Silo
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The silo is an abandoned, multilevel missile silo buried in the ground, accompanied by a small bunker complex. Many of the concrete blocks are damaged or mossy, despite this, the silo still functions fine. However, you will need silo launch code pieces, a rare drop from hostile mobs. They are single use, and 8 of them can be combined into launch codes, which are required to launch the missile found in the silo.
Where to find
It can spawn in any biome. However, they appear to be far rarer as of the new update.
Dangers
Aside from the malfunctioning turret, the surface of the silo is not especially dangerous. There are some explosive barrels which could be put through a fluid container for fuel and a chest containing loot. Down below, you will find sentry turret "Edwin". Like the other, it will miss a majority of its shots, but it can still kill you. The greatest dangers of the silo are falling down and encountering mobs that spawn all throughout.
Loot
In this silo, there were 12 crates, 9 filing cabinets, and 4 safes. Every silo has the following sections: blue (control room), red (living area), yellow (storage and maintenance), green (power generator and fuel storage), and black (hidden room containing some better loot).
On the surface is one chest. It has loot comparable to a vertibird.
The blue section contains all 9 of the filing cabinets, 2 crates, and 1 safe. Each filing cabinet has standard junk: dust, paper, books, etc. One of the crates contains foodstuffs and papers while the other contains a few electronic-related items, such as capacitors and insulators. The safe can contain weapons and extra pins.
The red section has 5 crates in total. 4 of these crates are in the sleeping quarters while the last is in the common room. All of these often hold MREs, clothes, mask filters, and paper.
The yellow section holds 2 crates, one of which has supplies you would use for repairs and the other holding small missiles and low-tier target designators, much like the loot of the control room in the old silo. The safe holds various electrical components such as ring coils and capacitors. There are also many conserve crates which will require a crowbar to open and will drop various foods when opened.
The green section contains numerous kerosene and liquid oxygen barrels in one room which can be recycled for their contents. In another is a crate with a few fuel billets among other items.
Lastly is the black section. This is normally hidden behind concrete like so. Breaking the concrete will reveal 2 safes and 1 crate. One safe will hold the silo launch key while the other can hold books, dust, and paper. The crate in the center holds loot comparable to a desert atom: fuel rods, billets, and nuggets. Mining the safe on the right will reveal a ladder to the last hidden area with an iron crate that can have chlorine pinwheels, Nuka Cola, batteries of varying type, circuits, etc.
The silo also has a damaged version of the doomsday missile loaded, which can be launched using the launch code and launch key. The missile can be released from the launch position, which renders it inoperable. Repairing it will make it usable again, as well as increase the yield considerably.
Refurbishing
The concrete has degraded quite a bit since its abandonment, but the control room can still launch missiles just fine. Use the stairs to climb down, load in a target with a target designator, and place the silo launch key and code in their respective slots. You can replace the degraded concrete if you want, which will make it more blast resistant as cracked and broken concrete bricks have considerably less blast resistance than normal.
Trivia
- It was likely from the same conflict the Duds came from.
- Reeds were originally meant to generate in a large vault-like structure, designed as a test for procedural structure generation, which ultimately never came to fruition. As a homage, the silo is the only structure that generates reeds (in its last hidden room).