*** It was a bullseye. Within a month, the 188 trading post became a bustling hub of commerce frequented by soldiers, merchants, and Republican citizens either heading to New Vegas with pockets full of caps or limping shamefully back home with naught but the shirts on their backs. Even the Gun Runners took notice and set up shop at the post to coordinate caravans in the field, with an independent arms merchant selling her wares out of the back of an Army truck up top. It's not known which of the Kerrs came up with the ingenious proposition to name the post after the highways (95 added to 93 gives 188), but the name caught on well. *** Bunker 13 (simply referred to as the Abandoned Brotherhood of Steel Bunker in-game), is a reinforced subterranean installation that was used by the Mojave Wasteland chapter of the Brotherhood of Steel during their war with the New California Republic (NCR) and the starting point for the add-on Dead Money. It is located slightly south-east of Camp Forlorn Hope. *** Aerotech office park is an New California Republic refugee camp in the Mojave Wasteland. It is located east of Camp McCarran and south-east of NCR sharecropper farms. The Army tries to provide the basic necessities: A place to sleep, water, food, and basic medical care, but it's only enough to keep the people from dying. To make things worse, the shortage of personnel makes it impossible for Captain Parker, the head of the camp, to protect everyone. People have gone missing without a trace, while one of the local crooks, Keith, had the gall to set up in one of the suites with a rigged gambling ring. The Followers lend a hand through Bert Gunnarsson, but the Mormon ghoul mostly ministers to those trapped at aerotech, unable to change the situation on his own. Once an office park housing numerous aerotech companies that proliferated in the Las Vegas and Henderson area, the former corporate offices have been converted into a shelter for refugees and people down on their luck. NCR drifters, locals who can't find work, and others who have tumbled down the social ladder until they hit rock bottom. Many are hopefuls who tried to make it big on the Strip, only to wind up losing all of their money, to the point they cannot get back home. Some try to find honest work in Vegas to make enough money back to move on, but most remain stuck in a perpetual cycle of hopelessness, exploited by crooked merchants taking what little they have through crooked gambling or selling liquor. *** Ant mound is a located directly south of Allied Technologies Offices and northwest of REPCONN Headquarters. This once prosperous and fertile plain between the outskirts of New Vegas and the rugged desert terrain is now devoid of crops. This farm in particular was taken by a colony of fire ants. *** The success of the community eventually it drew the attention of the New California Republic, who began to annex it swiftly for a newly established supply line across the treacherous Divide into the Mojave Wasteland. This drew the attention of the Caesar's Legion, which attempted to cut the new supply line. This war did not destroy the settlement, however. It was the work of the Courier who, returning to the Divide again, carried a package from Navarro by order of the NCR. This package containing the activated ICBM launch codes, and when the package was close enough it sent a signal to the dormant nuclear missiles, causing them to begin detonating one after another, splitting the earth, cracking and twisting the landscape, and causing massive earthquakes. This turned Ashton into what it is now. *** The Atomic Wrangler Casino is the closest one can get to a New Vegas casino without having to actually get into New Vegas. For many caravaneers and poor NCR citizens, the Atomic Wrangler is their vacation to New Vegas; the locale is also a common hangout for Kings gang members and Van Graff employees. The casino also offers rooms, prostitutes and chems for more "adventurous" patrons. The casino is run by the Garret twins, Francine and James, who are willing to help a good cause as long as they get a better side of the deal. They are business people after all. The casino can get a little loud during the night, but the drunks and chem heads that come from the casino generate lots of business for the surrounding locales. *** A classic watering hole on the frontier, Big Horn Saloon is the only place of note in the derelict Boulder City after the First Battle of Hoover Dam. Since 2277, it's reserved for NCR concrete mixing factory workers producing material for the bunkers lining the Colorado River. NCR soldiers are banned by command from entering the premises, due to constant fistfights with the factory workers - not that many obeyed the ban. Ike, the proprietor, will serve anyone coming through the front doors, even soldiers. A man's got to make a living, after all, especially after the workers cleared out due to work stoppage caused by the Quarry Junction shutdown. *** Bison Steve Hotel is a derelict hotel located in Primm. War rendered this competition moot and left it to the elements. Although much of the building and parts of the rollercoaster collapsed, it was still solid enough to become a hotel once again when trade picked up after the NCR seized the Dam. Old Laurie ran the show there, but left the town months before the convicts took over and turned the hotel into their hideout in 2281. The largest resort in Primm, Bison Steve was a major landmark and competitor to The Vikki and Vance Casino. The smaller establishment could not really compete with the grand El Diablo rollercoaster, ball room, and multiple reasonably comfortable rooms, so they took to a rather underhanded method of competition, discouraging tourists from visiting it. Dishonest dealers and numerous building code violations combined with El Diablo's poor safety record were routinely blamed. *** The Bitter Springs recreation area is a location in the Mojave Wasteland. Found due north of Callville Bay very close by. Once a bustling vista spot now sports a single, large shack within the concrete barricade perimeter. The collection of doomed vehicular hulks rusting in the sun, are used as a staging area for a Legion raiding party on Bitter Springs during the quest I Forgot to Remember to Forget. *** The refugee camp has a couple regulations that keep chaos from erupting: a sunset curfew is in place; squatting in view of the camp is prohibited; all personal food, water and pets must be kept away from camp supplies to avoid mixing; and most importantly, all civilian firearms use is forbidden. Lately, though, Bitter Springs has been terrorized by an unknown assailant, which the local NCR officers have determined as living in the nearby mountains. Over the past six months, eight refugees and three soldiers have been killed. *** Of course, it would be too easy to dismiss the super mutants at Black Mountain as insane and carry on. The nightkin harassed travelers and merchants on the I-15 for supplies and food. Although the victims reported the matter to NCR Rangers, they were unable to divert men and resources to take care of the problem. *** The Black Rock cave is a location in the Mojave Wasteland. It is found directly north-west of the Helios One power station and south-east of the entrance to Black Mountain. *** Known for the red-hued sandstone rocks flanking it, Bloodborne Cave is off the beaten track and now home to a pack of night stalkers, including the legendary night stalker. Before this, the sulfur cave was once home to a family of hunters, and their skeletons remain scattered throughout the cavern. Bloodborne Cave is located east of the Brotherhood of Steel safehouse and north-west of Bitter Springs. A large number of night stalkers and the legendary night stalker reside in the cave; it consists of a single interior section. *** Bonnie Springs is located almost due north of the Goodsprings Cemetery, north-east from the Tribal Village or south-east from Spring Mt. Ranch State Park. Originally the springs were within the Paiute peoples homeland for centuries. They moved their dwellings into small enclaves in the rocky cliffs to the west after immigrants took their land. The ranch at the natural springs was first established in 1843, as a watering stopover for wagon trains going to California on the Old Spanish Trail. The place would latter be built up in the 20th century as a tourist stop, including among other things a replica 1880s mine. Now the location is crumbling into the dirt, it's memory and true history slowly fading. Although it is still used as a landmark for travelers and is occasionally picked over. The latest of whom are a gang of Vipers. *** Nearly the entire town was leveled in the battle, sparing only the concrete mixing yard near the Boulder City train station and the Big Horn Saloon. In the following years, the ruins became a stopover town for caravans resting at the Saloon and a source of concrete for the NCR's fortifications built up and down the Colorado, produced using limestone shipped in by train from Quarry Junction. However, because of the recent Deathclaw infestation at Quarry Junction, limestone mining has ground to a halt which has in turn put a hold on deliveries and production of concrete. All the concrete workers that usually inhabit the town have wandered off leaving only Ike, the bartender of the town saloon, as the only resident. The NCR has been using the concrete to construct bunkers up and down the river, but now that the trains have also stopped coming in and no concrete to be produced those plans have been put on hold. *** Broc flower cave is a cavern located northwest of Camp Searchlight and east of the Legion raid camp. This scenic cave was used as a toxic waste dump by unscrupulous corporations before the Great War, with the corridors and floor absolutely littered with barrels of irradiated waste. Giant rats seem to have taken a liking to the environment, enjoying the radioactive wheat provided by the leaking barrels. Or maybe it's the glowing mushrooms that sprung up everywhere? Regardless of the attraction, the cave was used by an independent researcher to study the giant rats. Safely protected behind a reinforced fence, the researcher had all the equipment, supplies, and necessary gear to study the rats in detail. What they failed to appreciate was the sheer determination of their test subjects to get at the supply of tinned food kept at the back of the cave. The determined rats eventually burrowed through the walls and consumed the hapless scientist. *** Brooks Tumbleweed Ranch is an abandoned ranch found in the extreme northwest of the Mojave. It's due west from the unmarked mercenary camp and its unique weapon. *** The Caesar's Legion safehouse is a small house built into the side of the mountain near the old nuclear test site. The safehouse has been adapted for use by Legion operatives carrying out orders west of the Colorado River. Veteran Atticus is responsible for maintaining this and other safehouses, ensuring they are stocked with supplies. *** Named for the former settlement of Callville, this bay was created when the Colorado River was dammed to form Lake Mead. It was once a small port and boat launch, now Callville Bay is a derelict no-man's land overrun by cazadores. From their nest inside the remains of the corrugated metal warehouse, they keep prospectors and wastelanders away from, among other locales Captain Dean Boat Rentals. *** The Camp Forlorn Hope medical center is the main hospital for Camp Forlorn Hope. Best described as a chop shop, the tent represents the sorry state of the Camp in 2281. The blood-stained beds and operating room barely qualified for continued use, while the amputated limbs piled up in the disposal cart are mixed in with empty bottles of whiskey the head surgeon, Doctor Alex Richards, needs to get through the working day. *** The shutdown of the I-15 and Legion raids up and down Highway 95 have strained the supply situation. Water is plentiful, but everything else is in short supply, including food, ammunition, and men. Skirmishes in the no man's land between Nelson slowly deplete the ranks of troops stationed at the Camp and the armory. Morale is at an all-time low, made worse by the Legion's deliberate maiming of soldiers they fight, who are then left to die in the desert sun with booby traps strapped to them. It comes as no surprise that to most soldiers, a posting at Camp Forlorn Hope is effectively a death sentence. The commander of the Camp, Major Polatli, blames the ineptitude of the Army's highest commanders for the mismanagement of the situation at Forlorn Hope. However, he doesn't plan to sit idle while a Legionary comes to slit his throat and has prepared a plan to turn the situation around: Increasing his troop number, restoring supply lines, and getting the camp into fighting shape so that he can retake Nelson and secure the Army's flank in the inevitable battle for the Dam. *** Following the New California Republic's victory at the Dam, Camp Golf found itself deeper in NCR territory. No longer on the frontlines, the camp lost much of its importance and the Republic pulled most of its troops to other postings. Camp Golf became a posting for under-performing soldiers, where their NCOs try to put them into shape. The most infamous is the Misfits platoon, giving Sgt. McCredie a near-perpetual headache. It doesn't help that the soldiers usually end up emptying bottles of alcohol into their bellies, rather than magazines of bullets at training targets. However, the base has another facet. The former House Resort building was claimed by the NCR Rangers as the central hub of their deployment in the Mojave. All Ranger stations are coordinated by Chief Hanlon from the terrace overlooking Lake Las Vegas, with the luxurious interior providing Rangers with a place to rest, recoup, and rearm between deployments. The troopers, assigned to cramped canvas tents on old golf fields outside, dislike this kind of stratification. ** Camp Guardian was a stable outpost in the setup in the Guardian Peak area to keep an look out on Legion activity across the Colorado and to intercept any Legion forces attempting to cross. Stationed at the camp were 12 NCR rangers and troopers, but due a Lakelurk infestation the camp was overrun with 11 soldiers killed by the lakelurks. *** Camp McCarran is the base camp of the New California Republic Army in the Mojave Wasteland. It is located just south of the defensive wall surrounding New Vegas, easily identifiable due to the wall surrounding it. Although the camp is the hub of all NCR activities, it is shorthanded due to constant skirmishes with the Fiends and troop redeployments. It also suffers from a variety of other problems, including decent food supply for the soldiers. Originally founded as the Alamo Airport in 1942, the airport was renamed to its present name on December 20, 1948, after Pat McCarran, Senator, Nevada native, and author of the Civil Aeronautics Act. Once the primary airport of Las Vegas, the McCarran International Airport was heavily fortified before the War and featured a direct monorail connection to the Strip. Although abandoned in the wake of the Great War, the arid climate of the Mojave preserved the buildings well, allowing for the New California Republic to settle into it Treaty of New Vegas of 2274. As the inheritors of America occupied it, it became a hub of all NCR Army efforts, particularly the logistical aspect: troop allocation, supply distribution and intel. Normally under the command of General Lee Oliver, Colonel James Hsu takes over in the event of general's absence. The Camp McCarran concourse is a location in Camp McCarran. Once the hub of all passenger activities in the McCarran Airport, this building was repurposed by the NCR into barracks, mess hall and infirmary, using the large open spaces of the airport's concourse. The futuristic architectural style of the concourse and the airport has bravely withstood the elements and now serves the Republic's military. The Camp McCarran terminal building is a location, located - where else? - inside Camp McCarran . Once the heart of the McCarran airport, the terminal building allowed travelers to purchase tickets, check in their luggage, and catch some last-minute gambling at the slot machines that line the airport's waiting areas. Abandoned after the Great War, the terminal building gained a new lease on life when it was granted to the New California Republic as their primary military base in the New Vegas Treaty. Now it acts as the hub of NCR operations in the region, though it's not free of problems... *** The spent nuclear fuel rods remained there for over two centuries, with nobody trying to move them for fear of rupturing the casings. When the New California Republic deployed in force to the Mojave, Searchlight became a natural choice for a military base. It was large enough to quarter troops without a problem, while its strategic location, on top of Highway 95 and near the mouth of the valley leading down to Cottonwood Cove, allowed it to effectively control the south-eastern Mojave Wasteland. Camp Searchlight was established, becoming a major communications and logistics hub for the NCR Army. Naturally, this made it a natural target for the Legion. Vulpes Inculta devised a clever plan to remove the obstacle in Caesar's path. Rather than rely on martial might, he used subterfuge, using frumentarii to first intercept shipments meant for the Camp, depriving the troops of necessary supplies and stockpiling them for later use by the Legion. As the supply issues worsened, tensions emerged among the Camp's senior staff, and the frumentarii waited for an opening in the Camp's formidable defenses. The opportunity came soon, as the patrol routes were changed again for operational security reasons. As usual, gaps opened in the patrol routes as the troops had to get used to the new schedule. Vulpes sent in a small group of legionaries, ordering them to infiltrate the fire station and unseal the nuclear fuel casks. As expected, this unleashed lethal levels of radiation on the Camp. The legionaries were killed instantly, while NCR troops were killed outright, turned into ghouls, or died soon after of radiation sickness. Only a handful of troops out on patrol escaped the grisly fate, rallying under First Sergeant Astor. In the meantime, the Legion did not sit idle. A task force under centurion Aurelius of Phoenix landed at Cottonwood Cove, establishing a beachhead on the western side of the Colorado and immediately launching raids on both the surviving NCR troops and especially supply and trade caravans heading up to New Vegas. Further legionary groups moved up north and west as time went by, targeting Nelson and Nipton to lay the groundwork for the Second Battle of Hoover Dam. *** The Casa Madrid Apartments is a brothel located in Westside. This run down apartment building has been owned by Marco for a few years, and serves wasteland denizens who can't afford the New Vegas Strip. Here they get a room and, if they so desire, they have the choice of three prostitutes, courtesy of Pretty Sarah. *** Chance's map is a location in the Mojave Wasteland. It contains a map drawn in the dirt and a hollowed-out rock which contains some small loot. This map was carved by the blade of Chance's knife and McMurphy's finger in the graphic novel All Roads, however its location was much different than what appears in the game itself and it included no props for locations. All notable locations had their names or acronyms drawn in the dirt, the only special marker on the map was where Chance dug his knife into the dirt, digging a crater where New Vegas should have been. The map is located overlooking the Red Rock Canyon, rather than resting outside of it near a highway. It is likely nothing more than another continuity error between the graphic novel and the game. *** Charleston cave is a location in the Mojave Wasteland. The cave is slightly north-west of Jacobstown, at the top of a snow-covered hill. Outside of the cave's entrance is a view overlooking Jacobstown and the Mojave Wasteland. Full of stalactites and other ancient rock formations, Charleston Cave has remained closed for hundreds of years since its discovery in the early 1960s, and subsequent geological instability. Once the home to a hold-out during the Great War, nightstalkers now roam these empty chambers. A new and even more terrifying strain can shroud themselves in Stealth Boy-like invisibility. *** Before the Great War, Clark Field was a small power plant and nuclear storage facility. Ruined centuries ago, Clark Field is now a derelict, with containment reactors seeping radiation out to the surrounding area. The pleasant radioactive warmth is attractive to golden geckos, while the irradiated detritus attracts scavengers, with predictable results. *** The Colorado River forms the dividing line between the New California Republic's military camps, and the Legion's forts. Neither side is willing to strike at the other over the river, forming the stalemate that Fallout: New Vegas is set around. *** Once a small resort, Cottonwood Cove was adopted by the Legion as an outpost, used for trafficking captured people to Arizona for slave processing and as a launching point for all Legion raiding operations in southern Mojave. It has since become the largest Legion encampment on the west side of the Colorado River and is their foothold into Nevada, using the river to transfer trooper and supplied to Fortification Hill on the east bank. This was made possible by the sabotage of Camp Searchlight, organized by Vulpes Inculta. When the camp fell and the NCR's presence in the region waned, an outpost was set up at Cottonwood Cove to handle all Legion operations in the area. All communication to and from Cottonwood Cove is handled through boats. Centurion Aurelius of Phoenix is stationed here as commander. With just two contubernia at his command (16 legionaries), he managed to kill and capture over four times more people than he has at his disposal (64 in total). *** The Coyote Tail ridge is a location among the foothills southwest of Bitter Springs. This is the specific location among the foothills where 1st Recon was ordered to create a defensive line of fire from Khans attempting a breakout of the encampment once the attack started. Unbeknownst to NCR intelligence Bitter Springs was actually the Khans home base. Those that were fleeing – through the only other entrance of the settlement; known as Canyon 37 – the fighting were actually non-combatants. Through miscommunication command ordered 1st Recon to fire until they were out of ammunition. As a result this military operation became known as the Bitter Springs massacre. It scared not only all those involved, but also the reputation of the NCR; whom had moderate success in whitewashing the entire debacle. *** A wonder of nature that emerged in the Mojave somewhere after the Divergence, the Crescent Canyon became an almost impassable obstacle on the edge of the Mojave National Preserve. The tunnels through the New York Mountains and a solitary rail bridge over the canyon were the only means of direct passage. The remote location of the canyon made it perfect for disposal of vehicles and radioactive waste, which cover the floor of the canyon, providing a particularly potent breeding ground for golden geckos. *** Deathclaw promontory is an unmarked location on the eastern side of the Colorado River across from the Lucky Jim Mine and Cliffside Prospector Camp. *** Dinky the T-Rex is the roadside attraction that's a part of Dino Dee-lite motel in Novac. In 2281, the watchtower is manned by two NCR Army veterans, Manny Vargas and Craig Boone, who watch the road for wildlife and Legion trying to come from the recently conquered Nelson. Cliff Briscoe runs the trading post, trying to shift the seemingly endless supply of toy rockets to hapless travelers and visitors. Once a tourist-trap meant to attract traffic from the busy Highway 95 to and from Vegas, Dinky is a massive sculpture of a cartoony Tyrannosaurus Rex biting the top off the World's 2nd Largest Thermometer. Despite appearances, the sculpture proved to be structurally sound, surviving over two centuries of hot desert days and cold nights, losing only relatively little paint and material. When Novac was founded, it became a natural watchtower, giving snipers a commanding view of the eastern El Dorado Valley, while the gift shop turned into the local trading post. It's also a major navigational aid for those crossing the wasteland, though some refer to the humble T-Rex as a giant gecko. The Dino Bite gift shop is Novac's trading post, located inside Dinky the T-Rex . It's accessible just up the stairs just at the base of the statue. inside Dinky's "stomach". The town's watchmen Boone and Manny go through the shop to get to the post in Dinky's mouth. The Dino Dee-lite Motel is the centerpiece of Novac. Erected at a highway interchange just by Highway 95, Dino Dee-Lite served tourists and other travelers heading up the highway to Las Vegas, with its Dinky the T-Rex roadside attraction helping visitors find the place while barreling down the road. After the Great War, the motel sat vacant for decades, if not centuries, until Novac was founded, taking its name from the broken motel sign by the entrance. The Dino Dee-lite motel room in Novac is an ownable motel room in Novac's Dino Dee-lite Motel. It can be either purchased for 100 caps, or obtained for free with a reputation of Accepted in Novac. The motel room is sold by Jeannie May Crawford. If she dies after completing the quest One For My Baby, Cliff Briscoe will offer it to you instead; he can be found at the Dino Bite gift shop during the day, or in the bungalow nearest to his shop at night. *** East pump station is a location east of NCR sharecropper farms. This location is of paramount importance to the New California Republic, because it is responsible for filtering the water being pumped along the giant water pipe from Lake Las Vegas and Lake Mead, and then delivering it into the NCR sharecropper farms. The water itself however is being irradiated by the leaking reactor within Vault 34. *** Located at the north edge of the El Dorado Valley, the El Dorado dry lake is a majestic sight for all who pass through the area on Highway 95. This salt flat is a wind-swept expanse of sand and rock, broken up only by the occasional wreck of a pre-War truck or a tunnel exit used by the fire ants. The dry lake was almost ruined by an expansion project or redirection of the highway, but the plans were cut short by the Great War. Remnants of the expansion can be found on the southern edge. Another man-made artifact contaminating the beauty of this sea of sand is a military convoy at the northern edge of the lake, near Vault 11. *** The El Dorado substation is a critical element of the Republic's infrastructure, acting as the central routing station for all power generated by Hoover Dam and the nearby Helios One. The transformers are connected to a network of underground power cables, part of a power grid covering the American Southwest, and transmit energy output to the Mojave and the core lands of the Republic. Understandably, since this is the station that keeps the lights on at home, Army troops have orders to shoot any unauthorized persons entering the transformer enclosure or the control station. Connected to a vast network of underground power transmission cables, it is the place where all the energy produced by the Dam passes through. Whomever controls El Dorado, controls the power. Who controls the power, controls the Mojave. *** El Rey motel (Spanish for The King) is a location opposite the gates to Camp McCarran. Once a motel providing services to the people traveling through McCarran International Airport, the motel has been abandoned to the wasteland for over two centuries now. It's been a seedy place before and the arrival of the New California Republic changed little. Its patrons are mostly chem addicts, kept safe from the fiends thanks to Camp McCarran, the NCR Army's main base in the region. *** Fallen Rock Cave was the first cave inhabited by Randall Clark directly following the Great War. He stayed in the cave for three months before the fallout outside fell to acceptable levels. Fallen Rock Cave is a location in Zion Canyon. It is found across the shallow river from Angel Cave. *** Fields' shack is a location in the Mojave Wasteland. It is located just west of Nellis Air Force Base and north-west of Raul's shack under an overpass. Once the caretaker's shack for the local power transformer, it is now a place where George occasionally settles in for the night. *** The Fire Root cavern is a cave connecting to Cottonwood crater. The entrance is located directly south from the entrance to the Cottonwood valley, along the valley wall. *** Follower's outpost is located northwest of the 188 trading post and southeast of the Grub n' Gulp Rest Stop. An old train junction and signal box is the location for a Followers of the Apocalypse outpost. It's a where prospectors can come and get treated for their ailments, and where local Followers to pick up assignments and check in. As such their main priorities are taking care of logistics and coordinating with other checkpoints over the radio. *** The Followers safehouse is a location . Located by travelling due west from Griffin Wares Sacked Caravan. *** Before Dr. Mobius left the Think Tank, the facility was known as the X-42 robo-warfare facility. It was later changed by Mobius after he left. The Think Tank fears the superstitiously the dome and has forbidden any members of the Think Tank from confronting Mobius in it. The door to this facility is locked until the courier has spoken with Dr. Klein as part of the quest Old World Blues. The X-42 robo-warfare facility, renamed Forbidden Zone Dome after the exile of Dr. Mobius, is a location in the northeast of Big MT in 2281. It is I, Dr. Mobius, transmitting from my dome-shaped... dome in the Forbidden Zone. A zone... that is, yes... forbidden to you. *** Freeside's East gate is a location in the Mojave Wasteland. Freeside's East gate is just north-east of Gun Runners and is one of two gates that lead into Freeside, the other being Freeside's North Gate. *** The Freeside's North gate is a location in the Mojave Wasteland. This location is one of the two gates that lead into Freeside, the other being Freeside's East gate. *** It was prosperous venture, however, but not without its mishaps. In 2057, Horace Applebaum, the proprietor, wrote to his shipping company about the—three weeks late—shipment of De-Luxe Mountain Man All-In-One Survival Kits that the store was out of. Despite the E-Mail to Mandy (in all probability the receptionist), the survival kits weren't delivered. Instead, one month later, receiving crates of Dinky the Dinosaur(TM) Officially-Licensed Dino-Action Dolls. Having no other alternative he filed off the trademarking so he could turn them around as kiddie souvenirs and make a few bucks, taking a major loss in capital. Especially since the store was still selling those toys two decades later. It's safe to assume that he ceased using that company for his products. The general store is a location in the Zion Canyon. This long time general store has been serving the Zion Canyon since, at latest, the 2280s. Once open Monday through Saturday, 7AM until nightfall, this store took orders from tourists for gear and supplies. Most notably the Lil' scout lunchboxes for the a scout unit. *** Gibson scrap yard is a location in the Mojave Wasteland north of Novac. This modest scrapyard has been owned and operated by Old Lady Gibson for the last few years – since the passing of her husband. Gibson's shack is just west of the Gibson scrap yard, past the power lines. According to Veronica, the terminal contained in the shack was used by Father Elijah in order to pass technological information to her from afar. *** The Gomorrah casino has about as much sparkle as the Desperado (which is to say, not much at all); still, it's the biggest den of sex fiends in the city. It is a favorite of NCR troopers, who often gather in large numbers outside. The casino is managed by the Omertas, a shadowy gang of racketeers and gangsters. *** The Goodsprings general store is the general supply shop for Goodsprings in 2281. However, the main reason the general store manages to stay in business is the Goodsprings' production of Bighorner meat and hide and its sale to traders. As most travelers heading south on in the I-15 just push on towards Primm unless they're in desperate need of supplies. As a general store the place – obviously – sells anything people are willing to purchase. Chet – who owns and operates the business – will obviously sell guns, armor, weapon mods, and other basic items. Goodsprings cemetery is the cemetery of the town of Goodsprings located northeast of the town. It's the northern boundary of the tutorial area and venturing beyond will result in the game prompting the Wanderer to finalize their character. The Goodsprings schoolhouse is a derelict school that once served the children of Goodsprings. Located south-south-east of Goodsprings, the spring provided the town with pure, potable water for centuries and continues to do so as far as 2281. *** While Goodsprings survived the recent upheavals and its settlers continue to scratch out an existence among the ruined ranch houses, trouble is keen on finding a way into the town. While the deathclaws don't come near, the Powder Gangers led by Joe Cobb do and have been trying to find a Crimson Caravan trader named Ringo, who sought shelter in Goodsprings after his caravan was attacked on the highway. geckos and other wildlife are also a constant nuisance, finding their way into town, dipping from its water supply and occasionally attacking residents and bighorners. *** The Great Khan encampment is a location in the Mojave Wasteland. Located south-east of the Makeshift Great Khan Camp and West of Quarry Junction, it is used to overlook Quarry Junction by the Great Khans. The Great Khan longhouse is located in Red Rock Canyon, up on a mountain cliff and is home to Papa Khan. The Great Khan supply caves are unmarked locations in the Mojave Wasteland, two of which are located almost directly north of Bitter Springs, with the third located to the northwest. The three caves are involved in two quests for Captain Gilles, namely Climb Ev'ry Mountain and No, Not Much. *** The Grub n' Gulp rest stop is located by Highway 95 north of REPCONN headquarters. The GnG rest stop was set up by Fitz and Lupe as the last stop into New Vegas and the first one out. The rest stops customers are usually NCR patrols or other unaffiliated travelers, but still has to ration out food and water. The rest stop is contracted with the New California Republic, which is the only reason it can legally draw water from Lake Mead using the NCR pipeline. *** The guard barracks is a location within the Crimson Caravan Company. It's home to the guards working for the Crimson Caravan Company. *** Guardian Peak is a location in the Mojave Wasteland. It can be found next to Camp Guardian and south-southeast of Ranger Station Bravo. A group of NCR soldiers was sent by a New California Republic survey team to clear the old hiking trails of Mount Guardian and establish a base camp. The soldiers were under the command of Sergeant Banner who efficiently led the reclamation and organization of the area. However, The troops frequently faced difficulties requisitioning a radio and proper supplies, such as Cateye. By the fifth day of this effort, a soldier named Jackson began to report strange noises like howling in the darkness. Banner dismissed these reports early on, blaming it on the wind or a pre-existing condition of Jackson's until he himself started hearing splashes down in the water. In their rock blasting to create the trails, they uncovered a cave which led straight into the mountain. The sergeant was not informed of any caves by the survey team and blamed them for not catching this during the initial survey. A team was sent in, Frakes and Collins, to explore the caves. They never came back up and, after this point, can be assumed that the Lakelurks began picking off the soldiers or completely attacked the camp outright. *** This small factory compound is a branch of the powerful Gun Runners merchant house. In contrast to the nearby Crimson Caravan company, the Gun Runners operate in a decentralized fashion (such as with Isaac being the contact for the supply end of the operation). *** The situation peaked on the eve of the Great War, as the elderly Anthony (now styling himself Alexander) fired all of his employees, locked down the plant, and deployed heavy security measures. His deteriorating mental health manifested in increasingly bizarre and erratic security measures implemented at the factory after 2020 and 2023. Subsequent years didn't help his mental state, as RobCo Industries came after H&H Tools on the trading floor, mopping the floor with its stock. The cryptic, maze-like structure of RobCo made it impossible for the company to identify the attacker, adding to Anthony's paranoia. This large tools factory was the legacy of the House family. When a freak autogyro and lightning accident claimed the lives of the parents of Robert House and his half-brother, Anthony, the latter cheated his younger sibling out of his inheritance. Undaunted, Robert started his own business in robotics. As RobCo Industries prospered, Anthony slowly started losing his grip on reality. The H&H Tools factory is a building directly to the west of North Vegas square. *** The hazmat testing ground was created to develop suits that could protect against environmental hazards like chemical spills or cleaning up dump sites. When the Cloud developed in the Sierra Madre (as part of another Big MT experiment), many hazmat suits were developed and tested here to combat the corrosive gas, but to no avail. The hazmat testing ground is a location in Big MT in 2281. *** The NCR established a firm foothold in Helios One and its vicinity, although due to a stroke of bad luck, an incompetent con artist was hired to act as the facility's principal engineer. He was unable to bring the facility to even moderate operational status, leaving it stuck at 1% efficiency. Ignacio Rivas was posted by the Followers of the Apocalypse to research the facility independently and ensure that the ignoramus hired by the NCR would not figure out a way to unlock the facility's dark secrets. *** Of course, this was all a ruse. The USAF selected the remote Hidden Valley to establish an independent, self-sustaining underground bunker, using the same technology used at Raven Rock. The facility was intended for use by high ranking personnel and other VIPs as a shelter and command center in crisis situations. The bunker was built several hundred feet (over 100 meters) below ground, beneath multiple layers of reinforced materials in order to ensure that nothing short of a direct hit by a bunker-busting megaton nuclear weapon could threaten the installation. Such capacity was believed to be well outside the United States' closest competitors, but the bunker was provided with additional protection in the form of the Dervish camouflage system. This complex network of industrial vents and fans generated an artificial sandstorm using the loose soil within Hidden Valley, which was supplemented by a combination of aluminum and silicates to create what was essentially a giant cloud of chaff, interfering with remote guidance systems. Together with the Black Mountain radar array and its electronic countermeasures, targeting the Hidden Valley bunker network was effectively impossible, assuming its existence was known in the first place. Finally, the single biggest threat to Hidden Valley and the Mojave Chapter are the powers that vie for control of the Mojave. Mr. House and Caesar want the Brotherhood removed from the picture, seeing them as a threat to their control of the region, while the Republic is willing to sign a truce in exchange for military aid (if the Courier plays their cards right). Hiding is not an option, as even if the life support systems were restored to full functionality, all factions are aware that the Brotherhood is still lurking somewhere in the McCullough Range. After all, it only took House two years to figure it out, after losing a single Securitron per annum in the vicinity of Hidden Valley. Though the Brotherhood prepares its members for extended seclusion through its ascetic training, the situation is slowly deteriorating. Five years after the loss of Helios, many of the Knights and Paladins promoted to fill in the gaps in manpower have no real combat experience, relying on virtual reality simulations and firing range exercises, the chapter is incommunicado to the rest of the Brotherhood, and internal tensions are simmering beneath the surface as Head Paladin Hardin is looking for a way to oust the current Elder and implement his policy. Unbeknownst to all but the Elder and Knight Lorenzo, the bunker itself is slowly failing. The Dervish system was not designed for constant use and the accumulation of enhanced dust in the ventilation system is taking its toll on the bunker's life support systems. Simply put, if the systems are not fixed, the bunkers would become uninhabitable in short order. The Elder attempted to send scouting parties out to retrieve the parts, but a lack of intel (caused by the skewed priorities in the Elijah era) and local hostiles resulted in the loss of all patrols. The fact that Hidden valley survived the Great War is a testament to its countermeasures and Robert House's defense of the Mojave. Over the next two centuries, the bunkers were abandoned and fell into disrepair, with large parts of the installation caving in due to lack of structural maintenance, salvaging, or design. It wasn't until the 2260s and the arrival of Elder Elijah at the head of the newly founded Mojave Chapter that it gained a new lease on life, set up as an auxiliary location and fallback point for the chapter, second to Helios One. It was "promoted" to a chapter bunker following the disastrous Operation Sunburst in 2276 when the chapter was routed from its stronghold at Helios and forced to flee into the McCullough Range. The new Elder, Nolan McNamara, instituted a lockdown: All Brotherhood members who made it into the bunker were confined inside, while those outside the bunker were prohibited from returning to prevent the NCR from tracking the chapter down. Only a select few were permitted to leave to procure essential supplies or to patrol the Hidden Valley at nighttime, under cover provided by the Dervish. The bunker itself was furnished with every facility necessary to its continued operation in the event of a catastrophic event, including a variety of living quarters ranging from bunk rooms to individual chambers, a fully stocked clinic capable of carrying out complex surgeries, vast store houses, shooting ranges, workshops, research labs, a virtual reality training system, everything needed for prolonged isolation. In order to ensure longevity, the bunker was fitted with a Candle fusion power system. Powering all the bunker's systems, it was a mature and tested technology. Although newer designs offered a higher power output, the Candle offered reliability and longevity, capable of powering the bunker for an estimated 752 years (until ca. ~2700). *** Finally, the single biggest threat to Hidden Valley and the Mojave Chapter are the powers that vie for control of the Mojave. Mr. House and Caesar want the Brotherhood removed from the picture, seeing them as a threat to their control of the region, while the Republic is willing to sign a truce in exchange for military aid (if the Courier plays their cards right). Hiding is not an option, as even if the life support systems were restored to full functionality, all factions are aware that the Brotherhood is still lurking somewhere in the McCullough Range. After all, it only took House two years to figure it out, after losing a single Securitron per annum in the vicinity of Hidden Valley. *** Higgs Village was where Big MT executives of the The Think Tank lived while they were still human. It is comprised of six houses designated with a number. These surround a large fountain. With the exception of the addition of the fountain and the lack of front gardens the houses, it looks very similar to Tranquility Lane in Fallout 3. *** In 2277, the Legion, led by the Malpais Legate, attempted to take the Dam, but were defeated shortly after when Chief Hanlon, alongside NCR Rangers and First Recon sharpshooters, performed a tactical retreat to destroy the Legion's elite forces by trapping them in Boulder City with NCR Troopers under the command of General Oliver managing to successfully hold the Dam and both decimate and rout the Legion's main force. After the Battle of Willow Beach and the Battle of Arizona Spillway, the Dam stands as the only foothold the NCR has east of the Colorado. It is the central point of the power struggle between NCR, the Legion, and Mr. House, and with the Second Battle of Hoover Dam on the horizon, it is certain that the outcome will determine the fate of the entire Mojave Wasteland. To weigh the events in favor of the Republic, Colonel Cassandra Moore and General Lee Oliver have fortified the dam and stationed an entire battalion of the NCR Army here to face the Legion. *** The Hopeville missile base headquarters served as the main command center for the Hopeville missile base, just before the Great War. Since the Great War, and the missile base was largely destroyed, a camp of marked men have taken over the installation entirely. A loading station for military trucks before the Great War, this base had been utterly devastated, with ruined cars piled up behind a rusty fence, while the station itself is boarded up and is inaccessible. *** The Hopeville Ballistic Defense Station, called Hopeville missile base, is a location in the Divide. Located in the western part of Hopeville, the missile base was separated from the highway and the town by a combination of chain link fences and fortified walls. The entrance built into the western cliffs led to the Hopeville missile silo - one of several ringing the base - while the base grounds proper stretch between the fences and walls to the east. The road bisects the base into two halves, with the northern section housing the command center and one half of the barracks, while the southern one housed the loading station and armory, together with auxiliary buildings. *** Although Hopeville was a planned community with carefully selected citizens, the system was not foolproof. By 2077, the region had a large community of dissidents, including local hippies, who protested the ongoing Sino-American War and the ravages of the military-industrial complex at military construction camps across both Hopeville and Ashton. In an example of "white-hot rage of capitalist justice," the Political Office arranged to have them rounded up and sent to Big MT as test subjects for the company's latest projects, aided by troops from the 11th Armored Cavalry Regiment under the command of General Wellesley, military liaison to Big MT. Although it was considered a vital part of America's ballistic shield, it appears that building the missile complex near fault lines was, in fact, a bad idea. During the Great War, the nuclear missiles stored in the missile silos were never launched, remaining safely in their berths for the next two centuries. *** Before the Great War, the I-15 was one of the most important freight routes, stretching from San Diego all the way to Canada. After the war, while much of the highway network eventually fell to disrepair, the I-15 remained a silent monument to the might of the United States. In the late 23rd century, heirs of the United States, the New California Republic, integrated the I-15 into the Mojave Campaign as the primary supply route into the Mojave Wasteland. The one hundred mile stretch of the Interstate passing through solid desert was filled with troops, traders, tourists, and travelers journeying to and from the Mojave and lands beyond. By 2281 it is the single most important strategic road in the Mojave, a lifeline for NCR forces deployed on the front against the Legion. The shutting down of the I-15 as a result of the NCRCF prison break in early 2281, caused by Powder Ganger attacks on caravans and the deathclaw infestation at Quarry Junction (caused by the Gangers when they stole the dynamite from Sloan) has hurt commerce and limited military movements in the Mojave, as traders are forced to take a detour to New Vegas using Highway 93 through Nipton and Novac. *** Ivanpah Dry Lake is a location in the Mojave Wasteland. Located to the south of Primm and to the east of the Nevada Highway Patrol Station. Ivanpah Lake is a dry lake bed in the Mojave, located almost entirely in what was once San Bernardino County, California. It takes its name from the Ivanpah Valley it lies in, and is almost entirely within Californian territory. The large area and steady winds made it a popular racing destination, though now all that's racing is the sand, thrown into the air as part of large dust storms. *** Jack Rabbit Springs is a wilderness location. These springs were once home to jackrabbits, whose warrens can still be found among the stagnant pools of terrifyingly irradiated water and barrels full of radioactive waste dumped here before the Great War. Now it's little more than particularly despoiled wasteland, inhabited by twisted centaurs, both regular and evolved, and even a couple of outcast super mutants. *** The State of Utobitha and Jacobstown are on strictly unfriendly terms, as Utobitha tends to give mutants a bad reputation as ordinance-toting moronic raiders. Marcus even goes as far as to plant Neil as a spy/diplomat in order to seed unrest and convince as many mutants as possible to uproot and move to Jacobstown. *** Jean Sky Diving is a location in the ruins of Jean, in the Mojave Wasteland. It is located north of Powder Ganger camp west. These remains of an old skydiving school in the ruins of Jean is overrun with Powder Gangers. *** Klamath Bob's liquor store is a location in Westside. This old liquor store once again serves its purpose, helping the people of Westside smooth out the edges of their rough existence, thanks to Klamath Bob. Bob continues the proud tradition of booze-selling that seems to be common among Bobs from Klamath. *** Lake Las Vegas is an artificial body of water located next to the House Resort (Camp Golf in 2281) and a marked location . The artificial lake was created in mid-20th century by damming the Las Vegas Wash that feeds excess water from the Las Vegas Valley into Lake Mead. The wash continues to flow into Lake Mead beneath the dam, feeding water into the lake. The New California Republic established the intake point for their water pipe network at the dam, drawing water from both Lakes and pumping it back towards the Las Vegas metropolitan area and the cisterns, as well as the NCR sharecropper farms and other strategic locations throughout the Valley. The pre-War pump stations are fully automated and filter the water for contaminants, starting with the east pump station. which is the main food source for the NCR military in the Mojave Wasteland. *** The Lake Mead cave is a location in the Mojave Wasteland. Located directly south-east of Callville Bay and east of the Scavenger Platform, the entrance is located underwater and is marked above the surface by a partially sunken fishing boat. *** Lake Mead was named after Elwood Mead (1858–1936), who was the commissioner of the U.S. Bureau of Reclamation from 1924 to 1936 during the planning and construction of the Boulder Canyon Project that created the dam and lake. Lake Mead was established as the Boulder Dam Recreation Area in 1936, administrated by the National Park Service. It was then changed to the Lake Mead National Recreation Area in 1964, this time including Lake Mohave and the Shivwits Plateau under its jurisdiction. *** Lakelurk cove is an unmarked location in the Mojave Wasteland. It is located directly east of the Blue Paradise Vacation Rentals on the opposite side of the Colorado river. *** Las Vegas Boulevard Station is a building in the New Vegas Strip. It allows military members and VIP's of the New California Republic (NCR) to travel between the New Vegas Strip and Camp McCarran without having to go through Freeside. Mark I Securitrons are here to make sure there are no loiters (and to maintain a tense, but professional relationship with the NCR). *** The Legate's Camp is in the Mojave Wasteland, located east of Hoover Dam. It is surrounded by cliffs and mountains on all sides and is inaccessible for the majority of the game. The only way to enter the camp without using exploits is during the final leg of the main quest. Other than that, the camp remains inaccessible. *** The Legion arena is a gladiatorial arena within the Fort. Speak to Otho, who is standing to the right of the arena gate, in order to participate in arena matches. When entering a contest, weapons and equipment will be confiscated, replaced with gladiator armor and a machete. All arena opponents will be either unarmed or equipped with machetes by default. Battling in the arena will give you fame with Caesar's Legion. Because the arena fights are as much for earning respect as they are for entertainment, Otho will not allow a female Courier to participate. This small arena is run by Otho who keeps a small stable of slaves and prisoners for gladiator battles; those who wish to test their mettle and earn renown within the Legion may do so here. The slaves and prisoners are sometimes pit against each other, but it is usually less entertaining than a prisoner versus a freeman, given that prisoners are typically reluctant to kill each other in the first place. The rules are simple: only a single free combatant may enter the gauntlet, with only a machete and minimal protection. *** The Legion raid camp is one of Caesar's Legion's forward assault camps . It is located north-east of Wolfhorn Ranch, between the Walking Box cavern and broc flower cave. After Camp Searchlight was wiped out by the Frumentarii, creating a gap in the NCR frontline, the Legion was able to set up a forward outpost at Cottonwood Cove. A steady trickle of Legion raiders started to come into the south-eastern Mojave wasteland, establishing a raid camp in the sheltered southern slopes of the Highland Range. Raids on caravans and the scattered NCR forces around Searchlight continued, culminating in the Nipton Massacre, carried out as the preparations for the Second Battle of Hoover Dam. While most of the Legion responsible for the razing of Nipton headed back to Cottonwood Cove, a few remained to pillage the area, and take prisoners. *** After the War, the military abandoned Big MT and left behind the prisoners still locked up in the camp. The radioactive fallout turned the survivors into ghouls, but due to the bomb collars on their necks, leaving the camp remained ill-advised. As it stands, they were forced to eke out a pathetic existence for over two centuries, locked inside the prison camp. In the late 23rd century, Elijah rediscovered Big MT and for a time used Little Yangtze as his base of operations, reverse engineering the technology used to force prisoners into submission for future use in breaching the Sierra Madre. *** The NCR military camp at the Long 15 beyond the Mojave Outpost is a location in California. It is a part of the old Interstate 15 and is a major checkpoint for travelers heading to the Mojave Wasteland. Destroying it would cut the main supply line the NCR has going to the Mojave, though the full extent of the damage would only become apparent years later. The location will only be visitable if the Wanderer chooses to launch the nukes at the NCR during the completion of the Fallout: New Vegas add-on, Lonesome Road. *** Loyal's house is a Quonset hut in the Mojave Wasteland, located within Nellis Air Force Base, and is home to the Boomer known as Loyal. *** The Lucky 38 presidential suite is an unlockable Wanderer housing located on the 22nd floor of the Lucky 38 casino. Additions can be bought from a terminal in the suite. Aside from Wanderer housing, the suite acts as a club house for your followers. All followers can be told to wait here, giving you a single location in which you can compose your active party. When in the clubhouse, companions will wander around, sit down, drink beverages, eat food, and sometimes interact with each other. As of 2281, the Lucky 38 remains closed. No one knows what is inside, while Robert House prepares his bid to make Vegas into an independent wasteland superpower. Key to this plan is the Securitron army and the Lucky 38's reactor, which, if given a proper jolt of energy, can become an essentially limitless supply of power for the entire city of New Vegas, making it independent of power deliveries from Hoover Dam. The Lucky 38 basement is the basement in the Lucky 38 Casino. Here, Mr. House (or Yes Man if the Wanderer chooses to take over New Vegas) shows the Courier the abilities of the upgraded Securitrons. *** Thus, the animals were left without a caretaker, to slowly die of starvation. Once inhabited by a well-off family tending to herds of bighorners and brahmins, the Matthews family would have prospered under NCR rule. A mother, a father, and a child, living a quiet life on the frontier. It all ended when the parents left on a routine trip to get supplies from Camp Searchlight, trading steaks for necessities. Their visit happened to coincide with the Legion attack on the Camp that unleashed radiation on the town and turned both of them into feral ghouls. Their offspring, after waiting a few days, decided to go look for them in Searchlight. They found them and were forced to gun both their mother and father in self defense. The last Matthews buried them both by the house and was left alone in maddening isolation. After a moment, their mind started to crack. Fear of ghouls resulted in questions whether animals could become ghouls as well. This gave way to paranoia, which culminated in the last Matthews setting fire to their family home, in a desperate bid to escape the fiendish conspiracy by the ghoulifying animals. Matthews Animal Husbandry Farm is a location . *** The Mesquite Mountains camp site is a location is located north of the Mojave Outpost and south of the Mesquite Mountains Crater. This ancient campground was once fully furnished to accommodate several vacationers, with grills, benches, a campsite, and two durable tents set up. Now it serves wastelanders, whenever the local radscorpions don't drive them off. The Mesquite Mountains crater is a heavily irradiated nuclear crater in the eastern foothills of the Mesquite Mountains in the Mojave Wasteland. It is located south-west of Primm via California Sunset Drive-in and north of Mesquite Mountains camp site. One of the few nuclear craters spread out across the Mojave Wasteland, the passage of centuries eroded the ruined soil, while nearby springs filled the holes with water. The nuclear fallout preserved in the soil has turned them into stagnant pools of irradiated sludge. In time, the air filled with airborne particulates, while those foolish enough to travel through the area were turned into ghouls. In recent years, Doctor Rotson erected Hell's Motel here, a ramshackle, but well-stocked hospital with a fungal farm and a personal Mr Handy - who seems to have turned on him in recent days. *** Michael Angelo's workshop is a location in the southern section of the New Vegas Strip in 2281. Once an H&H Tool Company warehouse before the war, it is now the workshop of billboard artist Michael Angelo, located in the southwest corner of the New Vegas Strip, across from the NCR Embassy. Sheldon Weintraub, better known under his artist's name, relocated here from Vault 21 and uses the shop to design and construct billboards under the patronage of Robert House. He is responsible for most of the working neon signs across the Strip. *** Mick & Ralph's is an active consumable and gun shop, located in the New Vegas' slum area of Freeside just west of the East Gate. Mick sells weapons and Ralph sells consumables. Providing some of the finest quality trinkets to discerning customers, while serving the riff-raff the usual low-grade armaments, Mick and his colleague Ralph run a thriving business from the seedier side of Freeside. Their store is a treasure-trove of objects d'art, mass-produced crap, and almost everything you're found on your Wasteland journeys even those weird little dolls people say are from a place back East called Point Lookout. Sometimes, Max and Stacy run around in here. *** Miguel's Pawn Shop is a Westside location. This small store has been in Miguel's family for at least two generations. He's its current owner, replacing his grandfather who was killed in a Fiends raid. *** The Mojave Drive-in is a drive-in theater once served the people of Nipton and those passing through the city. Two centuries of scavenging have reduced it to little more than a pile of debris, although the great movie screen still stands - perfect for the recently crashed satellite to display movies on. *** NCR Ranger Outpost Mojave, usually referred to as just the Mojave Outpost, is the gateway to the Mojave Wasteland and the first stop for caravans traveling from the core lands of the New California Republic to New Vegas and beyond. It's also a military hub for all operations in south-western Mojave. All make it a major location . The soldiers themselves are particularly worried about Legion pushing in through the southern Mojave. The loss of Nipton and Searchlight has opened up a direct attack route to the Outpost... Which is also a fallback position for all NCR forces in the Mojave and the gateway to the Republic. Unfortunately, Army command took this safety for granted, siphoning soldiers off for frontline duties. When the NCRCF prison break occurred in 2281, the Outpost was forced to establish a permanent outpost at Primm, stretching its garrison to its limits and lapsing in the ability to patrol the highway and ensure its security, as regulations require the Outpost to maintain a certain minimal headcount. As a result, as Jackals, wildlife, and other riff-raff start to take over the highways, caravans are slowly backing up at the Outpost waiting for the roads to clear or their clearance papers to come through. Until then, everyone's stuck in a holding pattern, drinking away their sorrows. The merchants are particularly irate, as the stagnation means they cannot sell their wares, while having to spend what little caps they have to feed their brahmin and caravan hands. The Outpost was established the following year under the NCR Rangers' jurisdiction, serving as a vital link between the Mojave and the core lands of the Republic. A pair of statues depicting the Rangers were erected at the edge of the outpost, memorializing the Treaty, though many interpret it as a demonstration of the Republic's might to the lands beyond the Outpost. Regardless of the intent, the statues remain a useful landmark for navigating the desert, lit up at night and easily visible in the distance to whomever passes through Ivanpah Valley. Apart from clearing caravans coming in from Barstow, the Outpost asks as an administrative hub and command center for the south-eastern Mojave, responsible for protecting the stretch of the I-15 south of Primm and Highway 95 up to sectors protected by Camp Searchlight. Soldiers posted here act as border guards, ensuring the safety of caravans moving up the highways into Nevada. While not the most prestigious postings, they are a lot safer than being posted to the frontline along the Colorado. Established before the Great War at the mountain pass between the Mesquite and Ivanpah mountains, this highway checkpoint collected tolls from travelers entering the long stretch of I-15 going through solid desert to Barstow. Ruined vehicles stuck at the checkpoint when the bombs hit still litter the road leading into California, their rusted hulks slowly decaying in the air weather. It lay abandoned for over a century after the Great War, eventually becoming a natural boundary for the territory controlled by the Desert Rangers of Nevada. After the Rangers realized they could not protect the Mojave alone, especially not against the Legion, the checkpoint became a historic site as the Desert Rangers of Nevada and the Rangers of the New California Republic signed the Ranger Unification Treaty in 2271. The two forces merged into one, in exchange for NCR extending its jurisdiction to southern Nevada, New Vegas, and of course, Hoover Dam. *** The Monte Carlo Suites is a is a run-down hotel in the Mojave Wasteland. On the western edge of the Las Vegas Conurbation is this run-down hotel. Littered with burned-out vehicles, mostly used for cover and not barricades, this is the lair of the Scorpions. A scrappy and overconfident bunch of mercenaries, they don't listen to reason. *** Randall Clark inhabited this cave in 2108 and again in 2113. He used it a base of operation for the last time in 2123 when he began to watch over the children who would become the Sorrows tribe. Morning Glory cave is a location in the Zion Canyon. It is located directly west of the North Fork Bridge, and north of Patriarchs' Campground. *** The NCR Ranger safehouse is a location in the Mojave Wasteland, located east of Junction 15 Railway Station and north-west of Black Mountain. The safehouse is hidden in a rock face, and requires a key to enter. The key can be received from Colonel James Hsu at Camp McCarran after gaining a reputation of Liked with the New California Republic (NCR). *** Under the terms of the Treaty of New Vegas, the New California Republic (NCR) was able to establish an embassy on the Strip to resolve and negotiate issues with Mr. House. It is located at the end of the strip, within a rundown building (which is due to Mr. House's dislike of the NCR). The embassy has had 3 Ambassadors since it's creation. The NCR Embassy is a location on the New Vegas Strip. *** The NCR sharecropper farms are a location in the Mojave Wasteland, located directly south of Freeside's East gate. However, the future of the farms is threatened. The NCR has consistently ignored a recent water shortage at the farms, caused by Westside and Vault 34. With just 80% of their water ration, many farmers are struggling to meet their quotas, and risk losing their jobs or plan to outright quit. By 2281, the farms are producing a good amount of crops of all kinds, including maize and even tobacco, in spite of water rationing and bad soil. There are even plans to increase water flow and number of farms in the next few years in an attempt to get the New Vegas residents to vote for annexation in the NCR. For the time being, the crops continue to support NCR military camps throughout the region, from McCarran to Forlorn Hope. The farms are the practical manifestation of the Thaler Act. They are a joint project between the Republic's government and private farmers, where farmers cultivate the land in exchange for money, military protection and sustenance, using water pumped from Lake Mead for irrigation. The entire endeavor is overseen by the Office of Science and Industry, which plans and calculates the resources necessary to sustain the agriculture using computer simulations. A military unit is present on the premises at all times to deter theft of foodstuffs. *** The NCR tents set up at Primm house 1st Company of the 5th Army Battalion of the Republic, sent to stem the tide of convicts from the NCRCF. The Nash residence is located in Primm. The half-ruined building has been shored up and repaired well enough to serve the needs of Johnson and Ruby Nash. It serves as their home, the local general store, and Mojave Express hub. *** In 2231, the Boomers who had departed from Vault 34 and walked the wastes seeking a new refuge, came across the Nellis Air Force Base and settled. Their PIP-Boy Geiger counters indicated that the base was radioactive, but not dangerously so, as enough time had passed. They began using the bases' remaining defensive structures and their own stockpile of heavy arms, retrieved from Area 2, to keep any strangers from setting foot anywhere nearby ever since. Boomers also use pre-War VR pilot training stations to train themselves for the day when they will take to the skies. This dream stems from Loyal's finding a file concerning the crashed B-29 bomber in Lake Mead, which the Boomers plan to recover... Eventually. The Air Force Base is entirely self-sufficient, growing its own crops using water pumped from Lake Mead. In particular, basic nourishment is provided by grains and green vegetables, while protein is provided by soy and legumes. Maize is also used to produce fuel in its bio-diesel refinery. Power is provided by the Nellis solar array and its generator. Boomers also receive a rudimentary education, covering farming and combat, and have access to the base's medical facilities. *** Under orders from Caesar to demoralize troops in the area, Dead Sea had killed most troopers stationed at Nelson and executed dozens of other troopers by throwing them off the cliffs into the Colorado River. The few remaining that had not been killed were crucified in the middle of camp for any on-lookers to see. Since taking Nelson, Dead Sea has led assaults against Camp Forlorn Hope to the north with two contubernia. *** The Nevada Highway Patrol station is a former law enforcement outpost on the I-15 south of Primm. This base used to serve law and order on Nevada's highways, providing the basic facilities for policemen on duty. Long abandoned, it's been taken over by the Jackals, who keep it surprisingly clean and orderly, while fighting the wildlife, ferals, and escaped convicts that appear in the area. *** The New California Republic Correctional Facility (commonly abbreviated to NCR Correctional Facility or NCRCF) was an NCR prison located south-east of Goodsprings that currently acts as the main settlement for the Powder Gangers and a staging point for raiding the local area. Under the lead of Samuel Cooke, a small group of inmates gathered weapons and explosives before rebelling against the military staffing the facility. Blasting their way out of the cell block, they quickly overwhelmed what little NCR personnel was present at the site, killed the warden, and established their own rule. The prisoner population dispersed, with some following Cooke into Vault 19, and others staying with Eddie as Powder Gangers, and established camps around the correction facility. Some embarked further south to cause mayhem throughout the Long 15. In the distant past, the NCR Correctional Facility was the Jean Conservancy (aka Southern Nevada Correctional Center), a low-security all-female prison. When the NCR occupied the Mojave, it became a perfect spot to house prisoners on a work release program. The inmates were tasked with maintaining a railroad alongside the Long 15 under military supervision, keeping the vital link between the Boneyard and New Vegas alive. However, as the war with the Legion escalated, more and more prison guards were redeployed to the Colorado against the warden's objections. Given the fact that the convicts working on the railroads were provided with high explosives in their work and were predominantly violent criminals jailed for serious crimes, this created ripe conditions for a prison break. Once a high security prison of the Republic, the facility became a fortified stronghold of the Powder Gangers, monitored by Brotherhood and NCR scouts alike. The Powder Gangers became a scourge on the inhabitants of the region, attacking caravans along the I-15 and stealing supplies from settlers and workers. Their biggest raid occurred on Sloan, where they stole the entire cache of dynamite used by the workers to mine Quarry Junction. This led to deathclaws settling into the quarry and plaguing the northern reaches of Long 15, shutting down caravan traffic to New Vegas. The NCR CF administration is the main facilities building inside the NCR Correctional Facility in 2281. Once the heart of the prison and the warden's office, it's passed on to Eddie, the current leader of the Powder Gangers. *** The New Vegas Medical Clinic is a Followers of the Apocalypse hospital in New Vegas . It is located just outside the eastern gate of Crimson Caravan Company and south-southwest of the mole rat ranch. Dr. Usanagi oversees the day-to-day operation of this facility. Being a clinic run and operated by the Followers of the Apocalypse, everything is funded by the Followers as well. However, the Followers can't pay for everything and rely on charity to provide a lot of their low-cost services. Besides clinical care, the Followers here also offer implant surgery to any well off denizen for a steep price. *** The New Vegas Steel is a run down steel works located outside Westside, in the heart of Fiends territory. This automated steel factory still operates in an automated test mode two hundred and four years after the Great War. *** The seat of governance for the town of Nipton, the Nipton Hall has seen much in its time, ranging from honest mining to debauchery. Now it's a grim monument to the death of the town at the hands of the Legion. The Nipton Hotel is a small establishment in Nipton. The proud name refers to an office building that processed guests wishing to pass the night in Nipton. The Nipton Road pit stop is located along Nevada State Route 164 west of Nipton and south of Ivanpah Race Track. Located on the junction of highway 15 and the 164, south of the Nevada Highway Patrol Station and northeast of the Mojave Outpost, this large service station once served travelers all over, offering a place to shop, refuel their vehicles, or rest for a while. Now it's a derelict ruin, infested with radscorpions. In recent weeks, the corrupt Mayor Steyn of Nipton set this place up as a safehouse, should the deal with Vulpes Inculta go awry. The Nipton houses are intact buildings in Nipton can be entered and explored. These houses, made out of wood, brick or stucco, once served the people of Nipton, ranging from the regular to the downright strange and paranoid. The Legion dragged most of the people out to participate in the Lottery and killed those who resisted, leaving their belongings ripe for the picking. *** It would remain a small town even after the Great War, due wholly to Robert House's defense of Las Vegas. In the 23rd century, it gained a seedy reputation under the leadership of Mayor Joseph B. Steyn. Prostitution and thievery thrived under the dubious leadership of the one-time Hub crook. Following the NCR Correctional Facility prison break, Steyn extended a hand to the Powder Gangers letting them know Nipton was open for trade. Luckily, Steyn was able to arrange servicing NCR soldiers in the night and Powder Gangers in the day and keep the two separated. The town's undoing came when Steyn arranged a deal with Caesar's Legion to turn over both NCR soldiers and Powder Gangers to Vulpes Inculta in return for 8,000 caps. Instead, Vulpes used his small Legion force to round up the residents, including the mayor. What followed was a massacre. Those who resisted were shot. Those that did not were subjected to a lottery. Using Nevada State Lotto tickets, the fate of those gathered was decided. The lucky losers were decapitated, followed by crucifixions, enslavement for third place winners, crippling for the runner-up, Boxcars, and freedom for Oliver Swanick, the sole winner. The mayor was given a special prize: he was burned to death a pile of tires. *** However prosperous it might be in the future, Novac's denizens aren't too trusting of transients and non-residents in the present. This is due to the proximity to the front lines along the Colorado and Legion and other raiders skulking in the south-eastern Mojave, particularly after the loss of Nelson and Camp Searchlight. Although not a territory of the Republic, the NCR Army extends its protection to the town as a vital stopover point for caravans. Permanent protection is provided by two NCR Army veterans, Craig Boone and Manny Vargas, who use the giant Tyrannosaurus Rex statue as a watchtower to eliminate any would-be troublemakers at range. The only other potential law in the town, Ranger Andy, is a retiree who recently hurt his leg falling down the stairs in the motel. *** The Old Mormon Fort, aka the Old Las Vegas Mormon State Historic Park, is the regional headquarters of the Followers of the Apocalypse for the Mojave Wasteland, located just inside Freeside's North Gate. It is noted for being the oldest building in the Mojave Wasteland. By 2281, the Fort had survived the Great War and is now serves as the headquarters for the Followers of the Apocalypse in the New Vegas area. The first settlers, Mormon missionaries, arrived on June 14, 1855 and selected a site, along one of the creeks that flowed from the Las Vegas springs, on which they would build the fort. The fort served as the mid point on the trail from Salt Lake City, Utah and Los Angeles, California. During the Utah War, the Mormons that occupied the Fort abandoned it leaving it destitute. *** The Old Rockville Bridge is a location in Zion Canyon on Utah State Route 9. *** This old nuclear test site is an ancient location served as a test range for nuclear weapons for over a century, until the Great War turned the whole world into a thermonuclear proving grounds. The decades of testing left the entire area highly irradiated due to nuclear fallout and other debris scattered across the grounds. Though hazardous to humans, this made it a natural home for the endless hordes of feral ghouls that infest the wasteland, especially in the wake of the attack on Camp Searchlight in 2281. *** The Pearl's barracks is a location within Nellis Air Force Base. This barracks is the personal quarters of Pearl, the head of the Boomers. The Wanderer is immediately brought here to speak with Pearl after advancing through the artillery fire to the Nellis main gate... if the guards are spoken to peacefully. *** Pine Creek Tunnel is a location in the Zion Canyon on Utah State Route 9. *** The Poseidon gas station is a gas station west of New Vegas that was owned by Poseidon Energy before the Great War. The gas station is located south-west of South Vegas Ruins West Entrance, north-east of Chance's Map around the mountains surrounding Red Rock Canyon, and just north of Violet and her numerous guard dogs. Once owned by Poseidon Energy, this gas station was used as an illegal dumping ground for "safety barrels." Now this location is slightly radioactive, with the half-buried barrels leaking their contents into the soil. *** The Prospector Saloon is a saloon located in Goodsprings in 2281. After the Great War, as humanity slowly returned to an approximation of normal life, Goodsprings started to attract people again with its pure, rad-free water, becoming a stopover point for caravans. By 2281, Trudy takes care of the saloon and its inventory, running a small distillery out the back. The historic saloon sign had to be fixed up with an arrangement of scavenged neon letters to keep it visible - also making it a useful landmark for navigation at night. The Saloon dates back centuries, all the way to 1913, when it was founded by George Fayle to serve the people of Goodsprings. It is a historical landmark, with walls made from stamped tin by Sears and Roebuck, considered to be one of the last of its kind. The bar counter dates back even further, to the 1860s, when it was crafted by the Brunswick Company of Maine. It endured the years and became a popular stopover point between the Strip and California, even hosting such stars as Clark Gable. *** The Puesta del Sol switching station is a location in Sierra Madre's Puesta del Sol in 2281. *** Puesta del Sol's construction crews had numerous clashes and arguments with the casino construction crews and the construction lagged behind Salida del Sol. It was as if construction efforts ran out of steam and money. *** Quarry Junction is a location in the Mojave Wasteland. The recent NCRCF prison break put a damper in these plans, however, as the Powder Gangers made off with the supply of dynamite used for blasting. To make things worse, deathclaws moved into the quarry after all the noise and human activity subsided. The workers find themselves without work and without prospects for the future. They are waiting for someone to come and help, as they are in no shape to challenge deathclaws. While they were waiting they constructed warning signs around the now (arguably) most dangerous area of the Mojave. The quarry is the primary source of limestone used for mixing cement and concrete used by New California Republic engineers in construction, primarily fortifications against the Legion. The materials mined here are sent to Boulder City for mixing by rail and from there to the various construction sites along the Colorado River. The workers benefit greatly from an old pre-War dragline present on site, which increases their output tremendously. Of course, it needs some percussive maintenance from time to time, but otherwise it performs flawlessy. The only drawback is that workers are paid in NCR's fiat currency, rather than the Hub's bottle caps, backed by water. *** REPCONN headquarters was the home office of REPCONN Aerospace (Rocket Engineering and Production COmpaNy of Nevada), located in Henderson. The project eventually produced the first working prototype, the Q-35 matter modulator. Poseidon Energy's mole, Julia Masters, was tasked with intercepting the prototype on its way to the Department of Defense. The weapon was never delivered, as its delivery was interrupted by the Great War. The building was left abandoned for decades, haunted by its automated, self-maintaining security systems forever on watch for trespassers. The centuries were not kind, leading to structural damage in the building's shell, but not the electrical system and computers. No amount of automated security could replace humans, however. A mole was delivering information on REPCONN's plasma rifle project undertaken at the headquarters to Poseidon Energy, their other competitor. Although the fact was detected by the company's information services, no concrete evidence could be located to take official action against such industrial espionage. Ironically, REPCONN itself was guilty of industrial espionage, as their plasma rifle project relied in its final stages on Project Semele schematics "acquired" from Poseidon Energy. After the company was acquired by RobCo Industries in 2075, the building was overhauled, providing greatly increased security, so that they would be able to handle classified research. The security took the form of automatic facial recognition monitors, badge scanners, security locks and heavily armed sentry bots for defense. All employees were required to wear identification badges at all times, lest they be harmed by the security system. The third floor was marked executives only, with the employees requiring a daily password to gain access. *** The REPCONN test site is a former rocket testing facility almost directly west of Novac and just south of Scorpion Gulch. The test site was abandoned after the Great War and left to the elements and prospectors for over two centuries. Picking the massive facility apart became a source of revenue for many inhabitants living in the area, most importantly the settlers at Novac in the 23rd century. It was taken over around 2279 by the Bright Brotherhood, seeking to return the remaining rockets to functionality and make the Great Journey into space. Unfortunately, they were recently attacked by nightkin under the lead of Davison. After losing nearly half their number, the ghouls holed up in the research laboratories, cornered by Davison's forces, who busied themselves with ripping the basement apart looking for a shipment of Stealth Boys accidentally routed to the test facility by RobCo, and long since gone. A pre-War testing facility that was operated by REPCONN Aerospace, it was ran by Steve Reynolds before the War, a corrupt executive. Reynolds was cutting corners to save money, forcing employees to do overtime and when they quit, hiring underqualified, undertrained replacements. It was only a matter of time until an incident took place. And it did, in 2075. As RobCo was negotiating the terms of purchasing the company, REPCONN wanted to demonstrate their technology to gain an advantage in negotiations. However, a disastrous radiation spill happened, contaminating the area for decades, weakening REPCONN's position. When the company was acquired by RobCo, its proprietary plasma propulsion system was repurposed as a weapon. *** Before taking Hoover Dam, Ranger station Alpha was the frontline outpost for the NCR in the Mojave but as since fallen to more of a support role then anything else. Legion scouts try to slip across the Narrows a couple times a week, however the Rangers stationed always send them floating downriver with holes in their heads. Ranger Rebecca Lineholm and Comm Officer Castillo are the current ranking officers at the station. *** Ranger station Bravo is located in the Mojave Wasteland northeast of the Bitter Springs Recreation Area. The forces of this station are completely unaware of the loss of Camp Guardian. Believing it to be simple radio trouble. Due to interference, the station constantly receives ammunition shipments, rather than a steady supply of water. If Ranger Ericsen clears the Wanderer, Tilden will give them 30 .357 magnum rounds and a good amount of 5.56mm rounds, as long as they have a positive reputation. The station is located on the highlands northeast of Bitter Springs Recreation Area. This frontier NCR Ranger station forms its first line of defense, placed to monitor Legion activity on the strip of the Colorado River known as "The Narrows." Ensuring that any attempt to circle around Lake Mead and attack the exposed northern flanks of the Republic is intercepted and reported. Although the fortifications itself – a collection of reinforced metal and wood walls, truck containers, and cargo pods arranged in a defensive pattern – is designed to keep the nearby feral ghouls out. *** Ranger station Charlie has been charged with maintaining order on the road to Novac. The communications officer at this outpost is Ranger Stepinac. The pre-War Shady Pines Trailer Park has been converted by the New California Republic Rangers into a stronghold. As a Ranger station, it provides the Rangers with a safehouse and establishes a semblance of territorial control for the south-eastern sector of the Mojave, especially important after the fall of Camp Searchlight. The trailers have been piled up to create a makeshift fortress, with the communications center and barracks set up in the old trailer park office building. *** Ranger station Delta is a location south-east of Boulder City and north-east of Camp Forlorn Hope. Erected on the remains of a ruined farmstead, this Ranger station is positioned to watch the Colorado River for Legion infiltration teams that are sent over in rafts. *** The Ranger station Echo is a New California Republic Rangers outpost . It is located due north of Cottonwood Cove and monitors the activity at the location. Moreso the NCR and Legion both know that they are watching each-other, waiting for the other to make their move. Both sides know that any attack small enough to launch a surprise attack will not make it back in one piece, while any substantial force attempting an attack would result in the other side falling back to wait for reinforcements. This constant state of stalemate, scouting, and skirmishing is constantly chipping away at the Rangers' morale, as they are unable to interfere with Legion raids and slave trafficking. The only real activity at this station are updates to radio security codes that Sergeant Reyes sent them. Despite their best efforts, they are undermanned for their secondary objective of intercepting the raiding parties. Whom themselves are ordered not to press their tactical advantage by Caesar himself, not that the NCR are aware of this for both sides are itching to battle. The Legion blaming the lack of combat on the cowardice of the NCR, while the NCR is just begrudgingly following their orders. Arguably the most remote of the NCR Ranger stations, ranger station Echo's purpose is to survey Legion troop movements. Although it routinely gets into skirmishes with Legionaries, it was given specific orders to never attack their origin on the western side of the Colorado, Cottonwood Cove, as the brass does not want to waste resources going after a "minor target." *** Ranger station Foxtrot is a Ranger outpost in the Mojave Wasteland. This outpost is only accessible by following Nevada State Route 157 up the Spring Mountain range. The trail that leads from the road is directly east of the Silver Peak Mine, from there it leads south. The camp itself is nestled in the dead-end gulch. Located directly north of the Red Rock Canyon, nestled at the foot of a radio mast in a dead-end mountainous gulch. Although the station is only accessible from Highway 157, it is used to monitor the activities of the Great Khans. The small outpost itself is reasonably well-run, however the remoteness and tedium around the camp have led to a higher than average scotch consumption rate. With scotch bottles being left around camp. *** The Red Rock Canyon is a canyon in the northwest of the Mojave Wasteland, west of Chance's Map. Before the Great War, the area was a "Southwest Commonwealth Conservation Area". Since then, an offshoot gang of the nearly eradicated Khans, the Great Khans, have set up a village within the confines of the canyon. The canyon also houses a drug lab, allowing the Great Khans to have a steady income. The Red Rock drug lab is a location in the Mojave Wasteland. Used by the Great Khans, they run their drug business from this location. *** The bunker is sealed by a password that can only be obtained through Arcade Gannon's companion quest, For Auld Lang Syne. After speaking to the five members of the Enclave Remnants, you will have collected the password necessary to enter. The password is "Dear old friends, Remember Navarro". Sometime after the destruction of Control station Enclave, the New California Republic sacked Navarro, spreading the Enclave across the wasteland. Some members of the Enclave took refuge in the bunker, while others integrated into other towns and settlements. According to Judah Kreger, the bunker is an old Enclave Vertibird refueling station. The Remnants Bunker is a small Enclave Vertibird refueling outpost in the Mojave Wasteland. It is located near Ranger Station Foxtrot and due east of Jacobstown. *** The scavenger platform is a location in the Mojave Wasteland. It is a pontoon boat in the middle of Lake Mead, it may have been used in an attempt to scavenge the bomber at the bottom of the lake. Despite being a boat and not being anchored down, the platform stays in the same point and does not float around Lake Mead. *** Scorpion burrow is an unmarked location in the Mojave Wasteland. It is south of the Nipton Road Pit Stop, in the Dry lake bed. Go past the crashed airplane, and head to the area with grass and rocks. There is a large mix of radscorpions of all sizes in the vicinity. *** Originally built by the Army Air Corps as an emergency paved runway for pilots stationed at Nellis Air Force Base in the 1950s, the Searchlight Airport was eventually handed over to civilian authorities for use as a public airport. By the end of the 21st century it was greatly expanded and reoriented, from a single runway aligned along the north-south axis to a fully-fledged airport with two east-to-west runways, a control tower, and permanent hangars and services. As the new airport would span Highway 95, the construction moved the highway into a reinforced tunnel that ran beneath the runways. *** The Securitron de-construction plant is a location in Big MT in 2281. This facility was dedicated to reverse engineering House Industries Securitrons and improving upon the original design. However, Dr 0 and his team were unable to improve on the original design: all units he worked on are either irreparably damaged or completely berserk. Ironically, the only functioning Securitron he constructed is Muggy. *** The Sharecropper barracks is a building located within the NCR sharecropper farms. It acts as the living space and work room for the sharecroppers working on the farms as part of the Thaler Act. *** The Sierra Madre Resort & Casino is a location in the Sierra Madre in 2281. After all this preparation, Sinclair failed to anticipate one thing: Vera's complicity with lounge singer Dean Domino's plot to break Sinclair's heart and steal the treasure of the Sierra Madre for themselves. Domino had enlisted her aid in his planned heist, later blackmailing her with evidence of her Med-X addiction, completely unaware that she was terminally ill. This news broke Sinclair's heart and he became embittered and vengeful, transforming his shelter into a trap, ensuring the elevator down to the vault only went in one direction, and upgrading his security holograms to make sure that rescue would never come for Vera and Domino. After Vera broke down and confessed everything, Sinclair, fearing he had overstepped himself, did what he could to reverse his changes, but he could only do so much and the casino remained a deathtrap. He died in the vault, unable to return to the casino and his love. Accordingly, security was of the utmost importance and National Electric was contracted to provide it. Anything foreign that entered the casino was detected by security measures and instantly rendered comatose and moved to another location within the hotel. Further into the casino, an emergency broadcast emitter could triggered and the myriad of holograms designed specifically for Sinclair would activate, patrol the casino and executive suites, and exercise lethal force on unauthorized visitor to protect the hotel guests under their charge. The entire casino was also lined with a metal that interferes with radio reception and broadcasts out of the casino; this was put in place to ensure that the radio frequencies from within the casino would not interfere with the hologram beacon in the Villa, which would send out an emergency signal so others would be alerted to Ms. Keyes' presence within the casino. The Sierra Madre Casino is more than a mere casino – it is the material testament to one man's inability to let go. Seeing the Great War nearing, Frederick Sinclair, the chief architect and financier of this grand fortress, wished to save Vera Keyes, his love, from the looming destruction. To this end, the Seirra Madre Villa and its capstone Casino were built. But that was not enough for Sinclair: deep within the basement of the Casino, a nearly impenetrable vault was constructed as well, to make sure he and his love could ride out the apocalypse, together. The world's most famous stars and entertainers were invited to the Sierra Madre Grand Opening. An invitation was a sign of... exclusiveness. The opening was supposed to symbolize a brighter future, not just for the world... but for all who came to its doors. A chance for anyone to begin again. Except – the Sierra Madre never opened. The war froze it in time, like a big flashbulb going off. The Grand Opening - one big ending of humanity. It's still out there in the Wastes, preserved, just waiting for someone to crack it open. But getting to it. That's not the hard part. It's letting go. *** As one would expect, the Silver Rush is not lacking in security; those caught attempting to steal are used as a cheaper alternative to target dummies. Energy weapons are not the first thing in mind when thinking about Freeside, so one might think business would suffer; however, Gloria Van Graff boasts that because the Van Graffs do not sell cheap merchandise, their customers do not care where they have to go to purchase from them. *** A mining camp located on Interstate 15, Sloan and Quarry Junction are the foundations of the Republic's construction efforts in the Mojave. Limestone mined at the quarry is shipped via rail to Boulder City, where the cement mixing plant produces concrete for the construction of bunkers and fortifications at Hoover Dam and along the Colorado River. Sloan has experienced a drastic slowdown in business when the Powder Gangers attacked it and stole the entire cache of dynamite. Without blasting sticks, the quarry fell silent and a pack of deathclaws moved in. Unable to wipe them out, the workers are on forced leave until someone can clear the infestation. The morale of the workers is slowly deteriorating, as with a barely functioning generator and no prospects for relief, the workers are stuck doing nothing. At least Snuffles, the tame mole rat, is keeping them company. *** The Sniper's nest is a location. The sniper nest that had been quickly set up with sparse equipment by the Field Preparations Division of the NCR Army in order to allow a trained sniper to scope out Cottonwood Cove, the largest Caesar's Legion base west of the Colorado, and assassinate a high ranking Centurion or another objective. Major Joseph Polatli had been informed of the location and had sent a sniper to the nest. However, Captain Ronald Curtis, a well ingrained Legion spy, had acquired a copy of the report sent to Major Polatali and had presumably informed Cottonwood Cove which then lead to the sniper's capture. *** South Vegas Ruins East Entrance is a location in the Mojave Wasteland, located west from New Vegas Steel, and is north west of West Pump Station. It serves no purpose but to provide an entrance into the South Vegas Ruins and a fast travel location. *** Part of the vast treatment works spread across the Las Vegas Conurbation, this particular facility is in working condition. Brought about so by the New California Republic, whom have a pair of sentries guarding it at all times. The south cistern is a small concrete block building in the Mojave Wasteland. *** One of the pre-War attempts at generating clean power from the reliable winds in El Dorado Valley, the wind farm is now a breeding ground for cazadors. Southern Nevada Wind Farm is a location just off Highway 95 northeast of Novac and southwest of Camp Forlorn Hope. *** The southern passage is a location in the Zion Canyon. It is a connection of tunnels and passages that travel back to the Mojave Wasteland after the Honest Hearts add-on. *** Randall Clark inhabited his cave during 2096 and used it as a base of operations while he hunted the cannibalistic dwellers of Vault 22. After they discovered where he was camped, he abandoned the cave for another to the south, in Cueva Guarache. Stone Bones Cave is a location in the Zion Canyon. *** The sunken sarsaparilla supplies is a unmarked location in the Mojave Wasteland. It is near a submerged truck in the northwest of Lake Mead, west of the Scavenger platform. *** The Sunset Sarsaparilla headquarters is a location that can be discovered . It is the headquarters of the Sunset Sarsaparilla Corporation, and is located northwest of El Rey motel, and directly west of the NCR sharecropper farms. The headquarters of the company in Las Vegas is one of the largest buildings in the area, and houses corporate offices as well as the regional bottling and distribution center. The building's most notable feature is the giant bottle that also acts as the main entrance into the facility. *** Located at an elevation of 2,477 feet (755 m), midway in Eldorado Canyon, the historic Techatticup mine was once the most productive gold mine in the Colorado Mining District, exploting an exceptionally productive deposit of gold through drift mining. After the veins ran dry, the mine was converted into a tourist attraction, complete with its own parking lot. The ravages of the Resource Wars and the Great War turned it into a waste dump for barrels full of radioactive debris. Two centuries later, the long-abandoned mine was turned into a temporary prison camp for a number of NCR troopers captured by the Legion under decanus Alexus. *** Originally just another derelict district of Hopeville, the Courier’s Mile became a large Marked Men camp after the events of the Divide. After the Courier launched a warhead from the Ashton missile silo, it impacted and detonated here. The name of "The Courier's Mile" was given by Ulysses after meeting the Courier outside the canyon wreckage. Being ground zero of a nuclear detonation, the crater is bathed in a sickly green glow and is heavily irradiated, capping out at 26 rads per second in the crater’s center. The marked men and deathclaws that inhabited the area have become irradiated from the nuclear blast and are much more dangerous because of it. *** The Crow's Nest appears to be a sniper's nest and watch tower most likely used by New California Republic riot control to keep coverage of the High Road. It may have been an office building at one point. It has since then collapsed on the far side and the remaining ghoulified 11th Armored Cavalry Regiment sniper camped there has either been killed or has died from other causes. *** Fortification Hill (named The Fort in the Pip-Boy) is a vast and heavily fortified base of Caesar's Legion on the east bank of the Colorado River. Here the Legion is preparing for its second assault on the NCR at Hoover Dam. This is also the location where the Platinum chip is used to install the upgrades to the Securitrons, as the fort is built above Mr. House's secret bunker. Caesar himself is stationed here, along with his Praetorian guards, as well as the bulk of his armies in preparation for the upcoming battle. *** The King's School of Impersonation is a still active location that was created to teach people how to impersonate the famous Elvis Presley. It is now the "World Headquarters" of the Kings, a gang active in Freeside. The King, king of all King impersonators, rules the roost around here. This is where you may find and recruit Rex after completing the quest G.I. Blues for The King. *** The Narrows is a location in in the northern part of Zion Canyon and is the main camp for the Sorrows in 2281. It is where you will find Daniel and end the quest Deliverer of Sorrows and is also the location where you can start the quest Rite of Passage if you meet the requirements for the quest. Decades later, the children who would later become known as the Sorrows came to inhabit the canyon and the many caves the dot the area. It has become their main stronghold, given that there is only one entrance and the whole area is encompassed by solid rock. The caves provide shelter for the tribe, but also serve as checkpoints within the camp, giving the Sorrows concrete objectives to take should the camp be invaded. Randall Clark, then residing in the Stone Bones cave, ambushed and killed six adult males of the Vault 22 survivors. He abandoned the area on March 2, when they inadvertently stumbled upon his residence. During the stumbling, the forward man of the three man patrol was caught under a deadfall. The screaming woke Clark up with the patrols' panicked fire nearly hitting him. He then proceeded to crawl forward and killed them of all with his submachine gun. *** The One is a undetonated bomb found slightly north-north west of the Devil's Throat. It only appears if the Wanderer has chosen the Wild Wasteland trait. *** The Prospector's Den is a location in the Mojave Wasteland, directly south-east of Primm and south-west of the Emergency Service Railyard. Located in a cave in Lucy Gray Mountains, the Den was a safehouse for prospectors. A recent raid by Jackals left all the inhabitants dead and the site overrun with gangers. *** Originally owned by Mobius, The Sink served as a test bed for several personality subroutines. When Mobius abandoned it, he removed the personality chips and flung over the balcony, disabling many of the various functions of its modules. After meeting with Dr. Klein and the other researchers, The Sink becomes a home for the Courier and can be upgraded with holotapes found throughout the Big MT. *** The Strip North Gate is a location in the Mojave Wasteland. It is one of only two ways to enter the New Vegas Strip. The only other way to gain access to the strip is via the LVB Station. You will need to have at least a "liked" reputation by the NCR to enter through the LVB Station *** The Tampico was a ritzy theater that served the guests of the Sierra Madre with a prime selection of top-billed performances. These pre-War stars included Vera Keyes, Dean Domino and many other performers. *** The Think Tank is a location in Big MT in 2281. The building itself is in a shape of a geodesic dome, surrounded with blue lights and blue-green astroturf. It contains the residence of the five Big MT scientists, as well as former apartments of Dr. Mobius, known as The Sink. *** The Thorn is an area under Westside where residents can bet on fight involving creatures from all across the Mojave Wasteland. Red Lucy runs the competitions and accepts caps for the fights. You can talk to her if you wish to bet on the fights. If you like you can even set up custom fights with her. You get to choose what creature and how many of it will fight in red vs. blue team. Since the creatures are expensive to breed, keep and maintain you will have to pay for the fight. If the team you bet on wins you get your caps back plus a little extra. You can also tell Red Lucy that you want to pit yourself against the creatures. The creatures you can fight are giant mantises, radscorpions, fire geckos, nightstalkers, cazadores and deathclaws. You can choose what creature you want to fight in addition to how many you want to fight (up to a maximum of three). The screen will fade to black and you will be moved to the arena cage. The winnings are dependent on what it is you fight and the number you are facing. *** But the Tops was not enough for Benny. Although he was groomed as a protege by Mr. House, he did not share his employer's views on Vegas. He saw the city as a potential for an independent power, not answering to the NCR, the Legion, or House. The Tops became his stronghold, where he planned how to overthrow Mr. House, protected by the contract which expressly forbade Securitrons from entering the premises without invitation or probable cause. To this end, he hijacked a Securitron and set up a workshop in one of the suites on the 13th floor, where he and Emily Ortal conceived Yes Man, a covert tap into House's vast electronic network. Now all that was needed was the right opportunity. The Tops presidential suite is an expensive suite located in The Tops hotel and casino. The key can be obtained from Benny. See Ring-a-Ding-Ding! for more about the ways to get the key. *** The Vikki and Vance Casino and Museum is the premiere - and only - casino in Primm. Though Primm was abandoned after the Great War, the influx of commerce and tourists after the NCR took control of the Dam resulted in a windfall and the Casino was reopened to allow travelers and Army soldiers to enjoy gambling without having to go as far a Vegas - or give them a chance at turning their luck around before making the long trek back to California, just like in pre-War times. Unfortunately, the 2281 NCRCF prison break broke that lucky streak as convicts attacked the town, killed its sheriff, and took control of the streets. The residents took shelter inside the casino, led by Johnson Nash. The situation quickly devolved into a stalemate, as the convicts couldn't take the casino without losing men, but Primm residents couldn't retake the city without outside assistance. The casino was aimed at people passing through Clark County who stopped at Primm to refuel or rest at the station right behind the Casino. They could get a taste of Vegas right there or hit one last jackpot before leaving Nevada. Unfortunately, it competed for audiences with the Bison Steve hotel and its El Diablo rollercoaster, and casino employees - including their official spokesbot - openly discouraged visiting the landmark. This landmark is one of the main attractions in Primm, dedicated to the eponymous outlaw pair, Vikki and Vance. Capitalizing on the popularity of Bonnie and Clyde, the founder of the casino elevated the pair of petty crooks to posthumous stardom, or as close to it as their narrow swath of shoplifting, check fraud, gas pump driveoffs, and eventual death in a crossfire between Texan police and bank robbers in Plano, TX allowed. Their shot-up car and Vance's own gun were put on permanent display among gambling tables to attract tourists and gamblers alike. *** It is featured prominently in the graphic novel All Roads. It is the scene of Chance's counter rampage against marauding Fiends, the site of Benny's demonstration of keen observational skills and it is also the site where Chance overdoses on Psycho after Benny recounts the story of the Singer to him and leaves the bottle by his side. Prior to these events it had been a tribal village, which was then overrun by Fiends (their leader using a flamer, which accounts for the burnt corpses), rampaging in the area while high on Psycho. They are killed by the Great Khans and Benny after Chance, suffering from shellshock and drug withdrawals, charges into battle after seeing the flames and charred bodies that remind him of the Bitter Springs massacre. The camp is overrun by cazadores when the Courier awakens in the Mojave Wasteland; this outcome was predicted by McMurphy in the graphic novel All Roads, as he comments that they need to bury Chance and get out of the place before the creatures show up. The tribal village is a location in the Mojave Wasteland, located just north of Goodsprings. *** Randall Clark used this cave as a base camp between 2083 and 2084 when he was returned back to Salt Lake City to see the destruction. He returned to the cave in 2095 and aided the Mexican survivors who came to Zion. Two Skies Cave is a location in Zion Canyon. It is found directly west of Old Rockville bridge. *** The Ultra-Luxe is a luxurious pre-War resort built roughly at the same time as The Tops casino, featuring finest quality accommodations, a world class restaurant, the Gourmand, all to provide its patrons with the highest possible quality of service and living. It is an establishment of ineradicable refinement that delicately conceals its operators' more questionable past tendencies. Almost needlessly to say, the Ultra-Luxe pampers its clients and provides The Strip's most elite casino experience. A dress code is strictly enforced. All of the staff and family members are well-dressed, well-spoken, and well-behaved. The casino's prime attractions are its meat-oriented restaurant, The Gourmand, its cocktail lounge, Top Shell, and its art gallery. Roulette and blackjack are the only games offered. As Mr. House himself describes it; "[They] put together one hell of a resort hotel, too. From what I hear, I'd want to eat at the Gourmand every night... if I were ambulatory." *** This was the base camp for Ulysses when he came to Big MT. It also housed Christine Royce when Ulysses save her from the Y-17 medical facility and nursed her back to health. They had many conversations in Ulysses' Point, often about Father Elijah or the philosophy of post-War factions, primarily the Brotherhood of Steel. *** Ulysses' Temple is a location in the Divide in 2281. It is home to Ulysses, and his shrine to the Old World. The "Temple" is the biggest nuclear missile silo within the Divide, controlling several nuclear missile silos as well. *** After learning the awful truth about the vault experiment, the five survivors decide to commit suicide to punish themselves for the events that happened in the vault, and to prevent the outside world from learning about their shameful behavior. They were not unanimous in their decision. In the audio log, there is an argument among five people: a man referred to as "Voice 1", apparently the same person who gave the message to the vault computer, is having second thoughts and tries to convince the other four (three males and a female) to leave the Vault. Voices 2 (female), 3 (referred to as Harry), 4 and 5 want to commit suicide after finding out about the vault's experiment, while Voice 1 tells them that they should instead spread the word about what happened in Vault 11. At the end of the audio log, four gunshots are heard, followed by Voice 1 sighing deeply and the sound of someone dropping a gun. *** The inhabitants of Vault 19 were segregated into two different colored sectors, red and blue, with limited contact between them. Vault 19 was unique in that it had two overseers, one for the Red Sector, one for the Blue Sector. The vault inhabitants' fate is unknown. In all likelihood, the paranoia caused them to turn on each other, the water filtration malfunction poisoned them, and/or fire geckos breaking through from the sulfur caves may have destroyed them all. In any case, when the convicts who escaped from the NCR Correctional Facility led by Samuel Cooke discovered the vault, it was completely abandoned. The main purpose of the vault's experiment was to induce paranoia through non-chemical and non-violent means. Subliminal messaging may have been a factor, as a child states on his terminal that he was hearing high-pitched noises, and so were his friends. Many journal entries indicate levels of paranoia, blaming the other faction for vault malfunctions, and the doctor for drugging them. There were also notes hearing noises, feeling unusual drafts of air from vents, and seeing the lights blinking patterns like some sort of code. Both factions blamed this on the other, unaware that the true culprits were the overseers, at the direction of Vault-Tec. Some inhabitants suspected that the doctor may also have been involved. Patient notes in the clinic indicated that many patients experiencing psychosis or aggression, but the notes give no indication that the doctor is aware of the cause. *** However, as with all utopias, the peace was not lasting. In 2274, Robert House contacted Vault 21's residents with an offer of inclusion in the resurrection of Vegas. While most of the vault dwellers wanted to refuse the offer, some residents were in favor of it. As a result, residents in favor of Mr. House's offer challenged each level's representative who were in favor of staying isolated. After a game of blackjack that lasted for many hours, those in favor of opening to the outside won in an extremely risky move. Once Mr. House gained access to the vault, he stripped much of its technology, and with the help of the vault dwellers, used it to rebuild the Strip. Soon after, Mr. House ordered most of the vault to be filled with concrete. At the request of Sarah and Sheldon Weintraub, Mr. House left some of the upper levels intact and allowed Sarah to establish a hotel there, which became another source of income for Vegas's growing economy. After their emergence, many of the vault dwellers went on to live new lives in the outside world, most notably Doc Mitchell. *** The Vault 22 dwellers' guard camp is a location in the northeastern part of Zion Canyon. During the Vault 22 dwellers' expedition from the vault and into Zion, this camp served as a stronghold that could keep the vault dwellers safe from Zion's wildlife. However, Zion's wildlife wasn't all they had to worry about; the Survivalist led assaults on the camp attempting to drive the dwellers from Zion. *** Randall Clark, the guardian of the valley, was desperate to help the Mexican survivors. Over the next two days, he surveyed the area. Vault 22 dwellers were organized well, with patrols and sentries set up along all approaches into the camp, except for the stream. The coughing among the dwellers puzzled Clark, but he ignored it as he prepared to save the surviving Mexicans. He went into the camp on February 14th. What he saw snapped something inside him. The Vault 22 dwellers killed and ate everyone they took from the Mexican survivors' camp. Clark retaliated, waging a brutal war of attrition against them. With his rifle in hand and all the explosives he could use, he ambushed the dwellers where he could and booby trapped bodies and weapons he could not take. By the end of February, he killed 24 dwellers in a cold, merciless campaign of vengeance. In the ten days it took to accomplish this, he only suffered one wound: a 10mm steel jacket round through the thigh, thankfully missing the femoral. Though he remained unseen by survivors, he was forced to move camp when on March 2nd, a small patrol nearly uncovered his camp in the cave when one of their men was caught in a deadfall trap. Panic fire almost hit him. After he disposed of the intruders, he moved camp to Cueva Guarache. Victory came ten months later. After losing six concurrent Overseers and more than eighty members of the group to Clark and sickness, the dwellers gave up and fled the canyon, after eating their dead for nourishment. History loses track of them past that point, maybe for the better. Occasionally, damaged PIP-Boys and jumpsuits from the vault would find their way into the hands of prospectors. The Vault itself fell into disrepair over the years, overrun by the plants and wildlife that thrived in the conditions within. The occasional scavenger quickly fell prey to the creatures dwelling within or the fungus, if they managed to survive. It wasn't until roughly 2281, when it piqued the interest of others. More specifically, Thomas Hildern, Director of OSI East. He has hired multiple mercenaries to retrieve the secret of the Vault, hoping to find a way to enhance the agricultural output of the NCR and stave off projected famine. Of course, the biggest benefit would be a major promotion for him. His latest hire, Keely, has gone missing much like the previous mercenaries, but this time, the situation is different... *** Vault 34 is one of the Vaults constructed by the Vault-Tec Corporation in the Mojave Wasteland. The radiation leakage became more and more serious, eventually leading to mass violence in the Vault. An explosion damaged the reactor and the resulting radiation spill caused many of the inhabitants to perish. Those that survived would fight those whose skin was peeling off and had lost their minds. However a small group managed to survive the turmoil and avoid the radiation exposure. They taking shelter within the southern section of the vault before a bomb planted in the pool went off, flooding the lower levels and causing the doors to automatically seal. By 2281, they are still there clinging to life trapped until someone transfers control to the backup terminal. If the controls are transferred they evacuate the vault and arrive at the Aerotech office park as refugees. If the vents are closed instead the radiation becomes contained within the vault and back down into the southern section. Later a large group of rebels staged an attack on the armory. In the weeks of fighting that ensued, with most guards at the main exit or armory there was little to stop the damage that was done to other areas in the vault. Especially the vault's infrastructure and the reactor itself. Although the situation was contained, radiation leakage became a problem. Around 2279 the most qualified reactor tech, Chris Haversam, left the Vault, convinced he was becoming a ghoul. Ironically, though he was not, the inhabitants he left behind would soon find out what it means to be a ghoul. For the first century underground, everything went as planned. The vault eventually became overpopulated with low-scale violence sprouting up. Real trouble began around 2230, large groups of residents started suggesting limited reproductive rights. This caused even more violence, leading to the Overseer stating that all weapons would be confiscated. Rather than accept this, a large faction of the vault dwellers left the vault, eventually settling at Nellis Air Force Base as the Boomers. Foreseeing future problems, the overseer had a remote link to the armory lock installed on his terminal. The remaining vault dwellers chafed under increasingly restrictive overseer rule. After the leave of the Boomers, the main exit was sealed and guards posted to prevent anyone else from leaving. Years after another group unsuccessfully stormed the armory. As part of the Vault experiment, the armory was overstocked with weapons and ammunition, and every dweller had unrestricted access to it. It was also equipped with a great number of recreational facilities, including a full-sized swimming pool, at the cost of living space. *** In many ways, Vault 3 was the ideal post-apocalyptic community. The Vault's isolation didn't affect the residents for generations, they maintained an orderly, democratic society, and, unlike other Vaults (in particular Vault 101), the overseer wasn't a dictator or megalomaniac. *** Before the Great War, the building was the headquarters for the Sierra Madre Casino's police and security personnel. The terminal entries on the police chief's personal terminal prove that corruption was present among either all or part of the casino's security detail. After two centuries of neglect, the surrounding area is a popular "hangout" for ghost people. The Villa Police Station is a location in the Sierra Madre's Villa in 2281. Residential area, clinic, police station - should keep away from the police station, it's a Ghost People hangout. *** To avoid having to fund superfluous expenditures for the construction of the Villa at the expense of the casino, it was poorly constructed. The material used for the Villa's construction was reported as "sand barely held together with spit and glue". Buildings and structures in the Villa were completely unstable and could collapse overnight. All of this caused construction crews to suffer numerous setbacks and accidents. To prevent this discovery on the part of employees of the Sierra Madre, senior persons destroyed all medical reports, and were also protected legally. In addition, shipping problems also plagued the Villa. Construction explosives, countless crates of steak knives, and more were shipped to the Villa, paid for, and left. *** The Westside Co-op is a community formed by the inhabitants of Westside to pool resources and sustain themselves. In this context, it refers to an unmarked location that houses the headquarters and main shop of the cooperative, found in Westside . Built in a reasonably intact Uptown Drugs Store this fledgling business managed to turn a profit after several years. The Westside co-op was organized to reclaim the ruins and establish their own independent farming community. It is run by Clayton Ettienne and guarded by the silver-tongued Mean Sonofabitch. *** The Westside west entrance is a location in the Mojave Wasteland. With Fiends a constant problem, the Westside Militia has created an impressive, two-tier approach to defending the western gate that leads to Westside. *** The X-13 research facility almost completed its work on the aural stealth suit prototype, when it was shut down by disaster. Despite Assistant Paris' insistence on not using cattle prods on nightstalkers (and for good reason, since X-13 was breaching unknown territory in science, and cattle prods could have adverse effects on the stalker chemistry), Doctor Calis entered the nightstalker pen and started beating the creatures to force them to display their freshly developed biological optical camouflage abilities, as he needed results to show. He gravely underestimated the resourcefulness of the hybrids, as they attacked and overwhelmed him and proceeded to slaughter the entire lab. The security teams were unable to respond, as shortly afterwards came the Great War, shutting down Big MT for decades. Nightstalkers eventually broke out of the facility and became a permanent element of the X-66 Hexcrete Archipelago fauna. *** X-22 botanical garden is a location in the northwest of the Big MT in 2281. A long-defunct research station, X-22 focused on researching plant life and its military applications. It was here that the spore carrier, Beauveria Mordicana was created, and later transferred to Vault 22. The first subject of experiments with the plant, Patient Zero, still stalks the abandoned ruins of the facility, even after two centuries. *** Hexcrete was intended as a revolutionary construction method and material that didn't quite end up being revolutionary after repeated tests. The hexcrete towers at Big MT are all that remains of this once great research project. The X-66 Hexcrete Archipelago is a location in Big MT in 2281. *** The Y-0 research center is a location in Big MT in 2281. The remains of this facility is like several others destroyed in the Big MT crater by the increasingly insane practices of the Think Tank; allegedly this one was destroyed when Dr. Klein forgot to carry a 2 in one of his calculations. The loss of this installation is doubly tragic, as it is here that the secret to matter recombination was unlocked. The Y-0 research facility, operating on a very generous grant from Frederick Sinclair, created the miraculous Sierra Madre vending machines, powerful devices capable of converting inorganic materials into usable ready-made supplies, such as ammunition, prescription medications or even consumable organic foods. *** The Y-17 medical facility is a location in Big MT in 2281. Some time later, Christine Royce would unsuccessfully ambush Father Elijah at Little Yangtze. During the attack, the now automated facility sent Mister Orderlys to retrieve injured prisoners for treatment. While the ghoul prisoners were exploding, the robots retrieved Christine, allowing Elijah to escape. Wounded, she would be operated upon, and experimented with. Accepting death she would record one final holotape. The operation, however, was cut short when Ulysses intervened, braking into the facility to rescue her. Once the dust settled, the facility was in ruins, the trauma harnesses began to wander, and the pair escaped to his hideout, a cave in a rocky outcropping. He later returned to scavenge the locale for supplies and holotapes. The facility would remain in this partially destroyed state, and should the Courier choose to explore the crater and discover the facility, a newly upgraded Sink Auto-Doc would find a way to deactivate the trauma harnesses, releasing the corpses they had held prisoner for almost 200 years. This facility was the foreground for the development of the Y-17 trauma override harness, a revolutionary new technology for the war effort, allowing a variety of actions to be undertaken by the suit itself after being "trained" using neuro-auto-muscular movements. Despite problematic functions, it was one of the tests those imprisoned at Little Yangtze would have to endure. It also served as a development ground for Big MT-specialized variations on the Auto-Doc line, (specifically the Mark IXs), implants, and the Innovative Toxins research. Once staffed by doctors, and partially by Mister Orderlys, this facility was also staffed by personnel inside trauma harnesses. As time went on, and the Great War came and went, the facility would remain functional and intact. *** The Yangtze Memorial honors the fallen of the Yangtze Campaign, a part of the 2073 invasion of the Chinese mainland that occurred as part of the Sino-American War. The intense fighting along the Yangtze River consumed many lives on both sides of the conflict, leading to this memorial being erected to honor American lives lost. The structure is damaged by elements and scavenging, but remains standing over two centuries after the nuclear holocaust. The names of the fallen remain visible on the faded stone. Few wastelanders remember the exact reason for the large cross being there. Now it's mostly used as a useful landmark for navigating the wasteland. At the present, it marks the edges of safe territory around Quarry Junction, after deathclaws took it over. The burial mounds and warning signs are a testament to the ferocity of the territorial reptiles. *** The Z-38 lightwave dynamics research is a location in Big MT in 2281. The entire project would have been cancelled a long time before any of these results were obtained, were it not for the generous contributions of Frederick Sinclair, who also managed to convince the Big MT board of executives to militarize the fledgling hologram technology to create lethal, practically invincible guardians for his resort. Sinclair's influence on the project swiftly became bothersome, as the physicists working in Z-38 disagreed about militarizing a still unrefined hologram technology - or having to sculpt a perfect replica of Vera Keyes. This research facility houses one of the more outlandish projects in Big MT. Focusing on unlocking the potential lying in lightwave dynamics, researchers in Z-38 managed to harness light to create computer-controlled holograms capable of acting as shopkeepers, guides and mobile cameras. The project also yielded more outlandish results, such as the valence radii-accentuator and atomic-valence tri-radii-oscillator, holographic halos capable of boosting the body's metabolism, increasing its regeneration rate and endurance. *** The Z-43 Innovative Toxins plant is a location in Big MT in 2281. This facility was the original development area for the toxic red haze known as The Cloud, which was later deployed in the Sierra Madre and which factored so heavily into the plans of Elijah. *** Once a major sign manufacturing company, Zapp's Neon Signs once even lit up the Las Vegas strip itself. Now they are more known for being used as impassable perimeter walls. Such as the Fiends with the south Vegas ruins, and the denizens of North Vegas Square. The building itself is now more of a graveyard of signage, the most impressive monument being the feet of a Tall Boy statue. *** Zion Canyon is a part of the former Zion National Park. It serves as the game-world for the add-on Fallout: New Vegas add-on Honest Hearts. In 2281, the Happy Trails Caravan Company (the Courier among them), led an expedition from the Mojave Wasteland's Northern passage in the hopes of re-establishing contact with New Canaan. The caravan was ambushed and all but the Courier slaughtered in the ensuing fray. And it is then that the Courier begins to shape the destinies of a people. For better or worse, the Courier's actions will forever change the once serene landscape of Zion and usher in a new age... The peace was not to last. Recently, missionaries from New Canaan in the north have arrived in the region, attempting to convert the locals to Mormonism. That in itself would not have been a threat to the peace, but the White Legs, a hostile group with whom the Mormon Church is embroiled in a conflict, have followed the surviving Mormons down to Zion, where the Sorrows now face extinction. Daniel and Joshua Graham, ridden with guilt over their part in the Sorrows' current predicament, have vowed to protect the tribe by any means. Daniel wants to evacuate the Sorrows to the Grand Staircase, where they cannot be followed by the White Legs, and thus abandoning their traditional home. But Graham, with his Dead Horses, want to teach the Sorrows the art of warfare so that they may drive the White Legs out of Zion and secure the region for future generations. Either option will require the tribe to sacrifice a fundamental part of their identity, but a decision must be made nonetheless. In 2108, feral ghouls arrived in the area, but Clark was able to kill them all before they became a problem. Fifteen years later, in 2123, a group of children arrived in the area, in the same location where the Mexicans had encamped all those years ago. Clark, now an old man, watched over the children as he did with the Mexicans, making sure that no harm came to them but never making contact with them. To the children, he was "the Father in the Cave", a purveyor of gifts and dispenser of wisdom. Clark died at Red Gate, leaving behind Survivalist hidden caches in caves which are full of traps. The children became the Sorrows, a peaceful tribe that embodied innocence, and lived in peace for years, never venturing into the caves and treating all pre-War buildings and tech as taboo. Once it was completely safe to wander outside, Clark began to camp out in the park, and slowly lose his mind. In September of 2095, a group of Mexicans came to the area, calling it "paradise." Clark watched the Mexicans, never making contact but subtly aiding them when they needed it. In 2096, a group of Vault 22 dwellers, infected with Beauveria mordicana, arrived in the area, killing and eating the Mexicans, with Clark unable to rescue them. Out of a sense for vengeance, Clark conducted an ten month long campaign of seek-and-destroy operations on the vault dwellers, killing most of them or waiting for them to die of their infection. However, not all the vault dwellers fell at the hand of Clark and he befriended Sylvie, who was caught in a bear trap, and ended up having a child with her. She died during childbirth from an overdose of meds and the child was stillborn. The caves of Zion National Park was the site of several United States Geological Survey research stations that were abandoned during the Great War. The canyon was spared most of the horrors of the Great War, and remains an unspoiled wilderness. In the immediate aftermath of the war only one man is known to have inhabited Zion - a survivalist by the name of Randall Clark who used the Fallen Rock cave USGS research site as shelter from the radioactive fallout. According to him, a black rain fell on Zion a little more than a week after the war, followed by green and glowing snowfall in January 2078 and Zion was safe to explore for short periods by the end of January.