You can also find a terminal and a safe, but your goal is to get to Christine's room. I do recommend a few sources before emailing me: the other GameFAQs guides, the Fallout wiki, and other Fallout websites on the internet. You can, however, run straight to the Sierra Madre quest marker right after Doc lets you out of his house; that is, right at the beginning of the game. Not necessarily. Change the behavior of the Hologram with the terminal, then destroy the terminal, which is half-hidden behind the pillar next to the Hologram's guard position. the holo rifle is a decent gun. I don't mind if u talk liek dis 2 me or whatever, so long as I can understand you. and pack quite a punch. Before you go, I... we... hope you've enjoyed your stay. They come in three forms: harvesters, trappers, and seekers. Head through the door under the unshielded speaker and follow the small hall to reach another big room. It may not be sold, altered, or published in any way without the advanced permission of the author. If you're quick enough -- and able to dodge some lasers -- you can run over to the terminal, in the building to the lower-right, and use the terminal to shut off the alarms, which will turn off the shielded speakers. Confront Father Elijah in the Sierra Madre's Vault. Also, since it was the first DLC released, it goes to say that it might have been intended to be the first DLC you should tackle. Headshots are usually the best way to go here. Answer: The game recommends level 20+, and I think that's a good level if it's your first time playing the DLC. Go through the door to the west, then enter the bathrooms to the south. Inside, you'll find a key on the desk. Just go back from whence you came -- back through the linear rooms and up the stairs to the cell. I knew he was dead,” said Julie. Welcome to my strategy guide for the Dead Money DLC of Fallout: New Vegas! I advise that you tell Dog to follow you, as he will be an asset in your search for the other two companions. The Sierra Madre Grand Opening awaits... and has been for 200 years. I knew he was dead. The radio signal changes twice in the game, so there's three in all: one before you enter, one after the Gala Trigger, and one after you've completed the DLC. as it can be used to override the emergency doors. For now, simply run over to the vault, use the terminal, and go inside. 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. First, though, we need to get the passwords, which are located on the counter of the second-level-elevated bar. For the Holograms, one is really easy to find. ALL RIGHTS RESERVED. Go up the stairs and enter through the door in the direction of the quest marker. To be truly good, you'll have to pass two Speech checks, including an 85 Speech check. But, there are three potential things you can do to get Dog/God to wait: 1. I usually save em all but I gotta say, they dropped the ball on the endings. Read all the information on the terminal and a third option will appear to disengage the security system. This will lead to a balcony -- simply walk a few steps on the roof to reach a crumbled wall. You can impressive Dean if you have Explosives 25 and Speech 25. That is, pop out of cover, put a few shells into the turret, then go back into cover. One down, one to go. Turn off the radio in this room and pick up the Holotape next to the radio. Otherwise, continue being nice/mean and agree to meet Dean back at the fountain. Head through the streets and go inside the building with the Hologram vendor. So be sure to enter the Ruined Cafe. Just keep telling her -- basically force her -- to go down the elevator. This wing of the Executive Suite has two holograms, but they have very predictable patrolling patterns, so you can get around them rather easily. Watch the latest news videos and the top news video clips online at ABC News. Hurray! So if life's worries have weighed you down, if you need an escape from your troubles, or if you just need an opportunity to begin again, join us, let go, and leave the world behind at the Sierra Madre grand opening this October... We'll be waiting. It only makes sense for his greed and egotistical nature become his downfall. Head back to the Executive Suite and go all the way back to the room before Christine's sideroom. If you're mean, you'll be forced to kill him and loot his body, then run out of the theater before you blow up. Message me if it works for you. 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. Yes, you heard right -- Radios. 2.1. I fuse Dog and God, who are, after all, just two facets of the same person. 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. Well, the best advice is to stay out of sight initially. It isn't that hard, because the area is clear of enemies and you don't have to worry about speakers now. Father Elijah gets locked in the Vault, as it's the most deserving and satisfying ending I can think of for such a monstrous person to suffer through. Either way, you'll have dealt with Christine, the final companion, and have a new quest: the big heist! Right when you enter the area, Elijah tells you that the comm system can also set off your collar. So, you need to get to the basement. I point out most earlier bear traps in the guide, but as we progress, I expect you to be able to look on the ground traps. God is much clearer as to what he wants: some ghost meat. From the station, simply drop down to the side roofs below and go through the crumbled wall to find the terminal. They are the most menacing of the three, as they usually begin combat by throwing gas bombs at you. What questions could everyone answer and discuss, no matter where they are in the book? > Speech 75 or Barter 75 needed afterward. Keep heading southwest through the 'village and eventually you'll reach the police station door. There is a Speaker in the upper-left corner of the first room. For a "good" outcome, you will have treated him nicely and either gotten him the meat or reasoned with God about staying at the power switches. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. In here, close the door behind you and destroy the emitter above the doorframe. When you've convinced him to stay, the quest ends. (Unless, of course, you're walking in the toxic Cloud.) So, you need to turn off -- or destroy -- radios when you hear the beeping sound. Tips for stretching your budget and cutting back always seem to include things like skipping your morning latte, buying secondhand clothes or finding a Groupon for your next haircut. I usually save them all. Sailor Bacon and Devin Morgan for continuing, maintaining, and administering GameFAQs. 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. Try to dodge them and you should be fine. Yep, that's "Dog" in the 'cell. For now, have her follow you. Your destination is in the southwest part of the map. Treat small infestations by using a swab dipped in alcohol to rub off the … When you've cleared the area, head over to the quest marker, which is those five power switches behind the gate. Question: How does this DLC rate among the others? I almost always end up killing Dean because I reflexively go after any conversational skill check I'm capable of passing. You'll have to go up some stairs, and then Elijah will alert you about the village's "inhabitants." Thanks for reading this guide! It appears he's hungry. 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. If you can tap into these and get the other person expressing how they feel towards you, it’ll not only keep the conversation going, but it’ll allow them to feel a deeper sense of connection with you. Head through the door (the quest mark'd door) in front of you to reach a big room with an elevated bar in the center. Save God/Kill Dog, Kill Dean, Save Christine is how it usually ends up playing out. You must pass a Science 60 check in the conversation, and be nice/mean depending on what you want the overall outcome to be. To lower the forcefield that's blocking the doorway, use the same terminal that turned off the shielded speakers. Get on the terminal, and change the behavior of the bar Hologram. Take all the gold for myself, "Begin Again, Let Go" message be damned. :). Has fortune left you behind? Question: What if I have any other questions? There are ghosts all around, and this time, they're usually in packs of two. Cheats allow the player to access a variety of features and resources in the game immediately. Countless diversions await: Gamble in our casino, take in the theater, or stay in one of our exclusive executive suites that will shelter you and cater to your every whim. It leads to *another* area that you need to clear. They are complete invulnerable to normal attacks, so don't try to shoot them or melee them. Here, follow the balconies to a room with beds. But for now, we have to find the three companions. If you're looking to save money on day-to-day expenses, there are a variety of simple ways to cut down on costs. The collar will begin to beep, but Christine's ability will block it out long enough for you to get out of range. The "good" way is a little tougher. If you walk over them, they hurt like heck. Get him to follow you (a Speech 65 check helps) and head over to Salida del Sol South. With both Holograms gone and the speaker destroyed, the area is much safer to go back and forth through. They interfere with your collar, and if you stay near one too long, your collar will explode! You might have explored the first room a little while you were with Dean, but now you can finally get past the first door. This is yet another area full of halls and rooms and Holograms and Clouds, so be ready! Turn the turrets on him. You must dismember part of the ghost, or it will regain consciousness and begin attacking you again. Harvesters are most common. Answer: It will probably take around 3-4 hours to complete the first time. Everyday expenses, like food and transportation, can add up over time. When you go inside, your collar will start beeping, so take out the radio on the washer. But before that, we need to take care of these speakers. To each person, they are the center of their own universe. In Hardcore Mode, you'll be fighting the environment as well, a toxic city that erodes health over time. Go through the three rooms to reach another big room like before. Press J to jump to the feed. "I'm not interested in the vault, I only want to leave." When you try to open the door, you are given a small prompt by the game that tells you a little about the Sierra Madre, how … Every time he pauses, the game runs a check. Red Dead Redemption 2. close. I can't even recall how to do so. Becoming the warden of the Sierra Madre...why? You will also want to destroy the speaker on the wall behind the bar counter. By using our Services or clicking I agree, you agree to our use of cookies. Companions are more vulnerable, and so are you. Personally, I try to save everyone except Dean. Glad I'm done with dead money... & to anyone looking to buy the dead money DLC DONT! I suggest you hurry, though: the gates of the Sierra Madre are open but only for a brief time. I ended up killing Dean by accident because I didn't know he was such a thin skin and I took all the speech option. Watch out for all the toxic Clouds around here -- just go slow and you'll be fine. On a table, you will find another radio that needs to be taken out of commission. Christine and Dean. You have a few ways to go about defeating Elijah here: Any way you do it, you'll have to run out of the area in a minute or else your collar will explode. 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. To get rid of it, you need to destroy its blue emitter. This will stop your collar from exploding from the radio because you'll have turned off more radios. Specifically, Intelligence 6, Intelligence 7, Science 75, and Medicine 75, if I'm remembering correctly. You'll want to pilfer all of the rooms, anyways. 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. Trap Father Elijah in the Sierra Madre's Vault. But, it's actually really easy: just go back to that same Ruined Cafe and take the other door on the second level. You can dismember it by blowing off any portion of its body, although "off with the head" just looks the coolest. After taking the elevator, you'll be back at the fountain. When you get close to it, all hell breaks loose and you end up in the Sierra Madre. its a decent gun. Any game saves made after invoking a cheat are forever "tainted" as Cheat-Saves. Head up the steps and run run run because you can't destroy the shielded speaker. The path is fairly linear -- just take each door in front of you, and soon you'll reach the room that Dog wants. Shoot it to blow it up and turn off the Hologram. I don't believe there is any NPC from any of the DLC that can venture into the Mojave except for the Happy Trails people and they never leave the cave they're in. A state-of-the-art subreddit from Vault-Tec. First, though, you'll want to clear the entire area of ghosts. With the 'tape in hand, make your way back to the cell with Dog. Talk nice or mean, depending on how you want the overall outcome of Christine to end up. Go through the west crumbled wall, down the stairs, across the wine cellar, and back up. Cookies help us deliver our Services. This room has three patrolling Holograms and a lot of shielded speakers. Elijah chimes in when you get close. Considering you may not have that ability, you can go to Ennis's locker, which is located in the previous area with -- yes -- all those lockers. Save the game before you try to open the door so you have a save file before you go in. Go back to the first room of the Cantina and grab the Emergency Maintenance Key on the counter in the east part of the room. 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. When you reach the northern part of the map, you'll be in a big square courtyard with a balcony around the second-floor perimeter. Inside, go left at the junction in the hall (for right just leads to a broken door) and use the unlocked door at the end. The other terminal is more important (and unlocked at that!) This is definitely one of the toughest parts of the game. Specifically, Science 35 or Medicine 35, Lockpick 35, and Intelligence 8 or Perception 6. Totally worth the $10. So, be sure to look down when you go through a crumbled wall opening. Follow the hall until you find a door on your right. Continue through the various rooms to the quest marker. I have also included a basics section that goes over all things unique to the Sierra Madre: speakers, ghosts, traps oh my! To receive the quest, all you have to do is download the DLC! –R.A., Fort Worth, TX. Ask about them. to put up a quest marker at the entrance to the bunker. Flip the switch to turn on the casino! With the room speaker-less and turret-less, head on over to the quest marker. Turn right, then right again, and go into the room in front of you after the Hologram patrols the other way. Login Store Community Support Change language View desktop website ... Sure, you could save/reload any time you chose the wrong branch, but if the puzzle is set up to push you to do that, then it's not so much a test of logic than it is of patience. This can be a difficult room to get across unscathed. Unlike the other two ghost types, Trappers have no hood. So run run run back through all the previous areas and to the elevator. First things first, run past the halls to the main theater area. Either way, we're off to see Dean Martin -- err, I mean Dean Domino! Here, you'll find the absolute motherlode: over 30 gold bars valued at 10539 each. So dash toward the door to the right. It will be really helpful for you if your character has at least these skill levels for various conversation checks in dialogue: All weapons and armor that you've previously acquired is gone for the duration of the DLC. In this new area, you'll first want to completely clear it of any Ghosts. For the quest itself, head out to Puesta del Sol North. 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. The only sites that I allow this document to be viewed at are GameFAQs , IGN , and Neoseeker . But, if you've been mean, or you just shoved her down the elevator, you'll have an... antagonistic conservation, and it ends in a battle. With the key, go all the way back to the casino area -- specifically, the elevated bar. Head to Puesta del Sol South. Am I the only one that kills the mutant? This starts a conversation with Dog/God. [5] Don't expect to save everyone while … That is, you will automatically receive the quest "Sierra Madre Grand Opening!" But first, we need to get to the main gate. Down in the basement, get on the terminal and disengage the power. It seems obvious, right? Instead, say NO at the personal account screen and then Elijah will come up on holo. Head back to the Lobby and enter the Theater. 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. But you had to have played the game all the way through before and then wiped your save to get level 1. It involves using half of your income for things you need, thirty percent for things you want, and twenty percent for either saving or paying off debt. Of course, in the end, you'll have to do some "convincing" like with Dog and Dean. Love, life, family, those to care for and those who will care for you: to those who know these joys, the Sierra Madre holds little they don't already have. Use the Malfunctioning Auto-Doc to start a lengthy conversation with Christine. Instead, stay out of sight from them. It's easy enough to find the door -- just walk around the halls until you find stairs leading down to the basement door. You could also try the GameFAQs forum and the Fallout wiki. You can distinguish them from the others because they wear hoodies; in addition, they're really common at the beginning of the DLC and run in packs toward the end. Stay out of melee range with these guys because they pack a falcon punch. You can also pass various conversation checks to make the conversation go more smoothly. We still have that problem with power, so we need to access the electrical closet. Here, turn off the radio on the desk to the right, and go down the stairs to the left to reach the basement.