Settlement
Goodsprings
The quiet mining town where the Courier wakes up after being shot. Doc Mitchell, Sunny Smiles and the Prospector Saloon are here.
- Region
- Western Mojave
- Faction
- Goodsprings settlers
- Danger
- Safe
- Map position
- 7 × 11
Goodsprings is the small desert town where Fallout: New Vegas begins. After Benny shoots the Courier at the cemetery, Victor the securitron drags you to Doc Mitchell, who patches you up and walks you through creating your character. The town has a saloon run by Trudy, Chet's general store, a schoolhouse, a gas station and a scattering of houses, all surrounded by hills where geckos and bloatflies roam.
Sunny Smiles and her dog Cheyenne teach you the basics in Back in the Saddle and By a Campfire on the Trail, including shooting, Survival crafting and the gecko problem at Goodsprings Source. The town's main story is the standoff over Ringo, a Crimson Caravan trader hiding in the gas station. You can defend the town against Joe Cobb's Powder Gangers in Ghost Town Gunfight or hand Ringo over and sack the place in Run Goodsprings Run.
Goodsprings is safe apart from the Powder Gangers and the wildlife, which makes it a gentle place to learn the game. Easy Pete has dynamite if you ask the right way, Doc Mitchell gives you a Vault 21 jumpsuit on the way out, and Chet sells basic weapons and armor. Victor will keep popping up as you travel. Do not go north past Sloan; the game pushes you south toward Primm and Nipton for good reason.
How to get there
Goodsprings is the starting town; from the I-15 take the road west at Jean Sky Diving and follow it into the hills.
Notable loot
- Vault 21 jumpsuit (Doc Mitchell)
- Dynamite (Easy Pete, during Ghost Town Gunfight)
Related quests
- Ain't That a Kick in the Head
- Back in the Saddle
- By a Campfire on the Trail
- Ghost Town Gunfight
- Run Goodsprings Run
- They Went That-a-Way
Notable characters
- Doc Mitchell
- Sunny Smiles
- Trudy
- Chet
- Easy Pete
- Victor
- Joe Cobb
- Ringo
Tips
- Finish Sunny Smiles's tutorial quests for free supplies and early experience.
- Decide between Ringo and Joe Cobb before the Powder Gangers arrive; siding with the town is the easier start.
- Chet's store is the first place to buy ammunition and leather armor.
- Head south toward Primm when you leave; the northern road past Sloan is a deathclaw trap.
Collectibles and items here
- Easter egg That Fridge Was a Death Trap!Beside the road that leads southeast out of Goodsprings toward Jean Sky Diving, southwest of Goodsprings Cave: a wrecked fridge with a curled-up skeleton and a suave gambler hat inside.
- Key KeyUnder some pre-War money on the bottom shelf of a bookcase in the house just south of Doc Mitchell's house.
- Character CheyenneIn Goodsprings, at the side of her owner Sunny Smiles.
- Character Easy PeteAround Goodsprings, often outside the Prospector Saloon.
- Character Joe CobbIn Goodsprings.
- Character RingoHiding inside the Goodsprings gas station. After Ghost Town Gunfight he can move to the Crimson Caravan Company.
- Character Sunny SmilesAt the Prospector Saloon in Goodsprings, with her dog Cheyenne.
- Character VictorNear Victor's shack, the house with the pre-War flag on the south side of Goodsprings. He later turns up elsewhere, including the Lucky 38.
- Main quest Ain't That a Kick in the HeadStarts on its own when you wake up in Doc Mitchell's house in Goodsprings after the intro. Give Doc Mitchell your name to begin.
- Main quest They Went That-a-WayAfter Back in the Saddle, ask Trudy in the Prospector Saloon in Goodsprings about the man who shot you. She points you toward the Strip, and your delivery order points to Primm.
- Side quest Back in the SaddleTalk to Sunny Smiles inside the Prospector Saloon after Doc Mitchell lets you leave his house at the start of the game.
- Side quest Ghost Town GunfightAfter the Goodsprings tutorial quests, enter the Prospector Saloon to see Trudy turn away Joe Cobb, then ask her about Ringo. Doc Mitchell in his house can also point you to the trouble.
- Side quest Run Goodsprings RunAfter Joe Cobb threatens Trudy in the Prospector Saloon, talk to Cobb outside by the ruined buildings south of the saloon and agree to help him.
- Unmarked quest Ringo's Caravan RulesCalm down Ringo, the Crimson Caravan trader hiding from Powder Gangers in the Goodsprings gas station, and he offers to teach you Caravan.
- Unmarked quest Trudy's Radio RepairAfter Trudy's talk with Joe Cobb in the Prospector Saloon, ask her about the men from the cemetery; a Great Khan broke the bar's radio, and you can offer to fix it.
- Unmarked quest We Must Stop Beating Like ThisAfter you leave Doc Mitchell's house, fall to half health in a fight near Goodsprings, or walk the road north out of town past the fence with stop signs, and Victor rolls in.
- Unmarked quest We Must Stop Meeting Like ThisStarts when you first step out of Doc Mitchell's house and Victor rolls past on the Goodsprings road; he shows up again in Novac, Boulder City and on the Strip.
- Skill book Chinese Army: Special Ops Training Manual (Sneak)Goodsprings, in the home shared by Trudy and Sunny Smiles, east of the schoolhouse. The book is on a bookshelf inside.
- Skill magazine Salesman Weekly (Barter)On the bottom shelf of the bookcase on the left side of the store interior.
- Skill magazine Salesman Weekly (Barter)At the back of the schoolhouse, to the right of the wall with the chalkboard.
- Skill magazine Salesman Weekly (Barter)In Trudy's small office, on the crate next to the door (across from the desk with the terminal).
- Skill magazine Locksmith's Reader (Lockpick)Given by Sunny Smiles at the Prospector Saloon when you ask her about work. She hands it over with some bobby pins so you can try the safe in the Goodsprings schoolhouse.
- Skill magazine Today's Physician (Medicine)Doc Mitchell's house in Goodsprings, near the operating table, right in front of the bed you wake up in at the start of the game.
- Skill magazine Fixin' Things (Repair)In the Goodsprings home across the street from Doc Mitchell's house, inside the broken bathroom sink.
- Skill magazine Fixin' Things (Repair)Prospector Saloon in Goodsprings. It is either in the crate opposite the terminal desk in Trudy's office or on the counter near the pool table.
- Skill magazine Programmer's Digest (Science)On the bench next to the terminal.
- Skill magazine Programmer's Digest (Science)On the bench by the wall near the group of school desks.
- Skill magazine Meeting People (Speech)On a Sunset Sarsaparilla crate near the side door closest to the entrance.
- Skill magazine Meeting People (Speech)In the metal camper trailer directly north of the Prospector Saloon, under the shelf.
- Skill magazine Meeting People (Speech)On the floor near the safe, by the ruined school desk.
- Skill magazine Boxing Times (Unarmed)On a shelf inside the gas station.
- Skill magazine Lad's Life (Survival)In the first house northeast of Doc Mitchell's house, sitting on a step ladder in the pantry.
- Skill magazine Lad's Life (Survival)On the floor near the middle of the room, by the large group of ruined desks.
- Star bottle cap Goodsprings home west of the general storeGoodsprings, inside the house west of the Goodsprings General Store. In the master bedroom, on the game table with the chessboard and bottles.
- Star bottle cap Goodsprings home east of the schoolhouseGoodsprings, inside the house east of the schoolhouse. On the kitchen sideboard bar near the two bottles and the toaster, right next to an exit door.
- Unique armor Suave gambler hatInside a refrigerator with a curled up skeleton, lying beside the road that leads southeast out of Goodsprings toward Jean Sky Diving, southwest of Goodsprings Cave.
- Doctor Doc MitchellDoc Mitchell's house on the hill in Goodsprings, where the game begins.
- Merchant ChetGoodsprings General Store, next to the Prospector Saloon at the northeast end of town.
- Merchant TrudyBehind the bar in the Prospector Saloon, Goodsprings.