Bloomfield Space Center design document / 2 This is part 2 of the Bloomfield Space Center design document for " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . Locations . Map 1 - Entrance DELETE . Parking Structure ( I ) . The parking structure did not fare well in the hardships of time . The once proud , four - story building is now a crumbled mess of debris , towering , broken concrete walls , bent , rusted girders , and empty husks that used to be automobiles – though there are few . Since an electrically charged fence surrounds all of Bloomfield Space Center , the only way to actually enter the complex is through the almost destroyed parking structure , unless the PC is an efficient Science Boy , then he has a chance of bypassing the electrical charge and cutting through the fence ( the fence can be deactivated within the Operations and Communications Building so the player does not have to go through this each time he comes to Bloomfield ) . Within the mess of debris , concrete , and girders can be found a trail of sorts , seemingly carved out by " someone . " The trail splinters in different directions , with visible paths blocked by broken walls and debris . Some paths are harmless , while others hide deadly traps for the unsuspecting traveler ( or intruder - depends on the perspective ) . The optimal path will eventually lead out . PC ' s with a good outdoorsman skill will have a better time negotiating the proper route , and will avoid physical harm if their trap skill is above average . Bloomfield Space Museum ( H ) . This small , oval building is almost completely intact . Approaching the front entrance facing the parking structure , the player will meet with two Rusty Hooks guards brandishing assault rifle s . They will be very terse and ask the player what he or she is doing there . If the player is very charismatic and is a good speaker , he may convince the guards that he is there to trade special items and information . However , if the player is not very charismatic , or is just a dick , the guards will tell him to fuck off and give the player ten seconds to leave before they open fire on his mangy ass . If Jillian is with the player , the guards will respond nicely and let the player through stating that he should meet with Bear when they get to the control center just north of the museum . Or , if the player freed Jillian , took her back to the prison , go the whole prison quest done and the prisoners went free afterwards , Jillian will leave a good word about the player with the same guards after she returns . In any event , passing through the museum , the player will see large , broken models of ancient flying machines and space capsules . There are terminals here and there , but none are working except for a terminal that is located on a desk in a small room to the northwest . Using this computer , the player will discover that the power to Bloomfield is only running at forty - percent and that all non - essential equipment is either in stand - by or turned off . Once power is restored to sixty - percent efficiency ( eighty - five percent for the really talented ) , the player may fire up some of the terminals next to the dilapidated exhibits and learn about the ancient flying machines , especially the Hermes series of rockets . Map 1 – Control Center . Rocket Assembly Building ( G ) . This is a very tall and wide hanger , similar to size and shape as the Tustin Air Base hangers on Barranca , just north of Interplay , but not quite as long and the west end of the hanger has collapsed . Inside the still standing section are three cylindrical pieces , each roughly twenty - five feet in length , fifteen feet high and wide , hollow , and slightly curved . It looks like if there were several of these pieces , and if someone linked them all together , they would form a perfect circle . Essentially these are three pieces of a third B . O . M . B . , which never got completed . Also inside the hanger , the player will find a toppled over rocket engine mounted sideways on what looks like a very large wagon made out of a full size truck bed . Behind and attached to the rocket engine is a large fuel tank equal to the size of the engine . Attached to the fuel tank is a set of controls and levers . The player will later find out from Sid that this is a giant flamer to be used against a large attacking force . Sid will also admit that he is not certain of its reliability since a prototype was never made or tested . Since there was only one available engine , and Kyle the Hook is not a patient man , Sid is willing to take the chance that his giant flamer will work . There is more scattered debris and half - complete projects all over the hanger floor , as well as tool chests wheeled to each project . Basically this is homage to an ancient tech long forgotten and recently cannibalized by Sid and the Rusty Hooks to make other objects . A savvy player could create improvements to his armor and weapons with the materials present in the hanger . And , if the player is feeling a bit generous , he may help Sid complete a few of his projects , especially getting the sub - reactor to run at a higher efficiency . Operations and Communications Building ( F ) . This is the heart of the Bloomfield Space Center . The Operations and Communications Building is remarkably intact , standing two stories and being half as long as the hanger . Upon entering the building from the front , main entrance , the player will come into contact with the reception area , now dirty and littered with empty and broken bottles , smashed furniture , and huge graffiti over what used to be the receptionist ' s desk reading , " Rusty Hooks . " The player will find assorted offices with similar scattered debris , as well as smashed computers with evidence of pieces being literally ripped out of the CPU cases . There is also a stairway that leads down to a small basement level where the player will find the sub - reactor , which is usually locked behind two large , concrete doors . Other than that , the first floor certainly seems like a ghost town . The second story is a different matter . Each office houses a member or two of the Rusty Hooks . These offices are relatively clean and hold the best furniture . One of the offices in the southeast end is noticeably larger than the other offices . This office is marked as the CEO ' s office and is the domicile of Kyle the Hook and his bimbo of the month . At the same end of the building on the second floor , and facing the launch pad in the distance , is mission control . This very large room is filled with computers which are largely untouched , save for the randomly smashed monitors from drunken arms shooting . Power to the computers is minimal , allowing the player to get just the bare facts about Bloomfield . If the player wants more in - depth information , or is interested in launching Hermes - 13 , the sub - reactor needs to be at sixty - percent efficiency . Really good Science Boys could get the reactor to eighty - five percent efficiency , thus giving even more computers to get information from . This building is where the player may do the better part of his dialogues , as well as tinker with the computers , fix the sub - reactor , and launch Hermes - 13 . Satellite Communications Dish ( O ) . This is an inactive dish that is roughly the same diameter as the Operations and Communications Building . There is a small power room at its base which the player may access . This room houses the dish positioning controls , a computer , as well as the power breakers . Since power at Bloomfield is not running at full , the dish is out of commission . The player may restore power by having the sub - reactor ' s efficiency being restored , but accessing the computer will take a bit of hacking , or the codes from someone who was familiar with the B . O . M . B . project . Observation Building ( J ) . As the name states , this building was originally designed to view the launch of the Hermes - 13 . However , it is completed caved - in and inaccessible . Sidewalk in Between the Rocket Assembly Building and the Operations and Communications Building ( D , west side connecting F and G ) . On the way from the Rocket Assembly Building and to the Operations and Communications Building , the player will be greeted by two large , well armed security robot s . These robots were pretty much dormant the whole time the Rusty Hooks occupied Bloomfield , but went into passive sensor mode once the player escaped from prison . Since that time , the robots have been quietly waiting for the player to arrive . Once within fighting range , the robots will wheel themselves to face the player and open fire . Armed with two gattling guns for arms , the robots should make for a tough opponent . Luckily for the player , the Rusty Hooks will freak out at the sight of the robots firing their weapons and inadvertently help the player destroy the mechanical beasts . Map 2 - Launch Platform . Launch Platform ( H ) . This impressive structure houses the identical Hermes - 13 and Hermes - 14 space rockets ( pre completing the " return all the prisoners " quest for the Big MT ) . Even though the space rockets and structure have been exposed to the elements for nearly two - hundred years , they have held up quite well . However , if the player has returned all the prisoners to the Big MT ( quest complete ) , then to the east of Hermes - 13 is a second launch pad scorched by what looks like a recent launch ( the Hermes - 14 will have launched and not be there ) . The player will later find out that a group of NCR guys , led by Dr . Presper , commandeered Hereme - 14 and launched into space . Currently , rust and creeks can be found all over the launch pad , but it seems that the foundation and structure are still intact . The only things keeping anyone from getting a closer look are the five high powered gattling turret s surrounding the structure , the four NCR guards , and the four security robot s patrolling the launch pad . Everything on Bloomfield is powered by the sub - reactor in the Operations and Communications Building , except the turrets . The turrets are powered by their own sub - reactor underneath the center of the Launch Platform as well as its own computer control system . Accessibility is nearly impossible , except for a very well trained stealthy type ( read : 100 % + Sneak , 100 % + Science ) . All others will need the access override codes which can be found either in the Boulder Dome or the Reservation . Doing so ( or a successful hack ) would allow the player to either shut down the turrets , or reprogram them to attack the four security robots and NCR guards . After disabling the turrets , the player may follow the first level catwalk to the elevator . This elevator leads to the cockpit level and accessing catwalk . 2nd Level Catwalk and Cockpit ( M ) . Not much happens on the catwalk to the cockpit of the space rocket . The door to enter the space rocket ' s cockpit can only be opened with the same code that enables launch ( acquired from either Boulder Dome or the Reservation - maybe ) . Once inside , there is enough room for six passengers ( the player may bring CNPC ' s ) . Everything about the launch and flight are automatically taken care of via the onboard computer and mission control . All the player needs to do is sit down and enjoy the ride . Turret Control Computer Room . Should the player be super - stealth boy , there is door that leads to a room under the launch platform that controls the five turrets . This room houses the min - sub - reactor which powers the turrets as well as a computer that controls the turrets . Should the player have the required high skills , he may opt to power down the mini - sub - reactor to disable the turrets , reprogram the turrets to take out any perusing or potential enemies ( the Rusty Hooks , Robots , NCR Guard s , or any other threat that manages to follow the player into the range of the turrets ) , or just hack the computer to shut the turrets down .