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Tag Archives: New Vegas safehouse

The House Just LOST (strategy)

Never judge a book...

One of the coolest things about New Vegas is the variety of factions in which you can place your allegiances. You can become anything from a lawless Powder Ganger to an upright soldier of the NCR, all the while fleecing every other faction in-between. You can only play Yojimbo for so long, however, and eventually you WILL have to start making permanent enemies.

My main allegiance was quite simple: the NCR. They seem to be the only alternative for bringing stability to New Vegas that, though totalitarian, isn’t competely INSANE. But before I sided with them during the Main Quest, I worked everybody else for just about everything they were worth, starting with Mr. House.

If you didn’t already know, Robert House is the 250+ year old autocratic asshole responsible for keeping the New Vegas Strip in its current encapsulated utopia (gee… sort of like a snowglobe). He’s basically a twisted combo of Walt Disney and Howard Hughes. You’ll learn quite a bit about him when you first visit his penthouse at the Lucky 38, initiating the multi-faceted quest “The House Always Wins.” You may go ahead and choose to side with House, doing his bidding like a bitch. If that’s the case, you’ll be able to immediately reap all the benefits provided by the Lucky 38 Casino. However, if you’re like me, you’ll want to put an end to his nostalgic charade of post-apocalpytic denial. The good news is that if you destroy House, you can still get most of the benefits of the Lucky 38.

First and foremost, 12,000 caps await to be deposited in your bank account… err, backpack… whatever. There are seven snowglobes to be found around the Mojave Wasteland, and to Mr. House they’re worth 2,000 caps apiece. So why then just settle for 12,000 caps instead of 14,000? Well, unfortunately, one of the snowglobes resides in the Lucky 38’s exclusive Cocktail Lounge, accessible only when you decide to buddy up with Mr. House and set his plans into motion. But that’s okay. We’re not greedy. Just make sure you exchange the other six with Jane, House’s Securitron sex companion (guess it would have to be virtual sex… you’ll see for yourself why I say that).

Secondly, after House is… taken out of the equation… you’ll STILL gain access to the best safehouse of the game, the Lucky 38 Presidential Suite! Neither the Prima Guide nor the Fallout Wiki seem to mention this little tidbit, but it’s true. The suite is yours, and you do not have to side with the wack job. Not only is it a pretty cool pad, but it’s the only upgradable safehouse in the game!

And after the geezer is gone, even the Securitrons will acknowledge you as the new boss (sort of)… because just when you thought you were finished with the Lucky 38, there’s a hell of a lot more. If you’ve already taken care of Benny, go back to his room on the 13th floor of the Topps Casino and talk to his former Securitron, Yes Man. This will start you on potentially a whole new course of action for taking New Vegas with a couple massive quest lines.

So what are you waiting for? Put the old bastard out of his misery and claim your domain in New Vegas!

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Posted by on February 18, 2011 in New Vegas, Strategy

 

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The Walking Supposed-to-Be-Dead (strategy)

Ripe for the picking.

After being dug up from a grave and deposited in a warm bed in the Mojave Wasteland, where does one begin? Well… start at the very beginning, a very good place to start. And that very good place would be Goodsprings. So don’t go running off into Hell’s creation until you’ve thoroughly explored this quaint little shithole.

Before you exit to Doc Mitchell’s porch, you should have already procured a good amount of useful items. Because if you took the time to notice, you would have seen that EVERYTHING in his place is up for grabs (no stealing, no bad karma). Some of the better items include a doctor’s bag, weapon repair kit, pair of reading glasses (if you took that awesome Four Eyes trait), laser pistol, broken 9mm machine gun, and a couple stimpaks and med-x. I think there was a medical magazine or skill book in there, too, but I can’t quite remember. Anyway, search the place thoroughly with your Pip-Boy light, and whatever you can’t use you can always sell.

Once outside, check every mailbox in town. I guarantee you’ll find some caps and at least a skill magazine or two.

Next stop, the Goodsprings General Store. Now is a good chance to sell all of that extra shit to Chet for some caps and store credit. He has a copy of Salesman Weekly. Buy it. NEVER pass on buying a skill magazine. Unlike skill books, skill magazines weigh nothing and they will surely be needed sometime down the road (and I suggest you at least take the Comprehension perk before using any of them). While here, you can also negotiate for the silenced .22 pistol. This will serve as a decent hold-out weapon (one that you can smuggle into a casino) should you decide to go after Benny early in the game. Oh… and go ahead and purchase a shovel as it will come in handy further along.

Now you should head next door to the Saloon. Your first quests can be initiated here. But before you start getting involved in all of that, talk to the barkeep, Trudy. She, too, has a couple skill magazines for sale. Buy them or trade for them (or steal them, if that’s your thing).

Head up to the Gas Station. About half of the items here are not owned and up for grabs, including another doctor’s bag, a skill magazine, and a safe that can be easily picked (all of the ammo on the shelves belongs to Ringo). You can use this place as your first base of operations since the safe offers you a place to stash your extra shit and an old lice-infested mattress will let you sleep.

Next I would either explore the Schoolhouse or take a little stroll to the cemetery at the top of the hill. You’ll encounter some mantises inside the Schoolhouse on your way to finding some minimal loot (can’t quite recall what’s there). At the graveyard, after taking out some rad scorpions and blowflies, there are a couple items of note. First, there’s your dug-up grave with some cigarette butts scattered about. Those butts belonged to Benny, the prick who shot you in the face. Wouldn’t you like to catch up to him? Pocket one of those butts as potential evidence later on. Now walk to the northern most headstone. Somewhere thereabouts should be a rare and elusive snowglobe. It’s worth a shitload of caps to a certain party. Take it. Did you purchase that shovel? Any freshly covered grave can be dug-up for random loot. And there’s no bad karma for graverobbing…

So there you have it. All this, and you haven’t even stepped foot outside the first town. Within just an hour or two of play, you can also complete ALL of the Goodsprings associated quests as a good way to ally yourself with the people and/or gain lots of experience right at the outset.

 
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Posted by on February 1, 2011 in New Vegas, Strategy

 

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