Flags of Our Foul-Ups

Flags of Our Foul-Ups is a side quest in Fallout: New Vegas.

Synopsis
9th Platoon, better known as The Misfits, have a poor reputation (hence their nickname), and Sergeant McCredie wants them whipped into shape.

Walkthrough

 * 1) Speak to Sergeant McCredie at Camp Golf. He will reveal that he's trying to train the troops stationed at Camp Golf to make proper soldiers. He  has not had much success, so he welcomes any aid.
 * 2) The player then has to speak to the members of the Misfits (Mags, O'Hanrahan, Poindexter and Razz) in their tent, listen to their suggestions and follow through with one. Once deciding on a course of action, it's locked in, as Mags believes them to be too lazy to do multiple training exercises. The conversations tied to the
 * 3) O'Hanrahan suggests focusing on teamwork and strengthening the platoon's relationships: a Speech of 40 is required to convince the other three to follow O'Hanrahan's advice. This results in a good ending for the Misfits, where they fight valiantly and serve with distinction.
 * 4) Mags suggests focusing on combat training: a Guns and Explosives skill of 45 is required to pass the platoon through the training exercises. This also results in a good ending.
 * 5) Poindexter suggests cheating the system: Accessing a terminal in the House Lodge will allow the alteration of the platoon's progress reports. One is out in the open and must be accessed with no one looking, while another is in a secluded office, but requires a Science of 75. This results in a bad ending for the Misfits, where they break formation, flee, and are hanged for desertion.
 * 6) Razz suggests loading the platoon up on "angry juice" which can be obtained from Jack at Red Rock Canyon who gives the Courier a suspicious package. This results in another bad ending, as while they prove to be ferocious fighters, they eventually start preying on the people of the wasteland for their chem fix.

Behind the scenes

 * The title of this quest is a reference to the 2000 book, Flags of Our Fathers.
 * There's a cut terminal that would've allowed the player to take another path of deleting the mission orders for the Misfits. While this would at first seem like a good way to get them out of work, it would then lead to them being assigned to a suicide mission.

Bugs

 * Mags' script may freeze at the gun range if the squad members' pathfinding bugs out. Reloading an autosave before they're directed to the range can help.
 * The quest has to be completed before No, Not Much, otherwise the Misfits' pathing will break.

It's impossible to finish this quest if you've started it before, then finish No Not Much first, as the Misfits are no longer there to line up.
 * It's possible for the Misfits to bunch up at the firing range and become injured or kill each other with the grenades and rifle fire.