More cities should have guarded, covered car parkings.
This guy is useless.
And this guy is just an asshole. He started yelling at you as soon as you try to speak with him.
NOTE. Seriously. I don't know if it is bug or he is angry at my high steal skill or Thief perk, but he is like this.
And he is not going to sell you anything.
It took four trips from car to shelves and back.
Yes, you are totally respectable. So you are allowed to enter city at night.
You are not respectable enough to pass those books in guard house, though. You swear to return them when you are done reading.
Outside you found a very interesting bill board.
Looks like they're trying to create a respectable, decent community for respectable, decent people like you to live in.
You also make a notice that stealing is not mentioned.
What? You are totally respectable. 335 Karma points. People are starting to notice it.
Local bar. What is that enormous man? Is it one of those Supermutants you heard about?
He is not very talkative.
Barmaid Mira is.
Informative. Some history, mention of some "citizen" nonsense you got fed up in VC. Also, there are lots of people looking for Vault 13. Evidently, without success.
Drunk in corner wants you to rough up some evil cultist. You don't like cultists, but you are not into roughing up someone either.
But you are into lying to people's faces (when necessary or if they are dicks), so you pretended to agree.
Other patrons are not particularly interesting, but you got some job advices.
And beside Saloon...
Yes, slaves.
And a slaver. Yes, it's a slaver base, and a very good-off one, as it seems. So much for prohibition of slavery.
You want to investigate more, may be pretend you want to join them.
They seems to be very edgy around you. OK, let's talk to Vortis.
Vortis is... afraid? He is afraid of YOU? Why would he be afraid?
It's just your imagination.
You decided to back out for now.
In a junk a junk yard nearby...
Man is selling junk.
And it is not a figure of speech.
And he proposes to install some stuff in your car. Hmm, what does that "blower" thing do?
Anyway, you agreed and paid with 1000$ worth of junk.
Now let's get inside.
Look nice. Too much police for your taste. So, dial it down on Katia's Syndrome.
Let's go meet that "sheriff" and get friendly.
Exemplary police officer.
Deputy? Where is the "sheriff" then?
Thanks, but that does not answer where that "Dumont" sheriff is.
So, any
honest work here?
"Some pretty good stuff" about you? That's heartwarming. Though you'd prefer to stay under radar.
Elise, got it.
Some interesting ammo he has. You'd like to investigate it closer, but are not crazy enough to actually try to steal it.
"People in cages" here too, but it seems there is just one. VC had much more, with smaller population. And much more cells.
Either there is less crime here, or perpetuators are shot on sight.
No, Katia, no stealing in police station. Bad Chosen!
There are guards in every room here. (But they don't have eyes on backs of their heads - wink-wink)
This midget trader is a nice kind of midget traders. He actually trades.
"Shyster Buster" was that first MT, who talked with red letters. "He'll rob you blind", hur hur.
If you would be a gun nut you'd probably sqee at this shop's assortment. But you are not.
Door is talking. But not much..
You can't just walk in Westin ranch. May be it's open at day? You'd like to talk to that vault hunter drunkard Mira mentioned.
You met some Dr. Henry
He is not the kind of Dr's that heal people. And has nothing muchto say to you. But Vault Behavioral Project? Interesting. You should write it down.
He has some interesting toys, though.
And an interesting paper.
"Real" doctor is a little more friendly, but said nothing new to you.
He points you to same guys as Deputy did. They fight against slavery. Awesome.
You took nothing from his shelf.
Except book.
And this. You have a feeling you may resort to use it on someone or something at some point. But hopefully, not.
And you got heart pills. You'll give it to Cassidy.
He says there is some work on Westin ranch. But how can you get there?
At last, you got to that anti-slaver people.
They are called New California Rangers. They fight slavers. And they are hiring. Your dreams come true, Katia.
There should be some catch.
Oh, here it is. You should free that slaves outside first. Of cause, you want to set them free, but you kinda hoped to ask Rangers to do it, not other way around.
Also, why shoud NC Rangers have same acronym as NC Republic? It's annoying.
But. OK, you'll see what you can do.
This striking woman in a long robe is the supposed religious nut. She is also supposedly sleeping. While standing up.
"Curfew"? That's some curfew you have here, with hordes of people on the streets. Or does he imply you are underage?
But waiting for a morning before talking with people is a good idea.
You passed time by reading the books you borrowed.
At morning you return to church.
She indeed seems harmless. She does not looks like a violent type.
Worst she can do is to brainwash you with some cultist mumbo jumbo to make you give her all your belongings.
Woah, touchy, aren't we.
NOTE: Reload...
Pretend you are interested.
There is some system to this madness. But it still looks like madness to you. Zeta-scan? May be another time.
Let's meet President Tandi. You heard she needs work done. She is likely your last chance to get any lead to Vault 13 or GECK around here.
Security is tight.
And Tandi is old. Let's talk business first.
Hmm, she asks what you are good at. How should you advertise yourself?
You'd better not say her you are a veteran thief. People tend to not appreciate it.
Speech and Sneak are first two obvious choices. And fourth your greatest skill is...
Unarmed combat? Surprisingly, yes. You barely trained yourself at HtH, and hardly ever used it in real fight. But people just like to give you "unarmed combat lessons". Perverts.
Anyway, you said you are good at speaking, Madame President.
She needs something from Vault 15. Good, you were going to visit it anyway.
Questions time. She has a lot to say.
About Vault Dweller.
About virtual impossibility of finding Vault 13.
About New Reno and about Westin.
Holodisk about NCR. Yes, it would be probably better this way.
Now some extra info about Vault 15.
She run out of disposable people to send to V15, so she turned to you. Awesome. She is better than Lynette, but deep down, all rulers you meet seems to be manipulative bastards.
Let's leave before you say something you'll regret.
And what's on that disk?
Mostly propaganda, but some interesting stuff as well. You wonder if there are some hidden obstacles (like in VC) for people applying for citizenship here. But it's not really important for you right now.
So, this is the statue of the Vault Dweller. Does text under it imply that Vault 13 is a myth? It seems many people here think so.
Tandi also mentioned about "squatter prisoner they've caught"? Maybe he has something interesting to say.
Nothing.
Time to leave. Hmm, may be there is something interesting here yet to do?
Let's do that zeta-scan, why not.
NOTE: Yes, I totally save scummed for +2 luck.
You are AHS-1 now and Enlightened One lost any interest to you.
NOTE: Pity, I hoped she'll give you San Fran location.
Let's take a look at that slave camp again.
Hmm, fence had seen better days, but you don't think you'll be able to crawl through a hole. And then get all the slaves back through it.
So, only option left is to sneak through guard house. But not in day light. And it's early morning now. And you are out of books to read.
And you already spooked these slavers recently.
So, let's delay Operation Liberation until you return from Vault 15.
Hmm, you still have a feeling you forgot to do something...
Oh, yes, this.
This one is called Luke. He is right about attracting attention. And you can ask one more question.
About where to find GECK? You were told many times that it's in Vault 13. Let's ask where vault 13 is.
You'd prefer if he'd just point it on map, but even like this, it's a REALLY good lead. NCR was not a dead end in your quest for GECK, after all.
OK, now it's really time to go to Vault 15.
Oh, what now?
Some guy is threatening to blow himself along with power generator.
But badass diplomat like you dissuaded him easily.
Easiest 6000 exp your ever got.
Strike that, easiest 9000 exp you ever got.
And 4 books on top of this.
You should also think about the story he told, and implication of it, but you your mind is already set on Vault 15 now.
And here it is.
Locals are predictably grumpy.
Except one woman, who needs something from you.
At least she agreed to answer your questions.
That's mostly what you knew already. No mention about what happened to disappeared "ambassadors", though. Is it tactful omission, or they really don't know what (or if anything) happened with them?
But topic of Vault 15 itself is much more interesting.
"Not supposed to talk". "Benefactor". As far as you know, people don't use word "benefactor" in a not-sinister way.
Who is that Zeke?
Now, what was her problem.
Chrissy is kidnapped, Zeke is mayor, somebody ran off that way.
That way.
Dalia, mercenary with a conscience. These things are not really mixing well. The better for you.
Behind her...
Guarded shed. And what is that door in cliff's side?
Guard tries to be all scary-like.
But fails miserably. Really, Katia, don't know how you do it, but you are really intimidating when you want to. And sometimes when you don't.
Let's see what is inside
Ouch.
You like her style.
Another case solved, Sherlock.
Let's go deliver girl to her mother.
Interesting gun she has here, btw.
Railroad section begins
"Take Darion out now"? Why people keep presuming you can singlehandedly wipe out an army of career cutthroats?
Railroad section ends.
Btw, Katia, do you have a plan what to do when you'll be inside Raider-infested vault?
This will never work, "Pat".
This worked. I can't believe it.
Familiar scene. Except in Vault 8 there was a girl instead of raider.
Doc cured your injuries (from trap earlier) and radiation for free.
Why raiders get the best medical service?
Because they kidnap doctors and keep them prisoner. Interesting strategy, but probably not the best in the long run.
Insight on Darion. Like Tandi, he was already adult (or nearly so) at the times of Vault Dweller, 80 years ago. So, he is at least 90-something now. Ecology is probably very good around here, if people live for so long time.
Floor 2
May be you can fix it?
You could! Now, tell me, WHY did you fix it?
Sure he did.
Maybe sometimes they do. Don't question the mysterious way of generators.
Otherwise, not much interesting on this floor.
Barely even anything to steal.
And raiders don't tell anything interesting.
Just whine a lot.
And Chrissy kicked
everybody here in places. That girl is awesome.
Floor 3
Darion looks serious. And in good shape for a living fossil. And there is his infamous dog somewhere around. You decided not to come close.
EDIT NOTE: I really could go past him and download spy data from computer. If you hug the right wall, Darion will not initiate talk to you. And it would be 4k more exp and 4k more money. But I just forgot about this possibility.
Parts that Tandi wants.
And, BINGO! Location of elusive and mysterious Vault 13. Now let's get outta here.
Raiders are really simple-minded here. They are only interested in guns.
And booze. Also, look, now there is a force field working at the entrance to vault.
You bypassed it easily.
But you wonder how raiders will go in and out past it. Their technical skills are notoriously lacking.
Btw, where does this ladder go?
It would be quite handy, if not for that impenetrable pile of chests. So, you went back and used an elevator.
And, that's it for vault 15.
NCR. Night. You know what this means.
Guard on the way to pens is missing now. Good.
Sneaky sneaky.
It was easy. And unlike slaves in Den, these one dashed to the exit instantly. You did not hear gunshots, so they probably did it. Good.
Other panels took some time, but you managed to open all pens, while remaining unnoticed by patrols.
Now, let's get out.
Oh-oh. Ruuun.
Thanks to your speed, shiny armor and slavers being comically incompetent with guns, you only got a small scratch. They did not chase you.
Congratulations, Katia, on your first successful slave-liberating operation.
You completely forgot about this guy and "Claudia". But supposedly now work is all done.
And that's it. You could not persuade them to send someone to kill Darion or something.
What is this thing?
You can't find a use for it.
Rangers.
And, that's it here too. Kinda anticlimactic.
At least they now tell you nice words in yellow letters, instead of mean words in red.
Yes, like this.
"Ranger's safe houses in the north"? You'll look for them. You really could use (or provide) help in slave-fighting Up North.
NOTE: Map is useless in-game, unless you do quest for Vortis (slaver boss). This Vortis is interesting fellow, btw. I understand that his establishment is something like a leftluggage office for slaves, used by slave owners that visit NCR.
Last try to visit Westin before leaving NCR.
Apparently, knowing that there is a work at Westin's is not enough to get in. Well, whatever.
NOTE: Wiki says you need Sheriff's recommendation here. And I missed him, because he is just one of many policemen on the streets.
!
!!
!!!
Also, only 2000xp!?
Talking lizard. After talking rats, you knew it's just a matter of time. What's next, talking radscorpions?
He is quite civil. May be overly so.
And he knows nothing about GECK. But he'll let you look for it, if you do something for him.
Well, why not. They seem to really need help, and you are quite decent at fixing things now.
Deja vu.
You ask him...
About Deathclaws...
About how he got here...
And not, he is not prisoner. Good to know.
You talk to other Deatchclaws.
They are all intelligent, but not too much. And they all have similar job descriptions - guard here or there.
Another cultist.
Now, it's some Vault Dweller-centered religion. "He, or she"? Tandi referred Dweller as "he". And that statue in NCR was obviously male. Not horse-statue-obviously, but still.
Also, he lived here all his life. You'll remember that.
But he was not here when previous inhabitants disappeared. And he has seen that statue, dammit!
Matt.
Probably only real prisoner here.
He think Deathclaws is a threat to humanity, so he tried to destroy them. I can't say he is completely wrong here. But, Deatchclaws do not seem to be very bright to you. That is, unless you mistake speech ability with intelligence. Or they are just habitually playing dumb when talking to humans.
Familiar face here.
You wonder where she got the armor. She was without it last time you met.
Long story short, you talked with the rest of people here. Their stories was interesting, but in some ways similar. Deathclaws
collect people, usually in some kind of distress, and give them home here. People are not confined. Why do Deathclaws do it? It's probably dangerous. What if someone like Matt, but smarter, will just leave and then lead a lot of people with guns here? Greed for Vault 13 riches could overcome fear of Deathclaws.
Goris.
1. Previous Vault inhabitants was taken alive by Enclave.
2. Intelligent Deatchlaws are runaways from Enclave. They feel guilty for helping Enclave kidnapping people.
3. They were made from normal Deathclaws by applying some kind of virus, similar to one responsible for Supermutants. But aren't Supermutants sterile?
4. There is a potential that Matt had a point.
5. There are some interesting ruins west of here (Military Base)
6. Gorion is oddly non-specific about himself.
You really hope you are "authorized". Only one way to check.
You are.
You are even allowed into hatchery.
You talk to Mother Kerith.
You realize that you can't really tell male Deathclaw from female.
Also, unlike Supermutants, Super-Deathclaws are fertile. Is intelligence hereditary?
Matt was here. Those Deathclaws are too humane for their own good.
Here is this malfunctioning machine.
It needs Voice Recognition Module.
Badly.
And you can probably get one in New Reno or VC.
And also some backstory about this mainframe.
Jimmy think that Deathclaws can be a threat too.
You ponder if you should raid their storage. You decided to compromise.
You only looted interesting things. This.
And this! So, this small briefcase is what should save your village?
Sorry, Gruthar, but Arroyo first. You'll get this briefcase home,
then you'll look for that Voice Recognition Module.
You neatly closed chests and doors. They will probably never ever realize something is missing.
There is one question yet...
Yes, it was Matt who destroyed voice module AND disabled voice input. Pretty smart plan, actually. And shows some technical knowledge. Is there really a point to fix mainframe, if he can just can break it again? He says he has access to lower levels.
Or may be your should just go and help Matt to finish what he started? What if by helping Gruthar, you are dooming human race?
These Deathclaws are pretty nice, may be even too much, but it does not means all of them, ever, will be.
You have to think about it.
You still promise Gruthar you'll look for module.
Ok, now where to?