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