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Fallout: New Vegas locations project
Cut reputation image from Fallout: New Vegas.
Background[edit | edit source]
Before the Great War, Primm was "budget Vegas", a tiny town where Californians could go to gamble, the shortest distance between their wallets and a hole in the ground. The town got by, offering an opportunity to trade as well as gamble during their trip through the Mojave Wasteland.
By 2281 it was a reasonable commerce hub in the southern Mojave, having a casino, a hotel and shops set up; its proximity to California made it a promising trade town for the NCR economy. All that changed when the prisoners of the NCRCF broke out and started raiding the area. A number of convicts broke off from the newly formed Powder Gangers, stormed Primm, and laid siege to the town. This forced the residents to hole up across the road from the Mojave Express, in the downtrodden old Vikki & Vance Casino, or flee into the wasteland. Among these refugees were Samuel and Michelle Kerr who went to the 188 trading post after fleeing Primm.
Now it's not much of a settlement at all. The remaining townsfolk, now without a sheriff after he was murdered by Powder Gangers, are cooped up in the Vikki & Vance. Low on supplies, the townspeople can't hold out much longer, and the convicts' presence continues to build as they've recently commandeered the larger Bison Steve Hotel, patrolling the unstable El Diablo roller coaster and further wrecking the remaining grandeur this place once had. Primm faces a grim reality: there are few people here to keep order.
For one, the New California Republic recognizes Primm as a great strategic point, but is currently underequipped to resolve the situation and has stationed 1st Company of 5th Battalion at a small camp west of Primm as a meager gesture of power toward the convicts. With just one more squad, 1st Company could easily install a sheriff and continue their primary objective of protecting Interstate 15, but until that squad comes, 1st Company watches silently... and from a distance.
Fate[edit | edit source]
Should the Courier aid in bringing law back to Primm, three outcomes can occur: Primm Slim is reprogrammed to act as sheriff; Meyers is pardoned and takes on the role of sheriff; or the New California Republic gives another squad to 1st Company, leaving Sergeant McGee as sheriff with a squad of rangers as his deputies. In addition, the town is made an NCR territory and the townsfolk are registered as NCR citizens, required to pay taxes to the republic.
Layout[edit | edit source]
The landscape of Primm is dominated by a few empty ranch homes, the rubble of the town's main streets and storefronts, and a small NCR camp set up southwest of town to prevent convicts from pushing further south to the NCR's Mojave Outpost.
When approaching Primm, you will be stopped by an NCR trooper that warns that the town is off-limits. The only way into the town is over a barricaded overpass, trapped with frag mines. The barricade is held on the west by a squad of NCR troopers, led by Lieutenant Hayes.
There is a roller coaster in town which runs above and around the Bison Steve Hotel. Several convicts can be found on and around its tracks. Once inside town, the player can access the Bison Steve Hotel, where Deputy Beagle is being held by escaped convicts, or can cross the street to the Vikki and Vance Casino, where the non-hostile citizens of Primm can be found. Either option will enable the player to trigger the quest My Kind of Town, given by Deputy Beagle (in the Bison Steve Hotel) or Johnson Nash (in the Vikki and Vance Casino).
In the southeast end of town there are four houses. Across the street from the Vikki and Vance Casino and the Bison Steve hotel is the Nash residence, which doubles as the Mojave Express. Inside is broken eyebot on the table inside of the Nash residence. Outside the house lies the remains of the fourth courier, Daniel Wyand, along with the fourth courier note. There's a campfire located south-west of the casinos, in the cluster of houses.
Buildings[edit | edit source]
Inhabitants[edit | edit source]
Notable loot[edit | edit source]
East side of highway[edit | edit source]
- At the southern end of town, in first house on the left, a Sunset Sarsaparilla star bottle cap is on top of a bookcase near the radio, but it must be stolen. Moreover, check the mailboxes in front of these house. There is a skill magazine inside.
- At the southern end of town, in the last house on the right (near the campfire) is an average locked safe (behind a bookcase in the room with the skeleton).
- A Sunset Sarsaparilla star bottle cap is on a desk in the Bison Steve Hotel ground floor lobby, opposite the elevator doors.
- The unique .357 revolver, Lucky, can be found in the ground floor shop of in the Bison Steve Hotel in a hard-lock safe behind the counter. A copy of Tales of a Junktown Jerky Vendor is found lying on top the safe.
- In the Primm sheriff's office shack, there is the unique sheriff's duster clothing (which will disappear when you complete the My Kind of Town quest) and a sheriff's hat near the foot of the bed.
- Inside the Vikki and Vance Casino cashier office, there are three safes (two Easy-locked and one Hard).
- In the building shell directly behind (south) the Nash residence is an unlocked safe containing random loot.
- On the top floor of the building right next to the Nash residence is a copy of Milsurp Review in front of two ammunition boxes.
West side of highway[edit | edit source]
- In the area above and to the west of the NCR tents (the "Scenic Overlook"), you'll find a playground. Beside the campfire, there is a copy of Lad's Life and True Police Stories on one of the picnic tables.
- West of the trailer is a coyote's den. There may be a dead NCR trooper, with a pistol, submachine gun, shotgun or service rifle and two ammunition boxes.
- To the northwest, behind the back wall and in front of the cliff there is a hollowed-out rock that contains random loot. It has two tin cans on top, and there are two jets, one psycho, and two empty whiskey bottles on the ground in front of the rock.
Related quests[edit | edit source]
Endings[edit | edit source]
|#||Slide||Voice-over narration||In-game condition|
|1||Primm, already torn apart by Powder Gangers, was dealt a killing blow by the Courier. Though prospectors pick through the remains of the town from time to time, no one re-establishes it as a settlement.||Kill the people of Primm.|
|2||After Hoover Dam, NCR helps rebuild Primm as a major stopping point on the Long 15. Though Primm's citizens chafe under NCR's taxes, they benefit greatly from the increased protection and merchant traffic.||Complete My Kind of Town by persuading the NCR to protect the town, complete the endgame quest Eureka! for the NCR.|
|3||Despite NCR's pledge to support Primm, they abandon the town after their loss to Mr. House. As repayment for their NCR loyalty, Mr. House sends Securitrons to Primm to "protect" it and collect heavy taxes from its citizens.||Complete My Kind of Town by persuading the NCR to protect the town, complete the endgame quest All or Nothing for Mr. House.|
|4||Despite NCR's pledge to support Primm, they abandon the town after their loss to Caesar. Though Caesar keeps Primm open for business, its citizens live under the constant watch of Legion soldiers.||Complete My Kind of Town by persuading the NCR to protect the town, complete the endgame quest Veni, Vidi, Vici for Caesar's Legion.|
|5||Despite NCR's pledge to support Primm, they abandon the town after their loss to Courier. Independent again, Primm operates much as it had before the Powder Gangs arrived: full of ups and downs.||Complete My Kind of Town by persuading the NCR to protect the town, complete the endgame quest No Gods, No Masters for an Independent Vegas.|
|6||After Hoover Dam, Sheriff Meyers runs Primm with his own style of frontier justice. He deals with most folks fairly, but now and then someone winds up dead with little to no evidence against them.||Complete My Kind of Town by persuading Meyers to become the new sheriff, complete any endgame quest except Veni, Vidi, Vici.|
|7||Hot-headed to the end, Sheriff Meyers choose to oppose Caesar's takeover of Primm with a standoff. Though the citizens take out a few Legionaries, the town quickly falls to Caesar, its citizens utterly wiped out.||Complete My Kind of Town by persuading Meyers to become the new sheriff, complete the endgame quest Veni, Vidi, Vici for Caesar's Legion.|
|8||Primm Slim proves to be an able-minded, if not able-bodied, sheriff for Primm. Due to his slow speed, some crooks get away without a scratch, but Primm continues to prosper under his watchful robotic eye.||Complete My Kind of Town by reprogramming Primm Slim as the new sheriff, complete any endgame quest except Veni, Vidi, Vici.|
|9||Not understanding the gravity of the Legion's imminent takeover of Primm, Sheriff Primm Slim valiantly attempts to resist Caesar's will.||Complete My Kind of Town by reprogramming Primm Slim as the new sheriff, complete the endgame quest Veni, Vidi, Vici for Caesar's Legion.|
Notes[edit | edit source]
- If the New California Republic take over Primm, some citizens will say that "Primm wimped out and accepted NCR rule." Even if Meyers or Primm Slim is chosen as Primm's sheriff, this line will be heard from time to time throughout the wasteland and even from Primm residents.
- If the player chooses Meyers to be Primm's sheriff but decides to go with the NCR at the end of the game, there will be no repercussions.
- If Deputy Beagle survives his rescue and the player chooses Meyers as the Sheriff, the player will get a tremendous discount from Nash in his store, buying and selling items at 100% of their value. If the player convinces the NCR to take over the town or reprograms Primm Slim to act as sheriff, the player will get no discount from Nash.
- There is no reputation to Primm; it was cut from the game.
Appearances[edit | edit source]
Primm appears only in Fallout: New Vegas.
Behind the scenes[edit | edit source]
Primm is based on the town of the same name in Nevada, with many of its features (Bison Steve's, El Diablo rollercoaster, Vikki & Vance) reflecting real-life equivalents (Buffalo Bill's, Desperado rollercoaster, Whiskey Pete's, respectively).
Bugs[edit | edit source]
- After returning to Primm, the NCR deserters may suddenly appear in one of the NCR tents on the other side of Primm after you have entered, as if you had entered the casino instead. They may all bunch up/spawn at the door resulting in the hideous sight of several frozen heads or limbs poking through the female deserter's body as she talks to you. She will also speak the same lines of dialogue as she would have in the casino, including mention of how they are trying to flee the NCR, despite the fact that there is an NCR officer standing right next to them in the tent they just entered.
- Citizens of Primm (including the Nash Family and sometime ED-E) may become hostile towards you whether or not you are wearing enemy faction armor. Possible reasons for this include having previously worn the armor, having a companion who is or has been wearing the armor or simply having either Rex or Raul Tejada with you.
- The dead courier outside the Mojave Express may not appear, therefore not allowing you to loot his body for his courier message.
- If you delete the game data and go to Primm after you have restored law, the cashier inside Vikki and Vance casino will give you chips for caps and you can turn those in but not lose any chips thus getting infinite caps.
- Fallout: New Vegas Official Game Guide Collector's Edition p.44: "Primm"
"Pre-war, Primm was "budget Vegas", a tiny town where Californians could go to gamble, the shortest distance between their wallets and a hole in the ground. Now it's not much of a settlement at all, poorly populated to begin with and more treacherous since the Powder Gangs broke out of prison. The landscape of Primm is dominated by a few empty ranch homes, the rubble of the town's main streets and store-fronts, and a small NCR camp set up southwest of town to prevent Convicts from pushing further south to the NCR's Mojave Outpost. The townsfolk, now without a sheriff after he was murdered by Gangers, are hold up across the road from the Mojave Express Couriers, in the down-trodden old Vikki & Vance Casino. Low on supplies, the townsfolk can't hold out much longer, and the Convicts' presence continues to build as they've recently commandeered the larger Bison Steve Casino and Hotel, patrolling the unstable El Diablo rollercoaster and wrecking the remaining grandeur this place once had. Primm faces a grim reality; there are few people here to keep order."
(Fallout: New Vegas Official Game Guide faction profiles)
- Fallout: New Vegas Official Game Guide Collector's Edition p.385-388: "[4.17] Primm
Pre-War, Primm was "budget Vegas", a tiny town where Californians could go to gamble, the shortest distance between their wallets and a hole in the ground. Now it's not much of a settlement at all, poorly populated to begin with and more treacherous since the Powder Gangs broke out of prison. Wastelanders have scouted out Primm for a settlement in recent years, but even at its "prime," it was unlikely to have had a large population. To attempt to woo potential travelers along the then-freeway, two "themed" casinos where built around the exploits of two desperadoes from ancient history, and an archaic (and now highly dangerous) rollercoaster."
(Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland)
- The Courier: "Tell me about Primm."
Primm Slim: "Primm is a thriving resort community located in Clark County, Nevada, right along Interstate 15. Whether you can't wait 'til Vegas to try your luck, or want to hit one last jackpot before you leave Nevada, Primm's your place! The town's Primm-eer attraction is the world-famous Vikki and Vance Casino and Museum, so you came to the right place, pardner!"
(Primm Slim's dialogue)
- The Courier: "Primm has seen better days."
Knight: "It has. It was a promising trade town - before the escape at the correctional facility. Lost a good bit of money at the Vikki and Vance."
(Knight's dialogue (Fallout: New Vegas))
- The Courier: "His sentence was almost up, and he isn't tied to the Powder Gangers."
Knight: "[SUCCEEDED] Hmm.All right. If his sentence was closing up I can see about getting him pardoned. Primm is important to our trade up from California, so having someone there who owes us a favor... that couldn't hurt."
(Knight's dialogue (Fallout: New Vegas))
- The Courier: "What happened to Primm?"
Johnson Nash: "Let's see. Been tough around here for a good while now. Worse since them thugs kidnapped our deputy. It started with that breakout from the prison up the road. First there was just a few thugs rolling through town, but then they got organized. Now they call themselves Powder Gangsters or something, and run around throwing dynamite and shooting people. Little while ago a good chunk of them left whatever kind of organization they got up there to squeeze all the food and drink out of us they could."
(Johnson Nash's dialogue)
- The Courier: "What's at Vikki and Vance?"
Johnson Nash: "That's where we are. This here little casino brought some cash and bodies into the town before them Powder Gangsters came in. They can't rush us without eating a good bit of hot lead, but we are in kind of a box canyon. Guess this is as fitting a place for that as any. I reckon if they thought hard enough about it, they'd realize they got more bodies than we have bullets, but for now we're safe enough in here."
(Johnson Nash's dialogue)
- The Courier: "Who are you?"
Michelle Kerr: "Name's Michelle. My Dad and me run this store. His name's Samuel. I take the day shift and he takes nights. We came here about a month ago, when Primm went to hell on account of the prison break north of there. Found a bin to call home and set up shop."
(Michelle Kerr's dialogue)
- The Courier: "Why'd you leave Primm?"
Samuel Kerr: "Michelle and I ran a little shop in Primm 'till a prison break north of town spoiled it for everyone. Goddamned convicts just about shut down I-15. When traffic dried up, we took to our heels to find us some customers. I'm not one to sit around waiting to get saved, and Michelle ain't, neither."
(Samuel Kerr's dialogue)
- The Courier: "Primm is in dire need of some real law."
Hayes: "We know Primm is a great strategic point, and we aren't blind to the needs of the town, but we're barely holding our own against the Powder Gangers. We don't have the guns or the personnel needed to carry out our mission, much less take on defending this town as well."
- The Courier: "What do you need to take over protecting the town?"
Hayes: "What we need, more than anything, is bodies. If we had just one more squad, we could easily install a sheriff and still handle our primary objective of protecting the interstate south of here. If you'd like to see the NCR include protection of Primm in its duties, then you'll have to get some more troops up here. Knight, at Mojave outpost, may be able to help."
- My Kind of Town
- The Courier: "I got extra troop support for Primm."
Hayes: "Yes, I just got word of that. There's a squad of rangers standing by. Sergeant McGee will take over as sheriff and the rangers will be his deputies. This town will be an NCR territory. This means that aside from protection, the citizens will also need to become registered NCR citizens and pay any appropriate and associated taxes."
- baby goat: nevada/utah/colorado/wyoming/montana trip '09: the post