Hidden Valley



Hidden Valley is in a fenced-in area nestled between hills and rocks roughly north-east of the NCR Correctional Facility (NCRCF) and south-east of Sloan. The valley is home to numerous bark scorpions and remnants of the Mojave chapter of the Brotherhood of Steel that once occupied HELIOS One before being defeated by the NCR during Operation: Sunburst.

Background
Hidden Valley is a complex of USAF bunkers remaining from before the Great War near the heart of the valley. Abandoned even before the war, the area around the bunkers is littered with junk. Signs on the roads and peaks leading into the valley mark the boundaries of the complex. Stretches of drooping pre-War wire fences also note the area as being USAF restricted. Prospectors who have returned from Hidden Valley have reported four bunkers, each with an intercom system, but complete silence in response to any calls on the intercoms. Furthermore, prospectors have reported an eerie feeling upon entering the complex. Others tell of seeing armored figures exiting the Valley from within a raging sandstorm that seems to arrive every evening and stay for the night.


 * Transcripts from the Hidden Valley bunker terminal:



Layout
Hidden Valley can be accessed via the road near Sloan and at the northwest and southeast corners where the fence is down. There are also small side-paths, at least one of which is heavily inhabited by bark scorpions and the occasional giant radscorpion when going in the direction of Scorpion Gulch nearby. A hollowed-out rock with a heart and anti-bomb symbol painted on it will be directly in front of the player character when fast-traveling to Hidden Valley.

Inside the fenced area, four bunkers are spread around the perimeter of the area. Three of four bunkers are just a large entry room with a locked door on the opposite side that lead to nowhere, but may contain some notable loot.

Buildings
The entry room has two skeletons on a sleeping mat with a bottle of wine and a suitcase, which suggests a sad story. There is also a campfire. The locked (easy) door in this bunker hides a hundred 5mm rounds and anywhere between twenty and twenty four 5.56mm rounds.
 * East bunker

At the end of the room behind the locked door (average) is a pair of mini nukes, a stimpak and some 5.56mm rounds.
 * North bunker

The south bunker has two grenade bouquets hanging from the ceiling at the bottom of the staircase. There is also a third grenade bouquet located on the high ceiling of the entry room. The entry room contains a sleeping pad and a sack, along with a journal indicating that someone is using the bunker as a safehouse. The locked (hard) door here opens the way to three ammunition boxes, a mini nuke hidden under a tin plate, a steam gauge assembly and two pieces of scrap metal on the right, and some frag grenades and 5.56mm rounds on the left.
 * South bunker

The fourth bunker, also known as Hidden Valley bunker, is the home of the Brotherhood of Steel. The bunker is marked by a small broken tree stump directly on top of the dome. It is not possible to gain access to the bunker without acquiring the holotape containing the passphrase from either the two dead Brotherhood of Steel Paladins at the REPCONN Headquarters, the dead Brotherhood soldier near Black Mountain, or the two dead Brotherhood soldiers in a ditch on the artillery-battered area outside Nellis Air Force Base.
 * West bunker

With the holotape and passphrase, an option will be given to say it into the intercom. Otherwise the lock (very hard) can be picked. Alternatively, the door can be opened with Veronica present. Access can also be granted through the quest Wild Card: Side Bets or by advancing far enough in any storyline to be asked to interact with the Brotherhood of Steel.

Unmarked quests

 * Brotherhood Bond
 * Hidden Valley computer virus
 * Pistol Packing

Appearances
Hidden Valley appears only in Fallout: New Vegas.

Bugs

 * After wandering though the bunker and exiting out into the wasteland again, 2-5 bark scorpions may sometimes spawn right outside of the bunker that was exited. In the later patches, bark scorpions spawn less frequently.
 * In the hill paths leading to Hidden Valley, it is possible to encounter deathclaws from Quarry Junction, including the deadly deathclaw alpha male. It may pop out from under the hills or rocks.
 * If fast-traveling to Hidden Valley and arriveing just before sunrise, the ground may turn black and the distant surrounding areas will turn into a hazed green. The ground will eventually change back into color, although the screen will turn completely black afterwards, and the game will need to be restarted. A way to avoid this is leaving Hidden Valley before the screen changes. This is most likely a glitch from the sandstorm that flows throughout the area at night.
 * This may also occur if the wait function is used while in Hidden Valley.
 * A securitron Mk I may spawn in the bunker, blocking the player character.
 * Sometimes an evolved centaur will spawn right next to the player character upon fast travel to Hidden Valley. This can begin to happen after killing Moe and the other various centaurs in the crater near Black Mountain.
 * It is possible to get infinite ammunition from the supply footlocker. By using the ammunition to craft something in level two and then returning, the footlocker will be resupplied. Simply exiting and re-entering the bunker will also respawn more ammunition.
 * It is possible to go through the ruins blocking the entrance to the bunker. It is impossible to leave once inside, however.
 * Victor can spawn in the bunker when waiting by the ammunition case.
 * During the tutorial quest, Sunny Smiles may transport to the valley.
 * When approaching the valley at night when cateye, or with the Friend of the Night perk, the night vision effect will suddenly fail and the screen will become much darker. This can happen at a distances well over 100 yards away and can be surprising when coming from directions where the valley itself cannot be seen. This may be an effect of the camouflage system, and can be fixed by simply walking in another direction.
 * When killed, the bark scorpions may glitch through the ground and disappear sometime later.
 * When disarming the grenade bouquets in the south bunker while using Turbo, sometimes they can be successfully disarmed (adding the three grenades into the inventory), yet the trap will still trigger, dropping three more exploding grenades.