Return to Salvatore with the money and get the final mission. As a Citizen you can tell Barkus that Joshua is a bad influence on the other slaves. Force him to do all the work, then, when you're in Golgotha and he's down in the fallout shelter, drop the landmine down on him for the least loss in Karma. Loot those, then use them to get through the doors on the east side. Now, assemble your Brain Bot (see the Party Members page for more details). (Otherwise there's a bug later that prevents you from participating in a particular quest line.) Oddly, you have to be mean, but not too mean, to convince him. He'll make free Hardened Power Armors out of regular Power Armors for free as long as you tell him it's for Dr. Jing. Open the doors just north of the toilet holes, then click on the hole to go down. Watch out for traps in the north part of the level. Go to E1, and loot stuff. This entails acting as a guard for a secret transaction in the desert, the same one that you can spy on if you chat with the Wright Children. Once inside town, you may come across Dorothy to the east of the police station. When they're all dead, you get 3,000 XP. Golgotha Next talk to Badger, who's girlfriend, Suze, is missing (he doesn't mention her, but trust me, he's worried about her). Save in a separate slot, then start the drive. Return back in through the gates and exit to the north again. Sit back and watch the turrets turn on him, or join in the fun. Talk to Metzger and ask about the transmissions, and why Vic is there. If your INtelligence is low, tell her you're with the cleaning crew, and she'll let you pass. Her floating dialog will be yellow until she's free, when it turns green. Sit back and watch the turrets turn on him, or join in the fun. Save in a separate slot, then start the drive. He'll also tell you about the voices he hears at night coming from the reactor pit behind him. In the back of each building is a manhole leading downstairs. Talk to Felix. The first building to the south is the police station. (Side note: check the Endings page for consequences of returning to the Wrights at all). Use the Mutated Toe on him to lower his maximum HP. There are three ways to complete this quest: Use the NavComm Parts on a computer there. Use the computer in the room to the north. Save in a separate slot, then start the drive. Agree to help guard the brahmin. Time to leave. On Level 2, the generator to the south will bring the power back online: use Science on it, then Repair it. It's a tough fight, but you can kill it. Once inside, there are several levels. Now that you know where Vault 13 is, go there. Then decide which one you want to kill. This will kill all of the scientists and civilians on the base, with the exception of the prisoners and your party members. When you use a computer, some doors open and other doors close. If you killed Metzger in the Den, you'll be attacked as soon as you enter. Exit any of the ladders going up. Now there are several ways to kill him: Across from Harry's is the Doctor, who can heal you for an insane amount of money. 1 2 3 My recommendation is to choose the Wrights, as they're the only way you're going to get into the Sierra Army Depot. 2) The Magic 8 Ball's clue also puts the area on your map. When they leave, you can leave. You can threaten to kill him a couple times, but not too often, as he'll call the guards and put the whole base on alert. last modified 17 October 2017. He'll make free Hardened Power Armors out of regular Power Armors for free as long as you tell him it's for Dr. Jing. Return to Level 3 and go to the northern section and use the computer there. If you steal or donate to the Poor Box, it will affect your Karma, but only once. Bribe him (cost varies depending on your Barter Skill). North of the police station is the Mayor's Office and Casino. While he's gone, pick up the K-9 Motivator and other goodies from the lockers there, now that Quincy and Raul are busy putting each other in the infirmary. Rest until morning, and tell Samuel you found the gravedigger. Use the southernmost computer in this room to learn all sorts of cool stuff. Talk to Chip as he comes back into the tanker to get your XP reward. Exit north. Talk to him and he'll tell you about the Raider camp set up inside Vault 15. There are two in the game, but you can only use one of them to complete this quest. Return to Level 3 and talk to Goris about everything you can, especially the location of the Military Base. On the first floor, talk to the guy in the robes to learn his name is Ashton. On your way out of town, stop by the police station, but leave your party members well outside like you did earlier with Hoss. Agree to get fuel for the shuttle. Exit north. One of the lockers in the storage room has the computer parts for Tandi. Despite what everyone in town says, the Stables are not well guarded at all. Back in the foyer, take the stairs down to the detention level. Exit west. Exit to the east part of town. If you don't make it out on time, you get to see an FMV of the platform blowing up, but then you get the death ending. Agree to a Zeta scan. Of course, you have to be a Citizen to get in there. Use a Tool on the loose cable in room 9 to shut off the intermittent electrical current that's running through the floor and shocking you all the time. Loot the scorpion for some Spectacles, which you should keep. In the cells you should talk to both your Elder and Martin Frobisher, who both tell you to blow the place up with Explosives, and to pick up a G.E.C.K. When you re-enter this map later, you will enter combat and Phil will run away, just wait a couple turns and you'll be able to exit combat. Mention you know Doc Holiday. Loot what you like. You can also click on the shelves behind him to check out more goods. If you're female, you can sleep with T-Ray. To get past her lackeys, tell Gunthar and Feargus you're there for the job. Accept Connar's quest to buy some guns for the locals to defend themselves. After you have the password, and/or you've killed Chris, leave all your party members by the car (if you didn't already leave their hearts in San Francisco), and take the path north through the woods and exit. All you have to do for the Wrights is get inside and get out, but what's the fun in that? In Vault City's vault, use the computer on level three that's talking, and insert your PipBoy. Next up is Navarro, but first you need to make one quick stop in San Francisco. In a large building in the east is a Mad Professor. Do so, and be compliant while talking to him. Watch out for traps in the north part of the level. You can threaten to kill him a couple times, but not too often, as he'll call the guards and put the whole base on alert. He wants you to format the Abbey's database, but you can convince him to leave, and escort him to Gecko. Leave the map and return, and the Raiders will have left, and you can just loot the lockers. If Lenny is in your party, the two may have a conversation. From the downtown map, exit to the northeast. Talk to Chip as he comes back into the tanker to get your XP reward. Use your PipBoy to rest for 10 min to clear the air. It's actually a bad idea as it turns the Repairable yellow electric barriers into damaging red ones. The center one won't work no matter what you do, and the other two access the respective wings of those levels. Head down to W1. Return to Connar in Vault Village for some XP. Return to the Shaman, and agree to watch over him while he performs a ritual to guide her into the next realm. Manipulate the vents along the east wall behind the computer to unclog them (and get rid of the poisonous gas in that room) for some XP. But you don't really want to do that (see Endings for why). When you re-enter this map later, you will enter combat and Phil will run away, just wait a couple turns and you'll be able to exit combat. Loot the locker for some Uranium Ore. Time to leave. If he catches you, you'll be sent back to your post, and there are no real consequences.) On Level 1, kill all the guards, then talk to the doctor to let him know Dorian is dead. Talk to Dr. Jing, in the corridor between the tank rooms to the north. You can also learn the true nature of the GECK. Get close to the wall so you can see it (looks like a plain box on the ground), then pick it up and return it to its owner. Councilman McClure will come in handy later, but you can talk to him now if you feel like it. Use the Mutated Toe on him to lower his maximum HP. If you already have the 5 Xander Roots and 2 Broc Flowers, hand them in. Exit east, and you'll find Dr. Wong in the second room on the left. You now know there are 122 Vaults, at least when that commercial was made. Choose the option to let him keep the ore for some XP and Karma. Date Miss Kitty in New Reno. All of the containers on this map are empty. The first building to the south is the police station. Loot the pool table on the 2nd Floor for the Magic 8 Ball. Date Miss Kitty in New Reno. But you know better. Talk to it (yes, I said talk) to find out it's got a wire loose. On the Third Floor, tell the Abbot you fixed the water pump for a little XP. Give the Small Piece of Machinery to Max, who's standing behind the desk, then go back up to the ground floor. You may meet them in future random encounters in the wastes. With a Science of at least 75, talk to the Barking Man in a burned out building on the northwest side of Virgin Street in New Reno to find out he has epilepsy. When you first arrive, go through the gates and you'll enter combat with a large number of Spore Plants. He can give you work, but you need to impress him first. He'll give you the key to Chrissy's cell. Time to leave. On Level 3, the west most working computer gives the location of Vault 13. Return to the previous screen, and you'll find your aunt in a tent to the southwest. This is useful if you don't have any explosives handy, and you don't feel like running all the way back up to the barracks to get some. While he's gone, pick up the K-9 Motivator and other goodies from the lockers there, now that Quincy and Raul are busy putting each other in the infirmary. Sierra Army Depot Your choice affects the ending for the city. If you tell him to buy his drinks from Becky, you'll gain Karma. Talk to him about Vault 13 to get him to mention Salt-Beef Bob. Try to release a subject, and learn that you need some ERSI to prevent the death of whomever you release. Go northwest through a couple doors, around to the northeast, and down the stairs. The computer, ACE, can upgrade your stats if you have the corresponding colored Memory Modules, and can heal you for free, as well. Go in the garage door in the large building on the east side of the area. Your choice affects the ending for the city. Follow up by telling her what level you are, and you'll get some XP and a Karma increase. You'll gain XP and Karma no matter what. Find the Metal Pole just south of the mine cart, and attach it to the mine cart. Give Moore's Briefcase to Mr. Bishop, and he'll give you more quests if you want them. Kill the Geckos and loot their skin. Stop by to see how Bobby is doing for some more XP. You've already done one (repaired the Navigation Computer), so all you need now is to get fuel and remove the submarine threat. AHS-7 won't let you in without a good reason, so tell him you have a letter for AHS-9, or that you want to join the Hubologists. Get him to tell you his story and he'll heal you for free. The left one is out of service. Then ask him about Orville Wright to find out about his alcohol distribution. If your INtelligence is high enough, tell her you're there to take the Fob to a safer place. Time to leave. If you're female, you can sleep with T-Ray. Use your Traps skill on the shed to the west, and on the crates inside. The Stables North of the police station is the Mayor's Office and Casino. Go through a couple doors to the north, and repair the generator here to get the elevator working. This is for the robot you're about to build, and the quality of the brain depends on your Science skill. Talk to Stewart Little to set up boxing matches. from a locker in the east room, if you don't have one already, or if you want to have two. The graves north of the Saloon are all empty. Tell Marcus that you found the bodies. Keith will name some suspects. If you don't have any Dynamite on you, there's some in the shed to the north. He wants you to kill all the Spore Plants at the entrance to the base. Come back up to the presidential level, and save in front of the bomb. Loot one of the bodies for a letter that implicates Francis. (You might want to leave Myron above ground, as he's the only character that really does need to stay alive. Next to Sgt. Next to the big computer is Crocket. Unfortunately, as soon as you exit dialog, you'll go into combat and be forced to kill Three-Card-Monte and his sidekick. To the east is the Mainframe. This opens the main door. If your Speech is high enough, she'll make you Captain of the Guard, and you'll get extra XP. Tell Xorn he can leave. Agree to a Zeta scan. In the large refinery building south of Doc Holiday's is a white ghoul Supervisor. If you have the delivery quest from Lynette in Vault City, tell the guard in front of the gate to the southwest you need to get in, or tell him you're there for job the Sheriff told you about. Kill all the molerats. If none of that works, you'll have to kill him before he can use his radio, otherwise he'll alert the base, and you'll have to kill everyone in it. After learning some bad news, head out to the Military Base. AHS-7 won't let you in without a good reason, so tell him you have a letter for AHS-9, or that you want to join the Hubologists. Use the Tanker Fob on the computer next to it, and the door will open. Other characters in the game will recognize you as a Ranger now, regardless of whether you have the pin in your inventory. Watch out for traps in the north part of the level. Loot the Presidential Pass Key. In the far east is a room with a huge computer in it. Use a Tool on the loose cable in room 9 to shut off the intermittent electrical current that's running through the floor and shocking you all the time. Mom will thank you, and the thieving children will no longer take your stuff. Talk to it (yes, I said talk) to find out it's got a wire loose. Alternatively, you can kill him, then Use the Mooring Post. He'll also mention Renesco. Return to AHS-7, to report Badger's demise. Be sure to "listen" to the comedian's routines, as he is actually funny. If you try to run past his cage, he'll attack you. Return to the Shi Temple, and give the plans to Dr Wong. Check both his tables for more stuff to trade for. Military Base Repair one of the yellow forcefield emitters next to the elevator. Across the street to the east is The Jungle Gym. Then give him the holodisk. Game over.) To get past her lackeys, tell Gunthar and Feargus you're there for the job. He wants some Hardened Power Armor. 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