REPCONN Headquarters

"Second Chance"

REPCONN headquarters is a location in the Mojave Wasteland in 2281. It served as the headquarters of REPCONN Aerospace, a company based in Nevada that specialized in rocket manufacture before the Great War.

Background
REPCONN headquarters was the home office of REPCONN Aerospace (Rocket Engineering and Production COmpaNy of Nevada), located in Henderson.

After the company was acquired by RobCo Industries in 2075, the building was overhauled, providing greatly increased security, so that they would be able to handle classified research. The security took the form of automatic facial recognition monitors, badge scanners, security locks and heavily armed sentry bots for defense. All employees were required to wear identification badges at all times, lest they be harmed by the security system. The third floor was marked executives only, with the employees requiring a daily password to gain access.

No amount of automated security could replace humans, however. A mole was delivering information on REPCONN's plasma rifle project undertaken at the headquarters to Poseidon Energy, their competitor. Although the fact was detected by the company's information services, no concrete evidence could be located to take official action against such industrial espionage. REPCONN itself was guilty of industrial espionage, as their plasma rifle project relied in its final stages on Project SEMELE schematics acquired from Poseidon Energy.

The project eventually produced the first working prototype, the Q-35 matter modulator. Poseidon Energy's mole, Julia Masters, was tasked with intercepting the prototype on its way to the Department of Defense. The weapon was never delivered, as its delivery was interrupted by the Great War. The building was left abandoned for decades, haunted by its automated, self-maintaining security systems forever on watch for trespassers. The centuries were not kind, leading to structural damage in the building's shell, but not the electrical system and computers.

Layout
Outside the building, there are three friendly maintenance robots. The interior of 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 Lockpick skill. The hardest of which are two Very Hard locked terminals and one Very Hard locked door. The first Very Hard locked door and Very Hard locked terminal can be bypassed by progressing through the entire building carefully. Behind them lies the unique weapon, the Q-35 matter modulator.

First (main) floor
Upon entering the building, the Courier will find 3-5 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, the Q-35 matter modulator. 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 the player character upon entering the facility. It will tell the player character to return between the hours of 10 AM and 5 PM (if it is not any time between then).

If the Courier chooses to wait, they will get to take a free tour, avoiding all lockpicking that is needed to get to the utility room located in the orrery where they will find Jenny Millet's security keycard. Along with the keycard, the player character can use the facial recognition database computer in the room behind the locked door the Fiend corpses are in front of, to bypass the security robots. The door can be unlocked by lockpicking or cracking the security terminal (both Average difficulty).

There are 12 hidden doors throughout the building (starting at the tour bot), which require 8 Perception in order to detect and 65 Repair to jam them closed. Jamming all of the doors closed is worth 540 XP (45 XP each).


 * Hidden door 1: The first door in the building is to the left of the bathroom door and the doors leading to the exhibits.
 * Hidden door 2: Along the left wall of the second exhibit room (rocket room).
 * Hidden door 3: Through the first door on the right after entering the building (Average lock), then to the left of the regular door at the other end of the room.
 * Hidden door 4: Go through the regular door next to the previous hidden one, it's at the end of the hallway through the Very Hard locked door. Right beside the chamber that holds the Q-35 matter modulator.
 * Second floor access: For the purposes of this guide, use the stairs, not the collapsed ceiling behind the Very Hard locked door.

Second floor
Access to the second floor is gained by passing a 7 Intelligence challenge at one of the mobile facial recognition scanners. There is an option of using a Very Easy locked computer on this floor to add facial data to the database.

A 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 the third-floor executive pass can be printed. This is required to get past the maintenance robots who will request the floor be vacated, even if visiting between the hours of 10 AM and 5 PM. There is a door that leads to a room "REPCONN Office Main Floor" that requires a keycard to access. Inside there is a hole in the floor that will lead to the unique Q-35 matter modulator plasma rifle, bypassing the Very Hard locked door and terminal.

There is a Hard locked terminal on this floor which can be used to print out a pass that allows safe passage on the top floor. To the left of this terminal, along the back wall, is a first aid box that may be invisible to the player character unless directly facing it.


 * Hidden door 5: Directly to the right of the security poster when entering from the stairs to the first floor.
 * Hidden door 6: Right of the facial recognition terminal, left of the regular door out of the room. To find the terminal on this floor, go left and through the bathroom when coming up the stairs mentioned above.
 * Hidden door 7: When using the regular door next to the previous hidden one, head straight to the end of the hall, go right through the broken wall. The hidden door is to the left of the well preserved corporate espionage poster.
 * Hidden door 8: From the previous hidden door, go out the regular door on the other side of the poster, turn right and then take the first left. At the intersection, turn left, and the door is along the left wall here.
 * Hidden door 9: From the last door, enter the small office on the right (the one without a collapsed ceiling), the southwest cubicle in the room has the final hidden door on the wall behind the chair.
 * Third floor access: Use the office opposite this last door and the ceiling ramp to reach the third floor.

Third floor
In order to remain protected from the robots, a 7 or higher Luck or an Intelligence of 2 or less is required, which allows the player character to guess the password, which is "ice cream." Giving the correct password once is all that is required. A REPCONN third floor security card in Piers Isley's briefcase can be found close to two dead Brotherhood of Steel paladins near the main entrance to the third floor. In the room with an Average lock on the second floor (across the hall from the locked entrance to the main floor) is another terminal with an encrypted message on it. This contains the password to Isley's terminal on the third floor, which would otherwise need to be hacked. It is possible to destroy the mobile facial recognition scanners and sneak, but risks the release of sentry bots.

Robots can be disabled on one of the executive computers. In doing so, the maintenance and scanner bots can be destroyed. Also, the alarms will not sound. If one destroys the first scanner robot encountered before it engages in dialogue, the alarms will not go off and no other robots on the floor will interact with the Courier.

This location is one of the focal points of Still in the Dark, a quest for the Brotherhood of Steel, to find their missing patrol. The missing patrol can be found dead on the third floor, their T-51b power armor and laser rifles can be taken. Nearby lies a skeleton and Piers Isley's briefcase, containing 200 pre-War money and a REPCONN third floor security card allowing third-floor access without harassment from robots, as well as access to the Very Hard locked door (on the first floor) to the Q-35 Matter Modulator.


 * Hidden door 10: Use the door on the right when first appearing on the floor, the hidden door is along the right wall in the bathroom.
 * Hidden door 11: Turn around and head down through the bathroom, step through the hole in the wall and it's along the right wall.
 * Hidden door 12: When exiting through the large double doors in the room you entered for the last door, turn right and head through the open doorway, turn left and head to the end of the hall. In this room head through the hole in the wall, turn left and the final door in the building is between the file cabinet and bookshelf.

Notable loot

 * The Q-35 matter modulator - A unique plasma rifle, 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.
 * Two 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.
 * Big Book of Science, two Nuka-Cola Victorys and two Nuka-Cola Quartz - On a table in the gift shop, through the Hard locked double doors to the left of the main entrance.
 * Jenny Millet's security keycard - On the main floor, in the utility room past the Solar System display.
 * Five Sunset Sarsaparilla star bottle caps - 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 four desks on the second floor (with the 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 northeast most room of the third floor, on the desk with the Very Hard terminal (Leonard Steeple's office).
 * Matter modulator project - A holotape relating to the Q-35 matter modulator.
 * 200 pre-War money - On the top floor in Piers Isley's briefcase.
 * 580 microfusion cells - In the office main floor (storage room to the right of the entrance, a desk in the same area and further down in the shipping room).

Related quests

 * ED-E My Love
 * For Auld Lang Syne
 * Still in the Dark
 * Access Powers
 * Honorary Rocketeer

Appearances
REPCONN headquarters appears only in Fallout: New Vegas.

Behind the scenes
When the dialogue check on the second floor is passed (with Intelligence 7), the code given to the mobile facial recognition scanner is "09 F9 11 02 9D 74 E3 5B." This is a reference to the AACS encryption key controversy.

Bugs

 * Picking up Isley's security badge out of the briefcase doesn't seem to affect the mobile facial recognition scanners' Luck/Intelligence check.
 * The robots asking for facial recognition on floors 2 and 3 will ask again every few minutes or so, making it easier to earn speech challenges. Switching from floor to floor does not seem to speed up the process.
 * Printing the executive pass may not always work, as it may simply disappear after a few seconds, and thus not making it to the top floor.
 * The safe in the gift shop can be unlocked twice, as two safes have been coded in the exact same location. Slightly move your cursor up or down to select the second safe. The contents will be different from those of the first safe.
 * If you kill all the robots, then go to the top floor, activate the terminal on the big desk, and click "Disable Robots," you can go to all their dead bodies and punch them a couple of times. This counts as killing them again and you get more experience points, even if they have been disintegrated.
 * If you exit and re-enter the building, some of the already twice-killed sentry bots can be killed a third time, allowing you to exploit this bug even more. This bug seems to be fixed in version 140525.
 * When the player has Rex as a companion his "Search and Mark" ability will highlight several desks on the second floor of the building even if the player is not zoomed in or aiming.