Guardian Peak

The  is a place in the Mojave Wasteland. It is next to Camp Guardian and south-southeast of Ranger Station Bravo.

Background
Guardian Peak is the highest point on the mountain, where NCR Troopers had been assigned to establish a vantage point to watch Lake Mead and any Legion activity.

Exterior
The peak itself is devoid of NCR soldiers, but is populated with 2-3 Giant rats and several bark scorpions. A sleeping mat is near the Ham radio emitting the radio signal. However, the nearby cave system, Camp Guardian Caves, contains the dead NCR troopers that were stationed at Camp Guardian and an unmarked quest.

Camp Guardian Caves
There are two separate caves marked as Camp Guardian Cave. The first, much smaller cave, is located on your way up to Camp Guardian Peak. You will find the entrance once you cross the first wooden bridge and reach a picnic area. Once there if you turn South East and look to the right of the bridge you will see an inclined pathway. Follow that up and the entrance is to the right. Once inside, walk ahead shortly and drop down to a large open area then follow the linear pathway through the cave till you reach the exit. Once outside turn right and follow the worn pathway around and you will end up right back where you started. The cave is inhabited by about a dozen giant rats and there is no loot.

The second Cave is a large network of tunnels and a few large open areas with its main entrance being at Camp Guardian Peak, directly north of the tent. There are also two additional exits toward the southern end of the cave. The first comes out on a ledge over top of the pathway you took up, just past the Camp Guardian sign. The second is located in an underwater passage at the southern most point of the cave and comes out in Lake Mead, a short walk south of the Camp Guardian sign.

The cave is inhabited with 15-20 Lakelurks and a Lakelurk king.

Following the passages will lead you to the injured Private Halford. With a high enough Medicine skill (50) or a Doctor's bag the Courier can heal the Private at which point you can either tell him the path is clear to leave, which unless true will result in his certain death, or you may ask that he help you clear the caves of the remaining Lakelurks with a speech check (50). (Note: Though the pathway that you took to reach him is clear and the quickest way out, he will not take this route to leave, rather he will head even deeper into the cave, thus his certain death.)  Even if he accompanies you through the cave he can be killed easily by the Lakelurks so the wisest choice may be to clear the entire cave prior to even speaking with him. If you approach either entrance to the Caves, Halford will leave the party stating that he is close enough to the entrance to get out himself. The largest number of Lakelurks are found in the area with the King, egg clutches, and the 11 dead NCR Troopers (as well as a dead caravan brahmin).

Also, note that the cave containing the giant rats will be shown as "Camp Guardian Cave" but the other (with the Lakelurks) will be shown as "Camp Guardian CaveS"

Notable loot

 * Camp Guardian Notes - one on the stairs going to the radio, one at the top of the stairs, one by the chair near the lookout post and one stuck on a bush near the steps. There is also one near a Jalapeño plant/tree looking south onto the water.
 * New California Republic themed items.
 * C-4 plastic explosives - inside the cave from the peak entrance.
 * Schematics - Dog tag fist - Rewarded for saving Halford or from his corpse.

Bugs

 * If the player heals the wounded private's leg, compliments his weapon, and convinces him to help clear the caves, then leaves prematurely, you should be able to infinite loop 'You said you would help clear the cave' and 'you said I could have your rifle', to produce an infinite number of service rifles, there should be some lockboxes and a sasparilla case outside the way you came in to hold them.
 * It's possible to tell the private that the way to the surface is clear, and if you heal him he will leave. Unfortunately, since the cave has multiple exits, he may choose to use an exit on the other side of the cave system, and be killed by lakelurks you have yet to deal with.
 * Sometimes if you do not help the injured soldier (Private Halford) before exploring the rest of the cave, when you come back the option to help him is no longer part of the dialogue.
 * The Camp Guardian Caves may have no local map on the pipboy.
 * The Camp Guardian Caves may be pitch black even with Cateye.
 * Upon exiting the lower cave, ED-E may appear in Black Rock Cavern. Fast travelling or entering a load screen will return him to you.
 * Note: To those who think the cave is black, walk further into the cave and the screen will brighten up. Every entrance/exit to the cave is this way.  On your way out, make sure your companions don't get stuck underwater.
 * The game may freeze repeatedly shortly after the blackness disappearing, confirmed anytime it may freeze in this cave.
 * Note: Regardless of walking further into the cave, sometime it will not light up. It will also randomly turn pitch black while inside the cave.
 * If you don't clear out all the lakelurks before you exit, Private Halford can follow you outside, and even though you're safe from the caves, he will still tell you to whisper in case you alert more Lakelurks.  Even when you fast travel across the map, he'll still think he's in the caves.     He'll fight with you (along with your companion) but he can die, unlike your companion.  (In normal mode.)

Appearances
appears in Fallout: New Vegas.