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  3. NCR (New California Republic) | Fallout 2

NCR (New California Republic) | Fallout 2

Posted on August 6, 2026August 22, 2026 by alienshooter

At the entrance, you’ll see an arms dealer’s tent; he sells a Gauss rifle and other useful items. The people in cages are slaves. Rangers based in a garage in the city center will ask you to free them, after which they’ll accept you into their ranks. If you’re a slave trader, it’s best to stay away from them.

Next to the garage is a substation; a girl with a robot will ask you to stop a crazy cop named Jack. Let him explode—the system is easy to fix. After a successful repair, the girl will give you several books.

Editor’s note: we still recommend convincing him not to explode—you’ll gain more experience and the books will be a bonus.

Ask the doctor about his experiments—he’ll give you a serum he developed to reverse the mutation process in super mutants. Try it on a mutant—is the effect astounding? Return to the doc with your report, and he’ll give you his cyberdog.

Ask the sheriff about work in town (editor’s note: you won’t get to the NCR president without this). At Westin’s Ranch, you can get a quest to find out the reason for the disappearance of the brahmin. After standing guard, you’ll see two talking deathclaws, who will leave when they see you. If you manage to follow them, you’ll end up in Vault 13.

From the editor’s office, to the left of the caged slaves stands a nondescript old man in a hoodie. He can upgrade your car’s engine for a fee. Just pay and return to him in six hours.

President Tandi will tell you about the Vault Dweller and give you the task of finding some electronic devices in Vault 15, while dealing with the raiders.

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