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Trappers become more common as you progress in the DLC. Unlike the other two ghost types, Trappers have no hood. Stay out of melee range with these guys because they pack a falcon punch.
Seekers are most rare. They are the tallest of the bunch and wear hoods. They are the most menacing of the three, as they usually begin combat by throwing gas bombs at you.
These gas bombs, in a word, suck. Try to dodge them and you should be fine. Like Harvesters, they fight with knife spears.
Holograms are much more of a nuisance. These guys can usually be found patrolling inside buildings. Instead, stay out of sight from them. When they are blue, they do not see you; when yellow, they are about to see you; and when red, they see you.
So how do you get rid of them? Well, the best advice is to stay out of sight initially. An emitter is a blue light-like bulb that is found around where the Hologram is patrolling.
These emitters are usually half-hidden behind doors, in corners of the room, or up on rafters above rooms. Search the area thoroughly for these emitters; usually they are put in "clever" locations, so just think "where would I have put it?
Yes, you heard right -- Radios. They interfere with your collar, and if you stay near one too long, your collar will explode!
So, you need to turn off -- or destroy -- radios when you hear the beeping sound. The unshielded radios are easy: Thankfully, the terminal is never too far away from the shielded speaker.
So, watch out for radios! Bear traps are those ankle traps on the ground. If you walk over them, they hurt like heck. You can disarm them if you have enough presence of mind to see them before you walk over them.
I point out most earlier bear traps in the guide, but as we progress, I expect you to be able to look on the ground traps.
There are just so many, so be sure to look down, but not at all times! Wire traps drop down beams on you, which also hurt like heck. They are mostly found in the entrances to buildings and rooms.
Specifically, the crumbled wall openings are the place of choice for wire traps. So, be sure to look down when you go through a crumbled wall opening.
To receive the quest, all you have to do is download the DLC! That is, you will automatically receive the quest "Sierra Madre Grand Opening!
This is definitely not required, but it will help level you up. You can, however, run straight to the Sierra Madre quest marker right after Doc lets you out of his house; that is, right at the beginning of the game.
It will be really helpful for you if your character has at least these skill levels for various conversation checks in dialogue:.
While you receive the quest automatically, you do not automatically start at the Sierra Madre. Instead, you must travel there. So, change your active quest to "Sierra Madre Grand Opening!
It is located on the east side of the map in between Nelson and Camp Forlorn Hope. If you have either of these map markers, fast travel and then walk to the bunker.
If you do not, fast travel to the closest marker and make your way to the bunker. This drainage grate will lead down into the bunker. Inside the bunker, go down the steps and over to the door.
Save the game before you try to open the door so you have a save file before you go in. Choose "Seek out the radio signal in the Bunker" to continue with the story.
With the door open, walk down the hallway to the curiously lit-up radio at the end. When you get close to it, all hell breaks loose and you end up in the Sierra Madre.
Father Elijah, the dude on the hologram, explains everything to you. It seems you need to pull off a heist, and to do this, you must "recruit" three people.
Elijah also gives you information on your situation: So, watch out for radios -- your collar will start beeping and eventually explode if you get too close.
But for now, we have to find the three companions. Just like Elijah suggests, start with finding Dog. From the main fountain, go southwest and traverse through the streets while heading toward the quest marker.
Headshots are usually the best way to go here. So, if you down one, be sure to finish the job! First things first, though: Well, it comes into play here, as the room with the cell has three radios in it: You can either shoot these or simply turn them off.
Here, turn off the radio on the desk to the right, and go down the stairs to the left to reach the basement. In the basement, head down the stairs and into the room with the terminal on the desk.
Continue through the various rooms to the quest marker. In this room, immediately turn off the radio on the desk in front of you, and pick up the "Dog Command Tape" next to the radio.
Just go back from whence you came -- back through the linear rooms and up the stairs to the cell. You will have to make the same decision for the other two followers that you will recruit, as well.
So, talk mean or talk nice, and which way you talk will alter the story, capiche? You can also pass various conversation checks to make the conversation go more smoothly.
Being nice or mean to dog is really important here, so be careful which dialogue options you choose. For example, calling a Dog a "reject" would definitely constitute as being mean and will lead you on the path to the evil outcome.
By contrast, speaking on the same wavelengths as Dog -- referring to Master, asking nicely for help -- will set you down the path for the good ending.
I advise that you tell Dog to follow you, as he will be an asset in your search for the other two companions. Now that you have Dog following you, head back to the center of the area.
Switch your active quest to "Find Collar Right when you enter the area, Elijah tells you that the comm system can also set off your collar. Make your way to the Clinic itself -- there are two entrances and the area is fairly small.
It takes a little bit for them to lock on to you, however, and you can sneak past them without too much trouble. You can also "set their behavior" via terminals, which are always conveniently located near them, and even take them out of commission completely by destroying their respective emitter, which is also usually conveniently located near them.
As you begin to wander inside the clinic, the quest objective quickly changes To get rid of it, you need to destroy its blue emitter. First, set the behavior of the Hologram to the second floor.
Then, go to the second floor and wait for it to turn its back to you. While you are out of its sight, head down the hall and look for the blue emitter, which should be in plain sight next to a door.
Shoot it to blow it up and turn off the Hologram. So, you need to get to the basement. Down in the basement, get on the terminal and disengage the power.
This will turn off the shielded radio and change your objective. Head back up to the first floor. Use the Malfunctioning Auto-Doc to start a lengthy conversation with Christine.
Just as with Dog, the way you talk to her will determine later events in the story. And just as before, these future events directly correlate with how nice or mean you talk to her -- act nice for a good outcome, mean for a bad outcome.
At the end of the conversation, you can tell her to go to the fountain or to follow you. For now, have her follow you. While exiting the clinic, she will explain that she can block out the radio signals for a short time, which can help with all these radio explosions.
You will have to pass a conversation check, but you can do that in any three ways: Intelligence 5, Explosives 60, or Science The last of the three companions is Dean Domino.
This whole area is rigged with traps -- bear traps, wire traps, the works. This area is also full of that toxic gas. Finally, we have those ghost guys to deal with, too.
In short, this area is basically a circus. The best advice is to go slow. Take each thing at a time, and look at the ground every so often to see if there is a bear or wire trap.
Head around the back and go up the stairs, then ascend to the top floor to find Dean lounging on a seat. Take the seat next to him to start a lengthy conversation with him.
Just like before, your conversation responses will determine later events in the story, so be nice for a good ending and mean for an evil ending.
A few things to watch out for: You can impressive Dean if you have Explosives 25 and Speech With all three companions now recruited, you can continue with the overall mission, and second set of "threes" -- this time, setting up the three companions.
Talk to Elijah to get the second set of three quests. Get him to follow you a Speech 65 check helps and head over to Salida del Sol South.
When you get there, Dog will initiate a conversation with you. God is much clearer as to what he wants: You can pass an Intelligence 7 check.
God will see your super-intelligent reasoning and agree to stay. This is by far the easiest way. You can get the ghost meat. Just go to the two quest markers, kill the ghost, and grab the meat.
Obviously, locking Dog in the cage will lead to an "evil" ending later and getting the meat leads to a "good" ending later. There are less traps here than other areas to offset the amount of toxic Clouds.
Your destination is in the southwest part of the map. Elijah chimes in when you get close. The trick to this area is the second level; that is, you can get around the area, and go to new places, if you walk on the second-level roofs that make a perimeter around the buildings.
You will have to go inside the Ruined Cafe to get to the roofs that lead to the station! So be sure to enter the Ruined Cafe.
Head upstairs in the cafe and take the door that leads outside. There are two potential doors: When you reach the station, Dean starts to get cold feet.
He feels that ghosts will come and kill him when he does his part of the bargain. For the Holograms, one is really easy to find.
From the station, simply drop down to the side roofs below and go through the crumbled wall to find the terminal. Use the terminal and activate the Hologram.
One down, one to go. This will lead to a balcony -- simply walk a few steps on the roof to reach a crumbled wall. I recommend the Repair check, as its the lowest and Dean abhors Barter checks for some strange reason.
Before you set out, this is a great time to talk to Christine about the life, the universe, and everything. Talk nice or mean, depending on how you want the overall outcome of Christine to end up.
You have to pass several high Intelligence, Science, and Medicine checks to learn more about her. For the quest itself, head out to Puesta del Sol North.
You might have explored the first room a little while you were with Dean, but now you can finally get past the first door. But before you can do that, you need to fix the circuit breaker.
It is the big, rectangular box in the first room. You can fix it with a Repair 60 check, or by gathering some materials, which are located in the same room.
With the door open, head on through. Just run, run, run down the halls to get out of range. This can be a difficult room to get across unscathed.
Go up the stairs and enter through the door in the direction of the quest marker. Go through the three rooms to reach another big room like before.
This one, however, has a few speakers in it, as well as a turret in the center which shoots lasers. But before that, we need to take care of these speakers.
The terminal is Very Easy, but that should not be a problem. With the speakers turned off, you can destroy the turret from this room with an in-and-out-of-cover tactic.
That is, pop out of cover, put a few shells into the turret, then go back into cover. If you do not have the Lockpick skill, my first advice is to get your Lockpick skill up, either with a book or by leveling up.
Message me if it works for you. With the room speaker-less and turret-less, head on over to the quest marker. In this conversation, be nice or mean, depending on your desired outcome.
The "evil" way is much easier here. Just keep telling her -- basically force her -- to go down the elevator. Basically, be evil and make her relive her time in the Auto-Doc.
The "good" way is a little tougher. With the password, head back to the terminal and do your thing. Talk to Christine, who will be grateful, and the two of you can share a "moment" if you like.
Head to Puesta del Sol South. This area is fairly small and really linear. There are ghosts around, and a few bear traps, but otherwise the area can be easily gotten through.
You just need to go through the streets, up some stairs, through a building, and through some more streets to reach the door with the quest marker.
It is advised, of course, that you fully clear the area anyway. Head through the streets and go inside the building with the Hologram vendor. Destroy the speaker above the door, then go through the doorway under it, then go inside the building on the opposite side of the street.
In here, destroy the radio on the counter, then go back outside and find stairs down the street. Now follow the fairly linear path as it leads north to the Bell Tower.
Watch out for wire traps and ghosts, but both should not prove too difficult. Go through the west crumbled wall, down the stairs, across the wine cellar, and back up.
Here, follow the balconies to a room with beds. Through this room, go up the stairs and into the next room. Destroy the radio, go back out to more balconies, head through the crumbled wall, and go to the opposite side of the room to reach the ladder that leads to the Bell Tower.
Use the controls to trigger the event. But first, we need to get to the main gate. According to the United States Census Bureau , the town has a total area of 3.
Sierra Madre has warm, dry summers, and cool, wet winters Mediterranean climate type. Annual precipitation is just under 18 inches, mostly falling between November and March.
In fall months, a Southern California phenomenon called the Santa Ana winds can bring daytime temperatures into the 80s year round, and keep overnight lows above 60, even in winter.
Winter, however, mostly consist of cool, rainy days followed by warm sunny ones. Frosts are not very common, with snow only being recorded 3 times.
By May, Pacific storms no longer visit the region. In May and June, hot desert temperatures combined with cool ocean waters bring in low hanging clouds each morning called the Marine Layer.
They dissipate by noon. These clouds make June the cloudiest month for Sierra Madre, even though it only receives an average. From July through October, hot temperatures grip the region, with September being the hottest month, unlike the rest of the nation.
During this period, it rarely rains. The Sierra Madre earthquake was a M 5. It caused regional damage, such as knocking over chimneys and fragmenting cinder block walls that run along major roads in the area.
Sierra Madre lies between Santa Anita Blvd. To the south, it is bordered by Orange Grove Blvd. Its principal road is Sierra Madre Blvd.
City of Sierra Madre offers transportation on a Gateway bus. The population density was 3, The racial makeup of Sierra Madre was 8, Hispanic or Latino of any race were 1, persons There were 4, households, out of which 1, There were 4.
The average household size was 2. There were 2, families The population was spread out with 2, people The median age was For every females, there were For every females age 18 and over, there were There were 5, housing units at an average density of 1, The homeowner vacancy rate was 1.
As of the census  of , there were 10, people, 4, households, and 2, families residing in the town. There were 4, housing units at an average density of 1, The racial makeup of the town was Hispanic or Latino of any race were 6.
There were 4, households out of which In the town, the population was spread out with The median age was 43 years.
From Wikipedia, the free encyclopedia. Greater Los Angeles portal. Archived from the original Word on November 3, Retrieved August 25, United States Census Bureau.
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Award Wins and Nominations". Retrieved June 19, Archived from the original on February 20, Movie and TV Locations". Archived from the original on June 25, Archived from the original on January 22, The Fog ".
Season of the Witch". Season of The Witch ". Archived from the original on February 9, Retrieved April 7, Retrieved April 23, Retrieved October 10, Retrieved June 17, Retrieved June 4, CA — Sierra Madre city".