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== [[Area 51]] == | == [[Area 51]] == | ||
Location in which a lot of useful loot, but in fact there are no [[quests]]. Bring a few | Location in which a lot of useful loot, but in fact there are no [[quests]]. Bring a few supplies of RadAway and Rad-X with you. You will need it. | ||
On the taxiway you can find a computer that mentions the radio station in [[Lovelock]], a bug in your Pip Boy (even if it's already been removed from the story). | On the taxiway you can find a computer that mentions the radio station in [[Lovelock]], a bug in your Pip Boy (even if it's already been removed from the story). | ||
There is a jammed hatch on the crashed plane that can be opened in various ways: to blow up | There is a jammed hatch on the crashed plane that can be opened in various ways: to blow up Dynamite nearby, use a Sledgehammer or mount (force test), to repair with tools/repair kits (repair test), or to use termite. Inside there are [[Motion Sensor]] and many other useful and expensive things. | ||
At the second location, you must first supply electricity, otherwise the doors will not open. Scrap | At the second location, you must first supply electricity, otherwise the doors will not open. Scrap Metal and a high level of repair (65% is enough to do without scrap) will be required. After that, the doors will open, but without your involvement. | ||
You can find five boxing pears here. Each of them adds 1% to the skill [[Unarmed]] (they can only be slaughtered after clearing | You can find five boxing pears here. Each of them adds 1% to the skill [[Unarmed]] (they can only be slaughtered after clearing [[Area 51]]. | ||
In the building right next to the power plant on the floor are the officer's notes - an interesting reading. And in the other wing, there's a safe ( | In the building right next to the power plant on the floor are the officer's notes - an interesting reading. And in the other wing, there's a safe (Perception 7 and Lockpick 80) with a gas cylinder. There'll be two more of these safes. | ||
There's also a minigun on the floor in one of the rooms (the one opposite the room with the officer's notes). | There's also a minigun on the floor in one of the rooms (the one opposite the room with the officer's notes). | ||
The next location will meet you with a horde of | The next location will meet you with a horde of aliens. There's nothing more interesting, but there's more aliens on the base. | ||
Inside the base, in one of the boxes, you can find | Inside the base, in one of the boxes, you can find Alien Power Cells for strangers' blasters. | ||
You can find a lot of useful information on the computer, including information about | You can find a lot of useful information on the computer, including information about [[Vault 8]]. There's a second safe with a gas tank right there. | ||
If you have a low hacking skill, go to a room with a pile of incomprehensible biomass. | If you have a low hacking skill, go to a room with a pile of incomprehensible biomass. You can take a card from it to open all doors. You can also go to the computer (Science 82 is exactly enough) below and open all the doors through it. | ||
If the hacking is pumped up, then you can immediately go up and to the right and find there a third safe and some useful loot. In the table is a sheet with passwords from all safes. Here you can also find a | If the hacking is pumped up, then you can immediately go up and to the right and find there a third safe and some useful loot. In the table is a sheet with passwords from all safes (including for the gas canister). Here you can also find a Stealth Boy and a computer with information to why gas cylinders are needed. | ||
In a small room is a | In a small room is a Pressure Helmet, which is needed to build Power [[Armor]]. Next to it is a device in which the cylinders are stuck and a gas attack is launched. To prevent the gas attack from harming, you can wear an anti-gas or anti-radiation suit and calmly wander around the base. | ||
In the room with a computer there is a control panel (in the table) and the possibility of activating self-destruction of the base. | In the room with a computer there is a control panel (in the table) and the possibility of activating self-destruction of the base. Intelligence 7 and Science 75 will allow you to deal with the work of the turrets, although you left the aliens alive on the surface. Science 100 will enable the countdown of a nuclear explosion. | ||
A computer in the side corridor will allow you to activate the force fields. | A computer in the side corridor will allow you to activate the force fields. | ||
In the next location there are some more batteries for the | In the next location there are some more batteries for the Alien Blaster, but the enemies here are harder to kill. There is also an emergency exit from the base. | ||
Somewhere on the base you can pick up a set of | Somewhere on the base you can pick up a set of Power [[Armor]] blueprints (near a computer with self-destruct activation in a table with a control panel for force fields), which will eliminate the need for Phil to be disqualified and fights in explosives Also somewhere there is a centrifuge, which replaces the fire and laboratory table (in the laboratory, next to the room with the unit, for a gas attack). | ||
== [[Gracious]] == | == [[Gracious]] == |
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