|The following is based on Van Buren and has not been confirmed by canon sources.|
Walkthrough[edit | edit source]
The player has the option of disabling the launch doors for the eight nuclear missiles in Missile Room 1 before meeting up with Presper and his crew. However, the player would need to get the Missile Room 1's access codes before doing so. The player may get the codes from Alpha or the central computer in the Living Quarters. Once inside, the player, using a manual crank, can set the missile doors to "lock," which will prevent the missile doors from opening during launch. Each missile will take about 10 minutes to disable (a lot of cranking – so fade out, fade in). Once the missiles start launching – the missiles on the Command Center side are the first to launch – an emergency light and alarm will click on giving a warning that the station's structural integrity is collapsing (a result of five missiles firing their engines but have nowhere to go). This gives the PC one minute to get out of Dodge before B.O.M.B.-001 lights up the night sky.
Using explosives on the door to open it will get one of two results; the first, if the player uses < 3 explosives on the door, nothing will happen. If the player uses > 2 explosives on the door, it will cause a hull breach, sucking the player into oblivion, then causing the emergency launch protocols to kick in and launch all the missiles – but hey, there's a 50% chance each missile will miss their mark with this scenario.
Character type completion breakdown[edit | edit source]
- Combat Boy, Diplomacy Boy, Science Boy, Stealth Boy - Anyone can do this option.
Notes[edit | edit source]
This quest will set in motion the actual end-game.
References[edit | edit source]