The Silo

The Silo is a main quest in the Fallout: New Vegas add-on Lonesome Road.

Detailed walkthrough
Approach the bunker from the Pass to Canyon Wreckage. At about the halfway point, a large pipe will allow you to climb a hill to the southwest, giving you access to a duffle bag. Underneath the path is a caravan crate with junk strewn around it. Northwest from the pipe is the Hopeville Silo Bunker Entrance.

Entering the bunker takes you to a sewer access tunnel that leads straight into a wrecked room. Halfway down the tunnel is the graffiti "You can go home Courier" and near the door to the next room the graffiti "Lonesome Road" is painted.

In the first room, there are locked doors to your left (north) and right (south). In the middle of the room is a control panel that you need to activate to proceed north into the silo, but it is "encrypted beyond your ability to hack." The south door has an unlocked terminal next to it that unlocks it.

Walk through the south door and follow the path around and to the left. The path takes you to a maintenance area. As you come in, you pass a commissary terminal on the wall. A shelf on the north wall has a breathing mask and an arc welder, among other ammunition and gear. A collapsed hallway to the east has a duffle bag in it, and a first aid box lurks behind an overturned shelf near the collapsed hallway.

The room is decorated with empty robot pods, and inside the robot pod on the south platform is ED-E. Release ED-E by interacting with the maintenance computer next to its robot pod, and don't forget the Nuka-Cola Quartz and the Ralphie the Robot poster next to the terminal. After talking to ED-E and recruiting him as a companion, ED-E then proceeds to tell you that he can disrupt terminals with small satellite like dishes on them. Bring ED-E back to the console in the main room and he will proceed to return power to the silo door control terminal. Throw the switch on the console and watch the doors open as you power up the silo.

The newly-accessible hallway has a door to hydraulics access level three that can only be unlocked by accessing the locked terminal (easy) next to it and an unlocked door at the end of the hallway. In the middle of the hallway is a damaged eyebot whose sparking corpse contains an eyebot upgrade circuit board.

Hydraulics access level three contains a number of repair items, as well as a first aid box and an H&H Tools nail gun.

The other door in the hallway leads to the missile silo proper.

Inside the silo, on level three, there is an overturned desk next to the stairs leading up. The desk is locked (easy) but contains Hopeville Silo - 2nd level security code. Next to the desk is a Dean's Electronics. A utility room on the same level is mostly collapsed. Climb up to the second level; ED-E plays another log on the way up. At the top of the stairs is a room defended by several turrets and a sentry bot, but you can disable them by interacting with the terminal outside the room. A locked (hard) desk has Hopeville silo - 1st level security code and a Plasma Defender. Under the desk is another Nuka-Cola Quartz.

Up the stairs is a storage room with a couple of dead marked men. A locked (easy) tool cabinet has another H&H Tools nail gun.

Leave the storage room to see the irradiated top floor of the silo chamber. To your immediate left is a damaged security terminal, a turret, and a door, in that order. A sentry bot roams this floor.

If you access the terminal, you can compromise the security, causing the turret to attack the sentry bot (or vice versa). Stand back! The sentry bot frequently attacks the turret with missiles and even if you are sneaking, you can be caught in an explosion if you are not fast enough. Across the way, to the west, enter the large doors. Reminiscent of the Vault Overseers' offices, this chamber has a circular Base Commander desk with some codes you need for the mainframe. A science skill of 75 is required to access this terminal, thus making it impossible to go further in the game if you are low on science.

The ghoul corpse of the base commander himself, General Martin Retslaf, lies in his chair next to an empty bottle of vodka and a 10mm pistol. A terminal allows you to deactivate Retslaf's sentry bot security and open the doors to the sentry bots, allowing you to loot a plasma rifle and a couple of plasma mines.

Return to the silo chamber and this time go south, into the main entrance area. There's a destroyed sentry bot and two dead marked men with arc welders in the main room, and a door you cannot open; to the right (west) is a mainframe. Using the codes you got from the base commander's desk, have ED-E unlock the mainframe and open the silo's doors. A first aid box, stimpak and Fixin' Things lie on the ground near the mainframe.

Upon opening them, several turrets and sentry bot will attack you. Compromising the security makes the turrets friendly, thus making this battle much easier. After dealing with the turrets and sentry bots, take the first left out of the silo and go left again into a security office. There are two military shipping crates with valuable supplies, a set of US Army combat armor in a locker, and other assorted supplies in the room. Just outside the room, behind some sandbags, is a locked ammunition box.

When you're done, follow the quest marker up to a door that leads to Hopeville and finish the quest.

Journal entries
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