Sierra Madre Casino Vending Machine
The Sierra Madre Casino. Workers on the casino were surprised to see futuristic devices such as matter-rearranging vending machines and holographic security guards arriving. Sinclair was not only obsessed with excellence, he was also obsessed with creating the perfect, isolated location to 'begin again' after the inevitable apocalypse. 1.1.1 Vending Machine Code - '.308 Rifle Rounds' 1.1.2 Vending Machine Code. These codes enable Sierra Madre vending machines to produce more valuable items such as medicine, chems, ammunition or weapon upgrades. These codes were distributed to different employees of the Sierra Madre and are thus located in the locations they frequented. Aug 26, 2009 On topic with the OP, those vouchers are only redeemable through the vending machine if you get the voucher code by winning 7500 chips by gambling in the Sierra Madre Casino. From there you can redeem the vouchers 'sent' to the dropbox @ the Abandoned Bunker every 3 game days. Without the vendor code it's pretty much useless. Mar 08, 2013 -Get banned from the Sierra Madre casino by winning 10k chips.-Learn the Sierra Madre Martini www.falloutwiki.com crafting recipe. Yup, already got everything there. I made certain I had everything in terms of vending machine codes a long time ago and with a luck of 10 I always gamble at every opportunity. Dec 23, 2010 Instead of bottle caps, Sierra Madre casino chips are the only form of currency and ammo, supplies and guns are incredibly limited. You can use nifty. I love having the vending machine in the BOS Bunker, after completing Dead Money. The drop box adding 200 SM chips every 3 days, and the ability to craft more chips is a god send. Moncton casino concert floor plan jonas brothers. My character is now a full time weapons repair man.
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I love having the vending machine in the BOS Bunker, after completing Dead Money. The drop box adding 200 SM chips every 3 days, and the ability to craft more chips is a god send. My character is now a full time weapons repair man. I spend all the chips I make and get from the drop box on the weapons repair kits, then I go to the merchants around the map. I buy their junky low condition weapons, repair them, then sell them to a vendor for major profits. Who knew a vending machine could turn into a lucrative wasteland business virtually over night! Mr. House better look out. My character will be so wealthy he'll buy all of New Vegas. :biggrin:Overview
1 - Main Fountain
This is where you'll start out in the area. After talking with Father Elijah, a hologram of Vera Keyes will appear in the fountain. She'll repeat the same invitation that you might have heard on your radio before coming to the casino. You'll learn more about Vera as you progress through the DLC. If you get stuck in the DLC, then you can return to the fountain to speak with Elijah again.
Inside the fountain you'll find 17 Sierra Madre Chips (which you can spend at vending machines, #2) and also the Ace of Spades - Sierra Madre. The ace is a part of the Dead Man's Hand challenge. Just outside the fountain on the northern side you'll find a copy of Pugilism Illustrated.
2 - Vending Machines
When you first arrive at the casino, you won't be able to buy much at the vending machines other than Doctor's Bags and basic pre-war food items. But as you explore the casino and its grounds, you'll find Vending Machine Codes, which will allow you to buy better items, including RadAway, Stimpaks, and ammunition.
3 - Stash
Behind the column here you'll find a first aid box and a footlocker (likely containing an Automatic Rifle).
4 - Gift Shop
Inside this gift shop, you'll find some Sierra Madre Chips, and you'll be able to make some purchases (including two Stimpaks) from the hologram vendor.
5 - Storage Closet
Inside this closet you'll find a first aid box, four bottles of Dirty Water, and a bottle of Purified Water.
6 - Courtyard
You'll encounter a Cloud in the courtyard -- but only in the center (where you'll find an ammunition box). If you skirt around the edges then you should remain safe.
7 - Stash (Rooftops)
In the corner of the rooftops here (reached via the upstairs room of the gift shop, #4), you'll find a first aid box, one of Dean's Secret Stashes, an Automatic Rifle, two doses of RadAway, and more.
8 - Courtyard
On the ground here you'll find a Laser Pistol and 80 Energy Cells.
9 - Abandoned Shop
Inside this shop you'll find a Sierra Madre Helmet (on the counter).
10 - Storage Closet
Inside this closet you'll find a workbench, some crafting supplies, and a copy of Fixin' Things (at the bottom of a locker).
11 - Abandoned Shop
Inside this shop you'll find a first aid box, one of Dean's Secret Stashes, a Police Pistol, a 'very hard' locked cash register, and more.
12 - Stash
On the ground here you'll find a first aid box and two (probably empty) ammunition boxes.
13 - Home
Inside this Cloud-contaminated home, you'll find two Stimpaks (in the shelves) and more.
14 - Home (Upstairs)
Inside this home (accessed via a board connecting it to the home across the street), you'll find a gun cabinet and a first aid box.
15 - Speared Skeleton
On the ground next to the skeleton you'll find a Stimpak and some Sierra Madre Chips.
16 - Stash
Behind the column here, you'll find a Caravan Shotgun, some 20 Gauge Rounds, and one of Dean's Secret Stashes.
17 - Fountain
Next to the fountain you'll find a terminal that will allow you to turn on a hologram in the fountain. The hologram will distract any ghosts in the area. Inside the fountain you'll find 17 Sierra Madre Chips.
18 - Home
On the upper floor of this Cloud-contaminated home, you'll find an Acoustic Guitar (that isn't used for anything) and a Patriot's Cookbook. If you follow the plank from the upstairs window, then you'll also find an ammunition box, a grenade box, and a first aid box.
19 - Storage Closet
Outside the closet, you'll need to deal with a tripwire connected to a bouquet of Frag Grenades. Inside the closet you'll find a copy of Fixin' Things (in a shelf) and a copy of Programmer's Digest (on the floor).
20 - Home
Inside this home, you'll find a 'hard' locked gun cabinet, a Patriot's Cookbook (on the living room table), and Sierra Madre Armor (in an upstairs shelf).
21 - Vending Machine Code
You'll find Vending Machine Code - 'Steady' on the table here.
22 - Radios
You'll find four radios on the main floor of the police station. Three of them will be on top of desks while the last one will be underneath a desk. You'll need to turn off or destroy the radios to prevent them from triggering our collar.
23 - Holding Cell
This is where you'll meet Dog/God. See the quest entry for Find Collar 8: 'Dog' for information on how to get the cell open. In the back of the cell you'll find the 8 of Spades - Sierra Madre. This is one of the Dead Man's Hand cards.
24 - Contraband Room
This room will start out locked. To get inside, you'll have to hack the 'hard' security on the police chief's terminal (located right next to the door). Inside the room, you'll find a grenade box, an Automatic Rifle, lots of .308 Rounds, Vending Machine Code - '.357 Magnum Rounds,' and more.
Note: If you read the 'Prohibited Items' entry on the police chief's terminal, then you'll increment the History's Sake challenge.
25 - Break Room
In this room you'll find a first aid box, plus a Cosmic Knife, a Sierra Madre Helmet, and a copy of True Police Stories (all on the counters).
26 - Women's Bathroom
Inside this bathroom you'll find a first aid box (behind the door) and one of Dean's Secret Stashes.
27 - Locker Room
Inside the locker room you'll find Sierra Madre Armor (on a bench) and C-4 Plastic Explosives and a Detonator (in a 'hard' locker).
28 - Maintenance Room
Inside this room you'll find a reloading bench and a copy of Programmer's Digest (in a shelf).
29 - Men's Bathroom
Inside this bathroom, you'll find Vending Machine Code - '.308 Rifle Rounds' (on the ground next to the toilet).
30 - Cell
Inside this cell you'll find a bed that you can sleep on.
31 - Cell
This cell will start out locked with an 'average' lock. Just outside the cell you'll find two bottles of Purified Water. Inside the cell you'll find a copy of La Fantoma and a pair of Binoculars.
32 - Vending Machine Code
On top of the filing cabinets here, you'll find Vending Machine Code - 'Weapon Repair Kit.'
33 - Utility Room
You'll be within range of a radio in this room, but the radio is located in the room to the south (#35), and so you won't be able to do anything about it yet. Also in the room, if you climb up onto the metal boxes, then you'll find Fixer, a Milsurp Review, and Tales of Chivalrie on top of some tall boxes.
34 - Storage Room
You'll find a copy of Grognak the Barbarian on the floor here.
35 - Utility Room
Sierra Madre Vending Machine Codes
Inside this room you'll find a radio and the Dog Command Tape (both on a table).
New Vegas Sierra Madre Casino
Exits:
Sierra Madre Casino Walkthrough
- Exit from the Villa. Going through this exit will return you to the Abandoned BoS Bunker. You won't be allowed to use this exit until you've completed the DLC.
- Entrance to the Sierra Madre Casino. You won't be allowed through this exit until you've completed the quest Trigger the Gala Event.
- Entrance to the Residential District.
- Entrance to Salida del Sol. You won't be allowed into this district until you've completed the three 'find collar' quests.
- Entrance to the Medical District.
- Entrance to Puesta del Sol. You won't be allowed into this district until you've completed the three 'find collar' quests.
- Front door to the Police Station.
- Back door to the Police Station. You'll have to pick a 'very easy' lock to use this door.
- Entrance to the Police Station Basement.