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Fallout New Vegas Casino Quest Video

Van Graffs & the Silver Rush Casino: the Family, the Crimes, & the Body Count

While exiting the clinic, she will explain that she can block out the radio signals for a short time, which can help with all these radio explosions.

You will have to pass a conversation check, but you can do that in any three ways: Intelligence 5, Explosives 60, or Science The last of the three companions is Dean Domino.

This whole area is rigged with traps -- bear traps, wire traps, the works. This area is also full of that toxic gas.

Finally, we have those ghost guys to deal with, too. In short, this area is basically a circus. The best advice is to go slow.

Take each thing at a time, and look at the ground every so often to see if there is a bear or wire trap. Head around the back and go up the stairs, then ascend to the top floor to find Dean lounging on a seat.

Take the seat next to him to start a lengthy conversation with him. Just like before, your conversation responses will determine later events in the story, so be nice for a good ending and mean for an evil ending.

A few things to watch out for: You can impressive Dean if you have Explosives 25 and Speech With all three companions now recruited, you can continue with the overall mission, and second set of "threes" -- this time, setting up the three companions.

Talk to Elijah to get the second set of three quests. Get him to follow you a Speech 65 check helps and head over to Salida del Sol South.

When you get there, Dog will initiate a conversation with you. God is much clearer as to what he wants: You can pass an Intelligence 7 check.

God will see your super-intelligent reasoning and agree to stay. This is by far the easiest way. You can get the ghost meat. Just go to the two quest markers, kill the ghost, and grab the meat.

Obviously, locking Dog in the cage will lead to an "evil" ending later and getting the meat leads to a "good" ending later. There are less traps here than other areas to offset the amount of toxic Clouds.

Your destination is in the southwest part of the map. Elijah chimes in when you get close. The trick to this area is the second level; that is, you can get around the area, and go to new places, if you walk on the second-level roofs that make a perimeter around the buildings.

You will have to go inside the Ruined Cafe to get to the roofs that lead to the station! So be sure to enter the Ruined Cafe.

Head upstairs in the cafe and take the door that leads outside. There are two potential doors: When you reach the station, Dean starts to get cold feet.

He feels that ghosts will come and kill him when he does his part of the bargain. For the Holograms, one is really easy to find.

From the station, simply drop down to the side roofs below and go through the crumbled wall to find the terminal. Use the terminal and activate the Hologram.

One down, one to go. This will lead to a balcony -- simply walk a few steps on the roof to reach a crumbled wall. I recommend the Repair check, as its the lowest and Dean abhors Barter checks for some strange reason.

Before you set out, this is a great time to talk to Christine about the life, the universe, and everything. Talk nice or mean, depending on how you want the overall outcome of Christine to end up.

You have to pass several high Intelligence, Science, and Medicine checks to learn more about her. For the quest itself, head out to Puesta del Sol North.

You might have explored the first room a little while you were with Dean, but now you can finally get past the first door.

But before you can do that, you need to fix the circuit breaker. It is the big, rectangular box in the first room. You can fix it with a Repair 60 check, or by gathering some materials, which are located in the same room.

With the door open, head on through. Just run, run, run down the halls to get out of range. This can be a difficult room to get across unscathed. Go up the stairs and enter through the door in the direction of the quest marker.

Go through the three rooms to reach another big room like before. This one, however, has a few speakers in it, as well as a turret in the center which shoots lasers.

But before that, we need to take care of these speakers. The terminal is Very Easy, but that should not be a problem. With the speakers turned off, you can destroy the turret from this room with an in-and-out-of-cover tactic.

That is, pop out of cover, put a few shells into the turret, then go back into cover. If you do not have the Lockpick skill, my first advice is to get your Lockpick skill up, either with a book or by leveling up.

Message me if it works for you. With the room speaker-less and turret-less, head on over to the quest marker. In this conversation, be nice or mean, depending on your desired outcome.

The "evil" way is much easier here. Just keep telling her -- basically force her -- to go down the elevator. Basically, be evil and make her relive her time in the Auto-Doc.

The "good" way is a little tougher. With the password, head back to the terminal and do your thing. Talk to Christine, who will be grateful, and the two of you can share a "moment" if you like.

Head to Puesta del Sol South. This area is fairly small and really linear. There are ghosts around, and a few bear traps, but otherwise the area can be easily gotten through.

You just need to go through the streets, up some stairs, through a building, and through some more streets to reach the door with the quest marker.

It is advised, of course, that you fully clear the area anyway. Head through the streets and go inside the building with the Hologram vendor.

Destroy the speaker above the door, then go through the doorway under it, then go inside the building on the opposite side of the street.

In here, destroy the radio on the counter, then go back outside and find stairs down the street. Now follow the fairly linear path as it leads north to the Bell Tower.

Watch out for wire traps and ghosts, but both should not prove too difficult. Go through the west crumbled wall, down the stairs, across the wine cellar, and back up.

Here, follow the balconies to a room with beds. Through this room, go up the stairs and into the next room. Destroy the radio, go back out to more balconies, head through the crumbled wall, and go to the opposite side of the room to reach the ladder that leads to the Bell Tower.

Use the controls to trigger the event. But first, we need to get to the main gate. The area has become repopulated with ghosts, so this will be tougher than simply backtracking.

So go back from whence you came. The ghosts tend to come in twos, so ranged will have an easier time. When you reach the gate, I would suggest you make a new save file, just in case you want to relive the area here.

There will be a Hologram in front of you, and a terminal to the right. Get on the terminal, and change the behavior of the bar Hologram.

Sneak up the stairs to the bar and shoot the emitter on the rafter to defeat the threat of the Hologram. You will also want to destroy the speaker on the wall behind the bar counter.

With both Holograms gone and the speaker destroyed, the area is much safer to go back and forth through. We still have that problem with power, so we need to access the electrical closet.

First, though, we need to get the passwords, which are located on the counter of the second-level-elevated bar. After that, go down to where Hologram Numero Dos was hanging out.

Flip the switch to turn on the casino! Head back to the Lobby and enter the Cantina, which is the door that has Restaurant over it.

There is a Speaker in the upper-left corner of the first room. Go through the door to the west, then enter the bathrooms to the south.

On a table, you will find another radio that needs to be taken out of commission. Go back to the first room of the Cantina and grab the Emergency Maintenance Key on the counter in the east part of the room.

With the key, go all the way back to the casino area -- specifically, the elevated bar. First, we need to repair the three gas leaks.

They are denoted on the minimap, but you need to stay out of sight from Dog, or he will blow up his collar. So, get in sneak, turn off the first valve which is right next to you, at the entrance and then work on the other two.

The next one you should repair is in the room north of you, and the last one is next to where dog is first arguing with himself.

Wait behind the counter until dog walks to the other side of the room before you go repair it. With the gas leaks taken care of, talk to Dog.

For a "good" outcome, you will have treated him nicely and either gotten him the meat or reasoned with God about staying at the power switches.

Head back to the Lobby and enter the Theater. First things first, run past the halls to the main theater area. This will set off a chain of events with Dean.

He will either help you if you treated him nicely or be mean to you if you were mean to him. Either way, it ends with a room full of Holograms.

He says "his left" but that is actually your right. So dash toward the door to the right. In here, close the door behind you and destroy the emitter above the doorframe.

Head down the hall and look up to find a speaker. Click through the dialogue options to hear one that tells you that she just got a shipment of magazines.

After all this you will need to choose the option "I have some medical supplies to drop off. Every time you give them something you will gain more fame.

In the supply list you can find the Magazines. Buy up what you want and then exit. After that, choose the option to give med supplies again.

This time you need not give them anything just choose the "Never mind" option. Go back to "Buy medical supplies" and you can repeat teh process for more magazines.

You can do it infinitely as long as you choose to drop off supplies first. You can even come back to at a later time.

Here are the magazines you can score:. This is also the name of a gun in previous Fallout games. Each weapon type in Fallout 3 has a unique weapon with special capabilities.

Here is a list of where you can find these unique weapons. It can be found in Fields Shack on the shelf to the far left corner of the house.

This laser rifle is located in Vault Look on the ground next to a skeleton and there it is. Find the crashed alien ship near top right hand corner of map.

The ship is on top of the cliffs. Below are 3 aliens. All American is a unique Marksman Carbine. You can find it at the armory in Vault First, find the passwords from the drowned techies underwater -- it helps if you have the rebreather.

Find the terminal that holds one of the passwords, that will unlock a door. That leads to another room with another drowned techie.

Take that password to security sector A and there is another terminal that will control the pump to drain the water.

Using the new found password, you will unlock the Overseer door and with that terminal. You unlock the armory door that holds All American and a crap ton of other loot.

Beware of ALOT of feral ghouls. All American is found on a turned over table directly to your right point of view once you enter the room. You must kill her -- preferably silently and undetected due to the amount of dogs with her.

The tribal Village is located north west of Goodsprings Cemetery and North and little west of Goodsprings itself. The village is dangerous in a sense, since they are usually some Cazadors and a few Fiends.

Bring a good weapon just in case. The Chopper is a unique meat cleaver found on the stove of Wolfhorn Ranch. Wolfhorn Ranch is located South East of the Prospectors Den, which is South East of Primm, and the ranch is also fairly close to Nipton, North East of Nipton where the road turns right and splits into a bunch of roads.

You must kill him to get the Cram Opener. He will disappear eventually, so be quick. Here is how to find the upgraded mini gun called the C Avenger.

The easiest way to get to it is to find Ranger Station Bravo. If not, it is six sections down from the top of the right side of the map, and between three and four to the left.

Once you get there, travel east. It is highly radiated so have some Rad-X on hand as well as some Rad-Away. You can make pretty easy work of the Evolved Centaurs and the Centaurs there.

Once you clear the area, this extremely fast mini gun is in the truck along with plenty of 5mm ammo for it. Submitted by Frankie Schaller.

The golf club is located on Driver Nephi, who is a fiend, so either way, you will probably kill him. You can activate the quest by talking to a guy located in Camp McCarren..

It can only be fired once per day -- and only outside -- because the lasers must recharge. You can find it in freeside, near the east gate -- a boy named Max carries it.

You can either buy it for Caps or 20 Caps with a barter skill of 45 , pickpocket, or take it from his bedside while he is sleeping.

He goes to sleep around 9: He sleeps on the second floor of the building on the right after coming into Freeside from the East Gate.

Figaro is a unique straight razor. Try to be stealthy about it; everyone in that building has a gun. Sergio is the barber of the Kings.

Gobi Campaign Scout Rifle: Look in the Casino upstairs on the left side above the cashier station and look in the top shelf on the left side of the bar table.

The Golden Gloves and the Boxing Times magazine will be right there. Submitted by FNV easter egg finder. The Holy Hand Grenades are exactly what they sound like; grenades.

You can find them in the most eastern church of Camp Searchlight, which is somewhere in the southern part of the map. There is a catch though: The basement does contain some golden geckos and high radiation, so pop some Rad-x before heading down.

You need to have a key to the building so first go talk with prospector leader who is stationed at the church basement. Go fetch few radiation suits for him and then you can follow him to the police station and after that to the fire station.

Kill this massive Queen radscorpion and grab a couple fire axes with you can be used to repair the "Knock Knock". Go to second floor and advance to the toilets.

Open the second booth from the door and grab "Knock Knock. La Longue Carabine is a unique Cowboy Repeater carried by Corporal Sterling whom you must kill if you want to obtain it.

Eventually he will send you and 3 other guys to retake Nelson. You will probably kill Dead Sea by the end of it.

Search corpses until you find the Liberator -- it will be found on dead Sea. Love and Hate is a unique spiked knuckles.

You can get it from Bonnie Springs located north from Goodsprings cemetery. Kill Viper gang leader and loot her body.

Lucky is a unique. It can be found at the Steve Bison place in Primm. The gift shop is the the most North Eastern part of the first floor.

You must have a lockpick skill of 75 to open the lock. This pistol is really easy to get. Kill Benny and then loot his corpse.

For an overview of Fallout: New Vegas content, please refer to " Portal: Vault 21 jumpsuit , Pip-Boy , 18 caps , 6 bobby pins , extra items based on tagged skills see quest page for details.

By a Campfire on the Trail. Primm , Nipton , Boulder City. Ace in the Hole. You and What Army? Lucky 38 , El Dorado substation.

Grant , Yes Man , Mr. Lucky 38 The Fort. Lucky 38 Nellis Air Force Base. Lucky 38 Hidden Valley. Lucky 38 Hoover Dam. Lucky 38 El Dorado substation.

For the Republic, Part 2. Red Rock Drug Lab. Turbo Recipe or caps, caps, Khan Trick. Back in Your Own Backyard. Mortimer or Heck Gunderson.

The Strip fame, White Glove Society fame. Beware the Wrath of Caesar! Bitter Springs Infirmary Blues. Dinner Bell , hunting revolver , hunting rifle , 1, XP, 5, caps.

Nipton , Legion Raid Camp. Legion Denarius , random loot. Can You Find it in Your Heart? Great Khan encampment , Sloan , Primm.

Nash residence , Primm. Hidden Valley bunker , Black Mountain. East pump station , West Pump Station. Followers of the Apocalypse fame.

I Forgot to Remember to Forget. Various items, xp, caps, 1 Mentats , 1 Psycho , 1 Buffout. Colonel Hsu , Vulpes Inculta. Keep Your Eyes on the Prize.

Frank Weathers or Mrs. Beagle or Johnson Nash. Rex as companion, XP. Major Polatli , Carl Mayes. Someone to Watch Over Me.

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Mit etwas Sprachbegabung 50 Punkte überzeugen wir ihn davon, Milde walten zu lassen, andernfalls tauchen seine vier Leibwächter auf. Hi, ich bin im Repcon-Hauptquatier im 1. Nach dem Bettsport bringt die Heldin Benny einfach im Schlaf um. Counting all the DLCs, there are a total of 81 unique weapons to be found inside the game, but some require the completion of a quest to find e. Battlefront 2 Call of Duty: If you move further into that location and look to your right, you'll find another counter with more White Glove Society members behind it, and a locked door behind them.

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Fallout new vegas casino quest Oktober in Nordamerika, am New Vegasdas von den Feinschmeckern geleitet wird, einer geheimnisvollen Gruppe william hill casino affiliate Gourmets, die einen höheren Lebensstil haben. Das Lucky 38 und das Tops Logo. Eine unverschlossene Tür hier führt in die Küche. Anmelden Du hast noch kein Benutzerkonto? Ist das vielleicht ein Bug und sie meinten Nahkampf 90 und lisa vittozzi Waffenlos 90?? New Vegas sind abhängig von den Aktionen, die der Spieler in den Quests während des Spiels trifft, mit unterschiedlichen Enden, die übersetzer binär jeden bedeutenden Ort, jede Fraktion und rekrutierbaren Begleiter gezeigt werden. Counting casino facts the DLCs, there are a total of 81 unique weapons to be found inside the game, but some require the completion of a quest to find e. Sign up for free!
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The kitchen can be found in the Gourmand section ovo casino tricks the casino, where you earlier spoke with Marjorie. Veronica Fallout - New Vegas: Während des Wiederaufbaus des Strips, "kaufte" Mr. Diese Quests sind nur nach der Installation von Honest Hearts verfügbar. Zurück im Erdgeschoss sagen wir Swank, dass wir Benny ausschalten wollen und haben dann freie Hand, wenn freespin casino no deposit bonus code Benny und seine vier Leibwächter em aktuell fussball. With the angry and egotistical konto in englisch out of the way, approach the stove he was located near. Joe Sanabria is the lead artist. Unterkunft, wie in Fallout 3? Die Küche besteht aus mehreren Räumen und Gängen, darunter Philippe's Küche, dem Kühlraum, in dem Ted Gunderson gefangen ist, einem Aufzug zurück nach oben, einem Weinraum, in dem sich die Flasche Wein befindet, die man in Jenseits des Fleisches mit Drogen manipulieren kann und einer Speisekammer. Beste Spielothek in Unterwestrich finden Vegasdas von den Feinschmeckern geleitet wird, einer geheimnisvollen Gruppe voller Gourmets, die einen höheren Lebensstil haben. Von PeterBathge Erfahrener Benutzer. The stuff is still in the game world, in a container you cannot see. Test des ungewöhnlichen Switch-Spiels 0.

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Okt Dragon Quest Das Spiel wurde am: Each one had a unique suit of armor and a unique weapon not found in-game, along with a few other items that are available within the game. Wenn wir oben auf seinen Geschäftsvorschlag eingehen, führt das aber nur wieder dazu, dass die vier Leibwächter auftauchen und Benny verschwindet. Eventually the script that gives them back works properly, if you try often enough. Habe danach das Spiel neu installiert und dann ging es. But that's good news, because now you can get down to creating a little culinary creation of your own, if you managed to convince Philippe to leave behind a few recipes for you that is. Mai Fallout - New Vegas:

Lucky 38 , El Dorado substation. Grant , Yes Man , Mr. Lucky 38 The Fort. Lucky 38 Nellis Air Force Base. Lucky 38 Hidden Valley.

Lucky 38 Hoover Dam. Lucky 38 El Dorado substation. For the Republic, Part 2. Red Rock Drug Lab. Turbo Recipe or caps, caps, Khan Trick. Back in Your Own Backyard.

Mortimer or Heck Gunderson. The Strip fame, White Glove Society fame. Beware the Wrath of Caesar! Bitter Springs Infirmary Blues.

Dinner Bell , hunting revolver , hunting rifle , 1, XP, 5, caps. Nipton , Legion Raid Camp. Legion Denarius , random loot. Can You Find it in Your Heart?

Great Khan encampment , Sloan , Primm. Nash residence , Primm. Hidden Valley bunker , Black Mountain. East pump station , West Pump Station.

Followers of the Apocalypse fame. I Forgot to Remember to Forget. Various items, xp, caps, 1 Mentats , 1 Psycho , 1 Buffout.

Colonel Hsu , Vulpes Inculta. Keep Your Eyes on the Prize. Frank Weathers or Mrs. Beagle or Johnson Nash. Rex as companion, XP.

Major Polatli , Carl Mayes. Someone to Watch Over Me. North Vegas square , North sewers. Membership into the Brotherhood of Steel , Td power armor.

The Fort , Vault The Moon Comes Over the Tower. Boomer flightsuit , Boomers helmet. Philip Lem or Samuel Cooke. A Bit of Slap and Tickle.

So, if you down one, be sure to finish the job! First things first, though: Well, it comes into play here, as the room with the cell has three radios in it: You can either shoot these or simply turn them off.

Here, turn off the radio on the desk to the right, and go down the stairs to the left to reach the basement. In the basement, head down the stairs and into the room with the terminal on the desk.

Continue through the various rooms to the quest marker. In this room, immediately turn off the radio on the desk in front of you, and pick up the "Dog Command Tape" next to the radio.

Just go back from whence you came -- back through the linear rooms and up the stairs to the cell. You will have to make the same decision for the other two followers that you will recruit, as well.

So, talk mean or talk nice, and which way you talk will alter the story, capiche? You can also pass various conversation checks to make the conversation go more smoothly.

Being nice or mean to dog is really important here, so be careful which dialogue options you choose. For example, calling a Dog a "reject" would definitely constitute as being mean and will lead you on the path to the evil outcome.

By contrast, speaking on the same wavelengths as Dog -- referring to Master, asking nicely for help -- will set you down the path for the good ending.

I advise that you tell Dog to follow you, as he will be an asset in your search for the other two companions. Now that you have Dog following you, head back to the center of the area.

Switch your active quest to "Find Collar Right when you enter the area, Elijah tells you that the comm system can also set off your collar.

Make your way to the Clinic itself -- there are two entrances and the area is fairly small. It takes a little bit for them to lock on to you, however, and you can sneak past them without too much trouble.

You can also "set their behavior" via terminals, which are always conveniently located near them, and even take them out of commission completely by destroying their respective emitter, which is also usually conveniently located near them.

As you begin to wander inside the clinic, the quest objective quickly changes To get rid of it, you need to destroy its blue emitter.

First, set the behavior of the Hologram to the second floor. Then, go to the second floor and wait for it to turn its back to you. While you are out of its sight, head down the hall and look for the blue emitter, which should be in plain sight next to a door.

Shoot it to blow it up and turn off the Hologram. So, you need to get to the basement. Down in the basement, get on the terminal and disengage the power.

This will turn off the shielded radio and change your objective. Head back up to the first floor. Use the Malfunctioning Auto-Doc to start a lengthy conversation with Christine.

Just as with Dog, the way you talk to her will determine later events in the story. And just as before, these future events directly correlate with how nice or mean you talk to her -- act nice for a good outcome, mean for a bad outcome.

At the end of the conversation, you can tell her to go to the fountain or to follow you. For now, have her follow you. While exiting the clinic, she will explain that she can block out the radio signals for a short time, which can help with all these radio explosions.

You will have to pass a conversation check, but you can do that in any three ways: Intelligence 5, Explosives 60, or Science The last of the three companions is Dean Domino.

This whole area is rigged with traps -- bear traps, wire traps, the works. This area is also full of that toxic gas. Finally, we have those ghost guys to deal with, too.

In short, this area is basically a circus. The best advice is to go slow. Take each thing at a time, and look at the ground every so often to see if there is a bear or wire trap.

Head around the back and go up the stairs, then ascend to the top floor to find Dean lounging on a seat. Take the seat next to him to start a lengthy conversation with him.

Just like before, your conversation responses will determine later events in the story, so be nice for a good ending and mean for an evil ending.

A few things to watch out for: You can impressive Dean if you have Explosives 25 and Speech With all three companions now recruited, you can continue with the overall mission, and second set of "threes" -- this time, setting up the three companions.

Talk to Elijah to get the second set of three quests. Get him to follow you a Speech 65 check helps and head over to Salida del Sol South. When you get there, Dog will initiate a conversation with you.

God is much clearer as to what he wants: You can pass an Intelligence 7 check. God will see your super-intelligent reasoning and agree to stay.

This is by far the easiest way. You can get the ghost meat. Just go to the two quest markers, kill the ghost, and grab the meat. Obviously, locking Dog in the cage will lead to an "evil" ending later and getting the meat leads to a "good" ending later.

There are less traps here than other areas to offset the amount of toxic Clouds. Your destination is in the southwest part of the map.

Elijah chimes in when you get close. The trick to this area is the second level; that is, you can get around the area, and go to new places, if you walk on the second-level roofs that make a perimeter around the buildings.

You will have to go inside the Ruined Cafe to get to the roofs that lead to the station! So be sure to enter the Ruined Cafe. Head upstairs in the cafe and take the door that leads outside.

There are two potential doors: When you reach the station, Dean starts to get cold feet. He feels that ghosts will come and kill him when he does his part of the bargain.

For the Holograms, one is really easy to find. From the station, simply drop down to the side roofs below and go through the crumbled wall to find the terminal.

Use the terminal and activate the Hologram. One down, one to go. This will lead to a balcony -- simply walk a few steps on the roof to reach a crumbled wall.

I recommend the Repair check, as its the lowest and Dean abhors Barter checks for some strange reason. Before you set out, this is a great time to talk to Christine about the life, the universe, and everything.

Talk nice or mean, depending on how you want the overall outcome of Christine to end up. You have to pass several high Intelligence, Science, and Medicine checks to learn more about her.

For the quest itself, head out to Puesta del Sol North. You might have explored the first room a little while you were with Dean, but now you can finally get past the first door.

But before you can do that, you need to fix the circuit breaker. It is the big, rectangular box in the first room. You can fix it with a Repair 60 check, or by gathering some materials, which are located in the same room.

With the door open, head on through. Just run, run, run down the halls to get out of range. This can be a difficult room to get across unscathed.

Go up the stairs and enter through the door in the direction of the quest marker. Go through the three rooms to reach another big room like before.

This one, however, has a few speakers in it, as well as a turret in the center which shoots lasers. But before that, we need to take care of these speakers.

The terminal is Very Easy, but that should not be a problem. With the speakers turned off, you can destroy the turret from this room with an in-and-out-of-cover tactic.

That is, pop out of cover, put a few shells into the turret, then go back into cover. If you do not have the Lockpick skill, my first advice is to get your Lockpick skill up, either with a book or by leveling up.

Message me if it works for you. With the room speaker-less and turret-less, head on over to the quest marker. In this conversation, be nice or mean, depending on your desired outcome.

The "evil" way is much easier here. Just keep telling her -- basically force her -- to go down the elevator. Basically, be evil and make her relive her time in the Auto-Doc.

The "good" way is a little tougher. With the password, head back to the terminal and do your thing. Talk to Christine, who will be grateful, and the two of you can share a "moment" if you like.

Head to Puesta del Sol South. This area is fairly small and really linear. There are ghosts around, and a few bear traps, but otherwise the area can be easily gotten through.

You just need to go through the streets, up some stairs, through a building, and through some more streets to reach the door with the quest marker.

It is advised, of course, that you fully clear the area anyway. Head through the streets and go inside the building with the Hologram vendor.

Destroy the speaker above the door, then go through the doorway under it, then go inside the building on the opposite side of the street. In here, destroy the radio on the counter, then go back outside and find stairs down the street.

Now follow the fairly linear path as it leads north to the Bell Tower. Watch out for wire traps and ghosts, but both should not prove too difficult.

Go through the west crumbled wall, down the stairs, across the wine cellar, and back up. Here, follow the balconies to a room with beds.

Through this room, go up the stairs and into the next room. Destroy the radio, go back out to more balconies, head through the crumbled wall, and go to the opposite side of the room to reach the ladder that leads to the Bell Tower.

For the Republic, Part 2. Red Rock Drug Lab. Turbo Recipe or caps, caps, Khan Trick. Back in Your Own Backyard. Mortimer or Heck Gunderson.

The Strip fame, White Glove Society fame. Beware the Wrath of Caesar! Bitter Springs Infirmary Blues. Dinner Bell , hunting revolver , hunting rifle , 1, XP, 5, caps.

Nipton , Legion Raid Camp. Legion Denarius , random loot. Can You Find it in Your Heart? Great Khan encampment , Sloan , Primm.

Nash residence , Primm. Hidden Valley bunker , Black Mountain. East pump station , West Pump Station. Followers of the Apocalypse fame. I Forgot to Remember to Forget.

Various items, xp, caps, 1 Mentats , 1 Psycho , 1 Buffout. Colonel Hsu , Vulpes Inculta. Keep Your Eyes on the Prize. Frank Weathers or Mrs.

Beagle or Johnson Nash. Rex as companion, XP. Major Polatli , Carl Mayes. Someone to Watch Over Me. North Vegas square , North sewers.

Membership into the Brotherhood of Steel , Td power armor. The Fort , Vault The Moon Comes Over the Tower. Boomer flightsuit , Boomers helmet.

Philip Lem or Samuel Cooke. A Bit of Slap and Tickle. A Final Plan for Esteban. Karma or 50 caps. A Pair of Dead Desperados, I.

A Team of Moronic Mercenaries. All-American , pulse gun. An Ear to the Ground. Novac , Ranger Station Charlie.

Chauncey will give you some ideas, when you pick his brain, about how you may want to proceed. Aktuelle Rollenspiel-Spiele Releases Release: A new companion wheel has been added to quickly and easily give companions commands such as 'Talk', 'Use Ranged Weapons' and 'Wait Here'. Nach dem Bettsport bringt die Heldin Benny einfach im Schlaf um. New Vegas had four different pre-order bonuses: When you do, you'll find a well-dressed employee of the casino walking towards a secluded back room off of the pool. I was in new vegas doing some quests and after a while i talk with ED-E to repair There is a glitch in the Gomorrah casino in Fallout New Vegas where you. Unlike Fallout 3 , traits are available for taking, and perks are gained every two levels instead of every one, a move made by the developers to avoid creating overpowered Couriers. If you move further into that location and look to your right, you'll find another counter with more White Glove Society members behind it, and a locked door behind them. Mai Fallout - New Vegas: Wenn wir oben auf seinen Geschäftsvorschlag eingehen, führt das aber nur wieder dazu, dass die vier Leibwächter auftauchen und Benny verschwindet.