Come Fly With Me

 is a quest in Fallout: New Vegas.

Quick Walkthrough
NOTE: This quest has been linked to many save file corruption errors, please read the Bugs section carefully before attempting this quest.

CAUTION: If you decide to kill the ghoul in the basement the quest will end, since you will try to return to the research labs and the door will be locked and the intercom will be of no help.

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. However, for a greater challenge, it is not necessary to kill them if you perform two optional sub-quests for the Nightkin leader Davison and the ghoul Harland.
 * 6) WARNING: if you kill any Nightkin BEFORE or AFTER meeting Davison, he might attack you. You will need 2-3 stealth boys and/or a high Sneak skill to complete these optional objectives. One or two can be found on the already deceased Nightkins.
 * 7) * (Optional) First, go speak to Davison. Head left to find Davison's office. He will inform the Courier that he lead his Nightkin to the facility to find a large shipment of stealth boys. He will then complain that there is one last room he must search, but that a particularly tough ghoul has barricaded himself in it. The quest will update and Davison will give you a key.
 * 8) * Go speak to Harland. Head out of Davison's office to the right and down the hall to a locked door with a dead Nightkin outside. Harland will then initiate dialogue. (After finding Harland's friend or killing Harland, you can access the computer for an update on the location of shipment invoice.) Return to Davison.
 * 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 right.
 * 11) ** Head to the end and through the door on your right which has some metal walkways which overlook the prison. An "invisible" Nightkin jailer is walking around the room. Before going down to the prison, you will need the jailer's key which you can get by killing him if you are not doing the optional Davison quest; otherwise, cross the room to where the door leads to the stairs going down, but turn right and go to the end of the room. A small room on the left has a desk in a back, center nook. A key is in the desk.
 * 12) ** Go down the stairs and through the locked door on the left wall.
 * 13) ** Inside the first room on the left you will find Harland's friend dead.
 * 14) ** (Optional) Return to Harland and let him know the bad news. Harland will leave the basement and you are now free to look around upstairs without him turning hostile. Beware of traps, including a new kind of disguised mine.
 * 15) * (Optional) Search the room that Harland is in for the stealth boy shipment the Nightkin are looking for.
 * 16) ** The shipment information is found in the large room where the ghoul was defending his territory, at an upstairs terminal with many boxes next to it. As you read, it will state that the shipment had been shipped back to RobCo.
 * 17) * (Optional) Return to Davison with news that the stealth boys are not in the REPCONN facility. If you have not attacked any Nightkin thus far, he and his Nightkin will peacefully leave the basement. Otherwise he attacks. Note: Lower level players will find the easiest way of completing this section of the quest to be exploiting the fact that Davison and Harland's rooms are close together. Getting rid of the Nightkin via talking to Davison, killing Harland or sneaking past him, finding the shipping invoice and talking to Davison again can end this quest quickly without having to attack or sneak by a single Nightkin.
 * 18) Report to Jason Bright that the Nightkin are gone.
 * 19) Head to the REPCONN basement and talk to Jason Bright about what comes next. You will find a space suit and space suit helmet on a shelf in the room where this happens.
 * 20) Speak to Chris Haversam about fixing the rockets. With a Speech(50) check, you can convince him that he is human. If you want him to take revenge, he will ask you for 3 Sugar Bombs to sabotage the engines, in addition to the parts. Also, a female character with the Black Widow perk can convince Haversam to sabotage the engines, regardless of whether he believes himself a ghoul.  Seven Sugar Bombs are usually for sale at the Dino Bite Gift Shop in Novac.
 * 21) Find parts to fix the rockets' thrust controllers.
 * 22) * The thrust controllers are found at the Gibson Scrap Yard. You can buy them from Old Lady Gibson for 500 caps, kill/pickpocket her and get them from a metal box on a shelf near her bed, or with a lockpick skill of at least 50, pick the lock on the same box. With a successful Barter (50) or Speech (50) check, the parts will cost 250 caps. Using the Lady Killer perk you can get the parts for free.
 * 23) Find atomic fuel for the rockets.
 * 24) * The atomic fuel is found just north of Clark Field. Another one located at the opposite side of radioactive Golden gecko-infested ruins, near dead pack brahmin. A corpse wearing a yellow Rad Suit has some. Alternatively, you can use the rocket souvenirs (5 of them needed) found in Novac's Dino Bite Gift Shop or in the REPCONN Headquarters Gift Shop. Seven boxes of sugar bombs can be purchased from Cliff (Dino-Bite Gift Shop) if you want to help Chris take revenge on Jason Bright and his followers. You can buy the key to the slightly irradiated store room (1 Rad/sec) for only 14 caps with a successful Barter (30) check (or you can pick the room's lock). Inside, you'll find 160 of the rockets (49 in a crate, the rest scattered all about the room). While you're in the storage room, you can also find That Gun on the right on the 3rd shelf and on the left a large amount of Dinky the T-Rex Souvenirs.
 * 25) Return to the REPCONN Test Site and give the parts to Chris Haversam.
 * 26) Talk to Chris Haversam to begin preparations for the rocket launch.
 * 27) Stay in the building and make your way up from the basement to the research wing on the 3rd floor. (If you have trouble finding the door to the viewing deck, follow your quest marker carefully. The door can be tricky to find, as there are a lot of hallways and levels in the Rocket Facility.) Go back to where you first met the ghouls and the door will be easy to find from there.
 * 28) *The easy way to find the launch control platform is to go back to where you first met Chris, travel down the hallway to the left and you will find a door that leads you to the platform.
 * 29) Complete the launch sequence, by pressing the button on the control panel. If you have Science skill above 55 you can alter the navigation co-ordinates, it is possible to earn 55XP extra by upgrading the trajectory. If your INT is below 4 you can also try randomly mashing the buttons on control panel. Watch the cut scene as the rockets take off from the opened launch hanger.

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Bugs

 * If you've already spoken to Old Lady Gibson and then fast travel back to the Gibson's Garage, the map marker will point to her but she does not have the item in her inventory. Killing her does not help, and it is nowhere to be found in any boxes.
 * Sometimes when you ask about the thrust modules, you can only see the speech and barter check options.
 * FIX: Pickpocket Old Lady Gibson while sleeping in the bed. Pickpocket the Key. Then on the left side, there are many metal boxes. On one of them, use the key. Then get the thrust modules then return to Chris. This results in no loss of karma nor gaining infamy.


 * You may need to do the first two quest options in a particular order if you want to keep both the Nightkins & Harland alive. A good way is to find Harland's friend's body first (you can use a stealth boy to get past the jailer to get the key). Then go to meet Davison and agree to find the stealth boy shipment. Next you go to meet Harland and when you tell him his friend is dead he will let you search the room freely and depart. Once you've found the shipping instructions go back to Davison. He will agree to lead the Nightkins out of the building peacefully. Then go back to Jason to continue the rest of the quest...


 * Chris Haversam / Cut Scene Glitch: After handing over the 2nd item and telling Haversam to start, Jason Bright will start his speech but stop after one or 2 sentences. You will see all ghouls lined up but one, who is wandering around the hangar. If you go up to the launch pad and press the button, cut scene music will start but no video of the rockets or the dome opening. You get the exp and karma for the quest, though. If you go back down again, Haversam will still tell you the journey is about to begin, with no other options left to pick. Rockets will be gone but all ghouls are still down in the hangar. It is believed the bug is trigged after you tell Haversam that he is not able to embark on the journey. Solution:
 * Take the second component back to Haversam, but select the option to delay the launch.
 * Exit and fast travel to Novac, wait 3 hours.
 * Travel back to Haversam and tell him you are ready to proceed with the launch.


 * The cut scene should now run smoothly. However there is a 50% chance this will not work. Simply repeat the above steps over and over until the cut scene works. Should not take any more than four tries. If this doesn't work quit the game after step 2 restart and proceed to step 3. If you cant make it work with the above procedure, load the save game before giving component 2 to Haversam and try with/without convincing him he cant travel with the ghouls (even if your speech skill isn't high enough). Use step 2 and 3 from above too.


 * If the rockets didn't show up at the launch pad, they could suddenly fly off when the Courier exits the REPCONN building.


 * After completing the quest with sabotage of the rockets, 1 ghoul still walks on the launch pad. If you toggle clipping, you can find out it is Harland in a space suit.


 * There is a glitch when entering the basement, it creates a invisible barrier at the the head Nightkin making it impossible to finish that part


 * Picking up the space suit in this quest CAN, but not always, corrupt save files.


 * Entering the REPCONN basement the 2nd time to talk to Jason after talking to him upstairs, or even simply re-entering any area of the the REPCONN building after "securing" the basement might corrupt all subsequent saved files. A possible fix is to to use the "movetoqt" and "moveto ref id" console commands since the corruption seems to occur after using area transition doors within the building. (Confirmed unrelated to the recent patch)


 * The corrupt game save file bug may be related to faction scoring. Go away, do a quest that alters your reputation with another faction, and then re-try the mission.


 * Sometimes a save file from inside the room where you launch the rockets will become corrupt and crash the game if you try to load it.


 * There is a glitch in the basement of the building where you will see a tunnel which should lead underground (You can also see it on the map) however the tunnel itself is inaccessible. Note: This is not required to complete the quest, therefore it is only a minor bug.


 * Chris Haversam Glitch: After you complete the quest, if you go back down to talk to Chris Haversam (if you have convinced him to take revenge on Jason Bright) he will ask what caused the rockets to go wrong. If you tell him it was a technical malfunction he will remain neutral to you. If you tell him you did it (when you had him place the sugar bombs in the fuel) he will briefly turn red and then proceed to run away. (this glitch was corrected with patch 1.2.0.31x)


 * If you cause the rockets to fail, either through science or by convincing Chris Haversam to take revenge, there might be a rocket that fails and "crashes" on the launch pad (while the other two explode in midair). When this happens there might be one Bright Follower left standing beside it, looking forlorn, in their space suit.


 * There appears to be a bug where Chris Haversam will start fleeing and run outside when you return with the Thrust Controllers. The quest marker will lock near the room overlooking the rockets and a friendly 'blip' will sometimes appear on your compass. Sleeping or leaving the area does not restore Chris. To fix this in the PC version open up the console and type "prid 840c8" then type "enable". Chris should respawn. For some reason Jason Bright appears hostile in the launching platform. When being with a companion, if he/she/it is set to aggressive it will make Chris start fleeing, possibly because Jason appears hostile.'


 * It seems if you convince Haversam that he is human (in this case through the Black Widow perk) and that he should settle in Novac, and continue looking for the parts he needs, Haversam may end up in Novac and no longer accept the items necessary for the launch. Fix for this: open the console, type setstage 00080664 50 and then just go up to the roof.


 * When at Clark Field trying to retrieve the Isotope-239 igniting agent, the Igniting Agent is on a dead scavenger wearing a radiation suit. Even after you pick up the Igniting Agent, the script engine will not acknowledge it, even when it is in your inventory. When you go back to Chris Haversam, he will not acknowledge that you have it either. Going to the Dino-Dee Lite store and getting the rockets in the backroom does not seem to work either. Without these rockets, the quest is impossible to complete through normal means.


 * If you complete the quest, and the rockets fly successfully, sometimes Chris Haversam will just stand there and tell you that the great journey will soon begin. He will, after constant asking ask you for more sugar bombs. There is also a lone Ghoul walking around on the platform. (Version 1.0.0.240 at least.) Addition: This bug occurs mostly when you use the Rocket Souvenir instead of the proper Isotope Canister. There also seems to be a relation to a Crash when you try to enter the Basement through the Door after the Quest is finished.


 * Upon completion of the quest, the cut scene may not initiate correctly. The dome won't open and the rockets will not launch but the screen will shake. If this happens, try exiting the control room, save your game, quit, and then try to launch the pods again.


 * After leaving the 2nd floor and picking to kill the Nightkin, or convince them to leave, the door to the 2nd floor will be locked, and will need a key to open.


 * Occasionally the music that plays during the launch will loop continuously despite the rockets launching, should you leave the entire building the static from the music should go away.


 * Jason may refer to the Courier as male when playing as a female during his final speech.


 * After completing the quest the feral ghouls will disappear from within the REPCONN building but continue to spawn outside of it and on the road leading up to it.


 * Once Jason's speech begins, it is possible for a ghoul dressed differently than the rest and wielding a shotgun to appear and threaten the ghouls that were about to board the space ships. Though he doesn't actually shoot. Jason will continue with his speech as if nothing is happening but the rest of the ghouls will run away from him and not board their ships, possibly even exiting the room entirely back through the trapdoor. Despite the ghouls not boarding the ships during Jason's speech, once the rockets are launched the quest is complete and acts as though everything had happened normally.


 * If you collect the isotope first, the room where Chris Harlen was, may be empty after you collect the thrusters. This prevents completion of the mission.


 * Sometimes, if you collect isotope from RADical, second isotope near dead brahmin is missing.


 * If you've collected two isotopes, after giving one to Haversam second stay in inventory and could not be removed.

I am unsure what enemy it is though.
 * Sometime a hostile will be on the launch area and make everyone run, can be VERY annoying as you can't talk to fleeing people. The best way to resolve this is to leave wait 24 hours and it is likely to be fixed.


 * When at Clark Field to obtain the Isotope-239 igniting agent, the scavenger whom is in possession of the Igniting Agent is halfway underground with no way to get to them without using console commands. Even shooting the body or using Dynamite won't get the body out of the ground. Solution: use the third person prespective, to get access to the body.


 * At any point if you get a corrupted saved game and when you try to save the game crashes either in New Vegas or in Fallout 3, You should use explosives to blow your self up and chose the reload option after the death scene, this will fix the corrupted save.


 * Killing any of the feral ghouls within the Repconn Facility may cause corrupt saves upon re-entering the area. This may have something to do with the scripted event where all feral ghouls disappear from the main entrance after speaking with Jason Bright to let him know the Nightkin are gone. Saves appear fine if you sneak past all the feral ghouls without detection.


 * After killing all of nightkin and telling Jason Bright about it he tells you to go down to the basement to see what's next. But when you try getting into the room the bright followers went into with smoke emanating from the room, you are frozen and unable to move or go into you're pip-boy. However you are able to load your last save.

Behind the scenes

 * The song that plays quietly in the background during and after launching the rockets is Wagner's "Ride of the Valkyries." (not "The Flight of the Valkyries," which is used to refer to a famous helicopter attack scene in "Apocalypse Now" that also used this composition by Wagner)
 * The names of the fighting ghoul and nightkin, Harland and Davison, could be a reference to Harley Davidson.
 * 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.