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3 Meeting People Mags in Misfit's Tent[]

These did not appear in the tent in my playthrough (PS3 Version). Unfortunately I can't test this theory since I already entered the tent with the mags and don't have a save close enough to test this, but my theory is that they may not show up if you have too many in your inventory. I had 5 of them already. It's probably a longshot, but if someone would drop them, or hand them over to a companion before entering the tent to see if they are there it may be the reason. You'd have to save before the tent, and try it both ways. Once with, and once without the skill books in your inventory. --Jimimorrison 03:43, November 7, 2010 (UTC)

  • Someone else tested it and found none. Going in without any, as well as having some. Also on the PS3 version. So this loot is unconfirmed at this point, and definitely not on the PS3 version. Possible it is pre-patch maybe? Oh well I'm done looking at it...lol--Jimimorrison 04:29, November 7, 2010 (UTC)

The three 'meeting people' magazines appeared in my current runthrough on PS3. I'm still playing off of the 1.01 patch and haven't installed the 1.02 that came out recently. However, instead of finding them in the Misfit Tent, I found them in the tent where you find Sgt. McCredie sleeping (row of tents on the NW side, second from the right or three tents away from the Misfit's tent on the right). I haven't played the 360 or PC versions, so I'm not sure if it's the same for those, or if it's possible that the magazines could appear in different tents depending on various factors. Hope the information helps. ~Xerostarr

  • This location for the 3 'meeting people' magazines confirmed (inside duffel bag on South side of tent) on my PS3 version (post 1.2 patch) so I'll add it to the main page

lucky 38 executive overide[]

This was written on one of the hackable terminals. I selected it to see what it did, and the word "Starting..." appeared. What is this going to do?--65.27.167.139 17:58, November 11, 2010 (UTC)

Camp Golf & the misfits[]

The two might be referencing the movie Jarheads, where Golf Company was home to the misfit snipers. --Swizzler 08:24, November 21, 2010 (UTC)

My first association too! "I'm gonna put you in Golf Company... it's full of retards and fuck-ups. Maybe you can elevate them sons of bitches a little... or maybe not." As well as referring to their platoon (in Jarhead) as The Suck. Maybe worth adding as a cultural reference? xNOKIx 20:47, February 25, 2011 (UTC)

About the bugs section[]

"There is a bug which causes all NCR Troopers to randomly attack ED-E. Can be avoided by telling ED.E to wait just outside camp(or remove all food related stuff from the inventory. Same with Rex."

Shouldn`t this be removed from the bug section?That happens in a large amount of areas,just seems somewhat unecessary to add it to all of those areas.Furthermore if this really is a bug at all,it should still be removed as it has been added to the bug section of the ED-E/Rex wiki pages.Ragedaoneanlonely 00:40, December 19, 2010 (UTC)

Delete[]

I don't really consider it a bug that the occupants of Camp Golf re spawn, its more of just a scripted event. I mean lots of other places do the same thing, mostly camps and bases and such. I vote that we should remove it, or at least move it to the notes instead. --Xa3MysteriousStranger 19:15, June 24, 2011 (UTC)

NCR Veteran Rangers at Camp Golf won't Move![]

I finished the quest where you protect the president of the NCR and now the Vet rangers there will not go to sleep at te regular time, so now I can't sandman them, help pls

Miniature vault door upstairs[]

In the room upstairs near Chief Hanlon's, the one with two dining trays on a table and a bunch of plates, etc is what appears to be at first glance a miniature vault door lying on the floor. It can't be picked up or grabbed and is lying "face" down, so you can't see the vault number, however on the reverse side you clearly see the vault door gear shape and the hole where the key bar (better phrasing?) slides down and into the back of the vault doors to unlock them. Can someone give me their opinion on the object, is it just a normal gear or does it look like a vault door to other people also? Mictlantecuhtli 17:05, July 25, 2011 (UTC)

I noticed that too. It's on the far side of the room, on the floor, and it seems to be a world object. The room next door has an engine on a block and some machine tools so I wonder if it was supposed to go in *that* room instead. 51.6.240.161 23:26, 4 December 2020 (UTC)

Razz speech xp exploit[]

How exactly do you take advantage of the Razz exploit listed in the Bugs section? 71.76.181.41 20:48, September 5, 2011 (UTC)

Skill magazines in House Resort.[]

I noticed the claim that there was a lot of skill magazines in the House Resort needed citation, so I did a quick sweep of the upstairs, I found: Boxing Times, Programmers Digest, Lads Life, Meeting People, and 2 Fixing things lying around in various bedrooms upstairs.

Additionally, there is a bedroom containing at least 25 empty syringes and chems including Mentats, 3 Buffout, 3 Rebound, 2 Steady, 3 Jet and a Psycho, as well as 3 Fixer on the nightstand and 7 surgical tubing, suggesting there is a massive chem user staying here, but curiously nobody slept there when I checked. EvaPilot1 (talk) 20:06, April 23, 2013 (UTC)

Mr House and Liberty Prime[]

There is a picture/portrait of Mr House and (possibly) Liberty Prime on the lower level storage area/to the left as you walk through the front door of the Resort house, the connection between Mr House and this particular resort remains unknown however, speculating though, it's possible that Mr House once owned the resort (pre-war) this would also explain the references to the Lucky 38 held within.

--Rob593 (talk) 12:12, April 26, 2013 (UTC)

Undid a few edits in the page to bring it back from the broken state. 176.14.11.198 15:16, February 5, 2014 (UTC)

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