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Talk:Hard Luck Blues

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Worst Quest Ever. Edit

Awful quest, frustrating and pointless. The direction pointers are useless because of the different levels. I hate mazes. even using this guide it took ages. Ok also, the notes in the article say NO xp is earned, yet at the end it says you DO get XP. Having played through now I can confirm you DO get XP, so Ive removed the bit that says you dont get any. AND after going though all that shit and deciding to save the dwellers, I get to suite 300 at Aerotech and noone is there, seems Ive hit the bug detailed in the article. This game sucks for me now, it could have been amazing, but the bugs and lock ups ruin it. Pile of shit game becaue of that. So many things smack of 'unfinished' and ignoring major problems because of release deadlines.

86.174.209.126 11:21, December 9, 2010 (UTC)

  • Can anyone confirm this? I picked to help NCR, did not get any EXP. (PC, after the Dec. patch).

Like the guide says, MAKE SURE YOU BRING LOOOOTS of RadAway. This quest took me 3+ hours of retrying because of not being prepared.


Yeah take RadAway, Rad-X or any high Rad resistance gear you've got, becuase the radiation will kill you if you don't.--94.171.184.82 23:26, October 22, 2010 (UTC)

I wouldn't call it the worst quest ever, but certainly challenging. I think I went through 20 radaway and got the free radical perk just in here. If the radation worries weren't enough, the sheer number of ghouls, especially glowing ones, in the vault will make you cry. 184.60.20.232 13:46, October 24, 2010 (UTC)

I obtained this quest from inside the vault before going to the pump station from The first of the reactor control terminals below the Overseers office. Also, I did not encounter the 'Two feral ghouls' bug mentioned. They were named and lootable. --Webley 09:26, October 26, 2010 (UTC)

No harder than many others. I had two followers, the space suit, maybe 6 RAD-X and there's plenty of radaway to be found throughout the vault (at least a dozen). 85% rad resistance and stealthy headshots made it perfectly doable. Rex's Search and Mark perk is a timesaver.--GryphonQ 05:25, October 31, 2010 (UTC)

You can also start this quest by going to the west pump station, I never spoke with this 'morgan blake'.

After going around in circles until my head started spinning, I gave up and came to read the article. The vault design doesn't make any damn sense, you have to go to one place to obtain access to another, and the quest marker incorrectly tells you to head to the armory when you don't have access to it. The biggest irritation was the fact that it was pitch dark in both the cave and the vault. A few Catseyes here and there were very helpful, but I didn't have enough for the duration of the trip. As a final insult, the choice in Hard Luck Blues is no choice at all. — Lovable Sociopath 15:59, December 3, 2010 (UTC)

No way to achieve both ends by freeing the Vault dwellers, then using the terminal they had access to to shutdown the reactor?

Can someone look through the GECK files and see if this quest is supposed to end this way? This is probably the only named quest where the quest-giver doesn't even remark on it after it's done. In fact, she still complains about the water, even if you finish both Sharecropper-related quests (White Wash being the other one).

This is one of my favourite quests: 1)completing it is a more interesting puzzle than nearly any other quest 2) it's pretty scary with the ghouls, claustrophobic vault & radiation ticking away at your life 3)the moral choice of family vs the farm is a really difficult one. You just have to suspend your disbelief a bit & it's great fun. 94.14.235.167 22:30, September 12, 2011 (UTC)

Reactor Bug? Edit

So apparently there is some kind of bug when getting to the reactor. It asks for a Master Override password to choose either of the options and I'm sure I've gotten all the passwords. I have 3 total. So unless there's 4 and I'm missing one there seems to be a bug.-----No Sneaking By-KILL THE OVERSEER! Password Should be on Him.

I did kill him. I sniped him while hidden. I got his password. It was Sunflowers I think.

What it's telling you to do is to choose the "open reactor door" option. After you do this, the door to the left can be opened, and there's another terminal in there, from which you make the final choice to end the quest. --GryphonQ 05:21, October 31, 2010 (UTC)

I had the same issue. You need to go back to the outside terminal and read the SOS. The option to reroute control will then appear on the reactor room terminal. --Silverdrake 20:01, February 16, 2012 (UTC)

Safe with aid Edit

There's a safe on the first floor (average)with 14 rad-x and 11 rad away, should probably be added to the topic as it states lots of rad-x and rad away is needed. --90.220.126.225 02:21, December 30, 2010 (UTC) Just realised it does but it should say it's average and contains what I said inside. Still trying to work out what I need to do to get into the armory (and if I even need to do that).

There is Karma or Advanced Radiation suit as reward. Edit

If you save the dwellers, and will speak with them later (Aerotech Park Suite 300) you can say that you are the one who saved them. If you want reward - Horowitz will give you Advanced Radiation Suit. If you refuse - you will gain karma.

Vault dwellers vs Sharecroppers Edit

Considerations on whether to help the vault dwellers or the sharecroppers is this. By freeing the dwellers you not only poison the water for the sharecroppers, but also the water to Freeside and the diverted water to Westside. This would effect a larger amount of individuals and communities vs the release of five vaultdwellers. The needs of the many outweigh the needs of the few, would apply in this case.Carinth 23:41, July 8, 2011 (UTC)

i'll choose the clean water.those vaultdwellers had the chance to leave that vault beforehand.--Frizstyler 14:59, July 19, 2011 (UTC)

...no they didn't.

They had a choice to leave when the Boomers left for Nellis AFB.

You can always get the radiation off the food/water but you can't bring those vault dwellers back to life so i rather save them.


My strong empathic instinct said save the family, I didn't want that kind of suffering on my conscience. But the numbers of people so starving in freeside and the wasteland that they'll throw themselves against bullets for food... You've got to admit the family would probably end up that starved to death eventually anyway.

94.14.235.167 22:45, September 12, 2011 (UTC)

I tried a Player.MoveTo 0015e9eb before releasing the vault dwellers, and it appears that their location was already in Aerotech Suite 300. It eased my mind - when I sacrificed them - to know that they were at the same state (technically, in the game) before and after I disabled the reactor ^^ . (Maybe they are just tricking you into not disabling the reactor.)

I wished I could make Horowitz talk about where they were trapped so I can access the computer they used and disable the reactor by myself afterwards. But he doesn't seem responsive to torture, and his head is not well attached to the rest of his body. That's sad...

Also, by "tcling" my way in Vault 34, I noticed that the Armory that we can see from the Overseer's Office is a dummy one from where you can loot a Minigun (but it would be cheating :p ). There is a double door in there too (why ?). No notable loot in the dummy Overseer's Office when accessed from the Armory. -Boumbh-194.3.247.4 15:17, October 25, 2011 (UTC)

Horowitz and his family never had a chance to leave. Their ancestors did. And even then, they had to fight their way out. Then the overseer sealed vault so it couldn't be opened from the inside; anyone who did want to leave at that point was unable to. And I sure can't blame anyone who thought staying in the vault despite the civil unrest would be preferable to the harshness of the wasteland. But the main reason one year later I'm once again going with saving the vault dwellers is that if you sacrifice them, all Morgan Blake has to say is that she's too busy to talk. You ensure the death of a family of five for the sake of the damn crops, and she won't give you the time of day. — Lovable Sociopath 14:36, November 26, 2011 (UTC)

I would always choose to stop the radiation and save the water supply. It seems like the logical choice because the player character would have no idea when the SOS message was sent or if the dwellers who sent it were even still alive. So why poison the NCR's food supply over a few people who could already be dead or turned into feral ghouls (I know the vault dwellers are fine but your player character would have no idea). And if the radiation continues to contaminate the water supply it will eventually end up killing a lot more then 5 people in the long run, while also destroying farmland that's supplying tens of thousands of people. But I always feel bad when I don't save them :( 74.75.93.119 03:27, June 23, 2012 (UTC)

The quest simply makes no sense. There is no way in hell anyone would still be alive in there, one look at the condition of that vault would tell anyone with common sense that no human has been living in it for decades. That kind of dilapidation doesn’t happen overnight even with a radiation and water leak. If they hadn’t succumb to the radiation they would have surely starved to death or simply died of natural causes by now. The fact that the people in there are still alive was just stupidity on the programmers. It would have made more sense if you transferred control to them and they came running out as a bunch of ghouls and attacked you. I agree with the others, if you didn’t know in advance, you would have to chose in favor of the farmers, common sense tells you the odds of anyone actually being alive in there was slim to none. ReapTheChaos 18:09, June 26, 2012 (UTC)

Getting the quest Edit

I got the quest without even talking to the sharecroppers. The terminal inside the Overseer's office in the Vault can assign you the quest without having to go to the Sharecroppers, I got the quest from the terminal. Finchelfanno1

Lacking closureEdit

If you choose to save Vault Dwellers, true that you can finish the quest off by talking with them at their new place.

But. If you choose to clean the water source, there's no closure at all. You go no where to report anything, even a pat on the head. The guys at the farms show no reaction about the surely improved quality of water.

At least drop a water technician at the pump house to saying something about it.Sheeesh! Laclongquan (talk) 14:46, March 7, 2013 (UTC)

Vault Trinket Reward? Edit

Can someone with the GECK check for a reward from this quest for siding with Horowitz? Such as a Food sanitizer? Richie9999 (talk) 06:40, April 15, 2013 (UTC)

And, has somebody done that? I for one can ask them as many times as i like, but they're not giving me an actual reward. {{SUBST:Signature|Kennyannydenny}} 17:50, July 27, 2013 (UTC)

Just exactly how many times did you have to reload before they give you a reward? I have a limit to my patience.

Very confusing articleEdit

I am outside the Overseer's Office, reading the article and trying to figure out where the Security Office is so I can unlock the door. After reading the article word for word twice, I still have no clue where to go.

This article, supposedly a walkthrough, does nothing to assist players in completing the quest. Utility Room, Security Room, Clinic, Armory... all are mentioned, and their locations are basically stated in reference to each other instead of in absolute terms, such as "go west of the northernmost level 2 staircase and down a level" or whatever. Further, the mentions of the critical-to-find rooms are out of any logical order and sprinkled throughout a more or less rambling narrative focusing mainly on the lore of the Vault- which belongs in the Vault article, not in a quest walkthrough.

Since the article is too jumbled and out of order to bother deciphering, I'm going to abandon this quest because, without a viable walkthrough, it is apparently way more trouble than it is worth.

If anyone who has actually completed the quest is so inclined, this article needs a complete rewrite, skipping the lore and laying out a logical, easily-understood and followed 1-2-3 path from the entrance of the vault to quest completion, using absolute directional terms instead of relative references from one place we can't find to another.

I'll rewrite it myself if I change my mind later and can't decide whether to slash my wrists or try to do this quest.

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