Life As A High-Roller, In The Fast Lane by Sange13 Contents 1. Intro 2. Starting Out 3. Caravan 4. The Strip 5. The Casinos and Blackjack 6. Targets of Opportunity 7. Final Thoughts 8. Version Info 9. Legal |- Intro -| This guide is intended to be as spoiler free as possible, but does contain some minor spoilers. I wrote this guide because I found that certain merchants in the game have really expensive loot, but at the early stage that I encountered them, I was counting the lint in my pockets. There wasn't an existing FAQ to help make some fast and easy caps without using some kind of cheat, bug, or exploit, and those ruin games for me. After a few different characters and some practice, I found some good methods to achieve enough wealth to afford the majority of anything I could want from those merchants. So here I will point out some of the things I have learned in the hopes that it will benefit you, and help you set your new character up for the long road ahead. One final disclaimer: This is not a walkthrough of the game. There are other guides for that all over the web. This guide is intended to point you in the right direction when you reach certain points in the game, as well as provide some general advice. |- Starting Out -| There many ways to build your character, and many styles to choose from. The only aspect of your character creation that has noticeably varying results from the advice and tips in this guide is your LUCK stat. This is primarily important for clearing out the casinos later on. I personally start with a LUCK of 6, put one more in through the Intense Training perk, and purchase the implant to bring it to 8. That said, the perk is completely optional, and you can get your LUCK to 8 through other means. More on that later. During the tutorial phase, it's usually a good idea to set your character up in such a way that they can pass most of the skill checks available in Goodsprings. While not a comprehensive list, here's some of what you will need: Speech 25 (Trudy's allies) Explosives 25 (Easy Pete's dynamite) Barter 25 (Chet's supplies) Repair 25 (fix the radio) Medicine 30 (before leaving Doc Mitchel's house, talk to him again after you get your Pip-Boy) Lockpick 25 (for most locks) or 50 (for the safe in Sunny Smiles' house) You can also take the Swift Learner perk during this phase of the game to maximize the gain from the creatures and the skill checks. After you have recruited all of the assistance that you can, but before going back to Ringo, you can leave Goodsprings to head to the NCR prison for the quest "I Fought The Law." If you choose to do this, make sure to rebuild your character how you really want them when you leave town as this will be the last opportunity to make changes. BE SURE TO GRAB THE SNOWGLOBE FROM THE CEMETARY BEFORE LEAVING GOODSPRINGS FOR GOOD. I recommend having a base LUCK of 6 or 7. I also recommend raising the Lockpick skill to 50 before leaving the NCRCF. There are many locks to be picked on the road to The Strip, and the majority of them are only Average (50) or lower. It is also useful to have a Speech of 30 or better, even if your CHARISMA is only 1. When you are done with Goodsprings, the NCRCF, Primm, and Mojave Outpost, you will want to be sure to raid some of the houses in Nipton. They have various energy weapons and safes that are worth the detour. The next major stop will be in Novac. The main thing you want out of here is That Gun from the Dino Bite Gift Shop. The key is that you want to steal it without getting caught. You only have to pass a Very Easy lock and close the door behind you. This is a great early gun if you are using Guns as a major skill, but it's also worth a good number of caps if you choose not to use it. As you make your way to The Strip, try not to spend too many caps. You will want a couple thousand saved up. |- Caravan -| Seeing as how there is already a fairly good Caravan guide, I'll refer you to that: http://www.gamefaqs.com/xbox360/959557-fallout-new- vegas/faqs/61184 The main difference between my play and the author of that guide is that I prefer to run only 6's, 10's, Kings, and Jacks. Just keep the deck at 30, but replace everything you can with one of those four types of cards. The primary strategy is about the same, but I feel my set up offers more strategic flexibility since the AI likes to hit a lot of my cards with Jacks. Caravan is a great way to make easy money once you get the hang of it. Ringo in Goodsprings, Johnson Nash in Primm, Cliff Briscoe in Novac, and many others all play. If you rob--erm, win--caps from people you meet on the way to The Strip, it isn't hard to have your net winnings exceed two or three thousand caps by the time you get there. This is also a good way to get your caps back if you spent a lot on a merchant who plays. |- The Strip -| Before you get to the strip, you will want to make sure you either have 7 LUCK and the Naughty Nightware from Mick & Ralph's "select goods" (Speech of 30/50, respectively), OR have 8 LUCK as a base stat through S.P.E.C.I.A.L., perks, and the implant. The implant costs 4,000 caps, but easily pays for itself in the end. You can get it from Dr. Usanagi in her medical office next to the Crimson Caravan compound. You may be asking, "Why is this guy so obsessed with LUCK?" Or you don't care, and you're just following instructions. Either way, LUCK directly influences you odds at the casino games. While it is possible to reach the maximum winnings with a LUCK of 7, it takes much, much longer to do so. With a LUCK of 8 (or higher), you can comfortably win big and win often. When you get to the outskirts of the strip, more commonly known as Freeside, you will want to head over to the Old Mormon Fort right away. Enter, and take an immediate right, follow the wall to the door in the corner, enter, go upstairs, and grab the snowglobe on the shelf. Leave the fort. Head over to Mick & Ralph's, pass the Speech check, and get the Naughty Nightwear. Even if you already have a LUCK of 8, this will help speed the process. You will want to clean out The Atomic Wrangler before you head into The Strip proper, but you can skip this step until the next section if you like. Once on The Strip, go through the gate to the other side and keep going until you find the Vault 21 Hotel. Go inside, and go through the door on the far wall, down the stairs, and into the vault. Once inside, head to the bottom floor (with the diner on it), and head to the northeast section of the building. When you find the only closed and locked door (50 skill), sneak, pick the lock, and go in. On the table against the wall you will find a snowglobe. Take it, then leave the hotel. Go across the street to the NCR embassy. Inside, find the NCR embassador, and challenge him to Caravan. You can rob him of almost 2,000 caps by taking advantage of his bad play and gambling addiction. Go back to the Lucky 38, meet Mr. House, go to the Cocktail Lounge, take a right (hugging the inner counter) and you should find another snowglobe behind a cash register. Take all four of them up to his "woman" robot for 8,000 caps. Now the fun begins. |- The Casinos and Blackjack -| There are a total of four casinos to "clear" before you cannot gain money from them this way: The Atomic Wrangler - Run by the Garrets, this casino has the lowest maximum payout. ~5,000 caps. Gomorrah - Run by the Omertas. ~9,000 caps. The Tops - Run by the Chairmen. -10,000 caps. The Ultralux - Run by The White Glove Society. ~15,000 caps. It's clear to see that this will be our bread and butter. At nearly 40,000 caps, this is a worthwhile target indeed. With our high LUCK, this will be a cake walk. Whichever casino you choose to start at is up to you, but be sure to play 10 games of Roulette and Slots before heading to the Blackjack tables so you can pick up some easy experience (challenges). The reason you want to focus on Blackjack is that it is the game that relies the least on actual luck (not just the LUCK stat). With a high enough LUCK, slots are a viable way to max out your winnings as well. Roulette is too inconsistent for my tastes, so I wouldn't go that route (though the payouts can be quite tempting). ------------------------------------- For those who don't know, I will explain the rules of Blackjack: The goal is to get as close to a sum total of 21 without going over as possible. The player with the closest number wins. Players who go over "bust" and lose automatically. Each player is dealt a card face up, and one face down. Number cards are worth the value shown. Face cards are worth 10. Aces are worth 1 or 11, at player discretion (the game handles this automatically). If a player is dealt a hand that sums 21, he automatically wins unless tied with another player who was dealt the same. Players may "hit" to draw another card. There is no limit to the number of cards a player may have until they bust. If a player is dealt two cards of identical value, he may "split" and play them as two separate hands. A player may "double down" to risk twice his bet to draw one more card. He may not draw again after. The dealer must draw until he reaches at least 17, or busts in the attempt. ------------------------------------- With that out of the way, LUCK plays a significant role in the outcomes of the game. With a score as high as ours, we can consistently and quickly make gains despite our losses if we follow these guidelines: Only stand on an 18 or higher. Yes, this means hit on 17. LUCK will help keep a lot of these cards low. Don't bother with Splits. They don't yield any higher of a payout, but they make the process take longer. If dealth a sum of 10, or 11, Double Down. LUCK will keep many of these cards high. Always bet maximum. Always taunt the Floor Manager after he bans you from gambling in his casino. |- Targets of Opportunity -| So now that we've cleaned out The Strip and broke the bank, we should have a lot of money, right? Wrong! The thirst of our greed is not so easily slaked. Now that we've made money the legal way, our resources are starting to look quite dry. As so many other great minds of history (Al Capone, Jimmy Hoffa, the oil industry) have shown, it's time to turn to crime if we really want to be rich. It's a good idea to establish a "safe house" to keep your regular gear and spare loot before we head out. The suite in the Lucky 38 is just fine, but set yourself up wherever you're comfortable. The other important thing we will need is a good fence. I prefer to use the Gun Runners' Vendortron. Here we go: The Silver Rush, Freeside: Upon entering for the first time, DO NOT go past the guards until they leave their position. They will mention there is a "meeting" going on, but you can observe through the chain-link fence. After that's all done, head down the hall on the left wall from the entrance and open the door (it leads to the bathrooms). Then use whichever button/key you have assigned to manipulate objects without picking them up to grab everything of value and throw it in a pile in the hall there. When you are finished, go in the hall, close the door, sneak, SAVE, and grab everything up. When the guard gives you a supsicious look on your way out, just casually remark that you were only "browsing." Nellis Air Force Base (Boomer territory): I'll skip the part about how to get in, but don't forget that there's a couple dead Brotherhood bodies with perfectly sellable Power Armor on them in the ruined town just outside, after you convince the Boomers to not blast you into microdust. The first thing you want to do is head to the museum building, and grab the snowglobe off the desk in there. Then head to the munitions storage hangar, and locate the Munitions Supply Manager. Sell whatever you want to offload to him until he no longer has caps for you, then SAVE. You will want to sneak on the other side of his stall and use the wooden boxes to block his view of you. Steal EVERYTHING using a method similar to the Silver Rush robbery. Try not to break this stuff down via repair if it's condition is over 50% since many of these weapons are worth 1,000 caps or more each. Be sure to turn in the snowglobe later. Camp McCarran AFB This place isn't nearly as much of a jackpot as the other two, but it's worth noting that a couple of the big tents in the middle of the main outdoor area have some easy to lift goods. One of the tents is a medical supply cache, and the one right next to it has a bunch of gun cabinets and ammo boxes. There are also lots of ammo boxes, footlockers, and random other lootable containers all over the base. |- Final Thoughts -| Between the 5 snowglobes, the casino winnings, and the Caravan winnings, you should easily have over 50,000 caps. If you went on the little crime spree, I suspect you should have another 10-20 thousand (at least). I hope that's enough for you to buy all the implants and equipment you had your eyes on. If so, I can claim mission success. This is my first guide on GameFAQs, so I would appreciate some feedback to let me know if you found this helpful, or if you know of some other great places or ways to make a lot of caps in a short amount of time. I must stipulate that I will not endorse the use of any hacks, glitches, exploits, bugs, and so on within my guide. Fair warning. I check the GameFAQs boards fairly frequently, so send your comments, questions, critique, etc as a private message to me on GameFAQs. |- Version Info -| Version 1.0, 01-07-12 |- Legal -| Copyright 2012 James Boger This guide is copyright protected. Users have my permission to view, print, and link this guide for personal use. This guide is not to be used for profit of any kind. Other uses of this guide must follow the restrictions given by GameFAQs.
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