REPCONN Headquarters

REPCONN Headquarters is the headquarters building of REPCONN, a company based in Nevada that specialized in rocket manufacture.

Layout
The building contains many hacking and lockpicking tasks. The main purpose of lockpicking and science in this location is to obtain security clearance so that the many defensive Sentry Bots do not become hostile. There are several safes as well, most of which can be opened with either Science or Lockpicking. The hardest of which are two very hard hacking terminals and one very hard locked door. The first very hard locked door and very hard terminal can be bypassed by playing your way through the entire building carefully. Behind them lies the unique weapon Q-35 Matter Modulator.

Exterior
Outside the building, there are 4-5 friendly maintenance robots

First (main) floor
Upon entering the building, the player will find 4-5 Fiend corpses and a number of Maintenance Robots. The area has several locked doors and safes. The most notable is the Very Hard-Locked door that leads to the unique Plasma Rifle. This weapon can also be obtained via the second level through another locked door, however this is only a hard lock and not a very hard lock. There is a Tour Guide REPCONN robot that will greet you upon entering the facility. He will tell you to return between the hours of 10AM and 5PM (if it is not any time between then). If you choose to wait, you will get to take a free tour, thus avoiding all lockpicking (unless you want to gain XP from doing so) that is needed to get to the utility room located in the orrery where you will find Jenny Millet's Security Keycard. (Just be patient and follow the Tour Guide as the door to the orrery is locked.) After you get the keycard, you can enter your face into the facial recognition database. It is behind the locked door the Fiend corpses are in front of, using the terminal at the front of the room that you enter.

There is also a hidden door located on this floor (first door on the right with "average" lock, then along the back wall behind the second desk) that can be jammed closed with a repair skill of 65 to prevent sentry bots from responding to an alarm. There are more hidden doors through out the building. One is in the "Very Hard' locked door (near the staircase to the second floor) and another one is on the second floor, just right of the security poster that you will first look at when going through the door. You need a perception of 8 to find the hidden doors.

Second floor
You may gain semi-free access to the second floor by passing a difficulty 7 Intelligence challenge at one of the Mobile Facial Recognition Scanners. Mentats may help you if your intelligence isn't high enough. You also have the option of quickly finding a very easy hackable computer on this floor to add your facial data to the database.

A REPCONN Second Floor Security Card can be found in one of the rooms on this floor. It is in the same room as the terminal where you can print the third floor executive pass. This is required to get past the Maintenance Robots who will request that you vacate the floor, even if you're visiting between the hours of 10AM and 5PM.

There is a door that leads to a room "REPCONN Office Main Floor" that requires a key card to access. Inside there is a hole in the floor that will lead to the unique Plasma Rifle, allowing players to get the Plasma Rifle with little effort.

There is a hard locked terminal on this floor at which you may print out a pass that allows safe passage on the top floor. This is useful in the event that you are unable to hack the very hard locked terminal allowing access on the top floor and if you are unable to pass the 7 LCK check with the mobile facial recognition scanner.

Third floor
In order to remain protected from the robots, you must possess a 7 or higher luck or an intelligence of 2 or less which allows you to guess the password (which is Ice Cream). Giving the correct password once is all that is required. You can also print a pass from a hard locked terminal on the 2nd floor allowing safe passage. In the room with an Average lock (across the hall from the REPCONN Office Main Floor) is another terminal with a scrambled message on it. This contains the password to Isley's terminal on the 3rd floor, which you would otherwise have to hack. It is possible to destroy the mobile facial recognition scanners and sneak around the floor, but without high sneak this will almost surely trip a security alarm and release Sentry Bots.

You also have a choice of disabling the robots on one of the executive computers. If you do so, you can then destroy the maintenance and scanner bots with no impact to karma. The alarms also will not go off.

You will also visit during the quest Still in the Dark for the BoS to find the missing patrol. The missing patrol can be found dead on the third floor; you are free to loot their T-51b Power Armor. Nearby lies a skeleton and Piers Isley's Briefcase; it contains 200 Pre-war Money and a pass key which can be used to access the very-hard door downstairs that leads to the Q-35 Matter Modulator.

It should be noted that even if you fail the identification challenge of the robots on the third floor, the 30 seconds they give you to leave is ample time to empty the briefcase and run once you know where it is.

Notable loot

 * The Q-35 Matter Modulator, a unique plasma rifle. It's levitating in an orange cylinder that lies behind a Very Hard locked door on the first floor, near the Shipping sign.  The Very Hard terminal outside this door also unlocks the door, as does a keycard that's found on the third floor. This room can also be accessed via the Hard locked door marked as "Door to REPCONN Office Main Floor" on the second floor and dropping down through the broken floor.
 * Big Book of Science, first floor gift shop, in a hard locked room and on the table behind the big book of science is 2 bottles of nuka cola victory and quartz.
 * A large amount of Microfusion Cells on the first floor behind a locked door, along with a plasma pistol and a plasma rifle.
 * In the gift shop, through the double doors on the left of the main entrance when you enter, where you are also greeted by the Tour Bot, is a locked door. Behind this door with two Nuka-Cola Victory and two Nuka-Cola Quartz on a table. There are also two safes; however, they only look like one safe. Two safe models were placed in the same area. One safe can be accessed by opening from the front and the other one can be opened by opening it closer the wall.
 * 2 copies of Nikola Tesla and You: One is on top of the safe in the same room as the Q-35 Matter Modulator. The other is on the second floor, next to a very easy locked terminal on a desk.
 * 5 Sunset Sarsaparilla star bottle caps: There is one located on the first floor in between two bottles on a desk behind the security terminal, one in the gift shop. One in a room with 4 desks on the second floor (where you find a red keycard). One on the third floor in the room with the large semi-circular desk on the floor near the shelf with the empty bottles on it (Piers Isley's Office), and one in the north-east most room of the third floor, on the desk with the very hard terminal on it (Leonard Steeple's Office).
 * 200 Pre-War Money on the top floor in Piers Isley's Briefcase.
 * There are also two dead Brotherhood of Steel paladins (one propped against the wall and the other under the fallen ceiling) with some Brotherhood of Steel Armor, weapons and a note for the quest Still in the Dark on the third floor.
 * Another way to bypass the the facial recognition is to one-shot the maintenance robots before they open up a dialog.

Involved in Quests

 * ED-E My Love
 * Still in the Dark

Appearances
REPCONN Headquarters appears in Fallout: New Vegas.

Bugs

 * The Q-35 Matter Modulator can become stuck, making it very difficult to pick up. The terminal in the same room may also not turn off the force field around the gun. You can try two methods to pick it up. First, try switching into 3rd person view and moving your cursor around the chamber containing the weapon. Point at the base of the chamber while crouching or go into third person mode to manipulate the camera to look down from the ceiling. Second, you can try using explosives, throwing grenades or dynamite around it until you can pick it up.
 * Picking up Isley's security badge out of the briefcase doesn't seem to make the Facial Recognition Modules not force the luck check upon you.
 * There is a bug affecting Isley's terminal and the printing of Executive Level passes allowing you access to the third floor. Despite printing the passes from the locked terminal, the robot on the 3rd floor may not recognize that you're holding the pass and turn on the alarm after 30 seconds. This is because the pass does not appear in your inventory. Printing of multiple passes will not solve the problem and the robot will still sound the alarm after 30 seconds.
 * If you choose to disable the robots after killing them all, all robots in the building will become killable again, thus granting additional experience. While they will not regain their ammunition, they may have scrap metals on death.
 * It is possible to not detect the hidden doors on the walls, even if you have Repair skill 65 or more.
 * Occasionally, Facial Recognition Modules will follow you from the top floor to the second or first floor, and stay on that floor, forcing you to either flee the floor until your luck is 7, or to fight the Sentry Robots.
 * In the room containing the terminal that prints security badges on the second floor, there is an invisible, First Aid Box, with a very easy lock, on the wall behind the terminal, directly across from the door.
 * If you enter the REPCONN HQ building out of visitors times (10 AM - 5 PM) and leave quick, the Maintenance Robot may come after you, to tell you to either show your badge or return within visiting times and make your way out of the building.
 * There is a terminal on the first floor in pristine condition that is turned off however the green light emitted by on operational terminal is still seen around the terminal.
 * Inside the closet behind the gift shop, there is a safe with 9mm ammo, sometimes a pistol. The safe itself has an average lockpick challenge. If you look around at the top left hand corner of the safe you will find a second average lockpick challenge from a second safe, again only containing ammo, and maybe a knife. The makers most likely put 2 safes in the same location by accident.
 * If you enter the 3rd floor and kill the Facial Recognition Scanners and then disable the robots from the Very Hard locked terminal, you can go back to the robots you killed and they won't be moving but will have a small amount of HP. You can kill them again for more XP.
 * The safe behind the gift shop on the first floor can be picklocked twice, just move the crosshair form the front of the safe to ther back, there will be different loot both times
 * On your first time entering the 2nd floor, hugging the wall in front of you and going to the right will reveal an activation to open a hidden door with a repair check. This activator thus, does nothing.
 * When entering the building, the player will spawn under the floor. When they walk forwards, they will fall for a few seconds and then reappear at the front door of the building as normal.

Gallery
Штаб-квартира РЕПКОНН