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You can only get here as part of the story and only by train.
The location itself, other than the entrance to the shelter, contains nothing of interest.
Inside, you'll encounter turrets that can be destroyed with weapons or, more cunningly, with a coil of cable found in one of the crates. Use the cable on the cart and flip the switch.
There are two punching bags hanging in this shelter; each increases your Unarmed skill by 5%. However, you can only reach 200% (you can't even reach 201%).
Go downstairs and you'll find the Overseer. You can talk to him (First Aid 90/Doctor 75) or spend three Stimpaks, but it seems you can't take him away. You can, however, shoot him.
Another centrifuge is nearby.
The computer on the wall can show you the lower floors, but you won't learn anything particularly useful there.
Combat armor and various useful loot can be found in the cabinets. The door can be blown open with plastic explosives, which are plentiful here. But there are other ways around it.
Near one of the bodies (just on the floor) lies a special card, and in the desk you can find a holodisk with the history of the vault (a funny read, nothing more). There's nothing else of particular interest here, except for the presidential safe with a complex lock and a large sum of money inside, but at this point the money isn't particularly important.
You can go down through the back stairs or the elevator.
To access the server, you'll need the keycard from the previous floor. The computer will tell you a lot of interesting things, but won't do anything. The generators can be blown up, but due to a bug, this will only allow you to turn off the turrets on the same floor.
In the overseer's room, there's a card for entering the president's room. Take it and go down even further.
After destroying the turrets, you can talk to the president (save in a separate slot first)... and kill him. 990 HP is no joke. After that, you can leave the base. During the conversation, you can attach a plastic explosive to him, and the fight will be over. Murder isn't necessary; high speech is enough. There are plenty of options:
- you can agree to all answers;
- intimidate him with the threat of blowing him up; -
you can inject him with poison - he'll die instantly (the poison is nearby in a corpse);
- you can steal his doll; he calls it "my precious" and threaten to rip off its body parts;
- you can persuade him to come out and see the world.
There are also more - it's better to find them yourself, but the hint perk won't help you here.
At the exit, you'll meet a soul collector. At level 18 or 75 speech, you can get some details from him, but then he'll still attack. He constantly heals, so it might take a long time to beat him. He has 500 HP, not counting the full recovery. He has the most powerful pistol in the game. Don't forget to pick it up after you win.
Your assistant will be sitting in a small house. Talk to him and then get out of there. He'll be quite the jerk, so if you're really hurt, heal up before the trip. But nothing particularly dangerous will happen.
After leaving the train station, you'll receive a message from the safehouse. SEE storyline.
Source: doc.