Fallout: New Vegas - Complete Walkthrough (Goodsprings, Primm, Mojave Outpost, Nipton)

    Fallout: New Vegas - Complete Walkthrough (Goodsprings, Primm, Mojave Outpost, Nipton)



    Fallout: New Vegas, thanks also to its predecessor, is a game that has been very successful, and that due to its longevity and variability is often difficult to conclude. Epic Videogames Guide therefore offers one of the most complete solutions on the web, precisely to meet the needs of gamers.

    "War, war never changes"

    It is precisely the war that has devastated the world of Fallout, reducing the world population to near extinction. Yet in the world there are you, who with your personality can totally change it, renewing hope for a new civilized world or devastating it even more.
    After the opening cutscene, you will understand the situation that tears apart the Mojave Desert. The Republic of New California (RNC), which seeks, albeit through typically military ways, to restore control to the southwestern United States of America, must stand up to the Ceasar Legion that opposes it, bringing death and destruction . And it is in this state of chaos that you, mere couriers, will get a bullet from some curious individuals. 
    Fortunately, you will find yourself in a house where a tender mustachioed gentleman, aka Dr. Mitchell, will tell you that he managed to save you, despite the bullet having severely wounded you in the head. You will be given the opportunity to choose the name and physical characteristics of your alter ego, after which you can already make the first movements. The next step is definitely important, since through the Vault-tec parameters tester you will have to choose which are the peculiarities that will characterize your character. For those entering the world of Fallout for the first time, here is a quick explanation on the parameters



    Power:



    It is the measure of physical power. It affects the weight you can carry and determines the effectiveness of melee weapon attacks.     Perception: Increase the Explosives, Burglary, and Energy Weapons skills and determine how far you will spot enemies on the compass.     Stamina: It is the unit of measurement of physical fitness, and affects Health, Survival, environmental resistance and attacks from unarmed.     Charisma:
    With a high Charisma you get bonuses on the Speaking and Barter skills, and give Courage to your companions, allowing you a great team play.     Intelligence:
    It is instrumental in Science, Medicine and Repair skills. Also, the higher the Intelligence value, the more skill points you will get as you level up.  
      Agility: It affects skills such as Weapons and Stealth, as well as the regeneration of Action Points, which are crucial for the SPAV system     Luck: Affects all abilities, increases chances of critical hits with all weapons and enemy mistakes. It can also be decisive in gambling.

     

    After this little summary, the choice is yours to give a few points at a time, to keep all the skills on a balanced level, or to increase certain values. The advice given to you is to pay particular attention to Charisma, since Fallout: New Vegas makes dialogue with the characters one of its fundamental elements, and a high level of Eloquence can help you in many situations. Once this step is completed, follow the doctor into the room adjacent to where you woke up to perform a quick psychological test that will serve to characterize your character even more. Essentially, for those who have played Fallout 3, this test conducted by the Doctor corresponds to the GOAT of Vault 101. Answer with confidence, since if the results do not please you, you can still change your three main skills (ie those in here you will get 15 points extra). Returning to the advice given above, pay attention to Eloquence, but also to skills such as Science and Burglary, as within the game if you do not have high values ​​in these parameters, you will not be able to open containers or have access to the terminals, which is really important to get valuables.


    Main mission: If that's not a kick in the head ...



    Subsequently, the Doctor will ask you to follow him to the entrance, but before going out, you better go around the house and take all the objects you can, from the precious Stimpaks scattered around the rooms, to useless objects such as paperweights and various knick-knacks, to be able to resell them and make a first nest egg of caps, the monetary unit of the game.
    After reaching Dr. Mitchell you will learn how he managed to get you to safety, and you will get a Vault 21 suit and the Pip-boy 3000. Well, now you can get out of the house and go into Goodsprings to look for news about your attackers. . You could find Victor, the Robot who pulled you out of the grave, right in front of the house you came out of, or in front of his shack near the elementary school of the charming town. Talk to him and you will come to better discover the dynamics of your unpleasant "accident". Turn again for Goodsprings, entering the houses often left empty, and if you are not afraid to slightly negatively affect your Karma, steal as many objects and foods as possible, always to have a certain number of caps available. Visiting the city, you will meet Easy Pet, an old dynamite expert who will tell you about the between RNC and the Legion, as well as give you an overview of the situation in Goodsprings. Go to Joe Caleb's store to sell the items you have in your inventory and maybe buy something that could be useful. Ask him about your incident as well, and finally you will discover that your assailants were headed for the city of Primm. Enter the Prospector Saloon and you will meet the sweet Sunny Smile, who, as advised by Dr. Mitchelle, can give you lessons in survival. 


    Secondary mission: He gets back on the saddle


    Follow Sunny and her trusty dog ​​out to the back of the Saloon. You will be given a shotgun so you can shoot the empty bottles of Sarsaparilla. Follow the advice that will appear on the screen to aim for the best. If you don't find yourself shooting with the realistic viewfinder, just pause and change the viewfinder settings from the options. Well, the first step is done. Choose to continue the tutorial to get experience points. You will find that Goodsprings water wells are often attacked by Geckos. So help the girl to get rid of these monsters, in order to become familiar with both the SPAV system and the actual firefights. During these shootings you will encounter a local girl being attacked by some Geckos, kill them before it's too late, to get some water purified from the rescued woman and enjoy a good reputation in Goodsprings. Once this is done, Sunny will ask you once again to continue the tutorial.

    Secondary mission: Around a campfire along the path

    If you accept Sunny's proposal, she will ask you to collect a Xander Root and a Broc Flower to create Healing Powder with a campfire. To find the two plant specimens you will need to head to Goodsprings Cemetery. Kill the mutant flies flying over the graves, and watch out, not just for the flower, but for a glass ball with snow. As you will be told, a prominent New Vegas exponent collects them by paying handsomely for them. The second step is the Goodsprings elementary school. Xander Root is outside, however enter the school. Pay attention to the mantises that preside over it, then take everything there is to catch. If you can crack the safe, or unlock it on your computer to get the content Sunny told you about. Join her at the campfire to complete the mission. He will ask you to return to the Saloon to greet owner Trudy.
    Curiosity: Before returning to Goodsprings, turn around the campfire to meet a boy. He will ask you to help his girlfriend who has been stormed by the Geckos on a ridge. Accept and go up the hill from which you can see the radio antenna. Get rid of the annoying pets, and keep climbing. There is no trace of the girl but you will find a corpse surrounded by traps, which, parameters permitting, you can sabotage. Take it all and get off. On the way back you will meet the boy who asked for your help and he will tell you that it was all a lie so that you killed the Geckos and he could go up undisturbed to take what you took. Kill him and return to Goodsprings.


    Secondary mission:
    Ghost Town Gunfight / Run Goodsprings Run!

    Back at the Prospector Saloon you will see owner Trudy arguing with Joe Cobb, a member of the Powder Ganger. Talk to Trudy first, who will explain that a mercenary named Ringo, who has taken refuge in the village, is wanted by this gang of criminals, and if the inhabitants of Goodsprings do not give him to her the city will be attacked. Still talking to the owner she will ask you to fix her radio. If you succeed you will get a sum of caps that can be increased thanks to the Eloquence. Also talk to Joe Cobb, who will explain what Powder Gangers are and their plans for Goodsprings. The choice is yours whether to be on the side of the good or the bad. If you chose the first option, go to the gas station where Ringo is locked up. He will ask you to get Sunny's support for the fight with Joe Cobb and the rest of the gang. Go to her and she will accept your proposal, but will also ask you for support from Trudy, Easy Pet, Chet, and Dr. Mitchell.
    Go to Trudy and if you get 25 points in either Eloquence or Sneak, you'll be able to get her support. Then go to Easy Pet, but you will need 25 points in Explosives to get his consent. If you don't arrive with the skill points, you will find an explosives magazine inside the mailbox of a house north of Chet's general store. Reach the latter and with 25 points in Barter you will get leather armor for you, and for the rest of the inhabitants. You can steal a barter magazine from one of the shelves. Finally go to the Doctor. This time you won't need any special skills to get his support, at most, if you want extra medicine you will need 30 points in Medicine. Getting the help of these characters is optional, however it will be better to have it as the confrontation with the Powdger Ganger will be quite violent. Go to Ringo and get ready for the shooting. Once this is over, you'll get a good reputation at Goodsprings, but you'll be hated by the Powder Gangers. It would be better to have their uniforms in your inventory to try not to be attacked immediately on sight, in case you encounter them.
    Returning to the beginning of the mission, if you choose instead to be on the side of the convicts, you just have to kill Ringo and the rest of the inhabitants, giving control of the city to the criminal gang. Whatever your choice, it will be instrumental in your reputation.

     

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