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Terminal

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For terminal entries, see Terminal entry.
Terminal
DesktopterminalWallterminal
Desktop- (left) and wall-mounted terminal (right)
 
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A terminal is an electronic device that is used to interface with various computers, such as those programmed for controlling turrets, opening safes and doors, storing information, and activating robots and other special equipment. Some terminals have been rigged as traps. The operating system of a terminal is the Unified Operating System, published by RobCo Industries. Some terminals function autonomously, like bulky laptops (e.g.: Doctor Lesko's portable terminal); while others are dumb, i.e. they use the computer mainframe which they are connected to for processing and data storage. The typical terminal has a keyboard for typing commands and a monochromatic monitor for displaying data.

Fallout and Fallout 2Edit

The terminals in Fallout and Fallout 2 can be used with the Science skill if it's high enough. In Fallout it is also possible to exploit back doors in computers to gain access, such as playing a game of 21.

Fallout 3 and Fallout: New VegasEdit

Secured terminalsEdit

Most terminals are secured. To access them you either need

  • A password.
  • A high enough Science skill to hack them.
  • An encryption key.

Usually only one or two of these options are available.

PasswordsEdit

Terminal Password

Terminal password, in the Notes section of your Pip-Boy.

There are various ways of getting a password to a terminal. The two most common ways to get a password are that someone tells you the password or that you find an item describing the password, such as a Holotape.

Mothership Zeta terminalsEdit

Alienterminal

There are terminals scattered around the alien ship Zeta, in the Mothership Zeta add-on. They are used by the aliens for security purposes, and with the required Science skill, ranging from 25 to 75 Science, you can hack them. There are a few choices available once hacked: Set it to blow up in a small amount of time, set a proximity charge, and unlock the door. These terminals can also be destroyed.

Hacking terminalsEdit

Terminal level Science skill
requirement
Password length XP reward
Very Easy 15 4-5 20
Easy 25 6-8 30
Average 50 9-10 40
Hard 75 11-12 50
Very Hard 100 13-15 60

One way to deal with secured terminals is to hack them—if you can. This works only under the following conditions:

  • The terminal is hackable.
  • Your Science skill is high enough to hack the terminal. You will need 100 in Science (base or adjusted; see below) to even attempt to hack a "very hard" terminal.

The Vault 101 lab jumpsuit, the vault lab uniform, The Surgeon's lab coat, and most types of scientist outfit that can be found later in the game (with the exception of Doctor Li's outfit) will add +5 to your Science skill. Lesko's lab coat adds +10.

Hacking a terminal yields XP, depending on the difficulty level of the terminal.

Terminal

A typical hacking session on a terminal.

You will be presented with a list of words, all of the same character length, interposed with random characters. The length of the words is determined by the difficulty of the lock. One of the words is the correct password, and your goal is to guess it. You choose a word by clicking on it. If you didn't guess correctly, the terminal will display "x/y correct" where x is the number of correct letters, and y is the word length. A letter is correct only if it is in the right spot. For example, if the password is "RELEASED" and you choose "DETECTOR" then you will be told that there are 2/8 correct because there are 'E's in the 2nd and 4th place for both. The words have other letters in common, like 'R', but it is in the first spot in one word, and the last in the other. You have four attempts to select the correct password. If you have the Computer Whiz perk, you will get another try. This game is similar to Mastermind, a board game.

There are also things you can do with the characters that are not part of words. Clicking on matching brackets (i.e. () [] {} <>, even with other characters between, but not a whole word between) can remove a dud password or reset the number of remaining guesses to four. The brackets must be of the same type and on the same line. Although you cannot match brackets with a whole word between them, you can match brackets separated by the dots that appear when a dud word is removed ( <.......> ). Also, two or more opening brackets can be matched to a single closing bracket ("[ [ ]" on a line gives you two chances), but the opposite is not true ("[ ] ]" only gives you one chance). When you scroll across this type of entry from left-to-right, the entire entry will be highlighted letting you know if you've found one or not.

Previous choices are displayed on the right-hand side of the terminal.

To get to the hacking mini-game quickly, you can click the startup screen on the terminal to skip to the next screen. Click once more to load the hack screen instantly. (Note: in Fallout: New Vegas if you back out after your first hack attempt prior to "locking" computer, you must wait even longer for the initial key in prior to the mini-game)

Suspicious terminalsEdit

Several suspicious terminals can be found at H&H Tools Factory on the top floor. They are equipped with "Hidden Network Drives" that can be accessed through the player's Pip Boy.

Encrypted terminalsEdit

Sometimes terminals have options that can't be used until you have the correct encryption key, and will be presented as gibberish.

An example of this are the terminals used by Chinese remnants in the Capital Wasteland - but the terminal encryption key is usually nearby.

Trapped terminalEdit

Trapped terminal

Trapped terminal

A terminal can also be a trap in disguise.

If triggered by activating the keyboard, the terminal will become electrified (not harming the player), and then the rigged frag grenade will detonate.

A trapped terminal has a broken rear, and a small antenna on the back, sending or receiving from an unknown location; see picture to the right. Also, all terminals with traps on them are plainly called "terminal," as with the normal "Click/press 'A'/'X' to Activate terminal."

Disarming a trapped terminal demands an Explosives skill of 45. In New Vegas, it requires a skill of 60. It is disarmed by activating the rear of the terminal rather than the front.

A frag grenade was used to create the trap, and you will get the one used to rig the terminal when you disarm it.

After disarming, these terminals cannot be used for anything except re-arming with any type of grenade, a fruitless gesture since it is not a trap any non-player character could spring. It is not possible to use these terminals for informational purposes.

Purpose of terminalsEdit

Terminals are generally used to find information about a particular quest or character. This information may be usable in some practical way, or it may be for background and atmosphere (an example of the latter is the nurse's diary on the terminal outside Germantown Police HQ, detailing how she and her fellow nurses sickened and died of radiation poisoning after the nuclear attack).

Controlling defense systemsEdit

Turrets often have a terminal near them that can turn them on or off, or disable the turret's targeting. If targeting is disabled, the turret will shoot at everyone within range, not just the player (including other turrets, two turrets close together can destroy each other this way). This can be very useful to thin out the ranks of your enemies without exposing yourself, turning the turret(s) back off before you move into the area yourself.

A few terminals are more specialized. In the Robot Repair Center there is a terminal that can set off a pulse explosion disabling every robot in the area. There is one in Fort Constantine that launches the fort's ICBM if the player has the Fort Constantine launch codes (the launch appears to be abortive). There is also one in SatCom Array NW-05a that allows the player to launch a nuclear strike from the Highwater Trousers orbital weapons platform, though the nukes are relatively small and there is no way to aim them (they explode harmlessly some distance from the player).

Opening doors and safesEdit

Terminals are quite commonly used to open safes, giving an alternative to lockpicking the safe. To get maximum XP, you can pick a lock first, then hack the terminal which would have unlocked it. You could also hack the terminal but not unlock the safe/door etc. before exiting and then lockpicking it.

Terminals are also sometimes used to unlock or open doors; an example is the terminal used in the Tenpenny Tower quest to let ghouls in from the Metro.

Riddles & Mini-gamesEdit

  • In the Museum of Technology, Prime has reprogrammed a few terminals so that Jiggs can track his whereabouts, if he manages to get the answers right. See Jiggs' Loot.
  • In Hubris Comics, one still-working terminal has a beta test of a text adventure game called "Reign of Grelok."
  • In the National Archives, a terminal controls a multiple-choice quiz that dispenses a reward ticket on successful completion. This ticket (and others found elsewhere in the museum) can be cashed in at a nearby terminal for some unique Mentats.

NotesEdit

  • Some terminal areas would suggest that the terminal has not been tampered with since pre-War times. Despite this, some password options will be "deathclaw" or some other select creatures in the Wastelands that have obviously come about through intense radiation exposure, this of course being post-war, mutating them into what we see in Fallout. Therefore, obviously, making it impossible for any one living during pre-War times to know what a deathclaw, or any creature for that matter, actually is.
  • The password options of Average Difficulty Consoles contain at least two of the few misspellings in Fallout: New Vegas, that being "LEUTENANT," instead of the correct "Lieutenant" and "CONQUORER" instead of the correct "Conqueror."
  • When selecting a bracketed quote to replenish your allowance or remove a dud, if there is only one selectable word left, it will have no effect and simply say, "Entry Denied."
  • As gameplay is completely stopped when you are hacking a terminal you can take the time out of gameplay to write all the choices down and compare the letters to figure out what is the correct choice. It is recommended to use at least one choice before doing this so you have a frame of reference.
  • If blood is splattered on a terminal, when you activate it, there will be a dark red box around the text that initially comes down.

List of hackable terminals (Fallout 3)Edit

For the Data Miner achievement/trophy, you need to find 50 terminals to hack.

Place (or closest map marker) Location in place Skill level Purpose How Many Bad Karma?
Alexandria Arms Second floor Average Unlocks door to Storeroom 1 No
Arlington Library Library lobby Easy Information 4 No
Arlington Library Arlington Library Media Archive middle floor Average Turret control 4 No
Arlington Library Arlington Library Media Archive top floor Average Turret control 4 No
Arlington Library Arlington Library Media Archive top floor Average Unlocks safe 4 No
Anacostia Crossing station near Seward Square exit Average Protectron 1
Anchorage Memorial At the top of the steps leading to the Anchorage Memorial facility bay Average Unlock Door 1
Bethesda Ruins Bethesda Offices East Average Turret control 2
Bethesda Ruins Bethesda Offices West Average Turret control 2
Capital Wasteland Southeast of the Arlington Library at a Talon Company checkpoint Average Turret Control 1
Capital Wasteland Southeast of Flooded Metro on a bridge near a raider encampment Average Turret Control 1
Citadel In the Clinic, Ring B Very Hard Information 3 Yes
Citadel Squire Maxon's Room, Ring B Very Easy Information 3
Citadel Elder Lyons room, Ring B Very Hard Information 3
Dunwich Building Forsaken Dunwich Ruins Easy Story Infos 1
Dunwich Building Forsaken Dunwich Ruins, Second Level, Behind Average Locked Door Easy Story of a scavenger who holed himself up in the room waiting for a 'Billy'. His corpse and gear can be found at your feet. 1
Dupont Circle Station In the room before the cavern, behind a door Average Turret Control 2
Dupont Circle Station Inside the first room to your right . Very Easy Protectron Robot control 2
Enclave Field Research: Crater Camp Just west of Fort Bannister Average Information 1
Fairfax ruins In the 2 story hollowed out building facing Vault 101 and Megaton Average Turret control 1
Fairfax ruins/Andale In a concrete tree house between Fairfax ruins and Andale Average Turret control 1
Falls Church/Mason Dst Metro Near the entrance of Franklin Metro Utility Easy Unlocks Door 1
Farragut West station Office near entrance Very Easy Protector Robot control 1
Foggy Bottom station Near the entrance of Dupont Circle Average Protectron Robot control 1
Fort Bannister Fort Bannister Bunker Easy Turret Control System 3
Fort Bannister Commanding Officer's Quarters Average Unlocks door 3
Fort Bannister Commanding Officer's Quarters Average Turret Control System 3
Fort Independence Fort Independence Lower Level Average Turret Control System 2
Fort Independence Fort Independence Lower Level Hard Unlocks Door 2
Franklin Metro Utility Right after entering Hard Unlocks safe 2
Franklin Metro Utility Below of first room Hard Turret Control 2
Germantown Police HQ Ground Floor Very Hard Unlocks jail cell doors 4
Germantown Police HQ Ground Floor Very Hard Unlocks contraband closet 4
Germantown Police HQ Top Floor Hard Information 4
Germantown Police HQ Top Floor Easy Unlocks safe 4
Grayditch Recently built shack Average Information related to Those! 2
Grayditch Brandice's House Easy Information 2
Greener Pastures Disposal Site Offices Average Unlocks safe 1
Jefferson Memorial Gift shop Average Turret Control System 1
Jefferson Memorial Gift shop Very Easy Scribe Bigsley's terminal, Only in Broken Steel 1
Jury Street Metro Station Jury St. tunnels Very Easy Unlocks safe 1
Little Lamplight The Great Chamber, northwest corner Average Opens Vault 87 Reactor Door (see Joseph) 1
L.O.B. Enterprises East Wing, northwest corner Very Hard Info on unique pistol 1
Lucky's Inside, on a counter Hard Unlocks scavenger's safe 1
Marigold station Left of behind subway car near flashing light Easy Unlocks door 2
Marigold station Dr. Lesko's Office Average Unlocks access door and notes 2
MDPL mass relay station Inside Power Station Very Hard Unlocks safe 1
MDPL-13 power station Derelict Power Plant, inside upper office Average Unlocks safe 3
MDPL-13 power station Derelict Power Plant, inside lower office Hard Turret Control 3
MDPL-13 power station Inside power substation, on desk Hard Unlocks safe 3
MDPL-16 power station Power Substation Average Unlocks safe 1
MDPL-21 power station Power Substation Hard Unlocks safe 1
Megaton Children of Atom Very Easy Information 5 Yes
Megaton Craterside Supply Very Easy Information 5 Yes
Megaton Megaton armory Hard Deactivating Deputy Steel and Weld 5 Yes
Megaton Moriarty's Saloon Average Information (Finding out where dad went) 5 Yes
Megaton The Brass Lantern Very Easy Information and unlocks safe 5 Yes
Meresti service tunnel Meresti Trainyard Station Entry terminal Very Hard Information 1
Meresti Metro station The Family's terminal Very Hard Information 3
Meresti Metro station The Family's terminal #2 Very Hard Information 3
Meresti Metro station Vance's terminal Very Hard Information and Unlock safe 3
Museum of History Lower Hall - Top of Staircase on right Average Turret Control 2 No
Museum of History Offices - Go left at the top of the stairs, then go left after the Very Hard door Average Turret Control 2 No
Museum of Technology Atrium, In the Security Station Average Turret Control 4
Museum of Technology West Wing, In the Security Station Average Turret Control 4
Museum of Technology West Wing, In the Security Station Average Information 4
Museum of Technology West Wing, in the Planetarium Control Room Easy Unlocks planetarium exit door (if you have less than 50 lockpick and cant unlock it) 4
National Archives Next to archives sub-basement door Easy Unlocks door 1
National Guard depot Offices Wing, behind a locked door (average) on the other side of the wall (go up the stars and down the other side) there is an unlocked door that goes to the same room. Average Disable turrets 4 No
National Guard depot Training Wing Average Disable turrets 4 No
National Guard depot National Guard depot Average Disable turrets (#1) 4 No
National Guard depot National Guard depot Average Disable turrets (#2) 4 No
Northwest Seneca Station Inside Grocer, on counter Easy Unlocks safe 1
Nuka-Cola plant South East of Wasteland Very Easy Activating Convoy Belt for Nuka-Cola Quantum's 2
Nuka-Cola plant Storage and Mixing V.A.T.S. Very Easy Activating security protectron 2
Olney Powerworks (Broken Steel Add-on) Olney Powerworks Very Hard Unlocks Door to Tesla Coil 2 No
Olney Powerworks (Broken Steel Add-on) Olney Powerworks Hard Machine Fail safe for Electrical Field around Tesla Coil 2 No
Our Lady of Hope Hospital First floor Average Information (Nurse Station 01) 4
Our Lady of Hope Hospital First floor, north Average Information (Nurse Station 02) 4
Our Lady of Hope Hospital Inside entrance, near reception Average Turret Control System 4
Our Lady of Hope Hospital Second floor, dead end to the east Average Information (Nurse Station 03) 4
Outcast outpost In Protector McGraw's chamber. (Operation: Anchorage) Very Easy Information 1
Paradise Falls In Eulogy's Pad, on the table with the Speech bobblehead near the heart bed Average Use in quest Rescue from Paradise 1
Queen ant's hatchery Accessed from Marigold station Average Use in quest Those! 1
Raven Rock Level 1B, Delivery terminal Average Unlocks Cage #364 4
Raven Rock Level 1B Average Disables force field 4
Raven Rock Level 2C, same room as Bobblehead - Energy Weapons Average Disables Force Field 4
Raven Rock Level 2B, room across from Anna Holt Average Disables force field 4
Red Racer factory CEO Offices Average Disable chip broadcast 3
Red Racer factory CEO Offices Average Surgeon's Notes 3
Red Racer factory CEO Offices Average Surgeon's Notes & disable chip broadcast 3
Rivet City Midship Deck, Abraham Washington's room Easy-Very Hard Information 8 Yes
Rivet City Midship Deck, Seagrave Holmes's room Average Information 8 No
Rivet City Bridge Tower Very Easy Information 8 No
Rivet City Bridge Tower Very Easy Information 8 No
Rivet City Upper Deck, Clinic Average Information 8 Yes
Rivet City Upper Deck, Doctor Li's room Easy Information 8 Yes
Rivet City Upper Deck, Bannon's room Easy Information 8 Yes
Rivet City Upper Deck, hotel lobby Very Easy Information 8 Yes
RobCo facility Upper Level - Offices and Cafeteria Average Robot control 1
Roosevelt Academy Ground Floor - Admin Office Very Easy Protectron 2
Roosevelt Academy Ground Floor - Nurse Office Hard Open safe 2
SatCom Array NN-03d Tower C Very Easy Open Door 1
SatCom Array NW-05a Southeast of Raven Rock Average Turret Control 1
Pitt steelyard In front of a line of 4 protectron's Hard 4 Protectrons 1
Super-Duper Mart In a storage area the back of the store, next to the protectron. Very Easy Protectron 2
Super-Duper Mart Office at the back of the store. Easy Opens door to the storage area to the right of the terminal. 2
Taft Tunnel Before the flood door Very hard Opens the flood door, which otherwise opens after you kill few Enclave soldiers. That way you don't need to fight them. 1 No
Tenpenny Tower In Boutique Le Chic, 1st Floor Average Unlocks safe 4 Yes
Tenpenny Tower In New Urban Apparel, 1st Floor Average Unlocks safe 4 Yes
Tenpenny Tower In the Federalist Lounge, 1st Floor Easy Store Discount 4
Tenpenny Tower Metro access & generator around back of the tower Easy Unlock containment door for Tenpenny Tower 4
Tepid sewers To the left of the entrance Average Control automated turrets 2
Tepid sewers Outside Rocksalt's storage room Easy Unlocks Rocksalt's storage room 2
Underworld Winthrop's Room Average Information/Unlocks safe 4 Yes
Underworld The Chop Shop Very Easy Information 4 Yes
Underworld The Ninth Circle Very Easy Information/Unlocks safe 4 Yes
Underworld Underworld Outfitters Very Easy Information 4 Yes
VAPL-58 Power Station Inside building Very Hard Unlocks safe 1
Vault 87 Living Quarters Average Information/Unlocks safe 8
Vault 87 Test Labs, Isolation Room 01 Hard Unlocks Door 8
Vault 87 Test Labs, Isolation Room 02 Hard Unlocks Door 8
Vault 87 Test Labs, Isolation Room 03 Hard Unlocks Door 8
Vault 87 Test Labs, Isolation Room 04 Hard Unlocks Door 8
Vault 87 Test Labs, Isolation Room 05 Hard Unlocks Door 8
Vault 87 Test Labs, Lab Tehnician Average Unlocks Door 8
Vault 87 Test Labs, Medical Wing Maintenance Average Unlocks Door(s) 8
Vault 92 Living Quarters Average Women's Dorm Security terminal 5
Vault 92 Living Quarters Average Men's Dorm Security terminal 5
Vault 92 Living Quarters Hard Data Storage Entry 5
Vault 92 Living Quarters Average Security terminal 5
Vault 92 Atrium Average Supply Shop 5
Vault 101 Interrogation room during Trouble on the Homefront Average Opens cell, Information (this terminal is unlocked during Escape!) 3
Vault 101 Overseer's office Very Easy Opens tunnel, Information 3 No
Vault 101 Sub-Level Hard Information 3
Vault 106 Entrance, security room Very Easy Information 2
Vault 106 Living Quarters, Overseers office Very Hard Information 2
Vault 112 Tranquility Pod Floor Hard Unlocks door to Supply Room 1
Vault-Tec headquarters Vault-Tec Administration, Lower Floor, northeast corner Average Disable turrets 2
Vault-Tec headquarters Vault-Tec Administration, Upper Floor Average Disable turrets 2
Wheaton Armory Bottom of missile silo Average Turret control 2
Wheaton Armory Bottom of missile silo Very Hard Unlocks Door 2
Greener Pastures Disposal Site In the offices of the disposal site on a table when you walk in to the offices Average Unlocks safe 2

List of hackable terminals (Fallout: New Vegas)Edit

For the Hack the Mojave achievement/trophy you must hack 25 terminals

Place (or closest map marker) Location in place Skill level Purpose How Many Bad Karma?
Ashton silo control station Lonesome Road (add-on)Gametitle-FNV LR L1 Average-Hard Disengage Lock 2 No
Black Mountain Prison building Very Hard Password/Disengage Lock 1 No
Black Mountain Broadcast building 1st floor Easy Background info 2 No
Boulder City Train station Average Disengage Lock 1 No
Camp Golf House Resort Easy-Hard Ranger info 2 Easy-No Hard-Yes
Camp McCarran Inside a tent in front of

Camp McCarran terminal building entrance

Very Easy NCR Ranger Mail 1 No
Camp McCarran Camp McCarran supply shack Average Download Weapons Manifest used in Dealing with Contreras Quest 1 Yes
Camp Searchlight Around the turrets Very Easy-Very Hard Turret control 5 No
Camp Searchlight NCR Storage Area (inside derelict church) Average Access safe / inventory 1 No
Forbidden Zone Old World Blues (add-on)Gametitle-FNV OWB X-42 Robo-Warfare Facility Very Hard Emergency Shutdown of the X-42 giant robo-scorpion 1 No
The Fort Weather monitoring station Average-Hard Quest related 2 No
Gomorrah Big Sal's office Average Disengage lock 1 No
Goodsprings Goodsprings schoolhouse Easy Disengage Lock 1 No
Goodsprings Prospector Saloon Easy Disengage Lock 1 Yes
H&H Tools Factory 2nd floor Average Background info 1 No
Hidden Valley bunker L1 Very Easy-Hard Journal entries/turret access 4 Yes
HELIOS One Mirror yard terminals Hard Reset Mainframe connections 2 No
HELIOS One Solar collection tower Easy Turret control 1 No
Hidden Valley bunker L2 Very Hard Self-destruction 1 Yes
Hopeville silo bunker entrance Lonesome Road (add-on)Gametitle-FNV LR L1,L2,&L3 Easy-Hard Disengage Lock/Disable Security 3 No
Lucky 38 casino Hard Quest related 1 No
Lucky 38 Penthouse Hard 1 No
NCR Embassy Easy-Average Information 2 Yes
Primm Bison Steve Hotel Easy Disengage Lock 1 No
Puesta del Sol switching station Dead MoneyGametitle-FNV DM Very Easy-Hard Turn Off Radio/Turret Control 3 No
REPCONN headquarters 3 FL1, 3 FL2, 2 FL3 Very Easy-Very Hard Disengage Lock/Background info/Bypass security 8 No
Salida del Sol Dead MoneyGametitle-FNV DM Salida del Sol South on a Desk Average Turn Speakers Off 1 No
Sierra Madre Casino Dead MoneyGametitle-FNV DM Executive suites Easy-Normal Turn Speakers Off/Download Recipe: Super-Heated Knife!/Unlock Security Closet 2 No


Sunset Sarsaparilla headquarters Factory Floor Very Easy-Average Background info/Activate Mr. Janitor 3 No
Third Street Municipal Building Lonesome Road (add-on)Gametitle-FNV LR Outside the entrance on a Desk Easy Background info 1 No
Two Skies cave Honest HeartsGametitle-FNV HH In front of the Electric Door Average Disengage Lock 1 No
Ulysses' Temple Lonesome Road (add-on)Gametitle-FNV LR Maintenance and Storage Hard Disengage Lock 1 No
Vault 3 Maintenance Wing Average Disengage Lock 2 No
Vault 3 Living Quarters Average-Hard Disengage Lock 3 No
Vault 3 Left of vault entrance Very Easy Close access panel 1 No
Vault 21 Gift Shop Very Hard Background info 1 Yes
Vault 21 Sarah´s room Easy Sarah Weintraub´s Mail 1 Yes
Vault 11 Hard Disengage Lock 1 No
Villa Clinic Dead MoneyGametitle-FNV DM 2nd Floor Easy Background info 1 No
Villa Police Station Dead MoneyGametitle-FNV DM On a desk next to the front entrance Hard Disengage Lock 1 No
X-8 Research Center Old World Blues (add-on)Gametitle-FNV OWB X-8 Institutional Test Facility 1st Floor Average Turret Control 2 No
X-8 Research Center Old World Blues (add-on)Gametitle-FNV OWB X-8 Institutional Test Facility 2nd Floor Easy Turret Control 2 No
X-13 research facility Old World Blues (add-on)Gametitle-FNV OWB X-13 Stealth Testing Lab directly across the elevator Hard No Function 1 No

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