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Goodsprings

Goodsprings
Goodsprings.jpg
Icon settlement medium.png
Site
Goodsprings loc.jpg
map markerGoodsprings
Segments
buildingsDoc Mitchell's house
Goodsprings gas station
Goodsprings general store
Goodsprings home
Goodsprings schoolhouse
Prospector Saloon
Victor's shack
People
factionsGoodsprings
Powder gangers
leadersTrudy
doctorsDoc Mitchell
merchantsChet
Other
questsAin'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
Technical
ref id000daebb
Maps
Goodsprings loc map.jpg
GoodspringsLayout.jpg
 
Gametitle-FNV.png
Gametitle-FNV.png

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.

Contents

BackgroundEdit

Before the Great War, Goodsprings was a "living ghost town", an old mining community from the early days of the United States of America. The town was resettled relatively recently by citizens looking to stay out of the way of big world troubles and to remain separate from the NCR. In addition, the freshwater springs just south of town provide a safe, clean drinking water source, essential in the post-War environment. Doc Mitchell makes reference to this fact in his early dialogue with the Courier.

Other than a recent lack of trade, Goodsprings struggles with two major problems. First, the Powder Gangers, led by Joe Cobb, are a group of convicts who recently escaped from the nearby NCR Correctional Facility. The disgruntled "Gangers" are attempting to locate and kill a Crimson Caravan merchant named Ringo, and are willing to ransack the entire town to find him. Second, geckos and other wildlife are constantly finding their way into town, dipping from its water supply and occasionally attacking residents and bighorners, which provide the town's main source of income.

LayoutEdit

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.

BuildingsEdit

InhabitantsEdit

Notable lootEdit

Related questsEdit

NotesEdit

  • As the starting location for the player, the Goodsprings area and related quests offer examples of all the non-combat skill-based checks found in the game: Barter 20 (Trudy); Barter 25 (Chet); Explosives 25 (Easy Pete); Lockpick 75 (Trudy's safe which can be opened via computer, otherwise 50 for a safe in one of the houses, and just 25 for schoolhouse, gas station); Medicine 30 (Doc); Repair 20 (Trudy's); Repair 25 (Doc's); Science 25 (Victor, Doc's, Trudy's, schoolhouse); Sneak 25 (Trudy); Speech 20 (Joe Cobb); Speech 25 (Chet, Trudy); Speech 30 (Doc).
  • It's possible for nearby enemies in adjacent areas to appear in the town. This can happen if an enemy is drawn near the town and killed. When they re-spawn, if they are close enough to detect friendly, non-player characters (or creatures they are antagonistic towards), they may investigate and attack instead of moving back to their default spawning point as normal. The threat posed is usually very minor (coyote), but it does have the potential to be very disastrous if very dangerous creatures (giant radscorpions, deathclaw) are led too close to town.
  • The town of Goodsprings is one of the three Goodsprings locations (the others being Goodsprings source and Goodsprings cemetery) that make up the tutorial area. The tutorial boundary exists whether or not the player accepts Sunny Smiles offer of training.
  • The state flag of Nevada flies above the entrance to Doc Mitchell's house. It is the only instance of an animated Nevada state flag in the game, and additionally one of the few instance of the flag in game (another being the state border sign found in Nipton).
  • According to a front page newspaper story, before the War, a kind doctor was murdered in the town, shocking the citizens.
  • There are crates marked with three X's located near the Goodsprings General Store that can be relocated and used and permanent storage containers. The original content of the crates never respawns, so any items placed inside them will be safe. Note that some of the crates are "owned" and and removing previously placed items from them is considered stealing. There are, however, four neutral crates that can be used without any adverse effects.

AppearancesEdit

Goodsprings appears only in Fallout: New Vegas

Behind the scenesEdit

  • Goodsprings is based on the real-life location of the same name.[1] Several landmarks, such as the saloon, store, schoolhouse and windmill are all present in real-life and reproduced with a decent degree of accuracy in-game.

GalleryEdit

ReferencesEdit

  1. baby_goat: nevada/utah/colorado/wyoming/montana trip '09: the post
Goodsprings

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