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Come Fly With Me
Come Fly With Me
Doesn't matter to me what you do. As long as the Ghouls are out of there, it's fine by me.”— Manny Vargas, Fallout: New Vegas
Novac's economy is reliant on salvaging from the ancient REPCONN test site located due west from the town. However, their prospects took a turn for the worse recently, as the Bright Brotherhood took control of the facility and denied them access. To make things worse, the ghouls are incommunicado while their feral brethren have started wandering out towards Novac. The townsfolk are starting to get anxious about their prospects, especially with rumors of invisible monsters starting to circulate.
- The quest is received from Manny Vargas, Jeannie May Crawford, or No-bark Noonan. All three will describe the situation as deleterious to Novac's long-term prospects. Vargas will ask that the player deal with the ghouls and free the facility for the salvagers once again, without preferring any specific solution. Good Miss Crawford will suggest, in a roundabout way, wiping the ghouls out.
- Either way, the player has to make their way to the REPCONN test site, fighting through the hordes of feral ghouls. As soon as they enter the facility proper, Chris Haversam asks them to come to the research labs on the topmost floors, accessible through the assembly hall in the northeast or the stairwell in the northwest. Once there, Haversam (a balding human convinced he's a ghoul) will direct the player to Jason Bright.
- Jason will explain that the nightkin interrupted preparations for the Great Journey to the Far Beyond, a holy pilgrimage by his cult to a place where they can find peace and safety, away from the persecution they've suffered at the hands of regular humans on Earth. He will ask that the player clear the basement of the nightkin (or demons, as he calls them). The player will also receive a key to unlock the door.
- The basement is a bit of a maze, but taking the left-hand route past the first room will bring the player to Davison, the leader of the nightkin. He's peaceful - enough - and will explain that his people are looking for a shipment of "hundreds" of Stealth Boys in the facility. The player has two choices at this point:
- Promise Davison to find the Stealth Boys. The nightkin leader will then suggest searching the only place his men haven't touched, a storage room where Harland is holed up and give a key to open the door. Once the player enters, Harland will immediately engage them in dialogue and explain his predicament. He will then agree to let the player search the room if they locate his friend in the nightkin prison on the other end of the basement, locked near the generators. Entering the room with the body will allow the player to inform Harland of her death; afterwards, they can safely interact with the terminal on the upper level. The last message will contain a message confirming that the Stealth Boy shipment was indeed sent back to RobCo centuries earlier. Davison will accept this as proof and leave. All of the remaining nightkin will become neutral and leave with him.
- Note that disturbing Antler in any way will cause Davison to attack, while trying to reach the terminal without finding Harland's girlfriend will cause the ghoul attack.
- Alternatively, the player can just kill every nightkin in their way. This also clears the basement.
- Reporting back to Jason Bright sets the next part of the quest in motion. The player has to go back to the basement from the research labs and reach the launch control room, accessible through a passageway in the room behind Davison's "throne room" (the switch on the wall opens it). Bright will thank the player and praise Chris as two redeemers of mankind, atoning for their sins against ghouldom and bid both farewell as the final preparations are made. He will also explain that Chris was accepted into their community after coming to them from Vault 34.
- Chris Haversam will appear after the exchange with Jason and explain that the rockets have been restored over the past few years into a working state, thanks to his technical acumen (Bright admits they couldn't do without him). He will explain that the rockets require two things to fly:
- A set of thrust control modules. These are found at the Gibson scrap yard and are sold by Old Lady Gibson for 500 caps (250 with Speech or Barter 50). Sneaky types can steal them from the box (Lockpick 50) or steal the key to it from the Lady.
- Some isotope-239 igniting agent. Due to its rapid decay they cannot use the leaking barrels on the launch pad. The player can find some at Clark Field, on the body of Mr. RADical at the northern end, or by purchasing the REPCONN toy rockets from Cliff Briscoe (a Science 40 check allows for verifying that they contain the radioactive material).
- It's also possible to convince Chris Haversam that he's actually a ghoul and the hair falling out is his natural baldness, not ghoulification caused by working on Vault 34's reactor. Chris will be furious and determined to sabotage the launch. If the player agrees, Haversam will ask for three boxes of Sugar Bombs to take his revenge. If the player insists on forgiving the ghouls, Chris will be angry, but relent and see the ghouls off safely.
- Assuming that Chris doesn't blow the ghouls up, the rockets are ready to launch. Chris will leave for Novac, while the player has to return to the research labs and from there enter the launch control platform, giving a stunning view of the launch facility's dome.
- Before triggering the launch, the player can use the navigation console. There, they can modify the navigational data so that the rockets crash into one another or examine the data and modify it so that they land 12.5% closer to their target destination (this earns bad and good karma respectively, and affects the endings for Novac).
- Afterwards, there's nothing left but to send the ghouls on their journey by interacting with the launch panel.
|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||Speak with Jason Bright, the leader of the REPCONN ghouls.|
|5||Get rid of the nightkin in the basement.|
|6||(Optional) Help the nightkin by searching for Stealth Boys.|
|7||(Optional) Find Harland's friend, who has been imprisoned by the nightkin.|
|8||(Optional) Return to Harland and let him know the bad news.|
|9||Report to Jason Bright that the nightkin are gone.|
|10||Head to the REPCONN basement and talk to Jason Bright about what comes next.|
|11||Speak to Chris Haversam about firing the rockets.|
|12||Find parts to fix the rockets' thrust controllers.|
|13||Find atomic fuel for the rockets.|
|14||Return to the rocket facility and give the parts to Chris Haversam.|
|15||Talk to Chris Haversam to begin preparations for the rocket launch.|
|16||Head up to the viewing platform and complete the launch sequence.|
Behind the scenes
- The quest was implemented and designed primarily by Jesse Farrell and Akil Hooper.
- The name of this quest is a reference to the popular song, "Come Fly with Me", which was performed by Frank Sinatra in 1957. This song was composed by Jimmy Van Heusen and the lyrics were provided by Sammy Cahn.
- At one point during development, Davison and his nightkin had multiple ghoul prisoners held in the REPCONN facility, at least one of whom could be located alive. A number of partially removed dialogue options still exist to go with this scenario, including a request that Davison release the ghoul prisoners because "they're no threat", and an option to give the ghoul prisoners three Stealth Boys so that they can make their escape unnoticed.
- At one point during development, the rockets that crash were supposed to be findable in the Mojave. This was cut due to time constraints.
- The launch music can turn into a loud, crackling noise. It can be disabled by interacting with the loudspeakers: One behind the launch panel, and if that doesn't work, tanother is found over the entrance to the control room where the player gave the components to Chris.
- Harland became hostile. It's recommended to save before turning the components in to Chris, as the pathfinding can bug out and cause the NPCs to become stuck where they stand. The player will be able to complete the quest, but both Chris and the Brotherhood will remain stuck in their positions. This can also happen if