Goodsprings

 is a town in the western Mojave Wasteland. It supposedly holds the world's oldest saloon. Doc Mitchell takes the Courier here after a friendly robot named Victor finds you buried alive. .

The town struggles with one major problem: the Powder Gangers led by Joe Cobb. The disgruntled "Gangers" are attempting to force taxes on the residents and are willing to shoot any who resist their demands of taxes or tributes from the town's water and food supply. The Geckos are constantly finding their way into the town's water supply and wandering into town, occasionally attacking residents but usually only Bighorners. The town of Goodsprings can be attacked by the Courier, killing all residents, shortly after discovering it if the player works with Joe Cobb.

Layout
Doc Mitchell's house is located in the west, which you can use for storage until you get your own. The Prospector Saloon and Goodsprings General Store are to the north. Several settlers live in the town as well in the houses around Goodsprings, all of which you are able to access.

In one house, due south of the Saloon and fast travel point, everything is free for looting and appears to be empty during the day, but Easy Pete and a settler sleep there at night. The beds are not technically "owned," so you can sleep there if you are playing Hardcore Mode. The same applies to Victor's Shack.

Goodsprings contains an abandoned schoolhouse with Various Loot. An abandoned gas station west of Doc Mitchell's house contains some minor loot and can be used as a safehouse, as it contains a bed and safe storage, but it is locked until the courier goes there to meet Ringo. If you choose you can learn to play caravan there.

To the northeast, up on a hill, is the Goodsprings Cemetery. The Courier may visit the cemetery as part of the training mission.

Goodsprings Cave is located to the southeast and is filled with coyotes. It contains two dead wastelanders as well as a dead Bright Follower with a Bright Brotherhood Robe. The Goodsprings Source is to the south.

When taking the southeast road out of Goodsprings, the Courier may be approached by a man named Barton Thorn who asks for help saving his girl. This is a trap as he just wants the courier to clear a path for him. Once the courier kills all the geckos, Barton will admit his lie and immediately start shooting at the courier. No karma is lost upon killing him. There is some loot at the end of path, including a refrigerator and a bed.

Inhabitants

 * Doctor Mitchell, the local doctor who removed the bullet from your head.
 * Victor, the robot who pulled you out of your grave and took you to the Doc.
 * Easy Pete, a local prospector.
 * Sunny Smiles, a hide trader and sometimes sheriff.
 * Cheyenne, Sunny's dog.
 * Trudy, the town mayor.
 * Chet, a local shopkeeper.
 * Ringo, Crimson Caravan member. His caravan was raided by the Powder Gangers. (He is only a temporary resident, as he is only seeking refuge from Joe Cobb and the Powder Gangers. Upon completion of the Ghost Town Gunfight Quest, he will either be dead or move on to the Crimson Caravan Company)

Appearances
only appears in Fallout: New Vegas.

Notable Loot

 * Check the mailboxes, almost all of them have a magazine that can be taken without penalty. They will also respawn new items occasionally. At least a dozen magazines (for temporary +10 increases in various Skills or traits + 20 if you have the Comprehension Perk) are around town, not counting those which count as stealing.
 * The Goodsprings Schoolhouse has several temporary skill magazines, a safe, a computer/terminal, desks and lockers (the desks and lockers spawn new items every 24-48 hours). XP can be maximized by hacking the computer, but not using it to unlock the safe, then cracking the safe separately for a total of 60 XP instead of just 30.
 * In Sunny Smiles and Trudy's house (this house is called "Goodsprings Home" and is the southernmost enterable home in Goodsprings except for Victor's Shack. It's a large white building with boarded-up windows and a broken windmill on its easternmost side), on a bookshelf buried under burned books, you can find a Chinese Army: Special Ops Training Manual. (This is a book, not a magazine, so it is good for a permanent increase of +3 (+4 with the Comprehension perk) to Sneak.) It's on the second shelf of the bookshelves directly across from the northernmost entrance to the building. Taking this item is stealing if you are on good terms with Goodsprings.
 * In the same house as above, a Single shotgun with ammo can be found on top of a shelf near the bed as well as first aid box (2) in the bathroom.
 * In Easy Pete house south of Prospector Saloon - BB gun with ammo, Buffout and a Teddy Bear all located on same desk in bedroom.
 * In Doc Mitchell's house, there is a 9mm SMG you can repair with 25 in the skill, there is also a chemistry set which can be used to create x1 of each drug listed or x5 Stimpaks with 25 Science. There are also several more stimpaks lying on the shelf near the Vit-o-Matic and a Today's Physician on the left side of a nearby desk. Before leaving the house he will give the player a weapon determined by the selected tag skills, also before leaving passing a Speech check (30) will reward 3 stimpaks from him (but only before you leave his house the first time).
 * There is a workbench and ammo bench in between the Saloon and the General Store.
 * In light gray house to SE after exiting Doc Mitchell's house - Fixin' Things in bathroom sink. Medium locked safe in bedroom as well as Pre-War money (2) and the safe key on bottom shelf (pick the key up first, as picking up the money can sometimes glitch the key and it will fall through the shelf). The kitchen contains 9mm rounds (20), Teddy bear and First aid box (2).
 * Sunset Sarsaparilla star bottle cap in Sunny Smile's House east of the Goodsprings Schoolhouse in the kitchen on the counter closest to the oven. There's a pair of Sarsaparilla bottles next to it. While all other items in most houses are marked red for stealing, the bottle caps can be freely taken without loss of karma or reputation.
 * Another star bottle cap is in the white house west of the general store as well as a Lad's Life issue on top of a short stepladder. This is considered stealing if the courier is on good terms with Goodsprings. In the bedroom of this house is an Ammunition Box, .22LR Round (100) on the cabinet and 7 bundles of Pre-War Money behind the same cabinet.
 * The Goodsprings General Store has a Salesman Weekly on the shelf to the left and a Silenced .22 pistol on top of the display desk at the front of the shop. Both can be purchased or stolen.
 * Lad's Life and Meeting People located in a trailer behind the Goodsprings General Store.
 * There is a Weapon repair kit inside of Victor's shack, along with several Ammunition Box.
 * A hard locked, randomized safe is located in the Prospector Saloon. A nearby easy computer terminal can allow access in the absence of 75 lockpicking. Copies of Fixin' Things, Meeting People and Salesman Weekly can also be found here as well as a .357 Magnum revolver behind the bar in a cup. All considered stealing.
 * A BB Gun can be found among four large barrels beside a house on the Northern Edge of the town, close to the Road heading north through the hills.
 * The cemetary has a Snowglobe on one of the graves. Three graves have fresh-looking dirt on them, including one which is fenced in (jump the fence); they (and similar graves in other locations) can be opened and looted if you have purchased a shovel from the general store. The shovel also doubles as a melee weapon.
 * Stash toolbox can be found in the back off a pickup truck next to a caravan in the SE
 * 5 bottles of Moonshine can be found in the red shack connected to the back of the Prospector Saloon
 * A "Boxing Times" can be found in the Goodsprings Gas Station on a shelf.

Reputation
These missions or activities will raise your reputation/infamy within Goodsprings.


 * Positive Reputation
 * Back in the Saddle - Speak to the Goodsprings settler that was being attacked by geckos at the third watering hole. She will reward you with reputation and x3 purified water, if she survives.
 * Ghost Town Gunfight - Side with Goodsprings (Ringo) during the quest.
 * Repairing Trudy's Radio.
 * Negative Reputation
 * Theft: Getting caught in the act of stealing.
 * Murder: Killing a town member outside of Sneak.
 * Run Goodsprings Run - Side with Joe Cobb and the Powder gangers.

Behind the scenes
Goodsprings is an actual location in real life. It has a population of 242, and it's about 30 miles from Las Vegas. And is located a few miles north of Primm.

Further, the Goodsprings General Store and the saloon are actual businesses (and next door to each other). You can see the real ones here.

Goodsprings is also an actual "living" Ghost Town. and the original Pioneer Saloon can be view here: http://www.ghosttowns.com/states/nv/goodsprings.html

Related Locations

 * Primm
 * Goodsprings Cemetery
 * Goodsprings Source

Bugs

 * Trudy will give you a discount even if you have done nothing to help the town and your reputation with the town is neutral
 * Trudy sometimes disappears.
 * You can walk right through the brown, thick part of the fence outside of Easy Pete's trailer.


 * If you're playing the game a second time through, the leveling system will glitch and prevent you from reaching level 2 unless you do the tutorial with Sunny Smiles. (This may not work for some and can be a real pain)


 * If you edit the SPECIAL of your character while having Intense Training perk, you will lose the point added by this perk. (PC Version) *I believe if you edit your SPECIAL after leaving you will lose the perk, not the point, but after finishing reworking what your points are in it re-levels you to pick the ability again and re-apply that point.


 * If you steal something in the Pioneer Saloon, Sunny Smiles will repeatedly talk to you and chase you around the saloon until you go outside(which makes her hostile)


 * Bighorners occasionally spawn on fences, making them immobile and strange looking.


 * During the tutorial Sunny Smiles' dog, Cheyenne, can develop an unsightly condition. The dog's eyes will not be in their sockets, but instead will be attached to the side of Cheyenne's face. Reloading doesn't seem to fix this, but returning to the area after awhile will see the puppy's peepers in their proper positions. (PC version)


 * After you've left Mitchell's house, you decide to rob the nearby houses, for instance the one with the Single Shotgun and Chinese Army Spec. Ops. Training Manual(book), you may not be able to sell these items to any of the vendors in town. The items will not appear in the trade window. (Xbox360 version) **Needs confirmation**