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Overview
1 - Doc Mitchell's House
This is where you'll start out in the game. Nothing in the house will be "red," so you'll be able to loot whatever you want without losing karma or making Doc Mitchell mad. Some of the items you can pick up include meds, ammunition, a
Laser Pistol (in a gun case), a
Doctor's Bag (on the floor next to the patient bed), a copy of
Today's Physician (on the desk next to the phone), and a pair of
Reading Glasses (also on the desk).
You'll also find a chemistry set and a broken
9mm Submachine Gun in one of the rooms. If you have at least 25 Science, then you'll be able to use the chemistry set to create five
Stimpaks or one each of
Psycho,
Buffout,
Mentats,
Steady, and
Rebound. If you have at least 25 Repair, then you'll be able to fix up the SMG and take it with you.
2 - Gas Station
The gas station will start out locked, and you won't be able to open the door until you've witnessed Trudy arguing with Joe Cobb in the Prospector Saloon (#5). Once you're able to go inside, you'll meet Ringo there, and he'll teach you about Caravan and give you the quest
Ghost Town Gunfight. Also in the gas station, you'll find a
Doctor's Bag (on the floor), a copy of
Boxing Times (in the shelves), and several bottles of
Sunset Sarsaparilla (in the crates). You'll also find a duffle bag and an "easy" floor safe containing some random loot.
3 - Home
Inside this home, you'll find a copy of
Lad's Life (on a stepladder) and a
Sunset Sarsaparilla Star Bottle Cap (on the bedroom table).
4 - General Store
Inside the store you'll meet Chet, who will sell you a variety of items and explain to you the nuances of weapon mods and special ammunition. You'll also find a copy of
Salesman Weekly (in a shelf), which you can buy or steal, and a
Shovel (in a cabinet), which you'll only be able to buy. Outside the store, you'll find a reloading bench and a workbench, plus a few crates containing
Sunset Sarsaparilla.
Note: If you complete the quest
Run Goodsprings Run, then Chet will give you a discount.
5 - Prospector Saloon
The first time you enter the saloon, you'll be stopped by Sunny Smiles, who will give you three
Bobby Pins and a copy of
Locksmith's Reader if you ask her about work. Sunny is also involved in the tutorial quests
Back in the Saddle and
By a Campfire on the Trail.
After talking to Sunny, the next time you enter the saloon, you'll witness an argument between Trudy, the saloon's owner, and a "powder ganger" named Joe Cobb. Cobb will demand that Trudy hand over somebody named Ringo, but Trudy will tell Cobb to take a hike, and he'll leave (and begin loitering by the house at #13). If you ask Trudy about the confrontation, then you'll eventually get to choose between helping Ringo and the town against the powder gangers
(
Ghost Town Gunfight) or vice versa
(
Run Goodsprings Run). You can also ask Trudy about the men who robbed you at the start of the game, which will cause her to mention that one of them broke her radio. If you fix the radio (which requires 20 Repair), then you'll earn 50 caps and some Goodsprings fame. If you pass a Barter check, then you'll earn an additional 25 caps and 25 xp.
Note: If you complete the quest
Ghost Town Gunfight, then Trudy will give you a discount.
If you search through the saloon, then you'll find a few things worth looting: a copy of
Fixin' Things (on a counter in the common room), a
.357 Magnum Revolver (in a glass at the bar), copies of
Salesman Weekly and
Meeting People (on a crate in the back office), and a "hard" safe (on the floor in the back office) containing some guns, ammunition, and meds. If you can't pick the lock on the safe, then you'll still be able to get it open by hacking the "easy" terminal next to it.
Outside the saloon, you'll usually find Easy Pete sitting on the porch. You'll also be able to break into the red shed behind the saloon, where you'll find some
Moonshine.
6 - Camper
Inside the camper, you'll find a mattress that you can sleep on, plus a copy of
Meeting People (at the bottom of a shelf).
7 - Cemetery
Next to your grave, you'll find some
Distinctive Cigarette Butts, which you might be able to use later in the game. Also, at one of the gravemarkers in the northern part of the cemetery, you'll find a
Snow Globe - Goodsprings, which you'll eventually be able to sell for 2000 caps (see the
Snow Globes section for more information). Finally, if you have a
Shovel in your inventory, then you'll be able to dig up several graves in the cemetery, and loot some random guns, ammunition, and / or caps from them.
8 - Home
Inside this home you'll find a
BB Gun and some
BBs.
9 - Home
Inside this house you'll find a copy of
Fixin' Things (in the bathroom sink) plus an "average" safe with some random loot in it
10 - Home
Inside this home you'll find a
Sunset Sarsaparilla Star Bottle Cap (on the kitchen counter), a
Single Shotgun (on a bedroom shelf), and a
Chinese Army: Spec. Ops. Training Manual (in a living room shelf).
11 - Victor's House
You'll usually find Victor, the securitron who rescued you, loitering outside this house. He'll update the quest
They Went That-a-Way, but otherwise he won't tell you a whole lot. Inside the house you'll find a
Weapon Repair Kit, a pair of ammunition boxes, and more.
12 - Schoolhouse
Inside the schoolhouse you'll find two copies of
Programmer's Digest (both on counters), a copy of
Salesman Weekly (on the floor at the base of a shelf), and an "easy" terminal sitting next to an "easy" safe. You'll find some random loot inside the safe, but to get it open you'll need to pick its lock or hack the terminal. Inside and outside the schoolhouse you'll have to fend off some giant mantis nymphs, but you should be able to kill them with one hit from any weapon.
13 - Joe Cobb
After witnessing Joe Cobb argue with Trudy in the Prospector Saloon (#5), Cobb will head here and begin loitering by the house. If you talk to him, then he'll give you the quest
Run Goodsprings Run.