REPCONN Headquarters

REPCONN Headquarters was the headquarters of REPCONN, a company based in Nevada that specialized in rocket manufacture.

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 robots do not become hostile. There are several safes as well, most of which can be opened with either Science or Lockpicking. The hardest of which are two very hard hacking terminals and one very hard locked door. The first very hard locked door and very hard terminal can be bypassed by playing your way through the entire building carefully. Behind them lays the unique weapon Q-35 Matter Modulator.

Location
REPCONN Headquarters is located east-southeast of Allied Technologies Offices. It is not located near REPCONN Test Site.

Exterior
Outside the building, there are 4-5 friendly Maintenance Robots

First floor
Upon entering the building, the player will find 4-5 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. There is a Tour Guide REPCONN robot that will greet you upon entering the facility. He will tell you to return between the hours of 10AM and 5PM (if it is not any time between then). If you choose to wait, you will get to take a free tour, thus avoiding all lockpicking (unless you want to gain XP from doing so) that is needed to get to the utility room located in the orrery where you will find Jenny Millet's Security Keycard. (Just be patient and follow the Tour Guide as the door to the orrery is locked.) After you get the keycard, you can enter your face into the facial recognition database. It is behind the locked door the Fiend corpses are in front of, using the terminal at the front of the room that you enter.


 * There is also a hidden door located on this floor (first door on the right with "average" lock, then along the backwall behind the second desk) that can be jammed closed with a repair skill of 65 to prevent sentry bots from responding to an alarm.

Second floor
You may gain semi-free access to the second floor by passing an Intelligence challenge at one of the Mobile Facial Recognition Scanners. This challenge requires 7 intelligence to be successful, Mentats may help you if your intelligence isn't high enough. You also have the option of quickly finding an Easy hackable computer on this floor to add your facial data to the database.

A REPCONN Second Floor Security Card can be found in one of the rooms on this floor. It is in the same room as the terminal where you can print the third floor executive pass. This is required to get past the Maintenance Robots who will request that you vacate the floor, even if you're visiting between the hours of 10AM and 5PM.

There is a door that leads to a room "REPCONN Office Main Floor" that requires a key card to access. Inside there is a hole in the floor that will lead to the unique Plasma Rifle, allowing players to get the Plasma Rifle with little effort.

There is a hard locked terminal on this floor at which you may print out a pass that allows safe passage on the top floor. This is useful in the event that you are unable to hack the very hard locked terminal allowing access on the top floor and if you are unable to pass the 7 LCK check with the mobile facial recognition scanner.


 * There is also a hidden door located on this floor (behind the desk in the lower left corner of the map) that can be jammed closed with a repair skill of 65.

Third floor
In order to remain protected from the robots, you must possess a 7 or higher luck or an INT lower or equal to 2 which allows you to guess the password (which is Ice Cream). Giving the correct password once is all that is required, the robots may still approach the player but even without proper stats any longer (due to temporary sources), the correct answer will appear. You can also print a pass from a hard locked terminal on the 2nd floor allowing safe passage. In the same room as that terminal on the 2nd floor is another terminal with a scrambled message on it. This contains the password to Isley's terminal on the 3rd floor, which you would otherwise have to hack. It is possible to destroy the mobile facial recognition scanners and sneak around the floor, but without high sneak this is not recommended as you will almost surely trip a security alarm and release Sentry Bots. In a briefcase with 200 pre-War Money is also a pass, so if your Science skill is below 75 or your Luck is less than 7, this is a good way to avoid the robots.


 * You also visit during the quest Still in the Dark for the BoS to find the missing patrol. The missing patrol can be found dead on the third floor; you are free to loot their T-51b Power Armor. Very nearby lies a skeleton and Piers Isley's Briefcase; it contains 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... allowing those with lower lockpick skill access to this unique plasma rifle.
 * A hidden door behind a very hard terminal next to the hole in the wall to the restrooms that hides a Sentry Bot.
 * It is possible to retrieve items without sneaking, utilize the 30 second warnings given by the scanners to run around collecting items and then head back to the 2nd floor within the 30 seconds. You can immediately re-enter the 3rd Floor because the clock resets when you leave to the 2nd Floor. Be aware that, once triggered, the Security Bots have the ability to follow through the doors to the 2nd floor and the clock cannot be reset.
 * Alternately, you can kill the scanners. Killing a scanner before it enters conversation with you will prevent the timer from starting. If you kill it after the timer has started, you'll need to leave the area to reset it. Be careful not to mistake a maintenance bot for a scanner, as attacking one of those will immediately trigger the alarm, summoning the sentry bots.

You also have a choice of disabling the robots on one of the executive computers. If you do so, you can then destroy the maintenance and scanner bots with no impact to karma. The alarms also will not go off. Most contain flamer fuel and scrap metal, along with 25 xp per bot.


 * If you choose to disable the robots after killing them all, all robots in the building will become killable again, thus granting additional experience. While they will not regain their ammunition, they may have scrap metals on death.

Notable loot

 * The Q-35 Matter Modulator, a unique plasma rifle. It's 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 keycard that's 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.
 * 2 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.
 * 6 Sunset Sarsaparilla star bottle caps: There is one located on the first floor in between two bottles on a desk behind the security terminal, one in the gift shop, 2 on desks on the second and third floors, 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, and one in the NE-most room of the third floor, on the desk with the very hard terminal on it.
 * Big Book of Science, first floor gift shop, in a hard locked room and on the table behind the big book of science is 2 bottles of nuka cola victory and quartz.
 * There is an unlocked door leading south from the solar system display. Up the stairs Jenny Millet's Security Keycard can be found on a console by a skeleton. The card unlocks the door on the right as soon as the player enters the building. It also allows the player to pass the Mobile Facial Recognition Scanner security check (greeting you as Mrs. Millet). Interestingly, it makes the same sound as caps when picked up.
 * A large amount of Microfusion Cells on the first floor behind a locked door.
 * (glitch) Inside the closet behind the gift shop, there is a safe with 9mm ammo, maybe a pistol. The safe itself has an average lockpick challenge. If you look around at the top left hand corner of the safe you will find a second average lockpick challenge from a second safe, again only containing ammo, and maybe a knife. The makers most likely put 2 safes in the same location by accident.
 * 200 Pre-War Money on the top floor in Pier Isley's Briefcase.
 * There is also 2 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

 * Still in the Dark
 * ED-E My Love

Appearances
REPCONN Headquarters appears only in Fallout: New Vegas.

Bugs

 * The safe on the first floor after entering can be opened twice. Open first on the door (pre-war money and a couple caps) then exit the safe and try to open the safe by aiming cross-hairs on the top panel of the safe and you can pick it again to find more caps. Confirmed. (There are actually two safes placed in the same spot, viewable in the G.E.C.K.)


 * Sometimes you will be unable to pick up the Q-35 Matter Modulator as it will be stuck due to glitch. Try throwing grenades or dynamite around it until you can pick it up. You can also try switching into 3rd person view and moving your cursor around the chamber holding the weapon. Most notably, pointing at the base of the chamber while crouching seems to allow you to pick it up.


 * Also, occasionally Facial Recognition Modules will follow you from the top floor to the second floor, and stay on that floor, forcing you to either flee the second floor until your luck is 7, or to fight the Sentry Robots. Presumably they can also follow you to the main floor.


 * Picking up Isley's security badge out of the briefcase doesn't seem to make the Facial Recognition Modules not force the luck check upon you. (Confirmed: Xbox360, PS3.)


 * There is a bug affecting Isley's terminal and the printing of Executive Level passes allowing you access to the third floor. Despite printing the passes from the locked terminal, the robot on the 3rd floor may not recognize that you're holding the pass and turn on the alarm after 30 seconds. This is because the pass does not appear in your inventory. Printing of multiple passes will not solve the problem and the robot will still sound the alarm after 30 seconds.


 * There is a terminal on the first floor in pristine condition that is turned off however the green light emitted by on operational terminal is still seen around the terminal.


 * If you activate the terminal on the top floor that deactivates the Robots after you have killed all of them. The Robots no matter how you killed them have the option of being spoken to. Instead of talking to them shoot them and earn additional exp.


 * In the room containing the terminal that prints security badges on the second floor, there is an invisible First Aid Box on the wall behind the terminal, directly across from the door.


 * If you enter the REPCONN HQ building out of visitors times (10 AM - 5 PM) and leave quick, the Maintenance Robot may come after you to remote places like Ant Mound (or even farther...), to tell you to either show your badge or return within visiting times and make your way out of the building...

Behind the scenes
The lucky password of "Ice Cream" is a reference to Michael Larson; a contestant on the game show "Press Your Luck" who won over $100,000. He was an Ice Cream Truck driver. The irony is that Larson wasn't really that lucky at all; he'd memorized the computer's supposedly random number generation pattern.