Mod:DUST Survival Simulator/South Vegas Ruins

The South Vegas Ruins are an area south of the Vegas Strip with a large concentration of Tribals.

Background
Prior to the events of The Fall, the area south of the strip was largely under the control of a raider tribe known as the Fiends. Due to worsening conditions in the Mojave and internal leadership difficulties, the Fiends fractured into even smaller independent tribes echoing the fate of Caesar's Legion and the Great Khans. By 2301, a loose confederation of tribal groups holds sway over most of south-western New Vegas. During the events of Dust, these groups are on the brink of outright civil war.

The Blind Dogs
The Blind Dogs camp is located in an old trailer park, near the Poseiden gas station north of Red Rock Canyon. Prideful and militant to the extreme, the Blind Dogs are considered by many to be the greatest threat to the cohesion of the tribes.

Tribal Prophets Camp
The Tribal prophet and a retinue of loyal followers hold camp in a derelict building east of the Blind Dogs. The prophet is called upon to mediate in cases of intra-tribal friction.

Unknown Tribe
A small group of tribals can be found in an abandoned building immediately north of the Blind Dogs camp.

Zapp's Neon Signs
Zapp's Neon signs is a heavily booby-trapped building located in the South Vegas ruins. It is occupied by tribals who have expressed concerns over the militancy of the Blind Dogs.

Vault 3
Vault 3 is under the control of the remaining Fiends; still under the leadership of Motor-Runner. It is doubtful that they have any productive contact with the tribes outside.

Overview
The South Vegas Ruins are a risky location for scavenging as the tribals here are relatively well armed by tribal standards. Furthermore, almost everyone killed here will cause a survivor to lose sanity. The Area boasts a high-concentration of food and chems as well as the recipe for Cook-Cook's fiend stew, a high value craftable item.

Tactical Considerations
The sheer amount of enemies alone makes the Ruins a dangerous place to scavenge. Well-armed Tribals litter the area in pockets and straying too far Strip-ward will get The Survivor noticed by the local Ghoul population or the apathetic NCR thinning them down. There's also radiation to consider, as many sections of the Ruins will get one's Geiger counter a-ticking.

Survivors wishing to loot the place are advised to do so in small increments. While the Ruins are vast, the various buildings' balconies and perches make excellent stake-out points. Tribals are best engaged sparingly and half-heartedly to keep their numbers (and one's mental fortitude) manageble.

An extended stay makes securing Vault 3 a priority. The Fiends within are loosely-armed compared to their Tribal neighbors and the food and Chems within are perfect for further preparations.

Blind Dogs' Diplomacy
Due to legacy of Fiends' relation, a Survivor wearing Great Khan armor, bring some drugs, and visit Vault 3 can open up old trading contact. Due to Fiendish wide influence, a wide group among Tribals thus return to neutral status, permitting access to otherwise hostile location. Notably, Vault 3 of Motor-Runner, Neon Zapp Factory of Duke's group, Blind Dogs' Prophet territory around Vegas ruins, and the conflicted zone (Tribal vs NCR) leading to Tribal Village.

Fiends are Tribals but not all Tribals are Fiends, so any tribals group not under fiends' influence will still return old hostile attitude toward Survivor.

Trivia

 * The locations of the tribal groups are the Vanilla locations of Violet, Driver Nephi, Cook-Cook, Duke and Motor-Runner respectively.
 * The Tribal leader at Cook-Cook's former location will still yield a severed head when killed.
 * Vault 3 is largely unchanged from the base game (though some sections are glitched), implying that further alteration was intended by Naugrim.