyotes.

Items: Sunset Sasparilla cap with star, hydra, ammo boxes.

Matthew Animal Farm

The ruins of a burnt house, two graves nearby, a couple of sheds, paddocks with emaciated brahmins and bighorns. A farming family lived here until the elders went to Searchlight for supplies. A few days later, the child followed them and found his parents, who had become ghouls as a result of Legion sabotage. The boy had to shoot back from them so as not to be eaten. After that, he went crazy and began to suspect the animals of a plot to eat him and take over the farm. Driven to despair, the boy set fire to his house...

Information: four pages from a torn diary (1st in the bighorn barn, 2nd in a pickup truck, 3rd in the brahmin barn and 4th in the ruins of the house near the skeleton).

Items: Wasteland Survival Guide book, Sunset Sasparilla cover with star, ammo in duffel bag.

Abandoned bunker BS

Bunker 13 is the starting point for the Dead Money addon (if the Dead Money addon is not installed, the entrance to the bunker will always be locked).

This is a fortified underground bunker that served as the headquarters of an Elder of the Brotherhood of Steel in the Mojave Wasteland during the BS-NKR War.

Quest: Opening the "Sierra Madre" (Find where the invitation to the "Sierra Madre" is broadcast from).

Equipment: Sierra Madre vending machine, workbench for reloading cartridges and workbench.

Items: Electronics Repair book, Elijah's chemistry kit, T-45d power helmet.

Plant "H&H Tools"

Before the war, this factory belonged to Mr. House's older brother, Anthony House, who inherited it from his father. Anthony House suffered from paranoia, exacerbated by envy of Robert's success. In the end, this led to an unjustified tightening of security measures in the company. In 2077, Anthony fired all employees, closed the plant and turned on the security system, in addition, he mined the building. Nobody saw him again.

Enemies: Brainbots, Mr. Helper, crazy Mr. Helper, automatic turrets.

Items: VIP key card "Lucky 38".

Western pumping station

Nothing particularly noteworthy, except for the terminal in the station building, identical to the quest one at the Eastern Pumping Station - activating it also advances the quest "A Hard Fate" into the stage of searching for a source of radiation, a science skill of 50 is required to repair the network.

Enemies: Several Fiends around the building and inside.

Items: 2 ammo crates and more.

West side entrance

Description not ready yet

Bitter Springs Recreation Area

A flimsy building (Bitter Springs - recreation) surrounded by crumpled cars, trailers and buses.

Enemies: giant rats in the building, cazadores in the area.

Items: "Modern Castles" book, "Phantom" magazine, 2 caps from "Sunset Sasparilla" with a star, weapons and ammunition in a safe (hack 50).

NKR Correctional Institution

Former NKR prison. It was used to hold prisoners who worked under the supervision of the NKR fighters on the railroad running along the 15th route. However, most of the prison guards were sent to patrol the west bank of the Colorado River and the prisoners made a daring escape. After that, the so-called demolitionists formed their own faction and remained in this well-fortified place.

The prison has only one entrance and is guarded by Doz, who can open the door for 100 caps, you can also try to steal the key from him or kill him.

Buildings: NCR Prison Administration, Information Center, Blocks A and B. Factions: Demolitions, NCR (former).

Inhabitants: Demolitions leader Eddie, Omlet (Eddie's bodyguard), Doz (gatekeeper), Carter (vendor in block B), Hannigan (medic), Myers (former sheriff), unnamed bombers.

  • Quests: The City I Like (Convince Myers to become Primm's new sheriff).
  • Correction Path (Ask Eddie for some work).

Equipment: workbench in the yard.

Items: The Age of Knights magazine and Sunset Sasparilla cover with a star in the information center; the book "Lies: A Textbook for a Congressman" in the administration building; magazine "Patriot Cookbook" in cell block A; gunpowder charge scheme in prison block B.

REPCONN test site

Description not ready yet

Goodsprings source

Three springs of water southeast of Goodsprings, supplying its residents with clean drinking water.

Inhabitant: Barton Thorne.

Enemies: Geckos.

  • Back in the saddle (Kill the geckos at the springs).
  • Campfire (Use campfire to prepare healing powder).
  • (Unmarked) Agree to rescue Barton Thorne's girlfriend from geckos.

Equipment: three fires.

Gathering Ingredients: Brock Flowers and Zander Roots.

Items: shovel near the second source; on the top of the mountain there is a cache with weapons, ammunition, food (be careful, there are bear traps around).

Stone crushing plant "Samson"

Deserted industrial buildings and mechanisms. A little to the north is the camp of the named devil, Driver Nephi.

Quest: "Headhunting" (ask the soldiers of the 1st reconnaissance battalion in the McCarran camp to set up an ambush here and lure Driver Nephi closer to them).

Items: several anti-personnel mines on the road to the east (be careful!), various loot.

Crescent Canyon - east

The eastern part of a long and narrow crescent-shaped canyon under the destroyed railway bridge (eng. Crescent - Crescent). The bottom of the canyon is strewn with barrels of r / a waste, which, apparently, spilled out of the cars of the train carrying them when the bridge collapsed.

Enemies: Golden geckos.

Items: combat armor in a chest, ammunition in a hollowed out stone.

Carefully! Radiation.

Crescent Canyon - west

The western part of a long and narrow crescent-shaped canyon under the destroyed railway bridge (eng. Crescent - Crescent). The bottom of the canyon is strewn with barrels of r / a waste, which, apparently, spilled out of the cars of the train carrying them when the bridge collapsed. In the desert to the northeast, you can find the unmarked Scorpion Hole on the map.

Enemies: Golden geckos and radscorpions.

Items: improved anti-radiation suit in a chest near the truck (+40 to radiation resistance), ammo in a hollowed out stone.

Carefully! Radiation.

Red Rock Canyon

Description not ready yet

Griffin Caravan

Corpses of pack brahmins, a cart, broken boxes, heaps of ashes... You will have to come here on the quest of Cass's companion and inspect another place of attack on the trade caravan.

Quest: "Paying the bills" (Together with Cass, explore the place of the death of Griffin's caravan).

Items: various junk on pack brahmins, in boxes and piles of ashes, a lot of depleted energy batteries around, a plasma rifle.

Dunn's caravan

Another place where a trading caravan died, leaving only three piles of ash and the corpse of a pack brahmin under a wooden bridge. However, here you will also find the bodies of two Van Graff thugs and a Red Caravan guard...

Quest: "Paying the bills" (Together with Cass, track where Dunn's missing caravan went).

Items: plasma rifles and combat armor on the bodies of Van Graff thugs, a lever-action shotgun on the body of a Red Caravan guard, miscellaneous junk on a pack brahmin, in boxes and piles of ashes, ammunition.

Chance card

According to the All Roads comic, this card was inscribed on the ground with Chance's knife and McMurphy's finger. The location of locations on it is somewhat different from what we see in the game.

Deep scratches line up exactly with the main roads of the Mojave Wasteland and New Vegas. Items on the map are symbolic representations of various locations in the game (none of these items can be taken):

  • The turpentine bottle represents the Strip, the firecrackers in the northeast are the bombers in Nellis.
  • The rocks in the northwest represent Jacobstown.
  • The Legion Denarius in the east is the Fort.
  • An upside down bottle of whiskey depicts the Hoover Dam.
  • The stealth-boy is Mount Black, to the east is a fragment of a mirror, symbolizing HELIOS One.
  • The bottle of beer in the center of the map looks like a REPCONN test site, a stick of dynamite to the west defines the demolitions' territory.
  • The deathclaw claw is the Quarry, the tin to the west probably represents Goodsprings, the heap of rocks to the north is Red Rock Canyon.
  • The tin can to the south is Camp Searchlight, the water bottle is Cottonwood Cove, the pile of shells is Nipton.
  • In the southwest corner of the map, two bottles symbolize the giant statues of the rangers at the Mojave outpost.

Career

Description not ready yet

Goodsprings Cemetery

Great view from the height of the surroundings. The cemetery consists of 29 graves, among them is the one from which the Securitron Victor dug up the wounded courier at the beginning of the game.

Enemies: tree scorpion and blowers.

  • By the fire (Find a broca flower here by Sunny Smiles' hint).
  • Take it all (Find radscorpion eggs for Red Lucy in the mountains north of Goodsprings).
  • (Unmarked) Find or buy a shovel and start digging graves.

Items: "Snow Globe. Goodsprings", 10 characteristic Benny's cigarette butts.

Clark Field

The ruins of the pre-war chemical plant southeast of Nowak. Near the northern entrance lies the body of Mr. RADical, dressed in the yellow suit he adored during his lifetime (as can be learned from the diary of the poor fellow and the story of Mother Gibson).

Quest: "Let's fly" (find a flammable substance, isotope-239).

Enemies: Golden geckos.

Items: isotope-239, Mr. RADical's diary, anti-radiation suit, super stimulator and 2 stimulants near a dead pack brahmin, cal. 308 in the corner of the fenced area and so on.

Carefully! Small level of radiation.

Colville Bay

An abandoned boat dock on the shores of Lake Mead, consisting of a large ruined hangar and a boat rental office building.

Building: Captain Dean's boat rental.

Quest: "To the sky!" (Find the B-29 bomber and raise it from the bottom of Lake Mead).

Enemies: casadores, giant rats.

Items: covers from "Sunset Sasparilla" with a star (2), "School of Survival" magazine.

Company "Red Caravan"

The New Vegas branch of the Red Caravan Trading Company is run by Alice McLafferty.

Buildings: "Red Caravan" - main office, Barrack of caravaners, Barrack of guards.

Inhabitants: Alice McLafferty (executive director), Blake (merchant), Don Hostetler (has been here in daytime), Ringo (after completing Ghost Town Shooting), Janet, caravaners and guards. Quests:

  • Paying bills (Find a job at the Red Caravan).
  • You can count on me (Alice McLafferty asks to do some work for the Red Caravan).
  • Pressing (Disable the bottle cap press at Sunset Sasparilla Headquarters).
  • Honeymoon in Aba Daba (Deliver chemicals to Don Hostetler).
  • Young Hearts (Connect Jack from Nellis and Janet).
  • Bitter Springs: Hospital Blues (Obtain two medical books from Blake's shop).
  • Deal with Contreras (Take the package from Blake).
  • Arrange meat deliveries to Camp McCarran.

Equipment: a workbench for reloading ammo and a workbench.

Items: Sunset Sasparilla cover with star, Police Stories magazine in the main office; magazine "Phantom" in the caravan barracks.

Cottonwood Cove

The largest camp of Caesar's Legion on the west bank of the Colorado River.

Buildings: headquarters, canteen, warehouse, toilets, hut.

Faction: Caesar's Legion.

Inhabitants: Aurelius of Phoenix (Centurion), Dean Severus, Taskmaster, Cursor Lucullus, Legionnaires, Anders (crucified Great Khan), Mrs. Withers (Frank Withers' wife, captive), Sammy Withers (Mrs. Withers' daughter, captive), Kenny Withers (son Mrs Withers, prisoner).

  • An eye for an eye (Cottonwood Cove must be destroyed and/or wiretapped on behalf of Astor).
  • To Caesar Caesar's (Go to Cottonwood Cove and board a barge going to the Fort).
  • Honeymoon in Aba Daba (Free Anders, who can be found crucified on the road to the camp).
  • Loneliness (Free Frank Withers' family).
  • Aurelius of Phoenix pays for NCR Fighter Tokens.

Items: the unique weapon "Revenge of the Fallen" and the book "Grognak the Barbarian" in the office of Aurelius of Phoenix; cover from "Sunset Sasparilla" with a star in the women's room.

Crater in the Mesquite Mountains

Several ponds with irradiated water (the radiation level here reaches 6 rad / sec.), A bridge thrown over them and a flimsy hut in the middle.

Building: Hella Motel. A two-story structure containing the late Dr. Rothson's laboratory, a kitchen on the first floor, and a bedroom on the second.

Despite a decent level of radiation outside, there is no radiation inside the motel itself. Inside you will see the body of the ghoul Rothson who lived here and the deranged Mr. Handy, who, apparently, killed his master. Perhaps Rothson was a home brewer.

Enemies: wild ripper ghouls and a deranged Mr. Helper in a motel.

Items: in Hella Motel - D.C. Therapeutic Journal book, Sunset Sasparilla cover with star, gunsmith's repair kit; in a shelter with an antenna on the roof east of the crater (careful, mined!) - the magazines "We fix it ourselves" and "Programmer's Digest", a cover from "Sunset Sasparilla" with a star.

Cottonwood crater

An observation platform high in the mountains, most of which is occupied by a funnel with radioactive water (up to 20 rad / s), left over from an atomic bomb that once fell here.

This location can be accessed through the Fire Route Cave.

Enemies: Golden geckos.

Items: "Fat Man" (on the body of a prospector).

Wreck in the canyon

The starting point for the Lonesome Road addon is the passage to the Rift (if the Lonesome Road add-on is not installed, the path to the Rift will be blocked by the wreckage of burnt cars, trucks and other rubbish).

Several graffiti are notable: "Can you go home, courier", "Divide", "Lonesome Road" and "Courier six?" ("Courier number six?"), most likely they were made by Ulysses.

Enemies: coyotes.

Quest: Reunion (Go to the crash site in the canyon near Primm and enter the Rift).

Items: several fragmentation grenades in boxes of an overturned van, 2 boxes of ammunition in a coyote den on a hillock, the body of an NKR fighter (he has weapons, armor, ammunition on him), various junk in two graves.

Blue Paradise Resort

An abandoned resort occupied by lake dwellers - three houses, boat docks and a picnic area, two graves nearby. On the other side of the river to the southeast there is another nest of lakers.

Enemies: Lakers.

Items: in flooded houses - two covers from "Sunset Sasparilla" with a star; in the nest of lakers on the other side of the river - weapons and armor on the body of a mercenary (+ police glasses), junk in sports bags.

Carefully! A small level of radiation in flooded houses.

Camp Boulder Beach

Before the war, there was a resting place, as evidenced by picnic tables, rusty sunken boats near the pier, and more. There is a campfire and a mattress in the trailer.

Enemies: Lakers at the pier.

Items: ammunition in a hollowed out stone, jars and vials scattered everywhere.

Camp in the Mesquite Mountains

The camp consists of two tents and several picnic tables, beds and a campfire. There are three graves on the hill above the camp.

Quest: "We're Together" (Private Edwards will go here if you tell him that there are many places to hide).

Enemies: Giant Radscorpions.

Camp of the Great Khans

This camp is used by the Great Khans to review the Quarry. It is not easy to get here because of the large number of dangerous animals in the area.

Faction: Great Khans.

Inhabitants: Melissa and 2 Great Khans.

Enemies: Deathclaws.

  • Don't make me beg (Deliver the chemicals to Melissa).
  • Papa (Convince Melissa to speak out against an alliance with Caesar).

Equipment: Campfire.

Camp Guardian

One of the farthest NCR outposts in the eastern Mojave Wasteland.

When approaching the camp, the Courier may pick up a radio distress signal, calling for help against the attacking mutated creatures. Climbing up the narrow path will lead to the peak of the Guardian and the caves of the Guardian camp.

Faction: NCR (formerly)

Enemies: Giant Rats, Radscorpions, Tree Scorpions.

Items: Pages from the Guardian camp journal (Sgt. Banner left 11 pages scattered around the camp and on the slopes of the mountain).

Camp Golf

An NCR military base located on the north shore of Lake Las Vegas. The camp consists of several tents pitched on the golf course to the west of the hotel building, and is guarded around the perimeter by watchtowers.

Buildings: Resort hotel (before the war it belonged to Robert House), dining tent, tents (10), trash tent.

Faction: New California Republic.

Inhabitants: Commander Hanlon, Doc Scalpel (medic), Sergeant McCready, Mags, Razz, Poindexter, O'Hanrahan, NCR Rangers, NCR soldiers.

  • Quests: Boomerang (Report to Commander Hanlon what you and Sergeant Reyes found).
  • One step from defeat to victory (Help recruits prepare for service).

Items: at the Resort - covers from "Sunset Sasparilla" with a star (3), magazines "World of Boxing", "We fix it ourselves" (2), "Weapons are the future today", "Survival School", "Lockmaker", " People and Communication", "Programmer's Digest", "The Age of Knights", quartz nuclear-cola (5), VIP key card "Lucky 38"; in the trash tent - "Patriot Cookbook"; in McCready's tent - "School of Survival", "Trade. Weekly", "Programmer's Digest".

Legat Camp

The camp is surrounded by rocks on all sides and is inaccessible for most of the game. It is possible to visit here only when passing the final stage of the main quest.

The camp is guarded by legionnaires armed with rifle carbines and power brass knuckles. To the right of the entrance to the camp there is a kennel, on the top of the hill there is a military tent of the legate.

Faction: Caesar's Legion.

Inhabitants: Legate Lanius, praetorians, legionnaires, dogs of the Legion.

  • I came, I saw, I conquered (Kill Oliver and the soldiers guarding him).
  • Eureka! (It is necessary to destroy the legate camp in order to protect the Hoover Dam).
  • No gods, no masters; All or Nothing (Enter the legate's camp and deal with Lanius).

Items: Blade of the East (a unique greatsword, can be taken from the body of Legate Lanius during the Battle of Hoover Dam if the Courier is on the side of the NCR, Yes Man or Mr. House).

Camp McCarran

The main military base of the NCR in the Mojave Wasteland. It is located on the site of the pre-war McCarran International Airport.

Buildings: Camp McCarran - terminal, Camp McCarran - main hall, Camp McCarran - warehouse, McCarran control tower.

Faction: New California Republic.

Inhabitants: Colonel James Shue, Captain Ronald Curtis (a.k.a. Frumentary Peak), Lieutenant Carrie Boyd, Corporal Walter Hornsby, Seal (Caesar's Legion captive centurion), Dr. Kemp (physician), Corporal William Farber (cook), Thomas Hildern (Managing Director) BNP-Vostok), Angela Williams (Hildern's assistant), Private Cristina Morales, Sergeant Daniel Contreras (merchant), Little Brat (bounty hunter), Major Dutry, 1st Recon Battalion: Lieutenant Gorobets, Sergeant Gentian, Corporal Betsy, Corporal Sterling , Ten of Spades; NKR soldiers.

Items: unique rifle "Machine" (reward for the quest "Deal with Contreras"), a unique version of the cowboy rifle - Long Carbine (Corporal Sterling's personal weapon), magazines "Lockmaster", "Phantom", "We fix it ourselves" (2), "Weapons - the future today", "School of Survival" (2), "Trade. Weekly", "Military Review" (3).

""Open Quest List""

  • Spy Mania (Find out who is the agent of Caesar's Legion at Camp McCarran).
  • Healing (Help with Corporal Betsy's problem).
  • Search for White (Find Corporal White).
  • Don't Grow Grass (Talk to Dr. Hildern about going to Vault 22).
  • Headhunting (Bring the heads of the three Fiend leaders to Major Datri).
  • Inspiration (Take a photo of the McCarran Airport logo).
  • You can count on me (Deliver the Red Caravan bill to Dr. Hildern).
  • (Unmarked) Deal with Contreras.
  • Help Lieutenant Boyd interrogate the captive Centurion Sil or help Sil escape.
  • Find Ranger Morales' body at his wife's request.
  • Help Corporal Farber fix the food processor and find a meat supplier for the camp.
  • Obtain a Motorcycle Racer bounty from Colonel Shu.
  • Become an NCR "Favorite", then contact Colonel Shu for the key to the NCR Rangers' Hideout.

""Open main description""

Camp Mountain Shadows

Pre-war picnic area. There is a campfire and a mattress in the trailer.

Items: "Sunset Sasparilla" cover with a star, "Therapist Today" and "School of Survival" magazines.

Demolition camp - east

The camp is a place fenced with wooden shields under a rock. There is a campfire and mattresses, nearby is a hollowed out stone with loot.

Faction: Demomen.

Inhabitants: Three Demomen.

Carefully! Mined (6 powder charges around the camp).

Demolition Camp - West

The camp consists of a trailer with a bed and boxes inside, located near an overturned truck with junk. There is a campfire.

Faction: Demomen.

Inhabitants: Three Demomen.

Items: Phantom magazine and a doctor's bag in a radioactive puddle southeast of the camp.

Carefully! Mined (4 powder charges around the camp).

Demolition camp - north

A small camp built under a rock. There is a campfire and mattresses.

Faction: Demomen.

Inhabitants: Three Demomen.

Carefully! Mined (8 powder charges around the camp).

Demolition camp - south

The camp is built near an overturned red railway car leaning on a rock. There is a campfire and mattresses.

Faction: Demomen.

Inhabitants: Chavez and three bombers.

Quest: "The Path of Correction" (Get rid of Chavez).

Items: magazine "School of Survival".

Camp Searchlight

The NCR established a large base here, which became a serious obstacle to the advance of Caesar's Legion to the west. Vulpes Inculta staged a diversion by ordering the legionnaires to open containers of radioactive waste stored in the fire station. This was followed by the mass death and gulification of the NKR fighters, thus the Searchlight camp ceased to exist as a military base. The area is currently very radioactive.

Buildings: east church - church basement, west church - NKR warehouse, Primary School, fire station, house, police station.

Inhabitants: First Sergeant Astor and NCR soldiers, Private Edwards, Logan and his prospector friends.

Enemies: Ghoul Fighters, Radscorpions, Queen Radscorpion, Golden Geckos, Mark III Turrets.

  • Quests: An eye for an eye (Get information about the movement of the Legion troops and plant a bug).
  • We're Together (Collect the personal marks of the ghoul fighters in Camp Searchlight and take them to Astor).
  • Wheel of Fortune (Investigate buildings with Logan).

Items: in the fire station - unique. fire ax "Knock knock", cover from "Sunset Sasparilla" with a star; in the basement of the church - "Chinese special forces combat manual", nuclear shot (2) or saints fragmentation grenades(3); in the house - the magazine "People and Communication".

Cliffside Prospecting Camp

A windswept hut (canopy without walls) among the cliffs. To the east of it, on the other side of the Colorado River, is the uncharted Cape of the Deathclaws, which got its name from the many deathclaws that live here.

Enemies: Fire geckos in the area.

Smith Mesa Mining Camp

A small cave under a rock with fortifications, there is a sleeping bag and a fire nearby. The camp is guarded by a dog, the fate of its owner is unknown.

Enemies: Fire geckos further south.

Items: Sunset Sasparilla cap with star, ammo box, various loot.

Prospector Camp Snyder

A rickety canopy that serves as a shelter from the weather, a sleeping bag and a campfire. You can see a prospector near the camp, but due to a glitch, he disappears when approaching.

Items: cover from "Sunset Sasparilla" with a star on the book, healing powder, various loot.

Camp Forlorn Hope

NCR military camp on the coast of the Colorado River south of the dam. The camp crosses a small stream with clean water.

Buildings: headquarters, barracks, clinic, canteen, warehouse, prison, hut. Faction: New California Republic.

Inhabitants: Major Polatly, Dr. Richards, Quartermaster Meyes (merchant), Tech Sergeant Reyes, Private Stone, Private Sexton, NCR Veteran Rangers, NCR Soldiers, Lieutenant Monroe (if Boulder City Skirmish is resolved in favor of the NCR), Lieutenant Hayes (after completing "The City I Like"), 1st Recon Battalion (after completing "Headhunting").

  • Quests: medical history(Inspect the camp in search of traces of a thief who stole medications).
  • Boomerang (Talk to Sergeant Reyes, then deliver new radio codes to all ranger posts).
  • A little more (Reinforcements in Bitter Springs).
  • Legion is my name (Kill all the NCR officers in the camp).
  • In the Dark (Meet a Brotherhood scout near Camp Forlorn Hope).
  • Collect 30 Legion Ears for Private Sexton.
  • Quartermaster Meyes pays for NCR tokens.

Items: The book "Science for All" in the headquarters, the cover of "Sunset Sasparilla" with a star in the dining room.

coyote lair

A dark hole near the railway line connecting the NCR prison and Nipton, occupied by a family of coyotes, in the depths of which you can see a pile of gnawed bones and the body of a follower of Bright. Sometimes coyotes go hunting and leave their lair unattended.

Enemies: coyotes.

Items: energy weapons and ammo on the body of a follower of Bright.

Miners' lair

A cave with a separate three-room building inside, captured by the Jackals. When you first visit the lair, you will see the bodies of the prospectors killed by the bandits, if you clear the cave of the bandits, then the prospectors will re-populate it (including a merchant).

Enemies: Bandits Jackals.

Items: the book "Modern Castles" in the second room on the floor, the cover of "Sunset Sasparilla" with a star in the room with the musical instrument, various loot, also a 10mm submachine gun on the body of a prospector west of the cave entrance.

Miguel's pawnshop

A store on Westside that used to belong to Miguel's grandfather before he was killed by the Devils.

Owner: Miguel.

Inhabitants: Miguel (merchant) and Keller (NKR agent, appears here at a certain stage of Contreras' unmarked quest).

  • Solid worries (Together with Veronica visit a pawnshop in Freeside).
  • Deal with Contreras (Deliver medical supplies to a man named Price at Miguel's pawnshop).

Items: lever-action shotgun, revolver "Magnum" cal. 44 (Miguel's property!).

Highway 95. Camp Vipers

A small camp near Highway 95, consisting of several shelters and bedding on which to sleep.

Faction: Vipers.

Enemies: 4-5 shooters of the Viper gang.

Items: Sunset Sasparilla cap with star, 3 ammo crates.

New Vegas Medical Clinic

Best clinic New Vegas, discovered by the followers of the Apocalypse. Here you can not only heal, get rid of radiation and stock up on medicines, but also "improve" the character by placing implants (these are permanent additions to S.P.E.C.I.A.L. attributes, increased damage threshold and health regeneration).

Faction: Followers of the Apocalypse.

Inhabitants: Dr. Usanagi (trades in medicines and puts implants for amounts from 4000 caps), a follower is a medical student, two followers are security guards.

Quest: "Healing" (Inform the doctor about the appearance of her new patient, Corporal Betsy).

Subjects: magazines "People and communication", "Therapist today" and "We fix it ourselves" (property of followers!).

Yangtze Memorial

This is a monument American soldiers who died in China on the Yangtze River. Northwest of the memorial is an abandoned shack.

Enemies: south of the coyotes memorial, north of the radscorpion shack.

Items: various loot in a sports bag, lying under the sign "Warning: beware of the claws of death", in a hollowed out rock and graves; in the shack: "School of Survival" magazine, 9 irons, machetes, ammo boxes, food, medicines, etc.

Equipment: a workbench for reloading cartridges in an abandoned shack.

Cassidy caravan sinking site

A dead pack brahmin, a cart, broken boxes, a pile of ashes... You will have to come here at the request of your companion Cass in order to carefully examine the place of attack on her caravan with her.

Quest: "Paying the bills" (Together with Cass, visit the place of the death of her caravan).

Items: various junk on the pack brahmin, in boxes and a pile of ashes, a lot of depleted energy batteries around.

B-29 crash site

On July 21, 1948, a B-29 bomber crashed into Lake Mead at this very spot. Three hundred years later, the Courier will have to help the bombers raise the plane from the bottom of the lake.

Quest: "To the sky!" (Attach two pontoons to the sunken bomber).

Rotary Wreck Site

The wreckage crater of Enclave rotorcraft VB-02 (VEM-105 2193) formed at the site of its impact. Guarded by robots.

Enemies: Improved Braves and Guard Robots.

Quest: Long ago (Visit the crash site with Arcade Gennon).

Items: a unique energy weapon - the Tesla Beaton prototype.

Motel "Elrey"

Rundown motel. Most of the doors to the motel rooms are littered with rubbish, and only three rooms are accessible in the entire building - two upstairs and one downstairs. In the lower room, you can find a threatening note from some moneylender, the body of a creditor (in all likelihood) and tree scorpions, and in one of the upper rooms, a lurking madman with a knife.

Enemies: 4 tree scorpions and a crazy junkie.

Items: in the lower issue a note with threats; in the upper left number, the cover of "Sunset Sasparilla" with a star; in the upper right number of the nucleus-cola "Victoria".

Anthill

Before the arrival of the ants, there was a farm here, now all that remains of it is a ruined house and a field with dried maize. In the ruins of the house there is a hole in the anthill.

Enemies: fire ants around, a giant ant queen inside an anthill.

Collection of ingredients: nightshade berries.

Items: ammo and various trash in the house, also in ant heaps and on the bodies of the inhabitants of the wasteland in the anthill.

National Spring Mountain Ranch Park

Description not ready yet

Nelson

A small settlement captured by the Legion. At present, a detachment of legionnaires under the command of the Dean of the Dead Sea is stationed here, and in the middle of Nelson there are three crosses with NKR soldiers crucified on them.

Buildings: Nelson - barracks (2), Nelson - house (5).

Factions: Caesar's Legion, NCR (formerly).

Inhabitants: Dead Sea (dean of the Legion), legionnaires, dogs of the Legion, three crucified NCR fighters, Ranger Milo (located at the NCR checkpoint on the road from Novak to Nelson).

  • Return of Hope (Kill the Legion out of Nelson).
  • Return home (Rescue or kill hostages - NKR fighters).
  • Legion is my name (Kill all NCR officers at Camp Forlorn Hope).

Items: a unique machete "Liberator" (you can remove the Dead Sea from the Dean's body, but if you play as the Legion, the Dean will reward the Courier with this machete after completing the quest "The Legion is my name"), Nuka-Cola "Victoria" in the house west of the barracks, 2 C-4 explosives and a detonator in a chest at the NKR checkpoint.

Carefully! Mined ( anti-personnel mines around Nelson).

Nipton

A city devastated by the Legion of Caesar as a warning to everyone, for the cowardice and immorality of its inhabitants. Prior to the attack, Mayor Joseph B. Stein tried to please both the NCR fighters and the bombers. When he tried to turn both of them over to the Legion for 8000 caps, he himself fell into the trap of Vulpes Inculta.

Buildings: City Hall, Nipton - General Store, Nipton - Hotel, Nipton - House (8).

Inhabitants: Oliver Swenik (winner of the Nipton "lottery"), Tovarnjak (runner-up), crucified demolitionists, Vulpes Inculta (legion frumentary), legionnaires.

Enemies: Legion dogs, tree scorpions, Mister Brave.

  • Quests: Investigation (Go to Novak via Nipton).
  • Marathon (Talk to Tovarnyak in Nipton).
  • Cruel Heart (Tell about the atrocities of the Legion).
  • Chasing the Prize (Find out what's going on in Nipton).
  • Wheel of Fortune (Talk to someone in Nipton about the missing radiation suits).

Equipment: workbench, campfire.

Items: the book "Science for All", nuclear stake "Victoria", "Weapons - the future today", "Programmer's Digest" (2) in the town hall building; "Military Review", "Trade. Weekly" in the store building; cover from "Sunset Sasparilla" with a star in the house opposite the store; Declaration of Vital Essence, "Patriot Cookbook" in a house full of traps.

Nipton road parking

A former road shop and several ruined buildings located at the intersection of Routes 15 and 164. The store is that "empty shack between Nipton and the Mojave outpost" in which Nipton's mayor, Joseph B. Stein, has stockpiled some supplies just in case.

Enemies: Radscorpions (outside).

Items: Illustrated Fistfight book, Sunset Sasparilla cover with star, Mayor Stein's Diary 2/2 behind the cash register, weapons and ammo in the gun cabinet (lock 50), air gun.

Nipton Pit Stop

A Jackal camp set among several ruined buildings near the Nipton Road. Consists of a campfire and some bedding.

Faction: Jackals.

Enemies: Bandits-Jackals, the leader of a gang of Jackals.

Items: a box of grenades (hack 25), a box of mines, 2 healing powders.

Note: If you go east towards Nipton, you will witness a shootout between Jacklyn and Thomas, after which you can immediately get 9 caps from Sunset Sasparilla with a star.

Novak

A small city with a figure of Dinka dinosaur visible from afar, holding a huge thermometer in its paws.

Buildings: Cliff Briscoe's Bungalow, Andy's Ranger Bungalow, At the Dino Gift Shop, Dino Delight Motel (Dino Delight Motel Lounge, Boone's Room, Manny Vargas' Room, Motel Rooms (5)), Jenny Mae Crawford House, House Macbrides, Nelay's hut, Novak - house (2). Faction: Novak.

Inhabitants: Jenny Mae Crawford, Cliff Briscoe (merchant), Ada Strauss (doctor), Craig Boone (possible companion), Manny Vargas (sniper), Ranger Andy, Daisy Whitman, Bruce Isaac, Chris Haversam, Nelay Noonan, Alice McBride, Dusty McBride, Victor, Inhabitants of Nowak. Quests:

  • Investigation (Find out from Manny where the Khans went).
  • Let's fly (Help Manny with the ghoul problem).
  • Abduction (Help Boone find the kidnapper of his wife).
  • Source of inspiration (Take a picture of a thermometer).
  • Talents, call out! (Hire a singer at Tops, Isaac).
  • Find whoever is killing the brahmins at the McBride farm.
  • Andy asks the Courier to check out Charlie's Ranger post.

Equipment: workbench (2), for reloading cartridges (2).

Items: D.C. Therapeutic Journal book in Ranger Andy's bungalow, unique revolver "The One" in Dinosaur Gift Shop, two Sunset Sasparilla caps with a star (one in the house next to Nelay's hut, the other in Daisy's room) Whitman).

"Glutton"

Something like a roadside eatery - here you can buy food and water, there is also a campfire and mattresses for relaxing.

Inhabitants: food vendor Fitz and water vendor Lupe.

Unmarked Quest: At the request of Corporal Farber, persuade Fitz to supply provisions to Camp McCarran.

Items: magazine "Trade. Weekly", cover from "Sunset Sasparilla" with a star.

Lake Las Vegas

Lake Las Vegas is completely separated from Lake Mead by a small dam built by NCR forces on its northeastern edge. The lake is a good source of clean water for the NCR sharecroppers' farms to the northwest, supplied by a winding pipeline.

"Gunsmiths"

"Gunsmiths" is a production and trading company that specializes in the production and sale of firearms.

The Gunsmiths' headquarters is a one-story building consisting of a large lobby, workshop, and living quarters. Entering the Gunsmiths compound is a violation and attracts the hostility of the guards.

Faction: Gunsmiths.

Inhabitants: Isaac (supply), Torgotron (robot trader), guards and gunsmiths of the Gunsmiths.

  • You can rely on me (Obtain secret production data of the Gunsmiths company at the factory).
  • Deal with Contreras (Talk to Isaac outside the Gunsmiths).

Equipment: a workbench for equipping cartridges.

Items: Sunset Sasparilla cover with a star in the lobby, Guns Are the Future Today, The Patriot Cookbook, Therapist Today magazines.

Outdoor cinema "California Sunset"

Once an open cinema, now a deserted place.

Enemies: Wild Ghouls, Radscorpions, Tree Scorpions.

Items: two caps from "Sunset Sasparilla" with a star on the pavement among the bottles and bottle caps; on the playground above the cinema - the magazines "School of Survival" and "Police Weekdays".

Outdoor cinema "Mojave"

Abandoned outdoor cinema, starting point for the Old World Blues addon. After installing the addon, a crashed space satellite appears here. At midnight, the satellite starts showing the movie.

Enemies: Jackal gang leader and mole rats.

Quest: Movies after midnight (Visit the midnight movie screening at the outdoor cinema "Mojave").

Basin Creek Office

Once an office, a dilapidated building. One of the rooms is locked (breaking 25), there is a note in front of the door asking for help (someone accidentally locked it), behind the door you can find the skeleton of this poor fellow.

Enemies: Giant Ants and Radroaches.

Items: magazines "The Age of Knights" and "Police Weekdays", a hydra on the floor of the toilet, and so on.

Elaid Technologies Offices

A building near which shootouts between NCR soldiers and gunmen of the Viper gang very often take place. A little to the east is an unmarked abandoned warehouse associated with the quest "Two Boots of Steam".

Enemies: Giant ants, Viper gang shooters, Devils.

Items: Junktown Merchant Tales book (on the floor next to the Nuka Cola vending machine), Age of Knights and Police Daily magazines, 2 Sunset Sasparilla covers with a star.

Jin Parachute School

Before the war, there was a parachute jumping school here, now this area has been captured by demolitionists. Behind the hut, an old plane rusts quietly.

Faction: Demomen.

Enemies: blowers in the swamp to the east.

Quest: "The Path of Correction" (Track the suspicious merchant and get rid of him).

Items: Sunset Sasparilla cap with a star, gunsmith's repair kit, weapons and ammunition in the cabinet (lock 50 or key on the table).

Mobile camp of the Great Khans

This recently abandoned camp contains several empty whiskey bottles, a campfire, and a hollowed-out rock with random loot.

Faction: Great Khans.

Enemies: Cazadores, Deathclaws.

Bloodbourne Cave

A cave inhabited by a flock of night hunters. There is a warehouse in the cave behind a locked gate (Hack 100 or the key to the warehouse on a stone by the fire).

Enemies: Nightstalkers, Legendary Nightstalker, Fire Geckos (outside).

Quest: "Take everything" (Bring Red Lucy a bunch of eggs of the night hunter).

Items: about 7,000 caps in a chest (Hack 50), 12.7mm submachine gun, 12.7mm pistol, hunting revolver.

Black Rock Cave

A very small cave inhabited by several shadows.

Enemies: shadowmaster, shadows, radscorpions (outside).

Items: unique bang-glove "Paladin's Toaster".

Brok cave

A small cave, judging by the situation, was used as a toxic waste dump before the war. A small level of radiation is present in many parts of the cave.

Enemies: giant rats.

Gathering ingredients from outside: broca flowers.

Quest: "The Collector" (Find Lady Jane's caravan and take the covers).

Items: unique varmint rifle "Ratslayer", magazines "Trade Weekly", "School of Survival", "Therapist Today", "Programmer's Digest" (2).

Goodsprings Cave

The entrance to the cave is located on a mountainside southeast of Goodsprings, inside you can find the bodies of the inhabitants of the wasteland and a follower of Bright.

Enemies: coyotes.

Gathering Ingredients: Broca Flowers at the top of the mountain.

Subjects: cat-eye, School of Survival magazine.

Dead Wind Cave

(eng. Dead Wind - Headwind)

A cave inhabited by all kinds of deathclaws, there is a dangerous queen with cubs, and even a deadly legend.

Enemies: deathclaws, deathclaw - uterus, deathclaw - legend.

Quest: "Take it all" (Bring Red Lucy a bunch of deathclaw eggs).

Items: unique automatic grenade launcher "Mercy", power armor T-45d of the Brotherhood.

Cannibal Johnson Cave

A small cave where an old man who was once an Enclave soldier lives.

Inhabitant: Cannibal Johnson.

Quest: Old times (Persuade Cannibal Johnson to join the Remaining).

Subjects: the book "Grognak the Barbarian", the magazine "School of Survival".

Morning Star Cave

A small cave guarded by a pack of night hunters. At night, predators run around the nearby desert in search of prey. A little to the east of the cave you can see the tail of a crashed transport plane, half covered with sand.

Enemies: night hunters (outside), leader queen and young night hunters (inside).

Items: weapons and ammunition on the body of a mercenary, in a sports bag and in a hollowed out stone at the entrance to the cave, a box with explosives near this stone.

Nopa cave

A small ancient cave, famous for trilobite fossils before the war, now teeming with fire geckos. Inside you can find a dead Super Mutant Master.

Enemies: Fire geckos.

Items: a heavily rusted "Fat Man" on the body of a super mutant master.

Lake Mead cave

A cave hidden under the waters of Lake Mead. The entrance to the cave can be identified by a fishing vessel that stands out above the water surface, which once ran aground here.

The cave is divided into two parts. In the first part there are several places where you can replenish oxygen, while the second is completely flooded, so breathing apparatus is needed to explore it.

Items: School of Survival magazine, 60 packs of pre-war money.

Walkin Box Cave

Description not ready yet

Fire Route Cave

(eng. Fire Root - Fire Root)

A cave consisting of one large room with a radioactive puddle in the middle and an adjacent corridor.

Through this cave lies the only way to the crater Cottonwood.

Enemies: fire geckos, fire gecko is a legend.

Items: Evil gnome (a unique version of the garden gnome figurine).

Charleston Cave

Cave north of Jacobstown, on top of a hill; consists of several spacious rooms interconnected by winding wind tunnels. In the lower, flooded part of the cave, there is a single shelter built before the war (hack 75).

Enemies: Night hunters.

Quest: Guess who I saw! (Find the source of the night hunter stealth mutation).

Items: unique super sledgehammer "Baby!"; hunting shotgun, magazines "We fix it ourselves", "School of Survival", "Therapist Today".

brewery

A small empty hut with a basement. Not far to the west of it, in a clearing among the stones, there is a sports bag with a full set of Mark 2 combat armor.

Owner: Calabash (killed by Cazadores).

Enemies: Casadores around the hut.

Unmarked quest: "Strategic Nuclear Moose" (Find the secret Calabaza brewery).

Items: cover from "Sunset Sasparilla" with a star on the shelf; in the basement (hack 50 or the key is on the shelf): the book "Science for All", weapons in the weapon cabinet (hack 75 or the key in the basement).

Guardian Peak

highest point Guardian camps. Only giant rats and radscorpions live here. The bodies of the NCR soldiers who previously occupied the Guardian camp can be found in the underlying cave system.

Sublock: Caverns of the Guardian camp.

Radio Station: Guardian Camp Radio.

Faction: NCR (formerly)

Enemies: giant rats, radscorpions.

Items: binoculars, Sunset Sasparilla cover with a star, pages from the Guardian camp journal (Sergeant Banner left 11 pages scattered around the camp and on the mountain slopes).

Camp Guardian caves

The caves are a network of tunnels and several large chambers, with the main entrance at Guardian Peak, just north of the tent.

Exits: Guardian Peak, Lake Mead.

Inhabitant: Private Halford.

Enemies: Laker King, Lakers.

Unmarked Quest: Help Private Halford.

Items: Explosive C-4 (7), Schematic - "Personal Badge" (Reward for saving Helford, or found on his corpse).

Marauder Platform

Description not ready yet

Tribe

Description not ready yet

North Vegas Square

The slums of New Vegas, inhabited by very independent residents. Most of the buildings here are in an extremely dilapidated state, among them stands one large residential building - the Gray Building. Directly on the square is a sewer hatch leading to the Northern collector.

Buildings: Gray building.

Inhabitants: Crendon, Jules, Andy Skebb (gang leader), residents of North Vegas.

Quest: Someone needs to look after (Deal with the squatters in the square and a gang of troublemakers in the Northern sewer).

Equipment: a workbench for equipping cartridges.

Items: Sunset Sasparilla cover with a star (on the second floor of the Gray building).

Substation Eldorado

An electrical substation near HELIOS One, guarded by a detachment of NKR fighters. The location is of paramount importance for the NCR, since here the energy coming from HELIOS One is converted into consumed electricity. It consists of a single power substation building and a large number of transformers in a fenced area.

Faction: NCR.

Inhabitants: NKR sergeant and 7 NKR fighters.

Quests: "Joker: The Finishing Touch" and "Casino Always Wins, VII" (Install the reset chip in the terminal at the Eldorado substation).

Items: cover from "Sunset Sasparilla" with a star.

Nevada Highway Patrol Post

A dilapidated road patrol post occupied by Jackal bandits. Near the building are several broken police cars.

Faction: Jackals.

Enemies: outside - criminals and bandits - Jackals (including the leader), wild ghouls; inside - bandits-Jackals and cubs of gigantic praying mantises.

Equipment: a workbench for equipping cartridges.

Items: Pistols and Bullets book, Sunset Sasparilla cover with star, 2 Hydras.

Ranger Post "Alpha"

The post consists of three tents, a radio tower and a campfire. On the table in the tent, you can see a map of the Hoover Dam.

Named residents: ranger Lineholm and liaison officer Castillo.

Faction: NCR.

Items: magazine "School of Survival", 2 boxes of ammunition, first aid kit, various loot.

Ranger Post "Bravo"

A fenced post consisting of several trailers and tents, with a radio tower visible from afar, there is a camp fire. To the northeast is a camp of heavily armed super mutants, near which a character with the "Wild Wasteland" trait will also find an atomic bomb "The Same One" (with a science skill of more than 60, 150 en/batteries, 50 microns/poison batteries and 2 sensor modules can be extracted from it ).

Quest: "Boomerang" (update post's radio codes).

Faction: NCR.

Items: "We fix it ourselves" magazine, ammo boxes (hack 50), several bottles of purified water, and more.

Ranger Post "Delta"

A signalman's tent and a room in the basement of a destroyed house (hack 50), where you can see a map of the Hoover Dam on the wall.

Named Residents: Ranger Payson and Communications Officer Schaeffer.

Quest: "Boomerang" (update post's radio codes).

Faction: NCR.

Items: in the tent - the magazine "School of Survival", a leveled weapon in the chest (hack 50), a box of ammunition; in the basement - "Military Review" on the generator under the table, a weapons cabinet (breaking 50), 2 boxes of ammunition (breaking 25), various loot.

Equipment: workbench for reloading cartridges in the basement.

Ranger Post "Foxtrot"

The main purpose of this post is to monitor the Great Khans in Red Rock. The camp consists of a radio tower, a tent, mattresses and a fire, it is located among birches and firs, you can get here only along the road leading to Jacobstown.

Named inhabitants: ranger Kudlow and liaison officer Lenk (very afraid of persecution from Gomorrah for an outstanding debt).

Quest: "Boomerang" (update post's radio codes).

Faction: NCR.

Items: Book "Into the Shelter! Get Down!" on the table in the tent, various loot.

Equipment: a workbench for equipping cartridges.

Ranger Post "Charlie"

Ranger camp, arranged among pre-war a / trailers.

Nominal inhabitant: communications officer Stepinak.

Quests: "Check if everything is in order at the post" (Ranger Andy from Novak asks to know why the post "Charlie" does not answer calls on the radio) and "Boomerang" (update the radio codes of the post).

Faction: NCR.

Items: sunglasses on the tower, various loot in the floor safe (breaking 50) and other containers.

Carefully! The legionnaires who attacked the post set up several dangerous booby traps.

Ranger Post "Echo"

A fenced camp with a radio tower where you can see a few ghoul rangers. The main task of the post is to monitor the forces of the Legion in Cottonwood Cove and, to the best of their ability, prevent their movement through the territory of the NCR.

Named inhabitants: ranger Erasmus and liaison officer Green, Private Edwards (may appear here after completing the quest "We're Together").

Quest: "Boomerang" (update post's radio codes).

Faction: NCR.

Items: an ammo box (hack 25), 3 anti-radians, rad-X, other chemicals and more.

Carefully! A small level of radiation in the southern part of the camp and near the bomb craters.

Secret cave warehouse

A small cave containing several crates and a quest anti-radiation suit. The entrance door to the warehouse is locked (Hack 50+).

Quest: Wheel of Fortune (Find radiation suits in a cave near Nipton).

Items: the book "Grognak the Barbarian", an anti-radiation suit.

Legion Camp

A small two-level camp, consisting of a large storage tent and three smaller ones with sleeping bags. There are several Legionnaires and two bound Niptonian Demomen in the camp.

Faction: Caesar's Legion.

Inhabitants: 6-10 legionnaires, 2 captured bombers.

Quest: "Marathon" (Release the hostages from Nipton).

Primm Pass

A mountain pass that leads from Primm to Nowak, bypassing Nipton (exiting from the emergency depot onto Interstate 93 near Ranger Station Charlie).

Enemies: Blind Deathclaw.

Items: energy weapons and ammunition on the body of a follower of Bright, various loot in a hollowed out stone.

Primm

Description not ready yet

Radio station "Lone wolf"

Abandoned trailer with broken radio equipment inside.

Enemies: Geckos.

Items: Wasteland Survival Guide book, Sunset Sasparilla cover with star.

Broken Highwayman

This is a marker for the swamp into which the out-of-control Highwayman once flew off the road. Now, above the surface of the swamp, only the trunk, clogged with various things, is visible.

Items: Sunset Sasparilla cover with a star, micronuclear and energy batteries, various loot.

ransacked farm

Corn field and a trailer with belongings. Inside the trailer are three skeletons, probably the remains of a family that once lived there. Near the farm, you can stumble upon a detachment of legionnaires.

Enemies: if you go into the trailer, then several (from 5 to 15) shooters of the Viper gang should "materialize" around the farm.

Items: Sunset Sasparilla cap with a star, boxes of ammo and armor, medicines in the first aid kit, various loot in a sports bag.

Wolfhorn Ranch

A ranch is like a ranch - a house, suspension bridges, a fortified tower, a source of irradiated water, maize, ferocactus, tobacco, and so on ... But there is no owner. Perhaps he is buried at the top of the hill to the northwest, or perhaps someone else. In any case, the house is free and you can occupy it (containers do not respawn).

Items: the book "Modern Castles", a unique variant of the Cleaver - Cleaver (Melee weapons, DAMAGE 14, DPS 54), varmint rifle, straight razor, other weapons in the weapon cabinet, ammo boxes (two in the house, one outside, near the fortifications ), fruit-bearing plants, various loot.

Mole Rat Ranch

Good mole rats live here, attacked by an evil brahmin (mole rats and brahmin respawn over time). On the west side of the ranch is a barren maize field, and to the northeast is a farm with predatory brahmins, from which, apparently, this aggressive brahmin came to the ranch - there you will see a trough with pieces of meat in it, as if someone taught brahmins eat meat.

To the north of the ranch is the house of an unknown moonshiner (judging by the presence of a moonshine still), who got the hang of growing maize under artificial lighting on heaps of earth right in the house.

To the east of the ranch, the ruins of a two-story building with many traps inside and good loot are visible: the magazines "Police Weekdays", "Patriot Cookbook" and "Lockmaker", 9 irons, also a sniper rifle and cal.308 cartridges in a locked pantry (75 ).

Tumbleweed Ranch

An ownerless two-story house, with a fenced, unsown patch of field. If you enter the field, then the character will be approached by the Shadow (hidden until then) with an offer to buy windbramin for all available cash. In case of consent, the Shadow will give a stealth fight, but the same stealth fight can be removed from the lifeless body of a super mutant...

Unmarked Quest: Wind Bramin Vendor (Buy Tumbleweed from Shadow or refuse).

Items: Lies: A Congressman's Manual, Sunset Sasparilla cap with a star, electric prod, 2 stimulants, over a hundred caps in a box, and more.

South Vegas Ruins East Entrance

Description not ready yet

Ruins of South Vegas West Entrance

Description not ready yet

fisherman's hut

A small empty hut on the shores of Lake Mead, with a small pier. The hut has one room with a refrigerator, several shelves and a bed.

Enemies: Lakers (outside).

Subjects: book "Fist fight in illustrations", cover from "Sunset Sasparilla" with a star.

Mama Gibson Dump

Mother Gibson has been living alone in this dump for many years after the death of her husband. All she has left are her memories and the dogs she adores.

The landfill consists of a yard, which, in fact, is a landfill, and a garage where Mother Gibson sleeps.

Inhabitants: Mother Gibson (merchant) and her dogs - Audas, Basura, Colmillo, Phil, Rina, Ray.

  • Let's Fly (Find parts to repair rocket thrust regulators).
  • Dog Life (Ray, Mom Gibson's dog, one of Rex's new brain opportunities).
  • ED-E, my love (At this point, the trigger goes off to play the first audio recording).

Equipment: workbench.

Items: "Big Boom" (unique sawn-off shotgun, property of the elderly Lady Gibson), Sunset Sasparilla cover with a star.

Searchlight North Gold Mine

Description not ready yet

North Gate of the Strip

Description not ready yet

Freeside (East and North Gates of Freeside)

  • Soldier Blues (Complete several tasks of the King).
  • Dog life (Find a way to heal Rex).
  • King's Gambit (Suppress the oppression of the citizens of the NKR).
  • Two pair of boots (Work for Gloria Van Graff).
  • Collector (To collect debts from non-payers to the Garrets).
  • Atomic Tango (Find "workers" in Atomic Cowboy).
  • It's about time (Help Bill Ronte and Jacob Hoff).
  • Help Julie Farkas negotiate with the merchants.

Communications service: Mojave Express mailbox.

Subjects: Old Mormon Fort - "Snow Globe. Mormon Fort", Therapist Today Magazine; "Mick and Ralph" - magazines "Programmer's Digest", "Age of Knights", "Therapist Today"; King's school of doubles - "Figaro" (a unique dangerous razor, belongs to Sergio), "World of Boxing" magazine; casino "Atomic Cowboy" - nucleus-cola "Victoria"; "Cirulien Robotics" - the book "Lie: a textbook for a congressman", a cover from "Sunset Sasparilla" with a star; "Opener" (a unique cutting glove, after completing the "Headhunt" it can be found on the body of the Little Brat near the north gate); "Euclid's Algorithm" (near the eastern gate, the boy Max runs after the girl Stacy, holding this weapon in his hands).

""Open main description""

north passage

The northern passage is the starting point for the Honest Hearts addon, the path to Zion begins here (if Honest Hearts is not installed, the passage will be tightly littered with stones).

Exit to the location: South Passage (Zion Canyon).

Faction: Good Way Trading Company.

Inhabitants: Jed Masterson (caravan driver), Stella (caravan guard), two Good Trek guards, Ricky (pathological liar).

Quest: Expedition "Good Way" (Find a caravan master of the company "Good Way").

scorpion gorge

A gorge with a direct walk from Hidden Valley to HELIOS One. However, the directness of the path is aggravated by the need to deal with the radscorpions swarming here, so not everyone can pass...

Unmarked quest: Search for the missing laser pistol (BS).

Enemies: Radscorpions of various kinds.

Items: the missing laser pistol in the center of the gorge - on a stone near the dead wasteland dweller (appears only after talking with the paladin in charge of the shooting range and the acolyte Stanton), the cover from "Sunset Sasparilla" with a star on the body of the prospector (near the exit at HELIOS One), various loot in the grave and poison glands of radscorpions.

Sloane

Description not ready yet

sniper position

A cozy sniper's nest - a beautiful view from a height of Cottonwood Cove, an open shed as a shelter from the rain, a bed, a fire, in short, everything is provided.

Items: in a locked chest (hack 100) - a unique sniper Gobi Campaign Scout Rifle, cover from "Sunset Sasparilla" with a star, ammo boxes (cartridges cal.308), various loot.

Solar panels AB Nellis

The second largest (after HELIOS One) solar power facility in the Mojave Wasteland, providing power to the entire Nellis Air Force Base. On the roof of the low building of the generator room (it is possible to enter it with a key according to the quest) there are rows of solar panels, among which there are several broken ones.

Faction: Bombers.

Enemies: giant ants in the generator room.

  • Bad Ants (Clear the generator room of giant ants).
  • Boogie Woogie (Repair the solar panels, which requires a repair skill of 65, or spare parts with HELIOS One and a repair skill of 20).

Items in the generator room: a shooter's carbine and a carbine near the bodies of two bombers at the entrance; unique 40-mm grenade launcher "Bukh-Bukh"; 2 nukes and lots of other ammo in stock.

New Vegas steel mill

An abandoned steel mill located in the middle of Fiend territory. The records in the terminal indicate that the plant has been operating in automatic mode for 204 years.

Enemies: inside Mr. Steel (3), crazy Mr. Helper (2); outside Devils.

Items: cover from "Sunset Sasparilla" with a star, magazines "We fix it ourselves", "Programmer's Digest", "Patriot Cookbook", "Age of Knights".

Old nuclear test site

Once upon a time, nuclear tests were carried out here. There is a fortified observation platform on a hill to the northwest. Based on the presence of five chairs with police glasses on each, it can be assumed that the observers have become ghouls. In the hut, located inside the fence, on the bed lies the body of a girl named Nonsense, who really wanted to gulify, judging by the three entries from her suicide diary.

Carefully! The hut has a high level of radiation.

Enemies: Wild ghouls of various kinds.

Items: Three Death Diary entries, hunting shotgun, Sunset Sasparilla cover with star, Nikola Tesla and You book, reinforced leather armor.

Brotherhood of Steel secret place

The courier will receive a mark on the map and the key to the apartment only after completing the quest "In the dark", it is also necessary to earn a good reputation among the BS and reach the "Favorite" rating.

Faction: Brotherhood of Steel.

Inhabitant: Paladin Sato (repairs things for a fee).

Equipment: a workbench for reloading ammo and a workbench.

Items: Tesla Cannon, Minigun, Gatling Laser, Grenade Launcher, Recon Armor, T-51b Power Armor, T-45d Power Armor.

Secret quarters of Caesar's Legion

The key to the house can only be obtained from Lucius in the Fort. He will offer the key if the Courier becomes the "Favorite" of the Legion (or more).

Faction: Caesar's Legion.

Inhabitant: Veteran Atticus.

Unmarked quest: "Reliable Assistant" (Work for Caesar's Legion to gain access to the Legion's secret apartment).

Equipment: campfire outside.

Items: Lucky Sunglasses (+1 Luck), Centurion Armor and Helmet, Vexilarius Armor and Helmet, Praetorian Armor, Chainsaw, Sniper Rifle, Displacer Glove.

Followers' secret apartment

To gain access here, the Courier needs to become an "Idol" among the Followers. After that, Julie Farkas in the Old Mormon Fort will offer the Courier to join the Followers of the Apocalypse and give the key to the apartment.

Faction: Followers of the Apocalypse.

Inhabitant: Dr. Luria.

Equipment: Workbench.

Items: D.C. Therapeutic Journal Book, Universal Experiment Suit (Science +5), Improved Anti-Radiation Suit (+40 Radiation Resistance), Tri-Beam Laser Rifle, Multi-Plasma Rifle, Phantom Magazines, Do It Yourself, Weapons - the future today", "Programmer's Digest", "Therapist Today", "Police Weekdays".

Secret NCR Rangers Compound

Well-camouflaged in the rocks, the rangers' shelter, consisting of three rooms (dining room, bedroom, generator room). There are beds, chests and a fountain of clean water. The key to the apartment is given by Colonel James Shue at Camp McCarran (after the Courier gains a reputation as "The Favorite" among the NCR).

Faction: NCR.

Inhabitant: Ranger Gomez appears here from time to time (you can beg her for some ammo).

Enemies (Outside): Deathclaws and Radscorpions.

Equipment: a workbench for equipping cartridges.

Items: Hunting Revolver, Carbine, Ranger Carbine, NCR Repaired Power Armor, NCR Ranger Combat Armor, NCR Patrol Ranger Armor.

Commodity depot

Abandoned depot and gypsum mine, favored by the claws of death. To the north is an unmarked railway tunnel (locked on both sides, Vzlom 100), a short cut to Nellis Air Base, where you can get to the base almost without being bombarded by bombers.

Vault 34

Description not ready yet

Junction 15

Abandoned, tightly boarded station building near the railway tracks.

Enemies: Deathclaws.

Items: Sunset Sasparilla cover with a star on a bench near the building, under the same hydra bench.

hunter's farm

An ordinary one-story house would have been quite suitable housing for the Courier, if not for the deathclaws that live on the rocks to the south. Several Demomen may appear near the house, but they are easily and quickly dealt with by fire geckos.

Faction: Demomen.

Enemies: fire geckos near the house, deathclaws to the south.

Items: 2 Sunset Sasparilla lids with a star in the kitchen.

Whittaker Farm

Description not ready yet

Farm Horowitz

An abandoned farm consisting of a large ruined house and an old barn next to a granary. The gunmen of the Viper gang settled in the house, set up a campfire there and threw on sleeping bags.

Faction: Vipers.

Enemies: 3 Viper gang shooters.

Items: Sunset Sasparilla lid with a star on the boxes in the ruined house, a hunting shotgun in the back of a pickup truck near the barn.

Note: To the north of the farm is a camp of hostile mercenaries. One of them is armed unique rifle Gauss - YCS/186.

If your character has the "Wild Waste" trait, you will see the mercenary camp turn into a landing site alien ship. Three living aliens will appear nearby, the captain of the Alien ship will be armed with a unique Alien Blaster.

NCR sharecropper farms

The farms are a partially fenced large field in which sharecroppers grow crops, mainly corn. Roughly built greenhouses and a sharecropper's barracks rise in the middle of the field.

These structures were erected here as part of the implementation of the so-called Thaler Law, under which farmers who migrated from the NCR to the Mojave to cultivate undeveloped land receive military protection (and also clean water from Lake Las Vegas, which comes here through a huge pipeline) in exchange for part of the harvest.

Buildings: Sharecroppers Barracks, Greenhouses (10).

Faction: NCR.

Inhabitants: Lieutenant Romanowski, Private Ortega, Morgan Blake, Trent Bascom, Ann, other sharecroppers.

  • A Hard Fate (Speak to Morgan Blake at the NCR Sharecropper Farms).
  • Search for White (Find out what is known about Corporal White to Trent Bascom).

Plants: corn, mesquite trees, pinto beans.

Items in the barracks: cover from "Sunset Sasparilla" with a star, the book "Combat Regulations of the Chinese Special Forces".

Fort

Description not ready yet

Shack Bradley

Small hut under the rock. Be careful: the hut has a self-firing shotgun, and when you exit it, you will be ambushed by Jackal bandits.

Enemies: bandits-Jackals.

Items: something in the carved rock at the entrance to the hut; in the hut - a cover from "Sunset Sasparilla" with a star, 3 fragmentation grenades, 2 boxes of ammunition, a first aid kit, an air rifle and more.

Falsecap Shack

A small abandoned shack on the shores of Lake Mead. There are two vending machines with sasparilla and one with Nuka-Cola in the basement.

Enemies: Cazadores.

Items: Junktown Merchant Tales book, Sunset Sasparilla star caps (3), fake bottle caps (18).

Hidden Valley

Hidden Valley (Eng. Hidden Valley - Secret Valley) are four US Air Force bunkers built in pre-war times. The bunkers are located inside a fenced area, spread among the hills and rocks. Three bunkers are of the same type, these are rooms with a tightly locked door on the opposite side.

Buildings: East Bunker, North Bunker, South Bunker, West Bunker (also known as Hidden Valley Bunker). Levels: Hidden Valley - bunker L1, Hidden Valley - bunker L2.

Access to the BS bunker can be obtained after finding a holodisk with a password on the bodies of the paladins of any of the three missing patrols of the Brotherhood: near the REPCONN headquarters, or near Black Mountain, or in the vicinity of Nellis Air Base (if you have a holodisk, you can say the password in the intercom). An alternative to the password is the presence of Veronica. You can also open the lock on the door (Hack 100). In addition, the door to the bunker will open if you advance far enough in the story.

Faction: Brotherhood of Steel.

Inhabitants: Elder McNamara, Chief Paladin Hardin, Paladin Ramos, Senior Knight Lorenzo, Knight Torres (merchant), Chief Scribe Taggart, Senior Scribe Schuller (Doctor), Scribe Ibsen, Acolyte Stenton, Apprentice Watkins, paladins, scribes, and acolytes of the Brotherhood.

""Open Quest List""

Enemies: Tree Scorpions (outside).

  • In the dark (Find three missing Brotherhood patrols, meet with three scouts, search the shelters for spare parts for the air filtration system).
  • Blind Eye (Head to Black Mountain and install a remote signal transmitter on one of the consoles).
  • Don't poke your nose in other people's business (Destroy the Van Graffs).
  • Solid worries (Go to Hidden Valley with Veronica).
  • ED-E my love (At this point, the trigger goes off to play the second audio recording).
  • Establish relations with the BS or destroy the BS:
    • The casino always wins, V;
    • Joker: place your bets;
    • For the Republic, part 2;
    • Caesar is caesarean.

Unmarked quests:

  • Help Scribe Ibsen neutralize a computer virus that has infected the bunker's computer system.
  • Return the missing laser pistol to Knight Torres.

Items: the book "Nikola Tesla and you" in the office of the senior scribe Schuller (Hidden Valley - bunker L1).

""Open main description""

Hut of the Nile

The hut basically consists of a canopy that provides shelter from the rain. Serves as the home of Neal, a peaceful super mutant.

Owner: Neil.

Quest: Madness (Talk to Neil in his hut).

Raul's hut

Description not ready yet

Fields Hut

A small empty hut with a campfire in front of it. On the road not far from the hut, a guy named George is rubbing off and instructing everyone who wants to get to Nellis Air Force Base on how to properly run under artillery fire.

Items: exclusive air gun "Child of Abilene", cover from "Sunset Sasparilla" with a star.

Important: if your character has the "Wild Wasteland" trait, the air gun will not be in the hut, but in Jimmy's well near it (to find the well, you should determine the location marker with the hut, then turn to Rex, listen to his nervous howl, ask: "Is there someone then fell into the well?", after which Rex will bark affirmatively twice and the well will appear next to the hut).

Harper's hut

An abandoned hut can be a convenient home for the Courier - store things in containers safely, there is a bed, a campfire and workbenches.

Enemies: Viper gang shooters to the northeast and deathclaws to the south.

Equipment: a workbench for reloading ammo and a workbench.

Items: Sunset Sasparilla cap with star, varmint rifle, straight razor, 3 crates of ammo, scrap metal.

Red Rock Chemistry Lab

Five rusty trailers, one of them has a table with laboratory equipment. There are beds and a campfire.

Named inhabitants: Diane (project manager), Jack (merchant and chemist), Anders (messenger).

Faction: Great Khans.

Quests: "Honeymoon in Aba Daba" and "Dad".

Items: "Therapist Today" and "Programmer's Digest" magazines, three cave mushrooms (rare ingredients), chemicals, and more.

Coyote Tail Ridge

(eng. Coyote Tail - Coyote Tail)

The NCR had previously ambushed the Great Khans at this site as they tried to escape from Bitter Springs along the so-called "Canyon 37". To the northeast you can find the graves of those same executed khans.

Quest: "I forgot to forget" (Stay here overnight at the request of Boone).

Enemies: Casadores to the west.

REPCONN headquarters

Description not ready yet

Sunset Sasparilla Headquarters

Description not ready yet

southern cistern

A small building with a tank of irradiated water and two NCR soldiers inside, who offer the hero to play a game or two with them, but there is no way to do this.

Items: Various junk.

There are four main factions in Fallout New Vegas. You can join any of them, because the game involves a variable passage. That is, many actions can be carried out in different ways. Each faction has its pros and cons, and it is not always possible to unequivocally say who is better. For clarity, we will consider them in detail and draw conclusions.

Factions to Player

Each faction will be related to the player based on their actions. In case of hostility, the player will simply be attacked. But even if the faction hates you, you can always use disguises by wearing the clothes of this organization. There is also a faction without affiliation, which means that the attitude towards the Courier will not change. This, however, is secondary to us now and is just one of the many details of the game. Let's proceed directly to the factions in Fallout New Vegas.

Legion of Caesar

The disciplined and methodical soldiers of Caesar stir up the sandy landscape with an iron tread. They lose in numbers, but they take in quality. You never know where the next squad is hiding. Sabotage and guerrilla warfare are the main methods of their war. They appear suddenly and, like the blow of a cobra, rush forward. A well-aimed throw of a spear knocks down an armored mercenary. The ballistic fist crushes even the strongest metal, locking the owner in an "iron coffin". A sharp machete-gladius completes what has been started, leaving no chance for survival.

So strongly reminiscent of Ancient Rome, the army, like the prototype, is famous for its tough discipline and military prowess. Their undoubted advantage over the NKR is the complete absence of bureaucracy. No paperwork, no division of power, only Caesar, directing blood and metal across the endless desert with an iron hand. The discipline and fearlessness of the soldiers of the Legion and their commanders largely determine their military success.

When the Courier first enters the Legion's camp, he cannot help but marvel at how this finely tuned machine works. However, all this is not given just like that. Slaves who are driven to exhaustion. An arena where experienced centurions are ready to tear apart a prisoner dressed in tatters. They kill without mercy, because they believe that cowards and liars are worse than animals and do not deserve indulgence. Every now and then, traveling through the scorched desert, you stumble upon the crucified "enemies of Caesar."

New California Republic

One of the major factions in Fallout New Vegas is the New California Republic (NCR). Their goal is to restore the pre-war order of things. In fact, they are the ones who uphold the law in the Mojave. However, the desire for a bygone order also brought with it the mistakes of the past. Mindless bureaucracy, stupidity of commanders and corruption are destroying the NCR from the inside, while the Legion is tormenting them from the outside. Needless to say, at the time of the appearance of the Courier, they are not in the best condition.

Despite this, they are the only institution of legality. Soldiers with rifles at the ready are at war with the gangs and Caesar. When the Courier takes his first steps in a hostile world, he encounters a gang of Demolitionists - escaped prisoners who have taken over a prison near the settlement and are terrorizing the locals. You can either defend against them along with the residents, or join the gang yourself. Later, after meeting Eddie, their leader, the option of helping the NCR soldiers in storming the prison will become available. So to say that the NKR is doing nothing would be an exaggeration.

The new California Republic has spread across the Mojave, "biting off more than it can chew." The desire for such absolute control led to the impotence of the NKR on its own territory. And this "untied the hands" of various gangs and raiders. An indicative moment is the protection of roads. Having met with one caravaneer, the Courier learns that the road that the Legion has taken under control has become absolutely safe, they got rid of all the raiders in a short time. The NKR is not able to provide even meager security of movement.

mr house

The mysterious Mr. House is also one of the Fallout factions New Vegas. However, if the NCR and the Legion have soldiers and their commanders, then the mysterious human computer rules with an invisible hand. His main strength is the Securitons - robots driving around the Strip and looking after the order. Mr. House achieved the Strip's complete independence from the NCR and even forbade soldiers to carry weapons on his territory. The only thing that satisfies military police- electric batons, which serve more to subdue noisy soldiers.

In addition to the Securitons, former savage tribes, who now own their casinos, are responsible for control of the Strip. The Omerta, the former Snake tribe, once lured travelers to their place, drugged them and sold them into slavery. Now they are the owners of the Gommora casino. The "Chairmen," the former "Riders in Boots," caught House's attention by quickly disposing of his security guard. Now they sit at the head of "Tops". The White Glove Society are former cannibals who now run the Ultra Lux Hotel and Casino.

House is presented as a brilliant player in the political arena. All his calculations are very accurate, and the conclusions are as rational as possible. Although he himself is partly a computer. He treats the Courier like a hired worker, using the only motivation - money. But despite the highest intelligence, he could not predict the betrayal of his employee Benny. The one who put a bullet in the Courier's head. By the way, betrayal is his pain point, because the Courier can get rid of a half-dead body by sticking a "dagger in the back."

Yes man

Yes-man is a robot that is programmed to help everyone, encourage everyone and refuse no one. He was reprogrammed by Benny for the purpose of taking over power. Knows everything about Mr. House, because he was his securiton, and has access to his computer network. Does not by itself represent a faction in Fallout New Vegas. With the help of Yes Man, the Courier can fight for the independence of New Vegas. Initially served by Benny. However, after resolving all issues with him, the Courier can find Yes-man in a secret room.

To establish the independence of New Vegas will need to fight on all sides. After all, everyone will be against such an unexpected move by the knight. An additional complication is that the entire burden of decisions lies on the shoulders of the Courier and the trouble-free robot. However, this is the only way to translate your own plans into reality.

Who to choose?

The ratio of factions in Fallout New Vegas depends on the actions of the Courier, and therefore on the principles of the player. If you are a supporter of order, law and like to take the side of the weak and the losers - choose the NCR. It will be up to you to restore the true strength of the Republic by driving back external enemies.

If you think that everything that is weak is flawed, and it must certainly be destroyed and replaced, then choose the Legion. This is only if you are not embarrassed by slavery, the oppression of women and crucifixion. Above all, the Legion values ​​discipline and military force. If all these principles are close to you, then the choice is obvious.

The rule of Mr. House is based on a dictatorship. But this does not detract from his intellectual abilities. All he wants is the prosperity of the Strip, and he doesn't really care about other places in the Mojave. If you are close to an approach based solely on the material prosperity of a particular territory and your own financial well-being, feel free to stand in front of Mr. House's computer face.

New Vegas independence appears to be an overly idealized path forward. Everything can be done perfectly, pleasing everyone and not cheating anyone. The disadvantage of this path is that it is unrealistic. The utopia that independence offers is not feasible in reality. But if such conventions do not interest you, then boldly proceed to create a "brave new world".

10 kilograms of blued steel in my hands. The butt is merged with the shoulder, the optical sight is with the eye.
...get out of the way, beast...

Do you know why the game exists.223 ammo and skill big guns?
All just to carry the Bozar with you and properly feed it with ammo!

Stolen once in the New California Republic, it will serve you well until the very end. A line of fifteen not the weakest (including in terms of penetrating ability) cartridges will make even the most armored villains calm down. The only problem I had was destroying soldiers in Advanced Power Armor. They usually survive even after a point-blank turn. This is due to their high Armor Class and Damage Resistance/Threshold. In fairness, it is worth noting that these bastards generally have little inconvenience! To finish off those who are too clinging to life, it is recommended to keep a Gaussian rifle with you. It (especially after a special perk) allows you to combine both weapons: Gausska, after the perk that speeds up shooting, spends only 4 action points, and Bozar - 5. In just 9 points (that's how much the ready character Narg has), we deal with any trouble!

And now a little more specific information. Bozar's accuracy is significantly higher than almost all types automatic weapons. If the enemy is 10 cells away from you, then everything is OK. If right in front of you - feel free to write it off as an expense. Bozar is fairly light, so you won't have to struggle for inventory space. There are a lot of cartridges for him (in the second half of the game, when he becomes needed) in all cultural shops and shops. On your last campaign, you should have at least one and a half thousand rounds of ammunition with you. 223, preferably two thousand, and I took three with me. Now simple arithmetic: Bozar fires 15 rounds in one turn (up to 30 in total). Nominal damage is 25-35 health points per shot (not bad for any weapon, especially since the cartridges are cheap - they cannot be compared with rare Gaussians). Multiply: 375-525 points per turn. And are there many such strong villains in the game?

And the minigun? What is "minigun"? Try to shoot the same Enclave soldiers from any "minigun". "Enclave patrol was critically hit for no damage." Here's what the game will tell you (such inscriptions are not uncommon). These revolvers have amazingly low damage per shot (like those assault rifles that you meet in the first third of the game: AK-112, FN FAL; the notorious Hunting Rifle does about the same amount), at the beginning of the game they are not too noticeable, due to low the quality of armor and frailty of opponents. But do you often get a gun at the beginning that is almost a third of the weight carried by your ward, and for which you will not get enough ammo: 25-40 rounds per use (depending on the minigun)? And if 5mm cartridges are usually found in large piles, then 4.7 is a shortage, namely, they are chewed and spit out by the best - "Vindicator Minigun". Okay, as long as the enemy is almost naked, she doesn’t care how to kill her, but when she is clad in the best armor, then ... imagine game situation: you fire a burst of minigun at the unfortunate soldier, let's say, from a regular one; each round does about 10 damage and energy advanced armor takes 15 of them at once... so we have no damage at all or... life is added to the victim. Joke. Well, do we take Bozar or not?

Oh, and don't forget to lubricate it...