B . O . M . B . - 001 command center The B . O . M . B . - 001 command center is the orbital command sector of B . O . M . B . - 001 . Layout . Airlock 3 . This airlock looks exactly like the previous airlock 2 , but this airlock is a transition from map 2 to map 3 and back again . No space suits in this airlock . Mini - med . This is a much slimmed down version of the medical facility . It basically just has one bed and medical supplies ( med - kits , stimpacks , etc . ) . Meeting room . Directly east of airlock 3 is the station ' s meeting room . A large cut - away map of the world is hung on the east wall with red thumbtacks precariously placed on Midwestern locales . An observant person ( INT > 5 ) will notice that the thumbtacks are on the same points that the missile targeting solutions are assigned . In the center of the room is a large meeting table and eight chairs all around . Engineering core . Directly south is engineering . This room has several computer terminals attached to large computer storage banks , similar to the spinning tape storage banks from the fifties . There are also four generators evenly spaced on the floor . Here , the Prisoner will also find an NCR engineer . They will then be presented with several choices ; successfully sneaking into the command center , choosing to kill or knock out the engineer , take his armor and helmet ( essentially his uniform ) , or use the Deception skill to try and infiltrate the command control room . Another option is to try and speak to the engineer using Speech skills , thus trying to convince the engineer that Presper has not been entirely honest with them . Another choice is to blow the snot out of the guy and not worry about him . Reactor core . In this medium sized room is a large nuclear reactor with four smaller power nodes at each corner of the room . The reactor is very well insulated , but can be sabotaged using more than two dynamites or two C4 explosives ( using more will not do any more damage ) . Using these explosives will breach the plutonium containment and will result in radiation all over the command center . A reactor meltdown will commence , which gives exactly five minutes before total meltdown . Lastly , causing this type of catastrophe will initiate the emergency missile launch protocol , giving four minutes to set new targeting solutions and one minute to get the hell out of Dodge . The one consolation about the emergency launch protocol is that six out of the eight missiles have a 50 % chance of missing their assigned target , so if the Prisoner can only reprogram half the missiles in the four minutes , there is still a chance that all the missiles will miss their targets . It ' s a gamble , but it ' s the price one pays for using meathead tactics . The same rules apply if the Prisoner uses Science on the reactor and programs it to overload . Command control room . This is the ultimate room where the Prisoner can save the world or help destroy it . There is a large monitor on the east wall that shows a close - up section of the Mid - West as seen from B . O . M . B . - 001 . Several red targeting reticules highlight different designated targets ; Hoover Dam , New Canaan , Shady Sands , New Reno , Vault City , Denver , Brotherhood Main Bunker , and Maxson ' s Bunker ( although the targeting computer uses old , pre - War names for the locations ) . Directly underneath the large monitor is the targeting computer . This is where one may reprogram the targeting solutions . If the Prisoner chooses to disarm the missiles , they will be able to disarm all but two missiles . Since the computer was programmed to " cleanse " the areas that had been exposed to the New Plague , it will refuse to halt all launches and insist that two missiles be launched . They must choose two targets to hit – empty , uninhabited areas are not an option . If chosen not to choose , then the computer will choose the two largest populations . Also , reprogramming targeting solutions takes a fairly long time . Since both the station and the Earth are moving , the computer must calculate for optimal launch trajectory , atmosphere re - entry , target positioning dependent on the Earth ' s current facing relative to the station , distance , fuel , and weather . All these factors could take some serious calculating time , especially since none of these variables are constant ; the core information must be extracted on the fly and then worked into a target solution . It is quite possible that the Prisoner will not have time to reprogram all the missiles , so they would have to choose carefully which ones to change first . Dr . Presper can be found fiddling around another computer that is in the left hand corner of the room . If decided to muck around this computer , it will be found out that Presper was using it to calculate explosion scenarios , radioactive fallout disbursement patterns and half - life , and other brainiac calculations . The center of the room holds the computer processing core , a large , metallic object that is shaped like a smaller Zax computer . Escape pods . Directly north of the command center is the hallway for the escape pods . These are accessible at any time and hold two people each . There are five pods total . All one needs to do is access the control panel over one of the escape pod doors and accept the emergency escape request . One of the ideas I was toying with to keep the ending of the game " Fallouty , " was that the escape pod does not have a designated landing site . Because of its limitations , the pod will land like a ' 60 ' s space capsule , parachutes and all , in an unknown , remote area . This way the player will get an end movie CG of having his PC leaving the pod and wandering into the sunset of an unknown land – play sad music and shed a tear . Then roll the " and what happened to . . . " stills and narratives . Missile room 2 . This is where three of the eight missiles that are going to be launched are stored . The ten foot thick , red silos come out of the floor and extend into the ceiling and form two rows of six silos each . The Prisoner can access the mini - computers that are attached to each silo and see which silo has a missile in it and which do not . Some of the silos show empty because the U . S . government never got the chance to fully stock B . O . M . B . - 001 before the war started . However , for those silos that have a missile in them , one can try to sabotage the missile launch system on a per silo basis . Unfortunately , this type of Science Boy tactic takes quite a bit of time , and the likelihood of sabotaging more than five silos in less than two hours is highly unlikely . But , sabotaging the silos would cause a systems overload , which in turn would cause the station to eventually blow up – a couple of minutes after the non - sabotaged missiles launched . Appearances . The B . O . M . B . - 001 complex has not appeared nor is it mentioned in any published game . It was to appear only in " Van Buren " , the canceled " Fallout 3 " by Black Isle Studios . It is not certain if it will appear in any future " Fallout " game .