Come Fly With Me

Come Fly With Me is a side quest .
==Quick walkthrough==
==Detailed walkthrough==
The quest can be triggered by asking several named residents of Novac, who eventually reveal that the REPCONN test site is infested with ghouls and they are afraid the creatures will eventually wander down to the town. The most direct route to trigger it is talking to Manny Vargas as part of They Went That-a-Way, where he charges the player character with clearing out the ghoul infestation in exchange for the information they want (assuming one does not have the Confirmed Bachelor perk or go directly to the computer in his room in the Dino Dee-lite Motel and take the note).
Follow the road west from Dinky the T-Rex to reach the test site. Several feral ghouls have to be fought along the way to the front door. Upon entering, a voice over an intercom will direct the player to reach the upper floors to meet with them. Traversing the first and second floors can be difficult as the REPCONN building can feel like a maze and it's fairly easy to get turned around. The quickest path is through the Easy-locked door behind the reception desk, then going forward until a fork, making a right and then another right by the hanging light fixture. The quest marker is pointing towards a door at the top of a warehouse section where several more ghouls are roaming, along with a dead nightkin.
===The ghoul problem===
Going through the door leads to meeting Chris Haversam, who sounds and speaks like a ghoul despite being a human (he refuses to believe otherwise) and tells the player to speak with Jason Bright, the leader of the REPCONN ghouls. Jason, a mentally-intact glowing one, intends to take his Brotherhood on "the Great Journey" to "the Far Beyond" by riding the REPCONN rockets. Their plans were interrupted when a group of nightkin "demons" invaded the facility and forced them out of the basement. Jason asks the Courier to clear the nightkin out so they can move in.
The entrance to the basement can be found by turning left at the ramp in the warehouse section. The basement level is crawling with hostile nightkin, though the leader, Davison, can be talked to if he can be reached undetected. However, Davison may turn hostile depending on which nightkin you kill or whether or not you do so. He will also turn hostile if the player mocks Antler (he will inform when you are about to do this), or if the player moves Antler from its position in any way. Different players have reported a variety of results with regard to what causes him to go hostile. (See the talk page for more information on this topic.)
The office where Davison resides can be found to the left, then the second door on the right down the first corridor after entering the basement (Davison will appear as a friendly mark on the player character's compass, too). A single nightkin patrols up and down this corridor, so a high Sneak skill or a Stealth Boy would be useful. After discussing with Antler, the brahmin skull he carries with him, Davison will inform the Courier that he led his nightkin to the facility to find a large shipment of Stealth Boys stored there but with no success so far. He tells the player that there is one last room to be searched, but a particularly tough ghoul has barricaded himself inside of it. Davison gives a key to enter the room and deal with the ghoul.
Head out of Davison's office and go to the right. One will see a locked door with a dead nightkin outside of it. Go inside and the tough ghoul, Harland, will initiate dialogue. He will tell the player character that he helps keep the Brotherhood safe despite not being a member, and when the nightkin evicted them from the basement, some of the group ran deeper in. Harland refuses to leave without finding out if his friend is alive. If one is after the invoice about the Stealth Boys, the player character can help Harland find his friend so he will leave the room peacefully. One could also kill Harland and access the terminal upstairs containing the invoice or sneak past him and access the terminal that way.
====Finding a friend====
Finding Harland's friend requires going back into the corridor and to the end, where turning the corner leads to a staircase, at the bottom of which is a right turn leading to a door. In the next room, there will be some walkways overlooking the jail below and a cloaked nightkin jailer patrolling clockwise. To access the lower-floor jail, the jail key has to be found. Either kill the nightkin jailer (which may turn Davison hostile) or look for a second one in a desk in the southeastern room on the upper floor of the jail area.
Find a door leading to some stairs, then in the lower-floor jail, go past a door which requires the jail key to open, and in a room on the left side where the corpse of Harland's missing friend lies. Interact with the body to update the quest, then escape the jail.
Return to Harland and let him know the bad news. Harland will express his sadness and leave the basement. The player character is now free to look around upstairs without him shooting at them. Be careful; there are lots of bear traps, three shotgun traps, a booby-trapped terminal, and nearly a dozen frag mines under little dust mounds in Harland's area on the first floor. The shipping invoice is found upstairs in a terminal. The third terminal entry states that the shipment was sent back to RobCo.
Return to Davison with news that the Stealth Boys are not in the REPCONN facility. It is likely the case that Davison will not be hostile at this point, but different players have reported a variety of results. Davison leaves and the now-friendly nightkin follow him; they will disappear from the game upon exiting the basement entrance door.
===Final preparations===
Go back to the upper floors and inform Jason that the "demons" are gone. The Bright Brotherhood's members will all follow him to the basement where they enter the room behind Davison's office and open a secret hatch that leads through a long tunnel to the observation area overlooking the rockets. In that room, the player can also find a space suit and helmet on a shelf to the left.
Jason thanks the player and promises that they will be eternally remembered by the Brotherhood for their help. However, because both the launch site and the "Far Beyond" are too radioactive for a human like them or Chris to survive, the ghouls secretly intend to leave him behind once they start the journey. The player has the option of informing him. With 50 Speech or the Black Widow perk, Chris can be successfully convinced that he is human, which will give positive Karma. He is mortified to realize the ghouls had been deceiving him and intends to take revenge. One can either support his revenge or convince him to let it go. The player character must ask Jason about Chris and learn how he came to work for Jason and that they plan to leave him behind in order for the Speech option to appear.
If Chris is told he should get revenge, he will ask the player character for three Sugar Bombs to sabotage the engines, in addition to the other required parts. If instead one convinces him that murder is not the way, Chris will relocate to Novac after the launch, similar to if he was never told the truth.
====Getting the parts====
Once the observation room is unlocked, it opens up access to a ladder just outside the room that leads directly outside to the front of the main building, so that one does not need to go back and forth through the entire facility to leave.
To finish the work on the rockets, Chris requires two items: the thrust controllers and the isotope-239 igniting agent:
* The thrust controllers are found at the Gibson scrap yard. They cost 500 caps but with either 50 Speech or Barter, one can get them for 50% off. With the Lady Killer perk, Old Lady Gibson will give them for free; the parts themselves are kept in a metal box (Average) inside the garage which can be picked or opened with Gibson's key.
* The atomic fuel is found just north of Clark Field, on a corpse wearing a radiation suit. Another canister is located at the opposite side of the radioactive golden gecko-infested ruins, near a dead pack brahmin.
** Atomic fuel can alternatively be found in the dino-souvenir store inside Dinky the T-Rex. With Science 40, one can ask Cliff if there is radioactive material in his souvenir rockets. The key to the stockroom can be bought with Barter 30, where several souvenir rockets are found (five will be needed). Take the souvenir rockets back to Chris. 150 souvenir rockets can also be found in a vending machine upstairs of Mick & Ralph's in Freeside. As an alternative to the above strategy, one can wait for Cliff to retire for the evening and simply pick the (Very Easy) lock. Naturally, this will incur a loss of Karma but the souvenir rockets and the Dinky Dinos can still be grabbed without penalty.
Return to the REPCONN test site and give the parts to Chris Haversam. Jason then makes a speech to his followers and they enter the rockets, after which Chris tells the player to go up to the launch controls to send them off. To reach it, stay in the building and make your way up from the basement to the research wing on the top floor, the same place the Brotherhood was when first arriving at REPCONN.
On the control deck, complete the rocket launch by pressing the button on the control panel. Optionally, approach a console to the right of the panel. With Science 55, one can alter the navigation co-ordinates sending the rockets 12.5% closer to their destination, worth 55 extra XP and Karma gain. If one's Intelligence is below 4, the player character can also try randomly mashing the buttons on the control panel, achieving the same result. Alternatively, the console can also be used to sabotage the navigation so that the rockets collide into one another as they launch, resulting in Karma loss, but also a boost to Novac fame since the original objective of removing the ghouls was still achieved.
If Manny Vargas gave the quest, the player must return to him to confirm the ghouls are gone, earning caps, XP, and Novac fame.
==Quest stages==
==Notes==
* If feral ghouls enter the science lab and attack the player character, it will cause the followers to try to escape and Jason Bright to become hostile.
** This can be fixed by reloading the autosave created upon entering the science lab, when the ghouls have not entered yet.
* Upon initiating the launch sequence, a radio station called "Launch Music" comes on; this station plays only the "Ride of the Valkyries" by Richard Wagner and shuts off once the Courier leaves the observation deck.
* Attempting to move Antler or responding with mocking comments will cause Davison to immediately become hostile to the player character.
* Harland cannot be told the bad news about his friend until one takes the part of the quest where they are supposed to enter the basement.
* Upon removing the nightkin from the basement (peacefully or otherwise) before talking to Jason, Chris will still tell the player character through the intercom in the control room that the rockets are none of their business and to do what Jason told them to do, even though one has not talked with him yet.
* As the rockets take off from the launch pad, one will notice that the main boosters on one rocket seem to have been delayed, resulting in it almost crashing into the building one is standing in before blasting off in a slightly different direction than the others.
* Jason's speech once the rockets are ready will be cut short if the player character reaches the room where Davison was before he finishes it.
** Additionally, Jason will refer to the Courier during the speech as a male, regardless of gender.Jason Bright: "To our new friend, we say thanks, and promise never to forget how he cleared from our path the demons who sought to stay our Journey."(Jason Bright's dialogue)
* One only gains 200 XP more if they solve the quest with a non-violent solution (speaking with Davison) and if they help Harland find his friend. Helping Davison but killing Harland grants only 100 XP more.
* The space suit and helmet can be found on a shelf in the REPCONN basement overlooking the irradiated rocket hangar, where one goes to give the fuel and thrusters to the ghouls for the rocket.
* Attempting to go up the stairs in the room where Harland is located will turn him hostile. One must not only agree to help, but must have found his companion as well to avoid hostilities.
* It is not possible to fast travel from the balcony where the launch console sits, post-patch.
** It is possible to fast travel after leaving the room and then re-entering (after the launch).
* One cannot shoot the launch pad because of a barely visible glass window that cannot be pierced.
* It is never mentioned where or what the "sacred place" is, yet No-bark Noonan claims it is the Moon and Jason mentions there is too much radiation where they are going, so Chris Haversam would last only minutes.
* If Chris Haversam is not at the REPCONN test site when the player character first goes down, try going back to where Jason Bright's ghouls were located to get Jason Bright to go into the REPCONN test site.
* After the rockets are launched, the items in the research lab will still result in negative Karma if one takes them despite the fact that the ghouls will not be using them anymore. This happens even if Chris leaves the facility.
* Any feral ghouls that are not killed inside REPCONN will join the "Great Journey." Feral ghouls that are not killed outside REPCONN will still be there and be hostile.
* If ED-E is the current companion and is set to "aggressive," ED-E might slaughter all the nightkin in the basement without turning Davison hostile upon first encounter.
==Behind the scenes==
* The quest was implemented and designed primarily by Jesse Farrell and Akil Hooper.
* According to Joshua Sawyer, this was the very first major quest that the team designed, and it shows their inexperience with the game engine. He also stated that frustration with the quest was understandable, because of the back-and-forth that must be done throughout it.Joshua Sawyer on Tumblr: "I wouldn't say it's one of the top quests of F:NV, but it is literally the first major quest we designed so our inexperience with the engine shows. It's been a long time since I've played Come Fly With Me, but IIRC there's a ton of back and forth that can get frustrating."
* The name of this quest is a reference to the popular song "Come Fly with Me," which was performed by Frank Sinatra in 1957. This song was composed by Jimmy Van Heusen and the lyrics were provided by Sammy Cahn.
* At one point during development, Davison and his nightkin had multiple ghoul prisoners held in the REPCONN facility, at least one of whom could be located alive. A number of partially removed dialogue options still exist to go with this scenario, including a request that Davison release the ghoul prisoners because "they're no threat" and an option to give the ghoul prisoners three Stealth Boys so that they can make their escape unnoticed.
* Another removed portion of the quest would have allowed Chris Haversam to suggest talking to Harland for more information on where to find parts for the rockets. If talked to after he left the basement, Harland would have directed the Courier to "a junkshop east and slightly north of here" run by someone named "Gilbert, or something," indicating this portion was meant to be tied into the retrieval of the thrust control modules. In the finished game, this dialogue is given to Haversam instead. If talked to in the basement, Harland would berate the Courier for Chris sending a smoothskin down to ask him questions, rather than mounting a rescue operation. This same dialogue option refers to the Courier as "some smoothskin whose radio got broke," though whether or not this is meant to indicate the Pip-Boy radio is not specified. Both dialogue options are inaccessible in normal gameplay, but are fully voiced if restored via modification or accessed by use of console commands.
* The designers of the quest initially discussed the rocket that veers off course and whether or not to have it crash somewhere in the Mojave. However, they did not have the time or resources to develop the idea and it was eventually cut.Q&A session with Josh Sawyer during a live charity stream. (reference begins at 10:30:30)
==Bugs==
==Gallery==
Ghouls ready to fly.jpg|The ghouls ready for lift off
Third rocket.jpg|Destroyed third rocket
==References==
Non-game
Category:Fallout: New Vegas side quests
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