EPA: There's Two Ways of getting this location on your map. First is the recruiting, Myron and then try to dump HIM, HE Will Tell You either of this or location of a secret stash in Golgotha. If he tells you about Golgotha ​​you have to first go and dig it up and then try to lose Him again to get the EPA on the map. The second way is from a random traveler Somewhere close to New Reno. Will you need a rope here, so do not forget to bring one. When You Arrive You Will Be greeted by a horde of spore plants spread out on the bridge of the maps. If you are alone You Can Easily Cruise In Between Them, But If You Have a party with you, They Might want to run around and Take Them All Out. It CAN BE a pretty long fight. To the left of the entrance you find a white Will Shed Some Useful containing items like a plant spray of CAN. If you equip it and use it on a plant it will die Instantly. If you run out You Can Find Another CAN in The Garage (Storage Shed) just north of the shed, But unless your lockpicking skill is high You Will Have to wait with it until later. In one of the Lockers inside the white shed ook You Can Find a big metal box, you might want to grab it (You Never Know When One Might come in handy). There's ook Several pieces of junk spread out on the map, feel free to grab one. * The locked storage shed Contains a few odds and ends But nothing special the except for one thing, if you have Dogmeat in your party and like to keep HIM alive That is. There are some cans of dog food There. Use the dog food he had Dogmeat and he regains full health When injured. (I do not know Whether it works like the first aid kit and Disappears randomly after using it, or if it lasts forever.) When you enter the Main Building, You Will Notice That The Elevators are broken Luckily But you CAN go right down through the elevator shaft. All you need is a bit of oil ... Note That Skynet and all of the dogs can not go down with you, But Will They wait for you here until you come back. Oh, and There's a locker with stimpaks Some on the left side of the main building and a computer giving you a little bit of information on all the levels of the EPA, otherwise nothing much of interest. Going Down the Elevator Shaft Will Take You to the EPA's Air, Water and Power Facility level. It's crawling with rats, scorpions and Small mantis. There's a few of Lockers here containing a great toolkit, an electronic lockpick and a couple of books. Going through here you might notice That one of the four power generators is not working Properly, though you do not know quite why So You better leave it. On the northern wall There are three big vents, if you go close to the middle one you'll find out That it's Just Big Enough to squeeze through. That only problem with the big spinning metal fan. Here's That WHERE metal box comes in handy, use it to jam the fan. The vent Leads you to the maintenance level of Which Has Two Working Elevators, he's the north-west and one to the north-east. The only point of interests here's are a locker with a laser gun and a depressed Mr. Handy robot walking around. Here's the layout of the EPA sub-levels (shamelessly COPIED from SoldierOfTruth) East Elevators with Appropriate sub levels - abbreviated by the letter E and followed by the number of the sub-level: E1 - Red Level, East Sub-Level 1 E2 - Violet Level, East Sub-Level 2 E3 - Green Level, East Sub-Level 3 West Elevators with Appropriate sub levels - abbreviated by the letter W and followed by the number of the sub-level: W1 - Orange level, West Sub-level 1 W2 - Yellow level, West Sub-level 2 W3 - Indigo level, West Sub-Level 3 Sub-W2 and E2 levels are interconnected. On the E2 level ook Will you find the elevator leading down to the Blue level. I suggest starting with the Orange Level (conference rooms and cafeteria). To the west you see a four holograms arguing with Each Other seemingly stuck in a loop and you can not talk to Them. As you get closer you notice the humming and the magnetic field from nearby interfering That Might Be with Them. In the room to the left of Them There are a couple of computers. Use the left one and run a diagnostics check, then use repair on it (over 40%) for 100xp. Now You Can Talk To The holograms and get a few quests. 1st Fix EPA lighting problem. You get this quest from the Director of Public Relations (female holo) But first you have to try to open one of a few password protected doors, games and ask for the password. The Closest is the one door to the room just south of games. You need speech ook 81% (Actually you only need 61% But then you have to ask Will Games Twice). She Wants You to repair the power generator located in the EPA's Air, Water and Power Facility level. It's the left one of the four generators. With skill and repair 55% Bigger Than You'll learn That you need to fix it with a piece of junk (500xp). Return to games to get the password. * I suggest you do this quest first, and Will Be Several doors locked to you otherwise. 2nd Clear Out the plant problem. 10,031 hologram is the man in charge of the Ground Maintenance But he's HAVING trouble with controlling the robots and with the holo and he can not to anything Himself. He'll employ you as assistant groundskeeper's and you want to clear out all the sporeplants on the top level. If you already did it Earlier You Can Just Tell Him that. He gives you 500xp and the Keys to the storage shed HIS (the locked building on the top level). You May Want to Consider waiting with this quest until after you have Gotten the 'Test of the Solar Scorcher for the Director of Science. " quest. 3rd Fix the Computer Voice. The obnoxious power armor wearing a hologram is the Director of Security for the EPA. Talking It reveals Him That He has no control over the robots and the computer voice is malfunctioning. If you fix it for HIM he'll grant you access to the Security Wing (Red Level). The EPA Robot Control Computer is located in the Yellow level. It's The One That Says BEEP! from time to time. You need to run a diagnostic check to DETERMINE what's wrong and then repair it (%) for 500xp. Returning to the Director of Security, Will you get an Access Card That unlocks most doors on the Red Level. * The fourth hologram (Director of Operations) is Completely Useless. There's nothing you can do with HIM. * In one of the fridges in the cafeteria section, you CAN find a bag of Pop Rocks, and There's a cooler with Some Nuka-Cola. If You Take Them Together (equip the Pop Rocks and Use Them on yourself, then do the Same with the Nuka-Cola) Will you get a funny sequence. It's best if you surround yourself with eventual NPCs. Saving before doing this is highly recommended. * To the North There Is a room with Some mutated fruit flies, it's full of chemicals and is highly toxic. It's recommended to wait Theres going in until you have proper protective gear, and IT CAN BE quite deadly. Besides, There's Nothing There. Yellow Level This level is connected with the Violet level via a room full of Chemicals That is very toxic. It is much better to enter from the room That Violet Than The Yellow level, unless you are already wearing protective gear. 4th Fix Hologram 00000th The hologram, here is the Director of Science. Speaking to HIM reveals a small problem, he only talks in binary. You need 100% of science and In the 6 to understand Him. He Says There Is a problem with the tape reel close by HIM (81% to repair it, 51% if you use Any kind of tool). But that's not enough, he ook Needs To Be rebooted (Talking to Him with 100% 6 Science and Intelligence Will Make You Able to understand what's wrong). 500xp is your reward. 5th Test of the Solar Scorcher for the Director of Science. * The Solar Scorcher is the Same Gun That Previously Could Be found in the Guardian of Forever Encounter. After you have fixed the science director, he Wants You to test out an experimental weapon for HIM. IT IS STORED in a locker next to the tape reel machine. The locker is locked until you get this quest and There is no way of opening it before that. Anyway, your mission is to go outside and shoot something and then come back and report it (500xp), and you get to keep the gun .. Note, Means outside outside, Critters in the sub-levels do not count. Ideally you saved and spore plant on the surface level for target practice, if not you have to travel the Wastes. Indigo Level: No. But here Quests There are a few things of interest here. * In The Room Directly south of the elevator There is a beeping computer. It holds a few interesting notes, Especially the ones he had a cure for Epilepsy. After You Have Gotten That info you can 'cure' the barking man in New Reno (100xp Stimpaks and 3). If you push the "Keep Searching" option 22 times Will you eventually find info on a Mass Fluoridation Project (200xp). With Luck 9 You Can Find the hidden message and little faster. * The room just below the computer holds a three-car Modified doc machines. Using These Will let you change your appearance. As a male, You Can Go from normal hair, that long hair, it Completely bald. You Can Even That have sex-change operation you've always dreamt about. Females only CAN do the sex change, for now ... But Sea Hero models are in the works for Both Men and Women. * In a room's The Far Left and silver with a toaster sitting on a desk. Apparently HIS name is "Brave Little Toaster." You Can Have a little chat with Him. It turns out he's desperate to make you a toast, and it's been a century and last December he made any. But that's not why you are here. As everything else here he is in Need of Repairs (Fairly easy repair roll 450xp) and if you talk to Him again you gain the ability to jinx slot machines. A handy little 'trick' if you are in need of cash, and When you use it and a slot machine Will Surrender all it's money. Red level. Most doors here are locked and Needs To Be Opened with the key card you get from the director of security. In the room below the elevator is broken yet another hologram, Which Leads to ... 6th Fix the hologram That speaks with static. When you try to talk to HIM you can not understand anything Because of too much static. You need to fix the machine That Controls the holographic projection (red machine blinking). IN 5 understand that you need HIM to fix and repair a 51% Actually fix the machine, or 21% if you use Any kind of tool. Talk to Him again to get the password for the elevator to Level Blue. This is the only way to get into it. He CAN ook explain what a few of the things you find in the EPA are. If you can not figure it out by yourself. * You Can check out the museum here and Even 'watch' and little flick, if that's your thing. * The old electric chair here is still Operational. It Can Be Turned on the computer via In The Room Above the elevator. Be Careful to step too close to it while it's on and it can lead to an unexpected resignation. If you are feeling a little bit evil or just want to have some fun i can recommend giving your Least favorite NPC and little 'push'. * There are lots of Lockers worth checking out here, be sure it do not miss any. Violet Level: This level is pretty empty But This Is Where You Find the elevator down to the Blue level. Also, a small wall in the locker in the hallway to the area Contaminated You Will Find a gas mask. If you equip it in your active item slot You Will Be Protected from toxins and CAN ENTER The Chemical Safely Areas (the one on this level is the Only One You Really Need to enter). Note That this room Contaminated Could just as well have been Covered in the yellow level Section, December But the Gas Mask Can Be found in this level it fits better here. * To the right of the big computer You Can See That two fans are clogged up with goo. Clean Theme for 50xp each 'and Becomes the air breathable (you no longer need the gas mask). * The big computer here is "Mr. Chemmie, the local candy man. Well, not really. But if you have the knowledge and the right ingredients, he CAN create Almost Any drug you want. He Can Make: Stimpaks - Broc Flower Xander Root, Empty Hypo Super stimpaks - Stimpak, Fruit, Nuka-Cola Poison - Empty Hypo, Scorpion Tail Nuka-Cola - 41% science Poison Antidote - Scorpion Tail Booze - Science 46% First Aid Kit - Stimpak, empty hypo, Poison Antidote, advice Away - Science 56% Doctor's Bag - Stimpak, empty hypo, Poison Antidote, advice away, First Aid Kit - Science 61% Buffout - First Aid Kit, Beer, Nuka-Cola - 71% science Mentats - First Aid Kit, Fruit, Booze - Science 81% Psycho - Mentats, Buffout, Fruit, Stimpak - Science 86% Rad-X - First Aid Kit, Nuka-Cola - 86% science Rad Away - Nuka-Cola, Empty Hypo, Stimpak - Science 91% Special options: Heart Pills - If you have Cassidy in your party and science 101%, you can make these. Using them on Cassidy will 'cure' his heart problem. Marijuana - Pre-war drug. CH +2, Lu +1, Pe -1 for 11 days, after 7 days you lose 1 more Pe. Science over 100% needed. ERSI - A substance vital to anyone just removed from a cryo-chamber. Need to know about it before you get the option to make it. * There are some books and drugs in the lockers. Green level: Here you can find EPA's botanical garden and the spectacular petting zoo. The zoo could be seen as a bit controversial, as it holds humans too. Deformed and crazed from genetically experimentation. * There are no quests here, but there is one quest objective you can accomplish. On the east side there is a computer, the EPA's botany terminal. On it you can find a file on botany. If you have the quest from Brother Paul to find info on such things, you can download it to a holodisk and bring it to him. You can also extract some seeds from the seed storage tanks. They contain modified corn and some experimental seeds. * If you are up for it you can take a stroll in the lush trees and bushes of the garden. If you have some seeds you can even grow one yourself. The experimental seeds can be planted in the fertile ground in the south-west corner of the garden (100xp). If you come back three days later you will find a new random bush there (sometimes it's a spore plant). * You can plant the modified corn in Arroyo for 100xp, but it wont change anything for the village. It must be done before the fourth dream of course. The experimental seeds can be planted here too. I only managed to plant one package of seeds here even though there seems to be more fertile ground available for planting. * You can read up on the different critters on the computers near their cells and lower the force-fields holding them in. They are all hostile though, so the best thing you can do is probably to put them out of their misery. Blue level: This is the secret level of the EPA that officially is non-existent. You get down here by an elevator on the Violet level, but first you need the password that is given to you by a hologram on the Red level. When you get down here you will exit on a platform surrounded by a pack of wanamingos. If you paid attention to the hole in the wall in the wanamingo holding cell on the Green level, well, this is where they escaped to. If you stand around for too long they will walk through a hole in the fence and attack. The big force-field that is blocking your way up ahead can be lowered by using repair on the computer to the right of it. You need a pretty high skill here, repair 100% will give you an overall chance of 20%. You can try however many times you like though. A well placed explosive in front of the computer can accomplish the same thing if you aren't skilled enough. Up the stairs you will find a room with three hibernation chambers. They all contain possible NPC recruits. The computer just inside the door has information on all of them and from here you can extract one of them. Whom it will be is up to you. When the computer warns that you need a can of ERSI, you can run up to Mr Chemmie to get one, or you can just ignore it and see what happens. Mr Chemmie cannot create the ERSI up until now, no matter what your skill. * Behind each hibernation chamber is a locker for each NPC. When you extract a NPC from the chamber his or her locker will also be unlocked. The other lockers will remain locked and there is no way for you to open them. * Do not miss to check out the footlocker in this room, it contains amongst other things a special syringe. When used you gain a permanent +1 AG. The New NPCs from EPA: Kitsune: Need charisma of at least 5, or CH 2 or more + speech higher than 80 % for her to join you. You only get one shot, if you fail she's gone for good. She is, well was a Chinese spy working for the Americans. If you ask her about her past you can eventually get her to teach you some of her skills. You gain +10% to your sneak, lockpick and steal skills. Her main skill is lockpicking, and as long as her skill is better than yours, she will help you with it (like Vic with repair). As for combat skills, she's best with unarmed, melee, small guns and throwing - in that order. She can use all weapons, but she's rather bad with energy and big guns. She starts out with 80 HP and ends up with 130 HP and her AP will always be the 9 she starts with. If you have left her out of your party and try to get her back while having CH 1, she will leave and disappear for good. Cat Jules: He used to be in the army, but was reassigned to guard duty to the EPA where he volunteered to some human/feline DNA experimentation. (He's basically a tribute to Cat, a character from the British Sci-Fi-comedy series "Red Dwarf".) If you ask he can give you some weapon training (+10% to small guns, Big Guns and Energy Weapons). Notable skills; Small Guns, Energy Weapons, Unarmed, melee and on his final level a passable Big Guns skill. He can use all weapons, though he's not very good at throwing. He starts out with 80 HP and ends up with 130 HP and his AP will always be the 9 he starts with. Same as with Kitsune, if you ever have a CH of 1 when you try to recruit him or pick him up again, he will vanish from the game. Dex: A sociopathic killer and worse according to his files, innocent according to himself (He would say that wouldn't he?). If you play an evil character (negative karma) he will not pretend to be innocent. In fact, if you ask for his life's story, he'll tell you all about it. Good characters will never get to know, but maybe it's better that way. He is easy to anger before you've recruited him, so pick your lines carefully or he'll go hostile. If you ask him if he can give you any tips, he'll teach you +15% speech and barter. His main skill is speech, but unfortunately he cannot help you with that in any way. He's also good with Melee and Unarmed. Small guns are OK and Energy Weapons and throwing skill are passable on his last level. Unfortunately the weapons he can use are limited to knives, pistols and sub-machine guns. He starts out with 80 HP and ends up with 130 HP and his AP will always be the 8 he starts with. *Female characters has the option to sleep with him before he is recruited. If you are good or neutral though (0 to positive karma), he will kill you afterward. So maybe not such a good idea.