Westside

The fortified Westside zone is an independent settlement within the northwest Las Vegas Conurbation. Although "Westside" can be used to refer to the entire region east of the Spring Mountains, south of the Corn Creek Dunes, and west of the New Vegas Strip's massive walls. While civilization thrives in the northwest, society gradually breaks down the farther south one travels. These city blocks are violently run by chem-addicted raiders known as the Fiends.

Background
While it appears poor and run down at first glance, the community produces enough food, clothes, weapons and medicine to encourage trade and arm their defenses. Their security provided also protects travelers whom trade with the rest of New Vegas.

This small tight-knit community was born from the regions semi-nomadic populace. They organized themselves into a loose militia, built defenses and began substance farming. It was only latter after decades of stagnation – relying on their merchants and the protection they offered to traders passing through – the settlement began to thrive, due to the boost of trade and goods production the arrival of the Republic and the establishment of the FEZ-NV brought.

One day Arcade Gannon and Tom Anderson were passing through Westside, while Arcade kept going Tom decided to stay and help these people as best as he could. He began by teaching the denizens how to better grow their crops. The Westside Cooperative was then formed by he and Clayton Ettienne to better organize their work, in an effort to maximize profits. However, there success in increasing the crop yields brought their most important issue to light. Their lack of a clean independent water source was preventing them from prospering. Their previous crops were grown with dirty water, giving it a funny taste. Now with even more crops to feed they needed to find a better water source. The only one available however was the former city's waterworks.

Westside was already receiving shipments of water delivered via barrels from the sharecropper farms. This however was not enough to satiate their desire to turn their stagnation into prosperity, embroiling themselves in tense negotiations with the NCR regarding the siphoning of their water supplies directly from the waterworks. Fallout: New Vegas Official Game Guide Collector's Edition p.325: "ZONE 2: NEW VEGAS CONURBATION [INTERIOR ZONES] Topographical Overview ''The Great New Vegas skyline is dominated by the Lucky 38 Tower, and other monuments to excess, but visiting such ostentatious structures requires more than just knocking on a door. There are five "Interior zones" within the New Vegas Conurbation, and all offer a glimpse into the way of life for the inhabitants. Zone 2A (Westside) consists of a cooperative of crop-growers and militia, and vying for water from the NCR. Zone 2B (North New Vegas) is a squatter camp with few amenities. Zone 2C (Outer and Inner Freeside) is a sprawling series of large roads, structures, and casinos that don't quite have the razzmatazz of those on The Strip. The Kings, Followers of the Apocalypse, Garrets, Van Graffs, along with Mick & Ralph inhabit Freeside. The Strip itself is a neon-clad architectural triumph, but heavily fortified and guarded by Securitrons in the service of Mr. House, who rules the three Families (the Omertas at the Gomorrah, the Chairman at The Tops, and the White Glove Society at the Ultra Luxe) with an iron fist. The NCR also has an embassy here, and a brother and sister live and work for Mr. House, building more neon signs and showing rich folk around Vault 21. Finally, Zone 2E is Fiend Territory, and the only part of New Vegas where you're actively hunted by hostile forces.''

Highways and Byways

''Access to the interior zones is almost exclusively via gates, which are guarded by gang members or militia of the Faction you're about to meet inside. Inside each zone, there are main streets and alleys; especially in Freeside you should learn the layout so you can gauge (for example) which gate is nearest your destination. For example, always take the Freeside North Gate if you're heading to the Old Mormon Fort, and the Freeside East Gate if you want to visit Mick & Ralph's. There are Sewer entrances to Zones 2A and 2B (not the others). To reach 2D (The Strip), you must enter Zone 2C (Freeside) first."'' (Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland)

The tensions between Westside and the NCR would continue to rise, and eventually, Tom Anderson and Clayton Ettienne began to devise a plan to directly siphon off water from the NCR OSI operation. Which eventually proved successful due to Anderson's knowledge of hydraulic engineering and previous affiliation with the OSI.

At first it was the farmers themselves who noticed. After making an appeal and getting more water, they still couldn't keep their quotas. The sheer volume of the missing water started to attract attention. Corporal White was the first person to take the rumors seriously. Seeking advancement into the Rangers he began his investigation unofficially, on his leave.

White's investigation eventually lead him to discover that Anderson was responsible for the missing water. However Anderson, in an effort to keep the truth from getting out, murdered white.

White's death did not go unnoticed however, Leading Lieutenant Carrie Boyd to eventually hire the Courier to investigate the trooper's disappearance.

Westside Militia
The militia acts as the main police and military force for the community of Westside, charged with maintaining order and defending the neighborhood from Fiends, Scorpions and hostile wildlife. Klamath Bob, Mean Sonofabitch, and Judah Kreger are members of the militia. Anderson works with the citizens to keep Westside independent from the NCR and Mr. House. The residents positively reflect upon their community's political status, often remarking that the NCR should go home as "their people must miss them."

Society
The locals prize their independence and work hard for the common good. The Thorn itself demonstrates that beyond anything else that they're self-sufficient, intelligent, and resourceful. This culture of the independents is prevalent throughout the region. They take pride in their strength and survivalism, this is most notable for their reverence in their hunters. Who have overcome the trials and tribulations of the wasteland and its predators. Despite their achievements, the general stagnation of their lives still leads some to drink their problems away.

In response to the threats to Westside, the residents organized themselves into a loose militia and created an impressive, two-tier approach to defending the gates that leads into Westside. Although suspicious of strangers they are not actively hostile, with exception to the Scorpions and the Fiends.

The Scorpions are considered a minor nuisance, more known for mercenary work, selling chems and getting slaughtered by the main threat to the region; the Fiends. They often harass and attempt to raid the settlement, however with the NCRA actively – although only partially focused on – eradicating them as a threat, Westside has experienced a reprieve from them.

Westside Cooperative
Currently embroiled in tense negotiations with the NCR regarding the siphoning of their water supplies, the residents of the fortified Westside zone have a small, but tight-knit community based around growing crops for themselves, and to sell to travelers and larger factions. With the help of Tom Anderson and the Followers of the Apocalypse, a reliable irrigation system was implemented. Thus, Westside grew from a subsistence crop-growing hamlet up to a stable, self-sufficent farming community operating independently from the NCR. The locals grow enough produce to feed themselves and export to other parties, thus meaning that they don't have to rely on merchants for food.

The Westside Co-op features a motley band of folk, founded by an escapee from New Reno named Clayton Ettienne. The organization is a joint venture between him and Tom Anderson, who is single-minded in his defense of this operation.

Layout
The larger part of the neighborhood, exposed to the Mojave Wasteland, is surrounded by a small network of walls, while the residential and commercial area is walled completely, except for two gates. The Westside's services include a food store, a brothel, a liquor store, a pawn shop, and a fighting arena where matches can both be fought and bet upon.

The New Vegas Westside proper has east and south entrances. The Thorn and the Casa Madrid Apartments lie outside the southern entrance to the residential area but within the outer wall. The Sunset Sarsaparilla headquarters, which is south of the Westside, is about halfway in between the Westside and the South Vegas ruins.

Buildings

 * Casa Madrid Apartments
 * Klamath Bob's liquor store
 * Miguel's Pawn Shop
 * North cistern
 * Westside Co-op

Notable loot

 * Police hat and RobCo jumpsuit - Worn by Dermot.

Related quests

 * The White Wash
 * The Coyotes
 * For Auld Lang Syne
 * Dealing with Contreras
 * A Bit of Slap and Tickle

Appearances
Westside appears only in Fallout: New Vegas.

Behind the scenes
Westside is based on the real world neighborhood of Historic West Las Vegas, or colloquially known as Westside, a 3.5 square mile (9.1 km2) area is located northwest of the Las Vegas Strip and the "Spaghetti Bowl" interchange of I-15 and US 95.