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    Für die Republik, Teil 2: Unterschied zwischen den Versionen

    Tritt unserem Discord bei und informiere dich auf unserem Twitter-Kanal über die aktuellsten Themen rund um Fallout!
    Alessio79 (Diskussion | Beiträge)
    formatiere artikel, fixe vorlagen und füge kats hinzu
    ManfredLipowski (Diskussion | Beiträge)
    Zeile 60: Zeile 60:
    ====Troike====
    ====Troike====


    * Speak to [[Troike]] and mention Cachino.
    * Sprechen Sie mit [[Troike]] und erwähnen Sie Cachino.  
    * Convince Troike to help you take down the Omertas
    * Überzeugen Sie Troike ihnen zu helfen, die Omertas niederzuschlagen.
    ** If the player can pass a [[Speech]] check<!-- (80)? -->, the player can lie to Troike to convince him (This will cause a loss of karma)
    ** If the player can pass a [[Speech]] check<!-- (80)? -->, the player can lie to Troike to convince him (This will cause a loss of karma)
    ** Troike will tell the player that he cannot help until his debt is settled with Big Sal
    ** Troike will tell the player that he cannot help until his debt is settled with Big Sal

    Version vom 12. August 2012, 06:50 Uhr

    -->]]

     

    Für die Republik, Teil 2 ist eine Hauptquest in Fallout: New Vegas.

    Schneller Lösungsweg

    Help the NCR by cleaning up New Vegas and by investigating and eliminating problems in the Mojave Wasteland. First of all, the Great Khans must be eliminated and/or convinced to side with the NCR. Next, Colonel Moore believes the Omertas are up to something big because of their gun smuggling. You must fix the problem by talking to all of the top men and women in the Omerta family, or you can just kill all of them and then lie to Moore. Even if you do not have 70 speech, you will still unlock the next part, and complete the first part of the quest. After all of this, you must eliminate Mr. House. Once Mr. House is taken care of, you can either destroy the Brotherhood of Steel, or you can get them to sign a treaty with NCR, which will give you the option (if you're following Yes Man) to have the Brotherhood of Steel participate in the final battle for Hoover Dam. Lastly, President Aaron Kimball will be performing a speech at Hoover Dam. If your speech and explosives or repair are 50 or above, you're able to find a bomb on the Vertibird and save President Kimball. If you do not meet these requirements, then you can pickpocket the detonator from the assassin disguised as an NCR engineer. After Kimball has landed, the assassin will attempt to run away, but not before killing a ranger with his combat knife.

    Detailierter Lösungsweg

    After completing the first two NCR quests, (Things That Go Boom and Kings' Gambit), head to Hoover Dam and talk to Colonel Moore.

    Die Großkhane

    Vorlage:Unvollständig

    Colonel Moore will ask you to destroy the Great Khans. You may accept the task, or reject it and take a more diplomatic approach.

    • Travel to the Great Khans' base in Red Rock Canyon.
    • Enter the Great Khan longhouse, which is up a cliff on the right, and is the only non-tent building (It will be marked on your PipBoy map).
      • Option 1: Destroy the Khans. The player can attack Papa Khan in the longhouse. The other Khans present will become hostile. The player must then kill at least 15 other Great Khans to complete the quest.
      • Option 2: Complete Oh My Papa. Speak to Papa Khan in the Longhouse, then talk to Regis, who is sitting next to him. After you speak to him inside the building, go outside, and he will accost you. He tells you that if you can convince influential members of the Great Khans to break the alliance with Caesar, they will convince Papa Khan to do so. Accepting his offer begins the quest. Another resolution to Oh My Papa involves assassinating Papa Khan. You will need to talk to Colonel Moore first before doing this.
    • After either killing all the Khans or completing Oh My Papa, return to Colonel Moore and inform her that the Khans are either destroyed, moving out of the Mojave, planning a suicide mission during the final battle, or willing to ally with the NCR.

    Die Omertas

    This portion of the quest leads you through How Little We Know, Colonel Moore will inform you about the Omertas and send you to find out why they have been so silent lately.

    Cachino

    • Secretary (Liza O'Malley) at the NCR Embassy will direct you the player to see the receptionist at Gomorrah.
    • The player must speak to the receptionist, then to Cachino. After speaking with him, the player must find information to use against him.
      • Cachino's journal can be pickpocketed (from Cachino) with a high-enough Sneak (or using a Stealth Boy.)
      • Cachino's journal can also be taken from Cachino's desk in his room.
        • By talking to the receptionist, the player may obtain a key to Cachino's room for a fee of 300 caps, free with a Strength check of 8, or 200 caps with a barter check of 55.
    • Confront Cachino about the journal's contents. He will tell the player information about the Omertas and recommend that the player speak to Troike or Clanden.
      • By passing a Barter check of 60, the player can convince Cachino to pay 200 caps. (The player can tell Cachino to pay 100 caps in addition, afterward.)

    Troike

    • Sprechen Sie mit Troike und erwähnen Sie Cachino.
    • Überzeugen Sie Troike ihnen zu helfen, die Omertas niederzuschlagen.
      • If the player can pass a Speech check, the player can lie to Troike to convince him (This will cause a loss of karma)
      • Troike will tell the player that he cannot help until his debt is settled with Big Sal
        • By passing a Barter check of 45, or a Speech check of 53, the player can convince Big Sal to settle the debt
          • Another option is to go to Big Sal's Office above the bar in 'Brimstone' and hack either the terminal, or pick the lock on the safe.
    • Troike will eventually suggest using Thermite to destroy the Omertas' weapons cache.
      • By passing a Speech check of 70, the player can convince Troike to plant the Thermite. He will succeed, but he is caught by the Omertas and is killed.
      • Otherwise, Troike will give the player the thermite to plant themselves. The thermite is ignited using the detonator on the wall near the door to the weapons cache.
    • Return to Cachino to report the destruction of the weapons

    Die Bosse

    • The player will now be informed that they will have to "deal with" the bosses of Gommorah's.
      • By passing a Speech check of 80, the player can convince Cachino to take care of the bosses himself
      • Otherwise, the player will be supplied a sawed-off shotgun to aid Cachino in a battle against the bosses.
        • By passing a Speech check, the player can convince the bosses not to become hostile
        • Also by passing a Speech check and then lying, the player can convince the bosses to attack each other.
    • Once the bosses have been dealt with, return to Moore.

    Info

    • Completing this part of the quest will cause the player to fail Beware the Wrath of Caesar!, Render Unto Caesar, I Hear You Knocking, Caesar's Hire and Caesar's Favor.
    • If you have previously killed the Omerta leaders during How Little We Know, this part of the quest can be avoided .
    • If you have already aided the Omertas with their plan, there is a speech check to lie to Moore and tell her that the Omertas plan to attack New Reno.
    • If you have already killed Cachino, it may not be possible to complete this quest with positive reputation because Nero often disappears from Gomorrah altogether. (Confirmed on Xbox 360 PC) This prevents the assassination of both of the Omertas bosses, and requires you to finish How Little We Know by aiding Big Sal. This results in Strip Infamy, and you must lie to Colonel Moore about their plans.
      • PC This bug can be bypassed altogether by entering SetObjectiveCompleted 00136166 30 1 and SetObjectiveDisplayed 00136166 35 1 into the command console.
        • If the player is planning to continue Wild Card: Side Bets without "ignoring" the Omertas, some variables must be changed through the console. To change the quest's current objective, SetObjectiveDisplayed 00157322 62 0 and SetObjectiveDisplayed 00157322 70 1 must be entered. Then, set "00157322".iOmertaState to 2, set "00157321".bUploaded to 1, and set vStoryEventRacket to 1 must be entered to meet the script conditions for the dialog option with Yes Man.
    • If the player is unwilling to do this quest, simply kill Big Sal and/or Nero. This will complete this portion of "For The Republic" and award 275 XP. Then you have to return to Col. Moore and lie about the Omertas plans (70 speech). Be warned that all the Omerta thugs will turn hostile and attack the player. The bartenders and gamblers will also turn hostile, but they won't attack unless they are hit, instead they simply run around trying to hide. Killing the Omerta's Thugs will award good karma to the Courier whilst killing the gamblers, bartenders or the prostitutes will award bad karma and also Strip infamy.

    Mr. House

    • Colonel Moore tells the player she wants Mr. House out of the picture.
    • Return to Lucky 38 and take the elevator the penthouse level.
    • Use a terminal to the left of Mr. House to open the antechamber. To do this you need 75 science, the Lucky 38 VIP keycard (which can be found on Chief Hanlon's desk in Camp Golf or in H&H Tools Factory), or the Platinum Chip. Doing so will result in all the Securitrons in Mr. House's suite becoming hostile.
      • Doing so will cause you to fail the quest The House Always Wins
      • If you are fast enough you don't need to deal with the Securitrons.
    • Enter the antechamber, and activate the terminal near the elevator to unlock the elevator to the control room
    • Active the terminal in the control room, and choose to "Unseal LS chamber" to expose Mr. House's body.
    • Go behind the terminal and speak with Mr. House.
    • Return to the control room terminal and select an option. Doing so will result in failing The House Has Gone Bust!, and all options result in Negative Karma.
      • Disable Cerebral Interface: disconnect Mr. House, but keep him alive.
      • Kill Mr. House.
    • Take the elevator back to Mr. House's suite and return to Moore at the Hoover Dam. The player will receive 200 XP and gain NCR fame. (The Securitrons will no longer attack you when you return to the penthouse.)

    Brotherhood of Steel

    Positive reputation with the Brotherhood of Steel

    • If the player has completed Still in the Dark, stayed on good terms with the Brotherhood, and McNamara remains Elder, a truce can be signed between the Brotherhood and the NCR. Go to McNamara and tell him the NCR wants them destroyed, he will offer a Truce. Return to Colonel Moore and speak to her about the offered truce. Doing so will complete the quest and begin You'll Know It When It Happens, but will earn the player infamy with the NCR.
    • It is possible that you will not be able to initiate dialog with Elder McNamara if you are in between Still in the Dark and Eyesight to the Blind. If this is the case you may need to exit the bunker and wait 2–3 days in order to be able to get any other dialog than McNamara being 'too busy to talk'.
      • If you have tried above solutions and still lack results, you can open the console (using the tilde or "~" key) and enter set "000E327C".LockdownLifted to 1. This will force the lockdown to be lifted and he can then start dialog again.
    • If Hardin becomes Elder, there is no peaceful resolution to this portion of the quest. Players can, however, use the commands SetObjectiveCompleted 00136166 50 1 and SetObjectiveDisplayed 00136166 56 1 to force an alliance, and Set vStoryEventBoS to 1 to have this reflected in conversations (important for Wild Card: Nebenwetten).
    • If you talk the BoS into siding with the NCR, Moore will complain and you will gain some NCR Infamy, though not enough to lower it a level.

    No previous reputation with the Brotherhood of Steel

    • If the player has not interacted with the Brotherhood of Steel, they must go through an orientation by convincing a ranger in an adjacent bunker to leave, or enter the bunker with Veronica in your party.
    • Waiting until late at night will cause several brotherhood paladins to spawn at which point a player with even a moderately high sneak skill can pick one of the paladins pockets to acquire a keycard to the bunker (no karma loss will be suffered). Putting on a Stealth Boy before talking to the paladin at the entrance will mean he initiates dialogue with the character anyways. However, refusing to hand over the players weapons will turn the brotherhood hostile but the paladins will not see the player upon closing dialogue so long as the players in sneak. Quickly heading down to L2 of the bunker and killing one of the Brotherhood scribes quietly will allow the player to use the scribe's robes as a disguise which automatically makes Brotherhood rep. neutral. Depending on the players sneak they can go onto either pickpocket or kill all non-player characters necessary for acquiring all the cards for the self destruct sequence.
    • Note that the above tactic becomes viable due to the fact that while the self destruct sequence is active the brotherhood will not fire upon the player since they are still disguised as a scribe. Also note that certain higher up brotherhood members (i.e. Elder) will see through the players disguise regardless.
    • If Veronica is in your party the Brotherhood will not be hostile even if you are dressed as an NCR member
    • If the player warns the Ranger in any way about the Brotherhood, the Brotherhood will become hostile and enter the bunker to kill the player.
    • If reputation with the NCR is too low, the Ranger will not talk to the player, and the player will either have to take all the supplies and smash the radio in the bunker that the ranger is staying in or kill the ranger. Make sure you gather your weapons from the locker in the bunker. You can also rig his radio to explode.
    Find the keycards

    After you have gained the Brotherhood's trust, you can enter their bunker. Once you have access to the bunker, you need to steal 3 keycards from 3 main personnel in order to get the password for the self-destruct sequence or have a Science skill of 100, at the same time you can look for a bunker key for your escape later on. It is suggested that you save before stealing from each character in order to avoid killing for the keycard if they catch you stealing. You need to go level L2 of the bunker, where you can find Elder McNamara, Head Paladin Hardin( Or Head Paladin Ramos based on your choices) and Head Scribe Taggart. Head right, where you can find McNamara, who is the easiest to steal from and can be stolen as he is sitting in his chair. Hardin can be found to the left of this room in one of the three bedrooms. He will be in the room sleeping, standing, or on his computer. Crouch, wait until you are hidden and then steal his key card. Go back towards the door to L1 and go all the way up the left hallway this time. At the end is the self destruction room, where you will also find Taggart. For Taggart, you may need a Stealth Boy as the only time you can steal his card is when the girls view is blocked by the tower in the middle of the room. If Cassidy is your follower then she will talk to the girl in the room, when she is distracted you can swipe his card. However if all cards aren't collected, access may be denied.

    If you are unable or do not want to waste time picking the cards and your science skill is very high you can hack the very-hard terminal to start the self-destruct sequence. Science (100)

    Activate the self-destruct sequence

    Once you have all key cards, return to the room where Taggart is and obtain the password from the Override Code Generator terminal(green) next to the actual self-destruct terminal(blue). Now use the code on the self-destruct terminal to destroy the bunker. After activating the self-destruct sequence with the password, you will become a villain in the eyes of the Brotherhood. It is always good to have Stealth Boys keyed to a fast action slot, but you may not have to do too much fighting to get out if you set charges of C-4 along your escape route. Before beginning the sequence be sure to pickpocket the guards protecting the Elder on the other side of L2 and steal a key so that you are able to leave the bunker. If you do not steal a key, you must lockpick the final door (Lockpick skill of 100). Now begin the sequence and make your way to L1.

    After leaving the bunker, the bunker will explode and there is a chance that there will be 5 paladins waiting to kill you before you can return to Colonel Moore.

    Alternative

    Alternatively, you can kill everyone inside the bunker, after which you will get the message that the quest is complete. An easy way to clear level one is to go to the office on the left and kill Paladin Ramos. Then with a science skill of 75 or more, hack the computer on the wall and set the turrets to attack registered Brotherhood personel. This will take care of almost all of the people on level one. Continue to level two and finish off the rest.

    It is possible to only kill the named characters in the bunker to complete this quest.

    Protecting President Kimball

    Moore wants you to talk to Ranger Grant about protecting President Kimball during his visit to Hoover Dam. You must now complete You'll Know It When It Happens, and return to Moore accepting to fight for the NCR. A marker will say to go directly to the stage after talking to Moore. If you stay on the stage, or go near the veteran rangers, NCR will shoot at you (even with "full access"). Your options are as follows:

    1.Stay near the back until a suspicious character enters the area, then crouch behind him. Here you have the option to pick pocket him and see that he has a fail safe explosive device. The player has the option to then take the device back to Grant. Once this is done Grant will tell you that his rangers will deal with him, however when the rangers approach the man, he pulls out a combat knife and immediately kills one causing panic (If you ask Grant additional questions, prior to going outside and waiting for the president, you can have Grant give you full access which allows you to go to the Helicopter Pad and draw and even use your Weapon. You only need to be "liked" or better by the NCR prior, for this to work). If you leave this man alone during the speech then legion snipers will kill the ranger stationed in the first tower[the one behind the president], and attempt to assassinate the president, kill them and then use the radio to inform Ranger Grant about the attempt, he will then call off the speech. As the president is being evacuated he will be attacked by a legion member disguised as an engineer, he must be killed before he reaches the president as he can kill Kimball in a single hit.

    2. As the president arrives, you can persuade the guard (Speech 50) to go onto to the helipad. If you have previously been granted full access to all areas by Ranger Grant a speech check isn't necessary. Once the Vertibird arrives, you can search it. Doing so you will find a bomb (repair or explosives 50) which you defuse. After telling Ranger Grant of this, he calls the speech off, shoots the engineer responsible for planting the bomb and gets the president back on the Vertibird. This completes the quest.

    3. Talk to the suspicious engineer who will stand to the left of the crowd near the sandbags. He will turn hostile and start running. By then you can shoot him.

    4. If Rex is a companion, then after talking to Ranger Grant go the roof to await the presidents arrival. After the president lands and leaves the roof the engineer will approach the vertibird and Rex may or may not growl. Talk to the engineer before he gets to the vertibird and choose the dialogue options “My dog here doesn't like you” and “Maybe I should tell the MP's”, which turns the engineer hostile, forcing an immediate evacuation of the president and completing the mission. Alternatively, if you have the Animal Friend (1) perk you can borrow the NCR guard dog on the nearby street.

    Infos

    • You may not be able to save Kimball if you decide to go the Wild Card route but do not have a good reputation with the NCR. as you are about to complete the game as a Wild Card, you may speak to Yes Man and he will inform you that the president may be assassinated. Two options will come up, one says you have no good relations with NCR and the other say that you do not care what happens to Kimball. strangely enough, there is no third option to back out and try to save him later. This will automatically fail the You'll Know It When It Happens quest. When you reach the point in For the Republic to save the president, both the colonel and Grant will act as if he's alive even when the NCR troops around state that he is already assassinated. You may meet Grant outside when the president is about to arrive and nothing will happen. You must then leave the dam, and the quest will tell you to report back to the colonel and tell her that Kimball is dead. you will then get the achievement for completing the quest even though Kimball has been dead before you started.
    • You cannot work for both Yes Man and Colonel Moore for this quest. If you get "You'll Know When It Happens" from Yes Man BEFORE you get it from Colonel Moore, then you will be forced to play the rest of the game as a Wild Card rather than working for the NCR. In this case, Colonel Moore will ask you to protect President Kimball, but Ranger Grant will not respond to any attempts to talk, therefore, The quest cannot be completed. An easy way to avoid this is to ignore Yes Man completely, therefore preventing him from giving you the quest before you actually want it.
    • Sometimes you can walk around the counter to Grant and he will initiate conversation about protecting the president EVEN if you received the quest from Yes Man before the Colonel.
    • To manually set the stage for the safety of the president and to enable continuation of the NCR quest line, enter one of the following console commands:

    President is safe: "SetObjectiveDisplayed 00136166 65 1"

    President is dead: "SetObjectiveDisplayed 00136166 66 1"

    • Completion of The House Always Wins IV (or higher) will result in this mission being failed. Note that if you have already completed How Little We Know when you turn in The House Always Wins III then part IV will automatically completed and you will fail this mission.
    • Upon destroying the Hidden Valley bunker, the dust storm generator is disabled and smoke will start rising from the air vents around the bunker area.
    • When you remove Mr. House as a threat Jane will disappear (just like all of the other individual Securitrons such as Victor), however you do not have to sell the snowglobes to Jane in order to get the Globe Trotter trophy/achievement, you only have to collect them.
    • By passing a speech check (75), you can reveal Karl's real thoughts of the Khans in front of Papa Khan, which leads to Karl's death and the easiest way to skip this part of the quest. However, the Oh my Papa quest line still requires you to talk with all the above non-player characters to be completed (Side note: This makes use of the reported bug where by outing Karl the Khans are considered eradicated by the NCR, even though they're all healthy and alive).
    • If you have already completed Oh My Papa and convinced the Great Khans to leave the Mojave, you will immediately be given a dialogue option; "The Khans won't be troubling anyone anymore, " as soon as you are given the quest.
    • If you have already completed Oh My Papa and convinced Papa to turn on the Legion and launch an assault at the final battle prior to getting this portion of the quest, you will be unable to return to Moore with a report that the Khans will do so, and this quest will be permanently stuck at this point. To fix, run the following commands:
      • <SetObjectiveCompleted 136166 20 1> to complete Visit the Great Khans in Red Rock Canyon and either enlist their aid or destroy them.
        • <SetObjectiveDisplayed 136166 25 1> for Return to Colonel Moore with news that the Great Khans will help fight the Legion.
        • <SetObjectiveDisplayed 136166 25 1> for Return to Colonel Moore with news that the Great Khans have been destroyed.
    • If you have already completed Oh My Papa quest when you speak to Colonel Moore it will be impossible to get the conversation option with Regis to ally with the NCR. You will not be able to fool the game into thinking this quest part is complete either because you cannot return to Colonel Moore to tell her that Regis is prepared to ally with the NCR (Tested on player version). Fix: Open console and type "resetquest 00140c3a" to restart Oh My Papa quest and finish it the way you want. This will enable you to progress in this quest. (This can also be fixed by simply killing all members of the Great Khans in and around the encampment.)
    • Manage to ally the Brotherhood of Steel with the NCR will actually give you infamy towards the NCR.
    • When speaking to a member of the NCR, they will mention Colonel Moore has accepted the Brotherhood of Steel's offer to aid them in battle, even if the player has not yet spoken to her about it.
    Hauptquests
    Akt 1Gehirnerschütterung für Anfänger · Wieder im Sattel · Lagerfeuer-Romantik · Da sind sie lang! · Ring-a-Ding-Ding!
    Akt 2Wild Card (Ass im Ärmel, Führungswechsel, Sie und welche Armee?, Nebenwetten, Der Feinschliff) · Der House gewinnt immer (I, II, III, IV, V, VI, VII, VIII) · Gebt Caesar, was des Caesars ist · Et Tumor, Brute? · Dinge, die Rums machen · Kings-Gambit · Für die Republik, Teil 2 · Es geschah am hellichten Tag/Arizonakiller
    Akt 3Freiheit zu, Freiheit von · Alles oder Nichts · Veni, Vidi, Vici · Heureka!
    Nebenquests
    Republik NeukalifornienAuge um Auge · Bitter-Springs-Krankenstations-Blues · Das Wandern ist des Bergmanns Lust · Dem Ingeniör ist nix zu schwör · Die Flaggen unserer Versager · Die Weiße Wäsche · Die Wüste lebt · Drauß' vom Berge komm ich her · Drei-Karten-Kopfgeld · Ein Retter in der Not · Es fährt ein Zug nach Nirgendwo · Es hat gar nicht wehgetan · Harte-Zeiten-Blues · Hör auf dein Herz · Ich hatt' einen Kameraden · Mach dem Bären keinen Ärger! · Neue Hoffnung für Forlorn Hope · Notfallsender · Pressierende Angelegenheiten · Return To Sender · Showdown in Boulder City · Verlass dich auf mich · Vor der eigenen Tür kehren · Wo der weiße Flieder wieder blüht · Wunder der Medizin
    Caesars LegionCaesarendienst · Caesarenfeind · Caesarengunst · Die Einschläge kommen näher · Ein Herz aus Stein · Trau, schau, wem? · Vorsicht vor dem Zorn Caesars! · Wir sind Legion
    New Vegas StripBye Bye Love · Der House gewinnt immer · Ein ungleiches Paar · Jenseits des Fleisches · Klassische Inspiration · Schweigen ist Gold · Tops-Stars · Wenn der Mond über dem Turm steht
    Freeside und Äußeres VegasBlute mich aus · Der Schutzengel von Vegas · Die Show muss weitergehen · Gleich und Gleich · Hoch-Zeit · Im Auftrag des Kings · Schmuggelnde Kojoten · Schuldeneintreiber
    Rumser... tanzen die Ameisen auf dem Tisch · Junge Herzen · Sommer, Wüste, Sonnenschein · Volare!
    Großkhane... aber unsere Liebe nicht · Arm wie die Kirchenmäuse · O mein Papa · Weine nicht, kleine Niete
    PulverbanditenGoodsprings auf Trab bringen · Ich bekämpfte das Gesetz · Rausgeworfen · Warum können wir nicht Freunde sein?
    Stählerne BruderschaftAugenlicht für die Blinden · Im Dunkel der Geschichte · Sich ums Geschäft kümmern
    SonstigeDie Legende des Sterns und Eine denkwürdige Lehre · Flieger, grüß mir die Sonne · Glücksrad · Hab mein Herz im Ödland verloren · Ich will 'nen Sheriff als Mann · Irre, irre, irre · Nachtpirscher, ick hör dir trapsen · Schiesserei in der Geisterstadt · Unfreundliches Zureden
    BegleiterquestsAlle Menschen werden Brüder · Für Auld Lang Syne · Herzschmerz nach Ansage · Ich weiß, was du in Bitter Springs getan hast · Mein lieber ED-E · Nothin' But a Hound Dog · One for my Baby
    Unmarkierte QuestsAlle Macht dem Volk · Alles abgeknallt! · Andy und Charlie · Arachnophobie · Arizona-Plünderer · Auch Leichen brauchen Prügel · Auf Augenhöhe · Barton der Saftsack · Bruderschaftsbund (I, II) · Bärenbedürfnisse · Computervirus im Hidden Valley · Das Schweigen der Brahmin · Demokratie in Untätigkeit · Der Stern-Showdown · Der Weg in die Gefahrenzone (I, II) · Die alte Joana zupfen · Die Krallen sind los · Die verführende Dazzle · Du gibst mir das Gefühl, eine Frau zu sein · Du musst ein paar Eier zerschlagen · Eddies Gesandter · Ehrenhafter Raketenmann · Ein bisschen Schmusen und Kuscheln · Ein Paar toter Desperados (I, II) · Ein finaler Plan für Esteban · Ein Ghul der alten Schule · Ein gutes Hausrezept · Ein vertrauenswürdiger Helfer · Eine Bande hirnloser Söldner · Einem Totschläger schmeicheln · Einige Raketen fehlen · Eisen und Stehlen · Erholung und Nachschub · Exhumierung der Grabschätze · Fight Night · Formbare Mini-Rumser · Freund der Anhänger · Gedanken des Tages · Geschäfte mit Contreras  · Greif nach den Sternen, Mister! · Großer Gewinner (Atomic Wrangler, Das Gomorrah, Das Tops, Ultra-Luxe, Vikki & Vance) · Hilfe für Halford · Hut ab, Unterhaltung! · Höher, weiter, schneller, stärker · Ich liebe Bananen · Keinen Berg von Bohnen wert · Keiths Karawanescharade · Kopfgeldmörder (I, II) · Krallenpflege · Kurzzeitbehandlung · Langfristige Behandlung · Laurifer Gladiator · Leg dich nicht mit dem Bären an! · Leibesvisitation am Strip · Lenks Schulden · Lily und Leo · Marken unserer Gefallenen · Mauds Gaunerinnen · Meistgesucht · Mit offenen Ohren · Munition für die Scorpions Verworfener Inhalt · Nutzloser Tand oder hübscher Kitsch? · Papiere, bitte · Pistol Packing · Plappermaul Rotface · Pulver für das Volk · Ringos Karawaneregeln · Schmeichlerischer Gauner · Schändung des Demutssteins · Sergeant Teddy retten (oder vernichten) · Silus in der Mangel · Steht dir, Sarah · Strategic Nuclear Moose · Straus-Besuche · Touristenattraktion · Trudys Radio reparieren · Vorräte an der Cove · Wind-Brahmin-Treiber · Wir müssen aufhören, uns so zu schlagen · Wir müssen aufhören, uns so zu treffen · Zugangsmächte
    Add-On-Quests
    Dead Money Dead MoneyFeierliche Eröffnung des Sierra Madre! · Halsbänder finden (8: "Dog", 12: Christine, 14: Dean Domino) · Brennender Himmel · Die Band spielt auf · Gemischte Signale · Galaveranstaltung auslösen · Die Bestie erledigen · Letzter Luxus · Hervorrufen im Tampico · Raub der Jahrhunderte · Großer Gewinner, Sierra Madre · Zum Brunnen zurückkehrenVerworfener Inhalt
    Honest Hearts Honest HeartsAnkunft bei Zion · Aufziehende Stürme · Befreier des Tränenvolks  · Beim Angeln · Beliebte Attraktion · Bürde des zivilisierten Menschen · Chaos in Zion · Das Paradies verlassen · Der trügerische Weg · Die Grand Staircase · Die Kundschafter  · Die Toten sind heilig · Eine Familienangelegenheit · Flucht aus Zion · Flussmonster · Großhörner von Eastern Virgin · Happy Trails-Expedition · Kriegsgefangene · Nehmen Sie die Brücke ein · Touristenfalle · Übergangsritus · Vernichten Sie die Weißbeine
    Old World Blues Old World BluesAlle meine Freunde haben Aus-Schalter · Alte-Welt-Blues · Auf der selben Wellenlänge · Aus sich herauskommen · Der beste Freund des Hirns · Er kam … und ging · Feldforschung · Gehirnbohren · Leute beeinflussen · Mitternachts-Science-Fiction-Special! · Projekt X-13 · Schallemitter-Upgrade · Was Namen bedeuten · Wenn Besucher angreifen! · Willkommen zur großen Leere · X-2: Seltsame Übertragungen! · X-8-Datenbeschaffungstest · X-8: Highschool-Horror! · X-13: Angriff des Infiltrators!
    Lonesome Road Lonesome RoadDie Wiedervereinigung · Das Silo · Der Auftrag · Der Start · Die Tunnelgräber · Die Kluft · Der Kurier · Das Ende · Die Apokalypse