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    FAQ/Walkthrough by imadeaguide

    Version: 0.90 | Updated: 02/23/11 | Printable Version | Search This Guide

    Fallout:  New Vegas  Walkthrough and FAQ
    Written by: Nick Bartosic
    This file is Copyright (c)2010 Nick Bartosic. All rights reserved.
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    				Table of Contents
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    1.  About Me
    2.  The Guide
    3.  The Game
    4.  Fallout:  New Vegas Tips
    5.  Walkthrough
    	5.1  Ain't that a Kick in the Head
    	5.2  Back in the Saddle
    	5.3  By a Campfire on the Trail
    	5.4  They Went That-A-Way
    	5.5  Ring-a-Ding-Ding
        END GAME QUESTS
    	Mr. House
    	5.6  The House Always Wins (Parts I-VII) 
    	5.7  All or Nothing  
    	NCR
    	5.8  Things That Go Boom
    	5.9  King's Gambit
    	5.10  For the Republic, Part 2
    	5.11  You'll Know it When it Happens
    	5.12  Eureka!
    	Legion
    	5.13  Render Unto Caesar  
    	5.14  Et Tumor, Brute?  
    	5.15  Arizona Killer  
    	5.16  Veni, Vidi, Vici  
    	Independant New Vegas  
    	5.17  Wild Card:  Ace in the Hole 
    	5.18  Wild Card:  Change in Management  
    	5.19  Wild Card:  Side Bets  
    	5.20  Wild Card:  You and What Army? 
    	5.21  Wild Card:  Finishing Touch 
    	5.22  No Gods, No Masters  
    6.  Optional Quests
    	6.1  Ghost Town Gunfight
    	6.2  My Kind of Town
    	6.3  ED-E My Love
    	6.4  Can you Find it in your Heart?
    	6.5  Keep Your Eyes on the Prize
    	6.6  Heartache by the Number
    	6.7  Cold, Cold Heart
    	6.8  Booted
    	6.9  Come Fly With Me
    	6.10  One for my Baby
    	6.11  Back in your own Backyard
    	6.12  That Lucky Old Sun
    	6.13  Boulder City Showdown
    	6.14  Guess Who I Saw Today
    	6.15  Unfriendly Persuasion
    	6.16  G.I. Blues
    	6.17  Nothin' but a Hound Dog
    	6.18  Debt Collector
    	6.19  Wang Dang Atomic Tango
    	6.20  Birds of a Feather
    	6.21  You Can Depend on Me
    	6.22  Still in the Dark
    	6.23  Volare!
    	6.24  Ant Misbehavin'
    	6.25  Sunshine Boogie
    	6.26  Pressing Matters
    	6.27  Young Hearts
    	6.28  Beyond the Beef   
    	6.29  I Hear You Knocking  
    	6.30  The Finger of Suspicion   
    	6.31  I Could Make You Care
    	6.32  Hard Luck Blues
    	6.33  There Stands the Grass
    	6.34  I Forgot to Remember to Forget
    	6.35  For Auld Lang Syne
    	6.36  Crazy, Crazy, Crazy
    	6.37  Eyesight to the Blind
    	6.38  This Old Ghoul
    	6.39  I Don't Hurt Anymore
    	6.40  Don't Make a Beggar Out of Me
    	6.41  Why Can't We Be Friends?
    	6.42  Oh My Papa
    	6.43  Aba Daba Honeymoon
    	6.44  Cry Me a River
    	6.45  How Little We Know 
    	6.46  High Times 
    	6.47  Bye Bye Love
    	6.48  Left My Heart
    	6.49  Anywhere I Wander
    	6.50  Climb Ev'ry Mountain
    	6.51  No, Not Much
    	6.52  Bitter Springs Infirmary Blues
    	6.53  Flags of Our Foul-Ups
    	6.54  Medical Mystery	
    	6.55  Restoring Hope
    	6.56  I Put a Spell on You
    	6.57  Three-Card Bounty
    	6.58  Return to Sender
    	6.59  The Coyotes
    	6.60  The White Wash
    	6.61  We Will All Go Together
    	6.62  Eye for an Eye
    	6.63  Wheel of Fortune
    7.  Freeform Quests 
    	7.1  Fixing Trudy's Radio  
    	7.2  Barton Thorn's Plea
    	7.3  The McBride Mystery
    	7.4  Helping Ranger Andy
    	7.5  You be the Leader!
    	7.6  Torres's Trouble
    	7.7  Virus Alert
    	7.8  Boomer History
    	7.9  For the Kids
    	7.10  Paging Dr. Courier
    	7.11  Supplies for the Boomers
    	7.12  Camp Guardian
    	7.13  Ranger Station Charlie
    	7.14  Snuffles Wuffles
    	7.15  Deathclaws-a-Plenty
    	7.16  You Have to Break a Few Eggs
    	7.17  I Have the Power!
    	7.18  Khan Chems
    	7.19  Chems for the Followers
    	7.20  NCR Dogtags
    	7.21  Legion-Ears
    	7.22  Sing for Me
    	7.23  Wheelin' and Dealin'
    	7.24  Mr. Anders
    	7.25  NCR Missing Weapons
    	7.26  A Mess in the Mess Hall
    	7.27  Burying the Dead
    8.  Exploring for Fun and Profit
    9.  Party Members
    10.  Schematics
    11.  Snow Gloves
    12.  Equipment
    13.  FAQ
    14.  Credits
    15.  Copyright Notice
    16.  Contact Information
    
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    				About Me
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    This is my fourth FAQ/Walkthrough of any kind on GameFaqs. I also wrote the 
    Thieves Guild and Mage's Guild FAQs for Oblivion, and a FAQ for Fallout 3.  I
    know it would seem I'm a bit of a Bethesda fanboy considering Bethesda made 
    both new Fallouts and Oblivion, but I've been a Fallout fan for many years, 
    since the original games came out over 10 years ago.  So I was waiting for
    a new Fallout game for a very, very long time.  Aside from playing Fallout 1 
    and 2, I also played Fallout:  Tactics and Fallout:  Brotherhood of Steel, 
    although I didn't play the later extensively.  I may have received some
    criticism for not going past 98% completion on the Fallout 3 guide, however
    with good reason I decided to quit because another writer was clearly
    plagurising from other sources without citing anything, and I felt that
    continuing was pointless.
    
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    				This Guide
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    Version 0.2
    October 19, 2010
    	Began writing introductions
    	Added Contact and Copyright information
    	Added early quests
    Version 0.3
    October 20, 2010
    	Added some optional quests and Exploring for Fun and Profit
    Version 0.4
    October 23, 2010
    	Added some more quest info and began compiling weapon and armor info
    Version 0.5
    	Added even more quests
    Version 0.6
    	Hey, more Optional Quests!
    Version 0.65
    	This game sure has a lot of Optional Quests
    Version 0.90
    February 23, 2011
    	Big update, and a long time coming.  Filled out the main quests
    	section, finished a ton of Optional Quests and Freeform quests.
    
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    				This Game
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    Version 1.0
    October 19, 2010
    	Bethesda releases Fallout:  New Vegas for the PC, PS3, X-Box 360
    Version 1.1.0.268
    October 20, 2010
    	Update released by Bethesda, fixed 200 different quests and scripts
    Version 1.1.0.271
    October 21, 2010
    	Fixed some bugs with the Quick and Auto Save functions from Steam
    Version 1.2.0.285
    November 10, 2010
    	Fixed some crashing issues and issues with companions and menus
    Version 1.2.0.314
    December 14, 2010
    	Fixed numerous, unknown issues
    Version 1.2.0.352
    February 21, 2011
    	Current version
    
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    				Fallout:  New Vegas Tips
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    *1*  
    The first tip I have is, by far, the most important.  Make sure you learn it 
    if you haven't already.  Save, Save, SAVE!  This means save frequently, and 
    save using more than 1 file!  I can't TELL you how many times I'll get e-mails 
    from people that have gotten stuck on something, or they run into a bug (Which 
    can be expected with a new game).  Often times by reloading to your last save, 
    or a previous save (Provided your last fresh save file isn't over 15 hours 
    old) you can fix a problem.  This can help you get out of many jams.  Some of 
    you will consider this "cheating" by some stretch of the imagination, but 
    Bethesda encourages frequent saving as well.  With a new game like this, do 
    yourself a favor and just do it to avoid yourself some headache, if you want a 
    challenge run the difficulty bar up and get to higher levels...
    
    X-Box 360 users, I don't know if this applies to Fallout, but in Oblivion 
    I've been told that your cache memory will often screw with quests if you run 
    into a bug, so not only will you need to reload to a previous save when you 
    encounter a bug, you have to make sure to restart your console and clear your 
    cache, this will fix problems many times.
    
    *2*
    First learn rule numba 1 =)
    
    *3*
    If you're looking for an answer to a particular question, try using the Find 
    command by hitting Ctrl + F.  Often times by putting in a keyword or two you 
    can find good info pretty quickly.
    
    *4*
    If you run into a bug, and you have the X-Box version of the game, you should 
    try to clear your cache as previously stated.  To do this, you need to reset 
    your system, and hold the "A" button till the Bethesda logo shows up on your 
    screen.  This should clear everything, and help to bypass bugs.  Thanks to 
    phill0037 for info on how to do this, as I don't have an X-Box =)
    
    *5*
    If you find yourself under heavy fire, look for cover immediately.  This 
    should probably go without saying, but if you find you're being hit from 
    multiple sides by Super Mutants with Assault Rifles, sitting there and eating 
    lead is not always the best option!  Maybe later you can take all that lead, 
    but early on you may not have the armor, or the constitution.  Your best bet 
    is to fall back a bit, either try ducking behind a desk, sliding behind a 
    pillar, or in some cases exit to another location.  Often times a baddie WILL 
    follow you to another zone, but sometimes sneaking back to a safer location 
    will give you time to collect yourself, heal quickly, and find better cover.  
    This will also help give you time to recover AP for those all important VAT 
    shots to the face =D
    
    *6*
    Stack Repair skill when possible.  If you've spent at least an hour in combat, 
    you'll quickly realize that your weapons and armor will degrade, and in some 
    cases they'll degrade quickly for certain items!  Minigun comes to mind.  The 
    higher your repair skill, the better you can repair all your items.  On top of 
    that, you will save hundreds, nay, thousands in repair bills.  Most traders 
    can only repair your items to 50% of their condition, and in some cases they'll 
    ask for your first born in payment if it's an item like a Plasma 
    Rifle.  If you repair the item yourself, it only costs another item of the 
    same kind which may cost you less caps if not free!  Keeping your weapons and 
    armor repaired also keep them strong, keeping you alive longer.
    
    *7*
    When possible, try not to kill any named NPC's unless the quest you're on
    calls for it.  This can be difficult at times, but you never know when an
    NPC is tied to a particular future quest.  By killing that invidual you may
    instantly fail the quest without ever having the option to start it before
    this point!  This is another great example of why multiple/frequent saves can
    save your life.  If you do happen to kill an NPC that is tied to a quest you
    haven't started/completed, and you're not sure if you plan on doing that
    quest in the future, reload and kill the NPC later  =)
    
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    				    Walkthrough
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    *****Quest 1:  Ain't that a Kick in the Head *****
    
    
    After watching the intro cutscene you'll wake up on Doc Mitchell's coach in
    the town of Goodsprings.  The Doc will ask you your name, fill in whatever
    you like (Hopefully something more creative than "Courier").  After you input
    your name, the Doc will make you go over your physical features and make
    sure he did okay patching you up.  Anyone who has played Fallout 3 will be
    familiar with the next screen.  You'll be able to change your various
    features such as gender, hair type, hair color, eye color, general head
    dimensions, etc. 
    
    After you finish your character's physical looks, the Doc will direct you to
    the Vit-O-Matic Vigor Tester, which looks like one of those old love detector
    machines you'd see back in the day.  This replaces the old S.P.E.C.I.A.L kid
    book that you interfaced with in Fallout 3.  The stats you can pick from are:
    Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck.
    (More info to come on the actual effect of each stat).
    
    After picking your SPECIAL stats, Doc Mitchell asks you to sit down on his
    couch in the other room.  If you're feeling a little empty this early in the
    game, feel free to loot the Doctor's house.  I've found that everything
    appears be lootable with no consequences, however you can't sleep in his
    bed.  There is a Doctor's Bag that could be useful, as well as some medical
    supplies and a gun that can be taken if your repair is high enough.  Once
    you're ready, sit on the couch.  The Doc will begin asking various questions
    using word association.  This is similar to the old G.O.A.T exam from
    Fallout 3, but not as funny in my opinion.  Don't worry if your answers
    don't match up to the end Skill results, you can always change them if you
    don't like the outcome.  For the beginning player I normally suggest taking
    one weapon skill to start (Guns is a good one).  For a second skill I like
    Repair, because lets face it, a repaired item is an effective item,
    especially when it comes to weapons.  For the third skill I like another 
    tradeskill type Skill (This could be Medicine, Barter, Science, Lockpick, 
    Outdoorsman, whatever you feel you'll get the most out of.  I like Lockpick
    or Science).  Once you've picked your 3, finalize.  The Doctor will walk 
    you out.  He'll give you a Pipboy, a relic from the Doctor's old Vault. 
    He'll also give you a Vault 21 suit, either his old suit or his wife's,
    depending on your gender.  The doctor will give you two new quests, one
    to head down to the Saloon and the other is to search for your killers.
    Lets start with the former.
    
    
    *****Quest 2:  Back in the Saddle *****
    
    
    Talk to Sunny Smiles in the Prospector Saloon in your next quest.  You can
    find the Saloon just North East from the Doc's door.  You may see Victor,
    the Robco Security Robot along the way, save him for later.  You can talk
    to Easy Pete on the porch.  He'll tell you about his scav days (Prospecting
    as he likes to call it) and he gives you some info on Caesar's Legion.
    Inside the Saloon you'll run into Sunny Smiles and her dog.  She'll give
    some basic info on the town and area, such as the location for Prim.  You
    can also ask her to give some tips on defending yourself.  She'll ask you to
    go out the back where she'll give you a Varmint Rifle and ask you to hit
    some bottles on the fence.  You can hit the Sneak button to crouch for
    better accuracy.  Once you've hit a few, Sunny figures that you didn't
    come to her to learn how to defend yourself from stationary bottles.  She
    asks if you will assist in taking out some Geckos at their well, say yes.
    Follow Sunny to the South East to the first well.  Make a save.
    
    Sunny will come to a stop at a large rock.  The Geckos left of her.  You can
    sneak up on them if your ability is high enough, then pop them in the head.
    They're not too tough, and not as thick skinned as the ones in Fallout 2
    (Not yet anyway).  They should go down fairly easy with the Varmint Rifle.
    Sunny tells you that it would be worth a few caps to help her clear out some
    more Geckos, tell her you'll help and follow.  The next well is south
    through some more rocky terrain.  There will be 3 Geckos at this site, not
    much tougher.  Once you finish them off, Sunny will double back north, then
    go around the rocks and continue heading south.  There will be a settler
    being attacked by 3 Geckos.  She may go down quick, so you'll have to act
    fast.  Pop all 3 Geckos asap, because if you kill them you'll get 3
    Purified Waters and your Karma will rank up to Accepted with Goodsprings.
    When you're finished, talk to Sunny to receive 50 caps.  She'll also say
    that she can teach you a few things in survival, namely making Medicine
    Powder (This makes me think back to the old medicine man from Fallout 2).
    She wants you to collect Broc Flowers and Xander Root, say you'll do it.
    This completes Back in the Saddle and gives you another quest.
    
    
    *****Quest 3:  By a Campfire on the Trail *****
    
    
    Sunny says after the Back in the Saddle quest that the Broc Flower and
    Xander Root can be found near the old schoolhouse and the cemetery.  The
    schoolhouse is roughly south-west from town, the cemetery is up the road
    to the north, so lets go to the schoolhouse first.  There will be a few
    Giant Mantis bugs outside.  I like to pull out a knife here, no sense in
    wasting good bullets early on.  The Mantis...Manti...whatever, they go down
    fairly easy with just a knife.  Head inside the schoolhouse, there will
    be several more.  Check out the safe in here, if you have 25 Lockpick you
    should be able to open it.  I found a Caravan Shotgun, Prewar Money, shells,
    and a bunch of other goodies.  Theres also a few magazines scattered around
    the schoolhouse.  Despite the quest marker saying the Xander Root is in the
    schoolhouse, it's actually outside.  Look on the ground next to a stump
    right beside the schoolhouse, you'll see 3 brown Xander Roots (They're
    kinda hard to see against the brown dirt).  When you're ready, head north
    to the cemetary, unless you're starting to feel encumbered like me.  You
    can sell some things off to Chet, who is next to the Saloon.  
    
    The cemetery will be infested with Bloatflies, which are even less of a
    threat than the Geckos.  I pulled out a Sledgehammer that I got in the
    schoolhouse and squished them good.  The Broc Flower you want is near a
    tree in the north-east corner of the cemetery.  Theres also a snow globe
    by a grave marker near the water tower.  When you're finished, head to
    Sunny who is by the campfire near the last well you fought the Geckos at.
    Be careful on the way, I ran into a Powder Gang member.  He went down easily
    with one Sledgehammer swing, but he was packing heat.
    
    When you get to the campfire, Sunny will teach you how to use it to make
    various items.  Make the Healing Powder and you're done here.  She asks
    that you head back to the Saloon and introduce yourself to Trudy, who is
    kind of like the town's mom.  Head back into town.  Trudy will be in the
    Saloon, talking with her will immediately complete the quest.  You'll get
    some experience and maybe your first level up.  You can ask Trudy about
    various things, such as the Khan's that attacked you and left you for dead.
    You can also ask about a man holed up in the Gas Station named Ringo.  The
    Powder Gang is after him.  This quest continues on under Optional Quests
    for Ghost Town Gunfight.  Also, if you want some nice things and your
    Science skill is at 25 (Or your Lockpick is really high) you can try your
    hand at decoding the computer in the Saloon to unlock the safe in the floor.
    
    
    *****Quest 4:  They Went That-A-Way *****
    
    
    After getting your bearings and doing some things around Goodspring, you
    may be itching to get back at the men that tried to end your life.  When
    you're ready, talk to Victor the Robco Security Robot in town.  He'll be a
    little different than the Robco's you may have seen in Fallout 3.  He'll have
    a still picture of a cowboy on his screen, he'll speak with a southern accent
    and will move about on a wheel.  Ask Victor how he found you, and he'll tell
    you the whole story on how he dug you up from your grave, and got you back
    to the Doctor before you could bite the bullet.  He'll mark Prim on your
    map if you didn't already have it.  You can head south to Prim when you're
    ready.
    
    When traveling to Primm, try to stay on the highway.  You'll encounter less
    trouble, and you don't want too much trouble early in the game.  I snooped
    around Primm and ran into a pack of Geckos, 7 to be exact, just north-west
    of town.  They took a good piece out of my health.  Near the Goodspring
    water source theres Jean's Skydiving, you can find a key inside for a locker
    with some nice things.  Near here theres also a Powder Gang location, you'll
    probably run into a few guys here, although if you stay north of it you may
    avoid a fight.  Continue south to Primm.
    
    When you get to Primm, an NCR Trooper will probably stop you and say that
    Primm is off limits.  You can tell him that you'll help, and he'll direct
    you to a tent further in.  Stay to the west side of town if the Powder
    Gangers aren't too friendly with you.  If you go to the south west corner
    of Primm you can speak to the Ranger leader, but he doesn't have much to
    say.  If you picked up a Sunset Sarsaparilla Star Bottle Cap, you may get
    visited by a trader if you take a nap in Primm.  He'll talk about a rumor
    that collecting these bottle caps leads to a great treasure, and he's kinda
    creepy.  If you didn't pick up a bottle cap on the way, I found another on a
    shelf in one of the houses in the south central of Primm.
    
    If you're wanting to continue your main quest line, you're going to have to
    venture to the east side of Primm, and theres probably going to be some
    Powder Gangers that don't like you there.  Theres some places that can be
    looted, namely the Sheriff and Deputy buildings that have some nice
    goodies, however your main goal should be fighting in to the Vikki and Vance
    Casino.  You'll encounter roughly four Powder Gangers, but if you're crafty
    you can lure them around corners and whack them with melee weapons to save
    your health and bullets.  Once you get inside the V & V Casino, you'll run
    into Johnson Nash.  Speak with Nash and he'll explain he works for the 
    Mojave Express.  He'll give you some info about the delivery you were on,
    which will update your main questline.  However, he says that the only
    person that knows where your prey went is the Deputy of town, and he was
    captured.  This leads to the next quest, however Nash will also give you a
    side quest for ED-E, a robot in the small building across the street from
    the Casino.  ED-E can be repaired and will join you.  To update your main
    quest line you must do part of the Optional Quest:  My Kind of Town.  For
    info on that quest, please see the Optional Quest section (Please note to
    update the main quest line you only need the info from the Deputy when
    available).
    
    Once you've gotten the info and updated your quest, your next target should
    be Novac via Nipton.  Nipton is south east of Primm, although you don't want
    to take a direct route there, could be dangerous.  Of course, the highway
    can be dangerous too, so pick your poison:  gangs or giant, flesh eating
    ants.  From here on out you're going to run into a lot of Viper gangs and
    other thugs trying to ambush you on the way to Novac.  They like to hang
    around the roads, and some can pack a punch (Watch out for the melee ones).
    If you're looking for more supplies than what Primm could offer, you can
    hit up Mojave Outpost which is south west of Primm, west of Nipton.  Theres
    some quests you can do here as well, although all optional at this point.
    
    Before you step foot in Nipton, be sure to take off NCR gear if you have it
    on...you'll run into some Legion, and they'll attack you on site if you're
    wearing it.  You can loot up Nipton if you like (See my guide section on
    Exploring for Fun and Profit).  When you're ready, continue down the
    highway east.  You'll run into more Vipers on the road, keep your eyes
    peeled and use cover when you can.  The road will turn north, follow it.
    The road will bend east eventually where you'll find a large overpass.
    Take the lower road north.  You'll run into more Legion, so make sure
    you're still not wearing NCR.  If the Legion doesn't like you anyway, oh
    well.  Following the road north you'll come to a Ranger Outpost.  You can
    talk to a few people here, but theres not really much to do or loot.  Novac
    is just up the hill from the Ranger Station.
    
    When you get to town, head to the motel at some point.  Speak to Jeannie
    May Crawford.  She can sell you a Motel room for 100 caps, which is
    potentially your first house/storage place you can own (Finally!).  It's
    not necessary, but if you ask her about the man in the checkered suit, 
    she'll mention that she did see him talk to Manny, one of the town's snipers.
    Now, you can either go speak to Manny...or you can sneak into Manny's motel
    room during the day.  His computer is open for viewing, and you'll read
    that the Khan's were there and their destination is Boulder City.  Score!
    If you would rather get this information from Manny, you're going to have
    to talk to him and do a quest.  For information on that quest you can see
    the Optional Quests section under Come Fly With Me.  
    
    Once you have the info from Manny, or from his computer, you'll know that
    the Khan's and a Benny individual were heading toward Boulder City to the
    north.  Now's your chance to catch up!  When you're ready, head out from
    Novac and make your way up the highway north.  Boulder City should be
    marked on your map, or you can just follow your quest marker.  Be careful
    though, if you don't take the highway you'll run right into a Cazador nest,
    and those flies mean business!  
    
    When you reach Boulder City you'll notice there isn't much to town.  Theres
    one vendor with little to trade, and two NCR troopers.  Speak to the
    trooper on the east side of town, he'll be near an entrance to the Boulder
    City ruins.  He'll also give you an optional quest called Boulder City
    Showdown, which isn't really optional.  You can either sneak in, or you
    can negotiate for the NCR hostages.  If you plan on sneaking in, he
    suggests going at night.  This isn't really necessary as you'll have a
    group of troopers to back you up.  Negotiating is actually the better
    option as you get better fame from it, although you miss out on looting
    what you would have gotten for killing the Khans.  Do whatever you feel
    like, I've got more details in the Boulder City Showdown optional quest
    section if you plan on negotiating (It's actually the best option).  If
    you're an evil character you can also read the optional section for that.  
    For now, as far as the main quest goes, lets pretend you're killing the 
    Khans.
    
    Theres three Khans outside.  If you use the NCR troopers to your advantage
    and use cover, you should be able to move in fairly close and get some
    good shots off.  They like to hang out near the building, so a rifle may
    be most useful.  The Khan's can take some hits, but they shouldn't give
    you too much trouble if you're well outfitted and around level 10 or so
    by now.  When you've finished with the Khan's outside, you'll find their
    lair in the back of the ruins.  Theres only two or three in the lair itself,
    one is guy called Jessep, another is McMurphy, and the third is a random
    Khan.  Watch out for Submachine gun fire, use the display cases for cover
    if you need to.  You'll probably have to face the men solo unless you
    have companions.  When they're dead, be sure to loot the bodies.  Jessup
    will have a note describing the job to rob you of the Platinum chip and
    take you out.  It also describes that Benny came from the Tops Casino.
    The good news is that you've extracted some revenge, and you know where
    you can find Benny.  You'll finally get some good experience for this one
    and we can close the books on the Khans for now.  If you went in negotiating
    with Jessup, he'll tell you everything you need to know about Benny and
    where you can find him with the Platinum Chip.  Your next quest is to
    track down Benny and give him a dose of revenge.
    
    
    *****Quest 5:  Ring-a-Ding-Ding *****
    
    
    Based on the note that you looted off Jessup, Benny came from the Tops
    Casino to get the Khans the underhanded job to rob and kill you.  Lets
    head that direction and see what we can find out.  We know that Benny is at
    or around the Tops Casino on the Strip, but you can't just walk onto the
    Strip.  They keep shady characters out when possible, or poor people at
    least.  You have three options at this point to get in.  First, you can
    submit to a credit check at the door to the Strip (You just have to possess
    2000 caps or more, they won't take them), or you can use a Science skill to
    confuse the robot (80 Science skill or more required), or you can ask a
    favor of the King in Freeside once you complete the optional quest G.I.
    Blues (See the optional quest section for more info).  The King will point
    you toward Mick and Ralphs to inquire about a pass.  Getting the 2000 caps
    is the easiest of these most likely unless you want to waste your favor
    and have the King help you.  Either way, have one of the above methods and
    then head to the south side of Freeside to get to the Strip.  When you first
    get onto the Strip you'll run into your old buddy, Victor.  Victor will
    mention that he happens to have ties to Mr. House, and asks that you see
    him right away in the Lucky 38 Casino.  The Casino can be found on your
    left after entering the Strip.  Speaking to Victor will activate the quest
    The House Always Wins I, which can be found further down in this guide.  
    For now, lets believe that you've already spoken to Mr. House and continue
    with your search for Benny.  It's not necessary to speak to Mr. House
    right away if you don't want to.
    
    Benny can be found in the Tops Casino on the Strip.  Theres a boat load of
    options you can do here in approaching Benny, I'll list the known ones I've
    done below.  Any one of these will advance the plot.
    
    Option 1:
    Approach Benny, on his turf, in his own backyard?  Yeah, we're crazy, so why
    not turn some of his guys against him?  Speak with Swank inside the Tops, 
    he's one of the Chairmen under Benny with Benny being the leader.  Tell
    Swank about your run in with Benny, this wont' be enough for him to turn on
    his boss though, I'm afraid.  You'll need either 3 pieces of evidence to
    cement your clain, and/or pass 3 Speech options of 15, 30, and 45 skill
    respectively.  The 3 evidence items are the distinctive cigarette butts that
    Benny leaves behind (Check out your grave in Goodsprings for these), the
    lighter that the Khan's stole after he double crossed him (See Jessup in
    "They Went That-A-Way"), and the holotape you receive when you ask Manny
    Vargas about the Khans.  Any combination of a few of these should get 
    Swank to listen to your story and make him think that Benny may not have
    the Chairmen's best interest at heart. Swank gives you Benny's key to
    investigate further, and gives you all your weapons back.  You can tell
    Swank that Benny needs to be taken care of right away, but thats not
    necessary and you'd rather set up your own ambush, ya?  Head up to Benny's
    suite (One of the last elevators on the right in the hall of elevators) and
    seek out Yes Man.  Yes Man can fill you in on the plot, my, isn't he
    helpful?  Return to Swank and fill him in on what you found.  Swank will send
    Benny to his room where you can confront him.  Speak to Benny and get as much
    information out of him as you can or as much as you want anyway before you
    can't stand to see his ugly mug anymore.  Take him out, but be sure to loot
    his body afterwards for his gun named Maria, the key to the Top's Suite,
    and the Platinum Chip!  Enjoy.  Whatever you do, don't let Benny go, or
    decide to work with him, forgive him, anything.  Nothing but a bullet in the
    head will suffice for revenge.  If you don't end up killing Benny here and
    now, you'll just prolong the inevitable.  Swank will become the head of the
    Chairmen at the Tops, regardless of how the encounter goes.  speak with 
    him and Yes Man after you're finished with Benny.
    
    Option 2:
    Approach Benny with peaceful intentions in mind.  If you talk Benny into
    giving you the Presidential suite key (The elevator is found in the right
    section of the casino when you enter), he'll tell you to meet him in this
    Presidential suite.  You can also convince him with a Speech check of 60 
    to follow you, which is the preferred method.  If you try to Barter with
    him, Benny will give you 500 caps up front, but you'll be ambushed later
    and will have to wait to get the Platinum Chip, your call.  No matter
    what options you pick, you can't really have a conversation with Benny on
    the ground level of the Casino, he insists on speaking in private, which
    leads to a lot of double cross/ambush possibilities for him.  If you
    decide to meet Benny in the Presidential suite, and you don't Speech check
    him to go without the guards, Benny will be a no show when you get there. 
    He'll speak to you via intercom and send 4 guards to take you out swiftly.
    Benny will then escape with the Platinum Chip, heading on to the Fort.
    While he meets his most gruesome death at the Fort, you also miss out on
    getting the Platinum Chip easily, so that's your call.  If you convinced
    Benny to lead the way to his suite with the Speech check, head on up with
    him.  Here you can prod him for information if you wish.  Benny will make
    an offer to pay you cash.  If you take the offer, Benny will walk out
    and you'll get ambushed.  You'll meet up with Benny later at the Fort,
    where you can get revenge.  If you kill Benny, you can loot him for the 
    suite key, Maria, and Platinum Chip.  If you let Benny go free, you'll end
    up getting ambushed by 4 guards on the way out and you'll have to wait to
    settle the score and get the Platinum Chip later.  Theres no way to really
    talk Benny into giving you the chip at this point in the game, so you
    really have to kill him one way or another unless you don't mind waiting
    and want to see him crucified. 
    
    Option 3:  
    This is my favorite option and requires that you barely do anything to get
    your revenge on Benny, although it's pretty dirty.  If you're female and have
    the Perk Cherchez La Femme, approach Benny on the floor of the Tops Casino.
    YOu will not need to speak to Swank or anyone prior to this.  Benny will be
    surprised to see you of course, and he wants to finish the job.  Through a
    series of risque dialog choices through Cherchez La Femme, you can convince
    Benny that you're attracted to his tough, no nonsense attitutde and convince
    him to come up to his suite with you.  Benny will eventually get on board
    and will lead you up to the room.  There you can seduce him into bed...where
    you can kill him in his sleep!  Not exactly torturous, but a nice underhanded
    move.  On the other hand, if you sleep with Benny...and then actually let him
    go (You sick, sick individual), Benny will leave you a little love note the
    next morning and he will have split.  He'll be heading to the Fort, same as
    in Option 2.  You can talk to Yes Man at this point, but you still need
    to retrieve the Platinum Chip.
    
    
    In the event that your encounter with Benny doesn't go well (You don't end
    up killing him), Benny will always escape the Strip and head towards the
    Fort, in which case you will not be able to avoid Caesar.  Fear not, as
    upon leaving the Tops Casino you'll be approached by Caesar's head of
    intelligence, Vulpes, and he'll give you the Mark of Caesar which will
    wipe any past bad blood you had with them and allow you a pass into the
    Fort without getting shot (Unless you do enough bad things to upset the
    Legion again).  You'll eventually run into Benny there, but if you're
    looking to complete "Ring-a-Ding-Ding" then all you need to do is 
    investigate Benny's suite on the 13th floor of the Tops.  You'll run into
    Yes Man, speak to him to get all the info, your quest should then update.
    
    
    @@@@@END GAME QUESTS@@@@@
    
    
    I decided I had to change this section up a bit as it turns out some of
    the optional quests I originally listed are actually potential paths to
    the end game and are unavoidable depending on which side you choose.
    Please note that many of these quests can be done even if you're not
    planning on siding with that group/individual.  For instance, even if
    you're working toward an Independant or House controlled Vegas, you can
    complete much of the NCR's path (Up to killing Mr. House, if you're
    planning on siding with him).  In some cases you can even work with the
    Legion on a few quests and side the the NCR.  Eventually you will reach
    a point of no return.  The turning point is usually during the
    President's address to the NCR troops.  By this point you should have
    a good idea who you're siding with and you should realize that unless
    you plan on killing House and going Independant, you will most likely
    be siding with whoever you've helped the most up till then.  It may
    seem odd that we're already talking end game at this point, but realize
    that there are literally dozens and dozens of optional and side quests
    tied into the main quest, and some will be almost required.  You can 
    finish the game as early as you want, but the ending and satisfaction
    you receive will be enhanced if you explore all New Vegas has to offer.
    That said, here are your paths:
    Mr House controlled New Vegas
    NCR controlled New Vegas
    Legion controlled New Vegas
    Independant New Vegas
    
    I will list all mandatory quests for each faction below, remember that
    many of these can be done or partially completed even if you are not
    planning on ultimately siding with that group!
    
    
    @@@Mr. House controlled Vegas quests@@@
    
    
    *****Quest 6:  The House Always Wins (Parts I-VII) *****
    
    
    *Part I*
    
    When you arrive at the Strip for the first time, Victor the Securitron robot
    will speak to you.  He'll ask you to speak to Mr. House in the Lucky 38
    Casino, it seems Victor has had ties to Mr. House all along.  When you can,
    head over to the Lucky 38 on your left and speak to Victor again.  He'll
    tell you that your party will have to wait outside before he can let you in.
    Head inside the casino, then speak to Victor again in the center to take the
    elevator up to the Penthouse.  When you arrive at the Penthouse, you'll see
    a lady Securitron ahead named Jane.  She's been modeled after one of Mr.
    House's...ladies prior to the war.  If you've collected any Snowglobes up to
    this point she'll take them at 2000 caps a piece and display them in the
    casino, feel free to dump them off, no reason is holding them in your
    inventory where you cannot see them.
    
    Mr. House will be down the stairs and to your left from the elevator.  Are
    you surprised by his appearance?  In any case, Mr. House will explain why
    he's called you here.  You can ask him about various things, such as what
    the Platinum Chip is (He won't be completely forthcoming here, but he'll
    give you some background), how he saved Vegas, the treaty with the NCR, 
    etc.  Eventually he'll get down to brass tacks.  He wants you to retrieve
    the Platinum Chip for him so he can use it to upgrade his Securitrons for
    the pending controntation between the NCR and Legion.  At this point if
    you've completed the quest "Ring-a-Ding-Ding," you may already have the
    Platinum Chip in your possession, in which case this first part of the
    quest will be complete.  If not, you will need to head to the Fort to find
    out what became of the chip and Benny.  If you went straight to the Lucky 38
    to speak to House, read up on the quest "Ring-a-Ding-Ding" and complete it
    to further along this section.  If Benny is at the Fort, read on as doing
    the next section will get you the chip anyway.
    
    *Part II*
    
    At this point you will have either completed "Ring-a-Ding-Ding" and obtained
    the Platinum Chip from Benny, or you encountered Benny and he escaped to the
    Fort with the chip.  We'll assume you have the chip and gave it to Mr. House,
    because either way you're going to the Fort regardless.  With the chip in his
    possession, Mr. House will direct you back to the elevator you came from, 
    which Victor will have you take to the basement.  There Mr. House will put on
    a performance on what the chip does.  The chip will allow his current 
    Securitrons to upgrade to Ver. 2, enabling many features to boost their
    offensive and defensive capabilities.  Once the demonstration is over, all the
    Securitrons around Vegas should become upgraded, or they will be soon.  Speak
    to House again, he'll have another task for you.  Mr. House will want you to
    head to the Legion's Fort and locate a bunker there.  If Benny escaped you
    previously, you'll also have to procure the Platinum Chip from him once you
    get to the Fort.
    
    Head to the south-east part of the map, there will be a burned out town there
    called Cottonwood Cove.  If you remember, upon completing "Ring-a-Ding-Ding"
    you should have been approached by a member of the Legion and received the Mark
    of the Legion.  This erased your previous crimes against them, if any.  On the
    other hand, if you've screwed them over a few times since then, they may not
    like you.  If you messed with the Legion after receiving the Mark, you'll
    either have to disguise yourself as Legion and sneak in (Or use a Stealth Boy),
    or you'll have to kill your way there.  You're going to have a rough go of it
    if you plan on killing your way through the Fort, we're talking a lot of Legion
    members and they'll gang up on you quick, so if at all possible I suggest using
    a disguise to save yourself harm.  If your faction is fine with them, head
    through the town to the dock.  There will be a Legion guard named Cursor 
    Lucullus. He'll take you to the Fort on the nearby boat.
    
    When you arrive at the Fort, you'll be stripped of weapons and probably meds as
    the Legion don't like either.  If your Sneak is high enough you may be able to
    keep back some holdout weapons.  You can also convince the guard that you need
    your meds for an illment you have.  The guard will also take the Platinum Chip
    if it's in your possession, you can't really negotiate here (Unless you 
    negotiate with a pistol).  Once you've finished with the guard at the gate,
    your next desination will be Caesar's tent.  Right into the dragon's lair, eh?
    To get there you'll have to make your way up the hill before you, there will
    be a drawbridge door at the top that leads to the main camp.  Caesar's tent
    will be situated alone on a hill in the center.  Speak to Caesar, he may be
    surprised to find you there if you've foiled his plans in the past.  However,
    as long as you're still Neutral with the Legion since receiving the Mark, he
    won't attack you here.  In fact, he'll give you the Platinum Chip back!  Theres
    a catch however.  He's figured out that the bunker in the back of the Fort
    can be opened with the chip, and he wants you to destroy whatever you find
    there.  Yes, this is the same bunker that Mr. House wanted you to head to.  The
    good news is that if you do Caesar's bidding you can decide how Benny gets to
    die.  If you missed him on your way in, Benny will be tied up off to your right,
    feel free to poke fun at his misfortune.  Theres more good news, you can fool
    Caesar and still kill Benny.
    
    The bunker will be in the Weather Monitoring Station at the back of the Fort.
    If you snuck your way in up to this point, the guards here will find you out
    and probably attack.  Otherwise they'll keep an eye on you.  There will be a
    console to your right once you enter, insert the Platinum Chip here to open
    the staircase in the floor to Mr. House's bunker.  Inside the bunker you'll
    see another computer console with a screen, Mr. House will be projected onto
    it.  He'll tell you that this bunker houses hundreds of Securitron robots that
    can all be upgraded to Mark II status and set free, but he needs you to do it
    as he's lost the ability to completely interract with the bunker remotely.
    He will open the front door for you though...so thanks for that I guess.  Be
    careful while you're down here as there are a number of Protectrons and 
    automated turrets that dissuade anyone from progressing.  The good news is
    that if you sprint straight ahead once going through the front door, you'll
    find a security room where you can hack a few computers and disable the
    defense within (Skill of 50 for the turrets and 75 for the robots).  If
    you've taken out the turrets and robots, there won't be anything else to
    stop you really other than some mild radiation within.  Theres only a few
    rooms in the bunker, so you shouldn't have much trouble finding the terminal
    in the back.  The terminal will be against the wall in a small room, with a
    window showing a blank Securitron and a table with some odds and ends. 
    Insert the Platinum Chip to upgrade the Securitrons here, you'll here some
    machinery turning and the robots will all show the soldier face, signifying
    your task is complete.  House will ask you to return to the Lucky 38 at this
    point, the first two parts of this quest will be done.
    
    *Part III*
    
    With House fully upgraded, he'll now turn towards matters of diplomacy, or
    in some cases destruction.  House will be sending you around to various
    groups to secure their cooperation in the coming battle, or to take them
    out.  The first group House will want you to check in with is the Boomers.
    You may or may not have interracted with them before, if not it's okay.
    You only need to become Accepted among the Boomers to enlist their aid for
    the coming battle.  To get there you can complete any number of quests
    listed:  Ant Misbehavin', Young Hearts, Sunshine Boogie, Volare!, Boomer 
    History, For the Kids, Paging Dr. Courier, and Supplies for the Boomers.
    When you get to at least Accepted, or if you were already Accepted or
    better, speak to Pearl in her bunker.  When they've pledged their help,
    return to House to complete this part.
    
    *Part IV*
    
    Note:  This is the last quest you can complete before you'll be locked in
    with Mr. House.  The only way you can divert from this path after this
    point is to kill Mr. House and work toward an Independant Vegas with
    Yes Man.  Completing this part will make you fail the conditional quests
    "Beware the Wrath of Caesar!" and "Don't Tread on the Bear."
    
    The next group House wants you to check with is the Omertas.  If you're
    not familiar with them, the Omertas are one of the three original
    families/tribes that founded New Vegas with Mr. House following the
    revival of Vegas after the war.  Mr. House says something fishy is going
    on and he wants you to make sure they're still in line.  The Omertas will
    be in their casino on the Strip known as Gomorrah, it's across the street
    from the Lucky 38 so it should be easy to find.  
    
    To complete this part you will either need to wipe out the Omerta's or
    you'll need to complete the side quest "How Little We Know" by speaking with
    the receptionist at the front desk to begin the quest.  House will clue you
    in that this woman is a bit of a gossip and feeds information out from time
    to time, so she'll be useful in getting the ball rolling here.  Review the
    section on this quest for more info on what to do.  Once you've resolved the
    Omerta situation, return to House for your reward.  If you've previously 
    dealt with the Omerta's, Mr. House should reward you anyway.  Yay for easy
    money!  
    
    *Part V*
    
    This is the last group House wants you to interract with before the ball
    really gets rolling toward the Hoover Dam battle.  Mr. House knows that a
    chapter of the Brotherhood of Steel has setup in New Vegas and he wants
    them eliminated.  No ifs, ands, or buts about this one.  It doesn't matter
    if you're idolized with the Brotherhood and they've accepted you as one of
    their own, Mr. House wants them gone as he sees them for what they are:
    technology hoarders with a passion for protecting their precious devices
    with lethal force if necessary.  Unless you can use the console to advance
    this quest manually (And I don't suggest it) you're going to have to take
    out the Brotherhood.
    
    If you haven't encountered them up to this point, the Brotherhood bunker
    can be found in Hidden Valley.  It's a fenced in enclosure off the highway
    north of the NCRCF. IF you're looking for access you can either bring
    Veronica with you as a companion (Which is the easiest way), or you can
    check out the first part of the quest called "Still in the Dark" to access
    the Brotherhood bunker.  For this quest, you'll either have to kill all the
    members of the Brotherhood individually, or you'll have to blow up their
    underground base in Hidden Valley.  I won't describe how to kill them all,
    although you can make it easier on yourself doing this part by hacking the
    terminal in Paladin Ramos's room and turning the turrets on the Paladins.
    To blow up the bunker, you'll need to get all the necessary keycards off the
    leaders in Hidden Valley.    Among the Brotherhood members that you
    need to get the cards off of are Elder McNamara, Head Paladin Hardin, and
    Head Scribe Taggart.  If Hardin became Elder, Ramos may have the 3rd keycard
    instead I'm told.  It's best to make multiple saves here, as you don't want
    to piss off the Brotherhood before activating the self destruction sequence,
    it just gets messy.  Getting the cards off Hardin is easy as he's usually
    in his quarters alone.  McNamara is usually in his chair, which is fairly
    easy to get behind and pickpocket from.  Taggart may be a bit tougher, I
    was able to get him while he was sleeping.  When you have all 3 keycards,
    head to the large simulation room where Taggart is.  There will be a terminal
    to your right when you enter the room.  You need to access the Override
    Terminal first to get the Override code, using the keycards that you
    previously obtained.  Once you have the override code, use the Self Destruct
    terminal to begin the countdown.  At this point the Brotherhood will no longer
    be friendly or neutral with you, you need to haul arse and get out of there.
    Head back to L1 and out through the Bunker's entrance, dodging Brotherhood
    members (Or wiping them out) on your way up.  When you exit the Bunker will
    go ka-blooey, although you may get approached by a few Paladins upon exit
    and may need to do battle.  Return to Mr. House when you've mopped up.
    
    *Part VI*
    Note:  This quest is essentially identical to the quest "You'll Know it 
    When it Happens." I've heard word that if you're not in good standing with
    the NCR upon the start of this quest, you'll automatically fail and jump
    to Part VII.
    
    After returning from the ruin of the Brotherhood bunker, speak to Mr. House.
    He has gained information regarding an assassination attempt against the
    NCR's President Kimball.  While House doesn't care for the NCR all that
    much, he's determined that the President's untimely death has the potential
    to set off other negative events in the future, so Mr. House wants you to
    ensure his death does not come about.  House will sent you to Ranger Grant
    at Hoover.  When you're ready and the quest has been activated by you, head to
    Hoover Dam and look for Ranger Grant in the Visitor's Center.  He'll fill you
    in on the President's arrival and give you as much information as he can.
    He needs your help to make sure nothing happens to Kimball, however you have
    limited access to the Dam itself.  If you speak to Grant about getting full
    access and successfully pass a Speech check, Grant will allow you access to
    the Vertibird Helipad and some other locations.  I suggest making a new save
    here and scoping out the situation.  Get a lay of the Dam and the area where
    the Speech will take place before the event starts.  Think about where the
    problem areas would be if you were trying to take out the President and use
    that to your advantage.  I had Boone with me when I did this mission, and I
    noticed that he pointed out a few probable locations he would snipe from if
    he was doing the job, but I didn't catch all of them to be honest.  You can
    check the computer in the Visitor's Center and discover an unauthorized
    access from a Sgt. Macovitch, keep that in mind.  Theres also a woman on the
    second floor that will mention that her engineer friend disappeared awhile
    ago and she hasn't seen him.  You may notice in the janitor's hall below
    that a trail of blood exists...posing as an engineer would be a nice disguise.
    
    When you're ready for the Speech, speak to Ranger Grant again.  Once the
    Speech sequence begins, you'll wake up shortly before the President is going
    to land.  You need to do some more detective work now as there are several
    things that can be potential traps before and during the President's arrival.
    First off, after the President's Vertibird lands, an engineer is going to
    place a bomb on it.  To remove it you'll need to have an engineer disguise
    that you lifted from the janitor's closet earlier in the Visitor's Center,
    or you'll have to gain access through a Speech check of 55.  The ladder to
    the Vertibird landing pad is on the east side of Visitor's Center, outside,
    and up the steps from the Speech area.  Once you have access to the helipad,
    deactivate the bomb with an Explosives or Repair skill of 50.  If you don't
    have enough of either skill, you may be able to report the Bomb to Ranger
    Grant and he'll handle the situation.  That's not all though, the second
    attempted assassination is a Sniper on the tower behind Kimball's podium.
    After you've handled the bomb situation, make your way across the dam and
    take either the door or ladder and make your way to the top.  You should
    notice a dead NCR body was thrown from the tower, which should tip you off
    for starters.  When you reach the summit of the tower, the Legion Sniper will
    attack, take him out.  If you prefer, you can snipe him youself from another
    location, however you may prematurely end the President's speech and theres
    still at least one threat that should be taken care of.  Once the Sniper is
    taken care of, you can report this incident to Grant as well, and even if
    you didn't disarm the bomb he should find it and take care of it.  If not,
    oh well, reload or live with the consequences.  Theres one more possible
    assassination attempt and it involves the engineer that's watching the
    speech.  If you watch closely you'll notice that one engineer is less
    entusiastic about the President's speech and he also will have come down
    from the helipad shortly after it lands...hmm...Yes, theres a detonator
    on him, and he also has a knife that he may plan to use to rush Kimball with
    and take him out.  Depending on your success up to this point, the NCR Rangers
    may take him out before he's successful, or in a couple of my runs this
    engineer may do nothing at all (I'm told he may not use the knife if he still
    thinks the bomb is active).  
    
    Once you've handled all three threats, or you've reported one or two of them
    to Grant, the President will either finish his speech and depart, he'll be
    rushed away to safety, or he'll die a gruesome death.  Either way the quest
    will be over.  For a successful save of Kimball you'll get 1000xp and some
    NCR fame.  Also this will unlock one of three possible final quests, based on
    whoever you've sided with.  In this case we're following the Mr. House path,
    so you should get access to Part VII after returning to House.
    
    *Part VII*
    
    This is the last part to the quest line "The House Always Wins."  Upon
    returning to Mr. House following President Kimball's Speech, House will have
    one more task for you before the Legion arrives at Hoover Dam.  He needs you
    to go to the El Dorado Substation and install the override module.  This
    quest is fairly easy, the catch is that the NCR strictly guard the entrance
    to this facility and they've already become suspicious that you're in league
    with House (Or at least not with the NCR).  Installing the override module
    is critical in getting House the auxilliary power he needs to remotely
    access his army and make sure that Vegas remains secure.
    
    The El Dorado Substation can be found north of Helios ONE.  You'll see a 
    number of NCR troops outside, and none are too happy that you're snooping
    around.  The easiest way to bypass them without pissing them off is to don
    an NCR disguise and head inside the substation.  If you don't have an NCR
    disguise available, or don't want to use one, you'll have to Sneak your way
    in or take the soldiers out.  If you're quick you may be able to run in, 
    install the chip, and then fast travel away...but why go through all that
    trouble when theres NCR outfits throughout the game?  When you're inside the
    substation, the terminal will be in the back on your right.  Install the
    chip and return to Mr. House.  
    
    Everything is complete at this point, at least on Mr. House's end.  If you
    have any personal loose ends that you want to complete, now is the time to
    do it as theres nothing left to do in preparation for the Battle at Hoover
    Dam.  If theres any special weapons or armor you want before the battle, or
    if you need anything repaired, ammo, Stimpacks, etc I suggest getting them
    now before accepting Mr. House's dialog choice to go to Hoover Dam.  
    
    
    *****Quest 7:  All or Nothing *****
    
    
    After accepting to go to Hoover Dam for the battle, you'll magically be
    taken to the Dam where the battle already is underway.  The good news is
    that Securitrons will be assisting in taking control of the Dam.  Also if
    you enlisted any outside forces for the battle, such as the Great Khans,
    or if you got the Boomer's plane up and running, they will be assisting
    you along with the NCR.  Mr. House has one final technical task for you
    it seems.  He wants you to sneak into the Dam's mainframe and install yet
    another override chip so he can assume control of the Dam and run things
    more efficiently later...you'll see, trust me.  Theres probably a couple
    different paths you can take to get there, but the quickest way is to find
    the third tower on your right and head inside.  There will be a door here
    to your right, head to the next area.  Here there will be the floor that
    leads to the mainframe area and later the Power Plant.  The mainframe will
    be down the path to your left, just follow your quest marker.  You'll 
    know that you've found the right door when you see a couple NCR troopers
    that appear to be wearing some variation of Brotherhood Power Armor...
    just slimmer.  They may dispatch a couple Legion soldiers quickly.  If
    you're Speech is sly enough you should be able to convince them that
    their commander is under attack and needs their help right away, they'll
    abandon their post leaving the computer room all to you.  If your Speech
    isn't high enough, well...prepare for a fight.
    
    Once inside the computer room the soldiers were guarding you'll see the
    main terminal in the back.  Interract with it to install Mr. House's
    override chip.  The last thing you'll need to do is manually kick the
    power on in the Power Plant.  To do this, head back out of the room and
    continue on to your left.  Keep heading this direction, take the right
    path at the fork, and then right again at the next fork.  This should
    lead you to a large room which is part of the Power Plant.  The switch
    you're looking for should be on your right when you enter the large
    room.  Flip it on, you're all set!  There should be a key on a table
    nearby for the exit, grab that and head back the way you came.  When you
    exit the tower, the battle will continue to rage on.  Securitrons will
    continue to pour in along with NCR troopers and any other helpers you
    had.  Push east toward the Legion's camp.  Try to let the NPC's do the
    work for you, save your health and meds for the later battle.  Eventually
    you'll come to a gate leading to the Legate's camp.
    
    Inside the Legate's camp you really won't receive anymore help from the
    Securitrons, although if you still have a companion Securitron with you
    they should continue to follow.  Your normal companions will still be
    at your side as well.  Some of the best members of the Legion will be
    waiting for you here, and they can and will attack in groups of 3 or
    more at times...and they know how to use their machetes.  If any other
    weapons are lying around they may pick them up, so be careful not to
    drop any Plasma Rifles or anything.  Be sure to clear out as many Legion
    soldiers as possible, just be careful not to get too close to the path
    that leads up the hill to the Legate's tent, this will be in the back
    of the zone.  When ready, head up the path and encounter Caesar's
    supreme champion, the Legate Lanius.  The first time I encountered this
    guy I didn't quite know what to think as I had only heard the horror
    stories about him.  It kinda reminded me of the battle in Fallout 1 where
    you had no previous encounters with the Master, nor any real idea what
    the guy would look like.  In any case, this guy means business!  Not only
    is he a force to reckon with (His blade can cut you in two before you can
    say "Ave, true to Caesar."), but he seems to actively regenerate health
    like he's Wolverine or something.  On top of that he'll call down Legion
    members to assist him in the battle unless you can talk him out of it.
    There are some Speech options here where you can avoid the battle all
    together, but they will require steep Skill levels.  To avoid a battle
    completely you'll need either 100 Speech, or 100 Barter.  Otherwise...
    prepare for a bloodbath.  When fighting the Legate, the best piece of
    advice I can give is bring out your best gear, use armor piercing when
    available, and don't give him an inch to recover.  The longer you leave
    him untounched, the more time he has to recover and the more soldiers
    that will spawn for him.  His forces seem to be never ending, at least
    from what I've seen, so it would be in your benefit to finish him as
    quickly as possible.  Use any and all Stimpacks you may need, Med-X
    when available, offensive enhancing chems, etc.  The other tactic that
    has worked well for me is knocking his sword from his hands.  While he
    can be devastating without the sword, it's obviously the greater of
    two evils.  Going into VATS mode and shooting/knocking the sword out
    will buy you a few precious seconds.  If you're quick you may be able
    to pick it up before the Legate can get to it again, I wasn't able to
    myself though.
    
    When the Legate drops, finish off any remaining Legion soldiers there
    may be in the area.  Most will cower, so they shouldn't provide much 
    of a problem.  When you've mopped them up, head back to the gate you
    came from, you'll see General Lee Oliver there to congradulate you on
    a successful route of the Legion.  You'll then notice something
    appearing in the smoke behind Oliver...yeah, that's freakin' awesome
    to see, I won't spoil it.  In any case, let Oliver know that the NCR
    doesn't have a leg to stand on as it concerns the Dam and that Mr.
    House will be in charge now.  Oliver will be none too happy, however
    you can talk him down with a Speech of 100, Barter of 100, or Science
    skill of 100.  If you don't convince Oliver to retreat, he may decide
    he's going down in a blaze of glory...which shouldn't last too long
    given the current situation.  When Oliver drops, a Securitron for Mr.
    House should appear and speak to you at length.  Thats all!  Congrats
    on completing the game...now, reload from an older save and go finish
    up any optional quests you didn't complete.  You can also reload from an
    even earlier save and take a different path, like NCR, Independant Vegas,
    or even Legion.  Finally, you can always start a new character and go
    a completely different route, like being a bad guy ;-)
    
    
    @@@NCR controlled New Vegas quests@@@
    
    
    *****Quest 8:  Things That Go Boom *****
    
    
    This is a really short quest, but it all leads up to the Battle at Hoover
    Dam.  Sometime after you've entered the Strip, probably after you've spoken
    to Mr. House, you'll be approached by an NCR Trooper.  The Trooper will tell
    you that he has a note from Ambassador Dennis Crocker of the NCR and he
    wishes to meet with you.  He also said that the Ambassador has the power to
    erase any crimes you've committed against the NCR up to this point.  If you
    wish to speak to Crocker and aid the NCR, you can find him in the Embassy
    at the south side of the Strip across the street from Michael Angelo's and
    the Vault Hotel.  
    
    The Ambassador can tell you various things about himself as well as the
    history of the NCR, but the task he has for you involves the Boomers of
    Nellis AFB.  He's well aware that they have a stockpile of munitions and
    that a battle at Hoover Dam is coming soon.  He wants you to seek out the
    Boomers and enlist their support.  If you haven't encountered the Boomers
    yet, I suggest checking out the quest Volare! and the quests leading up to
    it.  If you've already done those quests and increased your fame with the
    Boomers enough, go seek out Pearl at Nellis.
    
    Ask Pearl if she will assist you at the Battle of Hoover Dam coming up, she
    will quickly agree as long as you helped the Boomers previously.  Thats all
    there is to it, head back to Crocker and tell him the news, the quest will
    be complete.  Hang on though, because he has another task for you.
    
    
    *****Quest 9:  King's Gambit *****
    
    
    After speaking with Ambassador Crocker in the NCR Embassy on the Strip and
    doing his first task, he'll give you another task regarding Freeside.  It 
    seems they've been having problems with the Kings, which should be no
    surprise to you if you did any work for the King before getting access to
    the Strip.  Crocker wants the violence against the NCR to stop, and wants 
    you to see to it.  You have three options here, although each option has a
    few different ways you can have it play out
    
    Option 1:  
    Crocker and his investigators feel that Pacer is the root of the problems
    with the NCR.  Crocker doesn't want you to outright kill Pacer though,
    he would rather you make it look like an accident somehow or pin it on
    another group so the King's don't retaliate against the NCR and make this
    look even worse.  If you've done the quest known as Birds of a Feather,
    you'll know that Pacer has some history with the Van Graffs.  Bring this up
    to Crocker and he'll mention that killing Pacer with a Plasma weapon or
    Energy Weapon should make it look easy to pin the deed on the Van Graffs.
    On the other hand, getting Pacer alone so that none of the King's will see
    your deed will be tough.  Even sneaking I was not able to kill Pacer in
    his room at night without attracting the guards, it seems when he drops
    everyone will go hostile at least for 15 seconds or so.  If you don't
    want to make enemies of the Kings, try leaving your part members outside
    of the King's hideout, then sneak into Pacer's room late at night.  Pop
    Pacer with any Energy Weapon to pin it on the Van Graffs, or make his
    death look like an accident through other means if you have them.  Then
    keep hiding out in his room, if you're sneaking correctly and wait 15
    seconds, everyone should go back to non-hostile and you can return to
    Crocker.  Crocker will reward you with 600 caps and NCR fame, but you can
    Barter with him for an extra 200 caps if you want.  He'll also give you
    access to the quest For the Republic, Part 2.
    
    Option 2:
    While Crocker feels that Pacer is the root of the troubles between the Kings
    and the NCR, the Ambassador feels that appealing to the King may be
    beneficial and he feels that the Kings would not refuse a direct order from
    their leader if you can convince the King to stop the attacks.  You really
    only have one option here, and thats to use your favor from G.I. Blues if
    you still have it.  I didn't have mine at the time, so my best guess is that
    using this favor will force the King to call his men off the NCR and diffuse
    the violence going on.  If you don't have your favor theres no Speech checks
    that I've seen to counteract this.  The King isn't budging, so you'll have
    to result to other matters.  Go speak to Crocker again.
    
    Upon returning to Crocker he'll say that if you were unsuccessful in
    convincing the King to stand down, and you're not willing to kill Pacer,
    then you'll have to use some muscle to try and intimidate the King.  Crocker
    knows this is a bad idea, as it will only lead to further problems in
    Freeside.  His orders are to send you to Hoover Dam to speak to Colonel
    Moore.  Crocker knows that Moore uses strength in numbers, and occasionally
    violence, to get a point across.  Crocker thinks this isn't the best
    solution, but those are his orders.  On the other hand, he thinks there may
    be an alternative and suggests you speak to Colonel Hsu at Camp McCarran.
    You can find the Colonel in the Terminal.
    
    Speak to Hsu, he'll admit that Moore's strategy usually is quick and dirty,
    but the Colonel has a better option.  He said he'll offer more power, food,
    and supplies to the King's if they pledge their support with the NCR, and
    end hostilities.  He asks you to go to the King for him.
    
    Head back to Freeside.  When you get there you'll find NCR troops have
    already moved in to the King's lair inside and out.  The King will be all
    shook up over this intrusion, and asks whats going on.  Be nice and
    excuse the rudeness, then deliver Hsu's propossal.  The King will be all
    for it, however Pacer will not be.  Pacer wants nothing to do with the
    whole thing, and he'll break off from the King right then and there
    going hostile with all NCR.  Along with Pacer there will be a few other
    Kings siding with Pacer, but with all the NCR backup they won't last
    long.  You can speak to the King afterwards, he'll briefly mourn the loss
    of Pacer, then he'll never mention anything regarding the NCR again.  Head
    back to Crocker for your reward.  You're supposed to get 600 caps, NCR fame,
    and with a Barter skill of 50 you can extract another 200 caps from him, but
    it seems this quest line is bugged as you don't seem to currently get any
    caps and can't Barter for more, this may be fixed later.  You will get some
    good xp for this quest however, 1200 points.  Crocker will direct you to 
    Moore at the Hoover Dam for more missions if you so choose.
    
    Option 3:
    This is the worst option, and you technically fail the quest.  Crocker will
    point out that Pacer is the root of the problem between the Kings and the
    NCR.  If you don't have a favor left from the King from the quest G.I. Blues
    then after you speak to the King you'll return to Crocker.  Crocker will
    tell you his orders are to send you to Colonel Moore who likes to solve
    problems with messy results.  Crocker suggests going to Colonel Hsu instead
    (Option 2 above), but if you decide to take the Moore approach head to the
    Hoover Dam.  Be warned, as this will result in an untimely end to the Kings.
    
    You'll find Moore in the Hoover Dam Offices.  Mention the problem with the
    Kings to her, she says shes going to send you into the King's domain with
    a legion of NCR troops to end the hostilities once and for all.  You're
    authorized to use force if necessary.  When you return to the King, you'll
    find the legion of NCR troops are already there.  The King won't be too
    happy they've been invaded.  Explain the situation, and the Kings will
    respond by attacking everyone.  The Kings will be no match for the NCR
    Troops however, and everyone gets wiped out.  When you're finished, head
    to Crocker.  The Ambassador will be upset with the outcome, you'll fail
    the quest, and you wont' really get much compensation despite the fact
    that the hostilities are over.  Despite all this, Crocker will still open
    up the quest "For the Republic, Part 2."
    
    
    *****Quest 10:  For the Republic, Part 2 *****
    
    
    *Note*
    After completing quests for Ambassador Crocker at the NCR Embassy on the
    Strip, you may get a mission to speak to Colonel Moore.  She can be found
    in the Hoover Dam Offices normally.  The prerequisite for this quest is that
    you've done "King's Gambit," although doing certain actions may trigger this
    quest or even cause it to fail, such as killing or completing the quest 
    "Oh My Papa."  It's suggested you don't start "Oh My Papa" before taking this
    quest, unless you don't plan on helping the NCR at all.  It's also suggested
    that you avoid the quest "How Little We Know," which is a quest that
    involves the Omertas.  In any case, this quest (For the Republic, Part 2)
    can be super bugged because of these other quests that tie into it.  When in
    doubt, if you're on the PC version you can sometimes correct the problem
    through console commands, however the safest bet is to reload to a previous
    save until a patch comes.  For PS3/X-Box users, thats about the only solution.
    You may want to do the quest "Still in the Dark" before you get to the
    Brotherhood of Steel section as it could be beneficial to you.  By the way,
    this is a long arse quest.
    
    *Section 1*  The Great Khans
    
    Speak to Colonel Moore in the Hoover Dam Offices after being sent over by 
    Ambassador Crocker.  Tell Moore you want to help, and she'll have some more
    work for you.  She's no nonsense, and she wants the Great Khan's eradicated
    once and for all.  She's not a very nice lady...but she's also open to an
    alliance if you can talk them into one.  For more information on completing
    this portion of the quest, check out "Oh My Papa," which will get you through
    what you need to do for the Khans.  The short version is that you can
    convince the Khans not to join the Legion using the guidelines I detailed, or
    you can kill Papa when no one is watching (At night, in his bedroom) and get
    Regis to ally with the NCR.  Either path will get the Khans out of the NCR's
    picture.
    
    *Section 2*  The Omertas
    
    When the Khan issue is resolved, return to Moore.  She'll have another task
    for you.  She feels that one of the Families, the Omertas, are up to
    something and she doesn't want to risk an attack from the Omertas on the
    Strip while the NCR focuses on the Legion at the Dam.  She wants you to do
    some detective work and figure out what's going on.  Again, I've outlined
    this information in the quest "How Little We Know," so check that out for
    more information on how to complete that section.  You'll want to take
    Option 1 in that section as it describes, as Option 2 is better suited for
    Legion members.
    
    *Section 3*  Mr. House
    
    Return to Moore after you've mopped up the Omerta situation.  If you aided
    Big Sal, you can lie to Moore I'm told and say that the Omerta's are 
    planning on attacking Reno.  In any case, your work is not over, believe it
    or not.  Moore now is upping the ante and wants you to take out Mr. House.
    Sheesh, what a lazy commander!  First she tasks you with single handidly
    taking out a group of misfit raiders, then she asks you to investigate a
    highly organized mafia and break up their plans, now she wants you to take
    out the leader of New vegas, whom is armed with a vast army of Securitrons
    and has centuries of knowledge and technology at his fingertips?  They
    should make you General after this one.  
    
    Head to the Lucky 38.  You should have received access if you haven't
    already, however if you've deliberately avoided the entrance and Mr. House
    up to this point, speak to Victor the cowboy Securitron.  He'll give you
    access to House, however your companions will have to wait outside for now.
    To get to House you'll have to head up to the Penthouse, however if you don't
    have at least 75 Science to hack the terminal to his location, you'll have to
    find one of the VIP access cards to gain entrance.  One card can be found in
    the H&H Tool Factory near the North Vegas Square.  Another can be found on
    Chief Handlon's desk in Camp Golf.  If you don't have access to either, or if
    you have the Platinum Chip in your possession, that will also unlock the
    path.  When you're in the Penthouse, you'll run into Mr. House's large
    mainframe with his image on it.  You can talk to him, or if you don't care
    what he has to say, look for the terminal on the left wall if you're 
    looking at Mr. House on his mainframe.  Gain access, either using one of the
    keys above or hack, and head within.  Note that at this point all the
    Securitrons will go hostile with you, and you may need to waste a few before
    proceeding.  Once the coast is clear, theres one more terminal you must
    bypass before you see the Wizard behind the curtain.  Once you've unlocked
    the 2nd terminal, take the elevator down to the control room.
    
    Here you'll be face to face with Mr. House, or what's left of him anyway.
    Use the terminal before the chamber to unseal it.  House will speak to you
    briefly, you can tell him whatever you want to tell him at this point, theres
    no going back.  Return to the terminal and select either option, it doesn't
    matter.  You can also kill Mr. House outright, but thats not very sporting.
    You'll receive some negative Karma and a note describing the death of Mr.
    House, then your quest will update.  Leave the Lucky 38 and return to Moore
    (By the way, the Securitrons will leave you alone once you've taken care of
    House).  Guess what?  She has more work for us!
    
    *Section 4*  The Brotherhood of Steel
    *Note*  If you previously haven't gained access to the Brotherhood of Steel
    bunker, see the quest "Still in the Dark" or bring Veronica with you as a
    companion.  The Bunker is located in Hidden Valley.  
    
    This lady is a pain in the arse.  If she hasn't sent you into enough
    dangerous situations to do her dirty work, now she wants you to take care of
    the Brotherhood of Steel.  The good news is this can either be easy, or
    hard, depending on what you've done to this point.  If you've completed the
    quest "Still in the Dark" and assisted Elder McNamara, then you can talk to
    McNamara and let him know that the NCR wants to wipe them out.  Since you're
    on friendly terms with the Brotherhood, McNamara will propose a truce at
    which point you can return to Moore and you'll be done with this section and
    you can skip to Kimball's part.  If you helped Hardin with overthrowing Elder
    McNamara, or if you had no prior interaction with the Brotherhood of Steel
    then you'll probably have to take them out, so read on.  
    
    To fulfill Moore's order if you weren't friendly with the Brotherhood of
    Steel and helped McNamara earlier, you'll either have to kill all the
    members of the Brotherhood individually, or you'll have to blow up their
    underground base in Hidden Valley.  I won't describe how to kill them all,
    although you can make it easier on yourself doing this part by hacking the
    terminal in Paladin Ramos's room and turning the turrets on the Paladins.
    To blow up the bunker, you'll need to get all the necessary keycards off the
    leaders in Hidden Valley.    Among the Brotherhood members that you
    need to get the cards off of are Elder McNamara, Head Paladin Hardin, and
    Head Scribe Taggart.  If Hardin became Elder, Ramos may have the 3rd keycard
    instead I'm told.  It's best to make multiple saves here, as you don't want
    to piss off the Brotherhood before activating the self destruction sequence,
    it just gets messy.  Getting the cards off Hardin is easy as he's usually
    in his quarters alone.  McNamara is usually in his chair, which is fairly
    easy to get behind and pickpocket from.  Taggart may be a bit tougher, I
    was able to get him while he was sleeping.  When you have all 3 keycards,
    head to the large simulation room where Taggart is.  There will be a terminal
    to your right when you enter the room.  You need to access the Override
    Terminal first to get the Override code, using the keycards that you
    previously obtained.  Once you have the override code, use the Self Destruct
    terminal to begin the countdown.  At this point the Brotherhood will no longer
    be friendly or neutral with you, you need to haul arse and get out of there.
    Head back to L1 and out through the Bunker's entrance, dodging Brotherhood
    members (Or wiping them out) on your way up.  When you exit the Bunker will
    go ka-blooey, although you may get approached by a few Paladins upon exit
    and may need to do battle.
    
    *Section 5*  President Kimball
    
    Once you've resolved the Brotherhood situation, either by truce or by
    blowing them to smithereens, return to Moore.  She has one final task for
    you (Finally!), and this one is top priority.  President Kimball is coming
    to Hoover Dam to give the soldiers a morale boosting speech, and Moore is
    certain the Legion will try something.  She wants you to stay on top of the
    situation and ensure no harm befalls the President.  For more information
    on this quest, check out "You'll Know When it Happens."  Complete that quest,
    then return to Moore and pledge to be a member of the NCR and fight with
    them and their cause in the Battle of Hoover Dam.
    
    
    *****Quest 11:  You'll Know It When It Happens *****
    
    
    To begin this quest you'll need to have progressed far enough along the
    main storyline before this quest unfolds.  You can get this quest by either
    following the NCR path, helping Mr. House, or working toward an Independant
    New Vegas.  Siding with the Legion will lead to an alternate quest for this
    event.  When you're ready and the quest has been activated by you, head to
    Hoover Dam and look for Ranger Grant in the Visitor's Center.  He'll fill you
    in on the President's arrival and give you as much information as he can.
    He needs your help to make sure nothing happens to Kimball, however you have
    limited access to the Dam itself.  If you speak to Grant about getting full
    access and successfully pass a Speech check, Grant will allow you access to
    the Vertibird Helipad and some other locations.  I suggest making a new save
    here and scoping out the situation.  Get a lay of the Dam and the area where
    the Speech will take place before the event starts.  Think about where the
    problem areas would be if you were trying to take out the President and use
    that to your advantage.  I had Boone with me when I did this mission, and I
    noticed that he pointed out a few probable locations he would snipe from if
    he was doing the job, but I didn't catch all of them to be honest.  You can
    check the computer in the Visitor's Center and discover an unauthorized
    access from a Sgt. Macovitch, keep that in mind.  Theres also a woman on the
    second floor that will mention that her engineer friend disappeared awhile
    ago and she hasn't seen him.  You may notice in the janitor's hall below
    that a trail of blood exists...posing as an engineer would be a nice disguise.
    
    When you're ready for the Speech, speak to Ranger Grant again.  Once the
    Speech sequence begins, you'll wake up shortly before the President is going
    to land.  You need to do some more detective work now as there are several
    things that can be potential traps before and during the President's arrival.
    First off, after the President's Vertibird lands, an engineer is going to
    place a bomb on it.  To remove it you'll need to have an engineer disguise
    that you lifted from the janitor's closet earlier in the Visitor's Center,
    or you'll have to gain access through a Speech check of 55.  The ladder to
    the Vertibird landing pad is on the east side of Visitor's Center, outside,
    and up the steps from the Speech area.  Once you have access to the helipad,
    deactivate the bomb with an Explosives or Repair skill of 50.  If you don't
    have enough of either skill, you may be able to report the Bomb to Ranger
    Grant and he'll handle the situation.  That's not all though, the second
    attempted assassination is a Sniper on the tower behind Kimball's podium.
    After you've handled the bomb situation, make your way across the dam and
    take either the door or ladder and make your way to the top.  You should
    notice a dead NCR body was thrown from the tower, which should tip you off
    for starters.  When you reach the summit of the tower, the Legion Sniper will
    attack, take him out.  If you prefer, you can snipe him youself from another
    location, however you may prematurely end the President's speech and theres
    still at least one threat that should be taken care of.  Once the Sniper is
    taken care of, you can report this incident to Grant as well, and even if
    you didn't disarm the bomb he should find it and take care of it.  If not,
    oh well, reload or live with the consequences.  Theres one more possible
    assassination attempt and it involves the engineer that's watching the
    speech.  If you watch closely you'll notice that one engineer is less
    entusiastic about the President's speech and he also will have come down
    from the helipad shortly after it lands...hmm...Yes, theres a detonator
    on him, and he also has a knife that he may plan to use to rush Kimball with
    and take him out.  Depending on your success up to this point, the NCR Rangers
    may take him out before he's successful, or in a couple of my runs this
    engineer may do nothing at all (I'm told he may not use the knife if he still
    thinks the bomb is active).  
    
    Once you've handled all three threats, or you've reported one or two of them
    to Grant, the President will either finish his speech and depart, he'll be
    rushed away to safety, or he'll die a gruesome death.  Either way the quest
    will be over.  For a successful save of Kimball you'll get 1000xp and some
    NCR fame.  Also this will unlock one of three possible final quests, based on
    whoever you've sided with.  If you've sided with NCR you should complete
    your quest "For the Republic, Part 2" finally once you return to Moore.  If
    you're working with House, you'll gain access to the quest "The House Always
    Wins, Part VII," and for Independant Vegas players you'll get an update for
    "No Gods, No Masters."  Since we're currently doing the NCR path, after
    speaking with Moore your quest will update and you'll get access to "Eureka!"
    
    Everything is complete at this point, at least on the NCR end.  If you
    have any personal loose ends that you want to complete, now is the time to
    do it as theres nothing left to do in preparation for the Battle at Hoover
    Dam.  If theres any special weapons or armor you want before the battle, or
    if you need anything repaired, ammo, Stimpacks, etc I suggest getting them
    now before accepting Moore's dialog choice to go to Hoover Dam and represent
    the NCR.  When ready, tell Moore you're good to go and you'll be magically
    taken to Hoover Dam to General Lee Oliver's base.  You'll still be given the
    option to wait once you speak with Oliver, but it's best to just get
    everything done ahead of time that you want to complete.
    
    
    *****Quest 12:  Eureka! *****
    
    
    After speaking with Moore at the end of "For the Republic, Part 2" you will
    be taken to General Lee Oliver's base at Hoover Dam in preparation for the
    battle on the horizon with the Legion.  Oliver will brief you on what will
    be required.  You'll have to repel the invading Legion, and they'll be
    crawling all over the Dam and inside when you start.  You'll begin in
    the Power Plant 4 section.  If you speak to Mike Larson he'll provide an
    option to flush some of the Legion away.  To do this you'll have to fight
    your way to POwer Plant 3 and use a terminal there (Science check of 65)
    to remove some of the threat.  This isn't required however.  
    
    Your ultimate goal is to fight your way toward Power Plant 1.  There will
    be an exit here that leads to the Hoover Dam Visitor's Center.  There 
    isn't much to say here, each Power Plant is fairly similar in setup.  Use
    the NPCs with you to your advantage when possible, there will be a decent
    number of Legion attacking and too many machetes equals bad news.  Worse
    is the fact that any weapons that dead NCR soldiers drop can and will be
    claimed by Legion soldiers, so keep that in mind.  When you eventually get
    to the Visitor's Center you should see the fruits of your previous labors.
    If you recruited the Khans, they'll be fighting the Legion, or they won't
    be there at all (Which is one less thorn in your side).  If you recruited
    the Remnants of the Enclave, they'll be in the mix.  Boomers will be...
    booming the Legion.  Make your way east along the Dam, taking care not to
    let the Legion advance too close.  Keep the soldiers in front of you at all
    times so you don't get overrun.  You'll pass the various Hoover Dam towers
    as you progress, there will be a checkpoint halfway that you'll go through.
    An NCR Ranger will approach you, he'll provide a couple options to have a
    few Rangers join you for the coming push, or you can convince them with a
    Speech check to clear a path for you.
    
    Your ultimate goal at this point is to make it to the Legate Lanius's camp.
    When you reach the end of the Hoover Dam there will be a makeshift bridge
    that turns off to the north, you should see hordes of Legion soldiers
    coming from this direction.  Push on, but be careful of ambush attacks
    from the hills.  You'll eventually come to the gate to the Legate's camp.
    Be sure to make a fresh save here, you'll be on your own aside from any
    companions you brought or Rangers you recruited, the rest of the NCR will
    hang back.  Some of the very best soldiers of the Legion will be
    waiting for you here, and they can and will attack in groups of 3 or
    more at times...and they know how to use their machetes.  If any other
    weapons are lying around they may pick them up, so be careful not to
    drop any Plasma Rifles or anything.  Be sure to clear out as many Legion
    soldiers as possible, just be careful not to get too close to the path
    that leads up the hill to the Legate's tent, this will be in the back
    of the zone.  When ready, head up the path and encounter Caesar's
    supreme champion, the Legate Lanius.  The first time I encountered this
    guy I didn't quite know what to think as I had only heard the horror
    stories about him.  It kinda reminded me of the battle in Fallout 1 where
    you had no previous encounters with the Master, nor any real idea what
    the guy would look like.  In any case, this guy means business!  Not only
    is he a force to reckon with (His blade can cut you in two before you can
    say "Ave, true to Caesar."), but he seems to actively regenerate health
    like he's Wolverine or something.  On top of that he'll call down Legion
    members to assist him in the battle unless you can talk him out of it.
    There are some Speech options here where you can avoid the battle all
    together, but they will require steep Skill levels.  To avoid a battle
    completely you'll need either 100 Speech, or 100 Barter.  Otherwise...
    prepare for a bloodbath.  When fighting the Legate, the best piece of
    advice I can give is bring out your best gear, use armor piercing when
    available, and don't give him an inch to recover.  The longer you leave
    him untounched, the more time he has to recover and the more soldiers
    that will spawn for him.  His forces seem to be never ending, at least
    from what I've seen, so it would be in your benefit to finish him as
    quickly as possible.  Use any and all Stimpacks you may need, Med-X
    when available, offensive enhancing chems, etc.  The other tactic that
    has worked well for me is knocking his sword from his hands.  While he
    can be devastating without the sword, it's obviously the greater of
    two evils.  Going into VATS mode and shooting/knocking the sword out
    will buy you a few precious seconds.  If you're quick you may be able
    to pick it up before the Legate can get to it again, I wasn't able to
    myself though.
    
    When the Legate drops, finish off any remaining Legion soldiers there
    may be in the area.  Most will cower, so they shouldn't provide much 
    of a problem.  When you've mopped them up, head back to the gate you
    came from, you'll see General Lee Oliver there to congradulate you on
    a successful route of the Legion.  Whoo hoo, thats all!  Congrats
    on completing the game...now, reload from an older save and go finish
    up any optional quests you didn't complete.  You can also reload from an
    even earlier save and take a different path:  House, Independant Vegas,
    or even Legion.  Finally, you can always start a new character and go
    a completely different route, like being a bad guy ;-)
    
    
    @@@Legion controlled New Vegas quests@@@
    
    
    *****Quest 13:  Render Unto Caesar *****
    
    *Part 1*
    
    Upon completing the quest "Ring-a-Ding-Ding" the player will be approached
    by a member of the Legion just outside the Tops Casino.  It will be Vulpes,
    unless the player previously wasted him in which case it'll be someone
    else.  The player will be given the Mark of Caesar, which clears any
    previous bad blood you may have had with the Legion.  On top of that you'll
    be invited to Caesar's base at the Fort.  One way or another, you'll end up
    having to go to the Fort sometime, so keep that in mind.  The Legion 
    represenative will tell you that Benny can be found at the Fort with the
    Platinum Chip most likely (If you didn't kill him and take it yourself).
    When you're ready, head to Cottonwood Cove, it can be found in the 
    south-east part of the map near the river.
    
    When you reach Cottonwood Cove you may be approached by a Legion soldier,
    showing the Mark of Caesar should get them to leave you alone.  Be warned
    that if you have Boone in your party he may tell you before you get to
    Cottonwood Cove that he won't hold back, he'll shoot any Legion member
    he sees whether this is a diplomatic mission or not.  If you plan on
    not getting into any violence at this point, you may want to send him on
    his way for now and come back for him later at Novac or the Lucky 38.
    Speak to the Legion soldier at the dock, Cursor Lucullus.  He'll ferry you
    to the Fort.  When you get to the Fort you'll be stripped of any weapons,
    chems, and the Platinum Chip if you already obtained it.  If you're
    Sneaky you may be able to hide a few weapons on your person (Using a Sneak
    skill check), and if your Speech is good you can pass a Skill check to
    keep some chems for a "heart condition" you have.  Don't worry about the
    Platinum Chip if you lost it here, you'll get it back.
    
    Your destination will be Caesar's Tent.  To get there you'll have to make
    your way to the main camp.  You'll see a large hill before you, you'll
    have to climb it up to the large drawbridge gate at the top, this leads
    to the central camp.  In the camp you can find Caesar's Tent in the center
    by itself.  You'll have to leave any companions outside that you may have
    brought with you.  Don't worry, just tell them to wait there for now.
    Enter Caesar's tent, you'll see him sitting in the center with several
    of his best soldiers surrounding him along with Vulpes (If he's alive),
    and Lucius.  Benny will also be tied up here if he still happened to be
    alive.  Speak to Caesar, he'll marvel at your guts for showing up here,
    especially if you happened to foil his plots previously.  No matter,
    Caesar is willing to forget and let by-gones be by-gones if you join up
    and help him out.  If you continue to work for Caesar, know that you'll
    be pissing off everyone else:  NCR, Mr. House, Brotherhood of Steel, you
    name it.  It won't happen right away, but continue down this path long
    enough and you'll make enemies.  If you like being a bad guy, feel free
    to continue!  For helping Caesar out you'll also get to decide how
    Benny dies, if you didn't already kill him.
    
    The first thing Caesar wants you to do is figure out what Mr. House has
    going on in the bunker located on the Fort's premises and then destroy
    whatever House has there.  Caesar will have figured out that the
    Platinum Chip seems to open the door to the bunker there.  He'll give 
    you the Platinum Chip at this time, so if you didn't have it previously
    you will now have it in your possession.  If you already had it, well,
    he's just returning it to you at this time.  The bunker can be found in
    the Weather Monitoring Station in the back of the Fort.  When you enter
    there will be some guards inside, they'll return your possessions to you
    at this time.  If you look to your right you'll notice a small device
    with a slot for the Platinum Chip, insert it and a stairway will open
    near you that leads to the Bunker.  When you enter the Bunker, you
    may notice a large terminal nearby with Mr. House on it, unless you
    already offed him.  He'll tell you of the army of Securitron robots that
    can all be heavily upgraded and set free, but he needs you to do it
    as he's lost the ability to completely interract with the bunker remotely.
    He will open the front door for you though...so thanks for that I guess.  
    You can still help Mr. House if you want to, or you can obey Caesar and
    destroy everything, it's your call.  If you're with Caesar, feel free to
    lie to House about your plans so he doesn't put a hit out for you.  Be
    careful while you're down here as there are a number of Protectrons and 
    automated turrets that dissuade anyone from progressing.  The good news is
    that if you sprint straight ahead once going through the front door, you'll
    find a security room where you can hack a few computers and disable the
    defense within (Skill of 50 for the turrets and 75 for the robots).  If
    you've taken out the turrets and robots, there won't be anything else to
    stop you really other than some mild radiation within.  Theres only a few
    rooms in the bunker, so you shouldn't have much trouble finding your
    objectives.  There will be three rooms that each have a generator within.
    To do Caesar's bidding you'll have to destroy each generator and then
    get the hell out of there as the radiation will grow.  Note that if you
    don't want to destroy such a wonderful robot army, or if you're not quite
    sure if you want to side with Caesar, Caesar won't know the difference
    if you just upgrade the robots anyway.  He'll just assume the vibrations
    from the robots starting up was the destruction you caused.
    
    If you blew up the generators, your quest should update, so head back to
    Caesar.  Your weapons will be confiscated again before you leave the
    Weather Monitoring Station.  You'll get 100xp and some Legion fame, but
    you're not done yet.  The next thing Caesar will want is for you to
    kill Mr. House.  If you've already done this, no problem, you'll get
    to skip the next section.  If Mr. House is still alive, read on.  
    
    *Part 2*
    
    Caesar will ask you to kill Mr. House.  Sounds like a daunting task, I
    mean, he resides in a tower thats been sealed off for years and years
    from anyone and he has a robot army at his dispossal.  The good news is
    that House should be unaware to your intentions which means you can get
    the drop on him.  I mean, he only saved your life, who would expect
    a backstab from someone like that?  Well, the bad news is that if you
    blew up the Bunker, the Securitrons should be hostile to you now, so
    you may need to do some fighting once you reach the Lucky 38.  Head to
    the Strip and prepare for a fight.  
    
    If you haven't amassed many levels and/or hard hitting weapons you may
    be in for a rough go of it.  Securitrons don't mess around and they
    can take some decent damage.  When in doubt use automatic weapons, and
    if you have any Pulse Mines or Grenades they will do wonders here. 
    Make your way to the Penthouse via elevator in the center of the Casino.
    You'll be looking for a terminal on the left wall from the large
    terminal that Mr. House projects from.  If the Securitrons weren't
    hostile to you up to this point, they will be.  Accessing the terminal
    will open a secret door to an antechamber nearby.  There will be another
    terminal in this room that opens a secret elevator, along with another
    Securitron or two.  If you're fast you may be able to access these
    terminals without taking too much damage, the Securitrons shouldn't
    follow you on the elevator.  
    
    After taking the elevator you'll be face to face with Mr. House.  Gross!
    Were you expecting that?  Pretty damn creepy if you ask me.  Use the
    terminal next to him, do whatever you want to take him out.  Feel free to
    speak to him a few times if you want before pulling the plug.  When you're
    finished you'll get 500 xp.  Return to Caesar for another 100 xp and some
    more Legion Fame.  The Securitrons should leave you alone after you take
    out Mr. House.
    
    *Part 3*
    
    Now that Mr. House is out of the way, Caesar will turn his attention 
    toward potential allies in the coming battle at Hoover Dam with the NCR.
    Caesar will sent you to Nellis AFB to create an alliance with the Boomers.
    You may or may not have interracted with them before, if not it's okay.
    You only need to become Accepted among the Boomers to enlist their aid for
    the coming battle.  To get there you can complete any number of quests
    listed:  Ant Misbehavin', Young Hearts, Sunshine Boogie, Volare!, Boomer 
    History, For the Kids, Paging Dr. Courier, and Supplies for the Boomers.
    When you get to at least Accepted, or if you were already Accepted or
    better, speak to Pearl in her bunker.  When they've pledged their help,
    return to Caesar to complete this part.
    
    *Part 4*
    
    The next alliance Caesar wants is to have the White Glove Society of the
    Strip join the Legion.  This information is already covered in the quest
    called "Beyond the Beef."  The nice thing is Caesar's spies have already
    figured out for you that the White Glove Society (WGS for short) were
    once cannibals and you may be able to use this information to blackmail
    them into joining.  If you follow "Beyond the Beef" the best possible
    ending for an evil character is to kill Ted Gunderson so you can help
    Mortimer realize his plan and get the WGS to revert to cannibals.  You
    then need to frame Ted's father for the death to complete the quest.
    You can free Ted and foil Mortimer's plans, which won't make Caesar
    happy, but you won't be punished and your quest objective will move on
    regardless.  If you've already framed Mortimer previously, just tell
    Caesar that you won't be able to blackmail them.  In any case, follow
    the guide for "Beyond the Beef" to complete this quest, when you've
    confirmed from Mortimer and/or Majorie that they'll support the Legion,
    return to Caesar for the next part.
    
    *Part 5*
    
    The next group Caesar wants you to interract with is the Brotherhood of
    Steel...only this time he isn't looking for an alliance, he wants them
    wiped out!  Poor Brotherhood of Steel, it seems nobody likes them.  If
    you follow the NCR and Mr. House paths you'll notice that both those
    groups want the Brotherhood taken out of commission as well, although
    with the NCR there is an option to strike up an alliance.
    
    If you haven't encountered them up to this point, the Brotherhood bunker
    can be found in Hidden Valley.  It's a fenced in enclosure off the highway
    north of the NCRCF. IF you're looking for access you can either bring
    Veronica with you as a companion (Which is the easiest way), or you can
    check out the first part of the quest called "Still in the Dark" to access
    the Brotherhood bunker.  For this quest, you'll either have to kill all the
    members of the Brotherhood individually, or you'll have to blow up their
    underground base in Hidden Valley.  I won't describe how to kill them all,
    although you can make it easier on yourself doing this part by hacking the
    terminal in Paladin Ramos's room and turning the turrets on the Paladins.
    To blow up the bunker, you'll need to get all the necessary keycards off the
    leaders in Hidden Valley.    Among the Brotherhood members that you
    need to get the cards off of are Elder McNamara, Head Paladin Hardin, and
    Head Scribe Taggart.  If Hardin became Elder, Ramos may have the 3rd keycard
    instead I'm told.  It's best to make multiple saves here, as you don't want
    to piss off the Brotherhood before activating the self destruction sequence,
    it just gets messy.  Getting the cards off Hardin is easy as he's usually
    in his quarters alone.  McNamara is usually in his chair, which is fairly
    easy to get behind and pickpocket from.  Taggart may be a bit tougher, I
    was able to get him while he was sleeping.  When you have all 3 keycards,
    head to the large simulation room where Taggart is.  There will be a terminal
    to your right when you enter the room.  You need to access the Override
    Terminal first to get the Override code, using the keycards that you
    previously obtained.  Once you have the override code, use the Self Destruct
    terminal to begin the countdown.  At this point the Brotherhood will no longer
    be friendly or neutral with you, you need to haul arse and get out of there.
    Head back to L1 and out through the Bunker's entrance, dodging Brotherhood
    members (Or wiping them out) on your way up.  When you exit the Bunker will
    go ka-blooey, although you may get approached by a few Paladins upon exit
    and may need to do battle.  Return to the Fort when you've mopped up.
    
    *Part 6*
    
    When you return, you'll notice that Caesar isn't feeling well.  You
    probably noticed during your previous conversations with him that he's been
    growing increasingly unstable.  It looks like he has a tumor in his head and
    it needs to be removed very soon.  You won't receive anymore instructions
    or objectives in "Render Unto Caesar" until you resolve this situation, so
    read up on the quest "Et Tumor, Brute?" for information on this then return
    to this section for the next part.
    
    *Part 7*
    
    Depending how the conclusion to Part 6 went you either saved Caesar's life
    by removing the tumor in his head, or you botched the surgury in some way
    and therefore Caesar is dead.  In the case where it's the later, Caesar
    will be no more so you'll take your quests from Lucius in Caesar's tent
    now.  If Caesar remains alive you'll be speaking to him of course.  Speak
    to either after the operation and you'll find out that something big is
    going down soon with the NCR, and the battle looms on the horizon.  It
    seems that the NCR is sending President Kimball to the Hoover Dam for a
    motivational speech soon, and your job is to make sure he doesn't survive
    to kill the soldier's resolve and morale.  Your quest giver (Caesar or
    Lucius) will send you to meet Cato Hostilus.  He can be found just
    south-east from Boulder City.  The quest info for the assassination can
    be found under the quest "Arizona Killer," so check that part out for
    more info on taking out President Kimball.  When you've completed that
    task, return to Caesar or Lucius at the Fort.
    
    *Part 8*
    
    Following the successful or unsuccessful attempt on President Kimball's
    life, speak to Caesar or Lucius.  The preparations are finished, as far
    as the Legion is concerned.  All that remains is to confront the NCR at
    the battle for Hoover Dam.  See the quest "Veni, Vidi, Vici" for more.
    This finishes the quest "Render Unto Caesar."  If you have any other
    quests you want to complete up to this point, or any other armor or
    weapons you want to obtain, now is the time to do it before you travel
    to the Legate's camp.  I also suggest bringing a good supply of any
    meds you'll need for this large scale battle.  Note that some companions
    will not partake of the battle, I know Arcade Gannon is listed as one,
    so don't count on always having backup for the attack on the NCR.
    
    
    *****Quest 14:  Et Tumor, Brute? *****
    
    
    After completing Part 5 of "Render Unto Caesar," Caesar will become very
    ill due to a tumor in his head.  You will be asked to obtain the means to
    remove the tumor, although if Caesar dies you can still proceed through
    the game.  If you plan on healing Caesar (You have to at least make an
    attempt, or make the Legion think you're making an attempt at least), theres
    a couple different ways to go about it.  For most people you're going to be
    trying to fix the Auto-Doc by Caesar's bedside.  To do that you're going
    to need a replacement Diagnostic Scanning Module.  However if you have a
    Medical skill of 75 or Luck of 9 you can attempt the surgury yourself and
    bypass getting the Module.  To perform the surgury you'll also need a
    Doctor's Bag and Surgical Tools which can be found in the New Vegas Medical
    Clinic at the price of 1000 caps.  For those of you without the Luck or
    Medicine skill, read on.
    
    The Diagnostic Scanning Module will be found in Vault 34 which is east of
    the NCR Sharecroppers.  On the PC version the Auto-Doc with the Module
    you need is early in the Vault in the Clinic, however I'm told on other
    versions it will be found in Security Station A.  When in doubt, just keep
    an eye out for a device that looks like Caesar's Auto-Doc.  If you're
    looking for the Clinic, it isn't far, in fact you have to pass through it
    at some point.  When you first enter Vault 34 you'll come to the Atrium
    level with a lot of Ghouls.  Theres a set of stairs on your right that
    lead down to that level.  From there you'll follow a linear path through
    some hallways until you can no longer advance through the hallway.  The
    Clinic should be right there, it'll be a large room in the south central
    part of the Vault.  The Auto-Doc should be in the back of that room, use
    it to get the part you need.  When you're finished you can leave, or
    continue through the Vault if you like, theres lots of goodies in the
    Armory.  If you're playing on a non-PC version and the Auto-Doc isn't in
    the Clinic, you're going to have to go to theSecurity Station A area.  I'm
    a little sketchy on how I got there as you have to go through a few steps
    to unlock the area, but the door to Security Station A is just past the
    Clinic.  It should say "Vault 34 Level 1" on your map when you see the
    door.  However the area behind that door is flooded, and to remove the
    water I believe you have to drain it from the nearby utility room.  Once
    the water is drained head through the door mentioned above, you'll go down
    a set of stairs and to your right will be the door to Security Station A.
    It's on the same floor as the Armory, but the two sections are divided by
    debris.
    
    Once you've obtained the Diagnostic Scanning Module and a Doctor's Bag,
    or a Doctor's Bag and Surgical Tools if you're going to operate yourself,
    return to the Fort.  Now, even though you have the skills to save Caesar
    at this point, theres nothing that will prevent you from failing to save
    his life either.  You can actually rig the Auto-Doc to fail the surgury,
    ending Caesar's life.  I believe you can also botch the surgury.  You
    will be able to continue down the Legion path after this still, taking
    your quests from Lucius instead, however to remain friendly with the
    Legion you'll have to convince them you did your best either with a
    Speech skill of 60 or Medicine skill of 50.  Either way, once the
    situation with Caesar has been resolved you will be able to move on to
    Part 7 of "Render Unto Caesar."
    
    
    *****Quest 15:  Arizona Killer *****
    *Note*  If you have any companions with you, it may be wise to leave
    them for a period of time somewhere safe.  When the poop hits the fan
    during this mission, you'll have a lot of NCR heat on you potentially, so
    especially those that are on Hardcore mode may want to spare your lackies.
    
    Upon completing Part 6 of "Render Unto Caesar" which is also tied to the
    quest "Et Tumor, Brute?" your next objective will be to take out the NCR
    President, Kimball.  You're given a small window to make the hit on the
    President, so keep this in mind and make multiple saves if needed!  Theres 
    a variety of different ways to kill him, and no one way is wrong as long as
    he drops.  For starters, you'll need to meet Cato Hostilus once you're
    given this quest.  Cato can be found just south-east from Boulder City, 
    he'll be camped out at your quest marker.  At this point NCR soldiers are
    going to probably be hostile to you, or at least Rangers will be, so try
    to avoid known NCR locations unless you don't mind dropping a few.
    
    Cato will ask you if you have a plan to take out the President.  This is
    entirely up to you.  If you have an Explosives skill of 50, Cato will have
    a bomb and detonator available for you to use.  If not, a bullet in the
    head will work as well.  Theres some other options that are more discrete,
    so don't worry if neither of these is your cup of tea.  Cato will give you
    an NCR Trooper uniform in case you didn't have one, be sure to put it on
    as soon as possible!  You'll sleep the night, in the morning you'll be
    heading to the Dam to enact your plan.
    
    Cato will speak to you in the morning briefly, then head off at top speed
    toward the Dam.  Be mindful that normal NCR Troopers shouldn't be able to
    identify you, but NCR Rangers will spot you if you get within their range
    (Roughly 10 yards from what I've seen).  Rangers have the distinctive hats
    with the brim all around, so they should be easy to spot.  Just remember
    that they're always moving, so one can sneak up behind you if you aren't
    careful.  There are almost endless options in taking out the President if
    you consider weapons, various locations to snipe from, and things like
    planting grenades.  At any point when you feel you're ready for the
    President's speech to begin, speak to Cato and the event will start right
    away...just be sure you've prepared by using one of the options below
    first.  Here are a few of the more well known methods for assassination:
    
    Option 1:
    With an Explosives skill of 50 you can use the bomb that Cato gives you to
    rig the President's Vertibird to blow after he arrives.  You'll then need
    to trigger the explosive with your detonator after he enters it again.
    The easiest way to do this is to obtain the NCR Engineer uniform and disguise
    yourself as a worker.  The Engineer uniform should be found in a locker in
    the Visitor's Center, it'll be in a Supply closet.  Using this uniform you
    can convince the guard at the top of the Visitor's Center that you're there
    to do maintenance, and he'll let you climb the ladder to the Vertibird
    landing during the President's speech.  Interact with the Vertibird to plant
    the bomb, then head back down and find a safe location out of the way where
    you can detonate the bomb once the President lifts off again.
    
    Option 2:
    Theres a console outside of the Visitor's Center on the second level.  You
    can use this to rig the Anti-Aircraft cannon to shoot the President's
    Vertibird down as soon as it comes in (A nice way to bypass the long speech
    all together if you don't care), or you can use a Repair skill to have it
    explode.  To have it shoot the Vertibird down it requires 50 Science and
    to explode it requires 50 Repair.
    
    Option 3:
    You can change the Vertibird's exit path by altering it in the Visitor's
    Center.  Use your hacking ability to get into the computer there, then
    alter the Vertibird's flight instructions.  When the President departs,
    his Vertibird will lose control and spiral out till it explodes.  This
    is one of my favorite endings, although having the cannon shoot him down 
    is also nice.
    
    Option 4:
    Rig the helmet of Private Watson with explosives.  This requires that you
    have some C4 handy and a detonator to use.  The helmet can be found on a
    table next to the Visitor's Center, but you have to be careful as a Ranger
    patrols next to the table.  Make sure you wait till the Ranger is moving
    away from the table (Walking south) before you attempt to rig the helmet.
    With detonator in hand, speak to Private Watson on the stage before the
    President arrives.  He'll mention that he can't find his helmet, be sure
    to point it out for him.  He'll put the helmet on, feel free to tell Cato
    at this time that you're ready.  President Kimball will arrive via
    Vertibird and begin his speech.  I believe you can set the C4 off at any
    time, but it may be best to wait until Kimball gives the award to Watson
    so you make sure he receives a full blast.
    
    Option 5:
    In the NCR version of this quest, a Sniper takes the President out from a
    tower on the Hoover Dam just behind the stage.  You can do the same, 
    provided you have a weapon with some kick and a scope.  When you're ready,
    tell Cato you're set and the President's Vertibird will arrive.  You can
    always shoot it down yourself while in route, but why do that when you can
    set the cannon to do it for you in Option 2?  Instead climb to the top of
    the tower, take out the guard there using stealth to avoid causing a scene.
    When the President arrives he'll have his back to you, and you should be
    able to take your time with a clear headshot.  If you hang out too long,
    you may be spotted, just make sure you make the shot count.  You can try
    to sneak away once the quest is complete, however you may need to find a
    hiding place within the Dam itself until everything cools down.  If you're
    fast you may be able to fast travel to a safe location (Not the Fort,
    unless you take your NCR outfit off first) as soon as the quest shows as
    complete.
    
    
    Theres plenty of other ways to take out the President as I mentioned above,
    but the five Options I listed are the ones coded for the game and will
    require the least amount of direct attack possible.  You want to avoid
    directly attacking the President as you may not be able to turn away the
    onslaught of NCR Rangers and Troopers if they witness you make the hit.
    In some cases you may be able to fast travel away as soon as the hit is
    made and the quest shows as complete, avoiding controntation.  In other
    cases you may need to run into the Dam or another location and hide out
    until the search dies down.  If running isn't your thing, you can of course
    waste them all...good luck.  When you're finished, be sure to remove your
    NCR Trooper uniform before returning to the Fort!  Head back and talk to
    Caesar or Lucius and let them know how you did.  You'll move on to the
    last part of "Render Unto Caesar," and the final Legion quest will open
    to you, "Veni, Vidi, Vici."  
    
    
    *****Quest 16:  Veni, Vidi, Vici *****
    
    
    After returning to Caesar or Lucius having completed "Arizona Killer," they
    will tell you preparations are complete.  At this time they'll be ready to
    send you to the Legate Lanius's camp for the Hoover Dam battle.  Make sure
    all your quests and preparations are ready and complete before traveling!
    The Legate's tent will be in the back of the camp on top of a hill after
    you magically appear at the gate.  Unfortunately this will be the only time
    you get to see the inside of the tent, and you cannot move while the Legate
    briefs you on a battle, so take a good look.  I thought it was neat anyway,
    with the slaves and all.  Yeah, so anyway, the Legate will kick you out of
    the tent when he's finished with you.  You'll be given instructions to
    assault the NCR, and your objective is to take out General Lee Oliver.
    Without their leader, the NCR will surely crumble.  General Lee Oliver will
    be holed up within the Dam itself, and you'll have to fight through several
    Power Plant areas to get to him.
    
    When you're ready, leave the camp via the gate to the north.  The battle
    will already be raging once you exit.  Any friends you recruited along the
    way will be available to help you out, such as the Boomers dropping bombs
    on NCR targets, Great Khans, etc.  You'll fight your way west along the
    top of the Dam.  You'll pass through a check point of sorts about 1/3 of
    the way across the Dam.  This section shouldn't be too tough, as you'll
    have Legion soldiers traveling with you.  Be sure to use them as meat
    shields, let them do your dirty work.  Follow your quest marker, it should
    lead you to the Visitor's Center at the end of the Dam.  Be sure to make
    lots of new saves from this point on, because it may get hairy.
    
    Inside the Visitor's Center you may run into a few NCR Rangers in modified
    Power Armor.  These guys can pack a punch, take a beating, and you'll be
    running into a few of them from here on out.  There should be a door here
    that leads to Power Plant 1, take that.  When you get to the other side
    there will be several Legion soldiers, follow them.  They'll help take
    out some of the NCR soldiers in this area, let them soak up the damage.
    You're going to be moving south through this area and the next few.  
    Theres not much to say really, you're trying to get from Power Plant 1
    to Power Plant 4, constantly moving south and taking out NCR soldiers 
    along the way.  The door to the next section will either be at the 
    lowest level, the second level, or there may be multiple doors.  In any
    case, keep moving south.  When you get to Power Plant 4, the door to the
    next section will be on the lowest level, and it will lead to Oliver's
    Compound.  Make a new save, then enter.
    
    General Lee Oliver will be here, with a dozen or so Legion bodies scattered
    around.  If your Speech skill is at 100 you can convince him to give up
    all together, but what would be the fun in that?  This is the climatic
    finish, and Legion take no prisoners!  If your Speech isn't this high and
    you want to battle, get ready.  I've seen some people be able to pop
    Stealth Boys through this section, but you end up having to kill the NCR
    soldiers anyway, so I say just kill them.  Once Oliver finishes his speech
    and sicks his dogs on you, I like to head left quickly.  You want to get
    out of view of the soldiers up top, and there will be more coming down
    below after you.  They come quick and pack a punch, so be ready for a lot
    of action in the first 3-5 minutes.  Med-X may be a good idea to help soak
    some damage if you're low on Stimpacks, take the NCR soldiers out as quick
    as you can as you may find yourself overwhelmed.  When it seems they've
    stopped sending men, you'll notice that a force field exists at the second
    level.  To get up there you'll need to find a set of stairs in the western
    part of the room (To your right after entering the compound).  There may
    be some debris blocking your path, if you want to avoid the soldiers
    sniping from up top you can go around using the back hallway, theres a
    door in the eastern section that leads to the hall.  
    
    Once you've accessed the stairs to the second level you'll be in a cubicle
    area...and this place is deadly.  There will be more NCR Troopers here, and
    they'll have the best weapons and the modified Power Armor.  Also this place
    is heavily booby trapped, and the traps are often in bunches.  You'll find
    sections where there will be 3 Bear Traps in a row, along with a tripwire
    for explosives.  My suggestion is to always look down, and make sure there
    isn't any nearby tripwires that aren't disarmed or triggered as the NCR
    troopers pursuing you may set off the traps.  I had one such occurrence
    when a soldier activated the tripwire, and we were all dead within seconds.
    Make your way across the room, moving to the east and watching for the traps
    as well as NCR soldiers that may be in front of you, or coming up from 
    behind.  When you reach the next set of stairs, you're almost done.
    
    This is the last section.  General Oliver will make his stand here, but not
    without a contingent of his soldiers.  Oliver himself is easy enough to
    take out, he isn't wearing heavy armor so he's somewhat squishy.  The other
    soldiers can overwhelm you in a hurry though, so keep the Stimpacks handy
    and be ready to move when needed.  If the previous room is now safe, you
    may try falling back there if things get nasty.  Soldiers will be coming
    out of the woodwork in this area, literally.  I remember that some of the
    walls were destructable I think, so be prepared for NCR Heavy Troopers to
    come after you.  You'll need to take out every NCR Trooper protecting
    Oliver, armor piercing bullets may be your best bet for the Heavy Troopers
    while Oliver will take hollowpoints in the head.
    
    When you've cleared out all the soldiers protecting Oliver, your quest 
    should update and tell you to return to Legate Lanius.  Head back the
    way you came, back down to the first level and through the door back to
    Power Plant 4.  Lanius will be there waiting for you, give him an update
    on your mission.  He'll congradulate you if you killed Oliver, but if you
    happened to talk him out of fighting he'll comment on that as well.  
    Congrats!  You just completed the game and secured a victory for the Legion.
    Now, reload from an older save and go finish up any optional quests you 
    didn't complete.  You can also reload from an even earlier save and take
    a different path:  House, Independant Vegas, or even the NCR.  Finally, 
    you can always start a new character and go a completely different route, 
    like being a good guy...but what fun is that?  =)
    
    
    @@@Independant New Vegas quests@@@
    
    
    *****Quest 17:  Wild Card:  Ace in the Hole *****
    
    
    This is a pretty short quest, but it's the first step in the Independant
    New Vegas route.  You may almost skip it entirely and go right on to the
    next quest "Wild Card:  Change in Management" if you run into Yes Man.  In
    any case, this current quest is part of the end game quest chain that starts
    with "Ring-a-Ding-Ding," see that quest for more info.  At some point you'll
    find yourself in the Tops Casino in search of Benny, your attacker.  Whether
    you speak to Swank or not and present evidence, it doesn't matter.  
    Eventually you will probably find that you either need to confront Benny in
    his suite, or find evidence of his wrongdoing.  That may activate this
    quest.  
    
    Upon entering Benny's suite in the Tops Casino (If can be found by taking
    the 3rd elevator on the right in the hall of elevators), you'll find his
    room with the double doors halfway down the hall.  If Benny is there, feel
    free to take him out and recover the Platinum Chip.  If you let Benny escape
    or fail to kill him here, you'll have to wait till you visit the Fort later.
    While you're in Benny's room, head to the back.  You'll eventually find
    yourself in a room that hasn't been finished, no carpet and whatnot.  There
    will be a few unoperable terminals here, and a large Securitron with a
    happy, smiling face known as Yes Man.  Upon finding Yes Man your quest should
    update after talking to him.  Your quest should now have you ask Yes Man how
    you can take over New Vegas.  Sounds good to me!  Talk to Yes Man, exhaust
    all your Speech options until you receive the two quests "Wild Card:  Change
    in Management" and "Wild Card:  Side Bets."  Just make sure once Side Bets
    activates that you don't do anything with the Speech options related to that
    quest.  This means any dialog options should be skipped for now where Yes Man
    asks you what you want to do with various groups like the Brotherhood, or 
    the Khans, At this point your current quest will be finished, the next step 
    will be Change in Management.
    
    
    *****Quest 18:  Wild Card:  Change in Management *****
    
    
    At this point you have spoken to Yes Man and have found you can take Benny's
    place and realize his dream of ruling New Vegas yourself!  To do this you
    need to implement the Securitron he reprogrammed, Yes Man.  Yes Man is
    very knowledgeable, as well as helpful, so you should have little problems
    taking control of the place yourself.  At this point Yes Man may start asking
    you about various groups and how you want to handle them in case you do end
    up ruling Vegas.  Until you've sorted these groups out yourself, I suggest
    ignoring all these dialog options.
    
    The first step in taking over New Vegas is to acquire the Platinum Chip.  If
    you already killed Benny in the Tops Casino like you're supposed to, you
    should have been able to loot it from his body.  If he escaped to the Fort,
    you'll have to chase him there.  Theres not much to say about pursuing
    Benny at the Fort, most of it is covered in "The House Always Wins, Part II."
    Essentially you just need to head go to go to Cottonwood Cove in the south
    east part of the map, take the boat to the Fort, speak to Caesar in his
    tent and you'll recover the Platinum Chip.  You can go straight to the
    Weather Monitoring Station while you're here, or just come back later.
    
    Once the Platinum Chip is in your hands, the next step is to take out Mr.
    House.  You don't need to do this right away.  If you want, you can make
    House think you're still working for him.  You can even skip to "Wild Card:
    You and What Army?" if you activate the Securitrons in the Fort bunker, but
    for now we'll assume you're here to knock out this quest and finish off Mr.
    House.  Theres no reason to alarm him before coming, so walk through the
    front door of the Lucky 38 Casino as if you're there for a regular visit.
    Make sure to make a clean save in case things get hairy.  Head up to the
    Penthouse like normal.  When you get to the large Mr. House computer, you
    should notice a small terminal on the wall to your left.  You can use this
    terminal to access the ante-chamber to Mr. House's biological remains.
    Note that as soon as you use this terminal to open the hidden door, the
    Securitrons in this area will all turn hostile to you, and it can get messy.
    You can try to take them all out, or you can hurry forward and try to dodge
    their attacks.  In the next room there will be another terminal you'll need
    to access.  To unlock both these terminals you'll need either the Platinum
    Chip, which you should already have, the Lucky 38 VIP keycard from the H&H
    Tool Factory, or a Science skill of 75.  Once you've unlocked the 2nd
    terminal, take the elevator to Mr. House's Control Room.
    
    There you'll come face to face with the man himself.  Kinda sick, isn't it?
    You can use the terminal here to open House's chamber and have a brief
    conversation with him.  It doesn't matter what you do at this point once
    you speak to him.  Use the terminal again to either put him back in his
    coffin, disconnected from the network, or kill him.  I don't suggest
    shooting his body or hitting it manually, I've heard it can cause bugs.
    Once House is out of the way, return to Yes Man at the Tops casino.  If you
    don't see him where you last left him, he may be just outside the Casino.
    He'll also show up there in a new body if you ever decide you're sick of
    him and want to blow him away.  Tell Yes Man the deed is done, he will then
    say he'll meet you in the Lucky 38.
    
    Head back to the Penthouse where Mr. House's large computer terminal was.
    Yes Man should be there, talking with him will initiate a transfer process
    where Yes Man will install himself on Mr. House's network.  Now you're in
    charge!  Don't get a big head, you have a lot of work ahead of you still,
    but the good news is you're in the driver's seat.  At this point you should
    also have the Platinum Chip, which you should be able to give to Yes Man.
    Yes Man can use the Platinum Chip, just as House was planning, to upgrade
    all the current Securitrons to their version 2 software level.  This will
    upgrade their defense and their weapon capabilities quite a bit.  Yes Man
    will show you a brief demonstration in the basement of the Lucky 38 after
    you give him the Platinum Chip.  The next step is to work on "Wild Card:
    Side Bets," and you should have have "Wild Card:  You and What Army?"
    activated at this point.  Pick one and begin.
    
    
    *****Quest 19:  Wild Card:  Side Bets *****
    
    
    This quest begins shortly after you activate "Wild Card:  Change in
    Management."  Like many of the other paths to the game's end, Yes Man
    presents various factions to you that may be instrumental in the upcomming
    battle.  The difference is that Yes Man will give you the option of
    recruiting these groups, ignoring them completely, or taking them out
    prior to the battle.  If you don't want any help and don't care how these
    groups affect your end game credits, you can tell Yes Man to ignore all
    the groups if you like and the quest will be complete.  Some groups may
    require that you at least speak with them first before you can make your
    decisions.  I've listed each group below and where you need to go to
    get them on board:
    
    The Boomers - These guys will drop the bombs on the Legion for you when
    the battle for Hoover Dam gets underway.  They're a nice ally to have, and
    being on their bad side is not something you necessarily want.  To ally
    yourself with the Boomers, see the quest "Volare!" and the other Optional
    Quests listed with it to gain the Boomer's trust.  Once your faction is
    high enough, speak to Pearl to solidify your partnership.
    
    The Great Khans - The Great Khans currently are allied with Caesar if you
    make no change or ignore them.  You can, however, get them to ally with the
    NCR by following the quest "Oh My Papa."  You can also lead the Khans away
    from the battle by convincing them not to ally at all with Caesar, which
    will at least prevent them from shooting at you during the fray.
    
    The Brotherhood of Steel - These guys are nice buddies to have in a fight,
    but they'll require some legwork too before they'll join the fight.  First
    you'll need to get on their good side by completing the quest "Still in the
    Dark" and assist Elder McNamara.  Completing "Eyesight to the Blind" will
    also further cement your friendship with the Brotherhood.  You then need
    to complete part of the NCR end game quest chain, up through "For the
    Republic, Part 2" where they ask you to take out the Brotherhood.  You can
    then speak to Elder McNamara and initiate a truce dialog with the NCR,
    which will bring them on board as allies for the battle.  If you don't
    care for the Brotherhood, you can take them out by gun or blow their bunker.
    If you haven't encountered them up to this point, the Brotherhood bunker
    can be found in Hidden Valley.  It's a fenced in enclosure off the highway
    north of the NCRCF. IF you're looking for access you can either bring
    Veronica with you as a companion (Which is the easiest way), or you can
    check out the first part of the quest called "Still in the Dark" to access
    the Brotherhood bunker.  To wipe them out you have two paths:  kill all the
    members of the Brotherhood individually, or you'll have to blow up their
    underground base in Hidden Valley.  I won't describe how to kill them all,
    although you can make it easier on yourself doing this part by hacking the
    terminal in Paladin Ramos's room and turning the turrets on the Paladins.
    To blow up the bunker, you'll need to get all the necessary keycards off the
    leaders in Hidden Valley.    Among the Brotherhood members that you
    need to get the cards off of are Elder McNamara, Head Paladin Hardin, and
    Head Scribe Taggart.  If Hardin became Elder, Ramos may have the 3rd keycard
    instead I'm told.  It's best to make multiple saves here, as you don't want
    to piss off the Brotherhood before activating the self destruction sequence,
    it just gets messy.  Getting the cards off Hardin is easy as he's usually
    in his quarters alone.  McNamara is usually in his chair, which is fairly
    easy to get behind and pickpocket from.  Taggart may be a bit tougher, I
    was able to get him while he was sleeping.  When you have all 3 keycards,
    head to the large simulation room where Taggart is.  There will be a terminal
    to your right when you enter the room.  You need to access the Override
    Terminal first to get the Override code, using the keycards that you
    previously obtained.  Once you have the override code, use the Self Destruct
    terminal to begin the countdown.  At this point the Brotherhood will no longer
    be friendly or neutral with you, you need to haul arse and get out of there.
    Head back to L1 and out through the Bunker's entrance, dodging Brotherhood
    members (Or wiping them out) on your way up.  When you exit the Bunker will
    go ka-blooey, although you may get approached by a few Paladins upon exit
    and may need to do battle.  
    
    The White Glove Society (WGS) - This group is one of the first families of
    New Vegas, brought together by Mr. House.  They have a shady past of
    cannibalism which you can either exploit, or you can help cure them of their
    old ways.  Check out the quest "Beyond the Beef" to decide how you want to
    proceed.
    
    The Omertas - This is the last group you have to work with.  They're another
    one of the original families of New Vegas, and they're up to no good.  If
    you work with Cachino you can expose the plot that the Omerta bosses are
    putting together to take over New Vegas.  You obviously don't want these
    guys to try and take over the Strip while you're fighting the battle at
    Hoover Dam, so it's best to work with Cachino even though you can also
    help the Omerta bosses achieve their goals.  Check out the quest "How Little
    We Know" to find out how to assist Cachino.
    
    
    Once you've dealt with all the different groups, speak to Yes Man.  Remember,
    if you haven't yet made a decision on what the fate of each group is, you
    can always tell Yes Man to ignore them for now and you can decide what to
    do with each one later.  After you've given an answer to Yes Man for all
    five groups and you've completed all other prerequisists, you will unlock
    the quest "Wild Card:  Finishing Touch."
    
    
    *****Quest 20:  Wild Card:  You and What Army? *****
    
    
    After taking out Mr. House, installing Yes Man into the Lucky 38 network,
    and upgrading the Securitrons your next step is to find out what Mr. House
    was planning to do with the bunker at the Fort.  Yes Man finds that something
    big was going on there and suggests you check it out.  Now, the Fort is the
    proverbial scorpion nest.  It's the lair of the Legion, and if you haven't
    been there it may be a little daunting.  The good news is that Vulpes should
    have given you the Mark of Caesar upon completion of "Ring-a-Ding-Ding."  On
    the other hand, if you pissed off a bunch of Legion soldiers or killed them
    since then, they may not like you very much.  You can try to don a Legion
    outfit and sneak in at Cottonwood Cove, thats up to you.  In any case, your
    destination is the Fort and the Weather Monitoring Station.
    
    When you get to the Fort you will most likely be stripped of any weapons you
    can't Sneak in, any medications you can't convince the guard you need, and
    you'll lose the Platinum Chip as well (Or not, in the unlikely chance you
    didn't have it yet).  You'll be asked to go speak to Caesar in the center
    of the Fort.  Of course, if you've screwed up your faction with the Legion
    again, all these people will probably be hostile to you, so good luck
    because you're fighting your way in.  Caesar's tent is found in the main
    camp.  From the gate head up the large hill before you, theres a drawbridge
    gate at the top.  This will be the main camp, Caesar's tent is in the center
    on a small hill.  Your companions will have to wait outside while you speak
    to him.  If you let Benny live previously, he'll be here as Caesar's prisoner
    and Caesar will be holding the Platinum Chip at this point regardless of your
    previous choices. 
    
    Caesar will cut to the chase.  He's pretty sure the Platinum Chip opens a
    bunker within his Fort, located within the Weather Monitoring Station in the
    back of the Fort.  He wants you to do something to show your loyalty by going
    inside and wrecking whatever is down there, then returning.  The good news is
    you can choose to follow Caesar's orders or disobey them completely, he won't
    know the difference.  The other plus is Caesar will let you choose how Benny
    is to die if you didn't kill him previously.  Take the Platinum Chip from
    Caesar and exit the tent.
    
    Take your companions with you to the Weather Monitoring Station at the far
    end of the Fort.  There the guards will return your items to you.  To your
    right will be a terminal that accepts the Platinum Chip, insert it to open
    a set of stairs into the bunker below.  If you killed Mr. Hourse previously,
    a remote terminal will be setup at the entrance here and he'll speak to you.
    Otherwise, head into the bunker.  This place can be a little nasty, theres
    a number of turrets as well as a small force of Security robots ready to
    halt your course.  You can disable both by using the two terminals in the
    room just past the entrance ahead, as long as your Science skill is high
    enough.  The bunker itself is pretty straightforward once you take out the
    security measures.  There will be three generator rooms.  If you destroy
    the generators in each room you will have fulfilled Caesar's wish to take
    out the bunker.  We don't want to do that though.  Instead make your way to
    the back of the bunker and look for a terminal that accepts the Platinum
    Chip.  Insert the chip and you'll notice that all of the blank Securitron
    robots you saw on your way in will be upgraded to the Mark II status!  You
    now have a small army waiting for you in preparation for the upcomming
    battle.
    
    Exit the bunker via the way you came in.  The guards will most likely take
    your items again for the time being.  You can return to Caesar if you wish,
    or just leave at this point.  Caesar won't know if you disobey him, he'll
    just figure that the rumbling was you doing your job.  If you didn't kill
    Benny, you can now decide how he dies if you wish.  When you're finished
    here, return to Yes Man at the Lucky 38.  
    
    
    *****Quest 21:  Wild Card:  Finishing Touch *****
    
    
    You're almost done, and New Vegas will soon be yours.  However, Yes Man warns
    that Mr. House forsaw a threat on the horizon for President Kimball of the
    NCR.  While the NCR doesn't necessarily coincide with your ultimate goals,
    they will be instrumental in the coming battle and you don't want to see
    a big morale hit befall the NCR prior to the Hoover Dam conflict.  Yes Man
    suggests you go to the Hoover Dam for the President's speech to prevent his
    assassination, although it isn't imperative that you stop the death.  If you
    so choose to save the President's life, check out the quest "You'll Know it
    When it Happens."  Once you've done that section, or decided you're skipping
    it, speak to Yes Man again.
    
    Theres one final touch that needs to be done before you and Yes Man will be
    prepared for your fight for New Vegas.  Yes Man needs you to install an
    override chip in the El Dorado Substation that will allow him to extend the
    network range of the Lucky 38 casino.  The El Dorado Substation can be found
    just north of Helios ONE.  There will be a number of NCR Troopers outside,
    and they won't be too keen on you going in.  The easiest way in without
    pissing too many of them off is to disguise yourself in NCR Trooper clothing
    and walk on in.  You can also Sneak in if you so choose, or just take out the
    NCR if you don't care about the negative Fame.  
    
    Once you're inside the Substation you'll notice a large terminal in the back
    of the building and to your right.  Go to this machine and upload the
    override terminal to give Yes Man some more reach.  When you're finished,
    return to him in the Lucky 38.  At this point you're ready for the final
    battle at Hoover Dam, at least as far as you and Yes Man go.  If you have any
    Optional Quests that you want to complete still, now is the time to do it
    as theres no going back after this point.  If theres any armor or weapons you
    want to pickup, or meds that you may want, go ahead and get those too.  When
    you're ready, make a new save and tell Yes Man you're ready to go.
    
    
    *****Quest 22:  No Gods, No Masters *****
    
    
    After accepting to go to Hoover Dam for the battle, you'll magically be
    taken to the Dam where the battle already is underway.  The good news is
    that Securitrons will be assisting in taking control of the Dam.  Also if
    you enlisted any outside forces for the battle, such as the Great Khans,
    or if you got the Boomer's plane up and running, they will be assisting
    you along with the NCR.  Yes Man has one final technical task for you
    it seems.  He wants you to sneak into the Dam's mainframe and install yet
    another override chip so he can assume control of the Dam and run things
    more efficiently later...you'll see, trust me.  Theres probably a couple
    different paths you can take to get there, but the quickest way is to find
    the third tower on your right and head inside.  There will be a door here
    to your right, head to the next area.  Here there will be the floor that
    leads to the mainframe area and later the Power Plant.  The mainframe will
    be down the path to your left, just follow your quest marker.  You'll 
    know that you've found the right door when you see a couple NCR troopers
    that appear to be wearing some variation of Brotherhood Power Armor...
    just slimmer.  They may dispatch a couple Legion soldiers quickly.  If
    you're Speech is sly enough you should be able to convince them that
    their commander is under attack and needs their help right away, they'll
    abandon their post leaving the computer room all to you.  If your Speech
    isn't high enough, well...prepare for a fight.
    
    Once inside the computer room the soldiers were guarding you'll see the
    main terminal in the back.  Interract with it to install Yes Man's
    override chip.  The last thing you'll need to do is manually kick the
    power on in the Power Plant.  To do this, head back out of the room and
    continue on to your left.  Keep heading this direction, take the right
    path at the fork, and then right again at the next fork.  This should
    lead you to a large room which is part of the Power Plant.  The switch
    you're looking for should be on your right when you enter the large
    room.  Flip it on, you're all set!  There should be a key on a table
    nearby for the exit, grab that and head back the way you came.  When you
    exit the tower, the battle will continue to rage on.  Securitrons will
    continue to pour in along with NCR troopers and any other helpers you
    had.  Push east toward the Legion's camp.  Try to let the NPC's do the
    work for you, save your health and meds for the later battle.  Eventually
    you'll come to a gate leading to the Legate's camp.
    
    Inside the Legate's camp you really won't receive anymore help from the
    Securitrons, although if you still have a companion Securitron with you
    they should continue to follow.  Your normal companions will still be
    at your side as well.  Some of the best members of the Legion will be
    waiting for you here, and they can and will attack in groups of 3 or
    more at times...and they know how to use their machetes.  If any other
    weapons are lying around they may pick them up, so be careful not to
    drop any Plasma Rifles or anything.  Be sure to clear out as many Legion
    soldiers as possible, just be careful not to get too close to the path
    that leads up the hill to the Legate's tent, this will be in the back
    of the zone.  When ready, head up the path and encounter Caesar's
    supreme champion, the Legate Lanius.  The first time I encountered this
    guy I didn't quite know what to think as I had only heard the horror
    stories about him.  It kinda reminded me of the battle in Fallout 1 where
    you had no previous encounters with the Master, nor any real idea what
    the guy would look like.  In any case, this guy means business!  Not only
    is he a force to reckon with (His blade can cut you in two before you can
    say "Ave, true to Caesar."), but he seems to actively regenerate health
    like he's Wolverine or something.  On top of that he'll call down Legion
    members to assist him in the battle unless you can talk him out of it.
    There are some Speech options here where you can avoid the battle all
    together, but they will require steep Skill levels.  To avoid a battle
    completely you'll need either 100 Speech, or 100 Barter.  Otherwise...
    prepare for a bloodbath.  When fighting the Legate, the best piece of
    advice I can give is bring out your best gear, use armor piercing when
    available, and don't give him an inch to recover.  The longer you leave
    him untounched, the more time he has to recover and the more soldiers
    that will spawn for him.  His forces seem to be never ending, at least
    from what I've seen, so it would be in your benefit to finish him as
    quickly as possible.  Use any and all Stimpacks you may need, Med-X
    when available, offensive enhancing chems, etc.  The other tactic that
    has worked well for me is knocking his sword from his hands.  While he
    can be devastating without the sword, it's obviously the greater of
    two evils.  Going into VATS mode and shooting/knocking the sword out
    will buy you a few precious seconds.  If you're quick you may be able
    to pick it up before the Legate can get to it again, I wasn't able to
    myself though.
    
    When the Legate drops, finish off any remaining Legion soldiers there
    may be in the area.  Most will cower, so they shouldn't provide much 
    of a problem.  When you've mopped them up, head back to the gate you
    came from, you'll see General Lee Oliver there to congradulate you on
    a successful route of the Legion.  You'll then notice something
    appearing in the smoke behind Oliver...yeah, that's freakin' awesome
    to see, I won't spoil it.  In any case, let Oliver know that the NCR
    doesn't have a leg to stand on as it concerns the Dam and that you and your
    army will be in charge now.  Oliver will be none too happy, however
    you can talk him down with a Speech of 100, Barter of 100, or Science
    skill of 100.  If you don't convince Oliver to retreat, he may decide
    he's going down in a blaze of glory...which shouldn't last too long
    given the current situation.  When Oliver drops, a Securitron with Yes
    Man should appear and speak to you at length.  Thats all!  Congrats
    on completing the game...now, reload from an older save and go finish
    up any optional quests you didn't complete.  You can also reload from an
    even earlier save and take a different path, like NCR, Mr. House lead Vegas,
    or even Legion.  Finally, you can always start a new character and go
    a completely different route, like being a bad guy ;-)
    
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    				Optional Quests
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    *****Quest 1:  Ghost Town Gunfight *****
    
    
    After you complete By a Campfire on the Trail, you can speak to Trudy about
    Ringo, whom the town is sheltering in the Gas Station.  If you go to the
    Station before talking to Trudy it will probably be locked with a key.
    Speak to Ringo, he'll tell you about his complication with the Powder Gang.
    If you decide to help him, you have the option of helping for free, or you
    can be a hired gun and Ringo promises the Crimson Caravan will pay you back
    well later.  To help Ringo out, he suggests you get some more muscle.  He
    thinks Sunny is a good place to start, so head back to the Saloon.
    
    Sunny will join up with you with no problems, easy as pie.  However she
    suggests you enlist more help for the Powder Gangers.  This is all optional,
    but it will definitely help.  She suggests talking with Trudy, who can get
    more townspeople to pitch in for the fight.  To talk Trudy into helping, I
    suggest having a Speech skill of 30 for an easy Speech roll.  If you don't
    have this, reading a magazine can temporarily give you the boost you need.
    Sunny also suggests talking to Easy Pete to get some dynamite.  You'll need
    an Explosives skill of 25 I think to get the dynamite off him easy.  Sunny
    thinks that Chet at the General Store just got in some Leather Armor at the
    store which will help out, but his help may not be for free.  To talk Chet
    into giving up the armor you'll need a Barter skill of 25 (I suggest taking
    this one if you can).  Finally, Sunny suggests going to the Doc and see if
    he has any extra chems since you may be getting a few holes in yourself
    courtesy of the Powder Gangers.  Doc Mitchell should turn over some Stimpacks
    without needing a roll.  When you're ready, head back to Ringo in the Gas
    Station.
    
    Talk to Ringo to initiate the battle.  Sunny will come and give you the break
    down.  She figures theres 6 Powder Gangers attacking, including their
    leader.  They carry a mix of melee weapons and guns, but if you enlisted
    the help of the townspeople you should make short work of them.  Be sure to
    loot the bodies, you can sell the excess off to Chet for caps and gear you
    want.  Ringo will talk to you afterwards and give you 100 caps if you asked
    for a reward for helping him before.  You'll probably become Idolized with
    Goodsprings for helping Ringo, and your faction with the Powder Gangers will
    go down.  Ringo can also teach you how to play Caravan if you ask.  If you
    find Ringo much later at the Crimson Caravan north east of Vegas, he'll
    reward you with an additional 150 caps for helping.
    
    
    *****Quest 2:  My Kind of Town *****
    
    
    Johnson Nash tells you that you can help the town of Primm by bringing back
    their Deputy.  The Deputy is also the only one that knows where the Khan's
    and the man in the checkered suit went.  So, your next target should be the
    Steve Bison Hotel, the large building accross from the V & V Casino.  You
    should prepare for some fights, because theres a good number of Gangers
    inside.  Please note that once you find the Deputy and get the info you
    need regarding your attackers, you can continue with your main quest 
    without completing My Kind of Town.
    
    Once you enter through the front of the Casino you may immediately come
    into contact with a Powder Ganger.  Dispatch him quickly, then I suggest
    heading behind the counter to the right.  Theres a computer there and a
    locked door, if your skill(s) are high enough, use the computer to unlock
    the door or pick it.  Inside theres some goodies and a bed to rest in if
    needs be.  Theres also a key to the Bison Maintenance, pick it up.  Use
    this room to retreat back to when needs be.  I like to lure targets with
    guns around corners like in this room, and then clobber them with a good
    Sledgehammer.
    
    Make your way through the Hotel.  Theres not a great number of Gangers,
    but they're all packing heat, the leader literally has an Incinerator,
    so watch out.  If you're sneaky, you can avoid a fight with the leader
    and his thugs.  Using the key you picked up, you'll find a locked door
    on your left.  This will lead to the Maintenance room, and Deputy
    Beagle.  You can try talking the Deputy into helping you fight your way out,
    if you left any enemies around, but more than likely he'll just tuck tail
    and run after you set him free.  Don't worry about squeezing him for info,
    he'll talk in time.  If you didn't clear the 2nd and 3rd floors of the
    hotel, there isn't much to miss.  You can get a worn key on a guard on
    the 2nd floor, which will unlock a weapons locker on the north end of
    the floor.  Theres some loot in a few of the hotel rooms as well.
    
    Once you've cleaned up in the Hotel (Take advantage of the fact that Nash
    will trade you for the Powder gear, he's close enough that hauling the
    extra loot will be worth it) head back to the V & V Casino and seek out
    Beagle.  After downplaying your heroic rescue, he'll mention that he did
    see your friend in the checkered suit and the Khans, and he heard them say
    that they were meeting a contact in Novac by way of Nipton.  This will
    update your main quest, so if you're following that line you're done, 
    however if you plan on completing My Kind of Town you need to
    find a suitable replacement for Primm's late Sheriff.  Beagle won't do it,
    although he has some suggestions.  He said that he heard theres an
    ex-Sheriff in the NCRCF (NCR Correctional Facility), and he also thinks that
    NCR itself could possibly take over the job.  The choice is up to you.  I
    also found that talking to Nash and Beagle you can reprogram the Primm Slim
    robot to be Sheriff if you have 3 Fission Batteries and 4 Conductors.  You
    may be able to do it with a Science skill of 30 as well.  If you're looking
    to find a replacement Sheriff that isn't a robot, read on.  If Primm Slim
    is fine (and he is), skip to the bottom of this quest.
    
    Beagle mentioned theres an ex-Sheriff in the NCRCF.  If you decide you want
    to go this route, You can find the ex-Sheriff, Meyer, in the NCRCF
    building just east of Goodspring's Source or Jean's Skydiving.  Depending
    on your Fame and Faction, the guard outside can be friendly, however I've
    had guards in the towers fire on me when I scouted them from the hill.
    The guard outside will give you some background on the facility, and name
    their leader.  You can pay him 100 caps to open the door for you, but
    theres no guarantee you won't be attacked (You probably will be attacked).
    Just kill him instead and take the key.
    
    When you get inside you'll be surrounded by several Gangers.  Take them
    out asap, but watch out for a guy named Meyers, don't attack!  Once you've
    cleared the room, see if Meyers is around. If he is, you can talk to him
    about the job at Primm.  He'll say that he'll do it if he makes the rules,
    and if NCR gives him a pardon.  Go ahead and tell him that you accept,
    but don't worry if you haven't decided between Meyer, NCR, or the robot
    Primm Slim.  You need the pardon anyway.  Meyer will hightail it back to
    Primm at this point, and he'll hang around behind V & V.  You can then head
    back to town if you wish, you do not need to clear NCRCF.  If Meyer isn't in 
    the Visitor's Center of NCRCF, you're going to have to fight deeper into the
    facility.  This is no easy task early in the game.  The best success I had
    was popping out into the courtyard of the NCRCF, getting the attention of
    a few Powder Gangers, then running back into the Visitor's Center for an
    ambush.  When the courtyard is clear, you still have the Administrator's
    building, and Cell Blocks A and B.  Cell Block A doesn't have anything
    particularly useful, however if you kill Carter in Cell Block B you can get
    a key off him to a locked cell.  Inside the cell is some minor loot, as well
    as a schematic for a Powder Charge.  If you push on to the Administration
    building, you'll take on some tough body guards, an unarmed Ganger named
    Scrambler, and the leader Eddie.  You'll have a tough time breaking this
    group up to divide and conquer, but just remember that Eddie has a Plasma
    Pistol and the bodyguards have 9mm Sub Machineguns, all deadly.  If you do
    manager to take Eddie out, you'll fail the mission "I Fought the Law,"
    but if you're a good guy you wouldn't do it anyway.
    
    At some point you should have run into Meyer and sent him back to Primm.  If
    you want him to be the Sheriff, you'll need to get his pardon.  If you want
    NCR to declare martial law and take over, you'll need to speak to the Lieut.
    in the tent.  Lieutenant Hayes will say that they need more troops to be
    able to protect the town and still take out the NCRCF (Pfft!  If you cleared
    them out yourself, you already did their job!).  He says they can do it if
    you can get reinforcements for him.  At this point you have to make your
    decision if you're between NCR and Meyers.  Both choices require you to go
    to the Mohave Outpost.  Follow the south highway out of town and take the 
    south west fork to get to the fork (Beware, there can be some nasty battles
    on the way, even on the highway).  When you get to Mohave Outpost, look for
    Major Knight.  He can get you the reinforcements if you have 20 Barter skill
    to convince him of the trade benefits.  If you want Meyer to take over, ask
    Major Knight about a pardon.  You can either convince him with a Speech
    skill that Meyer would be a good fit, and that he wasn't affiliated with the
    Powder Gang, or you can pay him off with 200 caps.  You can only take one
    option in the end, so choose one or the other before you get back to Primm.
    
    When you return to town, either talk to Lieutenant Hayes, Meyer, or repair
    Primm Slim.  Whichever option you take will complete the quest.  The outcome
    of each choice is minor, there doesn't seem to be any big change.  Whichever
    one you deliver the good news to will determine how the town fares and
    who becomes Sheriff.  It seems picking any one will leave mixed feelings
    with the citizens of Primm.  Under NCR martial law they become citizens,
    however they find the new Sheriff rude and they're forced to pay taxes
    (Which hurts your trading with Nash I guess).  If you pick Meyer the people
    are a little hesitant about his frontier type justice, although they think
    he'll work out in the end.  I didn't see any negative reactions from the 
    townspeople if Primm Slim becomes Sheriff, other than Beagle.  Either way it
    seems Beagle loses his Deputy status, guess that would make anyone mad.
    
    
    *****Quest 3:  ED-E My Love *****
    
    
    To get ED-E, see the Party Members section.  Once ED-E is a part of your
    team, if you haven't already done so, talk to Nash in Primm to get the
    quest.  The quest entails taking ED-E to the Gibson Scrapyard, which is
    north of Novac.  When you get to Gibson, speak to the old lady there.
    Something she says triggers ED-E's memory banks regarding it's former
    purpose...gee, hard to guess his origin, huh?  The recording will mention
    a new location, Navarro, from Fallout 2.  Unfortunately for the scope of
    this mission we won't be going there, Navarro is too far away (Not within
    the map).  Keep ED-E around for now.
    
    The next time you'll get a message update is when you're in Jacobstown.
    Speak to Doc Henry, he used to work for the Enclave, and something he
    says will trigger another piece of data in ED-E.  This gives you some
    more info, but doesn't really do anything for you.  Given time, you
    should be contacted by one of two people.  One person will be Lorzenzo,
    a member of the Brotherhood of Steel.  The second person is a member of
    the Order of Apocalypse.  Ready below for those options:
    
    Option 1:
    When Lorenzo contacts you, he asks that you do some leg work and
    get in touch with a Brotherhood Scouting Party so they can scan ED-D for
    you.  He suggests heading to the REPCONN main facility to accomplish this
    as a scouting party is currently there.  If you head to the facility,
    find a way to get to the top floor.  You'll find 2 dead Brotherhood
    soldeirs, one will have a holotape with a possible code in it.  To use
    the code you'll have to head to Hidden Valley (No, not the dressing).
    Hidden Valley can be found north by north-east of NCRCF.  The quest
    marker should lead you to a bunker.  When you get to the bunker you may
    get another message, however it will be from another person named
    April Maggart.  She'll say that she's with the Followers of the 
    Apocalypse.  If you want to help them instead, skip to the next
    paragraph, otherwise read on.  If you have the campanion Veronica
    from Trade Post 188, the next section will go a bit easier.  Make your
    way into the bunker and head to the second level where Lorezno is.  He'll
    be with the other scribes in the lab.  He'll want to take ED-E and
    examine him for a few days, but to compensate he promises to boost his
    armor.  Agree to let him take over.  After 3 days Lorenzo will show back
    up in the lab and says his work is done.  He doesn't really have any
    new info for you, however you'll get a message that ED-E has returned
    to Primm.  Head back to the Mohave Express to find ED-E where you first
    ran into him.  He'll be all sparkly and new, with no bumper sticker
    now!  Your quest will be complete and you'll get your XP.
    
    Option 2:
    If you decided to help the Followers of the Apocalypse instead, April
    will be at Fort Mormon in Freeside.  She may not contact you right away,
    I found that she contacted me as soon as I stepped into Hidden Valley.
    If you're not getting contacted by the Followers, try heading to Hidden
    Valley's front gate and see what happens.  Similar to the Brotherhood of
    Steel, she will take ED-E for a few days so she can gather data stored
    on him, then she will return him to Primm when finished.  If you allow
    April to take ED-E instead, his combat systems will hit harder as oppose
    to the armor boost from Lorenzo.  You'll still get your quest XP when you
    go to pickup ED-E in Primm afterwards.
    
    
    *****Quest 4:  Can you Find it in your Heart? *****
    
    
    If you reach Mohave Output (can be found if you follow the road south west
    from Primm), you'll run into Major Knight within.  If you tell him that you
    can offer assistance, he'll point you toward Ranger Jackson.  Speak to
    Jackson in the back and he'll eventually admit that you look like you can
    hold your ground and may help.  He needs to get the caravans moving, and to
    do that they need to clear the road north from the outpost.  You don't have
    to go far, just to Ivanpah Lake.  Tell him you'll take the mission.  While
    you're here you may want to speak with Ranger Ghost on the roof of the other
    building, and Cass in the bar.
    
    The opposition can be found in a concrete valley near the lake (You'll see
    the quest markers for the ants on your radar).  The Ants are too tough,
    I ran backwards while swinging a sledgehammer, they never touched me.
    When you finish them all off, head back to Ranger Jackson at the fort.
    You'll get some easy xp, and if you ask about that reward he'll also
    just "happen to lose some requisition forms" and hand over a Service Rifle,
    72 7.62mm Armor Piercing Bullets, 2 Caravan Lunches, 100
    caps, and 2 Weapon Repair Kits.  You also get some NCR fame.  Not bad for
    wasting a few bugs!
    
    
    *****Quest 5:  Keep Your Eyes on the Prize *****
    
    
    You'll find Ranger Ghost on the roof of the Mohave Outpost Bunker, theres a
    ramp that leads up to her.  She notices that theres no traffic coming from
    Nipton, but fires still burn.  She smells something fishy and asks that you
    go and scout it out since she can't leave her post.  Tell her you'll do it,
    but she stresses not to get yourself killed (I'm gonna suggest now that if
    you have any NCR gear on, you take it off.  Trust me).  Before you leave,
    you may want to talk to Ranger Jackson if you haven't done so, and Cass in
    the bar.
    
    If you want to do this the safe way, and your faction with the Legion
    is ok (Such as no NCR clothing on), you should be able to walk into town
    without drawing heat.  Speak to a man known as Vulpes Inculta near the
    Town Hall.  He'll explain what happened here, sounds like a nice guy!
    This will update your quest however, you can go back to Ghost.  Tell
    Ghost about what you found, she'll be pissed, but at least she'll know
    the truth.  She doesn't give you anything, but you get some NCR fame for
    your trouble.
    
    
    *****Quest 6:  Heartache by the Number *****
    
    
    You'll find cass in the bar section of the Mohave Outpost.  Speak to her
    for some time and she'll tell you about the Crimson Caravan, being stuck
    at the Outpost, and various other things.  She suggests that if you're
    looking for work, check out the Crimson Caravan which can be found near
    the Vegas outskirts, so if you haven't made your way there yet, take your
    time and come back to this quest when ready.
    
    When you're ready to do this quest, head to the Crimson Caravan Office
    just east of Vegas.  Its not far from the East Freeside Gate.  Look for
    Alice Lafferty.  If you ask her for work, she'll say she has no use for
    a Guard or Caravan person right now, but she does need a runner and gives
    you a new quest.  The quest is called "You Can Depend on Me."  See that
    Optional Quest for more info.  To continue "Heartache by the Number,"
    you need to work for Crimson Caravan, so just continue doing any jobs
    that Alice has for you until she asks you to purchas Cassidy Caravans
    (See "You Can Depend on Me" again for more on this).  When you're ready,
    head to Mojave Outpost and speak to Cass.  Mentioning to her that the
    Crimson Caravan wants to buy her out will update your quest, and it
    seems theres no other options you can currently do, as everything looks
    completed but the quest is not.  Go figure?  Not until you talk to Cass
    will it update, and you'll have to get her into your party first which
    means you'll have to buy out Cassidy Caravans for real, not just talk
    to her about it.  Once you have Cass in your party, she'll want to pay
    her respects to the dead caravan.  Tell her you'll help her out, she'll
    mark the location they were taken out.  It's just outside downtown
    Vegas, south of McCarran.  Head that way when ready.
    
    When you find the Caravan, Cass will be upset, but something will
    start eating at her.  She'll let you loot the caravan for taking her out
    that way, but she would like to check out another caravan that was
    taken out recently.  She knew a guy named Griff Wares that was hit on
    the road leading north-west out of Vegas.  It's a bit of a trip if you
    haven't been up that way, tell Cass you'll check it out with her when
    you have time.  Griff's sacked caravan will be on that lone road
    heading NW out of Vegas on your map, not too far from the power lines
    that are giving off all kinds of electricity.  When Cass sees the
    destruction she'll start smelling a conspiracy.  She'll notice that
    these bodies were hit with Energy Weapons just like her caravan was,
    but it doesn't appear to be Brotherhood done, thats not their style.
    Cass finds a map in the wreckage and sees another caravan marked that
    she didn't know about.  She has a feeling that these are all connected
    and asks that you investigate one more caravan that was hit.  When
    you're ready, check out Durable Dunn's caravan.  It was attacked just
    south-east from Crimson Caravan and the East Freeside Gate.  You'll
    know the place when you see two wooden bridges.  Cass will assess
    the damage and will deduct that the attacks were caused by the Van Graffs
    and the Crimson Caravan.  Thats piecing a lot together, but she's pretty
    angry over the death of her caravan and the others, and she wants
    revenge now!  Her idea is to wipe out Alice Lafferty at the Crimson
    Caravan, and as far as Gloria Van Graff...well, she "wants to make that
    bitch eat her hair."  You can convince Cass that you should gather
    evidence first and involve the NCR, but Cass is feeling homicidal.  If
    you remind her that the VanGraffs have friends out west, you can
    convince her to stay her rage for now, otherwise get ready to shoot
    some people!  If you plan on gathering the evidence, read on for 
    Option 1, otherwise skip down to Option 2.
    
    Option 1:
    To get the evidence and avoid a possible suicide, you'll need to search
    the Van Graffs hideout, the Silver Rush, and Crimson Caravans.  Start
    with the later, and go at night.  If you go at night, the evidence you
    need will be basically unguarded in the Crimson Caravan Main Office.
    Search the safe in the office, it has an Average lock on it.  Inside
    you'll find a paper detailing the deal between the McGraffs and the
    Crimson Caravan.  You're not done yet though, you need both parts to
    incriminate both.  Getting the evidence from the Van Graffs could be
    tricky as theres always guards and Gloria probably won't be too keen
    on giving it up.  To boot, the van Graffs are looking for Cass, so
    you may want to have her wait in a safe location outside of the Silver
    Rush. When you're ready, head into the Van Graff's hideout.  If you
    plan on getting the evidence without firing any bullets, you may have
    a tough time.  There are guards everywhere, and being sneaky is really
    tough.  If anyone has any better suggestions, I'm game.  I was able
    to sneak and grab the evidence, but it was tricky.  The evidence is in
    another safe in a back room on the first floor.  The door is locked
    with a Hard lock, and theres two guards right next to it.  If they
    catch you trying to open the door, you're done.  Somehow I was able to
    get beside the guard, wait awhile till he was no longer paying 
    attention to me, my Sneak meter went from "Detected" to "Hidden" and
    I was able to pick the door without pissing off anyone.  If you try
    this method, I suggest a clean save before hand, and rub a lucky
    rabbit's foot.  For whatever reason there never seems to be a change
    in the guard, so you can't wait till nightfall like with the Crimson
    Caravan.  
    
    Anyway, once you get that door opened, it should be no problem
    slipping into the back room.  Once you're in the back room, your
    Sneaking goes by much quicker, so picking the actual safe isn't
    much of a problem, although you can also use your hacking skills
    to unlock the safe.  Either way it will be either Hard Lockpick
    or Hard Science skill check for the last piece of evidence.
    When you have both pieces of evidence, head back to Cass.  You
    can ask her what to do next, if she knows anyone in the NCR that
    can help.  The only name she has is Jackson, the Ranger allll
    the way back at Mojave Outpost.  When you're ready for a hike,
    head back that way.  Speak to Jackson and present the evidence.
    He'll hardly believe it, and he'll be worried about the government
    process tying things up, but he appreciates that you didn't take
    justice into your own hands.  If he promises to see it through, you
    can promise that you and Cass won't confront either guilty party
    about it.  When things with Jackson are squared away, speak with Cass.
    She'll feel a little strange about the whole thing at first, but she'll
    admit that you took the right course of action as this will cripple
    both the Crimson Caravan and the Van Graffs at the core, which is out
    west where the NCR government is.  She'll feel that you did right by
    her and her dead men, and she'll achieve her own Perk that gives her
    some extra health called Calm Heart.  You'll also be finished with her
    quest finally and net 500 XP.  
    
    Option 2:
    This is the short and sweet ending to the quest, although it isn't the
    preferred ending.  Cass wants her revenge, and she wants blood.  If
    you decide to go along with her, you're going to make some enemies,
    and you're going to piss off the NCR a little (I went from Accepted
    fame to Mixed myself).  If you want to see Cass fired up and do what
    she does best though, killing is on the menu.  As long as Gloria
    Van Graff dies and Alice Lafferty, nothing else really matters for
    Cass.  You can achieve this any way you can, and in either order.
    Killing Alice is the easier of the two, but killing Gloria will
    probably make you an enemy of the Silver Rush and all those guards,
    yet it will stock you up big time on guns and ammo.  Go ahead and
    head to the Crimson Caravan first (I hope you've completed any
    quests for Alice or Don before hand!).  Theres no dialog options
    here from what I've seen, but you won't be drawn into combat either
    until you initiate it.  If you attack Alice when she's in the main
    office, you won't draw the caravan guard fire.  Waste Alice, and you
    will probably have to kill Don too if he's in the room.  When you're
    finished, Cass will say that one is down and you still need to kill
    Gloria.  If you previously tried to convince Cass to get evidence
    and do things by the book, killing either Alice or Gloria will
    change the quest to blood revenge.  When you're ready and have the
    ammo and weapons you need (Stocking up at the Gun Runners may be
    a smart idea, they'll be one of your main outfitters once the
    Van Graffs are gone anyway).  The best strategy I can give is to shoot
    Simon out front first.  This will take away the element of surprise,
    but it will also draw out 4 of the guards inside.  4 to 2 odds are
    better than 8 to 2 odds, right?  Waste those guards outside, heal up,
    then head inside.  Gloria will be at her usual spot, along with 
    Jean-Baptiste and at least 2 other guards.  Cass could go down here,
    so if you haven't already make a clean save.  Taking out Gloria or
    Jean-Baptiste should be priority, they seem to hit the hardest.
    When the fighting is finished, speak to Cass.  If you already finished
    off Alice, Cass will feel her accounts are settled.  She'll be pretty
    fired up over the whole thing, and while she realizes that some of
    her men may have tried to calm her down and seek a more peaceful
    resolution, she really thanks you for giving Alice and Gloria their
    just desserts.  This will complete the quest, netting you 500 XP.
    Cass will also achieve her own perk call Hand of Vengeance, which will
    increase the damage she can do with a gun.
     
    
    *****Quest 7:  Cold, Cold Heart *****
    
    
    If you ever approach the town of Nipton, make sure you aren't wearing any
    NCR clothing, the Khan's don't take kindly to that.  If you approach the
    Town Center (You have to scout it for another mission from Ghost), you'll
    encounter a particularly nasty Khan named Vulpes Inculta.  He'll describe
    in great detail what occurred there, and he says that he'll let you go so
    you may spread the word of the Legion's atrocities.  Uh...ok, some quest.
    This will also update Keep Your Eyes on the Prize.  If you haven't already
    I'd speak to Boxcar in the General Store to pickup another quest.
    
    To complete this quest, head back to the Mohave Outpost.  Speak to Srgt.
    Kilborn, he can be found wandering around by the giant statue usually.
    You can tell him "Ave, Caesar!" which will probably not be a good idea with
    many NCR troops around, or you can tell him about the devastation at Nipton.
    This will complete the quest for you, although it doesn't really have any
    bearing or reward at this point.  Poop.
    
    
    *****Quest 8:  Booted *****
    
    
    *Note*  You may want to avoid picking up this quest until you're working
    on, or have completed "Wheel of Fortune."  For whatever reason I found
    the first time I did this quest, Boxcar wouldn't talk to me again and so
    I couldn't do  "Wheel of Fortune."
    
    While in Nipton, talk to Boxcar in the General Store.  He'll tell you all
    about the lottery, how some people got "lucky" and others, not so lucky.
    He'll tell you that a few survivors became enslaved and were taken east
    when the Legion left town.  He's not really offerring a reward, he could
    care less, however he gives us the quest anyway!  Do it if you feel heroic.
    
    The quest marker for the captives is east along the road out of Nipton.
    Follow the road east till you come to the overpass, the captives will be
    in a small camp to the north-east roughly.  I got lucky and didn't even have
    to fight the Legion to free the captives, a squad of NCR troops happened
    through that area and a big fire fight occurred.  I set the Powder Gangers
    free once the fighting subsided, quest was complete.  You can go back to
    Boxcar in Nipton, but as expected he doesn't really give two spits for his
    comrades, and he doesn't reward you for your effort as he warned.  Oh well,
    didn't hurt to try.
    
    
    *****Quest 9:  Come Fly With Me *****
    
    
    While in Novac, visit Manny in Dino the Dinosaur's mouth during the day.
    If you're following the main quest line, this is the guy that knows where
    the man in the checkered suit went.  If you're just looking to complete the
    main quest, you can actually go to Manny's motel room during the day and
    get the information from his computer, piece of cake.  If you want to do the
    quest for him, read on.  Manny will give you the info you need, but he
    wants you to do something for him.  The town uses junk they scav from the
    REPCONN facility west of Novac, that is, they did until ghouls moved in.
    For the town to survive and trade for what they need, the ghouls have to
    go one way or another.  Tell Manny you'll do what he asks.  Before heading
    to the facility, I highly suggest picking up a few things.  First, acquire
    5 of the Rocket souvenirs from the gift shop in Novac.  If you wait for
    Cliff to leave, you can pick the look on the back door and take as many
    as you need.  If you don't want to do this, you can pick up a canister
    of Isotope in Clark Field on a dead guy, but why do that?  The other item
    that you need is a set of Thrusters.  I got mine in the garage at Gibson
    Scrapyard.
    
    You'll encounter some ghouls on the way into the REPCONN facility.  You'll
    get some positive karma for killing them, or at least I did.  Seemed odd
    since you don't normally get karma for ghouls.  Theres a couple fortified
    positions you can loot up along the way.  Once you get to the facility itself
    (You can take the front or side), wait for a message to show.  A ghoul's
    voice will come through the intercom next to you and tell you to take the
    east set of metal steps up to the Research Facility.  I thought this meant
    an east entrance the first time I heard him, but he actually means for you
    to make your way to the east side of the building.  You'll probably run into
    a few hostile ghouls along the way, try to avoid killing them if possible
    (Not a big deal if you don't).  When you get to the north east corner of the
    building you'll be in a factory like area.  Take the metal steps up.  You'll
    come to a locked door with another intercom.  The voice says he'll let you
    in, but he's keeping an eye on you.
    
    When you go through the door you'll be surprised to find...well...not a
    ghoul (Although he seems to think he is).  Chris tells you to go talk to
    Jason.  Jason is a well dressed ghoul thats usually on the second floor.
    He'll ask you to help them out.  He's leading the ghouls to the "Promised
    Land," and they were almost prepared until a bunch of "devils" invaded
    the basement of the facility.  The devils he's speaking of are actually
    Nightkin.  If you're not familiar with Nightkin from previous Fallout
    games, they're like an evil..er version of a Super Mutant.  They have the
    normal freakish strength, if not more, and they carry Stealth Boys.  Yeah,
    big, friggin', invisible monsters.  The good news is once you see the
    distortion from their invisible bodies and hit them, they're no longer
    invisible.  If you're a good character, tell Jason you'll help him clear
    the basement, then head back to the door you came through.  If you're a bad
    guy, wipe out the ghouls to complete your mission (Or help Jason out
    anyway...trust me).
    
    Head down the steps you came up from.  When you're back in the factory area
    look for a dead Nightkin on a ramp.  Head through that doorway, theres an
    entrance nearby to the basement.  When in the basement, use caution at all
    times.  ED-E is a great companion to have here because he'll be able to
    spot hidden Nightkin for you.  Theres not much I can say about the basement.
    Your goal is to clear out each and every Nightkin.  The good news is you
    won't have to fight more than 1 or 2 at a time, they're fairly spread out.
    Use your more powerful weapons, and keep in mind there is one named Nightkin
    and another with an Incenerator.  There isn't a lot of great gear down here
    unfortunately, but it's stocked to the BRIM with spare parts of just about
    every variety.  Theres also a few food sanitizers if you look carefully,
    they don't appear to have the same functionality as Fallout 3 however.  
    They're worth 150 caps, so they're at least good for trading.  Theres a
    jail section with a warden weilding the Incenerator.  Take the key off
    him when he's dead, then look for a dead ghoul in a cell.  You don't need
    to do anything else once you find her.  You'll meet up with a Davidson at
    some point, a Nightkin that's lost his mind a bit (Par for the course).
    He'll have a key on him and a nice sword that looks like it came out of
    Final Fantasy.  Note that behind the room where you meet Davidson theres a
    dead end room with a switch on the wall.  The switch leads to the southern
    part of the basement.  Davidson also has a key on him which leads to a large
    room just around the corner.  If you have ED-E in your party, you may want
    him to wait back...for some reason he didn't play nice with the ghoul you
    meet.  In the locked room is a ghoul named Harland.  It seems he was leading
    the Bright Followers on the journey to the facility and got seperated.  He's
    been surviving solo ever since.  He says he isn't moving until you can tell
    him where the lady is that came with him to the basement.  If you found her
    in the jail, you can tell him of her fate, Harland will then join the other
    ghouls in the Research center up top.
    
    Once the basement is completely clear, head back to top area where the ghoul
    party is.  Tell Jason that the deed is done, he'll thank you.  He says theres
    still a few preparations to make, and asks you to meet him in basement.  Head
    back down there, unless you forgot to pick up the items I listed at the
    beginning of this quest.  When you get back to the basement, head to the
    southern part, down the steps where that electrical switch was.  Jason will
    meet you and mention that the rockets aren't fully ready to go yet.  He'll
    ask that you assist Chris in finalizing everything, and he thanks you for
    your contributions thusfar.  If you speak to Chris he'll mention that they
    lack two things, a thruster and a nuclear trigger.  If you have the Rocket
    souvenirs you'll make a suggestion that the goo inside may be exactly what
    they need...kinda ingenious really (If you ask Cliff about them in Novac,
    he actually mentions that kids were drinking the stuff out of the toys
    unwittingly...nasty).  If you picked up the thrusters as I mentioned, you
    should have everything they need.  You can convince Chris once and for all
    that he's really human.  I did it once with the Lady Killer perk, but I
    think you can also convince him without it.  Either way, Chris will be
    pissed that he was used for so long.  He wants to sabotage the rocket
    launch by mixing in 3 Sugar Bombs.  Personally, I wouldn't do this option,
    even if you're evil.  Theres another way to sabotage the launch, and
    unless you have the 3 Sugar Bombs on you, you'll have to trek back to Novac
    to buy some off Cliff.  If you talk to Chris awhile, he'll mention that he
    came from Vault 34 and will mark it on your map.  If you're playing
    through as a good guy, I suggest trying to convince him to give humanity 
    another chance and send him back to Novac.  Interstingly enough, if you
    do help Chris sabotage the launch and speak to him later, he appears to
    be bugged and asks you what could have caused the failed launch...hmm.  
    
    When you're done you get to push the launch button!  Listen to Jason sing 
    your praises, at least Chris gets to be revered as a Saint among the 
    ghouls.  Yay!  When you're ready, head back up to the top of the REPCONN 
    facility...again.  In the research room theres another door.  Now don't
    do anything yet!  If you're playing through as a bad guy, you have a chance
    for negative karma here.  Check the terminal to the right of the launch
    terminal.  You can actually make the rockets crash spectacularly together,
    or you can alter their path so they are more accurate to their destination,
    which nets you a bit of positive rep and experience, or you can just let
    them follow their normal course.  Either way your quest will be complete.
    Listen to the awesome music and watch the rockets take off.  When you're
    done, head back to Manny in Novac.  Tell him about the ghouls, he'll thank
    you and will be true to his word.  If you're following the main questline
    he'll tell you that the Khan's were heading to Boulder City, which is just
    north of Novac.  You'll get some Novac fame for completing the quest, not
    much else.
    
    
    *****Quest 10:  One for my Baby *****
    
    
    When in Novac, check out the Dino's mouth during the night.  Boone will be
    there, and he won't speak to you any other time really.  Introduce yourself,
    he'll get short with you.  Mention that you just rolled into town and you're
    looking around.  He'll realize you're a stranger and he asks for your help.
    He's looking for someone to trust, and you're the best chance he's got.
    If you've spoken to Manny about Boone, you will have found out that they
    had a falling out after they left NCR.  They used to be good friends, but
    Manny and Boone's wife had a good argument.  Boone says that shortly after
    that his wife disappeared, sold to slavers.  He won't say how he found this
    out, but he wants you to play detective and find out who set her up.  It has
    to be someone in Novac because they knew everything about Boone's schedule
    to use it to their advantage.  Tell Boone you'll help him out.
    
    Begin asking around town.  Manny will admit that he had no love for Boone's
    wife, but then again no one other than Boone did.  He doesn't pull punches
    how he feels, but it he figured that Boone woudl snap out of it eventually.
    Keep asking around.  You can try the McBrides, Cliff, Jeanie May, and a few
    others.  Nobody seems to slip up, and you'll be hard pressed for clues.
    Eventually track down No-bark Noonan, he's usually in the north western part
    of town or in his house.  He speaks a lot of hilarious gibberish about
    Molerat people, but mentions that he did see someone go into the Lobby of
    the motel after shadow figures carried her away.  Go check it out.
    
    Theres a safe in the floor behind the counter, best to check it out after
    hours.  The lock is an Easy pick, so not too bad.  Inside you'll find
    the evidence that you need.  When you're ready, go speak to the guilty
    party and ask them to come see something in front of Dino the Dinosaur.
    The individual will walk out in front of the statue, make sure you put
    on Boone's Beret when you're ready.  Boone will make the killing blow.
    Speak to Boone again, he'll ask how you knew.  You can give Boone the
    receipt you found, or if your Speech skill is high enough (60) you can
    point out that process of elimination did the job.  If you're evil or just
    really want someone else killed, you can lead other people in front of the
    dino instead, but I don't advise it.  When the quest is complete, Boone will
    give you 100 caps and you'll get some xp.  If you had the evidence with you,
    you'll also get positive karma for finishing.  At this point you can convince
    Boone to join your party if you have room, and he's not a bad member to
    have.  His perk isnt' that great, but he's a hell of a Sniper.  
    
    
    *****Quest 11:  Back in your own Backyard *****
    
    
    East of Novac is a town called Nelson.  It's currently controlled by the
    Legion.  If you have Boone in your party, he loves nothing more than popping
    Legion scum in the head, pick him up in Novac if you're missing a party
    member.  On the way to Nelson you'll run into a Ranger Milo.  He'll
    tell you how Nelson is overrun, and he can't send in the troops because
    of some chain of command B.S.  They currently have hostages that are
    being crucified (Aren't those sacrifices and not...you know...hostages?).
    The ranger doesn't want you to save them men and kill the Legion, on the
    contrary.  He wants you to run in and perform mercy killing for those
    men.  He feels the odds are against you to do any heroics.  If Boone is
    with you, he'll say "screw it" as he'd rather take the Legion out.  Do
    whatever you feel, the rewards are the same from what I can see although
    you may get slightly more fame by saving the men.
    
    The strategy I used was stealth mostly.  Despite Ranger Milo claiming 10 to
    1 numbers against you, if you have a good fighter like Boone it's not that
    bad.  Plus if you slowly pick them off you'll never have to take on more than
    two Legion members at any time, with the occasional Mongrel assisting.  I
    stealthed around the camp, slowly working my way in, although I'm not sure
    if stealth was really that necessary as the enemies are kind of spread out
    a bit.  In any case, once you've cleared around the camp, you can find a
    named Legion member named Dead Sea located in the right bunker building.
    He can take some hits, and he carries a named sword and 9mm Submachine Gun,
    but he only has a couple guys for backup so it's not too bad.  Be sure to
    loot the sword off him at least.  
    
    When you've cleaned up, check out the crucified men in the center of town.
    You can untie them and set them free, or pop them in head at any time, your
    choice.  Either way you'll complete the mission after going back to Milo,
    although there may be more NCR rep for saving them (Tough to tell, I went
    from Neutral to...Neutral).  Milo will be on the ridge providing you
    "cover" between Nelson town and the NCR checkpoint.  You should be able
    to see him standing on the rock if you didn't see him run off before.
    You may need to talk to him a few times to get the dialog options.  Tell
    him the job is complete either way, he'll reward you with 50 caps and the
    NCR fame.  Job well done.
    
    
    *****Quest 12:  That Lucky Old Sun *****
    
    
    North of Novac and Gibson Scrapyard you should see a large powerplant.  This
    is Helios One, a non-functioning mess owned by NCR.  It seems that the
    Brotherhood of Steel once possessed the place, but outnumbered against
    NCR that had to relinquish it.  They had part of the system working at
    one time, but they enabled security and shut it all down before they 
    withdrew.  If you get near the front door, a security officer will stop
    you.  She'll ask what you're doing.  You're going to need an average Science
    skill or about 35 Speech to lie your way past her or convince her that you
    have the knowledge to help out.  She'll tell you to "look for the idiot with
    sunglasses on in the back."
    
    Theres not a lot to loot around the immediate facility.  There is a password
    you can find on a lone bed on the east side of the facility.  Make your way
    to the west side where you'll run into "Fantastic."  Its silly to believe
    he was put in charge of this project, he's about a bright as a dead light
    bulb.  It's obvious that his ego and ignorance are all he has, although
    if you mention that you're going to try and fix the system, he will give you
    a word of warning regarding the sentries and give you a password to the
    western reflector terminal.  If you found the password earlier on the bed,
    you should also have the eastern terminal password.  Before you go, speak
    to the other scientist named Ignacio.  If your Speech skill is high enough
    you can get him to confess that he's a member of a group of scientists with
    good intentions.  Their goal is to preserve peace and knowledge of all
    science that should never be lost.  He's concerned that NCR's plans for the
    facility involve only powering the Strip and McCarren, while Ignacio feels
    that everyone in the region should equally benefit.  You can also get info
    from Ignacio about ARCHIMEDES.  It turns out that Poseidon was actually part
    of a secret weapon program, and the power plant was more of a front for the
    whole operation.  Ignacio doesn't want to see this weapon of mass
    devastation reach anyone's hands like NCR, let alone the Legion.  He asks
    that you do what you can to prevent the weapon from being used.  Use the
    door behind his room to head out to the reflector field.
    
    Thats a lot of solar panels!  You have two objectives outside to take care
    of before you hit the mainframe.  You must reset the connection of the east
    and west terminals so the mainframe can communicate with the solar panel
    array.  Start with the west one first.  The terminal is at the back of the
    field and is heavily booby trapped (A rigged shotgun, 3 Frag Mines, and 
    two bear traps).  Once you remove the traps, use the computer terminal and
    your password to reset the connection.  One down, one to go.  For the next
    one I suggest you temporarily ask your party members to wait in another
    location.  Just inside the Solar Collection Tower would be fine (The door
    is located on the east side of the large central structure).  Now make
    sure to have NCR gear equipted, trust me.  Head toward the fenced in
    area in the north eastern part of the reflector field.  You should see
    several creatures within the fenced in area, they shouldn't be hostile.
    If they are hostile, reload or try coming back in a few hours while still
    wearing NCR gear.  Theres several NCR guard dogs here, and if you're not
    wearing NCR gear they can get pissed.  Also, I've seen them turn on
    party members, which is why I suggest leaving them behind.  Go through the
    gate to the fence and make your way to the terminal.  With the password
    reset the system, then run!  The dogs don't seem to like you meddling and
    may turn hostile.  If you run out without killing any of them, and shut the
    gate, you should be fine and won't incur the wrath of NCR.  Of course, if
    you're bad, you may not care.  You're now ready to tackle the Solar
    Collection Tower.  
    
    Inside the tower you're going to run into a variety of security robots and
    some turrets.  The early turrets can be deactivated by a computer terminal
    in the first room to your right after entering, but beware the mines
    planted inside.  The rebots aren't too tough, they shouldn't have been
    such a match for NCR.  Mr. Gutsy and Protectrons make up most of the
    opposition.  I have seen a Robobrain before as well.  Theres not a lot
    of good stuff to loot, so just make your way through the facility.  In
    one room along the way you'll see a Poseidon employee badge or two that
    look like holotapes, pick one up just in case your Science isn't too
    high.  Your goal is to find the elevator to the Observation Tower.
    -Once you reach that location, you're almost finished.  The mainframe is
    within, although it currently isn't receiving enough power because of
    faulty wiring.  Head up the steps and look for the PYTHON robot.  If
    your Science is high enough you can program him to run again and he'll 
    fix the wiring for you.  If not, just use the employee badge you found
    earlier.  You should not be able to access the mainframe back downstairs.
    Where you divert the power is up to you. 
    
    
    *Note* If you haven't done veronica's quest "I Could Make you Care" you
    may want to wait before making your decision on where to reroute power.
    
    You have a few different options here.  If you're evil you're going to
    want to engage the Archimedes weapon to wipe out the NCR soldiers outside
    (I suggest making a save before making a decision and picking this one
    at least once, it's neat!).  You can also power up the Archimedes II
    weapon without killing the soldiers.  You can then seek out Max in
    Freeside and buy the Euclid C-Spanner off him which allows you to use
    Archimedes II once a day.  You can divert power to a couple different
    locations, or you can divert all power equally across all regions, or
    divert all power across all regions in emergency mode.  If you want to
    make Ignacio happy, diverting power to the entire region is the best option,
    however you can also selection the options to divert power to the entire
    region under emergency parameters or send to Freeside and he'll be happy.
    The first option I listed will get you a Big Book of Science, xp, 3 Stims, 
    and 2 Doctors Bags along with Followers of the Apocalypse fame.  The
    emergency option seems to overload the system and disables the weapon's use,
    and from what I gather it kills the system so you can't get any power out
    either.  The third option to send to the west side is ok, similar rewards
    to the first two.  If you end up doing what NCR wants and diverting power
    only to the settled areas, you'll have to talk to Fantastic to complete
    the quest.  Fantastic gives you absolutely nothing but xp, and he plans
    on taking credit for your work...forget that.  Once you've made your choice,
    head up the steps again where PYTHON was and take the door outside.  Head
    down the ramp and across the way to the Reflector Control Panel.  You have
    to engage it between 9am and 3pm.  Your quest will update and you'll get to
    see the fruits of your labor.  When you're done seeing the show, head back
    to the power plant and speak to whichever scientist your quest says to get
    your reward.
    
    
    *****Quest 13:  Boulder City Showdown *****
    
    
    This quest is pretty impossible to miss as it's completed hand in hand with
    the final part of the main quest They Went That-A-Way.  When you reach
    Boulder City, look for an NCR guard on the east side of town near an
    entrance to the ruins.  He'll mention that some Great Khan's recently
    holed up in the ruins there, and they have two hostages.  The NCR trooper
    is less worried about getting the hostages out, and more concerned with
    taking the Khans out.  Tell the trooper you'll either free the hostages, or
    you'll go in and negotiate for their release.  The negotiate option is
    actually better, although you'll miss out on a little loot if you had killed
    the Khans, but nothing big.  If you're actually against the NCR, you can
    help the Khans and get positive faction with them (Read last paragraph).
    
    If you decide to sneak in (Skip below paragraph if negotiating):
    
    It's best to go in at night.  You'll see some NCR troopers when you go
    into the ruins.  Stay to the left and out of site.  You'll see two shattered
    buildings on the left, east side I believe.  Sneak through those, you'll
    see the Khans surrounding another set of busted buildings that ajoin.  The
    hostages are on the bottom floor of the closest ajoined building.  You can
    sneak through and unlock the back door to get to them, although there may
    be a guard present, you'll have to be careful.  Free one of the guards to
    complete the rescue.  Once they're safe, you have the option of wiping out
    the Khans so you can complete the main quest called They Went That-A-Way.
    If you go back in you will see that there are currently the 3 Khans
    outside, but you also have NCR backup.  Moving along the right side of the
    ruins will provide you some cover as you move in.  The Khan's can take a
    few hits, and there may be some distance between you and the targets, so a
    rifle may be good.  With backup at level 10 or 11 you should be fine.
    Once you've cleared the outside, move in to kill Jessup and the remaining
    guard found in the farthest ajoined building.  
    
    If you decide to negotiate:
    
    Walk into the ruins, don't worry about fighting.  Somehow the Khans know
    that you've raised the white flag and they won't initiate contact.  Head to
    the south part of the zone, there will be two ajoined buildings.  The
    furthest one from you will be the Khan's base, which is sadly just a small
    room in a vacant store.  Jessep of the Khan's will be there, but no Benny.
    He'll be shocked to see you after what went down in Goodspring.  You can
    ask about the release of the NCR prisoners, the way he sees it they're his
    ticket out of there.  You can ask Jessup if theres any alternatives, he said
    he could have paid off NCR if Benny would have paid him, but he double
    crossed the Khans.  You then have the option of paying of the Lietenant at
    the gate to let the Khans go free, and they'll leave the prisoners.  If your
    Speech skill is high enough (45) you can convince Jessup to let the prisoners
    go and you'll force the NCR to let the Khans walk.  Despite being hesitant,
    Jessup will agree to this.  When you head back to the gate, the hostages
    will already be heading that way.  If you speak to the Lieutenant he'll
    regretablly say that he has new orders to kill the Khans hostages or not.
    You can let him follow orders, you can leave the decision up to him (He'll
    follow orders), or you can convince him that the honorable thing would be
    to honor the Khan's bargain.  The last choice is the best one, as you get
    positive Khan AND NCR fame for this, although you don't get any cool Khan
    armor for wasting them (It's not that great, just another disguise really).
    Any other option in this quest will leave you Vilified with the Khans and
    no extra fame with NCR it seems.
    
    If you're against the NCR:
    
    If you hate those NCR scumbags, you can actually help out the Khans and
    still get positive rep with them, while becomming Villified with NCR if
    you aren't already.  Still tell the Lieutenant that you're going to
    negotiate for the release of the prisoners, trust me.  As soon as you
    get the quest to negotiate, kill the Lietutant.  Your quest will update to
    assist the Khans will killing the NCR troops.  The troops are actually
    weaker than the Khans, although they have greater numbers.  When you move
    into the ruins, use the cars by the entrance for cover.  You can let the
    Khans move in and do a majority of the work for you.  Once the NCR is
    wiped out, speak to Jessup in the usual location in the hideout in the
    back of the ruins.  You can tell him that they can go free, you'll get the
    positive fame for the Khans, and your main quest will update.
    
    
    *****Quest 14:  Guess Who I Saw Today *****
    
    
    Jacobstown can be found in the north-west corner of the map.  If you're
    having problems find it, head to the farthest north-west corner and look
    for the first road that turns south.  This will lead through the mountains
    and eventually dead end into Jacobstown.  This is a town made up of Super
    Mutants by an old friend, Marcus (Fallout II).  Marcus is trying to help
    the Nightkin get over their dependancy on Stealth Boys and the mental
    problems their use caused.  If you speak to Doctor Henry in the large
    lodge, he'll tell you that he's working on the cure for Marucs.  He's been
    studying a creature known as the NightStalker.  They're kind of like dogs
    that mutated, but have stealth properties.  Tell Henry that you'll assist
    with his research.  He feels the NightStalkers may be the key, he thinks
    theres something causing their mutation and may help counter the effects
    of the StealthBoy.  If you're going on this mission, picking up Lily
    as a follower could be helpful (She's out by the pen outside).  You may
    want to also speak to the Nightkin, Keene, before heading out for the
    NightStalkers.
    
    The NightStalker cave can be found north of town actually, it's very
    close, however you'll have to go out the front gate to go around the
    town walls.  The location will be called Charleston Cave.  The cave isn't
    very large, but you'll run into a dozen NightStalkers or so.  They're
    stealth just like Nightkin are, so look for the twinkling sign when
    one is near.  If you have Lilly with you, she'll make short work of them
    along with "Leo."  She may also go into a rage, which happens sometimes
    with her.  When this happens, she remains aggressive till everything is
    killed basically.  It has it's perks and it's downfalls, but mostly
    perks.  It shouldn't take you too long to clear out the cave.  Your goal
    is to find a dead Nightkin in the south-west corner, theres a chewed up
    StealthBoy on him, loot it and leave.
    
    When you get back to town, make a save.  Speak to Marcus at the front
    gate about Keene, then go speak to Doc Henry.  He'll take the chewed up
    StealthBoy and decides that to further his research he'll need Lilly to
    try on the StealthBoy Mrk. II to see how it affects her.  After some
    tests, Keene will spoil the party.  You now have some options here.
    Keene wants the StealthBoy prototype for himself so he can alter any
    new StealthBoys that he and the Nightkin find in the wasteland, and
    he plans on taking it by force if possible.  If your Speech is really
    high (80) you can convince Keene that his actions outside of 
    Jacobstown will put all Super Mutants in a bad light and destroy what
    Marcus is trying to accomplish.  If your Speech isn't this high, you
    can either give Keene the StealthBoy and difuse the situation, or you
    can take him out.  Neither of these options is optimal, so before
    doing this part of the quest it may be best to come back later
    when you have the magazines or skills necessary.  
    
    After you get past the Keene roadblock, your quest is not yet done.
    Doc Henry still needs to do testing and believes that Lilly
    continuing to use the Mrk II will be the only way he can see the
    effects long term.  You can convince the Doctor that the danger
    is too much, you can agree that Lilly should continue to use the
    device, or if your Science is high enough (90) you can convince
    the doctor that using a NightStalker brain would have similar
    properties and could be substituted to spare Lilly.  If you're
    able to pull this off, Doc Henry will agree and your quest will
    be finished.  If you don't have the Science skill, either of the
    other options will complete the quest as well.
    
    
    *****Quest 15:  Unfriendly Persuasion *****
    
    
    After you've talked to Marcus, Keene, and some of the other residents of
    Jacobstown, you may get stopped by Marcus at the gate.  It seems some NCR
    troops have been harrassing the Super Mutants (Or what he believes is a
    group of NCR troops).  They haven't killed or hurt anyone, mostly they've
    been firing at the lodge and scaring the herd of Bighorns.  Being that
    you're human, he would like you to see if you can get rid of them, hopefully
    in a nice way because he doesn't want to give the NCR to invade.
    
    Head down the road about 60 yards and you should see Norman and his mercs.
    It turns out that he isn't actually part of NCR, but he was hired by some
    members in the NCR.  They want the Super Mutants out of the lodge, mostly
    because Super Mutants are known to attack Brahmin all across New Vegas.
    Of course even Norman knows that Marcus's group may not be the same mutants
    causing the problems, but he just wants to get paid.  You now have a few
    options.  You can go against Marcus's wishes and kill the Mercs, you can
    use a Speech check to make Norman leave and never come back, or you can
    pay him off so he'll leave.  Norman will want 2500 caps if you select the
    last option, which may be a bit steep for you.  However, he suggests
    talking to the mutants and see if they're willing to help.  You have the
    option to speak to Marcus about it if you wish.  Whatever you decide,
    return to Marcus to complete the quest for some easy XP.
    
    
    *****Quest 16:  G.I. Blues *****
    
    
    Freeside in New Vegas is ruled by the Kings, and if you've heard Mr. New
    Vegas's radio show you know that the Kings are ruled by...well...the King.
    The King can be found in the King's School of Impressionism within Freeside.
    If you're having trouble finding it, head through one of the gates to
    Freeside, then look for an entrance through a broken down bus door that
    forms part of an outer wall.
    
    When you get inside the school, the King will be in a back room guarded by
    one of his henchmen named Pacer.  Pacer will hit you up for cash to speak
    to the King, but if your Speech is at 60 you can bypass this.  Speak to the
    King by the stage.  He'll tell you that one of the Freeside bodyguards,
    Orris, has been making very good money on repeat business lately.  He thinks
    something is up, and he wants to make sure the playing field is even for his
    Kings.  He asks you to enlist Orris's bodyguard services and see if
    everything is on the up and up.  The King gives you 200 caps to pay Orris,
    you can find Orris at the North Freeside gate back through the bus door.
    
    Enlist Orris's services, he says he'll lead you to the south part of
    Freeside, the entrance to the Strip.  If you deviate from following Orris,
    you'll lose him as a bodyguard.  Orris seems to move at whatever speed you're
    currently moving at.  If you run, he runs, etc.  Follow Orris back to the
    bus doors and go through.  He'll point out a few Freeside locations as you
    go.  About 100 yards from the Strip he'll spot some guys that he doesn't
    like the look of, then he tells you to follow him down a side alley.
    Eventually he'll speed ahead and he'll start popping some thugs that are
    up to no good.  Talk to Orris afterwards, he'll boast that any other
    guide would probably be killed and you along with him.  If your
    Intelligence is at least 6, you can point out that Orris only fired
    3 shots and 4 thugs are dead.  He'll try to cover up the whole thing, but
    you'll know the truth.  To top it all off, if your Barter skill is 50 at
    least you can force Orris to give up all the cash on him to forget the
    whole thing.  He'll reluctantly agree, but vows revenge.  If your
    Intelligence isn't at least 6, no worries.  With a low Medicine skill of
    30, you can check the "dead" bodies afterwards and confirm that none
    of the thugs are actually dead, they're just faking it.  When you're
    finished, head back to the King and update him.  He'll thank you for the
    work and says he'll have some of his guys pull Orris off the streets
    discretely later.  If you're looking to pickup the King's dog, Rex, you
    should be able to ask him about the robo dog now, otherwise you can
    continue G.I. Blues.
    
    The King now has a problem with a confrontation between some NCR citizens
    possibly and some locals that the King knows.  He wants you to visit the
    injured locals at the Old Mormon Fort in Freeside and look into the
    incident.  In the south-western tent in the Fort you'll find three guys,
    two are conscious named Roy and Wayne.  Wayne won't say anything yet,
    so speak to Roy.  Tell Roy that you were sent by the King to look into
    the attack.  Roy will tell you that they left the Wrangler the other
    night and they took a wrong turn into squatter terrirtory.  They got into
    a fight with some young, well dressed people.  Roy asks you to talk to
    Wayne for more info.  Wayne will speak as well if he knows you're with
    the King.  Wayne doesn't have much to add, until you thank him for his
    help (Don't prod him by saying "You're holding something back."  It leads
    to bad Freeside fame).  He'll remember that one of the men called the other
    Lou, and then between Roy and Wayne, they piece together that it was a
    Lieutenant.
    
    Head back to the King and tell him a bunch of Soldier boys beat up his
    friends.  He wants you to look into what prompted this.  He suggests
    asking around the NCR squatter areas, or try Julie Farkas in the
    Mormon Fort again.  If you want to go the NCR squatter route, head to
    the south-east part of Freeside where the Mormon Fort is (Through the
    bus doors again).  In the south-east side theres a Missionary there,
    speak to him.  He asks if you're an NCR citizen.  If your Speech skill
    is high enough you can Lie to him.  If not he'll ask you three questions
    to prove your citizenship.  The first asks about who is the most popular
    leader in NCR history, the answer is Tandi.  The second question was
    the site of NCR's first capital, the answer is Shady Sands (These should
    be easy if you played Fallout 1 and 2).  The second question is what is
    on the NCR's flag, it's a two headed bear.  The Missionary will tell you
    to head to the old Trainyard in Freeside, theres some guards at a
    building that hand out supplies after 6pm.  I suggest talking to Farkas
    too, so head to the Mormon Fort.  When you get there, ask her what she
    knows about the NCR troops in the area.  She'll mention that she has a
    frient named Major Elizabeth Kieran handing out supplies in the south
    west part of Freeside.  She says that Kieran is usually pretty guarded,
    so mention that Farkas sent you and she may give up more info.
    
    Head to the trainyard, the abandoned shop is in the west, under the
    suspended highway.  Go to the guards, you can use the password that you
    got from the Missionary, or if your Speech is at 30 you can tell them
    that you're there to see Kieran on important business.  Inside the store
    speak to Kieran.  If you ask why they aren't serving Locals too, she'll
    get fussy and won't want to talk.  Tell her that Farkas sent you, and
    she'll mention that they wanted to serve all of Freeside, but when
    a rep was sent to the Kings, he came back nearly dead.  They won't serve
    the Locals after that incident, partly because they don't have the
    supplies to go around anyway.
    
    Head back to the King.  Pacer will stop you before going in and suggests
    you don't bug the King with any info that Kieran gave you.  You can tell
    him whatever you like.  Speak to the King.  Tell him that NCR is doing
    a supply drop in Freeside, only NCR citizens are allowed, and if you
    so choose tell him that a rep was sent to the Kings and never made it
    because he was beaten up before they could speak to the King himself.
    Once you're finished, a member of the Kings will interrupt the
    conversation.  He'll tell you that a shoot out is going on between some
    NCR soldiers, Pacer, and some Kings by the old train station.  The King
    asks you to go down there and difuse the situation.  
    
    When you get to the train station there will be a shoot out going on,
    and most of the Kings will be dead already.  Pacer will be taking
    cover.  Head over to where the NCR soldiers are firing from, just be
    sure to keep your weapon holstered.  Speak to Kieran again in the back
    behind the structure the soldiers are shooting from.  You can either
    tell her that you want to talk peace, or if you're bad and want to
    waste the NCR, tell her you're there to take them out.  My guess is
    you'll be telling them that the King didn't know about the rep getting
    ambushed.  When you're finished, head back to the King.
    
    If you took out the NCR, you'll get a little Freeside fame and some
    negative NCR fame.  If you talked down the NCR you'll get some Freeside
    fame, and some good Karma.  Either way you get your XP, and you get
    one favor from the King.  Your options for favors at this time are
    to ask for some extra caps, ask the King to help you get access to the
    Strip, or you can ask to become one of the Kings.  I suggest holding
    onto the favor for now, another option will come up later if/when the
    quest King's Gambit becomes available to you.  Becomming a King is
    okay, unless you've got no use for hair cuts and the respect that being
    a King garners you (The King says people will leave you alone in Freeside
    knowing that you're a King, but you still seem to get attacked by the 
    Freeside Thugs regardless).  Becomming a King also nets you an outfit,
    however theres many of these on the 3rd floor if you want to steal one.
    For access to the strip, the King says Ralph in Freeside can help you,
    however that just seems like a waste of the favor.  Besides, if you
    really wanted access all you need is 2000 caps on hand, or if you have
    a Speech skill of 50 you can talk Ralph into selling you a fake pass
    anyway for 500 caps (Or less with skill check).  Taking the caps will
    net you 1000 caps, which shouldn't be that much for you at this stage
    in the game.  Becomming a King also gets you access to Sergio, who will
    do your hair for you.  So, save the favor for now unless you don't plan
    on helping the NCR leading up to the Battle of Hoover Dam
    
    
    *****Quest 17:  Nothin' but a Hound Dog *****
    
    
    After you've completed the first part of G.I. Blues for the King, you can
    ask him about Rex, his dog.  He'll mention that Rex hasn't been doing so
    hot lately, and if something isn't done for him soon, he might be done for.
    The King said he tried taking him to the Followers over at the Old Mormon
    Fort, but they said they didn't have the tools to fix him.  He suggests you
    may have more luck and asks you to talk to Julie Farkas there.
    
    Talk to Julie at the Fort.  She'll say again that theres nothing more she
    can do for Rex there.  He needs some cybernetic work and a brain transplant,
    but she thinks that Doc Henry at Jacobstown can work with him.  Go back to
    the King and give him the news.  He'll say that he currently can't leave
    Freeside considering it's current state, and none of his men can go cause he
    needs them all to keep the peace.  Since you've taken an interest, he asks
    if you'd help.  Say yes, and he says he'll lend you Rex.
    
    First thing you need to do is visit the Doc in Jacobstown, unless you're
    feeling particularly violent and want to pick up the brains in advance.
    Speak to Henry and he'll tell you that he can repair Rex if you have a
    replacement brain.  This will open some options for you.  Some brains you
    can obtain without firing a shot, others may require you to spill some blood
    depending on your rep with factions.  Any of the 3 options will complete
    the quest for you and net the XP.  
    
    Option 1:
    The brain of Violetta the Fiend Kanine can be found roughly west or 
    south-west just outside the Strip.  You'll see a large conglomorate of
    broken vehicles in the outskirts of Vegas there, Violet and her dog can be
    found there.  If you go back to Henry and install Violetta's brain, Rex will
    be faster
    
    Option 2:  
    The brain of Lupa can be optained from the Fort.  If you defeat Lupa in the
    Arena, or elsewise, you'll be able to use that brain.  Go back to Henry and
    he'll install it in Rex, giving him extra health.
    
    Option 3:
    Head to Old Lady Gibson at the Gibson Scrapyard north of Novac.  You can be
    dirty and waste Rey and Lady Gibson for the brain, or you can talk to her.
    She says Rey is getting on in years, but for 700 caps you can have him.  If
    your Barter skill is 60 you can convince her that taking Rey's brain will
    give him an immortal life in a way, and she'll give in.  She then...ahhh...
    says goodbye I guess and gives you the brain.  Head back to Henry to install
    the brain.  Rey's brain will give Rex increased attack power.     
    
    Option 4:
    This isn't a very good option, however you can use the brain from an NCR
    dog if you happen to procure one in your travels.  This has no bearing nor
    benefit to Rex however, other than replacing his deteriorating brain, so
    it isn't suggested.
     
    
    *****Quest 18:  Debt Collector *****
    
    
    Speak to Ms. Garret in the Atomic Wranger of Freeside.  If you ask if she
    has any work, or if you ask for a deal on a room, she'll say she has some
    debts that need collecting.  She'll offer you 25% of each debt as payment,
    but if your Speech or Barter are at 25 you can talk her into 50/50.  She
    has three debts for you:  Lady Jane for 250, Santiago for 212, and Grecks 
    for 138.  
    
    You can find Lady Jane near the gate to the Strip, southern part of Freeside.
    If you ask her about the debt, she'll tell you that her caravan was wiped
    out and everything she has is there.  If your Speech or Barter is at 40 at 
    least, you can force her to give up what caps she has and anything of
    bartering value.  She'll admit that she has a portion of the caps and she'll
    give you some cigarettes and sensor modules to make up the difference.  If
    you have a perception of 7 you can tell she's lying through her teeth, she'll
    then admit she has ALL the cash and hand it over.  If you're feeling
    dangerous and nice, you can offer to retrieve her caravan items.  She'll
    be surprised someone would help and will mark the location, saying you can
    keep what you find.  The caravan was ambushed at the Broc Flower Cave and
    the goods are inside.  The cave can be found a ways south of Novac, east
    of the Legion camp.  In a reference to the movie Princess Bride, you can
    find R.O.U.S. (Rodents of Unusual Size) in the cave.  You can also find
    a Ratslayer rifle in the south-east corner.  The rats take some good
    firepower to bring down, and if you have companions they could become rat
    feed if you're not careful.  Theres also some good radiation in the cave,
    so if you have any Rad-X, a Radiation Suit, or Space Suit it may be
    useful here.  The caravan is a dead Brahmin that can be found down the
    right path when you first enter.  Its also not far from the Ratslayer stash.
    Return to Francine in Freeside.
    
    Grecks is pretty easy.  You can find him in Freeside, Fort side, behind the
    outside of Form Mormon.  He'll try to hit you up for caps, if you ask if
    he's collecting that cash for Francine, he'll cough up the cash right away.
    If you're Speech skill is a 40, you can hit Grecks up for a penalty payment
    for yourself.  If you're really bad, and for a Karma hit, you can take the
    clothes off his back, but it's not necessary unless you're bad.  You can
    also ask him about his strange eye, he'll go crazy on ya.  He's not too
    tough, he's packing a Tire Iron.
    
    Santiago is the last one.  I found him on the Fort side of Freeside again.
    I found him in the south-east corner on the other side of a building from
    the East Gate.  You can get something beneficial from him here.  If you ask
    him the right question regarding payment, he'll mention that he has a
    discount with Mick and Ralph and for a price he'll hook you up.  This is a
    load of BS, if you ask Mick and Ralph about it they'll say you're not the
    first one to be conned by Santiago.  You can get the word from him anyway
    if you want to get some XP for a speech check.  Secret word or not, ask 
    about the debt.  He'll feign ignorance, you can either threaten him or...
    well...threaten him.  He'll cough up the dough.  Head back to Francine.
    She'll mention that she has one more person she wants you to track down.
    Caleb McCaffery was a bounty hunter for the Garrets, you may have seen him
    in the casino before finding the previous 3 individuals.  It turns out
    Caleb made off with a bunch of their caps to the Strip.  Tell Francine you'll
    track him down and waste him.  If you haven't been to the Strip, theres a
    few ways to get in.  The south side of Freeside has an entrance, and you can
    either get in by submitting to a credit check (Just have 2000 caps on you),
    you can use Science to get in (Need a skill level of 80 or more), or if you
    did G.I. Blues for the King you can ask a favor of him to get you in (Not
    very practical given the other two options, the caps being the easiest).
    Either way, get access to the Strip and head in.
    
    Caleb will probably be found out on the Strip in front of the Gomorrah.
    He won't be too shocked that you're there looking for him.  You can either
    take his hat and any caps he has and let him go, or you can gun him down.
    He's not too tough, so it's up to you.  If you plan on taking his hat and
    taking the less violent option, you'll still need to pass a Speech check of
    40.  When you've resolved the situation, head back to Francine.  Francine
    will reward you with some caps and will give you the corner bedroom on the
    second floor to use.  It used to be Caleb's, and it seems you don't get to
    keep his belongings because they all show as red except for the bed.  At
    least you get a free place to sleep at until you get a place on the Strip.
    If you speak to Francine's brother he may have a quest for you now too.
    
    
    *****Quest 19:  Wang Dang Atomic Tango *****
    
    
    Speak to Mr. Garret in the Atomic Wrangler of Freeside.  You may not be able
    to get this quest until you complete Debt Collector for his sister, Francine.
    He mentions that he has some odds requests from customers that are looking
    to...spice things up in the bedroom.  Garret wants some interesting playmates
    for his clients.  He has customers that are looking for a real cowboy
    rodeo in the bedroom, a smooth talking man that can pull off the "boyfriend,"
    experience, and a sex robot or sexbot.  Tell him you'll take the job.
    
    Lets start with the suave man.  You may have run into a jack of all trades
    named Old Ben by the Strip entrance.  If you recall he was once an escort.
    Head over that way and see if you can find him.  Ask if he'd be willing to
    be the suave gentleman that Garret is looking for.  At first he'll be
    against getting back into that work, however a Speech skill of 50 or a
    Perk like Black Widow will talk him into it.  One down, two to go.
    
    Beatrix Russell should be your next target, she's the ghoul cowboy.  You
    can find her in the Mormon Fort.  She'll mention that she's bored of working
    with the Followers, they won't let her booze.  You'll need to go to your
    Speech skill again, or Barter, to talk her into taking the job.  You may also
    be able to convince her that she can make her own hours, choose her own
    customers, and get a discount from the Garret's, but I wasn't successful
    in convincing her this way myself.  When you have Beatrix on board, you just
    need your Sexbot.
    
    To find the Sexbot, stay in the northern part of Freeside (Fort Mormon side).
    Head toward the trainyards and past the Ruined Store where the NCR was
    handing out supplies in G.I. Blues.  You'll head down a one way alley where
    you'll eventually find a door to Cerulean Robotics.  Inside you'll find some
    Giant Rats, no biggie.  There will be a ton of spare junk parts and dead
    Protectrons around.  You should find an Average locked Tool Cabinent that
    has a Terminal Access Card inside.  Use it near the computer where the only
    functional Protectron remains.  If you can't get the keycard you may be able
    to hack the computer terminal.  Once you have access, use your Science skill
    to reprogram the Protectron for...Sexbot duties.  When the Protectron comes
    out you rename it "Fisto."  You can either send Fisto toward his new
    master, or you can take him for a test drive (Yeah...don't expect too much
    though).  The dialog options are humerous at least.  When you're finished
    head back to Garret.
    
    Tell Garret that you've procured each of the individuals he was looking for.
    If you have at least 40 Speech or 40 Barter you can convince him to pony up
    a little more cash for Fisto, seems Garret had a personal use for him all
    along.  You'll get cash for each individual you recruited, and another 50
    caps for getting them all.
    
    
    *****Quest 20:  Birds of a Feather *****
    
    
    The Silver Rush can be found in the southern part of Freeside, the zone with
    The King's hideout.  It's down the street to the west, not far from the
    Atomic Wrangler.  Speak to Simon outside, or try to enter anyway.  He'll
    stop you and pat you down, temporarily taking your weapons (Don't worry, 
    you'll get them back).  Head inside, but don't move.  You'll witness a little
    scene...don't get off on the wrong foot with these people.  Talk to Gloria
    Van Graff.  You can ask her if she has any work, to which she'll say that she
    does have something for you.  She's looking for a temporary door guard to
    assist Simon, tell her you'll do it (It's easy, quick caps).  When ready,
    head outside.  
    
    Speak to Simon, he'll give you your choice between a Laser Rifle or a Plasma
    Rifle (Hope your Energy Weapons skill is good!  Not a big deal really).  
    He'll also outfit you with VanGraff Combat Armor, which may or may not be
    better than what you're currently wearing.  Regardless, you have to keep up
    appearances for the job.  You just need to stand with Simon by the door and
    turn away unmentionable individuals, keep the peace, and make sure no one
    enters with a weapon.  Not so hard, eh?  Keep those things in mind and you'll
    do fine.  The first guy is a drunk, and he can easily be turned away by
    telling him he isn't allowed in due to company policy, or you can be mean
    about it, either one will get the job done.  The second guy seems a little
    shaky, but he may just be intimidated.  You can ask him about booze, but it
    isn't necessary.  Just make sure you pat him down, then send him in.  The
    third patron will be a Gambler from the Atomic Wranger.  He says he hit it
    big and wants to buy a piece.  If you ask to pat him down, he'll be 
    adamant that he doesn't have anything and wants access.  If your Speech is
    at 65 you can convince him that everyone gets patted down regardless,
    otherwise you'll have to be firm and non-PC about it.  The fourth guy is
    a wildcard.  He says that he wants to replace a revolver that he has and
    that he's come a long way.  If you ask to pat him down, he's going to
    get nasty.  This is a bit of a spoiler, but he has an explosive device on
    him.  If you just let him through, he'll blow up the entire interior and
    you can loot the remaining bodies, containers, and rooms (However you'll
    have to fight off Simon since you cost him his job).  Otherwise, if you want
    to do a good job, get paid, and continue the quest you have to pressure the
    man to be searched.  He'll eventually attack when he realizes his ruse is no
    good, you should have no trouble taking him out along with Simon and any
    possible companions you have.  The last individual is Pacer, the right hand
    man of The King.  He has something for Gloria is seems, and he asks you to
    pass the info along that he's thinking of her.  You don't want to get into
    a fight here, unless you really don't like Pacer, so just say that you'll
    pass the info along or ask him why he doesn't tell Gloria himself.  That will
    complete the first part of the quest.  Simon will take your armor and weapon,
    go see Gloria.  If you did your job and answered correctly you'll get 300
    caps in compensation.  Screwing up once will net you 200 caps, and maybe
    less if you repeatidly screw up.  Allowing the 4th guy in will result in
    no caps, but you could potentially make out like a bandit by looting the
    place.  Speak to Gloria again for the next part, she wants you to play
    courier (Hopefully you won't get shot in the head this time!).
    
    Gloria wants you to deliver a package to a potential customer in a discrete
    location.  The payout is big, but theres no rush as the customer is going to
    be in Vegas for awhile she says.  Tell her you'll deliver the package.  The
    drop off point is just outside Vegas, east of Freeside's East Gate.  It's
    a few hundred yards out in the wasteland, but the quest marker should lead
    you there.  You'll find a strange man (You may also find a Golden Gecko
    nearby that scares the guy and he won't talk to you.  Either reload, or
    kill the Gecko and try him again).  He'll ask you about a package, it's
    best if you don't ask a lot of questions.  If your Speech is at 75 however
    you can ask him about a delivery fee, and even though you weren't promised
    one you can get 200 caps out of him!  Give the man the package, then head
    back to Gloria.  She'll ask what the man said, just tell her he was pleased
    and that they'll be contacting her soon, you'll net 200 caps in payment.
    She'll also tell you that her brother, Jean-Baptiste, has work for you.  This
    quest still isn't complete!  Talk to Jean-Baptiste for the next part.
    
    Jean will tell you that some big deal is going down and they just need to
    tie up some loose ends.  Jean wants you to find Rose of Sharon Cassidy,
    or Cass as people call her, and bring her to him.  If you've been to 
    Mojave Outpost, you'll know that Cass is there.  You may even have her in
    your party currently.  In any case, lets pretend we need to talk to Cass.
    You can try to ask Jean a bunch of questions, but he's pretty adamant
    about this.  He's stubborn, won't let you relay the message, he just wants
    Cass there so he can speak to her.  Ooook, so you need to bring Cass to
    Jean-Baptiste to further this quest.  Keep something in mind...if you plan
    on having Cass as a companion, you may not want to do this part of the
    quest anytime soon, or come back here at all if Cass is in your party.
    Lets just say that Cass will be a bit burnt out from Mojave life to
    accompany you if you do.  If you don't have a use for Cass, tell Jean
    you'll be back.
    
    Theres only one way you're going to get Cass away from the Mojave Outpost,
    and thats by buying up her Caravan, or whats left of it.  To do that you
    will have to do some odd jobs for the Crimson Caravan.  See the Optional
    Quest "You Can Depend on Me" for info on this.  When the time comes,
    head back to Cass, buy her Caravan as described, then enlist her help as
    a companion so she'll come with you.  Now bring her back to the VanGraffs
    in Vegas.  Take her to Jean-Baptiste, he'll be happy to see her.  So
    happy that he'll turn her crispy.  Hey, I tried ta warn ya.  For doing
    all that leg work you'll be rewarded with 350 caps, a bit low considering
    all the leg work.  When you're done, Jean says that Gloria has one more
    thing for ya, so talk to her.
    
    Gloria says that the deal that you originally set up with the sample is
    about to be completed.  The Van Graffs are about to become very wealthy,
    and she wants you to escort the weapons with her on the delivery.  Tell
    her you'll do it and you'll fade to black, reappearing in an unknown
    factory with...Legion?  Nothing happens yet, but Gloria says to keep
    cool and to follow her lead.  I won't say anything more in detail, but
    things certainly aren't as they seem.  When everything is finished, talk
    to Gloria again, she'll wisk you back to the Silver Rush magically.
    Speak to Gloria once more, she'll answer any questions you have.  She'll
    also reward you with 1000 caps, Freeside fame, and NCR fame along with
    your quest XP.  She says that if you speak to her at a later date, she
    may have some offers to assist in the transport of weapons, but thats
    not related to this quest.
    
    
    *****Quest 21:  You Can Depend on Me *****
    
    
    If you've picked up Heartache By the Number, or if you've been to Crimson
    Caravan you'll probably end up getting this quest from Alice Lafferty.  The
    Crimon Caravan can be found just NE of the East Freeside Gate.  Alice
    asks that you deliver an invoice to Doctor Hildren at Camp McCarran because
    she needs a runner.  Take the job, then head over to McCarran.  You can find
    the doctor in the Airport Terminal, first floor of the science section
    (northern part of the building).  Give the doctor the invoice, thats all you
    have to do.  Head back to Alice for an easy 150 caps!  She'll have more work
    for you, hopefully they're all as easy and pay as well.
    
    Speak to Alice again and she'll give you three possible quests this time,
    all still part of the current quest.  First, she wants you to try and
    purchase Cassidy Caravans.  If you recall, Cass is in the bar of Mojave
    Outpost drowning her sorrows.  The second thing Alice wants you to do is
    to find Henry Jamison and convince him to quit the Crimson Caravan.  It 
    seems ol' Henry has parents in high places and is no good for business,
    so Alice wants him to quit.  Third, Alice wants you to...obtain...some
    specs from the Gun Runners.  Lets start with Cass, since we still have a
    quest from her under Heartache By the Number.  Head to Mojave Outpost.
    
    Speak to Cass.  Tell her about the deal, she doesn't want anything to do
    with it.  Despite losing everything essentially, she has too much pride and
    stubborn nature to part with her father's namesake.  You have some options
    here to try and convince her otherwise.  You have two Speech checks, one of
    50 Skill and another of 75 Skill.  You also have the option of two Barter
    checks, one 50 Skill and the other 75.  If you use the Barter skill to drink
    her under the table, you'll need to obtain 12 Whiskey bottles, so keep that
    in mind.  No matter what you choose, any of the options will convince Cass to
    give up the Caravan eventually (As long as she doesn't outdrink you!).  
    one of the other options will also force you to pony up your own cash to
    buy the deed from Cass.  Whenever you receive the deed, head back to the
    Crimson Caravan and find Alice.
    
    The next part of the quest involves convincing Henry Jamison to quit the
    Crimson Caravan.  As it turns out his parents contributed greatly to the
    Caravan from California, yet in his privileged position he has been lazy
    and racking up a debt to the company.  Due to his position, they cannot
    fire him, so you must convince him to leave willingly.  Look for Jamison
    in the south part of Freeside in the Atomic Wrangler.  You have a couple
    options when you speak to Henry.  If your Speech is at 50, right away you
    can ask him why he doesn't leave, and he'll mention that he had a run
    in with the Omertas and owes them money.  Using that Speech skill you can
    force him to leave with threats of going to the Omertas regarding his debt.
    If you don't have the Speech, but you have 50 Barter, you can ask Henry
    what it will take to get him to leave.  He'll ask that you pay off his
    debts to the Omertas and give him a severence package.  With the Barter
    skill you can convince him to forget the severence package and the Caravan
    will pay off his debt.  The last option is for those that don't have a
    Speech nor Barter skill of 50.  Tell Henry that you'll pay the severence
    and his debt, return to Alice.  Based on your skill checks, she'll either
    be impressed or miffed, but either way she'll still reward you at least
    300 caps for the work.  
    
    The last part is optional.  It involves stealing manufacturing plans from
    the nearby Gunrunners.  If you don't want to mess with the Gunrunners, you
    can tell Alice that all that sneaking around isn't your thing and this
    will complete your quest.  You won't receive any new rewards financially,
    however you'll still receive the same quest XP of 500.  If you want to
    help Lafferty, head to the Gunrunners just to the south-west.  If you plan
    on sneaking in, going after midnight is suggested.  Also, if you have a 
    Stealth Boy or two it will help.  Head through the front gate, but watch
    for the guard.  If you time your movement and stay hidden, you may be able
    to get past without the Stealth Boy, but you'll have to be careful.  Head
    into the Gunrunner's facility and straight to the back room.  When I went
    after midnight there were no other individuals back there, so if you're
    quick you shouldn't have any problems.  Look for a terminal in the back
    room, it will have the schematics you're looking for.  Once you have the
    data, head back to the Crimson Caravan.
    
    Lafferty will give you an extra 500 caps if you were successful in
    sneaking the data out undetected, however if you killed any Gunrunners
    they'll be unable to use the schematics you lifted until some time has
    passed, so Lafferty will only give you 300 caps.  If you completed the
    other parts, your quest will now be complete.  Speak to Lafferty again
    and she'll give you another quest called "Pressing Matters."
    
    
    *****Quest 22:  Still in the Dark *****
    
    
    Hidden Valley can be found north of Primm and the NCRCF.  You can scope
    things out early on in your adventure, but unless you've been really training
    up your Lockpick skill, you probably won't get in.  If you've been working
    on the Optional Quest "ED-E My Love," or if you have Veronica as your current
    companion, you may be able to get easy access.  When you get to Hidden
    Valley, theres various bunkers enclosed in a run down chain-link fence.
    Searching these various bunkers leads to a lot of dead ends, mostly locked
    doors that reveal cave-ins (And some Mini Nuke's if you search carefully).
    However, the Bunker on the west side, leading to a Very Hard locked door,
    has much more in store.  Having Veronica in your party will grant you easy
    access and no hassle, and as mentioned ED-E may do the same.  However, the
    only other way to get in without picking that Very Hard lock is to know the
    password and speak it through the comm system by the door.  Where is the
    password?  In the REPCONN Headquarters found south of Vegas, on the road
    toward Boulder City.  If you've already been there and have the password,
    or have Veronica as mentioned, skip the next paragraph, otherwise read on.
    
    The password you seek is on the top floor of REPCONN's Headquarters.  This
    building is filled with various robots that are programmed to either guide
    you through the museum, or will prevent you from accessing the upper levels
    without a proper clearance.  The quest "ED-E My Love," may take you here if
    you've been contacted by Lorenzo.  The first floor is safe and no extra
    access is needed, however the robots may warn you that access to the 2nd
    level is prohibited.  Theres a few ways to get around this.  First, in the
    south-western part of the facility you should be able to find an employee's
    keycard that will allow you on the second floor.  The other option is to
    just head to the second floor and pass a skill check (Science if I recall)
    to fool the robots.  The second floor will have a computer terminal you can
    access that will scan your face to allow further access, however if you're
    swift you can find a door to the third floor that leads right to the
    President's office and a terminal that will shut down the robots.  If you
    don't use either of these methods, you can also use your Luck to guess a
    bypass code I think, but mine wasn't high enough at the time.  Your objective
    should be some dead Brotherhood of Steel members on the third floor.  When
    you've looted them, head to back to Hidden Valley.
    
    Once you're in the west Hidden Valley bunker, head inside and down the stairs
    to the locked door.  Use the comm station and give the password, or if
    Veronica is in your party she'll get access immediately.  If Veronica isn't
    in your party, the Brotherhood will freak out a bit and strip you of all
    your items temporarily, otherwise they'll let you pass.  You could fight
    them, but it isn't advised at early levels and that would kill the quest.
    If you've been following along at this point, you'll notice that we don't
    even have the actual quest up till now, however after stripping you of your
    items, you'll finally gain access to "Still in the Dark," and will be asked
    to speak to Elder McNamara.  You'll be transported into the Elder's chambers
    in nothing but your tighty-whiteys.  The Elder will try to scare you a bit,
    but overall he's intrigued by your presence and wants you to do something
    for him to prove you're not a threat.  It seems an NCR soldier has taken up
    residence in one of the other bunkers.  The Brotherhood have spied on him
    for some time, however the time has come for him to go and they want you
    to do the deed.  McNamara releases you, but they outfit you with an
    explosive collar that cannot be removed.  He threatens that leaving Hidden
    Valley before completing your task will result in the collar blowing up
    (Shades of Hell Comes to Frogtown!).  When you're ready, you'll be dropped
    outside the bunker door once more, and your items will be waiting for you
    in a box to your right.  Remember to put your armor back on and equip your
    weapon.
    
    The NCR trooper may not be in one of the bunkers when you search for him,
    he could be just south-west from the main gate past the chain-link fence.
    Don't worry, you can go find him without blowing up, just don't go TOO far.
    You'll find him crouched hear a rock, he'll mistake you for a Powder
    Ganger at first, but he's just playing with you.  Now you must convince him
    to pack up and go away.  He's using the bunker as a base to stage his stake
    out on the Gangers.  Whatever you do, do NOT mention anything about the
    Brotherhood.  He'll believe you, but bad things happen afterwards.
    Unfortunately it seems you requrie a Speech skill of 50 to Lie to him and
    convince him that Powder Gangers traveling to and from NCRCF will use the
    bunkers as temporary camping spots, and it would be ill advised to sleep
    there as a result.  He'll agree, and he'll be on his way.  Return to
    the Brotherhood bunker when ready.  Oh, and if you did tell him about the
    Brotherhood, he can remove your slave collar...but don't expect that the
    Brotherhood will let you walk away for backstabbing them.
    
    When you return to McNamara he'll mention that the first part was just a
    test to see if they could trust you.  The real quest is coming up.  The
    Elder feels he needs someone from the outside to search for 3 missing
    patrols that they haven't heard from in some time.  The rest of the
    Brotherhood is on lockdown currently, and he basically doesn't want to
    lose anyone else, so he figures you'd be a good sacrifice I guess.  If
    you already went to the REPCONN Headquarters you will have found one
    of the patrols already and you'll get credit for them.  If you haven't,
    read the 2nd paragraph of this quest.
    
    For the second party of Brotherhood soldiers, they didn't make it very far
    from base.  Remember what I said about not turning north from the
    Radscorpion gulch?  Forget that, take some Rad-X if you're worried about
    ill effects.  Take the northern road in the northern path leading to
    Radscorpion gulch.  You'll see some Centaurs ahead, be careful, they can
    mess you up in packs.  The missing Brotherhood soldeirs are in the middle
    of the Centaur pit.  Loot the bodies to get the holotape you need to
    continue with the quest.  The last group is not going to be easy.  They
    were sent way, way up to the northern part of the map.  If you have any
    waypoints north-east or east of Vegas itself, feel free to fast travel and
    take a short-cut.
    
    If you're not familiar with Nellis or have never been there, read the
    first paragraph of the Optional Quest:  Volare!  Getting into Nellis can
    be a nasty experience, unless you enjoy dodging dozens of Howitzer shells
    raining down on you!  The long and short of it is, the Brotherhood 
    soldiers seemingly met their end in the shanty town remnants outside of
    Nellis AFB, and now you have to go into the warzone to retrieve the
    holotape.  I don't suggest running in just to get the holotape and
    running out, you're much better off actually making it to the Nellis gate
    so they quit firing at you.  As I mention in that quest, stick to the
    north-west and use the remaining walls among the burned out buildings as
    cover as you push north toward the fence and gate.  Once you reach the
    fence at least, you should be in the clear.  They'll make you speak to
    Mother Pearl first, no biggie.  When you're finished with her, you can
    go ahead and leave to find the holotape without fear of being bombed.
    
    The soldier with the holotape can be found near to large cars among the
    burned out buildings before the gate.  Look for one car thats nearly
    standing up, perpendicular with the ground.  There will be another car
    in front of that one, the soldier will be underneath it.  What a way to
    go!  Once you have the holotape you should be ready to return to Hidden
    Valley.  Now you have two options.  If you've spoken to Head Paladin
    Hardin, you'll know that he's currently trying to overthrow Elder
    McNamara.  While he can't fault McNamara with anything serious, he feels
    the lockdown is slowly killing the Brotherhood in this region and he
    feels they should move out.  If you wish to continue with helping
    McNamara, read on under Option 1.  If you want to assist Hardin, skip
    down to Option 2.  (Note that while you can speak to Hardin about
    ousting McNamara at any time until this quest is complete, trying to
    assist Hardin with the overthrow after this point may result in the
    next quest getting bugged and Hardin never ends up as Elder.  If you
    plan on doing the overthrow, do it now)
    
    Option 1:
    After collecting the holotapes for McNamara, he wants you to seek out
    some scouts that he has sent out.  Due to the bunker's shielding they
    can't communicate with the scouts from inside, however just like the
    holotapes you'll be able to zone in on the scouts once you reach
    topside.  He tells you to give them the code phrase, some gibberish
    about the bear still hunting, and tell them you are the Elder's rep.
    They will then give you their report.  Go ahead and head out of the
    bunker, then turn south.  The first scout is near the NCRCF nearly,
    easily within walking distance.  The scout will be at the northern
    end of the chain-link fence.  Give him the code-phrase, get the
    report, easy peasy.  The next scout isn't too far, but he's a little
    harder to get through.  The quickest way there is to fast travel to
    Nipton if you have that location.  Theres a road heading out of town
    to the north, leading through a valley.  Follow that road briefly,
    then turn and climb the east ridge as you head north.  You'll get
    pretty high up, the scout will be perched up on a rock.  Give him
    the same pass phrase, get the report, one more to go!  The last
    scout is in between Nelson and Camp Forlorn Hope.  If you cleared
    Nelson or are friendly with the Legion, fast travel there.  If not
    head to Forlorn Hope.  The fields in between Nelson and the Camp are
    where you want to go, however hug the western part of the field
    against the rock.  The thrid scout will once again be perched on a 
    rock overlooking the battlefield, fairly high up.  Get the third
    report and return to McNamara.  If you're still considering helping
    Hardin become Elder, you may still be able to help him at this point
    without the quest bugging, just do it asap before turning in the
    quest.  If not, speak to McNamara and give him the reports.  Guess
    what?  You're not done yet.
    
    The Elder still isn't about to reward you for this quest yet.  He feels
    like he can finally trust you with a serious problem the bunker is
    facing.  The air filtration system is going bad (Shades of Fallout 1
    /w water chips!) and they require some parts to fix the system.  He
    asks you to speak to Lorenzo in the workshop.  The workshop is between
    the Virtual Reality room and the Datasource terminal room.  Lorenzo
    will get upset as a few individuals have been tasked with this in the
    past and they never returned.  Bad news!  Sounds like the Elder is
    trying to kill us with these quests.  Oh well.  The bad news is that
    Lorenzo has no idea where the parts actually are, but he has a hunch.
    He gives you the waypoints of various Vaults in the area, that should
    get you started.  Well, I'll save you some time and tell you which ones
    you need.  I'll do this short and sweet.  You need 3 items, here are
    their locations:
    
    
    *Note* Going to vault 22 to get the HEPA Filters below may cause
    other quests to bug for you later unless you grab them first.  Both
    "I Could Make You Care" and "There Stands the Grass" require you to
    get data from the databanks here.  If you are not on these quests
    yet, do not download the data!
    
    6 HEPA 20 Cartridge Filters - These are found in Vault 22.  Vault 22
    can be found west of New Vegas, tucked away in the hills.  You'll
    know it when you find it, it looks like plant life exploded from the
    inside.  To get to the Filters you'll need to unlock some doors.  The
    quickest way to do this is to head to the 4th floor and locate the
    Overseer's office.  Using the terminal here you can unlock several
    locked doors, although a few can be picked if you want the XP.  There
    is a keycard in the Quarters area that opens a locked Vault door to
    the cave in level 3, Food Production, but I don't think you need it.
    Once you've been to the Overseer's office, take the elevator down
    to floor 5, Pest Control.  Hang a left after getting off the elevator.
    This will lead up some stairs to a door going to Food Production.  Yeah
    we're jumping a floor here and going to 3.  From here you'll have
    access to the cave network, hang a right at the intersection when you
    get there.  Pass the door on your right and continue up.  You'll
    eventually come to a wooden door leading to the Oxygen floor.  This
    will dead end into a room with a few lockets, the HEPA Cartridges are
    in one of the lockers.  Head out the way you came in.
    
    Differential Pressure Controller - Seek out Vault 11 north of HELIOS
    One, nestled in the mountains.  This part doesn't involve as much
    headache, although you'll have to do some swimming and get irradiated.
    Make your way through the Vault down to the lower levels.  Look for
    the Overseer's Office signs.  When you reach the bottom floor and
    reach the Overseer's Office, take the right hallway just before it.
    Take the next right.  Continue forward and you'll come to a spot where
    you must swim to progress.  Take a breath and jump in.  The first room
    underwater on your right will have the locker, look for the controller
    in there.
    
    Reverse Pulse Cleaner - This is found in Vault 3, which is actually in
    the South Vegas Ruins.  Look for the entrance to the ruins just south
    west from Vegas, near New Vegas Steel.  This item is potentially the
    easiest one to obtain.  If you don't have one, procure a Great Khan
    outfit of some kind.  If you can't/don't want to get one, thats ok.
    You can also have a Speech skill of 65 or better, or just blow everyone
    up.  If you want to get through the Vault without firing a shot, the
    Khan Outfit or tricking the first guard will do it.  You're looking
    for the Maintenance Wing.  Go through the first door once inside the
    Vault, down the hall, and down the stairs.  In the next area your
    goal is in the northern room where Motor-Runner resides.  The Cleaner
    is in the locker found in his room.  You should have all the pieces
    now, head back to Lorenzo.  Give him the parts, then talk to McNamara.
    He'll finally complete the quest for you, netting you 1k XP, some very
    good Brotherhood fame, he'll lift the lockdown in a few days, and he'll
    also give you a key to the Brotherhood safehouse!  Furthermore, after
    a few days, as long as your quest wasn't bugged (I don't suggest
    talking to Hardni after this about the holotapes, he'll give you
    quest XP and probably bug you later).
    
    
    Option 2:
    Once you have the reports from the missing Paladins, you have everything
    you need to potentially finish this quest.  At any point upon receiving
    this quest, speak to Hardin.  He'll mention wanting to overthrow
    McNamara, although he isn't sure how to do it as the Elder's leadership
    has been untainted thusfar.  Theres been little precedent for an Elder
    being removed, however Hardin asks you to assist him in gathering the
    information and playing detective because he's too lazy (Just an
    observation).  First, we need a motive, because McNamara's career
    has been fairly spotless thusfar.  Hardin wants you to search the
    datasource for info, but to do that you're going to need two things.
    First, you're going to need to remove the virus on the datasource
    (See the Freeform quest:  Virus Alert for info on how to do this).  The
    second thing you need is permission from head of security, Ramos.  Once
    you've cleared the virus, speak to Ramos at the entrance to the Hidden
    Valley Bunker.  He's aware that Hardin has been thinking about ousting
    the Elder, however he's confidant that the Elder's record is perfect
    and as a sign of good faith he gives you access to the datasource.  Head
    back to level 2 to check it out.
    
    Reading into the datasource you'll find three potential cases in the past
    where an Elder resigned after breaking code.  In one case an Elder
    "accidentally" killed another Brotherhood member in a friendly fire
    incident during battle.  The second case is what we're looking for, as
    an Elder broke the Chain that Binds code of conduct.  You may need to
    speak again to Ramos or Hardin to get access to more information
    regarding the Chain that Binds, however once you've researched this on
    the datasource, return to Hardin.  Hardin will say that this is not new
    information, however he forgot the 2nd part.  The 2nd part reveals that
    no commanding officer can break the chain of command and give orders
    to the soldiers under his direct subordinate, so no skipping ranks or
    failing to notify a commanding officer that you're giving orders to
    someone below him.  At this point, if you have all three holotapes listed
    above, you should be able to give them to Hardin to complete the quest
    under this option.  You will receive Brotherhood fame, and quest XP.
    Hardin will take over as Elder in a few days then, and if you return to
    him he'll have another quest for you then.
    
    
    *****Quest 23:  Volare! *****
    
    
    While you're working on the quest "Still in the Dark" for the Brotherhood,
    you may find yourself up around Nellis Air Force Base, north-east from
    New Vegas.  Even if you're not on that quest, you may find yourself there
    anyway if you're curious.  If you take the road that heads north-east out
    of Vegas, you'll run into a man thats a bit of a gambler.  He points out
    that you're now in Boomer terriritory, and they sure do like to live up to
    their name.  He is willing to give you some tips on how to stay safe, but
    he makes a wager that you won't make it back alive.  You can take him up
    on his offer if you want, 300 caps and if you return you double your
    money.  If your Speech skill is high enough you can make him take 200 caps
    instead, it's up to you though.  When you're finished with him, make a new
    save, trust me.  Theres two possible ways into the Air Force Base.  Theres
    a path to the south that will lead in, but no one has returned to say if
    it's safe or otherwise.  The other way isn't much safer, it involves
    dodging Howitzer shells, and a lot of them!  If you want to try the run
    and hide method, continue heading up the road. 
    
    Before you reach the wide open area where the burnt out houses are, hang a
    left and hug the rock wall beside you for cover, then wait.  You'll see
    what I mean.  After the action has died down, make a bee-line to the left.
    You want to head north-west as the note given to you by the gambler states.
    Look for a house that has a sturdy wall still between you and the shells
    dropping (Not one of the houses with just a frame remaining).  Hug that wall
    and wait for the bombing to commence.  Make another save here if you wish,
    if you made it there safely.  When the shells quit dropping, sprint out of
    there and continue heading north or north-west.  Look for the next house
    with a wall for protection.  You may have a more difficult time getting
    inside this one, try jumping the short wall to the right of the door frame.
    Once the bombing stops once more, run as fast as you can back out the way
    you came, then head directly toward the fence.  If you make it to the fence
    you should be safe at this point.  Head to your right till you find the
    gate.  One of the Boomers will stop you and refer you to Raquel.  Raquel is
    the Master-at-Arms for the Boomers, she wants you to meet their Eldest, or
    their leader.  Despite anything you say, even if you say you're leaving, it
    seems they're taking you in.
    
    Within Nellis you'll speak to Pearl.  Notice the Vault suit she has
    on, 34...hmmm.  The woman will give you some information and asks for
    your help around the AFB.  It turns out they haven't had any sava...
    err...outsiders for some time.  She would like you to be a good example
    to those that haven't had social interaction with people outside the
    base.  Tell her you'll help, you'll get access to the quest, although
    it doesn't say anything besides help the people around the base.  The
    idea is to do a few quests, the first thing she suggests is to help
    Raquel with an ant problem (See optional quest "Ant Misbehavin'").
    
    After doing Ant Misbeavin' and Sunshine Boogie, you may need just a
    little bit more fame to continue on.  Once you've gotten a little more
    than Liked with the Boomers, head back and talk to Pearl.  She'll see that
    you've been working extra hard to earn their respect, so she's going to
    let you in on their fondest dream.  She asks that you talk to Loyal in
    the Hangar.  Loyal will explain that in the mid 1900s an intact B-29
    Bomber crashed in Lake Mead to the south-west, north of the Hoover Dam.
    According to the magazines the plane is mostly intact, and with the
    spare parts off the B-29 they have in the museum, he believes it can
    fly again.  He has a plan to raise the bomber off the lake floor by
    using ballasts and a detonator to get the plane to float to the
    surface.  If you ask why they haven't attempted this themselves, Loyal
    will point out that his people haven't left Nellis in 50 years and
    needed an outsider's experience.  Tell Loyal you'll help, but you'll
    need some assistance with breathing underwater.  He'll have you seek
    out Jack again.  If you ask Jack about the Rebreather, he'll say he
    only needs a Pressure Cooker to get it to work.  You can find one of
    these in various kitchens around the wastes, but if you have a Science
    skill of 45 you can convince Jack that some other common items will do
    the trick, and you won't have to pony up any items.  Once you have the
    Rebreather, head to Lake Mead, east of Camp Golf.
    
    *NOTE*  If you ever plan on getting the companion Raul at any point,
    I suggest waiting on the next step before finishing this quest.  
    Loyal has been known to leave Nellis AFB once Volare! is complete, and
    it may be impossible for you to finish a sidequest for Raul as a
    result.
    
    The Lady will be at the bottom of the lake of course, roughly in the
    middle.  Make sure to have your Rebreather on, otherwise the swim may
    be difficult and you may take too much damage.  When you get to the
    bomber, look underneath each wing.  You'll see an outline of where the
    ballasts should go, the outline will be see through.  Hit your Use key
    at each of this sillouttes to attach the ballasts.  When you're finished,
    swim to the north-west to where the landing/ramp is.  When you get to
    the right location, Loyal's detonator will start going off.  Set the
    detonator as your weapon and fire it, the bomber will float to the
    surface!  Head back to Nellis AFB.
    
    Speak to Loyal, he'll thank you for your assistance.  Using an
    Intelligence check you can surmise how they plan on getting the plane
    back that great distance, and avoid the nasty parts of the wasteland
    along the way.  You don't really get anything for this outside of a
    little more XP.  When you're finished talking to Loyal, speak to Pearl.
    She'll gush over your accomplishments, then reward you with the XP
    you've been waiting for, as well as a Boomer Flightsuit and Boomer
    Helmet.
    
    
    *****Quest 24:  Ant Misbehavin' *****
    
    
    After you speak to Mother Pearl in Nellis AFB, she'll ask you to help out
    the people in the base and show the people that outsiders can sometimes be
    trusted.  Speak to Raquel, she'll tell you about an ant problem that
    recently came up.  A few days ago ants tunneled into their generator room
    and now they don't have any power.  They lost a few people and others were
    wounded, must be a lot of ants!  Tell her you'll help despite the danger.
    She'll give you a key to the generator room, and suggests you speak to Loyal
    as he's been working on a weapon to combat the ants.  Apparantly the ants
    have been eating gun powder down there and explode if hit with a Flamethrower
    or Laser Pistol, regular guns seem fine, keep that in mind (Plasma is bad
    news too, if the ants explode, you die).  
    
    If you're looking for Loyal, he can be found in the Hangar, the second one
    from the north.  Theres not much else in the hangar besides Loyal and maybe
    Jack, so you shouldn't have a problem finding him.  As him about the ant
    problem, he'll mention that he's been working on a sonic emitter to be
    used on the ants, although he isn't quite sure what frequency to use.  If
    you have a Science skill of 50 you can make a suggestion that will work, or
    it seems you can use a Speech of 50 to convince him to let you field test it.
    In any case, if you get the emitter or not, it's not required but it can be
    fun and helpful.  When you're ready, head to the generators which are located
    in the building with the satelite on it to the east.
    
    Theres two possible entrances to the facility, either one will worth.  The
    one on the northern end may be better as it directly leads into the lower
    levels.  If you have the emitter, take that northern entrance, if not
    don't worry about it.  Make your way down the tunnel, you'll run into a
    few ants along the way (Remember to only use regular guns or melee!).  If
    you're wanting to place the emitter to blow up the ants, look for a pile in
    the lower levels to the southern part of the large room.  Theres a large
    pile of dirt against the wall, here is where you can place the Sound Emitter.
    You should see a spot that you can activate it on, it isn't very obvious
    unfortunately.  Once you've placed the emitter, you still have to turn it on.
    Once you turn the device on, the ant's heads should explode, even the ones
    you previously killed.  You should be clear now to turn on the power.  Theres
    two arrays you must activate first before turning on the main power.  You
    can find these on the lower level as well, they're side by side in the
    east middle room.  Once the arrays are turned on theres just one more thing
    to do.  Head up the metal stairs to the upper level, but stop halfway where
    on the way up.  The main switch will be at the intersection of the stairs.
    Go see Raquel when you're finished.
    
    Raquel will be surprised you were able to survive.  She'll reward you with
    some good Nellis fame and some XP, you dont' get anything else unfortunatly.
    
    
    *****Quest 25:  Sunshine Boogie *****
    
    
    If you're on Ant Misbeavin' and speak to Loyal about his possible ant weapon,
    he may mention that the solar array panels may be deteriorating and they
    need to be fixed.  It seems they're lacking the parts needed to replace them.
    Where else have you seen solar panels?  Thats right, HELIOS One.  Mention to
    Loyal that you know a place with panels, he'll suggest you try and procure
    some for the repairs that are necessary.  When you're ready, head to HELIOS
    One, north of Novac.
    
    The replacement solar panels can be found among the other solar panels in
    the fenced off area.  Theres a couple pieces behind the tents, one next to
    the small caged area where the booby trapped computer is, and another
    piece in the far northern point next to the fence.  Once you've gotten all
    the pieces, head back to Nellis AFB.  Look for the giant dish again, there
    should be a gate and a set of stairs to the roof on the west side.  There
    are five broken solar arrays total.  You can use the parts you found to
    repair them, or if you Repair is 65 I believe.  Once you're finished,
    check the computer at the stairs, it should tell you that the solar array
    is operating at 120% efficiency.  Head back to Loyal in the Hangar, he'll
    reward you with some good Boomer fame.
    
    
    *****Quest 26:  Pressing Matters *****
    
    
    After completing the quest "You Can Depend on Me" for Alice Lafferty of the
    Crimson Caravan, she'll have another quest for you.  They've heard that a
    large number of counterfeit bottlecaps recently.  The Crimson Caravan
    actually wants to raise the value of their caps, not reduce their value, so
    they'd be interested in destroying/confiscating that bottle cap press.  She
    says theres a Sunset Sarsaparilla Factory just west of the Strip in Vegas.
    Sounds like a good place to investigate first, head there.
    
    The facility is pretty empty, theres only one potential hostile, a Mr. Gutsy
    robot variety, and he isn't even turned on unless you power him on from his
    terminal.  The factory is pretty vacant and devoid of anything very useful,
    save for maybe Festus the talking cowboy robot.  Theres a Very Hard lock
    in an interior room, however picking it shouldn't be necessary to get what
    you're looking for.  The loading docks in the back of the facility will
    have hundreds of boxes of Sunset Sarsaparilla.  There will be two flats of
    boxes in the middle of the room.  In between you will find the bottle press,
    and it's been used recently.  You can remove some parts to update the quest,
    return to Lafferty.  She'll reward you with 500 caps and a little NCR
    fame.
    
    
    *****Quest 27:  Young Hearts *****
    
    
    I'm sure you're just looking for even more to do around Nellis AFB.  Jack in
    the Hangar has been pining for a red headed beauty from the Crimson Caravan.
    If your Speech is at 45, or if you have the Black Widow Perk or similar you
    can convince him to speak about the girl some more.  Neither has been able to
    contact the other, and Jack isn't even sure if the object of his affection 
    knows that he likes her.  Tell Jack that you're looking into the situation.
    
    Head to the Crimson Caravan, look for a red head named Janet.  Tell her about
    Jack's infatuation with her, as it turns out she's been looking his way too.
    She'd like to go to Nellis, but she knows that bad things happen to people
    that get close.  You can lie to her with a Speech Skill of 50 that it's safe
    for her to go, but you'll fail the mission.  Once you've spoken to her, tell
    her that you need to speak to their Elder, Pearl, to get her access.  Tell
    her you'll return.
    
    Speak to Pearl.  She'll be against Janet coming from the start, but if your
    Speech is high enough you can convince her that Jack should have a chance
    at love.  The Speech skill for this one isn't necessary, it'll just net you
    some extra XP.  Speak to Jack once you've gotten permission.  He'll quickly
    realize that Janet will need a safe way into Nellis, otherwise his love will
    be exploded.  He'll give you a Boomer outfit to give to Janet, and he'll
    notify the guards that she's coming.  Head back to Janet.  Everything will
    be prepared, however she has one request.  She still has a contract with the
    Crimson Caravan, and leaving now will forfeit any wages she's earned.  She
    asks that you go on her behave to Alice and see if you can get those wages.
    Speak to Alice, she will confirm that Janet will lose her wages.  You can
    either accept this, or if your Speech is high enough you can have her give
    the wages as a gift, or if your Speech isn't high enough you can use a lower
    Barter skill to convince Alice that Janet could be a valuable liason with
    the Boomers for trade, she'll give Janet the wages.  Send Janet back to Jack.
    
    Back at Nellis AFB, Janet will eventually make her way there and run into
    Jack.  Once the two have met, speak to Jack again.  He'll reward you with 
    quest XP of 300 and some Boomer fame.  Sometimes Janet will get stuck on the
    corner of a Hangar, keep this in mind, you may need to reload if you can't
    get her free.  Sometimes just zoning in to talk to Jack will free her.
    
    
    *****Quest 28:  Beyond the Beef *****
    
    
    Theres a few different ways this quest can start.  If you're working with
    Caesar's Legion, you will be forced to do this quest as part of Render Unto
    Caesar.  Otherwise you can start this quest at any time by speaking to Heck
    Gunderson in the Ultra Luxe Casino on the Strip (He'll be in the center of
    the casino at the bar).  Heck will mention that he's on business, and he'll
    mention the disappearance of his son.  Let him know you'll look into the
    matter.
    
    Head through the Casino and hang a left when you see Mortimer at the front
    desk.  You should come to two doors, one will lead to the Gourmand, the
    high class restaurant of the Ultra Luxe.  Head in and talk to Majorie there.
    Ask her some background on the White Glove Society, and bring up the
    disappearances.  Exhaust all the possible Speech options here and she'll
    allow you to pursue an investigation and asks you to speak to Mortimer as
    there was previously someone investigating the issue and should still be
    located in the hotel.
    
    Head back to the Casino level and speak to Mortimer at the front desk.  He
    will write off the bride's disappearance as cold feet.  He won't openly
    say anything, however if Majorie brought up the White Glove Society's past
    cannibalism, you can get more dialog options from Mortimer.  If you're a 
    cannibal yourself (Through the Perk), you can convince Mortimer that their
    secret is safe with you.  Otherwise you'll have to pass a Speech check of 62
    to convince Mortimer of your silence.  Mortimer will then spill the beans
    that he's trying to convert the White Glove Society back to their pre-Strip
    Raider days and be cannibals again.  His plan is to secretly serve a 
    meal of human flesh to the Society and reopen talks on cannibalism so they
    can continue to enjoy human.  Presently Ted Gunderson is being held as a 
    potential meal for the White Glove Society (From now on known as WGS) so
    Mortimer can put his plan in motion.  It seems that Ted was not Mortimer's
    first choice, as he was too high profile and merely a last minute 
    replacement after their previous meal took off.  Mortimer asks you to
    either procure their previous target so they can resolve the Ted Gunderson
    issue, or find a way to pin Ted's disappearance on his own father so they
    can still use him for the meal.
    
    You have a few options at this point.  You can help Mortimer frame Ted's
    father as mentioned so they can go ahead and eat him.  You can help Mortimer
    find their previous main dish and then release Ted to his father (Hopefully
    convincing both Gundersons that it was a misunderstanding), or you can
    foil Mortimer's plan by making him think he's serving cooked human to the
    WGS and then expose him.  I've listed the options below in the order listed
    above.
    
    *Option 1*
    Mortimer will want you to go to the basement and take out Ted, and then frame
    his father so there won't be any loose ends.  To get to the Ultra Luxe
    kitchen, look for a door behind the bar in the Gourmand.  A WGS member may
    stop you and ask what you're doing, tell him that Mortimer sent you to take
    care of the kid.  Head to the freezer, it will be the freezer located on the
    right side room in the kitchen.  Speak to Ted, kill him at any time by any
    means you wish.  You should be able to take some blood samples off him, head
    back up to the Casino level.  The Ultra Luxe Penthouse is your next stop,
    look for the door behind Mortimer's desk (On the other side of the wall).
    There will be a couple guards here, you'll probably have to kill them, no
    worries.  You then will need to activate the bed in the Penthouse as well
    as the sink there to frame Ted's father.  When you're finished, head outside
    the Ultra Luxe and speak to the nearest Securitron.  Report the murder, the
    Securitron will head into the casino.  Heck won't go alive, so he'll be taken
    out.  Return to Mortimer to report mission complete.
    
    *Option 2*
    Note - I've been told that if you don't want to provide Ted for the meal, and
    you don't want to get Carlyle St. Clair either you can lock your companion in
    the freezer and use them instead for the mission.  Do this if you want, but
    extra negative karma to you for such an underhanded move!  
    Mortimer will ask you tp procure their first meal selection that escaped.
    The individual is Carlyle St. Clair, and he should be hiding out at his shack
    north of New Vegas (Your quest arrow should take you there, however it's just
    north from the Freeside north entrance).  Mortimer said that Carlyle's house
    is booby trapped, however I never ran into any traps myself, I may have just
    not looked closely.  Carlyle may be outside when you approach his shack.  
    He'll want to know who you are, at this point you should have a number of
    possible dialog options.  Depending on your skill levels, you may be able
    to knock Carlyle out using dialog (For instance, with a Guns skill you can
    pistol whip him to knock him out).  In any case, if you want to use weapons,
    you should have a Cattle Prod that Mortimer gave you.  When Carlyle hits the
    ground use your Z key (Or whatever button drag is on PS3/X-Box) and drag
    Carlyle's body to the east side of his shack.  There you can interract with
    his dumpster and drop the body inside, the WGS will pick his body up later.
    
    You still have to resolve the Ted Gunderson situation.  Head to the kitchen
    via the door behind the bar in the Gourmand.  Tell the WGS member there 
    you're moving Gunderson so he'll leave you alone.  Head to the freezer
    located in the kitchen, it'll be the one on the right.  Ted will be
    furious when you let him out.  Ted isn't too bright however, so with a Speech
    skill of 38 you can convince him that he was mistakingly kidnapped as part of
    a plot against the WGS and his father.  Ted will buy this, take him back to
    his father via the Gourmand.  Heck Gunderson will be happy to see his son, 
    but he'll want revenge.  At this point theres a couple more options you can
    select such as telling the truth about the kidnapping, or lying and saying
    you don't know who was responsible, or blaming Mortimer, etc.  If you do
    end up blaming anyone from the WGS, Heck will threaten to cut off all food
    going to the Strip, you can either agree with him or convince him that 
    cutting off their food will only drive them to cannibalism sooner and playing
    into Mortimer's wishes.  Choose whatever you like here, but if you're trying
    to help Mortimer then lying is the best option.
    
    *Option 3*
    You know the plot, and you're planning on exposing Mortimer's actions and
    preventing the WGS from regressing to their cannibalistic past.  You need
    some proof, so tell Mortimer you're looking for the investigator, he'll give
    a key to you.  Head to the hotel section, look for a locked door you can 
    access with your key.  You'll find the body of a man in a trenchcoat within
    (Oddly enough, you'll find a different body if you use the console and open
    the door prior to taking the quest).  On the body will be a note to meet
    in the Steam room at 4pm.  Shortly after entering the room you'll be
    attacked by two members of the WGS.  Take them out, you shouldn't alert
    anyone as long as you don't hit any patrons outside the room.  When you're
    done be sure to loot the bodies and take a WGS outfit so you can disguise
    yourself and make the rest of this mission easier.  When you're ready,
    head to the Steam room in the Bathhouse and wait for Chauncey to appear.
    Get Chauncey to spill his information, he'll fill you in on the whole
    kidnapping and Mortimer's plan.  He suggests that there may be a way to
    foil Mortimer by providing a non-human dish and embarrassing him at the
    special dinner planned for 7pm.  After you finish talking with Chauncey
    he'll immediately be attacked by an unnamed Assassin, you probably won't
    be able to save him, no worries though as it's intended.  Take the Assassin
    out.
    
    Head to the kitchen via the door behind the bar in the Gourmand.  Make sure
    you're wearing the WGS outfit just in case you encounter any extra heat.
    Some people have said that you must be a member of WGS with access to the
    members only section to complete this part, but it's not required.  As long
    as you have the disguise on you shouldn't piss anyone off.  If you really
    want to be a member, a standing of at least Accepted on the Strip will get
    you membership after talking to Majorie (Usually completing this quest and
    exposing Mortimer will get you Accepted though).  Anyway, in the kitchen
    head to the cooking area and find the head cook, Phillipe.  You have to
    get Phillipe out of the way if you plan on exposing Mortimer.  To do this
    you'll either have to kill him silently, or use a Barter skill of 55, or
    a Medicine skill of the same level to convince him to leave and/or give
    you his recipes.  Once Phillipe is out of the way, you'll need to prepare
    your own meal, except you won't be using humans.  With an Intelligence
    skill of 6 you can make Phillipe's Immitation Meat meal, or with a steep
    Survival skill of 75 you can improvise your own.  Make sure you're
    checking the time, the dinner is at 7pm and if you dilly dally you'll
    miss your window.  Once the meal is finished you can call the head
    waiter to come pickup the meal for serving.  Use the intercom by the door.
    I suggest hiding in the other room once you've called the waiter, just in
    case he doesn't like the look of your face...and whatever you do, don't
    release Ted yet!  
    
    Once the meal has left, see about releasing Ted from the nearby freezer.
    He'll be in the freezer on the right in the kitchen, in the little side
    room.  When you release Ted, he'll be noticeably upset.  You can either lie
    to him about his abduction being a conspiracy to bring down his father and
    the WGS (Which he'll buy), or you can tell the truth and work it out with
    his father later.  If you tell him the truth, make sure to convince him to
    come with you to expose Mortimer.  When you're finished, head up the stairs
    at the other end of the kitchen where you'll find a door to the Members 
    Only area.  There should be an easy lock to pick here.  Make sure the waiter
    is long gone before you head through, then sneak behind the bar and wait
    till Mortimer finishes his speech.  Once he's finished, speak to Mortimer
    to expose his plot.  You can either kill him outright, or let him try and
    flee while the WGS try to knock him around with their canes.  When you're
    finished, speak to Majorie at the table.  
    
    Return with Ted to Heck Gunderson at the bar in the casino.  If Ted doesn't
    follow you back, you may need to reload from a previous save.  I found he
    can sometimes bug out after the dinner and he may decide not to move.  If
    you told Ted the truth, Heck will want to apply a blockade to food going
    to Vegas.  You can either accept this, or you can do the more sensible 
    thing and point out that Mortimer was the cause of the problems, and that
    the boycott would only further push the WGS toward cannibalism again.  You
    can also outright like to Heck as well, either way you should get WGS fame.
    You may also get Strip fame, and if you hit at least Accepted on the Strip
    (Which you may get to after completing this quest) you can speak to Majorie
    about becomming a legal member of the WGS.
    
    
    *****Quest 29:  I Hear You Knocking *****
    
    
    After you speak to caesar at the Fort and decide to do some quests for him,
    speak to one of his subordinates, Lucius.  Ask Lucius for some work and
    he'll ask you to help him repair a piece of artillary that the Legion
    procured from the NCR.  The device is just outside Caesar's tent.  However
    you will need the Howitzer Firing Mechanism to repair it as you won't be
    able to repair it with your skills alone, nor any other spare parts.  Lucius
    does have a lead for you however.  He suggests checking the Boomer's base
    for the spare parts as artillary is kind of their thing.  
    
    If you haven't met with the Boomer's yet, you'll probably have to visit them
    anyway for Caesar for the quest "Render Unto Caesar."  Caesar wants you to
    get the Boomers to bomb the NCR when the battle for Hoover Dam happens, so
    it's best you get on their good side.  See these quests for Boomer faction:
    Ant Misbehavin', Young Hearts, Sunshine Boogie, Volare!, Boomer History,
    For the Kids, Paging Dr. Courier, and Supplies for the Boomers.  All you're
    looking to do is get Idolized with them, you shouldn't need to do all of
    these, although you may need to do Volare!  Once the Boomers like you well
    enough, speak to Pearl.  If you ask her for the Firing Mechanism at this
    point she should turn it over to you I'm told.  Personally I just stole it
    from the Nellis Air Force Base Workshop heh heh.
    
    Return to the Fort.  Interact with the Howitzer and there should be an
    option to repair it, no skill necessary.  Return and speak to Lucius when
    you're finished.  He'll mention how the cannon will be instrumental in taking
    out the NCR's experienced snipers that hide in the rear flanks.  You'll get
    100 xp and some Legion fame.
    
    
    *****Quest 30:  The Finger of Suspicion *****
    
    
    This is another quick Legion quest for a little fame and xp.  Speak to Vulpes
    in Caesar's tent once you've met with Caesar.  You can ask him if he needs
    anything done, he'll direct you toward a girl whom the Legion is protecting.
    It seems this woman is a spy for the Legion and she's currently being hunted
    by the Omertas, a family on the Strip.  Vulpes will ask you to find the girl
    and prevent any harm befalling her.
    
    Head to the Strip and to the Vault 21 hotel.  It can be found near the back
    of the Strip.  Head down through the vault, it will be similar to many others
    you've been to in the past.  Make sure the quest is active, Martina will be
    in the lower levels and the hallways wind around a bit here.  Follow the
    marker to find a number of Omerta goons who mean Martina harm.  You have a
    few options here.  You can kill the Omertas outright to protect Martina,
    you can convince them with a Speech skill of 50 to leave her alone, or if
    you've completed "How Little We Know" you can make the bullies think you
    know Sal and they'll back off.  Martina will somehow believe she's working
    for the NCR and not the Legion, however when you return to Vulpes he'll
    explain that Martina really exchanges information with Legion members that
    have infiltrated and are posing as NCR soldiers.  
    
    
    *****Quest 31:  I Could Make You Care *****
    
    
    Oh man...as of the initial release for the game, this quest is bugged to Hell
    and back.  Be warned that until a fix is released, you may be screwed on this
    one especially if you are on PS3 or X-Box 360.  In any event...lets begin.
    
    This quest is tied to Veronica, the Scribe from the Brotherhood of Steel that
    you pick up in the Trading Outpost 188.  Initially you can't get the quest
    from her.  If you exhaust all of her dialog options she'll only tell you that
    she wants to explore the wasteland with you for now.  I'm going to tell you
    that veronica really is looking for nine specific locations/triggers and
    you must encounter 3 of them as pre-requisits before she'll grant you the
    quest.  How do I know this?  I had to painstakingly do research on the
    Bethesda forums and Fallout Wiki after my quest became bugged like many
    others of griping players.  When you arrive at the correct area or an NPC
    says the correct trigger line, Veronica will make a comment aloud or she
    will tell you a line when you next try to talk to her.  Be warned, some of
    the triggers that involve conversation may not be repeatable if you've
    spoken to these NPCs prior to having Veronica in your party!  Here are the 9 
    locations, remember, you need to trigger 3:
    
    1.  Camp McCarran Terminal building - Enter the Terminal Building from the
    far east triple doors.  Walk around just insde the Terminal Building there,
    or walk toward the center triple doors.  Somewhere in that area Veronica
    should discuss the number of NCR soldiers.  
    
    2.  Vault 3 - Just outside of the Vault, on the ramp heading to the entrance.
    Veronica will make a comment about the Fiends.
    
    3.  Nellis Air Force Base - Watch Pete's lecture in the Boomer Museum with
    Veronica.  You have to listen to the whole speech to trigger the line.
    veronica will notice common elements between Boomers and BOS.
    
    4.  Silver Rush - Gloria's initial meeting will trigger a response from
    Veronica if you reply with "I'm just browsing" after Gloria asks you to
    let her know if anything catches your eye.  Veronica will notice how well
    the Van Graffs have amassed Energy Weapons.
    
    5.  REPCONN Test Site - Speaking to Jason Bright, when asking about the
    Great Journey he'll say something along the lines of escaping the wasteland
    and Veronica will compare Jason to the Brotherhood's former leader, Elijah.
    
    6.  Casa Madrid Apartments - Speaking to Tom Anderson, when you ask him
    what he does there, he'll say that he's with the Followers of the Apocalypse.
    Certain responses regarding the murder confession of Corporal White can also
    trigger.  Veronica will make mention how polar opposite the Followers are
    from the BOS>
    
    7.  Nelson/Cottonwood Cove - It seems only one of these two will trigger, you
    can't get credit for both.  Traveling near either location and remaining in
    the area for a bit should set off the trigger.  Veronica will come to grips
    with the fact that savages run rampant in the wasteland.
    
    8.  Old Mormon Fort - The first time you speak to Julie Farkas, she'll ask
    you if you're there to drop off supplies.  Veronica will take a liking to
    the Follower's work.
    
    9.  Camp McCarran Terminal Building - Theres a 2nd trigger here.  Speak to 
    Dr. Thomas Hildern when you first meet him.  His initial greeting is the
    trigger, speak to Veronica afterwards and she'll wish that the BOS invested
    in new research like the NCR does.
    
    
    Triggers 1, 2, 3, and 7 can be done at any time, as long as you're not
    hostile with the residents of those areas at the time as it may prevent the
    triggers from working.  The other triggers may only fire once, and usually
    after you've spoken to an NPC for the first time, so keep that in mind.
    Remember that sometimes you may need to speak to Veronica afterwards to
    get credit!  Sometimes the trigger may not work at all, don't blame me!
    
    In any case, once you've met 3 of the prerequisits, Veronica should stop you
    briefly and let you know she's figured out what she wants to do.  Whatever
    you do, do NOT dissuade her or leave her at this time.  This is where my
    quest became bugged, I decided I wasn't ready to do her quest at that time
    and sent her back to the 188 Trading Post temporarily and I never got the
    quest again without using the console.  Veronica will ask you to go to
    Hidden valley, which is just north of Primm and the NCRCF.  If you've never
    been there I don't suggest going at night as it can be disorienting.  Hidden
    valley will be a fenced off area with various bunkers within.  The western
    central bunker is our target, the others have nothing useful besides some
    Mini Nukes if you open the locked doors.  If this is your first time here,
    Veronica will open the doors for you, otherwise you know the drill.  Head to
    Level 2 and speak to the Elder, whomever that may be.  Please note I'm going
    off the notes on the forums, as I had to skip this step due to the bug.  
    Veronica will try to convince the Brotherhood's ways are too archaic and they
    need to grow, otherwise they'll die.  The Elder will dismiss her,
    uninterested in her ideas.  Veronica desides she needs to bring back some
    new technology or data to convince the Elder otherwise.  She wants you to
    check out her old mentor's terminal located in Gibson's Shack.  This is
    not Old Lady Gibson's Garage, this is the Shack west of there about 200
    yards away.
    
    Once you find the terminal, check out the three listings there.  Are you
    ready for some more bugs?  I ran into more issues here, but luckily you only
    need 1 of the 3 technologies to advance the quest.  You can retrieve all
    three if you wish, but it isn't necessary.
    
    
    *Note* If you've already picked up the Pulse Gun in Vault 34, you may be
    able to complete this part of the quest by dropping it on the ground and
    picking it up again.
    
    Option 1:  This technology is your best bet as the other two may be
    unachieveable if you've already completed part or all of the quests.  You're
    looking for the Pulse Gun.  According to the terminal, the Boomers of Nellis
    AFB were the last ones to have the weapon.  Head in that direction.  In
    Pearl's Barracks theres a locker with a note regarding a transfer of goods
    as well as a key, take both items.  Your quest may or may not update.  It's
    not important, however it's frustrating all the same.  The note mentions
    that a item known only as the "Circuitbreaker" was moved to the Vault 34
    armory.  Vault 34 can be found tucked away east of New Vegas.  Bring some
    weapons and Radioactive protection/medication, because you will most likely
    become deathly irradiated otherwise.  There are a ton of Ghouls in Vault 34,
    and often times they will abush you after completing certain parts of the
    Vault, keep that in mind so you don't have any unexpected surprises.
    Check out the quest Hard Luck Blues for info on how to get around the
    first part of the Vault.  Once you gain access to the Overseer's Office,
    get the passcode off his body and use his terminal to unlock the Armory.
    You can either head back to the first floor, or you can continue
    on below the Overseer's console and do the quest Hard Luck Blues.  Don't
    worry if you never picked it up, it'll trigger down there anyway.
    When ready for the Armory, head back up to First Floor.  Head to the
    Armory door down the hall.  You'll be in a small area of the Vault, with
    more Ghouls of course.  The Armory door itself will be your target.  Theres
    so many guns here, you may not be able to take them all away in one trip
    unless you repair some.  Your target is the Pulse Gun though, it's in a
    Very Hard locked chest in the back right corner of the room.  If you have
    the key from Nellis, you won't have to pick it.  Don't forget to loot some
    of the other guns, theres also a named Assault Rifle here if you look
    carefully (Boone picked it up on me and I found out later).  Once you have 
    the gun, head out of the Vault and back to Hidden Valley.
    
    Option 2:  This option may be completely bugged for you, it was for me.  If
    you've completed any part of Vault 22 or the quest There Stands the Grass,
    you may have to skip this option.  If you haven't completed There Stands the
    Grass and you've never ventured to Vault 22, check out the section for that
    quest and make sure you do not allow Keely to delete the the research data.
    Get a copy of the info downloaded to your Pip-Boy to access this option.
    
    Option 3:  This quest may also be bugged and may not be a valid option if
    you've completed the quest That Lucky Old Sun.  The bug can come up if
    the player activated HELIOS One, but decided not to divert power to
    Archimedes II.  In the event that you did send power to Archimedes II, you
    still may not be able to do this option according to some people.  In any
    case, if you haven't touched HELIOS One, check out my write up on That
    Lucky Old Sun quest for more info.  Remember that you only need one of these
    options to progress the quest, so if you decide to divert power to sections
    of Vegas instead, it's no big deal.  If you decide to direct power to 
    the Archimedes II weapon, you will need to pickup one item to complete this
    option.  The Euclid C-Finder is the key to using Archimedes II.  Provided
    you're not glitched, you can take the info from Veronica and the terminal
    to follow the path of the Euclid C-Finder, or you can just head to Freeside
    and find Max.  He's usually chasing around a little girl (Not the kids
    chasing the rat).  He often can be found around the Eastern gate in
    Freeside.  Speak to him, offer to buy his gun.  He'll ask for 1000 caps,
    but if you have a Barter skill of 45 you can talk him down to 20 caps. 
    You can also wait till he sleeps and nab it off him then.  Once you have
    the gun, return to Hidden Valley.
    
    
    Once you have one of the above technologies/options completed, head back
    to Hidden Valley with veronica.  When you enter the Elder's room, you
    won't be able to speak initially to the Elder.  Instead Veronica and
    the Elder will engage in their own dialog while you listen/watch.  The
    Elder will be stubborn about changing the Brotherhood's focus and
    goals, so you went through all that trouble for nothing!  Begin to leave
    the Hidden valley Bunker.  Veronica will stop you on the way out, she'll
    lament the Elder's refusal to change for the survival of the BOS.  It
    seems he knew that because of their fundamentals the BOS would eventually
    die out, yet he was unwilling to consider other options.  Through your
    dialog choices you can decide whether Veronica sticks with the BOS or if
    she seeks alternative groups.  If she asks you your opinion, and you
    leave it up to her, she will stay with the BOS anyway.  Veronica will
    ask for some air, head topside.  When you get to the surface, five
    Brotherhood of Steel Paladins will stop you.  Depending on which direction
    you pushed Veronica in, your path to advance the quest is different.  If
    you convinced Veronica to stay, the Paladins will be upset.  It'll take a
    Speech skill of 95 to get them to leave you alone!  Your other option is
    to kill them, but be sure that they fire first by threatening them in
    your speech choices first.  If you convinced Veronica to leave, theres
    nothing more you need to do at this point, the Paladins will exile her.
    At no point should you fire on the Paladins first, this will fail the
    quest.
    
    At this point, if you convinced Veronica to stay with the BOS, your
    quest is finished.  Veronica won't be happy about the decision, but
    in the end they're family.  You'll get 1000 XP and the Bonds of Steel
    Perk for Veronica which adds +4 to Damage Threshold.  If you convinced
    veronica to leave the Brotherhood and join the Followers of the
    Apocalypse, which she identifies with much better, then head to the
    Follower's Outpost south-east from New Vegas.  Once there, talk to
    Alvarez about getting into the Follower's group, you can also ask
    about joining.  Alvarez asks you to wait till tomorrow as their
    Dr. Schiller should be there and he handles all the recruiting.  If
    you want, you can wait outside till the next day.  Enter the outpost
    once more and you'll see a gruesome sight.  The five Paladins you ran
    into before will be there, and they want blood fearing that Veronica
    gave away their secrets.  You'll have no other choice, pop them all.
    Veronica will be upset briefly, but you can convince her that there
    was nothing she could do and she could not control those soldiers.
    She'll realize in the end that leaving was the right decision.  The
    quest will complete and you'll receive your 1000 XP and Veronica 
    will get the Causeless Rebel Perk, which increases her Unarmed
    attack rate by 30%.
    
    
    *****Quest 32:  Hard Luck Blues *****
    
    
    There isn't a big reward for this quest, especially considering what
    you have to do to complete it, however you can knock out a few other
    quests along the way and pick up some nice items in vault 34.  This
    quest can actually be triggered after passing under the Overseer's Office
    in Vault 34, even if you did not speak to anyone previously.  It can also
    be triggered from the East Pump Station.  For the sake of the walkthrough,
    we'll pretend you're starting from scratch.  Speak to Morgan Blake at the
    NCR Sharecropper Farms, the location is just outside New Vegas on the
    east side.  She'll ask you to look into the cause of their crops failing,
    she points to a problem with the water and sends you to the East Pump
    Station nearby.  Inside you'll find a computer with a bad connection, if
    you have a Science skill of 50 you can correct it.  The message will
    update your quest and you'll find out that radiation has leaked into the
    pipes.  Your quest will now send you to Vault 34.  Bring some weapons 
    and Radioactive protection/medication, because you will most likely
    become deathly irradiated otherwise.
    
    The entrance to the Vault will sport some Golden Gecko pests.  You should
    start getting hit with radiation soon inside.  Its little at first, but it
    never stops so it builds up over time.  A Radiation suit may be helpful,
    but you will have to kill...a lot...down here so Rad-X may be more useful.
    You may need a combo of Rad-X and Rad-Away.  Make your way to the Vault
    door, you'll see a Ghoul charge at you.  Yeah, theres a lot of those down
    here, go figure with the radiation?  If your Science is high enough to hack
    some Very Hard computers, you won't have to search around, but otherwise
    you'll be looking for a password to the Security Terminal.  You'll have to
    go through the Atrium to the lower floor (Still part of the 1st floor
    zone though).  You'll come across a flooded staircase.  If you have a
    Rebreather, make sure to equip it, otherwise be quick.  The password will
    be on a dead ghoul, head back to the surface.  Head through the Clinic,
    you'll see a 2nd flooded staircase.  Grab the password off another dead
    ghoul there, back to the surface.  Head to the end of the hall and take
    the last left.  Theres a computer here that will drain the water from one
    of the staircases.  This will also open up a door in Security Station A.
    Theres a computer in that area that will allow you to open the door to
    the Overseer's Office.  Head back through the Clinic to the door leading
    to the Reactor and the Overseer's Office.  The Overseer's Office will be
    the first room on the right when you zone in.  Be warned, theres two turrets
    here on active, the Overseer in the seat, and you'll get attacked by several
    ghouls from behind.  Wipe them all out, although you can retreat briefly and
    kill the ghouls on foot first.  Save the Overseer for last.  You'll find a
    password for his terminal on him.  Use his terminal afterwards to unlock the
    Armory.  
    
    If you didn't pickup the quest prior to now (You may be doing other quests
    tied to Vault 34 or just exploring), the quest may activate if you go down
    below the Overseer's Office to the Reactor area.  There will be a few more
    ghouls.  You'll eventually come to a room with a terminal that you can
    access if you picked up the previous passcodes.  You have the option of
    transferring control to the remote computer, close the external vents, or
    opening a Reactor door.  The first two options won't work yet, so open the
    Reactor door.  Inside the door to your left will be another terminal.  This
    one will allow you to either transfer control to the remote computer, or
    close the vents.  Vault citizens (That aren't severely radiated feral ghouls)
    are trapped below, and transferring control to the remote computer will
    allow them to escape to freedom.  Disabling the reactor will stop the
    radiation that's affecting the farmers.  Theres no great reward for either,
    so do whichever one you feel is morally better.  If you help the
    Sharecroppers you'll get some NCR rep and 200 XP.  If you help the Vault
    survivors they'll eventually make their way to the Aerotech Office Park
    where you can pickup 250 XP.  The Office can be found east of McCarran.
      
    
    *****Quest 33:  There Stands the Grass *****
    
    
    *Note* I ended up having to pull some of this data off the Bethesda forums
    and Wiki as my quest was bugged, I apologize for any inaccuracies.  Also
    if you plan on doing Veronica's quest "I Could Make yoU Care" I highly
    suggest getting that before venturing into Vault 22 as part of it could
    become bugged otherwise.
    
    This quest has the potential to easily get bugged, it may not be fixed yet
    in the current patches.  In any case, if you have already visited Vault 22,
    you may be doomed.  If not, you should be okay.  Head to Camp McCarran and
    look for Dr. Hildern in the Terminal building.  Hildern wants you to travel
    to Vault 22 and investigate some research done there that may help contribute
    to vegetation growth in the wasteland.  He wants you to download the data
    from the Vault and return to him.  You can also speak to Dr. Williams nearby
    to get the option of searching for Keely, another researcher that went ahead
    and went MIA.  Vault 22 is not far west of New Vegas, you'll know when you
    see it as there is a large patch of vegetation at the entrance nessled in the
    mountains.  When you enter the Vault you will notice theres a non-operating
    elevator nearby.  With a Repair skill of 50 I believe you can get it working,
    otherwise you're limited to the stairs.  Your first goal should be to locate
    the Overseer's Office in the Common Area.  You can unlock two of the three
    doors from the terminal in the Overseer's office.  The third door can be
    opened with a Lockpick skill of 75, or you can find the keycard.  We'll just
    go with the assumption that we need the keycard.  Head over to the Crew
    Quarters located on the same zone (It may be a floor down however in that
    same zone.  Confusing, yes).  The keycard is in the first room on the left
    in the Crew Quarters.
    
    To get to the databanks and get the data you need you have two possible
    routes at this point.  If you repaired the elevator, simply take it down to
    Pest Control and follow the hallways to get to the databank (Watch out for
    plenty of Spore Carriers though!).  Otherwise you'll have to head back up
    the stairs till you reach the door leading to the Caves.  The keycard will
    open the doors, however you can also Lockpick it.  The series of caves are
    mostly linear, but you should be able to use them to find your way to Pest
    Control and get to the databanks.
    
    If you're looking for Keely you'll also find her at Pest control.  Keely will
    be in the caves on that level.  Once you rid the area of the nasty plant
    things, go with Keely to the Oxygen Level.  She wants to take out the spores
    by frying them.  Theres a Flamer you can use in the Utility room on the 
    Commons Area floor.  If you have other flame like items, those could also
    work.  Head back to the Pest Control floor at the bottom.  Keely wants you
    to ignite the gas on that floor to take care of the situation.  The vents
    can be found near the room that has the entry to the caves.  Theres various
    ways you can ignite the gas.  If you ignite the gas from the safety of the
    room where you downloaded the data from the databank, you should be ok.
    Otherwise you may need to throw something such as Dynamite, Frag Grenade,
    or plant some explosives and detonate them.
    
    Head back to Keely.  She'll want to destroy the data in the databanks, and
    if you already downloaded the data she'll have a feeling.  You have various
    options here it seems.  You can tell her the truth and destroy the data for
    positive Karma.  If you tell the truth, but refuse to get rid of the data
    then you'll be forced to kill Keely.  She'll lock the doors to the exit,
    so you'll need the password off her to use her computer and unlock the
    door.  You can Lie to Keely about the data and as a result she won't go
    hostile.  If your Science skill is at least 70 you can keep the data, but
    Keely can go unharmed.  If you have Veronica's quest "I Could Make You
    care" there will be an option to keep the data without a fight.  If you tell
    Keely that Hildern sent you, you can convince her that the data can be used
    to help people and she'll let you go.  Whether Keely lives or dies, return
    to Hildern at Camp McCarran.
    
    If you have the data for Hildern you'll get 1200 caps and an extra 600 if your
    Barter or Speech is at 50.  If you don't have the data, you'll have to go to
    Dr. Williams instead and tell her if Keely is among the dead or...well...
    undead.  Not having the data doesn't sit well with Hildern, so you'll get
    nothing from him.  If you killed Keely, you can lie to Williams for 800 caps
    and some negative Karma.
    
    
    *****Quest 34:  I Forgot To Remember to Forget *****
    
    
    This is Boone's companion quest, to begin it you must have Boone in your
    party.  Make sure once you've recruited Boone that you've exhausted all 
    possible dialog options he gives, and you may want to speak to Manny
    Vargus about Bittersprings before you attempt any of these.
    Similar to Veronica, you must visit several locataions and trigger
    events to start this quest.  You must achieve at least 5 points to trigger
    the quest, I'm using the Bethesda Forums and Fallout Wiki for a few of these
    since I only triggered the 5 I needed. Remember that Boone must be with you
    to receive credit, and you must talk with him about his wife and/or ask
    about Bittersprings after each encounter!
    
    1.  The Legion Raid Camp - This is the camp south from Novac.  If you have
    the quest Booted you'll receive +2 points for releasing the Powder Gangers if
    you have Boone in your party.  This may or may not be repeatable.  I've
    noticed that the Powder Gangers and Legion will respawn after so many days,
    however I already had the quest triggered by this point.
    
    2.  Nelson - During the quest Back in Your Own Backyard you are asked to
    put some NCR soldiers out of their misery that the Legion have captured.  If
    you kill the soldiers you'll receive +1 point, however if you save them you'll
    receive +2 points.
    
    3.  Camp McCarran - There are two possible points here from two different
    tasks.  In the quest I Put a Spell on You if you remove the bomb on the
    monorail you'll get +1 points.  If you assist Carrie Boyd in interrogating
    the Legion soldier Silus, and you kill him in your interrogation, you'll get
    +1 point.
    
    4.  The Fort - Killing Caesar will net you +2 points.
    
    5.  Cottonwood Cove - You get a quest called Eye for an Eye from Camp
    Searchlight.  If you take out the Legion at Cottonwood Cove from this
    mission you'll get +2 points.
    
    6.  Various locations - Killing Vulpes Inculta will net you another +1
    point with Boone.  He can show in various locations at any time though.  In
    the beginning he will have occupried Nipton.  If you've done some quests for
    Mr. House and confronted Benny, he may approach you on the Strip and you
    could waste him there.  Finally he can be found by Caesar's side at the Fort.
    
    7.  The Tops Casino/The Fort - I've heard mention on the forums that killing
    or confronting Benny will also nab you points, but I didn't receive a dialog
    option from Boone when I did this.
    
    
    Some people have said that even after achieving their 5 points they still
    aren't activating the quest.  Make sure Boone was in your part, make sure
    you talked to him after each encounter and asked about all possible dialog
    options.  Make sure to talk to Manny Vargus about Bittersprings, and finally
    if all else fails trying killing Legion soldiers like Caesar if you haven't
    done so, or kill Aurelius of Phoenix in Cottonwood Cove.  For those that 
    have the PC version, you can activate the quest through the console if all
    else fails.  Use the following script, minus the quotes "setstage 001349A7 10"
    That should activate the quest.
    
    Once you have the quest, Boone will want you to take him to Bittersprings.
    Bittersprings can be found north of Lake Mead in the north-east part of the
    map.  Take Boone to the center of town, he'll describe a bit about how the
    conflict started.  He'll then ask you to take him to Coyote Ridge, which is
    a small hill outside of town to the south-west.  Boone will describe their
    orders and lament over their choice.  He will then ask to think about things
    and requests you camp there for the night.
    
    Boone will wake the player during the night.  It seems a large Legion raiding
    party is on the way.  He tells you that he plans to stay and fight, and
    says you don't need to risk your life.  Tell Boone you will help.  The Legion
    will attack from three locations, knowing this in advance may help you save
    some lives.  In particular saving Captain Gilles and Lieutenant Markland is
    key if you haven't done their quests yet (Both can be found at the back of
    the town, so they're in better position than the refugees anyway).  First the
    Legion will be attacking the center of town, you'll run into a few regular
    soldiers here.  You'll have to hurry to this location as they'll already
    be engaging by the time Boone wakes you up.  After you repel the invaders
    from the center of town, the next force attacks from the Bittersprings
    Recreation Area to the south.  The group will be comprised of roughly three
    soldiers and several Legion hounds.  It'll take some time for them to reach
    Bittersprings, but you can intercept them halfway to avoid any casulties.
    Once the 2nd group is clear, the final group will invade from the western
    hills of Bittersprings.  They'll come down the hill right into town and
    begin their assault.  This will be the largest force, several Legion dogs
    and more soldiers.  
    
    Once you've rid Bittersprings of the Legion, speak to Boone.  He'll review
    the battle and is surprised he survived.  He'll feel that this should have
    been his final battle, his punishment.  You have two options in the end, and
    each will have an affect on the final game ending for Boone as well as what
    armor he receives.  You can either take the nicer approach and tell him that
    he can be redeemed by doing the right thing now, or you can be cold and say
    that War is War and the deaths of soldiers are no different from a civilian.
    The first option will give the better ending, while the second option will
    lead Boone more towards an unfullfilling end.  No matter which option you
    choose, Boone's armor will be upgraded with +15 Damage Threshold, however
    each option will grant a different look to the armor.
    
    
    *****Quest 35:  For Auld Lang Syne *****
    
    
    Damn, what is with these companion quests and their triggers?  This quest is
    Arcade Gannon's companion quest.  To recruit Arcade go to the Mormon Fort in
    Freeside.  Speak to Arcade, go through his various dialog options about
    what he is doing for the Followers.  Eventually you'll get the option to ask
    him to come with you.  If your Speech is high enough (75) you can get him in
    your party.  To trigger the quest you have to score 2 points with Arcade to
    activate it.  Most of these triggers involve saying nice things to Arcade or
    passing skill/SPECIAL checks.  Here are the triggers:
    
    1.  Speak with Thomas Hildern inside the Fort McCarran Terminal Building.
    After you've spoken to Hildern about his research, Arcade will approach you.
    If you flatter him by saying it's good theres still people like him (Arcade)
    around, you'll get 2 points.  Saying Hildern means well will get you 1 point.
    
    2.  Take Arcade to the Crashed Vertibird site and he'll comment on it for
    +1 point.
    
    3.  Take Arcade inside the REPCONN Headquarters.  Listen to what he knows
    and ask how he optained this info for +1 point.
    
    4.  During the quest That Lucky Old Sun, Arcade will try to convince you to
    send power to the downtrodden.  You'll get +1 point for agreeing with him,
    or +1 point if you suggest sending power equally to all locations, then pass
    an Intelligence check of 6.
    
    5.  Travel to the Fort.  Arcade will ask why you're there.  If you tell him
    you're there to find out what Caesar is up to, then get out, you'll get +2
    points.  Saying that you want to hear Caesar out, or saying that you're open
    minded and Caesar may actually have the best solution will get you +1 point
    instead.
    
    6.  It seems the quest White Wash has a couple different options for scoring
    points with Arcade, but I did not need to do this quest before triggering
    For Auld Lang Syne, so I can't comment specically on it.  From what I've read
    online most of these options involve points if you either get Anderson to
    turn himself in or blame the Scorpions.
    
    
    In any case, you may not get the quest right away once you've achieved your
    two points with Arcade.  This could be a variety of reasons.  For one, I hate
    the companion quest trigger system because half the time they don't seem to
    work correctly, at least in Version 1.0.  To get Arcade to activate the quest
    you either need to be pursuing an Independant/House controlled Vegas, or if
    you're going the NCR route you'll have to get to a point where you're asked
    to kill Mr. House as part of For the Republic, Part 2.  Getting to either of
    these two points should trigger the quest if you've scored points with 
    Arcade while he's with you.  If it still hasn't triggered yet, theres a
    chance that you won't activate the quest until the end of the Mr. House or
    Yes Man quest line, specifically when you put the override chip in at El
    Dorado Substation.  This is rather annoying as you could be toting Arcade
    around for some time while waiting to pickup another companion.  If you have
    the PC version, you can bypass possible glitches and waits by recruiting
    Arcade and using the following script without quotes:  "setstage 00157e60 10"
    This should activate the quest, but use it as a last resort!
    
    Once the quest is active, Arcade will decide that he should get his old
    buddies together to take down the Legion.  He'll give you the location of
    five Remnant Enclave members.  You'll have to recruit all 5 to complete the
    quest.  If any of them die at any time, the quest will fail.  The Remnants
    can be convinced to fight for Caesar in the final battle, however this option
    is harder and Arcade will not approve causing him to eventually leave and
    you'll miss out on his reward.  Also, keep this in mind when recruiting the
    five Remnants...after you convince each one to join the reunion, Arcade will
    talk to you afterwards about each member.  Depending on your responses to
    each conversation you'll help push Arcade into either giving you his
    family's Tesla armor, or you'll push him toward fighting with the Remnants
    at the Hoover Dam battle.  Generally answers revolving around giving up
    the past will push Arcade to remain in Freeside and give you the armor
    later.  If you put emphasis on fighting and tradition, he will join the
    Remnants of the Enclave at the battle and you won't receive his armor. 
    
    Start with Daisy Whitman, she's kind of the furthest away.  She can be found
    in the last motel room on the right, 2nd floor, when you get to Novac.  Tell
    her about Arcade's idea and she'll go along with it if it means she can fly.
    She'll give you her passsprhase as "Dear."
    
    Next lets hit up Cannibal Johnson.  He can be found in his cave just south-
    west from Vault 34, or east of the Aerotech Office Park.  You can speak to
    him about his past, and if your Speech is high enough you can find out how
    he got his name.  Tell him that Arcade sent you, and tell him that their
    technology and experience can help end the conflict in the region, Johnson
    will join up.  He'll give his passphrase as "old."
    
    Orion Moreno is the next trooper we're searching for.  He can be found in his
    house just north of the NCR Sharecrop.  This guy is a little different from
    the rest.  Orion isn't too high on the NCR, he'd rather gun them down.
    The good news is that there aren't any nasty skill checks that I know of.  
    I was able to bypass telling Orion who I'm fighting for (I hadn't chosen a
    path yet myself) by asking him if he was coming to the reunion or not.  
    He'll respond by saying that he may not stay, depending on your battle plan.
    Keep that in mind in case you need to reload and change your answer later.
    If you recruit Orion, he'll give his passphrase as "Remember."
    
    Judah Kreger makes Remnant number four.  He can be found around Westside.
    You can enter Westside through a couple different entrances, both of which
    are just north-west of New Vegas itself.  Kreger will be wandering around
    the area mostly.  Ask him about his past, then mention that Arcade sent you
    to recruit him.  He'll ask why you want all these old fogies.  You can ask
    him the same question.  He'll figure that they have the edge in firepower
    and tech and can strike against the enemy where they aren't suspecting.  
    This should be enough to convince you, however Judah will warn that you'll
    need the other members of his squad to make a difference.  Judah was the
    Officer of the group, and he kept Orion and Johnson in line.  His passphrase
    is "Navarro."
    
    The final member of the group is Doc Henry.  If you haven't run into him,
    he can be found in the far north-west in Jacobstown.  I must stress that if
    you haven't already done the quest Nothin' But a Hounddog or if you haven't
    done the quests in Jacobstown, such as trying to find the cure for the
    Nightkin, you may want to take care of these before talking to Henry!  The
    Doc is supposed to turn his work over to Calamity, but you know how that
    goes.  If you speak to Henry, he'll join the reunion without any fuss or
    convincing really.  He'll give you his passphrase as "friends."
    
    If you've talked to all 5 members of the Remnants, you should have some good
    history and idea what this group was like.  If you're looking for the bunker,
    and you're still in Jacobstown, it's very close (Which is partly why I saved
    Henry for last).  The Remnants bunker can be found in the side of a hill
    just east from Jacobstown, it should show up on your map when you have the
    quest set as active.  Enter through a small door in the ground.  You'll come
    to a computer, input your password.  
    
    The bunker should be open at this point to you.  Theres not much to loot
    here.  You'll see some Enclave armor on the wall, and the Vertibird, but you
    can't interact with any of that.  Theres a couple lockers with some lower
    gear and ammo.  Head through to the command center on the other side of
    the Vertibird, but make sure to make a new save.  Speak to Kreger, he'll
    give you some background and he'll ask if you're siding with the NCR or with
    the Legion.  If you're supporting an Independant New Vegas, or you're with
    House, or with the NCR, then you want the Enclave to attack with the NCR.
    If you're with the Legion, well, that about sums it up.  If you side with
    the Legion, Johnson will not be a part of the attack force and there isn't
    really anything you can do to change it.  Also Arcade gets pissed off and
    will no longer be your companion.  You'll miss out on his reward this way.
    If you side with the NCR however, Orion will storm out of the room and Judah
    will ask that you talk to him.  You only have one shot at this (Hence the
    earlier save) as Orion can be pretty stubborn.  Leave the room and head back
    to where the Vertibird was.  Orion will be there in his Enclave armor.  He
    says theres no way he's fighting for the NCR, and he'll be damned if he sees
    you use his armor for that purpose, so he's out.  You only have one option
    in convincing Orion otherwise, a Speech check of 80.  Orion will back down
    this way and agree to fight.  If you fail the Speech check, be prepared for
    a fight.  
    
    Once the standoff is over, if you chose NCR, Arcade will approach you.  He'll
    comment about getting the Remnants together, and he'll wonder what his place
    is in this mess.  He wonders if he would be better suited back in Freeside,
    but wonders if he should join his father's former comrades.  If you want
    Arcade's family Tesla Armor, you have to convince him to go back to Freeside.
    Depending on how you answered his questions earlier when recruiting, he may
    not understand this request.  If you pushed him toward fighting in your
    responses, and then tell him to remain in Freeside, you'll have to bypass a
    Speech skill of 80 to convince him to return to Freeside (Which will result
    in you getting his armor later).  Otherwise if you tell Arcade to fight on,
    and you lead him down this path with your earlier responses while recruiting
    the Remnants, he will fight at Hoover Dam.  If you had pushed Arcade into
    giving up the past in your previous responses, and you tell him to fight
    once you're at the bunker, you may need to pass this Speech check again to
    convince him otherwise.  Either way, once you've told Arcade to either fight
    or return to Freeside, he'll leave you group.  Your quest will update, head
    into the bunker command center again.
    
    Depending on whether you're fighting for the NCR or the Legion, either way
    you'll receive Power Armor training.  If you sided Legion, you'll get
    Johnson's Power Armor and Orion will train you.  If you're with the NCR
    you'll get Daisy's since she's flying and she'll teach you.  When you're
    finished leave the room, the door will lock behind you.  Leave the bunker
    entirely, you'll see Arcade when you reach the surface.  Depending on what
    you convinced him to do at the end he'll either give you the Gannon Family
    Tesla Armor at this point, or he'll be donning the armor himself and will
    join the other Enclave Remnants in the locked room.  You'll be unable to
    recruit Arcade either way at this point.  Even if he returns to Freeside,
    he'll be busy there. 
    
    
    *****Quest 36:  Crazy, Crazy, Crazy *****
    
    
    Theres a couple ways to start this quest, but I'll start from the beginning.
    If you approach the foot of Black Mountain, west side, you'll see a small
    shack and a Super Mutant inside.  The Super Mutant will approach you if you
    get close and will address himself as Neil.  Listen to his story, if your
    Speech is at 50 you can ask him about his troubles with Tabitha and he'll
    tell you more.  You can enlist Neil's help, however he will warn that getting
    to the summit of Black Mountain will be trecherous as there will be many
    hostile Super Mutants in your way to the top and Neil will be unable to
    persuade them to leave you alone.  Neil suggests going during the day, as the
    roads are patrolled heavier at night.  You can fight your way through the
    Super Mutants if you want, but there is another way.  Not far from Neil's
    shack is a gate between two crags in the mountain, it will be to the east.
    If you head through this gate you'll have to kill a few Centaurs more than
    likely (You can also reach this section through a hole in Hidden Valley's
    fence), but you'll avoid the rest of the Super Mutants and can sneak to
    the summit.  There will be a Hard locked door in your way though, so keep
    that in mind.  Without a good Lockpicking skill you'll have to run around
    the gate at the top and you'll probably alert the Nightkin up there.
    
    If you're not sneaking to the top, you'll have to fight.  The path up the
    mountain will twist through various switchbacks as you make your way up.
    You'll run into some regular mutants, and you'll probably run into a few
    stealthed Nightkin that will attack.  ED-E is a nice companion to have
    for this as he can spot the stealthers, but Rex was able to single handidly
    take out a Super Mutant Master or Nightkin for me too.  On the way up you'll
    see a side path off the road that leads up the mountain.  There will be
    various bear traps up the path, as well as falling rocks!  If you avoid
    the traps, this is a bit of a shortcut that will save you some time.
    Eventually you'll find several burned out buildings, a crater, and a 
    dome structure near the top.  Neil will be behind the dome building, but
    thats not all.  He'll say theres several Nightkin waiting at the summit.
    Before you can confront Tabitha, Neil says he can help you by leading
    some of the Nightkin down the mountain with a false story of an intruder
    further down.  Before you do this, you may want to check out the dome
    building next to Neil.  Theres a radio inside, sectioned off in the
    southern part of the building.  If your Speech skill is at 75 you can
    speak to Tabitha from here and convince her that the "dumb dumbs" are
    leading a revolt.  She will declare war on the dumb dumbs and send
    several Nightkin out after them to battle.  This will take care of
    almost all the Nightkin at the summit if you also enlist Neil's help,
    however you need to find a good hiding spot after you use each of these
    options as the Nightkin will run right past the dome.  If you don't use
    the Speech option when using the radio, and you tell Tabitha you're a
    fan, she'll send the Nightkin down to battle you.  If you say nothing,
    nothing happens.  
    
    Once you've used the radio and/or used Neil's help in clearing the
    summit, head up the mountain and take care of any remaining Nightkin
    outside.  I should warn you now that if you want the named Missile
    Launcher known as "Annabelle," you may want to go ahead and loot it
    off the Nightkin Sniper at the summit.  If you sent him/her down using
    the radio above, you may need to wait or search for it.  I've found
    that the peaceful resolution to the quest (Option 2 below) may make
    the body disappear if you complete the quest before looting the item.
    Your goal now is to shut Tabitha down, you have two options
    in completing this.  Option 1 is the hostile ending, while Option 2 is
    the peaceful ending and better for players with positive Karma.
    
    Option 1:  The hostile/negative faction ending is to kill Tabitha 
    at the top of the Broadcasting tower.  To do this, head into
    the Broadcasting tower and out the other side.  If you want, you can
    read any of the computer terminals within.  You'll find out a little
    history about Black Mountain, and you'll learn how Marcus came to found
    the place and setup another Super Mutant haven (His second if you count
    back to Fallout 2).  You'll also know that the key to Tabitha's
    tower is underneath the stairs that lead to the 2nd floor of the
    Broadcasting tower.  Find this key, they confront Tabitha.  Nice glasses!
    I don't have much to say about this fight, she's not much tougher than
    the other Nightkin armor wise, but she can pack a punch.  
    
    Option 2:  If you choose to do the quest in a peaceful manner, you'll
    need a Science skill of 60.  Theres a storage building at the summit of
    Black Mountain, it can be found between the Broadcasting tower and the
    prison of Raul.  Inside at the south end of the building you'll find a
    broken robot.  With a Science skill of 60 you can determine the right
    switches to flip and turn Rhonda back on.  Rhonda will want to find
    Tabitha, so let her go.  When you head outside you'll see the two
    reunite, fortunately the other Super Mutants will no longer be hostile,
    at least the ones at the summit.  Rhonda and Tabitha will head off into
    the sunset and will disappear eventually, quest complete.
    
    
    *****Quest 37:  Eyesight to the Blind *****
    
    
    After you've completed the quest Still in the Dark, if you assisted Elder
    McNamara with lifting the lockdown, he will be inactive for several days
    while they make their changes.  If you helped Paladin Hardin with 
    overthrowing the Elder earlier in Still in the Dark, this quest will not
    be available to you.  Sometimes if you're working on Veronica's companion
    quest I Could Make You Care, you may have trouble getting McNamara to give
    you this quest, try completing that one first and any other Brotherhood
    quests you may have.  Once the 8 day waiting period is up, speak to McNamara.
    He'll tell you that the lockdown lifting has posed some problems for them
    and he would like to increase their "eyesight" by getting access to the
    large communications array nearby on Black Mountain.  Since the Super
    Mutants have turned hostile, McNamara sees this as a good time to take
    advantage of the dish.  He wants you to install a remote transmitter in the
    tower and return.
    
    If you haven't already done so, the quest Crazy, Crazy, Crazy is linked
    to Black Mountain as well and it's suggested you go ahead and do it.  See
    that quest for more info.  As it pertains to this quest, Eyesight to the
    Blind, you only need to install the remote transmitter to complete the
    quest.  The long and short of it is you can talk to Super Mutant Neil at the
    base of the mountain and enlist his help if your Speech is at 50, or you
    can fight your way to the top using the switchbacks, or you can sneak up
    to the Broadcast Building by using the gate near the base of the
    mountain and sneak up from the south.  In any case, your goal is to get
    inside that large tower at the top.
    
    Once you've reached the top you'll need a way to open the locked door leading
    to where Tabitha is and your mission objective.  After you've passed through
    the first floor of the tower, you'll be outside with a set of stairs leading
    up.  If you check underneath those stairs there will be a spare key stashed
    that will give you access.  You can use this key to confront Tabitha and
    install the remote transmitter, or if your Repair skill is at 60 you can
    repair Rhonda in the Storage building nearby, which will allow you to finish
    your quest peacefully.  Once the Tabitha situation is complete, install that
    remote transmitter in the communications room at the top of the tower, then
    return to Elder McNamara.
    
    McNamara will reward you by making you a full member of the Brotherhood of
    Steel!  This will let you come and go as you please in the bunker (If you
    didn't already have this).  He will also teach you Power Armor training if
    you didn't already learn it from the quest Auld Lang Syne.  McNamara will
    also unlock the Armory so you now have full access to gear.  Finally he will
    give you a refurbished piece of older Power Armor, the T-45b.   
    
    
    *****Quest 38:  This Old Ghoul *****
    
    
    For some reason this quest doesn't really show in your Pipboy, but all the
    same it's a companion quest and I figured it's better off here than in the
    Freeform quests for that reason.  After you've resolved the Tabitha situation
    on Black Mountain, you can find Raul Tejada in the Prison building at the
    summit.  You can recruit him to join you in your journey.  If you talk to
    various people in the wasteland you can trigger dialog options with Raul that
    will make him contemplate his life a bit.  I suggest speaking to Raul before
    searching out these 3 individuals and exhaust all of Raul's speech options
    first.  Based on what you tell Raul after each of the three encounters will
    determine what perk he receives.  Here are the three individuals:
    
    1.  Ranger Andy in Novac - Speak to Andy, exhaust all of his speech options
    regarding how he was in the Rangers, his injury, and how useful he can
    still be.  When you leave Andy's room, Raul will speak to you about life in
    Mexico City on a farm, and the demise of his family.
    
    2.  Corporal Sterling in Camp McCarran - Speak to Sterling, ask about his
    background with the Rangers and how he's been able to help first Recon
    after his injury.  Raul will speak to you afterwards about the events that
    occurred after escaping the family farm with his sister.
    
    3.  Loyal in Nellis Air Force Base Hangar - This one is a pain.  If you've
    previously completed the quest "Volare!" Loyal may not be here.  It seems
    Loyal takes off toward Black Mountain according to all accounts once that
    quest is complete.  If you're on PC like me you can correct this by heading
    back to the Nellis AFB Hangar, open up the console and run the following
    command minus brackets:  <ff26a.moveto player>  This should move Loyal to
    your vicinity.  Speak to him, then Raul will initiate a dialog afterwards
    again.
    
    Once you've spoken to all three individuals Raul will either embrace his
    Vaquero roots (Mexican gunslinger essentially) and don his old outfit...which
    happens to look hilarious on a ghoul!  Otherwise if you push Raul into
    slowing down a bit and continuing to work on his mechanic skills, he'll don
    an armored version of his Petro-Chico outfit.  While neither outfit is any
    better than the other stat wise, each one comes with a different perk.  The
    Vaquero route will give Raul the perk "Old Vaquero" which will increase his
    fire rate by 33%.  The mechanic route will grant you a perk called "Full
    Maintenance" which will further increase Raul's weapons decay reduction from
    25% to 75%!  The Full Maintenance perk is better in comparison, but I find
    the Vaquero outfit to look excellent on a ghoul.  If you push Raul down the
    wrong path and want to go the other route, don't fret.  With a Speech skill
    of 66 you can convince him to go the other way after speaking to the 3rd
    contact.
    
    
    *****Quest 39:  I Don't Hurt Anymore *****
    
    
    Speak to Lieutenant Gorobets in Camp McCarran.  If you don't find him there
    (He's usually in the large southern tent among all the other tents lined
    up), he may be at Forlorn Hope.  Speak to Gorobets about First Recon and
    ask about Betsy.  He'll say that Corporal Betsy was out on a mission when
    she was captured and raped by the Fiend known as Cook-Cook.  You may or
    may not have run into this individual before.  In any case, Betsy now is
    experiencing trauma issues and hits on any woman she sees.  This is
    unbecomming of a First Recon soldier, but because Betsy has been taught
    that she can have no weaknesses, she won't seek help.  Gorobets is asking
    you to talk her into seeing Doctor Usanagi at the New Vegas Medical Clinic.
    
    Corporal Betsy can normally be found wandering around the same tent as
    Gorobets.  Ask about the experience, she won't want to talk about much.  You
    can speak to her partner, 10 of Spades, for more info but it didn't seem to
    help in convincing her.  You're either going to need a Medicine skill of 40
    to convince her, or a Speech skill of 60.  She will admit that getting help
    will allow her to be a better soldier again.  Head back to Gorobets once
    you've completed this.  He'll ask that you seek out Doctor Usanagi at the
    Clinic.  The Clinic can be found just east of New Vegas itself, all you need
    to do is speak to Usanagi about Betsy and your quest will complete for some
    positive NCR rep.  See the quest "Three-Card Bounty" as it's partially
    related to this quest.
    
    
    *****Quest 40:  Don't Make a Begger Out of Me *****
    
    
    Theres a Great Khan Encampment just west of Quarry Junction, or north-east
    from Goodspring's Cemetary.  Theres a Makeshift Camp nearby, but I've never
    seen any Great Khans there, the location you're looking for is east of there
    overlooking the Quarry.  Theres a Great Khan there named Melissa.  If you
    ask what she's doing (As long as you're at least Neutral with Great Khans),
    she'll say she's waiting for a delivery of chems.  Normally she has a contact
    that deals with the NCR to provide chems that they mix up and resell, however
    the drop suitcase wasn't in a quarry machine like it usually is.  Melissa
    figures the Deathclaws in the Quarry are part of the problem, you can offer
    to look into it for her.  She suggests you head to Sloan to scope out whats
    going on and look for the suitcase.  Sloan is just east of the Quarry, but
    if you're not ready to take on the Deathclaws yet I suggest heading to Primm
    by way of Goodsprings and then head north up the highway.
    
    When you reach Sloan, head to the Mining Office.  Head up the stairs once
    you're inside, there will be an office with a desk and a suitcase next to
    the desk.  Check the suitcase out...hmmm, just some cigarettes.  Time to do
    some more detective work.  Speak to Chomps, he's usually just outside Sloan
    watching the road for Deathclaws.  Ask him about the suitcase, he'll mention
    that the Deathclaws are only part of the problem.  Turns out his contact
    within the NCR has stiffed him, failing to deliver the goods even though the
    caps were paid up front.  Chomps suggests you speak to Tyrone, he can be 
    found in Primm.
    
    When you get to Primm, Tyrone will probably be in one of the NCR tents in
    the south-west corner of town.  Ask him about the chems, he'll say that 
    people were getting suspicious of disappearing goods so the price went out.
    Dirty dealing sunuva...well, you have some options here.  You can get the
    goods out of him if your Strength is at 7 or more, intimidating him into
    handing the stuff over.  If your Speech is 40 or Barter is 35 you can also
    talk him into handing the chems over.  If you're a female and have the
    Black Widow perk you can also get the chems without further cost to you.
    If you don't have any of these options open, you'll have to pay an additional
    300 caps to get the delivery or kill him, but the later would not be a good
    idea with other NCR troops nearby.  Either way, get the chems in your
    possession.
    
    *Note*  You may want to wait before completing this last part, or at least
    make a new save.  I've had people comment that they could not complete
    "Oh My Papa" with the peaceful option after completing this quest, however
    I tested this on a later patch and it may be fixed, works fine for me.  Word
    is that Melissa and the Khans will disappear given time once this quest is
    complete.
    
    Now theres a few different things you can do with the chems.  You can return
    to Melissa straight away and hand the package over, netting you some Great
    Khan Fame, 150 caps, and some chems along with your XP, quest will be
    complete.  However you can also turn the chems into Lieutenant Hayes and
    inform him of Tyrone's smuggling.  You can also rat out Chomps if you wish,
    but hey...he was just trying to help his baby girl, Melissa!  Turning in
    the chems will net you NCR Fame, Karma, and the XP.  However, if you return
    to Melissa after turning in the chems you will have to lie to her and say
    that Tyrone was sloppy, netting you a consolation prize of 85 caps and some
    XP, or if you tell the truth the Khans will go hostile.  
    
    
    *****Quest 41:  Why Can't We Be Friends? *****
    
    
    This quest starts out of Vault 19.  If you haven't been there, it's nestled
    in a valley south-west from Vegas, east from Bonnie Springs.  Theres Powder
    Gangers in here, but fear not.  Even if you're Villified with their
    community, these guys won't attack you outright for whatever reason.  Theres
    two contacts you can pick this quest up from, however each one wants you to
    do something different.  Each one is in an opposing Overseer's room after
    entering Vault 19, one on the left and one on the right.  Sam Cooke is in the
    room on the right after entering, he was the brains behind the Powder Ganger
    escape from the NCRCF.  He looks to continue his leadership and he wants you
    to remove some Fire Geckoes in the lower parts of the vault so they can mine
    the Sulfur below for more explosives.  The other contact is Philip Lem, he
    wants the opposite.  Lem fears their time will be up due to lack of
    resources, he would rather see the Sulfur Caves destroyed to leave Sam with
    no more options so they can turn themselves in.  You can talk to both men if
    you want, and you may want to anyway.  Both men have keycards, red and blue,
    and you'll probably want both no matter who you choose to support.  Know
    this...if you plan on blowing up the caves (You can also blow up the caves
    and the Vault together, more on that later), you'll need a lot of C4.  Some
    can be found within the Vault, but if you plan on blowing both you'll need
    at least 1 extra from outside the Vault.
    
    *Note* You may want to leave any companions in the Vault before venturing
    further toward the Sulfur Caves at this point.  Theres a lot of mines in
    that area as well as other traps that they may run into, causing you much
    unneeded stress.
    
    Make sure you get the keycards from both Lem and Cooke.  Now, theres two
    different entrances to the Fire Gecko lair.  One is a door on the east side
    of the vault, near Cooke's door, labeled as Red Living Quarters and Blue
    Living Quarters.  Obviously the keycards are needed for each.  Either way,
    both keycards eventually will lead to the Sulfur Caves, but you can pick up
    various items in both Living Quarters if you have both keys.  I know theres
    at least one pack of C4 underneath a couch in the Blue's section, so you'll
    really have to keep your eyes open.  The other three can be found in the
    Doctor's Office, the underground access to the Overseer's Office (More on that
    later), and the Cafeteria.  In any case, eventually you'll find yourself in
    the Atrium no matter which path you take.  Theres a number of Fire Geckos
    and mines at this point, so be careful.  Sneaking is always a good idea,
    often times the Geckoes will wander right over the mines themselves saving
    you the trouble.  In the Atrium's large room you'll notice a large mound
    of dirt/rubble and a hole leading into the Sulfur Caves.  Make a new save
    and venture in.
    
    The explosives will be mostly gone at this point, but theres a lot of Fire
    Geckoes and later you'll run into some Nightstalkers.  The cave is mostly
    linear, it does split off into two paths, but they eventually meet back up.
    I suggest Sneaking whenever possible as alerting many Fire Geckoes at once
    may lead you into being overwhelmed.  If you have your companions with you,
    they may or may not be a boon at this point still, I kept them in the Vault.
    If you plan on clearing the Vault for Cooke, you'll have numerous quest
    arrows pointing to each of the Geckoes, so at least they can't get the jump
    on you really.  The Nightstalkers WON'T have quest arrows however, yet they
    will attack, so keep an eye out.  You may see a large mound of Green Crystals.
    If you plan on blowing up the caves and/or the caves and vault, you'll need
    this.  Keep this in mind for the options listed below.  Continue killing
    Geckoes, you'll eventually have to fight your way up a steep incline with
    Nightstalkers and you'll see a set of stairs leading back up into the Vault.
    This will be the underground tunnel to one of the Overseer's offices.  The
    last remaining Geckoes will be here if you've cleared out the rest of the
    cave.  At this point you have a decision to make, read on.
    
    I've listed the options below.  Option 1 is to side with Cooke.  Option 2 is
    for those that want to side with Lem and have the Gangers turn themselves in
    (The best positive Karma solution from what I can tell).  Option 3 is
    similar to Option 2, however you can convince Lem that they can join the
    Great Khans.  Option 4 will cause you to fail the quest, but the Vault and
    Cave will be destroyed.
    
    Option 1:  
    If you want to side with Cooke and get the Powder Gangers access to the 
    Sulfur Mines, theres nothing more you need to do if you've cleared out the
    last remaining Fire Geckoes.  If you haven't, check your Local Map and make
    sure all the quest arrows are gone (Except the one for the Green Cyrstal
    Mound if you also talked to Lem).  Head back to the Vault, you can either
    get there via the Overseer's Underground tunnel, or use the exit located
    near the Green Crystal Mound and travel back to the Vault, or head back the
    way you came in.  Speak to Cooke and let him know the deed is done.  He will
    realize that the Powder Gangers don't have the resources to survive, they 
    need to band together with the Great Khans.  Cooke will send you to Red
    Rock Canyon to speak with Papa Khan, you can find him in his house.  Speak
    to Papa, he'll wonder why the Powder Gangers should join, you should be able
    to easily convince him given the Powder Ganger's access to explosives and
    hatred for NCR.  Papa will agree, but adds a stipulation that the Gangers
    will have to go through the Great Khan initiations.  Head back to Cooke
    and give him the news.  He'll be fine with this, and your quest will be
    finished.  You should get your XP and some Powder Ganger faction.  Also
    you'll find that Lem was exploded in his room, the other Powder Gangers
    will comment on it if you speak to them.
    
    Option 2:
    If you want some good Karma and want to see the Gangers back behind bars,
    help Lem out.  Without access to the Sulfur Caves, the Powder Gangers will
    quckly run out of resources and won't stand a chance.  Cooke will not have
    a leg to stand on then, and Lem can convince the others to turn themselves
    in then.  You need to blow the Sulfur Caves, to do that you're going to
    need at least 3 C4 devices and at least 60 points in Explosives.  Head to
    the Green Crystal rock formation located along the right path once you
    enter the Sulfur Caves.  Use the C4 to blow the caves, you'll automatically
    be transported back inside the Vault once you make your choice.  Also your
    companions will be with you, whether you had them wait elsewhere.  Speak to
    Lem again, he'll finally admit that it may be time to turn themselves in.
    You won't require a Speech score to agree with him, and your quest should
    now complete.  
    
    Option 3:
    This option is similar to 2, however instead of agreeing with Lem that they
    should turn themselves in you can convince him to join the Great Khans and
    remain free instead.  You'll need a Speech skill of 40 to pull this off.
    Lem will comment that he didn't think about this, and will ask you to go in
    his stead.  This path is the same as Cooke's in convincing the Great Khan's,
    so I won't repeat.  Return to Lem when you're finished and your quest will
    be done.
    
    Option 4:
    This option will blow up the Vault and the Caves, along with the Powder
    Gangers inside.  You'll need 5 C4 devices and an Explosives skill of 50 to
    pull it off.  Head to the Green Crystal mound in the Sulfur Caves and use
    the option to blow both the Vault and Caves.  You'll immediately be 
    transported outside the Caves via the exit nearby, along with any companions
    that were told to wait in the Vault and/or Caves.  The entrance to both the
    Caves and the Vault will be destroyed, so you can't revisit either, and you
    will also fail the quest so you won't get a reward.  I can't really see a
    reason for doing this option unless you get some personal satisfaction in
    burying Powder Gangers deep underground, but I'd rather just kill them the
    old fashioned way or send them back to the slammer if you ask me.
    
    
    *****Quest 42:  Oh My Papa *****
    
    
    *Note* I don't suggest doing this quest before doing "For the Republic, Part
    2" as the quest is tied closely to it and may cause bugs.  If you aren't
    planning on siding with the NCR in the end and don't care about finishing
    "For the Republic, Part 2," then feel free to do the quest.  I also suggest
    making a few extra saves as this quest can cause problems and bug out at
    times on early versions.
    
    Head to Red Rock Canyon, the home of the Great Khans.  You can start this
    quest at any time, however you may initiate it by following the NCR path
    with the listed quest above "For the Republic, Part 2."  Papa Khan and Regis
    can be found in the main longhouse on top of a hill (If you have the fast
    travel option, for this location, it will send you to the house you want.
    Speak to Papa Khan about the Khans, exhaust all Speech options.  Ask about
    their merger with the Legion, and any NCR related options that pop up.  When
    you're finished, speak to Regis.  Exhaust his Speech options as well, you
    can mention to him about the NCR and if he would be in favor of such an 
    alliance.  Regis will abruptly stop talking on this subject after awhile,
    leave the house.
    
    Regis will approach you as soon as you leave the house if you said all the
    right things to Papa and himself.  He'll tell you that while he doesn't hate
    the NCR quite like Papa does, and would be open to the alliance, he would
    rather keep Papa in charge as he has done whats best for the Khans up to this
    point.  Regis feels that the Legion are manipulating the Khans, but he
    doesn't have any proof to sway his leader.  Regis suggests you convince the
    four lieutenants of the Khans to try and convince Papa to back down from the
    Legion.  The four individuals are:  Melissa, Jack, Diane, and Regis of course.
    Despite having his doubts, Regis still needs to be proven to that the Legion
    is not a good course for the Khans.  If you want Regis to ally with the NCR
    by becomming the leader of the Khans (Requires you to kill Papa, and that can
    cause you to fail some other quests if you haven't done them), then skip 
    down to the last paragraph in this quest.  If you're going to convince
    Regis, read on.
    
    If you ask Regis how best to oust the Legion/Khan union, he'll mention that
    the Legions envoy, Karl, probably thinks less highly of the Khans in private
    that he does in public.  He suggests you try and get Karl to openly show
    his feelings with Papa present, or find some proof of the Legion's true
    intentions.  This is easy enough, however theres two different routes and
    one is better than the other.  The first option, which is the hardest one,
    involves disgracing Karl in front of Papa Khan, the second one involves
    evidence, is much easier and the suggested path.  The options are outlined
    below.  
    
    Regis Option 1:
    Speak to Karl while he's in the longhouse, use the Speech options to get him
    to compare the Legion's soldiers to the Khan's.  Continue down this route and
    Karl will spill the beans about how he really feels, and the Khans will waste
    him on site.  On the other hand, this does not convince Regis, you'll need 
    something else to go that route, and it will be not easy.  To convince Regis 
    you'll need to go to the Fort, get inside Caesar's tent and steal the Legion 
    slave ledger found there and return it to Regis.  The extra trip to the
    Fort is unncessary and could be dangerous, so it's suggested you do Option 2.
    
    Regis Option 2:
    Everything you need to get Karl to open up about the Legion AND get Regis's
    support can be found in Karl's footlocker.  Karl's footlocker is in Karl's
    room, which is the left door when you enter the front of the longhouse.  If
    you shut the door when you loot the footlocker, you shouldn't have any
    problems with being noticed unless Karl is in there with you at night.
    In the footlocker is Karl's journal, present it to Papa.  Papa will see how
    Karl really feels, he'll still call for his head (Karl dies quickly) and you
    will have convinced Regis to avoid siding with the Legion without having to
    take the trip to the Fort.
    
    After you convince Regis, you still have Melissa, Diane, and Jack to speak to.
    The good news is that Diane and Jack are a package deal.  You have two options
    here, but they're simple.  The harder option is to work for Diane to earn her
    trust (See the Optional quest "Aba Daba Honeymoon"), or you can convince
    Jack with a simple Speech check, which is the easiest and quickest way to
    get their support.  Simply convincing one will get the other to support you
    as well, so pick one.
    
    The last person to convince is Melissa.  Unfortunately she is not in Red Rock
    Canyon, although she isn't too far away.  If you haven't completed the quest
    "Don't Make a Begger Out of Me," she can be found on the ridge in the western
    part of Quarry Junction.  Be careful if you haven't visited here before as the
    place is infested with Deathclaws!  The safest path seems to be going to the
    Great Khan Encampment and reach Melissa on the ridge approaching from the
    northern path.  This path north-west of Quarry Junction leads south up the
    ridge where you can find Melissa.  She will be easy to convince that the 
    Legion shouldn't be trusted as the Legion never have women soldiers.  This
    will be enough to gain Melissa's trust as she's already been lied to by Karl
    regarding this.  
    
    When you've gained the support of all four lieutenants, go back and speak with
    Papa.  He'll notice that his men are all telling him the same thing, to
    avoid the Legion, so he'll now hear you out.  Papa will be troubled that
    without the Legion, the Khan's will not be able to live up to their legacy
    and they'll eventually fade away.  You have three options here, and they can
    affect the end game quest depending on your choices.
    
    Papa Khan Option 1:
    With a Speech check of 75, you can convince Papa to find their own glory and
    make a name for themselves, forgetting their past.  This will get some
    positive Great Khan fame, and they will not be involved in the final battle
    when it comes to the Legion and the NCR.  They'll split the New Vegas scene
    and live a prosperous life elsewhere.
    
    Papa Khan Option 2:
    With a Speech check of 75 again, you can convince Papa that they should
    follow their roots and go down in a blaze of glory in battle.  Papa will not
    fight alongside the NCR with this option, but they won't go against them 
    either.  Instead they will focus on the Legion and do their own thing.  The
    Khan's will run into battle once more, to their death, and you'll get an
    ending to reflect this.  I'm not sure if this is the best ending or not, but
    you have to admit that the Khan's aren't the nicest group.
    
    Papa Khan Option 3:
    This option takes a bit more time, but doesn't require the Speech checks.
    You can ask papa Khan if theres anyone you can ask about the Khan's history
    and lineage, he will suggest you speak to the Followers and see if they
    have any information.  Speak to Julie Farkas then in the Old Mormon Fort
    of Freeside, she'll direct you once again to another individual, Ezekiel,
    who is usually hanging out at the 188 Trading Post between Novac and New
    Vegas.  Ask Ezekiel about the Khan's past, and he'll give you a book called
    "Pretty Pretty Horsies:  A History of the Mongol Empire."  Return to Papa
    with this book.  At this point you can use the same dialog options from
    Option 1 and Option 2 without needing the Speech checks now, so review
    those and pick the nicer approach (Leading to the Khans fleeing when the
    battle takes place), or take the negative approach to enlist the Khans
    in attacking the Legion.
    
    At this point you can wish Papa the best, and you'll be finished with
    the quest.  There is a more violent way to finish this quest, and it's
    quicker, but it may not be the preferred ending for you.  After speaking to
    Regis initially outside the longhouse regarding Papa and the NCR's past,
    Regis will make it known that he would be willing to join the NCR if he
    was leader, however he would rather that Papa remain in command.  If you
    decide you would want the Khan's allied with NCR for a quick completion
    to this quest, return to Colonel Moore if you're doing the quest "For the
    Republic, Part 2," or just find a good time to kill Papa Khan.  The easiest
    way to pull this off is to sneak into his bedroom at night and kill him
    without alerting the other Khan's.  Theres a back door into Papa's
    bedroom, you can pick this, or you can get his room key off him by stealing
    it during the day (Just make sure none of the Khan's catch you doing this).
    Once you've killed Papa without alerting the others, speak to Regis later
    in his tent or in the longhouse.  You can return to Colonel Moore to
    complete "For the Republic, Part 2" after speaking to Regis.  Despite these
    options do not involve wiping out the Great Khans, they will be considered
    "eradicated" by Moore.  If you feel like really following orders, killing
    Papa and a number of other Great Khan's will sufficiently complete "For the
    Republic, Part 2," but you'll fail a number of other quests if you haven't
    completed them.
    
    
    *****Quest 43:  Aba Daba Honeymoon *****
    
    
    This quest can be picked up as long as you're neutral or better with the
    Khans, however it's partially tied to the quest "Oh My Papa" so I don't
    suggest doing this until you've necessarily completed that quest, or at least
    until you're working on it.  If you previously killed the Fiend known as
    Motor-Runner in Vault 3, you'll fail the quest as soon as you pick it up
    I'm told.
    
    Speak to Diane, she can be found in the northern part of Red Rock Canyon in
    the Khan's territory.  The actual location is the Red Rock Drug Lab.  Ask
    Diane for work, she'll have to feel that she can trust you before she gives
    you anything good.  Diane wants you to first find one of their best runners,
    Anders, who hasn't reported back in some time.  She said he was doing a run
    to the south-east and was last seen around Cottonwood Cove.  If you're hostile
    with the Legion, keep this in mind and try not to attract their attention.
    When you're ready, head to Cottonwood Cove or the closest location west of
    there and travel over.
    
    Before you get into Cottonwood Cove's...downtown I guess, you should see
    a number of crucification poles, some people people attached.  Anders will
    be on one of the poles, speak to him.  You have a few options here.  First,
    you can confirm the person is Anders and cut him down to free him.  Return 
    to Diane, she'll give you the option of getting 250 caps or a Turbo recipe, 
    take whichever you want.  You can also Kill Anders.  You can then return to
    Diane for no reward, but you won't fail the quest.  You can also leave Anders
    up on the pole and talk to him, but the quest won't move.
    
    Once you've resolved the Anders situation, Diane will tell you that she has
    another task that needs completing.  She needs you to drop off a package to
    Don Hostetler of the Crimson Caravan.  Don can be found in the main office
    of the Crimson Caravan Company during the day (The office is just outside
    New Vegas to the east), but at night he will return to his residence which is
    a house just north-east from the Crimson Caravan.  Speak to Don, give him the
    package to complete this objective.  Return to Diane for 150 caps and some
    Rep.
    
    The last task Diane has for you is to complete a drop off to the Fiends.
    This can be a sketchy situation, especially if you've had confrontations with
    the Fiends in the past.  I suggest having a Khan outfit handy if you don't
    have one already.  You want to head to Vault 3, which is a subsection found
    in the outskirts of New Vegas.  It's south-west from Camp McCarran, look for
    some doors leading into some Ruins.  Even if you wear the Khan's outfit to
    disguise yourself, the Fiends outside will probably still attack, have no
    fear.  Wipe them all out, then head to the Vault door, make a new save just
    in case.  
    
    When you enter Vault 3, you'll be approached by the door guard immediately
    on most occasions.  If you're wearing a Khan's outfit, you should have little
    trouble convincing her that you're here for a drug dropoff.  If you don't have
    a disguise, you may be able to escape using a Speech option to convince her
    that you're a Khan, despite not being dressed as one.  In either case, if you
    plan on doing this quest the peaceful way, you'll have to convince the guard
    that you're on their side.  When you've bypassed security, make your way down
    to the Maintenance section, thats where Motor-Runner is found.  His throne
    room will be in the northern part of the Maintenance Wing.  He'll have two
    guard dogs, speak to him about the delivery.  When you're finished, head back
    to Diane.  She'll reward you with 300 caps and more Great Khan fame.  At this
    point the quest is essentially finished, however you're not done with Jack and
    Diane.  See the Freeform quest "Khan Chems" for some more rewards from these
    two, and if you're also doing the Khan quest "Oh My Papa" you should be able
    to convince Diane at this point to stay away from the Legion, which will in
    turn convince Jack to do the same.
    
    
    *****Quest 44:  Cry Me a River *****
    
    
    Seek out Jerry the Punk in Red Rock Canyon.  He's usually found skulking or
    meandering around the dueling ring, just south from the tent area.  He finds
    the Khan's initiation to be too much for his wimpy state and he wonders if
    he would be better suited joining another group.  Jerry asks that you consult
    with the Followers of the Apocalypse and see if they could use another member.
    You'll need a Speech check of 33 to get Jerry to spill his guts.  When ready,
    head to the Old Mormon Fort in Freeside.  Find Julie Farkas, she will either
    be just inside the fort, or she'll be in her tower to your right after you
    enter the Fort.  Tell her about Jerry, she'll accept him into their fold.
    Return to Jerry and tell him he's welcome to work on his crummy poetry with
    the Followers.  By the way, this quest is stupid.
    
    
    *****Quest 45:  How Little We Know *****
    
    
    *Note*
    There are a number of ways to start this quest, however I don't suggest doing
    the quest at any point ahead of time if you plan on siding with the
    NCR, Mr. House, or Independent Vegas.  Actually, it's just better if you don't
    start the quest or do anything with the Omertas at all until you've
    progressed to this point in the story line.  You can do "Bye Bye Love," but
    if you mess with Cachino you can screw this one up, so just have patience.
    
    To activate this quest, try to make sure you've been asked by either the NCR,
    Yes Man, or Mr. House to investigate the Omertas.  You can speak to Mick and
    Ralph in Freeside for a little hint that something is up regarding the
    Omertas and weapons as they no longer buy from the pair.  To get things
    rolling, speak to the receptionist at the front of the Gomorrah.  If you've
    been working with the NCR on "For the Republic, Part 2," you can ask about
    an outstanding balance and the receptionist will point you toward Cachino,
    but either way she'll send you in his direction because he's the lowest
    level lietenant you'll be given access to.  Cachino can usually be found on
    the casino floor in the back of the building, just keep your eyes peeled.
    If you try speaking to him, he'll brush you off most likely as he has better
    things to do with his time.  You need some leverage on him to get him to
    speak.  Theres two ways to go about this.  You can get the key to Cachino's
    suite if you bribe the receptionist.  Inside his suite you'll find a journal,
    which is all you need.  If you're sneaky, you can pickpocket the journal
    right off Cachino himself.  Once you have the information, speak to Cachino
    again.  Let him know you have leverage against him, he'll offer to buy it
    back from you.  Here you have two options.  Option 1 is the preferred option
    if you're siding with anyone but the Legion, Option 2 is preferred if you're
    going the Legion route.
    
    Option 1:
    Accept Cachino's offer to buy back the journal.  He'll fill you in that the
    bosses appear to be up to no good and he's trying to work against them to
    ensure that things remain the way they are.  He tells you that there appears
    to be two new individuals working for the bosses and these individuals are
    key to their operation.  The men are Clanden and Troike.  Cachino doesn't
    know their purpose, but exhaust all your dialog options here anyway as he'll
    give you as much background as he can.  He wants you to look into what these
    guys are doing and try to twart them, it'll be too suspicious if Cachino does
    it himself.  Lets start with Troike.
    
    *Note*  If you're looking to score the golden, diamond blinged out Pipboy
    3 Billion off Mick in Freeside, you'll need to convince Sal to start buying
    from him again in Freeside.  You will need to speak to Mick before starting
    this quest by asking him about business.  Then when you get to the part
    where you have to stop Troike, you need to talk to Big Sal and convince
    him with a Barter skill that they should renegoitate their weapons deal.
    You can then return to Mick and he'll give you the golden Pipboy.
    
    Troike can usually be found in the Brimstone area of Gamorrah, you'll
    probably need the Club Zoara Key from Cachino to access this area.  You can
    ask Troike about what he does, but to really get the whole story you'll have
    to free him.  He's currently obligated to help the Omertas because they're
    keeping mum that Troike killed a hooker on a drug rampage.  Well, they
    actually framed him, and thats what you need to find out.  You can find
    the dead hooker in one of the maintenance rooms in the suites area.  You
    can ask Troike about the hooker, unfortunately he doesn't remember much as
    he blacked out.  The story doesn't add up, so if you want to investigate
    further you need to find the blackmail note in Sal's safe, found in his
    office.  You can also talk to Big Sal and with a either a Speech or a Barter
    Skill check you can negotiate Troike out of his contract.  If you're really
    lazy and have a good Speech skill of 80, you can threaten to turn Troike in
    to the NCR and he'll cooperate.
    
    Once you have Troike on board, he'll tell you that he was smuggling weapons
    to the Omertas from the NCR to prepare them to take over the Strip.  Troike
    doesn't like the Omertas since they conned him into the job to begin with,
    so he's willing to help you stop the operation.  He has a key to the weapons
    storage room and some Thermite, which will eat through everything super fast.
    You can try to talk Troike into doing the job himself, but it isn't suggested,
    you're much better off doing it yourself.  Troike tells you to plan the
    Termite on all the weapons cases, then hit the switch next to the door to
    activate the chemcials, destroying everything.  Find the door to the storage
    in Brimstone, just be careful to make sure nobody sees you go down.  You'll
    find some weapons here, which you're free to take.  When you're finished,
    activate the various storage objects to plant the Thermite, then go back to
    the top of the stairs and activate the switch to destroy everything.  I
    suggest high tailing it out of the immediate area at this point before 
    anyone catches you here.
    
    Now that Troike is taken care of and out of town, Clanden is next.  He's
    usually in his suite.  You can ask him what he does, but he won't have
    very much to say, he's pretty tight lipped about his role.  It's suggested
    you pickpocket his room key off him, as this will make things easier.  If
    you already inspected and investigated the dead hooker in the Maintenance
    area, this may open up some more options for Clanden, but ultimately you'll
    want some concrete evidence.  With his key, take a look at the safe behind 
    his dressers.  Inside you'll find some snuff tapes which you can use to
    blackmail him into leaving town.  If you try to sell him the tapes, he'll
    try to kill you after completing the transaction.  You can kill him without
    reprocussions from the guards if you do it quietly and with no witnesses.
    As long as Clanden is out of the picture, you'll be set.  When you've finished
    with both Clanden and Troike, go back to Cachino.
    
    When you return to Cachino, he'll tell you the time has come to waste Big Sal
    and Nero.  It's going to be 2 on 2 as you're going to help Cachino do the
    deed.  If you got the guns out of the storage basement previously, those will
    be better than your fists or any possible holdout weapons you may be holding
    (Since the Gomorrah guards take your weapons upon entry), however if you
    failed to loot these guns Cachino will give you a sawed off shotgun.  Tell
    Cachino you're ready for the confrontation, you'll be lead to Big Sal's
    office.  The bosses will say that they know you twarted their plans.  At this
    point you can either go right ahead and kill Big Sal and Nero, either once
    you've finished hearing them talk, or you can select the hostile dialog
    choices to start combat immediately.  You can also convince Big Sal with a
    Speech skill of 80 to spill the beans on the whole operation, and then use
    this to convince him that Nero was in it with you the whole time.  This will
    make things easier for you a bit as Nero and Big Sal will turn on each other,
    however the winner will turn his gun on you and Cachino so be prepared.  
    Once Big Sal and Nero are dead, Cachino will take over and he'll settle the
    loose ends.  While Cachino isn't the greatest guy, this is the preferred
    ending to the Omerta situation unless you plan on taking out Cachino too.
    With Cachino in command the Omertas will not try to take over the Strip 
    during the future battle at Hoover Dam.
    
    Option 2:
    This is the preferred option for Legion players as it involves the Omertas
    taking over the Strip as Caesar instructed them to do.  With Cachino's journal
    in hand, speak to one of the guards at the front door and let them know you
    have some proof of wrong doing on Cachino's part.  Show them the journal,
    they'll ask you to speak to Big Sal.  Find Big Sal either in his office or
    in his suite and show him the evidence for 100 caps, or 200 if you have 
    enough Speech.  You'll then be taken to a confrontation in Big Sal's office
    where Cachino will beg for his life before getting wasted.  Big Sal will then
    turn to you and ask you to follow in Cachino's stead.  He wants you to assist
    Clanden and Troike with their tasks, seek them out in their suites or in
    Brimstone.
    
    Clanden is working on creating a Chlorine bomb to wipe out a bunch of people.
    Unfortunately he doesn't have the Chlorine to make said bomb, so he wants 
    you to go dig up the stuff.  You have two possible pools to pull from, no
    pun intended.  You can sneak into the Ultra-Luxe Casino and procure some from
    the White Glove Society, or you can take the easier approach and get some 
    from Mick and Ralph's in Freeside.  Return to Clanden to complete his part.
    Troike's task will take a little more running and some hostility.  Troike
    is helping the Omertas procure weapons to take over the Strip when the Legion
    attacks.  Theres a missing disassembled weapons shipment that the Fiends
    intercepted, Troike wants you to retrieve it.  You may already have the
    shipment if you previously ran into the Fiends outside of New Vegas, 
    however if you haven't then follow your quest marker west out of Vegas to
    find a small number of Fiends near the hills that are sitting on the stolen
    shipment.  Take them out, then return to Troike with the goods.  
    
    Speak to Big Sal after helping both Clanden and Troike and he'll reward you
    with 400 Caps as well as some negative Strip fame.  This quest will result
    in the Omertas attacking the Strip to assume control while the battle at
    Hoover Dam goes on.  This is part of Caesar's plan however, so if you're not
    part of the Legion, helping the Omertas in this way will be counter
    productive in your quest for New Vegas.
    
    
    *****Quest 46:  High Times *****
    
    
    To initiate this quest, speak to Julie Farkas in the Old Mormon Fort of
    Freeside.  She'll have various speech options, but there should be one
    regarding helping the people of Freeside.  She'll mention that there are two
    men that could help Freeside if they kicked their bad drug habbits, Bill
    Ronte and Jacob Hoff.  Tell Julie you'll help out.
    
    First, lets go look for Bill.  He can be found in the southern zone of
    Freeside, in a broken down building between the Silver Rush and the Atomic
    Wrangler.  Speak to him and he'll be looking for his alcohol fix.  It seems
    a man named Dixon has been providing him some special brew, and he can't get
    by without it now.  With that information, lets go look for Jacob.
    
    Jacob can be found back in the northern part of Freeside.  He's usually
    around one of the bombed out buildings across the street from Mick and
    Ralph's.  Speak to him and find out that Dixon is also providing him special
    chems and that he needs them to continue on.  Time to go look for this
    Dixon guy.
    
    Dixon can usually be found near the area where Jacob was at in northern
    Freeside.  Ask him about the drugs he's supplying, you'll find out that he's
    being paid by the NCR to keep the local Freeside people drugged up.  You can
    convince Dixon with a Speech check of 35 to kick this gig, or you can pay
    him off with 300 caps.  You can also kill him, just be sure to let Dixon
    land the first blow so you don't attract unwanted attention.
    
    When you're finished, return to Jacob and Bill at their respective locations.
    Each man will need help to kick their habbits.  If you have a Speech skill of
    50 you can talk each man into cleaning up cold turkey with the Followers, or
    you can help them acquire the good drugs they need to kick the habbit.  Jacob
    will want 10 doses of Fixer, but with a Science skill of 50 you can convince
    him to try Fixer with Psycho and Buffout so you won't have to gather as many.
    Bill will want 2 Fixers, one Radaway, and a bottle of whiskey to help him go
    clean, but with the Science skill of 50 you can suggest just the two Fixers
    and whiskey.
    
    When you've helped both men, head back to Julie at the Fort.  Tell her that
    both men will be clean soon and she'll reward you by giving you access to
    one free drug every 24 hours.  You can pick from a Stimpack, a Rad-Away, or
    Fixer whenever you return to Julie after that 24 hour period is up.
    
    
    *****Quest 47:  Bye Bye Love *****
    
    
    It's suggested that you complete this quest before doing the quest "How Little
    We Know" as completing that quest may cause this one to fail.  When in
    Gomorrah on the Strip, head to the Gomorrah courtyard where you'll run face
    to face with a prostitute named Joana.  Go with her to her private room,
    where she'll...well...some fun with begin.  If you have a Speech skill of 75
    or a Medicine skill of 50 you can probe Joana about her condition and her
    life.  You'll find out about Cachino using her, and how he drove her true
    love, Carlitos, away so Cachino to keep Joana to himself.  Joana wants to
    be reunited with Carlitos, but she doesn't know his fate following his
    eviction from Gomorrah.  She fears the Omertas have taken him out.  Let
    Joana know you'll search for Carlitos.  She'll reward you with 200 caps, or
    a little lovin' (If you're female you'll need to have the Cherchez La Femme
    Perk).
    
    Fortunately Carlitos didn't get far.  You can find him in the dining room of
    Vault 21, just a bit further down the Strip.  Tell him of Joana's love, and
    he'll tell you that he has devised a plan for them to escape New Vegas and
    start their life together.  You may need to run back to Joana to fill her in
    on all this first, then return to Carlitos again.  Carlitos will tell you that
    things may get hairy and says you can call in a few favors that Carlitos has
    at the Atomic Wrangler in Freeside.  Theres a Big Beard and Little Beard
    team (Yes, those are their names) that will assist you in getting Joana,
    Carlitos, and a few other prostitutes out of the Strip.  Feel free to talk
    to these guys if you want, it isn't necessary, but it may prevent any NPC
    deaths later.  Also, you may need a Speech skill of 50 to convince Joanna
    initially to go along with this plan.
    
    When you're ready, speak to Joana.  She asks that they all meet up between
    midnight and 6am as those are the best times to sneak out since the Casino is
    busy during those hours.  You'll walk with Joana through the casino as you
    meet the other two prositutes sneaking out.  Act casual and you should be
    able to walk right out the front door with the girls and into Freeside.  In
    Freeside you'll meet back up with Carlitos and the two hired guns if you
    employed their services.  You're not out of the woods yet though, as several
    Omerta thugs will appear and attack.  If you have a high enough Speech skill,
    or if you can intimidate through Strength, you can avoid the fight all
    together.  If not you'll have to waste the thugs and make sure neither
    Carlitos nor Joana perish.  When you're finished, speak to Joana and
    Carlitos to receive your caps before they take off.  Speaking to Joana will
    also unlock the quest "How Little We Know" if you haven't taken the quest
    yet.  
    
    
    *****Quest 48:  Left My Heart *****
    
    
    Theres a couple different ways to start this quest, the way I started it was
    talking to Frank Weathers in the Aerotech Office Park, he'll be in a tent.
    He'll tell you of his cowardice and asks you to help him retrieve his family.
    He's sure that the Legion took them near Cottonwood Cove, which is where your
    quest arrow will update.  If you're hostile with the Legion, you can still
    complete this quest by putting on a Legion disguise once you get there and
    keep your distance from most members.  You're going to be searching for a
    slave pen/cage in the northern part of town.  You'll find 3 members of the
    Weathers family here.  You can speak to them if you want, but at this point
    they just want you to get them out of there.  They may elaborate on what
    kind of man Frank really is:  abusive, drug addict, nasty, etc.  In any
    case, speak to the Canyon Runner about purchasing slaves if you're not
    prepared to create a Legion bloodbath here.  
    
    You can buy the Weathers family for 300 caps, or 150 if you're a 
    shrewd diplomat with a Speech skill of 50.  Once you have the key and have
    bought the Weathers family their freedom, open the gate and release them
    all.  If you don't care about spilling some Legion bloodshed, feel free to
    kill the Canyon Runner for his key, and deactivate the slave collars on the
    family so they can escape.
    
    Once you've freed the family, head back to Frank.  You can tell him that his
    family is safe, which will net you a few caps and your quest will be 
    finished.  Now, Frank will push you for info on where his family has gone
    at this point.  If you believe his family, you can tell him that they went
    to the Old Mormon Fort, in which case he'll mumble something about rehab
    being for sissies and you'll be done with his sorry arse.  If you refuse
    to tell Frank their location, you can pass a Speech check of 35 to either
    help Frank get back on the road to recovery, or you can goad him into 
    ending his life for a negative finish to this quest.
    
    
    *****Quest 49:  Anywhere I Wander *****
    
    
    Just south-east from Nelson you will find a road that leads to the Techatticup
    Mine.  What a name!  Anyway, you'll run into a Private Renolds along that
    road.  He'll tell you that Legion soldiers captured some of his troop and
    they're being held hostage in the mine.  Renolds was able to escape so he
    could warn someone.  Renolds wants you to take care of the Legion soldier
    in charge here, Alexus, and free his men if they're still alive.  You can
    use a Barter skill of 45 to get Renolds to give you some hazard pay up front
    if you want.
    
    The mine entrance will be just a bit farther south-east along the road.  There
    will be a few Legion members out front.  If you're already hostile with the
    Legion feel free to take them out.  If not you can Sneak inside or Sneak 
    attack the soldiers when they're not expecting it.  I haven't found any way
    of convincing Alexus to release the prisoners, so your only option is to
    free them and fight your way out, or run.  When you're in the mine the gates
    to the soldiers cells will be to your right at the fork in the path, and the
    cells will be locked with Average locks.  Alexus has a key on him that will
    release the prisoners, but you'll have to kill him or obtain it by other
    means.  Alexus will be sitting among a large pile of radioactive barrels down
    the left path in the fork in the road.  Theres also a dozen other Legion
    soldiers here along with a few Mongrels.  Cass and Rex made short work of
    these guys, but these Legion are carrying both Machetes and guns, so you can't
    just worry about the Melee like you usually do with Legion.
    
    When you're finished with the Legion soldiers and have released the two
    prisoners, return to Private Renolds.  Let him know that his men are free,
    he'll thank you and says he'll visit them at camp.  You'll be rewarded 100
    xp and some NCR Fame.  I've been told that if you don't want negative Legion
    rep for this quest, you can free the men from the cells without killing the
    guards, and then run outside and let Private Renolds take them out for you.
    
    
    *****Quest 50:  Climb Ev'ry Mountain *****
    
    
    Speak to Captain Gilles in the Bitter Springs Camp.  She'll probably be in
    her tent in the back of the camp.  She'll mention that the camp is having a
    rough go of it as more refugees pour into the camp daily with the Legion on
    the march.  On top of that they're also short on supplies and soldiers.  To
    make matters worse theres someone coming down from the nearby caves at night
    and sniping the refugees as well as the NCR soldiers.  Captain Gilles is
    asking you to find who is sniping her people and put an end to it.  This
    quest is also closely tied to "No, Not Much" so you may want to glance at
    that quest before looking into this one.
    
    Your quest marker will point to the north-west.  There will be a Great Khan
    Supply Cave there, one of three.  Head on in, hopefully you aren't hated
    among the Great Khans.  A man named Oscar Velasco will be there and will
    approach you.  He'll ask what you're doing there.  If you pick the first
    dialog option he'll go hostile.  The second dialog option will inquire if
    he's the one thats been sniping Bitter Springs.  Oscar will describe how he
    once lived there as a Great Khan and that his family was massacred in the
    battle with the NCR there.  With a Speech skill of 50 you can convince Oscar
    to either let his revenge end and join the Khans in Red Rock Canyon, or you
    can convince him to extract his revenge by heading to Camp McCarran, where
    he'll meet his untimely death.  The only other option to complete this quest
    is to kill Oscar outright, but any of these will update your quest.  If you
    pick the friendly dialog choice to let go of his revenge, Oscar will give you
    a key to the Great Khan supply caves nearby before he goes.  This key will
    be helpful for "No, Not Much" as each of these caves has a supply case that
    can be given to Captain Gilles for that quest.
    
    After resolving the situation with Oscar, return to Captain Gilles.  She will
    thank you for your help, regardless if you question her on the NCR's actions
    at Bitter Springs regarding the massacre.  You'll receive 100 xp and some
    NCR Fame.
    
    
    *****Quest 51:  No, Not Much *****
    
    
    Speak to Captain Gilles at the Bitter Springs Refugee Camp.  She can be found
    in the back of camp usually in her tent.  You may want to also check out
    the quest "Climb Ev'ry Mountain" as it's related.  Gilles will tell you how
    Bitter Springs has fallen on hard times and they're lacking several things
    to keep the refugee camp going.  For starters, they lack medical supplies
    needed to tend to the sick and injured.  They also are short on soldiers and
    haven't heard word from the other camps if any will be sent.  The camp is also
    short on everyday supplies that haven't made it to the camp due to the Legion
    attacks.  Finally, someone has been attacking the NCR troops here and the
    refugees at night, sniping them in the head.  While the last part is not
    part of this quest, it's directly related and this will activate the quest
    "Climb Ev'ry Mountain."
    
    For starters, ask Gilles about the medical supplies.  She will have you go
    speak to Lieutenant Markland about it.  Markland is Bitter Spring's medic,
    he can be found in his tent just south from Gilles.  To complete this quest
    part, see "Bitter Springs Infirmary Blues" for more info.
    
    Next ask Captain Gilles about the lack of supplies.  She requires clothes
    and various other items that haven't shown up in the usual list of supplies
    delivered to the camp.  She asks that you find the supplies they need.  To
    procure these supplies, they can all be found in the immediate vicinity.
    There are three Great Khan Supply Caves around Bitter Springs.  One cave
    is just north of the Captain's tent, about 100 yards away.  Another cave is
    just north-west from Bitter Springs.  The third cave is a little farther
    north-west from there and will lead to Oscar Velasco, the sniper you're
    looking for in "Climb Ev'ry Mountain."  Resolve the situation with Oscar
    and he'll give you the key to the Great Khan Supply Caves.  In each cave
    there is a briefcase with supplies inside.  Take the briefcase from each
    location and return to Captain Gilles in Bitter Springs.  You'll notice
    that one case is radiated.  You can suggest with a Science skill of 25
    that they use radiation chemicals to clean the supplies, or you can just
    Lie and hand over the radiated case for negative Karma and fail the quest.
    Give the other two clean briefcases to Captain Gilles to complete this
    part of the quest.  
    
    The reinforcements part will take a little longer.  Captain Gilles asks
    you to go to the three major NCR camps in the area:  Camp Golf, Camp
    McCarran, and Camp Forlorn Hope.  You'll need to ask each camp if they have
    any troops that can be spared.  Unfortunately each camp will have their own
    issues they need resolved before they can send troops.  Here are the
    corresponding quests for each:
    Camp Golf - "Flags of Our Foul-Ups"
    Camp McCarran - "I Put a Spell on You"
    Camp Forlorn Hope - "Restoring Hope"
    
    Once you've completed each quest there, speak to whoever is in charge at
    that particular camp, your quest arrow for "No, Not Much" will point you
    there.  They will send reinforcements at that time, however if your NCR
    rep is high enough you may be able to convince them to send soldiers 
    without having to complete the quest for that camp.  Once you've finished
    sending reinforcements, your job is complete.  Return to Gilles.  You can
    either accept no reward for positive Karma, or tell her that a reward
    would be nice...in which case you'll get 2 cans of Pork and Beans, 2
    Purified Waters, and $20 NCR cash....yay.  If you really make a stink about
    all the trouble you went through...and this was a long quest...you'll get
    negative Karma, 21 Case 5.56mm ammo, and $100 NCR cash.  Pfft!
    
    
    *****Quest 52:  Bitter Springs Infirmary Blues *****
    
    
    If you've spoken to Captain Gilles at Bitter Spring, you'll know that the
    NCR is having a hard time helping the refugees there.  Captain Gilles will
    tell you as part of the quest "No, Not Much" that they're lacking medical
    supplies, among other things.  She asks that you speak to Lieutenant
    Markland there.  The Lieutenant can be found in the medical tent just south
    from the Captain's tent.  
    
    Markland will tell you that the lack of medical supplies has put them in a
    bind, and that if you could procure 3 Doctor's bags that would go a long way
    to getting them back on their feet.  Theres one Doctor's Bag in the medical
    tent there, you can try to swipe it when no one is looking.  As for the other
    two, you shouldn't have too many problems procurring them, they can be found
    off any vendor around the Mojave.  
    
    Markland is also looking for two other items, these ones are more unique.  He
    wants two books to help with two areas he isn't skilled in:  Pediatric
    medicine and psychological damage from the violence.  Both items can be found
    to the west in the Crimson Caravan Company.  There will be a vendor there
    in the middle of the Crimson Caravan's camp called Blake.  Once this quest
    is active, he should have two books you can purchase:  "Tiny, Tiny Babies:
    All you Need to Know About Pediatric Medicine" and "Stress and the Modern
    Refugee:  A Primer."  You should be able to pick these books up for a
    relatively cheap price.  Return to Markland and give him the books.  You can
    either accept his thanks, or you can convince him to give you some extra
    chems now that they have a surplus, in which case he'll reward you with some
    Stimpacks and radiation chems.  If you mention the books cost you some cash,
    he'll add 40 caps and 100 more if you pass a Speech check afterwards, but
    you'll also get negative Karma.  Alternatively if you have Arcade Gannon in
    your party you can skip getting the books completely and Arcade will train
    Markland in the areas where he's lacking.  You'll get 200 xp for the quest 
    completion.
    
    
    *****Quest 53:  Flags of Our Foul-Ups *****
    
    
    This quest is partially tied to "No, Not Much" in Bitter Springs, although it
    can be completed at any time.  Head to Camp Golf, it's just north of the
    Vegas Lake and east of New Vegas itself.  Seek Seargent McCredie in the
    northern most tent, south from the Resort building.  He will mention that
    he is leading a group of crummy NCR troops known as "The Misfits."  As their
    name implies, they don't really work well together or with anyone else, so
    they've been formed as a troop of loser soldiers.  Tell McCredie that you'll
    help whip them into shape, he'll say you're more than welcome to try.  There
    are four members to this group:  Mags, O'Harahan, Razz, and Poindexter.  Mags
    is the leader, and not a horrible soldier herself but doesn't know how to
    train the men and light a fire under them.  O'Harahan is kind of a wet blanket
    that doesn't have a killer instinct.  Razz is a former Fiend, and Poindexter
    is...well a Poindexter.  Each squad member has their own solution on how to
    improve the group, or at least pass their drills for McCredie.  Mags and
    O'Harahan have the best solutions for positive rep and a good ending, Razz
    and Poindexter's solutions will lead to eventual ruin.  Here are the options:
    
    Option 1 - Speak to Mags.  She will mention that the group lacks proper
    training and she needs help in this department.  To be able to train the
    soldiers you're going to need at least skills of a least 45 in Guns and 45
    in Explosives.  If you don't have this, you can boost your abilities with
    magazines (Theres various magazines in the camp Golf tents if you look
    around).  Once you think you're ready, or have the magazines you need handy
    speak to Mags and have her lead her troops to the firing range.  Once
    they're all lined up, use the Guns magazine(s) if you need them now and
    speak to Mags again.  You'll go through three dialog options to assist in
    shooting on the firing range.  After the third dialog option, the training
    will be complete.  Speak to Mags again, pop your Explosives magazine now if
    you need it, and you'll go through three more dialog options in assisting
    with explosives training.  When you're finished, speak to Mags again and
    she'll comment that the group is working together much better and they
    should pass their drills.  
    
    Option 2 - Speak to O'Harahan.  He thinks that the Army is a little unfriendly
    at times and if everyone got along better, they may work together as a team.
    Tell O'Harahan you'll try, go speak to Mags, Razz, and Poindexter.  You'll
    need a Speech skill of 40 for each.  Ask them what they think about their
    squad, then convince each that they should give the squad a chance and be
    nicer to each other to build chemistry.  Once you've convinced all the team
    members your quest will be complete.
    
    Option 3 - Speak to Razz.  He suggests that all the group needs is a little
    pick-me-up.  From his time in the Fiends, Razz will tell you that a little
    Psycho will go a long way to get this group amped up to take down the Legion.
    It's suggested that you go speak to the Great Khan, Jack, in the Red Rock
    Canyon Drug Lab and procure the Psycho that you need.  Once you've gotten the
    Psycho, return to Razz and your quest will complete.  While the group will
    initially pass their drills, their dependance on the chem will lead to a
    nasty ending for them at the end of the game.
    
    Option 4 - Speak to Poindexter.  It can be suggested that the group passes
    their drills by cheating which will get their NCR superiors off their back
    for now.  To do this you're either going to need to be Sneaky or have a skill
    or 75 in Science.  Go to the House Resort, the large building there at Camp
    Golf.  Theres a terminal in the front which doesn't require any hacking, but
    you'll need to get into it without anyone seeing.  Alternatively theres the
    same terminal farther back in the building in a small room, with less chance
    of someone seeing you hack it...but you'll need the Science skill.  Use either
    terminal to fake the Misfit's drill results to complete the quest.  On the
    flip side, if the Misfits never learn how to properly fight or work as a
    group, they'll meet an ultimely demise later at the end of the game.
    
    
    Once you've completed any of the four options above you will have completed
    the quest and you'll receive 200 xp with some NCR Fame.  If you were looking
    to get soldiers from Camp Golf for "No, Not Much" you should be able to talk
    to McCredie at this point and convince him to send reinforcements. 
    
    
    *****Quest 54:  Medical Mystery *****
    
    
    At Camp Forlorn Hope, speak to Dr. Richards there.  He'll either be in the
    medical tent or in the nearby tent with the bed.  He'll mention that they're
    short on medical supplies and whats worse is they're disappearing.  Richards
    believes someone is coming in and taking the supplies at night, he'd like you
    to find out whats going on.
    
    Theres a couple different ways you can do this:
    
    Option 1 - Wait in the medical tent around 1am.  Sometime between 2 and 3am
    you'll see Private Stone sneak in all creepy like and head to the right part
    of the tent.  He'll then sneak out.  While he's sneaking out, confront him
    and ask why he's taking the supplies.  Stone will lament over the loss of his
    friends and say he needed the drugs to cope.  You can tell Stone you're
    turning him in, return to Richards to inform him.
    
    Option 2 - Same as Option 1, except rather than turning in Stone yourself
    you can talk Stone into turning himself in with a Speech check of 60.  This
    will get Stone a lighter sentence for doing the right thing, and you'll net
    a little extra xp from the Speech check.
    
    Option 3 - Confront Stone in the tent and have him make you an offer for your
    silence.  He'll give you the Hydras he was taking.  You can still turn him
    into Richards, but you'll get a negative Karma hit in the process.
    
    Option 4 - If you ask Richards about the symptoms of the drugs, you can speak
    to Stone wherever he may be in the camp and you'll have a dialog option that
    notices his dialated eyes.  You'll be able to convince Stone to either give
    himself up at this point, or tell Richards.
    
    Option 5 - Talk to Private Sexton in the Barracks, they can be found on the
    west side of the camp.  Sexton will notice that Stone has been sneaking out
    at night.  Speak to Stone, with a Speech skill of 50 you can get him to 
    fess up about stealing the drugs.  With the 60 Speech check you can convince
    him to turn himself in.
    
    
    After doing one of the options, speak to Richards afterwards.  He'll thank
    you and for resolving the situation you'll get 300 xp for the quest and some
    NCR Fame.
    
    
    *****Quest 55:  Restoring Hope *****
    
    
    This quest is partially tied to "No, Not Much" in Bitter Springs, although it
    can be completed at any time.  At Camp Forlorn Hope speak to Major Polati.
    He'll mention that the camp is short on supplies as well as soldiers.  They're
    also contending with the problem with the Legion at Nelson.  First things
    first, Polati will ask you to speak to Quartermaster Mayes.  He'll either be
    in the supply tent, or he'll be sleeping somewhere in the camp.  Quartermaster
    Mayes will have a Freeform quest for you called "NCR Dogtags," but thats not
    why we're here.  Tell Mayes you're here to help him get supplies.  Mayes will
    mention that he sent some soldiers to Helios ONE recently and they haven't
    returned yet, he wants you to find the men and the supplies.  He suggests
    starting at Helios ONE
    
    Travel to Helios ONE, speak with the Lieutenant outside.  She'll mention that
    she gave what supplies she could to the men from Forlorn Hope and they left.
    She said she also placed a GPS device in the container so you can track it.
    Follow your quest marker back east.  About 3/4 of the way back to Forlorn Hope
    you should see a metal container and a few dead NCR soldiers.  Loot the
    bodies, then loot the chest.  You'll immediately be ambushed by 3 Legion
    soldiers.  Take them out, then return to Mayes.  Give him the supplies and
    he'll thank you, despite the supplies not being great in number.  Return to
    Polati, he has another assignment for you.
    
    Now that supplies are looking good for the time being, Polati wants you to
    speak to Dr. Richards and see what he can do about getting some injured
    soldiers back on their feet.  Richards will be in the medical tent, in a bed
    sleeping somewhere in camp, or he might be wandering around the vicinity.
    Speak to Richards and he'll tell you theres just too many bodies for him to
    help at the moment.  He'll ask if you have any medical training, with a 
    Medicine skill of 20 you can pass the check.  He'll direct you to the injured
    soldiers in the medical tent to see if you can do anything.
    
    There are three men in the beds here that you'll need to see to.  The first
    man on your left after entering will be sufferring from multiple machete
    wounds.  You can cure him with a Medicine skill of 35 at no cost to you, or
    if you have Whiskey, Surgical Tubing, and a Med-X you can heal him with drugs.
    The second man will be the closest to your right and is experiencing a very
    serious wound to his leg (He also is getting gangrene in his hand).  With a
    Medicine skill of 50 you can treat him for free, or with a Bonesaw, Medical
    Brace, and Med-X you can amputate the limbs.  The third trooper got caught
    with a mine or grenade, taking blast damage to his torso.  You'll need a 
    Medicine skill of 75 to cure him at no cost to you, or you'll need a Super
    Stimpack, Tweezers, and Med-X.  Once you've taken care of all three soldiers,
    speak to Dr. Richards again.  He'll be amazed at your work, return to Major
    Polati.
    
    At this point you may be finished with the quest if you previously wiped out
    the Legion at Nelson.  If you did not wipe out the Legion yet, Polati will
    send you on a sniper mission to take out the Legion soldiers out and around
    Nelson.  He'll send you to meet Cooper, you'll work with him to infiltrate
    the Legion camp there and take the Legion around town.  When you're finished,
    return to Polati.  He'll thank you, you'll receive 300 xp and some NCR Fame.
    Also if you were looking to get soldiers from Forlorn Hope for the quest
    "No, Not Much" you should be able to get Polati to send them at this time.
    
    
    *****Quest 56:  I Put a Spell on You *****
    
    
    *Note* There are two possible options for this quest.  One path is for people
    friendly to the NCR, the other is for those friendly to the Legion.  Speak to
    Colonel Hsu in McCarran if you're helping the NCR on this one, and Vulpes
    Inculta if you're helping the Legion.  Note that if you decide to do this
    quest for the Legion, if your Fame with the NCR is so bad they attack on
    site you probably won't be able to speak to Captain Curtis for his part of
    the quest.
    
    *NCR Route*
    
    Speak to Colonel Hsu (SOunds like Shoe), he can be found in the Camp McCarran
    Terminal Building.  He'll be in the north-eastern office on the first level.
    Go through all of his dialog options, he'll bring up that they've had various
    problems with stolen items and such, but the biggest problem they have right
    now is a possible spy among their ranks.  It seems that the Legion have been
    hitting the NCR and always seem to know their movements.  Hsu wants you to
    talk to Captain Curtis, he's been heading up the investigation and Hsu thinks
    an outside force may be good since he at least knows you aren't leaking the
    info.  
    
    Curtis can be found on the second level of the Terminal Building, in the
    western section.  Speak to him, he'll suggest you speak to Sergeant Boyd
    or Contreras as they are often suspicious of others anyway and keep a sharp
    eye.  Forget Contreras, go straight for Boyd.  Boyd may ask you to do some
    work for her before she gives up any informtion (See the quest "Sing for Me")
    If your reputation is high enough with the NCR she may just tell you what
    she knows.  She'll mention that someone has been going into the Control Tower
    every night around 1am.  She figures it's just a couple lusting soldiers,
    and the Tower just has a bunch of old equipment in there, but it's a start.
    You can also talk to 1st Recon soldier Sterling outside and he'll mention
    much of the same.  Boyd will also give you an access card if you ask her,
    which will make getting into the Control Tower easier.  At this point, 
    whatever you do don't return to Curtis, just keep doing your detective thing.
    
    The Control Tower can be found behind the McCarran Terminal Building.  To get
    there you have to go through the Terminal Building, and on the south side on
    the first floor theres a hallway that leads out to where the planes are
    parked.  The Control Tower will be against the back wall of this area.  Now
    you need to wait...but not in the Control Tower.  Feel free to open the door
    and snoop around inside before nightfall, but by 11pm I would get out and
    wait outside the tower.  You'll want to pick a place to hide that's a bit
    away from the Control Tower.  I tried to hide behind a plane to the right,
    but I was approached and asked what I was doing there when 1am came around.
    I was successful in hiding behind a bunch of crates to the left of the
    Control Tower door.  
    
    Around 1:30am you may or may not see someone enter the tower.  If you
    haven't seen anyone up to this point, go ahead and head in to the Tower.
    If you wait at the bottom of the stairs you should hear a conversation.
    Treachery!  A bomb is being placed on the NCR's Monorail and is set to
    blow very soon!  Once the conversation has ended, go to the top of the
    stairs and discover who the turncoat is.  Surprising?  Maybe, maybe not.
    Take the bastard out, be sure to loot his body as a deactivation code is
    there for the bomb.  Then make a clean save, just in case.
    
    Now, race for the Monorail!  You don't have time to talk to Colonel Hsu to
    update him, you don't have time to buy a magazine on explosives, this section
    is very time sensitive.  From the Control Tower head back in to the Terminal
    Building, then head to the 2nd floor toward the eastern end.  The door to
    the Monorail will be in the far north-east corner.  When you get to the
    Monorail, head inside the closest train, there will only be one open door
    that you can use.  Turn to your left immediately and look for a vent in the
    front of the train.  Examine the vent, you'll find the bomb.  You'll need to
    either use the deactivation code that you looked off the traitor, or you'll
    need to use your Explosives skill and pass a 35 check, or you can use a
    Science skill of 45.
    
    *Legion Route*
    
    You'll get this quest from Vulpes Inculta after helping him on the quest
    "The Finger of Suspicion."  Vulpes will ask you to speak to Captain Curtis,
    who is actually a member of the NCR military, but Legion in disguise.  Curtis
    can be found in the McCarran Terminal Building on the 2nd floor, western
    section.  Note that if the NCR hates you enough that they attack on site,
    you may not get to speak to Curtis as he'll attack you when you enter the
    room, even if you're wearing a disguise.  Yeah, they didn't do this quest too
    well.  Tell Curtis that you work for the Legion too and he'll spill the beans
    on a project he's working on to blow the Monorail.  Make sure to exhaust any
    and all Speech options here.  Curtis needs a patsy to frame the job on, so
    he's stashed some "evidence" in a trash can by the ticket counter there in
    the Terminal.  
    
    Go retrieve the items from the garbage can by the ticket counter on the 1st
    floor.  Go speak to Colonel Hsu and tell him you'll look into the information
    leak, this is the same as the NCR route above.  Now head to the Monorail.  You
    may need to sneak by with an NCR uniform, otherwise if your NCR Fame is high
    enough (Probably not) you can walk on past.  If not you can try to sneak in
    when the guards change at 6pm and 9am.  Head into the Monorail, there will
    only be one door available.  There will be a vent to your left against the
    wall on the front of the train.  Plant the bomb, then leave.  You'll see the
    Monorail explode in a glorious fashion.  
    
    Now you need to frame someone for the explosion to get the heat off Curtis.
    Private Crenshaw sounds like a great scapegoat.  Follow your quest marker to
    find a footlocker, this will be Crenshaw's.  Put the Monorail Sabotage Plans,
    Fission Battery, Wonderglue, and Abraxo Cleaner inside, then go find Crenshaw
    and kill him.  Return to Hsu and frame Crenshaw for the explosion.  You can
    tell Hsu about the evidence for 100 caps, or the Speech option will get you
    the same thing.  Return to Curtis for 150 caps and 550 xp.
    
    
    *****Quest 57:  Three-Card Bounty *****
    
    
    If you hang around Camp McCarran long enough you'll hear the soldiers there
    lament over the Fiends that have been causing them trouble.  Specifically,
    speak to Major Dhatri and he'll issue bounties for three Fiend leaders that
    he wants you to kill:  Violet, Driver Nephi, and Cook-Cook.  You can kill
    these Fiends at any time, and if you're like me you probably ran into one or
    all of them just roaming around outside New Vegas.  The key to this quest is
    not to damage the head of the Fiend, because you get the most out of an
    intact head.  This means don't aim for the head, as tempting as it always is.
    Also avoid using weapons like Laser Rifles, Plasma Pistols, Flamers, or 
    anything that may mangle the head.  When you drop one of these Fiends, they
    will drop their head regardless if you have the quest or not.  Keep this in
    mind as Dhatri will only give you one bounty at a time, you can always go
    get the others and turn all the heads in at once.
    
    Violet is the first Fiend and one of the easier ones to take down.  She has
    no other Fiends with her, but she does have her pack of dogs which include
    the named dog Violetta.  She can usually be found near the Poseidon Gas
    Station, west of New Vegas outskirts.  Violet has a little fort built out of
    broken trailers, and she'll jump you before you know it.  The good news is
    that Violet isn't wearing any thick armor, and neither are her dogs, so you
    should be able to drop her quick.  Don't let the dogs remain alive too long,
    as they can make short work of you and your companions.  Be sure to loot
    Violet's head when you're finished, as well as Violetta's brain if you're
    planning on doing the quest "Nothin' but a Hound Dog."
    
    Driver Nephi is the next target, he's a little tougher.  He can be found
    south-west of New Vegas outskirts, around the South Vegas Ruins East
    Entrance.  Nephi carries...well, a driver which he'll use with extreme
    prejudice on you.  The actual weapon is Nephi's Golf Driver, a named golf
    club that can pack a punch.  Nephi also moves faster than most humans, you'll
    notice it when you encounter him.  I suggest taking him out first, as he can
    make a mess before you know it.  If you can, snipe him from a distance with a
    Sneak attack, although you may have a hard time sneaking up on him.  Nephi
    is also surrounded by several other Fiends which will carry both melee and
    ranged weapons, use cover when you need it.
    
    The last Fiend is probably the toughest, Cook-Cook.  If you speak to Little
    Buster before the encounter he may mention that Cook-Cook's attack Brahmin,
    Queenie, may set Cook-Cook off on the crazy path if you drop Queenie first.
    If you do this, Cook-Cook will lose it and may start attacking the other
    Fiends, which will be to your advantage unless one of them injures Cook's
    head.  If you don't use this method, you'll have to take on Cook-Cook and
    his pack of Fiends as a unified force.  Cook-Cook is also wearing Metal
    Armor, which is more protection than his previous counterparts have had.
    All I can suggest is use armor piercing bullets if you can and try to keep
    your distance if possible as Cook-Cook uses both an Incinerator and a
    Flamer if you get near.
    
    Once you've grabbed all three heads, return to Major Dhatri.  You'll get 250
    caps per perfect head, 100 xp for each, and NCR Fame.  You may want to check
    out the quest "I Don't Hurt Anymore," as it's semi-related to this.  You can
    return to Betsy and she'll reward you for taking him out.  You can also visit
    Pretty Sarah in Westside.  She won't take about what Cook-Cook did to her,
    but if you speak to Marco after speaking to her, Marco will fill you in.
    Return to Sarah and tell her Cook-Cook is dead, she'll give you 300 caps and
    some Med-X...her way of saying thanks is a night with Sweetie I guess.  
    
    
    *****Quest 58:  Return to Sender *****
    
    
    This quest starts from Tech Sergeant Reyes.  She can be found in Camp Forlorn
    Hope in the Command Tent, she'll be on the left when you enter.  She'll tell
    you that lately she's been getting odd reports from the various Ranger
    Stations around the Mojave.  Since no one else will believe her that it's a
    serious issue, and she can't leave her post, she's asking you to deliver a
    new set of codes to the various camps to make sure there isn't a spy that's
    intercepting the messages and trying to throw them off.  The stations you
    need to check out are:
    Ranger Station Alpha - Near Lake Mead, north-east from the 188 Trading Outpost
    Ranger Station Bravo - North-east of Bitter Springs
    Ranger Station Charlie - On the road, just south of Nelson (See notes below)
    Ranger Station Delta - Just north of Camp Forlorn Hope
    Ranger Station Echo - South of Forlorn Hope, north-west of Cottonwood Cove
    Ranger Station Foxtrot - Way out in the boonies.  Take the road to Jacobstown
    and it'll be south-east of the Remnants Bunker off the road.
    
    *Note* Depending on how far you've progressed through the main storyline, and
    if you've done the quest "Ranger Station Charlie," Charlie may be destroyed
    in which case you won't have to visit it.
    
    Head out to the various Ranger Stations listed above, your quest arrows
    should point to all of them.  Foxtrot may be the only one that requires some
    hefty hiking if you haven't visited the north-west part of the map.  At each
    camp you're going to look for a Comm Station individual, they'll all be
    named and the quest marker should point to each person.  Speak to them all to
    update them with the new codes.  Coincidentally the Comm guy at Bravo will
    mention that they've been receiving too much ammo from Camp Golf due to faulty
    transmissions, you can then ask the Ranger at that camp if you can be spared
    some of the ammo.
    
    Once you've spoken to each station, return to Reyes.  She'll comment that
    after the update she has received some rather odd reports from a few of the
    stations.  For one, Delta is reporting severe casulties which is strange
    since they're so close to Forlorn Hope.  Alpha reports a Super Mutant attack,
    and Foxtrot says...trained Deathclaws are being led around by Great Khans.
    Are you up for some more traveling?  Reyes asks you to check with each of the
    Rangers at these stations to confirm if they sent these reports or not.
    
    Travel to the three stations mentioned and speak to the Ranger at each, not
    the Comm Officer.  They will deny all the reports, stating that nothing of
    the sort has happened.  Return to Reyes again, she'll ask you to go to Camp
    Golf and get to the bottom of this as the odd reports must be coming from
    there.  She'll ask you to speak to Chief Hanlon.  You should get 300 caps
    from Reyes at this time too.
    
    Hanlon can be found in the Resort building, the large one north of the tent
    area.  Go inside, head to the second floor, then take the east door back
    outside to the porch.  Hanlon will be there, an old Ranger listening to the
    radio broadcasts who likes to talk way, way too much.  He has a few good
    stories if you want to hear him out, eventually you'll have to point the
    finger at him and tell him he's been causing the problems.  Hanlon will ask
    that you speak with him in his office, don't worry, he won't cause any
    problems.  You may want to make a save here though.
    
    Follow Hanlon downstairs to his office.  He'll describe what caused him to
    make the falsified reports.  You can call him crazy if you want, but in the
    end you have two options.  You can either decide to turn him in, or you can
    tell him that you understand and let him go on his way.  If you let him go
    you get 500 xp for quest complete, however if you decide to turn him in
    he won't fight you and asks that you get a ranger.  Shortly after you step
    out of his office he'll lock the door though and give a farewell speech over
    the loudspeaker.  He'll then shoot himself.  If you want to get his rare
    pistol, the Ranger Sequoia (It takes 45-70 Gov't ammo, which is hard to find
    often times...sad face), you'll have to rush inside after the gun shot and
    take it off the ground (It won't be on his body).  If you don't hurry, a
    Ranger will investigate the shooting seconds later and you'll have to sneak
    to get the Pistol or wait awhile.  I'm also told that if you've killed
    Caesar already, you can talk Hanlon into dropping the whole thing and being
    sane again.
    
    
    *****Quest 59:  The Coyotes *****
    
    
    Look for Captain Parker in the Aerotech Office Park.  Its not far from New
    Vegas, just to the south-east.  Parker will mention that some people have
    come up missing lately, like they completely vanished.  He wants you to look
    into it if you can and find out what happened.  He suggests you ask around
    Westside.  The name Saint James is thrown around, so inquire about him first.
    
    At Casa Madrid Appartments you'll find out a bit about Saint James and his
    partner, Dermot.  Dermote seems to be a cool customer if you talk to him,
    and by all accounts Saint James isn't quite there.  If you speak to Sweetie,
    you'll find out that Saint James is sweet on...Sweetie, a regular customer
    for her.  You can use Lady Killer/Cherchez Le Femme to convince her to give
    you Saint James's spare key, but first you'll need to pay her a little cash
    for her to open up about any information (200 caps, or 100 caps with a Barter
    check).  If you speak to Saint James and Dermot, they aren't going to say
    much...although Saint James will slip and mention he doesn't know anything
    about people disappearing from Aerotech even though you didn't mention the
    location.
    
    When they're gone, search Saint James's room along with Dermot's.  They left
    the evidence right out in the open.  Dermot has a ledger sitting on the table
    with the names of the people he sold from Aerotech to the Fiends, and that
    sick bastard Saint James has a little girl's stuffed bear and a letter in
    his room.  At this point you can confront Dermote and Saint James if you
    want.  They'll turn hostile, and aside from looting a Powerfist and 9mm
    Submachine gun off them, the only other thing you'll get will be 4 Med-X's
    when you show Pretty Sarah the ledger.  Marco and Sweetie will be pissed
    that they're out cash.
    
    Return to Captain Parker.  If you didn't waste Dermot and Saint James, he'll
    mention that he'll take care of them.  To my knowledge the pair will disappear
    after the quest is completed, I couldn't find them again after.  Parker will
    reward you with 150 caps and 250 xp.
    
    
    *****Quest 60:  The White Wash *****
    
    
    Sergeant Boyd in the McCarran Terminal Building is worried about some missing
    people.  If you ask her about the people she'll mention Anders first, but
    Hsu already has you looking for him as part of a Freeform quest.  The person
    Boyd is most concerend about is Corporal White, a promising soldier who wanted
    to be an NCR Ranger.  Ask Boyd about other missing people and she'll mention
    him and activate the quest.  The only lead to his disappearance is he used
    to hang around a stripper named Dazzle in Gomorrah on the Strip.  Boyd also
    hasn't gotten the chance to look at White's locker.  It's optional, but lets
    go check it out.
    
    White's locker can be found in the Concourse section of Mccarran's Terminal
    Building.  To get there take the southern hallway on the second floor.  When
    you enter the Concourse, hang a left at the first fork, White's locker will
    be the first on the left.  Inside will be a journal, it seems White was
    looking into water going to Westside that should not have been going there.
    Keep that in mind, lets go see Dazzle in Gomorrah.  Dazzle will be in the
    middle of the Courtyard, the Courtyard is on the Main Level, a door leads to
    it in the back.  Ask Dazzle about Anderson and she'll mention that he was
    working on a water issue, it bored her, but she remembers he was talking to 
    a man named Bascom at the NCR Sharecropper Farms.  Lets head there.
    
    The Sharecropper Farms are just outside New Vegas to the east.  Bascom will
    be there tending to the crops, or he'll be in one of the houses.  Ask about
    Anderson and he'll give you some more information.  I hate these kinds of
    quests...now you have to talk to Lieutenant Romanowski.  Romanowski won't
    be far fortunately, he should be there on the farm.  Romanowski doesn't speak
    highly of White, he only saw him as a brown noser looking for a quick path to
    Ranger.  Romanowski will point you toward Tom Anderson in Westside, he thinks
    White went there next for questioning.
    
    Head to Westside, it'll be in the north-west outskirts of New Vegas.  There
    will be two entrances, it's kind of it's own zone within the wastes.  Tom
    Anderson will most likely be in the Madrid Apartments.  Speak to Anderson, 
    he'll have nothing to say and claims he never was in contact with White.
    However if your Intelligence is at a 6, or if you have good faction with the
    Followers of the Apocalypse you can ask Anderson for the truth.  Anderson
    will fess up that Westside doesn't have enough caps to pay NCR for water, so
    Anderson made some changes at the Northern Cistern so that some of the water
    goes to Westside without the NCR knowing.  When White came around and started
    questioning, Anderson killed him to protect the secret and he regrets it now.
    If you don't have the Intelligence or Followers Fame to get the truth out,
    don't worry, just skip to the last paragraph in this quest.  If you know the
    truth, you have some options:
    
    Option 1 - You can let Westside keep their secret and you can tell Anderson
    that you'll cover up White's death by saying he was taken out by the Scorpion
    gang.  Return to Boyd and tell her that news.  She will reward you with a key
    to an MP Confiscated Goods Trunk with various magazines and items, it can be
    found in the jail cell area in the western part of the Terminal Building on
    the second floor.  She'll also thank you for bringing the news so White's
    family will know what happened to him.  You'll receive a large bit of
    Followers Fame for helping Anderson.
    
    Option 2 - You can let Westside keep their secret and you can tell Anderson
    that you'll cover up White's death still by saying he was taken out by the
    Scorpion gang.  However, when you return to Boyd you can tell her the truth
    about Anderson and she'll send some guards over to protect the water.  You'll
    still get the key to the MP Confiscated Goods Trunk mentioned above, and
    you'll still get the Follower's Fame, but it appears Westside is somehow
    still getting the water as Bascom still complains of the water shortage.
    
    Option 3 - Have Anderson turn himself in.  He'll turn hostile to you and
    you'll have to kill him.  There should be a confession on him, take that with
    you.  Return to Boyd and tell her the truth, you'll still get the key to the
    MP Confiscated Goods Trunk, however your Followers Fame may go down.  Boyd
    will send troops to protect the water, and Bascom will mention that the water
    has increased.  He'll give you 10 Maize, 10 Banana Yucca Fruit, and 10 Coyote
    Tobacco Chew.
    
    Option 4 - You can keep Westside's secret for a price.  You can take part in
    the Co-Op there in Westside and receive 10% of the profits.  With a Barter
    skill of 50 you can increase this to 20%.  You'll receive 200-400 caps from
    Etienne in the Co-Op for your silence.  Return to Boyd and lie about White's
    demise.
    
    
    In the event that you weren't able to get the truth from Anderson initially,
    he will tell you to ask around Westside to see if anyone else can comment on
    White's whereabouts.  Speak to the young boy, Hector.  If you bring up White,
    Hector will stammer a bit.  With a high Speech check you can convince Hector
    to tell you the truth.  Otherwise follow Hector and you'll catch him stealing
    water from the NCR's Northern Cistern.  Hector will then fess up about
    Anderson, reinterrogate Anderson and you'll get the truth.
    
    
    *****Quest 61:  We Will All Go Together *****
    
    
    Head to Camp Searchlight, it's in the south-eastern part of the map, west of
    Cottonwood Cove, but don't go into the city.  On the western end of the city
    just off the road is an NCR camp, look for First Sergeant Astor.  He'll tell
    you that the Legion set off some kind of radiation bomb in the town, and that
    those NCR soldiers that survived became ghouls.  He wants you to put them out
    of their misery and collect their irradiated dog tags as proof, then return
    them to him.  You'll get 25 caps per dog tag, and if you find all ten he'll
    give you an old rifle (It's just a Service Rifle, so don't get your hopes
    up).  
    
    The problem with this quest is that...despite Astor saying he can't bring
    himself to take down his former comrades, his group may go out on patrol on
    the outskirts of town and I've seen them gun down the ghouls.  So, you'll
    have to keep an eye out for any dead ghoul soldiers that may be around town.
    Unfortunately I believe theres only a maximum 10 tags only, not every ghoul
    soldier drops a tag.  Worse yet you can't get the tags anywhere else, even
    if you run into other ghoul NCR soldiers.  9 Tags will be outside on feral
    ghouls, theres about 7-9 packs of ghouls roaming the town, with 3 or so
    ghouls in each pack, so roughly each pack has one irradiated tag.  The 10th
    tag is not on a Feral ghoul.  In the south-western part of town there will
    be a Camp Searchlight home that has a door you can enter, it isn't boarded
    up like the rest.  Inside is Private Edwards.  He has become a ghoul, but he
    isn't Feral yet and he doesn't know what to do.  This guy has a bunch of
    options, which is kinda a pain.  Heres how you can get his tag:
    
    Option 1 - With a Speech skill of 60 you can convince him that he doesn't
    need to hold onto his dog tag to keep a part of his humanity.  He will then
    freely give it up so you can have it.
    
    Option 2 - With a Strength score of 7 you can intimidate Edwards into giving
    you the dog tag.
    
    Option 3 - You can kill Edwards.  Theres two ways to do this even.  You can
    simply shoot him and risk the Karma/Fame, or you can ask Edwards why he's
    still sitting around Searchlight.  He'll blabber on about how people treat
    ghouls and such, you can then ask him if thats the only thing he's scared of.
    He'll mention he absolutely hates Radscorpions and knows they're lurking
    outside.  Even if you've taken them all out up to this point, you have two
    options...you can either Lie to him with a Speech skill that they're all dead,
    he'll walk outside and get murdered immediately by a pack of Giant Scorpions
    that spawn allowing you to take his dog tag without having to do the dirty
    work, or you can tell him that you'll double check...in which case when
    you step outside you'll be attacked by the Giant Radscorpions yourself and
    will have to take them out.  
    
    Option 4 - Similar to Option 3, you can ask Edwards why he's still there, and
    when he mentions the Radscorpions you can offer to double check that they're
    dead.  Take out the Giant bugs, then return and tell him they're gone.  Now
    Edwards has no excuses.  You can tell him theres plenty of places in the
    wasteland he can go, or you can tell him that Sergeant Astor may take him in.
    Check back with Astor, he'll shoot Edwards on site, but it'll be mentioned
    that Ranger Station Echo is friendly to ghouls as there are a few there
    already.  Return to Edwards to tell him this and he'll hand you his dog tag.
    
    
    *****Quest 62:  Eye for an Eye *****
    
    
    *Note*  If you haven't done the quest "Left My Heart" you may want to complete
    that first before finishing this quest as you may fail it if you don't take
    care of the Weathers family first.
    
    First Sergeant Astor at Camp Searchlight has another quest for you.  If you've
    been to Cottonwood Cove, you can tell Astor that you're aware of a Legion
    camp nearby.  Astor will comment that he's aware of it, and Ranger Station
    Echo has been watching Cottonwood Cove closely as of late.  He needs someone
    to do some recon work.  He wants someone to get information on Legion
    movement, information on Legion raids, and see if you can place a bug in the
    Legion's radio so they can intercept orders.  Tell Astor you'll help out.
    
    All three items can be found in the HQ of Cottonwood Cove.  Bad news is that
    if you're unfriendly with the Legion you may need to Sneak in, or don a Legion
    outfit and hope they don't recognize you.  You can also wait to do this quest
    later after you've gotten the Mark of Caesar from Vulpes.  In any case, use
    one of the above methods to get into the HQ.  One piece of intel is in the
    desk on the 2nd floor, Aurelius of Phoenix's office.  The other piece of
    intel is in a filing cabinent on the 1st floor.  The radio is also on the
    first floor, to the right of the filing cabinents.  I've found that at 11:40
    Aurelius may be downstairs and not in his office, a good possible time to
    look the 2nd floor intel.  Around 2am the first floor was cleared out and
    I was able to get the other piece of intel and bug the radio.  Alternatively
    if you're working with the Legion you can speak to Aurelius and supply false
    intel to Astor for Legion Fame.  
    
    When you're finished, return to Astor and give him what he was looking for.
    He'll be shocked you got that all done.  You'll get 500 xp at this time,
    however you can ask Astor if theres anything else he needs done.  He'll joke
    that you can wipe out Cottonwood Cove if you like, tell him it will be done.
    He won't believe it, you may not believe it, but we're going to do it.  Theres
    two ways you can do it.  The easy way is to go just south-east from Cottonwood
    Cove, up to the peak at Cottonwood Cove Overlook.  Theres a bunch of trailers
    here and a truck carrying radioactive material.  How easy can this be?  All you
    need is a Lockpick of 50 to pull this off without firing a shot.  Go to
    the back of the truck and open the hatch to drop the barrels on the Legion.
    A number of the Legion will actually run toward the barrels and die of
    radiation.  Several others, like Aurelius, may die in the buildings without
    coming in contact with the barrels.  A few may survive, you can pick them off
    if you like, but it isn't required.  Alternatively if you don't have the skill
    to Lockpick the truck latch, I suggest going to Sniper's Nest.  It can be
    found just north-west of Cottonwood Cove on a large hill overlooking the
    camp.  With a Sniper's Rifle you can pick off Legion soldiers from a
    distance.  Theres also a named rifle in a chest there at Sniper's Nest,
    however it's a Very Hard lock to crack, so if you couldn't pick the truck
    you probably can't pick the chest...but maybe you just want to shoot the
    Legion rather than leak the radiation.
    
    Return to Astor, he won't believe you took the camp out by yourself.  You'll
    get 250 caps and more xp for your work.  He'll also note that he finds it
    ironic that you killed the Legion with radiation as they did at Searchlight,
    an eye for an eye eh?  If you didn't leak the radiation you'll have to take
    out the leading members of the Legion and most if not all of the lower
    soldiers until your quest updates.  You should get another 500 xp for taking
    out the Legion.
    
    
    *****Quest 63:  Wheel of Fortune *****
    
    
    This quest may be buggy as all hell, so just a heads up.  Make multiple saves
    if needs be in case something goes bad.  While poking around camp Searchlight
    you should notice a burned out church in the south-western corner of town.
    Theres a boarded up door into the cellar for an NCR Storage area.  Head on
    down, you'll run into a couple Prospectors and a very unfriendly guy named
    Logan.  Logan doesn't want to talk to you unless you can hack the computer
    and get some information for him, so lets be nice and do that.  The computer
    has an Easy lock on it, hack the computer and read the 2nd log entry.  Return
    to Logan and tell him that the Radiation suits he's looking for must be 
    around Nipton.  Logan will tell you to go get them and he'll let you in on
    an inventory of salvage he found in town, if you help him get it you'll get
    paid.  With a Barter skill of 45 you can convince him to give you a bigger
    share.  Whether or not you can pass this, eventually tell Logan you'll go and
    the quest will activate.
    
    Head to Niption.  If you previously did the quest "Booted" for Boxcar you may
    find that he won't talk to you.  This is most unfortunate as "Booted" isn't
    even a decent quest.  You may need to reload and try to get the quest from
    Logan again to see if Boxcar will update this time.  If not, you may be in
    trouble and you'll have to reload to a previous save if you really want to
    do this quest.  PC users are in luck, I was able to reset the quest by 
    bringing up the console and resetting the "Booted" quest with this:
    resetquest 131E7C    You should be able to talk to Boxcar again and ask about
    the supplies that went missing in Nipton.  He'll point you toward the Hidden
    Supply Cave north of town.
    
    Head to the Hidden Supply Cave.  There will be an Average Lock on the front
    door, you'll have to pick it, no key I'm aware of.  Inside there will be a
    chest that spawns with a set of Radiation Suits inside.  There should be one
    there for you as well, and you may need it.  Return to Logan with the set of
    suits.  When you give Logan the suits he will don a suit along with the other
    Prospectors, then he'll give you a key to the Police Station.  The Station
    can be found in the north-east part of Camp Searchlight, the Prospectors will
    follow you there so don't wait up for them.  You may be attacked by ghouls
    that respawn as you walk around, fortunately your little band should make
    quick work of them.  I suggest taking a little Rad-X, even if you have a
    Radiation Suit on because a few of these buildings are heavily radiated and
    it's easy to lose track of how much radiation you've absorbed while searching
    around.  Head into the Police Station, there will be a few ghouls here but
    little resistance.  Speak to Logan and ask what you're looking for, he'll
    want anything related to NCR.  I suggest making another new save here as I've
    been told that even if you collect everything Logan wants he'll sometimes say
    that more exists.  
    
    All the items you're looking for are labeled as "NCR" at the beginning of the
    item.  Most of these will be guns, and some will be computer parts or radio
    parts.  Some will be in jail cells on beds, some will be in a storage room
    (Don't miss the 3 NCR Grenades that are bunched together), and most of the
    computer parts will be found in desks.  If you keep your eye out it shouldn't
    be too hard to find the items.  There will be 10 parts in total, 3 are guns,
    3 are Grenades, 2 are computer parts, and 2 are radio parts.  When you've
    gathered it all speak to Logan again, if you found everything it should now
    say "This is all I found."  Logan will then give you the key to the Fire
    Department, it can be found in the southern part of town.  Make a new save
    here, this place is heavily radiated and has a surprise
    
    Holy crap!  The mother of all Radscorpions.  Well, probably not, but she's
    certainly big.  She'll have a few children with her, but they won't be much
    concern.  You should be able to take her down with the helpers with you, but
    try to keep back and avoid getting poisoned.  Once the Radscorpion Queen is
    down loot the place, theres some cool stuff like Fire Axes and Fire Helmets.
    Take a couple Rad-Xs and head upstairs.  This place will be a little more
    radiated than the bottom floor and if you spend too much time looking for
    items you'll find yourself dangerously radiated.  Theres 10 more NCR items
    you have to find in here.  This time you'll find a gun and two grenades in
    the Fire Chief's office on your left.  There will be some radio parts on a
    table in the bedroom, there will be several computer parts among the duffle
    bags there, and another pistol in the kitchen.  Theres a lot of iradiated
    food in the kitchen as well, but unless you have some Rad-Away you may spend
    too much time looting it.  Some people don't like radiated food, and even
    though you can't cleanse it I figure you can always remove radiation by
    visiting a doctor, while food on Hardcore mode is sometimes harder to come
    by.  Finally, theres a unique weapon in one of the bathroom stalls here, it's
    called Knock Knock.  It'll be against the wall in the stall with a skeleton,
    kinda hard to see, I thought it was a skeleton bone at first or something.
    
    When you're finished return to Logan.  Tell him you've found all the items
    again he'll promptly pay you...in blood!  Yeah, the jerk is going to double
    cross you.  Put a bullet in his head first, then loot his body.  You'll get
    all the items you just looted, except they'll no longer have the NCR tag and
    they'll be usable.  The other Prospectors will leave you alone it seems, you
    can waste them if you want.  
    
    
    <More info to come>
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    				Freeform Quests
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    *****Quest 1:  Fixing Trudy's Radio *****
    
    
    This one is pretty easy.  If you talk to Trudy in the Goodsprings Saloon,
    she'll mention that the radio was "accidentally" busted after an argument
    with some Powder Gangers over Ringo.  Tell Trudy that you'll fix it, and
    she'll tell you that she'll pay ya.  You'll need a Repair skill of at least
    20, the radio is behind the Saloon counter.  Fix the radio and Trudy will
    pay you 50 caps, although if your Barter skill is high enough you can
    squeeze her for 25 extra.  You'll also get some Goodsprings fame for doing
    the quest.
    
    
    *****Quest 2:  Barton's Thorn's Plea *****
    
    
    This one can be tough if you pick it up early.  You'll encounter Barton
    around the campfire  near the Goodspring Source.  He won't always be in the
    immediate area, I ran into him after going to Primm and back.  He implores
    you to save his girlfriend.  She's trapped on the ridge with a bunch of
    Geckos.  He isn't kidding, better bring some heat.  The ridge leads up from
    the radio tower nearby (Look to the south).  Keep heading up the path you
    find once getting near the radio tower.  You'll encounter just a few lizards
    at first, then a large pack.  Backpedal if you need to, and when possible
    try to take out the little ones first so there aren't as many attacking at
    once, just try to keep the regular Geckos at a distance when possible.
    When you reach the top, watch out for bear traps.  You find the body of a
    man named Johnny, and some light loot.  I also found 4 orange balls that
    looked like something you'd play Bocce with, I think this was due to my
    weird wilderness trait that I took.  When you're done, make your way down
    the cliff.  Barton will meet you on the way up the cliff, and admits that
    the whole thing was a hoax to get to the loot, and now he's going to try and
    off you.  You know what to do, put him out of his misery and keep the junk
    for yourself.
    
    
    *****Quest 3:  The McBride Mystery *****
    
    
    When you get to Novac, speak to Dusty McBride.  He'll be around the house
    on the south side of town with the Brahmin.  He'll mention that around
    midnight or so he's been getting attacks by an unknown assailant.  He can
    hear gunfire, but dares not investigate.  He did mention that he seems to
    come to the west, and he only seems to shoot one moo moo a night, never
    taking the beef with him.  Offer to help McBride, then wait around till
    about 11:45pm (I did my stake out behind the tires).  
    
    When midnight rolls around, watch the area on the west side of the fence...
    something eerie appears to be moving around.  When it gets closer, you'll
    be able to get a better look at it, it should show itself.  Pop it full of
    holes, then be sure to loot it up.  Go back to McBride, he'll reward you with
    75 caps and you can help yourself to the steak in his refrigerator.  You
    also get some Novac fame, sweet!
    
    
    *****Quest 4:  Helping Ranger Andy *****
    
    
    This isn't really a quest, but you do get something nice out of it.  Speak
    to Ranger Andy in his motel in Novac.  Ask him about what happened to his
    leg, and he'll tell you the gruesome tale.  He'll lament that he's not much
    use now, and it clearly depresses him.  Using a Speech skill of 30, convince
    him that he probably has knowledge that could still help others.  He'll
    thank you for flattering him, and he'll teach you the Ranger's Takedown move.
    This is an Unarmed attack you can use to know an opponent down sometimes.
    To do it perform a Power Attack while moving backwards.
    
    
    *****Quest 5:  You be the Leader! *****
    
    
    Vault 11 can be found just north of Helios One.  When you enter the vault,
    the first thing that stands out is the election propaganda.  There seems to
    be countless posters for various canidates..but this is different than any
    other political advertisement you've ever seen.  Each canidate's poster
    isn't displayed to bolster their position, or poke holes in their canidates.
    You'll see what I mean as you go through the Vault.  The computer terminals
    will display the positions of each canidate, and they all seem to want
    nothing with being the next Vault Dweller, they'd rather see one of the
    other canidates win.  You'll meet opposition in the form of Giant Mantis
    bugs and large rats, and I've seen a Mantis actually put some high damage
    out.  Eventually you'll find your way into the Living Quarters.  Theres not
    a lot of good loot around here, but there are some terminals that continue
    the Vault 11 plot.  Theres a computer in the male's dormitory, and in the
    same room theres a container with the password for that computer (Talk 
    about bad security!).  The only place worth looting is the security area
    here.  You'll have to hack a tough computer to get in, but theres a decent
    amount of ammo and things inside.  Theres another terminal in that security
    room that fills in some holes for you.
    
    The Lower Quarter should be your destination.  The Overseer's room is
    early on in this level, but you may need to find the password to the
    terminal to continue.  There are a few places here where you may need
    to swim to continue on, although you can avoid at least one if you
    pick an average lock for a shortcut.  If you do have to swim, remember to
    watch your O2 meter.  In some locations you don't have much time/air to
    get from point A to point B, let alone loot along the way (Theres nothing
    big you'll miss, fortunately).  Ultimately you want to follow the signs to
    make it to the Atrium.  In the Atrium there will be a terminal that explains
    everything...well...almost everything.  There will be a password for the
    Overseer's terminal here.  Head back to the Overseer's room...although I
    suggest leaving your comrades behind, have them wait in the Overseer's room.
    Make a new save here.  Use the terminal, then open the secret door.  Follow
    the instructions given...kinda surreal.  Sit in the chair, you may want to
    take a Med-X or two before viewing the movie.  If you have any Pulse items,
    now would be a good time to make use of them.  I suggest taking out the
    threats on the ceiling first, then ducking into one of the rooms to avoid
    some fire from another room.  Once all the threats are disposed of, use the
    mainframe in the room on the left.  You'll find out what ended up happening
    to the rest of the Vault, and you'll get a good chunk of xp.
    
    
    *****Quest 6:  Torres's Trouble *****
    
    
    In Hidden Valley Brotherhood Bunker you will have to do some quests for the
    Elder to prove you're trustworthy.  Once they aren't so leery of you, Elder
    McNamara may give you access to the Brotherhood's Quartermaster so you may
    do some trading.  Torres can be found on the first level in a room in the
    east section, through the firing range.  She will mention at some point that
    she's currently missing a Laser Pistol after it was failed to be checked in
    properly after it's use.  You can offer to find it for her, she'll mention
    that you should speak to the Paladin in charge of the firing range for a
    good place to start.  
    
    Unfortunately the Paladin in the charge of the firing range has no name, he's
    just labeled as Paladin of the Brotherhood of Steel.  Normally he's there at
    the range, but at night he can usually be found in one of the many beds in
    the barracks.  Ask him about the Laser Pistol, he'll say the last person to
    use it was Initiate Stanton, but he returned it according to the record.
    Did someone take it out after?  Lets talk to Stanton.  He may be at the
    firing range when you go searching for him, if not I found him in a bed in
    the west section of level 1.  Ask him about the Laser Pistol and he'll
    give you the story.  It seems that Scribe Watkins talked him into 
    sneaking outside for some live combat since they've only had virtual
    reality since the lockdown.  They were shooting some Radscorpions in a
    gulch nearby when he lost the Laser Pistol.  They had to run for it, and
    he's not going back to get it.  If you suggest turning in a different
    Laser Pistol to fool Torres, Stanton will nix the plan as they always
    check the weapon's serial numbers.  So, looks like Radscorpions are on
    the menu.  If you talk to Watkins about the incident, she'll confirm what
    Stanton said after calling him a wuss.  The Radscorpion gulch they mention
    is east of Hidden Valley, through two valleys (Either one will take you
    there) that can be found through the east openings in the chain-link
    fence.  Follow the gulch east no matter what path you find, if you turn
    north and start hitting radiation, turn back.  You'll eventually come to
    a larger clearing with some Giant Radscorpions and some smaller ones.
    Near the center is a large rock formation with a dead prospector, he has
    a blue cap on him.  If you look on the rock above him, you'll find the
    missing Laser Pistol.  Return to Torres.
    
    Speak to Torres and she'll be relieved you were able to find the gun.  As
    it turns out she almost had to report the loss to McNamara, which would
    have been bad.  As a thank you, she rewards you with a Tri-Beam Laser
    Rifle that she repaired with broken parts.
    
    
    *****Quest 7:  Virus Alert *****
    
    
    This quest doesn't net you any XP or real reward, but it could be necessary
    to complete the Optional Quest "Still in the Dark" if you plan on assisting
    Head Paladin Hardin with ousting Elder McNamara.  When you get to the
    Hidden valley bunker and they give you some trust, you'll find that Scribe
    Ibsen is having problems with the terminals.  You'll find a number of
    accessible terminals in the room you find him in, located near the workshop.
    These terminals won't have anything useful to say at this time because the
    computers were all infected by a virus that came back on a data disk
    recovered during an expedition.  They're having problems removing the virus
    because as soon as they lock it down on a few computers, it jumps to more.
    I highly suggest doing this quest once your Science is at a level of 70 or
    more, but it's up to you.  There are roughly 14 Terminals arranged in the
    room as seen below, please excuse the crudity of the model, it's not to
    scale (Hey, thats a Back to the Future and a Weird Al reference in the
    same quest!):
    
    ___________________
    |  1         14   |
    |3              13|
    |    2     12     |
    |                 |
    |4              11|
    |    5     10     |
    |                 |
    |6               9|
    |__7__________8___|
    
    The idea here is you need to find the three computers currently "hosting"
    the virus and lock them down.  Now, you only get about 15 seconds to do this
    before the virus jumps again.  The key is to have the Science skill of 70 or
    more.  You can suggest to Ibsen that you partition the terminals that are
    hosting the virus once you find them, and that will prevent that computer
    from hosting again.  Essentially each time you attempt to lock these
    computers down you have 14 computers to search in 15 seconds, and if you
    DON'T have the ability to partition then you have to find all 3 computers
    in that time period (And they're always random).  If you DO have the ability
    to partition, once you find one of the problem terminals, it gets locked down
    and even if you don't get all 3 that attempt, thats one less host you have to
    find.  When you're ready, talk to Ibsen.  Wait for him to yell out "The Virus
    has jumped," then begin accessing terminals.  Start at #1 and go in the order
    that I listed, or close to that order.  The idea is you want to hit as many
    computers as possible each attempt, because the Virus is always on 3 random
    computers each attempt, unless you previously locked one down.  If you fail
    to get all 3, talk to Ibsen and try again.  Remember that if you're able to
    partition a computer, don't search that computer on the next attempt!  
    That's wasted time, the computer will already be locked down.  Once you've
    located all 3 and locked them down, speak to Ibsen again.  He'll be
    impressed you succeeded where he failed for some time and he'll give you
    basic access to the datasource.  You can use these terminals now when you're
    working on "Still in the Dark."
    
    
    *****Quest 8:  Boomer History *****
    
    
    While in Nellis AFB and doing quests for the Boomers, check out the museum
    on the west side of town.  A boy, Pete, in there that has been entrusted with
    teaching the history of their people.  Theres a mural on the wall inside
    the museum.  Ask about the history and he'll walk you through the timeline.
    Funny how they refer to you and other wastelanders as savages, however their
    mural is very similar to an ancient cave drawing.  Anyway, when you finish
    listening to the story, you'll be rewarded with a little Boomer fame.  Now
    if you continue to talk to the boy and ask questions, you can get even more
    fame, all the way up to Idolized if you were previously at Accepted or
    Liked.  You'll need Speech skill mostly, with a Skill of 50.
    
    
    *****Quest 9:  For the Kids *****
    
    
    While still in Nellis, you can continue to beef up your fame with the Boomers
    by helping the kids there.  The children have lived a rough life.  One of
    the children is Lindsey, who is looking for Mr. Cuddles.  Mr. Cuddles is a
    teddy bear that can be found in the Hangar, between some large boxes that
    are stacked near the center.  Return the bear to Lindsey for some extra
    Boomer fame.  You can also help the other children out for a little more
    fame if you want.  Speak to each child, if you're Charisma is at least 6
    you can get some rep for playing games with them, or if you have any extra
    REPCONN Rocket souvenirs you can use your Charisma score again to gift the
    rocket to the kids for more fame.  Theres also a child that is pretending
    to be a dinosaur with similar fame reward if you pretend to be a
    Raptor.
    
    
    *****Quest 10:  Paging Dr. Courier *****
    
    
    Still in Nellis, theres a freeform quest that you can do for extra Boomer
    fame.  Check out Argyll in the medical facility.  I was hoping he'd be a
    ghoul since Harold is no more, but no such luck.  Argyll will say that he's
    having problems treating the men that were attacked in the ant nest.  He
    asks for a savage's assistance with the treatment.  You'll need at least a
    Medicine skill of 60 to save each of the men.  One will have a leg that may
    need amputated, another man has some different wounds, and another just
    seems to be suffering from allergy problems.  Treat all the men to get some
    good Boomer fame.
    
    
    *****Quest 11:  Supplies for the Boomers *****
    
    
    Nothing really to this one, but doing either will get you more fame with the
    Boomers if you're really still looking for more.  After completing Ant
    Misbeavin' for Raquel, speak to her again.  If you ask her if theres anything
    else you can help out with, she'll mention that they're running low on
    Missiles.  They only have about a 5 year supply left (They use 5 a day, but
    thats still a lot of Missiles!).  She asks you to bring her any Missiles you
    can acquire and don't have a use for.  You can give her Missiles in
    increments of 1, 5, or 10 with varrying fame for each.  This isn't 
    recommended unless you really have no use for Missiles.  The other option is
    to speak to Jack in the Hangar.  He'll mention they're looking for Scrap
    Metal for various repairs.  Similar to Raquel you can give Jack some Scrap
    Metal for extra Boomer fame.
    
    
    *****Quest 12:  Camp Guardian *****
    
    
    Camp Guardian can be found north of Lake Mead.  It will be at the top of a
    large rocky hill, you'll have to take winding paths on the way up.  At the
    top you'll find a sacked NCR camp along with rats.  You'll find various 
    Camp Guardian logs on the way up as well, although it's not necessary that
    you gather them.  You'll find one or two cave entrances on the way up, you
    can use either one once you reach the camp summit.  Through thecave you'll
    run into some Lake Lurks.  They can pack a punch, so be careful.  Near the
    top of the cave you'll find a Private Halford.  He's a bit banged up after
    taking a Lakelurk or two down with his bare hands.  If you have a Doctor's
    Bag or a Medicine skill of 50 or better you can heal him up.  You'll also
    notice that he has a nice Service Rifle, Halford will give it to you if you
    escort him out of the cave.  If you want, you can convince him to help you
    clear the cave so his men can rest peacefully, but it's not necessary.  
    Theres nearly a dozen or more Lakelurks, so the extra help would be
    beneficial.  Once you leave the cave, speak to Halford again.  He'll give
    you his Service Rifle, as well as a note and schematic for a Dog Tag Fist
    schematic.
    
    
    *****Quest 13:  Ranger Station Charlie *****
    
    
    Ranger Andy can be found in Novac in his house.  He used to be a tough Ranger
    with the NCR, but after a few mishaps he ended up crippled and not fit for
    regular duty.  You can also do the Freeform Quest "Helping Ranger Andy" and
    learn the Ranger takedown from him.  Before you can get the quest to look into
    Ranger Station Charlie, you may need to have to be Liked within the NCR, I
    never received this quest prior.  Exhaust all your speach options with Andy,
    he'll end up saying that he does want you to check out Ranger Station Charlie
    down the road and make sure everything is okay, he hasn't heard from them
    in awhile.  You should have noticed the Ranger Station on the way up from
    Novac, it's to the south.
    
    When you reach the Station, head inside, but not before making a new save!
    You'll find several dead bodies...and a lot of traps.  Half of the bodies
    will have Frag Mines planted underneath them or around them, be careful. 
    On the PC version you can move the bodies with the Z key to disarm the mines,
    PS3/X-Box users will use whatever button they normally move items with =P
    Theres also a very nasty trap in the northern room.  First, theres a 
    tripwire at the door that you'll want to disarm.  After that, theres a
    nasty Bottlecap Mine behind the fire extinguishers!  Failing to disarm the
    tripwire, or getting too close to the Bottlecap Mine will set it off,
    also causing those extinguishers to explode.  Bad news.  In any case,
    take anything you want here and go back to the first room.  Theres an
    audio tape on a stack of metal boxes in the center of the room, and
    another under a desk.  When finished, head back to Andy.
    
    Speak to Andy, tell him of the demise of Ranger Station Charlie.  You can
    lie to him, but your reward is the same and it doesn't give him peace of mind.
    Andy will give you 200 caps from the Ranger Veterans fund for your help.  I've
    heard that if you complete the quest "Return to Sender" prior to taking this
    quest, Station Charlie will be spared, however if you've progressed far
    enough through the game it appears the Station will be overrun anyway.  This
    Freeform quest does not trigger the attack.
    
    
    *****Quest 14:  Snuffles Wuffles*****
    
    
    This Freeform quest starts at Snuffles, the Molerat pet in Sloan.  Sloan has
    a bunch of different Freeform quests, so you might as well hit them all up
    while you're there.  Snuffles will be walking around the center of the
    shanty town most likely.  Inspect him and if your Medicine is at 30 at least
    you'll notice that his leg isn't too healty.  You'll clean it up and bandage
    it...although why you would want to do something is beyond me.  However if
    you speak to Chomps Lewis (He can usually be found at his post on the road
    just outside town, watching for Deathclaws) and tell him what you did, he'll
    thank you and you'll receive a little NCR rep.  Ummm...yay.
    
    
    *****Quest 15:  Deathclaws-A-Plenty*****
    
    
    This quest is also from Sloan, however you can do it at any time.  The
    quarry workers in Sloan have a real problem, a whole hoard of Deathclaws
    have migrated into their quarry and are preventing the workers from entering.
    If you've never tangled with a Deathclaw before, know this...they can kill a
    man in one swipe.  At level 25 and in Power Armor I've had a couple Deathclaws
    mow through me in seconds, these guys don't play around.  Anyway, if you speak
    to Chomps Lewis just outside Sloan, he'll ask you to take care of the 
    Deathclaw mother as well as the Deathclaw Alpha Male.  Both are extremely
    deadly, even more so than a regular Deathclaw because they're harder to
    bring down.  If you kill the Deathclaw mother and Alpha Male before speaking
    to Chomps, fear not, he'll still reward you.
    
    To take down this pack of nasties, I suggest Stealth and the best firepower
    you can muster.  DPS is a must, but stay away from Flamers and Miniguns
    unless you plan on devoting your expensive ammo.  I found that an
    Anti-Material Rifle works very well against the Deathclaws, and often times
    you can peg them from a distance before they even see you.  Plus, if you're
    Sneaking when you attack, theres a good chance you'll do a Critical Hit
    with a Sneak attack, which can be crazy damage.  A Gauss Rifle also works
    well against the Deathclaws, but if you have too many on you the reload
    time can hurt.  Shoot from maximum distance when possible!  Also if may not
    be beneficial to bring Rex or some other companions into the Quarry.  Rex
    will probably be Deathclaw food if he runs off and gets in between two
    Deathclaws, not even a cybernetic dog can repel firepower of that magnitude!
    
    The Deathclaws will be found in Quarry Junction just west of Sloan.  Theres
    a path into the Quarry just north of Sloan.  When possible use any long range
    rifle like the ones mentioned above, often times you can hit the Deathclaw
    without alerting the others to your presence, or even kill it before they
    ever find where you are.  Shooting from long range will help prevent 
    multiple Deathclaws jumping you at once, you want to avoid that scenario
    unless you're gutsy or nuts.  The Alpha Male and Deathclaw Mother will be
    found in the center of the Quarry near a pool.  The Mother will be
    accompanied by several Deathclaw babies that can be dangerous in a pack.
    I suggest killing the Mother first, still shooting from long range if you
    can.  For some reason the babies hung around Mother's corpse for a bit
    after she was down, making them easy prety.  I was able to down a few of
    them before they discovered my sniping spot.  Don't forget to loot at least
    one Deathclaw egg after you've cleared out the Quarry, you'll need it later.
    
    When you're finished, head back to Chomps in Sloan.  He'll reward you for
    your effort.  You'll receive a sizeable amount in NCR cash and some NCR Fame
    as well.
    
    
    *****Quest 16:  You Have to Break a Few Eggs*****
    
    
    In Sloan theres a Mess Hall and a cook named Jas Wilkins.  She's a decendant
    of the lady in Fallout 2 that made Deathclaw omelets in Modoc.  Anyway, she
    traveled to Nevada seeking excitement since California is all but settled
    according to her.  She wants to try and make a Deathclaw Omelet and follow
    in the footsteps of her family.  That's pretty much it, find a Deathclaw
    Egg, not too hard, right?
    
    If you're already doing the quest "Deathclaws-A-Plenty" you should have no
    problems looting at least one Deathclaw Egg off a Deathclaw in Quarry
    Junction.  On the other hand, theres nothing to say you need to loot an
    Egg off one of those.  You can get a Deathclaw from any other locations,
    a few Deathclaws can be found near the road to the north of Sloan as you
    head toward Vegas.  In any case, return to Jas when you have an Egg, she'll
    reward you by giving you the recipe in case you feel like making more later.
    
    
    *****Quest 17:  I Have the Power!*****
    
    
    Another quick quest in Sloan.  Next to the Mining Offices theres a Generator.
    Theres not really any kind of prompt from any of the Quarry Workers about the
    thing that I've seen, but you can interact with it.  The Generator is just to
    the left of the door.  If you use it you'll see they did a piss poor job of
    putting it together.  You can either use a Repair skill of 35 to fix it.  You
    can strip it of parts in which case you'll get 5 Scrap Metal, a Conductor,
    and a Sensor Module.  Lastly you can just leave the thing alone.  If you
    decide to help Sloan out and fix it, speak to Chomps out on the road just
    outside Sloan.  He'll thank you for your help and reward you with $200 in
    NCR Cash and you'll also get some NCR Fame.
    
    *****Quest 18:  Khan Chems *****
    
    After (or possibly before) completing the Optional Quest "Aba Daba Honeymoon"
    for Diane in Red Rock Drug Lab, you may be able to assist her in teaching
    Jack how to fashion some new chem recipes.  You need to have a high Science
    skill and Survival, but you'll get a reward for each new recipe you
    fork over.  Teaching each recipe will take some time, so keep this in mind if
    you're on any time critical tasks.  Speak to Jack when you have the time and
    go through the options:
    
    Science 50:  Rocket
    
    Science 50:  Party Time Mentats
    
    Science 50:  Slasher
    
    Science 50:  Super Stimpack
    
    Survival 75:  Hydra
    
    *Note* To get the option for Jack to make the Super Stimpack and Hydra, you
    may need to convince him to use his resources/abilities to make chems for
    good and not just for getting high.  This may take a Speech skill check to
    bypass.
    
    For each recipe you teach you can be rewarded with 50 caps and Great Khan
    fame, or you can take some chems as payment.  If you complete teaching these
    to Jack, they'll teach you a special Unarmed move known as the Khan Trick.
    
    
    *****Quest 19:  Chems for the Followers *****
    
    
    Speak to Julie Farkas in the Old Mormon Fort of Freeside.  She'll have an
    option to speak to her about a shortage of chemicals they need to help clean
    up Freeside from it's drug addictions.  While you can opt to help them by
    giving various drugs you have onhand for easy Followers Fame, Julie really
    needs a sustained source of regular chems to help combat the Freeside
    problems.  Tell Julie you will help, the only leads she has for you is to
    check with either Mick and Ralph there in northern Freeside, or maybe a
    long shot with the Garret twins in the Atomic Wrangler.
    
    Speak to Mick and Ralph in their shop near the East Freeside Gate.  Both men
    will not have a solution...so go to see James Garrett at the Atmoic Wrangler
    in the southern zone of Freeside.  Mention the drug problem, James may have
    a solution.  The Garretts are constantly needing technical help with their
    alcohol stills, and they think with some help with the Followers they can
    produce better alcohol and keep the stills going longer.  In exchange they
    can offer the byproducts from the foods they produce which can be used for
    various drugs the Followers need.
    
    Return to Julie.  She won't be too keen on helping the Garretts at first as
    it seems helping them produce alcohol is counter-productive to cleaning up
    Freeside, but after a few dialog options you should be able to convince
    Julie that any extra influx of addictions should be easy to identify working
    with the Garrets and the extra chemicals should more than make up for this.
    
    If you completed the quest "High Times" for Julie, you should be getting some
    good Followers of the Apocalypse Fame.  If you reach Idolized you'll receive
    a Followers Lab Coat that nets you +10 Science and Medicine.  If you're 
    lacking some Fame after doing these quests, give Julie some more meds that
    she requires:  Fixer, Rad-A-Way, Med-X and you should have enough Fame after
    that. You'll also receive a key to the Follower's Safe-house!
    
    
    *****Quest 20:  NCR Dogtags *****
    
    
    This quest is roughly the opposite of "Legion-Ears."  Quartermaster Mayes at
    Camp Forlorn Hope is looking to redistrubute supplies, and one way he can do
    that is to verify certain soldiers are dead and use their military supplies
    elsewhere.  Anytime you see a dead NCR soldier they have the chance of
    dropping an NCR dogtag, collect any of these that you see.  Return to Mayes
    at Camp Forlorn Hope.  For every dogtag you bring back you'll get 2 caps.
    Yeah, crummy...but if you bring back a total of 15 you'll get 100 caps, and
    some beer.
    
    
    *****Quest 21:  Legion-Ears *****
    
    
    Get it?  "Legion-Ears?"  Yeah, I didn't think it was that funny either.  This
    is a simple Freeform quest much like "NCR Dogtags."  Private Sexton in the
    Camp Forlorn Hope bunker is looking for Legion soldier's ears as part of a
    game to raise morale among the troops.  Basically all you have to do is bring
    the ears off any Legion soldiers to kill to him and he'll add them to your
    "tally."  You'll be able to pick up some ears even before the quest begins,
    however not all Legion soldiers may have ears.  Keep bringing ears back to
    Sexton.  I've been told that for every 10 ears the morale of the NCR troops
    attacking Nelson will increase.  After you've brought 30 or more ears, Sexton
    should reward you with 100 caps and some beer, along with NCR Fame.
    
    
    *****Quest 22:  Sing for Me *****
    
    
    This is a Freeform quest where you help Sergeant Boyd in the McCarran Terminal
    Building.  She can be found on the 2nd floor in the western section.  Speak
    to her, exhaust all the dialog options.  She'll mention that they caught a
    high ranking Legion, Silus, and for once a prison didn't kill themself after
    capture.  You would think this would leave you to believe that he wants to
    help the NCR out, but he doesn't.  He's rude and won't spill anything about
    their plans.  Boyd is fed up and because of NCR rules she can't rough Silus
    up...but you can.  Mention to Boyd that you'll rough up Silus to get some
    information out of him.
    
    Boyd will lead you to where they're keeping Silus in the next room.  You'll
    wait outside while she speaks to Silus briefly.  Silus will give her the cold
    shoulder, then Boyd will ask you to come in.  She'll confiscate your weapons
    before you go in.  Also your teammates won't be allowed to enter.  Don't
    worry though, while Silus may get out of the chair he's sitting in, he can't
    really do anything to you.  If your Sneak is high enough you may be able to
    get some holdout weapons past Boyd.  Once you're confronted with Silus you
    have three options, you can either beat him up and extract the information,
    you can help him escape, or you can kill him:
    
    Option 1 - Follow the plan you talked about with Boyd.  When you enter the
    chamber you can speak to Silus right away, or you can start roughing him up
    with your fists.  If you talk to Silus you'll have some Speech options where
    you can try to get him to talk.  You can also try to convince Silus that
    you're really a Legion soldier in disguise, and you're there to kill him
    before he can speak, you'll need an Intelligence of 8 to complete this.  To
    pass the Speech options mentioned you'll need a skill of 50.  If Silus doesn't
    give you the information you seek the first time, don't worry.  After you've
    roughed him up a bit Boyd will come in and send you outside to cool down
    briefly, just wait by the cell.  After Silus gives her the silent treatment,
    go back in and rough him up some more.  Eventually Silus will talk, he'll
    mention that Caesar is not himself lately and headaches are hindering his
    leadership.  Also Silus knows that the information leak within the NCR is
    really a Legion soldier posing as a high ranking NCR officer, this is related
    to the quest "I Put a Spell on You."  When you're finished, speak to Boyd and
    you'll receive 300 caps, 300 xp, and some NCR Fame.
    
    Option 2 - If you're a member of the Legion, you can assist Silus in escaping.
    You'll need positive reputation with the Legion to pull this off.  When you
    speak to Silus, tell him you're friendly to the Legion and want to get him
    out.  You'll stage a fight with Silus first, then Boyd will kick you out
    briefly while she asks Silus more questions.  After you're kicked out, 
    retrieve the Silenced .22 Pistol from the red locker in the same room there.
    When you go back in to speak to Silus.  You'll slip him the gun, then he'll
    fake passing out.  Leave the room, Boyd will send another soldier in to take
    care of Silus...and Silus will use the Pistol to take the soldier out and
    use his clothes as a disguise, leaving unnoticed.
    
    Option 3 - You can kill Silus, with or without getting the information you
    need.  The best reason to do this is if you have Boone in your party you'll
    receive a history point with him, which is required to unlock his companion
    quest called "I Forgot to Remember to Forget."  This can be difficult, as
    the first time you attack Silus you'll be interrupted by Boyd before you can
    do much damage.  The second time you assault Silus he may stop you himself
    and give the information you need.  You can quit listening to Silus if you
    like, or kill him after he's finished.  Speak to Boone afterwards to get the
    history point. 
    
    
    *****Quest 23:  Wheelin' and Dealin' *****
    
    
    This is a short quest that begins in Aerotech Office Park.  Speak to Captain
    Parker there, the Park can be found just south-east of New Vegas.  He'll
    mention they're having some problems there, one is missing people and will
    start the quest "The Coyotes."  However, Parker also has a Freeform quest
    where he wants you to find out what Keith is up to.  Keith is a shady guy
    that Parker thinks is cheating at cards, and he's dealing bad drugs to boot
    Parker thinks.  Parker asks you to investigate and see if you can break up
    Keith's operation.
    
    Keith can be found in the south-eastern building of Aerotech, Office 200.  If
    your Speech is at 60, or Barter is 45 you can ask him about marked cards.
    You can also search his desk in the south-west office for the deck.  Return to
    Parker and he'll give you 150 caps with either the cards or the confession.
    Parker will ask you to be present when he arrests Keith, just in case 
    something happens.  If you go along, Keith will tease Parker about his wife
    leaving him, causing Parker to open fire and take out Keith.  Speak to Parker
    again for 100 more caps.  Theres nothing you can do to stop Keith dying at
    this point, unless you want to take a hit against the NCR for taking out
    Parker.  On the other hand, Keith had it coming.  
    
    
    *****Quest 24:  Mr. Anders *****
    
    
    *Note*  If you haven't done the quest "Aba Daba Honeymoon" you may want to
    complete that one first if you plan on doing it as you may fail it otherwise
    once you complete this Freeform mission.  
    
    Speak to Colonel Hsu in the McCarran Terminal Building.  He'll mention that
    he sent one of his best Rangers on a mission to take out the leader of the
    Fiends, Motor Runner.  Ranger Anders never reported back like he should have
    and Hsu is worried.  Since this is a Freeform quest you won't get a quest
    update, you'll just have to speak to Hsu till you've exhausted all dialog
    options.  
    
    Vault 3 will be west from Camp McCarran.  The Fiends outside will most likely
    all be hostile, despite any disguises.  These Fiends are billed as a little
    crazier than the others.  Take them out, the entrance to the area you need
    will be in the South Vegas Ruins.  Clear the rest of the Fiends outside, then
    make a fresh save.  Not, at this point I suggest Stealth when possible.  If
    you haven't entered Vault 3 before, donning a Great Khan outfit will make them
    think you're there to sell drugs and they'll leave you alone.  You can also
    pass a Speech check at the door and they may think you're a Great Khan.  If
    you aren't able to use either of these methods you may need to fight your way
    in.  We'll assume you've convinced the Fiends you're safe.  Make your way
    through the Vault, hang a left at the first fork.  You'll eventually come to
    a door that leads to the Living Quarters on your left, head through there.
    Make another left and you should see a dead Fiend through the door.  Watch
    your footing here, there will be a number of traps in the form of mines and
    trip wires.  This path will lead back to the main level.  Through the door
    will be a few more mines, then you'll meet up with Anders.  It seems he took
    some damage getting there and was hiding out while he healed up and completed
    the mission.  Thats his story anyway.
    
    You have a couple options at this point.  You can use a Doctor's Bag to heal
    Ander's leg, or you can spare the bag for now.  You can try to convince
    Ander's he can take Motor Runner in his current state, which is suicide, or
    you can just take him out.  The last two options don't require any further
    input.  If you've healed his leg, you can now either bring Ander's with you
    on the way to Motor Runner, which I don't suggest, or you can convince him
    he should return to Camp and see the doctor.  You can also send him to try
    and kill Motor Runner himself still, which is a bad idea.  Sending Anders
    back to the base the best solution because a false wall will open up and he'll
    high tail it out of there, he shouldn't be killed even with the Fiends there
    at the entrance.  You should then be able to follow Anders through the false
    wall to the entrance, take the right path at the fork this time.  This will
    lead down a hallway, there will be a door on your right leading to the 
    Maintenance Wing and Motor Runner.  The Maintenance Wing is fairly linear,
    so you shouldn't have any problems finding the boss, he'll be on a throne
    with his two dogs.  If you want you can talk to him, he'll think you're from
    the Great Khans to sell him drugs.  You can tell Motor Runner you're with the
    NCR to kill him and you're willing to make a wager to spare his life.  There
    will be an option to try and pass a Speech check to get Motor Runner to pay
    you to spare his life, this won't work and he'll just go hostile actually.
    You can pay him 200 caps so he'll give you his helmet as proof of his death,
    or Barter to make it 150.  The only other way to complete this is to kill
    him.  Killing Motor Runner should change your status to hostile with the rest
    of the bunker, if it wasn't already.  You'll have to fight 20-30 Fiends to
    escape at that point, unless you're Sneaky.  I've found the best course of
    action is to take Motor Runner out first and let the Fiends come to you.
    Mines work great if you can set them up.  
    
    Fight your way out, then return to Colonel Zsu.  Tell him first that Anders
    returned, he will thank you.  Then tell him that Motor Runner is dead and
    hand the helmet over, you'll get 150 caps, some xp, and NCR Fame.
    
    
    *****Quest 25:  Missing NCR Weapons *****
    
    
    This quest is long enough that it could have been a normal quest, but they
    made it a Freeform quest for whatever reason.  It's a little buggy too, so I
    suggest making multiple saves when possible in case you make a wrong step.
    By either aiding Contreras or aiding Sergeant Boyd you should be able to
    score the weapon called This Machine, but if you make a mistake you may not
    receive it.  You also may run into a problem where Contreras isn't giving you
    access to his increased stash.
    
    Theres a couple different ways to start this quest.  You can ask Sergeant
    Boyd first about missing supplies.  You can also speak to Contreras about
    missing shipments and pass a Speech check to get in on the action, or pay 50
    caps to get the info.  Boyd will be found in the McCarran Terminal Building
    while Contreras will be in the McCarran Supply Shack, which is through the
    McCarran Concourse.  You can either help Contreras or ultimately help the
    NCR.  Here are the options:
    
    Option 1 - To help Contreras, get him to fess up about some behind the scenes
    action.  He'll tell you that he needs some help doing a job and he may be able
    to trust you more after that.  He wants you to go to the Gun Runners and 
    secure some more weapons and ammo to deal with.  You're supposed to go speak
    to Isaac there.  The Gun Runners are near the Freeside East Gate in the east
    part of the Vegas outskirts.  Isaac is supposed to be near the Vendortron on
    the outside of the gate, but he may be in his house about 200 yards east from
    the Gun Runners (I never saw him at the Gun Runners personally).  Speak to
    Isaac, he currently doesn't have the materials for the increased demand.  Now
    this can get messy.  If you don't pass the Speech or Barter skill check of
    80, you'll be forced to come up with 100 pieces of metal items to shore up the
    difference.  Yeah, thats a lot.  The good news is that Isaac will take a
    variety of metal items:  scrap metal, tin cans (An excellent choice), pots,
    etc.  This could be tedious, so convincing Isaac with the skill checks is
    obviously the best way to go.  Once you've secured the extra weapons/ammo from
    Isaac, return to Contreras.  He'll pay you some caps and have another task for
    you.  He'll want you to pick up some medical supplies from Blake at the
    Crimson Caravan.  The Crimson Caravan offices will be just north-east from the
    Gun Runners, Blake should be in the center of zone.  Speak to Blake, see if
    he has the extra medical supplies.  When he gives you the supplies you can
    comment with a Medicine or Science skill of 25 that the chems you were given
    could be potentially used as social drugs.  Return to Contreras, you can point
    this out to him and try to blackmail him into providing you with more caps
    for your silence, or just take your 250 caps as payment for the last task.
    At this point Contreras has one more task for you, but you'll have to wait at
    least 24 hours before he'll give it to you.  Walk out into the Concourse and
    wait 24 hours, then speak to Contreras again.  If you ask him about the next
    task and he says to wait again, wait another 24 hours once more.  Ask about
    the task again, he may say he isn't ready, but if the option then shows up
    white after speaking to him, try once more and he should update you.  He'll
    want you to take the medical supplies to his contact, Price, in Westside.
    He'll be in Miguel's Pawnshop and will be waiting for the passcode regarding
    any betting tips.  Head to the Pawn Shop, you'll see Miguel, but no one else
    will be there except for a man named Keller.  Now make a fresh save if you
    haven't already.  Keller will not have any knowledge of the passcode, and
    if you use the Int/Per skill check to point out that Keller isn't in fact
    working for Price, you'll fail the skill check even if you have the required
    skills.  Whatever you do, don't give Keller the meds.  Return to Contreras,
    he'll tell you that Keller has to be taken out.  Return to Keller once more.
    You can try to cut Keller in on the deal if he gives Contreras immunity, but
    I've found that Contreras's stock never improves if you do this.  Instead I
    would kill Keller as asked, either using Stealth so you don't take an NCR
    hit or through dialog.  Return to Contreras, he'll reward you with the gun
    This Machine if you did it correctly.  I would make a new save and then wait
    3-4 full days and make sure that Contreras's stock improves.  If it doesn't
    you may want to reload to a previous save and make a different choice.
    
    Option 2 - To help the NCR, you'll need to find out for Boyd what has happened
    to the missing supplies.  Completing this part is much easier than the
    Contreras side.  All you need to do is head to the Supply Shack where
    Contreras is.  On the 2nd floor theres a computer you'll need to hack and
    download the weapons manifest.  Return to Boyd, she'll reward you with This
    Machine and some NCR Fame.  Unfortunately Contreras will be locked up and you
    won't reap the benefits of his increased supply trading which can be
    considerable.
    
    
    *****Quest 26:  A Mess in the Mess Hall *****
    
    
    Speak to Corporal William Farber, he'll be in the McCarran Concourse, which
    is connected to the McCarran Terminal Building.  He has a couple problems to
    deal with.  For one, they've got a lot of vegetables and water, but a shortage
    of red meat.  On top of that Farber is looking for spices to make the food
    tastier and increase morale.  Finally the Food Processor in the back of
    Farber's kitchen is on the fritz and he needs help in repairing it.
    
    For the meat supply Farber suggests speaking with Ruby Nash in Primm, Fitz at
    the Grub 'n Gulp Rest Stop, or Blake at the Crimson Caravan.  Don't worry
    about the first two, speak to Blake.  Blake will be in the center of the
    Crimon Caravan's zone, which is north-east from the Vegas outskirts.  Blake
    will have the meat supply, however you'll have to negotiate to do business.
    You can try convincing him that NCR has the caps to pay him, however Blake
    would benefit more if you can use your Barter skill of 40 to have Blake trade
    meat for the NCR's oversupply of vegetables and water.  You can also bypass
    having to pay the caps up front by bypassing a Speech check of 70.  The meat
    should be taken care of, now we need the Spices.
    
    If you've already been to Vault 22 for other quests, you may already have the
    item Farber needs for the spices.  If not, speak to the OSI scientists on the
    first floor of the McCarran Terminal building.  The item you seek is the 
    Food Additive.  To obtain it head into Vault 22, it'll be west of Westside
    and the Vegas outskirts.  This place will be overrun with Mantis and weird
    Spore creatures, so keep your eyes open.  The Food Additive will be in the
    3rd floor in the Food Processing section.  You'll be looking for a small
    room with a desk and a Restored Terminal upon it.  The Food Additive will be
    on the desk.
    
    The last thing you need to do is repair the Food Processing Machine in
    Farber's kitchen.  Theres two ways of going about this.  The easiest is to
    just jury rig the machine with a Repair skill of 80, that will do it.  If you
    don't have the Repair skill you'll need to obtain a long, lengthy list of
    replacement parts/cooking tools.  These items can be found anywhere in the
    wasteland, although I've been told Cerulean Robotics in Freeside is a great
    place to pickup most of these items.  Heres the list:  5 Scrap Metal, 4 
    Fission Batteries, 2 Pressure Cookers, 2 Pilot Lights, 2 Conductors, 2 
    Firehose Nozzles, 2 Steam Gauge Assemblies, 2 Sensor Modules, and 1 Pot.
    Yeah, thats a lot.  Return to the McCarran Concourse and either repair the
    machine by jury rigging it, or use the parts.  Speak to Farber again and tell
    him everything you did.  You'll receive a discount on his food once you're
    finished.
    
    
    *****Quest 27:  Burying the Dead *****
    
    
    Look for Christina Morales in the McCarran Concourse, it's connected to the
    McCarran Terminal Building, she'll be on your left in a chair shortly after
    you load in.  She'll mention that her husband, Esteban, was taken down after
    he valiantly provided cover fire for his troop so they could escape.  He was
    killed by Fiends, and despite some efforts by friends in his division they
    haven't been able to retrieve his body for a proper burial.  Tell Christina
    that you'll bring his body back, just don't expect any big reward.  
    
    Esteban's body will be east of the REPCONN Headquarters, which is south
    east of the Vegas outskirts.  Theres a few pitfalls here.  For one the Fiends
    still guard Esteban's body, there are 3 snipers on the roof of the buildings
    around Esteban's body.  On top of that there are some traps around the body to
    the north and east.  The best path is to approach from the south or west as
    you won't have to contend with the traps.  After you take out the three
    snipers on the roof, Esteban's body should be surrounded by the buildings
    there east of the REPCONN Headquarters.  You'll have to drag the body back,
    but not all the way to McCarran.  There will be two NCR Troops near some
    sandbags on the road to the north-west, near the playground.  Drag the body
    to them ( It's the 'Z' key for PC users), when you get close enough they
    should tell you job well done.  Return to Christina, if you asked for a reward
    you won't get much, maybe 50 caps.  Otherwise you should receive positive
    Karma.  If you're already maxed on Karma you may not receive anything.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    			Exploring for Fun and Profit
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    I didn't have a very good title for this section, but that was the best I
    could do to describe what I wanted to do here.  I'm a big scavenger type, I
    have been known to completely clean a location out of all possible items of
    value.  I've even been known to take coffee cups and empty bottles (Usually
    for Rock-It-Launcher ammo).  While this is incredibly tedious, in the early
    parts of the game you'll find that you have much more bargaining power and in
    the end more ammo and goodies than someone who doesn't scav as much.  When
    "prospecting," as Easy Pete would call it, it's best to go in with an empty
    inventory so you have plenty of room.  It's also nice to have your companion's
    inventory cleared out as well if you're going into a profitable area (Nipton
    comes to mind).  I like to drop all my items I'm keeping into a cabinent
    or other container that is not owned by someone, then scav an area and come
    back for my stuff.  If you're going to be a scav for profit, do yourself a
    favor and keep your Repair skill high.  You're not going to want to lug
    around 10 pairs of very worn Leather Armor when you can combine them into
    a few nicer items.  You may lose a few caps overall, but its better than
    making several trips.  Having Barter at a high level would help as well, but
    early on it's harder to put points here since Barter isn't
    as helpful with other things like Repair.  Along those same lines, remember
    that if you have excess bargaining items that you have no use for, and your
    local trader has nothing you really need, trade for any weightless items
    you can.  It's better to carry weightless junk to bargain with later than
    heavy junk.  Generally I try not to scav people's belongings on my "good"
    character, unless the item is worth good money like weapons in a locker.
    
    1.  Primm's Bison-Steve Hotel:  This is the first location where you can
    really clean up.  Aside from the fact that most of the convicts here are
    carrying guns, ammo, and armor, you can also clean up in various hotel
    rooms.  As mentioned in the Optional Quests section, theres a worn key on
    one of the guards on the second floor, which opens a cabinet on the same
    floor.  Theres also a few locked safes on the first floor with nice goodies,
    of particular note is the named gun, Lucky, in the Hard Locked Safe. Don't
    forget the third floor of the Hotel, and the convicts that can be found
    around the roller coaster!
    
    2.  NCRCF:  If you're a good character, cleaning out this place will net
    you some serious bargaining loot.  You may need to make a few trips back to
    Primm to sell if you're as stubborn as me, or back to Goodspring or Mohave
    if Primm is tapped of good resources.  Theres a lot of Powder Gangers if
    you're feeling particularly violent.  Their armor, guns, and dynamite are
    all good for looting.  The guard towers have some bullets and a few weapons.
    Theres also a locked cell in Cell Block B which has a schematic and a ton of
    caps, the key is on the named Ganger inside.  The Administration's building
    is even more loaded.  Theres a safe in the warden's room that can be picked,
    as well as plenty of ammo and some med supplies (Two Doctor's bags for those
    that really need them on Hardcore mode).  The only bad news is that taking
    any items from this place that aren't on the gangers will net you negative
    Karma...meh.
    
    3.  Nipton:  Oh man, if you're patient and crazy, this place is a looters
    dream.  Unlike other towns, there really is no karma penalty for clearing
    out this entire town.  Once you deal with the Legion, one way or another,
    the town is basically yours.  Check out each house, because you may miss
    some good stuff otherwise.  For starters, you'll see a house with some
    sandbags at the south central part of town.  I hope you have observant
    eyes and a good lockpick score, because this place is booby trapped and
    everything is locked.  The main snag here is a Grenade Launcher and ammo
    in the safe, but beware the Radscorpion trap, along with the trip wires and
    mines.  The rest of the houses in Nipton have a variety of things, one house
    has a Lazer Rifle and lots of spare parts if I recall.  The Townhall is
    pretty well stocked.  Watch out for the Legion's dogs, they're the only
    opponents you'll face here.  Theres also a mine or two, but not many.  You
    can find a worn key behind the desk on your right when you enter.  This
    will open the door to the cellar where you'll find another Lazer Rifle,
    Turbo, and other things.  Theres not much in the side rooms otherwise on the
    first and second floors, so loot the bodies.  The third floor has goodies
    stashed in the mayor's office, and in the storage room behind.  You can also
    find a rare Nuka Cola Victory in the back room on a shelf.  To top it
    off, if you read the Mayor's computer terminal it'll speak of a location
    where he stashed some funds between Nipton and Mojave Outpost.  You'll
    find it in the cash register at the gas station in between those locations.
    
    4.  REPCONN Facility:  This place is not that hot for actual loot, but if
    you're lacking spare parts for various things, such as reparing ED-E or
    fixing Primm Slim to become Sheriff, the basement is a prime location.
    Theres so much junk in the basement you'll be hard pressed to walk out with
    all of it.  There are 3 Food Sanitizers down there that are valued at 150
    caps each, they don't seem to have the same function as those in Fallout 3.
    In the ground level part of the facility there isn't much to be had.  Theres
    one safe with some things in it and a Hunting Revolver, but thats it.  The
    upper level where the ghouls took shelter has a lot of Rad-X and Rad Away
    on a shelf, nothing more there really.  There are a number of Rebar Clubs
    in the basement along with the Bumper Sword that can be sold for good cash,
    but they also make decent melee weapons.
    
    5.  REPCONN Headquarters:  Theres not a lot of good loot to sell really, but
    theres some large stashes of Microfusion ammo behind the locked doors.  You
    can also find the Q-35 named Plasma Rifle here, although you're going to need
    at least a Lockpick skill of 75 to get to it (Theres a door on the 2nd floor
    that will lead back down to the 1st floor, rather than using the Very Hard
    Locked door/Very Hard computer terminal.
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    				Party Members
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    1.  ED-E:  In Primm you'll find a broken down robot in the Mohave Express
    building.  If you speak to Nash in the V & V Casino he'll say you're welcome
    to the robot if you can fix it.  You have two or three options to fix him.
    If you Repair or Science skill is high enough (65 for both I believe) you
    can fix the robot at no cost to you.  The other option is to fix ED-E with
    spare parts you may have.  If I recall it takes 3 Spare Metal pieces, 2
    Spare Electronic pieces, and 2 Sensor Modules.  Theres some Spare Metal
    pieces right there on the counter if you want to steal them, and you can find
    some more odds and ends within the Bison Steve Hotel.  You shouldn't have
    too many problems picking up the other pieces if you keep your eyes open,
    however if you're still searching by the time you get to Novac, there should
    be a shed in the south-east part of town with lots of different parts.  I
    suggest getting ED-E asap though because he'll assist you in carrying your
    extra junk.  That little robot can carry over 200 lbs!  Very handy.  He'll
    also give you the Enhanced Sensors Perk, which will detect enemies at a
    farther distance and can even indicate stealth enemies on your radar.  You
    can also get ED-E upgraded, either stronger armor or stronger weapons.  Read
    the Optional Quest, ED-E My Love, for more info.  Siding with the
    Brotherhood for that quest will upgrade ED-E's armor, while giving ED-E
    over to the Followers will increase his damage.
    
    2.  Boone:  Boone can be found in Novac, he's the night time Sniper.  Speak
    to him at night, he'll ask for your help.  See the Optional Quest "One for my
    Baby" for more info on the quest.  When you're finished with the quest, if
    you completed it correctly you can ask Boone to team up with you.  An 
    Intelligence score of 6 can convince him, or just mention that two snipers
    are better than one when taking down the Legion.  Boone comes with a Perk
    known as Spotter.  Spotter will highlight enemy targets when you're actively
    aiming.  It's not a great Perk, to be honest, but Boone is a hell of a 
    sniper regardless.  He'll headshot people like crazy sometimes before you
    can even get a shot off.
    
    3.  Veronica:  In the 188 Trading Post north-west from Boulder City you'll
    run into a girl in a robe.  She seems pretty perky, she claims to be a
    member of a large family living in a bunker, and she's charged with finding
    food and what not for her kin.  Eventually she'll get around to saying that
    she'd like to accompany you and see more of the world.  If you tell her yes,
    you'll find that she's actually a member of the Brotherhood...some family!
    It turns out she's more than she seems.  She "likes to punch things," and
    comes outfitted with a Powerfist already.  She prefers unarmed combat as
    a result, but she'll go ranged if you tell her.  She seems to have an
    interesting outlook on life to boot.  She'll go on and on with a lot of
    extensive dialog about the Brotherhood, their background, her mentor and
    replacement parent, Father Elijah, her love of putting things together, her
    lesbian love (Yes, you heard me right), and a variety of other topics.  If
    you take Veronica she comes with a Perk called Scribe Assistant which
    basically allows you to use a workbench anywhere.  Not all that useful in
    my opinion compared to other companion Perks.
    
    4.  Lily:  Lily is a...large pal that can join you in Jacobstown.  If you
    talk to the scientist Henry, you can recruit Lily to join you on the quest
    Guess who I saw Today.  Lily will be outside by the Bighorn pen.  She's not
    all there, but thats ok.  Her Perk is called Stealth Girl.  It will increase
    the duration of all Stealth Boys by 200% and the Sneak Attacks will do 10%
    more damage.
    
    5.  Rex:  After you've completed the first part of G.I. Blues for the King,
    you can speak to him about Rex (See G.I. Blues and Nothin' but a Hound Dog
    for more info).  If you agree to help the King, he'll loan you Rex to use
    as a companion.  Rex will be deteriorating however.  If you want to get him
    into tip top shape, you'll need Doc Henry in Jacobstown to perform a brain
    transplant for Rex.  Theres four possible brains you can use, I've listed
    them in the quest for Nothin' but a Hound Dog and their benefits.  The King
    mentions that theres just a few things to remember about Rex.  One, he
    doesn't like Rats of any kind, including Molerats.  If he catches sight of
    one, he'll be off on a chase and you may need to run some distance to
    retrieve him.  Second, he doesn't like hats, or people with hats on, no idea
    why.  If Rex is in your party you gain the Perk called Search and Mark.
    Anytime theres some ammo, a gun, or chems around they'll be highlighted
    when you zoom your camera.  As far as the benefits of each brain, 
    completing Nothin' but a Hound Dog using Rey's brain will increase Rex's
    attack damage.  Using Lupa's brain will increase Rex's health.  Implanting
    Violetta's brain will increase Rex's movement speed.  Using the brain from
    an NCR dog has no distinct advantages other than increasing Rex's
    lifespan the same as the other brains.
    
    6.  Cass:  Rose of Sharon Cassidy, or Cass, can be found in the Mojave
    Outpost bar in the south-west corner of the map.  IF you talk to her, she
    won't be immediately available to join you, unless you've already been up
    to New Vegas.  You need to start the quest "You Can Depend on Me" before
    she'll have anything to do with you.  When you are asked by Alice Lafferty
    of the Crimson Caravan to buy out Cass's Caravan, Cassidy Caravans, you'll
    have your first chance to get Cass.  You'll have to either have a Speech or
    Barter skill of 50 or 75 to talk Cass out of it.  Once you've gotten her to
    sign the caravan over, she won't have a reason to stay in Mojave Outpost.
    You can ask her what she's going to do now, and as long as you don't have
    another living party member, she can join you.  Rose's Perk when she joins
    is called Whisky Rose.  This allows you and Rose to gain extra Damage
    Threshold anytime you consume Whisky.  You also don't suffer from Intelligence
    penalties from any alcohol, and you don't suffer from any of the negative
    side effects.  Not the worst perk at all, Damage Threshold is always nice,
    but Rose can also brew Moonshine for you if you have the ingredients needed.
    Bring Rose some Maize, 2 Mutfruits, Yeast, and a Fission Battery to make a
    couple Moonshine.  Depending on how you complete Cass's quest, Heartache
    By the Number, Cass can achieve one of two possible perks:  Hand of Vengeance,
    which increases her damage with Guns, or Calm Heart which increases Cass's
    health.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    				Schematics
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    1.  Powder Charge:  This can be found in Cell Block B of the NCRCF.  To get
    it you'll need to get the key off of Carter within.  The schematic will be on
    top of a bed within the locked door of Cell Block B.
    
    2.  Dog Tag Fist:  Find Camp Guardian north of Lake Mead.  In the cave will
    be a Private Halford.  Help him clear the cave of Mirelurks after healing him
    up, then assist in his escape.  Speak to him again after escorting him out,
    he'll reward you with the Dog Tag First schematic.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    				Snow Globes
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    1.  The Goodspring Snow Globe can be found next to a grave stone in the
    cemetery.  The grave stone is next to the tower.
    
    2.  Mnt. Charleston's Snow Globw is in the Lobby at Jacobstown, sitting on
    the front desk.
    
    3.  
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    				Equipment
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Please note, I've done my best to list the stats for weapons and armor here.  
    I'm currently in the process of repairing ALL wasteland items to 100% so I 
    can accurately list their stats, so all stats reflect an item at 100% unless
    otherwise noted.  Your damage/DR/mileage may vary depending on your perks and
    skills.  I'm listing stats according to a skill level of 100, so take that 
    into consideration.
    
    *****Armor*****
    
    
    
    ***Body***
    Name					DR	     Type	Weight	Value
    
    Leather Armor				 6	    Light	  15.0	  160
    
    Legion Prime Armor			 8	    Light	  15.0	  220
    Note:  Acts as a Legion disguise
    
    Legion Recruit Armor			 6	    Light	  12.0	  200
    Note:  Acts as a Legion disguise
    
    Legion Veteran Armor			10	    Light	  16.0	  300
    Note:  Acts as a Legion disguise
    
    Metal Armor				12	    Heavy	  30.0	 1100
    Note:  Reduces Agility by -1
    
    NCR Trooper Armor			10	   Medium	  26.0	  300
    Note:  Acts as an NCR disguise
    
    Powder Gang Guard Armor			 5	    Light	   8.0	  100
    Note:  Acts as a Powder Gang disguise
    
    Raider Badlands Armor			 4	    Light	  15.0	  180
    
    Van Graff Combat Armor			16	   Medium	  25.0	 6500
    
    
    
    ***Helmets***
    Name					DR	     Type	Weight	Value
    
    Goggles Helmet				 2	    Light	   3.0     50
    
    Hockey Mask				 1	    Light	   1.0	   10
    
    Metal Helmet				 3	    Light	   3.0	  200
    
    Motorcycle Helmet			 2	    Light	   1.0	    6
    
    Prime Helmet				 2	    Light	   3.0     80
    
    Recruit Decanus Helmet			 2	    Light	   3.0	   90
    
    Recruit Helmet				 2	    Light	   3.0	   70
    
    Trooper Helmet				 2	    Light	   3.0	   50
    
    
    
    ***Clothing***
    Name					DR	     Type	Weight	Value
    
    Brahmin-Skin Outfit			--	    Light	   2.0	    6
    Note:  Adds +1 Agility and Endurance
    
    Bright Brotherhood Robe			 2	    Light	   2.0	    6
    
    Field Hand Outfit			 2	    Light	  15.0	  180
    
    Merc Charmer Outfit			 1	    Light	   8.0     50
    Note:  Adds +2 Melee Weapons and Guns
    
    Merc Cruiser Outfit			 1	    Light	   8.0     50
    Note:  Adds +2 Melee Weapons and Guns
    
    Merc Grunt Outfit			 1	    Light	   8.0     50
    Note:  Adds +2 Melee Weapons and Guns
    
    Merc Troublemaker Outfit		 1	    Light	   8.0     50
    Note:  Adds +2 Melee Weapons and Guns
    
    Prospector Outfit			 2	    Light	  15.0	  180
    
    Settler Outfit				 2	    Light	  15.0	  180
    
    Vault 21 Jumpsuit			--	    Light	   1.0	    6
    Note:  Adds +2 Melee Weapons and Speech
    
    Wasteland Settler Outfit		 2	    Light	   2.0	    6
    Note:  Adds +1 Agility and Endurance
    
    Wasteland Wanderer Outfit		 2	    Light	   2.0	    6
    Note:  Adds +1 Agility and Endurance
    
    
    
    ***Hats***
    Name					DR	     Type	Weight	Value
    
    Biker Goggles				--	    Light	   1.0	    5
    
    Sunglasses				--	    Light	    --	   12
    
    
    
    
    			
    *****Weapons*****
    
    
    
    ***Fist/Unarmed Weapons***
    Name					Damage		DPS	Weight	Value
    
    Brass Knuckles				    24		 37        1.0	  120      
    
    Golden Gloves				     8            2 	   6.0	  100
    Note:  Found in Lucky 38 Casino bar area, inflicts Fatigue (K.O)
    
    
    
    ***Melee Weapons***	
    Name					Damage		DPS	Weight	Value
    
    Bumper Sword				    36		 50	  12.0	 2500
    Note:  Found on Davidson Nightkin in basement of REPCONN Test Site
    
    Chopper					    17		 56	   2.0	  800
    Note:  Bonus Limb Damage, found in Wolfhorn Farmhouse south of Novac
    
    Knife					    11		 24	   1.0	   20
    
    Lead Pipe				    25	         56	   3.0	   75
    
    Liberator				    22		 81        2.0   1000
    Note:  Bonus Limb Damage, found on Dead Sea in Nelson barracks.
    
    Machete					    14		 33	   2.0	   50
    Note:  Bonus Limb Damage
    
    Police Baton				    13		 28        2.0     70
    
    Rebar Club				    46	         52        9.0	  480
    
    Ripper					    33		 30	   6.0	 1200
    
    Sledgehammer				    27           44	  12.0	  130
    
    Straight Razor				     8		 19	   1.0	   35
    Note:  Bonus to Crit Damage and Crit Chance
    
    Switchblade				    10		 35        1.0	   35
    
    Throwing Spear				    38		 21	   0.5	   25
    
    Tire Iron				    18		 35	   3.0	   40
    
    
    
    ***Small Guns***
    Name					Damage		DPS	Weight	Value
    
    3.57 Magnum Pistol			    26		 46	   2.0    110
    
    9mm Pistol				    16		 50	   1.5	  100
    
    9mm Submachine Gun			    11		121   	   4.0	  850
    
    10mm Pistol				    22		 61	   3.0    750
    
    10mm Submachine Gun			    19		171	   5.0	 2375
    
    Binoculars				   0.0		0.0	   1.5	   50
    Note:  Not an actual weapon of course, but it's filed under the Weapons
    
    Caravan Shotgun				 6.4x7		 42	   3.0	  675
    
    Cowboy Repeater				    32		 70	   5.0	  800
    
    Hunting Revolver			    58		 78	   4.0	 2500
    Note:  Found on the second floor safe room of REPCONN Test Site
    
    Lever Action Rifle			 6.9x7		 86        3.0	 2000
    NOte:  Found in Nelson
    					
    Lucky					    30		 85	   2.5	 1500
    Note:  Uses .357 ammo, found in the Hard Locked Safe of Bison-Steve Hotel	
    
    Ratslayer				    23		 38	   4.5	 2000
    Note:  varmint Rifle variation, found in Broc Flower cave.
    
    sawed Off Shotgun			7.1X14		 50	   4.0   1950
    Note:  Can be found in Helios One
    
    Service Rifle				    20		 47	   8.5	  540
    
    Silenced .22 Pistol			     9		 32 	   3.0	   80
    Note:  Reduced Limb Damage
    
    Single Shotgun				 7.1x7		 21	   7.0	  175
    
    That Gun  				    18		 69	   5.0	 1750
    Note:  You can buy this off Cliff in Novac, takes .556mm ammo
    
    Varmint Rifle				    18		 19	   5.5	   75
    
    
    
    ***Big Guns***
    Name					Damage		DPS	Weight	Value
    
    
    
    
    ***Energy Weapons***
    Name					Damage		DPS	Weight	Value
    
    AER14 Prototype				    22		 80	   8.5	 2200
    Note:  Energy Rifle.  Take Vault 22 elevator to bottom, and take stairs to
    the dead end at the 4th floor.  The AER14 will be on the floor there.
    
    Laser Pistol				    12		 46	   3.0	  175
    
    Laser Rifle				    15		 47	   8.0	  800
    
    Plasma Pistol				    22		 39	   3.0	  200
    
    Q-35 Matter Modulator			    32		107	   7.0	 3000
    Note:  Plasma Rifle, found in NW corner, first floor of REPCONN Headquarters.
    
    
    
    ***Explosives***
    Name					Damage		DPS	Weight	Value
    
    Dynamite				    76		 30	   0.3	   25
    
    Frag Grenade				    76		 49	   0.5	  150
    
    Frag Mine				   101		 50	   0.5	   75
    
    Grenade Rifle				    52	 	 21	   6.0	  300
    Note:  This may use a Gun skill, I haven't verified yet
    
    
    
    ***Miscellaneous***
    Name								Weight	Value
    			
    9mm Pistol Scope						   0.0	  100
    Note:  Allows you to add a scope to a 9mm Pistol
    
    Laser Rifle Beam Splitter					   0.0	  250
    Note:  Creates 2 beams that together do 30% extra damage
    
    
    
    *****Aid*****
    Name			H20	Food	Radiation    Health	Weight	Value
    
    Moonshine		+25	  --	       --	 --	   1.0	   20
    Note:  Adds + 2 to Charisma and Strength.  Cass can make this for you if she
    is in your party, requires Maize, 2 Mutfruits, Yeast, and a Fission Battery.
    
    
    
    <More info to follow, please do not send me e-mails on locations of special 
    weapons, I am collecting them all myself and will post them in due time, 
    thanks!>
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    				FAQ
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    1Q:  Help!  My companions disappeared or they won't move!
    1A:  Oh man, this seems to be a nasty bug.  I had it occur once myself while
    doing the quest G.I. Blues.  If you have the PC version, you're in luck.  If
    you have a console version...well...you may need to do some more work.  For
    those people with the PC version, bring up your console (use the ~ key).  To
    find where your companion got lost last, type in:  player.moveto <ref ID>
    You can get the reference ID for each character on a variety of websites,
    although the reference IDs for the normal companions are below
    
    Veronica - 000e32a9
    Arcade - 0010d8eb 
    Boone - 0096bce
    Lily - 0013d830
    Raul - 000e6105 
    Cass - 00135f19 
    ED-E (normal) - 001732d1
    ED-E (Brotherhood of Steel upgrade) - 001732CF
    ED-E (Follower upgrade) - 001732D0
    Rex - 0010d8df
    
    Now, even though you may have found where your companion got stuck, they may
    still not want to move or can't move.  You can also use another command to
    move your companion right to your location.  First bring up your console
    again, then type:  prid <ref ID>  
    Hit enter, it will select your companion, you'll see their name above.  Then
    type:  moveto player   
    Hit enter again and your companion should be there with you.  Sometimes even
    after moving them to your location the companion won't move.  I've found
    that ending their companionship (Sending them home) and then immediately
    picking them back can correct this.  
    For those people who don't have the PC version, you can either backtrack to
    a previous save and retrace your steps (Remember tip# 1!) or you can head to
    Vault 22 and take the elevator to Level 2, Oxygen Recycling.  Its been said
    that when you get off the elevator, your companion will be there, even if
    you told them to wait elsewhere.  You'll need a repair skill of 50 to get the
    elevator working, or complete the quest in the Vault.  
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    				Credits
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Thanks to GameFaqs for posting this guide
    Thank you Bethesda for making such a great game
    Information regarding disappearing companion bug taken from fallout.wikia.com
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    				Copyright Notice
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    This piece of work is copyright Nick Bartosic c)2010.  If you want to add this 
    to your site, please contact me for permission first.  All information written 
    has come from me alone, unless otherwise specified.  This information may not 
    be sold without permission.  If you wish to use any part of this guide in your 
    own FAQ or Walkthrough, just send me an e-mail.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    				Contact Info
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    I'm still in the process of working on this FAQ as I play the game, so no info
    yet will be posted for my contact info until I'm closer to completion.
    Please don't contact me regarding my Oblivion FAQs, I don't intend to alter 
    them at this time.  Please only send me questions/comments regarding any typos 
    or incorrect data. If you have a very important tip or hint you feel people 
    would benefit from, please pass it along!  Please note, I do not have the time 
    in my busy schedule to reply to all e-mails.  I will try to read all e-mails, 
    if I decide to use your information I will be sure to credit you for it.  Many 
    thanks!