Robot Repair Center

The Robot Repair Center (ID=5ec84) appears to be a major repair center, primarily for Protectrons located slightly southwest of Canterbury Commons. It is divided into an office area, the Mechanist's Forge (there is an elevator leading here with a hard lock and will result in no fighting) and two repair sectors, Sector A and Sector B. Each sector is defended by, at minimum, a Sentry Bot (Fallout 3) and a MK-II Turret. Loot includes 6 Pulse Grenades in a locked box under a desk (which are mentioned by a note on a terminal), numerous pieces of Scrap Metal, Sensor Modules, Energy Cells and other items you would expect to find in a robotics facilty, many on the numerous inactive Protectrons scattered throughout the site. There is a Nikola Tesla and You book near the conveyor belts on the first floor. In the mechanists forge, there is also a Nuka Grenade, a Workbench and a bed. This is the hideout of the Mechanist, from the quest The Superhuman Gambit.

Located opposite one of the turret arrays, on a high platform, is a security console, which allows the player to trigger an 'Emergency Pulse', essentially a massive EMP blast which will immediately shut down any and all robots nearby. In order to use this pulse, the encryption key must be looted from the nearby Easy locked safe.

Notable Loot

 * Nikola Tesla and You book in the west room on the first floor just north of the door to the Mechanist's Forge. It is near conveyor belts.    It is on a counter next to a tool box and hidden by a wrench.
 * A Stealth Boy can be found in an ammunition box on the same counter as the Nikola Tesla and You book.
 * Lying, Congressional Style in the Mechanist's Forge, on a desk. Note that you'll have to traverse your way through the center and enter from the door to the West in order to find it.  You can not open the door to his room if you enter via the elevator.

Enclave
After the quest "Waters of Life" a small Enclave outpost will appear just south of this position guarded by one Enclave officer and four turrets. The officer holds a key card that if held by the player, will stop the turrets from targeting the player. There is a terminal in the center of the outpost that has information on why the camp is there.

Related quests

 * The Superhuman Gambit

Appearances
appears only in Fallout 3.