New vegas sierra madre casino

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Fallout: New Vegas - Let's Play - Part 84 - [Dead Money DLC] - "Entering The Sierra Madre Casino"

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Looks like the casino moved your "friends" around once inside Wonder if they came to help or kill you. My signal should work through the speakers, now that you're inside.

Welcome to the Sierra Madre, in all its glory. This is what the Old World stood for, even with bombs about to rain down on them.

Now look at it. How the Mojave should be. Now - with the casino sleeping, it's got places closed off - won't let you go yet. We'll get there, trust me, just need to wake it up.

Wondering what happened to your team? Looks like they got moved to other floors. Interesting, maybe that's why Perhaps the casino recognized specific guests Had hoped with the power restored, the systems would fully awaken It's the white noise filters embedded in their construction You'll need to recalibrate To do that, you need to get close, re-set the signal - or blow their heads off.

I'll leave the choice up to you - my preference? They're of no use. After all, it's safe to kill them now, provided you make it quick.

You see, the collars don't work inside the Sierra Madre Else, I'd set off the collars, be done with it. So find them, deal with them, as long as you're fast and can get off the floor after killing them.

What we need is in the basement, we need to go to the top first and ride our fortunes down. After we deal with your team on the other floors.

Retrieved from " https: Dead Money locations Sierra Madre. Navigation menu Namespaces Page Talk page. Views View Edit Edit source History.

It seems you need to pull off a heist, and to do this, you must "recruit" three people. Elijah also gives you information on your situation: There are damaged radios and shielded radios; for damaged radios, you can just blast them with a gun, but for shielded radios, you'll need to either avoid them completely or turn them off via a terminal that's usually close by.

So, watch out for radios -- your collar will start beeping and eventually explode if you get too close. But for now, we have to find the three companions.

Just like Elijah suggests, start with finding Dog. From the main fountain, go southwest and traverse through the streets while heading toward the quest marker.

You'll have to go up some stairs, and then Elijah will alert you about the village's "inhabitants. Headshots are usually the best way to go here.

If you don't dismember them quick enough, they'll simply get back up and start attacking you again. So, if you down one, be sure to finish the job!

Yep, that's "Dog" in the 'cell. First things first, though: Well, it comes into play here, as the room with the cell has three radios in it: You can either shoot these or simply turn them off.

To the left of the cell, you'll find opened double-doors that lead to a new room. Here, turn off the radio on the desk to the right, and go down the stairs to the left to reach the basement.

In the basement, head down the stairs and into the room with the terminal on the desk. You'll start to hear your collar beeping, but you can simply run into the adjacent room to get far enough away from the radio.

Continue through the various rooms to the quest marker. The path is fairly linear -- just take each door in front of you, and soon you'll reach the room that Dog wants.

In this room, immediately turn off the radio on the desk in front of you, and pick up the "Dog Command Tape" next to the radio. With the 'tape in hand, make your way back to the cell with Dog.

Just go back from whence you came -- back through the linear rooms and up the stairs to the cell. This conversation is important, so don't just cycle through it!

You will have to make the same decision for the other two followers that you will recruit, as well. So, talk mean or talk nice, and which way you talk will alter the story, capiche?

You can also pass various conversation checks to make the conversation go more smoothly. At one point in the conversation, you'll probably have to play the audio tape so "it" switches back to Dog.

Being nice or mean to dog is really important here, so be careful which dialogue options you choose. For example, calling a Dog a "reject" would definitely constitute as being mean and will lead you on the path to the evil outcome.

By contrast, speaking on the same wavelengths as Dog -- referring to Master, asking nicely for help -- will set you down the path for the good ending.

After a lot of dialogue, you'll convince Dog to get out of his cage, thus ending the quest. I advise that you tell Dog to follow you, as he will be an asset in your search for the other two companions.

Now that you have Dog following you, head back to the center of the area. Switch your active quest to "Find Collar Christine" if it's not the active quest already and enter the Medical District.

Right when you enter the area, Elijah tells you that the comm system can also set off your collar. So, you'll have to watch out for comm speakers as well as radios -- only comm speakers can only be "deactivated" by blowing them up.

You'll find your first comm speaker just inside the area, down the arch hallway and up near the ceiling. It's blue and easy to spot; shoot it with your gun to stop that goddarn beeping.

Make your way to the Clinic itself -- there are two entrances and the area is fairly small. Inside, you're given a small description of Holograms, which are basically invincible guards.

It takes a little bit for them to lock on to you, however, and you can sneak past them without too much trouble. You can also "set their behavior" via terminals, which are always conveniently located near them, and even take them out of commission completely by destroying their respective emitter, which is also usually conveniently located near them.

Aside from Holograms, you'll still need to find Christine. As you begin to wander inside the clinic, the quest objective quickly changes First, you'll want to get rid of the patrolling Hologram, which can prove to be a hindrance while you're looting the area.

To get rid of it, you need to destroy its blue emitter. First, set the behavior of the Hologram to the second floor. Then, go to the second floor and wait for it to turn its back to you.

While you are out of its sight, head down the hall and look for the blue emitter, which should be in plain sight next to a door.

Shoot it to blow it up and turn off the Hologram. So, you need to get to the basement. It's easy enough to find the door -- just walk around the halls until you find stairs leading down to the basement door.

Only it's locked -- a hard lock -- or you can find a key. Finding the key is probably the easier solution; it's located on the second floor in a desk.

Specifically, it's in the room with the Doctor's Bag on the desk. You'll want to pilfer all of the rooms, anyways. Down in the basement, get on the terminal and disengage the power.

This will turn off the shielded radio and change your objective. Head back up to the first floor. With the speaker out of commission, you can now head to Christine's room.

It's the last Auto-Doc down the hall. Use the Malfunctioning Auto-Doc to start a lengthy conversation with Christine. Just as with Dog, the way you talk to her will determine later events in the story.

And just as before, these future events directly correlate with how nice or mean you talk to her -- act nice for a good outcome, mean for a bad outcome.

At the end of the conversation, you can tell her to go to the fountain or to follow you. For now, have her follow you. While exiting the clinic, she will explain that she can block out the radio signals for a short time, which can help with all these radio explosions.

You will have to pass a conversation check, but you can do that in any three ways: Intelligence 5, Explosives 60, or Science The last of the three companions is Dean Domino.

Head to the Residential District, east of the fountain, to reach his 'neck of the woods. This whole area is rigged with traps -- bear traps, wire traps, the works.

This area is also full of that toxic gas. Finally, we have those ghost guys to deal with, too. In short, this area is basically a circus.

You can circumvent all of this if you have a high enough Lockpick skill for the gate -- you'll end up right near Dean's house.

But say you don't have the lockpick skill and you have to traverse the area. The best advice is to go slow. Unless, of course, you're walking in the toxic Cloud.

Take each thing at a time, and look at the ground every so often to see if there is a bear or wire trap. You should be able to move between Cloud-less areas rather easily, and the traps are easy to spot if you're looking for them.

Soon, you'll reach Dean's hideout, which is denoted by the quest marker. Head around the back and go up the stairs, then ascend to the top floor to find Dean lounging on a seat.

Take the seat next to him to start a lengthy conversation with him. Just like before, your conversation responses will determine later events in the story, so be nice for a good ending and mean for an evil ending.

A few things to watch out for: You can impressive Dean if you have Explosives 25 and Speech With all three companions now recruited, you can continue with the overall mission, and second set of "threes" -- this time, setting up the three companions.

Talk to Elijah to get the second set of three quests. We'll start with Dog first, because, well, Elijah said so. Get him to follow you a Speech 65 check helps and head over to Salida del Sol South.

In this new area, you'll first want to completely clear it of any Ghosts. There are ghosts all around, and this time, they're usually in packs of two.

Dog makes things a bit easier, so be sure he's always by your side and not running off to kill something. When you've cleared the area, head over to the quest marker, which is those five power switches behind the gate.

When you get there, Dog will initiate a conversation with you. It appears he's hungry. He doesn't say much else, and if you talk to him again, it will merely repeat the conversation over again.

So, to progress, you have to switch him to God by using the 'tape in your Pip-Boy. God is much clearer as to what he wants: You can pass an Intelligence 7 check.

God will see your super-intelligent reasoning and agree to stay. This is by far the easiest way. You can get the ghost meat. Just go to the two quest markers, kill the ghost, and grab the meat.

Obviously, locking Dog in the cage will lead to an "evil" ending later and getting the meat leads to a "good" ending later. What's a little more elusive is the Intelligence 7 check, but that's more like a neutral option.

Dean's quest is pretty much the same: First, though, you'll want to clear the entire area of ghosts. Watch out for all the toxic Clouds around here -- just go slow and you'll be fine.

There are less traps here than other areas to offset the amount of toxic Clouds. Your destination is in the southwest part of the map.

Elijah chimes in when you get close. The trick to this area is the second level; that is, you can get around the area, and go to new places, if you walk on the second-level roofs that make a perimeter around the buildings.

You will have to go inside the Ruined Cafe to get to the roofs that lead to the station! So be sure to enter the Ruined Cafe.

It may seem counterintuitive, but it's the way to go. Head upstairs in the cafe and take the door that leads outside.

There are two potential doors: When you reach the station, Dean starts to get cold feet. He feels that ghosts will come and kill him when he does his part of the bargain.

Again, you'll need to convince a companion to wait. If you've been talking mean to him so far, it does not matter whether you make the area "safe' by activating the two Holograms, so you might as well do it if you want the good or evil outcome.

For the Holograms, one is really easy to find. From the station, simply drop down to the side roofs below and go through the crumbled wall to find the terminal.

Use the terminal and activate the Hologram. One down, one to go. The second is a little more difficult if you don't know where to go.

It can seem impossible to get to the second terminal, almost like it's mocking you with its quest marker. But, it's actually really easy: This will lead to a balcony -- simply walk a few steps on the roof to reach a crumbled wall.

Inside this room, you'll find the second terminal. With both terminals now up, talk to Dean and tell him you've fulfilled his wishes.

You'll need to pass a fairly easy Repair, Barter, or Speech check. I recommend the Repair check, as its the lowest and Dean abhors Barter checks for some strange reason.

Christine's quest is probably the most difficult of the three, which is why I left it for last.

Before you set out, this is a great time to talk to Christine about the life, the universe, and everything.

Talk nice or mean, depending on how you want the overall outcome of Christine to end up. You have to pass several high Intelligence, Science, and Medicine checks to learn more about her.

Specifically, Intelligence 6, Intelligence 7, Science 75, and Medicine 75, if I'm remembering correctly. For the quest itself, head out to Puesta del Sol North.

It's probably already been cleared, but clean up any remaining ghosts before heading to the quest marker, which is just a simple door that leads to the station.

You might have explored the first room a little while you were with Dean, but now you can finally get past the first door. But before you can do that, you need to fix the circuit breaker.

It is the big, rectangular box in the first room. You can fix it with a Repair 60 check, or by gathering some materials, which are located in the same room.

With the door open, head on through. The collar will begin to beep, but Christine's ability will block it out long enough for you to get out of range.

Just run, run, run down the halls to get out of range. Soon, you'll reach a huge room with toxic Clouds and rubble on the ground level.

This can be a difficult room to get across unscathed. It's best to make your way, while on the catwalk, to the center part of the room, then jump on the big black pipe right in the center, and run like the wind to the stairs on the opposite side.

Go up the stairs and enter through the door in the direction of the quest marker. Go through the three rooms to reach another big room like before.

This one, however, has a few speakers in it, as well as a turret in the center which shoots lasers. But before that, we need to take care of these speakers.

Across from you, you'll see a door with an Average lock. It will definitely help if you have the required skills, because inside you'll find a terminal that can turn off the speakers.

The terminal is Very Easy, but that should not be a problem. With the speakers turned off, you can destroy the turret from this room with an in-and-out-of-cover tactic.

That is, pop out of cover, put a few shells into the turret, then go back into cover. If you do not have the Lockpick skill, my first advice is to get your Lockpick skill up, either with a book or by leveling up.

You should, however, at least have 50 in Lockpick, or else you'd be in trouble in a lot of parts of the game! But if you do not want to do that, you can try to run through the area, like a chicken with your head cut off, but I've never done it.

Message me if it works for you. With the room speaker-less and turret-less, head on over to the quest marker. It's an elevator, and when you arrive, Christine will initiate a conversation with you.

Well, she can't speak, but you know what I mean. In this conversation, be nice or mean, depending on your desired outcome.

Of course, in the end, you'll have to do some "convincing" like with Dog and Dean. The "evil" way is much easier here. Just keep telling her -- basically force her -- to go down the elevator.

Basically, be evil and make her relive her time in the Auto-Doc. This is the easy method, as you don't have to go anywhere but just converse with her.

Cantina Madrid , Sierra Madre Casino. Curtain Call at the Tampico. The Tampico , Sierra Madre Casino. Executive suites , Sierra Madre Casino.

Heist of the Centuries. Sierra Madre vault , Sierra Madre Casino. Repair 20, Science This perk is bugged and applies no effect.

LK 6, Repair You can craft ammunition using scrap metal and tin cans. AG 6, Repair EN 6, Survival Scotch , vodka and wine now give you health in addition to their normal effects.

Weapons with a weight of more than 10 are cut in half. This does not affect weapons modded to under 10 wg. Ghost people are more likely to die outright without needing to be dismembered or disintegrated.

Adds recipe to create Sierra Madre martinis with 2 junk food , 1 tin can , and 1 jar of Cloud residue. Give Veronica holomessage from Elijah.

Recruit Dean Domino , Christine and Dog. Confront Father Elijah in the Sierra Madre vault. Sierra Madre Souvenir Aficionado.

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