REPCONN headquarters

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

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 other 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. Ironically, 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
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 challenges are a very hard hacking terminal and very hard locked door leading to the Q-35 Matter Modulator. This bypasses the need to make a detour through the second floor.

There are a total of twelve hidden doors throughout the building, that require 8 Perception in order to detect them, and 65 Repair to jam them closed. The "Watch Your Step!" display during the tour warns of the hidden danger (though it does not give an exact number), similar to how the "Ready, Set, Launch!" display warns of the possible repercussions for Novac. Jamming all of the doors closed is worth 540 XP (45 XP each), 60 less than killing them after triggering the alarm.

Exterior
Outside the building, there are four to five friendly maintenance robots

First (main) floor
Upon entering the building, one will find four to five 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.

A tour guide REPCONN robot greets newcomers to the facility, offering a free tour of the museum between 10 A.M. and 5 P.M. Taking the tour allows the retrieval of Jenny Millet's security keycard from the tech room beyond the solar system model, without having to lockpick the doors on the way.

Access to the second floor and the locked room with the unique plasma rifle leads through the locked door with the dead Fiends in front. The whole area beyond is restricted, and access is granted after entering the Courier into the facial recognition database via an Average terminal just beyond the door.


 * Hidden door: The first door in the building is to the left of the rocket display, along the wall between the bathroom door and the door 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 above hidden one, it is at the end of the hallway through the Very Hard locked door. Right beside the Q-35 matter modulator chamber.

Second floor
The entire floor area is restricted. Access can be gained by using the facial recognition database terminal (Easy), a security card (found in one of the rooms) or an Intelligence stat check of 7 should the mobile facial recognition scanner locate the Courier.

A third floor executive pass can be printed from a Hard locked terminal in the same room where the security card lies. Furthermore, the chamber with the unique Q-35 matter modulator can be accessed via a key card locked room on the same floor.


 * 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 above 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 above 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 then turn left, 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 floor.
 * Third floor access: Use the office opposite this last door and the ceiling ramp to reach the third floor.

Third floor
Like the second floor, the area is restricted. The scanners can be bypassed with an executive floor pass (printable on the second floor), by shutting the robots down through Piers Isley's terminal, or passing a stat check (Luck 7 or Intelligence below 3).

Notably, this floor holds the remain of a Brotherhood tech retrieval team for the quest Still in the Dark, still wearing functional T-51b power armors. Nearby lie the remains of Piers Isley, with a briefcase with 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.


 * 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 its along the right wall.
 * Hidden door 12: When exiting through the large double doors in the room 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. It is 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 key card that is 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 are two bottles of Nuka-Cola Victory and Quartz.
 * 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.
 * 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 first entering, where the tour bot first greets any newcomers, 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, which is due to a clipping bug. One safe can be accessed by opening from the front, and the other one can be opened by opening it closer the wall.
 * Five Sunset Sarsaparilla star bottle caps: There is one located on the first floor in between two bottles on a desk behind the security terminal, and one in the gift shop. One in a room with four desks on the second floor (where the red key card is found). 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 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.

Related quests

 * ED-E My Love
 * Still in the Dark
 * Proper Burial
 * Access Powers
 * Honorary Rocketeer

Related challenges

 * Man-Machine Interface (GRA 3-Star challenge)

Appearances
REPCONN headquarters appears only in Fallout: New Vegas.

Behind the scenes
REPCONN HQ was designed by Akil Hooper.

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 affect the mobile facial recognition scanners' luck/intelligence check.
 * 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.
 * Upon leaving REPCONN Headquarters your game may freeze.
 * The robots asking for facial recognition on floors 2 and 3 will re-ask every few minutes or so, making earning speech challenges a breeze. 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 make it to the top floor.
 * In an odd hybrid of the Isley's badge and printed executive pass bugs, it's possible for neither object to have any effect on the facial scanners and for only the Luck check to work.
 * As listed above, the safe in the Gift Shop can be unlocked twice, although it appears to be a single safe.
 * If you kill all the robots without disintegrating them, then go to the top floor and go to the terminal on the big desk and click 'Disable Robots', you can go to all their dead bodies and punch them a couple times and it counts as killing them again and you get more experience points.