Lt. Carrie Boyd

Lieutenant  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. She is also an avid smoker.

Quests

 * I Put a Spell on You: She is one of the people you can ask about suspicious activity around the camp.
 * The White Wash: First you need to talk to Captain Curtis about things going wrong at Camp McCarran. You can then ask Boyd about missing people; she will mention Anders, who was sent to take out Motor-Runner, leader of the Fiends. If you ask her who else has gone missing she'll mention White, and the quest begins.
 * Silus Treatment: Boyd is interrogating a Legion member who was captured and is pumping him for information.
 * Dealing with Contreras: If you decide to turn Contreras in to the authorities, Boyd grants you this Machine.

Effects of player actions

 * After completing "Silus Treatment", she will move around the building, but can often be found in her office on the east side of the second floor.

Appearances
appears in Fallout: New Vegas.

Bugs

 * Even after completing the interrogation quest, killing Silus may make it impossible to start future quests with Boyd. However, skipping the process of beginning the Dealing with Contreras quest and immediately stealing the data from Contreras' computer will still grant you the completion of the quest and its rewards while still taking the NCR/Boyd's side.
 * Following the interrogation, Boyd may still have conversation options for quests you have already completed. She may tell you that Ranger Andy is missing and that supplies are being stolen even if you have completed those quests and received the reward from her.
 * 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.
 * 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.
 * By speaking to Silus before Boyd has taken up her wait position outside the room, Boyd 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.
 * 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.
 * After completing the interrogation of Silus, Boyd is nowhere to be found.
 * 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.
 * After the interrogation quest was successfully finished, Boyd and an MP locked themselves up into the cell, out of reach to talk. The key on the player was gone so he couldn't get into the cell. This situation was fixed by dressing as a legion soldier, which drew their attention. But that still wasn't enough to get them out of their cell. A few shots needed to be fired in their direction to get them out of the cell, shooting at the player. Using a stealth boy the player could escape, dress up like NCR again and finish their quests with Boyd.
 * After interrogating Silus, Boyd can be found in the room above Colonel Hsu room typing into a terminal. Upon closer look, you can see that it is a burned terminal, not an actual functional terminal.

Лейтенант Кэрри Бойд