Goodsprings is a town in the Mojave Wasteland in 2281.
GoodspringsSitemap markerSegmentssections
Goodsprings Cemetery
Goodsprings source Goodsprings Cave buildings
Doc Mitchell's house
Goodsprings gas station Goodsprings General Store Goodsprings home Goodsprings schoolhouse Prospector Saloon Victor's shack PeoplefactionsExternal linksleadersdoctorsmerchantsOther actorscreaturesrobotsOtherquests
Ain't That a Kick in the Head
Back in the Saddle By a Campfire on the Trail They Went That-a-Way Ghost Town Gunfight Run Goodsprings Run Barton the Fink Exhumin' Nature Ringo's Caravan Rules Trudy's Radio Repair We Must Stop Beating Like This We Must Stop Meeting Like This, I Technicalcell nameterminal entriesMaps
Here, the Courier recovers after being shot in the head and robbed of the platinum chip by Benny, then is subsequently rescued by Victor. The Courier survives the gunshot after being 'patched up' in Doc Mitchell's house.
BackgroundEdit
Goodsprings is a small, struggling wasteland town that has been a mining community since the early days of Nevada's U.S. history. There are only a dozen or so people still in the town due to trade along the Long 15 drying up. Signs along the highway direct people to Goodsprings, but they do the town little good if no one is on the highway to read them.[1]
The town has never been that populous to begin with, and the troubles with geckos, coyotes, radscorpions and bandits such as Powder Gangers haven't made it any more appealing to newcomers. A few people have holed up in the town to wait things out and hope for the best, but overall Goodsprings is a quiet, 'sleepy' town. It could almost be considered a ghost town, if it weren't for these few odd settlers attempting to eke out a way of life among the ruined ranch homes.
The residents of the town come to the Courier's aid after a securitron named Victor witnessed the Courier's shooting and burial over by the cemetery. Local activities include going to the spring (Goodsprings source), hunting geckos, mole rats, and coyotes, and loafing around in the Prospector Saloon.[1]
LayoutEdit
Doc Mitchell's house is located in the western portion of town. The player character begins their journey here, after being in Doc Mitchell's care for several days. The Prospector Saloon and Goodsprings General Store with a Mojave Express dropbox located outside are situated at the northeast end of town. Several settlers live in the town's houses, and farm bighorners.
There are several locations in Goodsprings which can be used for safe storage. Everything except the beds in Doc Mitchell's house is considered unowned. Victor's shack is also considered unowned, but has few storage containers. The house due south of the saloon is quite convenient as it is close to the fast travel point. It has open beds and safe containers. Easy Pete sleeps there nightly and a settler may wander in, but one bed is usually free to sleep in. Finally, the crates between the Saloon and General Store are unowned and situated conveniently close to the workbench.
Goodsprings contains an abandoned schoolhouse with some low level loot and a Stealth Boy. An abandoned gas station west of Doc Mitchell's home contains some minor loot and can be used as a safehouse if needed, as it contains a bed and some safe storage. The gas station is locked until the Courier is sent there to meet with Ringo.
An invisible border encircles Goodsprings, the cemetery, and Goodsprings Source. Crossing the border for the first time triggers menus which allows one to redo the Courier's looks, SPECIAL statistics, Traits, and Skills.
BuildingsEditInhabitantsEdit
Notable lootEdit
Skill magazinesEdit
Related questsEditEndingsEdit
This section is transcluded from Fallout: New Vegas endings. To change it, please edit the transcluded page.
Narrated by Doc Mitchell
NotesEdit
AppearancesEdit
Goodsprings appears only in Fallout: New Vegas.
Behind the scenesEdit
BugsEdit
PCXbox 360 Sometimes if you fast travel from Goodsprings to the Goodsprings source, the game will crash. (This bug only seems to start happening after you complete Ghost Town Gunfight and always happens the next time you try to do so after doing said mission.) [verified]
GalleryEdit
Fallout: New Vegas pre-release screenshot
General view of Goodsprings
View of nearby situated Goodsprings source
The Prospector Saloon at noon
The entrance to Goodsprings
Loading screen artwork
ReferencesEdit
If you have played Fallout: New Vegas you will know that the developers of the game didn't want you to go straight to The Strip. They don't put an invisible wall in the way though, or a barricade, like any other developer would do. Oh no. Instead, they put in a hell of a lot of Deathclaws and Super mutants; making it *almost* impossible to get through.
Luckily, however, I came across these two videos on youtube about how to get to The Strip straight from Goodsprings, without even doing any main quests. It's really a great discovery, so I thought I would share them with you. The original founder and author of these videos is a guy called KryllKiller. He has a great youtube channel, its worth a look.
What you will need (kryllkiller didn't specify this, so I thought I'd help him):
The videos to get you to the Strip are down below. Thanks for reading and I hope I helped!
PS: I didn't write this up because the route to The Strip is too precise to write; it would take forever.
Here is the first video: How to get to New Vegas earlyHere is the second video: How to Get into The Strip. This directly follows the last video.
The Fallout 4: New Vegas mod project was announced in August last year, and firmly grabbed my attention last month with these dynamic weather screens. Now, the mod has a new trailer that teases its perk system, a shotgun showdown in Goodsprings, and the return of NV's be-nice-or-be-shunned karma system. The Mojave Wasteland never looked so good.
As you'll see below, the player starts out on the peripheral of the mod's reimagining of opening town Goodsprings, before tinkering with Radio New Vegas via their Pip-Boy, assuming perks as per the original game, and ultimately gunning down what appears to be an innocent civilian. Cue some serious shunning.
Fallout 4: New Vegas is clearly an ambitious undertaking, but it's one I'm already very much looking forward to. As we reported last month, its creators aren't tying themselves down to a hard release date/window just yet and are always on the lookout for new recruits.
When it's done, Fallout 4: New Vegas aims to recreate everything from Obsidian's 2010 Mojave Wasteland—including all of the game's original quests and story, 'with additional gameplay elements and systems from the new and improved engine.'
Incidentally, Fallout 4: New Vegas ranked second place in ModDB's Best Upcoming Mods awards.
The Goodsprings source is a location in the Mojave Wasteland.
Background[edit | edit source]
Located south-south-east of Goodsprings, the spring provided the town with pure, potable water for centuries and continues to do so as far as 2281.
Layout[edit | edit source]
The wells that tap into the spring are spread out over a larger area, which can be roughly divided into three areas: The wells, the campsite, and the overlook. Together with Goodsprings and the Goodsprings cemetery, the source makes up the tutorial area. Journeying beyond will result in the game offering a chance at remaking the player's character, marking the end of the tutorial.
The four water wells are close to Goodsprings. There are three - one broken and two functional - on the upper level and one on the lower level. There's a fully-repaired shovel leaning against one of the water troughs. The lower water well is also where the player finds a Goodsprings settler attacked by geckos during Back in the Saddle. All water wells provide endless rad-free water.
The campsite features three fireplaces that can be used for crafting, a camper with Barton Thorn, who will attempt to con the player into clearing geckos at a nearby ridge, so that he can loot the bodies there, and Sunny Smiles, who will teach the player the basics of crafting. Afterwards, the marker for this area makes for a good fast travel area, as it spawns the player in front of a wrecked car with a metal briefcase in the trunk. The briefcase doesn't respawn, allowing for safe storage of crafting components for use with the nearby campsites.
The overlook is the furthest area from Goodsprings, providing an overview of the spring wells and the campsite below. The overlook will have several geckos skulking about, a challenge at lower levels. It can be accessed by a small path leading upwards from the broken radio tower at the camp site, and lead to a small encampment on top (mind the broc flower on the way). A dead prospector is found on the bed in the camp. If Wild Wasteland is enabled, the prospector is replaced with Johnny, four red balls, and five ace cards, in an elaborate reference to the Zybourne Clock meme from Something Awful.
Notable loot[edit | edit source]
Appearances[edit | edit source]
Goodsprings source appears only in Fallout: New Vegas.
Retrieved from 'https://fallout.gamepedia.com/index.php?title=Goodsprings_source&oldid=2050439'
I moseyed into town, oh, ten, fifteen years ago? Before that, I.. hmmm, I can't quite seem to recall. Odd. Anyway, it's a right peaceful town and I reckon it's as fine a place to settle as any.
”— Victor discussing Goodsprings, Fallout: New Vegas
Goodsprings is a town in the Mojave Wasteland in 2281. This is where the Courier recovers from being shot in the head, after being rescued by Victor and 'patched up' at Doc Mitchell's house.
Background[edit | edit source]
Named after Joseph Good, a rancher whose cattle used the spring at the southeastern foothills of Spring Mountains, Goodsprings history is tied closely to the freshwater spring the town takes its name from[1] and the rich deposits of lead, silver, copper, zinc and gold that were exploited for decades. The small mining settlement was largely tent cabins centered around a mill and a post office before the town was officially established in the early 1900s, during the mining boom across Nevada. Platted by mining companies from Salt Lake City, Goodsprings boomed, aided by the construction of a railroad between 1910 and 1911. More infrastructure followed, including the Goodsprings schoolhouse and Prospector Saloon in 1913 (the latter as Pioneer Saloon). The boom wound down after World War I and the economic crisis that followed, briefly picking up after World War II.[2]
After the Great War, Goodsprings was abandoned, but its springs have not dried up. It was settled shortly before 2281, under a New California Republic grant in order to develop a low-risk mining environment near a reliable source of potable water, the Goodsprings source. Beyond supplying water to Republican miner, trappers, and farmers, it was a quiet, small town that saw little activity, until a series of setbacks shut down the Long 15. They caused the town's population to drop to about a dozen after the prison break at the NCR Correctional Facility unleashed the powder gangers on the region, while a deathclaw infestation at the Quarry Junction all but blocked off the Long 15 north. [3] As a result, the town's primary products, namely water, bighorner meat, and skins, have a hard time reaching traders. Signs at the highway, pointing travelers towards Goodsprings, are simply of no use if there's no one to read them.[4] To make matters worse, most traders simply pushed through toward either Primm or New Vegas, unless they're in dire need of supplies.[5][6]
While Goodsprings survived the recent upheavals and its settlers continue to scratch out an existence among the ruined ranch houses, trouble is keen on finding a way into the town. While the deathclaws don't come near, the Powder Gangers led by Joe Cobb do and have been trying to find a Crimson Caravan trader named Ringo, who sought shelter in Goodsprings after his caravan was attacked on the highway. geckos and other wildlife are also a constant nuisance, finding their way into town, dipping from its water supply and occasionally attacking residents and bighorners.
Layout[edit | edit source]
Doc Mitchell's House is located in the west. It will be the first house you'll come out of when you start the game. The Prospector Saloon and Goodsprings general store with a Mojave Express dropbox located outside are to the north. Several settlers live in the town's houses, and farm bighorners.
There are three locations in Goodsprings which can be used for safe storage. Everything in Doc Mitchell's house is considered unowned, except the bed. Victor's shack is also considered unowned, but has few storage containers. The house due south of the Saloon is the most convenient, as it is the closest to the fast travel point. It has open beds and safe containers. Easy Pete sleeps there nightly, and a settler may wander in, but one bed is usually free.
Goodsprings contains an abandoned schoolhouse with some loot. An abandoned gas station west of Doc Mitchell's home contains some minor loot and can be used as a safehouse, as it contains a bed and safe storage, but it is locked until the Courier goes there to meet Ringo.
Buildings[edit | edit source]Inhabitants[edit | edit source]
Notable loot[edit | edit source]
Related quests[edit | edit source]Notes[edit | edit source]
Behind the scenes[edit | edit source]
Appearances[edit | edit source]
Goodsprings appears only in Fallout: New Vegas
Map Of Goodsprings Fallout New VegasGallery[edit | edit source]
Map Of Goodsprings Fallout New VegasReferences
Fallout New Vegas Goodsprings Or Powder Gangers
Retrieved from 'https://fallout.gamepedia.com/index.php?title=Goodsprings&oldid=2120198'
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