Westside

The fortified Westside zone is an independent settlement within the northwest Las Vegas Conurbation. Although "Westside" can be used to refer to the entire region east of the Spring Mountains, south of the Corn Creek Dunes, and west of the New Vegas Strip's massive walls. While civilization thrives in the northwest, society gradually breaks down the farther south one travels. These city blocks are violently run by chem-addicted raiders known as the Fiends.

Background
While it appears poor and run down at first glance, the community produces enough food, clothes, weapons and medicine to encourage trade and arm their defenses. Their security provided also protects travelers whom trade with the rest of New Vegas.

This small tight-knit community was born from the regions semi-nomadic populace. They organized themselves into a loose militia, built defenses and began substance farming. It was only latter after decades of stagnation – relying on their merchants and the protection they offered to traders passing through – the settlement began to thrive, due to the boost of trade and goods production the arrival of the Republic and the establishment of the FEZ-NV brought.

One day Arcade Gannon and Tom Anderson were passing through Westside, while Arcade kept going Tom decided to stay and help these people as best as he could. He began by teaching the denizens how to better grow their crops. The Westside Cooperative was then formed by he and Clayton Ettienne to better organize their work, in an effort to maximize profits. However, there success in increasing the crop yields brought their most important issue to light. Their lack of a clean independent water source was preventing them from prospering. Their previous crops were grown with dirty water, giving it a funny taste. Now with even more crops to feed they needed to find a better water source. The only one available however was the former city's waterworks.

Westside was already receiving shipments of water delivered via barrels from the sharecropper farms. This however was not enough to satiate their desire to turn their stagnation into prosperity, embroiling themselves in tense negotiations with the NCR regarding the siphoning of their water supplies directly from the waterworks. Fallout: New Vegas Official Game Guide Collector's Edition p.325: "ZONE 2: NEW VEGAS CONURBATION [INTERIOR ZONES] Topographical Overview ''The Great New Vegas skyline is dominated by the Lucky 38 Tower, and other monuments to excess, but visiting such ostentatious structures requires more than just knocking on a door. There are five "Interior zones" within the New Vegas Conurbation, and all offer a glimpse into the way of life for the inhabitants. Zone 2A (Westside) consists of a cooperative of crop-growers and militia, and vying for water from the NCR. Zone 2B (North New Vegas) is a squatter camp with few amenities. Zone 2C (Outer and Inner Freeside) is a sprawling series of large roads, structures, and casinos that don't quite have the razzmatazz of those on The Strip. The Kings, Followers of the Apocalypse, Garrets, Van Graffs, along with Mick & Ralph inhabit Freeside. The Strip itself is a neon-clad architectural triumph, but heavily fortified and guarded by Securitrons in the service of Mr. House, who rules the three Families (the Omertas at the Gomorrah, the Chairman at The Tops, and the White Glove Society at the Ultra Luxe) with an iron fist. The NCR also has an embassy here, and a brother and sister live and work for Mr. House, building more neon signs and showing rich folk around Vault 21. Finally, Zone 2E is Fiend Territory, and the only part of New Vegas where you're actively hunted by hostile forces.''

Highways and Byways

''Access to the interior zones is almost exclusively via gates, which are guarded by gang members or militia of the Faction you're about to meet inside. Inside each zone, there are main streets and alleys; especially in Freeside you should learn the layout so you can gauge (for example) which gate is nearest your destination. For example, always take the Freeside North Gate if you're heading to the Old Mormon Fort, and the Freeside East Gate if you want to visit Mick & Ralph's. There are Sewer entrances to Zones 2A and 2B (not the others). To reach 2D (The Strip), you must enter Zone 2C (Freeside) first."'' (Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland)

The tensions between Westside and the NCR would continue to rise for two reasons. The first is the communities shared perception that all the water was going to the sharecropper farms; this simply isn't true. The second is their belief that they had more a rite to the region's water than the people actually maintaining and protecting the waterworks. Also simply not true. In truth it is their own inability to maintain and protect their access to that water source and their inability to even get to it due to the dangers of both travel and recent threats like Caesar's Legion. With the NCR justifiably refusing to just give away this precious resource, Tom Anderson and Clayton Ettienne began to devise a plan to directly siphon off water from the NCR OSI operation.

With his extensive knowledge of hydraulic engineering and previous credentials of working within the OSI, Anderson was in the perfect position to manipulate the NCR into such a position. Already a trusted figure he manipulated the OSI to divert some water into the north cistern – which was conveniently within Westside's fortifications – under he guise of them saving water. They however couldn't just make regular trips to and fro the cistern, they would simply draw to much attention. Hector overheard them, he came up with the idea of using himself as the middleman. As a local child and courier the people in town were used to him traveling all over, even with his brahmin. His natural inconspicuousness went unchallenged for some time.... but not the missing water.

At first it was the farmers themselves who noticed. After making an appeal and getting more water, they still couldn't keep their quotas. The sheer volume of the missing water started to attract attention. Corporal White was the first person to take the rumors seriously. Seeking advancement into the Rangers he began his investigation unofficially, on his leave. Discussing his progress with a Gomorrah prostitute he fancied, although she was only interested in his money.

He began his investigation by going through the computer commands and reviewing delivery schedules. He knew that he was onto something when he noticed that the water wasn't just going to the south cistern where the NCR had a presence. He then went to the farms itself and began to interview the sharecroppers. The farmers were interested, although they knew nothing about computers. He then interviewed the servicemen, they however believed that the farmers were just incompetent and making excuses. When he tried to convince Lieutenant Romanowski – the commanding officer – with the proof, the Lieutenant was acutely adamant. Believing him to be nothing more than a glory hound seeking promotion because he thought that he was too good to be a trooper like them. This however was only due to his own narrow minded incompetence. After several attempts to get Romanoswki to listen White left, telling him that he was going to see Tom Anderson in Westside, sidestepping him altogether. The Lieutenant then wrote a reprimand recommendation to Lieutenant Carrie Boyd – White's commanding officer, recommending White be punished for his "borderline insubordination." Remaining oblivious to White's predicament and the actual water shortage in general.

Undeterred he continued his investigation directly into Westside. It was here he noticed Hector making regular trips to and fro the local cistern. White confronted him and Hector confessed; Anderson had convinced Hector that it wasn't stealing if it was for the "greater good." With proof and a confession in hand White went to confront Anderson. White made the mistake of assuming that because Anderson's a Follower of the Apocalypse, he wouldn't try anything. Anderson acted docile, but as soon as White turned to go, Anderson shot him in the back. Later confessing the first degree murder to Clayton Ettienne. It was a rash decision, one which he immediately regretted. With the murder of a man on his conscience and his responsibility to keep Westside "independent" from NCR he and Ettienne conspired to keep the matter quiet. They managed this quite easily with the locals whose misconceptions on NCR were easily to manipulate. Their only loose end – as far as willful conspirators go – was Hector. When he asked what happened to White Tom couldn't and/or wouldn't answer. Telling him not to worry, his face expressing that he did something wrong.

With their ideological bases covered everyone went back to their delusion that Westside was still actually independent and self-reliant. As for Tom he was always smart enough to know that everything he had done was to the detriment to the community; if only subconsciously. Going through most of his life with the "for greater good" demeanor. Now, thanks to him, Westside remains completely dependent on NCR's water just to sustain its current socioeconomic life. A once substance biased local trade hub now living well past its means, still unable to pay for a stable water delivery.

Ideological bases however could never erase the massive trail of evidence pointing directly to Westside and Tom Anderson in particular. With White's disappearance on leave and his infamous reputation for spending a ludicrous amount of time with a Strip hooker, no one suspected foul play. His commanding officer Lieutenant Carrie Boyd even considering it a bit of a joke. A trooper smitten with a hooker he met on leave, hungover and technically AWOL. She would hire out the detective work to the Courier who can choose to follow the trail directly to the culprit.

If the Courier chose to investigate the fate of Tom Anderson, the Co-op, and of Westside is in the Courier's hands. The Courier can decide to extort the Co-op, lying for Westside blaming White's murder on the Scorpions – increasing the Courier's reputation with the Followers, try to apprehend him – forcing the Courier to kill him, or convincing him to turn himself in and blame the murder as an act of passion over Dazzle – protecting Westside's secret. Due to Arcade's connection to the affair and in particular his affiliation with the Followers he will understandably blame or praise the Courier accordingly. Murdering Anderson will cause him to become a exacerbated and blame the Courier for "screwing over" Westside. Blaming the murder on the Scorpions and wiping them out will cause him to write the whole affair off as one less problem for Westside. Extort the Co-op and infuriate him. Convincing Anderson to turn himself in and Arcade will thank the Courier for the closest approximation to justice that he can see. For Arcade couldn't see that Anderson never really helped anyone. A decent cause is no excuse for murder, conspiracy, theft, and making an entire community dependent on other's resources. At the end, some of the victims, the sharecroppers, are extremely grateful, able only to show their gratitude by giving some of their crop to the Courier. A crop below their quota, endangering their well being.

The latter option is the best for Anderson's sense of "the greater good;" White's murder goes punished by the man who actually did the deed, Westside gets to keep siphoning off water, and he gets to satisfy his guilt over the murder.

Westside Militia
The militia acts as the main police and military force for the community of Westside, charged with maintaining order and defending the neighborhood from Fiends, Scorpions and hostile wildlife. Klamath Bob, Mean Sonofabitch, and Judah Kreger are members of the militia. Anderson works with the citizens to keep Westside independent from the NCR and Mr. House. The residents positively reflect upon their community's political status, often remarking that the NCR should go home as "their people must miss them."

Society
The locals prize their independence and work hard for the common good. The Thorn itself demonstrates that beyond anything else that they're self-sufficient, intelligent, and resourceful. This culture of the independents is prevalent throughout the region. They take pride in their strength and survivalism, this is most notable for their reverence in their hunters. Who have overcome the trials and tribulations of the wasteland and its predators. Despite their achievements, the general stagnation of their lives still leads some to drink their problems away.

In response to the threats to Westside, the residents organized themselves into a loose militia and created an impressive, two-tier approach to defending the gates that leads into Westside. Although suspicious of strangers they are not actively hostile, with exception to the Scorpions and the Fiends.

The Scorpions are considered a minor nuisance, more known for mercenary work, selling chems and getting slaughtered by the main threat to the region; the Fiends. They often harass and attempt to raid the settlement, however with the NCRA actively – although only partially focused on – eradicating them as a threat, Westside has experienced a reprieve from them.

Westside Cooperative
Currently embroiled in tense negotiations with the NCR regarding the siphoning of their water supplies, the residents of the fortified Westside zone have a small, but tight-knit community based around growing crops for themselves, and to sell to travelers and larger factions. With the help of Tom Anderson and the Followers of the Apocalypse, a reliable irrigation system was implemented. Thus, Westside grew from a subsistence crop-growing hamlet up to a stable, self-sufficent farming community operating independently from the NCR. The locals grow enough produce to feed themselves and export to other parties, thus meaning that they don't have to rely on merchants for food.

The Westside Co-op features a motley band of folk, founded by an escapee from New Reno named Clayton Ettienne. The organization is a joint venture between him and Tom Anderson, who is single-minded in his defense of this operation.

Layout
The larger part of the neighborhood, exposed to the Mojave Wasteland, is surrounded by a small network of walls, while the residential and commercial area is walled completely, except for two gates. The Westside's services include a food store, a brothel, a liquor store, a pawn shop, and a fighting arena where matches can both be fought and bet upon.

The New Vegas Westside proper has east and south entrances. The Thorn and the Casa Madrid Apartments lie outside the southern entrance to the residential area but within the outer wall. The Sunset Sarsaparilla headquarters, which is south of the Westside, is about halfway in between the Westside and the South Vegas ruins.

Buildings

 * Casa Madrid Apartments
 * Klamath Bob's liquor store
 * Miguel's Pawn Shop
 * North cistern
 * Westside Co-op

Notable loot

 * Police hat and RobCo jumpsuit - Worn by Dermot.

Related quests

 * The White Wash
 * The Coyotes
 * For Auld Lang Syne
 * Dealing with Contreras
 * A Bit of Slap and Tickle

Appearances
Westside appears only in Fallout: New Vegas.

Behind the scenes
Westside is based on the real world neighborhood of Historic West Las Vegas, or colloquially known as Westside, a 3.5 square mile (9.1 km2) area is located northwest of the Las Vegas Strip and the "Spaghetti Bowl" interchange of I-15 and US 95.