Come Fly With Me

Come Fly With Me is a side quest in Fallout: New Vegas.

Quick walkthrough

 * 1) Talk with Manny Vargas or No-bark Noonan.
 * 2) Go to REPCONN Test Site.
 * 3) Talk to Jason Bright.
 * 4) Clean the basement of the nightkin.
 * 5) Return to Jason Bright.
 * 6) Talk to Chris Haversam.
 * 7) Get the things Jason Bright asked for.
 * 8) Go to the Observation Deck.
 * 9) (optional) Sabotage the launch.
 * 10) Launch the rockets.

Detailed walkthrough

 * 1) Head to the REPCONN test site.
 * 2) Enter the facility and discover the source of the ghouls.
 * 3) Head upstairs to meet with the owner of the voice from the intercom.
 * 4) Speak with Jason Bright, the leader of the REPCONN ghouls.
 * 5) You must now clear the basement of the nightkin. However, for a greater challenge, it is not necessary to kill them if you perform two optional sub-quests for the nightkin leader Davison and the ghoul Harland.
 * 6) * If you kill any nightkin before or after meeting Davison, he might attack you.
 * 7) * (Optional) First, go speak to Davison, without killing or being caught by any nightkin. Head left to find Davison's office. He will inform the Courier that he led his nightkin to the facility to find a large shipment of Stealth Boys. He will then complain that there is one last room he must search, but that a particularly tough ghoul has barricaded himself in it. The quest will update and Davison will give you a key.
 * 8) * Go speak to Harland. Head out of Davison's office to the right and down the hall to a locked door with a dead nightkin outside. Harland will then initiate dialogue. (After finding Harland's friend or killing Harland, you can access the computer for an update on the location of shipment invoice.) Return to Davison.
 * 9) * (Optional) Find Harland's friend, who has been imprisoned by the nightkin.
 * 10) ** Head out of the room and follow the corridor to the end then round, follow the steps down and turn right.
 * 11) ** Head to the end and through the door on your right which has some metal walkways which overlook the prison. An "invisible" nightkin jailer is walking around the room. Before going down to the prison, you will need the jailer's key or cross the room to where the door leads to the stairs going down, but turn right and go to the end of the room. A small room on the left has a desk in a back, center nook. A key is in the desk.
 * 12) ** Go down the stairs and through the locked door on the left wall.
 * 13) ** Inside the first room on the left you will find Harland's friend dead.
 * 14) ** (Optional) Return to Harland and let him know the bad news. Harland will leave the basement and you are now free to look around upstairs without him turning hostile. Be careful; there are lots of bear traps, 3 shotgun traps, a tripped terminal plus nearly a dozen frag mines under little dust mounds in Harland's area on the first floor.
 * 15) * (Optional) Search the room that Harland is in for the Stealth Boy shipment the nightkin are looking for.
 * 16) ** The shipment information is found in the large room where the ghoul was defending his territory, at an upstairs terminal with many boxes next to it. As you read, it will state that the shipment had been shipped back to RobCo.
 * 17) * (Optional) Return to Davison with news that the Stealth Boys are not in the REPCONN facility. If you have not attacked any nightkin thus far, he and his nightkin will peacefully leave the basement. Otherwise he attacks. (you can kill nightkin with a silenced weapon and Davidson will not attack upon completion)
 * 18) Report to Jason Bright that the nightkin are gone.
 * 19) Head to the REPCONN basement and talk to Jason Bright about what comes next. You will find a space suit and space suit helmet on a shelf in the room where this happens.
 * 20) Speak to Chris Haversam about fixing the rockets.
 * 21) * With a Speech 50 check, you can convince him that he is human, which will gain you Karma. Chris will say that he wants revenge for the ghouls' deception. You can either edge him on or convince him to let it go.
 * 22) ** If you tell Chris he should get revenge, he will ask you for 3 Sugar Bombs to sabotage the engines, in addition to the other required parts. Also, a female character with the Black Widow perk can convince Haversam to sabotage the engines, regardless of whether he believes himself a ghoul.
 * 23) ** If instead you convince him that murder isn't the way, Chris will relocate to Novac after the ghouls launch.
 * 24) Find parts to fix the rockets' thrust controllers.
 * 25) * The thrust controllers are found at the Gibson Scrap Yard. They cost 500 caps but with either a Speech or Barter check of 50 you can get them for 50% off. If you use the Lady Killer perk on Old Lady Gibson she will give you them for free, another way to get them for free would be to pickpocket Old Lady Gibson for her key or pick the lock on the metal box (average) inside the garage.
 * 26) * Note that there is a ladder on the left as you exit the space suit room that leads directly outside; this way you don't have to run all the way back up to the front entrance.
 * 27) Find atomic fuel for the rockets.
 * 28) * The atomic fuel is found just north of Clark Field. Another one located at the opposite side of radioactive golden gecko-infested ruins, near a dead pack brahmin. A corpse wearing a  yellow radiation suit has a canister. Alternatively, you can use the rocket souvenirs (5 of them needed).
 * 29) * Atomic Fuel can also be found in the Dino-Souvenir store, under the T-Rex. Buy the stockroom key from Cliff Briscoe with Barter 30, use the key to open the door and grab the souvenir rockets. You'll need 5. Collect ALL the Dinky Dinos and sell them back to Briscoe for a tidy return on your investment. Then take the souvenir rockets back to Chris. Bonus, you can also steal "That Gun" in there but you will lose Karma. 150 souvenir rockets can also be found in a vending machine upstairs of Mick & Ralph's in Freeside.
 * 30) * As an alternative to the above strategy, one can wait for Cliff to retire for the evening and simply pick the (very-easy) lock. Naturally, this will cause you to lose Karma for picking the lock, but you'll still be able to take all of the souvenir rockets and the Dinky Dinos without penalty.
 * 31) Return to the REPCONN test site and give the parts to Chris Haversam.
 * 32) Talk to Chris Haversam to begin preparations for the rocket launch.
 * 33) Stay in the building and make your way up from the basement to the research wing on the 3rd floor.
 * 34) Complete the launch sequence, by pressing the button on the control panel. If you have Science 55 or greater you can alter the navigation co-ordinates, it is possible to earn 55 extra XP by altering the rocket's trajectory, which should send the rocket 12.5% closer to its destination. This also results in good karma. If your Intelligence is below 4, you can also try randomly mashing the buttons on control panel. Watch the cut scene as the rockets take off from the opened launch hangar. You should see a notification that your reputation in Novac is improved.
 * 35) * You can also set the navigation so that the rockets collide into one another as they launch. This gives you negative Karma, but your reputation in Novac still improves, as you still satisfy the original reason of the quest: to get rid of the ghouls.
 * 36) Return to Manny Vargas if you started the quest with him. Completing the quest with him will boost your Novac reputation some more.

Behind the scenes

 * The quest was implemented and designed primarily by Jesse Farrell and Akil Hooper.
 * The song that plays quietly in the background during and after launching the rockets is Richard Wagner's "Ride of the Valkyries."
 * The name of this quest is a reference to the popular song, "Come Fly with Me", which was performed by Frank Sinatra in 1957. This song was composed by Jimmy Van Heusen and the lyrics were provided by Sammy Cahn.

At one point during development, Davison and his nightkin had multiple ghoul prisoners held in the REPCONN facility, at least one of whom could be located alive. A number of partially removed dialogue options still exist to go with this scenario, including a request that Davison release the ghoul prisoners because "they're no threat" and an option to give the ghoul prisoners three Stealth Boys so that they can make their escape unnoticed.

Bugs

 * ED-E's Enhanced Sensors perk sometimes fails to negate the stealth ability of the nightkin in the basement.
 * No cut scene glitch: After handing over the 2nd item and telling Haversam to start, Jason Bright will start his speech but stop after one or 2 sentences. You will see all ghouls lined up but one, who is wandering around the hangar. If you go up to the launch pad and press the button, cut scene music will start but no video of the rockets or the dome opening. You get the exp and karma for the quest, though. If you go back down again, Haversam will still tell you the journey is about to begin, with no other options left to pick. Rockets will be gone but all ghouls are still down in the hangar. It is believed the bug is triggered after you tell Haversam that he is not able to embark on the journey. After triggering this glitch it is possible to see the rockets fly past at a much faster speed from the hangar when you exit the building and start to walk down the stairs in front of the building leading to the road.
 * After completing the quest with sabotage, if you go back and speak with Chris he has no clue what happened to the ghouls.
 * When at Clark Field trying to retrieve the Isotope-239 igniting agent, the Igniting Agent is on a dead scavenger wearing a radiation suit. Even after you pick up the Igniting Agent, the script engine will not acknowledge it, even when it is in your inventory. When you go back to Chris Haversam, he will not acknowledge that you have it either. Going to the Dino-Dee Lite store and getting the rockets in the backroom does not seem to work either. Without these rockets, the quest is impossible to complete through normal means.
 * After leaving the 2nd floor and picking to kill the nightkin, or convince them to leave, the door to the 2nd floor will be locked, and will need a key to open.
 * If you collect the isotope first, the room where Chris Haversam was, may be empty after you collect the thrusters. This prevents completion of the mission.
 * Sometimes, if you collect isotope from RADical, second isotope near dead brahmin is missing.
 * When at Clark Field to obtain the Isotope-239 igniting agent, the scavenger who is in possession of the Igniting Agent is halfway underground with no way to get to them without using console commands. Even shooting the body or using dynamite won't get the body out of the ground.
 * Fix: use the third person perspective to get access to the body.
 * Sometimes after the rockets launch, the Launch Music will turn into to a crackling noise that is impossible to get rid of. It's recommended to create a save game outside of the REPCONN building area so that you can load this file if the problem occurs. (had this happen on Xbox 360, but it stopped once outside of the REPCONN building)
 * If the crackling noise is heard, turn around and look on the wall opposite the window and launch button. There will be a Loudspeaker. Activate it to turn off the music/noise. Then proceed into the building. If the noise is still heard, go down into the basement where you received the Space Suit. On the wall directly overhead of the door you enter into to get the Space Suit will be a Loudspeaker. Activate it. Then out in the hall is another Loudspeaker. Jump and activate it as well. Then leave the site via the nearby ladder.
 * After returning with the second component, and subsequently giving it to Chris Haversam, it's possible that the two speech options to initiate or delay the rocket launch will appear, but no selection can be made. This locks the game up, and a previous save must be loaded.
 * Sometimes after getting everything for Jason, he may take the "cherry bombs" off you. Which can pose a problem as you cannot complete the quest.
 * If Harland was made hostile, but not killed, during the optional parts of the quest, he will be inside of the launch pad with the other ghouls, still hostile. If the player approaches the observation window he will attack, causing all of the ghouls (including Chris) to flee. Leaving the basement and returning later on will result in Chris nowhere to be found, and the ghouls still trying to escape.
 * If Harland's missing friend is found before you first encounter him, you have the option to answer   "I already found her." Harland will then leave the place. However, if you spend too much time in the room (i.e. defusing all of the traps), he comes back and moves to his starting position. Since he turns hostile as soon as you enter the upper level of the room, it may prove difficult to retrieve the shipping manifest.
 * Fix: a) stealth boy usage b) reload previous savegame c) open console & use the command to disable the AI combat behaviour. Don't forget to turn it back on afterwards, or else you may ruin your game.
 * Note that Harland will remain hostile for the rest of the quest.
 * During Jason's speech it is sometimes possible to see a random wastelander walking around with the feral ghouls.
 * After completing the launch sequence, and you set the rockets to collide into one another, go back to the basement and the radioactive barrels will no longer be present on the launchpad.

Corrupt save files

 * Many corrupt saves have been reported in the REPCONN building, at many stages of this quest, and even hours after the quest has been completed. Any save games before this quest will still work.
 * Workaround: The corrupt game save file bug may be related to faction scoring. Go away, do a quest that alters your reputation with another faction, and then re-try the mission.

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