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==Walkthrough==
 
==Walkthrough==
[[Orville Wright (Fallout 2)|Orville Wright]] wants an edge on the other [[New Reno]] families; is his edge edgier? It better be, because they all think they have edges too. And for the most part, their edge is you. He tells you of an abandoned military base. This is not, however, the only way to get the [[Sierra Army Depot]] location on your world map. If you are unable to receive the quest from Orville Wright the location can be found by digging up a grave on the northwest side of [[Golgotha]]. Your character must have a perception of 7 or more when you dig in order to find the location. {{Citation needed}}
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[[Orville Wright (Fallout 2)|Orville Wright]] wants an edge on the other [[New Reno]] families; is his edge edgier? It better be, because they all think they have edges too. And for the most part, their edge is the [[Chosen One]]. He tells the Chosen of an abandoned military base. This is not, however, the only way to get the [[Sierra Army Depot]] location on the world map, as it can be found by digging up a grave on the northwest side of [[Golgotha]] with a [[Perception]] of 7 or more when digging the grave in order to find the location. {{Citation needed}}
   
Even if you have killed every Salvatore gang member in the bar, [[Orville Wright (Fallout 2)|Orville Wright]] will tell you that there are other Salvatore Made Men and Enforcers outside of New Reno and they are a threat to the Wrights and still wants the extra firepower.
+
Even if every Salvatore gang member in the bar was killed, Orville Wright will advise that there are other Salvatore Made Men and Enforcers outside of New Reno and they are a threat to the Wrights and still wants the extra firepower.
   
As you arrive at the Sierra Army Depot, note the bodies lying where they fell. Join them or take out the automated turrets. Depending on your skill level, you may not be able to target them while completely outside their range, even with a [[Sniper rifle (Fallout)|sniper rifle]], but with such a weapon, you'll most likely have a much better chance of hitting them at far range than they do of hitting you. You can easily disable the [[Auto-cannon (Fallout 2)]] by targeting "the gun servo", a critical hit can cripple the turret gun, making it harmless, so you can get closer and destroy it.
+
Upon arriving at the Sierra Army Depot, note the bodies lying where they fell. Join them or take out the automated turrets, it may not be possible to target them while completely outside their range, even with a [[Sniper rifle (Fallout)|sniper rifle]] due to their range. The [[Auto-cannon (Fallout 2)|Auto-cannon]] can be destroyed by targeting "the gun servo", a critical hit can cripple the turret gun, making it harmless, allowing the Chosen One to get closer and destroy it.
   
There is yet another way to get in, however. If you look at the bodies, note how one of them is slightly farther than the rest. Move in a diagonal from the right of the guard structure to the grouping of trees to the left of the center turret; you'll make it through without triggering combat. Of course, having a high sneak skill will work too. Then, you could ignore them or take them out...
+
There is yet another way to get in, however. Note how one of the bodies of them is slightly farther than the rest. Move in a diagonal from the right of the guard structure to the grouping of trees to the left of the center turret; this will allow one to make it through without triggering combat. Of course, having a high sneak skill will work too.
   
A third option - with a sniper rifle, enter and exit combat while moving around at a safe distance from one of the turrets (If they're outlined in yellow, they can't hit you; if they're outlined in red, you can hit them and they can hit you). Eventually you'll find a spot where you can shoot the turret with decent accuracy, then move one step away and it won't be able to hit you. (Behind the trees for the one in the courtyard, on the opposite side of the guard shack for the far right one, etc.)
+
A third option - with a sniper rifle, enter and exit combat while moving around at a safe distance from one of the turrets (If they're outlined in yellow, they the player character is out of range; if they're outlined in red, however, the player character is.) Find a spot where the turret can be shot with decent accuracy, then move one step away and it won't be able to counter attack.
   
There is loot on the ground as well as on the bodies, including a sniper rifle (near the opened fence, south-west) if you don't already have one.
+
There is loot on the ground as well as on the bodies, including a sniper rifle (near the opened fence, south-west) if one is required.
   
 
To the northwest there's a bunker with three traps outside, a trap on the door, and a trap on one of the ammunition crates inside, the bigger crate has a [[howitzer shell]]. Use the [[howitzer shell]] on the [[howitzer]] in the building to the right (which has three mines in front of the door, one in the gap by the truck, and one near the barrels and tires), creating an access to the depot. Anything by the Depot entrance doors at this time will take damage.
 
To the northwest there's a bunker with three traps outside, a trap on the door, and a trap on one of the ammunition crates inside, the bigger crate has a [[howitzer shell]]. Use the [[howitzer shell]] on the [[howitzer]] in the building to the right (which has three mines in front of the door, one in the gap by the truck, and one near the barrels and tires), creating an access to the depot. Anything by the Depot entrance doors at this time will take damage.
   
Once you're on the inside you can report back to Orville Wright. However, even if you don't the quest is crossed off in the PipBoy, so you just need to visit Orville for your reward.
+
Once inside one can report back to Orville Wright. Regardless, the quest is crossed off in the PipBoy, so returning to Orville will only provide the quest reward.
   
Should you enter the fenced-in area in the northeast corner you'll take electrical damage. In a small room at the bottom of a manhole is a switch which puts the base on backup power (50% normal power). Consider before using it that this has the effect of reducing the illumination in the Depot, and turns the yellow impassable forcefields in the base into red ones which damage anything passing through them. Alternatively, as with all yellow forcefields, you can use [[Repair]] to pass them safely.
+
Should one enter the fenced-in area in the northeast corner they will take electrical damage. In a small room at the bottom of a manhole is a switch which puts the base on backup power (50% normal power). Consider before using it that this has the effect of reducing the illumination in the Depot, and turns the yellow impassable forcefields in the base into red ones which damage anything passing through them. Alternatively, as with all yellow forcefields, [[Repair]] can be used on them to pass safely.
   
 
==Entering Sierra Army Depot==
 
==Entering Sierra Army Depot==
 
===Level 1===
 
===Level 1===
After entering the base there is a password note [TCHAIKOVSKY] in the first desk on the left. Typing it in the computer terminal disables Force Fields in Level 1. In the locked room located to the left of the entrance you can find "Sierra Depot Evac. Notice.". In the lab located to the right of the entrance you can find [[bio med gel]] (needed for quest) on the ground and in the lockers: [[yellow memory module]], [[Dixon's eye]] (use it to open elevator), medical holodisk.
+
After entering the base there is a password note ([TCHAIKOVSKY]) in the first desk on the left. Typing it in the computer terminal disables all forcefields in Level 1. In the locked room located to the left of the entrance the "Sierra Depot Evac. Notice." can be found. In the lab located to the right of the entrance contains [[bio med gel]] (needed for quest) on the ground and in the lockers: [[yellow memory module]], [[Dixon's eye]] (use it to open elevator) and a medical holodisk.
   
 
===Level 2===
 
===Level 2===
Robots will not attack if the alarm is not triggered (don't fail too many times to deactivate force fields).
+
Robots will not attack if the alarm is not triggered (don't fail too many times to deactivate force fields.)
You can get 200 XP for disabling the repair bay computer, on the left side of the level.
+
200 XP can be earned for disabling the repair bay computer, on the left side of the level.
There is a cookie in the room to the right of the laser beam. Eating the cookie increases your maximum Action Points by 1 for 15 minutes.
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There is a cookie in the room to the right of the laser beam. Eating the cookie increases ones maximum Action Points by 1 for 15 minutes.
   
 
===Level 3===
 
===Level 3===
 
Again, robots will not attack if the alarm is not triggered. Triggering the alarm causes extra robots to appear from their previously hidden location inside nearby walls.
 
Again, robots will not attack if the alarm is not triggered. Triggering the alarm causes extra robots to appear from their previously hidden location inside nearby walls.
The computer on this level is an AI known as [[Skynet]]. Skynet has a strong desire to leave the base and explore. To facilitate this you may reactivate a robobrain by retrieving a brain from the medical storage facility on level 4. After activating the Robobrain, you can have it join your party, its stats being mainly affected by the brain you were able to retrieve. It's often worth coming back to the base to complete this quest at a later time. The room with the incomplete Robobrain also contains another jar of [[Bio med gel]].
+
The computer on this level is an AI known as [[Skynet]]. Skynet has a strong desire to leave the base and explore. To facilitate this, reactivate a robobrain by retrieving a brain from the medical storage facility on level 4. After activating the Robobrain, have it join the Chosen One's party, its stats being mainly affected by the brain retrieved. It's often worth coming back to the base to complete this quest at a later time. The room with the incomplete Robobrain also contains another jar of [[Bio med gel]].
   
 
===Level 4===
 
===Level 4===
 
Again, robots will not attack if the alarm is not triggered.
 
Again, robots will not attack if the alarm is not triggered.
On this level you can retrieve a brain to host Skynet by using a computer on a room to the north-west, the one with a window showing the cryogenic containers. The better your science and medical skills, the better the brain you can retrieve. There are 4 brains, with the chimpanzee brain being the worst and most useless. While using the computer to retrieve a brain, you can also retrieve and reanimate a cadaver of a soldier and have a funny conversation. You can also use the organs extractor on the room to the left, which has another computer, using this computer while a companion is in the organs extractor you can extract his/her/it's brain for use in Skynet.
+
On this level one can retrieve a brain to host Skynet by using a computer on a room to the north-west, the one with a window showing the cryogenic containers. The better the player character's science and medical skills, the better the brain retrieved. There are 4 brains, with the chimpanzee brain being the worst and most useless. While using the computer to retrieve a brain, a cadaver of a soldier can also retrieved and reanimated, resulting in an amusing conversation. The organs extractor on the room to the left can also be used, which has another computer; using this computer while a companion is in the organs extractor allows the retrieval of their brain for use in Skynet.
   
 
==Notes==
 
==Notes==
 
* The [[howitzer shell]] does not work with the [[howitzer]] in the basement of the [[New Reno Arms]].
 
* The [[howitzer shell]] does not work with the [[howitzer]] in the basement of the [[New Reno Arms]].
* Be sure to remember the small room under the electrical generators - it's the only place in the base you can rest safely, and given what's inside the base, resting will probably be a good idea sooner or later.
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* Be sure to remember the small room under the electrical generators - it's the only place in the base one can rest safely, and given what's inside the base, resting will probably be a good idea sooner or later.
* Players with the [[Slaver (reputation)|Slaver reputation]] will not be able to take this quest.
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* Player characters with the [[Slaver (reputation)|Slaver reputation]] will not be able to take this quest.
* If the player releases a virus into the Sierra Army Depot, when reporting to Orville they will have to tell him about it. With the base open but inaccessible, Orville will not give the player Made Man status, or any other sort of reward. Talking to him after this point will turn him and the Wrights hostile.You can however report to Orville first, then go back to Sierra and release a virus.You will then retain the status of Made Man.
+
* If the virus is released into the Sierra Army Depot, when reporting to Orville one will have to tell him about it. With the base open but inaccessible, Orville will not give the Made Man status, or any other sort of reward. Talking to him after this point will turn him and the Wrights hostile. Reporting to Orville first, then returning to the Sierra Army Base to release the virus will allow one to earn the aforementioned status and retain it regardless.
   
 
==Behind the scenes==
 
==Behind the scenes==

Revision as of 18:37, 9 May 2018

 
Gametitle-FO2
Gametitle-FO2
Yeah, the only survivor said that there were some kind of super gun turrets guarding the entrance. Wiped out most of his boys.Orville Wright

Find a way into the Sierra Army Base is a Fallout 2 side quest.

Walkthrough

Orville Wright wants an edge on the other New Reno families; is his edge edgier? It better be, because they all think they have edges too. And for the most part, their edge is the Chosen One. He tells the Chosen of an abandoned military base. This is not, however, the only way to get the Sierra Army Depot location on the world map, as it can be found by digging up a grave on the northwest side of Golgotha with a Perception of 7 or more when digging the grave in order to find the location. [citation needed]

Even if every Salvatore gang member in the bar was killed, Orville Wright will advise that there are other Salvatore Made Men and Enforcers outside of New Reno and they are a threat to the Wrights and still wants the extra firepower.

Upon arriving at the Sierra Army Depot, note the bodies lying where they fell. Join them or take out the automated turrets, it may not be possible to target them while completely outside their range, even with a sniper rifle due to their range. The Auto-cannon can be destroyed by targeting "the gun servo", a critical hit can cripple the turret gun, making it harmless, allowing the Chosen One to get closer and destroy it.

There is yet another way to get in, however. Note how one of the bodies of them is slightly farther than the rest. Move in a diagonal from the right of the guard structure to the grouping of trees to the left of the center turret; this will allow one to make it through without triggering combat. Of course, having a high sneak skill will work too.

A third option - with a sniper rifle, enter and exit combat while moving around at a safe distance from one of the turrets (If they're outlined in yellow, they the player character is out of range; if they're outlined in red, however, the player character is.) Find a spot where the turret can be shot with decent accuracy, then move one step away and it won't be able to counter attack.

There is loot on the ground as well as on the bodies, including a sniper rifle (near the opened fence, south-west) if one is required.

To the northwest there's a bunker with three traps outside, a trap on the door, and a trap on one of the ammunition crates inside, the bigger crate has a howitzer shell. Use the howitzer shell on the howitzer in the building to the right (which has three mines in front of the door, one in the gap by the truck, and one near the barrels and tires), creating an access to the depot. Anything by the Depot entrance doors at this time will take damage.

Once inside one can report back to Orville Wright. Regardless, the quest is crossed off in the PipBoy, so returning to Orville will only provide the quest reward.

Should one enter the fenced-in area in the northeast corner they will take electrical damage. In a small room at the bottom of a manhole is a switch which puts the base on backup power (50% normal power). Consider before using it that this has the effect of reducing the illumination in the Depot, and turns the yellow impassable forcefields in the base into red ones which damage anything passing through them. Alternatively, as with all yellow forcefields, Repair can be used on them to pass safely.

Entering Sierra Army Depot

Level 1

After entering the base there is a password note ([TCHAIKOVSKY]) in the first desk on the left. Typing it in the computer terminal disables all forcefields in Level 1. In the locked room located to the left of the entrance the "Sierra Depot Evac. Notice." can be found. In the lab located to the right of the entrance contains bio med gel (needed for quest) on the ground and in the lockers: yellow memory module, Dixon's eye (use it to open elevator) and a medical holodisk.

Level 2

Robots will not attack if the alarm is not triggered (don't fail too many times to deactivate force fields.) 200 XP can be earned for disabling the repair bay computer, on the left side of the level. There is a cookie in the room to the right of the laser beam. Eating the cookie increases ones maximum Action Points by 1 for 15 minutes.

Level 3

Again, robots will not attack if the alarm is not triggered. Triggering the alarm causes extra robots to appear from their previously hidden location inside nearby walls. The computer on this level is an AI known as Skynet. Skynet has a strong desire to leave the base and explore. To facilitate this, reactivate a robobrain by retrieving a brain from the medical storage facility on level 4. After activating the Robobrain, have it join the Chosen One's party, its stats being mainly affected by the brain retrieved. It's often worth coming back to the base to complete this quest at a later time. The room with the incomplete Robobrain also contains another jar of Bio med gel.

Level 4

Again, robots will not attack if the alarm is not triggered. On this level one can retrieve a brain to host Skynet by using a computer on a room to the north-west, the one with a window showing the cryogenic containers. The better the player character's science and medical skills, the better the brain retrieved. There are 4 brains, with the chimpanzee brain being the worst and most useless. While using the computer to retrieve a brain, a cadaver of a soldier can also retrieved and reanimated, resulting in an amusing conversation. The organs extractor on the room to the left can also be used, which has another computer; using this computer while a companion is in the organs extractor allows the retrieval of their brain for use in Skynet.

Notes

  • The howitzer shell does not work with the howitzer in the basement of the New Reno Arms.
  • Be sure to remember the small room under the electrical generators - it's the only place in the base one can rest safely, and given what's inside the base, resting will probably be a good idea sooner or later.
  • Player characters with the Slaver reputation will not be able to take this quest.
  • If the virus is released into the Sierra Army Depot, when reporting to Orville one will have to tell him about it. With the base open but inaccessible, Orville will not give the Made Man status, or any other sort of reward. Talking to him after this point will turn him and the Wrights hostile. Reporting to Orville first, then returning to the Sierra Army Base to release the virus will allow one to earn the aforementioned status and retain it regardless.

Behind the scenes

The password [TCHAIKOVSKY] is the surname of Russian composer Pyotr Ilyich Tchaikovsky.