10 KiB
POIs, Enemy Selection, Random Encounters: Car
Combat, Achievements, People: Finn
Game Mechanics
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POI's and Factions
- Art for locations
- Raven Rock
- Whitespring
- Brotherhood Bunkers
- Tibbets
- Flagstaff
- New Vegas
- NCR Cities
- Lost Hills
- Sierra Madre
- Divide
- Eureka
- Navarro
- Logic for faction armor
- Logic for calling locations at right location point (incl. different paths)
- Use the Google Earth Project for location points
- Logic for path split
- Trade menus for locations
- Raven Rock
- Whitespring
- Brotherhood Bunkers
- Tibbets
- Flagstaff
- New Vegas
- NCR Cities
- Sierra Madre
- Divide
- Eureka
- Navarro
- Dialogue for locations
- Raven Rock
- Whitespring
- Brotherhood Bunkers
- Tibbets
- Flagstaff
- New Vegas
- NCR Cities
- Lost Hills
- Sierra Madre
- Divide
- Eureka
- Navarro
- Combat for locations (Can be negated with faction armor unless stated)
- Brotherhood Bunker Delta - Easy Radiers(No faction armor)
- Tibbets - Medium Raiders(No faction armor)
- Flagstaff - Medium Legion
- NCR Cities - Hard NCR
- Shady Sands - Hard NCR (no faction armor)
- New Reno and Redding (no combat)
- Lost Hills - Hard BOS (no faction armor)
- Sierra Madre - Hard Abominations
- Divide - Hard Abominations
- Navarro - Difficult NCR
- Art for locations
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Random Encounters
- Very Rare Wild Wasteland encounter chance
- Rare trader encounters
- 5 Areas
- The Forest
- Tutorial Encounters
- The Midwest
- Easy Encounters
- The Rockies
- Medium Encounters
- Legion Territory
- Medium Faction Encounters, can be negated with faction armor
- Lower NCR
- Hard Faction Encounters, difficult but can be negated with faction armor (not Lost Hills)
- Upper NCR
- Hard Encounters
- The Forest
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Achievements
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Wastland Pacifier
- Clear out all Raider compounds and defeat every Raider encounter
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Dishonourable Discharge
- Deactivate Modus
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Force of habit
- Destroy the Midwest Brotherhood
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7 Karat Run
- Find the Platnium Chip
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Profligate
- Destroy Flagstaff
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What in the Goddamn?
- Accidentally Kill Benny at the Tops Casino
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Just a chore, like any other
- Fight in the First Battle of Hoover Dam and defeat the Malpais Legate
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Yes, man
- Kill Mr. House and the 2 other families, dooming New Vegas
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Rocket's Red Glare
- Launch the nuke at Hopeville/Ashton
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Begin Again
- Kill Father Elijah
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Long Time Coming
- Destroy the main NCR cities or Shady Sands
-
A New Dawn For America
- Reactivate Camp Navarro with the help of Eureka
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Against All odds
- Retrieve the Geck from Navarro with or without the help of the Remnants.
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Finish What Was Started
- Destroy all main factions and cities
-
510 Years
- Find and wear a suit of APA mk2
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High Roller
- Win 200 caps from gambling
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Veteran Ranger
- Reach max rep with the NCR
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Frumentari
- Reach max rep with the Legion
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Knight Errant
- Reach max rep with the BOS
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Story
Intro
You are an Enclave soldier tasked with making your way to Navarro to retrieve a GECK needed for Project Purity. You requisition materials from the armory and head out, first stop being the Whitespring Bunker, a side trip to check in on it.
Whitespring
After fighting your way through easy enimies you arrive at the Whitespring Bunker where a robotic voice greets you, that being MODUS. He informs you that many factions have setup in the years since Navarro, first being the Midwest Brotherhood. He calculates that they should be friendly to you, however you are a member of the Enclave and it is your duty to destory them. You head to the first MWBOS bunker, fighting radiers along the way.
Brotherhood Bunkers
The soldiers at Bunker Gamma welcome you with open arms, explaining that they are not like the other chapters. You explain that you need to get across the country for a classified mission, and they give you the locations of a few of thier bunkers, leading up to Vault 0.
The next bunker, Delta, is overrun with raiders. You defeat them and gain some rep from doing so.
Once you arrive at Vault 0 they inform you that your next stop would be Tibbets Prison then Flagstaff, lest you cross through Utah and its 80's raider gang.
Tibbets Prison
The prison is overrun with raiders and the remnants of a failed plan of major proportions. You, being a saint of the wastes, clear out the raiders. In the wreckage you find a mysterious shiny metal disc. It looks intresting enough. While traveling to your next destination, you start encountering Caesars Legion, but they are not hostile to you.
Flagstaff
Once at Flagstaff you discover the full extent of the legion, a horrible organization. It is up to you to decide what to do with them, but you overhear talks about New Vegas and start heading there, encountering more legion scouting parties along the way.
New Vegas
You cross the Hoover Dam and make your way into the city. You are mesmorised by the city and decide to walk into one of its establishments, the Tops. You spend some caps on Black Jack and unfortunately lose.
Shoot Benny
Filled with rage you point your hidden sidearm at the dealer and fire, however it misses and strikes an important looking man in a checkered suit. Realizing your crime you dash out of the casino, meeting robots on the other side who take you into the Lucky 38. While there Mr. House introduces himself and reveals what the mysterious disc you picked up earlier was. It was a platnium chip, and he tasks you with going around the area, recruiting factions for the upcoming battle. You run through the events of Fallout New Vegas + the first hoover dam battle, except the NCR definitivley wins the fight. Along the way you find the Enclave Remnants who decide to help you on your mission. Unfortunately they cannot travel with you, but this will not be the last we see of them.
Crossroads
After your Mojave adventure you are presented with two choices, travel through the heart of the NCR including Lost Hills, or avoid the NCR as much as possible, detouring through the Sierra madre, Hopeville/Ashton and Shady Sands.
Travel Through the NCR
Either through a desperate attempt to save time, a desire to wipe out Lost Hills, or somthing else, you decide to travel through the lower NCR. This includes the Mojave Outpost, Necropolis, The Hub, Lost Hills, Mariposa MB, and San Francisco.
Lost Hills, an unavoidable landmark in your journey, rears its ugly head as the base starts immediately firing on you. Somehow you are able to survive and possibly destroy the base.
At Mariposa MB you encounter remnants of a failed army. The NCR soldiers posted at the area are gone, and in its place you discover abominations only seen back home in Enclave Lands. Luckily you survie and continue on to San Francisco.
When you arrive at SF the stories of Control Station Enclave fill your head, and you must make a decision to either make them pay for allowing the atrocity to be commited, or to let them be. Either way, you move on to Navarro your final destination.
Travel Around the NCR
You make your way through the Canyon Wreckage to Hopeville and Ashton, a city plaged with Legion and NCR warfare. You also come across the missle silos located in the area. Using your credentials you pass under the main conflict area to a lesser war torn area. While in the silo you are also given the choice to launch warheads at Shady Sands, weather you do this is up to you.
Your next stop is Sierra Madre, a hellish abomination-filled resort. You go scorched earth through it, destorying all ghost people.
Shady Sands is your next marker, either a place you must fight your way through, or marrily pass through (rep dependent).
Your next location is New Reno, a relatively neutral area. They direct you to Redding next.
Redding is much of the same, however you learn of Eureka, an Enclave Stronghold. You decide you must go there next\
Eureka is your home away from home. Stories of your conquest across the country has made its way there, inspiring many of the veterans there to rise up with you and reclaim Navarro from the NCR.
Navarro, alone ending
You and your intentions are finally made clear to the NCR. Fear is instilled in the soldiers as they realize who they must fight now. You decimate the NCR crowd, regardless of your standing with them. Youve come this far and you are taking this for yourself or for your country (enclave rep dependent). During the battle the Enclave Remnants in thier vertibird, if enlisted, see the battle below and turn back, knowing thier potential fate. Once the NCR is relieved of thier position, you retrieve the GECK, and on your way out of the facility you now realize the path you have carved yourself, one that you will not survive, one that the enclave sent you on, knowing how it would end, is not one that you are able to continue on alone. You radio Raven Rock for support and they oblige, however you must wait 3 days for it to arrive. You prepare defences for the invetable NCR retalliation and look over the horizon.
Navarro, with Eureka Ending
You and your squad of Enclave veterans march on Navarro, easily defeating the NCR troops there. The Enclave Remnants, if enlisted, jump down from thier vertibird and join the fight while providing air support. Once the battle is over you grab the GECK and make contact with Raven Rock. They are quite suprised you made it, but congragulate your effort. President Eden gets on the line and he orders you and your troops to make a Enclave presence on the coast. Ending by explaining that "A new dawn has just begun for the enclave, and your leading it General".