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Elijah Signal Established Quest ID

Quest ID and console commands for Elijah Signal Established in Fallout: New Vegas.

Elijah Signal Established

DLC: Dead MoneyGECK ID: NVDLC01ElijahBarkTown

Objectives

  1. Wake up.
  2. On your feet, before I set off your collar.
  3. Look at your Pip-Boy. Listen to the audio log, follow the instructions.
  4. From now on, do as I say. It's the only way you'll leave the Sierra Madre alive.
  5. Try and run, disobey me? I'll set off your collar and find someone who knows how to listen.
  6. ...and no sleeping, no waiting around, not even for an hour. Waste my time, you're useless to me.
  7. Picking up signals near your location. Detonators. Watch for traps.
  8. Villa's comm speakers have... aged poorly, like the Madre. Pre-War junk.
  9. The speakers emit a signal that'll set off your collar. Too close, too long, you'll lose your head.
  10. Some speakers may be damaged, blue ones, sparking - you can destroy those. Others, red, too well-shielded.
  11. Don't be stupid. Pay attention, keep moving. Hear your collar beep, look around.
  12. Don't go through the gate to Puesta del Sol yet, gather the others first.
  13. Leave the Salida gate alone. You're not done with the Villa yet, so don't stray.
  14. You sure have filled your Pip-Boy's archives with garbage.
  15. Mitchell... that your name, Mitchell? No, wait... previous owner, Vault 21. Vegas.
  16. No matter, not important. Probably stole this Pip-Boy from him, didn't you.
  17. Don't worry, if you're a thief, a thief is just what I need.
  18. Followed the Gala radio signal, just like I did, hoping to strike it rich?
  19. Cooperate with me, follow along, we'll crack the Sierra Madre. Together.
  20. There were others like you... turned on each other, even before the collars.
  21. Play your cards right, be smart, you'll live through this. Be dumb...
  22. ..well, your head wasn't much use anyway, was it?
  23. The Villa's toxic. The more you're outside, the more you breathe...
  24. ...then the Cloud wins. So move fast, don't stay outdoors too long.
  25. Outside, you may notice your vision'll pulse, get dizzy.
  26. It's the Cloud. Eats your insides, slowly. Too much exposure, death.
  27. Damn speakers at end of hall - red light means they're shielded. Must be a way to shut them off somewhere else.
  28. Collar 12's near you, in the building.
  29. Getting an odd signal near your location. Some kind of emitter, hunt for it.
  30. Lost the emitter signal. Your work, I presume?
  31. Picked up another emitter signal, then lost it.
  32. Maybe you think I wanted to send people here. To inhale toxins. Die. Kill each other.
  33. Hardly. If robots could do this, I'd have sent them in.
  34. That collar around your neck is because people are unreliable. Even chains of command - unreliable.
  35. These collars, with adjustments, work much better.
  36. Watch out for the Villa inhabitants.
  37. The Villa's inhabitants seem obsessed with Holograms. Use it to distract them.
  38. Picking up an emitter signature - watch for Security Holograms, dangerous.
  39. Main power's down. How troublesome.
  40. The ventilation system controls should be located in that building.
  41. They should help with the Cloud.
  42. Good, ventilation's back online.
  43. Deciding to explore? Curiosity kills, get back to the main path.
  44. I mean it - if you die here, then this starts all over again.
  45. Collars weren't always linked to each other. A mistake.
  46. Others who came, kept killing each other. Now, I've fixed that by linking them to each other.
  47. Keep heading West, that's where you'll need to leave the mutant.
  48. Damn power station levers need his strength to operate.
  49. You're at one of the Gala locations, you'll need to bring the mutant here.
  50. Only he has the strength to operate the levers, I've found.
  51. Head north, get to the bell tower. There is where you'll trigger the event.
  52. Provided you have everyone in place.
  53. Toxins are thick in your area. Move East, avoid the clouds.
  54. Don't test me or the Cloud... both will kill you without a second thought.
  55. Covering a lot of ground, good. Still a ways to go.
  56. Stay focused. Only one chance to do this.
  57. Salida del Sol... now a maze of toxins.
  58. Entire Villa is a deathtrap.
  59. Keep north - that's where you'll find the bell tower.
  60. Everyone needs to be in place, or it'll be a wasted trip.
  61. You're resourceful. Had a daughter, foster daughter, like you.
  62. She was willful, stubborn. But clever. She's gone now. Lost to me.
  63. We don't have time for you to explore the Villa, stick to the Gala.
  64. Are you paying attention? Roam the Villa, and you'll die.
  65. The bell tower. That's where you'll trigger the Gala Event.
  66. It's a ways up. I'm sure you'll find a way to climb up there.
  67. Take the ladder. It should still be intact.
  68. Once you're in the tower, throw the switch, then get ready to move.
  69. What are you doing?
  70. The others aren't in place yet. Get them to their stations, then return here.
  71. Leave the mute at the Switching Station - she'll know what to do.
  72. Your detours are getting tiresome.
  73. What do you expect to find? A way to escape? No, I don't think so.
  74. This must have been paradise before the war.
  75. But no, radiation and the Cloud ruined that dream.
  76. Head west, past the toxins, get to the Switching Station.
  77. So that's what happened to that one.
  78. Pray you don't end up like him. Greed killed him. Can kill you, too.
  79. Remember - you need to bring the mute girl here.
  80. If not, it's a long walk back, and time's running out.
  81. Sick of having to herd all of you through the Villa...
  82. ...at least you're making more progress than the last team.
  83. Don't waste time trying to catch a glimpse of the Sierra Madre.
  84. Enough detours, get back to the task at hand.
  85. The Gala target is straight ahead - southeast on the compass.
  86. It's where you should leave the Ghoul.
  87. You're at the Gala area... now, you need someone to stay there.
  88. Bring the Ghoul... he'll do.
  89. I can hear the event firing off. Now get to the main doors, quickly.
  90. Keep moving. The doors will close unless you get there in time.
  91. Faster!
  92. What's taking you so long? Get to the casino!
  93. Get there soon or the doors will seal, and you'll be trapped outside.
  94. If you're trying to crawl-and-hide, don't turn on your Pip-Boy light...
  95. ...that light? Makes it easier for... others to spot you.
  96. See if you can access that terminal.
  97. Might be some "Vending Machine" access codes you can download.
  98. Those "Vending" Machines, the ones with the blue lights. Use them to resupply.
  99. Gather any casino chips you see, take them to the machines.
  100. Followed the signal here because of that damn voice.
  101. Promising to "begin again?" Pre-War nonsense. More like "end again."
  102. That's the way out - after you break into the Sierra Madre's vault. Try to leave, I'll set off your collar.
  103. Follow my orders, freedom is yours. I promise.
  104. The gate to the Sierra Madre's sealed, locked. For now.
  105. Do as I say, and it won't be locked for much longer.
  106. Those "vending" machines... vending wasn't their intended use.
  107. They do so much more. Make the Villa self-sufficient.
  108. < Elijah says the player disobeyed his warning about cooperating with companions, so player goes boom >

Walkthrough (journal stages)

  • 40You sure have filled your Pip-Boy's archives with garbage.
  • 41Mitchell... that your name, Mitchell? No, wait... previous owner, Vault 21. Vegas.
  • 44Followed the Gala radio signal, just like I did, hoping to strike it rich?
  • 45Cooperate with me, follow along, we'll crack the Sierra Madre. Together.
  • 46There were others like you... turned on each other, even before the collars.
  • 68Those "Vending Machines"... wasn't their intended use.

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