Lt. Carrie Boyd

 is an MP at Camp McCarran in 2281.

Background
Lieutenant Boyd appears to be the head MP at Camp McCarran. She is in charge of prisoner interrogation and she also keeps tabs on missing personnel, comings and goings into the station's control tower, and items that seem to be coming up short on the inventory lists. Lieutenant Boyd retains a sarcastic and laconic demeanor in spite of (or perhaps because of) the amount of work on her plate.

Quests
Lt. Boyd will be standing in the interrogation chamber on the west side of the second floor of the McCarran Terminal Building until the player finishes The Silent Treatment. Afterwards, she will move around the building, but can often be found in her office on the east side of the second floor.

Boyd starts The White Wash, you need to first talk to Captain Curtis about things going wrong at Camp McCarran, after this you can ask Boyd about missing people, she will mention Anders that was sent to take out Motor-Runner, leader of the Fiends. Also if you ask her who else has gone missing she'll mention White and the quest starts.

She is one of the people you can ask about suspicious activity around the camp for the quest I Put a Spell on You. She'll state someone has been accessing the air control tower, there is nothing up there besides old radio equipment, but it's recent enough for a spy to communicate it's findings.

Appearances
appears in Fallout: New Vegas.

Bugs

 * During the interrogation, if you have auto-save on, or save just as Boyd walks through the door (for me, she had just started to make her way to the door), the game bugs and you will be stuck in the room. Silus will not turn hostile and you will most likely have all your weapons still on you. However, Silus can still be beaten to the point of talking, and even killed, but the door will remain locked, and at no point will Boyd unlock the door, or even respond (she may even walk out of the room permanently). Reloading a different save fixes the bug, unless the save occurred in the above situation. However, each time you reload, certain aspects of the room might change, for example, Boone or ED-E may start in the room with you, Silus will automatically start hostile, or you will be caught in the door, unable to move. So far nothing has been proved to fix this save game ruining bug. (Confirmed Ps3 & Xbox360)


 * In the above bug, it is possible to talk with Boyd, and your companions, by abusing the 3rd person camera. By getting as close as possible to the window, and just moving the cursor and your character slightly, you can talk and even pickpocket her. If you are caught pickpocketing, Boyd will even make her way through the locked door, and then back out again, without any chance of you doing so.


 * A bug appears to be triggered by speaking to Silus before Boyd has taken up her wait position outside the room. She will only react to a conversation if she is in place when the trigger occurs.  If you start talking too early, the conversation pauses the rest of reality and when you exit the conversation she will resume her march, hit her mark and then begin waiting for a trigger that has already occurred.  If this happens you will need to commence beating Silus in order to set off a second trigger for her to respond to. And, if you continue to beat and kill Silus after Boyd asks you to leave and Silus becomes passive, Boyd may get stuck and not be able to communicate with the player after they exit the interrogation room.


 * If you tell one of your companions to wait while in the interrogation room and you don't tell him to follow you before you finish the interrogation, he will be locked in the room and you will unable to get him, or any other followers to follow you


 * to fix issues with the door, i helped myself by creating a small plugin with geck: go to cell CampMCTermInt02 search for the two objects 000fb2f3 and 00172534 and set their scale to 0.2. or alternatively you can click ~ to open the console, click on the door to select it, and write unlock on the console. The door will be open for you and your companion.


 * Bug, or not, after Boyd enters the cell to "introduce" you to Silus, an NCR MP (from the strip) will approach and initiate a conversation of which he will imply that you have done something to offend him. I was on good terms with NCR at the time. When you exit the conversation he will become hostile as well as any MP or the guard at the door if they see the attack. Boyd and Silus did not notice the attack and the Silent Treatment quest went through without any problems. This was on a PC Steam version.


 * If you have Boone in your party when you punch Silus, Boone may come right in and kill him. I had him carrying a bumper sword at the time. PC ver.


 * Completed the interrogation of Silus, go outside and Boyd is nowhere to be found. Days have passed and she has not returned.  All the 1st recon soldiers outside are gone as well. Playing xbox 360


 * When talking to Boyd about thefts in the area, the text reads: "Yeah. We keep coming up short on our weekly supply inventory checks. Guns and ammo, mostly. Not the kind of things you like to see go missing." Where as she only says the latter sentence.


 * During interrogation of Silus, I used V.A.T.S. to beat on Silus. After a couple of hits, the Mysterious Stranger perk kicked in and killed Silus. After leaving the interrogation room, Boyd just stands there waiting for the interrogation to end which will never happen. XBox 360 version.


 * WARNING- When doing the unmarked quest, Silent Treatment and you are planning to help Silus escape, make sure you do the quests The White Wash and Dealing with Contreras(If you were planing to get This Machine the fast way,) before hand. When doing the unmarked quest, and Silus fakes that he is passed out, she will constantly repeat the lines, "Aww, poor guy, he's all puckered out." Thus negating any further conversation.