Guide and Walkthrough by Andrew Testa
Version: 1.1 | Updated: 07/07/2014
Table of Contents
- Sierra Madre Grand Opening!
- Find Collar 8: "Dog"
- Find Collar 12: Christine
- Find Collar 14: Dean Domino
- Fires in the Sky
- Strike Up the Band
- Mixed Signals
- Trigger the Gala Event
- Put the Beast Down
- Curtain Call at the Tampico
- Last Luxuries
- Heist of the Centuries
- Frequently Asked Questions
- Credits, Contact, Copyright
Fallout: New Vegas - Dead Money
Fallout: New Vegas - Dead Money DLC FAQ/Walkthrough
Version 1.1 (7/7/14)
Written by Andrew Testa
Email Address: email@example.com
This document is Copyright (c) 2014 Andrew Testa. All Rights Reserved.
Welcome to my strategy guide for the Dead Money DLC of Fallout: New Vegas! In this guide, you'll find a complete, beginning-to-end walkthrough, ripe with pictures of maps and hard-to-find spots. The walkthrough is separated by quest for easy navigation. I have also included a basics section that goes over all things unique to the Sierra Madre: speakers, ghosts, traps oh my! So I hope you enjoy your stay at the Sierra Madre Casino a little more with this guide. :)
Here's what people are saying about the DLC!
The in-game description:
"Dead Money takes you to an extremely dangerous area of the Mojave Wasteland, a one-way journey until business at the Sierra Madre is finished.
In Normal Mode, you'll encounter new traps, enemies, and new companions whose lives are tied to yours. In Hardcore Mode, you'll be fighting the environment as well, a toxic city that erodes health over time. Companions are more vulnerable, and so are you.
Dead Money is recommended for experienced Couriers (Level 20+). If up to the challenge, continue on. The Sierra Madre Grand Opening awaits... and has been for 200 years."
And what the radio broadcast says:
"Has your life taken a turn? Do troubles beset you? Has fortune left you behind? If so, the Sierra Madre Casino, in all its glory, is inviting you to begin again. Come to a place where wealth, excitement and intrigue await around every corner. Stroll along the winding streets of our beautiful resort, make new friends, or rekindle old flames. Let your eyes take in the luxurious expanse of the open desert under clear star-lit skies. Gaze straight on into the sunset from our Villa rooftops. Countless diversions await: Gamble in our casino, take in the theater, or stay in one of our exclusive executive suites that will shelter you and cater to your every whim. 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."
Basically, you can't miss this one! :)
A typical ghost enemy, with all its limbs intact.
Ghost people are the most prominent enemy in the Sierra Madre. They come in three forms: harvesters, trappers, and seekers. You must dismember part of the ghost, or it will regain consciousness and begin attacking you again. You can dismember it by blowing off any portion of its body, although "off with the head" just looks the coolest.
If you can't dismember during an initial takedown, be sure to take off a body part while the ghost is on the ground. You can use a gun to dismember a part of the body. Or, if you want to conserve ammo, use a good melee weapon.
For the three flavors of ghosts:
Harvesters are most common. 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. Overall, they aren't too tough -- they have knife spears that they throw at you, and if you get in melee range, they will fight with said spear. They jump around a bit, but you should be able to take them down rather easily at first sight, as they tend to just bumble around like the zombies at the beginning of Resident Evil 1.
Trappers become more common as you progress in the DLC. Unlike the other two ghost types, Trappers have no hood. Stay out of melee range with these guys because they pack a falcon punch.
Seekers are most rare. They are the tallest of the bunch and wear hoods. They are the most menacing of the three, as they usually begin combat by throwing gas bombs at you. These gas bombs, in a word, suck. Try to dodge them and you should be fine. Like Harvesters, they fight with knife spears.
A Hologram in "Red: Danger" state.
Holograms are much more of a nuisance. These guys can usually be found patrolling inside buildings. They are complete invulnerable to normal attacks, so don't try to shoot them or melee them. Instead, stay out of sight from them. When they are blue, they do not see you; when yellow, they are about to see you; and when red, they see you. At red, they begin to shoot lasers from their eyes (I'm serious!) and pack quite a punch.
So how do you get rid of them? Well, the best advice is to stay out of sight initially. But if you'd like to travel unhindered, you'll have to find the Hologram's respective emitter. An emitter is a blue light-like bulb that is found around where the Hologram is patrolling. These emitters are usually half-hidden behind doors, in corners of the room, or up on rafters above rooms. Search the area thoroughly for these emitters; usually they are put in "clever" locations, so just think "where would I have put it?" :)
An emitter -- destroy it and you turn off the Hologram.
Yes, you heard right -- Radios. They interfere with your collar, and if you stay near one too long, your collar will explode! So, you need to turn off -- or destroy -- radios when you hear the beeping sound. The unshielded radios are easy: just fire a bullet at them and they'll "deactivate." The shielded radios are a bit tougher, as you must find the respective terminal and turn them off from the terminal. Thankfully, the terminal is never too far away from the shielded speaker. So, watch out for radios!
Indeed, Radio may very well kill the Fallout Star.
A Bear Trap.
Bear traps are those ankle traps on the ground. If you walk over them, they hurt like heck. You can disarm them if you have enough presence of mind to see them before you walk over them. I point out most earlier bear traps in the guide, but as we progress, I expect you to be able to look on the ground traps. There are just so many, so be sure to look down, but not at all times!
A Wire Trap.
Wire traps drop down beams on you, which also hurt like heck. They are mostly found in the entrances to buildings and rooms. Specifically, the crumbled wall openings are the place of choice for wire traps. So, be sure to look down when you go through a crumbled wall opening.
To receive the quest, all you have to do is download the DLC! That is, you will automatically receive the quest "Sierra Madre Grand Opening!" after you've installed the Dead Money DLC to your console or computer.
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 automatically receive the quest and the radio signal.
It is advised, however, that you are level 20+ before you venture into the Sierra Madre. This is because it can be difficult to kill stuff; also, areas are full of traps and poison clouds, so you'll need to have at least some health or else it's insta-death.
As Dead Money was the first DLC released for the game, most players originally completed the DLC after at least doing the main quest of the original Fallout New Vegas. This is definitely not required, but it will help level you up.
You can, however, run straight to the Sierra Madre quest marker right after Doc lets you out of his house; that is, right at the beginning of the game.
It will be really helpful for you if your character has at least these skill levels for various conversation checks in dialogue:
- Repair 75
- Lockpick 75
- Science 75
- Medicine 75
- Explosives 75
- Speech 85
- Intelligence 8
- Perception 6
All weapons and armor that you've previously acquired is gone for the duration of the DLC. You'll get it back after you've completed all the quests in Dead Money, however, so don't worry about losing your stuff forever!
A map with the Bunker's location.
While you receive the quest automatically, you do not automatically start at the Sierra Madre. Instead, you must travel there. So, change your active quest to "Sierra Madre Grand Opening!" to put up a quest marker at the entrance to the bunker. It is located on the east side of the map in between Nelson and Camp Forlorn Hope. If you have either of these map markers, fast travel and then walk to the bunker. If you do not, fast travel to the closest marker and make your way to the bunker.
You might be expecting some grandiose entrance, but what you're looking for is literally a hole in the ground. This drainage grate will lead down into the bunker. Inside the bunker, go down the steps and over to the door. Save the game before you try to open the door so you have a save file before you go in.
The entrance to the bunker -- quite the stick in the mud.
When you try to open the door, you are given a small prompt by the game that tells you a little about the Sierra Madre, how you should be Level 20+, and just how cool it is. Choose "Seek out the radio signal in the Bunker" to continue with the story.
With the door open, walk down the hallway to the curiously lit-up radio at the end. When you get close to it, all hell breaks loose and you end up in the Sierra Madre.
Father Elijah, the dude on the hologram, explains everything to you. It seems you need to pull off a heist, and to do this, you must "recruit" three people. Just an FYI, this DLC absolutely loves doing things in threes -- three sets of threes, to be exact.
Elijah also gives you information on your situation: your collar will explode if you get too close to radios. There are damaged radios and shielded radios; for damaged radios, you can just blast them with a gun, but for shielded radios, you'll need to either avoid them completely or turn them off via a terminal that's usually close by. So, watch out for radios -- your collar will start beeping and eventually explode if you get too close.
Basically, the collar keeps you from leaving the Sierra Madre. For now.
But for now, we have to find the three companions. Just like Elijah suggests, start with finding Dog.
A map of the police station.
From the main fountain, go southwest and traverse through the streets while heading toward the quest marker. You'll have to go up some stairs, and then Elijah will alert you about the village's "inhabitants." These enemies, donned in black, can only be truly taken down if you dismember them. Headshots are usually the best way to go here. If you don't dismember them quick enough, they'll simply get back up and start attacking you again. So, if you down one, be sure to finish the job!
Keep heading southwest through the 'village and eventually you'll reach the police station door.
The almighty Dog/God, a caged animal.
Yep, that's "Dog" in the 'cell. First things first, though: remember the concept of radios and death that Elijah explained earlier? Well, it comes into play here, as the room with the cell has three radios in it: (1) one to the left on a desk, (2) one right in front of the cell on a desk, and (3) one to the left of the cell below a desk. You can either shoot these or simply turn them off.
To the left of the cell, you'll find opened double-doors that lead to a new room. Here, turn off the radio on the desk to the right, and go down the stairs to the left to reach the basement. In the basement, head down the stairs and into the room with the terminal on the desk. You'll start to hear your collar beeping, but you can simply run into the adjacent room to get far enough away from the radio.
Continue through the various rooms to the quest marker. The path is fairly linear -- just take each door in front of you, and soon you'll reach the room that Dog wants. In this room, immediately turn off the radio on the desk in front of you, and pick up the "Dog Command Tape" next to the radio.
The tape on the desk.
With the 'tape in hand, make your way back to the cell with Dog. Just go back from whence you came -- back through the linear rooms and up the stairs to the cell. While standing next to the cell's bars, play "Dog Command Tape" on your Pip-Boy. This starts a conversation with Dog/God.
This conversation is important, so don't just cycle through it! The way that you talk to Dog/God will decide a later outcome in the story. 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). You will have to make the same decision for the other two followers that you will recruit, as well. So, talk mean or talk nice, and which way you talk will alter the story, capiche?
You can also pass various conversation checks to make the conversation go more smoothly. Specifically, Science 35 or Medicine 35, Lockpick 35, and Intelligence 8 or Perception 6. At one point in the conversation, you'll probably have to play the audio tape so "it" switches back to Dog. Being nice or mean to dog is really important here, so be careful which dialogue options you choose. For example, calling a Dog a "reject" would definitely constitute as being mean and will lead you on the path to the evil outcome. By contrast, speaking on the same wavelengths as Dog -- referring to Master, asking nicely for help -- will set you down the path for the good ending.
After a lot of dialogue, you'll convince Dog to get out of his cage, thus ending the quest. I advise that you tell Dog to follow you, as he will be an asset in your search for the other two companions.
Now that you have Dog following you, head back to the center of the area. Switch your active quest to "Find Collar 12: Christine" (if it's not the active quest already) and enter the Medical District.
A map of the Medical District.
Right when you enter the area, Elijah tells you that the comm system can also set off your collar. So, you'll have to watch out for comm speakers as well as radios -- only comm speakers can only be "deactivated" by blowing them up. You'll find your first comm speaker just inside the area, down the arch hallway and up near the ceiling. It's blue and easy to spot; shoot it with your gun to stop that goddarn beeping.
The speaker, nestled up near the ceiling.
Make your way to the Clinic itself -- there are two entrances and the area is fairly small. Inside, you're given a small description of Holograms, which are basically invincible guards. It takes a little bit for them to lock on to you, however, and you can sneak past them without too much trouble. You can also "set their behavior" via terminals, which are always conveniently located near them, and even take them out of commission completely by destroying their respective emitter, which is also usually conveniently located near them.
Aside from Holograms, you'll still need to find Christine. As you begin to wander inside the clinic, the quest objective quickly changes...
A map of the Villa Clinic.
First, you'll want to get rid of the patrolling Hologram, which can prove to be a hindrance while you're looting the area. To get rid of it, you need to destroy its blue emitter. First, set the behavior of the Hologram to the second floor. Then, go to the second floor and wait for it to turn its back to you. While you are out of its sight, head down the hall and look for the blue emitter, which should be in plain sight next to a door. Shoot it to blow it up and turn off the Hologram.
So, you need to get to the basement. It's easy enough to find the door -- just walk around the halls until you find stairs leading down to the basement door. Only it's locked -- a hard lock -- or you can find a key. Finding the key is probably the easier solution; it's located on the second floor in a desk. Specifically, it's in the room with the Doctor's Bag on the desk. You'll want to pilfer all of the rooms, anyways.
Down in the basement, get on the terminal and disengage the power. This will turn off the shielded radio and change your objective.
Head back up to the first floor. With the speaker out of commission, you can now head to Christine's room. It's the last Auto-Doc down the hall. Use the Malfunctioning Auto-Doc to start a lengthy conversation with Christine. Just as with Dog, the way you talk to her will determine later events in the story. And just as before, these future events directly correlate with how nice or mean you talk to her -- act nice for a good outcome, mean for a bad outcome.
At the end of the conversation, you can tell her to go to the fountain or to follow you. For now, have her follow you. While exiting the clinic, she will explain that she can block out the radio signals for a short time, which can help with all these radio explosions. You will have to pass a conversation check, but you can do that in any three ways: Intelligence 5, Explosives 60, or Science 60.
A map of the Residential District.
The last of the three companions is Dean Domino. Head to the Residential District, east of the fountain, to reach his 'neck of the woods.
This whole area is rigged with traps -- bear traps, wire traps, the works. This area is also full of that toxic gas. Finally, we have those ghost guys to deal with, too. In short, this area is basically a circus. You can circumvent all of this if you have a high enough Lockpick skill for the gate -- you'll end up right near Dean's house.
But say you don't have the lockpick skill and you have to traverse the area. The best advice is to go slow. (Unless, of course, you're walking in the toxic Cloud.) Take each thing at a time, and look at the ground every so often to see if there is a bear or wire trap. You should be able to move between Cloud-less areas rather easily, and the traps are easy to spot if you're looking for them.
Soon, you'll reach Dean's hideout, which is denoted by the quest marker. Head around the back and go up the stairs, then ascend to the top floor to find Dean lounging on a seat. Take the seat next to him to start a lengthy conversation with him. Just like before, your conversation responses will determine later events in the story, so be nice for a good ending and mean for an evil ending.
A few things to watch out for: first and foremost, do *not* choose the Barter 50 check if you want a good outcome. You can impressive Dean if you have Explosives 25 and Speech 25. Otherwise, continue being nice/mean and agree to meet Dean back at the fountain.
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. Talk to Elijah to get the second set of three quests.
A map of Salida del Sol South.
We'll start with Dog first, because, well, Elijah said so. Get him to follow you (a Speech 65 check helps) and head over to Salida del Sol South. In this new area, you'll first want to completely clear it of any Ghosts. There are ghosts all around, and this time, they're usually in packs of two. Dog makes things a bit easier, so be sure he's always by your side and not running off to kill something.
The power switches where Dog/God must wait.
When you've cleared the area, head over to the quest marker, which is those five power switches behind the gate. When you get there, Dog will initiate a conversation with you. It appears he's hungry. He doesn't say much else, and if you talk to him again, it will merely repeat the conversation over again.
So, to progress, you have to switch him to God by using the 'tape in your Pip-Boy. God is much clearer as to what he wants: some ghost meat. But, there are three potential things you can do to get Dog/God to wait:
1. You can pass an Intelligence 7 check. God will see your super-intelligent reasoning and agree to stay. This is by far the easiest way.
2. You can get the ghost meat. Just go to the two quest markers, kill the ghost, and grab the meat.
3. You can lock Dog in the cage. Just like before.
Obviously, locking Dog in the cage will lead to an "evil" ending later and getting the meat leads to a "good" ending later. What's a little more elusive is the Intelligence 7 check, but that's more like a neutral option. Either way, this decision, along with how you talk to Dog/God overall, will affect what happens with Dog/God in the end.
When you've convinced him to stay, the quest ends. Head back to the fountain and talk to Dean.
A map of Puesta del Sol South.
Dean's quest is pretty much the same: the hard part is getting him to wait. First, though, you'll want to clear the entire area of ghosts. Watch out for all the toxic Clouds around here -- just go slow and you'll be fine. There are less traps here than other areas to offset the amount of toxic Clouds.
Your destination is in the southwest part of the map. Elijah chimes in when you get close. It leads to *another* area that you need to clear.
The trick to this area is the second level; that is, you can get around the area, and go to new places, if you walk on the second-level roofs that make a perimeter around the buildings. You will have to go inside the Ruined Cafe to get to the roofs that lead to the station! So be sure to enter the Ruined Cafe. It may seem counterintuitive, but it's the way to go. Head upstairs in the cafe and take the door that leads outside. There are two potential doors: take the door in the room and not in the hall.
Use these side-roofs to traverse new parts of the area.
When you reach the station, Dean starts to get cold feet. He feels that ghosts will come and kill him when he does his part of the bargain. Again, you'll need to convince a companion to wait.
If you've been talking mean to him so far, it does not matter whether you make the area "safe' by activating the two Holograms, so you might as well do it if you want the good or evil outcome. You must pass a Science 60 check in the conversation, and be nice/mean depending on what you want the overall outcome to be.
For the Holograms, one is really easy to find. From the station, simply drop down to the side roofs below and go through the crumbled wall to find the terminal. Use the terminal and activate the Hologram. One down, one to go.
The second is a little more difficult if you don't know where to go. It can seem impossible to get to the second terminal, almost like it's mocking you with its quest marker. But, it's actually really easy: just go back to that same Ruined Cafe and take the other door on the second level. This will lead to a balcony -- simply walk a few steps on the roof to reach a crumbled wall. Inside this room, you'll find the second terminal.
With both terminals now up, talk to Dean and tell him you've fulfilled his wishes. You'll need to pass a fairly easy Repair, Barter, or Speech check. I recommend the Repair check, as its the lowest and Dean abhors Barter checks for some strange reason.
Now that Dean's in place, head back to the fountain and tell Christine to follow you.
Christine's quest is probably the most difficult of the three, which is why I left it for last. Before you set out, this is a great time to talk to Christine about the life, the universe, and everything. Talk nice or mean, depending on how you want the overall outcome of Christine to end up. You have to pass several high Intelligence, Science, and Medicine checks to learn more about her. Specifically, Intelligence 6, Intelligence 7, Science 75, and Medicine 75, if I'm remembering correctly.
For the quest itself, head out to Puesta del Sol North. It's probably already been cleared, but clean up any remaining ghosts before heading to the quest marker, which is just a simple door that leads to the station.
A map of Puesta de Sol switching station.
You might have explored the first room a little while you were with Dean, but now you can finally get past the first door. But before you can do that, you need to fix the circuit breaker. It is the big, rectangular box in the first room. You can fix it with a Repair 60 check, or by gathering some materials, which are located in the same room.
With the door open, head on through. The collar will begin to beep, but Christine's ability will block it out long enough for you to get out of range. Just run, run, run down the halls to get out of range. Soon, you'll reach a huge room with toxic Clouds and rubble on the ground level. This can be a difficult room to get across unscathed. It's best to make your way, while on the catwalk, to the center part of the room, then jump on the big black pipe right in the center, and run like the wind to the stairs on the opposite side. Go up the stairs and enter through the door in the direction of the quest marker.
Go through the three rooms to reach another big room like before. This one, however, has a few speakers in it, as well as a turret in the center which shoots lasers. But before that, we need to take care of these speakers. Across from you, you'll see a door with an Average lock. It will definitely help if you have the required skills, because inside you'll find a terminal that can turn off the speakers. The terminal is Very Easy, but that should not be a problem.
With the speakers turned off, you can destroy the turret from this room with an in-and-out-of-cover tactic. That is, pop out of cover, put a few shells into the turret, then go back into cover.
If you do not have the Lockpick skill, my first advice is to get your Lockpick skill up, either with a book or by leveling up. You should, however, at least have 50 in Lockpick, or else you'd be in trouble in a lot of parts of the game! But if you do not want to do that, you can try to run through the area, like a chicken with your head cut off, but I've never done it. Message me if it works for you. ^_^
With the room speaker-less and turret-less, head on over to the quest marker. It's an elevator, and when you arrive, Christine will initiate a conversation with you. (Well, she can't speak, but you know what I mean.) In this conversation, be nice or mean, depending on your desired outcome. Of course, in the end, you'll have to do some "convincing" like with Dog and Dean.
The "evil" way is much easier here. Just keep telling her -- basically force her -- to go down the elevator. Basically, be evil and make her relive her time in the Auto-Doc. This is the easy method, as you don't have to go anywhere but just converse with her.
The "good" way is a little tougher. You'll need to use the Remote Maintenance Terminal opposite the elevator, only it's a Very Hard job. Considering you may not have that ability, you can go to Ennis's locker, which is located in the previous area with -- yes -- all those lockers. The locker is only a Hard lock, and when you open it, you'll get the password for the terminal. With the password, head back to the terminal and do your thing. Talk to Christine, who will be grateful, and the two of you can share a "moment" if you like.
One of these is Ennis's locker.
Either way, you'll have Christine in place and be off to the next quest. You can get back to the fountain quickly by using the elevator, but only if you helped Christine; if you were evil, you'll have to walk all the way back.
A map of Salida del Sol North.
With everyone in place, it's time to trigger the event. Head to Puesta del Sol South. This area is fairly small and really linear. There are ghosts around, and a few bear traps, but otherwise the area can be easily gotten through. You just need to go through the streets, up some stairs, through a building, and through some more streets to reach the door with the quest marker. It is advised, of course, that you fully clear the area anyway.
Through the door, you'll reach Puesta del Sol North. Head through the streets and go inside the building with the Hologram vendor. 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. In here, destroy the radio on the counter, then go back outside and find stairs down the street. Now follow the fairly linear path as it leads north to the Bell Tower. Watch out for wire traps and ghosts, but both should not prove too difficult.
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. Go through the west crumbled wall, down the stairs, across the wine cellar, and back up. Here, follow the balconies to a room with beds. Through this room, go up the stairs and into the next room. 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. Hurray!
The ladder that leads to the top of the Bell Tower.
Use the controls to trigger the event. We're finally able to actually enter the casino! But first, we need to get to the main gate.
The area has become repopulated with ghosts, so this will be tougher than simply backtracking. Basically, it's backtracking, but with a ton of ghosts to kill. So go back from whence you came. The ghosts tend to come in twos, so ranged will have an easier time. But, essentially, it's just going back through the exact same areas.
When you reach the gate, I would suggest you make a new save file, just in case you want to relive the area here. When you're ready, open the gate to enter the Sierra Madre Casino. Finally!
Only, when you get there, things go black, and you wake up with a new objective...
A map of the Casino.
We need to do some explorin' first before we can "put the beast down." 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. There will be a Hologram in front of you, and a terminal to the right. Get on the terminal, and change the behavior of the bar Hologram. Sneak up the stairs to the bar and shoot the emitter on the rafter to defeat the threat of the Hologram. You will also want to destroy the speaker on the wall behind the bar counter.
Before continuing, you'll probably also want to destroy the other Hologram -- that is, the Hologram on the west side of the room. 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.
With both Holograms gone and the speaker destroyed, the area is much safer to go back and forth through. We still have that problem with power, so we need to access the electrical closet. First, though, we need to get the passwords, which are located on the counter of the second-level-elevated bar. After that, go down to where Hologram Numero Dos was hanging out. Down the hall, you'll find the Electrical Closet. Flip the switch to turn on the casino!
A map of the Cantina.
Head back to the Lobby and enter the Cantina, which is the door that has Restaurant over it. There is a Speaker in the upper-left corner of the first room. Go through the door to the west, then enter the bathrooms to the south. On a table, you will find another radio that needs to be taken out of commission.
Go back to the first room of the Cantina and grab the Emergency Maintenance Key on the counter in the east part of the room. With the key, go all the way back to the casino area -- specifically, the elevated bar. Behind the bar, you'll find a doorway, then a hall, then some stairs that lead to the Kitchen Maintenance Door.
In the kitchen, you'll find out that we're in a pretty sticky situation here. Dog/God is about to eat it, there are gas leaks everywhere -- basically, we're in a bad situation.
First, we need to repair the three gas leaks. They are denoted on the minimap, but you need to stay out of sight from Dog, or he will blow up his collar. 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. The next one you should repair is in the room north of you, and the last one is next to where dog is first arguing with himself. Wait behind the counter until dog walks to the other side of the room before you go repair it.
With the gas leaks taken care of, talk to Dog. This is it: the final outcome. Your conversation with Dog will change depending on how you've treated him so far. 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. You can also go bad quickly if you simply tell him to kill himself, no matter what you've done before.
To be truly good, you'll have to pass two Speech checks, including an 85 Speech check. But, in the end, you'll have a Dog who finally has peace of mind, which is a reward in and of itself.
If you've treated dog badly and want an evil ending, simply kill him or tell him to kill himself, then quickly leave back to the lobby.
Either way, we're off to see Dean Martin -- err, I mean Dean Domino! Head back to the Lobby and enter the Theater.
A map of the Tampico.
The second companion ending is Dean's. 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.
First things first, run past the halls to the main theater area. Under the stage, you will find a music sheet -- Vera's partitures -- and a key will slip from it. This will set off a chain of events with Dean. He will either help you (if you treated him nicely) or be mean to you (if you were mean to him). Either way, it ends with a room full of Holograms. Despite what you think Dean says, you need to take the door to the RIGHT of the stage. He says "his left" but that is actually your right.
So dash toward the door to the right. In here, close the door behind you and destroy the emitter above the doorframe. Head down the hall and look up to find a speaker. Then go into the room to the right and look behind you to find another speaker. Go down the hall all the way to find three doors and a terminal. Use the terminal to turn off the speaker system. Inside, you'll find a key on the desk. With the key, go down the hall to find Vera's Dressing Room now. Turn off the radio in this room and pick up the Holotape next to the radio. You'll see that there was a key under the Holotape, so pick that up, too.
Now backtrack to the big stage room and go up the southeast stairs. Open the door with your newly acquired key, and use the Holotape projector. This will turn off any remaining Holograms and turn on Dean's Hologram on the stage. At any rate, you can now go in the last room, so head backstage and take the door near the terminal. In here, you'll find Dean, and his reaction to you will largely depend on how you've treated him.
If you were nice to him, you'll have a lengthy history lesson and he'll hand over a key to you before leaving. 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.
One way or another, you'll have dealt with Dean and completed the quest. Head back to the lobby to start you campaign with the third companion, Christine. You'll have to clear the lobby again before you can enter the Executive Suites.
A map of the Executive Suite.
Christine is in the Executive Suites. This is yet another area full of halls and rooms and Holograms and Clouds, so be ready! Inside, go left at the junction in the hall (for right just leads to a broken door) and use the unlocked door at the end. Turn right, then right again, and go into the room in front of you after the Hologram patrols the other way. In the room, you'll find a bathroom to the left, and if you close the door in this bathroom, you'll find the emitter for the Hologram.
With the Hologram now gone, head south and go through the various rooms and back out into a hall. Follow the hall until you find a door on your right. When you go inside, your collar will start beeping, so take out the radio on the washer. On the other side of the room, you will find TWO terminals, one that has an Easy lock and the other unlocked. Unlock the Easy terminal to disable some speakers; in addition, you can download some recipes from this terminal if you want.
The other terminal is more important (and unlocked at that!) as it can be used to override the emergency doors. After doing that, be sure to grab the key next to this terminal. With the key, you can open the door next to the terminal, which will save a lot of backtracking. Head through the door and go down the hall to the left. This wing of the Executive Suite has two holograms, but they have very predictable patrolling patterns, so you can get around them rather easily. You can also find a terminal and a safe, but your goal is to get to Christine's room. After going around the two Holograms, head back out into a new hall and enter the big room next to Christine's sideroom.
The door's open, so go talk to Christine. As with the other two companions, your conversation options will largely depend on how you've treated Christine. If you've been nice and done the Remote Maintenance Terminal thing for her, you'll have a nice conversation that ends with no death.
But, if you've been mean, or you just shoved her down the elevator, you'll have an... antagonistic conservation, and it ends in a battle. You'll have to kill her here, take the key, and run back to the Lobby before you get blown up.
Either way, you'll have dealt with Christine, the final companion, and have a new quest: the big heist!
A map of the Vault.
In the lobby, you'll find the Receptionist Terminal in the corner of the lower floor. Download all the music and the objective will change. Head back to the Executive Suite and go all the way back to the room before Christine's sideroom. If you haven't killed her, she'll be here to open the doors for you. If you did kill her, you'll be fine -- use the audio you just acquired to open both the doors. Head down the elevator to reach the final area, the area before the vault!
You'll be in a room with two doorways both protected by forcefields. There is also a terminal and a locked door. Use the terminal to unlock the door, then follow the hallway to reach a large room with a speaker directly in front of you. Destroy it, then head inside the room. When your collar starts beeping again, run quickly down the hall, out of the small room, and go up the steps. Now turn around and destroy the speaker in the corner.
Head up the steps and run run run because you can't destroy the shielded speaker. 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. Before you go into the next room, use the terminal to turn off those blasted alarms and, more importantly, the shielded speaker in this room. Head through the door under the unshielded speaker and follow the small hall to reach another big room.
This room has three patrolling Holograms and a lot of shielded speakers. This is definitely one of the toughest parts of the game. 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. Rushing toward the terminal will, of course, probably alert all three Holograms of your presence, but thankfully their emitters are rather easy to find. One emitter is in the building opposite the terminal -- it's on the ceiling -- and the other emitter is in the rafters. This will leave one Hologram left, and I haven't found its emitter, but it can be easily dodged.
To lower the forcefield that's blocking the doorway, use the same terminal that turned off the shielded speakers. Go through the now-opened doorway and head down the hall -- quickly! -- to the terminal. Read all the information on the terminal and a third option will appear to disengage the security system. This will stop your collar from exploding from the radio because you'll have turned off more radios.
The final room before the vault has several turrets, but they are inoperable at the moment. For now, simply run over to the vault, use the terminal, and go inside. Here, you'll find the absolute motherlode: over 30 gold bars valued at 10539 each. Grab them all! There is also a gun cabinet next to the desk with the gold bars. This gun cabinet has tons of guns and tons of ammo, to grab everything that you can!
The Real Treasure of the Sierra Madre!
Use the terminal near the gun cabinet to disengage the security. This will turn off those darn alarms. Now get on the big terminal in the middle of the room and file through Vera's records. DO NOT CHOOSE TO LOOK AT THE PERSONAL ACCOUNTS! This will give you a very bad (not evil, just bad!) ending. Instead, say NO at the personal account screen and then Elijah will come up on holo.
You can now have a rather lengthy conversation with Elijah. This conservation will reveal much of everything, and I don't want to spoil it, so just use all dialogue options. 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." > Explosives 75, Science 75, or Repair 75 needed afterward.
"I'm not interested in the vault, I only want to leave." > Speech 75 or Barter 75 needed afterward.
"Then I'll find a way to unlock the secrets of this vault, take them for myself." > Lockpick 75 or Sneak 75 needed afterward.
After choosing one of these options, continue the conversation -- succeeding in the appropriate skill check -- and Comstock (I mean Elijah!) will agree to come on down.
You have a few ways to go about defeating Elijah here:
- Defeat him in a normal fight.
- Turn the turrets on him. (100 Science needed.)
- Sneak out. (Gives you an achievement.)
Any way you do it, you'll have to run out of the area in a minute or else your collar will explode. So run run run back through all the previous areas and to the elevator. It isn't that hard, because the area is clear of enemies and you don't have to worry about speakers now.
After taking the elevator, you'll be back at the fountain. Head through the front gate and choose to go back to the Mojave Wasteland to complete the DLC. You'll get the endings for each of the three companions, which can change depending on the outcome in the Sierra Madre. After the final story scene, you'll be back at the bunker. Head back up the steps to reacquire your old gear, and use the ladder to venture back out in the Mojave, much wiser and much richer than you once were.
- Assassin suit
- Dead Money collar
- Dead Money jumpsuit
- Dean's hologram outfit
- Dean's tuxedo
- Father Elijah's robes
- Sierra Madre armor
- Sierra Madre armor, reinforced
- Sierra Madre helmet
- Sierra Madre helmet, reinforced
- Starlet hologram outfit
- Vera's outfit
- Starlet wig
- Cloud Kiss
- Ghost people flesh
- Ghost Sight
- Pre-War steak
- Sierra Madre martini
- Automatic rifle
- Bear trap fist
- Cosmic knife
- Cosmic knife clean
- Cosmic knife super-heated
- Demolition charge
- Gas bomb
- Knife spear
- Knife spear clean
- Police pistol
- Throwing knife spear
- Starlet's hand wraps
- The Faderator
- Auto. rifle upgr. internals
- Bear trap fist HD springs
- Holorifle adv. calibration
- Holorifle focus optics
- Holorifle reinf. components
- Electric hot plate
- Elijah's chemistry set
- Ennis's locker
- Hologram emitter
- Sierra Madre vending machine
- Complimentary voucher
- Dean Domino's "Saw Her Yesterday" song
- Dean Domino's blackmail evidence
- Electric box fuse
- Embalming fluid
- Entertainer pass
- Ghost harvester remains
- Gold bar
- Jar of Cloud residue
- Maintenance pass
- Sierra Madre chip
- Snow globe - Sierra Madre Casino
- Spliced holotape
- Suites password reminder
- Suites security pass
- Vera Keyes' "Begin Again" song
- Vera Keyes' "Go to the Faraway" song
- Vera Keyes' "Let the Bright Tomorrow in" song
- Vera Keyes' audition
|In Shining Armor||Bugged! :(||Level 2, Repair 20, Science 70|
|Junk Rounds||Ammo can now be crafted with scrap metal||Level 2, Repair 45, Luck 6|
|Light Touch||With light armor equipped; +5% crit chance and -25% crit chance against||Level 2, Agility 6, Repair 45|
|Old World Gourmet||+25% addiction resistance; +50+ health bonus from snack food||Endurance 6, Survival 45|
|And Stay Back||Shotguns now have a 10% chance to knockback enemy||Guns 70|
|Heavyweight||Weapons with 10+ weight now weigh half that (e.g., a 10 wt gun is now 5 wt)||Strength 7|
|Hobbler||+25% accuracy to hit legs in VATS||Perception 7|
|In My Footsteps||Traps do not work; increased stealth||God|
|Ravenous Hunger||Dog dismembers fallen Ghost People||Dog|
|Signal Interference||+50% time before collar explodes||Christine|
|Unclean Living||More Cloud protection; Clouds cause 25% less damage||Dean Domino|
The radio signal changes twice in the game, so there's three in all: one before you enter, one after the Gala Trigger, and one after you've completed the DLC.
Before you enter:
SPOILER! Highlight to View
"Has your life taken a turn? Do troubles beset you? Has fortune left you behind? If so, the Sierra Madre Casino, in all its glory, is inviting you to begin again. Come to a place where wealth, excitement and intrigue await around every corner. Stroll along the winding streets of our beautiful resort, make new friends, or rekindle old flames. Let your eyes take in the luxurious expanse of the open desert under clear star-lit skies. Gaze straight on into the sunset from our villa rooftops. Countless diversions await: Gamble in our casino, take in the theater, or stay in one of our exclusive executive suites that will shelter you and cater to your every whim. 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."
After the Gala Trigger:
SPOILER! Highlight to View
"Everyone, please may I have your attention: guests and residents of the Villa alike. I ask you to step outside and look to the night sky, it's the moment you've been waiting for, the reason we're all here. The Gala Event, the grand opening of the Sierra Madre Casino, you are the one's who have made this momentous occasion possible, and for that we thank you. So raise your glass in celebration, let music fill the streets. Fireworks light the sky and promise of new beginnings fill your hearts. No matter what your fortunes, no matter what your cares -- let go this night and begin again. I suggest you hurry, though: the gates of the Sierra Madre are open but only for a brief time. After that the doors will close for the evening's festivities and won't open again until morning."
After completing the DLC:
SPOILER! Highlight to View
"Wait a moment. Before you go, I... we... hope you've enjoyed your stay. Farewells can be a time of sadness -- letting go, difficult. As a guest of the Sierra Madre, you know that truth more than anyone. Frederick Sinclair believed that one's life could be made anew every day, that fortunes were more than the wealth in your hands. Love, life, family, those to care for and those who will care for you: to those who know these joys, the Sierra Madre holds little they don't already have. Out in the world, beyond these walls, that is your chance to begin again. I hope that you will return in happier times. Until then, the Sierra Madre, and I, will hold you in our hearts."
|Assemble Your Crew||Recruit Dean Domino, Christine and Dog.||20/Bronze|
|Cash Out||Confront Father Elijah in the Sierra Madre's Vault.||30/Silver|
|Having a Ball||Complete the Sierra Madre Gala Event.||20/Bronze|
|Safety Deposit Box||Trap Father Elijah in the Sierra Madre's Vault.||40/Gold|
|Sierra Madre Souvenir Aficionado||Collect 500 Sierra Madre Chips.||30/Silver|
Question: How long is this DLC?
Answer: It will probably take around 3-4 hours to complete the first time. There is replay value, though, if you want to see the characters' other endings.
Question: What level should I be when I try to do this DLC?
Answer: The game recommends level 20+, and I think that's a good level if it's your first time playing the DLC.
Question: What items should I bring?
Answer: You can't bring any items into the DLC; they are all removed for the duration of your stay at the Sierra Madre. They will be returned to you after you've completed the DLC.
Question: What companion is the best?
Answer: I personally like Dog the most because he's a meat shield and can dismember ghosts for you.
Question: What's up with the story?
Answer: I do not talk about the story in my walkthroughs; you can look in the Fallout wiki for the skinny on spoilers.
Question: At what time should I do this DLC?
Answer: I think this DLC was intended for after you complete the main game (i.e., the main quest). 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.
Question: How does this DLC rate among the others?
Answer: That's personally preference, but I like the characters/story in this DLC the most out of the others. That is off-weighed by the rather bland, closed environment. Sierra Madre sounds cool, but it's really small!
Question: What if I have any other questions?
Answer: You can contact me via email at firstname.lastname@example.org. You could also try the GameFAQs forum and the Fallout wiki.
- CJayC for creating GameFAQs.
- Sailor Bacon and Devin Morgan for continuing, maintaining, and administering GameFAQs.
- The Fallout: New Vegas wiki for factual information -- the item lists.
- You! For reading this guide, of course! =]
If you have any questions, comments, suggestions, inquiries, spam, additions, grievances, hate mail, and general overall concerns, please email me at:
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. I don't mind if u talk liek dis 2 me or whatever, so long as I can understand you. I do recommend a few sources before emailing me: the other GameFAQs guides, the Fallout wiki, and other Fallout websites on the internet.
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