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*** Elijah/Christine both once considered the Brotherhood true family; Dog/God, while stubborn to admit it, deeply care for each other and hate their shared self-destructive nature; and while Dean may not be the [[Understatement best example for any form of love or companionship]] he really does feel remorse for his actions and probably did consider Sinclair a genuine friend at some point.

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*** Elijah/Christine both once considered the Brotherhood true family; Dog/God, while stubborn to admit it, deeply care for each other and hate their shared self-destructive nature; and while Dean may not be the [[Understatement best example for any form of love or companionship]] companionship, he really does feel remorse for his actions and probably did consider Sinclair a genuine friend at some point.
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*** Elijah/Christine both once considered the Brotherhood true family; Dog/God, while stubborn to admit it, deeply care for each other and hate their shared self-destructive nature; and while Dean may not be the best [[Understatement best example for any form of love or companionship]] he really does feel remorse for his actions and probably did consider Sinclair a genuine friend at some point.

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*** Elijah/Christine both once considered the Brotherhood true family; Dog/God, while stubborn to admit it, deeply care for each other and hate their shared self-destructive nature; and while Dean may not be the best [[Understatement best example for any form of love or companionship]] he really does feel remorse for his actions and probably did consider Sinclair a genuine friend at some point.



*** Hell, by the time the ending rolls around you're free to just visit the Divide now and again and chat with Ulysses a little. The dialogue between you and him after finishing the DLC makes it clear there are no hard feelings at all; he gives you some good tips on dealing with Legate Lanius, teaches you some campfire recipes, gives you some stuff he scavenges here and there, and making comments about stuff you've done in the Mojave. You can even worriedly ask him if he's sure he wants to stay there as a concerned friend would, to which he justs badassedly reassures you.

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*** Hell, by the time the ending rolls around you're free to just visit the Divide now and again and chat with Ulysses a little. The dialogue between you and him after finishing the DLC makes it clear there are no hard feelings at all; he gives you some good tips on dealing with Legate Lanius, teaches you some campfire recipes, gives you some stuff he scavenges here and there, and making makes comments about stuff you've done in the Mojave. You can even worriedly ask him if he's sure he wants to stay there as a concerned friend would, to which he justs just badassedly reassures you.you that he'll be fine.
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*** Elijah/Christine both once considered the Brotherhood true family; Dog/God, while stubborn to admit it, deeply care for each other and hate their shared self-destructive nature; and while Dean may not be the best [[Understatement best example for any form of love or companionship]], he really does feel remorse for his actions and probably did consider Sinclair a genuine friend at some point.

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*** Elijah/Christine both once considered the Brotherhood true family; Dog/God, while stubborn to admit it, deeply care for each other and hate their shared self-destructive nature; and while Dean may not be the best [[Understatement best example for any form of love or companionship]], companionship]] he really does feel remorse for his actions and probably did consider Sinclair a genuine friend at some point.
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*** The Courier is able to befriend/side with ALL of the main characters (Elijah, Christine, Dog/God, Dean). With Elijah it's [[WeCanRuleTogether sympathizing with his wishes for a new world and wiping the slate clean]]; Christine is just being generally nice and considerate to her, something that's rare as is; same for Dog/God, but you can help them resolve their inner turmoil and leave a deep mark on the fused personality (who notes that while he can't remember exactly who you are, he knows that you were special to him and that he owes a great debt to you); and while you have to practically tiptoe around Dean to get his good ending, eventually he realizes that there really are people out there who aren't as insincere and conniving as he is and appreciates everything you've done for him.
** Honest Hearts, having the main theme of religion and such, is Agape, for everyone involved. The Sorrows have the Survivalist, the Mormons have ol' God, and the White Leg's reverence of Caeasar is arguably this (although that applies to many of the tribes the Legion trains).

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*** The Courier is able to befriend/side with ALL of the main characters (Elijah, Christine, Dog/God, Dean). With Elijah it's [[WeCanRuleTogether sympathizing with his wishes for a new world and wiping the slate clean]]; Christine is for Christine, it's just being generally nice and considerate to her, something that's rare as is; same for Dog/God, but you can help them resolve their inner turmoil and leave a deep mark on the fused personality (who notes that while he can't remember exactly who you are, he knows that you were special to him and that he owes a great debt to you); and while you have to practically tiptoe around Dean to get his good ending, eventually he realizes that there really are people out there who aren't as insincere and conniving as he is and appreciates everything you've done for him.
him (he remarks that any point you could've turned on everyone but you didn't, something that makes him drop his condescending attitude for once).
** Honest Hearts, having the main theme of religion and such, is Agape, for everyone involved. The Sorrows have the Survivalist, the Mormons have ol' God, and the White Leg's reverence of Caeasar Caesar is arguably this (although that applies to many of the tribes the Legion trains).


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*** Even the ending slides where you fight Ulysses note that you saw him as a counterpart and cover his body in an Old World Flag.
*** Hell, by the time the ending rolls around you're free to just visit the Divide now and again and chat with Ulysses a little. The dialogue between you and him after finishing the DLC makes it clear there are no hard feelings at all; he gives you some good tips on dealing with Legate Lanius, teaches you some campfire recipes, gives you some stuff he scavenges here and there, and making comments about stuff you've done in the Mojave. You can even worriedly ask him if he's sure he wants to stay there as a concerned friend would, to which he justs badassedly reassures you.
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** Dead Money deals with Storge, people who are lumped together by chance but can possibly grow into true friends united by more than just circumstance.

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** Dead Money deals with Storge, people who are lumped together by chance but can possibly grow into true friends united by more than just circumstance. It applies to all of the characters' in their backstories as well, not just their relationship with the Courier (who is given the chance to treat everyone kindly and befriend them):
***Elijah/Christine both once considered the Brotherhood true family; Dog/God, while stubborn to admit it, deeply care for each other and hate their shared self-destructive nature; and while Dean may not be the best [[Understatement best example for any form of love or companionship]], he really does feel remorse for his actions and probably did consider Sinclair a genuine friend at some point.
***The Courier is able to befriend/side with ALL of the main characters (Elijah, Christine, Dog/God, Dean). With Elijah it's [[WeCanRuleTogether sympathizing with his wishes for a new world and wiping the slate clean]]; Christine is just being generally nice and considerate to her, something that's rare as is; same for Dog/God, but you can help them resolve their inner turmoil and leave a deep mark on the fused personality (who notes that while he can't remember exactly who you are, he knows that you were special to him and that he owes a great debt to you); and while you have to practically tiptoe around Dean to get his good ending, eventually he realizes that there really are people out there who aren't as insincere and conniving as he is and appreciates everything you've done for him.

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* All of the dlcs deal with some form of TheFourLoves. Dead Money deals with Storge, people who are lumped together by chance but can possibly grow into true friends united by more than just circumstance; Honest Hearts, having the main theme of religion and such, is Agape; Old World Blues is Eros, with the brain jar people being oddly... "sensual" at times, not to mention their lust/love for SCIENCE! and their respective interests; and finally, Lonesome Road is Philia since it's the last DLC released and gives a WorthyOpponent / BacktoBackBadasses kind of vibe, with the ending slides describing it as an epic battle of two Couriers, either fighting with or against each other. The way Ulysses talks even makes it seem that while YOU might have forgotten him, he still keeps up with what you do and all. Though that might just be StalkerWithoutACrush territory, you both still shared a job and a home at one point (and he even credits you for giving him a home in the Divide, although that kinda gets canceled out by the fact you were also the one to destroy it).

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* All of the dlcs deal with some form of TheFourLoves. Dead
**Dead
Money deals with Storge, people who are lumped together by chance but can possibly grow into true friends united by more than just circumstance; circumstance.
**
Honest Hearts, having the main theme of religion and such, is Agape; Old Agape, for everyone involved. The Sorrows have the Survivalist, the Mormons have ol' God, and the White Leg's reverence of Caeasar is arguably this (although that applies to many of the tribes the Legion trains).
**Old
World Blues is Eros, with the brain jar people folk being oddly... "sensual" at times, not to mention their lust/love for SCIENCE! and their respective interests; and finally, interests.
**Finally,
Lonesome Road is Philia since it's the last DLC released and gives a WorthyOpponent / BacktoBackBadasses kind of vibe, with the ending slides describing it as an epic battle of two Couriers, either fighting with or against each other. The other.
***The
way Ulysses talks even makes it seem that while YOU might have forgotten him, he still keeps up with what you do and all. Though that might just be StalkerWithoutACrush territory, you both still shared a job and a home at one point (and he even credits you for giving him a home in the Divide, although that kinda gets canceled out by the fact you were also the one to destroy it).
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%% This isn't Troper Tales or a forum. Refrain from first person entries, speculation, and "replying" to entries. Administrivia/RepairDontRespond is in effect here as much as any other page.

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%% This isn't Troper Tales or a forum. Refrain from first person first-person entries, speculation, and "replying" to entries. Administrivia/RepairDontRespond is in effect here as much as any other page.



** Esther, much like Gehenna, are named after Hebrew Bible concepts. Esther, both the name of a book in said bible, and the name of the Persian queen of Jewish descent, who helped prevent a Jewish genocide, by convincing the Persian king to allow the Jews to arm and defend themselves. This ended with the death of 75,000 Persians.
** Gehenna - the unique Shishkebab, is named after a valley in Jerusalem, in which - per the Hebrew Bible, some of the kings of Judah sacrificed their children by fire. It also doubles as a reference to ''VideoGame/FalloutVanBuren'', where would be a new type of enemy called Gehennas, mutants that are always on fire, created when the Powder Gangers blowed up a radioactive coal mine in the city of Burham Springs in Utah.

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** Esther, much like Gehenna, are is named after Hebrew Bible concepts. Esther, both the name of a book in the said bible, bible and the name of the Persian queen of Jewish descent, who helped prevent a Jewish genocide, by convincing the Persian king to allow the Jews to arm and defend themselves. This ended with the death of 75,000 Persians.
** Gehenna - the unique Shishkebab, is named after a valley in Jerusalem, in which - per the Hebrew Bible, some of the kings of Judah sacrificed their children by fire. It also doubles as a reference to ''VideoGame/FalloutVanBuren'', where would be a new type of enemy called Gehennas, mutants that are always on fire, created when the Powder Gangers blowed blew up a radioactive coal mine in the city of Burham Springs in Utah.



* Many folks might find it strange that the Legion is such an effective military force against the NCR given the latter's guns and modern technology, and that the 1st Battle of Hoover Dam was won by the NCR leading the Legion into what is a fairly obvious trap at Boulder City, that is if you're unaware of Roman military history at least. The historical Roman Legion at its peak was nigh unstoppable in a straight pitch battle (unless your name is Hannibal Barca), however it did suffer a few catastrophic defeats like Teutoburg, Carrhae, and Trasimene. The commonality between them? They all relied on the Romans being led into position where ambushing forces could take advantage of the terrain to surround and cut off enemy forces while taking most of them out through an initial surprise attack, just like the 1st Recon did in Boulder City.
* The only people outside of the legion who pronounce Caesar correctly are Marcus and Easy Pete. Marcus is a highly intelligent super-mutant and Easy Pete...is a prospector. Now how would Easy Pete know how to say Caesar correctly? If you talk to him he mentions that he had a camp out by the Colorado river. The Legion has camps along the Colorado, and usually don't bother merchants. Easy Pete used to trade with the Legion and picked up some of their speech patterns.

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* Many folks might find it strange that the Legion is such an effective military force against the NCR given the latter's guns and modern technology, and that the 1st Battle of Hoover Dam was won by the NCR leading the Legion into what is a fairly obvious trap at Boulder City, that is if you're unaware of Roman military history at least. The historical Roman Legion at its peak was nigh unstoppable in a straight pitch battle (unless your name is Hannibal Barca), however however, it did suffer a few catastrophic defeats like Teutoburg, Carrhae, and Trasimene. The commonality between them? They all relied on the Romans being led into a position where ambushing forces could take advantage of the terrain to surround and cut off enemy forces while taking most of them out through an initial surprise attack, just like the 1st Recon did in Boulder City.
* The only people outside of the legion who pronounce Caesar correctly are Marcus and Easy Pete. Marcus is a highly intelligent super-mutant and Easy Pete...is a prospector. Now how would Easy Pete know how to say Caesar correctly? If you talk to him he mentions that he had a camp out by the Colorado river. River. The Legion has camps along with the Colorado, and usually don't bother merchants. Easy Pete used to trade with the Legion and picked up some of their speech patterns.



*** Except you can find blood-packs in plenty of places including the New Vegas medical clinic and Doc Mitchell's house. Who's to say the blood packs are ALL pre-war? Plenty of them could be modern, taken from willing donors or just dead people with blood to spare. After all, the only people you really see with them are the types who would know how blood transfusions work anyway. It's not too impossible to think they might be the ones making the blood packs in the first place.
* At the end of the game (assuming you're not backing the Legion), you can use your Speech skills against Legate Lanius to convince him that the Legion's attempts to expand into the west will cause the organization to weaken due to its policy of fully integrating conquered peoples into a mono-cultural centralized government. A similar factor in real life caused the Roman Empire to collapse. And in the event that you don't successfully convince him to withdraw, one of the easiest ways to defeat Lanius is to set numerous explosives at the conveniently-placed stairway landing just before him, falling back when he attacks and letting him run on top of those bombs and blowing himself to the moon. Why is this FridgeBrilliance? Because this scenario directly parallels how the Legion was defeated at the first battle of Hoover Dam by way of trickery and explosives when Graham was their Legate; so for all of the boasting the Legion and Lanius himself makes of him being superior to Graham, he can be [[DeathByIrony personally defeated by the same tactics]].

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*** Except you can find blood-packs in plenty of places including the New Vegas medical clinic and Doc Mitchell's house. Who's to say the blood packs are ALL pre-war? Plenty of them could be modern, taken from willing donors donors, or just dead people with blood to spare. After all, the only people you really see with them are the types who would know how blood transfusions work anyway. It's not too impossible to think they might be the ones making the blood packs in the first place.
* At the end of the game (assuming you're not backing the Legion), you can use your Speech skills against Legate Lanius to convince him that the Legion's attempts to expand into the west will cause the organization to weaken due to its policy of fully integrating conquered peoples into a mono-cultural centralized government. A similar factor in real life caused the Roman Empire to collapse. And in the event that you don't successfully convince him to withdraw, one of the easiest ways to defeat Lanius is to set numerous explosives at the conveniently-placed stairway landing just before him, falling back when he attacks and letting him run on top of those bombs and blowing himself to the moon. Why is this FridgeBrilliance? Because this scenario directly parallels how the Legion was defeated at the first battle of Hoover Dam by way of trickery and explosives when Graham was their Legate; so for all of the them boasting the Legion and Lanius himself makes of him being superior to Graham, he can be [[DeathByIrony personally defeated by the same tactics]].



** At first, it seems like FridgeLogic that wearing Brotherhood of Steel power armor will get you shot on sight by NCR, while no one in the Wastes bats an eyelid at you storming around in a suit of Enclave power armor. Then you realize that not only are the Brotherhood are a present threat, but the Enclave have been gone for a couple generations, and also the number of Wastelanders who've ever actually seen an Enclave soldier ''and lived to tell the tale'' is probably extremely small.

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** At first, it seems like FridgeLogic that wearing Brotherhood of Steel power armor will get you shot on sight by NCR, while no one in the Wastes bats an eyelid at you storming around in a suit of Enclave power armor. Then you realize that not only are the Brotherhood are a present threat, but the Enclave have has been gone for a couple of generations, and also the number of Wastelanders who've ever actually seen an Enclave soldier ''and lived to tell the tale'' is probably extremely small.



* If you take a look at Caesar's SPECIAL stats you will find out that he only ranks 4 in both charisma and intelligence. It first seem like FridgeLogic since he is supposed to be extremely charismatic and also possess very high intellect. But after you find out that he is suffering from a brain tumor, it makes sense that his skills were being affected as a result of it.
** Additionally, he acts extremely rude to the Courier, and trusts them, and only them, to deal with a problem, without any way of preventing the Courier from undermining and/or sabotaging his plans. The context of his brain tumor changes this from lazy writing and GameplayAndStorySegregation to incredibly subtle {{Foreshadowing}}.

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* If you take a look at Caesar's SPECIAL stats you will find out that he only ranks 4 in both charisma and intelligence. It first seem seems like FridgeLogic since he is supposed to be extremely charismatic and also possess very high intellect. But after you find out that he is suffering from a brain tumor, it makes sense that his skills were being affected as a result of it.
** Additionally, he acts extremely rude to the Courier, Courier and trusts them, and only them, to deal with a problem, without any way anyway of preventing the Courier from undermining and/or sabotaging his plans. The context of his brain tumor changes this from lazy writing and GameplayAndStorySegregation to incredibly subtle {{Foreshadowing}}.



** The two Jokers in the deck, Benny and the Courier, have those cards for more reasons than just being the Wild Cards. First, in Euchre, the Joker is called the "Benny" card. Second, the Joker cards in Tarot have significant meaning, one Joker meaning the Fool, the other the Magician. The Fool, being the Courier, is the spirit in search of experience (although XP might be a better word for it), and represents [[CrazyAwesome mystical cleverness, not bound by normal reason]], and possessing an ability to tune into the inner workings of the world, and is often represented by a wanderer walking aimless, often one foot hanging over a void, a step away from falling to his death. Meanwhile, the Magician, being Benny, is a man who practices sleight of hand, trickery, and deception, a stage magician with the initial appearance of great power, but later revealed to have no ability of his own, and can also indicate a manipulator, a trickster, and the ego, as well as the pursuit of personal power, and is often associated with the first step in the Fool's Journey, as well as the potential for new adventure. Not to mention the phrase "Revenge is a fool's game." It's a good thing that the Courier holds the fool card then, isn't it?
** While we're talking about the collector deck of cards... We already mentioned Kimball is the King of Hearts. The other kings are Caesar (Clubs), Mr House (Diamonds), and the King (Spades). Does this selection of four [=NPCs=] remind you something? They are the four characters you need to eat in order to gain the hidden Meat of Champions perk.
** Another point on the collector's deck: While three of the Kings make sense, despite his name The King sounds like the odd man out. He is the leader of a gang that you meet relatively early, but plays little part in the grand scheme of the Mojave. So why is he so notable? He represents the Wild Card ending. He says that the philosophy he learned from the School of Impersonation is that "Every man is a King." The Wild Card ending has you prove his philosophy right as you go from a simple courier to the leader of an independent New Vegas. Also, the Spades cards gather various groups (Freeside, the Van Graff, the Kings, North Vegas Square, the Followers of the Apocalypse, the Fiends...), ''i.e.'' non-faction groups.

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** The two Jokers in the deck, Benny and the Courier, have those cards for more reasons than just being the Wild Cards. First, in Euchre, the Joker is called the "Benny" card. Second, the Joker cards in Tarot have significant meaning, one Joker meaning the Fool, the other the Magician. The Fool, being the Courier, is the spirit in search of experience (although XP might be a better word for it), and represents [[CrazyAwesome mystical cleverness, not bound by normal reason]], and possessing an ability to tune into the inner workings of the world, and is often represented by a wanderer walking aimless, often one foot hanging over a void, a step away from falling to his death. Meanwhile, the Magician, being Benny, is a man who practices sleight of hand, trickery, and deception, a stage magician with the initial appearance of great power, but later revealed to have no ability of his own, and can also indicate a manipulator, a trickster, and the ego, as well as the pursuit of personal power, and is often associated with the first step in the Fool's Journey, as well as the potential for a new adventure. Not to mention the phrase "Revenge is a fool's game." It's a good thing that the Courier holds the fool card then, isn't it?
** While we're talking about the collector deck of cards... We already mentioned Kimball is the King of Hearts. The other kings are Caesar (Clubs), Mr Mr. House (Diamonds), and the King (Spades). Does this selection of four [=NPCs=] remind you something? They are the four characters you need to eat in order to gain the hidden Meat of Champions perk.
** Another point on the collector's deck: While three of the Kings make sense, despite his name The King sounds like the odd man out. He is the leader of a gang that you meet relatively early, early but plays little part in the grand scheme of the Mojave. So why is he so notable? He represents the Wild Card ending. He says that the philosophy he learned from the School of Impersonation is that "Every man is a King." The Wild Card ending has you prove his philosophy right as you go from a simple courier to the leader of an independent New Vegas. Also, the Spades cards gather various groups (Freeside, the Van Graff, the Kings, North Vegas Square, the Followers of the Apocalypse, the Fiends...), ''i.e.'' non-faction groups.



* Some might wonder why there would be a tribe full of crazy, drugged up psychos west of New Vegas. Then, you visit a Vault a little south of the Fiends territory, which, by reading the logs, you find was a Vault-Tec experiment, filled half with crazy people, the other half people that were intentionally driven insane (the only people who knew what was going on was the overseer of the "sane" group, and the Vault medical staff, including armed guards). The Vault had, amongst other things, an extremely well stocked pharmacy, since it had to medicate some of its crazies to keep them from hurting other residents. When you get there, you find that there are no bodies and no damage that would be implied to have come from a serious fight, despite the fact that a dangerous gang had moved in. In fact, Vault 19 is in better condition than any save Vault 21, which was still occupied by its original residents. Put this together, and it becomes clear: the Vault Residents, after getting rid of the small number of people who were supposed to control them, left the vault and migrated north and became the Fiends. Why else would there be so many chem addicted psychos gathered together into one group, and why else would their highest ranking members also be the most insane? Because they were descended from people who were already chem addicted and crazy!
* In Novac, a sniper who's been helping defend the city asks you to help him uncover and take deadly revenge on the person who sold his wife into slavery. It turns out that's quite a bit easier than you'd think, because the person responsible is keeping the bill of sale in a safe in their office. It even has their signature on it. Why would anyone do something that stupid? As it turns out, the Legion has agreed to pay the person an additional 50% of the sale price if the PREGNANT wife gives birth to a healthy baby. Without the signed bill of sale, the seller has no proof that the Legion owes her a bonus, and the Legion is notorious for reneging on any promise not put in writing (and some of the promises they do put in writing, if they can get away with it). Of course, it turns out the seller would never receive the bonus anyhow, but nobody in Novac except the [[MercyKill self-widowed]] husband can possibly know this until he tells you.

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* Some might wonder why there would be a tribe full of crazy, drugged up drugged-up psychos west of New Vegas. Then, you visit a Vault a little south of the Fiends territory, which, by reading the logs, you find was a Vault-Tec experiment, filled half with crazy people, the other half people that were intentionally driven insane (the only people who knew what was going on was the overseer of the "sane" group, and the Vault medical staff, including armed guards). The Vault had, amongst other things, an extremely well stocked well-stocked pharmacy, since it had to medicate some of its crazies to keep them from hurting other residents. When you get there, you find that there are no bodies and no damage that would be implied to have come from a serious fight, despite the fact that a dangerous gang had moved in. In fact, Vault 19 is in better condition than any save Vault 21, which was still occupied by its original residents. Put this together, and it becomes clear: the Vault Residents, after getting rid of the small number of people who were supposed to control them, left the vault and migrated north and became the Fiends. Why else would there be so many chem addicted chem-addicted psychos gathered together into one group, and why else would their highest ranking members also be the most insane? Because they were descended from people who were already chem addicted and crazy!
* In Novac, a sniper who's been helping defend the city asks you to help him uncover and take deadly revenge on the person who sold his wife into slavery. It turns out that's quite a bit easier than you'd think, think because the person responsible is keeping the bill of sale in a safe in their office. It even has their signature on it. Why would anyone do something that stupid? As it turns out, the Legion has agreed to pay the person an additional 50% of the sale price if the PREGNANT wife gives birth to a healthy baby. Without the signed bill of sale, the seller has no proof that the Legion owes her a bonus, and the Legion is notorious for reneging on any promise not put in writing (and some of the promises they do put in writing, writing if they can get away with it). Of course, it turns out the seller would never receive the bonus anyhow, but nobody in Novac except the [[MercyKill self-widowed]] husband can possibly know this until he tells you.



* There is an unmarked quest in which you help an NCR soldier working as a chef at Camp [=McCarran=] to repair his food processor. To do so you will have to either meet a really high repair skill check, or gather a massive list of junk for the replacement parts. And your award for finishing this quest? Just a small discount when buying food from the camp's cafeteria. There is no NCR fame gain, no caps, no increase in karma, and not even any experience points. What is the name of this unmarked quest? Not Worth a Hill of Corn and Beans.

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* There is an unmarked quest in which you help an NCR soldier working as a chef at Camp [=McCarran=] to repair his food processor. To do so you will have to either meet a really high repair skill check, check or gather a massive list of junk for the replacement parts. And your award for finishing this quest? Just a small discount when buying food from the camp's cafeteria. There is no NCR fame gain, no caps, no increase in karma, and not even any experience points. What is the name of this unmarked quest? Not Worth a Hill of Corn and Beans.



* An interesting example of GameplayAndStoryIntegration: Arcade has ''very'' little dialogue options compared to the other companions. Why? Because he says he hates talking about himself. Which makes sense since he's hiding his past.

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* An interesting example of GameplayAndStoryIntegration: Arcade has ''very'' little few dialogue options compared to the other companions. Why? Because he says he hates talking about himself. Which makes sense since he's hiding his past.



** That photo of James and Catherine in there? Probably just an Easter egg, but it may shed some light on some of Fallout 3's plot. James being a native vault dweller himself certainly explains why the paranoid, xenophobic loon of an Overseer was willing to let him into the Vault, as well as Eden's belief that the Lone Wanderer would be free of mutations. It also explains why he thought a Vault would be safe, given how notorious they were for ending in the occupants deaths/insanity/mutation/etc. He grew up in one of the only successful Vaults that didn't self-destruct. Given that Vault 21 was discovered and opened by Mr. House sometime between 2271 and 2281, it also means he had to have discovered a way to leave the Vault discretely, since he had to have left sometime before 2258 and he didn't alert Mr. House to the Vault's location. This is supported by DummiedOut content that would have featured a secret passage between the Tops Casino and Vault 21.

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** That photo of James and Catherine in there? Probably just an Easter egg, but it may shed some light on some of Fallout 3's plot. James being a native vault dweller himself certainly explains why the paranoid, xenophobic loon of an Overseer was willing to let him into the Vault, as well as Eden's belief that the Lone Wanderer would be free of mutations. It also explains why he thought a Vault would be safe, given how notorious they were for ending in the occupants occupants' deaths/insanity/mutation/etc. He grew up in one of the only successful Vaults that didn't self-destruct. Given that Vault 21 was discovered and opened by Mr. House sometime between 2271 and 2281, it also means he had to have discovered a way to leave the Vault discretely, discretely since he had to have left sometime before 2258 and he didn't alert Mr. House to the Vault's location. This is supported by DummiedOut content that would have featured a secret passage between the Tops Casino and Vault 21.



** Speaking of Vault 21, there is a unmarked quest where Sarah (the owner) needs more vault jumpsuits to sell. If you help her get enough jumpsuits, how does she reward you? By giving you a free room and letting you sleep with her as many times as you want. How's that for lucky?

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** Speaking of Vault 21, there is a an unmarked quest where Sarah (the owner) needs more vault jumpsuits to sell. If you help her get enough jumpsuits, how does she reward you? By giving you a free room and letting you sleep with her as many times as you want. How's that for lucky?



** Additionally, Luck has been Deconstructed as a way of calculating odds and statistics in your favor, which is why luck has a much higher impact in blackjack, a game where card counting and weighing the odds of the draw, than in other gambling stations. Someone good enough with numbers and balancing odds to consistently win card games will have an edge making decisions on behalf of the Vault.
* There's a child slave at Fortification Hill who has an unmarked quest to retrieve her teddy bear, which is named Sergeant Teddy and was taken away from her by a Legionary. Consider that "Sergeant" is not a term in use in the Legion, and the NCR flag has a two-headed bear on it.
* At first, Rex seems like a cliche name for the dog. But Rex is latin for King. Who is it that owns Rex when you first meet him? The King. One also finds out eventually that before Rex met The King, he was owned by Caesar. It also explains why Rex is allowed to run around in the Legion Camp, even when he is a cyborg.

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** Additionally, Luck has been Deconstructed as a way of calculating odds and statistics in your favor, which is why luck has a much higher impact in blackjack, a game where card counting and weighing the odds of the draw, than in other gambling stations. Someone good enough with numbers and balancing odds to consistently win card games will have an edge in making decisions on behalf of the Vault.
* There's a child slave at Fortification Hill who has an unmarked quest to retrieve her teddy bear, which is named Sergeant Teddy Teddy, and was taken away from her by a Legionary. Consider that "Sergeant" is not a term in use in the Legion, and the NCR flag has a two-headed bear on it.
* At first, Rex seems like a cliche name for the dog. But Rex is latin Latin for King. Who is it that owns Rex when you first meet him? The King. One also finds out eventually that before Rex met The King, he was owned by Caesar. It also explains why Rex is allowed to run around in the Legion Camp, even when he is a cyborg.



* Why does Mr. New Vegas, if the Courier kills Caesar, say it remains unknown how the assassin was able to evade security, regardless of how he was killed? Because it ''is'' unknown, even if the Courier slaughtered his or her way across Fortification Hill: there is an army camped ''outside'' the Fort proper, and the game provides no explanation for how the Courier and companions manages to evade or get through that obstacle when traveling to and from the Fort after killing Caesar.
* In Fallout 3, the color of the menus and icons of the Pip-boy are green tint at default. In New Vegas it is Amber. The reason for this is because, while you were given a brand new Pip-boy of your own in Fallout 3, you were given a old one used by Doc in New Vegas. Once during the course of his life, he changed Amber to become default on the Pip-boy.

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* Why does Mr. New Vegas, if the Courier kills Caesar, say it remains unknown how the assassin was able to evade security, regardless of how he was killed? Because it ''is'' unknown, even if the Courier slaughtered his or her way across Fortification Hill: there is an army camped ''outside'' the Fort proper, and the game provides no explanation for how the Courier and companions manages manage to evade or get through that obstacle when traveling to and from the Fort after killing Caesar.
* In Fallout 3, the color of the menus and icons of the Pip-boy are is green tint at default. In New Vegas it is Amber. The reason for this is because, while you were given a brand new Pip-boy of your own in Fallout 3, you were given a an old one used by Doc in New Vegas. Once during the course of his life, he changed Amber to become the default on the Pip-boy.



* Why is the Courier consistently insulted by Legionnaires regardless of what they do for them? To serve as a reminder that they don't necessarily need you. The Legion offers you few side quests, most of which are just minor preparations before the battle, because they don't need you to do major work for them. In comparison, the NCR has a significant amount of side quests including training troops, fixing equipment, rooting out spies, exterminating extra problems like the Fiends, and reclaiming territory from the Legion. Result; by the end of all this, the NCR sees you as a true hero which would lead to them being incredibly polite and in awe of your talents, but to the Legion you're just a guy who's quite good at fighting, so they have little reason to treat you as anything more than a very good mercenary.

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* Why is the Courier consistently insulted by Legionnaires regardless of what they do for them? To serve as a reminder that they don't necessarily need you. The Legion offers you few side quests, most of which are just minor preparations before the battle, battle because they don't need you to do major work for them. In comparison, the NCR has a significant amount of side quests including training troops, fixing equipment, rooting out spies, exterminating extra problems like the Fiends, and reclaiming territory from the Legion. Result; by the end of all this, the NCR sees you as a true hero which would lead to them being incredibly polite and in awe of your talents, but to the Legion you're just a guy who's quite good at fighting, so they have little reason to treat you as anything more than a very good mercenary.



* In the Legion Ending, when the Courier receives his/her reward, she's kneeling before Caesar, but standing before Lanius (if he ends up in charge). This seems odd before you realise it sums up your relationship with character: no matter your competences, Caesar will always see the Courier as a servant/inferior, whereas Lanius sees you as an equal and acknowledges the Courier's worth even if she's a woman.

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* In the Legion Ending, when the Courier receives his/her reward, she's kneeling before Caesar, but standing before Lanius (if he ends up in charge). This seems odd before you realise realize it sums up your relationship with character: no matter your competences, Caesar will always see the Courier as a servant/inferior, whereas Lanius sees you as an equal and acknowledges the Courier's worth even if she's a woman.



--->'''No-Bark:''' If a man's wearing his pants on his head or if he says his words backwards from time to time, you know it's all laid out there for you. But if he's friendly to strangers and keeps his home spick-and-span, more often than not he's done something even his own ma couldn't forgive.

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--->'''No-Bark:''' If a man's wearing his pants on his head or if he says his words backwards backward from time to time, you know it's all laid out there for you. But if he's friendly to strangers and keeps his home spick-and-span, more often than not he's done something even his own ma couldn't forgive.



* Why the vault security armour from vault 34 has better protection rating than its vault 101 counterpart in fallout 3 makes sense from both gameplay and in lore viewpoints. The gameplay reason is that Vault 101 security armour is at the start of the game and is a low level armour that would be quickly rendered obsolete, while vault 34 security armour is encountered at a much later point of the game and would have to require better stats to be viable. A in lore explanation is that the conditions of Vault 34 and Vault 101 are completely different. In vault 101 the security at most would on a regular have to deal with troublesome youths and radroaches which could be easily be dealt with so they don't need anything heavier than 10mm pistols and the vault armoury was secured on a tight control from the overseer. However vault 34 was filled with easy access guns and explosive weapons, meaning the chance of somebody of suddenly just losing and go on a shooting rampage was extremely high. This results in the vault security requiring to needing a better standard of protection to be able to preform their duties.

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* Why the vault security armour armor from vault 34 has better protection rating than its vault 101 counterpart in fallout 3 makes sense from both gameplay and in lore viewpoints. The gameplay reason is that Vault 101 security armour armor is at the start of the game and is a low level armour armor that would be quickly rendered obsolete, while vault 34 security armour armor is encountered at a much later point of the game and would have to require better stats to be viable. A in lore explanation is that the conditions of Vault 34 and Vault 101 are completely different. In vault 101 the security at most would on a regular have to deal with troublesome youths and radroaches which could be easily be dealt with so they don't need anything heavier than 10mm pistols and the vault armoury armory was secured on a tight control from the overseer. However vault 34 was filled with easy access guns and explosive weapons, meaning the chance of somebody of suddenly just losing and go on a shooting rampage was extremely high. This results in the vault security requiring to needing a better standard of protection to be able to preform their duties.



* Why is the game significantly biased against the Legion? Because for the majority of the game you're in territory controlled by either the NCR or Mr House, both of which are unlikely to tolerate Legion sympathisers or those from across the river, leaving either those whom either despise or are indifferent to the Legion behind. (And because Zenimax gave Obsidian six fewer months to make the game than they said they needed.)

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* Why is the game significantly biased against the Legion? Because for the majority of the game you're in territory controlled by either the NCR or Mr House, both of which are unlikely to tolerate Legion sympathisers sympathizers or those from across the river, leaving either those whom either despise or are indifferent to the Legion behind. (And because Zenimax gave Obsidian six fewer months to make the game than they said they needed.)



* The polarity between NCR and Legion's respective unarmed fighting styles, the Ranger Takedown and Legion Assault. The Ranger Takedown requires one to go backwards and perform defensive kicks and palm strikes. On the other hand, the Legion Assault requires one to go forward and launch aggressive palm strikes. This is a good metaphor of the relationship between the two factions, giving how they deliberately counter each other.

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* The polarity between NCR and Legion's respective unarmed fighting styles, the Ranger Takedown and Legion Assault. The Ranger Takedown requires one to go backwards backward and perform defensive kicks and palm strikes. On the other hand, the Legion Assault requires one to go forward and launch aggressive palm strikes. This is a good metaphor of the relationship between the two factions, giving how they deliberately counter each other.



** Their entrance into the Mojave from Fortification Hill is in the southeast corner of the map, where Nightstalkers like to nest. The Legion have access to a constant supply of Nightstalker blood, and so can manufacture enough Antivenom for every Legionnaire to carry at least one dose.

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** Their entrance into the Mojave from Fortification Hill is in the southeast corner of the map, where Nightstalkers like to nest. The Legion have has access to a constant supply of Nightstalker blood, and so can manufacture enough Antivenom for every Legionnaire to carry at least one dose.



* With Wild Wasteland on, you can find a UFO and aliens at the edge of the map northwest from New Vegas. In reality, Area 51 is located northwest from Las Vegas, though nowhere near that close (it is about the same distance from the city as Searchlight is in the opposite direction).

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* With Wild Wasteland on, you can find a UFO and aliens at the edge of the map northwest from New Vegas. In reality, Area 51 is located northwest from of Las Vegas, though nowhere near that close (it is about the same distance from the city as Searchlight is in the opposite direction).



** A much more thematic symbolism can be drawn. In craps, boxcars refers to a bet on two 6s. An unlikely bet that requires a lot of luck.

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** A much more thematic symbolism can be drawn. In craps, boxcars refers refer to a bet on two 6s. An unlikely bet that requires a lot of luck.



* The NCR Salvaged Power Armor doesn't require Power Armor training to use because it actually ISN'T Power Armor;it's normal armor fashioned out of parts from dismantled (and possibly damaged) Brotherhood armor.

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* The NCR Salvaged Power Armor doesn't require Power Armor training to use because it actually ISN'T Power Armor;it's Armor; it's normal armor fashioned out of parts from dismantled (and possibly damaged) Brotherhood armor.



* Why don't you get sick from exposure to the spores from Vault 22? You're exposed to them three separate times: Once in the vault, once in Zion, and once in Big MT. You should have at least gotten sick from those encounters, right? But then you realize: ''You aren't technically human.'' When the bombs fell, a West-Tek facility suffered a direct hit, dispersing the vats of FEV into the atmosphere. This strain of FEV, combined with the massive amounts of radiation in the air, mutated all surviving life on Earth, including humans. Only vault dwellers and other humans inside airtight facilities (like the Oil Rig) remained 'authentically' human. (Which is why the Master needed vault dwellers to create super mutants: when surface humans were dipped in the vats they came out as particularly stupid super mutants at best, and [[BodyHorror Centaurs]] at worst.) Since you aren't a vault dweller, and therefore aren't the same species of human that the ''Beauveria mordicana'' was engineered to infect, you had a much more robust defense against infection, and Keely had an even more robust defence, being a ghoul and all.

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* Why don't you get sick from exposure to the spores from Vault 22? You're exposed to them three separate times: Once in the vault, once in Zion, and once in Big MT. You should have at least gotten sick from those encounters, right? But then you realize: ''You aren't technically human.'' When the bombs fell, a West-Tek facility suffered a direct hit, dispersing the vats of FEV into the atmosphere. This strain of FEV, combined with the massive amounts of radiation in the air, mutated all surviving life on Earth, including humans. Only vault dwellers and other humans inside airtight facilities (like the Oil Rig) remained 'authentically' human. (Which is why the Master needed vault dwellers to create super mutants: when surface humans were dipped in the vats they came out as particularly stupid super mutants at best, and [[BodyHorror Centaurs]] at worst.) Since you aren't a vault dweller, and therefore aren't the same species of human that the ''Beauveria mordicana'' was engineered to infect, you had a much more robust defense against infection, and Keely had an even more robust defence, defense, being a ghoul and all.



* One of the many themes this game explores is the idea of factions and groups outliving their original purposes and having to either adapt to changing circumstances or go extinct clinging to outdated traditions, with the Brotherhood of Steel and the Boomers tribe being foils for each other as insular societies whose technological advantages for keeping the wider world away are running out. Once the Courier earns passage to Nellis Air Force Base, the missile launcher toting gate guard who is your first genuine contact with the settlement will endlessly repeat a canned line about being unable to believe that the Courier got passed all the artillery. Hardly a strange occurrence given the notoriously janky engine the game runs on but it does create an interesting statement in this context: People refusing to "believe" something unconventional is possible even when it happens right in front of their eyes and is actively capable of affecting their reality is part of how communities of people become stagnant, insular and conservative in the first place, leaving them only able to endlessly repeat stock phrases that have long since lost their practical meaning.
* All of the dlcs deal with some form of TheFourLoves. Dead Money deals with Storge, people who are lumped together by chance but can possibly grow into true friends united by more than just circumstance; Honest Hearts, having the main theme of religion and such, is Agape; Old World Blues is Eros, with the brain jar people being oddly... "sensual" at times, not to mention their lust/love for SCIENCE! and their respective interests; and finally, Lonesome Road is Philia since it's the last DLC released and gives a WorthyOpponent/BacktoBackBadasses kind of vibe, with the ending slides describing it as an epic battle of two Couriers, either fighting with or against each other. The way Ulysses talks even makes it seem that while YOU might have forgotten him, he still keeps up with what you do and all. Though that might just be StalkerWithoutACrush territory, you both still shared a job and a home at one point (and he even credits you for giving him a home in the Divide, although that kinda gets canceled out by the fact you were also the one to destroy it).

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* One of the many themes this game explores is the idea of factions and groups outliving their original purposes and having to either adapt to changing circumstances or go extinct clinging to outdated traditions, with the Brotherhood of Steel and the Boomers tribe being foils for each other as insular societies whose technological advantages for keeping the wider world away are running out. Once the Courier earns passage to Nellis Air Force Base, the missile launcher toting gate guard who is your first genuine contact with the settlement will endlessly repeat a canned line about being unable to believe that the Courier got passed past all the artillery. Hardly a strange occurrence given gave the notoriously janky engine the game runs on but it does create an interesting statement in this context: People refusing to "believe" something unconventional is possible even when it happens right in front of their eyes and is actively capable of affecting their reality is part of how communities of people become stagnant, insular and conservative in the first place, leaving them only able to endlessly repeat stock phrases that have long since lost their practical meaning.
* All of the dlcs deal with some form of TheFourLoves. Dead Money deals with Storge, people who are lumped together by chance but can possibly grow into true friends united by more than just circumstance; Honest Hearts, having the main theme of religion and such, is Agape; Old World Blues is Eros, with the brain jar people being oddly... "sensual" at times, not to mention their lust/love for SCIENCE! and their respective interests; and finally, Lonesome Road is Philia since it's the last DLC released and gives a WorthyOpponent/BacktoBackBadasses WorthyOpponent / BacktoBackBadasses kind of vibe, with the ending slides describing it as an epic battle of two Couriers, either fighting with or against each other. The way Ulysses talks even makes it seem that while YOU might have forgotten him, he still keeps up with what you do and all. Though that might just be StalkerWithoutACrush territory, you both still shared a job and a home at one point (and he even credits you for giving him a home in the Divide, although that kinda gets canceled out by the fact you were also the one to destroy it).



** Whilst our first instinct is to assume that the lone man or woman had a fate worse than death, it is also possible that calmer heads realised early on he/she was their only means of repopulating and continuing their vault long term and thus treated them better than how most other people were living in the wake of the war. The horror comes when you start to think about the children who ended up being born from this, because if you're unlucky enough to have been born as a member of the ''missing'' sex, the chances are that you'll be a second class citizen whose only role is to reproduce whether you like it or not.

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** Whilst our first instinct is to assume that the lone man or woman had a fate worse than death, it is also possible that calmer heads realised realized early on he/she was their only means of repopulating and continuing their vault long term and thus treated them better than how most other people were living in the wake of the war. The horror comes when you start to think about the children who ended up being born from this, because if you're unlucky enough to have been born as a member of the ''missing'' sex, the chances are that you'll be a second class citizen whose only role is to reproduce whether you like it or not.
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* All of the DLCs deal with some form of TheFourLoves. Dead Money deals with Storge, people who are lumped together by chance but can possibly grow into true friends united by more than just circumstance; Honest Hearts, having the main theme of religion and such, is Agape; Old World Blues is Eros, with the brain jar people being oddly... "sensual" at times, not to mention their lust/love for SCIENCE! and also their respective interests; and finally, Lonesome Road is arguably Philia since it's the last DLC released and gives a WorthyOpponent/Back-to-BackBadasses moment, with the Courier and Ulysses either fighting with or against each other. The way Ulysses talks even makes it seem that while YOU might have forgotten him, he still keeps up with what you do and all. Though that might just be StalkerWithoutACrush territory.

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* All of the DLCs dlcs deal with some form of TheFourLoves. Dead Money deals with Storge, people who are lumped together by chance but can possibly grow into true friends united by more than just circumstance; Honest Hearts, having the main theme of religion and such, is Agape; Old World Blues is Eros, with the brain jar people being oddly... "sensual" at times, not to mention their lust/love for SCIENCE! and also their respective interests; and finally, Lonesome Road is arguably Philia since it's the last DLC released and gives a WorthyOpponent/Back-to-BackBadasses moment, WorthyOpponent/BacktoBackBadasses kind of vibe, with the Courier and Ulysses ending slides describing it as an epic battle of two Couriers, either fighting with or against each other. The way Ulysses talks even makes it seem that while YOU might have forgotten him, he still keeps up with what you do and all. Though that might just be StalkerWithoutACrush territory.territory, you both still shared a job and a home at one point (and he even credits you for giving him a home in the Divide, although that kinda gets canceled out by the fact you were also the one to destroy it).
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* All of the DLCs deal with some form of TheFourLoves. Dead Money deals with Storge, people who are lumped together by chance but can possibly grow into true friends united by more than just circumstance; Honest Hearts, having the main theme of religion and such, is Agape; Old World Blues is Eros, with the brain jar people being oddly... "sensual" at times, not to mention their lust/love for SCIENCE! and also their respective interests; and finally, Lonesome Road is arguably Philia since it's the last DLC released and gives a WorthyOpponent/Back-to-BackBadasses moment, with the Courier and Ulysses either fighting with or against each other. The way Ulysses talks even makes it seem that while YOU might have forgotten him, he still keeps up with what you do and all. Though that might just be StalkerWithoutACrush territory.
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This would only make it even more unsettling, considering how she was one step from being with her grandchildren forever and the vault dweller shattered that to pieces.

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*** This would only make it even more unsettling, considering how she was one step from being with her grandchildren forever and the vault dweller shattered that to pieces.


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* Daniel's plan to spare the Sorrows the horrors of war by evacuating from Zion may be well-intentioned but it becomes [[DidntThinkThisThrough increasingly misguided the more you think about it]]. Zion is a veritable paradise in the wasteland with plentiful food, clean water and comparatively few dangers, this fact combined with Clark's teachings is why the Sorrows are so peaceful in the first place. However, if they evacuate Zion then they'll be forced to deal with hostile weather and a lack of food and water as well as the fact that much of the water they could find would be irradiated. Not to mention the myriad of new hazards they'd have to contend with such as creatures that are far more deadly than what lives in Zion and bloodthirsty raiders who'd be more than happy to butcher them over the meager resources available. With this in mind, the Sorrows would either die out entirely or they'd become vicious killers just to survive.
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* One of the many themes this game explores is the idea of factions and groups outliving their original purposes and having to either adapt to changing circumstances or go extinct clinging to outdated traditions, with the Brotherhood of Steel and the Boomers tribe being foils for each other as insular societies whose technological advantages for keeping the wider world away are running out. Once the Courier earns passage to Nellis Air Force Base, the missile launcher toting gate guard who is your first genuine contact with the settlement will endlessly repeat a canned line about being unable to believe that the Courier got passed all the artillery. Hardly a strange occurrence given the notoriously janky engine the game runs on but it does create an interesting statement in this context: People refusing to "believe" something unconventional is possible even when it happens right in front of their eyes and is actively capable of affecting their reality is part of how communities of people become stagnant, insular and conservative in the first place, leaving them only able to endlessly repeat stock phrases that have long since lost their practical meaning.
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* Should you ever encounter a dead female NPC with no clothes on as you find her, it is likely implied that she was raped before she was murdered. Example: the dead Crimson Caravan guard between the NCRCF and Goodsprings that was presumably part of Ringo's caravan.

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* Should you ever encounter a dead female NPC with no clothes on as you find her, it is likely implied that she was raped before she was murdered. Example: the dead Crimson Caravan guard between the NCRCF and Goodsprings that was presumably part of Ringo's caravan. Particularly since there's also a dead, fully-clothed male guard in the same area.
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** Gehenna - the unique Shishkebab, is named after a valley in Jerusalem, in which - per the Hebrew Bible, some of the kings of Judah sacrificed their children by fire.

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** Gehenna - the unique Shishkebab, is named after a valley in Jerusalem, in which - per the Hebrew Bible, some of the kings of Judah sacrificed their children by fire. It also doubles as a reference to ''VideoGame/FalloutVanBuren'', where would be a new type of enemy called Gehennas, mutants that are always on fire, created when the Powder Gangers blowed up a radioactive coal mine in the city of Burham Springs in Utah.
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**A much more thematic symbolism can be drawn. In craps, boxcars refers to a bet on two 6s. An unlikely bet that requires a lot of luck.
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** The two Jokers in the deck, Benny and the Courier, have those cards for more reasons than just being the Wild Cards. First, in Euchre, the Joker is called the "Benny" card. Second, the Joker cards in Tarot have significant meaning, one Joker meaning the Fool, the other the Magician. The Fool, being the Courier, is the spirit in search of experience (although XP might be a better word for it), and represents [[CrazyAwesome mystical cleverness, not bound by normal reason]], and possessing an ability to tune into the inner workings of the world, and is often represented by a wanderer walking aimless, often one foot hanging over a void, a step away from falling to his death. Meanwhile, the Magician, being Benny, is a man who practices sleight of hand, trickery, and deception, a stage magician with the initial appearance of great power, but later revealed to have no ability of his own, and can also indicate a manipulator, a trickster, and the ego, as well as the pursuit of personal power, and is often associated with the first step in the Fool's Journey, as well as the potential for new adventure.

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** The two Jokers in the deck, Benny and the Courier, have those cards for more reasons than just being the Wild Cards. First, in Euchre, the Joker is called the "Benny" card. Second, the Joker cards in Tarot have significant meaning, one Joker meaning the Fool, the other the Magician. The Fool, being the Courier, is the spirit in search of experience (although XP might be a better word for it), and represents [[CrazyAwesome mystical cleverness, not bound by normal reason]], and possessing an ability to tune into the inner workings of the world, and is often represented by a wanderer walking aimless, often one foot hanging over a void, a step away from falling to his death. Meanwhile, the Magician, being Benny, is a man who practices sleight of hand, trickery, and deception, a stage magician with the initial appearance of great power, but later revealed to have no ability of his own, and can also indicate a manipulator, a trickster, and the ego, as well as the pursuit of personal power, and is often associated with the first step in the Fool's Journey, as well as the potential for new adventure. Not to mention the phrase "Revenge is a fool's game." It's a good thing that the Courier holds the fool card then, isn't it?
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** Despite all of that, though, if they're spared and you complete the WildCard ending, they do ''not'' try to take over New Vegas, as predicted by House. Because by that point, there are too many factors making it not worth the effort. For one, the Mojave Brotherhood doesn't have the manpower to occupy New Vegas even without the Securitrons taken into account, having lost most of their total force to the NCR before the game even started. Even if they did have the manpower to occupy New Vegas, the upgraded Securitrons have enough firepower per unit to render the Brotherhood's PoweredArmor useless in combat. Even if they manage to get around ''that'' problem, the Courier still knows where the Brotherhood's base is and how to blow it up if they suspect the Brotherhood may be planning an attack on the Strip, and they have an uncanny ability to find ways past whatever security the Brotherhood puts in their way. If the Courier joined the Brotherhood as a Paladin to unlock access to PoweredArmor, then one of their own Paladins is already in control of whatever pre-war technology exists on the Strip, which could be taken as it being claimed for the Brotherhood, anyway.
** Mr. House wanting to destroy the Brotherhood also makes a lot of sense if you look from a business perspective. He tells you that his best customers are NCR troopers. The Brotherhood are enemies with the NCR; thus, Mr. House wants to dispose of his customers' enemies.

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** Despite all of that, though, if they're spared and you complete the WildCard ending, they do ''not'' try to take over New Vegas, as predicted by House. Because by that point, there are too many factors making it not worth the effort. For one, the Mojave Brotherhood doesn't have the manpower to occupy New Vegas even without the Securitrons taken into account, having lost most of their total force to the NCR before the game even started. Even if they did have the manpower to occupy New Vegas, the upgraded Securitrons have enough firepower per unit to render the Brotherhood's PoweredArmor useless in combat. Even if they manage to get around ''that'' problem, the Courier still knows where the Brotherhood's base is and how to blow it up if they suspect the Brotherhood may be planning an attack on the Strip, and they have an uncanny ability to find ways past whatever security the Brotherhood puts in their way. If the Courier joined the Brotherhood as a Paladin to unlock access to PoweredArmor, Powered Armor, then one of their own Paladins is already in control of whatever pre-war technology exists on the Strip, which could be taken as it being claimed for the Brotherhood, anyway.
** Mr. House wanting to destroy the Brotherhood also makes a lot of sense if you look from a business perspective. He tells you that his best customers are NCR troopers. The Brotherhood are enemies with the NCR; thus, Mr. House wants to dispose of his customers' enemies.
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* Zion's Tribals never go into the places of the old world or the caves where the Father in the Caves once lived. This is treated as a primitive superstition but makes much more sense when you go into the caves yourself and immediately run into land mines, bear traps, grenade tripwires, and rigged shotguns left by the CrazyPrepared Randall Dean Clark, the father in the caves himself.
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** All humans, even those outside of Vaults and the Enclave, are... well... humans. The genetic damage from trace atmospheric FEV isn't ''that'' severe. The only situations where it matters is that "tainted" humans have a slightly higher incidence of deformities or cancer, make worse Super Mutants, and can be targeted with bioweapons. Both "pure" and "tainted" humans can interbreed and produce fertile offspring, which is the criteria for what makes a species. That being said, it's perfectly plausible that the Courier is more or less immune, or at least highly resistant, to the spores due to accumulated genetic damage from FEV over generations.
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* "Going postal" is an idiom for becoming uncontrollably angry to the point of violence. You work as a normal Courier, until you get shot in the head, and then turn into an UnstoppableMailman on a mission of [[https://tvtropes.org/pmwiki/pmwiki.php/main/revenge]].

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* "Going postal" is an idiom for becoming uncontrollably angry to the point of violence. You work as a normal Courier, until you get shot in the head, and then turn into an UnstoppableMailman on a mission of [[https://tvtropes.org/pmwiki/pmwiki.php/main/revenge]].php/main/revenge Revenge]].
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* "Going postal" is an idiom for becoming uncontrollably angry to the point of violence. You work as a normal Courier, until you get shot in the head, and then turn into an UnstoppableMailman on a mission of [[Revenge]].

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* "Going postal" is an idiom for becoming uncontrollably angry to the point of violence. You work as a normal Courier, until you get shot in the head, and then turn into an UnstoppableMailman on a mission of [[Revenge]].[[https://tvtropes.org/pmwiki/pmwiki.php/main/revenge]].
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* "Going postal" is an idiom for becoming uncontrollably angry to the point of violence. You work as a normal Courier, until you get shot in the head, and then turn into an UnstoppableMailman on a mission of Revenge.

to:

* "Going postal" is an idiom for becoming uncontrollably angry to the point of violence. You work as a normal Courier, until you get shot in the head, and then turn into an UnstoppableMailman on a mission of Revenge.[[Revenge]].
Is there an issue? Send a MessageReason:
None


* "Going postal" is an idiom for becoming uncontrollably angry to the point of violence. You work as a normal Courier, until you get shot in the head, and then turn into an UnstoppableMailman on a mission of revenge.

to:

* "Going postal" is an idiom for becoming uncontrollably angry to the point of violence. You work as a normal Courier, until you get shot in the head, and then turn into an UnstoppableMailman on a mission of revenge.Revenge.
Is there an issue? Send a MessageReason:
None


* "Going postal" is an idiom for becoming uncontrollably angry to the point of violence. You work as a normal Courier, until you get shot in the head, and then turn into an UnstoppableMailaman on a mission of revenge.

to:

* "Going postal" is an idiom for becoming uncontrollably angry to the point of violence. You work as a normal Courier, until you get shot in the head, and then turn into an UnstoppableMailaman UnstoppableMailman on a mission of revenge.
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Added DiffLines:

* "Going postal" is an idiom for becoming uncontrollably angry to the point of violence. You work as a normal Courier, until you get shot in the head, and then turn into an UnstoppableMailaman on a mission of revenge.

Changed: 996

Removed: 204

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* Ever notice how a lot of the Legionnaires you kill are packing Antivenom? It's because they have to pass by or through a little area along the southern stretch of Highway 95 whenever Caesar sends them into the Mojave to carry out his orders, so as not to be noticed by the NCR and lose their element of surprise. Walk through or past this area at night, and you'll quickly learn that's where venomous Nightstalkers like to nest.
** The Nightstalkers' presences could also be the Legionaries' sources of Antivenom because their blood are required ingredients.
** Alternatively, the Legionaries simply prepare themselves for any venomous creature they face. For example, Legionary Assassins will travel through places that are filled with Cazadores or Radscorpions.

to:

* Ever notice how a lot of the Legionnaires you kill are packing Antivenom? It's because The NCR watches the roads, so when they have travel, Legionnaires go cross-country to pass by or avoid being detected. This takes them through a little area along the southern stretch nesting territories of Highway 95 whenever Caesar sends them the Mojave's venomous wildlife, such as Cazadores and Radscorpions.
** Their entrance
into the Mojave to carry out his orders, so as not to be noticed by from Fortification Hill is in the NCR and lose their element southeast corner of surprise. Walk through or past this area at night, and you'll quickly learn that's the map, where venomous Nightstalkers like to nest.
**
nest. The Nightstalkers' presences could also be the Legionaries' sources Legion have access to a constant supply of Nightstalker blood, and so can manufacture enough Antivenom because their blood are required ingredients.
** Alternatively, the Legionaries simply prepare themselves
for any venomous creature they face. For example, Legionary Assassins will travel through places that are filled with Cazadores or Radscorpions.every Legionnaire to carry at least one dose.



** If you follow the intended storyline, you'll come to Nipton and find it's been razed by the Legion. The only survivor in Nipton after the attack is Boxcars, the Powder Ganger that won second place in the Legion's torture lottery and got his legs crippled with hammers. His name, Nipton's current state, and the [[ClusterFBomb rate at which he says the word "fuck" during your conversation with him]] could be taken as an attempt at referencing the B-29 that dropped the original Fat Man on Nagasaki, ''Bockscar''.

to:

** If you follow the intended storyline, you'll come to Nipton and find it's been razed by the Legion. The only survivor in Nipton after the attack is Boxcars, the Powder Ganger that won second place in the Legion's torture lottery and got his legs crippled with hammers. His name, Nipton's current state, and the [[ClusterFBomb rate at which he says the word "fuck" during your conversation with him]] could name may be taken as an attempt at referencing a reference to the B-29 that dropped the original Fat Man on Nagasaki, ''Bockscar''.''Bockscar''. His [[SirSwearsALot dropping F-bombs in every sentence]] and appearing in a destroyed town may have been an attempt to push the reference further.
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** If you follow the intended storyline, you'll come to Nipton and find it's been razed by the Legion. The only survivor in Nipton after the attack is Boxcars, the Powder Ganger that won second place in the Legion's torture lottery and got his legs crippled with hammers. His name, Nipton's current state, and the [[ClusterFBomb rate at which he says the word "fuck" during your conversation with him]] could be taken as a reference to the B-29 that dropped the original Fat Man on Nagasaki, ''Bockscar''.

to:

** If you follow the intended storyline, you'll come to Nipton and find it's been razed by the Legion. The only survivor in Nipton after the attack is Boxcars, the Powder Ganger that won second place in the Legion's torture lottery and got his legs crippled with hammers. His name, Nipton's current state, and the [[ClusterFBomb rate at which he says the word "fuck" during your conversation with him]] could be taken as a reference to an attempt at referencing the B-29 that dropped the original Fat Man on Nagasaki, ''Bockscar''.
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The page is being cut per TRS.


* Not so much Fridge Brilliance since it's no secret romance options were cut from the final game, but when you step back and look at your four human companions, it's still interesting to note that not only do you have a straight and gay option for each sex (Cass's BiTheWay being downplayed) each one corresponds to what a person of their counterpart persuasion would stereotypically be looking for in a partner.

to:

* Not so much Fridge Brilliance since it's no secret romance options were cut from the final game, but when you step back and look at your four human companions, it's still interesting to note that not only do you have a straight and gay option for each sex (Cass's BiTheWay bisexuality being downplayed) each one corresponds to what a person of their counterpart persuasion would stereotypically be looking for in a partner.

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