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Fallout: Nevada: Difference between revisions

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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 supplies of RadAway and Rad-X with you. You will need it.
Location with a lot of useful loot, but no [[quests]]. Bring a few supplies of RadAway and Rad-X with you and a strong weapon(and/or fire weapons). 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]].


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.
There is a jammed hatch on the crashed plane that can be opened in various ways: blow up Dynamite nearby, use a Sledgehammer or crowbar (strength check), repair with tools/repair kits (repair check), or to use thermite(?). Inside there are [[Motion Sensor]] and a few other useful and expensive things.


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.
At the second location you must first fix the electricity, otherwise the doors will not open. Scrap Metal and a high level of repair will be required. After that, the doors will open, but randomly (it's a little annoying).


You can find five boxing gloves here. Each of them adds 1% to the skill [[Unarmed]] (they can only be slaughtered after clearing [[Area 51]].
You can find five punching bags here. Each of them adds 1% to the skill [[Unarmed]] (they can only be used after clearing [[Area 51]] of monsters).


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.
In the building right next to the power plant there are officer's notes on the floor - an interesting read. 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 aliens. There's nothing more interesting, but there's more aliens on the base.
The next location will meet you with a horde of aliens.


Inside the base, in one of the boxes, you can find Alien Power Cells for strangers' blasters.
Inside the base in one of the boxes you can find Alien Power Cells for Alien Blasters.


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.
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 lockpicking 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 you have a low lockpicking skill, go to a room with a pile of incomprehensible biomass. You can take a keycard from an unfortunate ghoul stuck in the biomass 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 lockpicking 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.
If your lockpicking 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 on how the gas cylinders are used.


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 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 placed and a gas attack can be 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. 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.
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 fix the turrets. If you left any aliens alive on the surface, you can use the turrets to wipe them out. Science 100 will enable the self-destruct sequence and destroy the base.


A computer in the side corridor will allow you to activate the force fields. Those fields can be used to block or kill wandering aliens, but watch out once enabled they can't be disabled.  
A computer in the side corridor will allow you to activate the force fields. Those fields can be used to block or kill wandering aliens. There is a remote which can be used to toggle individual force fields by using it near them.  


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.
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 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).
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.) Also there is a portable lab device "CL-3000", which can be used like a camp fire/laboratory table (in the laboratory, next to the room with the unit, for a gas attack).


== [[Gracious]] ==
== [[Gracious]] ==
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