Villa Police Station

"Desert Wind"

The Villa police station is a location in the villa in the Sierra Madre.

Background
Before the Great War, this building was the headquarters for the Villa police. They were functionally operational during the construction of the Villa and before the grand opening Gala Event. Made up of former policemen, Frederick Sinclair would continually make rounds ensuring that they were operating efficiently. At first he was followed by his holographic security, however in time he would stop the practice. This was all in an attempt to secure the Sierra Madre from all threats foreign and domestic.

To that end, Sinclair ordered that certain objects were to be banned from the premises. What Sinclair may not have known was that despite his efforts, there was a significant amount of corruption among his personnel. Especially from the man responsible for the construction of the Villa, Mr. Yesterday.

Sinclair's prohibition list would prove to be difficult to enforce, and the Villa police chief told him as such. Although he wouldn't tell him everything, as he too was in on the take. To help, Sinclair would have an automated system installed. This system confiscates items on the list and/or with even the slightest bit of radiation and ships them back to the visitor's source address.

When the chief asked Sinclair about items already in the Villa (tactfully not mentioning the construction crews) he dismissed it. Within an hour of Sinclair's speech, his contractor Mr. Yesterday met the chief to ask how "hardnosed" they were going to be. With these very thinly veiled threats, Mr. Yesterday emphasizing to the chief that he couldn't guarantee he could keep the chief supplied if he didn't treat his "friends" with the same respect.

With the new security system installed they would continue to confiscate any personal items that could be dangerous or foreign, and make sure we know who enters and who leaves. The system also helped keep track of those who came in and left, however it didn't account for what the people would do once they were inside, nor did Sinclair care. When the chief asked again about watching the construction crews, Sinclair said that was a "Villa matter," essentially delegating the responsibility to Mr. Yesterday, only caring that there were no more accidents among the construction crews and the construction would continue.

Two hundred years later, the location became a hunting ground for ghost people. Despite the difficulty, Dean Domino would scavenge the place for shotguns, "land mines," and other explosives.

Layout
The station contains all that a once-bustling police station in a high-end area would need: several cells for individual prisoners and a larger cell for people who have committed less dangerous infractions. The larger cell contains Dog. The police station does boast some amenities, such as a usable bed and a reloading bench, that can be found in the third room to the right of Dog's cage.

The police station has a convoluted layout, with four radios on the upper floor, several in one room, and another in the basement, any of which could potentially detonate the Courier's collar. All of these radios can be switched off manually or destroyed with weaponry.

The contraband room is located immediately left of the main entrance to the police station, but to access the room, the police chief's Hard locked terminal must be hacked. Reading the "Prohibited Items" entry on the terminal will count towards the History's Sake challenge. Inside the contraband room are various weapons, ammunition and other miscellaneous items. In the third cell in the row at the back of the station, behind a locked cell door is a ¡La Fantoma!. On the first floor in the room with a reloading bench, on the first shelf to the right is a Programmer's Digest.

The basement consists of five rooms. The radio signal in the first room comes "through the grille" from the back room. This radio can still be disabled if the Courier is willing to toss a grenade into the room, or it can be bypassed by moving quickly through the first room.

There are various containers and lockers with random miscellaneous loot in each basement room, including Sierra Madre chips. The first room has a terminal with some background information and a step ladder that leads to a Milsurp Review, Tæles of Chivalrie and Fixer on top of the tall wooden boxes. A janitor's closet, to the right upon entering the second room, has some liquor and a bottle of Buffout in open containers and a copy of Grognak the Barbarian lying on the floor. The final room contains the Dog command tape sitting next to the radio.

Notable loot

 * Dog command tape - In the basement of the station, is used to free Dog and God from his cell, and to turn Dog into God.
 * Vending machine code - "Steady" on a table in a nook to the right of the entrance with several coffee cups on it.
 * Vending machine code - "Weapon repair kit" on top of a filing cabinet at the far end of the hall with the prison cells.
 * Vending machine code - ".308 rifle rounds" in the gentleman's bathroom, on the pile of junk to the left of the toilet.
 * Vending machine code - ".357 Magnum rounds" in the contraband room, the contraband room is the one unlocked by the Hard locked chief's terminal.
 * One of Dean's secret stashes in the ladies' bathroom.
 * Sierra Madre 8 of Spades in the back corner of Dog's cell, for the Dead Man's Hand challenge.
 * One Grognak the Barbarian on the basement level on the floor in the janitor closet off the room with the generator.

Related quests

 * Find Collar 8: "Dog"

Appearances
The villa police station appears only in the Fallout: New Vegas add-on Dead Money.