G.I. Blues

 is a quest in Fallout: New Vegas.

Quest Summary
In this quest the player is asked to perform several tests of loyalty to The Kings. The first request from The King is to hire a Freesider bodyguard, Orris, and see why he's so popular with the local tourists. The player must follow Orris from the North Gate to the South Gate, noting any suspicious activity en-route.

The first (and hopefully last) time you follow Orris, The King will give you the 200 caps needed to hire him. Upon nearing the South Gate, Orris will turn to the player and say that 'he doesn't like the look of some of those guys up ahead'. He will then turn left down a side street and run far ahead of the player to kill "a thug". When questioned as to how he knew the thug would be there, Orris tells the player it was his instinct. At this point, the player can interrogate Orris further by means of a Speech or Intelligence check. If you do the Intelligence check you can also do a barter check to obtain caps from him. You can also, with a Medicine check of 30, examine the "dead thugs" and catch him that way. In case you're deficient in all these, you will have to hire him again and catch him before you can move on. It is possible to kill Orris as well but this is rather difficult for a low level character. If successful, the player is merely told to report back to The King. If you kill Orris after he shoots the thugs, and then attack the "dead" thugs, they will all spring to life and attack you.

If the speech check failed, the player must return to The King and tell him that Orris appears to be legitimate. The King will not be satisfied with this, and orders the player to hire him again. The 200 caps will not be provided this time. Upon re-hiring Orris, he will initially be friendly towards the player, but near the South Gate he turns to the player and says that he saw you talking to The King, and that he 'hates losing customers'. He will then turn hostile and try to kill you, and several of his thugs will join him. To complete the quest, Orris and his thugs must be killed.

Once finished, return to the King and a new request is given to the player. You must talk to a few roughed up Freesiders in the Old Mormon Fort. When you discover that off duty NCR troops roughed up some of the Kings loyal natives, go back and tell the King. He's disappointed with the lawlessness of off duty troops and asks you to probe a bit deeper. Evidently, there is a history of squabbling retaliations between The Kings and NCR.

The second to last part of this quests requires the player to discover who's getting free NCR meals and water in Freeside.


 * Note: If you ask around the Squatter camp to 'find a lead regarding why NCR soldiers are in Freeside' and you approach the Missionary, he will ask you 3 questions to prove your citizenship status:
 * 1) Who was the most popular president in NCR history? Correct answer: Tandi
 * 2) What was the original name of the NCR Capital? Correct answer: Shady Sands
 * 3) What animal is on the NCR's flag? Correct answer: 2-headed bear
 * He then tells you the meal location and passphrase.

You must talk to Julie Farkas in the Old Mormon Fort. She will send you to talk to Elizabeth Kieran at the Ruined Store (note: finding the store is hard for some players, click the ruined store link for a detailed description) to discover that an unknown member of the Kings (most likely Pacer) thwarted her initial plans of setting up a food bank for all of Freesides inhabitants. If you want to remain on level terms with the NCR, not having to kill them, you MUST do this optional objective. You also find out more details: when her NCR humanitarian convoy was jumped by some Kings (on the way to ask The King for local, humanitarian support) the NCR pulled out and refused to work with such lawless gangs. And thus the historic rivalry between the Kings and NCR began. It appears the King is a little out of touch with his crews nefarious activities. Pacer, being the hot head he is, lead a few nameless Kings to jump the NCR warming party sent for the King. When you return to tell the Kings this, Pacer will immediately approach you as you walk in the Kings home base.

He claims to be in a hurry (starting a fight with NCR), and asks you to keep hush about his involvement. For your troubles, he'll give you some caps. You can also take the caps and tell the truth to the King if you so choose. The King advises you to squash the squabble with NCR by letting them know he had no part in the beating of the messenger originally sent (hence the oblivious). A member pops up immediately after this conversation ends and tells you two of the battle near the train station. Leave the King and head over to the station for the final confrontation.

As you approach the quarrel, you will see Pacer cowering in a bus stop covering while the NCR is unloading on him and his fallen Kings. If wish to talk things out with NCR you must holster your weapons and put your hands down to allow the deal to be considered. However, if you would rather blow them away simply run up guns blazing (suggest the HELIOS laser as it will incinerate the entire fort with no survivors).

Return to The King and reap the reward of a finished quest (XP and a favor from the King). In this case, you can get: A. Entrance into the Strip without the credit check, B. A Kings jacket and induction into the Kings, or C. 1000 bottle caps. (According to the wiki page about the Passport it can be purchased for 500, so accepting 1000 caps and spend half on the passport sounds more logical than asking The King to get you in) You can also use the favor on the Kings' Gambit quest. Using the favor will allow you to stop the violence against the NCR, but no other favors can be chosen, as the King will claim that this makes you even.

Bugs

 * If Rex (Fallout: New Vegas) is standing to the right of The King's chair by the stage the messenger that appears to tell him about the gunfight with the NCR he will get stuck trying to push Rex (Fallout: New Vegas) and be stuck in an everlasting cut-scene
 * Sometimes the NCR will shoot you regardless of what you do. Reason for this is uncertain as of now. Whatever the reason, it has nothing  to do with the type of armour you are wearing, or whether you have a partner following you.(This is probably due to the player having a weapon drawn. If you approach without a weapon drawn you are told to keep it holstered or they will fire.)