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The quest begins after the Courier has at least initially negotiated with [[Dean Domino]] and soon after the player character enters the suites area from the main lobby after dealing with a couple of [[ghost people]] in the lobby. The Courier can do all 3 quests in any order, they are always assigned together throughout the DLC. The three characters are to be placed in their quest position for the three conclusion quests, all of which are also assigned together and can be done in any order.
 
The quest begins after the Courier has at least initially negotiated with [[Dean Domino]] and soon after the player character enters the suites area from the main lobby after dealing with a couple of [[ghost people]] in the lobby. The Courier can do all 3 quests in any order, they are always assigned together throughout the DLC. The three characters are to be placed in their quest position for the three conclusion quests, all of which are also assigned together and can be done in any order.
   
'''Note''': If you previously chose to lock Christine in the [[Puesta del Sol switching station|switching station]] during the [[Mixed Signals]] quest, or threatened to put her back into the Auto Doc in the [[Find Collar 12: Christine]] quest, she will set traps in the Executive Suites.
+
'''Note''': If you previously chose to lock Christine in the [[Puesta del Sol switching station|switching station]] during the [[Mixed Signals]] quest, or threatened to put her back into the Auto Doc in the [[Find Collar 12: Christine]] quest, she will set traps in the [[Executive suites]].
   
 
You cannot enter the doors on your right, so you must go left. There will be a small poisonous cloud and, a little further on, an average locked door and an open room. The open door will lead to another room with a broken wall, from which you can access the locked room without picking the lock. In the locked room you will encounter a female hologram (talking in [[Vera Keyes]]' voice) which will turn hostile if it sees you, and attack if you get close. To get rid of it, you need to enter the room it is in while the hologram is facing away from you, and go to the bathroom in the corner, closing the door behind you. You will find the hologram emitter inside; shoot it or disable it with a [[Repair]] skill of 75.
 
You cannot enter the doors on your right, so you must go left. There will be a small poisonous cloud and, a little further on, an average locked door and an open room. The open door will lead to another room with a broken wall, from which you can access the locked room without picking the lock. In the locked room you will encounter a female hologram (talking in [[Vera Keyes]]' voice) which will turn hostile if it sees you, and attack if you get close. To get rid of it, you need to enter the room it is in while the hologram is facing away from you, and go to the bathroom in the corner, closing the door behind you. You will find the hologram emitter inside; shoot it or disable it with a [[Repair]] skill of 75.

Revision as of 03:27, 23 April 2014

 
Gametitle-FNV DM
Gametitle-FNV DM
Find the mute and deal with her. She's somewhere on this floor.Father Elijah

Last Luxuries is a quest in the Fallout: New Vegas add-on Dead Money.

Quick walkthrough

Main Quest: Last Luxuries 
Confront Christine in the Executive suites. 
Kill or persuade Christine to help you. 
Leads to: Heist of the Centuries 

Detailed walkthrough

The quest begins after the Courier has at least initially negotiated with Dean Domino and soon after the player character enters the suites area from the main lobby after dealing with a couple of ghost people in the lobby. The Courier can do all 3 quests in any order, they are always assigned together throughout the DLC. The three characters are to be placed in their quest position for the three conclusion quests, all of which are also assigned together and can be done in any order.

Note: If you previously chose to lock Christine in the switching station during the Mixed Signals quest, or threatened to put her back into the Auto Doc in the Find Collar 12: Christine quest, she will set traps in the Executive suites.

You cannot enter the doors on your right, so you must go left. There will be a small poisonous cloud and, a little further on, an average locked door and an open room. The open door will lead to another room with a broken wall, from which you can access the locked room without picking the lock. In the locked room you will encounter a female hologram (talking in Vera Keyes' voice) which will turn hostile if it sees you, and attack if you get close. To get rid of it, you need to enter the room it is in while the hologram is facing away from you, and go to the bathroom in the corner, closing the door behind you. You will find the hologram emitter inside; shoot it or disable it with a Repair skill of 75.

Once this is done, progress through some rooms through the broken walls and you will find caved-in corridors; follow the corridor through a door on the right, past some poisonous clouds (they are easy to avoid). There is a room on the right. Enter it, and beyond some broken metal shelves on the left you will see a radio on top of washing machines. Disable it, then find the terminal to the right of the opposite door. This has the emergency door override. There is another terminal to the right of the first one which requires an easy hack which you can use to disable the hallway speakers and obtain a recipe for the super-heated cosmic knife, and a hologram code. All the ingredients for the super-heated cosmic knife, except for the knife itself, are also found in this room: the hot plates and pilot lights are on the shelves, and the forceps are in a wooden box on the washing machines, along with some Med-X.

Leave the laundry room through the door on the other side of the room, and you will be back in the first hallway with the maintenance door now open. Go through and turn left. Go straight along the corridor and turn right at the end. Open the door just ahead of you on the right. The other rooms contain holograms that will attack if you get close, so ignore them unless you want to explore. But to continue you will enter a room with lockers and an average terminal, which you can use to make the holograms friendly. A hunting shotgun and ammunition are also in this room. Turn around and you will see two doors: the one on the right will have ammunition and lever-action shotgun. The one on the left will lead you back through the suites, but if you accessed the terminal, you will have changed the security holograms so they won't attack.

Take the door left of the security locker and head through the broken bathrooms to the room with a suitcase on the bed. In the closet is a safe with a hard lock containing a stimpak and super stimpack. Keep heading south to the second room and pick up the password on the table next to the wine bottle. Keep going south until you reach the last room and disable the radio on the table. Exit left into the corridor with a vending machine in an alcove on the right. Go forward and on the right will be some double doors which lead to Vera's suite. On the left of the corridor is her private elevator. Enter the suite and find Christine in the bedroom to the left. To the left of the door to the bedroom is a bookshelf where there is a Big Book of Science. There is an Auto-Doc on the left as you enter the room, which you can use to completely heal you.

Christine will explain her story. If you were previously able to pass various Perception and Intelligence checks and exhausted most of your earlier dialog options with Christine, saying anything other than that Elijah is capable of being reasoned with will result in Christine simply handing over Vera's key and completing the quest. Otherwise, when talking to her, make sure you choose the speech option comparing her to Father Elijah, as this will stop her from turning on the proximity meters attached to both collars. In this second possible outcome, to get the key without killing her, do not attack her; run towards the elevator you first entered. Make sure she is following you. She will eventually become civil again and let you talk to her. She will trust you again and give you the key to leave.

Quest stages

StageStatusDescription
10Quest finishedFind Christine in the Executive Suites.

Bugs

  • PCPC If you kill Dean Domino before starting this quest, Christine may instead be located by the fountain outside of Sierra Madre, where you will get stuck because she only has dialogue as of before the Trigger the Gala Event quest. [verified]
  • PCPC If Christine has set up traps in the Executive Suites, on the west side of the local map there is a tripwire and frag grenade trap (one room across left and one down from the security room - the doorway between these two guest rooms). The grenades can be disarmed and collected repeatedly, giving the player unlimited grenades. [verified]
  • Xbox 360Xbox 360 If you previously merged Dog/God together, if you choose to kill Christine, a message may pop up saying "Dog's collar has exploded," rendering the quest unfinishable. This was solved when reloading a save and killing Dog/God, then going back and redoing the quest. [verified]
Main quests
Act 1Ain't That a Kick in the Head · Back in the Saddle · By a Campfire on the Trail · They Went That-a-Way · Ring-a-Ding-Ding!
Act 2Wild Card (Wild Card: Ace in the Hole, Change in Management, You and What Army?, Side Bets, Finishing Touches) · The House Always Wins (I, II, III, IV, V, VI, VII, VIII) · Render Unto Caesar · Et Tumor, Brute? · Things That Go Boom · Kings' Gambit · For the Republic, Part 2 · You'll Know It When It Happens/Arizona Killer
Act 3No Gods, No Masters · All or Nothing · Veni, Vidi, Vici · Eureka!
Side quests
New California RepublicAnywhere I Wander · Back in Your Own Backyard · Bitter Springs Infirmary Blues · Boulder City Showdown · Can You Find it in Your Heart? · Climb Ev'ry Mountain · Don't Tread on the Bear! · Emergency Radio · Eye for an Eye · Flags of Our Foul-Ups · Hard Luck Blues · I Don't Hurt Anymore · I Put a Spell on You · Keep Your Eyes on the Prize · Medical Mystery · No, Not Much · Pressing Matters · Restoring Hope · Return to Sender · That Lucky Old Sun · The White Wash · There Stands the Grass · Three-Card Bounty · We Will All Go Together · You Can Depend on Me
Caesar's LegionBeware the Wrath of Caesar! · Caesar's Favor · Caesar's Foe · Caesar's Hire · Cold, Cold Heart · I Hear You Knocking · The Finger of Suspicion · We Are Legion
The StripBeyond the Beef · Bye Bye Love · Classic Inspiration · How Little We Know · Pheeble Will · Talent Pool · The House Has Gone Bust! · The Moon Comes Over the Tower
Freeside & Outer VegasBirds of a Feather · Bleed Me Dry · Debt Collector · G.I. Blues · High Times · Someone to Watch Over Me · The Coyotes · Wang Dang Atomic Tango
BoomersAnt Misbehavin' · Sunshine Boogie · Volare! · Young Hearts
Great KhansAba Daba Honeymoon · Cry Me a River · Don't Make a Beggar of Me · Oh My Papa
Powder GangBooted · I Fought the Law · Run Goodsprings Run · Why Can't We Be Friends?
Brotherhood of SteelEyesight to the Blind · Still in the Dark · Tend to Your Business
OtherCome Fly With Me · Crazy, Crazy, Crazy · Ghost Town Gunfight · Guess Who I Saw Today · Left My Heart · My Kind of Town · The Legend of the Star and A Valuable Lesson · Unfriendly Persuasion · Wheel of Fortune
Companion questsED-E My Love · For Auld Lang Syne · Heartache by the Number · I Could Make You Care · I Forgot to Remember to Forget · Nothin' But a Hound Dog · One for My Baby
Unmarked questsA Bit of Slap and Tickle · A Final Plan for Esteban · Access Powers · All Fired Up! · An Ear to the Ground · Andy and Charlie · Arachnophobia · Arizona Scavenger · Barton the Fink · Bear Necessities · Big Winner (Atomic Wrangler, The Gomorrah, The Tops, Ultra-Luxe, Vikki & Vance) · Bounty Killer (I, II) · Brotherhood Bond (I, II) · Caching in at the Cove · Cajoling a Cudgel · Claws Mended · Claws Out · Dealing with Contreras · Defacing the Humble Stone · Democracy Inaction · Don't Poke at the Bear! · Eddie's Emissary · Exhumin' Nature · Fight Night · Flogging a Dead Corpse · Friend of the Followers · Gland for Some Home Cooking · Harder, Better, Faster, Stronger · Hat's Entertainment · Help for Halford · Hidden Valley computer virus · Highway to the Danger Zone (I, II) · Honorary Rocketeer · I Love Bananas · Iron and Stealing · Keith's Caravan Charade · Laurifer Gladiator · Lenk's Bad Debts · Lily and Leo · Long-Term Care · Malleable Mini Boomer Minds · Maud's Muggers · Meeting an Equal · Missing a Few Missiles · Most Wanted · Not Worth a Hill of Corn and Beans · Old School Ghoul · A Pair of Dead Desperados (I, II) · Papers, Please · Pistol Packing · Playing on the Old Joana · Powder to the People · Power to the People · Razzle Dazzle! · Reach for the Sky, Mister! · Rest and Resupply · Ringo's Caravan Rules · Rotface's Loose Lips · Saving (or Savaging) Sergeant Teddy · The Screams of Brahmin · Silus Treatment · Short-Term Treatment · Smooth-Talking Criminal · The Star Showdown · Strategic Nuclear Moose · Straus Calls · Strip Search · Suits You, Sarah · Tags of Our Fallen · A Team of Moronic Mercenaries · Thought for the Day · Tourist Traipse · Trudy's Radio Repair · A Trusted Aide · Useless Baubles or Fancy Trinkets? · We Must Stop Beating Like This · We Must Stop Meeting Like This · Wind-Brahmin Wrangler · You Gotta Break Out a Few Eggs · You Make Me Feel Like a Woman
Add-on quests
Dead MoneySierra Madre Grand Opening! · Find Collars (8: "Dog", 12: Christine, 14: Dean Domino) · Fires in the Sky · Strike Up the Band · Mixed Signals · Trigger the Gala Event · Put the Beast Down · Last Luxuries · Curtain Call at the Tampico · Heist of the Centuries · Big Winner, Sierra Madre
Honest HeartsA Family Affair · Arrival at Zion · Bighorners of the Eastern Virgin · Chaos in Zion · Civilized Man's Burden · Crush the White Legs · Deliverer of Sorrows  · Departing Paradise · Flight from Zion · Gathering Storms · Gone Fishin' · Happy Trails Expedition · Prisoners of War · Retake the Bridge · River Monsters · Rite of Passage · Roadside Attraction · Sanctity of the Dead · The Advance Scouts  · The Treacherous Road · The Grand Staircase · Tourist Trap
Old World BluesAll My Friends Have Off Switches · A Brain's Best Friend · Coming Out of Her Shell · Field Research · He Came... And Went · Influencing People · Midnight Science Fiction Feature! · Old World Blues · On the Same Wavelength · Picking Your Brains · Project X-13 · Sonic Emitter Upgrade · Welcome to the Big Empty · What's in a Name? · When Visitors Attack! · X-2: Strange Transmissions! · X-8 Data Retrieval Test · X-8: High School Horror! · X-13: Attack of the Infiltrator!
Lonesome RoadThe Reunion · The Silo · The Job · The Launch · The Tunnelers · The Divide · The Courier · The End · The Apocalypse