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Come Fly With Me
Steps...
(1) Head to the REPCONN facility west of Novac to investigate rumors of ghoul activity there. (2) Enter the facility and discover the source of the ghouls. (3) Head upstairs to meet with the owner of the voice from the intercom. (4) (Optional) Search the nearby room for the Stealth Boy shipment the Nightkin are looking for. (5) Speak with Jason Bright, the leader of the REPCONN ghouls. (6) Get rid of the Nightkin in the basement. (7) (Optional) Return to Davison with news that the Stealth Boys are not in the REPCONN facility. (8) Report to Jason Bright that the Nightkin are gone. (9) Head to the REPCONN basement and talk to Jason Bright about what comes next. (10) Speak to Chris Haversam about fixing the rockets. (11) Find parts to fix the rockets' thrust controllers. (12) Find atomic fuel for the rockets. (13) Return to the Rocket Facility and give the parts to Chris Haversam. (14) Return to the Rocket Facility and give the fuel to Chris Haversam. (15) Talk to Chris Haversam to begin preperations for the rocket launch.
Important Items...
Jet (x4), Med-X (x5), Doctor's Bag (x3), Stimpak (x10), 5mm Rounds, Frag Grenades (x3), Energy Cells, 5.56mm Rounds, .357 Magnum Rounds, Frag Mines (x4), .44 Magnum Rounds, 9mm Rounds, Cowboy Repeater, .308 Rounds, 12 Gauge Rounds, Flamer Fuel, Bobby Pins, Super Stimpak (x2), Carton of Cigarettes (x2), Pack of Cigarettes (x3), Bottle Caps, Stealth Boy (x2), Microfusion Cells, Purified Water, Steady, Mentats, Thrust Control Modules, Isotope-239 Igniting Agent.
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Earning this side quest will require you to speak with Manny, who is the "daytime sniper" up in the dinosaur statue's mouth in the town of Novac. Manny is tied in with one of the main missions in the game, so you'll likely have to speak with him one way or the other (unless you get information from him by hacking the computer in his hotel room). When you speak with him, you'll learn about a factory due west of Novac called the REPCONN Test Site. Novac residents scavenge from the factory to eek out a living, but Ghouls and other monstrosities have taken the site over. Your help is required to clear it. Offer to help, and once the side quest is undertaken, begin your voyage down the highway heading west.
Your voyage westward will almost certainly bring you to some sort of abandoned post blocking your path forward. There may be some Ghouls roaming around here that you'll have to kill, but even more striking are the Nightkin corpses you find all over the place. These menacing Super Mutant-like creatures won't have much to surrender to you, but this post certainly does. Scour the shelves, boxes and crates all around for Jet, Med-X, Doctor's Bags, Stimpaks, and plenty of ammunition, including 5mm Rounds, Energy Cells, 5.56mm Rounds, .357 Magnum Rounds, Frag Mines, Frag Grenades, and more. You can even find a Cowboy Repeater to add to your inventory. This is a great place to bulk up your ammo and curative item inventories, so don't pass up the opportunity.
Eventually, the gigantic factory you're seeking out will peek out on the horizon. Begin to run towards it. You'll run into the gigantic rocket model in front of the factory first, and this is likely where some Feral Ghouls and Feral Ghoul Roamers will begin to make more regular appearances. The former are extremely easy to kill, requiring only a headshot or two to down. But the Roamers are another story entirely, since those guys are a bit more robust in the hit point and defense realms. Nonetheless, it may be a good idea to draw out what enemies you can by circling around the compound as much as possible before approaching the building itself. Thinning the Ghoul ranks here will only make your job easier a little later on.
Eventually, closely approaching the factory's outer walls will be inevitable. You should be able to sneak through a gate to access this location. More Feral Ghouls will be drawn out at this time, so use VATS to effectively kill them as you explore. You'll find some more items, mostly in terms of ammunition, including Flamer Fuel, 12 Gauge Rounds and .308 Rounds, but little else. You'll notice that there are two doors into the factory itself. There's a small door on the side of the building, and a larger door at the front end of the building. This is the main entrance, and you should take this door to the building's interior in order to continue.
As soon as you head through the front door, a Ghoul will speak with you automatically through a nearby speaker. He won't identify himself, and he won't tell you why he wants to meet with you, but he will tell you how to find him. Before we do that, of course, we have a pretty extensive location to explore. Expect a few Feral Ghouls to attack you as soon as you enter the lobby of the building. Once they're downed, you'll be relatively safe until you start to explore the many rooms around you. For starters, head to the right side of the lobby (behind the counter) and explore the bathroom there. A medical box on the wall should give you some Bobby Pins, Stimpaks, and a Super Stimpak.
We won't hold your hand through the minutiae here, because there's nothing mandatory to do for the time being. We will alert you, however, that there's plenty to see in this building. You can explore the floors above you, accessing them via either staircases, or fallen pieces of floor that act as makeshift ramps leading upward. You'll encounter lots of locked doors when you walk around, so pick them open when you can. You won't find anything too crazy as you explore, but being thorough should net you random items like Stealth Boys, Microfusion Cells, Purified Water, Steady, and more Cartons of Cigarettes and Packs of Cigarettes (which are good, light items to grab to sell later). Keep in mind that Feral Ghouls and Feral Ghoul Roamers will be encountered all the while, so you'll want to be very careful.
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To continue, though, you're going to need to meet up with a couple of characters that are integral to advancing your quest. We'll start with meeting up with the unknown ghoul who told you how to find him a little bit earlier. The advice he gave you, to find a wide open room with a gigantic metal staircase leading upward, was apt. The room in question, if you look at your map, is in the northeastern part of the facility. Head over there, fending off Feral Ghouls and engaging in other extraneous exploration as you go. Take the staircase upward in this room to an isolated, sealed-off door. You won't be able to pick the lock open, but if you use the intercom next to the door, you'll be let in. On the other side, you'll find a man named Chris Haversam. And though he sounds just like a Ghoul, he isn't one at all. Just what's going on here!?
Chris Haversam is the least of your worries, though. You'll find everyone else here as you may have expected. These Ghouls are a crew that stick together to survive against a peculiar threat that haunts the basement of this facility. You saw some Nightkin bodies outside in the area surrounding the factory, but in the basement of the factory, you'll find that Nightkin are very much alive, and in great numbers. The Ghouls around here won't talk to you at length, but they are all of a Brotherhood, which should help you figure out that the Ghoul corpses you've found elsewhere in the factory belong to this same order. Who you're seeking out here is the Brotherhood's leader, a Glowing One-like creature named Jason Bright. Jason Bright is a devoutly religious Ghoul, as are his friends. It appears that they used to worship in the basement before a threat down there stopped them from doing so. Can you help these guys out? You'll have to if you want to complete this side quest successfully.
After speaking with Jason Bright and agreeing to help him out, go ahead and leave their isolated little bastion, and head back to the factory. Adjacent to the staircase, slightly to the south, you'll find another staircase leading down towards a blood-spattered door. This door leads to the aforementioned factory basement. Once you head down there, keep your wits about you. There are dangers lurking all over the place. Because you'll likely approach this side quest fairly early in the game, the Nightkin that stalk these hallways are likely too strong to deal with in any numbers greater than one at a time. And that will be a problem, since these guys like to gang up on you. The key is to fight one at a time, or better yet, avoid fighting them at all (at least for the time being).
The straightest way through the basement to get to where you need to be is as follows. After being transported to the basement proper, head forward through the initial room and through the right door into the hallway. Then, break immediately to the left. Ignore the first door on your right, and work slightly beyond that, where you'll find a staircase to your right heading downward. Open the door at the foot of the stairs, and you'll run into a strange Nightkin with his Stealth Boy enabled. This Nightkin's name is Davison. Davison pays strange heed to a Brahmin skull sitting on a nearby desk. While you could openly assault this guy if you want, your better bet is to offer to help him out with his problem. He and his fellow Nightkin are here looking for a shipment of pre-war Stealth Boys. They promise to leave if they find them, but there's a catch. A Ghoul in a nearby room is stopping them from advancing towards the Stealth Boy shipment's location. Obviously, that's where you come in.
At the end of your conversation, Davison should hand over a key that will grant you easy access to a door back on the main corridor. Simply go down the stairs parallel to your location once back on the corridor. This should lead directly to the locked door in question. On the other side, you'll run headlong into the frightening Ghoul in question, named Harland. It appears that Harland travels with Jason Bright's group, but got isolated and trapped down here in the basement. Unable to escape, he instead holed-up and defended his position. You have the option to help this guy out if you want, but we instead decided to kill him. You can use the nearby door (while dodging his traps) to reach his catwalk. He'll attack you automatically when you do this, so return the favor. Once he's dead, be sure to scour his body for some goods before continuing onward. (Should you choose to help him, you'll have to search the basement for the whereabouts of his lost friend. Don't attempt this until you're at least level ten, since you'll have your hands full with powerful Nightkin galore.)
One way or another, when Harland is out of the picture, you can go ahead and access the computer terminal that he was indirectly guarding on the catwalk he's stationed on. This computer terminal will tell you, amongst other things, that the Stealth Boy shipment that Davison is after was delivered to the factory mistakenly, and returned to its source soon thereafter. Thus, Davison's pursuit has been completely in error, and will prove to be fruitless. Too bad Harland had to die for you to find this information (well, he didn't have to die, but that's the route we chose, anyway). There's nothing left to do now but to return to Davison to give him the news, though he'll likely take it hard when you do.
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With this new information garnered, you can now quickly take care of the problem between the Ghouls and the Nightkin. You may think that this will end this side quest, but you're about to find out soon enough that this side quest is a hell of a lot longer than you thought it was. Visit with Davison and convince him that what you found on the computer is true. He won't take that much convincing, though, before he and his Nightkin leave, officially making the basement that much earlier. Then, head back to the factory and then climb the stairs to reach the Ghoul's location. Seek out Jason Bright and tell him that the Nightkin are gone. He's very thankful for your help, and will return back down to the basement, where he and his people can continue on with their pilgrimage.
At this point, as we mentioned earlier, you'd probably expect that this entire fiasco would be over, and you could put this side quest behind you. But it's just not so. Jason Bright will encourage you to come down to the basement to follow-up with him, and now, you should do just that. Head back down to the basement, and follow your map's instructions to reach some tunnels below the basement. (Do keep in mind that you're free to explore the rest of the basement without Nightkin interference, though we won't guide you in doing so). The tunnel system is actually completely linear, with a few rooms and closets off of it holding nothing but junk. At the end of the tunnel, you'll find a ladder leading topside to your right, and a room straight ahead. Ignore the ladder for the time being, and instead, head straight forward and through the door.
Once through the door, you're going to find not only Jason Bright, but the human-who-thinks-he's-a-Ghoul as well, Chris Haversam. To speak with Chris, though, you'll first need to talk to Jason. You'll learn about their ultimate plan, which is to use the rockets here at the factory to blast-off to a new world, or an afterlife, or something of that nature. Clearly, this has disaster written all over it. Nonetheless, progress on the rockets has just about finished, but there are a couple of items the Ghouls are still in need of. This is when you should speak with Chris. He'll inform you that a couple of items are needed, and it'll be up to you to grab them. You can actually choose which goods to go after from here. We opted to go after the rockets' thrust controllers, though you can take an alternate path if you choose. Also keep in mind that, if you're Speech skill is high enough, you can pursue a whole different course with Chris in which he figures out that he's human after all. That path isn't covered here.
Retrieving the items you need isn't actually as hard as you'd think it is. After you've received instructions from Chris, head back outside. Once you're on the Mojave Wasteland, fast travel over to Novac, and then walk due north to the Gibson Scrap Yard. You'll run into this little service station-like building almost immediately. Within, you'll find an elderly woman named Old Lady Gibson. She has the Thrust Control Modules you seek, but how you go about getting them is another thing entirely. You can convince her to lower the price or hand them over, or you can pay 500 Bottle Caps for them. Or you can be extra evil and kill her, taking the key off of her body to open a case in the garage that contains the Thrust Control Modules (this will also require you to kill her guard dogs). Regardless of how you go about this, take the devices back to Chris at the REPCONN facility. He'll give you more instructions when you do.
Now, he needs Isotope-239 Igniting Agent. Indeed, this fetch quest garbage is annoying, but you're almost done. If you spoke to Old Lady Gibson when purchasing the previous items (or simply killing her and taking them), then you would have learned that she actually had this isotope at one time. The man who bought it from here then headed southeast towards Clark Field. You're going to be looking for this man's corpse on the ground outside of Clark Field. He's wearing a yellow radiation suit and should be lying on a dilapidated stretch of highway. Beware of Geckos that will attack you here! When you find the corpse, grab Isotope-239 Igniting Agent, and then bring it back to Chris. He'll now have everything he needs to get this ball rolling. And by ball rolling, we mean igniting this ill-fated rocket.
Chris will order you over to the launchpad. To get there from the room (after copping the goods on the nearby table, including a Stimpak, some Med-X and some Mentats), return to the location where you first found the Ghouls. There, you'll find a door leading to the launchpad. All you have to do now is hit the launching device, and watch those rockets blast off. Their fate will be unknown, but I think you know damn well that these guys didn't make the trip to wherever it is they think they were going successfully. Either way, your task is complete, and at the very least, the people of Novac certainly appreciate your help.