Hidden Valley Bunker



The Hidden Valley bunker is a location in the Mojave Wasteland. There are four similar-looking bunkers located close to each other in Hidden Valley, southeast of Sloan in the Mojave Wasteland. One particular bunker is the entrance to the home of the Brotherhood of Steel. It is directly west of the fast travel location (center of area) with a small broken tree stump directly on top of the dome.

Exterior
The bunker is marked by a small broken tree stump directly on top of the dome. There is a hollowed-out rock marked with a heart and "no bomb" graffiti located to the west of the entrance to the bunker (This is also where you fast travel to). The cement wall around the bunker's door includes these graffiti, as well as ones that read, "BAN THE BOMB", "GIVE PEACE A CHANCE!!!", and several others.

Approved, unaccompanied access to this bunker cannot be gained unless at least one of the holotapes is recovered from either the two dead Brotherhood of Steel paladins at the REPCONN Headquarters, the paladins in Moe's crater near Black Mountain, or the two dead Brotherhood soldiers in a ditch on the artillery-battered area outside Nellis Air Force Base.

If at least one of the holotapes is in the inventory, the option to speak its pass phrase into the intercom will be available. Alternately, access can be gained by picking the Very Hard lock (lockpick 100), by having Veronica Santangelo as a companion, through the quest Wild Card: Side Bets, or by advancing far enough into any storyline to be asked to investigate the Brotherhood.

Interior
The facility is divided into an entrance area and two main levels. The Brotherhood of Steel paladins will respawn after a couple days, if planning to take it over, it is advised to do so in one trip.

Entrance
After entering the bunker there is a large entry room with a locked door on the opposite side, similar to all the other bunkers in Hidden Valley. On the other side of the locked door (lockpick 75) is an empty room with open doorways to the left and right, which is guarded by at least two stationary paladins on the opposite wall. They do not appear if Veronica is present. The doorway to the left leads to a small office with a desk and a computer terminal, while the doorway to the right leads to stairs going down to the main section of L1.

Hidden Valley bunker, first floor
The first floor contains the personnel quarters, a shooting range, armory, medical bay, and an instruction room where initiates are trained.

After turning right down the set of stairs into the bunker, turn left, then right, and there are two sets of knight dorm rooms located one above the other with a set of descending stairs for the lower room. Each bed has a footlocker with a combination of a mid-condition laser pistol, energy cells and/or microfusion cells.

Hidden Valley bunker, second floor
The second floor contains the command room with living quarters for the Elder and Head Paladin Hardin. Located next to it, an archive/computer room for the scribes, a workshop for the knights to repair and manufacture equipment, and a room containing VR (virtual reality) chambers which seem to have been placed around the bunker's main reactor.

The second floor has the Brotherhood of Steel logo on the wall and two paths that go off to the east and to the west.

The west area has the Command Room with Elder McNamara and another adjoining hallway. Head Paladin Hardin is further down the hall; he can be found in either of the two rooms beyond the first room.

The east area contains the archive computer terminals, the Machine shop and the V R pod room. The VR pod room has both Head Scribe Taggart and Apprentice Watkins; it also houses the self-destruct authorization terminal and the self-destruct terminal (locked - Very Hard). Alternatively, terminals on the same floor of the bunker will give a password. If the terminal is successfully hacked, or the Courier obtains a password, they can initiate a self-destruct sequence that will immediately vilify them with the Brotherhood of Steel and cause all Brotherhood of Steel members to become hostile. The sequence can be aborted by reactivating the terminal and choosing to abort, but this has no effect on their hostility at this point.

Appearances
The Hidden Valley bunker appears only in Fallout: New Vegas.

Bugs

 * When the bunker is first entered and Paladin Ramos is talked to, he will say to follow him to the Elder McNamara, but the Courier won't be able to move. Wearing a non-faction armor and/or staying outside of Ramos' office seem to fix this.
 * If the Courier found and killed a few of the paladins and later brought Veronica they will accept them and let them see the elder. However, the Courier may be trapped in the room and the only way to get out is by pickpocketing the key from the guards. Later upon opening the door, all the paladins and alike will attack. If L2 is left, the entire inventory will be removed (including caps) and there will be no way in getting them back.
 * The paladin sitting at the shooting range may go missing. His reference ID is: - use the console command  followed by . He then returns with his helmet on.
 * About three or more Brotherhood Paladins may spawn in the same shooting range stall and get stuck there trying to shoot at the target dummy. This may cause one of the paladins to drop their Gauss rifle on the floor next to them. Though the weapon is labeled "steal", it will not have an effect on Karma or status with the Brotherhood, nor will any of the nearby paladins seem to notice the weapon being taken.
 * By zoning out and back in the locker will be refilled with various ammunition, allowing the collection of an unlimited amount of energy ammunition (by constantly zoning in and out) and convert the ammunition into other types of energy ammunition, or even max charge ammunition at the workbench on Level 2.
 * The merchant may begin to lag when asked to see her wares. The merchant will repeat her lines several times before the item menu appears.
 * Inhabitants may react to firing exercises on shooting range as real combat and be unresponsive to attempts to communicate.
 * Veronica may repeat any sentence said on the intercom repeatedly, thus making her unable to converse with. This can be fixed by reloading a save.
 * On occasion when visiting the hidden valley bunker with Veronica as a companion the bunker will appear to have been destroyed and the inner entrances blocked with rubble even if the self destruct hasn't been activated. However if the bunker is visited with Arcade Gannon and ED-E in tow, Brotherhood paladins will spawn and attack upon exiting fast travel. If the Courier wears the Brotherhood power armor and enters the bunker now the entrances will be open and they will be free to move around the bunker and interact. * Note; characters may become hostile towards Arcade and ED-E but will not become hostile to the Courier provided they are still wearing a Brotherhood faction outfit and does not engage in fighting. They will now be able to operate the self destruct terminal and destroy the hidden valley bunker as evident by the plumes of black smoke coming from the exhaust vents noticeable upon exiting the bunker.
 * If, after entering the room where the Courier is approached and told to give up their weapons, they quickly run up on the side and engage the door, their companions will zone in next to them. This makes it easier to take on all of the guards. It is also possible to go through the conversation and after giving up all of the equipment and weapons, but before fading completely to black, phase into talk with the Elder in sneak-mode and engage the door. This may interrupt the sequence and phase the Courier behind the door with their companions-sometimes with all of their equipment.
 * Rarely after completing the Brotherhood quest Tend to Your Business and speaking to the Elder (and thus receiving Power Armor Training) the door exiting L1 to Hidden Valley Bunker will be locked and require a key. Though the key was obtained after earlier quests, it will no longer be there. Go to the paladins at the bottom of the stairs, and pickpocket a key from them. This will not have an effect on Karma, and they don't seem to notice anyone reaching under their armor, and taking a key right in front of them.
 * Sometimes, upon entering the bunker, initiates and paladins currently sleeping will sleep on the very edge, or to the complete side of the bed, hovering in midair. Rarely when attempting to wake (interact with) them, they will stand up and become stuck in the bed, or wall next to them. Note: sometimes when clipped into a wall or bed, they will fall off the world, sometimes never reappearing.
 * Unarmed attacks on characters in the VR room, such as Head Scribe Taggart, may cause them to fall through the floor.