Them things come in kits now, huh? Man, the good book don't mention that, does it?”— John Cassidy
|Main Quest: Retrieve the GECK for Arroyo.|
|Go to Downtown NCR.||Go to the PMV Valdez oil tanker in San Fransisco.|
|Speak with Deputy Karl about getting some honest work.||Speak with Sheriff Dumont about getting some honest work at the Westin Ranch.||Gain Captain A. Ron Meyers' trust by completing Get Chip's spleen.||Gain Captain A. Ron Meyers' trust by completing Find Badger's girlfriend in the hold below the ship.|
|Go to Council Hall in the NCR Hall of Congress.||Speak with the guard behind the forcefield emitter about wanting work.||Speak to Captain A. Ron Meyers about making the tanker operational again.|
|Tell the doorman you need to speak with President Tandi.||Enter the Westin Ranch.||Complete The navigation computer needs the NavComp part to work.|
|Speak with Gunther, who will let you into Tandi's office.||Tell the doorman Felix your business with Mr. Westin before going into the house.||Complete The tanker needs fuel.|
|Speak with Tandi about the job regarding Vault 15 and accept.||Speak to Mr. Westin about the job regarding brahmin raids and accept his offer.||Complete Retrieve the FOB from the base Commander.|
|Complete Retrieve Parts/Gain Access to Vault 15.||Speak to Felix and he'll bring you to the Westin grazing lands.||Complete You need to use a FOB to access the navigation computer.|
|Access Vault 15's library computer on the 3rd floor.||Complete Stop brahmin raids||Access the PoseidoNet Computer in the tanker's bridge and select "Go."|
|Download Vault 13's location onto your PIP-Boy.||Follow the deathclaw tracks through the northeast exit (requires 100% Outdoorsman)||Once inside the Enclave Oil Rig, go to the access corridor.|
|Enter Vault 13.||Try different terminals until the door to the northeast room is open.|
|Speak to Gruthar and agree to help the deathclaws.||Kill Gruthar and the other deathclaws.||Go to the storage room in the back labeled "Survival/Gear Locker".|
|Complete Fix the Vault 13 computer.||Take the elevator to level 3 and go to the storage room.||Take the G.E.C.K. from the locker on the left.|
|Speak with Gruthar and he will gladly give up their G.E.C.K.||Take the G.E.C.K. from the locker on the left.|
|Reward: 4000 XP|
In order to retrieve the GECK from Vault 13, there are three ways.
- One must make their way to NCR, talk to Sheriff Dumont (standing on the corner in NCR Downtown), they must then tell him they are looking for "honest work." He will then refer them to Westin (the entrance to his ranch is just to the west of the Sheriff). The referral from the Sheriff (must pass Karma check) will get the guard to open the gate. Take the quest to investigate raids on the brahmin and then track the perpetrators (talking deathclaws) back to Vault 13 (must have a 100% Outdoorsman skill to track them).
Note that a possible bug prevents this route.
- Talking to Saltbeef Bob (in the Westin Ranch compound) and giving him a drink of alcohol will get him to tell his yarn. This reveals that a doctor in Shady Sands (NCR) stole his map to Vault 13. Confronting the doctor gives an option to buy his Velvet Elvis painting for $10,000, which unknowingly to the doctor, contains the hidden map. On a side note to ask the doctor about the map one has to let him heal them first and then the option to ask him questions becomes available.
- Alternatively, take Tandi's quest to clear/negotiate with the squatters in Vault 15, kill or leave Darion (based on which quest will be done) on Level 3. Opposite from his room is the computer room. One of the computers has information on Vault 13, although it requires a decent Science skill (at least 65).
At the Vault one has to either negotiate with or dispose of the inhabitants, which will require the Vault-Tec computer voice module, which can be obtained from Eldridge in New Reno Arms, or Vault 8 (in Vault City).
Or, much simpler, just get to the Enclave Oil Rig. In the floor trap room, in the "safe room" all the way to the right, a GECK can be found in one of the lockers. A lot of XP is missed out from picking this route, but the deathclaws are kept alive.
- 4000 XP