Olympus (Olympus 2207)

Hawthorne (Nevada)

The first location, "Railway Station," doesn't have anything particularly interesting. Perhaps the pliers above the workbench will come in handy.

In the second, "Dead City," there's a large rat (no, not a sentient one) and you can "play" the slot machines using repair tools (you'll need pliers, but a crowbar will do).

Also in the building is the corpse of a prospector, who's eagerly awaited in Reno. Take the note from the body, even if you don't have a quest—it'll come in handy later. Next to the corpse is a broken robot. You can repair it (requires Erudition), and it will open some of the traps.

In the garrison, you can disable the turrets using the control panel hanging in the corner of the building. If you're not too bold, stealth won't even be necessary. Or, if you're skilled enough, you can simply shoot them.

Using the computer near the building entrance, you can disable the second-floor security with Erudition.

The field can be disabled by repairs, Erudition, or a timed explosive. Use it and drop it on the floor nearby.

There's a dress uniform in the locker on the second floor—you need to give it to the general in VV. The door next to the locker can be broken down in combat mode with a crowbar (or it explodes). You'll find the best starting pistol there. You can also give it to the general. In one of the warehouses in the next location, you can find high-caliber ammunition—all for the same general.

The computer on the second floor is needed for a story quest (one of the paths) and for General VV's quest. It also contains information about the radio station in Lovelock.

In the last location, "Hangar V9," the raiders will abandon you—they don't want to get under the turrets. You can ask one of them to help you climb over the fence. You can also tie a rope or crawl through a hole in the fence—but mines and turrets are very close by. From there, take a detour across rooftops and warehouses to enter the bunker (it's worth noting that even a 100% hack only gives a 25% chance of picking some locks in the base). Inside the bunker itself, there's only a very fat robot that can be lured onto an exposed wire (you'll need to flip the switch first) (if you have rubber boots in your inventory, the shock from the wire will be minimal), making the fight easier. Nearby, you'll find a red card that opens the farthest door—there you can disable the turrets around the hangar.

You can also find C-4 in the warehouse there, which is needed for Wright's quest.

On a table in the bunker is a power armor part—a central processor. On a second table is a jammer, which is needed for the story. In the room, a keycard for the reactor is in a table. In the reactor room itself, you can only disable the reactor.

Source: doc.