Salida del Sol Salida del Sol is a location in the Sierra Madre in 2281 . The main entrance to this area is east of the Villa . Background . Before the Great War , it was the home of the church and homes of many of the casino staff . Layout . Salida del Sol is the eastern section of the Villa . It is split into Salida del Sol South and Salida del Sol North . Traps are littered across the area , with some hidden within the Cloud . A number of ghost people inhabit the area . Salida del Sol south . Upon entering from the Villa gate one arrives at the " southern " half of Salida del Sol , although much of the forward progress through this section will seem to be to the east and south , since at the very first intersection one encounters two blocked gates - one permanently blocked , and the other , to the Salida del Sol courtyard , locked until reached from the other side . A battle with two to three ghost people will quickly ensue when one initially approaches the first intersection , and a total of about six populate the region when it is first entered . A hole in the wall on the right just after the Villa gate provides rooftop access , which can be useful in this area for circumnavigating the two main areas of toxic cloud ( although upon reaching the switching station one can use the terminal outside to remove most of the toxic cloud from the area , considerably easing navigation ) . The second courtyard can be reached either by traveling south along the main street and then west ( i . e . right and then right ) from the first intersection , or on the rooftops by cutting through the first hole in the wall encountered when traversing around to the right . This area is effectively a dead end , but provides access to several buildings with miscellaneous loot . The third area , a smaller courtyard , is reached either by following the rooftops around to the right or by continuing around in the street to the south until one reaches a fork with a vending machine and the graffiti " Cloud kills fast or slow " , and then heading right . If one is on the rooftops then the very last hole in the wall on the right contains one of Dean ' s Secret Stash es . From this point one has two main options to reach the switching station : Once the toxic cloud is cleared using the terminal at the switching station , it becomes much easier to make progress toward the east and north . Returning now to the intersection with the vending machine , one can proceed east down the main street through an area initially shrouded in toxic cloud but hopefully now turned off with the ventilation system . Two shootable speakers cover this area of the street - one up and behind the archway as you enter and one above the archway at the far end . Between these two speakers , be sure to nip into the small cloud - filled shop with the Cosmic Knife sign to pick up the third of Dean ' s Secret Stash es in this area . Then , by continuing to travel down the main street one reaches a dead end with another vending machine and the Salida del Sol door leading to the northern half of Salida del Sol . Salida switching station . The Salida switching station is located in the southwest corner of the area , and is where Dog must be brought for the quest Fires in the Sky . There is also a hidden terminal to bring power to the ventilation system and rid the area of the toxic cloud . Salida del Sol north . Although situated in the north , this second area of Salida del Sol is first entered through a door marked " Salida del Sol house " , at the far eastern end of the southern section . It is initially populated by about six ghost people . Although extremely convoluted , navigating Salida del Sol north is made easier by the graffiti on the walls : numerous tags saying things such as " Run , run , run ! " have been spread across the area , and can help guide one ' s way back to the Villa . The tags are generally oriented so that , if the player character is facing one , then they are facing away from the bell tower , and toward the Villa . Therefore , if one sees a tag in front of them , it is guaranteed that they are continuing along the route toward the Villa . Turning around will lead more or less towards the bell tower . Upon exiting the house that begins the area , one can : There are now two possible paths forward to the junction : Left path . Ahead on the left through some arches is a shop with both a hologram vendor and a vending machine . Standing next to the vendor one can easily see and shoot the speaker over the far door . With this speaker disabled , one can safely proceed through the doorway , reaching a small courtyard which connects back up with the cloud covered gate back toward the entrance to the area . From this small courtyard , taking a right turn and heading east up the stairs leads forward to the junction . Alternatively , one can make a side - excursion to the west through an abandoned cafe with a radio on the counter which can be shot or simply turned off . This leads upstairs to a room with a terminal and a balcony that allows a one - way drop down into the cloud - filled Salida del Sol courtyard , from which one can obtain one of Dean ' s Secret Stash es but must then return the long way around via the gate to Salida del Sol south . Right path . Instead of entering the shop with the hologram vendor above , one can proceed east and southeast down the main street . Skipping the first staircase ( on the right ) for the moment , heading to the dead end with a second staircase allows one to retrieve one of Dean ' s Secret Stash es in the back of the shop . There is a radio behind the counter which can be shot or simply turned off . The actual stash is up at the top of the shelf behind the counter . Now returning to the skipped staircase on the south side of the street , ascend it but DON ' T enter the doorway yet as there is one last important side - excursion : jump over to the archway and cross to the roof awnings . Head as far west as one can get on the awnings - this requires recrossing the street on the second archway until one reaches a hole in the wall on the left . One is now just above the permanently blocked gate one encounters on entering the region . In the room one can find not only one of Dean ' s Secret Stash es but also the Snow globe - Sierra Madre which will immediately convert to 2000 Sierra Madre chips . In addition , the stacked desks contain considerable miscellaneous loot . Returning once again to the " skipped staircase " , one can now proceed forward through the doorway at the top , into a building where one can pick up the Vending machine code - " Radaway " from the bar near the pool table downstairs . Head out through the hole in the wall and the pathway gradually bends around to the north to reach a small octagonal courtyard with a tree ( and some bear traps ) in the center . The only way forward is through the northern tunnel . This tunnel soon reaches a split in the path covered by a speaker . The speaker is just behind and above the entrance to the arched stairway heading north , so turning around while halfway up the stairs will allow one to take it out . At this point following either path will lead to the junction below ; one way just leads to the balcony and the other to the courtyard below . Junction . Both paths converge from east and west upon a dark and bare cobblestone courtyard . The only path northward is now up a staircase with a light shining by it , although one can of course now first choose to explore the path - not - taken of the ones above before proceeding on northward with the level . A ghost person usually lurks somewhere near the junction . The building one enters through the staircase is a tall one , and the choices are to proceed through a hole in the wall past the vending machine on the lower level or to climb two further flights of stairs ( leading to a terminal with part of the History of the Sierra Madre ) before dropping back down over the rooftops , but in either case one winds up in an L - shaped courtyard with a wooden ramp leading up to the next building with a trip - wire trapped entrance . This next building contains yet another vending machine , and when one passes through it for the first time it ' s best to be ready for a group of three ghost people to attack . One will now have arrived at the corner of a large courtyard , but before proceeding north take a look to the right and south , where a large staircase descends into cloud . At the bottom of this staircase on the right is the last of Dean ' s Secret Stash es . The stash can also be reached without passing through cloud by traveling east from this same large courtyard - this path requires shooting or running past a speaker positioned at the top of the wall over the stairwell ( as one looks down the stairwell ) . Once one is ready to proceed beyond the large courtyard , the large staircase leading up and to the north brings one to the Campanas del Sol . Campanas del Sol . Campanas del Sol is situated in the very north of Salida del Sol north , and although one receives a map marker and XP upon arriving , it is really completely contiguous with the Salida del Sol north area . The entry point for the area is a very large courtyard surrounded by balconies . Five ghost people will be lurking in the buildings and balconies surrounding the courtyard . Although it presents an illusion of complexity , this area is actually quite linear in its progression . Standing in the center of the courtyard makes it easier to get one ' s bearings . There are three holes in the wall on the upper balcony level - north , east , and west . The north one represents the way forward but first one must reach the balcony . Meanwhile on the lower courtyard level there are two holes in the wall , east and west , in addition to the stairs returning to the south . Since the east hole leads to a dead end room ( though with a terminal and some minor loot ) , one must proceed through the hole in the western wall . Heading through the western hole takes one on a macabre detour through a chapel room , downstairs through a very large but mostly empty wine cellar , and then back up through a creepy funerary scene . Up one more flight of stairs one then reaches the eastern side of the courtyard balcony . Two ghost harvesters will by now have spawned in the courtyard you just left . From the balcony one can then stop by the upper western hole in the wall which leads to a dead end room ( though featuring quite a bit of ammo for the Holorifle ) . One can now proceed at last through the northern hole in the balcony to reach the final section of the level . An empty dormitory leads through to a hole in the wall and another small courtyard . As one approaches the archway on the other side a telltale " collar beeping " situation arises once again . The source is a radio in the upper room - one can run up and turn it off ( there is a safe spot just as you turn right at the top of the stairs ) , or if in an explosives mood just chuck a frag grenade in through either entrance . Now crossing the upper balcony of this small courtyard , one reaches a hole on the other side leading to a passageway and a room . In the passageway the currently inactive speaker foreshadows the fact that it may shortly become active on one ' s return from the bell tower - a hint that one can take this opportunity to return and fill the preceding areas of Campanas del Sol with any demolition charges and frag mines that have accumulated in inventory . The ladder at the end of the final room leads to the top of the Bell Tower , where the Control Panel for the Trigger the Gala Event quest can be found along with the Vending machine code - " hologram rifle - focusing lense " and Vending machine code - " super stimpak " . Once the gala event begins , new ghost people will spawn throughout the area ( one can optionally shoot at them from here in the tower ) and previously inactive speakers will be turned on . Salida del Sol courtyard . West of the north entrance ' s map marker is the Salida del Sol courtyard . The courtyard area is recognizable by what at first glance seems to be a toxic death trap filled with the Cloud , and the only area with standing water in the Villa . Most of the courtyard is filled with the Cloud , as the only safe areas to stand happen to be the awnings above the courtyard and the area right by the gate . The only exit is a locked gate which leads back to Salida del Sol south . Once fallen into , the only way out of the courtyard is to find the Salida del Sol courtyard key , located next to a skeleton and a toolbox in the southeast corner of the courtyard . Appearances . Salida del Sol appears only in the " " " Dead Money " .