![]() ![]() The missile launch control room is accessible through the silo chamber just beyond the high-security door. The door to the storage admin can also be opened, providing a shortcut to the living quarters and the entrance to the facility. To open the door, player characters need to repair the mainframe with 15 new mainframe cores. The main facility contains shelving units as well as an adjacent workshop with a power armor station and tinker's workbench in the southeastern chamber. The adjacent office on the eastern wall leads to the storage facility security terminal, which allows player characters to disable the turrets and the robobrain. The walkway under the main corridor leads to a small workshop with yellow walls, which contains a weapons workbench and several turrets. Once complete, one may exit through the southwest. Player characters need to destroy the mainframe by removing a majority of the mainframe cores. The first chamber entered from the corridor contains the usual security terminal which can be used to circumvent the turrets and the robobrain that patrols the area. The corridors lead to the mainframe area, filled with turrets. To get through the reactor, player characters need to either repair the reactor or gain access to the security office (adjacent to the entry area, must pass through the reactor chamber) with Lockpick 3, and hack the level 3 terminal to suppress the warning.Īfter exiting the reactor, player characters can progress through the silo. ![]() It has a number of fully repaired hazmat suits. There is a radiation gear storage depot at the eastern end of the reactor, behind a level 3 locked door. This terminal can also be used to activate the decontamination showers in the entrance corridor. The terminal in the entrance room allows player characters to circumvent turrets and the reactor engineer robobrain. The reactor hall is a large area with numerous satellite rooms, all heavily irradiated at roughly 12 rads per second. It terminates at a closed bulkhead, forcing player characters to detour through the main reactor. The corridor goes past the storage facility offices (along with a sealed door that can only be opened from the other side) and a small office opposite. After logging the biometric cards with the system, player characters gain access to the facility itself. There is also an infirmary, with Med-Tek's Sympto-Matic machines, used to take biometric samples for the ID card, a mess hall and pantry, and a security station, with an adjacent workroom and storage, where one logs their ID card with the system. A terminal here can shut down the defensive turrets and resident assistant robobrain that patrols the area. It has all the necessary facilities for the missile crew, including the biometric identification machine room, where player characters wipe old biometric IDs and fabricate new ones for the Mission: Countdown quest, the bunk and recreation room connecting to the showers, laundry, and gym, containing biometric cards. The residential sector is the first area entered from the surface is organized around an L-shaped corridor, connected to the main security checkpoint. As long as a security event is active, the player character will have to fight enemy robots. The silo is an expansive location divided into five parts, each with its own event. Any robots lost will be replenished periodically. Army General.Īs per the AALS system regulations, the player character will still have to fight through the base, as they are not accompanied by a missileer. The silos cannot be accessed until the player character completes the Officer on Deck quest and becomes a U.S. A sentry bot can be found in the storage area. The missile silo consists of several military-grade robotics, ranging from Eyebots to Assaultrons and Mister Handies/ Mister Gutsies. The storage section houses another power armor station, more weapons workbenches, and a tinker's workbench. There is a hazmat suit on the lockers, as well as a decontamination shower in the area, which requires a hacking skill of 3, and a power armor station, armor and weapons workbenches. The residential sector features a gym with numerous weights and a recreational area with a pool table. To change it, please edit the transcluded page.Īll three nuclear silo interiors in Appalachia are identical and are divided into five different sections: residential, reactor, operations, storage, and control room. This section is transcluded from Site Alpha. ![]()
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