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How to complete the quest Fallout: New Vegas - A lot of worries? How to find ner filters in shelter 22.

Take Fallout quest: New Vegas You can take complete care of your partner Veronica. To do this, you must visit three places (or talk to characters) from the following list:

Places:
- Vault 3;
- Bomber Museum (during the excursion);
- Guardian Peak (observation platform);
- Terminal at Camp McCarran.

Characters:
- Julie Farkas;
- Thomas Hildren;
- Jason Bright.

Each time Veronica will say a certain phrase, and you need to keep the conversation going. After three times, Veronica will want to return to the Brotherhood of Steel to talk with the elder, and you can begin the quest A Lot of Worries.

Unfortunately, the elder does not want to listen to Veronica's arguments. To convince him, the girl asks you to help find research documents from the previous Overseer - with their help you can prove the existence of new technologies. First, you have to go to the Gibson hut (it is located northwest of Mom Gibson's landfill and southeast of Helios One). Using the terminal in the hut, you will learn that to prove Veronica is right you need to find one of three things:

1.Laser rangefinder. Using this device you can specify targets for Helios One weapons. You should start your search with Sarah Weintrobe (keeper of the museum and store in Vault 21 on the Strip). She will tell you that she sold the rangefinder to a certain man in a slave collar. According to her, he may be in a dilapidated building opposite the Mick and Ralph store. Unfortunately, the collar apparently worked, as you will find a headless corpse in the room and no rangefinder. Now you can ask the locals about the incident or immediately look for a boy named Max. As it turned out, it was he who took the gun and is ready to sell it to you for 1000 caps. However, if your barter skill is more than 45, then Max is content with 20 caps.

2.Agricultural technology. The necessary data is located in Vault 22. But it is better to complete this part of the task together with the quest “Do not grow grass,” which can be obtained from Dr. Hildren in Camp McCarran. The external and internal appearance of the Vault, after the lifeless landscapes of the Mojave Wasteland, will seem like heaven on earth. Unfortunately, this paradise is inhabited by very unfriendly insects and plants, so getting the necessary information will be very difficult.

3. Pulse pistol. The search must begin at Nellis Air Force Base, where you will find a note with information about the location of the pistol. As it turns out, your path lies in the armory of Vault 34. You can get there during the execution additional task“Hard Fate” (given by Morgan Blake in the NKR Sharecroppers Farm location). During this quest, you will have to visit Vault 34, find the bodies of two technicians under water, take their passwords, and then release the radioactive water. Then you can kill the crazed Overseer and gain access to the raging reactor and your main goal - the Armory.

Now that you have the necessary information, return to the Brotherhood of Steel and talk to the elder. Unfortunately, even such evidence will not convince the stubborn Elder. Veronica has two options:
- stay in the Brotherhood of Steel (the girl receives the “Bonds of Steel” ability + 4 to the damage threshold);
- join the Followers of the Apocalypse (ability "Rebel" +30% attack speed without weapons).

After this, you can leave the Bunker. Unfortunately, four members of the Brotherhood will be waiting for you near the entrance, dissatisfied with your behavior. You have several options for how to solve this situation: kill the insolent people, convince them not to touch you (speech skill at least 95) or report that Veronica has gone over to the side of the Followers.

If Veronica has chosen membership in the Brotherhood, then to complete the task it is enough to talk to her. If she decided to become a member of the Followers of the Apocalypse, then you need to go to the Followers Outpost and talk to Dr. Alvarez, who tells you to come the next day. Unfortunately, the next day all the inhabitants of the outpost will be killed by the paladins. You will have to either threaten the latter, or simply kill. After this, the Fallout: New Vegas quest Complete Worries will be over.

However, during the Fallout: New Vegas quest, Bugs can occur at many stages:
- if you have already visited Vault 22, then, despite the marker present on the map, you will not be able to collect the information;
- if you talk to Jason Bright (quest "Let's Fly") before completing this task, then you will not receive the necessary line from your partner;
- Veronica often does not pronounce the necessary phrases. The only way To fix this - start talking to the girl and end immediately;
- both abilities that Veronica should have received for completing the quest do not work.

To solve these and others possible problems, you should know Fallout: New Vegas Total worries id 00145f85. With it you can use console commands for the quest
sqs 00145f85- show the stages of the quest "Too Much Worry"
setstage base 00145f85 stage number - move the quest to a specific stage;
setobjectivecompleted 00145f85 stage number - complete a specific stage of the quest.

Vault 22 is a location in the northwest of the Mojave Wasteland, south of the road to Jacobstown. The entrance is hidden in a mountain cavity. You can get there by walking north from the Brewery along the mountains, or from the west entrance to the West Side. But don't look for the entrance near the Foxtrot ranger post - you can't get to the shelters from there.

Experiment
The experiment consisted of studying the cultures of various plants, but something went wrong and the shelter was completely overgrown with some kind of “weed”.
The shelter was being developed the new kind chemicals against insects (as indicated by the name of the lower level), but the main research was to create plants that could function several times better than ordinary ones (for example, produce more oxygen, be more fertile, etc.). But as a result of an error, some components of this product entered the ventilation system and spread throughout the shelter (except the doctor's office).

Information about the disaster can be found in the terminals. Gradually, the residents of the shelter became ill. At first they mistook the infection for a common cold, but some still guessed, or even knew about everything, while continuing to observe the consequences. On the 5th level of the shelter (the scientific compartment “pest control”) on the terminal in the lecture room you can read a verbatim scientific description of giant killer plants, mantises and spore-bearing plants, which were originally supposed to be bred to actually control field pests.

Sooner or later, all residents of the shelter turned into spore bearers (in some translations, spore bearer). In addition to them, carnivorous plants and giant mantises currently live there.

You can enter the shelter unhindered, since the front door is pushed back by the stem of a huge plant.

Structure
Levels:
Entrance
Air recirculation
Food production
Common areas
Pest extermination
There is an elevator in the shelter that can be repaired (Repair 50).

Inhabitants
Spore bearer
Giant mantis
spore plant
Kasador (can appear at the entrance when moving to the shelter)

Valuable finds
The Programmer's Digest magazine is located immediately after the entrance, by the mattress, between two books.
Unique laser rifle Prototype AER14. To get to it, you need to open the door next to the elevator on the 5th level of the shelter, leading to the 4th floor. The rifle lies near the skeleton.
Next to the sparking transformer is a flamethrower and fuel for it.
The book “Merchant from Junktown. Stories" lies on the table with blue flasks in front of the door to the caves on the 5th level.

Bugs
If you leave your companions waiting, then when you move on the elevator, they move with you and continue to wait.
The explosion does not affect the main computer room on level 5 even if the doors are open.

Additionally
At the “Food Production” level you can find a bottle of “Additional rations” (translation 1C, more correctly “food additive”). These spices can be given to Chef Farber from Camp McCarran to boost morale. If you tell him that you have a “spore extract” from Kili, he will be happy and say that he will start trying (at the same time, the bottle does not disappear from the inventory and cannot be thrown away - a quest item. It can be removed via the console: player.removeitem 000efae0).
At the entrance to the Vault, there is a triangular stone nearby. There is a hiding place in it.

This Vault differs from all others in that its main task was to test such an unusual quality as self-sufficiency. Almost all attention and energy was given to plants, which were continuously grown in huge quantities so that one could live calmly and comfortably in the Vault. Plants helped to distract from monotony and brought some variety to the subject’s life. Imagine how much the experimental subjects had to endure, being in the Shelter for years, following the pre-written rules.

At the beginning, oddly enough, everything was going just fine, but after some time, strange problems suddenly appeared, because of which the paradise itself turned into an unpredictable and merciless beast. Plants, having reached a certain period of growth, began to release very life-threatening particles - spores, thereby infecting a large number of people who were directly in contact with them, without even realizing the threat.

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And in our Shelter, the reaction spread gradually, while the fungus affected the body, sucked out all the juices and killed the inhabitant, turning into a similar one, the so-called spore carrier. The danger was that, at first, the infected were mistaken for their own, not suspecting anything wrong. Those, in turn, spread disputes everywhere, bringing everyone closer to a tragic end. As a result, the person turned into a completely overgrown, furious beast, a little like a wild ghoul.

In the end, such events led to the fact that Vault 22 was finally abandoned by the remaining inhabitants. And if you suddenly discover this creepy place, you can meet little Carriers there, who, once upon a time, were ordinary kids who lost their loving parents.

Winter long and cold night. I remember a shelter long forgotten even by me, and without hesitation we head towards it, looking at a couple more that were closed along the way. A small fence, snowdrifts, a road and here in front of us is a ventilation shaft. It is open, just like several years ago when I first learned about it. And so I returned to her, and everything was the same as it was several years ago. It’s still a mystery to me why no one gets into it when it’s in plain sight?)

2. We go down, carefully feeling the snow lying below with our feet, everything is frozen - we can get up. But there have been significant changes in the construction itself; over these few years, the brick has crumbled a lot and there is a danger of collapse. But we carefully maneuver between piles of bricks and move forward, rather even sliding.

3. Closer to the building, collapses are more noticeable; we try not to touch the walls, just in case.


4. Turn and here is the treasured door, lucky it is open, you would have to tinker with a frozen one. Near it lies the remains of a rusty can and an old-shaped bottle. A narrow beam of a flashlight illuminates the room; there is dusty ice on the floor. Carefully standing on the pipes, I try the ice with my foot - it’s strong.


5. The thickness of the ice is about 30 centimeters; only somewhere at the very bottom are air bubbles visible in the unfrozen water.


6. The shelter itself, already in this room, is distinguished by its color. A bright green leaf remains behind, covered with a layer of frost.


7. The room we found ourselves in is relatively small. There are water tanks along the walls, and on the right you can see the remains of a pallet from under something frozen in the ice.


8. The next room is much larger than the previous one; there was a classroom in it. There is a board preserved on the wall and a single desk that hibernates next to the board. There is a bizarre dust pattern on the ice and a lot of crumbling plaster.


9. There is also a shelf with educational tablets, which are surprisingly well preserved.


10. Chairs were found in a small room. In appearance, the plaster and paint began to crumble only this year.


11. A light bulb bizarrely frozen into ice.


12. A corridor with several doors extends from the room with the classroom.


13. There are two bathroom units on the left. I only thought about where this door leads and what is in this box when I got out.


14. To the right are several empty rooms.


15. In one of the rooms there is another shelf with educational tablets.


16. We return to the main room and head to the FWU.


17. Unusual design of the unit divided into several rooms.


18.

19.

20.

But it's time to return to the surface, there is still part of the night and several interesting places ahead.

Vault 22 Fallout New Vegas is one of several Vaults in the Mojave Wasteland built by Vault-Tec. Located under the mountain. The main mission of the bunker was numerous botanical studies. What is left of it and what dangers await there in Fallout?

Description of Vault 22

The bunker was inhabited not only ordinary people. There were quite a lot of scientists who were engaged in plant research. In particular, they tried to somehow improve their characteristics. The result was no good, and Vault 22 died out.

The entrance is located in the mountain near the road towards Jacobstown. It is most convenient to move to the mountains from Fallout locations New Vegas "West Side Entrance" or "Brewery". It is heavily overgrown with vegetation, which is not typical for the Mojave. Wasteland Fallout. Therefore, it will be difficult to miss the entrance. The door is pushed aside by some kind of plant, so you can climb inside.

Vault 22 itself has five levels:

  1. Entrance. Actually, the very beginning of Vault 22.
  2. Air recirculation. At this level there was a temporary shelter for Dr. Keeley, from whose computer you can learn a lot of information useful for completing the quest.
  3. Food production. There is a bottle of “Dietary Supplement” lying around here, which should be taken to Camp McCarran and given to William Farber.
  4. Common areas.
  5. Destruction of pests. In this level you can find large caves with many opponents. They contain Dr. Kili, who is necessary to complete one of the Fallout quests.

You won't be able to find anything particularly interesting in these locations. Almost all of them are densely overgrown with various herbs and branches. And in most bushes there are spore-bearing plants, spore-bearing plants and praying mantises. Therefore, you should move carefully.

You can go down to the lower levels either using the elevator (you must first repair it, “Repair” 50), or using the stairs.

Vault 22 Dwellers

At the time of the events of Fallout New Vegas, it is inhabited exclusively by mutants: spore-bearing and spore-bearing plants, giant mantises. Here you can also find the missing scientist, Dr. Kili, who decided to independently study Vault 22 and figure out what happened.

It is believed that some of the residents left the bunker before they became infected and died. This version is confirmed by the Honest Hearts add-on: according to the notes of the Survivor, an expedition from Vault 22 came to one of the areas of the Wasteland, Zion. There were 118 people in total. Only the strongest and most cruel remained alive, many of them adherents of cannibalism. They killed the inhabitants of Zion and ate some of them. The survivor destroyed most of the immigrants single-handedly - out of 118 residents, only 34 survived. Some of the corpses later became spore bears - the immigrants brought the disease from the Vault with them.

What happened next to those who were able to get out is unknown. They went southeast of Zion - and there is no more information about their whereabouts. Probably, most of the surviving residents after the massacre perpetrated by the Survivor subsequently died from spores that they managed to become infected with in the bunker.

Social experiment in the Vault

The bunker was intended to be a research base in the field of botany. Local scientists had to act in several directions:

  1. Improving existing plants - increasing their fruitfulness, growth rate and other things necessary for development Agriculture characteristics.
  2. Breeding mantises and spore-bearing insects necessary for the destruction of crop pests.
  3. Creation of killer plants for military purposes. As a result of this experiment, deadly spore-bearing creatures appeared, which later reached Zion Park (Honest Hearts add-on) and settled there, periodically attacking the Courier.

As a result of dozens and hundreds of studies, some success has been achieved. However, during the experiments, spores of some dangerous plants got into the ventilation shafts. Since for some reason the purifiers were damaged, the spores spread throughout the Vault and entered the lungs of the inhabitants. This ultimately led to disaster.

The inhabitants began to suffer from some unknown pulmonary disease, according to the observations of local doctors. However, no treatment helped, and the victims died one after another. After some time, those who died from the disease became spore bearers and attacked healthy people. As a result, Vault 22 partially died out and partially evacuated outside.

It is noteworthy that Dr. Keeley was completely unaffected by the controversy. However, this may be explained by its gulification and an organism that is not resistant to any diseases. But the Courier in Fallout also does not get infected for some reason. Therefore, there is no need to worry while in the bunker - apart from direct harm to health, there is no need to expect trouble from the local mutants.

Quests in Vault 22

Due to an experiment in a bunker many years after the Great War, the Courier will be required to complete several tasks. The main quest is “Do not grow grass.” During this task, the player will have to get into the location and find out what happened there. In the process, you can not only obtain information, but also save the missing scientist Dr. Keeley and destroy spores that are dangerous to the remnants of humanity.