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Fallout: Nevada: Difference between revisions

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The field is switched off by repair or Science, or by explosives with a timer.
The field is switched off by repair or Science, or by explosives with a timer.


In the locker on the second floor is the dress uniform - it should be given to the general in the BBC. The door next to the locker breaks out in combat mode with a tie rod (or explodes). And you'll find her the best gun to start with. And you can give it to the general, too. In one of the warehouses of the next location you can find large-caliber cartridges - all for the same general.
In the locker on the second floor is a dress uniform - it should be given to the general in the [[Winds of War]]. The door next to the locker can be broken with a crowbar (in combat mode) or explosives. Inside is the corpse of the base's former commander, with an excellent 10mm pistol. You can give it to the general at [[Winds of War]]. In one of the warehouses at the next zone you can find large-caliber cartridges for the same general.


The computer on the second floor is needed on the quest plot (one of the ways) and on the quest of General VV. It also contains information about the radio station in [[Lovelock]].
The computer on the second floor is needed on the quest plot (one of the ways) and on the quest of General VV. It also contains information about the radio station in [[Lovelock]].
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In the last location - "Hangar V9" - raiders will leave you - do not want to climb under the turrets. We can ask one of them to help us climb over the fence. You can also tie a rope or get into a hole in a fence - but near a hole in a mine and turret very close. And there already roundabout ways on roofs and warehouses to come inside of the bunker (it is necessary to notice that even breaking of 100 % gives only 25 % of chance to open some locks on base). The bunker itself will only have a very thick robot, which can be lured to the bare wire (first you need to turn on the switch) (if you wear rubber boots in the inventory, the current from the wire will almost not beat you), which will facilitate the fight. Nearby you can find a red map that opens the farthest door, where you can disable the turrets around the hangar.
In the last location - "Hangar V9" - raiders will leave you - do not want to climb under the turrets. We can ask one of them to help us climb over the fence. You can also tie a rope or get into a hole in a fence - but near a hole in a mine and turret very close. And there already roundabout ways on roofs and warehouses to come inside of the bunker (it is necessary to notice that even breaking of 100 % gives only 25 % of chance to open some locks on base). The bunker itself will only have a very thick robot, which can be lured to the bare wire (first you need to turn on the switch) (if you wear rubber boots in the inventory, the current from the wire will almost not beat you), which will facilitate the fight. Nearby you can find a red map that opens the farthest door, where you can disable the turrets around the hangar.


There's a C-4 in the warehouse that you can find on Wright's quest.
There's C-4 in the warehouse that you can turn in for Wright's quest.


In the bunker on the table there is a part for Power [[Armor]] - the Central Processor. There's a [[Signal Jammer]] on the second table that's needed in the story. There's a key card to the reactor in the room in the table. In the reactor room itself, you can only shut down the reactor.
In the bunker on the table there is a part for Power [[Armor]] - the Central Processor. There's a [[Signal Jammer]] on the second table that's needed in the story. There's a key card to the reactor in the room in the table. In the reactor room itself, you can only shut down the reactor.
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