Sierra Madre vending machines are pre-War devices found throughout the Sierra Madre.
Background[]
Created at Big MT at the Y-0 research center, the development of the Sierra Madre vending machines was bankrolled by Frederick Sinclair after witnessing them at a World's Fair exhibit.[1] Willing to exhaust his immense wealth for these devices, Sinclair also struck a deal with the research center's executives to use the Villa as a proving ground for various experimental technologies.[2] The devices he commissioned were intended not just as vending machines, but as emergency dispensers supplying food and resources to ration out in the event of a nuclear holocaust.[3] The machines were also capable of outputting special supplies, such as chems and security and maintenance equipment, though access to these were restricted with dispenser codes issued only to trained professionals and doctors.[4]
Although Sinclair described them as the means for self-sufficiency for the Madre, others felt that they were a means to ensure that any money spent at the casino would line Sinclair's pockets,[5] especially with the ban on all other kinds of vending machines.[6][7] To his employees, the vending machines felt like a company store, as they could barely afford anything with the modest amount of chips they received along with their paycheck.[8]
The Great War and the isolation of the Madre resulted in the vending machines becoming the only known surviving examples of the underlying technology. For over 200 years, they remained functioning in the ruins of the resort. Around 2281, they attracted the attention of a rogue elder of the Brotherhood of Steel, Elijah. As potentially unlimited sources of "food, supplies, medical assistance, ammo... even currency," Elijah saw that the Sierra Madre "can kill nations and build them" if one could harness its technology like the Cloud, the holograms and the vending machines and apply them in the correct manner: the Cloud would wipe out any ability to retaliate while leaving structures intact, collars would ensure cooperation in the survivors-turned-slaves, holograms afford an unstoppable offense and defense, and the vending machines provide everything else.[9]
Principle of operation[]
While the origin of their technology is unknown to Sierra Madre denizens,[10] the machines utilize Sierra Madre chips as batteries, while also using the alloys and raw material found within the chips to assemble items.[11] Dispensed items vary for each machine, with emergency items, such as medical supplies and weapon modifications, becoming available after finding vending machine codes.[12] However, the chips can be easily counterfeited using fission batteries and scrap metal, if one has the knowhow.[13]
Characteristics[]
Sierra Madre vending machines initially only offer food, cigarettes, doctor's bags and redeem cigarettes for chips. However, scattered throughout the Sierra Madre are holotapes that enable the vending machines to dispense additional items in quantities only limited by the Courier's supply of chips.
Food[]
Item | Chip Cost | Holotape Location |
---|---|---|
BlamCo Mac & Cheese | -5 | |
Dandy Boy Apples | -5 | |
Fancy Lads Snack Cakes | -5 | |
InstaMash | -5 | |
Junk food | -5 | |
Pork n' Beans | -5 | |
Potato Crisps | -5 | |
Salisbury Steak | -5 | |
Scotch (note) | -10 | Sierra Madre Casino & Resort security office on a metal shelf |
Sugar Bombs | -5 | |
Vodka (note) | -10 | Sierra Madre casino floor countertop behind a Very Easy locked door |
Wine (note) | -10 | Sierra Madre casino floor behind the bar on top of a shelf |
YumYum Deviled Eggs | -5 |
Note: Scotch, Vodka, and Wine can only be redeemed from the vending machine located on the Sierra Madre Casino Floor.
Misc[]
Item | Chip Cost | Holotape Location |
---|---|---|
Pack of cigarettes | -10 | |
(Return) pack of cigarettes | +5 | |
(Return) carton of cigarettes | +20 | |
(Return) pre-War casualwear | +4 | Can be found in multiple cash registers scattered around the villa and casino |
(Return) dirty pre-War casualwear | +2 | |
(Return) Fedora | +3 | |
(Return) pre-War parkstroller outfit | +4 | |
(Return) dirty pre-War parkstroller outfit | +2 | |
(Return) pre-War relaxedwear | +4 | |
(Return) dirty pre-War relaxedwear | +2 | |
(Return) pre-War spring outfit | +4 | |
(Return) dirty pre-War spring outfit | +2 | |
Free chips | +1,000, -1 complimentary voucher | Win 7,500 chips in the Sierra Madre casino |
Weapons[]
Item | Chip Cost | Holotape Location |
---|---|---|
Demolition charge | -75 | Puesta Del Sol North Service Tunnel by accessing the terminal in the corner or Puesta del Sol South 2F near the two lounge chairs. |
Auto. rifle upgr. internals | -250 | Puesta Del Sol South, on the roof where the Courier leaves Dean Domino before activating the Gala Event |
Bear trap fist HD springs | -250 | Salida del Sol South, in switch room where the Courier leaves Dog/God, near some pipes on the right) |
Holorifle adv. calibration | -125 | Puesta Del Sol South, atop the central building, among a pile of drained microfusion cells |
Holorifle focus optics | -175 | Salida del Sol North, belltower, along with super stimpak code |
Holorifle reinf. components | -100 | Puesta del Sol Switching Station, near the elevator and "remote maintenance terminal" |
Aid[]
Item | Chip Cost | Holotape Location |
---|---|---|
Doctor's bag | -55 | |
Med-X | -20 | Villa clinic (second floor doctor's computer terminal) the area nearby will have a hologram patrol |
Rad-X | -20 | Salida del Sol North, leading to the bell tower on the third floor of the only building in the area with three stories. On bookshelf near the "casino lights carry me home" graffiti in a room with a computer terminal used in the history side quest |
RadAway | -20 | Salida del Sol North, bell tower district, southeast area, behind a counter in the room with a pool table that the Courier enters from a staircase or the nearby hole in the wall. It's the only way of access to and from the bell tower half of Salida del Sol North |
Stimpak | -25 | Villa clinic, on the lower floor in the check-in area on the main desk |
Super stimpak | -100 | Salida del Sol North, inside the belltower on a ledge near to the light controls |
Weapon repair kit | -20 | Villa police station, on top of a file cabinet at the end of a corridor of prison cells, in the same area where Dog is kept, or access the terminal in the accessed in Puesta del Sol south foreman's service tunnels |
Ammunition[]
Item | Chip Cost | Holotape Location |
---|---|---|
.357 Magnum round (12) | -24 | Villa police station - When entering the station, located on the desk to the left with the police chief's terminal on it, next to a locked door (unlocked via the terminal) |
.308 round (20) | -60 | Villa police station male restroom |
Chems[]
Item | Chip Cost | Holotape Location |
---|---|---|
Buffout | -20 | Puesta del Sol South through a ground level hole in the wall east of the ruined cafe entrance next to cash register |
Mentats | -20 | Villa clinic right across from the chief physician's office on the bottom shelf with a TV and typewriter on top of it. |
Steady | -20 | Police station entryway on the coffee table right when the Courier walks in |
Locations[]
- Villa - East of Elijah's fountain.
- Villa - West of Father Elijah's fountain.
- Villa - Southwest of the entrance to Salida del Sol south.
- Salida del Sol south - South end of the area.
- Residential District - Turn right (or west) upon entering.
- Residential District - Go up the staircase in front (or south), climb down the stairs on the other side, and climb another staircase adjacent to it. Walk around the wooden balcony overlooking the cloudy area. The vending machine is left (or east) of the staircase on the other side of the building.
- Puesta del Sol north - Turn right (or head north) immediately after entering from Villa.
- Puesta del Sol south - Entering from the eastern entrance (near ruined store), go southwest and turn north after the arch. Or, entering from the western entrance (near the ruined cafe), head south, and turn east after the arch.
- Sierra Madre lobby - East of the entrance, on the second floor.
- Sierra Madre Casino & Resort - Entering from the double door entrance of the Sierra Madre lobby, walk around the stairs.
- The Tampico - North of the inaccessible double doors.
- Sierra Madre executive suites - Two at either end of the hall outside Vera's room.
- In the abandoned BoS bunker, in Father Elijah's room.
- Sierra Madre vault - To left of the table with the gold bars and pre-War money.
Notes[]
- The codes for scotch, vodka, and wine do not work on vending machines outside of the casino area. This includes the vending machine in the abandoned BoS bunker.
- For every item returned, the Courier will receive +1 in the "Crafted Items" counter.
- The Sierra Madre vending machines will not accept returns of sexy sleepwear, pre-War bonnets, baseball caps, hats or pre-War businesswear, despite these items being commonly found alongside other, returnable articles of clothing.
- It seems that pre-War hats were intended to be a returnable item, as with the outfit return code there is an option to return fedoras, and the pre-War hat is a fedora style of hat. However the actual fedora is a non-playable item only worn by Jay Barnes and the Mysterious Stranger.
- Despite being created in Big MT, the vending machines are nowhere to be found in Old World Blues. They are, however, mentioned on a terminal outside of the destroyed Y-0 facility.[3]
- According to Dean Domino[5] and Elijah,[9] the Sierra Madre vending machine technology was common during the pre-War times.
- It is possible for viable production codes to be created post-War, as evidenced by the ability of the vending machines to produce weapon mods for the holorifle, a completely unique weapon first made 200 years after the Great War.[14]
Appearances[]
The Sierra Madre vending machine appears only in the Fallout: New Vegas add-on Dead Money.
Behind the scenes[]
The following is based on Fallout: New Vegas cut content. |
The Old World Blues add-on includes an unused, unscripted, partially implemented version of the Sierra Madre vending machine, likely meant to be placed around the Y-0 research center. Called the "Holo-Vending Machine," the object uses the same shape as the vending machines which appear in Dead Money. Though both the mesh (shape) and textures are included for the object, the mesh file references textures as though they are in the "nvdlc01" folder used by Dead Money, rather than the "nvdlc03" folder used by Old World Blues, making it appear incorrectly if viewed without the Dead Money add-on loaded.
End of information based on Fallout: New Vegas cut content |
Bugs[]
- Dead Money. [verified] The "Return Outfit Item" vending machine code includes an option to return fedoras for chips. The fedora is a "non-playable" article of clothing, meaning it cannot normally be obtained, and furthermore does not appear anywhere within
- Even though the glitch will increase Agility past 10, the base Agility stat will remain the same in the Pip-Boy due to clothes acting as a temporary increase to SPECIAL, not a permanent increase like an implant.
- Equipping and unequipping a copy of each returned outfit will remove the stacked agility bonus respective to each outfit return code; e.g. If you have a +4 Agility boost from returning a parkstroller outfit and pre-War casualwear, if you equip and unequip a copy of the pre-War casualwear it will remove the +2 agility provided by that particular outfit, but leave the +2 provided by the parkstroller outfit.
Returning any pre-War outfit while wearing it will give a permanent Agility bonus. The bonus can be stacked far beyond 10 Agility and though it stops increasing related skills and AP, weapon draw/holster and reload speed will continue to increase. While running some guns may glitch during the holster animation due to the speed of the animation causing the gun to glitch inside the player character, usually leaving the gun sticking out of the Courier's shoulder. The gun will return to normal if drawing and then holstering again while staying still, or if reequipping the weapon. [verified]
Gallery[]
References[]
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