REPCONN headquarters

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REPCONN headquarters
REPCONN HQ.jpg
Icon settlement large.png
Site
REPCONN HQ loc.jpg
Map MarkerREPCONN Headquarters
People
FactionsRobCo Industries (defunct)
REPCONN Aerospace (defunct)
Other
QuestsED-E My Love
For Auld Lang Syne
Still in the Dark
Access Powers
Honorary Rocketeer
Technical
Cell NameREPCONNHeadquarters (exterior)
RepconHQ01 (office main floor)
RepconHQ02 (office 2nd floor)
RepconHQ03 (office top floor)
ref id000ddf0b (exterior)
000e5a84 (main floor)
000e5a8d (2nd floor)
000e5a88 (top floor)
TerminalsREPCONN headquarters terminals
 
Gametitle-FNV.png
Gametitle-FNV.png

Hold on, Rocketeers! Looking for a tour?

— Prewar Billboard

REPCONN headquarters is the headquarters building of REPCONN Aerospace, a company based in Henderson, Nevada that specialized in rocket manufacture.

Background[edit | edit source]

REPCONN headquarters was the home office of REPCONN Aerospace (Rocket Engineering and Production COmpaNy of Nevada), located in Henderson.[1][2]

After the company was acquired by RobCo Industries in 2075, the building was overhauled, providing greatly increased security, so that they would be able to handle classified research. The security took the form of automatic facial recognition monitors, badge scanners, security locks and heavily armed sentry bots for defense. All employees were required to wear identification badges at all times, lest they be harmed by the security system.[3] The third floor was marked executives only, with the employees requiring a daily password to gain access.[4]

No amount of automated security could replace humans, however. A mole was delivering information on REPCONN's plasma rifle project undertaken at the headquarters to Poseidon Energy, their other competitor. Although the fact was detected by the company's information services, no concrete evidence could be located to take official action against such industrial espionage.[5] Ironically, REPCONN itself was guilty of industrial espionage, as their plasma rifle project relied in its final stages on Project Semele schematics "acquired" from Poseidon Energy.[6]

The project eventually produced the first working prototype, the Q-35 matter modulator. Poseidon Energy's mole, Julia Masters, was tasked with intercepting the prototype on its way to the Department of Defense. The weapon was never delivered, as its delivery was interrupted by the Great War.[7] The building was left abandoned for decades, haunted by its automated, self-maintaining security systems forever on watch for trespassers. The centuries were not kind, leading to structural damage in the building's shell, but not the electrical system and computers.

Layout[edit | edit source]

The building contains many hacking and lockpicking tasks. The main purpose of Lockpicking and Science in this location is to obtain security clearance so that the many defensive sentry bots do not become hostile. There are several safes as well, most of which can be opened with either Science or Lockpicking. The hardest challenges are a very hard hacking terminal and very hard locked door leading to the Q-35 Matter Modulator. This bypasses the need to make a detour through the second floor.

There are a total of twelve hidden doors throughout the building, that require 8 Perception in order to detect them, and 65 Repair to jam them closed. The "Watch Your Step!" display during the tour warns of the hidden danger (though it does not give an exact number), similar to how the "Ready, Set, Launch!" display warns of the possible repercussions for Novac. Jamming all of the doors closed is worth 540 XP (45 XP each), 60 less than killing them after triggering the alarm.

Exterior[edit | edit source]

Outside the building, there are four to five friendly maintenance robots

First (main) floor[edit | edit source]

Upon entering the building, one will find four to five Fiend corpses, and a number of maintenance robots. The area has several locked doors and safes. The most notable is the Very Hard-Locked door that leads to the unique plasma rifle. This weapon can also be obtained via the second level through another locked door; however, this is only a Hard lock, and not a Very Hard lock.

A tour guide REPCONN robot greets newcomers to the facility, offering a free tour of the museum between 10 A.M. and 5 P.M. Taking the tour allows the retrieval of Jenny Millet's security keycard from the tech room beyond the solar system model, without having to lockpick the doors on the way.

Access to the second floor and the locked room with the unique plasma rifle leads through the locked door with the dead Fiends in front. The whole area beyond is restricted, and access is granted after entering the Courier into the facial recognition database via an Average terminal just beyond the door.

  • Hidden door: The first door in the building is to the left of the rocket display, along the wall between the bathroom door and the door leading to the exhibits.
  • Hidden door 2: Along the left wall of the second exhibit room (rocket room).
  • Hidden door 3: Through the first door on the right after entering the building (Average lock), then to the left of the regular door at the other end of the room.
  • Hidden door 4: Go through the regular door next to the above hidden one, it is at the end of the hallway through the Very Hard locked door. Right beside the Q-35 matter modulator chamber.
Museum placards
Title Content
"Watch Your Step!" Whoa, watch your step! You don't want to be facing this fearsome fellow if you accidentally stumble into a restricted area. Whether sporting the latest in duel miniguns, rockets, or laser cannons, the SentrybotQuoted verbatim, error appeared in the original sourceIcon sic.png not only takes it job seriously, it also takes no prisoners! It's proof of RobCo's commitment to defense that these deadly guards are concealed in chambers throughout this facility, so let this be a warning: Watch where you step, or out'll come RobCo, guns blazing!


Exhibit Brought to You By Your Friends at RobCo.

"The 'Hand' in Handy" You never can have too many hands - three, why not four? That was RobCo's inspiration behind the popular (and cost-effective) Mr. Handy model, the first of the line shown here. Always a help around the household, whether with Mom in the kitchen using its titanium circular power saw or in the garage with Dad using its armor-piercing laser array, Mr. Handy is not just helpful... he's your friend, too.


Exhibit Brought to You By Your Friends at RobCo.

"The 'I' in 'Eyebot." RobCo's always had an eye for robotics, and this little fellow is no different! This robotic marvel can not only recognize your face and voice with advanced facial and auditory recognition technology, it can also broadcast video and audio as well! Think of it - all the sights and sounds of your radio and TV in your living room at home blasted directly at you on the street, subway, bathroom, or wherever you may be! Never fear, you'll never miss a news bulletin or presidential address again, no matter where you are!


Exhibit Brought to You By Your Friends at RobCo.

"It's Got Wheels!" Some folks have asked - why not a Protectron with wheels? RobCo wasn't afraid to answer that question: The Protect-O-Bot is the answer. While safety standards prevented this free-wheeling dynamo from entering mass market production despite RobCo's best intentions and teams of lawyers, we take consolation in letting you see this extremely well-funded experiment as it was intended - a robot moving so fast it looks like it's standing still!


Exhibit Brought to You By Your Friends at RobCo.

"Boring Old Rod? Or..." What's this? A dull rod? Not so, Rocketeers! This "dull rod" once powered REPCONN's old nuclear-propelled rockets and still contains harmless* traces of radioactive material. As an exercise, stare closely* at the rod and try to spot the telltale glow!


* While this case is lead-lined (standard in these cases, not specifically requested for this display), do not touch, look, or stand too close to this exhibit — keep your legs moving and see the rest of the museum!

"Plas-Ma What?" Hold up, Rocketeers, what's this? This trio of cylinders isn't a trio of cylinders at all!* They're containers holding what some* scientists call "plasma." Can you say "plasma?" REPCONN's always looking to the future, and in our future, we don't have to worry about radiation, health risks, or lawsuits when using this new and improved fuel source to blast our rockets into and out of the sky!


* Clarification: "Cylinders" and "plasma" are factually correct designations of display items, both by definition and by the scientific community.

"Radioactive Waste?" We've all heard "stories" that radiation is dangerous — fact or fiction?* A common sight in factories, military installations, and the basements of selected government–funded middle schools, these safety barrels* are just what the name implies — safe. While their attractive coloring can be interpreted as a warning, for REPCONN, it's an invitation to a future filled with nuclear power!


* Rhetorical questions and nomenclature of exhibit items cannot be used as a basis for criminal prosecution.

"Nuclear Family!" Why, look here! A pile of itty-bity safety barrels,* all nestled together like a family sitting down to dinner! Now, while it's claimed even the safest nuclear waste disposal procedures seep poison into the environment that never, ever goes away, in REPCONN's case, we say it all depends on where you put them — and Nevada's just the place!


* Nomenclature for "hazardous waste barrels" as per REPCONN glossary specs.

"Rockets Away!" Just like the rocket you see here, we're aimed at the sky, but we've got a ceiling in the way! See, Rocketeers, while REPCONN is (was) focused on non–radioactive* propulsion engines, we still need to sneak back and use some of our older "proven" techniques with nuclear–driven engines to make space travel a reality. Partnered with our new buddy RobCo, we've dug up older, cheaper technology for upcoming orbital projects. No worries, even if you can't always see what we're up to up there — we can see you!


* Any implication of radioactive material as negative is unintentional and in no way reflects RobCo or its subsidiary REPCONN.

"Ready, Set, Launch!" Force your parents a short drive south, and you'll see the retractable dome of REPCONN's launch facility (not actual size!). You may have heard wild stories about rocket flights and their impact* on nearby towns and communities, but REPCONN feels you can't put a price of space exploration — after all, Rocketeers, you do want to go into space someday... don't you?


* Statement is figurative and inadmissible as evidence in a court of law.

"Green Bean" Officially called the "Z43-521P" by silly engineers, we prefer to call this little scrapper by its true nickname, the "Green Bean." After all, which would you prefer in your backyard garden — a smoldering Z43-521P, or a green bean?* One sounds like it belongs if mentioned on the news, and make news it did... featuring REPCONN's plasma engine, it was soooo newsworthy that we decided to take the Quantum Matter Modulation unit out and see if we could use it for non–explosive uses.


* Rocket nickname chosen after results of first trial landing.

"Big Fat Fiery Fred" V29-321G may look like a big, fat, red rocket, Rocketeers, but Ol' Fatty here ran circles around the Earth not so long ago, so let's see you keep up! Sure, V29-321G's re-entry gave it its more commonly–known nickname "Big Fat Fiery Fred," but here at REPCONN we chose to focus on the successes and apply what we learned about explosive–resistant shielding to future models and even our landing platforms!*


* The newly–(re)constructed REPCONN Launch Facility was a direct beneficiary of this discovery.

"Needlenose" This sleek and purple R77-293A "Needlenose" is what happens when you mix fossil and plasma in a rocket and shake it up! The fossil fuels punch this sharp–nosed terror through the sky, and the plasma is used to shoot it through space to planets where REPCONN can mine more fossil fuels,* continuing the whole cycle again!


* Interplanetary mining and resource rights still in negotiation.

"Our Rich, Rich Solar System.'" A model of our solar system (not actual size). Beautiful, isn't it? RobCo, with its subsidiary REPCONN, has often gazed into the night sky, seeing the rich pageant of stars and planets above us. Our goal? To send unmanned rockets to these other systems, seeing their beauty firsthand while mining ever deeper into each planet's surface for precious resources needed here at home. This is our promise to mankind, extending our reach into a future where the number of RobCo and REPCONN rockets match the stars in the sky.


This Exhibit Brought To You By Your Friends at RobCo

Second floor[edit | edit source]

The entire floor area is restricted. Access can be gained by using the facial recognition database terminal (Easy), a security card (found in one of the rooms) or an Intelligence stat check of 7 should the mobile facial recognition scanner locate the Courier.

A third floor executive pass can be printed from a Hard locked terminal in the same room where the security card lies. Furthermore, the chamber with the unique Q-35 matter modulator can be accessed via a key card locked room on the same floor.

  • Hidden door 5: Directly to the right of the security poster when entering from the stairs to the first floor.
  • Hidden door 6: Right of the facial recognition terminal, left of the regular door out of the room. To find the terminal on this floor, go left and through the bathroom when coming up the stairs mentioned above.
  • Hidden door 7: When using the regular door next to the above hidden one, head straight to the end of the hall, go right through the broken wall. The hidden door is to the left of the well preserved corporate espionage poster.
  • Hidden door 8: From the above hidden door go out the regular door on the other side of the poster, turn right and then take the first left. At the intersection then turn left, the door is along the left wall here.
  • Hidden door 9: From the last door, enter the small office on the right (the one without a collapsed ceiling), the southwest cubicle in the room has the final hidden door on the floor.
  • Third floor access: Use the office opposite this last door and the ceiling ramp to reach the third floor.

Third floor[edit | edit source]

Like the second floor, the area is restricted. The scanners can be bypassed with an executive floor pass (printable on the second floor), by shutting the robots down through Piers Isley's terminal, or passing a stat check (Luck 7 or Intelligence below 3).

Notably, this floor holds the remain of a Brotherhood tech retrieval team for the quest Still in the Dark, still wearing functional T-51b power armors. Nearby lie the remains of Piers Isley, with a briefcase with 200 pre-War money and a pass key which can be used to access the Very Hard door downstairs that leads to the Q-35 matter modulator.

  • Hidden door 10: Use the door on the right when first appearing on the floor, the hidden door is along the right wall in the bathroom.
  • Hidden door 11: Turn around and head down through the bathroom, step through the hole in the wall and its along the right wall.
  • Hidden door 12: When exiting through the large double doors in the room entered for the last door, turn right and head through the open doorway, turn left and head to the end of the hall. In this room head through the hole in the wall, turn left and the final door in the building is between the file cabinet and bookshelf.

Notable loot[edit | edit source]

  • The Q-35 matter modulator, a unique plasma rifle. It is levitating in an orange cylinder that lies behind a Very Hard locked door on the first floor, near the shipping sign. The Very Hard terminal outside this door also unlocks the door, as does a key card that is found on the third floor. This room can also be accessed via the Hard locked door marked as "Door to REPCONN Office Main Floor" on the second floor and dropping down through the broken floor.
  • Big Book of Science, first floor gift shop, in a Hard locked room and on the table behind the big book of science are two bottles of Nuka-Cola Victory and Quartz.
  • Two copies of Nikola Tesla and You: One is on top of the safe in the same room as the Q-35 matter modulator. The other is on the second floor, next to a Very Easy locked terminal on a desk.
  • A large amount of microfusion cells on the first floor behind a locked door, along with a plasma pistol and a plasma rifle.
  • In the gift shop, through the double doors on the left of the main entrance when first entering, where the tour bot first greets any newcomers, is a locked door. Behind this door with two Nuka-Cola Victory and two Nuka-Cola Quartz on a table. There are also two safes; however, they only look like one safe, which is due to a clipping bug. One safe can be accessed by opening from the front, and the other one can be opened by opening it closer the wall.
  • Five Sunset Sarsaparilla star bottle caps: There is one located on the first floor in between two bottles on a desk behind the security terminal, and one in the gift shop. One in a room with four desks on the second floor (where the red key card is found). One on the third floor in the room with the large semi-circular desk on the floor near the shelf with the empty bottles on it (Piers Isley's office), and one in the northeast most room of the third floor, on the desk with the Very Hard terminal on it (Leonard Steeple's office).
  • 200 pre-War money on the top floor in Piers Isley's briefcase.
  • There are also two dead Brotherhood of Steel paladins (one propped against the wall and the other under the fallen ceiling) with some Brotherhood of Steel armor, weapons and a note for the quest Still in the Dark on the third floor.

Related quests[edit | edit source]

Related challenges[edit | edit source]

Notes[edit | edit source]

  • There is an unlocked door leading south from the solar system display. Up the stairs Jenny Millet's security key card can be found on a console by a skeleton. This key card unlocks the door on the right as soon as entering the building. The key card also allows the Courier to pass the mobile facial recognition scanner security check (greeting them as Mrs. Millet).
  • Before or during the tour by the tour guide, it may be asked about the history of REPCONN Aerospace. When asked about the history of REPCONN Aerospace, it will talk about how the company was purchased by RobCo Industries in late 2076, but when asked about RobCo, it will say RobCo purchased the company in 2075.
  • If the mobile facial recognition scanners are killed before they start a conversation, the alarm will not be activated.

Appearances[edit | edit source]

REPCONN headquarters appears only in Fallout: New Vegas.

Behind the scenes[edit | edit source]

REPCONN HQ was designed by Akil Hooper.[8]

Bugs[edit | edit source]

  • PlayStation 3Icon ps3.png The Q-35 matter modulator can become stuck, making it very difficult to pick up. The terminal in the same room may also not turn off the force field around the gun. You can try two methods to pick it up. First, try switching into 3rd person view and moving your cursor around the chamber containing the weapon. Point at the base of the chamber while crouching or go into third person mode to manipulate the camera to look down from the ceiling. Second, you can try using explosives, throwing grenades or dynamite around it until you can pick it up.
  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png Picking up Isley's security badge out of the briefcase doesn't seem to affect the mobile facial recognition scanners' luck/intelligence check.
  • Xbox 360Icon xbox360.png When entering the building, the player will spawn under the floor. When they walk forwards, they will fall for a few seconds and then reappear at the front door of the building as normal.
  • Xbox 360Icon xbox360.png Upon leaving REPCONN Headquarters your game may freeze.
  • PlayStation 3Icon ps3.png The robots asking for facial recognition on floors 2 and 3 will re-ask every few minutes or so, making earning speech challenges a breeze. Switching from floor to floor does not seem to speed up the process.
  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png Printing the executive pass may not always work, as it may simply disappear after a few seconds and thus not make it to the top floor.
  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png In an odd hybrid of the Isley's badge and printed executive pass bugs, it's possible for neither object to have any effect on the facial scanners and for only the Luck check to work.
  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png As listed above, the safe in the Gift Shop can be unlocked twice, although it appears to be a single safe.
  • Xbox 360Icon xbox360.png If you kill all the robots without disintegrating them, then go to the top floor and go to the terminal on the big desk and click 'Disable Robots', you can go to all their dead bodies and punch them a couple times and it counts as killing them again and you get more experience points.

Gallery[edit | edit source]

References

  1. Fallout: New Vegas Official Game Guide Collector's Edition p.320-323: "[2.35] REPCONN Headquarters
    REPCONN Corporation was an up-and-coming regional aerospace firm, and keen contributor to Las Vegas political campaigns. They operated a test facility in the Black Mountains to the south (much to the chagrin of the local populations, who long complained of the "REPCONN bombs" landing in their fields and destroying property). The company was purchased by the giant RobCo Company just before the Great War, in a hostile takeover. New security countermeasures were installed, and more militaristic plans were undertaken, especially after the discovery of a special radioactive igniting agent that interested certain senior RobCo members. These countermeasures are still in effect, so investigate this building with caution."
    (Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland)
  2. Fallout: New Vegas Official Game Guide Collector's Edition p.407: "[5.17] REPCONN Test Site
    The remains of the old REPCONN (Rocket Engineering Production Company of Nevada) test plant, along with its landmark rocket launch dome, have sat idle over the years, and are now home to Feral Ghouls who come to terrorize the inhabitants of nearby Novac [5.18]. However, within the facility, there's a prolonged stalemate going on between a band of Nightkin, devolved from Marcus' forces up at Jacobstown [1.10] and lead by a deranged man-mountain named Davidson. They are attempting to locate shipments of Stealth Boys. The (marginally) sane ghouls are led by an intelligent, messianic glowing ghoul who dreams of escaping with his followers in the plant's remaining rockets."
    (Fallout: New Vegas Official Game Guide Collector's Edition Tour of the Mojave Wasteland)
  3. REPCONN headquarters terminals; Terminal, Inter-office Correspondence #345759
  4. REPCONN headquarters terminals; Terminal, Inter-office Correspondence #345776
  5. REPCONN headquarters terminals; Terminal, Inter-office Correspondence #3458631
  6. REPCONN headquarters terminals; Terminal, Inter-office Correspondence #3458503
  7. REPCONN headquarters terminals; Terminal, Encrypted Message
  8. Joshua Sawyer on Formspring March 24, 2012: "Is the Q-35 Matter Modulator from F:NV named after the Illudium Q-36 Space Modulator?"
    "I believe so. That item was named by Akil Hooper, who designed REPCONN HQ."