The majority of the silo will be filled with Gatling laser turrets and robots, but with a Level 3 hacking skill, and using terminals scattered throughout, the robots and turrets can be programmed to shut down or by removing targeting restrictions, making them turn on one another. Old biometric ID cards can be found in several of the residential area rooms after first stepping out of the elevator. The first step in the quest will require the player character to find a way past the first set of laser grids, by means of forging a biometric ID card. ![]() A highly radioactive room will also be within the silo, that being the silo's power chamber with its primary and secondary reactors, so bringing radiation protection is recommendable until the radiation is subdued. Both enemy types can whittle down health in a short period of time if they are not dealt with quickly. 45 equipped ballistic weapons, and Assaultron Dominators, which use assaultron blades in close-quarters combat alongside their powerful head lasers. Bring energy-resistant gear and energy weapons, along with ballistic-resistant gear to protect against Mister Gutsy robots, which use powerful. Upon entering a silo bunker (either Site Alpha, Site Bravo, or Site Charlie), be prepared for many robot enemies, mainly Protectrons, Assaultrons, and Mister Gutsy robots of the regular, Lieutenant, Major, and Colonel rank. They also must have completed the quest Officer on Deck and become a General of the Enclave to be granted access to the silos. Before starting this quest, the player character will need to acquire at least one nuclear keycard and the decrypted weekly launch code for a silo bunker.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |