Everything Cut from the Fallout New Vegas DLCs
Everything cut from the four major DLC’s of Fallout New Vegas, Dead Money, Honest Hearts, Old World Blues, and Lonesome Road. We’ll start with that Money. The DLC begins with you following the Sierra Madre broadcast to an abandoned Brotherhood bunker where you’re gassed unconscious. After the intro slides, you awaken at the Sierra Madre Fountain, where Father Elijah appears as a hologram and orders you to find three other captives, each also wearing an explosive collar. In the final release, if you attack any of the three companions, your collar explodes immediately. But according to some of Elijah’s unused voice lines, it was originally intended that he would first speak to you through your pit boy before triggering the collar. I warned you to cooperate. Now I’ll have to begin again. Elijah also has a number of additional unrecorded voice lines that would have played through your pit boy, guiding you further through the villa and even mentioning Veronica. The Sierra Madre vending machines where you exchange chips for consumables, chems, and clothing were originally meant to include an unimplemented surprise option. Instead of dispensing a set item, this option would have given you a randomly determined item. some good, some bad, a gamble, fitting for a DLC built around the casino. There are also three unused vending machine codes. For those who don’t know, these codes allow the Sierra Madre vending machines to produce more valuable items. And at one point, the DLC included codes for the police pistol, rebound, and the ability to return Sierra Madre armor for chips. When heading out to find Dog, you’ll first encounter the ghost people, mutated pre-war creatures found throughout the DLC. These abominations were originally intended to worship holograms placed around the villa in the Sierra Madre. There’s even a hologram terminal near the police station that serves no purpose in the final game, but it was originally going to. You would have been able to activate the hologram to distract the ghost people, causing them to worship it and become passive, letting you sneak past them. A piece of concept art for the villa by Joe Sinabria, a senior artist at Obsidian at the time, also shows the ghost people gathering around a hologram. Speaking of the ghost people, here’s a small detail I discovered. Have you ever noticed a ghost harvester walking in the distance as you head towards the police station from the fountain? This harvester disappears behind a column and is said to be non-hostile. Most likely placed there purely for environmental effect. After getting past the ghost harvesters, you find Dog, also known as God, locked in a cell in the police station, a mentally disturbed Nightkin with multiple personality disorder. There are two other versions of Dog hidden in the game files. One is called Dog Script Test Dude, a regularl looking supermune, presumably used to test scripts and quests before Dog’s unique model was created. And the other is Fake Dog, which was made specifically to appear knocked out in the Sierra Madre Casino alongside Christine and Dean Domino, who also have their own fake versions lying there. Unlike your other companions, the God personality is unable to regenerate health even though dog can, which seems to be an accidentally cut feature. You were also once able to heal both dog and god with doctor’s bags, and they still have unused dialogue reacting to it. Physician, heal thyself. Better. They also have unused voice lines when set on fire. No fire. As does Dean Domino. Get a rug. Put me out. Something. Interestingly, in Chris Avalon’s 2012 GDC presentation, it’s described that the dog personality might eat your other companions if left alone with them and might even be inclined to off himself. After telling dog or God to wait at the fountain, we continue on to find Dean Domino, the ghoulified pre-war lounge singer and con artist in the residential district of the villa. In concept art shown during Chris Avalon’s 2012 GDC presentation, Dean is depicted with a mustache and hair features he lacks in the final release. However, the icon for the achievement assemble your crew still shows him with hair. In the presentation, Avalon, who wrote all the main characters in the DLC, revealed that the initial relationship between Frederick Sinclair and Dean Domino, was very different. Dean was described as Sinclair’s right-hand man and confidant, who had been trying to ruin Sinclair financially, long before the Sierra Madre was even founded, and was even said to have helped build it. Unused script variables in Dean’s dialogue, further indicate he was initially intended to have more optional lines about the villa and his role there before the Great War. Finding any number of notes or terminal entries in the villa would have set the variable Dean dialogue villa construction to one which was intended to let you ask Dean about the villa’s poor construction and possibly his connection to it and reading the entry chat on one of the security terminals in Questa del Soul South would have set the variable Dean dialogue Dean work records to one which was intended to let you ask Dean about his mention in the entry specifically how he was profiting from the villa’s is for construction. Unfortunately, no surviving dialogue or even written lines for these topics remain in the game files. Lastly, in the villa’s clinic, we find Christine Royce, an ex- Brotherhood scribe and operative of the Circle of Steel, trapped in an autodock. Christine was originally an NCR aligned character who appeared in early story drafts for Van Beern, the cancelled Fallout 3 game being developed by Blackeye Studios. According to Chris Avalon, she was loosely based on that initial design, but was rewritten as a Brotherhood member for the DLC. Once all the companions are gathered around the Villis fountain, Elijah will instruct the courier to move them to their assigned locations. Entering the Sierra Madre Casino requires activating the pre-war Gala event to lift the security lockdown with each of the three recruits sent to a location that matches their skills. For dog and God, we have to bring them to the switching station in Celita del Soul, depending on how we make them stay and which personality is active. It was once intended for the voice lines in Dog/God’s radio broadcast to change during the period before activating the Gala event. If dog was forcibly locked inside the switching station cage, you would have heard this over his radio frequency. Please let me out. [Applause] And if God was forcibly locked up or tricked, he would have kept murmuring this to himself. Last time I ever deal with human trash. Almost inside. Finally, then I can get rid of the baggage. I’ll whip you for this, dog. I’ll crush your cage with you inside it for making me go through this. If you convinced them to stay at the switching station voluntarily, the voice lines would have changed as well, and you would have been able to hear them while standing outside the gate. Quiet, dog. Stay in the cage. Sick of these oldw world death traps. Where are lights? Dog want to see the lights. Can’t wait to see the lights. Same with Dean Domino. Depending on how you made him stay at his position in Westadel Soul. Didn’t come all this way to get conned by some tourist. We’ll see who’s holding the cards in the end. Should have blown up that seat cushion right when they sat down. Would have been a better end than this. Sinclair, you better appreciate all I do to screw you over. Waiting for the fireworks. Just like last time. After getting everybody in their positions, you have to go to the top of the bell tower in Cela del Soul North to trigger the event. Here we can also tune into Elijah’s pit boy frequency to eaves drop on him. He has a number of unused voice lines that were meant to play before triggering the event. What the hell are they doing out there? Hurry up, you idiots. I don’t have a few more years to waste. If only the others were If only the others would have obeyed orders half as well as this one. Should have thought of linking the callers together the first few times. Why the owner tied all of this to the Gala event? Insanity. Backwards thinking. Having a festival be your key. No wonder the bombs fell. After triggering the Gala event, Elijah’s Deans and Dog/Gods voice lines should have changed again on the radio frequencies, reacting to the fireworks and opening of the gate. What the hell was that? The gay events finally probably wake up half the things in town. Power is fluctuating in here. Getting some systems waking up. That’s good. Good. Now all they have to do is just get here. Holy Mary, mother and Joe. Now there’s a show. Sienna Madre, sweetheart. Dean’s coming home. Not much time to get to the gates before they shut the door and turn folks away. [Music] Let me out. Let me out. Noise hurts. Noise hurts. Top right. Top right. The human did it. Good. Time to get to the gate. Friends or no friends? Madre’s mine. Gate won’t be open for long. What’s interesting is that the characters seem to be in a rush to get through the Sierra Madre’s gate before it closes. It appears there was once intended to be a timer and a limited window in which you had to pass through the gate. This is supported by unused voice lines of Elijah directly warning you that the doors are about to close and telling you not to stop running or you risk being shut out. I can hear the event firing off now. Get to the main gate of the Sierra Marty quickly. Get there soon. The doors will seal and you’ll be trapped outside. After awakening in the lobby of the Sierra Madre Casino and Resort, having been knocked out along with the others who have now been moved to other floors within the resort, the radio broadcast for Elijah would once again have changed. He would have had extra dialogue and instructions on what to do next. Can you hear me? Should Can you hear me? Signal should be stronger in here. I’ll set this on loop just in case I need to step away for a moment. When the bombs hit this casino sealed up like an emperor’s tomb, if you don’t know what that means, never mind. It means we’re trapped. So, get the power running to the main floor. That’ll open the elevators and unlock the doors. After restoring the power, Elijah demands the player to find the others and shut off their collars, either by deactivating them or by setting them off through killing their wares. Starting with Dog, who is found in the Cantina Madrid kitchen and has opened three gas valves that must be shut off or else the entire resort will be destroyed. Usually in the DLC, the Nightkin keeps walking around the kitchen arguing with himself. But according to some unused dialogue, Dog would have noticed if one or more gas valves were closed by the player and would have gone to reopen them. Something wrong in the air. Pipes stay broken. Pipe needs to behave or dog will hurt Pipe. All better. Pipe bey good now. Keep hissing. A cut note titled Too Hot was also presumably meant to be found here. It describes how someone left one of the cosmic knives on the stove until the metal glowed red for several hours and then the knife became so weak that when they tried to use it, it simply snapped. After shutting off all the gas valves and dealing with Dog/God in whichever manner preferred, we’ll head to Tampico Theater to find Dean next. Before entering the theater, you were once meant to hear Domino’s reactions to being moved there through his radio frequency. This place hasn’t changed at all. First time on stage in a 100red years and it has to be this. Wonder what happened to the suckers. Might have gotten taken away like I did. Due to broken conditions, intentionally set or not, Domino is missing an entire dialogue tree where you could have told him about the specific Ver song needed to open the Sierra Madre vault if you were on good terms with him. What? Are you sure that song? That stupid song of hers? No, that makes perfect sense. And it was always playing here in the casino. Damn it. If I’d only brought a recording inside. So what? You’re trying to recover it? As long as I establish a frequency to each floor, I can rebuild the song. Guess echoes down through the ages. Then Sierra Madre hasn’t completely forgotten her. So that’s why you showed you wanted what was in the music archives on this floor. Hook up the signal. Nice. The one who put these collars on us wanted me to deal with everyone first. Figures. Wish he’d show himself. Although I’m betting he’s not doing that until we’ve cracked the vault. That means we’ll still need a copy of the song to get into the vault. And after all I went through to smuggle a copy inside. Wait, you said this guy wanted you to deal with all of us first. What is everyone else here? If you talked to Christine before in the suits, you would have received a condition called be no Christine voice, which means you basically understood that Domino wanted to use Christine to unlock the elevator. And if you also killed her, you would have been able to give this response. If you were using Christine’s voice box to smuggle Vera’s voice in, she’s dead. And here, I thought I was being clever. Teach me to hold my cards a little closer to the chest. Whole heist was a gamble anyway. Alternatively, if dog had died, but Christine was still alive, you could have said Christine is alive. Dog, well, forget that walking stomach. Not interested in being his lunch. Just glad the girl’s all right. Where is she? Is she here? Wait. No. If the Sierra Madre assigned people to floors, she’s got to have been sent to Ver’s room, right? That’s irony for you. Or if everybody was still alive. You could have said everyone’s still alive on each floor, including you. All right. Even if they all end up dead, though. You say there’s a way to recover the song from the Sierra Madre archives. Just set up links to each floor, then use the lobby terminal to tie it all together. Easy. Just a little leg work. Yes, that’s the next step. You’re going to be all right. I’ll be fine. Don’t worry about me. Go on ahead. I’m going to try and unwind. Instead of reestablishing frequencies on each floor, it was originally planned for the player to find and splice together vari holotapes at the theater in order to enter the Sierra Madre vault. The finished spliced holotape can still be found in the game files. It reads, “You have an edited holotape of Verkees’s voice fragments, splicing together the words let and go.” Elijah also has unrecorded lines instructing the courier to look for fragments of the starlet’s voice, saying that the theater should have the tools you need to edit the tapes. Lastly, when heading up to the executive suites to find Christine and shut off the last signal interference, the suites themselves have some cut content. For one, a picture frame of Vera was meant to be found there, but was never placed. Also, the starlet has two unused bodies in the game files. In the final release, we can only find her skeleton in her room and her holograms throughout the DLC, but both a normal version and even more interestingly, a ghoul version still exists in the files. It’s probable that the normal version was created as a placeholder, but the ghoul version is actually named Starlet Corpse, which indicates that the developers may have planned for the player to find her gullified body instead of the skeleton one, implying she could have survived after the bombs fell and remained trapped in the Sierra Madre for decades. A unique cut weapon called Starlet’s hand wraps was removed from the DLC, which could potentially have been obtained in the casino. a strip of cloth about five centimeters in width wrapped three times around the hand. When striking an enemy, it usually knocks them down while emitting an electric aura similar to that of a Tesla cannon. After finding and shutting off the signal interference from all three of the other team members collars, you have to thread various music sequence together at the lobby terminal and then head back to the executive suite to the Sierra Madre vault elevator. You can either ask Christine to speak the voice lines into the elevator’s microphone if she’s still alive, or play the voice lines through your pit boy, which will give you access to the vault. At this moment, before entering the elevator, you could have once again tuned in to Elijah’s frequency, where his voice lines would have changed again. This time reacting to the voice lock. You did it. A voice lock. Why would he have done that? Never mind. Now, I just need you to go below, look around, see if there’s any other surprises down there. There’s also a strange unused Wild Wasteland perk radio message that simply says, “End of line.” Going down the elevator and getting past the holograms and force fields, you can enter the vault itself. Here, you can talk to Elijah and either join him or goat him into coming down to the vault. If you’ve ever wondered where Elijah’s character is actually hiding, if you no clip outside the vault’s walls, there’s another room floating in the air with Elijah’s NPC just standing there. His character was also supposed to have the crazy scientist hair seen in his hologram picture and on the vault screen, but possibly due to lack of time or oversight, his hair was left as the default smoothwave version. During the final battle with Elijah, after destroying the turrets, he was supposed to shout combat barks while fighting you that don’t seem to play. I’m not without weapons of my own. Let me show you. You came all this way, but you lost as soon as you arrived here. And when you killed him, he was supposed to say this with his final breath. Think you’ve won? You’ve won nothing. There’s a cut ending where Christine would have exacted her revenge and ambushed and killed Elijah in the executive suite just like she was planning to. A cut ending slide still exists depicting Christine standing over Elijah’s body as well as unused ending slide voice lines which confirmed a courier getting trapped in the vault because of Christine. Christine’s mission to kill the one who controlled their callers, even at the cost of her own life, trapped the courier inside the casino vault. The elevator door never opened, and no objectives appeared on the pit boy screen to guide the courier to freedom. The Sierra Madre became the courier’s grave. There’s also a cut ending slide depicting the red cloud at Hoover Dam. And another cut ending would have had Elijah trap the courier in the vault, gas him, and go on with his plan to attack the NCR in the Mojave. A slip of the tongue led to the courier’s death. Unable to detonate his victim’s collar from a distance, Elijah chose another method. The murder took days to plan and less than a minute to execute. Reprogramming the casino’s ventilation system, Elijah turned the vault into a gas chamber, filling it with the cloud and killing the courier. In the years that followed, the legend of the Sierra Madre faded, and there were no new visitors to the city. Years later, when a mysterious blood red cloud began to roll across the Mojave, then west toward the republic, no one knew where it had come from, only that it brought death in its wake. Attempts to find the source of the toxic cloud failed. Eventually, the last vestigages of NCR faded from the Mojave and the West, wiping the slate clean. Next, we’ll look at the cut content found in the second New Vegas DLC, Honest Hearts. After listening to the Happy Trails Caravan Company radio broadcast, and heading to the North Passage to find the Happy Trails Caravan Master, you’ll end up in front of a cave entrance. This cave actually existed in the base game before the DLC was released, but was blocked off, and its size and appearance was changed after the DLC’s release. Once inside the Northern Passage, you’re met by Jed Mastersonson, Stella, Ricky, and two Happy Trails caravan guards. They’re all set as essential, meaning you can’t kill them or even attack them. But originally, it was planned for the player to be able to kill all the Happy Trails Caravan members. If you killed Jed, a message would have appeared saying, “You’ve killed Jed Mastersonson. Without his maps and mountaineering expertise, you’ll never make it to Zion. Killing Jed has rendered Honest Hearts DLC inaccessible. Please reload your last save if you wish to play Honest Hearts.” And the Happy Trails Expedition quest would have failed. A slightly different message would have appeared if you attacked one of the other members of the caravan. You’ve killed a member of the Happy Trails caravan. Without their maps and mountaineering expertise, you’ll never make it to Zion. Starting combat with the group would have also allowed us to hear combat voice lines recorded by the unique voice actors for Jed, Stella, and Ricky that ultimately went unused in the final release. What have you done? They killed her. This is hopeless. You like that? Flank them. But if you decided not to kill them and travel to Zion after arriving in Zion, a scene will play where Jed talks to the group and Stella expresses her concerns about getting back to the Mojave shortly before the entire group is ambushed and killed by the White Legs. This whole scripted scene was once meant to be longer and include much more dialogue. Initially, if you didn’t sell Ricky psycho before arriving in Zion, he would have started whining about having withdrawal symptoms and gotten into a heated conversation with Stella. I ain’t feeling good, man. I feel like I got the shakes, got the sweats. This sucks. Enough. Another word of your bitching and I’ll put you out of your misery myself. You don’t know how this feels, Stella. I’m sick. Never been so sick my whole life. You ain’t sick. You’re a goddamn junkie. That’s what you are. So shut it. You ain’t got no heart, Stella. I swear you’re a monster. And you’re going to regret treating me like this. Didn’t nobody do this to you but yourself, Junkie. Now try suffering in silence for once. There’s also an alternative scene where if you did sell Ricky psycho, his exchange with Stella would have been this instead. Oh man. Yeah. Trigger finger is feeling itchy. Come on. Show yourselves and dead eye Ricky will blow your heads off. Shut your mouth, you goddamn junkie, or I’ll plant one between your shoulder blades. I swear. Don’t worry, Stella. Old Ricky won’t be running out of psycho anytime soon. Oh, Ricky’s downright flush. Yes, indeed. Sounds like you got enough for a fatal overdose. Then do us all a favor, will you? Dream on, Stella. Ricky ain’t about to die for nobody. Ricky’s invincible. Yes, sir. God damn it. Never should have joined this ass backwards caravan. If you convinced Ricky to leave the group before traveling to Zion, Stella was once intended to have a slightly different dialogue. After Jed dismissed her concerns about getting back to the Mojave, she would have mocked him and said, “Heard you the 15th time, Stella. What’s it matter if we’re trapped here? Everything will be just fine.” Oh, I’m sure you’re right, Jud. What’s the worst can happen to us out here? Nothing. Perfectly safe. Perfectly. That’s right, little lady. Everything will be just fine with Jud to protect you. Quite the leader is what I am. Hell yes. According to Jed’s unused ambush barks, at one point during the white leg ambush, the player character would have been hit and fallen down, and Jed would have rushed to your aid. On your feet, keep fighting. Come on now, I got you. Jed also has an unused reaction to the White Legs. Holy hell, it’s the White Legs. What are they doing this far south? Even the two forward caravan guards were intended to have unique voice lines, volunteering to take point and shouting about the ambush. Unfortunately, no voice lines seem to have been recorded. After dealing with the White Legs ambush and crossing the bridge, you’ll be greeted by Follow’s Chalk, a tribal from the Dead Horse Tribe. I’m sure a lot of you already know that if you decided to avoid fighting the White Legs ambush by popping a stealth boy and sneaking past them, follows Cha greeting changes and he tries to encourage you to go back with him and finish the job. But did you know there’s a third unique greeting? According to the conditions set in the GE, it would have played if you avoided the ambush, avoided talking to follow, and made your way to the dead horse camp on your own. He would have met you at the camp and said this, “Yaag, I saw you at the southern passage. You um you do know there were still white legs alive when you ran off, right?” For whatever reason, it seems the condition ambush avoided equals 1 doesn’t trigger if you don’t speak to follow chalk. If you avoid him and head straight for the camp, it seems the only way to progress the quest line is by talking to Joshua Graham, which is also a condition for the unique greeting that can’t be met. You were supposed to talk to followers chalk between arriving at the camp and before speaking to Joshua Graham. This is purely from my own research. So, if anyone has been able to trigger this line, let me know in the comments. It seems you have to talk to Follow Chuck in order for the ambush avoided to be set to one, which makes this unique greeting inaccessible. There’s also a test version of follow Jock in the game files. After arriving at the Dead Horse Camp and Angel Cave, more Dead Horse tribals can be met. The Dead Horses, as well as the Sorrowos and the White Legs, are missing the African-Amean race, even though it exists in the files. Only the Caucasian race is enabled in the final release. Entering the angel cave, you meet Joshua Graham. Joshua also has a second unbandaged version of himself called Joshua Young, which was used in the intro slides of the DLC. There’s also a young Caesar model that was used in the intro. According to Joshua’s concept art, he was intended to appear with actual burn scars on his face beneath the bandages. Sadly, in the final release, his face doesn’t appear to be burned at all, just smeared with dirt or grime. Just like Christine, Graham was originally meant to appear in the cancelled Van Buran project as a more evil aligned character known as the hangman. After talking with him, he asks you to help gather different items to aid the sorrows in leaving Zion. This starts the quest roadside attraction, where you must find a broken compass at a pre-war crashed bus and repair it. the quest tourist trap, which sends you to the Zion general store and the Zion ranger station to collect five little scout lunch boxes and a medical kit. And the quest gone fishing, where you’re tasked with retrieving walkie-talkies from the Zion fishing lodge. According to a message found in the Honest Heart’s files, the walkietalkies, like the compass, were originally going to be found broken and would have needed to be repaired. The message reads, “This walkietalkie is broken, but can possibly be restored to a fully functioning state. Repair of 30 or greater required, and the electronics in this walkietalkie are badly damaged. If you replace them, the process will be much simpler, requires one pile of scrap electronics. While trying to complete these quests during your travels through Zion, you may stumble upon a marked location called Anbero. If you have followed Chuck as a companion when you’re near the ant burrow, he’ll mention that his people sometimes call the giant ants picnic killers. Look sharp. Lots of giant ants around here. We call them picnic killers. Don’t really know what that means. Despite being marked on the map and follow shock even having unique voice lines about it, there’s nothing really here. The burrow itself is blocked off by rocks and there might be a soldier ant nearby. It turns out the antboro was originally meant to be accessible and a giant ant queen would have been found inside, but for unknown reasons, this burrow was never fully implemented. The green geckos encountered throughout Zion were supposed to have a unique poison effect that temporarily reduced one HP per second and lowered strength by two for a minute. This effect went unused, and the green geckos instead used the poison from giant rad scorpions. In addition to deadly creatures, White Legs tribals also attack you at various locations while exploring Zion. According to Josh Sawyer, the lead designer of the DLC on Tumblr, he revealed that at one point they were considering allowing the player to side with the White Legs and destroy the other tribes. However, Sawyer explained that the time schedule for Honest Hearts was very short, so it was not possible to implement this option. Notably, the white legs still have dialogue for when you point a gun at them as well as a line for accepting yield, which isn’t possible in the final release due to the white legs being hostile at all times. They don’t have any recorded greetings, though. The tribal’s braided hair is actually a separate headwear piece called white leg hair, complete with its own health, weight, and value. The white legs also have multiple poison weapons that can never be obtained by the player, including the poisoned bladed gauntlet, poisoned fire axe, poisoned mantis gauntlet, and more. All of them are set in the GE as non-dropable. Getting back to the main quest. After obtaining all the needed items, you’re instructed to go to Daniel, who’s located in the Narrows with the Sorrowos tribe. When you first enter the camp, you’re greeted by Walking Cloud, a Soros tribal and a potential companion. Her unique outfit was supposed to be obtainable and wearable after the DLC, but for some reason, Walking Cloud’s outfit ended up being set as an obtainable piece of clothing. She also has an unused walking cloud aggro message titled walking cloud smash which would have displayed the message something in walking cloud changes and she fights white legs harder now. It was possibly intended to activate after you told her about her husband’s death. After briefly talking to her, you’ll have to speak with Daniel, the new Canaanite missionary, and give him the supplies you’ve gathered. According to Josh Sawyer, Daniel was supposed to be and was in the data for most of the DLC’s development, Asian, but was intentionally switched to Caucasian. After giving him the supplies, Daniel gives you four new quests. In preparation for evacuating the sorrows, one quest has you wiping out the White Legs camps at Big Horn Bluff. Optionally, you can take the White Legs totems there, which according to Walking Cloud affects their will to fight. Looking at the totem in the GE, it appears to be built on the skeleton of the great con entry totem. And an interesting detail is that the totem also has a tattered flag of Caesar’s Legion added to it. After clearing the bridge of bear traps and dealing with the aggressive Yagua, the last thing we need to do is find the grand staircase map holotape, which is retrieved from the survivalist’s duffel bag in the morning glory cave. Once picked up, it’s added to your inventory as a holotape. It seems that at one point a cut actual map would have appeared with the holotape or in place of it. What’s cool is that you can still add it to your inventory via console commands and view it in your pit boy. Upon returning to Daniel in the narrows after finalizing preparations for his plan to evacuate the sorrows, you’ll have to decide whether to side with Daniel and go through with the evacuation or side with Graham and attack and eradicate the White Legs and Zion. If you decide to side with Graham, the final battle will begin. As you make your way to kill the White Lakes Chief in Three Mary’s, an explosion occurs and a pile of rocks fall in front of you, blocking your path. Joshua then informs you that it’s taking too long and that he’ll find a way around and disappears. There’s a cut goodbye line that was intended for the player to say before splitting up with Joshua. I’ll see you on the other side. Go with God, brother. Once you get to the other side of the cave, Joshua will already have captured the warchief salton wounds. Saltabon wounds has unused combat yield and trespassing voice lines that never play in the final release. You’d better get out of here if you know what’s good for you. Better not try that again. This quest also has an objective that instructs you to return to Daniel, but you can never actually do that. After dealing with salt upon wounds and finishing your conversation with Joshua, the game immediately runs the ending slides. And although you can still explore Zion afterward, all the main characters, including Daniel, are disabled. It seems perhaps it was once intended for you to go back to Daniel to get the map and only then be able to leave Zion. Now, let’s take a look at the third major DLC, Oldw World Blues, and it’s got content. To start the DLC, you’ll have to investigate a crashed satellite at the Mojave Drive-In. Interacting with it at night will transport you to the Big Empty, where you awaken on the balcony of the sink. Entering the sink and taking the elevator down leads you to the Think Tank, where Dr. Klene, Dr. O, Dr. A, Dr. Dala, and Dr. Boros are found. After speaking with the think tank and discovering that they’ve removed your heart, spine, and brain with your brain now into possession of their enemy, Mobius, you’ll be tasked with gathering three technologies for them in order to breach the forbidden zone where Mobius is located. At this point, you can interact with and talk to each of the brainbots individually. According to the DLC’s concept art, there were several early ideas for how the think tank members might have looked like. Some designs featured them only having a mouth or a single eye. When talking to Dr. 8, you discovered that he lost his ability to speak after his voice module was damaged during an encounter with Elijah. Instead, he now transmits Robco soundwaves, which appear in subtitles as patterned Robco terminal symbols. It turns out most of Dr. Aid’s dialogue is actually written out and was left in the audio script notes in the GEK. For instance, Dr. greeting here says, “What? Why are you talking to me?” Or, “You’re back. I can’t believe you keep going out there.” Uh, what was that? I said, “What are you doing here? Why are you talking to me?” Did something happen with your voice module? Sort of. It’s hard to explain, but yes, the voice module is broken. Who are you? Who am I? I am Dr. A, audio engineer at this facility. Sounds important. I think I have a very important role here doing stuff. Do you know anything about Dr. Mobius or the forbidden zone? Dr. Mobius? Where is he? Here. He’ll destroy us all. All right. All right. Just calm down. Didn’t mean to alarm you. I apologize for my emotional display, but it is a serious matter what you have brought up. Perhaps at one point after passing a 75 science check or a seven perception check, when the courier appears to understand him, it was intended for the subtitle text to change into full sentences. When talking to Dr. O or Zero, he expresses his dislike for Robco and Mr. House’s products, such as the pit boy you’re wearing. If you killed House before starting the DLC, you can tell Zero that he doesn’t need to worry about House anymore. Interestingly, there’s an alternative player response that would have appeared if, according to the dialogue’s conditions, you would have finished the game and helped one of the factions win. I don’t think I’ll worry you by telling you what House and his robots have been up to since. worry about house. Why would I do this? Unfortunately, Zero’s response stays the same. After talking to them, you’ll be able to return to the sink, which now will serve as your new quarters. At one point, the regular Nucacca vending machine found there was going to be a unique modified version. You would have been able to use it to buy different variants of Nucacca, including Quantum. An unused, unscripted, partially implemented version of the Sierra Madre vending machine also exists in the Old World Blues game files. It seems it may once have been possible to find blueprints for it at the destroyed YZ research center and added to the sink as an additional vending machine. After installing the sync central intelligence unit, it informs you about the other SN personalities and the required personality holotapes. The central intelligence unit has an unused dialogue response indicating it was once planned to be possible to upload all the personality holotapes through the unit instead of having to interact with them directly. Very good, sir. Merely interface the holotapes as my conso’s input output port and I shall upload them directly. When activating the bookshoot, it starts freaking out about its pencil processor being offline. If you found a backup holiday for it, you would have once been able to respond with, “I found a backup copy of your pencil processor.” Excellent. Now I can turn pencils and clipboards into items more useful to society, like lead, spare parts, and duct tape. When activating Muggy and asking what else he can do, he reveals that he was also designed to manufacture electronic components, but needs a backup module to do that again. If you found it, you would have been able to say to Muggy, “I found that upgraded disc you were looking for.” Thank God. Finally, something resembling a useful purpose. Similar cut lines also exist for light switch one and two. You found my smart lights. Installing upgrade. Ooh, you found my mood lighting. Installing upgrade. And for the sinks, autod do. Well, that’ll do just fine. Citizen, did you know that communists have an organ behind their eyes that converts salt water into fresh? Unlike all the other personalities, the sink personality is missing conversation voice lines that would normally play when you walk past it or in general. She also has an unused cheer voice line that would have played after successfully dealing with the think tank and returning to the sinkoo. Instead, this water sound plays. And lastly, the pre-war fridge was apparently intended to have a sink upgrade as well, but it was never implemented. And it’s unknown whether this would have been another personality or just a basic modification. After exploring our new player home, we can leave the sink and head down into the big empty. The dome is surrounded by labbotomites, but did you know there are female labbotomites as well? You wouldn’t be the only one if you didn’t. Female labes don’t spawn in the big empty crater. The only two I found are at the X8 research center near where Gabe is. They don’t have any voice lines in game, but the GEK shows they were once intended to. Sadly, the voice file itself doesn’t appear in the DLC’s game files, and due to oversight, or something else, the females have no combat voice lines at all, which might explain why almost none appear in the final release. Male labes don’t have gimmicky voice lines either and reuse feral ghoul combat barks. Stop you. After dealing with the initial abotammites, if you have the wild wasteland trait and turn left to follow the dome’s wall, you’ll find a piece of graffiti that reads, “Kilroy was here.” alongside a depiction of a face. In the DLC’s files, this graffiti is called Graffiti Wild Wasteland 01. There is another unused graffiti called Graffiti Wild Wasteland 02, which says, “Oh yeah,” in bold red letters. It seems this was also meant to appear in the DLC as part of the Wild Wasteland encounters, but was left unused. As one of your first objectives, you need to head to the X2 transmitter antenna array and retrieve the X2 antenna between the dome and the antenna array. You can stumble upon Ulissi’s point. Once used by Ulisses and Christine Royce. Here it was originally intended for you to find a cut hollow disc called Ulisses map which would have revealed map markers for Little Yangy, the Magneto hydraulics complex, Elijah’s Watch, Big Mountain North Tunnel, and the Y7 medical facility. When arriving at the X2 transmitter antenna array, you may notice the radar fence pylons that enforce the barrier around the Big Empty. These pylons have an unused effect called radar fence blip static, which would have greatly enhanced the environmental storytelling of how the fence works. Near the barrier, you’ll also encounter two Y17 trauma override harnesses, full body suits designed to automatically retrieve injured soldiers and return them to their home base by taking over their motor functions. Several other versions of this unique enemy can be found unfinished in the game files, including a Y7 animatronic lab skeleton, a boss variant named Y7 advanced animatronic skeleton, and even a Y7 trauma harness with a human face instead of a skull. After entering the X2 transmitter antenna array and grabbing the X2 antenna, our next objective is to head to the X8 research center to retrieve the Gabriel’s bark audio frequency sample. After completing the institutional test, we’re granted access to the residential cyberdog guard test where we encounter Boris’s pet dog, Gabe. We’ll have to either kill him or avoid him and quickly dig up the audio frequency sample. There’s a cut weapon called the meat mine intended specifically for this quest. A mine disguised as meat that you would have placed on the ground and Gabe would have instinctively gone for the tasty treat which would blow up once he got near it. The final technology we need to retrieve is the stealth suit Mark I located in the X13 research facility. After gathering all the armor parts, we’ll have to complete a basic infiltration quest to initialize the stealth suit, sneaking around robots, and retrieving an X-13 document. There’s an additional cut roboin named test dummy in the testing area, which lacks the green coloring of the other roboins. A number of laser pistols can be found in the facility. Additionally, a cut X13 field disruptor pistol, which uses the laser pistols model, was also once meant to be tested and found in the research facility. Before entering the stealth suit testing lab, you can explore and either go left or right. If you go right, you’ll enter an interesting looking virtual reality simulation room. Although it appears to have been destroyed, presumably by one of the scientists, this VR room once had much more going on. Unused sound and visual effects for the simulation still exist in the files, including a transition sound, likely meant to play when entering the simulation. A fail alarm, a success alarm, and an unknown visual effect. Evidence suggests the VR sim was only accessible if you already had the stealth suit equipped, as shown by this unused message titled X13 VR program warning. To activate this terminal, please equip the stealth suit Mark 2. Presumably, completing the VR sim would have also rewarded you with a stealth suit upgrade. If you go to the left side of the room and down the stairs, you’ll discover that that body of Dr. Callus, the scientist who was in charge of the X13 research facility. What’s strange is that his skeleton head is actually a helmet. And if you remove it using console commands, his real face is an eerie looking burned ghoul. You can also see his hands are ghoul-like despite his face appearing as bare bone. In the GE, his ID names him Phoenix, which may have been the character’s earlier name. After retrieving the stealth suit and its upgrades, we’ll need to head back to the think tank. Speaking with Klene, the think tanks leader. He’ll confirm the acquisition of the technologies and with a little help unlock the doors to the forbidden zone before sending us on our way to confront Mobius. Upon entering the X42 robo warfare facility, we’re confronted by Mobius’s giant Robo Scorpion. This massive enemy has an unused weapon in the game files called the Mega Robo Scorpion claw. Although his perimeters are set, the claw has no physical appearance or a pit boy icon. If you don’t want to fight the robo scorpion, one of the elevated pods contains a terminal with a very hard lock. If you’re able to unlock it, you can initiate an emergency shutdown that disables and essentially defeats the robo scorpion, triggering what Mobius calls an emergency overload. However, there’s an unused note suggesting the robo scorpion could have reactivated again. The note reads, “The giant robo scorpion’s power system has recovered from the power surge that disabled it.” After dealing with it, we’re able to enter the Forbidden Zone dome and confront Mobius. There are missing equations in the dome that should have covered the walls, floor, and ceiling, but they don’t appear in the PC version of Old World Blues, even though Dr. Mobius himself mentions them. had to start using the dome floor and walls here to inscribe equations, although I’ve somewhat lost track of where they start and end. At this point, we can either kill Mobius on the spot or speak with him to learn that he’s actually been keeping the think tank trapped in the big empty to protect the Mojave Wasteland from them. After convincing your brain to return to your body and talking to Mobius again about dealing with the think tank, you can return to them and either kill the brains or trick them into staying in the big empty. However, the developers originally intended an ending where you could side with the think tank and allow them to turn the Mojave into a giant experimental laboratory. One of the cut ending slides for this still exists in the Oldw World Blues files depicting several Legion soldiers flying through the sky with space helmets. Chris Avalon eventually released the intended narration text for that ending which reads, “In the decades following the Battle of Hoover Dam, the Big Empty remained a desolate stretch of wasteland where few travelers dared venture. In time, however, a strange blue field began to grow, slowly spreading across the big empty. Lightning blue fields of forest danced on the horizon like electrical storms. People whispered a floating spheres flickering like a rainbow of torches. Then, communities began to vanish. Goodsprings was crushed beneath bizarre hexreede blocks that stacked to the sky. The inhabitants of Prim winked out, flesh fried into X-ray silhouettes. Their arms raised in surrender. A satellite fell on Jacob’s Town, beaming a kaleidoscope of bright blue equations into the deranged Nightkkins minds, driving some berserk, paralyzing others. Black Mountain radio began broadcasting a strange static as hordes of giant man-eating battle brahmen began to swarm from its peak. The Gamora became home to a particularly virulent vegetation-based STD that grew like a fungus within victim’s genitalia until their bodies burst open like pods. The Legion East were systematically brainscrubbed and rebuilt so that all the inhabitants believed they were in ancient Rome on the moon. And the human cattle of NCR were re-educated into believing they existed in a nationwide version of some place called Tranquility Lane. In the final release, after tricking or convincing the think tank to stay in the Big Empty and work for you, attacking any of them will immediately trigger combat. However, it seems that at one point it was possible to disengage or yield during combat. They all still have voice lines for accepting a yield. Were you just trying to get my attention? If you want to attack me again, please fill out the proper forms and wear gloves. That wasn’t very nice bullying me like that. The vicious attack ends as quickly as it began. Two cut weapons were also intended to appear in the DLC, possibly as rewards for different stages of progression. The scorpion rifle and the spider rifle. The scorpion rifle would have fired miniature blue scorpions equipped with lasers, while the spider rifle would have launched spider drones from the Fallout 3’s Operation Anchorage DLC. For our final DLC, we’ll be taking a look at the cut content of Lonesome Road. When receiving the new quest objective, the reunion, we will have to travel to and discover a new location near Prim called Canyon Wreckage. By entering the old wrecked bus there, we can travel to the divide. Unlike the previous DLC’s, Lonesome Road has no intro slides, perhaps intentionally or due to time constraints. There are a bunch of graffiti sprayed all over the Divide by Ulyses. One graffiti in the DLC’s files, colored red with the number six, was unfortunately left unused and never placed anywhere. Entering the Hopeville missile silo and acquiring Eddie, you’ll eventually come across the gullified body of General Martin Ratzlav, the former commander of the base. This isn’t cut content, but an interesting detail about the general’s body is that it’s actually one of Bright’s followers from the Repcon test site. If you revive him, he’ll speak the generic follower dialogue. I’ll praise the great journey. I’ll praise the creator’s divine will. After exiting the silo, speaking with Ulisses through Eddie, and entering Hopeville will have to deal with the markedmen, a unique type of ghoul encountered exclusively in this region. Sometimes these ghouls will drop a new weapon called the Bowie knife. This knife appears with a red handle and a slightly bloodstained blade. But that texture was actually meant only for the unique version of the weapon, the bloodnap. The regular Bowie knife has a darker handle and lighter blade texture, which ended up never being used. Another new weapon found here is the H&H tools nail gun, which uses nails as ammo. An additional ammo type called fleshettes was once intended for the nail gun as well. You would have been able to find them scattered around the divide and even craft them yourself. After making your way through the area and finally finding the laser detonator, you can proceed deeper into the divide. The laser detonator itself appears to be missing some lights present in its world model. If you free cam and look at it before picking it up, you can see the intended red lights at the back, but once you pick it up, they no longer seem to work. After entering the collapsed overpass tunnel will encounter the tunnelers. When killed, they drop a new miscellaneous item called the tunneler hide. Oddly, you can’t do anything with it other than sell it. It can’t be tanned like gecko hides or used in any crafting recipes. And it makes you wonder if a specific purpose was originally intended for this item. Or perhaps since the tunnelers were once human, it was considered too gruesome to use their skin as a crafting material. Getting through the overpass will reach the high road which is infested with marked men and death claws. There’s a highway sign missing here that would have said world edge 2 and 3/4 miles but for some reason was never placed. There’s an unused message that would have popped up if the player died by jumping off a building. It would have said stop jumping off of buildings. When you finally reach Ulissi’s temple, it’s revealed what this former rumentarius actually looks like. Ulisses even has his own playing card, which bears an unused line that was probably intended for him to say when he was still meant to appear in the base game as a legion sympathetic companion. The card also depicts him without a mask. In the DLC, Ulisses does have an actual face beneath his mask, even though it can’t be removed in normal gameplay. He also has a duplicate NPC called Ulisses Fake, which is used when he’s stalking you as you travel the divide. After dealing with him, you’ll have the option to nuke Caesar’s Legion, the NCR, both, or attempt to cancel the launch. If you chose to nuke both, you’ll have to exit the facility. And after the ending slides, you’ll witness the nuclear bombs going off at dry wells in the Long 15. If you then head to the long 15, the area will now be populated with irradiated heavy troopers and glowing trooper ghouls along with their former commanding officer, Colonel Royes, who wears a unique scorched Sierra power armor. If you kill him and loot it, the power armor will be missing a helmet, which actually exists in the files with proper meshes and textures, but was never incorporated into any armor or other obtainable item.
Everything Cut from the Four Major DLCs of Fallout New Vegas
Cut Content
0:00 Dead Money
21:04 Honest Hearts
34:40 Old World Blues
50:45 Lonesome Road
Visual mods used in this video: Standard ENB with custom settings
FNV Realistic Wasteland Lighting
https://www.nexusmods.com/newvegas/mods/52037
Fallout New Vegas DLC Cut Content Mega Compilation