Storyline. Quests Fallout New Vegas: "Arizona Killer Arizona Killer

The “Arizona Killer” quest is an additional story quest in Fallout New Vegas for the Legion. During this quest, you must eliminate NKR President Aaron Kimbel.

For convenience, use summary:

Walkthrough of the quest “Arizona Killer”

After you save Caesar’s life in the quest “Execution cannot be pardoned,” he will tell you that the NKR apparently decided to give him a gift for his recovery - President Kimbel was going to personally visit the Hoover Dam to give a fiery speech to the NKR soldiers. This gift of fate cannot be ignored, so Caesar sends you to help his best saboteur. Together with him, you must develop a plan to eliminate NKR President Aaron Kimbel and put it into action.

This is interesting: if in the quest “Execution cannot be pardoned” you kill Caesar, then Caesar’s assistant, Lucius, will give you this task.

Task #1: “Meet Cato Hostilius”

First you need to meet with Caesar's saboteur, whose name is Cato Hostilius. He is waiting for you near the Ranger Post Delta location. But we do not advise you to move to this post, because by this time your reputation in the NKR will be terrible and if you suddenly find yourself in this location, you will be immediately attacked. Therefore, move to a neutral location and run with your feet to the meeting place. Cato will be waiting for you, sitting relaxed on the ground, just like a vacationing tourist.

Cato will tell you that President Kimbel will arrive at the dam tomorrow, so you will have to spend the night here, and in the morning you will discuss further plans with the saboteur and move to the dam. At this point the day will end and the morning will come. Cato will meet you already dressed in a suit, he will pretend to be a successful merchant who was nearby and wanted to hear Aaron Kimbel speak.

In a conversation with you, the saboteur will tell you that Kimbel will arrive in the afternoon, and his bodyguards - NKR rangers - will be with him. There is no detailed plan for the visit, but it is known that it will be short. At the end of the conversation, Hostilius will give you a bomb (or rather, you can beg for it), which, if necessary, can blow up the presidential helicopter, but he will only do this if your “Explosives” skill is at least 50 points. The saboteur will also give you the uniform of an NKR soldier, in which you can safely move along the dam. True, there is one thing, this form will not deceive the rangers and patrol dogs, so it is better not to catch their eye.

Task #2: “Approach Cato when you are ready”

After you confirm to Cato that you are ready, he will run towards the dam and you should follow him so as not to get lost. Arriving at the dam, you need to look around and decide how to kill NKR President Aaron Kimbel. And you can do this in a large number of ways, here they are:

  • Method 1. Shoot from a long distance, as in the quest “You will feel it coming.” The best position for this would be the tower behind the stand. You can also add to this method an attempt to kill the president using a weapon with a large damage radius, for example with the help of a fat man, and you can also shoot down a presidential rotorcraft with the same grenade launcher on approach or departure;
  • Method 2. Detonate a bomb along the President's route. Here you need to use C-4 and imagination, you can mine a certain place, or you can plant explosives in the inventory of a character. This method must be performed with caution, as NCR Rangers are very sensitive to the use of explosives;
  • Method 3. Mine the President's rotorcraft. As soon as he arrives, you need to go up to the platform with the rotorcraft and mine it. To do this you need skill "Explosives" was no less 50 points. In addition, you need to persuade the guard at the site so that he lets you through, for this you need to have the skill "Eloquence" no less 50 points (you can also kill the guard, you can sneak past him unnoticed, you can find an engineer’s uniform and walk through it);
  • Method 4. You can use an anti-aircraft gun on the site; to do this, you need to find the anti-aircraft gun control console and activate it. This requires skill "Science" V 50 points. Once activated, the anti-aircraft gun will shoot down any aircraft that flies nearby;
  • Method 5. The management console can be used in other ways. You can short-circuit the control board, causing the anti-aircraft gun to explode right in the middle of the president's speech. In order to pull this off, your skill "Repair" should be no less 50 points;
  • Method 6. You can set up sabotage in the information center. To do this, fearing a patrolman with a dog (the dogs will definitely sense you), we make our way to the information center, hack the terminal and select “Change flight control program parameters” there. To hack a terminal you will need skill "Science" no less 50 points. Changing the parameters will lead to the fact that after the rotorcraft departs, it will become uncontrollable and crash;
  • Method 7. You can use Private Jeremy Watson, who should be awarded by the President. If you talk to a private before the president arrives, he will admit that he forgot his helmet somewhere. You must find the helmet, mine it, and then run to Jeremy and tell him where his helmet is. Next, during the President, you just need to activate the detonator;
  • Method 8. You can also kill the president in the “safe room.” Inside the information center there is a safe room to which the president will be taken in times of danger. For example, if you blow up a parked rotorcraft, the president will be taken to a safe room. And then you can either pick the lock on the door of this room, or find the key and kill the president;
  • Method 9. Killing at close range. This is the most suicidal way because after you kill the president, people around you will start attacking you.

Here is a change to the presidential rotorcraft's flight plan that will lead to its crash.

After you have decided how you will send Kimbel to another world, you need to approach Cato and report to him about it.

Mission #3: “Assassinate President Kimbel”

As soon as you report to Cato, you will hear the sound of a rotorcraft and the presidential rotorcraft will appear in the distance, landing. What you do next depends on how you decide to kill President Kimbel. If it is, for example, an explosion of an anti-aircraft gun during his speech, then it’s time for you to “get your feet on the ground” so as not to get caught in the mess that will begin after the death of the president.

Let's watch the introductory video. Waking up in a house, a portrait of a man appears before his eyes. This is Dr. Mitchell. He helped us get back on our feet after being seriously wounded. We choose a name, characteristics, special perks. Since we will follow the good path, we will accordingly sculpt a benevolent character with a developed mind and intelligence. Before we leave our cozy home, we’ll inspect it and take away everything we can take away, including useful items, of course.

Chapter 2: Back in the Saddle

Going out into the street, we will see a robot moving along the road. We thank him for his help and ask a little about the bandits who attacked us. We go to the saloon. To mark the path, select the default task in the inventory. Sunny greets us immediately upon entering. Please teach us how to live in the desert. She agrees and offers to go behind the saloon. Having received the rifle, we aim at the bottles and shoot through exactly three of them. Then she offers to continue training, we agree and follow her. Having reached the reservoir, we kill small creatures with the help of V.A.T.S. We speak with Sunny and agree to clean two more reservoirs. We receive the reward and go on the next task.

Chapter 3: Investigation

We get to Prima. The territory is controlled by escaped criminals. We enter the casino and chat with Johnson.

Chapter 4: The City I Like

Before we learn the details of our investigation, we need to release the deputy sheriff. He is being held by criminals at the Bison Steve Hotel. Having penetrated there, we deal with the enemies we encounter. The hostage is being held on the first floor. But we also examine the second floor in search of useful items. We talk to Beagle and free him. Going outside, we talk to him again and get the necessary information.

Chapter 5: Investigation

Let's return to Manny. He gives us all the information. Let's go to Boulder City. There we communicate with Lieutenant Monroe. Nearby there is a passage to the ruins, we go there to try to negotiate with the Great Khans.

Chapter 6: Let's Fly

We go to the training ground on Manny's mission. Our task: to clear this place of ghouls. Before leaving, let's look at a huge dinosaur, inside of which there is a small shop. To get secret weapons and ammunition, you need to enlist the help of Jenny. Having reached the training ground, we destroy several ghouls outside. Let's go inside. Over the intercom, a voice asks to go up the metal stairs to meet. At the entrance we talk to Chris, who, surprisingly, does not look like a ghoul at all. He reports that a certain Jason, the leader, is waiting for us. After passing along the corridor, we go upstairs. Jason, in response to our request to leave the training ground, wants us to first clear the basement of super-mutant shadows. Mutants are very strong in close combat and their health is not weak. We thoroughly look through the entire basement.

After killing everyone, we find the boss, Dave. He is practically constantly in stealth mode. To declassify it, you need to cause damage. Having completed the task, we return to Jason. Now he is ready to leave with his brothers through the basement. Let's follow him. Another problem: some elements are missing to launch the rocket. First, let's start searching for isotope 239. We go to the marked territory. The corpse of a marauder lies near the road. We search and find the required substance. Gibson scrap yard is a small town where you can buy a traction module. The rocket is launched from the laboratory, from where we first met Jason.

Chapter 7: Investigation

Let's return to Manny. He gives us all the information. Let's go to Boulder City. There we communicate with Lieutenant Monroe. Nearby there is a passage to the ruin, we go there to try to negotiate with the Great Khans.

Chapter 8: Skirmish in Boulder City

We go into the hiding place and talk to Jesup. To his surprise, we try to laugh it off by pretending to be a ghost. Next we ask about the token. He says Benny took the tag. Now, thanks to our developed charisma, we ask you to release the hostages. We tell the lieutenant the good news.

Chapter 9: The Call

So, we know the whereabouts of the scoundrel in the plaid suit. On the way to the hotel we meet Victor. By the way, he is moving in the same direction as us. Strange, isn't it? First we pass through the city of Freeside, then through the Strip. To get into the Strip, you must have two thousand caps with you or the science must be developed to intimidate a robot policeman.

Chapter 10: The Casino Always Wins, I

We meet Victor again. He tells us to go to Lucky 38 and talk to its owner House. You can go up the elevator only with the help of Victor. House is still waiting for the platinum chip that we have to deliver. He even promised to quadruple the fee! Having agreed, we go to Tops to talk with Benny. He will try to evade, again, thanks to eloquence, we persuade him to remain alone. We go to the presidential suite room.

We get answers to questions accumulated since the beginning of the game. We ask about factions, platinum chip, etc. and agree to help him. After he leaves the room, four bodyguards will burst into the room. Since we don’t have weapons, we pick up a cue from the billiard table. We kill them and go in search of Benny.

Chapter 11: Call

Let's go to Benny's room. There we meet the yes-man robot. From here there will be various branches in the plot. You have to choose to kill Benny or House.

Chapter 12: Joker: Change of Leadership

We get to the river at the very edge of the map. From there we get to the Fort.

Chapter 13: To Caesar what is Caesar's

Caesar is already waiting for us. We receive the first task, of course, the chip will be provided to us to complete this very task. Benny is sitting on the right, we talk to him. Let us not succumb to his provocations. We head to the bunker and hand over our weapons. We insert the chip into the console. Numerous robots and turrets await us in the bunker. While the first ones don’t pose any particular danger, the turrets can tear us to pieces in a couple of seconds. We put on heavier armor and it is advisable to grab a powerful melee weapon. Going downstairs, we find (much to our surprise!) House. He asks not to blow up the bunker, but rather to extract some data.

Having refused, we continue our way down. To destroy the generators, just shoot the semicircular sphere a couple of times. Having done this, the radiation level will increase sharply, so we leave the bunker as quickly as possible. We inform Caesar about the work done. It's time to deal with Benny. There are several ways, but we will choose the most noble: an equal fight in the arena.

Having killed him, we return to Caesar. We receive the next task. To replenish our supply of stimulants, we go to Dr. Mitchell. We go to Lucky 38, destroy two robots inside. We go up to the penthouse. We deal with several more robots, after which we activate the terminal to move on. We pull House out of the capsule and kill him. We return to Caesar and receive the next task. It is necessary to negotiate with the bombers so that they help the legionnaires. In front of their camp we will meet a man who will tell you how you can get to the camp without getting hit by rockets. To do this, we move from one building to another until we reach the fence, moving along it, we will find ourselves at the gate. Let's follow the girl, she will accompany us to the leader of the bombers. To gain trust, you need to help local residents.

Chapter 14: To the sky!

So, we have four simple problems before us.

Chapter 15: Bad Ants

We speak with Raquel. The generator room is full of aggressive ants. Before going there, we communicate with the Adept and receive a sound emitter to destroy the ant lair. Having reached the generator room, we kill the hard workers we meet. We go downstairs, install the emitter and launch it. We turn on two generators. We go up the stairs and activate the switch. We return to Raquel.

Chapter 16: Young Hearts

We communicate with Jack in the barn. He is in love with a girl who lives in another camp. Her name is Janet. We go to her and report Jack’s feelings. In order for her to settle in Nellis, she must ask Pearl for permission. After she approves, we talk to Jack and pick up the bombers’ uniform. Janet doesn't want to leave, that is. if she leaves, she will be left without a salary. We settle the issue with Ellis, Janet's employer. Now she is ready to come with us. We get to Nellis and talk to Jack.

We go to the local museum, where we talk with a nice boy named Pete. By asking about the history of the bombers, we improve our reputation.

Chapter 17: Boogie Woogie

The adept wants us to fix the solar panels. For this we need spare parts. You can find them at the Hellios factory. However, NKR sheep settled there. Under the pretext of helping them, we go inside. We go out on the other side and look for failed batteries. We extract spare parts from them. We get to the generator room, go up to the roof and repair the damaged batteries. We inform the Adept about the work done.

Chapter 18: To the sky!

A good reputation has been achieved. Now let's go talk to Pearl. We did a good job for the bombers. The time has come for a more important task - raising a sunken bomber from the bottom of the Mead River. We speak with Adpet, he gives us pontoons. Since the bomber is at the bottom of the river, an apparatus for breathing underwater is needed. You can talk to Jack and get this device, but we will not do this, but will immediately go to extract the bomber. You'll have to walk a little to find yourself on the river bank, just on the other side of Caesar's camp. We swim to the crash site. Having dived, we quickly swim under the bottom of the bomber and install the first pontoon under the allotted place. We swim out to recuperate. We dive again and install the second pontoon on the other side. From the shore we use the activator, standing next to the winch (we will hear a squeak). We return to the Adept. We communicate with Pearl. We have completed all the bombers' tasks, and now they are ready to come to our aid at any time.

Chapter 19: To Caesar what is Caesar's

We report to Caesar that the bombers are ready to help in the fight against the NKR. Next up is the White Gloves Society. Marjorie and Mortimer refuse. With high eloquence, Mortimer can be persuaded to confess about cannibalism. To convict them of this, you will have to complete the task. Mortimer wants us to kill the boy in the kitchen and blame it on his father. However, we will go a different way. Let's save the boy and take him to his father. And we’ll bring an emigrant to the dish.

Next "Brotherhood of Steel". Caesar asks to destroy their bunker. Meanwhile, our relations with the NKR deteriorated completely. At the entrance we meet a couple of soldiers, we give all our things and follow them.

Chapter 20: In the dark

The brotherhood offered to work for them. Elder McNamara asks to deal with an NKR soldier who is sniffing out something on the surface. Our relations with this group are spoiled, so we simply kill him and, thanks to powerful eloquence, smooth over McNamara’s discontent. Next, he asks you to find three missing patrols and take a holographic recording from each with a description of the task. Next, we go around the three scouts, telling them the code word, and we get the data. We deliver this data to McNamara. Elder informs us about a problem related to the shelter. The storm they cause for camouflage slowly penetrates inside. The sand makes it more and more difficult to breathe. He sends us to Lorenzo to tell us what parts are needed to purify the air.

After talking with the senior knight, we go in search of spare parts. The first will be shelter 11. It is inhabited by rats and mantises, well, and there is a pressure regulator, which is located on the lowest level. We get to shelter 22. At the entrance we meet a couple of giant mantises. Finding the part will be more difficult. As soon as we enter the shelter, we find an elevator on the first level. We fix it and go to the very top (pest control). From there we find ourselves in a cave. From the cave into the room, where we take out six air filters from the cabinet. “Devils” settled in the last shelter. We destroy those outside, and with those inside, under the pretext of helping, we get inside, find the necessary part and leave the shelter. McNamara is pleased. This completes the task.

Chapter 21: To Caesar what is Caesar's

Now we steal the key cards from the chief scribe, the chief paladin and the elder himself. In stealth mode, we approach from behind and pick them up. If they notice, you'll have to start over. There is a terminal in the room with the capsules. Using these key cards, we get the code and activate self-destruction from the nearby console. Of course, the brotherhood won’t like this, so we run away as quickly as possible. Let's return to Caesar. He invites us to a private conversation. Using eloquence, we try to get out. But we still need help, so we go to get the necessary medications. Having found surgical instruments and a doctor’s bag, we return to Caesar and arrange it so that he himself dies in his sleep. Now Lucius will give orders. He asks to kill NKR President Kimball.

Chapter 22: Arizona Killer

Kimball will only fly in for a few hours to cheer up his people before the battle. At this time we will strike. Our man is already waiting for us - Cato Hostilius. Having discussed the plan of action, we put on the NKR uniform and follow him. On the dam we do not approach the rangers (you can distinguish them by the hat on their heads), as they quickly expose us. We speak with Caton again. Kimball is already flying. Let's prepare a weapon, preferably a powerful one, for close combat. As soon as the president goes down the stairs, we run to the attack. He will, of course, try to escape. After delivering a couple of quick blows, we finish off with the help of VATS and hide by climbing onto the roof of the helicopter. From there we jump down and run as fast as we can. Before returning to Lucius, don’t forget to take off your NKR uniform!

Chapter 23: To Caesar what is Caesar's

Before we enter into the main battle on the dam, which will decide the outcome of New Vegas for the next ten years, let's prepare well. You should especially stock up on plenty of stimulants and super stimulants.

Chapter 24: I came, I saw, I conquered

We get to Legate Lanius. Having received instructions, we begin to break through the dam. We will have partners with us who cope well with the role of meat, and sometimes defeat a strong opponent. The main goal is to find and destroy Commander-in-Chief Oliver and his guards. This is not easy to do; good NKR defenses can be penetrated by powerful melee weapons, for example, a super sledgehammer or rebar. This concludes the story. It remains to be seen what happened next to New Vegas, the wasteland and the rest of the camps.


September 9, 2012 20:28

After receiving instructions from Caesar (or Lucius if Caesar is dead), the player must speak with Cato Hostilius, who has set up his camp northwest of Ranger Post Delta. When you talk to him, he will give you a set of NKR armor and tell you to plant a bomb on the presidential rotorcraft (you can get the bomb from Cato if you have 50 points in the Explosives skill). Afterwards, head to the Hoover Dam and mingle with the crowd of spectators.

The entire dam is under heavy security by the NKR. Therefore, you can only go there dressed as a citizen of the NKR. If you failed the quest "Don't wake the bear!", then most likely you will not be able to get past the guards.

The player has a limited time to do their thing before you approach Cato again, who will now be in the crowd on the dam, and tell him that everything is ready. Note that killing any NKR ranger will result in the quest failing, even if you killed him silently.

Immediately after you talk to Caton, the President will fly in on his rotorcraft. He will perform on stage. If there is a suspicion that an attempt is being made on the President's life, the Ranger will interrupt the President's speech and take him to the Vertibird, or to a safe place under the helipad (if the Vertibird is disabled). Otherwise, after the speech, the president and his bodyguards will simply leave.

Note: Drawing your weapon near the stage will cause NCR to attack you, even if you are disguised.

The death of the President will complete the quest.

Methods of murder

Any method that involves destroying a vertibird only works with a high Explosives skill.

Sabotage the rotorcraft's on-board computer.

  • This is done using the terminal in the information center on the dam, and the rotorcraft should not be on the helipad. When the rotorcraft lands, the program will start automatically, the player will simply have to sit and watch as the rotorcraft fails.

Use anti-aircraft weapons to shoot down the rotorcraft.

  • This is done using the console at the top of the stairs (requires 50 Science), east of the information center doors. The gun will spin around and shoot down the rotorcraft before it takes off.
  • This is the fastest method of assassinating the president, without damaging the reputation of the NKR.

Blow up the anti-aircraft gun.

  • This is done using the console at the top of the stairs (requires 50 Repair), east of the info center doors. The cannon explodes just as Kimball calls Jeremy Watson.

Shoot down a vertibird with your weapon.

  • The rotorcraft has a high damage threshold, so to bring it down you will need to shoot a couple of times with powerful weapons such as the YCS/186 or the Damage Rifle.

Traditional method of killing.

  • Kill the President using long range weapons. There are two places where you can do your business in peace: at the top of the observation tower on the edge of the Dam, behind the stage, and the base on the rocky mountain in front of the information center. For the last place, you should choose a weapon with a silencer.

Feel the flame.

  • Use a heavy incinerator, flamethrower, 40mm incendiary grenades (grenade launcher) or incinerator to set the President, his bodyguards and all spectators on fire.

Place the bomb while he is on the helipad.

  • Cato will ensure the vertibird explodes if you can persuade him (requires 50 Explosives), or you can steal the detonator from him and blow up the vertibird yourself. To get to the helipad, you need to get around Jensen, who is guarding the helipad, you can sneak past him, persuade him to let you in (55 Speech required), or dress up as an NKR engineer (clothes can be obtained by killing the NKR engineer in the information center). The bomb will explode when the rotorcraft takes off.

Put C-4 in Jeremy Watson's helmet.

  • Jeremy Watson is an NCR soldier and is missing his helmet. His helmet is on the table next to the stairs at the bottom of the information center. Place C-4 in the helmet (requires 50 Explosives and C-4 Explosives). When he puts on his helmet he will become a walking bomb when the President awards him. You will have to wait about 2 minutes after the president's speech.

Set up C-4 near Kimball's route.

  • The best place is in the middle of the helipad, where it can be detonated to kill the President as he exits the vertibird.

Big bang.

  • Use the Euclid Algorithm, Fat Man, Mercy or other grenade launchers to kill the President and others standing near him.

Manual method.

  • Kill the President in melee combat. This is a rather difficult method, since next to him there are NKR soldiers and rangers who are equipped with powerful weapons.

Throw it!

  • Use the Swipe ability to eliminate the President and his bodyguards.
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