Is this a spaceship factory or a missile factory?Warriors004 17:03, May 23, 2010 (UTC)
Okay I was just making sure because rocket could be either one. And it does sound similar to what the Reservation was going to be. Warriors004 17:07, May 23, 2010 (UTC)
Appearance in trailer Edit
With the erratic way they fly you'd think they'd been made for a halo 3 custom match. What's up with that?
sign posts please. but yeah, they look like toy rockets! or maybe some lame fireworks. couldn't pre-war scientists make a rocket that even looks functional? or maybe they fly weird cause they're so old? NukaBot 19:28, October 14, 2010 (UTC)
In the G4TV video with Chirs Avellone, there is a postcard in one of the loading screens behind him that spells it out as "Repconn"
Odd Description Edit
"The place used to be a space place with spaceships and robots." isn't there any better way we can describe it, if this is quoted from something official disregard this
Observer Eyebot (126.96.36.199 00:01, August 28, 2010 (UTC))
There is an employee terminal that has an entry about someone named Stacy Johnson forgetting the cake for Martin's birthday. The cake is a lie...
Possible bug Edit
Be careful with companions here. I brought ED-E with me into the research labs after clearing out the rest of the place and one of the ghouls went hostile to him. He wasn't hostile to me. PC version --Rooker75 20:12, October 21, 2010 (UTC)
- Not sure if this is a bug or not, but occasionally friendly NPCs would turn hostile to ED-E. This happened to me at the Vikki and Vance Casino and Mojave Outpost, (trader). Could be something to do with ED-E bumping into people, they take a small amount of damage and turn hostile.
- Box froze when I walked in main entrance with Boone. V.A.T.S. addict 01:45, October 27, 2010 (UTC)
When you enter through the main door and turn left you find a skeleton with a hunting revolver and a safe behind a easy-locked door.
In the main building with the feral ghouls, on the top floor there is an office. There is a big desk with a terminal and a safe in the wall. Reading the entry on the terminal hints at a room that was converted from a generator room into storage. The author mentions that there is a safe in this room and gives the password for it - R3PC0NN. Where is this room/safe? Is it the room with the hunting revolver? 188.8.131.52 07:01, October 22, 2010 (UTC)
It seems that the generator room might be in the basement, where the Nightkin Jailor is. At least it looks like a generator room and has 7 smaller rooms for storage, but no sign of a working terminal or safe yet, or possibly where Harland is. Still I haven't been able to find any safe.
- The message notes a generator room converted to storage with a password locked door, (not a key). I never came across such a door, and I didn't find the password until after I completed the related quest, so it may have never been implemented. There is talk of a bug where in the room in the basement where you can observe the rockets and find the space suit, there is a hatch which is meant to be accessible but isn't - maybe through there?
I found the terminal with the password and I think it even adds it as note on your pipboy, but I could not find a generator room converted to a storage room with a safe in it. My guess is that they did not get around to designing the room or they removed it after. The round hatch in the control room in the basement sounds plausible.
The round hatch in the basement is definitely not where it's located, if it is even anywhere at all, that hatch actually leads to the launching chamber, you cannot enter it of course because the radiation would instantly kill your character, as stated by Bright several times. It's purpose there is probably meant for mostly for decoration and explanation, as without it, there would be no other possible entrance to the launching chamber, thus the bright followers presence in the chamber during the end of the quest wouldn't make sense. I have heard rumors about the actual explanation behind the storage rooms absence. One of them was that it's main purpose was to hold schematics which didn't become much of a factor, another rumor was it was supposed to hold a special weapon that was never added. Also, supposedly it's actual location would have been a small building separate the main building itself, locked with a key that would have been found in the safe behind the terminal which you found the password for the terminal that unlocked the safe(s) that were locked in that locked building... So basically it would have one annoying security system... That rumor's probably not true, I just felt like sharing it.
- Makes sense. Outside, if you look beside the dome holding the rockets, there's a small boarded up building. Perhaps that is the place?
Real world relation Edit
As a Las Vegas resident, the name "REPCONN" is an obvious allusion to the PEPCON disaster that took place in Henderson, NV in the 90s. The disaster involved rocket fuel I believe. Someone should add this detail if possible. The actual physical location of REPCONN in the game is very near to where the real world PEPCON site was.
Intercom Voice Change in Basement Edit
Has anyone noticed that the voice coming from the intercom in the basement (room looking out to the rockets that also has a workbench), changes from sounding like its coming through the intercom then sounding like the person who is talking is next to you, then changes back to sounding like its coming through the intercom again. Anyone think it is worth adding in a bugs section for this article? Brotherhood619 22:42, November 2, 2010 (UTC)
- No, because it is not a bug - it doesn't affect the game in any way.
Inaccesible room above offices? Edit
If you go to offices section (a room with computer terminals) then there is a smaller room with large computers (servers) near the farthest leftmost corner (as looked from the test site entrance). The room has a hole in the ceiling and there seems to be another room above. I can see the light that seems to be emitted by a computer terminal. But since I have found no way to reach the room I have no idea what would be there. Can someone check it out or find a way to reach there? Or already knows what is there.
- The room can be accessed through the lab.
Energy Weapons Edit
I got on today after the patch (new character) and entered this building to find every bight brotherhood (dead) ghoul had either a Laser Rifle or a Plasma Rifle and a few Microfusion Cells. So I'm assuming since I've been here before without this happening; the patch increased the value of their loot. (btw level 7 char)--184.108.40.206 01:33, December 17, 2010 (UTC)
<<<<<Same for me but i got Plasma Defenders and Recharger pistols.
Ditto on this, also got laser pistols (+ other minor loot), level 14. 220.127.116.11 17:34, April 1, 2011 (UTC)
Food Sanitizer Edit
In the room with all the trash cluttered on the floor, right after you go past the super-mutant (sorry, can't remember his name) and antler, there is a Food Sanitizer. Is this standard, and does the sanitizer have any effects?
The Food Sanitizer was removed in a recent patch.
Phantom Quest @ Repconn test site?
it would be one hell of a fortress Edit
if you had a big, well equped (meaning snipers, big guns, etc etc) raider group, it could be well protected. its surrounded by unclimbable mountains and has a road leading up to it thats has plenty of covered areas where troops could defend from with less risk of being shot at. just making an observation 18.104.22.168 09:10, September 19, 2011 (UTC)
- It was well protected until a bunch of invisible super mutants came along. Those 20 some ghoul scientists still put up a good fight.--22.214.171.124 08:32, October 3, 2011 (UTC)
New facility to produce spaceships Edit
A center for producing commercial space crafts has been completed in California's Mojave desert at the cost of $8 million. The plant is expected to begin work on producing a fleet of spaceships right at the end of September. The plant is expected to employ some 200 individuals. Source of article: <a title="Commercial spaceship factory completed in Mojave desert" href="http://www.newsytype.com/11633-commercial-spaceship-factory/">Commercial spaceship factory completed in Mojave desert</a>
Spaceships to be produced
Scaled Composites, of California and Sir Richard Branson’s Virgin Galactic got together to create the Spaceship Company, which owns the 68,000-square-foot-Final Assembly, Integration and Test Hanger, or FAITH, facility. There are plans at the company to build a fleet of WhiteKnight and SpaceShipTwo space vehicles. This will allow commercial travel to take place.
There is no set date for when the flights will start. Still, it is assumed that Brand new Mexico will be where they are launched.
All about SpaceShipTwo
Burt Rutan intended SpaceShipOne as a prototype which led to SpaceShipTwo. That craft won the $10 million Ansari X-Prize. In 2004 it became the first privately financed craft to leave the Earth's atmosphere.
SpaceShipTwo has not gotten off the ground yet. There still have not been powered flight tests. Unpowered glider flights are the only tests the craft has gone through. There will be key powered tests soon. That is expected to take place before the year is up.
Monday’s open house
Monday, there was a reception and tour of the center making it official. Hundreds of public officials and reporters attended the event.
While there, Richard Branson said:
"We're extremely proud of the new FAITH building, which is the world's first facility dedicated to producing private, commercial manned space vehicles. From this hangar, the talented team at The Spaceship Company will be at the forefront of making space access safe, reliable and affordable."
Affordable space flight
The word affordable is relative. It depends on many factors. George Whitesides, Virgin Galactic's CEO, told the Los Angeles Times said that space travelers can expect to spend $200,000 per ticket. According to Whitesides, more than 400 individuals have already paid for or put deposits down on advance tickets.
Costs could drop as the industry becomes more competitive.
News About Space: http://www.news-about-space.org/space-exploration-news/cluster11414031/
Fenced-off cave? Edit
I'm not sure if anyone's noticed, but if you head up along the path to the right of the road after the checkpoint (it's small, but it heads up the cliffside), you'll see what appears to be a fenced-off cave entrance in the cliff. With that and the number of boarded-up homes in this game, I'm wondering just how much cut content there actually was... --TheWarmaster 10:54, May 28, 2012 (UTC)
Strange Graphical bug Edit
While organising my weapons outside the main door i equipped my character with a Power Fist. While standing next to and facing the door i pressed punch. When the punch hit the door i got the blood spurt animation
Anyone else had this or something similar?126.96.36.199 02:02, November 27, 2012 (UTC)
Notable Loot Edit
So, this article points out there are 11 Hammers in the basement...which can be interpreted to be following the guidelines because of the large number, I suppose. But really, hammers are everywhere...and serve no purpose in F:NV...so does anyone really care?
More importantly there is no mention of the very large number of Capacitors, Wonderglue, Fission Batteries, Turpentine, Wrenches, Scrap Metal, Abraxo, Pilot Lights and other materials that actually ARE useful. REPCONN is the mother lode for many of these items (sadly not for the key Scrap Electronics and Duct Tape though). I don't have GECK to confirm exact quantities, but just in the lower basement (past the nightkin) I found 11 capacitors - which can be immediately made into rockets at the reloading bench in the area. Jaguara333 (talk) 16:20, November 17, 2014 (UTC)
Went and did a quick sweep of the whole basement area...found 10 of the 11 hammers...but also found 13 paint guns (also meaningless), at least 25 of each of Fission Batteries, Pilot lights & Capacitors, 30+ of each of Wonmderglue, Wrench & Scrap Metal, 18 Turpentine, and 19 Sensor modules. I would not post counts without someone checking the GECK, but would like to at least change the note to say that it is a treasure trove of these usable materials. Jaguara333 (talk) 16:53, November 17, 2014 (UTC)
Bungalow On Hill?Edit
There seems to be a bungalow on the hill by the launch pad building, but is blocked off by invisible barriers. Can someone on PC please look into this? I'm on Xbox 360 and can't find a way up to that particular building? Sniping is AwesomeDefeat the Sniper 17:40, July 19, 2015 (UTC)
Hostile triggers? Edit
I'm curious about whether it would be useful to note hostility triggers (or bugs thereof); I got lost while trying to find "the deeper end" of the sewer, and found the door leading upstairs to where Harland was, accidentally going up stairs to try and get my bearings, Harland became hostile. I think theres a floorscript (I don't know if they have names, I mean a script that activates when you walk past a point) that turns them hostile. Likewise something similar happened with Davidson the Nightkin, I diplomatized my way through, (after reloading a save before Harland became hostile) found Harland's friend, peacefully gained entrance and all that jazz... found the terminal with the entries about the shipment invoice got to the part where 'Inform Davidson of the news' thing and when I went in he was wandering around the room so I had to go further into the room and he instantly became hostile before I could even press "Talk" on him. It'd be helpful to note that somewhere, as it ruined the mini quest for me. PaulReverend (talk) 22:15, June 14, 2016 (UTC)
Weird Glitch Edit
So I had a very strange experience where I found a replication of the REPCONN HQ at the test site. It was located west of the main building on a Ridge line. From here i was able to access a duplicate of the HQ interior cell and thus was able to locate a second Q-35 (I think thats the right number). I am an Xbox gamer so it can't be a mod related issue. If anyone knows what might have happened or has experienced the same thing please let me know.