Walkthrough of the Honest Hearts DLC for Fallout: New Vegas. Walkthrough guides for Fallout new vegas caravan bon voyage walkthrough

Happy Trails Expedition.

After installing the Honest Hearts add-on and loading the game, a new radio signal will become available, indicating the add-on missions. In addition, you can simply select a task from the list in the journal.
Find Jed Masterson in the Northern Passage area. You can find it in a small cave, to the entrance of which a narrow canyon leads.
The first person you meet in the cave will be Jed Masterson. You can talk to him on a variety of topics, but you need to start with the most important thing - the opportunity to join the caravan.
To set off with a caravan, you will first need to say goodbye to all your companions. You will also have to disassemble your backpack and leave no more than 75 pounds of cargo in it.
Talk to Jed about limiting weight. If your Survival skill is above 50, then you can persuade him to let you take 100 pounds instead of 75. A similar result is possible if you have the Strong Back or Pack Rat abilities.
You can also talk to Ricky. You'll also be able to discuss a few different issues with this young man in a blue vault dweller's overalls and even test your communication skills a few times. If successful, he will agree to carry 25 pounds of your belongings on himself..
The box next to Jed will be a great place to store all those items that you won't be able to take with you after all. However, some items should not be refused under any circumstances - several options for weapons, ammunition, stimulants, as well as good armor.
When you are ready to go to Zion, let Jed know. At this moment you will see a story video - the Honest Hearts screensaver.
At the end of the video, you will receive a certain amount of money and you can proceed to the next task.

Arrival at Zion.

You can receive this task already in Zion. After introductory video and a little conversation, your caravan will be attacked by representatives of wild tribes. Stay away and you'll be fine.
Unfortunately, all your caravan comrades will die during the attack. However, this will give you great opportunity collect the things you need from their cooling corpses;)
When the ardor of the attackers begins to fade, you, if you wish, can calmly kill the remaining representatives of the White Legs tribe. This is not too important, so you can simply continue along the road to the bridge, nevertheless killing the savages you meet along the way. Once you cross the river, you will meet a very useful companion, so be careful not to shoot him accidentally.
By the way, this very satellite from afar looks exactly like a representative of the White Legs. However, if you accidentally shoot him, this will put an end to the entire history of the add-on.
After crossing the bridge, on the ridge on the left side, you will meet Follows-Chalk. Talk to him and he will happily join you as a companion. He will lead you to the camp of his Dead Horse tribe, located near the river.
Follows-Chalk will show you the way and explain that you are actually lost. Suddenly, along the way you will come across a giant yao-gui, but it will not pursue you if you continue on your way.
The crevices and cliffs of Zion are very confusing and dangerous. Fortunately, the Follow-the-Chalk skills will help you find the right path. By the way, if you visit all the peaks of Zion, you will receive not just a few additional marks on the map, but also +3 perception. All the map markers you receive will make traveling around Zion much easier in the future.
Before entering the camp, inspect the area for traps. After overcoming them, go to Angel Cave and talk to the native, who will send you to Joshua Graham. A conversation with him will be the final point in this task and will open the path further for you.

Roadside Attraction.

Agree to help Joshua Graham and you will receive this task. Actually, this quest is the first in a chain of three missions, and you have to complete them all in order to continue the story of the add-on.
The entire quest chain is dedicated to collecting supplies for a certain Daniel from the Sorrows camp, located in the northern part of the park.
Travel along the gorge, following the mission marker, until you come across a broken down bus. Explore the area until you find a broken compass. To repair it, you need a repair skill of 30 or higher.
This is a very simple task. All you have to do is watch the White Legs and the monsters as you travel through the park. Carefully explore the area - this will significantly speed up subsequent movements due to marks on the map.

Gone Fishin’.

Another task that will be given to you by Joshua Graham from the Dead Horse Camp.
This mission will take you to the Zion Fishing Lodge, where you will find two walkie-talkies.
Be aware that there are several geckos waiting for you inside, so be prepared for a bit of a fight.
Be sure to check the locked cabinet behind the counter - find the key in the drawer in the bathroom or open the lock with a master key. Take both radios and go on your final mission.

Tourist Trap.

This is the last of three tasks that Joshua Graham will give you.
The road will lead you to the Zion General Store in search of Li'l Scout Lunchboxes. Inside the store, destroy the giant mantis and begin your search.
Luckily, markers on the map mark the location of all five rations. Four of them are hidden right inside the store.
The fifth ration is locked in the back room. To open a lock with a master key, you will need a lockpicking skill of 50 or higher. Or you may find the keys inside the cash register and toolbox.
After leaving the store, you should head along the highway to the Zion Ranger Station. Get ready for the fact that you will have to fight several monsters inside the base.
In the back room of the base you will find spoiled medicines. To bring them back to normal you will need one of the following things - strong alcohol, a medicine skill of 30 or higher, or adhesive tape and turpentine. You can find both of the last items right there at the Ranger Base.
By the way, you can also pick up the damaged set. Regardless of whether you repair the kit or take it as is, the task will be completed.

Deliverer of Sorrows.

Finish your job as a courier by handing over all the items collected during the previous three quests to Daniel. You can find it in Narrows in the northern part of the park.
As soon as you enter the Sorrows Camp, you will be approached by the Waking Cloud. Talk to her until she allows you to meet with Daniel.
Give the collected supplies to Daniel and complete the task. True, you will immediately receive four more. During this period, Follows-Chalk will leave you, and Waking Cloud will take his place. Follows-Chalk will be waiting for you at the Dead Horses Camp, so you can still complete his side quests if you talk to him.
Achievement/reward: Restore our Fortunes – Resupply Daniel and the Sorrows.
Once Waking Cloud joins you, the total number of White Legs in the region will increase.

The Grand Staircase.

Now Daniel will need a map, so he will send you to the Morning Glory Cave. Once you leave the Narrows, you will meet Joshua Graham again. Until you talk to Daniel about destroying the White Legs tribe, he will hang around. However, there is no need to rush.
After leaving the Narrows, you will also encounter a Waking Cloud. She will even offer to become your guide. And believe me, best option you won't find it. In addition, the native has a couple useful tips for each of Daniel's tasks.
To save time, use the map to move to the Zion General Store. From there it's a stone's throw to the Morning Glory Cave.
Inside the cave, the Waking Cloud will warn you about the “Father of the Caves.” Ignore these superstitions and head inside.
Find a door marked on both sides with cow skulls. It will be locked, and if you don't have enough skill to open it, then look in the duffel bag on the ledge on the right - you will find a key there.
Be careful as soon as you enter this door. Your further path will be marked by many traps, so you will have to be very careful. Your target is in a secured area. This is just a duffel bag, but inside it you will find a map of the Grand Staircase Region.
One task completed - three more to come. Inside the cave, by the way, you can still find all kinds of garbage, but you won’t come across anything particularly good. The most inquisitive can get some interesting information about the “Father from the Cave” by hacking into the local computer.

The Advance Scouts.

To complete this simple task, you will only need to fight. As you approach the quest marker, Waking Cloud will ask you to choose a tactic - either fight your way into the camp, or sneak inside and steal both battle totems.
If you choose the second option, it is best to use stealth combat and the skills of Waking Cloud. Once you have the totems, the task will be completed.
However, of course, it’s easier to kill everyone. In each of the camps there are 2-3 natives from the White Legs. Moreover, only one of them is armed with a gun, while the rest fight in close combat.
By the way, don’t miss the opportunity to spoil yourself. The White Legs are armed with rare and valuable weapons - 12.7 mm submachine guns (12.7 submachinegun) and fire axes. Don't forget to search the bodies of defeated opponents.

The Treacherous Road.

Another short and simple task will await you on the approach to the Old Rockville Bridge. Once again, the Waking Cloud will tell you what to do.
The easiest way would be to disarm the traps. There are only 7 of them on the bridge, and each of them is marked with a task marker. It doesn't matter at all whether you activate or disable them.
If you suddenly have a thirst for blood, you can hunt the White Legs hunters. Follow the road north from the bridge and you will find a whole group. At this stage, you should already understand what the White Legs represent themselves, what weapons they are armed with and how to fight them. In any case, several stimulants will not be superfluous.

River Monsters.

And again you have a choice - cruelty or relative peacefulness. Either cross the bridge in the direction of Pine Creek, destroying 5-7 Yao-gai along the way, or go into the caves and plant explosives.
Simply killing off the Yao-gai is a faster option, but fighting multiple creatures at once can be dangerous. Try to deal as much damage to them as possible from afar.
If you are not looking for easy ways, then you will have to go into the caves and plant explosives there. By the way, you will also meet Yao-gai there, but only three.
Set up explosives and use the detonator, or simply kill the Yao-Guai. In any case, the quest will end.

A Family Affair.

Once you team up with Waking Cloud, you'll have the opportunity to ask her about her family. Try to find out as much as possible.
As a result of this, the next task will become available. The first step in its implementation will be a conversation with Daniel about the conductor’s family.
This is also a very simple task, but there are several pitfalls hidden in it. You can immediately convey to the Waking Cloud the information received from Daniel - that her husband has died - or you can lie to your companion.
Lying in this case will bring you several points of bad karma and will cause bad ending this storyline. On the other hand, the truth will not affect karma in any way, but the final ending will be good.
Walkthrough of this assignment will give you some experience and unlock additional DLC endings.

Rite of Passage.

Ask Waking Cloud about her wonderful Yao-gai skin gloves, and you will learn that only those who have passed the initiation rite of the Sorrows tribe receive them.
As soon as the quest starts, go to the rocks - to the White Bird’s den. He will ask you to collect three Sacred Datura Roots. Opening the map, you can see that the quest markers point to the vicinity of the Narrows. However, it is much easier to simply buy the roots you need from Joshua Graham.
Give the roots to White Bird. Please note that once you do this, you will have to complete the task to the end, as you will be plunged into a strange dream-like state. Be prepared for this. Don't even try to do something extraneous!
Talk to White Bird and he will make you a special tea. After drinking it, you will go to the Ghost Den, where you will enter into battle with the Ghost of She - a giant Yao-gai.
To learn more about the Ghost of She, ask White Bird. However, he will send you to the Waking Cloud. The guide will be happy to tell you the legend of her tribe.
Be extremely careful on the way to the Ghost Den - there will probably be several evil creatures waiting for you. Go up the road and enter the lair. Please note that before facing the Ghost of She, you will have to defeat several ordinary Yao-gai.
The Ghost of She will appear before you in the guise of a flaming Yao-gai. Keep in mind that when her health reaches minimum, she will multiply into four copies. They have low health, but they can deal much more damage, so try to destroy them as quickly as possible.
When the job is finished, return to the White Bird and you will receive a special melee weapon - She's Embrace.

Bighorners of the Eastern Virgin.

Ask Follows-Chalk about life in the canyon and he'll tell you about a baby bighorn that lost its mother.
Head to the quest marker. Be careful, you will notice several bighorn sheep on the ledges. If you get too close they will attack.
One of the additional conditions of this task is not to kill a single bighorn. This is quite difficult, so it is better to refuse the help of a companion in order to better control the situation.
Head into the canyon and follow the trail while avoiding the bighorns.
Along the way, pick up the Banana Yucca fruit. You will need at least three pieces to lure the cub.
You'll find a baby bighorn sheep at the dead end behind the last bridge. Using the fruit as bait, lead him back to the herd.
To complete the task, report your progress to Follows-Chalk and receive your reward.

Gathering Storms.

Once you have completed all four quests - The Grand Staircase, The Advance Scouts, The Treacherous Road and River Monsters - you will be able to begin this quest.
Achievement/reward: In a Foreign Land – Scouted the Zion Valley for signs of the White Legs).
Talk to Daniel in the Narrows. Here you will be faced with another choice - leave Zion or fight the White Legs.
Selecting the first option will unlock the mission "Flight from Zion".
Deciding to fight the White Legs will make the quest “Crush the White Legs” available.
This choice will affect everything that follows. DLC walkthrough, so choose carefully. After this, you will no longer be able to complete any Zion quests, but you will be able to continue exploring the park.

Escape from Zion - Prisoners of War.

Deciding to leave Zion will allow you to complete three additional tasks. They must be completed before you enter the Pine Creek Tunnel, otherwise they will become inaccessible.
In addition, you will lose the ability to quickly travel around Zion, but Joshua Graham himself will become your companion for this period.
Head up the hill past the General Store and Ranger Station.
At the Ranger Substation Osprey, captive natives are kept under the supervision of several White Legs. Kill the guards and free them. However, if you are skilled enough in secretive movements, you can simply release the unfortunate ones.
To open the cage, you will need a lockpicking skill of 75 or higher. On the other hand, you can simply find the key in the toolbox by going to the top of the tower. The task will end as soon as you release the prisoners.

Escape from Zion - Retake the Bridge.

P run from Zion - Sanctity of the Dead.

Another very simple task, but not without options. When you reach the White Legs burial site, you will notice several Sorrows on the river bank.
Talk to Dancing Flame from the Sorrows tribe. You can ask the natives to help you fight or stay away if you fear for their lives. However, if you still plan to fight the White Legs, then any help will not hurt.
If your Promise skill is 75 or higher, you can talk the Mourners into abandoning the idea of ​​fighting the White Legs. In this case, the task will complete immediately.

Escape from Zion.

This task will be given to you by Daniel during the quest “Gathering Storms”. If you decide to leave Zion, then in addition to the previous additional tasks, you will have to do the following.
As previously mentioned, you won't be able to fast travel using the map while you're in the middle of this mission, so you'll have to walk to get to the goal.
As you approach the Pine Creek Tunnel, prepare for a fight. Your allies will be fighting the White Legs, so you will have to help. But be careful and don’t shoot one of your comrades.
When all the White Legs are killed, Salt-Upon-Wounds will approach you and start a conversation.
There are two ways to complete communication with Salt-Upon-Wounds - start a fight or pass a communication check (if your skill is 75 or higher).
Whatever the outcome of your skirmish with Salt-on-Wounds, contact Daniel. He will ask if everything is ready. If you answer yes, you will lose the opportunity to complete the previous three additional tasks.
When you inform Daniel that you are ready to move, he will give you the detonator. All you have to do is blow it up. This will collapse the Pine Creek Tunnel and end the White Legs' aggression.
The task is completed. DLC completed!

Achievement/reward: Forget me, my right hand - evacuate the Mourners from Zion (May my Hand Forget its Skill – Evacuate Zion).

Crush the White Legs.

In a conversation with Daniel during the quest “Gathering Storms”, you can choose an aggressive option - team up with Joshua Graham and destroy the White Legs.
At the beginning of the quest, Joshua Graham will become your companion. He's a good fighter, so don't neglect him. First, go to the Three Marys and destroy the White Legs camp.
The entrance to the Three Marys can be found south of the Red Rapids Docks. Several White Legs will try to block your path, giving Joshua a chance to prove himself.
Having burst into the camp, simply destroy all the natives who come your way. By the way, your allies will help you, so try not to shoot them - they will be offended and try to answer you in kind!
When you get close to the caves, the White Legs will cause an explosion and a rockfall that will block the path to the interior of the camp. At this point, Graham will leave you, so you will have to cope alone.
However, all you need to do is continue to kill the White Legs. Be careful - the natives are especially dangerous in close combat. Having broken through all the obstacles, you will find yourself in the inner camp.
At this moment, you will have many allies who will greatly facilitate your further path. Once you reach the quest marker, you will find Salt-Upon-Wounds and Joshua Graham and can make a choice - talk to Graham or simply kill Salt-Upon-Wounds.
By choosing a conversation, you can try to persuade Graham to give up killing Salt-On-the-Wound. With a communication skill of 75 and above, you can persuade Joshua to give Salt-On-Wounds the opportunity to die in battle, and if your skill is 90 and above, then you will generally resolve the matter peacefully.
If you fail the communication check, then Salt-On-Wounds and two more White Legs will attack you.
The choice made at this moment only affects the ending of the quest, but not the reward. Actually, after solving this situation, the task will be completed. DLC completed!

Achievement/reward: O Daughter of Babylon – Crushed the White Legs.

Leaving Paradise.

After completing the quest "Crush the White Legs" or "Flight from Zion" you will be able to complete another small side quest. After the end of the final cutscene, you will find yourself at the Southern Passage.

Check the box opposite - it will contain unique items that belonged to the characters you met in Zion.

Plus, you can finish exploring the Zion area if you want. When you get tired of the weight, just leave the park, and you will again find yourself in the Mojave Wasteland.

Don't rush too much - there's a lot of great gear hidden in the vastness of Zion!

...When the caravan leader did not demand to remove the power armor and generally leave all the equipment on this side of the passage to Zion National Park, I became wary. Is it really possible that on the other side awaits me a sleeping gas, a blow to the head with a stone or a rifle butt, followed by loss of consciousness and everything accumulated through backbreaking labor? Oh, how I don’t want to part with my trusty rifle (again)!

I was wrong. Nothing was missing from my pockets. On the contrary, the backpack immediately became fifty pounds heavier. Anyway, no one else claimed the property of the caravan...

The caravan is ready to leave. Not everyone will come back. More precisely, no one at all...

Lion in Zion

Once upon a time, recreation lovers from all over America came here - the national park preserved nature almost untouched, as it was when our ancestors ran along the local red stones, hooting, shaking spears and sometimes diverting from mutual killing to capture the image of the defeated on the rock enemy.

It’s better not to shoot at this one in the cap - he’s good.

The park is a beautiful place, but try not to get lost in this beauty!

So what if thousands of years have passed? That spears have been replaced by automatic weapons? People have remained the same. And the caravan, going almost into the unknown from the Mojave Desert, was attacked by such savages with “Tommigans” at the ready. Of the aliens, only one survived. None of the attackers survived.

The national park holds its breath: until now it has maintained some balance, but now, with the arrival of this survivor, everything will change...

On the territory of the former park, the interests of three tribes intersected: the White Legs, whose leader wants to join Caesar’s Legion and is ready to do anything for this, especially if this “everything” is connected with murder and robbery. The Tribe of Sorrows are relatively peaceful people (“comparatively” because they do not attack first), among whom the Mormon missionary Daniel lives and preaches, whose dream is to lead them away from wars and destruction in order to preserve the peace-loving nature of his charges. And the Dead Horse tribe, led and inspired by the “Burnt Man” himself, Joshua Graham, Caesar’s former legate, who will do everything to prevent the Legion from strengthening - that is, first of all, he will destroy the Whitelegs.

Run, courier, run

Do not go (especially after drinking native tea) into the lair of the beast, where the forces of evil reign supreme...

Still, the decision to call the game character simply “courier” can be regarded as a slight mockery of the entire genre of role-playing games and a sad prophecy regarding what he will do in “New Vegas”. So in Honest Hearts you basically have to run from one tribe to another - unless, of course, you prefer to just shoot at everything that moves. What is typical is that even in this case you can complete the expansion, and this will be the fastest possible way...

The main complaint about the plot of the add-on is that it is unaffordably small. They ran back and forth, brought this and that, and oops! Come on, courier, decide who you are with. What’s especially amusing is that both Graham and Daniel entrust the fate of “their” tribes to some alien from the Mojave, even without additional checks of speaking skill - simply because “the plot demands it.”

Maybe there's a lot in Zion interesting places that can be explored? No. The territory is small and monotonous: rocks, rocks, a cave, a ranger station, rocks, rocks... You can run around everything in a couple of tens of minutes, occasionally being distracted by cazadors, geckos and yao-gai (the same beasts from Fallout 3; now they exist and in New Vegas).

The only saving grace is the side quests, which are not the most common ones for the series. Tell me, have you never taken a big-horned calf to its big-horned mother? And not noted in the “magazine”, but no less interesting, the search for “survivor’s diaries” can force those interested to climb all the caves of Zion, carefully studying each entry - and it’s worth doing. The reward, in addition to a unique desert ranger costume and rifle, will be information about what happened after the Great War and where the Tribe of Sorrows came from.

The living legend of the Wasteland before the battle simply sits by the fire and reads the Scripture. This is peace!

In addition, much of Honest Hearts is not directly related to Zion. New recipes fill in the holes, further increasing the role of survival skills, repairs and science. Finally, it makes sense to tan gecko skin by the fire: it is used to strengthen leather and metal armor, giving it truly useful properties. Any garbage that was previously completely useless can now literally be used for scrap metal - which in the usual New Vegas was usually cast into bullets. The range of drinks for preparation has also expanded: if you have the desire and some ingredients, you can whip up a real Nuka-Cola by the fire... or just a cup of coffee. Add to this new poisons for lovers of melee weapons, herbal infusions that strengthen the hero no worse than Mojave synthetics - like “psycho” or Med-X - new weapons, new clothes, most of which are designed in a “savage” style, new abilities... No, Honest Hearts is strong not so much in its plot as in the ability to start the game over again - and understand that this is not exactly the “New Vegas” that it used to be.

Legends of Zion

In all this transience, you may not notice one important thing: this addition, like the previous one, is built around one idea. If in Dead Money the central idea was the ability to part with the past and not become too attached to material values ​​(for example, gold bars), then in Honest Hearts everything somehow comes down to a comparison between the legends about a person and the person himself. Joshua Graham and “The Burnt Man” - are they the same thing or not quite? Maybe somewhere in the depths of the personality of the avenger, who did not make a sound when he, engulfed in fire, fell into the Grand Canyon, there still lives that old Graham, pious, who wants first of all to help people, and only then to kill everyone enemies?

This is called “with a saber on a tank.”

Goodbye Zion, I took everything I could from you and I won't be coming back.

The Tribe of Sorrows' legends about the "Father in the Caves" find unexpected confirmation when an attentive player discovers journals in old terminals. Who was the “Father”, why did he not go out to his “children”, only toss them books and notes? What was his fate before meeting the tribe, and where did he go?

Legends meet people who have become legends, and it doesn’t always turn out that they are what they say they are. At first, especially in the case of Graham, it becomes offensive - how can this be, this is “Burnt”, the nightmare and horror of the entire Legion! Then you understand: a legend does not have to be similar to the one who gave birth to it. She's always better, otherwise she wouldn't be a legend...

MANAGEMENT

Honest Hearts adds a huge variety of items to the game. Some are in the form of recipes for making yourself at the campfire or workbench. So, after downloading the add-on, take the time to look through the list, you might see something interesting. For the most part, everything is clear and accessible, but it’s worth mentioning separately enhanced versions of leather and metal armor, which are made at the fire from ordinary armored suits and tanned gecko skins - increasing the damage threshold, they also increase protection from fire, poison and radiation. The range of alcoholic drinks has been expanded "Tequila of the Wasteland", big and small. Large, with a survival skill of 100, temporarily increases strength to maximum, but lowers intelligence to one. However, take Cass for company, and your brain will be in no danger.

The new clothes are mostly designed in a “savage” style and, apart from their appearance, are not particularly remarkable. The only thing worth attention is desert ranger armor, similar to the NCR Veteran Rangers' costumes, but not designated as belonging to the NCR faction. In addition, it protects better than NKR's. You can find her in the Stone Bone Cave.

Weapon

.45 Auto pistol- a pistol that first appeared in the video for the add-on in the hands of Joshua Graham himself. Fears that the Colt M1911 would be recalibrated for the 10 mm cartridge were not confirmed; like the prototype from real world, this pistol is loaded with .45 caliber ammunition.

This is interesting: The M1911 was designed by John Moses Browning in 1910. And if you ask Graham about his pistol, he will say that the weapon was invented “four hundred years ago by a man from my tribe.” It is likely that Joshua is referring specifically to Browning, and “my tribe” is an allusion to a common religion.

But he looks much more impressive than he shoots. The only thing that sets it apart from most other pistols with comparable damage is the ability to install a silencer. And still, weapons under 12.7 mm are better, although it is much more difficult to get than .45, which is apparently invisible in Honest Hearts.

A special version - "Light in the Darkness" - belongs to Joshua Graham. And to get it, it is not at all necessary to kill the owner, just go through the plot of the add-on and open the box that appears before leaving Zion, which will contain the personal belongings of Graham, Daniel and Salt-on-the-Wound, the leader of the Whitelegs.

.45 Auto SMG - Unlike a pistol of the same caliber, a submachine gun outperforms other weapons of the same class. The only thing that can compete with it is a PP chambered for 12.7 mm cartridges - but it’s also quite rare, and you’ll probably come across a “Tommigan” in Zion.

Like any submachine gun, this weapon is primarily a melee weapon - low accuracy makes it difficult to fire confidently at a distance. But a carelessly approaching enemy can be densely stuffed with lead - although installing a modification that reduces the spread when shooting is extremely desirable, as is expanding the magazine.

Survivalist's Rifle- a rifle existing in a single copy. Outwardly similar to the standard weapons of the NKR army, but instead of 5.56 mm cartridges it is powered by 12.7 mm caliber. High damage and rate of fire make it one of the best in its class.

There is a rifle in a bag, which can be found next to the skeleton in a place called “Red Gate”.

This is a bug: sometimes there may not be a weapon in the bag. Then one of two things: in the worst case, it simply did not appear there; and in the best case, he was taken by one of the White Legs appearing nearby. There is only one way to check: kill everyone, and then search the bodies.

Abilities that are always with you

Eye for Eye— for each limb whose “health” has dropped to zero, the hero receives a 10% increase in the damage he inflicts. If an arm is torn off, we shoot ten percent more painfully; if another one is torn off, it’s already twenty percent; if your head is blown off, that’s thirty percent. Simple, clear and useless. Ability can Not take from level twenty.

Tribal Wisdom— at the eighth level, with a survival skill of 70 units, the hero can learn the wisdom of the tribes. This means that animals and insects will deal half as much damage to his limbs, and the hero himself will receive an additional 25% resistance to poisons. But the most important wisdom is that mutated insects can be eaten without leaving a freshly killed carcass. This works the same way as the “cannibal”, only on dead insects.

Sneering Imperialist- an ability for those who believe that there is too much trash in the Wasteland. Devils, Vipers, Jackals, drug addicts, homeless people and other subhumans - be afraid! With this ability, the hero receives a 15% increase in damage that he inflicts on raiders, bandits and savages. In addition, the chances of hitting them in V.A.T.S. multiplied by 1.25. You can start looking arrogantly at the rabble from the eighth level. The Enclave armor, although suitable in spirit for this ability, is, alas, not included in the kit.

Fight the Power! Anarchists are on the warpath! Down with any power! Hurray, comrades! Taking this ability at level ten, the hero will receive an additional 5% to the chance of causing critical damage and two units to the damage threshold if he fights against any creature dressed in the costume of one of the “powerful” factions: NKR, Legion or Brotherhood of Steel.

Grunt— eighth level, 45 units in handling skill firearms, 20 - with explosives. And what is the result? The result is a quarter increase in damage that the character inflicts when using 9mm and .45 caliber weapons, NKR Army battle rifles, assault carbines, marksman carbines and light machine guns. And as if that weren't enough, the same effect works with grenade launchers, frag grenades, and combat knives. Overall, if you prefer good old lead to newfangled laser plasma, this ability is almost mandatory.

Home on the Range- Real travelers don’t need a bed to sleep. With this ability, they can snooze next to any fire - yet still receive all the benefits of normal, healthy sleep in bed. Restoration of health, injuries to arms and legs and increased experience gain for some time are included, unless, of course, you have the hardcore mode turned on. Otherwise - only restoration of health, which is also not bad.



This is where the story of the courier and Zion National Park ends. Along the way we met several legendary people - living and dead; the courier took another step towards becoming a legend himself, simultaneously enriching himself with new impressions, abilities and weapons. But ahead already looms a vague silhouette of something large and deserted - an ancient cemetery of technology... And very, very far away another courier is visible, carrying the flag of the old world on his back. What will happen there, what will their meeting be like?.. We don’t know yet, but we are waiting and hoping.

Walkthrough 4898
November 19, 2011 0:13

Sets the task: Ralof or Hadvar

Locality: Riverwood, Whiterun

Reward: Gifts from Hadvar or Ralof

After you have spoken with Gerdur, sister Ralofa and the owner of the sawmill, or Alvor, a blacksmith from the same city, you will need to go to Whiterun. You will have to get there on your own two feet. Along the way you may also meet members Guild of Companions and if you help them defeat the giant, then they will offer you a place in their guild. One way or another, our path leads us to the jarl Whiterun. However, before entering the city, a guard will stop you. According to him, the entrance to the city is closed due to the increasing frequency of dragon attacks and now no one is allowed into the city - only for official reasons. We explain to the guard what is going on here and that the city is in danger and the path to the city is open to us.

Now we go to the jarl's palace - Dragon's Reach. To do this you need to go through two levels of the city. When you enter the palace, you will be greeted by the jarl's housecarl, Airilet who needs to be told about what happened in Helgene and of course about the dragon. She will immediately direct you to the jarl. Now you need to talk to him. After the conversation, the jarl will decide that he needs to send help to Riverwood and the task will be completed.

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A fantasy about what would happen to the New California Republic if Denver Procurator Porter began to rule the Legion.

Main storyline.

Some of the events described in the blog take place in the present, and some in the past.

In Nevada, everything seemed to freeze. For several days there was no action from Porter's Legion, the Nevada Rangers or the Hubologists. This silence frightened many, but it was not the calm before the storm...
Super mutants and Brotherhood of Steel soldiers arrived on the Strip to defend the city during the assault. They understood perfectly well that the price of defeat was death and slavery. The Legion is still far from the gates of the “City of Shining Lights,” but sooner or later it will reach them. Heavily armed troops had already taken up their positions on the wall around the city. The number of patrols increased, as did the excitement and anxiety among ordinary people and civilians. “Gomorrah” turned into a barracks and bunker where only military personnel were allowed in. "Inferno" began to be frequently visited by visiting Nevada Rangers, which brought profit. There were few tourists, so soldiers were moved into unoccupied hotel rooms. The only exception was "Ultra Lux", where Nevada Rangers were not allowed. They could not occupy the building by force - this would sow unnecessary panic and lead to unrest. Ordinary people listened to the radio, hoping to hear the truth about what was happening now. The wave on which the legion performed was not considered forbidden - it was often listened to in order to understand what the legion was going to do, but to no avail - Sid spoke only about what the legion had done in the past and what orders it would bring in the future. Among ordinary soldiers they often whispered that all this was in vain - even if they stood up against the legion, the hubologists would come and finish off those who were not killed by the legionnaires. The common people were very afraid of the words of the Arizona shooter on the radio, because his words were similar to the truth. Many almost believed in the alliance between the Hubologists and the Nevada Rangers. Thefts and fights increased, as did the number of deserters away from the Strip and major camps. Residents of small towns sought to leave their homes and flee to big cities, or to neighboring states not occupied by the legion. Those who headed to Mexico only faced death - they were hanged by cruel bandits from the Twin Mothers tribe.

The appearance of the Legion's own radio in the vastness of Nevada forced the Nevada Rangers to replace "Mr. New Vegas" with a more serious and eloquent announcer, during whose speeches listeners would not fall asleep, and this was...
-Good afternoon, Nevada! This is Mike Lawson, former chief engineer at Hoover Dam. Clouds are gathering over our beautiful state - Porter's Legion is advancing from the East, and the Hubologist sect is advancing from the West. The Mongols retreated from the state, refusing to help us after all the harm we had done to them. Do not rush to follow their example - turning your back to the enemy will make it easier for him to kill us. I won’t lie, we are completely (censored) and of course Aaron Kimball and the Courier are to blame for all of this. We trusted them, and they failed our nation and betrayed us. Only Mr. Wayne Felix and Commander Hanlon can correct their mistakes and restore stability and peace. Everything that is said about Gomorrah is just rumors. We legally bought the establishment from its owners, and the deaths are just a series of accidents and tricks of hubologists, fruitarians and Heritage. The Screaming Eagles are our friends and supporters - do not believe the rumors that they beat the farmer in Inferno - this is a blatant lie, which is being fanned by our enemies in order to create panic. (Silent for a minute and then continues speaking) B Lately You might have noticed a lot of unusual things on the streets of your cities, for example, savages and people in white shirts and ties. These are New Canaanite refugees from Utah, persecuted by Porter's Legion. Don't be afraid of them, they are harmless people who need your help. The Legion does not share their religious views and accuses them of all mortal sins due to the fact that "Burnhead" is one of the founders of the legion, who, according to New Canaanite rumors, failed the legion at the first Battle of Hoover Dam. The Legionnaires are lying because "The Burnt One" has nothing to do with the New Canaanites, they are simply using this as an excuse for their monstrous atrocities. The Malpais legate was doused with tar, set on fire and thrown into the Grand Cay Nyon-on could not survive. Rumors that “Gorely” is alive are simply ridiculous and cannot be criticized. Trust common sense, not legion. If possible, shelter the New Canaanites at least for a while - the Nevada rangers will not be in debt.

You may also have noticed posters and preaching leaflets of the Hubologist sect... Destroy them without reading them and inform the nearest law enforcement officer about who is distributing them. Hubologists lie - they promise their followers wealth and paradise, but in reality they make them slaves and cannon fodder. If you join the hubologists, they will force you to kill, give them your money, and may even force you to star in their terrible and disgusting films. Open your eyes - these are the rich who want to use people as resources to make a profit. But they're not the only ones putting up posters... you may have noticed posters on the streets of your city that criticize and ridicule the Nevada Rangers and their methods. This is the work of Heritage, a radical terrorist group made up of indigenous Nevadans who believe their rights are being violated. They refuse to obey the Nevada Rangers and in every possible way interfere with our activities to protect the state. Unfortunately, we do not have enough evidence to convict them of this crime, so we cannot arrest them. On posters and graffiti they claim that the rule of the despot Mr. House is much better than good old democracy... Do they even know what they are talking about? Mr. House saw in people only money bags that, when emptied, should be thrown out of sight. "Heritage" are perhaps the only ones who mourn his death. Don't believe them - they play at being heroes, but in reality they are just bandits. Residents of the West Side, as we know, are very pleased with the patronage of Heritage, their humanitarian and military assistance, as well as protection from the Innocents, a raider gang living on the outskirts of Outer Vegas. Know the truth - it is not masked terrorists who are protecting you from these bastards, but the valiant Nevada Rangers from Camp McCarran. “Heritage” wants to once again create panic by interpreting the actions of the Nevada and NKR rangers in its favor. There is a rumor that Colonel Moore entrusted the Courier with the assassination attempt on Mr. House - this is a lie and slander. Despite what I said above, Mr. House was our dear ally in Nevada and we did not want him dead - it was the Courier's initiative. Heritage, if you can hear me, stop vandalizing Colonel Moore's grave - it is inhumane and immoral. This brave woman died at the Third Battle of Hoover Dam, protecting us all from the forces of Porter's Legion. If you have any humanity left in you, stop it. Listeners, if you don't believe what I say, then look at the posters where they slander deceased people, like the one with the now deceased owner of the Gomorrah casino. "Legacy" depicts him in a homosexual relationship with the leader of the Screaming Eagles, or Colonel James Shue. “Heritage” is very low even on your part! All residents of the Strip know that he was your competitor, criticized Mr. House's policies, had a rather bad character and unusual hobbies, but this is not a reason to say bad things about a person. I hope that Heritage members can hear me now and take my words seriously rather than laughing smugly. I almost forgot to say that the Courier did not destroy the bombers on our orders - it was his initiative, which we did not approve and do not approve now. "Heritage" accuses us without any evidence that the Courier was allowed to destroy the bombers in the event of the failure of diplomatic negotiations. This is fundamentally wrong - we always try to avoid bloodshed. Nevadans - don't trust Heritage - they just want to line their pockets during chaos, hiding behind good intentions. And now the song Smells Like Teen Spirit performed by Paul Anka is playing. Mike Lawson here from New Vegas Radio, stay tuned.

Outer Vegas, midnight...
At a pre-war plant producing Nuka-Cola, a shootout broke out between the Innocents and unknown raiders. This carnage was observed by a curious marauder, who was hoping to profit from junk, but unwittingly found himself in the thick of the battle. Until he was noticed, he hid behind dilapidated boxes, hoping that they wouldn’t hit him. The attackers also wore masks, but they were only welding shields and hockey masks with strange symbols. On the armor and masks of the raiders one could see the mysterious number “515”. They wore a combination of pre-war combat armor and leather, which the inhabitants of post-apocalyptic America began to make from animal skins and pre-war jackets. Several “innocent” people, blinded and deafened by stun grenades, were dragged onto strange round plates from which long and single stakes emerged. The raiders held their victims on the plates until they could be impaled on the tip of the spike. It was not the most pleasant sight, but it was unsafe for the marauder to leave his hiding place in this situation. The attackers defeated the raiders, impaling the survivors on stakes, after which they gathered twenty meters from the boxes, behind which a random witness hid, who had an excellent view of their formation and their leader, who, unlike the rest of his accomplices, had a terrifying-looking mask on his head : hiding only the upper part of the face, providing a great look at thin lips, sunken cheeks and eyes burning with hatred. She could not hide the terrible scars on her face - and the question involuntarily arises: were they caused by the mask itself? The thorns not only have a decorative function; some of them cause pain to the wearer. Relatively light, made of copper-titanium alloy, even despite the thick layer of dust, sometimes its flat edges reflected the surroundings, and cheap cracked fake stones, coupled with bewitching and hypnotizing patterns, intricacies and sophisticated cutouts made an indelible impression.
“Hargrave, report the situation,” the leader ordered. Judging by the tone and demands in the reports, he was once a military man.
-Hah! “Charles, stop playing these games,” the subordinate answered with a grin. “Your army past is only an insignificant grain in his eyes. (Before the commander had time to get angry and grab the insolent man by the chest, he reported the situation) The situation is under control, the area has been cleared.
-Great! It's time to remind the innocent who owns this land. Leave messages on the walls and take with you anything that might interest the gentlemen.
“Armed” with crowbars, the unknown persons returned to the plant building to dismantle the equipment for spare parts, while others began to draw graffiti on the walls. The Marauder noticed from scraps of phrases that the mysterious people understood technology no worse than the Brotherhood of Steel and the followers of the Apocalypse with whom he had dealt, but clearly did not belong to them. Sometimes they expressed themselves in strange, dark and mysterious phrases and used abbreviations that the silent observer had never heard. The marauder saw several graffiti on the factory wall - "We"ll find a way, when all hope is gone." "Chaos - It's just" the beginning") - from them an involuntary witness concluded that these people do not really like the current situation in the state, but still they see rays of hope in the darkness. The raiders gathered for the second time in front of the commander in a creepy mask.
-It's enough. Bloodhounds, let's go home,” Charles ordered.
Bloodhounds? The marauder heard right - the commander said so. The raiders went further to the south. The observer came out from behind the boxes, swore and spat. “These bastards took away everything valuable,” thought the marauder. He became very upset and wandered towards his modest shack.
The Bloodhounds are a special sub-detachment of Legacy, consisting of mercenaries signed on to a long-term contract. They were reluctantly and rarely attended to all the details of the organization's affairs, because they were not trusted.
One of the group’s tasks is to search for technologies and materials needed by the organization. Charles was able to earn the trust of the “tops”, despite the fact that he served in the NKR - he was appointed captain of the mercenaries due to his experience as a commander. Deep down, he was jealous of Ashley, who was able to become a full-fledged member of Legacy, despite the fact that she was a veteran ranger in the past. The bloodhounds used Dragon Needles - a unique development of Shi scientists, which was originally intended for the demonstration execution of criminals, but as a result of the capture of the city by Hubologists, some of the drawings became unusable. Years later, the technology was purchased from Shi refugees, refined and improved by Heritage. The invention was modified by Heritage and is now its calling card. The squad is poorly known in wide circles because they are often confused with the "Innocents" and other raiders, and this is completely wrong. For those not originally from New Vegas, the Bloodhounds were the only way to join Legacy.
Sometimes the Bloodhounds had to go to California for the necessary parts and technology, which was very dangerous during the Civil War.
Long before the shootout at the Yader-Cola plant.
The mercenaries walked along a long highway. A detachment of thirty people, all well armed and supplied with food and medicine. There was impenetrable fog all around, the viewing radius was no more than three and a half meters. Charles heard a strange noise and raised his left palm up, thereby signaling “stop” to his subordinates.
“Something is wrong, everyone be on guard,” the mercenary captain whispered loudly.
Suddenly a strange man came out of the fog from the north. He was shaking as if from cold or pain, but judging by his rags, one could say that most likely it was pain.
-Someone, help! - the unknown person exclaimed. - Raiders attacked my house! Please stop them before they kill my family!
“Your family means nothing on the path to the “Higher Goal,” one of the mercenaries said coldly.
-It seems to me that this is not a farmer, but a local junkie who wants to lure us into a trap. “Get out of here quickly, you rogue,” Charles barked.
Then the man screamed and tried to attack the mercenary captain. Charles hit the striker from assault rifle before he managed to get within striking distance of him. The tramp fell dead.
“What was to be expected,” one of the “Bhounds” said with a grin.
Before the mercenaries had time to continue their journey to the ruins of the pre-war city, the tramp stood up and attacked the bloodhound. The attacker bit into the neck with his teeth like a wild and enraged animal. The mercenaries were confused when other tramps began to emerge from the fog - they were armed with bats, brushes, knives and all kinds of pistols. The madmen had scratches and wounds on their bare backs and chests, some of which were quite fresh. A syringe with a strange liquid flashed in the attacker’s hand, but the mercenary captain managed to shoot it before the madman tried to give an injection. The "snoops" quickly realized that the attackers did not feel pain and were less vulnerable to wounds and injuries.
-Shoot in the eyes! - Charles ordered. “Don’t let them get close!”
The tramps who came too close tried to snatch the weapon from their hands, grabbed their hair or tried to scratch out their eyes. The Heritage mercenaries used combat knives and straight razors against them, which were in sheaths or hidden in shoes. Some "sleuths" used crowbars, piercing the heads of their enemies with them. Even experienced fighters were disgusted to see the dripping brains and thick blood staining everything around.
Fortunately, none of the bloodhounds died in battle.
“What the hell was this just now?!” one of the mercenaries exclaimed.
-Calm down, soldier. - Charles said in a commanding tone. “Whoever these people are, they are mortal, just like us.” We have no reason to linger here - pre-war technologies are waiting for us.
This was Heritage's first clash with the self-flagellation hubologists. Similar skirmishes became common during subsequent trips to California. But they were not the only ones the bloodhounds had to deal with... The ruins, which are now called the “Rift,” were of great interest to the bloodhounds from the technical side. They followed in the footsteps of the hated Courier, who, according to Legacy, brought chaos to Nevada and took the life of a great man...
The Bloodhounds set up camp on the outskirts of Hopeville, fearing that the Marked Ones might discover them. But they were not the only problem - the “innocent” have recently begun to often visit the Rift.
It was a small camp of five tents, but it housed thirty people - all because some guarded the camp while others slept.
“This place is a garbage dump, this state is (censored),” cursed the man, who, judging by the mask, was not a “snoop,” but a full-fledged member of Heritage. - I can't wait until we get home.
It was Frant, a Heritage recruit who had recently joined the organization. He went through a long and tedious probationary period, during which he was not allowed to show any mistakes. Not only combat training was required, but also devotion to the ideals of the group, sacrifice in battle, as well as the ability to handle table service, which was much more varied and larger than what the average American family used. The dandy wore the “ceremonial clothes of the White Glove” and the left half of a mask that belonged to the same group. Directly below the eye hole there was a line indicating a place in the hierarchy of the group. One dash is a recruit, a dash and a cross is a private, three crosses are a “veteran”, a cross in a circle is a “lieutenant”, a “tick” is a member of the High Council. Only the masks of spies and scouts were not designated in any special way. Often on the masks one could notice a variety of patterns and designs on any theme. In a holster he had a 9 mm pistol with a black ornament on the body.
“Leave aside your decadent sentiments,” Charles said coldly. “Legacy gave you a rare chance to prove yourself.” Don't miss it.
-Captain, could you tell us about the dangers that may await us. This is my first foray into the Rift,” said one of the mercenaries.
-First of all, these are death claws. The scouts saw several on the bridge a couple of hours ago, but they were apparently full, since they did not chase after ours. Secondly, these are crazy ghouls, who are called “marked”. Once upon a time, many detachments of the Legion and the NKR passed here, which were destroyed due to some kind of catastrophe. For us, it doesn’t matter which one, the main thing is that they are completely mad, thirsting for human flesh and blood. Thirdly, these are the “innocent” and the tunnelers. We already know the first ones, but the second ones are some strange creatures that look like lizards. Both of them are caught in the tunnels - the innocent people liked the meat of these mutants, so they hunt them. I forbid you to eat tunnelers - firstly, they could have been human before the mutation, and secondly, their meat could be poisonous or infectious. We have enough supplies with us.
“I see, baby... Sorry, it’s a habit,” Frant felt awkward because of the phrase that he could not forget from the time of the chairmen.
“Think what you say—ignorance will not be tolerated at Heritage,” the mercenary captain wheezed.
There was silence. Charles turned away and took from his camp bag, which was lying next to the tent, an army flask on which the number “515” was painted in red paint. The contents of the vessel are Scotch whiskey found in a bottle on a shelf in the basement of an antebellum house.
An hour has passed...
The "sleuths" turned down their camp and moved on along the destroyed roads of the Rift. Under the bridge, the marked ones had a small camp, surrounded by walls made of garbage. The dandy looked with disgust at the madmen who devoured parts of human corpses that were boiled in a large vat over a fire. He realized that there are things worse than just death. The marked ones did not notice the presence of strangers, so the mercenaries walked across the bridge, deciding not to run into a fight with the local inhabitants. A few hours later, the travelers reached a dilapidated road tunnel. Along the way, they met about a dozen marked people who were not very well armed, so the “snoops” won due to numbers.
“Wow... this place makes my eyes widen, that’s for sure...” Frant whispered looking at the ceiling when the squad entered the tunnel.
“Hush, fighters,” said Charles, half a tone higher than the startled mercenary. “The tunnelers can hear every step perfectly well.”
And the captain was right - the tunnelers hiding underground clearly heard the steps of the bloodhounds and their voices, which echoed. Several creatures jumped out of their holes as soon as the travelers passed very close. The bloodhounds opened fire on them and tried not to let them get close to them. One of the mercenaries exclaimed in fear from the unexpected attack and was heard by other tunnelers, some of whom followed in the direction of the cry. Charles grabbed one mutant by the scruff of the neck with his left hand, hit his head on the ground, took out a round plate from his traveling bag with his right hand, placed the tunneler on it and activated the device. The stake pierced through the unfortunate creature, which began to slowly die from painful shock.
Hargrave held the gun to the tunnelers' heads before pulling the trigger. Approaching such a close distance to these wild creatures is dangerous, but such a shot completely knocked out the brains of the mutants in the literal and figurative sense. But such impudence was not in vain for the mercenary - the creatures severely scratched his right hand and only honey could drown out the pain. Hargrave retreated from the battlefield, took a syringe from the first aid kit with his left hand and injected it into himself into a free area of ​​skin not far from the wound. The pain is muted, albeit temporarily. One of the mercenaries used a crowbar to pry out the round eyes of the reptiles with noticeable fanaticism. The spectacle is not the most pleasant, but on the other hand, the tunnelers would hardly be merciful towards the “snoops”. As soon as the mercenaries killed some, after a while they were attacked by other mutants. Charles ordered the mercenaries to move faster in order to quickly leave the tunnel, which was infested with creatures. Not far from the exit of the tunnel, an “innocent” jumped out of nowhere with a nail gun in his hands, who wounded three mercenaries with shots from such an improvised weapon. The shotgun hit to the head was fatal - the raider's mask and half of the skull were blown to pieces. Removing nails from bones is quite unpleasant for those watching and painful for the victim. Fortunately, no one was killed, but injuries affected the combat effectiveness of the squad. The nail struck Hargrave's left shoulder. The field doctor removed the nail from the wound, after giving the mercenary a rubber block so that he could grit his teeth. Even a large dose of painkillers did not help him much, but he continued on his way with the others.
The bloodhounds walked for a long time along the winding and ruined paths of the Rift, which were dangerous for inexperienced travelers and tourists, whom the mercenaries fortunately did not belong to. Not far from the innocent camp, located on a car bridge, Charles ordered the squad to stop and hide behind a truck, which had driven halfway off the bridge.
“We won’t be able to bypass the camp, we’ll have to fight them,” the captain said quietly. “Frant, I hope you had to kill someone stronger than a dead Brahmin.”
“I don’t see anything funny - I have five “innocents” and two “screaming eagles” on my account,” Frant answered coldly.
-It's hard to believe. “For me, you’re too green even for the “Wall of Death,” one of the mercenaries grinned.
The Wall of Death is a symbol of the fight against the “innocent” and the “authorities”, represented by the Nevada Rangers. It's some kind of exhibition competition where there are no winners, as such - the Legacy gangsters gather somewhere in Outer Vegas, split into two groups, move into the distance, and then both sides advance on each other, colliding in the center. Those who participated in the gatherings claim that this is something unusual, fascinating and makes the blood boil after quiet everyday life in the Ultra Lux and long days without battles with enemies. Due to the risk of injury, such events are not held often and participation in them is only voluntary.
Respect in Legacy also depends on the number of Rangers killed, "innocents", marked and members of enemy gangs from the Strip. After a skirmish during one of the trips to California, the list included self-flagellation hubologists.
Groups from neighboring casinos were considered enemies, renegades and renegades who betrayed the ideals of Mr. House, and therefore their murder was strongly encouraged. “Heritage” has never robbed or killed ordinary people and indigenous residents of New Vegas and Nevada - rather, on the contrary - they are protected and supported, respecting their desire not to join the group.

The captain explained the plan of attack and activated the stealth combat to sneak up on the patrolmen, kill several and signal the mercenaries using a signal pistol, which he did not have with him, but he expected to find it from the “innocents”. Charles crept up from behind on a gaping patrolman at the entrance to the camp and inflicted three cuts on him in the throat area. The victim only wheezed loudly, grabbed the deep cut, dropped the weapon from his hands, and fell writhing to the ground. The mercenary unceremoniously stepped over the corpse and, crouching, slowly entered the camp, surrounded by a wall of debris. Around the fire, around which a dozen enemies had gathered, there were canopies installed in which the raiders slept. They stand at a fairly close distance, which means if you set fire to one of the tents, the rest will ignite. Charles slowly crept along the wall so as not to be noticed, because in an open space it is easier to notice a person in a stealth field. The “innocent” laughed loudly, ate the meat of the tunnelers, washing it down with beer. Charles made his way to the raiders' field kitchen, located away from the tents in the desert. A huge big man with a butcher's cleaver was chopping the corpses of tunnelers into pieces on a Vault-Tec table with broken legs, which stood on a mountain of garbage. Around the table lay the gutted bodies of the tunnelers, some on iron dishes, others right on the ground. The Butcher wore a chef's hat, a mask shaped like a statue's face, badlands raider armor, and a bloody apron with a "Chef's Kiss" badge. Kiss the cook") made before the war. Looking closely at the mountain of mutant corpses, Charles noticed a signal pistol that lay open in the tunneler's belly. The mercenary carefully took it and shook it off from the mucus. Having made sure that the pistol had charges, he patted the "innocent" with his left hand on the shoulder The “Innocent” turned around and Charles launched a rocket right into his face. The mercenary did not take into account the distance, so he was blinded for a while. He fell to the ground and heard the frantic screams of the raider, who was burning alive.
-He killed Meiwes! - exclaimed one of the “innocent” people. “Guilty!” Guilty!
During the fall, Charles accidentally deactivated the stealth field, as a result of which he became visible to others. Fortunately, the “sleuths” arrived at the signal and opened fire in the back of the alarmed “innocents.” The mercenaries quickly shot all the raiders, wasting quite a lot of ammunition. Their bodies were not impaled on stakes; they decided to save them for a more suitable situation. The mercenaries collected everything that was valuable to them, piled the corpses near the tents and set it all on fire with a shot from a signal pistol. The journey continued.

The mercenaries walked for another six hours. On the way, five mercenaries died from the clutches of the claws of death and stray “marked” bullets, but the captain expected much greater losses. Finally, the detachment reached the metallurgical plant, which remained relatively intact. The trouble is that it was chosen by the marked ones, who would hardly agree to share it. There they made weapons and the likeness of the helmet of Legate Lanius. Unlike the "innocents" encountered on the bridge, these ghouls took a more serious approach to protecting the territories and the building. The bloodhounds stopped in the shadow of the highway.
- Damn it! - Frant swore. “These guys won’t let us hang out on their beach.”
One of the mercenaries sighed and put his right palm to his forehead. He was not the only one who was amazed at how someone who makes statements in the “slang” of the chairmen was allowed into Heritage. On the other hand, this did not mean that everyone in Heritage expressed themselves culturally - far from it - the group developed its own slang, unlike that of other groups. Mostly these are gloomy and pretentious statements, strange abbreviations and references to the number “515”. Few of the “uninitiated” know about its meaning - in “Legacy” this number expresses respect, veneration and sorrow towards Mr. House. Inexperienced “sleuths” mention this number with or without reason, not knowing about its true meaning, while more experienced mercenaries use this number in speech much less often. However, the number “515” was found much more often on the armor of “Heritage” mercenaries, and not of its full members.
After a short silence, the mercenary captain began to explain the plan of action, drawing a diagram on the ground using a steel rod. He was noticeably nervous and tried not to get confused in his own calculations, but still managed to convey the essence to his subordinates.
“And remember - there is no mercy,” said Charles. “The marked ones are sick in the head creatures who, before the gulification, were our worst enemies. They are seasoned in battles and wanderings along the rift, so I demand maximum efficiency from you. Today is a great day to die, isn't it? (With these words, the mercenary took out a signal pistol from his holster and pulled the trigger. The charge hit the feet of the sniper, who was on duty at the edge of the roof of the plant. The marked one could not stay on his feet and fell down to the ground. He would not have survived even if the building it would be a little lower.)
The bloodhounds went on the offensive. Several bandits, including Frant, turned on the stealth battles found in the Rift. Unfortunately, the ghouls also had them. Charles noticed too late a flashbang that landed right at his feet. He only managed to cover his eyes, but not his ears - the mercenary was deafened by the explosion. He ducked from the bullets and picked up a rifle from the ground, which he had carelessly dropped, then opened fire on the approaching “Beast” - these were marked ghouls wearing a semblance of Legate Lanius masks, which were most often cracked, damaged and poorly made. These warriors were armed with melee or heavy weapons and clad in the finest armor that the Marked Ones create. The “beast” running towards the mercenary captain was armed with a huge sword, which was called the “Blade of the West” and wore an exact copy of the late legate’s mask, intact and in good condition, which was a rarity. This ghoul's armor was very strong, so the mercenary began to aim for the head and eye slits. Not a single bullet reached the target - the “beast” came close enough to strike. Charles rolled on the ground, dodging blows, then rose to his feet and fired point-blank, right in the head. The bullets pierced the legate's helmet and hit the ghoul directly in the brain, tearing his left eye into small pieces.
While the battle was raging outside the building, a pair of bloodhounds and stealth fighters entered the plant territory. The dandy crept around the smelting shop, trying to avoid the furnaces; the light emanating from them would make the stealth field look like the glare of the sun on the water. As soon as one of the marked patrolmen passed very close to the smelting furnace, the former chairman grabbed him by the scruff of the neck, hit his head against the wall of the furnace, pushed the ghoul into the firebox, then closed the door and turned on the fire. The marked one was burning alive, and Frant mockingly said “Rest in peace” instead of the chairman’s phrase, which he was glad about. Other "sleuths" also arranged several "accidents" for those marked - they pushed them into vats and stuck the heads of enemies under the press. Most likely, these ghouls were less experienced than their colleagues who were now fighting the mercenaries outside. Having dealt with the bloodhounds marked at the plant, they climbed onto the roof, where snipers and machine gunners settled, who did not expect a stab in the back. The dandy kicked several machine gunners, then crept up to the marked one, who noticed him and turned around. The Heritage bandit cut his throat with a straight razor in a few strokes. Gul was armed with a machine gun, so at such a close range he would not have been able to hit the enemy. He grabbed his throat, throwing the weapon aside. The roof was cleared... The mercenaries and Frant temporarily turned off the stealth fields and gathered around the lifeless body of one of their own.
“Oh, damn, these creatures killed Jenkins,” sighed one of the bloodhounds.
-Jenkins was a good fighter. He knew what he was getting into. Take sniper rifles - the work is not finished yet, - said Frant. He didn’t care about the death of the mercenary, it was just that now there was a probationary period, during which it was best to show callousness and dedication to the cause - those qualities that are valued in “Legacy”.
The “sleuths” listened to Frant and postponed their grief for a more suitable and peaceful time. The sniper from Frant was, to put it mildly, bad - he could not really aim at enemies and often missed. The "snoops" from the stealth group were much more accurate and reloaded their weapons faster. The dandy was afraid that after this operation he might be demoted to a “snoop” or even worse, thrown back onto the street. He was recruited into Legacy without being on the Bloodhounds simply because he was in charge of the Chairmen after Benny's "disappearance".
Below, a life-and-death battle raged. The mercenaries on the roof realized that besides Jenkins, many more would not return home. There were many marked ones and they were armed with the best weapons of the Rift. The "Bhounds" did not lose due to tactics, shelters and the help of snipers who supported them from the rear. The marked grenade launcher hit the edge of the roof with a shell and several snipers, whose positions were near the affected area, received shrapnel wounds. The dandy was not affected, but he was still scared.
The mercenary captain, armed with a shoulder-mounted minigun and dressed in the tribal armor of the marked ones, shot at enemies, and he succeeded very well. The most physically strong and experienced "sleuths" armed themselves with heavy weapons, just like their leader.
Time passed... unexpectedly for the marked mercenaries, they began to retreat. Charles knew that they were running for help, so he ordered them to be chased. The "snoopers" overtook the marked ones and killed every single one of them. The metallurgical plant was recaptured, even at great cost - of the thirty people who went on the campaign, only seven survived. The “snoopers” impaled the bodies of killed enemies on the “Dragon Needles”, then buried their comrades.
Charles looked at the tombstones that had been hastily put together from scraps of wood, lost in thought. Hagrave, whose right hand was bandaged, called out to him:
-It's not your fault - we were warned that this was a dangerous job.
“I... I know...” the mercenary captain said slowly. “You don’t understand what it’s like... to lead people to death and still remain alive... I can’t get rid of the feeling of guilt that haunts me after battles.” .
There was a moment of silence, which was broken by one of the mercenaries:
-What are your further instructions, captain?
Charles answered without hesitation:
-Give the remaining stealth battles to Frant and tell him to return to Ultra Lux for help. It won't be easy for six of us to fight off the locals, but if we sit on the roof, we can wait for help. Fortunately, those marked will not show up here soon, not knowing what happened here.
And yet, help arrived to the mercenaries before the “marked” and “innocent” found out about their presence at the plant. By the end of the month, it was clear that no one would be able to recapture the plant from Heritage - the bandits were ready to attack. They used traps, mines and robots to protect the building. Work was in full swing - Heritage resumed weapons production - the group became stronger and richer than before, thanks to the technology of the Rift. The Nevada Rangers naively turned their attention to the squabbles of the Strip gangs while Heritage, behind them, forged weapons for the uprising...

Behind the scenes

515 is the title of a track from the album Iowa. The mention of this number in fan fiction is associated with the widespread assumption that in this song Sid Wilson "expressed" grief over the loss of his grandfather.
The posters in Goldfield's gun store "1000 and 1 Method of Murder" (Nocturnal Animals Blog) were made by Heritage.


Thank you very much for your attention! To be honest, for stylistic reasons it turned out much shorter than I planned, but I will make up for it in subsequent parts.

Walkthrough of the Honest Hearts DLC for Fallout: New Vegas

Walkthrough of the Honest Hearts DLC for Fallout: New Vegas

The release of the Honest Hearts DLC took place almost 2 months ago - on May 17 on PC and Xbox 360, and on May 18 on PlayStation 3.

The expanses of Zion National Park have already been studied far and wide, but I decided to collect short walkthroughs all the tasks that were added by the developers to the game in one place, and briefly tell you how to complete each of them.

Since Russian publishers, the 1C-SoftClub company, have not yet pampered us with official localization, I translated all kinds of titles myself or relied on the Fallout Wiki.

Well - forward to the vastness of Zion!

Happy Trails Expedition

  • After installing the Honest Hearts add-on and loading the game, a new radio signal will become available, indicating the add-on missions. In addition, you can simply select a task from the list in the journal.
  • Find Jed Masterson in the Northern Passage area. You can find it in a small cave, to the entrance of which a narrow canyon leads.
  • The first person you meet in the cave will be Jed Masterson. You can talk to him on a variety of topics, but you need to start with the most important thing - the opportunity to join the caravan.
  • To set off with a caravan, you will first need to say goodbye to all your companions. You will also have to disassemble your backpack and leave no more than 75 pounds of cargo in it.
  • Talk to Jed about limiting weight. If your Survival skill is above 50, then you can persuade him to let you take 100 pounds instead of 75. A similar result is possible if you have the Strong Back or Pack Rat abilities.
  • You can also talk to Ricky. You'll also be able to discuss a few different issues with this young man in a blue vault dweller's overalls and even test your communication skills a few times. If successful, he will agree to carry 25 pounds of your belongings on himself..
  • The box next to Jed will be a great place to store all those items that you won't be able to take with you after all. However, some items should not be refused under any circumstances - several options for weapons, ammunition, stimulants, as well as good armor.
  • When you are ready to go to Zion, let Jed know. At this moment you will see a story video - the Honest Hearts screensaver.
  • At the end of the video, you will receive a certain amount of money and you can proceed to the next task.

Achievement/Reward:“When We Remembered Zion – Arrive at Zion”

Arrival at Zion

  • You can receive this task already in Zion. After an introductory video and a short conversation, your caravan will be attacked by representatives of wild tribes. Stay away and you'll be fine.
  • Unfortunately, all your caravan comrades will die during the attack. However, this will give you an excellent opportunity to collect the things you need so much from their cooling corpses;)
  • When the ardor of the attackers begins to fade, you, if you wish, can calmly kill the remaining representatives of the White Legs tribe. This is not too important, so you can simply continue along the road to the bridge, nevertheless killing the savages you meet along the way. Once you cross the river, you will meet a very useful companion, so be careful not to shoot him accidentally.
  • By the way, this very satellite from afar looks exactly like a representative of the White Legs. However, if you accidentally shoot him, this will put an end to the entire history of the add-on.
  • After crossing the bridge, on the ridge on the left side, you will meet Follows-Chalk. Talk to him and he will happily join you as a companion. He will lead you to the camp of his Dead Horse tribe, located near the river.
  • Follows-Chalk will show you the way and explain that you are actually lost. Suddenly, along the way you will come across a giant yao-gui, but it will not pursue you if you continue on your way.
  • The crevices and cliffs of Zion are very confusing and dangerous. Fortunately, the Follow-the-Chalk skills will help you find the right path. By the way, if you visit all the peaks of Zion, you will receive not just a few additional marks on the map, but also +3 perception. All the map markers you receive will make traveling around Zion much easier in the future.
  • Before entering the camp, inspect the area for traps. After overcoming them, go to Angel Cave and talk to the native, who will send you to Joshua Graham. A conversation with him will be the final point in this task and will open the path further for you.

Roadside Attraction

  • Agree to help Joshua Graham and you will receive this task. Actually, this quest is the first in a chain of three missions, and you have to complete them all in order to continue the story of the add-on.
  • The entire quest chain is dedicated to collecting supplies for a certain Daniel from the Sorrows camp, located in the northern part of the park.
  • Travel along the gorge, following the mission marker, until you come across a broken down bus. Explore the area until you find a broken compass. To repair it, you need a repair skill of 30 or higher.
  • This is a very simple task. All you have to do is watch the White Legs and the monsters as you travel through the park. Carefully explore the area - this will significantly speed up subsequent movements due to marks on the map.

Gone Fishin'

  • Another task that will be given to you by Joshua Graham from the Dead Horse Camp.
  • This mission will take you to the Zion Fishing Lodge, where you will find two walkie-talkies.
  • Be aware that there are several geckos waiting for you inside, so be prepared for a bit of a fight.
  • Be sure to check the locked cabinet behind the counter - find the key in the drawer in the bathroom or open the lock with a master key. Take both radios and go on your final mission.

Tourist Trap

  • This is the last of three tasks that Joshua Graham will give you.
  • The road will lead you to the Zion General Store in search of Li'l Scout Lunchboxes. Inside the store, destroy the giant mantis and begin your search.
  • Luckily, markers on the map mark the location of all five rations. Four of them are hidden right inside the store.
  • The fifth ration is locked in the back room. To open a lock with a master key, you will need a lockpicking skill of 50 or higher. Or you may find the keys inside the cash register and toolbox.
  • After leaving the store, you should head along the highway to the Zion Ranger Station. Get ready for the fact that you will have to fight several monsters inside the base.
  • In the back room of the base you will find spoiled medicines. To bring them back to normal you will need one of the following things - strong alcohol, a medicine skill of 30 or higher, or adhesive tape and turpentine. You can find both of the last items right there at the Ranger Base.
  • By the way, you can also pick up the damaged set. Regardless of whether you repair the kit or take it as is, the task will be completed.

Deliverer of Sorrows

  • Finish your job as a courier by handing over all the items collected during the previous three quests to Daniel. You can find it in Narrows in the northern part of the park.
  • As soon as you enter the Sorrows Camp, you will be approached by the Waking Cloud. Talk to her until she allows you to meet with Daniel.
  • Give the collected supplies to Daniel and complete the task. True, you will immediately receive four more. During this period, Follows-Chalk will leave you, and Waking Cloud will take his place. Follows-Chalk will be waiting for you at the Dead Horses Camp, so you can still complete his side quests if you talk to him.

Achievement/Reward: Return our prisoners - give things to Daniel (Restore our Fortunes – Resupply Daniel and the Sorrows).

  • Once Waking Cloud joins you, the total number of White Legs in the region will increase.

The Grand Staircase

  • Now Daniel will need a map, so he will send you to the Morning Glory Cave. Once you leave the Narrows, you will meet Joshua Graham again. Until you talk to Daniel about destroying the White Legs tribe, he will hang around. However, there is no need to rush.
  • After leaving the Narrows, you will also encounter a Waking Cloud. She will even offer to become your guide. And believe me, you won’t find a better option. In addition, the native has a couple of useful tips for each of Daniel’s tasks.
  • To save time, use the map to move to the Zion General Store. From there it's a stone's throw to the Morning Glory Cave.
  • Inside the cave, Waking Cloud will warn you about the “Father of the Caves.” Ignore these superstitions and go inside with confidence.
  • Find a door marked on both sides with cow skulls. It will be locked, and if you don't have enough skill to open it, then look in the duffel bag on the ledge on the right - you will find a key there.
  • Be careful as soon as you enter this door. Your further path will be marked by many traps, so you will have to be very careful. Your target is in a secured area. This is just a duffel bag, but inside it you will find a map of the Grand Staircase Region.
  • One task completed - three more to come. Inside the cave, by the way, you can still find all kinds of garbage, but you won’t come across anything particularly good. The most inquisitive can get some interesting information about the “Father from the Cave” by hacking into a local computer.

The Advance Scouts

  • To complete this simple task, you will only need to fight. As you approach the quest marker, Waking Cloud will ask you to choose a tactic - either fight your way into the camp, or sneak inside and steal both battle totems.
  • If you choose the second option, it is best to use stealth combat and the skills of Waking Cloud. Once you have the totems, the task will be completed.
  • However, of course, it’s easier to kill everyone. In each of the camps there are 2-3 natives from the White Legs. Moreover, only one of them is armed with a gun, while the rest fight in close combat.
  • By the way, don’t miss the opportunity to spoil yourself. The White Legs are armed with rare and valuable weapons - 12.7 mm submachine guns (12.7 submachinegun) and fire axes. Don't forget to search the bodies of defeated opponents.

The Treacherous Road

  • Another short and simple task will await you on the approach to the Old Rockville Bridge. Once again, the Waking Cloud will tell you what to do.
  • The easiest way would be to disarm the traps. There are only 7 of them on the bridge, and each of them is marked with a task marker. It doesn't matter at all whether you activate or disable them.
  • If you suddenly have a thirst for blood, you can hunt the White Legs hunters. Follow the road north from the bridge and you will find a whole group. At this stage, you should already understand what the White Legs represent themselves, what weapons they are armed with and how to fight them. In any case, several stimulants will not be superfluous.

River Monsters

  • And again you have a choice - cruelty or relative peacefulness. Either cross the bridge in the direction of Pine Creek, destroying 5-7 Yao-gai along the way, or go into the caves and plant explosives.
  • Simply killing off the Yao-gai is a faster option, but fighting multiple creatures at once can be dangerous. Try to deal as much damage to them as possible from afar.
  • If you are not looking for easy ways, then you will have to go into the caves and plant explosives there. By the way, you will also meet Yao-gai there, but only three.
  • Set up explosives and use the detonator, or simply kill the Yao-Guai. In any case, the quest will end.

A Family Affair

  • Once you team up with Waking Cloud, you'll have the opportunity to ask her about her family. Try to find out as much as possible.
  • As a result of this, the next task will become available. The first step in its implementation will be a conversation with Daniel about the conductor’s family.
  • This is also a very simple task, but there are several pitfalls hidden in it. You can immediately convey to the Waking Cloud the information received from Daniel - that her husband has died - or you can lie to your companion.
  • Lying in this case will bring you several points of bad karma and will cause a bad ending to this storyline. On the other hand, the truth will not affect karma in any way, but the final ending will be good.
  • Completing this quest will give you some experience and give you access to additional DLC endings.

Rite of Passage

  • Ask Waking Cloud about her wonderful Yao-gai skin gloves, and you will learn that only those who have passed the initiation rite of the Sorrows tribe receive them.
  • As soon as the quest starts, go to the rocks - to the White Bird’s den. He will ask you to collect three Sacred Datura Roots. Opening the map, you can see that the quest markers point to the vicinity of the Narrows. However, it is much easier to simply buy the roots you need from Joshua Graham.
  • Give the roots to White Bird. Please note that once you do this, you will have to complete the task to the end, as you will be plunged into a strange dream-like state. Be prepared for this. Don't even try to do something extraneous!
  • Talk to White Bird and he will make you a special tea. After drinking it, you will go to the Ghost Den, where you will enter into battle with the Ghost of She - a giant Yao-gai.
  • To learn more about the Ghost of She, ask White Bird. However, he will send you to the Waking Cloud. The guide will be happy to tell you the legend of her tribe.
  • Be extremely careful on the way to the Ghost Den - there will probably be several evil creatures waiting for you. Go up the road and enter the lair. Please note that before facing the Ghost of She, you will have to defeat several ordinary Yao-gai.
  • The Ghost of She will appear before you in the guise of a flaming Yao-gai. Keep in mind that when her health reaches minimum, she will multiply into four copies. They have low health, but they can deal much more damage, so try to destroy them as quickly as possible.
  • When the job is finished, return to the White Bird and you will receive a special melee weapon - She's Embrace.

Bighorners of the Eastern Virgin

  • Ask Follows-Chalk about life in the canyon and he'll tell you about a baby bighorn that lost its mother.
  • Head to the quest marker. Be careful, you will notice several bighorn sheep on the ledges. If you get too close they will attack.
  • One of the additional conditions of this task is not to kill a single bighorn. This is quite difficult, so it is better to refuse the help of a companion in order to better control the situation.
  • Head into the canyon and follow the trail while avoiding the bighorns.
  • Along the way, pick up the Banana Yucca fruit. You will need at least three pieces to lure the cub.
  • You'll find a baby bighorn sheep at the dead end behind the last bridge. Using the fruit as bait, lead him back to the herd.
  • To complete the task, report your progress to Follows-Chalk and receive your reward.

Gathering Storms

  • Once you have completed all four quests - The Grand Staircase, The Advance Scouts, The Treacherous Road and River Monsters - you will be able to begin this quest.

Achievement/Reward: In a Foreign Land – Scouted the Zion Valley for signs of the White Legs.

  • Talk to Daniel in the Narrows. Here you will be faced with another choice - leave Zion or fight the White Legs.
  • Selecting the first option will give you access to the mission “Flight from Zion”.
  • Deciding to fight the White Legs will make the quest “Crush the White Legs” available.
  • This choice will affect your entire DLC progression, so choose carefully. After this, you will no longer be able to complete any Zion quests, but you will be able to continue exploring the park.

Escape from Zion - Prisoners of War

  • Deciding to leave Zion will allow you to complete three additional tasks. They must be completed before you enter the Pine Creek Tunnel, otherwise they will become inaccessible.
  • In addition, you will lose the ability to quickly travel around Zion, but Joshua Graham himself will become your companion for this period.
  • Head up the hill past the General Store and Ranger Station.
  • At the Ranger Substation Osprey, captive natives are kept under the supervision of several White Legs. Kill the guards and free them. However, if you are skilled enough in secretive movements, you can simply release the unfortunate ones.
  • To open the cage, you will need a lockpicking skill of 75 or higher. On the other hand, you can simply find the key in the toolbox by going to the top of the tower. The task will end as soon as you release the prisoners.

Escape from Zion - Retake the Bridge

  • Continue on to the Pine Creek Bridge. Along the way you will encounter a patrol of four or five White Legs. Just shoot them and the mission will end.

Escape from Zion - Sanctity of the Dead

  • Another very simple task, but not without options. When you reach the White Legs burial site, you will notice several Sorrows on the river bank.
  • Talk to Dancing Flame from the Sorrows tribe. You can ask the natives to help you fight or stay away if you fear for their lives. However, if you still plan to fight the White Legs, then any help will not hurt.
  • If your Promise skill is 75 or higher, you can talk the Mourners into abandoning the idea of ​​fighting the White Legs. In this case, the task will complete immediately.

Flight from Zion

  • This task will be given to you by Daniel during the quest “Gathering Storms”. If you decide to leave Zion, then in addition to the previous additional tasks, you will have to do the following.
  • As previously mentioned, you won't be able to fast travel using the map while you're in the middle of this mission, so you'll have to walk to get to the goal.
  • As you approach the Pine Creek Tunnel, prepare for a fight. Your allies will be fighting the White Legs, so you will have to help. But be careful and don’t shoot one of your comrades.
  • When all the White Legs are killed, Salt-Upon-Wounds will approach you and start a conversation.
  • There are two ways to complete communication with Salt-Upon-Wounds - start a fight or pass a communication check (if your skill is 75 or higher).
  • Whatever the outcome of your skirmish with Salt-on-Wounds, contact Daniel. He will ask if everything is ready. If you answer yes, you will lose the opportunity to complete the previous three additional tasks.
  • When you inform Daniel that you are ready to move, he will give you the detonator. All you have to do is blow it up. This will collapse the Pine Creek Tunnel and end the White Legs' aggression.
  • The task is completed. DLC completed!

Achievement/Reward: Forget me, my right hand is to evacuate the Mourners from Zion (May my Hand Forget its Skill – Evacuate Zion).

Crush the White Legs

  • In a conversation with Daniel during the quest “Gathering Storms”, you can choose the aggressive option - team up with Joshua Graham and destroy the White Legs.
  • At the beginning of the quest, Joshua Graham will become your companion. He's a good fighter, so don't neglect him. First, go to the Three Marys and destroy the White Legs camp.
  • The entrance to the Three Marys can be found south of the Red Rapids Docks. Several White Legs will try to block your path, giving Joshua a chance to prove himself.
  • Having burst into the camp, simply destroy all the natives who come your way. By the way, your allies will help you, so try not to shoot them - they will be offended and try to answer you in kind!
  • When you get close to the caves, the White Legs will cause an explosion and a rockfall that will block the path to the interior of the camp. At this point, Graham will leave you, so you will have to cope alone.
  • However, all you need to do is continue to kill the White Legs. Be careful - the natives are especially dangerous in close combat. Having broken through all the obstacles, you will find yourself in the inner camp.
  • At this moment, you will have many allies who will greatly facilitate your further path. Once you reach the quest marker, you will find Salt-Upon-Wounds and Joshua Graham and can make a choice - talk to Graham or simply kill Salt-Upon-Wounds.
  • By choosing a conversation, you can try to persuade Graham to give up killing Salt-On-the-Wound. With a communication skill of 75 and above, you can persuade Joshua to give Salt-On-Wounds the opportunity to die in battle, and if your skill is 90 and above, then you will generally resolve the matter peacefully.
  • If you fail the communication check, then Salt-On-Wounds and two more White Legs will attack you.
  • The choice made at this moment only affects the ending of the quest, but not the reward. Actually, after solving this situation, the task will be completed. DLC completed!

Achievement/Reward: O Daughter of Babylon – Crushed the White Legs.

Departing Paradise

  • After completing the quest “Crush the White Legs” or “Flight from Zion”, you will be able to complete another small side quest. After the end of the final cutscene, you will find yourself at the Southern Passage.
  • Check the box opposite - it will contain unique items that belonged to the characters you met in Zion.
  • Plus, you can finish exploring the Zion area if you want. When you get tired of the weight, just leave the park, and you will again find yourself in the Mojave Wasteland.
  • Don't rush too much - there's a lot of great gear hidden in the vastness of Zion!
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