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  1. Sep 18, 2017 · operational and prepared for retaliation. Strangely on the day of apocalypse, no missile was fired from the facility.... FEATURES: Fast travel to and from location,All workshop and settlement options , plenty of resources to build plenty of flat ground to build on.

    • fallout 4 nuclear missile silo mod wiki codes1
    • fallout 4 nuclear missile silo mod wiki codes2
    • fallout 4 nuclear missile silo mod wiki codes3
    • fallout 4 nuclear missile silo mod wiki codes4
    • fallout 4 nuclear missile silo mod wiki codes5
    • Overview
    • Background
    • Layout
    • Notable loot
    • Notes
    • Appearances
    • Behind the scenes

    Sentinel Site Prescott, simply called Sentinel Site in the game, is a location in the Glowing Sea region of the Commonwealth in 2287.

    The facility is one of the few places in the Glowing Sea hardened against radiation, so the player character can safely remove radiation protection gear while inside.

    A pyramid structure surrounded by irradiated sludge, Sentinel Site Prescott was officially a nuclear munitions disposal facility. However, in reality, it was a missile silo that stockpiled Mark 28 nuclear warheads for the U.S. military, and performed experiments focused on combining them with existing ballistic missiles.

    With a seemingly inexhaustible stock of these warheads, the facility performed at least 23 test launches, with one final, actual launch performed on the eve of the Great War. However, the launch failed to register with the system, locking the hapless staff inside and dooming them to death from thirst and starvation. Many were turned into feral ghouls, sealed beneath the ground.[Non-game 1] Captain Dunleavy of the 132nd Engineering Corps recorded the crew's final moments before the first bombs hit the Commonwealth.

    The exterior of the main bunker is a concrete pyramid, with a blast door entrance on the northeast side; four separate ventilation towers also rise to the northeast. Through the entrance is a large room resembling a missile silo featuring a network of catwalks. Descending the catwalk to the left leads to the first control room. On a desk on the room's lower level is the sentinel site blast door override holotape, which will open the blast doors in the facility when loaded in the doors' related terminals. The blast door near the desk opens to reveal a small observation room, where a terminal may be accessed for a pre-War launch report. Continuing down the catwalk, a second similar observation room and terminal are in the control room on the next level down. Finally, a terminal that may be used to abort the launch sequence is on the lowest level. The nearby elevator may be used to return to the catwalk by the entrance on the top level.

    At ground level, the northeast section of the main silo area features three unused nuclear warheads in metal crates and a fourth on a megaloader. They will not detonate from gunfire or explosions, but be prepared for a few mole rats, as well as a horde of feral ghouls in a tunnel nearby to the southeast. Two barracks rooms with bunk beds are along the southeast side of the middle of the tunnel. At the end of the tunnel, a pair of blast doors are ahead, while a button to call a cargo elevator is to the right. The elevator platform hosts a leveled glowing one and a steamer trunk. The elevator ascends to an exit in one of the exterior ventilation towers.

    •Astoundingly Awesome Tales issue #10 - In the first control room, on a console.

    •Sentinel site blast door override - One copy is in the first control room, on a desk. Two more copies are loaded in the terminals in the small observation rooms.

    •Three Vault-Tec lunchboxes in the tunnel:

    •One in the first barracks, under a bunk.

    •One in the small excavated space accessible via a hole in the wall of the long room opposite the barracks, on the ground. Ghouls crawl out of the hole when you pass.

    •One in the flooded room, behind the crated warhead in the northeast corner.

    •If wearing a suit of power armor equipped with a jet pack, do not attempt to jump up through the hatch in the elevator; doing so will cause the player character to clip into a pile of debris and become trapped.

    •If the quest Liberty Reprimed has not yet started, the room where the Mark 28 nukes are stored will not be accessible; there will be a shelf blocking the door.

    The Sentinel site appears only in Fallout 4.

    The original Sentinel Program was designed to place nuclear-tipped interceptor missiles in the suburbs around major cities, protecting them from incoming ballistic threats. The project was scrapped due to public backlash, but one site was partially constructed near Sharpner's Pond in North Andover, MA.

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  3. A small device displaying one of eight parts of a nuclear launch code in bright nixie tube lettering. The red "SILO ALPHA" label indicates the piece is part of the launch code for Site Alpha . Eight different code pieces exist, with the characters of each changing every week.

  4. May 19, 2024 · Sentinel Site Prescott was officially a nuclear munitions disposal facility. It contains a missile silo and stockpile of Mark 28 nuclear warheads. They performed at least 23 test launches, the final one performed on the eve of the Great War.

  5. I have just found 8 alpha silo codes, and i contain a nuclear key card in my inventory. apparently i am meant to decode the launch code, but i don't see any markers on the map, or anything around the Enclave base for doing this. Each silo printer simply says the code hasn't been calculated yet, and i don't know how this process works.

  6. Nov 14, 2016 · 7.3K views 6 years ago. Here's a video that gives a brief tour of the missile silo settlement player home mod. So far this mod is available for PC, Xbox One and now PS4! Also, this mod...

    • 5 min
    • 7.6K
    • Mister Holdout
  7. Mar 25, 2024 · Bottlecap – 0000000F. Stimpak – 00023736. Rad Away – 00023742. Fusion Core – 00075FE4. Star Core – 0601f0E5 35. Nuka-Cola Quantum – 0004835F. Bobbleheads. Perception Bobblehead – 00178B5D. Unarmed...

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