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All of the Madre's and Villa's conveniences were supplied by machines tied to the casino.Dead Money loading screens

Sierra Madre vending machines are pre-War devices found throughout the Sierra Madre.

Background[]

Where the Vending Machine technology came from is unknown. While they take Sierra Madre Chips, they seem to supply a number of non-commercial services.Dead Money loading screen

Created at Big MT at the Y-0 research center, the development of the Sierra Madre vending machines was bankrolled by Frederick Sinclair after witnessing them at a World's Fair exhibit.[1] Willing to exhaust his immense wealth for these devices, Sinclair also struck a deal with the research center's executives to use the Villa as a proving ground for various experimental technologies.[2] The devices he commissioned were intended not just as vending machines, but as emergency dispensers supplying food and resources to ration out in the event of a nuclear holocaust.[3] The machines were also capable of outputting special supplies, such as chems and security and maintenance equipment, though access to these were restricted with dispenser codes issued only to trained professionals and doctors.[4]

Although Sinclair described them as the means for self-sufficiency for the Madre, others felt that they were a means to ensure that any money spent at the casino would line Sinclair's pockets,[5] especially with the ban on all other kinds of vending machines.[6][7] To his employees, the vending machines felt like a company store, as they could barely afford anything with the modest amount of chips they received along with their paycheck.[8]

The Great War and the isolation of the Madre resulted in the vending machines becoming the only known surviving examples of the underlying technology. For over 200 years, they remained functioning in the ruins of the resort. Around 2281, they attracted the attention of a rogue elder of the Brotherhood of Steel, Elijah. As potentially unlimited sources of "food, supplies, medical assistance, ammo... even currency," Elijah saw that the Sierra Madre "can kill nations and build them" if one could harness its technology like the Cloud, the holograms and the vending machines and apply them in the correct manner: the Cloud would wipe out any ability to retaliate while leaving structures intact, collars would ensure cooperation in the survivors-turned-slaves, holograms afford an unstoppable offense and defense, and the vending machines provide everything else.[9]

Principle of operation[]

While the origin of their technology is unknown,[10] the machines utilize Sierra Madre chips as batteries, while also using the alloys and raw material found within the chips to assemble items.[11] Dispensed items vary for each machine, with emergency items, such as medical supplies and weapon modifications, becoming available after finding vending machine codes.[12] However, the chips can be easily counterfeited using fission batteries and scrap metal, if one has the knowhow.[13]

Characteristics[]

Sierra Madre vending machines initially only offer food, cigarettes, doctor's bags and redeem cigarettes for chips. However, scattered throughout the Sierra Madre are holotapes that enable the vending machines to dispense additional items in quantities only limited by the Courier's supply of chips.

Food[]

Item Chip Cost Holotape Location
BlamCo Mac & Cheese -5
Dandy Boy Apples -5
Fancy Lads Snack Cakes -5
InstaMash -5
Junk food -5
Pork n' Beans -5
Potato Crisps -5
Salisbury Steak -5
Scotch (note) -10 Sierra Madre Casino & Resort security office on a metal shelf
Sugar Bombs -5
Vodka (note) -10 Sierra Madre casino floor countertop behind a Very Easy locked door
Wine (note) -10 Sierra Madre casino floor behind the bar on top of a shelf
YumYum Deviled Eggs -5

Misc[]

Item Chip Cost Holotape Location
Pack of cigarettes -10
(Return) pack of cigarettes +5
(Return) carton of cigarettes +20
(Return) pre-War casualwear +4 Can be found in multiple cash registers scattered around the villa and casino
(Return) dirty pre-War casualwear +2
(Return) Fedora +3
(Return) pre-War parkstroller outfit +4
(Return) dirty pre-War parkstroller outfit +2
(Return) pre-War relaxedwear +4
(Return) dirty pre-War relaxedwear +2
(Return) pre-War spring outfit +4
(Return) dirty pre-War spring outfit +2
Free chips +1,000, -1 complimentary voucher Win 7,500 chips in the Sierra Madre casino

Weapons[]

Item Chip Cost Holotape Location
Demolition charge -75 Puesta Del Sol North Service Tunnel by accessing the terminal in the corner or Puesta del Sol South 2F near the two lounge chairs.
Auto. rifle upgr. internals -250 Puesta Del Sol South, on the roof where the Courier leaves Dean Domino before activating the Gala Event
Bear trap fist HD springs -250 Salida del Sol South, in switch room where the Courier leaves Dog/God, near some pipes on the right)
Holorifle adv. calibration -125 Puesta Del Sol South, atop the central building, among a pile of drained microfusion cells
Holorifle focus optics -175 Salida del Sol North, belltower, along with super stimpak code
Holorifle reinf. components -100 Puesta del Sol Switching Station, near the elevator and "remote maintenance terminal"

Aid[]

Item Chip Cost Holotape Location
Doctor's bag -55
Med-X -20 Villa clinic (second floor doctor's computer terminal) the area nearby will have a hologram patrol
Rad-X -20 Salida del Sol North, leading to the bell tower on the third floor of the only building in the area with three stories. On bookshelf near the "casino lights carry me home" graffiti in a room with a computer terminal used in the history side quest
RadAway -20 Salida del Sol North, bell tower district, southeast area, behind a counter in the room with a pool table that the Courier enters from a staircase or the nearby hole in the wall. It's the only way of access to and from the bell tower half of Salida del Sol North
Stimpak -25 Villa clinic, on the lower floor in the check-in area on the main desk
Super stimpak -100 Salida del Sol North, inside the belltower on a ledge near to the light controls
Weapon repair kit -20 Villa police station, on top of a file cabinet at the end of a corridor of prison cells, in the same area where Dog is kept, or access the terminal in the accessed in Puesta del Sol south foreman's service tunnels

Ammunition[]

Item Chip Cost Holotape Location
.357 Magnum round (12) -24 Villa police station - When entering the station, located on the desk to the left with the police chief's terminal on it, next to a locked door (unlocked via the terminal)
.308 round (20) -60 Villa police station male restroom

Chems[]

Item Chip Cost Holotape Location
Buffout -20 Puesta del Sol South through a ground level hole in the wall east of the ruined cafe entrance next to cash register
Mentats -20 Villa clinic right across from the chief physician's office on the bottom shelf with a TV and typewriter on top of it.
Steady -20 Police station entryway on the coffee table right when the Courier walks in

Locations[]

Notes[]

  • The codes for scotch, vodka, and wine do not work on vending machines outside of the casino area. This includes the vending machine in the abandoned Brotherhood of Steel bunker.
  • For every item returned, the Courier will receive +1 in the "Crafted Items" counter.
  • The Sierra Madre vending machines will not accept returns of sexy sleepwear, pre-War bonnets, baseball caps, hats or pre-War businesswear, despite these items being commonly found alongside other, returnable articles of clothing.
    • It seems that pre-War hats were intended to be a returnable item, as with the outfit return code there is an option to return fedoras, and the pre-War hat is a fedora style of hat. However the actual fedora is a non-playable item only worn by Jay Barnes and the Mysterious Stranger.
  • Despite being created in Big MT, the vending machines are nowhere to be found in Old World Blues. They are, however, mentioned on a terminal outside of the destroyed Y-0 facility.[3]
  • According to Dean Domino[5] and Elijah,[9] the Sierra Madre vending machine technology was common during the pre-War times.
  • It is possible for viable production codes to be created post-War, as evidenced by the ability of the vending machines to produce weapon mods for the holorifle, a completely unique weapon first made 200 years after the Great War.[14]

Appearances[]

The Sierra Madre vending machine appears only in the Fallout: New Vegas add-on Dead Money.

Behind the scenes[]

The Old World Blues add-on includes an unused, unscripted, partially implemented version of the Sierra Madre vending machine, likely meant to be placed around the Y-0 research center. Called the "Holo-Vending Machine," the object uses the same shape as the vending machines which appear in Dead Money. Though both the mesh (shape) and textures are included for the object, the mesh file references textures as though they are in the "nvdlc01" folder used by Dead Money, rather than the "nvdlc03" folder used by Old World Blues, making it appear incorrectly if viewed without the Dead Money add-on loaded.

Bugs[]

  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 The "Return Outfit Item" vending machine code includes an option to return fedoras for chips. The fedora is a "non-playable" article of clothing, meaning it cannot normally be obtained, and furthermore does not appear anywhere within Dead Money. [verified]
  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 Returning any pre-War outfit while wearing it will give a permanent Agility bonus. The bonus can be stacked far beyond 10 Agility and though it stops increasing related skills and AP, weapon draw/holster and reload speed will continue to increase. While running some guns may glitch during the holster animation due to the speed of the animation causing the gun to glitch inside the player character, usually leaving the gun sticking out of the Courier's shoulder. The gun will return to normal if drawing and then holstering again while staying still, or if reequipping the weapon. [verified]
    • Even though the glitch will increase Agility past 10, the base Agility stat will remain the same in the Pip-Boy due to clothes acting as a temporary increase to SPECIAL, not a permanent increase like an implant.
    • Equipping and unequipping a copy of each returned outfit will remove the stacked agility bonus respective to each outfit return code; e.g. If you have a +4 Agility boost from returning a parkstroller outfit and pre-War casualwear, if you equip and unequip a copy of the pre-War casualwear it will remove the +2 agility provided by that particular outfit, but leave the +2 provided by the parkstroller outfit.

Gallery[]

References[]

  1. Villa police station terminal entries; terminal, Dispenser Report
  2. Y-0 research center terminals; Terminal, Dispenser Funding Update
  3. 3.0 3.1 Y-0 research center terminals; Terminal, Requisition Order: Dispensers
  4. The Courier: "What other items can you get out of the machines?"
    Dean Domino: "If it's an emergency, you can get chems for any... uh... condition. Sinclair left that for doctors and trained professionals, not the common folk. Even security and maintenance could get special supplies out of them. Staff had codes on little cards they could use to unlock them."
    (Dean Domino's dialogue)
  5. 5.0 5.1 The Courier: "I've never seen machines like those before."
    Dean Domino: "Yeah, well, machines like those weren't unusual before the Bomb. Maybe to you, they're amazing, to me, they're grifters without the personality."
    The Courier: "Grifters?"
    Dean Domino: "Sinclair made sure if you spent money here, it went one direction - although that's not how he described it."
    The Courier: "How did he describe it?"
    Dean Domino: "Called it "self-sufficient." Like he was doing the residents a favor. Right."
    (Dean Domino's dialogue)
  6. Dead Money loading screens: "Sinclair forbade any other food or vending machines in the Villa beyond the ones he'd installed there."
  7. The Courier: "I don't believe you."
    Elijah: "You think I wanted to send you here without weapons, healing? No, the Sierra Madre lays you bare, strips and stores all your worldly possessions... It's automated to move things as the builder saw fit, Sinclair - even the guests. It's what divided your team, me, assigned us to "our floors." No contraband, nothing foreign in his paradise - even common Pre-War vending machines were banned from the Villa."
    (Elijah's dialogue)
  8. Villa police station terminals; Terminal, Vending Machine Installation
  9. 9.0 9.1 The Courier: "If you secure that, that's all you want?"
    Elijah: "No, there is one last thing I want from the Sierra Madre. Its bounty. The machines that fill its streets, its corridors. They provide, provide almost anything. Perhaps in the Pre-War era, they were commonplace, things to dismiss. Now, they are far more valuable. You know it. They helped keep you alive."
    The Courier: "I can't argue that."
    Elijah: "Sources of food, supplies... medical assistance, ammo... make more collars, even print currency. Make a nation. The Cloud allows me to wipe the slate clean. Collars ensure cooperation. Holograms - defense. The Vending Machines provide... everything else. The Sierra Madre can kill nations and build them, using its technology with the right applications."
    (Elijah's dialogue)
  10. Dead Money loading screens: "Where the Vending Machine technology came from is unknown. While they take Sierra Madre Chips, they seem to supply a number of non-commercial services."
  11. The Courier: "What are the Vending Machines in the Villa?"
    Elijah: "Assembly stations. Schematics are stored within... dispensers with unlock codes. They use the Chips scattered around as batteries... alloys and raw material embedded in the shell. They resemble the vending machines of the Mojave, but they are crafting devices of tremendous versatility. Once an Old World convenience, now... ...now, they are a means of survival. Use the Chips to power them. Select from the holographic display, the device will assemble it."
    (Elijah's dialogue)
  12. The Courier: "What are the Vending Machines all over town?"
    Dean Domino: "Those little company stores? Sinclair's toy boxes, put in a casino chip, get a treat, like you're some dog doing tricks. Take any of the casino chips, put 'em into the machine, and you'll get something out - a snack, a cola, something to mend a tear in your shirt. Sometimes you have to know exactly what to ask for, other times, there's codes for... eh, unconventional items. For emergencies."
    (Dean Domino's dialogue)
  13. The Courier: "You need a battery... a Fission Battery... and Scrap Metal? And you can counterfeit the chips?"
    Christine Royce: [She nods, impressed. Then she points at you, then her and makes a circle.]
    (Christine Royce's dialogue)
  14. The Courier: "What is this rifle?"
    Elijah: "It is a Holorifle, a weapon I constructed when I arrived... I have since made superior models - and modifications. For now, that tool will have to do until you find other weapons... and I suggest you do, the Holorifle's ammo is limited. Still, it should serve well enough. I fashioned it from the Holograms of the Villa {beat} and used it against the Villa's... living inhabitants."
    (Elijah's dialogue)
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