New Vegas Conurbation

The New Vegas Conurbation Exterior is an unmarked location in the Mojave Wasteland.


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Publications
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Topographical Overview
The magic of New Vegas and the glittering towers of The Strip are out of reach for most folks eking out an existence in this mainly “exterior” zone. Aside from the five interior districts detailed in Part 2, the western side of town consists of a tight-knit Westside cooperative, with society gradually breaking down the farther south you go, where city blocks are violently run by Chem-addicted raiders known as Fiends. They have quite a territory to the southwest, but don’t dare risk heading toward the NCR’s main base at Camp McCarran, with its adjacent locations devoted to irrigated farming and refugees. To the east and north, independent businesses such as the Gun Runners and Crimson Caravan Company flourish, although they are mainly concerned with the weapons trade. Finally, take a trip to Freeside; it’s the only way to enter fabulous New Vegas itself!

Highways and Byways
The Conurbation is dominated by a grid of streets too numerous to mention, but keep a lookout for a few roads, including the Long 15 which runs to the west (and outside) of The Strip until it becomes elevated (and inaccessible). Similarly, Highway 95 on the eastern side winds north and northwest; follow it to the eastern entrance to Freeside. Also elevated is a monorail linking Camp McCarran to The Strip, although you need to be inside either location to access (and ride) it. Don’t forget to use the roads on the edge of this zone to find your way about.|Tour of the Mojave Wasteland}}

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Publications
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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, all 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, and 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 Chairmen 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 Zone 2D (The Strip), you must enter Zone 2C (Freeside) first. |Tour of the Mojave Wasteland}}
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Appearances
The New Vegas Conurbation appears $$