Fallout: New Vegas locations project
Reputation image from Fallout: New Vegas.
I moseyed into town, oh, ten, fifteen years ago? Before that, I... hmmm, I can't quite seem to recall. Odd. Anyway, it's a right peaceful town and I reckon it's as fine a place to settle as any.”— Victor discussing Goodsprings, Fallout: New Vegas
Named after Joseph Good, a rancher whose cattle used the spring at the southeastern foothills of Spring Mountains, Goodsprings history is tied closely to the freshwater spring the town takes its name from and the rich deposits of lead, silver, copper, zinc and gold that were exploited for decades. The small mining settlement was largely tent cabins centered around a mill and a post office before the town was officially established in the early 1900s, during the mining boom across Nevada. Platted by mining companies from Salt Lake City, Goodsprings boomed, aided by the construction of a railroad between 1910 and 1911. More infrastructure followed, including the Goodsprings schoolhouse and Prospector Saloon in 1913 (the latter as Pioneer Saloon). The boom wound down after World War I and the economic crisis that followed, briefly picking up after World War II.
After the Great War, Goodsprings was abandoned, but its springs have not dried up. It was settled shortly before 2281, under a New California Republic grant in order to develop a low-risk mining environment near a reliable source of potable water, the Goodsprings source. Beyond supplying water to Republican miner, trappers, and farmers, it was a quiet, small town that saw little activity, until a series of setbacks shut down the Long 15. They caused the town's population to drop to about a dozen after the prison break at the NCR Correctional Facility unleashed the powder gangers on the region, while a deathclaw infestation at the Quarry Junction all but blocked off the Long 15 north.  As a result, the town's primary products, namely water, bighorner meat, and skins, have a hard time reaching traders. Signs at the highway, pointing travelers towards Goodsprings, are simply of no use if there's no one to read them. To make matters worse, most traders simply pushed through toward either Primm or New Vegas, unless they're in dire need of supplies.
While Goodsprings survived the recent upheavals and its settlers continue to scratch out an existence among the ruined ranch houses, trouble is keen on finding a way into the town. While the deathclaws don't come near, the Powder Gangers led by Joe Cobb do and have been trying to find a Crimson Caravan trader named Ringo, who sought shelter in Goodsprings after his caravan was attacked on the highway. geckos and other wildlife are also a constant nuisance, finding their way into town, dipping from its water supply and occasionally attacking residents and bighorners.
Doc Mitchell's House is located in the west. It will be the first house you'll come out of when you start the game. The Prospector Saloon and Goodsprings general store with a Mojave Express dropbox located outside are to the north. Several settlers live in the town's houses, and farm bighorners.
There are three locations in Goodsprings which can be used for safe storage. Everything in Doc Mitchell's house is considered unowned, except the bed. Victor's shack is also considered unowned, but has few storage containers. The house due south of the Saloon is the most convenient, as it is the closest to the fast travel point. It has open beds and safe containers. Easy Pete sleeps there nightly, and a settler may wander in, but one bed is usually free.
Goodsprings contains an abandoned schoolhouse with some loot. An abandoned gas station west of Doc Mitchell's home contains some minor loot and can be used as a safehouse, as it contains a bed and safe storage, but it is locked until the Courier goes there to meet Ringo.
- Chinese Army: Special Ops Training Manual: The house where Trudy and Sunny Smiles sleep contains a copy of the skill book on a small book shelf opposite the front entrance. The skill book must be stolen.
- Sunset Sarsaparilla star bottle cap: Can be found in the above-mentioned house on the kitchen counter, next to a few Sunset Sarsaparilla bottles.
- Sunset Sarsaparilla star bottle cap: West of the General Store is a white house with a vegetable garden outside. The bottle cap is inside, on the table in the bedroom; next to a chessboard and an empty Sunset Sarsaparilla bottle.
- A Stealth Boy: In the Goodsprings schoolhouse inside a locked safe. The safe can be opened with a Lockpick skill of 25, or by hacking the nearby terminal (Science 25).
- A copy of Lad's Life can be found in the storage room of the same house with the second Sunset Sarsaparilla star bottle cap, on the step-ladder right before the room with the star bottle cap. (Must be stolen)
- Meeting People: A copy can be found in the Prospector Saloon, on a crate near the side door closest to the entrance. (Must be stolen) A second copy can be found under a shelf in a camper north of Prospector Saloon. A third copy can be found in the Goodsprings schoolhouse, on the floor near the safe by the ruined school desk.
- A copy of Fixin' Things is on the bathroom sink of the first house Southeast of Mitchell's house
- Programmer's Digest and 1 Salesman Weekly in the school house. One by the broken terminal and the other lying on the floor in the corner by broken shelves.
- 1 Programmer's Digest lying on the counter next to the lockers in the School House.
- A doctor's bag and a copy of Boxing Times can be found in the gas station to the right of Mitchell's house. The Boxing Times is on a shelf, and the doctor's bag on the floor against the back wall.
- A single shotgun and some 20 gauge shotgun shells inside Sunny Smiles and Trudy's house.
- 24 5.56mm rounds: South of the Prospector Saloon is a water tower with a large tank. The ammunition is on a wooden plank in the pile of rubble in the adjacent ruined house frame, on the West side.
- Random skill magazines can be found in the various mailboxes in the town, although most will contain miscellaneous items or be empty.
- As the starting location for the player, the Goodsprings area and related quests offer examples of all the non-combat skill-based checks found in the game: Barter 25 (Chet, Trudy); Explosives 25 (Easy Pete); Lockpick 75 (Trudy's safe which can be opened via computer, otherwise 50 for a safe in one of the houses, and just 25 for schoolhouse, gas station); Medicine 30 (Doc); Repair 25 (Doc's, Trudy's); Science 25 (Victor, Doc's, Trudy's, schoolhouse); Sneak 25 (Trudy); Speech 30 (Doc, Trudy, Chet, Joe Cobb).
- It's possible for nearby enemies in adjacent areas to appear in the town. This can happen if an enemy is drawn near the town and killed. When they re-spawn, if they are close enough to detect friendly, non-player characters (or creatures they are antagonistic towards), they may investigate and attack instead of moving back to their default spawning point as normal. The threat posed is usually very minor (coyote), but it does have the potential to be very disastrous if very dangerous creatures (giant radscorpions, deathclaw) are led too close to town.
- The town of Goodsprings is one of the three Goodsprings locations (the others being Goodsprings source and Goodsprings cemetery) that make up the tutorial area. The tutorial boundary exists whether or not the player accepts Sunny Smiles offer of training.
- The state flag of Nevada flies above the entrance to Doc Mitchell's house. It is the only instance of an animated Nevada state flag in the game, and additionally one of the few instance of the flag in game.
- According to a front page newspaper story, before the War, a kind doctor was murdered in the town, shocking the citizens.
Behind the scenes
- Goodsprings is based on the real-life town of the same name, located 40 miles (64 km) southwest of Las Vegas in Clark County, Nevada. Several landmarks are present in the real world location, such as the saloon, store, schoolhouse, cemetery, windmill, and elevated water tank. The town's layout in terms of roads, geographical location, and topography are also similar.
- Goodsprings was designed by Eric Fenstermaker and Travis Stout.
- Megan Parks was responsible for layout, prop placement, decoration, terrain shaping, and vistas in this location.
Goodsprings appears only in Fallout: New Vegas
- The Courier: "What town is this?"
Mitchell: "This here's Goodsprings. Named after the water we got here, just down the road to the southeast. Goodsprings Source, they call it. It's a quiet town, and that's how we like it. We don't go looking for trouble, though occasionally it sees fit to come looking for us."
(Mitchell's dialogue (Goodsprings))
- Real-life history of Goodsprings
- Fallout: New Vegas Official Game Guide Collector's Edition p.43: "Goodsprings
Goodsprings is a small, barely active town that has been a mining community since the early days of Nevada. Most recently, it was settled under a grant from NCR to develop a low-risk mining environment near a reliable source of potable water. Even so, there are only a dozen or so people in the town due to trade along the Long 15 drying up. Signs along the highway direct people to Goodsprings, but they do the town no good if no one is on the highway to read them.
The residents of the town come to your aid after a Securitron named Victor witnessed your shooting and burial over by the Cemetery. There are few people in Goodsprings. It has never been that populace, and the troubles with Deathclaws, Raiders, and Powder Gangers hasn't made it any more appealing. A few folks have hold up here to wait things out, but overall its quite "sleepy"; almost a Ghost Town if there weren't the odd settler, attempting to eke out an existence among the ruined ranch homes. Local activities include going to the spring (Goodsprings Source), hunting Geckos, Mole Rats, and Coyotes, and loafing around in the Prospector Saloon."
(Fallout: New Vegas Official Game Guide faction profiles)
- Fallout: New Vegas Official Game Guide Collector's Edition p.381-383: "[4.05] Goodsprings
Goodsprings is a small, barely active town that had been a mining community since the early days of Nevada. Most recently, it was settled under a grant from NCR to develop a low-risk mining environment near a reliable source of potable water. Even so, three are only a dozen or so people in the town due to trade along I-15 drying up. Signs along I-15 direct people to Goodsprings for water, but they do the town no good if no one is on the highway to read them."
(Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland)
- The Courier: "Does Goodsprings get many visitors?"
Trudy: "Mostly traders looking to buy Bighorner meat and hides. The traders are the main reason the general store manages to stay in business. Most travelers heading south on in the I-15 just push on towards Primm unless they're in desperate need of supplies."
- The Courier: "What else can you tell me about Goodsprings?"
Mitchell: "Well, there's a general store just up the road. Run by a fella named Chet. He don't got nothing fancy, but he's got your basics covered. If you're looking to wet your whistle, just past Chet's is the Prospector Saloon. The bartender there, Trudy, knows everyone in town. Other than that, there's not much to see. Just people trying to scratch out a living."
(Mitchell's dialogue (Goodsprings))
- Megan Parks' portfolio