Technical Thus, leaving most of the cloud-filled areas until after a trip to the switching station to turn on the ventilation may make looting the rest of the level easier. Basically, it's backtracking, but with a ton of ghosts to kill. DO NOT CHOOSE TO LOOK AT THE PERSONAL ACCOUNTS! You can disarm them if you have enough presence of mind to see them before you walk over them. (Well, she can't speak, but you know what I mean.) Come to a place where wealth, excitement and intrigue await around every corner. You can either shoot these or simply turn them off. There is a. Behind the bar, you'll find a doorway, then a hall, then some stairs that lead to the Kitchen Maintenance Door. Either way, it ends with a room full of Holograms. If up to the challenge, continue on. This one, however, has a few speakers in it, as well as a turret in the center which shoots lasers. Head through the door and go down the hall to the left. They are the most menacing of the three, as they usually begin combat by throwing gas bombs at you. Watch out for wire traps and ghosts, but both should not prove too difficult. That is, pop out of cover, put a few shells into the turret, then go back into cover. Head back to the Executive Suite and go all the way back to the room before Christine's sideroom. These enemies, donned in black, can only be truly taken down if you dismember them. After a lot of dialogue, you'll convince Dog to get out of his cage, thus ending the quest. This conversation is important, so don't just cycle through it! 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. If you want to leave Vali a tip for writing this Fallout: New Vegas Dead Money guide you can do so here. Answer: The game recommends level 20+, and I think that's a good level if it's your first time playing the DLC. The locker is only a Hard lock, and when you open it, you'll get the password for the terminal. Key to Gate to Salida Del Sol South? It's the last Auto-Doc down the hall. to put up a quest marker at the entrance to the bunker. So, be sure to look down when you go through a crumbled wall opening. This area is fairly small and really linear. There are two potential doors: take the door in the room and not in the hall. Fallout: New Vegas ; Dead Money ; Key to Gate to Salida Del Sol South? 1 General information 1.1 Legend 2 Base game 2.1 A - F 2.2 G - M 2.3 N - S 2.4 T - Z 3 Dead Money 4 Honest Hearts 5 Old World Blues 6 Lonesome Road Like Fallout 3, keys in Fallout: New Vegas open specific doors or containers, some of which are inaccessible otherwise. This is the easy method, as you don't have to go anywhere but just converse with her. Either way, you'll automatically receive the quest and the radio signal. Bear traps are those ankle traps on the ground. At the far northeast end of the level is a large octagonal courtyard. Go down the hall all the way to find three doors and a terminal. Destroy the radio, go back out to more balconies, head through the crumbled wall, and go to the opposite side of the room to reach the ladder that leads to the Bell Tower. This will give you a very bad (not evil, just bad!) Destroy the speaker above the door, then go through the doorway under it, then go inside the building on the opposite side of the street. I really dont want to be stuck in Sierra Madre forever. Answer: That's personally preference, but I like the characters/story in this DLC the most out of the others. Just as with Dog, the way you talk to her will determine later events in the story. Just go to the two quest markers, kill the ghost, and grab the meat. The large courtyard just to the west of the Villa gate has two locked gates: the gate to the west leads to the initially locked service route; likewise, the gate to Puesta del Sol south is locked until reached from the other side. They are complete invulnerable to normal attacks, so don't try to shoot them or melee them. Other Question: At what time should I do this DLC? I've gathered the team but cannot go any further. Just keep telling her -- basically force her -- to go down the elevator. Fallout: New Vegas Dead Money Walkthrough Screenshot. The walkthrough is separated by quest for easy navigation. Unlock the Easy terminal to disable some speakers; in addition, you can download some recipes from this terminal if you want. I mostly saw Fallout 3 and 4 random events, terminals, side-quests, and general ambience listed. Your conversation with Dog will change depending on how you've treated him so far. First, though, you'll want to clear the entire area of ghosts. There are a few craftable objects, but the main focus is that this is a new worldspace with new quests and locations. If you do not, fast travel to the closest marker and make your way to the bunker. I suggest you hurry, though: the gates of the Sierra Madre are open but only for a brief time. You can play the DLC from whatever previous saves you may have of Fallout New Vegas, OR from starting a brand new game. Either way, you'll have dealt with Christine, the final companion, and have a new quest: the big heist! Specifically, it's in the room with the Doctor's Bag on the desk. In this guide, you'll find a complete, beginning-to-end walkthrough, ripe with pictures of maps and hard-to-find spots. You'll see that there was a key under the Holotape, so pick that up, too. Before you set out, this is a great time to talk to Christine about the life, the universe, and everything. It will definitely help if you have the required skills, because inside you'll find a terminal that can turn off the speakers. A down-on-her-luck porn star has been found living in a massive tunnel that stretches for miles underneath the Las Vegas Strip. This room has three patrolling Holograms and a lot of shielded speakers. He will either help you (if you treated him nicely) or be mean to you (if you were mean to him). Dark Souls 3 (PC) is the last entry in the respected series of challenging dark fantasy games. after you've installed the Dead Money DLC to your console or computer. Infinite health, unlimited ammo and encumbrance. First, set the behavior of the Hologram to the second floor. Inside the bunker, go down the steps and over to the door. Answer: I do not talk about the story in my walkthroughs; you can look in the Fallout wiki for the skinny on spoilers. That is off-weighed by the rather bland, closed environment. So go back from whence you came. The very-hard terminal allows a friendly security hologram to be activated, who will engage enemies detected in the cloud-filled courtyard. 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. For now, have her follow you. Out in the world, beyond these walls, that is your chance to begin again. Meanwhile, the primary ground-level structure of the rest of the level is a U-shaped semi-circle of the main street which begins at the entry gate, heads south, bends gradually eastward, and then bends north, arriving at the main gate to Puesta del Sol north -- the one locked when encountered from the other side, but now enabled once opened from this side. From the main fountain, go southwest and traverse through the streets while heading toward the quest marker. So, get in sneak, turn off the first valve (which is right next to you, at the entrance) and then work on the other two. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. You will also want to destroy the speaker on the wall behind the bar counter. God is much clearer as to what he wants: some ghost meat. 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. Question: How does this DLC rate among the others? So, watch out for radios! If you haven't killed her, she'll be here to open the doors for you. The filthy, gaunt-looking woman — identified in reports as form… sections :). 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. With everyone in place, it's time to trigger the event. Go up the stairs and enter through the door in the direction of the quest marker. There are ghosts around, and a few bear traps, but otherwise the area can be easily gotten through. Like Harvesters, they fight with knife spears. He feels that ghosts will come and kill him when he does his part of the bargain. In the kitchen, you'll find out that we're in a pretty sticky situation here. With the key, you can open the door next to the terminal, which will save a lot of backtracking. Puesta del Sol terminal entries Answer: I think this DLC was intended for after you complete the main game (i.e., the main quest). Gaze straight on into the sunset from our Villa rooftops. So, change your active quest to "Sierra Madre Grand Opening!" Eliminating this speaker will make subsequent exploration of the area easier -- it can then be entered without passing through the cloud by traveling due south from the initial gate. =]. Turn the turrets on him. Sierra Madre sounds cool, but it's really small! Likewise, by continuing at street level from this point, heading around to the south and southeast, one has an unclouded approach to the unlocked door to Puesta del Sol south. First things first, though: remember the concept of radios and death that Elijah explained earlier? This document is Copyright (c) 2014 Andrew "TestaALT" Testa. Fallout Wiki is a FANDOM Games Community. Take each thing at a time, and look at the ground every so often to see if there is a bear or wire trap. Puesta del Sol You're supposed to hate him, and it should be difficult to resist killing him, but that's not typically what most people end up … 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. It is a great game with massive replayability due to not only the MASSIVE amount of content, but also the diverse ways the game can end as well as all the little fun things added in by the Wild Wasteland perk. This whole area is rigged with traps -- bear traps, wire traps, the works. You can impressive Dean if you have Explosives 25 and Speech 25. Head down the hall and look up to find a speaker. Behind the southeastern pillar, next to a Caravan Shotgun. One emitter is in the building opposite the terminal -- it's on the ceiling -- and the other emitter is in the rafters. No matter what your fortunes, no matter what your cares -- let go this night and begin again. This hole provides rooftop access up to the third floor, from whence one can access much of the rest of the area from the rooftop level without needing to traverse as much Cloud. Download all the music and the objective will change. Head back to the Lobby and enter the Theater. This document is Copyright (c) 2014 Andrew Testa. But before you can do that, you need to fix the circuit breaker. If you were nice to him, you'll have a lengthy history lesson and he'll hand over a key to you before leaving. After crossing the wooden planks, one reaches the zone to pick up the radio frequency "743.00Hz ULF" (Elijah's frequency). The same is true of games. Gamers Can Get New Games . So, you need to turn off -- or destroy -- radios when you hear the beeping sound. When you reach the gate, I would suggest you make a new save file, just in case you want to relive the area here. This is definitely not required, but it will help level you up. The Sierra Madre Grand Opening awaits... and has been for 200 years. At the rooftop location one is supposed to take Dean Domino, the Vending machine code - "Automatic rifle - upgraded internals" can be found next to the wire Dean is meant to connect. Ethan Hunt and the IMF team join forces with CIA assassin August Walker to prevent a disaster of epic proportions. What's a little more elusive is the Intelligence 7 check, but that's more like a neutral option. Through the hole in the wall to the north, one can travel through a bathroom to reach a hologram vendor. With the speaker out of commission, you can now head to Christine's room. The shielded radios are a bit tougher, as you must find the respective terminal and turn them off from the terminal. The best advice is to go slow. 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. The Salida del Sol courtyard is a location in the Sierra Madre's Salida del Sol in 2281. Inside, you're given a small description of Holograms, which are basically invincible guards. Go through the west crumbled wall, down the stairs, across the wine cellar, and back up. You might have explored the first room a little while you were with Dean, but now you can finally get past the first door. Just like Elijah suggests, start with finding Dog. xx001335 (PdS north)xx006ee1 (PdS south) After doing that, be sure to grab the key next to this terminal. 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. You could also try the GameFAQs forum and the Fallout wiki. Instead of wasting thousands of dollars on books they’ll only use one time, they can download ebooks from the Pirate Bay. With the 'tape in hand, make your way back to the cell with Dog. There is a bear trap right behind the ledge at the end of the planks. ref id While exploring the northern half of Puesta del Sol, it is worth bearing in mind that although much of the ground level of the area is initially covered in toxic red cloud, most of it can be cleared away at the ventilation console in the Puesta del Sol switching station. Puesta del Sol's construction crews had numerous clashes and arguments with the casino construction crews and the construction lagged behind Salida del Sol. So run run run back through all the previous areas and to the elevator. Were do i find the key for the puesta del sol door?.., Fallout: New Vegas - Dead Money Answers for the Playstation 3 The second companion ending is Dean's. The unshielded radios are easy: just fire a bullet at them and they'll "deactivate." Elijah also gives you information on your situation: your collar will explode if you get too close to radios. Go through the door to the west, then enter the bathrooms to the south. You can lock Dog in the cage. Here, turn off the radio on the desk to the right, and go down the stairs to the left to reach the basement. So, watch out for radios -- your collar will start beeping and eventually explode if you get too close. So, decide now whether you want it to be the "good" outcome (talk nicely to Dog/God) or the "evil" outcome (talk mean to God/Dog). Of course, in the end, you'll have to do some "convincing" like with Dog and Dean. In this conversation, be nice or mean, depending on your desired outcome. Either way, you'll have Christine in place and be off to the next quest. It was as if construction efforts ran out of steam and money. terminal entries It is the big, rectangular box in the first room. Therefore the way forward lies northwards following the arrow, although one can likewise choose to travel north through the hole in the building just beyond the Villa gate, collecting various miscellaneous loot. Mixed SignalsStrike Up the Band Head down the elevator to reach the final area, the area before the vault! Puesta del Sol They will be returned to you after you've completed the DLC. Puesta del Sol is a location in the Sierra Madre in 2281. This will stop your collar from exploding from the radio because you'll have turned off more radios. You will have to make the same decision for the other two followers that you will recruit, as well. Use the terminal to unlock the door, then follow the hallway to reach a large room with a speaker directly in front of you. All I ask is that you put "Fallout New Vegas" or "Fallout NV" in the subject line so I know what the email is about. It takes a little bit for them to lock on to you, however, and you can sneak past them without too much trouble. With the key, go all the way back to the casino area -- specifically, the elevated bar. This starts a conversation with Dog/God. Spoiler Alert ! Instead, you must travel there. Puesta del Sol south. At the end of the conversation, you can tell her to go to the fountain or to follow you. Through this room, go up the stairs and into the next room. It may seem counterintuitive, but it's the way to go. For reading this guide, of course! The door's open, so go talk to Christine. To accomplish this we will provide a program to empower all students to succeed in a culturally diverse society by guaranteeing a quality education through high expectations and community support. However, when you come to the dialogue screen where you make your decision, you'll have to choose one and only one: "Unless you come down here, I'll destroy the vault, everything in it." This will leave one Hologram left, and I haven't found its emitter, but it can be easily dodged. The second is a little more difficult if you don't know where to go. Fallout 4 spans a huge number of Locations, almost all of which are associated with the game's myriad Quests and Missions. First things first, run past the halls to the main theater area. It was as if construction efforts ran out of steam and money. Notable loot Things will largely be determined by how you've treated Dean thus far -- whether you were nice to him, did not barter with him, and set up the Holograms for him. (Unless, of course, you're walking in the toxic Cloud.) The Fallout: New Vegas wiki for factual information -- the item lists. On the south side of the room, Ennis's key is on a desk and further on is the remote maintenance terminal. The only sites that I allow this document to be viewed at are GameFAQs , IGN , and Neoseeker . Sneak up the stairs to the bar and shoot the emitter on the rafter to defeat the threat of the Hologram. Head back up to the first floor. Hurray! Through the door, you'll reach Puesta del Sol North. “Fallout,” which opened on July 27 in a whopping 4386 movie theaters across North America, is the sixth installment in Cruise’s “Mission: Impossible” franchise, which dates all the way back to 1996. A Hard-locked door near the turret opens to a Very-Easy locked terminal which shuts the speaker off. Talk nice or mean, depending on how you want the overall outcome of Christine to end up. After going around the two Holograms, head back out into a new hall and enter the big room next to Christine's sideroom. To the left of the cell, you'll find opened double-doors that lead to a new room. Here one can locate a steel grating leading to the very top, where the Vending machine code - "Hologram rifle - advanced calibration" can be found along with a considerable amount of ammunition for the holorifle. All Rights Reserved. Switch your active quest to "Find Collar 12: Christine" (if it's not the active quest already) and enter the Medical District. Fallout - New Vegas is arguably the best Fallout game to exist post-Bethesda acquisition. Other actors 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. This cloud actually marks the main area you need to go to for the quest. When your collar starts beeping again, run quickly down the hall, out of the small room, and go up the steps. Head around the back and go up the stairs, then ascend to the top floor to find Dean lounging on a seat. A total of at least eight ghost people (and a couple of radroaches) inhabit the area when one arrives for the first time. A 180W AMD Threadripper Laptop Sick of your 3950X powered laptop throttling under heavy load and want one that is capable of handling the thermal load of a 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. Specifically, Science 35 or Medicine 35, Lockpick 35, and Intelligence 8 or Perception 6. The elevator behind the desk leads up into a room with a massive hole in the wall in the center of Puesta del Sol north. You have to pass several high Intelligence, Science, and Medicine checks to learn more about her. From the station, simply drop down to the side roofs below and go through the crumbled wall to find the terminal. ALL RIGHTS RESERVED. and can be spawned with console commands (. I am on the quest Triggering the Gala Event. Do troubles beset you? Harvesters are most common. It's easy enough to find the door -- just walk around the halls until you find stairs leading down to the basement door. Down the hall, you'll find the Electrical Closet. In this new area, you'll first want to completely clear it of any Ghosts. With the key, go down the hall to find Vera's Dressing Room now. Thankfully, the terminal is never too far away from the shielded speaker. Puesta del Sol north Let your eyes take in the luxurious expanse of the open desert under clear star-lit skies. It appears he's hungry. Now turn around and destroy the speaker in the corner. There are additional holes in the wall on the second floor which can now be more safely explored. As a guest of the Sierra Madre, you know that truth more than anyone. Segments 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. Use the terminal and activate the Hologram. Dead Money location Grades 1-2 Return to In Person Learning Information Meeting. When they are blue, they do not see you; when yellow, they are about to see you; and when red, they see you. Ironically, he ends up being the most sympathetic and belieavable character in dead money. "Puesta del Sol" translates as "sunset" in Spanish. After choosing one of these options, continue the conversation -- succeeding in the appropriate skill check -- and Comstock (I mean Elijah!) (100 Science needed. There are two sides to Puesta del Sol, North, and South. So I hope you enjoy your stay at the Sierra Madre Casino a little more with this guide. "Then I'll find a way to unlock the secrets of this vault, take them for myself." Either way, this decision, along with how you talk to Dog/God overall, will affect what happens with Dog/God in the end. For the Holograms, one is really easy to find. Holograms You must dismember part of the ghost, or it will regain consciousness and begin attacking you again. The final room before the vault has several turrets, but they are inoperable at the moment. Otherwise, continue being nice/mean and agree to meet Dean back at the fountain. You can also pass various conversation checks to make the conversation go more smoothly. You can get the ghost meat. With the door open, head on through. Unlike the other two ghost types, Trappers have no hood. You! There are ghosts all around, and this time, they're usually in packs of two. But, you can destroy the speaker on the opposite side of the room, and right after you do, run under said speaker so the shielded one doesn't blow you up. Maps There is also a terminal and a locked door. Here's what people are saying about the DLC!