I Could Make You Care Not Continuing
Fallout: New Vegas' Veronica Santangelo is arguably the game's most complicated and tragic companion. Torn between her loyalty to family and the validity of their plans and doctrines, Veronica is desperate for the insight of an outsider to help her decide. Born and raised in the Brotherhood of Steel, she was a scribe under the guidance of Father Elijah, a controversial figure who often openly criticized the Elder Council.
Both were sent to start a new chapter in the Mojave and recover technology from the region. They soon occupied the HELIOS One power plant in search of a powerful weapon called Archimedes. Before it could be found and activated, however, the New California Republic arrived in the Mojave and launched an attack on the plant, wiping out nearly half the chapter before retreating to the Hidden Valley Bunker. In the confusion, Elijah disappeared, forcing senior Paladin McNamara to become acting Elder.
Now a journeyman scribe, Veronica is responsible for acquiring supplies for the Brotherhood members still hiding in the bunker, mainly from the 188 Trading Post. Relishing her time above ground, she's also gotten a look at some of the other factions across the Mojave and how many have not only survived, but thrived in the Wasteland. So long as players don't make themselves out to be an enemy of the Brotherhood, Veronica can be recruited simply by talking to her, revealing her origins once she's a member of your party.
While traveling across the Mojave Wasteland, there are nine conversations that can be triggered with Veronica. Fortunately, you'll only need to complete three to activate her quest. The triggers can be found at the Casa Madrid Apartments, Vault 3, the Camp McCarran terminal building entrance, speaking to Thomas Hildern who's also located at McCarran, the Boomer Museum in Nellis Air Force Base, speaking to Julie Farkas within the Old Mormon Fort, speaking to Jason Bright within the REPCONN Test Site, and speaking to Gloria Van Graff in the Silver Rush.
After trigger three conversations, Veronica will approach you and start the quest "I Could Make You Care," asking for help convincing the Brotherhood to change their policies. To do this, you'll need to download info on three technology leads from an old Brotherhood terminal south of HELIOS One.
The first that can be acquired is Archimedes II and Euclid's C-Finder, which is an orbital laser weapon and target locator respectively. Players will have to complete "That Lucky Old Sun" by diverting power to Archimedes II, then obtain the C-Finder from Max in Freeside. However, if the power was diverted any other way, this technology option won't be viable.
The second option is by acquiring farming technology from Vault 22, which isn't viable after completing "There Stands the Grass" by either deleting the data or giving it to Thomas Hildern. The final option is to recover the Pulse Gun from Vault 34 -- something that isn't tied to another quest. This Vault is highly irradiated and infested with feral ghouls, so make sure to carry large amounts of radaway and rad-x. The special weapon itself is found in the armory inside a chest with a very hard lockpick. To get around this, players should steal a key from a filing cabinet in Pearl's Barracks at Nellis Air Force Base.
Once you have the chosen technology, go to the Brotherhood's base in Hidden Valley. Having Veronica present when entering the bunker will make the Brotherhood far less hostile to players, and certain parts of the "Still in The Dark" quest will be omitted. However, regardless of which technology was chosen to prove Veronica's point, Elder McNamara will remain unconvinced. Veronica will take the player aside and ask if she should remain with the Brotherhood or leave. You can choose for her, or tell her it's her decision, in which case she'll stay with them.
After leaving the bunker, a group of angry paladins will confront the player and Veronica for spreading subversive ideas that go against the Codex. If Veronica stayed with the Brotherhood, the paladins will attack unless players can pass a Speech check of 95 or scare them with the Terrifying Presence perk, though the latter is a temporary solution that gives you enough time to run away or fast travel. If you have to fight them, players won't incur infamy with the Brotherhood or lose trust with Veronica. If she decided to leave, the paladins will let her go without incident, but warn her never to come back to the bunker.
What happens after dealing with the paladins will depend on Veronica's choice. If she stays with the Brotherhood, she'll comment on the difficulties that will come with her decision and gain the Bonds of Steel perk. If she leaves with the player, she'll express interest in joining the Followers of the Apocalypse, directing you to take her to the Followers Outpost.
At the Outpost, talk to Doctor Alvarez, who tells you to come back in 24 hours before they decide to induct Veronica. Once you've returned, however, you'll find the rogue paladins from before have slaughtered everyone and will accuse you both of sharing forbidden knowledge with outsiders. The paladins all need to be killed, though this won't incur Brotherhood infamy either.
After killing the paladins, Veronica will blame herself for the incident, but it also reinforces her belief that leaving was the right decision. She'll then get the Causeless Rebel perk, but from now on, will stay outside the Hidden Valley Bunker if you revisit. Veronica's ending, and the fate of the Mojave Chapter, varies dramatically depending on her choice to either stay with or leave the Brotherhood. If she leaves, she'll live the life of a wandering scavenger; if she stays, she'll continue to have reservations about the group. She'll also be hopeful if the Brotherhood and NCR formed a truce, or despondent if they were destroyed.
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Source: https://www.cbr.com/fallout-new-vegas-veronica-santangelo-guide/
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