Devil's Due

Just like old times...

**Devil's Due** is the first quest obtained when you enter Frosthill and the second in total of *New Vegas Bounties III*.

## Detailed Walkthrough

Upon arriving in Frosthill, Virgil departs to Marko, he asks if you have anything you want to pass along to Marko, one of them will be unique if you have Sweet Revenge on your possession. Give your response and he'll leave.

Continue forward and you'll run into an ambush of outlaws, however you'll be assisted by someone firing from the trees. Once all the outlaws are dead, go up to the individual who helped, and it will be revealed to be none other than Steven Randall, ghoulified and alive. In case if you didn't receive the note from the courier in *New Vegas Bounties II*, you can question how the hell Randall is alive, and he'll bring you up to speed. After giving your response, he marks a location on your map to meet up at.

Run there and you will find the new and improved Randall & Associates, with veteran bounty hunters outside taking camp. You'll find the quarters on the right if you want to get some sleep, Randall's shack right in front of the entrance, and Brookshire's shack right next to Randall's. Brookshire is an NCR bureaucrat whom you can take optional jobs from if you feel up to it. But one notable guy you can take the time to talk to is a bounty hunter named Thorne, resting beside the quarters shack.

### OPTIONAL: Thorne

He is not very respectable toward you, calling you a "shitbird" and making insulting comments whenever you ask about his past. Of course, this is a Someguy2000 mod, so you can show this cucker that you're the man:

* With a Strength skill of 8, you can choke him and threaten to end him if continues to call you that name. He stops, calling you a psycho, claiming he didn't mean anything by it.
* With the Terrifying Presence perk, you can threaten to eat his soul if he continues to fuck with you, calling yourself the "lizard king". He dramatically claims that he was only trying to get to know you by kidding around, he apologises for the misunderstanding.
* With a Speech skill of 65, you can politely ask him to take the "shitbird" line down a notch, claiming if he's a professional he'll act like it. He'll do so, saying he was only "breaking balls" and that you're the FNG.
	+ With less than 65 Speech, you can try telling him that you find the term "shitbird" offensive and plead with him to stop. He'll just mockingly agree and continues to call you a shit bird.

After accomplishing this, he'll refer to you as "chief" from here on out.

### OPTIONAL: Brookshire

Going into the shack next to Randall's, you'll be introduced to John Brookshire, the man who signs the paychecks, claiming that Randall came to the NCR after becoming short on funds and armament, they accept his need due to their familiarity with Frosthill's renegade population of outlaws. They further more joined Randall when they heard that Marko was involved, while Marko does not have any recognised crimes by the NCR, his men do, so they are obligated to partner with Randall in order to take them down. He tells you that the bounty hunters are forbidden to eliminate any of the residents of Frosthill as he wants to make a peaceful solution, he's already tried a diplomatic approach, but it was rebuffed each and every time, but he's hoping they'll eventually be more successful in getting NCR control. Randall wants Frosthill to be an independent area once Marko is gone, but Brookshire disagrees, believing that NCR control is the only way the outlaw past can be ridden, that once Marko is taken care of, they'll be forced to decide whether they want NCR control or to be forced out.

You can ask Brookshire if he has any extra work for you, he says he has additional bounties that Randall passed on, most likely due to them having nothing to do with Marko. The targets are of political interest and it's important they see justice. You can agree or stay faithful to Randall and disagree, but if you do agree, you'll get the quest The Long Arm.

### Just like old times

Going into Randall's shack, you can wait for him to arrive if he isn't there already. If you have the Wild Wasteland perk, you'll notice a poster in the shack promoting a movie named Janet's Baby, another movie by Albert C. Breach Studios. You can speak to the guy; Ford, who calls himself Randall's "number one killer", but after revealing yourself to him, he immediately starts fanboying over you, claiming that you and Randall are the reason he decided to do bounty hunting after reading dime novels on his farm. After some conversing, he asks if he can tag along with you so he could learn about bounty hunting some more, you can accept and he'll be your companion during your time in Frosthill.

Speaking to Randall, he cracks a joke for old times asking if you're willing to kill, he's impressed with how you were able to kill Judge Richter, Red Bear and Sergio. The objectives he's going to give you are centered around those close to Marko, who has held himself up in Frosthill with a large band of outlaws, it'll be similar to how you did the bounties down in Vegas, except this time you'll be finishing the job together with Randall. He'll let you ask some questions since a lot of time transpired. He has a hefty lot that you can ask, so listen up to him if you want to get into that info. If you have Sweet Revenge on you, you can offer to give him it back, he's proud that you've still got it with you and declines, claiming it's yours now, and only asks you to kill Marko with it. Also, if you ask Randall about the dog; Cooper, he'll let you take him with you. And if you have the Wild Wasteland perk, you can inquire about his poster, he'll claim that Ford put it and he doesn't even know what it's about, only seeing it as a "fucked up love story written by perverts".

### Garza

Your first target is Garza, a Mexican sharp shooter who served as Marko's scout for years, he's apparently hold up in Buckston Mine alongside some bitches, he's considered a ladies man so expect the women to get in your way. After accepting the bounty, Randall gives you a set of new bounty hunter clothing, a mountain drifter outfit and a hat, as well as a version that has a hood.

The moment you leave Randall's shack, Thorne will run up to you, aware that you're a hotshot from the Mojave, and calls himself the alpha dog in comparison.

Going to the Buckston Mine, there are two tunnels leading to your objective, both go the same way, but the one going straight forward is the safest as the other has a ton of explosives rigged, make sure to watch out for the trip wires and bottle cap mines. When you reach Garza, lay all you got into his outlaw comrades, including the super mutant Bubba, and his whores Ivanna, Catalina and Alma. Take Garza's finger and also have a look at his note. Go back to Randall and submit the finger, he'll give you 500 caps.

### Kicking Dog

Your next target is Kicking Dog, a former White Legs tribesman who went on to be a humongous savage and formed his own gang, he joined up with Marko as he only had a few men in his gang, whom Marko was happy to invite. Kicking Dog's name originates from how he kills men by kicking them to death while snarling and drooling like a dog, Randall speculates the guy is on chems. He is located at Wolfhead Cavern, Randall can say he is big fast and mean and will most likely try to knock you to the ground and beat you to a pulp, so he recommends you keep your distance and take your time shooting him in the face.

Travelling to Wolfhead Cavern, make your way down the tunnels and kill the first few tribal outlaws as you make your way down to Kicking Dog's Den, kill his dogs one by one before shooting right in the fucking face like Randall suggested. Take his finger and gfto. Give it to Randall and get another 500 caps.

### Squirrelly Bill Blasius

You're now going after an arrogant cowboy named Squirrelly Bill Blasius, whom runs a gang named "The Vacqueros", in addition to being a full time bandit, he will not stop going out about his magnificent moustache. Bill and his gang are set up in the saloon at Frosthill, currently gambling. Randall points that this bounty needs to be done in a different case; the residents of Frosthill are already less than thrilled to have the company in the mountain, and killing Bill will no doubt just make the relations worse, so to mitigate this, Randall wants you to try and kill Bill in a way that'll make it look like self-defence, doing so will grant you a bonus. Randall suggests you try and provoke by doing something revolving around his moustache, however, he can also tell you that Bill is very clingy toward the prostitute in the saloon; Lori, that she is practically his monopoly when he is in town, he suggests you try and convince her to sleep with you in the earshot of Bill.

Going to the saloon and interacting with Bill, you will immediately find him very arrogant and rather creepy, accusing you of wanting to feel his moustache and proudly refusing. You can tell Bill that you've come to collect his bounty, but he'll just laugh it off after recognising you as the one who killed Garza and Kicking Dog, finding them amateurs and unable to understand why Marko hired them, continuing Bill claims that he and his gang are the law in Frosthill and you're the "bad guy", stating that if you try to attack them they will gun you down with no issue. You can try agitating Bill by telling him that he is a coward, but he'll laugh profusely at your insult, calling you original and claiming that he has "the biggest pair of balls in six states", he goes on about his testicles annoyingly, and tells you that he'll let you touch them after his card game.

Now at the task at hand, you need to try and provoke Bill into attacking you. If you choose to kill Bill right on the spot, the vacqueros will turn hostile, forcing you to kill them, bringing his finger back to Randall, he'll be disappointed in your decision to avoid instructions and shoot first, that he needs to rely on you, telling you to not retard your way out of things next time and to only accept the next bounty when your head is out of your ass, he'll give you 500 caps.

So here a few ways on how you can get Bill to shoot first:

* Staring at his moustache a total of 25 times, Bill will be creeped out and tells you to stop, continuing will make him warn you that if you continue he'll gouge out your eyes, continuing one more time will cause him to break and attack you, allowing you to kill him and his vacqueros in self defense and take the finger.
	+ If you have Wild Wasteland, your final stare will consist of you telling him to "RIDE THE SNAKE!", which causes his head to explode, saving you the effort of having to kill him yourself. Returning to Randall, he'll conjure your ability to aneurysm, asking you don't stare down at him.
* Behind the bar counter, there is a coffee pot that contains steaming hot coffee, taking it over to Bill, you can "accidentally" dump it on his crotch, Bill will screech out in pain over the burning of his testicles, calling your assault "black magic". Extremely agitated, Bill gets up and announces he's going to "teabag your corpse". Kill him and his gang with no issue.
* With a Speech skill of 65, you can insult Bill's moustache, telling him that it looks like something a paedophile would have. This angers him greatly, telling you that you've fucked up, he attacks you, giving yourself the opportunity to kill him and his vacqueros in self-defence.
* With an Agility skill of 10, you can dishevel Bill's moustache in a quick motion. Pissed off that you ruined his week's work, Bill announces he's going to cut off your hands and feed them to rats, allowing you to kill him in blatant self-defence.
	+ If you have less than 10 Agility, you can attempt to fondle Bill's moustache, but he'll smack your hand away before you can even touch it. He jokes that if you even dream of touching his "love rug", you best wake up and apologise.

If you're unable to spite Bill upfront, then you can try Randall's suggestion on interacting with Lori. She will refuse to offer you her services while Bill is in town. You can get her to change her mind if you do one of the following:

* Offer her 1,000 caps if she "screams your name loudly". Very appreciative, Lori promises you that everyone will hear your name to the "goddamn mountain tops".
* With the Lady Killer perk, you can convince her that Bill can't do the things you can, that you'll give her a unique experience. She casually leads you to her room.
* With a Speech skill of 45, you can ask Lori if she always lets Bill force her around, questioning if she's really a woman or a sheep. Agitated by your insult, she drags you to her room to prove you wrong, announcing that Bill does not own her.
	+ If you've got less than 45 Speech, you can try convincing her by telling her you'll cherish her body until the night closes. Lori is immediately turned off by this and calls you a creep...

Convincing Lori to sleep with you will lead to Bill confronting you with his gun drawn, having heard the whole thing, announcing that he's going to bury you and that Lori will suffer the consequences, allowing you to kill him in self-defence.

If you succeed in doing any of these, Randall will give you a total of 1,000 caps, claiming that you're closer to Marko and the townsfolk hate you guys less.

After this bounty, you can talk further to Thorne about his past and business in bounty hunting. You'll have unique dialogue options with Lord Death, Wild Wasteland. And another when inquiring about his family can affect one of the mod's ending.

### Oliver Doolin

You're going after a target that Brookshire is in favour of taking care of; Oliver Doolin, a well-known caravan robber who pillaged NCR commerce for two decades, having once killed a sheriff in cold blood, and have just recently joined forces with Marko for unknown reasons. He's currently held up alone in a shack outside of town.

Going to the shack, Doolin will try to calm you, understanding that you're here for his bounty and pleads that you at least hear him out. You can kill him straight off the bat, or accept his request, which he'll tell you that he knows that you're a well known bounty hunter and that you're doing good, but hunting Marko is different, the man apparently came to Frosthill to settle down and start over, forget whom he was and even got himself a woman, but after hearing that you killed Sergio, it caused Marko to become the demon again "as if somebody had flipped over a card". He warns you that despite your skill, Marko will do anything to settle the score. You can ask him some questions and can tell him that you'll beat him as you took care of The Judge and Red Bear, and can even tell him you assassinated Caesar, or even use the sniper perk to tell him that he won't see it coming, but none of this will convince him that you have a chance against him. Doolin also warns you that if you do manage to kill Marko, you will pay a high price that won't be worth it, telling you to just abandon the plan and leave Frosthill. Asking why he joined Marko, Doolin says that he grew up on a farm and found the life boring, wanting to feel alive he ran away at fifteen and joined a gang and raided caravans, only to enjoy watching people run away from him, eventually the Legion, NCR and 80's all wanted him dead. Marko showed up and took him under his wing for loyalty, coming to Frosthill in order to settle down and escape the government, at his current age he now misses his farm and wants to make a living selling tobacco. Marko had other plans for him though, which he doesn't know about. Doolin also claims that the NCR only want him dead due to the money he stole from a town, and they don't care about the sheriff and two deputies he killed.

Asking what happens next, Doolin asks that you leave so you can both get on with your lives, leaving you with the options of either killing him or convincing him to leave. You'll need a Speech skill of 40 in order to get him to leave, telling him to follow his own advice as there is no future in Frosthill, but he'll just question why he'd want to live as an honest citizen as he still sees a means to justice in his half-bandit mind, so you'll need a Charisma skill of 6 to tell him that killing him won't be justice either, advising him to leave before you change your own mind, he thanks you not expecting to leave alive. With less than 40 Speech, you can suggest he leave Frosthill as he clearly isn't prospering, but he'll counter argue that the place isn't somewhere to flaunt your wealth and that there is more money than meets the eye, leaving you with the only options of killing him. With less than 6 Charisma, you can question if he'd really like to live in a "shithole" for the rest of his life, which he'll bluntly say is his choice, calling you an "uppity fuck", leaving you with the only option of killing him.

If you let Doolin go and have Ford with you, he will disapprove of your mercy to criminals, with a Strength skill of 10 or Terrifying Presence, you can scare him into submission of your code.

Killing Doolin, Randall will acknowledge that he wasn't rough, but says that his past would eventually catch up to him, he gives you 500 caps and asks you to prepare for the next one. Sparing Doolin will piss of Randall, claiming he always has faith in you to take them down as it'll help yous get closer to Marko, letting them live gets you nowhere and will also lead to you getting broke, Randall then tries to guilt shame you by saying that he has to explain to Brookshire how Doolin escaped, telling you to walk away with no money, he tells you to ask for the next bounty when you're no longer a "pussy".

### Porter

Next is a super mutant named Porter, a veritable monster that Marko kept in his entourage. Sources claim that Porter is a slave to Marko's ways, but has more benefits than a typical slave would have, presumably for being very devoted to Marko. He is hidden in a pre-war base nearby the mountains, Randall suggests you be careful as Marko had the place booby-trapped. Getting rid of the super mutant will no doubt lead to less reason for Frosthill to support Marko. Randall can also tell you that Marko used Porter to commit the worst of acts when he needs the muscle around to intimidate townsfolk, such as killing children and eating people alive. It's unknown how Porter came into Marko's posse, but he is incredibly loyal the man. Marko also suggests you keep your distance from Porter as he is extremely skilled with melee weapons.

Make your way to the Signals Intelligence Facility, on your way there, you may get ambushed by knife wielding regulators, whom after investigating, are members of Glanton's gang. The man who you went after in *Russell*.

Continuing into the facility, watch out for all the traps laid about the ground, some are placed beneath of the carcasses of rats. Going to Porter's chamber, you'll find the super mutant in his unlocked cage talking to a framed artwork, proceeding down the steps, Porter questions your presence, regardless of your response, Porter will turn hostile. After you deal enough damage to Porter, he'll plead that you stop hurting him, you can continue the fight but he'll constantly stop and engage in a conversation asking you stop until you finally kill him. However if you have a Speech skill of 35, you can calm him and reassure him you won't harm him any further, asking him to explain what happened. But if you've got less than 35 Speech, you can try helping Porter, but your choice of words do not help so he proceeds to attack you, leaving you with the only choice of killing him. Succeeding, he'll explain that he once guarded a town, but when Marko came along and raided the town and killed everyone, Porter failed to stop him. As a result of his survival, Marko made Porter his pet and got him to do some of the most monstrous atrocities that Marko could not accomplish himself, making Porter Marko's very own monster. Porter tells you that he wants to leave and get away from Marko, but is afraid that Marko will track him down and kill him. If you have any of the following, you can spare Porter and convince him to leave Frosthill and Marko's side, but if you don't, the only thing you can do at this point is kill him, essentially putting him out of his misery:

* With a Speech skill of 75, you can convince Porter that Marko won't be able to control him if he doesn't let him, and that the first step he can take is the leave the life behind him. He agrees with you and decides to leave, hoping he will no longer have to harm anyone or get harmed himself.
	+ With less than 75 Speech, you can question Porter that super mutants are supposed to be tough and he should be his own mutant. This just pisses Porter off and he turns hostile again.
* With a Charisma skill of 7, telling Porter to trust you, you can inform him of Jacobstown where he'll be safe. Having already heard of the place, Porter trusts you and departs to it.
* With Terrifying Presence, you can threaten to rid Porter's guts out and turn him into a living bobsled if he doesn't leave. Deciding "fuck the boss", he leaves immediately.

If you do let Porter go, if Ford is in your presence and you didn't scare him after sparing Doolin or simply didn't spare Doolin, he will once again bitch at you for your act of mercy. You can convince or scare him again, you can use Blood-Nap or Sweet Revenge to intimidate him.

If you take Porter's finger back to Randall, he'll call it a non-simple task and rewards you with a bonus, 750 caps. But if you let Porter go, Randall asks if you've found religion recently, worried that you're turning into some kind of humanitarian as Porter is plain and simple killing machine, Randall sarcastically thanks you as he now has to make up lie to Brookshire, but gives you half the pay out of pocket as a charitable act; 250 caps, telling you to fuck off.

### Ingram and Saunders

You're going after two targets this time, Ingram and Saunders, partners in crime who have always ran together. They're apparently held up outside the pass attacking caravans and fighting the 80's. As Randall is in the process of going into more detail, the sound of gunfire erupts outside and the two of you head out there. You'll find raiders attacking the camp, presumably sent by Ingram and Saunders who are no doubt nearby, ready to attack. Randall stages a defence on the wall. On the first wave, Ingram appears wielding a super sledge, kill him and finish off the rest of the raiders coming from the trees, including the ringleader and veterans and finally Saunders wielding a light machine gun. On Ingram's corpse, you can find a note about their plan. Going to Randall, he gives you the reward up front due to the bounty coming to them, as well as a bonus; 2,000 caps.

### Angel Lee

You're next target is one of Marko's expert gunmen; Angel Lee. On par with Doc Friday, Lee is "deadly as a snake". Like with Bill, you need to make this look like a fight of self-defence, Randall suggest you have an honest gun draw duel with Lee as he usually accepts those. But anyway of getting him to attack first will do, as Lee is fast and quick. A side note, you don't have to kill him in self-defence, regardless of how you do it, it does not change dialogue with Randall when submitting the bounty.

Go to the Frosthill saloon and interact with Lee, he recognises you and immediately presumes you're not here to play cards or get a prostitute, you can kill him on the spot or ask him to meet you outside for a duel, he admires your confidence and claims he only fears one man which isn't you. Going outside and getting at a decent enough distance, Lee tells you to draw.

After dealing enough damage to Lee, he gives up and surrenders. You can choose to continue the fight and kill him on the spot, which he clearly regrets taking the path, but if you insult him, he calls you a cunt. Instead of killing him, you can tell him that you don't want his surrender and want him to leave Frosthill, he refuses in fear of Marko hunting him down. With a Speech skill of 30, you can convince him that he has no place in Marko's plans due to being expendable. But if you've got less than 30 Speech, you can call him a pussy and try telling him to stop worrying about Marko as you're going to kill him, he'll call your extremely foolish bluff knowing what Marko's capable of, leaving you with the only option of killing Lee. But if successful, he claims he knows this but just can't go to terms with Marko wanting to toss him under the bus after all he's done for him. You'll need to convince him with one of the several skill checks:

* With a Speech skill of 80, you can tell him that if he gives you his word to leave and never return, he'll be free to go. Realising he's got no choice, he makes the promise and decides to travel east.
	+ With less than 80 Speech, you can try saying that he is the one who asked for mercy and that you can't work miracles, he'll tell himself that's what he gets for coming to Frosthill.
* With a Perception skill of 8, you can tell him that you understand he's scared and promise that Marko will die, telling him to save his skin and don't look back. He'll admit he's never been scared of anyone except Marko, and can't imagine anyone killing him, but takes your word for it. With no reason to stay, he leaves to head east.
* With Terrifying Presence, you force him to leave and to never look back otherwise you'll carve his eyes out with a fork, he leaves dramatically keeping his eyes closed. He'll no doubt ever raise a hand in violence again with a traumatising threat like that.

If Ford is with you, he'll no doubt bitch again for showing mercy, unless you scared him into submission prior.

Taking his finger back to Randall, he'll congratulate you for killing him in the same fashion he's killed many others, he gives you a bonus for doing it right; 1,000 caps. But reporting back that you let Lee go, Randall sarcastically claims you can easily trust a gunfighter whose worked for a psychopath, once again reminding you that you're not getting paid and hopes that you're proud of "peace and charity", that if Lee ever takes up a gun in violence again, it's your arse.

### Ketchum

You're now going after Ketchum, a man who runs a gang named "Hole-in-the-Ground", which Randall prefers to call "the gloryhole gang". Apparently Ketchum has been running with Marko for a long time, that Marko would use Ketchum and his gang to take care of places where not many people went to. Ketchum is also apparently a scientist type as he is able to rig explosives and traps. Since everybody is aware of your presence and your mission, it is likely that Ketchum is waiting and ready for you to attack, so his base is most likely going to be filled and ready with traps and guards. Randall suggests you watch your step, and he can also tell you that Ketchum hides the explosives under dead bodies, so if you see any, be sure to move them. He's held up in a cave southeast, Randall can give you two cateyes to help your vision in the dark area.

Going to the Kinney Mine, watch out for all the traps and clear gas that's in the air, as you will most likely die is any incineration gets triggered. Navigating to the large room that has explosives planted around, a brahmin named Annie will run in and die with explosives planted inside her, making one hell of a boom, so stand clear.

When you reach the barricade to Ketchum's shack, an outlaw leader surrenders and ask that you let them go as Ketchum forced them to set up the traps and didn't reward them with anything. Being aware of your killings, they don't dare want to face you, they don't care about Marko anymore and want to leave the mountains. You can choose to kill them, but they won't fight back, or accept their request and let them go saving you some ammo. Going into Ketchum's shack, you find the man dead, presumably having committed suicide. On his desk you discover a holotape titled Thanks But No Thanks, it is from Bobby Bass, the annoying fuck who you can recieve contracts from in the non-canon mod *New Vegas Killer*, unfortunately he's canon, alive and breathing, it's no wonder Ketchum committed suicide having to listen to 3 minute recording of Bobby going on and on. But on his desk he wrote a note, showing that his men were already up and leaving and that he was prepared to end his life with the lack of opportunities and knowing of your arrival. Although Bobby gave him an opportunity, he did right not to accept, being in Bobby's presence is clearly a fate worse than death, lmao.

Anyway, take Ketchum's finger and head back. If you let the outlaws go earlier, bounty hunters alongside Thorne will be outside executing them, Thorne thanks you for "rounding them up" as it made it easier for him and the other hunters, that they're gonna get paid a bunch for it and wonders if you're admiring the handiwork.

Informing Randall about Ketchum's fate and handing him the finger, he'll be surprised, having expected Ketchum to run rather than commit suicide, acknowledging that the outlaws now are starting to fear you more than Marko. Speaking of whom, his reinforcements are dropping, you'll soon have an opportunity to go after him. Randall warns you that the next bounty will be your last, and it's gonna be rough, so be prepared. He'll give you 500 caps for Ketchum's finger.

### Glanton

Your final target is Glanton, the very man who you met in *Russell* and butchered the Sand Wolves. Randall will have unique dialogue acknowledging your history with Glanton if you've completed Hunter, Hunted. Marko recently hired Glanton due to his own personal hatred of the 80's, and that Glanton would do a good job butchering them. Randall is getting a good idea as to where Marko is, but doesn't want to pursue him until Glanton is taken down. He warns you that Glanton's regulators will fight you to the end for him, so you best be ready, and that you get another chance at reclaiming his bounty, 10,000 caps.

**Before asking if Russell has any unique dialogue in this if you bring him along. The answer is no. Unfortunately, Someguy2000 never updated Russell to have him any dialogue for this mod.**

Travel to the Knifepoint Cavern and kill off any of Glanton's gang members that get in your way and get to Glanton's shack.

Upon entering, Glanton will greet you, if you've completed *Russell*, Glanton will be surprised that you're the one claiming his bounty despite your known affiliation with Randall, as he didn't expect you to come up to Frosthill. He apologises for not giving you a proper departure back in Silverwood as his leaving was necessary, but he does congratulate you for your successful defence on Silverwood against the Legion, as he doubts he could've done any better himself, pitying the Sand Wolves. Regardless of your past, Glanton warns you that he has half a dozen children from the 80's tribe in the room next to the two of you strapped with explosives. He'll gladly let them live on the condition that you let him go, as he plans to leave Frosthill and Marko behind, who he finds the latter to be a "miscreant". Before making your decision, you can question Glanton about himself. He'll claim that when his options in the Mojave became limited, he received a letter from Marko asking him to take care of the nearby hostile 80's in Frosthill so he had a peaceful place to retire, which Glanton accepted and completed, the 80's are no longer a problem in the Deep Creek Mountains thanks to him, and of course, Marko paid him, but Glanton has become less interested in working with him due to his indescribable malignance and cunning ways, and as such Glanton became at odds with Marko's allies and he soon suspects that Marko will have him killed, thus he wants to leave as he is sure he has no further involvement in any of Marko's plans for the future. Further more Glanton believes you did the right thing in taking down all of Marko's other allies.

Asking why you should let him go due to his killing spree, Glanton will counter argue that all the people he killed were those who dedicated their lives into killing others, that he gave the Sand Wolves quick deaths despite the executions and tortures they did to innocent settlers, which they no doubt deserved a slow end that he apparently did not provide, and the 80's he killed were all maniacs and he merely only killed the ones necessary to turn the remaining ones away, Glanton does not deny your claim though as he admits he probably will kill again, but the killing he'll do will be for good reason, that he doesn't enjoy killing children of psycho's, but he makes sure they get a quick end and not the fate their respective parent caused, that letting them live would only lead to them growing up in a path of wanting revenge on him. Having completed *Russell*, you can retaliate his claim about the Sand Wolves by saying that what he did to them was indeed monstrous, but he'll claim that he is the monster that kills other monsters, that killing him will only lead to more monsters in the world that are unable to be put down, and that soon the NCR will need another vessel like him until they put a bounty on them as well, that if the day were to come, he'll just laugh at you from the afterlife, and you will no doubt regret killing him. Bottom line, your task is to handle this, decide his fate:

* Allow him to kill the kids so you can kill him, he'll turn hostile wanting your scalp. Taking his finger back to Randall, he'll call it disgraceful that you let him kill the children, he angrily gives you the 10,000 caps hoping it was worth it.
* Tell him that he can't run forever and that the two of you should end it now, he call your bluff, saying it may work on Red Bear, but he won't humour your ego. With a Speech skill of 80, you can convince him that fighting you will give him a resolution, that running away will only lead to him having to constantly look over his shoulder. He considers this for a second, but decides that you're not worth it. With Charisma of 10, you can tell him to die like a real man instead of cowering behind children or running away, he'll accept your fight and decides that he'll carry your scalp on him at all times. But with Terrifying Presence (which you can also get the option of choosing if you ask why you should let him go because he'll kill again), you can threaten to castrate him and shove them down his throat for your own amusement if he detonates the children, he'll plead for Baby Jesus to watch over him and turns hostile. Killing him this way and bringing the finger back to Randall, he'll be impressed that you took him down without complications, that you have skill, saying you earned the fat wad of caps.
	+ If you've got less than 80 Speech, you can insult him in an immature way. He'll believe that you're legally retarded. If you've got less than 10 Charisma, you can try telling him out of preference that it's better to fight in the warm instead of outside in the cold, but the weather doesn't concern him rather than staying alive.
* Accept Glanton's plea and let him go. He calls this wise and says he'd make a quip about seeing you again, but believes it'd be better to leave it unsaid, he wishes you goodbye and leaves. Randall will respect your decision as no bounty is worth over the lives of kids, Brookshire obviously won't authorise the reward, but Randall decides to give you some of his own personal caps for showing some humanity and thanks you for it; 1,000 caps.

In the case that you got Glanton to spare the children, there will be six bound children in the other room that you can free, freeing each one will give you 10 karma points individually.

In any event, Randall will tell you that you're now ready to go after Marko. He asks you to come and let him know when you're set and he'll round up a posse in full readiness. The quest will then complete.