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Las Vegas Scams and Tourist Traps to Avoid

  • November 10, 2021

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Like any other tourist hotspot, Las Vegas has its fair share of tourist scams and pitfalls to avoid. Don’t let “Sin City’s” reputation hold you back from booking a Las Vegas adventure! We can help you navigate Las Vegas’s most common tourist traps, from street hustlers and “long hauling” to avoiding slots and tables with unfavorable odds.

The golden rule for avoiding Las Vegas scams is to remember that if something seems too good to be true, it probably is. If that club promoter is offering you free VIP table service with line bypass and complimentary drinks all night at the Strip’s hottest nightclub, think twice. If you pass someone guaranteeing that you’ll double your bet, think three times. Common sense is king in Vegas.

Here are some of the most common hoaxes you might encounter:

1. Street cards

If you’re walking down the Strip, you’ll have a hard time avoiding people trying to pass you cards, often by making a snapping sound and putting the cards right in front of you, making them difficult to ignore.

These cards are usually “escort’ cards, advertising women you can pay to keep you company. Despite Las Vegas’s reputation, prostitution is illegal in Nevada. The fees on these cards indicate what you’ll pay just to have someone show up at your door—they aren’t advertising any additional illegal services.

This is one of the most common scams on the Strip, but it’s also one of the easiest to avoid—just keep walking and don’t take the card.

2. Street hustlers

Card slappers aren’t the only streetside hustlers you’ll come across in Las Vegas. You’ll also likely encounter people attempting to sell you night club passes or loop you into an illegal gambling game, like three-card monte (a version of the old-fashioned shell game).

None of these offers or games are legitimate. Real VIP club hosts won’t ask for money on the spot. Be sure you only buy items or passes from licensed sellers or vendors.

3. Slots at McCarran International Airport

Playing the slots at McCarran International Airport can be an enticing way to kick off your Vegas vacation, but these machines offer the lowest returns in the entire state, returning just 85% of your bet over time, compared to 90-92% on the Strip. McCarran’s video poker machines also offer the lowest returns you’ll find in the city.

4. 6-5 Blackjack

Blackjack is the most common table game in Las Vegas because of the low house edge and the ease of learning the rules. To take advantage of its popularity, some casinos have increased their house edge and now only pay 6-5 on blackjack games, rather than the traditional 3-2 odds.

COMPARE: With 6-5 odds, a $10 bet will win you $12. With traditional 3-2 odds, a $10 bet will win you $15.

The house usually has the advantage, but they have a bigger advantage at some places. Rules will be disclosed on the table felt or a placard, but if you’re not sure what odds a table is offering, ask the dealer. You can also ask the dealer or pit boss to direct you to tables with 3-2 odds. Some casinos only offer 6-5 odds, so you may have to travel to another casino.

5. Long hauling

“Long hauling”, which occurs when cab drivers take passengers on an unnecessarily long or circuitous route simply to drive up the meter, is a common problem faced by taxi passengers in many cities around the world. When you’re in an unfamiliar city, it’s easy to fall for this prevalent scam.

The Nevada Taxicab Authority is strict about ensuring passengers can be confident that their cabbies will take them safely along the quickest route to their destination, but the trip from McCarran to the Strip is still a common long-haul pitfall in Las Vegas.

PRO TIP: Ask your cabbie to take Swenson away from the airport instead of the tunnel—the tunnel can add an additional $10 to your fare. You could also consider taking Uber or Lyft so you can see the route your driver plans on taking.

If your driver asks if you’ve been to Vegas before, say yes, even if you haven’t. This simple tactic can help you avoid dropping unnecessary cash on a needlessly long cab ride.

6. Suggested stops

Cabbies sometimes get kickbacks for sending tourists to certain attractions, such as massage parlors or clubs, most of which are unregulated. Never allow your cab driver to convince you to go to a different destination than you originally intended.

7. Mini-fridge charges

Room charges may not be illegal, but they can rack up quickly if you aren’t careful. Many hotel mini-fridges now include electronic devices that monitor where things are placed in the fridge. If you move an item, but don’t re move it, you may still be dinged with a room charge. You can contest the charge when you check out, but there’s no guarantee that your hotel will reverse it.

8. "Official" photographers

The famous “Welcome to Las Vegas” sign is a must-see attraction for any first-time visitor. There are people who will claim to be an “official” photographer and who will charge you to take your photo, but there are no official photographers posted to the sign.

9. Free VIP club entry

When it comes to Las Vegas nightlife, you get what you pay for.

Deals offered by club promoters on the street are often more about getting people in line and in the door than connecting you with a good deal. Beware—free entry and line bypass deals won’t get you into the club if it’s already reached capacity, and free drink offers often come with qualifications regarding the number or type of drink you can order.

Never pay for a club pass on the street, and tip at your discretion. Club promoters always get a cut for getting you to the door.

The Ultimate Las Vegas Visitor Guide

Find answers to all your questions about Las Vegas in our Ultimate Guide!

Planning Your Trip

  • Getting Into Las Vegas
  • Las Vegas Hotels & Resorts
  • Las Vegas Packing List
  • Tips for First Time Visitors

While You're Here

  • Las Vegas on a Budget
  • Visiting Las Vegas with Kids
  • Scams & Tourist Traps to Avoid

Things To Do in Las Vegas

  • Restaurants & Dining Out
  • Shows & Performances
  • Parties & Clubbing

Beyond The Strip

  • Downtown Las Vegas
  • Things To Do in Las Vegas Off the Strip
  • Nearby Attractions: Things to Do Outside Las Vegas

Special thanks to all the expert travelers who contributed their tips to the Ultimate Las Vegas Visitor Guide!

Featured Image Source: Moyan Brenn  via Wikimedia Commons.

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Fallout: New Vegas - Honest Hearts – Guide and Walkthrough

Xbox 360 pc playstation 3.

GameFAQs

Guide and Walkthrough (X360) by Andrew_Testa

Version: 1.0 | Updated: 06/29/2014 FAQ of the Month Winner: June 2014

Table of Contents

Introduction, preparations, walkthrough, happy trails expedition, arrival at zion, deliverer of sorrows, river monsters, the treacherous road, the advance scouts, the grand staircase, gathering storms, flight from zion, crush the white legs, departing paradise, optional quests, roadside attraction (a), gone fishin' (a), tourist trap (a), prisoners of war (b), retake the bridge (b), sanctity of the dead (b), side quests, rite of passage, a family affair, civilized man's burden, chaos in zion, radio signal text, achievements/trophies, credits, contact, copyright, contact information, legal disclaimer.

new vegas tourist trap

Fallout: New Vegas - Honest Hearts DLC FAQ/Walkthrough

Version 1.0 (6/28/14)

Written by Andrew Testa

Email Address: [email protected]

This document is Copyright (c) 2014 Andrew Testa. All Rights Reserved.

Welcome to my strategy guide for the Honest Hearts DLC of Fallout: New Vegas! In this guide, you'll find a complete, beginning-to-end walkthrough, ripe with pictures of maps and hard-to-find spots. The walkthrough is separated by quest for easy navigation. In addition, I have put the optional quests and side quests in separate sections, as well.

I hope you enjoy your stay at Zion a little more with this guide. :)

To receive the quest, all you have to do is download the DLC! That is, you will automatically receive the quest "Happy Trails Expedition" after you've installed the Honest Hearts DLC to your console or computer.

You can play the DLC from whatever previous saves you may have of Fallout New Vegas, OR from starting a brand new game. Either way, you'll automatically receive the quest and the radio signal.

It is advised, however, that you are level 20+ before you venture into Zion. This is because it can be difficult to kill stuff; of course, if you consider yourself a pro at Fallout, go in whenever you like. :)

As Honest Hearts was the second DLC released for the game, most players originally completed the DLC after at least doing the main quest of the original Fallout New Vegas and completing the first DLC, Dead Money. Completing either of these is not required, but it will help level you up.

You can, however, run straight to the Happy Trails Expedition quest marker right after Doc lets you out of his house; that is, right at the beginning of the game.

Honest Hearts also raises the level cap by 5 so players already at max level can continue to level.

There are a lot less skill checks than the first DLC, but it will be really helpful for you if your character has at least these skill levels for various conversation checks in dialogue:

  • Survival 50 (most important!)
  • Lockpick 75
  • Medicine 75

Aside from the 75/100 pounds of equipment that you bring, all weapons and armor that you've previously acquired is gone for the duration of the DLC. You'll get it back after you've completed all the quests in Honest Hearts, however, so don't worry about losing your stuff forever!

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Change "Happy Trails Expedition" to your active quest and fast travel to the nearest map marker that you have. The start of the DLC is located at a place called "The Northern Passage," which is just a cool way to say a hole in the mountain. But as the name suggests, it is to the far, far north of the Wasteland.

When you arrive, you'll see a caravan about to go off. Talk to Jed Masterson to join the expedition. He states that you can only have 75 pounds of items on you, but you can raise that limit to 100 if you pass a Survival 50 conversation check. Put any items that you don't need in the box near Jed.

When you have less than 75/100 pounds of weight, talk to Jed to begin your journey into Zion.

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After a nice pep talk from Jed, follow the caravan and, very quickly, all hell breaks loose. You'll be assaulted by the White Leg faction. They come from on top of the mountain, on the land below the mountain, and near the bridge. No matter what you do, the entire caravan will die as a result of this assault. So just as quickly as you made a friend in Jed, you lost a friend, too.

At any rate, you'll want to wipe out the White Legs around here before you continue. There are only five or six at medium distance. When you've cleared them, be sure to loot everything -- even your fallen comrades -- and then cross the wood bridge over the river. You'll get fired at by a White Leg, but a mysterious man will kill the White Leg from behind for you.

This is Follows-Chalk, and he is a companion in this DLC. He'll explain some things, and then you're off to the Dead Horses camp. The location is marked on your map -- it's due east of here. The terrain is not very difficult to navigate, but be sure to watch out for enemies that appear from higher terrains.

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When you get close, you'll have to walk in the river -- you'll know because you'll see a sign with "Eastern Virgin" on it. Follow the river to the camp. Avoid the bear traps in the water, however! These bear traps are usually placed in the center of the river, so be sure to look down and watch your step.

After arriving at the camp, the objective changes to talking to Joshua. He's located inside Angel Cave, which is behind the camp. In the cave, you'll be immediately asked something by a disciple in their native language. If you do an Intelligence 7 check, you can impress the disciple. Otherwise, just be polite! :)

Continue into the very small cave to find Joshua (the band-aid man) working on some guns at a table. Say all the dialogue options, agree to help him, and three optional quests will appear. These quests, Roadside Attraction (A) , Gone Fishin' (A) , and Tourist Trap (A) , all require going to an abandoned cabin and picking up items for Joshua. I have listed them in the Optional Quests section (just click the links above!) because they are completely optional.

After completing those three quests, you'll receive Deliverer of Sorrows, the next main quest.

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Head to the Narrows, which is in the northern part of the map. You'll have to go through, well, a narrow canyon to get there. When you first arrive, you'll be greeted by Waking Cloud, who will give you the side quest Rite of Passage.

Continue through the Narrows (just follow the river) to find Daniel. Talk to him to complete the quest. You'll lose Follows-Chalk as a companion after completing the quest.

Now is a good time to complete the side quest Rite of Passage .

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Deal with the Yao Guai at Pine Creek

You can "deal with" the Yao Guai in two ways: (a) kill the ones at Pine Creek, or (b) set up explosives in their cave. For option A, you just have to go to the quest marker (the southern quest markers) and exterminate the Yao Guai. This can be a little tougher than option B, and is pretty run-of-the-mill at that. Go there, kill, done.

Option B is much more fun and unique. Go to Yao Guai cave and plant the explosives at the quest marker locations. Note that you do not have the explosives in your inventory, so don't get confused and try to swap to them in your inventory. Instead, you simply go to the locations in the cave and "activate" near the quest markers. When you've planted them, exit the cave and the detonator will automatically be equipped. Press the button and kaboom! quest done. :)

Note: It might seem like you need to plant one explosive near the entrance, but that's just the game trying to get you to go kill the Yao Guai in the canyon. It's much more fun to complete it the explosive way. So, don't go looking for a place to plant an explosion near the entrance, because it's not there! :)

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Deal with the White Leg traps

This is another short quest with two ways to complete it. The first way is just to kill all the White Leg sappers in the area, and the second way is to disarm all the traps around the bridge. Just like in River Monsters , the kill quest is boring, while the disarm quest has some uniqueness.

For the kill quest, so just go on over and kill'em all. They aren't tough enemies at all.

For the disarm quest, you should try to sneak your way to the bridge. There are six traps that you must disarm. For each trap, you'll get the "disarm" option screen. Three traps are on the bridge itself, while two are on the north side and two on the south side. Use your minimap if you have any trouble because the quest markers denote the locations of the bear traps.

When you've killed all the sappers, or disarmed all the traps, the quest will be completed.

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Deal with the White Legs' camp

Yes, yes, another quest with two ways to go about it. Just as with the other two, the easier -- albeit bloodier -- way to complete the quest is just to kill all the White Legs at the Bluff. There aren't many, and they are a little more tough than sappers. I suggest sneak attacks and maintaining distance.

The more enjoyable way to complete the quest is to sneak into their camp and steak the two war totems. To do this, you'll need a decent Sneak skill and some presence of mind to stay clear of the White Legs. A picture of what the totems look like is above.

When you've killed them all or stolen both totems, the quest will be completed.

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Find a map of the Grand Staircase region

This quest does not have two options, but you can recruit Waking Cloud before the quest begins. I recommend doing this, because she is a good follower and has her own quest.

When you're ready, head on over to Morning Glory Cave. Inside, Waking Cloud warns you about the cave; you can answer however you like as it does not change her ending narration. Continue inside the cave and you'll quickly find out Waking Cloud was correct. The cave has these big plants with teeth (Giant Spores) and they are just plain freaky. Shoot them down from range; there will be three of them, and they are up on higher ground.

With the area clear, go to the south part of the cave to find the locked door. There is a rigged shotgun before the door, so be careful! At the door, you can unlock it if you are better than Average skill, or you can go retrieve the key, which is in a bag in the northern part of the cave.

Either way, enter through the now-unlocked door and take the stuff in the Survival Cache to complete the quest. The cache is located inside the closed-tarped area and is near the Terminal.

Now onto the "Gathering Storms" quest.

This is another very short quest. Simply head back to Daniel (fast travel!) to complete half the quest. The other half, you should save the game first. It's just a conversation choice, but it will affect whether you do the "Flight from Zion" quest or the "Crush the White Legs" quest. The game even states that:

"No Going Back! Whether you decide whether the Sorrows should fight or flee, your decision will set their destiny irrevocably in motion. You will be unable to finish any remaining quests in Zion once you make your decision, so choose wisely."

So it's definitely best to make a fresh save file for this point, in case you want to do the other quest but do not want to complete the DLC all over again.

Fleeing leads to Flight from Zion and fighting leads to Crush the White Legs . I've listed fleeing first and crushing second. :)

You will receive "Flight from Zion" along with three optional quests. Completing the three optional quests nets you a different ending narration, and it is probably the "most correct" way to complete the DLC the first time. The optional quests are Prisoners of War, Retake the Bridge, and Sanctity of the Dead.

Once you have complete those optional quests -- or decided not to complete them -- we have this quest to complete. It is basically the final quest, as Departing Paradise simply involves leaving Zion.

The quest itself is actually pretty short once you've done the optional quests. Simply fight your way to the quest marker. There aren't many White Legs, and you'll have a lot of friendly NPCs to help you along way. Just remember not to shoot at the friendlies!

When you reach your destination, you'll find Salt-Upon-Wounds, who will initiate a conversation with you. You can simply cut him off and then kill him, or pass a 75 Speech check. With the speech check, you'll have a few options on how to talk to him, each of which end with him leaving. Whether you kill Salts-Upon-Wounds, let him leave, or let Daniel kill him, will determine some of the ending narration.

After dealing with Salt-Upon-Wounds, talk to Daniel. He'll ask you if you've done everything you can -- this is where the optional quests come in -- and then hand you a detonator when you've said you have done everything you could. The screen transitions, then you have to activate the detonator, which will end the quest.

The final quest is Departing Paradise .

Locate the White Legs leader, Salt-Upon-Wounds, and deal with him

You'll get this quest if you decided to fight and not flee. You have Joshua Graham as a companion, and your main objective is just to exterminate the White Legs, with a focus on their leader Salt-Upon-Wounds.

You basically need to fight your way across the map. Just go south-southwest and follow the trails until you get close to the Three Marys. From there, go to the river, and follow the river to the Three Marys Cavern. Inside, fight your way to Salt-Upon-Wounds. You have a few options here: you can kill him yourself, let Joshua kill him, or let him leave. The decision you make will change the overall ending a little.

After dealing with Salts-Upon-Wounds, the lengthy ending plays, and then you have to leave Zion.

I really would not even consider this a quest, but the game denotes it as such. All you have to do is open the locker in front of you -- this will contain keepsake items from Zion -- and then exit Zion via the Southern Passage. The exit is right behind the locker. After that, you'll be back at the Wasteland.

Congratulations on beating the Honest Hearts DLC!

These are the optional quests of the game. They appear alongside the main quests, but you are not required to complete them.

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Search the ruins for the crashed scout bus for a compass

I have listed this one first because it is closest quest from Angel Cave. Just head on over to the Crashed Scout Bus, which is west of the 'cave, and you'll find a broken-down bus. Inside the bus, the broken compass is on the floor, very near where the bus snapped in half. It's gold and circular, like any other compass, and the black background makes it hard to miss.

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When you interact with the broken compass, you'll have three options: (a) repair the compass, (b) repair with parts, or (c) take the broken compass with you. Since repairing the compass without parts only requires 30 Repair, you should be able to repair it yourself.

After repairing the compass, the quest ends. You do not have to fast travel back to Angel Cave and talk to Joshua about your progress; instead, you can head directly to the next optional quest. The closest is Gone Fishin'.

new vegas tourist trap

Search the Zion Fishing Lodge for walkie-talkies

This quest plays out practically the same as "Roadside Attraction." The hardest part is getting there, but I have provided a map (above) of its location in comparison to the whole map. The Zion Fishing Lodge is in plain sight, so it shouldn't be too hard to spot anyway.

When you reach the lodge, head inside and kill the three Young Geckos that appear to be squating. They aren't very tough, but the fact that they are actually inside might give you a scare initially. One geck is behind the Pool Table; the next, in the living room; and the last is in the bathroom behind the counter.

The walkie-talkies are in the cabinet behind the counter. However, the cabinet is locked -- just an Average lock, but you can also find the key. The key is located in the bathroom behind the counter. It is in the crate closest to the doorway.

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After acquiring the key in the crate, you can open the locked cabinet. Grab the walkie-talkies to complete the quest.

new vegas tourist trap

Search the Zion General Store for five Li'l Scout Lunchboxes

Head on over to the general store, which is located to the far west of the fishing lodge. Inside the general store, you'll find three enemies -- two mantises and one bee in the backroom. After disposing of them, you'll have to find the five lunchboxes in the store. The minimap can help here, but I'll describe the location of each lunchbox in more detail.

(1) In the crate near the doorway to the back room. You have to look inside the actual crate, remember that!

(2 and 3) Two more lunchboxes can be found on the counter in pretty plain sight.

(4) Behind the broom in the storage locker in the back room.

(5) This one is inside the desk in the back room. The desk is an average lock, but you can grab the key in the cash register in the main room.

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With all five lunchboxes, we're onto the second part of this quest.

Search the Zion Ranger Station for a medical supply kit

The ranger station is just north of the general store. Inside the station, you'll have to kill three freaky scorpions before you can look around. The medical supply kit is in the back room. You have four options when you interact with the Contaminated Medical Supply Kit: (a) Salvage the Medical supply kit, (b) Replace the contaminated components, (c) Sterilize the kit with alcohol, or (d) Take the incomplete medical kit with you. These require 30 Medicine, and simply salvagint the medical kit is the easiest choice.

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With all optional quests complete, you can now continue with the next main quest, Deliverer of Sorrows .

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Release the Sorrow prisoners at Ranger Substation Osprey

This quest is the closest to your current location, so you should do it first. To get to the substation, you'll have to go around the mountain it's on -- that is, you have to go up to reach it from the west side. If you look at your map, you will see a dotted line on the west side -- this is the path that leads to the substation.

At the substation, kill all of the White Legs around the area. There are a few in the upper part of the station itself, as well as a few outside on the ground. With the area clear, go up the stairs and grab the key for the lock in the toolbox. The toolbox is on the ground right near the doorway.

With the key, you can open the cell door, which will release the prisoners and complete the quest.

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Defeat the White Legs holding the bridge to Pine Creek

The second optional quest is at East Fork Bridge, which is the decisive location on the map. It is just a little southwest of the Yao Guai Cave, which was where we planted explosives and blew up the cave.

At the bridge, you must simply kill the White Legs holding the bridge. WHen you've cleared them, the quest is complete.

new vegas tourist trap

Kill the White Legs at the Burial Ground

This is another easy quest. Simply go to the location and clear the White legs in the vicinity. You can also go to the north quest marker and talk to an NPC named Dancing Flames. Doing so reveals a few conversation options. You can immediately end the quest with a 75 Sppech check, fight with Dancing Flames, or just go kill the White Legs at the burial ground like you would before.

In any case, when you've cleared the Burial Grounds, the quest is complete. With the three quests complete, you can now go back to Flight from Zion .

These are the side quests for Honest Hearts. They do not appear unless you talk to the respective character that starts the quest.

In the Narrows, head to White Bird's cave and talk to White Bird. To complete this rite of passage, you must acquire the roots from three Sacred Datura plants. You can find all three around the Narrows. Just head to each quest marker on the map and pick the 'plant. They are all located on the higher levels of the Narrows, and you may be pointed toward going through some caves to get them. There are no enemies; this is a very peaceful place, and you are free to pick flowers at your leisure.

new vegas tourist trap

With the three roots, head back to White Bird. As you may have already seen, you can't fast travel during this quest, which will become something of a nuisance a little later.

At White Bird's cave, tell him you have the roots, and he'll make some spiked tea for you. Games these days seem to love to side on the illicit substances (GTA5, Fary Cry 3), and New Vegas is no exception. For the remainder of this quest, you'll have to deal with this hallucinatory glaze on your screen. It's all cool if you haven't experimented, I guess.

Retrieve the paw from Ghost of She

What makes this quest long is that you can't fast travel. You simply have to go to the location on the quest marker and defeat the enemies -- the walk is the worst part, however. Head all the way through the narrows, and take the upper path the first chance you get.

You'll have to kill several Yao Guai on the way to the quest marker. When you arrive, the screen will go white, and then you'll have to battle the Ghost of She. After the initial takedown, it'll multiply and you'll have to kill a few more Yao Guai. Once you've cleared them all, grab the paw from the Ghost of She and bring it back to White Bird to complete the quest. FYI, you can fast travel back! Yay!

This might seem like a very secondary quest, but it actually affects Waking Cloud's ending cinematic. I definitely recommend completing it both ways on different playthroughs.

The whole quest is simply conversations. Talk to Waking Cloud, who has suspicions that Daniel isn't telling her the truth about her family. Then go to Daniel and find out the truth (story spoilers).

So now you have a choice: either tell Waking Cloud the truth about "the family affair" or lie to her about it. The decision that you make -- truth or lie -- affects Waking Cloud's ending narration.

Overall, I recommend you make one choice for your first playthrough and the opposite choice for your second playthrough. That way, you can see both endings.

This quest is very similar to "A Family Affair," but it instead involves Follows-Chalk's dialogue options. Talk to Follows-Chalk about seeing the outside world, and he'll ask you to question Joshua about it. Joshua is not much help when you ask him and leaves the advice for Follows-Chalk up to you.

There are two options here, and they both affect Follows-Chalk narration in the ending. You can either tell Follow-Chalk to see civilization or to stay in Zion.

This is the "fission mailed fail quest" of sorts; Fallout always adds quests like this to add flavor to the game. To get this quest, you have to kill Joshua, Daniel, Follows-Chalk, or Walking Cloud. You can also begin the quest by getting caught committing crimes against the tribe.

Basically, you kill a story character, and you have to leave Zion. You forfeit your chance to continue questing in Zion. So, it is basically a quest you'd do on your second or third playthrough of the DLC, just to see what happens. You basically tear the heart out of the DLC, so I don't recommend it on a first playthrough.

To complete the DLC, all you have to do is go to White Bird's cave and get a map, then go back to where you originally started the DLC and, well, leave. It's a very short quest, and I only recommend it to "see what happens."

Armor and clothing

  • Chalk's headdress
  • Daniel's hat
  • Daniel's outfit
  • Dead Horses stalker armor
  • Desert Ranger combat armor
  • Desert Ranger combat helmet
  • Gecko-backed leather armor
  • Gecko-backed leather armor, reinforced
  • Gecko-backed metal armor
  • Gecko-backed metal armor, reinforced
  • Joshua Graham's armor
  • Park ranger hat
  • Salt-Upon-Wounds' helmet
  • Sorrows adorned outfit
  • Sorrows outfit
  • White Legs hide armor
  • White Legs outfit

Consumables

  • Black coffee
  • Blood shield
  • Cave fungus
  • Dark datura
  • Datura antivenom
  • Datura hide
  • Healing poultice
  • Homebrewed Nuka-Cola
  • Homebrewed Sunset Sarsaparilla
  • Large wasteland tequila
  • Sacred datura root
  • Spore carrier sap
  • Spore plant pods
  • Wasteland tequila
  • Weapon binding ritual
  • .45 Auto pistol
  • .45 Auto submachine gun
  • A Light Shining in Darkness
  • Compliance Regulator
  • Follows-Chalk's .45 Auto pistol
  • Follows-Chalk's war club
  • Joshua's Pistol Whippin' .45
  • Salt-Upon-Wounds' power fist
  • She's Embrace
  • Survivalist's rifle
  • Waking Cloud's yao guai gauntlet
  • Yao guai gauntlet

Weapon Mods

  • .45 AP silencer
  • .45 AP HD slide
  • .45 Auto SMG comp.
  • .45 Auto SMG drums
  • War club casings
  • War club honors

World Objects

  • Campfire sack
  • Survivalist hidden cache
  • White Legs war totem
  • Wooden crate
  • Workbench crate

Other Items

  • Compass sensor module
  • Ghost of She's paw
  • Green gecko egg
  • Green gecko hide
  • Li'l Scout lunchbox
  • Medical supply kit
  • Mining detonator
  • Tanned green gecko hide
  • Walkie-talkie
  • Zion National Park snow globe
  • Dancing Flame

Follows-Chalk

  • Jed Masterson

Joshua Graham

  • Randall Clark
  • Salt-Upon-Wounds
  • Two-Bears-High-Fiving

Waking Cloud

  • Giant cazador
  • Young green gecko
  • Giant green gecko
  • Giant spore plant
  • Large White Leg mongrel
  • Ghost of She
  • Giant yao guai
  • Yao guai cub
  • Zion mantis nymph
  • Giant Zion mantis
  • Bighorn Bluff
  • Burial mounds
  • Caterpillar's Mound
  • Clear Water docks
  • Crashed scout bus
  • Court Fork Overlook
  • Crossroad Cavern
  • Cueva Guarache
  • Dagger's Point
  • Dead Horses camp
  • East Fork bridge
  • Eastern Virgin
  • Fallen Rock Cave
  • Glass Chime Cave
  • Half Mouse Cave
  • Morning Glory Cave
  • North Fork bridge
  • North Fork campground
  • Old Rockville bridge
  • Patriarchs' campground
  • Pine Creek Tunnel
  • Ranger substation Eagle
  • Ranger substation Osprey
  • Ranger substation Peregrine
  • The Red Gate
  • Red Rapids docks
  • Sorrows camp
  • Sorrows Fork campground
  • Southern passage
  • Stone Bones Cave
  • Sun Sentinels
  • Sweet Flower Cave
  • The Bend bridge
  • Three Marys
  • Three Marys' Caverns
  • Two Skies Cave
  • Vault 22 dwellers' guard camp
  • Virgin River
  • Virgin Fork campground
  • White Bird's cave
  • Wind Wall docks
  • Yao Guai Cave
  • Zion Canyon
  • Zion fishing lodge
  • Zion General Store
  • Zion Ranger station
  • Zion Valley welcome booth

There are several ending combinations for Honest Hearts. These all depend on how you've dealt with the major players in the DLC. More specifically, your decisions with Daniel, Joshua, Salt-Upon-Wounds, Waking Cloud, and Follows-Chalk will all determine the ending combination. I have listed the unlock condition and the narration of each ending here.

Each ending consists of several "sub-endings" for each decision that you make. As such, I have listed the endings by part. For example, with Waking Cloud and her family, you have two potential endings. So, I have a "Waking Cloud" section with both endings. Similarly, there are five endings for Sorrows, so I have include the five endings in the "Sorrows" section.

If you find any more endings, please email me how you unlocked it! :)

The ending always starts with this narration:

SPOILER! Highlight to View

"And so it was that the conflict between the New Canaanites and the White Legs was finally resolved. The Courier's involvement had tipped the scale, shifting the fragile balance of power."

Unlock Condition: Complete "Flight from Zion," "Prisoners of War," Retake the Bridge," and "Sanctity of the Dead."

"Daniel evacuated the Sorrows from Zion, but due to the Courier's neglect, the White Legs butchered many along the way. Those who survived barely reached Grand Staircase, but once there, the Dead Horses and New Canaanites helped them settle. The unfamiliarity of their new surroundings, and the loss of loved ones, evoked a terrible and lasting grief among the Sorrows. For two generations, many would die still lamenting the loss of Zion."

Unlock Condition: Complete "Flight from Zion" but none of the corresponding optional quests

"Daniel succeeded in leading the Sorrows out of Zion, as he had wanted to do from the start. The Courier protected the Sorrows during the evacuation, ensuring that most reached their destination unharmed. Over the weeks and months to come, Daniel would see to the Sorrows' resettlement in Grand Staircase. Their adjustment to their new home was not without difficulty, but eventually the Sorrows came to accept the loss of Zion."

Unlock Condition: Defend Zion and kill Salt-Upon-Wounds

"The Sorrows fought beside Joshua Graham and the Dead Horses, eradicating the threat the White Legs posed to Zion. When the Courier and Joshua Graham felled Salt-Upon-Wounds, their victory was celebrated with a great feast. The Sorrows' transformation from a peaceful, timid tribe into a proud and warlike people broke Daniel's heart. He tried to take solace in the knowledge that they would remain in Zion, but it was a small comfort. The Sorrows' innocence was lost."

Unlock Condition: Complete "Crush the White Legs" and let Joshua kill Salt-Upon-Wounds

"The Sorrows fought beside Joshua Graham and the Dead Horses, eradicating the threat the White Legs posed to Zion. Watching as the Courier encouraged Joshua Graham to execute Salt-Upon-Wounds, the Sorrows learned that New Canaan offered no mercy to the wicked. The Sorrows' transformation from a peaceful, timid tribe into a merciless, warlike people broke Daniel's heart. Over time, the Sorrows became ever more ruthless in their dealings - even with each other. Daniel traveled to and from between the New Canaanites and Zion, continuing to plead for a return to the old ways whenever he visited. Eventually, the Sorrows grew tired of his blather, and turned their backs on him."

Unlock Condition: Defend Zion and spare Salt-Upon-Wounds

"The Sorrows fought beside Joshua Graham and the Dead Horses, eradicating the threat the White Legs posed to Zion. Seeing the Courier convince Joshua Graham to spare Salt-Upon-Wounds, the Sorrows learned that retribution could be tempered by mercy. Though he despaired at the Sorrows' loss of innocence, Daniel took some small consolation in the Courier's lesson, and prayed it would take root."

Unlock Condition: Complete "Crush the White Legs" and kill Salt-Upon-Wounds

"Despite their defeat at Three Marys, and the death of their war chief, the White Legs were determined to pursue the other New Canaanites. But when they finally tracked down their prey in Colorado, they discovered the tables had been turned. The White Legs who survived the New Canaanites' ambushes were hunted down by Dead Horses before they could reach the safety of the Great Salt Lake. When word of the White Legs' diminished numbers reached the 80s tribe, war was declared, and by year's end, the White Legs had been wiped out."

"Joshua Graham's chilling execution of Salt-Upon-Wounds seared into their minds, the surviving White Legs retreated to the Great Salt Lake. Unable to shake the memory of their brutal defeat and the Dead Horses' savagery in battle, the White Legs feared further reprisals. They fled north, out of Utah, into Wyoming. The wilderness was harsh, and the first winter claimed over half the tribe. When spring came, the survivors parted ways in small bands. And so the White Legs died a quiet, ignominious death."

"Demoralized by the Dead Horse and Sorrows attack the Courier and Joshua Graham led against them, the White Legs retreated to Great Salt Lake. Their days were numbered. Word soon reached the 80s tribe that the White Legs' spirit was broken, their war chief a dim shadow of his former self. By year's end, the 80s would overrun the White Legs' camps, scattering the tribe to the winds and claiming the Great Salt Lake for its own."

Unlock Condition: Kill Daniel

"With Daniel dead, the White Legs soon overran Zion and drove the Sorrows and Dead Horses from the Valley. The White Legs plundered all of the pre-War buildings the Sorrows had marked off-limits, their squalor an affront to Zion's natural beauty. By year's end, little trace remained that the Sorrows had ever made the valley their home."

Unlock Condition: Tell Sorrows to Evacuate

"After the White Legs drove the Sorrows from Zion, they celebrated by destroying all traces of the valley's former inhabitants. They appealed to the Legion for assimilation, but were denied. Their failure to eradicate the New Canaanites in Grand Staircase and farther up the Colorado had not gone unnoticed. The White Legs made a half-hearted effort to find the New Canaanites, but were driven off by Dead Horses trained in the ways of Joshua Graham. The White Legs lost all hope of joining the Legion and disintegrated into a number of petty raiding bands, leaving Zion Valley a polluted cistern."

Unlock Condition: Complete "Crush the White Legs" and kill Salts-Upon-Wounds

"Though the Courier had stopped Joshua Graham from executing Salt-Upon-Wounds, the war chief still fell in battle. The White Legs defeated at Three Marys, Joshua led the Sorrows and Dead Horses in tending to their comrades and burning the corpses of their foes. He continued to advocate militant opposition to the enemies of New Canaan and showed little quarter to those he fought. And yet he was changed. He no longer reveled in the brutality and cruelty for which he had been known in his former life. His inner demons, if not extinguished, were at the least... appeased."

"With the White Legs crushed, Joshua Graham led the Sorrows and Dead Horses in tearing apart and burning the corpses of their enemies. He set about training his army in the "Way of the Canaanite," and soon the New Canaanites and tribes of Zion were feared well into the Mojave. Legends of the Burned Man grew even more depraved, and terrifying."

Unlock Condition: Complete "Crush the White Legs" and spare Salt-Upon-Wounds

"The threat of the White Legs ended, Joshua Graham helped the Sorrows and Dead Horses tend to their fallen comrades and secure Zion. The Courier's words had stayed Joshua's wrath in his darkest hour, and in sparing Salt-Upon-Wounds, he was changed. While he continued to advocate militant opposition to the enemies of New Canaan, he sometimes showed quarter to those who crossed his family. Eventually this new spirit would diminish the myth of the Burned Man in distant lands - a small price for the peace it brought to Joshua Graham."

Unlock Condition: Kill Joshua

"After a long and troubled life, Joshua Graham finally found rest in Zion. In the end, his unswerving militancy had accomplished what the NCR's finest sharpshooters and Caesar's wrath could not. The New Canaanites took comfort in the belief that their brother's soul would again dwell in Zion at the end of days."

Unlock Condition: Complete "Crush the White Legs"

"For years after the defeat of the White Legs, Daniel did his best to minister to the Sorrows' spiritual needs. Try as he might, he could not hold back the tribe's increasing militancy and reverence of Joshua Graham. Demoralized, he returned to his family at Dead Horse Point. His failures haunted him for the rest of his days."

Unlock Condition: Complete "Flight from Zion"

"After leading the Sorrows from their home in Zion to safety in Grand Staircase, Daniel continued to wonder if he'd made the right choice. He spent his life evangelizing the beliefs of his people to a new generation of young men and women, as his ancestors had for centuries before him. He was happy with his family, but for the rest of his life there were nights when he awoke with sadness to find he had been dreaming of Zion."

"In the shadow of Daniel's death, those Sorrows who survived the assault on Zion Valley mourned his loss, as was their custom. Word of Daniel's passing reached the New Canaanites several weeks later. They prayed that their brother would be well-received by their Lord."

Dead Horses

Unlock Condition: Complete "Crush the White Legs" with Joshua

"Having helped eradicate the White Legs from Zion, the Dead Horses returned to Dead Horse Point in triumph. They remained neutral toward the Sorrows, but as years went on, there were periods of competitive friction, even violence, between the tribes. The New Canaanites - Daniel especially - intervened regularly as mediators, but found it difficult to reconcile the tribes' conflicts."

Unlock Condition: Complete "Flight from Zion" with Daniel

"Having helped Daniel and the Sorrows escape from Zion, the Dead Horses returned to their home at Dead Horse Point. The tribe continued to learn from the New Canaanites, and over many years built a flourishing community along the banks of the Colorado. Though the tribes' bond would endure, it was Joshua Graham's legend the Dead Horses would revere, not the tenets of New Canaan's faith."

"Having revered Joshua Graham as a living legend for so many years, the Dead Horses found it difficult to accept his death. New Canaanite missionaries sought to remain in contact with the tribe, but lacking Joshua's authority, their influence dwindled. Still, as an expression of enduring respect for their lost spiritual leader, the Dead Horses helped protect the lands where New Canaanites settled. As generations passed, the Dead Horses came to worship a spirit of the land, a harsh spirit of divine justice. They called it Joshua."

Unlock Condition: "Civilized Man's Burden" - Tell Follows-Chalk to leave

"Follows-Chalk took the Courier's words to heart and decided that he would behold the sights and sounds of distant lands with his own eyes and ears. After returning to Dead Horse Point, he quarreled with his family and other tribe members about his ambitions. One morning, they awoke to discover that Follows-Chalk had set off alone, westward, into the wilderness. He was never seen again"

Unlock Condition: "Civilized Man's Burden" - Tell Follows-Chalk to stay

"Follows-Chalk took the Courier's words to heart and decided that the big cities of the Mojave Wasteland and NCR were best left unexplored. Though he sometimes dreamed of distant lands, he continued to support his family at Dead Horse Point, and eventually his wanderlust faded."

Unlock Condition: "A Family Affair" - Tell the Truth

"Waking Cloud was distraught when she learned of her husband's death, but took comfort from her tribe, and the compassion of the New Canaanites. She forgave Daniel for having concealed her husband's fate from her, and learned to accept his fate. When her grief faded, she took a husband from the Dead Horse tribe. At her bidding, he stayed close to home."

Unlock Condition: "A Family Affair" - Lie

"Waking Cloud turned bitter and resentful toward Daniel and the New Canaanites when she learned her husband's death had been concealed from her. She poisoned some of her tribe against New Canaanite teachings, making relations between the groups difficult from time to time."

Happy Trails Caravan

"Already weakened by several seasons of bad trading, the Happy Trails Caravan Company was initially discouraged by the results of its expedition. The fate of New Canaan, and the evacuation of the Sorrows from Zion, made the prospect of trading seem fruitless. When Daniel told his family about the exploits of Happy Trails' employee, the Courier, however, New Canaan decided to repay the company's kindness. Twice per year, New Canaanites made the dangerous journey west to trade with the company in the city of New Reno. The Happy Trails Caravan Company could not survive on such trading alone, but the New Canaanite's generosity made tough times go easier."

"The defeat of the White Legs in Zion marked a turning point in the fortunes of the Happy Trails Caravan Company. Every two months, the caravan met with the New Canaanites in Zion Valley to trade. Happy Trails soon returned to prosperity. The vigilance of the Sorrows and Dead Horses in defending southwestern Utah, initially startling to Happy Trails caravans, soon proved a blessing. The tribes united against the 80s, driving them back from Highway 50, and thus opening yet another trading route for Happy Trails caravans."

Unlock Condition: Complete "Chaos in Zion"

"Already weakened by several seasons of bad trading, the Happy Trails Caravan Company was devastated by the failure of its expedition. The New Canaanites never reestablished ties with the caravan. Their experiences with outsiders near the Great Salt Lake and in Zion had been far too negative. Within six months, the Happy Trails Caravan Company was bankrupted and dissolved."

The ending always leaves us with these words:

"And with that, the Courier walked out of the history of the tribes of Zion and back to the gathering storm of the Mojave Wasteland."

Character Perks

Companion perks.

This is the radio signal that you'll receive before you enter Zion:

Howdy. My name is Jed Masterson, and I'm a caravan boss for the Happy Trails Caravan Company. If you're hearing this, I have a job offer for you. Happy Trails is organizing an expedition north into Utah, off the Long 15, and we need people. We're looking for caravan guards, prospectors, couriers - if you're used to humping it across the Wastes straight toward trouble, we want you. If you've got a Pip-Boy, we definitely want you. On the other hand, if you're a greenhorn or a city-slicker spinning tales about your skills, you can kindly go hang. If we like your gumption, we'll pay you square and treat you fair. Find me, Jed Masterson, at the Northern Passage if you're interested. Luck to you.

  • CJayC for creating GameFAQs.
  • Sailor Bacon and Devin Morgan for continuing, maintaining, and administering GameFAQs.
  • The Fallout: New Vegas wiki for factual information -- the item lists and the ending text.
  • You! For reading this guide, of course! =]

If you have any questions, comments, suggestions, inquiries, spam, additions, grievances, hate mail, and general overall concerns, please email me at:

"andrew.c.testa(at)gmail(dot)com" <[email protected]>

All I ask is that you put "Fallout New Vegas" or "Fallout NV" in the subject line so I know what the email is about. I don't mind if u talk liek dis 2 me or whatever, so long as I can understand you. I do recommend a few sources before emailing me: the other GameFAQs guides, the Fallout wiki, and other Fallout websites on the internet.

This document is Copyright (c) 2014 Andrew "TestaALT" Testa. All Rights Reserved. This document may not be reproduced under any circumstances except for personal, private use. It may not be sold, altered, or published in any way without the advanced permission of the author. It may not be placed on any website or otherwise distributed publicly without advanced written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. All sources, which have contributed to this document, are cited and/or credited in some form. The only sites that I allow this document to be viewed at are GameFAQs <http://www.gamefaqs.com>, IGN <http://www.ign.com>, and Neoseeker <http://www.neoseeker.com>.

Thanks for reading this guide! I hope you enjoyed reading it as much as I enjoyed writing it! :) You can see some of my other work at:

<http://www.gamefaqs.com/users/TestaALT/contributions/faqs>

new vegas tourist trap

Tourist Traps: How to Recognize and Avoid them

We have all heard the term “tourist trap” but it is easier to get caught in one than you may expect. Even highly experienced travelers will get stuck in a tourist trap from time to time and in some scenarios, tourist traps are virtually unavoidable. However, there is definitely a difference between a tourist trap and a situation where there are no other options available; therefore, the establishment, service etc. is simply taking advantage of that fact. These scenarios are quite easily recognizable, so we do not believe it is necessary to go into further detail.

The Restaurant: A Classic Tourist Trap

The most common tourist trap comes in the form of eating establishments. This is more than just a restaurant jacking up the rates simply because they are in a heavily crowded area. Obviously, any larger city will have higher rent and property taxes in high traffic areas, which forces restaurant owners to raise their rates to keep up with the finances. However, this does not mean that the rates need to be unreasonable or include hidden costs.

The example he most well remembers is from a trip he took with his parents, where they found themselves hungry in Brussels, Belgium. The majority of their time was spent in the high-traffic, largely touristic areas. There is a street near the historical district which features nothing but restaurants; all of which fall under the term “tourist trap”. Every one of these establishments had a sign out front featuring a three course meal for a great rate. In addition to that, almost every one of them had an employee standing out front literally begging you to come in and take advantage of the fantastic deal. Many people simply fall victim to the pressure and just sit down. After all, we are tourists. How are we supposed to know where the locals eat and where to find the best deals?

Now, these establishment owners are smart. These employees standing out front selling visitors on dining at their restaurant are a sneaky way to keep people from noticing their other trick, which is the most obvious sign you are being duped. Almost every restaurant will have a menu outside, where potential customers can be enticed by the delicious selection of food and determine if the rates are reasonable. This is common practice for many restaurants and not a sign of a tourist trap. What one needs to note, however, is the cost of drinks.

If you are perusing a menu outside of the restaurant and there is no page including drink prices, run. Furthermore, if there is a drink listing and you do not see prices next to the selections, run. This most often means that you will be paying double or triple the standard rate—a cost you will not be made aware of until you are handed the check at the end of your meal. Likewise, if it is a menu that one can flip through, the drink pages may be listed in unusual places. In searching for the drink selection, one will often look in the very front or the very back of the menu first. Restaurant owners know this; therefore, the clever establishment will hide the drink listing somewhere in the middle of the menu, behind all of the pages listing their amazing lunch and dinner specials. Before you reach this page, however, you will have already been ambushed by the above mentioned employee (sometimes restaurant owner) whose job it is to keep you from catching on to the dupe until it’s too late. Americans may be used to restaurants not providing drink prices and therefore, will not think twice about such a thing, but that is not common practice in Europe and it is nevertheless something one should look out for when traveling in the United States.

Finally, after sitting down to take advantage of the deal, you will be served unimaginably small portions that will leave you needing to eat again within the next couple of hours. Obviously, once it gets to this point, you are beyond being saved and the trap was a success. This is exactly what happened to him and his parents. He quickly noticed the trap, based on the lack of drink prices in the menu, but by that point, it was already too late and they were sitting down and ordering. Just as with his case, most people are simply too nice to just get up and leave after noticing the trap.

If the restaurant has passed all of these tests and you find yourself in a seemingly honest establishment, you should still pay attention to what is included with the meal. In many restaurants, it is implied that your meal is served with sides, but if it is not indicated, you should always ask. Especially in tourist areas, you may find yourself paying a normal price for a complete dish, only to find out that that lasagna you ordered is only a single slice on an otherwise empty plate, which is charged at the rate of a meal which would normally at least include breadsticks, if not a side salad.

How to Avoid Tourist Traps

Now that you are aware of some of the most common things to watch out for, you should know that the easiest thing to do is to just walk away before entering. Even if the establishment is pressuring you to enter, simply ignore them or say something like “we are just looking for later.” The next problem is finding a place to eat before the hunger emotions come out and cause arguments amongst your group or family. Obviously, it is difficult to go and look at every single menu outside of the multiple restaurants, so one of our suggestions is just to walk in a direction away from the main tourist areas until you find a place you’d like to eat. This is another way to help you explore the city like a local.

The most obvious thing you can do is look on any review website to find the local favorites. You will also find plenty of restaurant reviews from travelers, who will often tell you exact prices and expectations of menu items. This is how we were directed to an amazing burger in the touristy city of Heidelberg .

There are many things to look out for when traveling to avoid spending more money than necessary. We hope that this article will help you spot some of the most obvious indicators associated with tourist traps and help you avoid falling prey to such establishments. If you are interested in some tips for traveling on a budget, be sure to read our General Travel Tips and Tricks .

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New patrol team working to make Fremont Street the safest tourist corridor in America

LAS VEGAS, Nev. (FOX5) - The City of Las Vegas has an ambitious goal of making Fremont Street the safest tourist corridor in America, and they’ve enlisted the help of a new team to do just that.

It’s called the POP Team, which stands for Problem Oriented Policing. It’s made up of two Deputy City Marshals, Officers Janelle Mazza and Carla Espinoza.

City of Las Vegas Director of Public Safety Chief Jason Potts says they’re shifting from random patrol to a more targeted response.

“Targeted policing means looking at the data, going after the hot people in the hot places at the hot times,” Potts says. “I like to use the analogy of fishing with a spear versus fishing with a net.”

Mazza and Espinoza are focused strictly on the Fremont Street Experience and surrounding area.

Starting at 10 a.m., they spend their days patrolling the corridor on foot, building relationships with repeat offenders.

“A lot of times in the morning its residual effects from last night. So it’s a lot of folks extremely intoxicated, either alcohol or some illegal substance, and then the ongoing issues that being intoxicated creates,” Mazza says.

They’ll first offer the homeless population resources before they begin issuing citations, and as those relationships have formed the officers say it’s become easier to address recurring issues.

“It’s changed for the better, they realize we’re not just here to cite and arrest. We’re trying to help you and get back on your feet if you want the help,” Espinoza says.

One hotspot for the duo is Las Vegas Boulevard and Fremont Street. Some common citations issued include open container, pedestrian interference and smoking marijuana in public

“There’s much less things to enforce now, now that people know we’re going to be there 10 a.m., 11 a.m., 12 p.m., all day long. It’s just not as fun to commit the same crimes because they know we’re going to be there,” Mazza says.

The officers are also focused on building relationships with Fremont Street businesses, only being a phone call away with help if needed.

“We are on the street, and we are here to manage and mitigate the ongoing chronic issues,” Mazza says. “We just make it a point to reach out to them, build those relationships, know them by name as well”

On top of Chief Potts’ goal to make Fremont the safest tourist corridor in America, Espinoza says she has some ambitious goals of her own.

“I would hope that people that come to Vegas, not just locals but tourists, for them to realize that ‘wow it’s clean, we can come here and we don’t have to be bothered,’” she says.

Although they’ve made progress since the team’s inception in January, Mazza says there’s still a lot of work to be done, describing the homeless crisis in the area as “chronic.”

Mazza says a lot of times their attempts to offer resources are denied, creating a gap in the system that needs to be filled.

Copyright 2024 KVVU. All rights reserved.

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Fallout Wiki

Li'l Scout lunchbox

  • View history

The Li'l Scout lunchbox is a quest item in the Fallout: New Vegas add-on Honest Hearts .

  • 1 Characteristics
  • 2 Locations
  • 3 Related quest

Characteristics [ ]

Similar to Vault-Tec lunchboxes , instead with Zion Canyon pictures and agency logos.

Locations [ ]

All five are located in the Zion General Store :

  • One inside a crate/box on the floor on the left side of the store.
  • Two are on the counter on the right side of the store.
  • One is inside a broken metal cabinet at the back of the store. It is partly hidden behind a broom, which may need to be moved in order to pick up the lunchbox.
  • One is inside the locked desk at the back of the store. A Lockpick skill of 50 is required to open the desk without a key. There are two keys to the desk, one in a nearby toolbox , and one in a cash register.

Related quest [ ]

  • Tourist Trap : Five of these lunchboxes need to be collected at the Zion General Store.

Gallery [ ]

HH Lil Scout lunchbox crate

  • 1 Fallout 4 perks
  • 2 Fallout: New Vegas console commands
  • 3 Fallout: New Vegas weapons

IMAGES

  1. Fallout New Vegas Honest Hearts Tourist Trap part 2 of 2

    new vegas tourist trap

  2. 17 BIGGEST LAS VEGAS TOURIST TRAPS

    new vegas tourist trap

  3. 10 Biggest Las Vegas Tourist Traps in 2024 (Are they OVERRATED?)

    new vegas tourist trap

  4. Tourist Trap

    new vegas tourist trap

  5. Fallout New Vegas: You Only Live Once

    new vegas tourist trap

  6. The Vegas tourist trap to avoid at all costs

    new vegas tourist trap

COMMENTS

  1. Tourist Trap

    Tourist Trap is a main quest in the Fallout: New Vegas add-on Honest Hearts. Find five Li'l Scout lunchboxes at the General Store in the west area of Cueva Guarache: Two are at the far end of the counter with the silenced .22 pistol. One is in the stacked wooden crates by the left side of the store. One is on the bottom of the cupboard in the back of the store behind the rake and broom. One is ...

  2. Exploring the Tribal's Taboos (Tourist Trap)

    SMASH those like and subscribe buttons!Exploring the Tribal's Taboos (Tourist Trap) | Fallout: New Vegas - Honest HeartsToday we get sent on the cutest fetch...

  3. Fallout: New Vegas • Part 18: Honest Hearts DLC

    0:00 - Intro5:46 - Tourist Trap, finish19:38 - Deliverer of Sorrows (plus exploration)1:59:40 - River Monsters Watch live at https://twitch.tv/TheIglooGaming...

  4. Fallout New Vegas: You Only Live Once

    Today in Fallout New Vegas, we're heading out across Zion to collect some bits and pieces for Joshua Graham. He's worried about the White Legs, but I'm more ...

  5. Fallout: New Vegas

    Fallout: New Vegas - Honest Hearts DLC FAQ/Walkthrough Version 1.0 (6/28/14) ... Gone Fishin' (A), and Tourist Trap (A), all require going to an abandoned cabin and picking up items for Joshua. I ...

  6. Honest Hearts

    If you want to play it safe, you can grab the broom by clicking the right stick and moving it. It just tends to get caught on other things, though, so be patient. QVANTI CANICVLA ILLE IN FENESTRA. Boards. Fallout: New Vegas. Honest Hearts - Tourist Trap quest. Topic Archived.

  7. Tourist Trap Help

    For Fallout: New Vegas on the Xbox 360, a GameFAQs message board topic titled "Tourist Trap Help".

  8. Fallout: NV Honest Hearts

    http://www.youtube.com/watch?v=3vvx-j1oKgs Click here to watch my "F:NV Cut Content - Debug MegaPistol & Gojira (Mega-size Fire Gecko)"-----The fifth quest, ...

  9. The endings of fallout new Vegas ranked : r/fnv

    Now it's clear that Mr, House doesn't give a damn to factions that don't directly affect his idea of New Vegas as the ultimate tourist trap, like the great khans or the boomers. It's this freedom that puts House's ending above the Legion's(more on them later), but his lack of care(or worse, taxes with unnecessary representation) to ...

  10. Las Vegas Scams & Tourist Traps: What to Avoid in Sin City

    4. 6-5 Blackjack. Blackjack is the most common table game in Las Vegas because of the low house edge and the ease of learning the rules. To take advantage of its popularity, some casinos have increased their house edge and now only pay 6-5 on blackjack games, rather than the traditional 3-2 odds. COMPARE: With 6-5 odds, a $10 bet will win you $12.

  11. Tourist Traipse

    Tourist Traipse is an unmarked quest in Fallout: New Vegas. To the outer limits of the New Vegas Strip you will find the Vault 21 gift shop. Enter it and start a polite conversation with the owner, Sarah Weintraub. Show your interest in the Vault's history and soon you'll be taken on a tour. Be patient and listen to some good old history of 6 sections of Vault 21.

  12. New Report: The Biggest Tourist Traps in the U.S.

    New Report: This Is the No. 1 Tourist Trap in America (Hint: It's Not the Empire State Building) ... Bert, called it a "mini Vegas" for its many mediocre restaurants and T-shirt shops.

  13. Fallout New Vegas Honest Hearts Tourist Trap Quest Walkthrough

    Link: https://fallout.fandom.com/wiki/Tourist_TrapFallout New Vegas Honest Hearts Tourist Trap Quest Walkthrough

  14. The Biggest Mistakes Tourists Make in Las Vegas

    The sun is a 10,000-megawatt UV laser that will bore into your skull and melt your face from the inside. At the BAREST of minimums, wear sunscreen and shotgun bottles of water the way you once ...

  15. Fallout: New Vegas

    Welcome to my strategy guide for the Honest Hearts DLC of Fallout: New Vegas! In this guide, you'll find a complete, beginning-to-end walkthrough, ripe with pictures of maps and hard-to-find spots. The walkthrough is separated by quest for easy navigation. In addition, I have put the optional quests and side quests in separate sections, as well.

  16. The Treacherous Road

    The Treacherous Road is a main quest in the Fallout: New Vegas add-on Honest Hearts. To finish this quest, the Courier must disarm the bear traps or kill all the White Legs sappers. There are only six traps on the bridge, and not many enemies guarding them. Two of the White Legs are in a large group to the north, and one is in a smaller group to the south. Whichever path is chosen, it remains ...

  17. River Monsters

    River Monsters is a main quest in the Fallout: New Vegas add-on Honest Hearts. From Pine Creek, the Courier can either enter the nearby cave to set explosives and close off the entrance, or kill the yao guai outside the cave. The cave option does not require combat. Completion of either option ends the quest successfully, and the particular method chosen has no effect on the rest of the game ...

  18. Tourist Traps: How to Recognize and Avoid them

    The Restaurant: A Classic Tourist Trap. The most common tourist trap comes in the form of eating establishments. This is more than just a restaurant jacking up the rates simply because they are in a heavily crowded area. Obviously, any larger city will have higher rent and property taxes in high traffic areas, which forces restaurant owners to ...

  19. Tourist Trap

    SMASH those like and subscribe buttons!Tourist Trap - Fallout New Vegas No Commentary | Honest Hearts WalkthroughAs per usual we have the no commentary versi...

  20. New patrol team working to make Fremont Street the safest tourist

    LAS VEGAS, Nev. (FOX5) - The City of Las Vegas has an ambitious goal of making Fremont Street the safest tourist corridor in America, and they've enlisted the help of a new team to do just that.

  21. Biden's campaign tries to avoid a trap in Nevada

    Biden allies believe that of the six swing states everyone is watching, Nevada — which President Biden won by 2 points in 2020, and where both U.S. senators are Democrats — could be especially tough.. Why it matters: How Democrats do in Nevada could determine control of both the White House and the Senate, since the Silver State also has one of the nation's tightest Senate races.

  22. Li'l Scout lunchbox

    The Li'l Scout lunchbox is a quest item in the Fallout: New Vegas add-on Honest Hearts. Similar to Vault-Tec lunchboxes, instead with Zion Canyon pictures and agency logos. All five are located in the Zion General Store: One inside a crate/box on the floor on the left side of the store. Two are on the counter on the right side of the store. One is inside a broken metal cabinet at the back of ...

  23. 17 BIGGEST LAS VEGAS TOURIST TRAPS

    Las Vegas is a ton of fun as long as you can avoid all of the tourist traps that will leave a bad taste in your mouth. For more Vegas tips, check out our ot...