Come Fly With Me

Come Fly With Me is a side quest in Fallout: New Vegas.

Detailed walkthrough

 * 1) Head to the REPCONN test site.
 * 2) Enter the facility and discover the source of the ghouls.
 * 3) Head upstairs to meet with the owner of the voice from the intercom.
 * 4) Speak with Jason Bright, the leader of the REPCONN ghouls.
 * 5) You must now clear the basement of the nightkin. To do this you can kill the nightkin there or perform two optional sub-quests, one for the nightkin leader Davison and one for the ghoul Harland.
 * 6) * Davison may turn hostile depending on which nightkin you kill or whether or not you do so. Different players have reported a variety of results with regard to what causes him to go hostile. (See the talk page for more information on this topic.)
 * 7) * (Optional) First, go speak to Davison, without killing or being caught by nightkin. Davison's office is to the left down the first corridor you reach as you enter the basement (Davison will appear as a friendly mark on the player's compass, too). Davison will inform the Courier that he led his nightkin to the facility to find a large shipment of Stealth Boys. He will then inform the player that there is one last room he must search, but that a particularly tough ghoul, Harland, has barricaded himself inside of it. The quest will update and Davison will give you a key.
 * 8) * Go speak to Harland. Head out of Davison's office and go to the right. You will see a locked door with a dead nightkin outside of it. Go inside and Harland will initiate dialogue. He will tell you that he isn't leaving without his friend. If you want the invoice about the Stealth Boys Davison is after, you can help Harland find his friend so he will leave the room peacefully. You could also kill Harland and access the terminal upstairs containing the invoice or sneak past him and access the terminal that way.
 * 9) * (Optional) Find Harland's friend, who has been imprisoned by the nightkin.
 * 10) ** Head out of the room and follow the corridor to the end then round, follow the steps down and turn to the right.
 * 11) ** In the next room there will be some walkways overlooking the jail below and a cloaked nightkin jailer on patrol. You will need a jail key to find out where Harland's friend has gone.  You can either kill the nightkin jailer (which may turn Davison hostile) or you can find one in a desk in the room on the top level of the jail area.
 * 12) ** From the room with the jailer go through a door and down some stairs, then past a door which requires the jail key to open, and in a room on your left you will find the corpse of Harland's missing friend.
 * 13) ** (Optional) Return to Harland and let him know the bad news. Harland will become unhostile and leave the basement. You are now free to look around upstairs without him shooting at you. Be careful; there are lots of bear traps, 3 shotgun traps, a trapped terminal, and nearly a dozen frag mines under little dust mounds in Harland's area on the first floor.
 * 14) * (Optional) Search the room that Harland is in for the Stealth Boy shipment the nightkin are looking for.
 * 15) ** The shipping invoice is found upstairs in a terminal. The third terminal entry states that the shipment was sent back to RobCo.
 * 16) * (Optional) Return to Davison with news that the Stealth Boys are not in the REPCONN facility. It is likely the case that Davison will not be hostile at this point, but different players have reported a variety of results.
 * 17) Return to Jason Bright to inform him that the basement is clear.
 * 18) Head to the REPCONN basement and talk to Jason Bright about what comes next. You will find a space suit and helmet on a shelf in the room where this happens.
 * 19) Speak to Chris Haversam about fixing the rockets.
 * 20) * With a Speech 50 check or the perk Black Widow, you can convince him that he is human, which will gain you Karma. Chris will say that he wants revenge for the ghouls' deception. You can either support his revenge or convince him to let it go. The player must ask Jason about Chris and learn how he came to work for Jason and that they plan to leave him behind in order for the Speech option to appear.
 * 21) ** If you tell Chris he should get revenge, he will ask you for 3 Sugar Bombs to sabotage the engines, in addition to the other required parts. Also, a female character with the Black Widow perk can convince him to sabotage the engines, regardless of whether he believes himself a ghoul.
 * 22) ** If instead you convince him that murder isn't the way, Chris will relocate to Novac after the ghouls launch.
 * 23) * Note that as you exit the room that contains the space suit and Chris Haversam, there is a ladder found to the left that leads directly outside; this way you don't need to run all the way back up to the front entrance to leave the facility.
 * 24) Find parts to fix the rockets' thrust controllers.
 * 25) * The thrust controllers are found at the Gibson scrap yard. They cost 500 caps but with either a Speech or Barter check of 50 you can get them for 50% off. If you use the Lady Killer perk on Old Lady Gibson she will give them to you for free; the parts themselves are kept in a metal box (average) inside the garage which can be picked or opened with Gibson's key.
 * 26) Find atomic fuel for the rockets.
 * 27) * The atomic fuel is found just north of Clark Field. Another one located at the opposite side of radioactive golden gecko-infested ruins, near a dead pack brahmin. A corpse wearing a yellow radiation suit has a canister. Alternatively, you can use the rocket souvenirs (5 of them needed).
 * 28) * Atomic Fuel can also be found in the Dino-Souvenir store, under the T-Rex. Buy the stockroom key from Cliff Briscoe with Barter 30, use the key to open the door and grab the souvenir rockets. You'll need 5. Then take the souvenir rockets back to Chris. 150 souvenir rockets can also be found in a vending machine upstairs of Mick & Ralph's in Freeside.
 * 29) * As an alternative to the above strategy, one can wait for Cliff to retire for the evening and simply pick the (very-easy) lock. Naturally, this will cause you to lose Karma for picking the lock, but you'll still be able to take all of the souvenir rockets and the Dinky Dinos without penalty.
 * 30) Return to the REPCONN test site and give the parts to Chris Haversam.
 * 31) Talk to Chris Haversam to begin preparations for the rocket launch.
 * 32) Stay in the building and make your way up from the basement to the research wing on the 3rd floor.
 * 33) Complete the launch sequence, by pressing the button on the control panel. If you have Science 55 or greater you can alter the navigation co-ordinates, it is possible to earn 55 extra XP by altering the rocket's trajectory, which should send the rocket 12.5% closer to its destination. This also results in good Karma. If your Intelligence is below 4, you can also try randomly mashing the buttons on the control panel. Watch the cut scene as the rockets take off from the opened launch hangar. You should see a notification that your reputation in Novac is improved.
 * 34) * You can also set the navigation so that the rockets collide into one another as they launch. This gives you negative Karma, but your reputation in Novac still improves, as you still satisfy the original reason of the quest: to get rid of the ghouls.
 * 35) * Repeated mashing of the keys will short out the navigation console, resulting in a 50 karma loss.
 * 36) Return to Manny Vargas if you started the quest with him. Completing the quest with him will give an additional boost to your Novac reputation.

Behind the scenes

 * The quest was implemented and designed primarily by Jesse Farrell and Akil Hooper.
 * The song that plays quietly in the background during and after launching the rockets is Richard Wagner's "Ride of the Valkyries."
 * The name of this quest is a reference to the popular song "Come Fly with Me", which was performed by Frank Sinatra in 1957. This song was composed by Jimmy Van Heusen and the lyrics were provided by Sammy Cahn.


 * At one point during development, Davison and his nightkin had multiple ghoul prisoners held in the REPCONN facility, at least one of whom could be located alive. A number of partially removed dialogue options still exist to go with this scenario, including a request that Davison release the ghoul prisoners because "they're no threat" and an option to give the ghoul prisoners three Stealth Boys so that they can make their escape unnoticed.
 * Another removed portion of the quest would have allowed Chris Haversam to suggest talking to Harland for more information on where to find parts for the rockets. If talked to after he left the basement, Harland would have directed the Courier to "a junkshop east and slightly north of here" run by someone named "Gilbert, or something", indicating this portion was meant to be tied into the retrieval of the thrust control modules. In the finished game this dialogue is given to Haversam instead. If talked to in the basement, Harland would berate the Courier for Chris sending a smoothskin down to ask him questions, rather than mounting a rescue operation. This same dialogue option refers to the Courier as "some smoothskin whose radio got broke", though whether or not this is meant to indicate the Pip-Boy radio is not specified. Both dialogue options are inaccessible in normal gameplay, but are fully voiced if restored via modification or accessed by use of console commands.