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 in Operation: Sunburst.

Background
Hidden Valley is the complex remnants of USAF bunkers 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 testing range, as well as stretches of drooping pre war wire fences note the area as being USAF restricted. Upon entering the outer region of the actual bunkers, surviving Prospectors have reported an eerie feeling, and four bunkers, each with an intercom and complete, almost deafening silence on the other side. 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 Courier 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 2 skeletons with a bottle of wine on a sleeping mat and a suitcase, which would suggest 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 5.56 ammunition.
 * North bunker

This bunker has two grenade bouquets hanging from the ceiling at the bottom of the staircase. There's 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 3 ammunition boxes, a mini nuke under a tin plate which will have to be moved to move in order to see, a steam gauge assembly and 2 units of scrap metal on the right, and frag grenades and some 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 this bunker unless without the holotape containing the passphrase from the two dead Brotherhood of Steel Paladins at the REPCONN Headquarters, the one near Black Mountain, or the 2 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 Very Hard lock can be picked or 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.

Appearances
Hidden Valley appears only in Fallout: New Vegas.

Bugs

 * After wandering though the bunker and exiting out into the wasteland again sometimes might spawn around 2-5 bark scorpions right outside of the bunker you came from. 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 dreaded deathclaw alpha. It may pop out from under the hills or rocks.
 * If you fast travel to Hidden Valley and arrive just before the sun rises, the ground may turn black and the distant surrounding areas will have turned into a hazed green. The ground will eventually change back into color but the screen will go completely black afterwards and the game will need to be restarted. A way to avoid this is if you make your way out of 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 player uses the wait function while in Hidden Valley.
 * A securitron Mk I may spawn in the bunker, blocking the player.
 * It is possible to get infinite ammunition from the supply footlocker. Take the ammunition, craft something in lvl 2 with it, then return, and the footlocker will be resupplied. Simply exiting and reentering the bunker will also respawn more ammunition.
 * Sometimes the Brotherhood of Steel members will become hostile without apparent reason.
 * A fix to this problem is to bring Veronica, as this appears to be caused by people who when entering the bunker for the first time, left without talking to the elder, bringing Veronica fixes this issue.
 * It is possible to go through the ruins blocking the entrance to the Bunker. You are unable to get out however once inside.
 * Victor spawned in the bunker when waiting by the ammunition case.
 * During the tutorial quest, Sunny Smiles may transport to the Valley.
 * If you approach the valley at night while using cateye or have 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 may surprise people coming from directions where they cannot see the valley itself. 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 some time later.
 * When disarming the grenade bouquets in the south bunker while using Turbo, sometimes you will successfully disarm them (and collect the three grenades in your inventory), yet the trap will still trigger, dropping three more exploding grenades.