Wouldn't want to get shot in the head twice, right? Barton Thorn has a pretty good story for the player upon meeting him just outside of Goodsprings. He will approach the Courier in a panic, exclaiming that "his girl" is trapped on a nearby ridge in danger of being eaten by geckos. Naturally, the Courier is obliged to come to the rescue.
Fighting up the hill through the handful of geckos will yield some loot. However, Barton's girl is nowhere to be found. When the Courier returns to Thorn's shack the latter will be thrilled that the geckos are gone. He plans to claim the treasure for himself There was never anyone in danger. Thorn simply manipulates the player into doing his bidding. Showing him the error of his ways is the proper way to end this little quest.
Now, this is a bit of a weird one. Oddly enough, one of these "escorts" is a robot named Fisto. James Garret is positively thrilled when informed of the robot's acquisition. His dialogue implies that the robot's sexual services aren't necessarily for the customers, but rather for himself. It's a naughty little secret for an already shady character.
The Omertas are some of the most vicious thugs on the Strip. Cachino, a rather disgruntled lieutenant, operates out of the Gomorrah casino. His superiors, Nero and Big Sal, are unaware of Cachino's extracurricular activities. It's revealed that Cachino has been going behind the backs of his bosses, striking illicit deals on the side for his own benefit. This information actually proves useful to the player when completing the "How Little We Know" quest.
The player can choose to side with Cachino, which results in the murder of both Nero and Big Sal. Alternatively, the traitor can be turned over to his superiors, which results in Cachino's death. It turns out that his sterling career as an NCR officer is nothing but a sham. He proves to be a huge asset for Caesar due to his advantageous position within Camp McCarran. Curtis is able to collect vast quantities of important intelligence for the Legion as a result. Only Colonel Hsu seems to suspect this rather talented spy.
For all intents and purposes, Jeannie May Crawford seems like a decent and caring individual. She possesses homespun hospitality as well as a grandmotherly affection. She is also fiercely proud of Novac. On top of everything else, I can't send a patrol on a bathroom break without them being ambushed by someone that heard they were coming. So somebody's getting the word out. PC Playstation 3 Xbox Sometimes, after killing Curtis and obtaining the codes, the monorail will not permit entry, instead only showing 'take monorail to the strip'.
If the player character tries to speak to him about this a second time, there will be a second dialogue about him saying that he will find the spy alone and once the player character goes at the tower he will attack without listening that he planted the bomb.
And this will give one the only option for the railway to be destroyed. Playstation 3 A bug will occur on the Legion side of this quest if the player character has a high rep with the NCR if they talk to Curtis before Colonel Hsu.
Curtis will talk to the player character, and give them all their information, but one will not be able to get the explosives out of the trash can by the ticket desk. Talking to him will result in his usual response when he is discovered in the tower. A possible fix for this is to sleep in an owned bed for 24 hours. Another possible fix is fast traveling to the entrance of Camp McCarran, which corrects his location. No conversation is held by the NCR on the radio, thus causing the monorail to explode no matter what.
They will wait in front of the tower until the player character talks to them and tells them to stop following and then to follow them again.
If one ends the conversation well, he will travel back to the camp. However, one will not be able to listen to the conversation after this. The explosives in the trash can become non-existent and the Control Tower becomes vacant.
A possible solution is to reload an earlier save. One can draw her out of the interrogation room by attacking a soldier without killing them in the adjacent room. James Hsu to send troops to Bitter Springs for the quest "No, Not Much", upon getting to the monorail part, get into the monorail and defuse the bomb.
Then, while still in the monorail, quick travel to Fort McCarran. One should be able to go straight back to Col. James Hsu and ask him to send troops to Bitter Springs, and he will say yes. If one goes back to the monorail, it will depart and explode. This a small workaround if one needs to get the "No, Not Much" quest completed without the monorail blowing up.
Specifically, this happens when Silus successfully convinced that the player character is working for Caesar through a series of Intelligence checks and then continue to attack him after Boyd asks one to leave the room while Silus is no longer aggressive.
It appears Lt. Boyd is no longer able open any dialogue with the player character after this. This can be fixed by resurrecting Silus through the Console and speaking to him again one might need to use the Console to unlock the interrogation room door. If one's Speech is over 50 one should get a dialogue option to threaten to beat him up. If the player character chooses that option Silus will turn hostile but will not attack them; simply kill him again and leave the interrogation room.
Boyd should be outside and can be talked to again. Alternatively the quest can be restarted by using resetquest ef in the console on PC to fix the glitch and allow one to walk onto the monorail.
One can continue to do this after informing Curtis that one has destroyed the monorail. Curtis then tells the player character to rig the monorail to explode regardless. However, a glitch may mean that they cannot plant the bomb, making the quest impossible to complete.
Upon returning to Hsu, there are no further dialogue options available. This can be fixed on PC by entering set "ef". Making this quest impossible as she provides the key to the control room. This effectively freezes the quest, and requires an earlier save in order to finish it. Reloading will not help. Please see the "Fixes" section for a solution to this issue. If one waits 10 minutes before following him out of the door he should have walked far enough for him not to detect the player character and they can safely follow him.
If one avoids his detection, he will say that he has better stuff to do anyway. However he stays there and when spoken to will become hostile if one implies he is the spy. This means the player character finds no evidence of the bomb planted on the monorail and they will not be able to stop it going off. If the player character talks to Colonel Hsu and he tells them to disarm the bomb they may be able to disarm it but then a few seconds later the monorail still leaves and explodes, despite the quest stage having said otherwise.
Afterwards he will remain where he is, not moving back to the terminal building. There is still a way of completing the Legion's side of the mission by injuring Curtis and having him follow the player character back to the main building. Go inside and wait for a couple of hours. Note: one cannot wait with hostiles in the area so they must start the waiting period before Curtis enters the building. After the waiting period, Curtis will be in the building with the player character with the dialogue to initiate the Legion side of the quest.
To him the quest never finishes and he will still mention noticing the light in the tower even if he is at Camp Forlorn Hope. After killing Private Crenshaw they must report to Colonel Hsu that Private Crenshaw blew up the monorail and tell Hsu that Crenshaw had explosives and plans or that he confessed to it before he died.
This trick works by jumping up onto the guard rail right next to the train and following it into the train car. If one has killed the spy without eavesdropping on him, and after defusing the bomb on the monorail, but one is not given the dialogue option to complete the quest. If a previous save is reloaded before defusing the monorail bomb and letting the monorail blow up, one get the dialogue option to complete the quest.
One possible solution to multiple issues is to use the following console commands: set "ef". If one is helping the Legion, and the monorail will not leave after planting the bomb on it, travel to the Strip and ride the monorail back to Camp McCarran from there; upon arriving back it will immediately depart and then explode. Quests in Fallout: New Vegas.
Camp McCarran. RDF feed. Has platform. Universal Conquest Wiki. Complete The Finger of Suspicion. Cancel X. Topic Archived First Page 2 of 3 Last.
Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. User Info: johnjacob1. Took me a couple reloads to figure this one out: Wait by the plane outside the door in sneak mode - at around 1am he shows up and enters the tower.
Did this with a sneak of Yeah I'm a post-jedi-ninja today. In your threads, stealing your helpful info. User Info: claymo Is there any difference in killing Curtis as opposed to letting him live? I went straight away to defuse the bomb and left him alive thinking he'd be more useful that way, but Hsu just said something like "Thanks we'll go arrest him now.
Why not use him to feed disinformation to the Legion? Why not use him to ferret out any other possible traitors? I'm a cool guy.
I wanted to complete it by helping the NCR but it wouldn't work, so I just blew it up myself. Killing that scapegoat guy was hilarious. User Info: VanderZoo. From what I read if you kill the spy it'll take off before you can disarm it That's not true, did you read that in a guide?
We are Gamefaqs, opinions are prohibited. If you kill Curtis you get some reputation with Boone. When you get enough, you can start his companion sidequest. User Info: Vulkanus. The weird thing for me is that Curtis wasn't showing up at 1 AM to go to the tower unless I spoke to him about it first, thereby tipping him off.
User Info: DrFretless.
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