South of the starting village of Goodsprings lies Primm. It's not the most hospitable place in the Mojave—bandits cluster in the square, while the remnants of the population hold out at the Vicki & Vance Casino. A sizable NCR outpost is located just a stone's throw away, but they're just shrugging their shoulders—apparently, they're powerless to disperse a dozen ragamuffins.
FUN: Primm also exists in real life, in the state of Nevada. It's also home to the Primm Valley Casino and the Buffalo Bill Casino & Hotel, the inspiration for the gaming buildings Vicki & Vance and the Bison Steve Hotel.
The Town I Like (Johnson Nash or Deputy Beagle)
A gang of bandits has taken up residence at the Bison Steve Hotel; they've killed the sheriff and captured his deputy. First, we eliminate all the bombers in the area and free the hapless trainee. Then there are three forks in the road—we're going to elect a new sheriff, and this choice will affect how the townspeople treat us. Primm-Slim. Protectron works as a tour guide at the Vickie and Vance Casino—he can be reprogrammed (Science 35) to work as sheriff. This won't please Beagle, as he'll lose his job.
NOTE: A Protectron can be treated with three four-conductor nuclear batteries. Only then will Beagle remain an assistant.
Sheriff Myers
The former sheriff of Primm is chilling in the NCR correctional facility. If you're a "guy" for the demolitionists, they'll let you into the base without further ado. Myers agrees, but asks for a pardon from the NCR. We run to the Mojave outpost and convince the major (30 speech). We return to Primm – Myers is there. The residents are pleased with the sheriff and are starting to leave the casino. Discounts await you at the store, and Beagle is paid.
NCR Sergeant
The town can be handed over to the NCR. We go to Lieutenant Hayes, who complains about a lack of reinforcements. The route leads to the Mojave outpost – we convince the major (barter 20) and return. Result: the townspeople are unhappy with the taxes, goods prices are rising, and Beagle is still fired. Several unmarked quests are connected to Primm.
On the way to the town (coming from Goodsprings), you'll meet Barton Thorne in Primm, who asks you to rescue a girl from geckos. After eliminating the danger, we'll receive a hail of bullets instead of gratitude. After killing the unlucky quest giver, search the stash on the cliff edge for ammunition and experience for disarming traps.
Unique weapon
After examining the broken display case at the Vickie and Vance Casino, you'll see that Vance's weapon is missing. Tell Primm-Slim (Science 50) about this. A note will appear in your journal, hinting that you should head to Westside. To the east of this area stands a lonely shack made of iron sheets. Inside, the criminal couple Sammy and Pauline are waiting for you. Talk to the girl, press the eloquence (55), then ask Sammy for the key to the safe where the weapon is. It can be opened without a key (lockpicking 100).
NOTE: The reward for this quest is a unique submachine gun. You won't be able to return it to the casino display case; it becomes your property.
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