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Military booty. Find Beryllium Impeller

Captain Kells will inform you that Proctor Ingram is completing the assembly of Liberty Prime and she needs your help. Find her aboard the Prydwen and talk to her.

Liberty Prime needs to be switched to its own power, for this you need to find a beryllium impeller. You go to "Mass Fusion" - once the former energy company. You may or may not take Proctor Ingram with you. After you agree to this mission, you will have to make a very important decision. You can:

Option 1: Inform the Institute

Leave the Prydwen, move to the Institute and warn them, so you will defect to the Institute, betraying the Brotherhood of Steel. Immediately after that, the quest from the Mass Fusion Institute will begin.

Option 2: Fly to Mass Fusion

If you decide to remain loyal to the Brotherhood of Steel, then head to the flight deck and board the rotorcraft, which will take you to the roof of the Mass Fusion building. You are now an enemy of the Institute. Started Institute quests will fail, and the Institute quest "Exiled" will begin.

Do you have enough supplies and supplies? And then your loved ones may be concerned about the fact that you did not think to take with you enough healthy food and medicines that suppress radiation. Since the interior environment of the Mass Fusion building can be extremely dangerous, why not dress in appropriate protective gear? Power armor would be a great choice for this occasion.

Flying up to the Mass Fusion building, you will see the enemy - synths, who will immediately begin to fire at you. Luckily, you have a minigun with unlimited ammo in your hands. How accurate you are determines how many opponents you have left to finish off after you jump onto the roof, so aim better.

Jump onto the roof of Mass Fusion

The Brotherhood rotorcraft has received serious damage, you will have to jump out of it on the go. Press to jump out of it onto the roof of the Mass Fusion. Neutralize all the enemies on the roof before going in search of the beryllium impeller.

Find Beryllium Impeller

"Mass Fusion" - a huge building, where to find this impeller? Climb the stairs to the second level of the building on the roof and go to the other end of the corridor. In the far room you will find the terminal of the main research laboratory (level - medium).

You can hack it or take from the leader's desk you just passed in the corridor (see screenshot below), the Mass Fusion leader's password and gain access to the terminal. From the first letter, you will learn that the beryllium impeller was installed in the reactor located in the basement of the building.

Obtain a manager's certificate

From the personal letter in the terminal, you will also learn that in order to get into the reactor level, you need an employee's administrative card. You can use the manager's ID, which is in his desk, in the same place as his password (see screenshot above). You will also need this ID in order to start the elevator and get from the roof to the inside of the Mass Fusion building.

On the upper level of the building on the roof you will find a pantry (castle level is medium) with medicines and a first aid kit on the roof.

Infiltrate the reactor level

Use the ID you found and activate the elevator. During the descent, synths will begin to fire at you, and there is nowhere to hide. I hope you took the advice above and prepared yourself by acquiring strong armor, and a more powerful weapon would not be superfluous. Also, it does not hurt to restore health more often.

The synths managed to turn off the power to the elevator, so you're stuck somewhere in the middle of the building. Deal with the enemies, and when the path is clear, you can:

  • going down further on foot is an option for those who like to explore everything;
  • restore the power supply of the elevator - an option for those who are focused on the result and the speedy end of the mission.

Restore the power supply to the elevator (optional)

Once the elevator is restored, you can immediately enter the lobby on the first floor of the Mass Fusion building, from where you can walk to the basement. There are two ways to restore the elevator: hack into the product development director's terminal, or turn on the switch.

The first way for fans of hacking. In order to restore the power supply to the elevator, it is necessary to hack into the terminal of the product development director (level - difficult) in the office, which is located in the lobby with a glass floor to the left of the elevator.

In order to turn on the switch, you must go up a level up the rise in the room to the right of the elevator. By the way, in this room you can find ammo in a toolbox next to the terminal. Having risen, go along the entire floor to the last room, in which you will find a switch next to the entrance. In the same room, just at the other end, you will find a safe (the castle level is difficult) with ammunition.

The elevator has been powered up, take it all the way down to the lobby, this way you'll miss most of the synth encounters.

Clue

If you decide to go further without restoring the power supply to the elevator, then you need to jump through the gap in the floor to the level below. It is located behind a locked door (the level of the castle is difficult) in a hall with a glass floor. You can hack it yourself or open it with the key that lies on the desk in the adjacent room, next to the product development director's terminal.

Be prepared for a skirmish with the enemy, which will have to be destroyed before moving on. You have reached an almost destroyed floor, but despite this, you can profit from something here. Climb up the makeshift ramp in the corner to a small piece of floor on the next floor, where you'll find a toolbox with ammo and weapons. And on the other side of the destroyed part of the floor there is a yellow box with explosives.

Jump down another floor, to a level with two exits to the balcony. In the corner room you will find a safe in the wall and a nuclear mini-charge for the "Fat Man" on the bedside table, in the hall in the Yader-Cola machine near the corner sofa - Quantum Yader-Cola. Next, you can use the elevator located in the corner and go down to the lobby, or go down another floor and continue exploring the Mass Fusion building. The descent is to the right of the elevator.

Clue

But do not leave here without a valuable trophy that only a true explorer can find - baby doll "Strength". It is located on top of the building's main statue and you can see it if you stand in front of the main elevator and lean over the railing and look down. With this bobblehead, your Strength parameter will increase by 1 point.

Let's see what else the Mass Fusion building hides, we will not go down the descent, we will not take the elevator, but we will jump into the gap in the floor at the opposite wall from the elevator and descent. In it you will see a safe (lock level - medium) with various useful items. Then go out into the corridor and jump down the slope. After descending, turn left into the room with a lot of terminals and equipment, where you will find a hole in the floor, where in the destroyed toilet you will find a first aid kit and a bag with ammunition and weapons.

Then go through the adjoining rooms to the office, here among the corpses of the shooters you will find a suitcase (the level of the castle is easy) with armor and a green bag with ammunition. Then follow to the archive (a room with many file cabinets), where you will find a descent to the floor below. Cross the nearly destroyed bridge over the first floor lobby. Before you go even further down the stairs, collect the ammo of the dead shooter (green box).

One more staircase and we are in the lobby of the first floor of the Mass Fusion building. Here you will find strong resistance from the enemy. Having dealt with the enemy, go around the premises of the first floor. In the room to the right of the small elevator you will find a locked pantry (lock level - easy) with medicines inside, in a nearby office - a wall safe (lock level - medium) and a bag near the filing cabinets with ammunition and weapons. Now you can go to the opposite wing, where is the entrance to the reactor level and the security office. By the way, you can hack the security terminal (easy level) and activate two protectrons to keep order and turrets. They can help in the fight against synths when you go out with a beryllium impeller.

Now go to the elevator with the card reader, it will take you to the reactor level, where the item you came here for is located.

Enter the reactor compartment

Penetrating the reactor level is half the battle, now you are required to pull the beryllium impeller out of the reactor. If you go to the left of the elevator, you will get to the prototype laboratory, with the help of the terminal (easy level) of which you can activate the Protectron, and if you go to the right, then go down the stairs and get into the checkpoint for the maintenance personnel of the reactor level. Using the maintenance personnel terminal (level - medium), you can also activate the assault gun and turrets, and, most importantly, open the door to the main reactor.

It does not hurt to look into the locker room, where a bag of ammunition and weapons is lying around, and in the toilet there is a first-aid kit with drugs that can be useful to you in the fight against radiation.

There are conditionally two levels in the hall of the main reactor. On the upper level, on the left, you will find a chest with a rich selection of ammunition and weapons, as well as a reactor security system control terminal (the level is very difficult). Read about it below.

On the lower level on the left, next to the entrance to the reactor itself, is the analyst's office. Here you will break the big jackpot: here you have a protective suit, and medicines, and Yader-Cola, and a safe (the level of the castle is very difficult) with ammunition and weapons. And also a terminal (level - easy), using which you can open the safe and activate the Protectron.

It is possible to follow the impeller to the reactor bay, but make sure you take care of the radiation protection, as its level is lethal. If not, then find yourself a protective kit that completely protects against radiation. They lie everywhere here: in the locker room of the attendants, in the analyst's office and in the terminal boxes of the checkpoint. The disadvantage of the protective kit is that it does not protect against other types of damage. In this case, power armor is simply irreplaceable.

To get into the reactor compartment, you need to go through a special corridor located on the left side and press the red button, which will open the door.

Unlock Reactor

Beryllium impeller at the top of the reactor, go up there and press the red button to unlock the reactor. Don't forget to keep an eye on the Geiger counter, otherwise you won't notice how you die.

Pick up Beryllium Impeller

Take the Beryllium Imepeller that made you come so far. But do not rejoice too much, as soon as it is in your hands, the security system will turn on and the turrets will begin to fire at you.

Eliminate the guards at the reactor

But the turrets in the reactor bay are nothing compared to what awaits you when you return to the control room of the main reactor. There, you will be attacked by a Security Robot, shooting at you from a machine gun, and a Protectron, and will also fire at the turret. As soon as you deal with them, the main doors will open, and you will also have two assault guns at your service, which you will also have to deal with.

  • The most important thing in dealing with an Assaultron is to not let it fire an energy beam from your head, as it will kill you almost immediately, or try to dodge it.
  • Don't back yourself into a corner, as the Assaultron will constantly attack you. Move and try to keep him at a distance so that there is room for maneuver. This also applies to other enemies.
  • Choose a more powerful weapon.
  • And find yourself power armor already, you have become from the Brotherhood after all)

But the assault guns are not the last step in protecting the reactor, there remains one more protectron and a laser turret at the exit. Ask if there is a way to bypass them? Can.

In the control room of the main reactor, there is a reactor safety control terminal (the level is very difficult), which is located on the second level to your left, as soon as you entered the main reactor. If you can hack it, you will open the door to the supply office on the opposite side of the room. Inside the supply department terminal, which allows you to completely disable the reactor safety system. This way you can prevent the attack of robots and turrets when you pull the beryllium impeller out of the reactor.

Can't hack a terminal with a very hard level? You can also hack other terminals scattered throughout the reactor level, activate all protectrons and assault guns and destroy them in advance. These are all the terminals described above after getting to the reactor level: the prototype laboratory terminal (Protektron), the service personnel terminal (two assaultrons and a turret), the analyst terminal (Protektron). You will have to fight only with the Security Robot.

Leave Mass Fusion

Return to the lobby of the Mass Fusion building, where a fight broke out between the Brotherhood of Steel and the synths sent by the Institute. Leave the location, the nearest escape route is the two main exits on the first floor.

Assist the Brotherhood in the lobby (optional)

If you have enough ammo and desire, provide fire support to the Brotherhood of Steel fighters in order to recapture Mass Fusion from the enemy completely. This will say a lot about your dedication to the Brotherhood of Steel. By the way, this is where the protectrons and turrets that were written about earlier and which you can activate in the office opposite the elevator leading to the main reactor will help you.

According to the law of war, only the state property of the enemy is recognized as a legitimate object of war booty; private property, on the other hand, is inviolable in a land war.

Booty is movable property that can serve the purposes of war, belongs to an enemy state and is seized by a belligerent army.

In former times, even private property was considered subject to seizure, like spoils of war.

Among the Romans, all military booty was recognized as the property of the commander, who distributed it among the soldiers, and even the distribution order was developed.

AT Duecento - Cinquecento and even during the 30-year war, not only movable property, but also real estate, such as castles, houses, villages, it makes no difference whether they belonged to the state or private individuals, were considered spoils of war.

In 1785 AD, for the first time, the inviolability of private property in a land war was guaranteed by a treaty between Prussia and the USA.

Then, in 1792 AD, the French National Assembly raised the issue of securing private property in naval warfare and abolishing privateering; but this attempt was unsuccessful, as well as the attempt of the President of the United States Monroe, who in 1823 AD began negotiations on this with Russia, England and France.

Only the Paris Declaration of 1856 AD took the first step towards the protection of private property by abolishing privateering, a Brussels Declaration 1875 AD declared the inviolability of private property in a land war, accurately identifying the object of military booty and pointing out that the army has the right to seize

"only cash capital and other valuables belonging to the enemy government proper, arms depots, means of transportation and any movable property that can serve the purposes of war" (Article 6.)

Further restrictions on spoils of war were legalized by the first Hague Peace Conference in 1899 AD in the Convention on the Laws and Customs of War on Land.

Attached to this convention was the "Regulations on the Laws and Customs of War on Land", defining in the 3rd section what can be an object of military booty.

The convention was revised to second Hague Peace Conference 1907 AD and with respect to the rights of booty was left unchanged, as a result of which it was to be considered an expression of the generally recognized rules on the seizure of spoils of war.

According to this convention (obligatory for Russia as well), the army could take possession only of money, funds and debt claims that are the property of the state, weapons depots, means of transportation, stores and supplies of provisions, and in general all movable property of the state that can serve for military operations.

All means adapted for the transmission of information on land, at sea and by air, for the transport of persons and things, except in cases subject to the law of the sea, stores of arms and in general any kind of ammunition, even if they belonged to private persons, could also be captured, but subject to return, with compensation for losses, upon the conclusion of peace.

Submarine cables connecting the occupied territory with neutral territory were seized or destroyed only in cases of emergency.

At the conclusion of peace, they were to be returned in the same way.

The property of communities, ecclesiastical, charitable, educational, artistic and scientific institutions, even if they belonged to the state, was equated with private property.

Any intentional seizure of such institutions, historical monuments, works of art and science was prohibited and had to be prosecuted.

Private property was to be respected and not subject to confiscation.

Robbery was definitely forbidden.

Everything belonging to prisoners of war was recognized as their property.

items of military booty, which are signs of victory , such as: banners, guns, keys of fortresses, military carts, were called trophies.

The Regulations on the Laws and Customs of the Land War of 1899 AD during the Russo-Japanese War were sent out for guidance to the highest commanding persons (pr. V. V. 1904 AD No. 409) and at the same time the "Mandate of the Russian Army on the Laws and Customs of the Land War" was drawn up " (Appendix to the 1904 AD Field Service Charter, later included in the 1912 AD Field Service Charter), repeating the above provision almost verbatim.

In naval war the right of war booty extended to both state and private property, despite a number of attempts to restrict this right.

Until 1856 AD, during the war, the belligerent states even gave special letters of marque, "lettres de marque", authorizing private shipowners to seize enemy merchant ships and cargo.

It was only in 1856 AD that privateering was abolished by the Maritime Declaration of Paris, but the USA, Spain and Mexico did not join this declaration; The United States agreed to join the declaration only if it included an indication that "Private property of subjects or citizens of one of the belligerent powers may not be seized by the ships of the other, unless it consists in military smuggling."

This amendment was not accepted.

In 1868 AD, Austria promulgated a decree by virtue of which merchant ships and cargoes of private persons would not be seized by her as spoils of war, under the condition of reciprocity, due to their mere belonging to an enemy power.

In 1870 AD, during the Franco-Prussian War, the German government expressed a desire to recognize the inviolability of private ownership of the sea under the condition of reciprocity, but France did not agree to this.

In 1872, AD USA concluded a treaty with Italy, which recognized the complete inviolability of private property.

At the 1st Hague Conference in 1899 AD, a desire was expressed to discuss the issue of the inviolability of private property at sea at a subsequent conference.

The 2nd Hague Conference 1907 AD developed 2 conventions:

  • regarding certain restrictions on the application of the right of seizure in naval warfare, and this convention establishes:
      • inviolability of postal correspondence at sea;
      • exemption from seizure of fishing vessels, vessels serving for religious, scientific and philanthropic purposes (however, the issues raised by this convention were rejected by the Russian delegates, and the entire convention was not signed by them)
      • the convention established the desirability that merchant ships of the belligerents, caught in the war in the ports of the enemy, be given a sufficient period of grace to freely leave and reach their own or neutral port.
      • a ship that could not take advantage of the said privilege or that was not allowed to leave could not be captured. The same was established for merchant ships caught in the war at sea.

Prior to the conclusion of this convention, our merchant ships in 1904 AD, caught in the war in Japanese ports and at sea, were captured by the Japanese.

Then, the conference expressed the wish that the belligerent powers, as far as possible, in all cases applied to naval warfare the principles adopted in land warfare.

The question of recognition of the inviolability of private property at sea always met with opposition from England, in every way striving to ensure that this rule was not extended to naval warfare.

Thus, the inviolability of private property in the naval war was not established and such could be an object of military booty (examples of which were in the Tripolitan war between Italy and Turkey in 1911 AD)

In order to recognize a military or merchant ship captured during a naval war as military booty, it was necessary to award it in favor of the one who captured it by a prize court, after which it was called a prize.

According to our laws (Article 261 of XXII Book of S.V.P. and Article 300 of the Naval Charter on Punishments), for the concealment of trophies and military booty, depending on the importance of the act, punishment was prescribed from return to correctional convict departments to recovery disciplinary.

Once, when Abraham began to live the life of a nomad, a petty king attacked the country. It was an adventurer named Chedorlaomer, more like a mafia godfather. For twelve years he extorted tribute - as a racketeer providing "protection" for small neighboring settlements. Five city-states rebelled against Chedorlaomer and his collaborators, but the rebellion only provoked him to even more brutal retaliation. These gangsters came out with a predatory expedition. In their fury they captured Sodom, Gomorrah, Seboim, and Bela, the cities of the plains of ill repute. Lot, the nephew of Abraham, lived in Sodom. Together with his wife and married daughters, he was taken prisoner, and the robbers seized all the goods that belonged to them. Abraham heard about this and decided to help. He entered into an alliance with strong leaders in that district, and they marched with him. They were a well-trained and sizable army. Together they went in pursuit of the robbers, carefully planning a rescue expedition. Under the leadership of Abraham, the liberators defeated Chedorlaomer and his entire gang, rescued the captives and all the loot, and, in addition, seized war booty as compensation. The king of Sodom went out to meet Abraham. He mustered up the nerve to advise Abraham on how to share the booty that Abraham had captured in battle! He wanted to return his people, and allowed Abraham to keep the stolen goods as spoils of war. This king was destined to hear something unusual. At the time, this was really news. Abraham the victor said: "I will not even take a thread and a shoe-lace out of all yours" (Gen. 14:23). He didn't want anyone to say that the Sodomites made him rich. God showed him that the city that Abraham so longed for and the builder of which was God Himself, would never enrich itself at the expense of others, at the expense of robbery and seizure. Abraham took a different, better path. Cities lived by the destruction of other cities, the theft of other people's crops and wealth, the use of captives as slaves. The whole idea of ​​military force was plunder. For example, in the fifth chapter of the Book of Judges, the Canaanites rebelled against Israel, which was suppressed by Deborah. It mentions the mother of a Canaanite commander, looking out of the window and waiting for her son, and she was told: “True, they found, they divided the booty, by a maiden, two maidens for each soldier, Sisera received a multi-colored garment as a booty, a multi-colored garment received as a booty, embroidered on both sides, taken from the shoulders of the prisoner. When Abraham abandoned this practice, it completely bewildered the greedy king of Sodom. Abraham knew that he was acting as God's servant and did not need to withhold his wages from the treasure he had looted. God confirmed His approval. "The word of the Lord came to Abram in a vision, and it was said: Do not be afraid, Abram; I am your shield; your reward is very great" (Gen.15:1). Abraham believed God. He saw that with such a God, he did not need to kill and shed blood, undress other people and take away their property in order to enrich himself through looting raids. God will take care of him. God really cared, and cared very well.


Abraham's faith led him to two new principles:

o First, the strong should help the weak, not by the advantage of their strength.

o Second, believing in God does not mean you have to hurt others.

God can make you rich without making others poor. It was a new ideal. For long centuries this ideal was not accepted, it was considered hopeless and impractical. The world is very slow to learn such lessons. He prefers to work on the principles of survival of the strongest, pushes the weak into a corner, thinks only of himself, no matter who comes next. But this is not the biblical way. At the time of writing this book, there was a news report that the issue of dividing up the booty captured during the Second World War was still being discussed. Our world has not yet fully grasped the lessons learned from the civilized principles of Abraham. At the time of Joshua, one of the soldiers, Achan, left behind the goods captured during the military operation. He brought disgrace upon his entire tribe, and his act, after three centuries, led to a split in the unity of the nation. The main tribes separated from the tribe of Judah, and the tribe of Achan remained with King Rehoboam. Greed has various forms. Of course, today it manifests itself in a very obvious way in commerce. Jesus spoke of this as a manifestation of the "pagan" - that is, the godless. Matthew 6:32-33 says, "The Gentiles seek all these things, and your heavenly Father knows that you" need all of this. Seek first the Kingdom of God and His righteousness, and all this will be added to you."

MILITARY LOOT

or money obtained from the sale of booty, especially the part of the booty due to the general, the opposite of praeda, the booty itself, consisting of slaves, cattle and various things. According to the concept of the Greeks, from the most ancient times, everything belonging to the enemy, especially all weapons, became the property of the winner; at the same time, they distinguished - σκυ̃λα - taken from a dead enemy and λάφυρα - from a living one; on this basis, Homer often speaks of "bloody" weapons. In later times, the commander himself shared the booty, and they never forgot to bring part of the booty to the gods, hang it in temples or decorate public buildings with it, and sometimes build new ones. (About the division of booty taken in the battles of Pl * gei, cm. hdt. 9, 80 ff.) The Romans gave one part of the booty to the state treasury, another to the commander, the rest was distributed among the soldiers; armor taken from the enemy was called spolia.


A real dictionary of classical antiquities. Edited by J. Geffken, E. Ziebart. - Teubner. F. Lubker. 1914 .

See what "WAR LOOT" is in other dictionaries:

    Military booty- MILITARY LOOT. See Mining... Military Encyclopedia

    A neoclassical trophy crowning the pylon of the Borodinsky Bridge in Moscow An element of the trophy decor of the General Staff Arch in St. Petersburg. Architect K. I. Rossi Trophy (Greek ... Wikipedia

    The Prize: The Epic Quest for Oil, Money, and Power Genre: Nonfiction

    War booty- PRODUCTION MILITARY, movement. property that can serve the purposes of war, owned by some. state and captured by the warring army. According to modern the law of war, only the state. property is inadvertently recognized by law. object V. ext.; private own property in ... ... Military Encyclopedia

    PRODUCTION, and, wives. 1. see get. 2. What is mined is acquired. Military d. The house became prey to fire (trans.). Explanatory dictionary of Ozhegov. S.I. Ozhegov, N.Yu. Shvedova. 1949 1992 ... Explanatory dictionary of Ozhegov

    Capture and appropriation of things belonging to the enemy. D. is still considered a legitimate way to acquire property, although its limits are very limited. In ancient times, military D. served as one of the main ways of enrichment and had its own ... ... Encyclopedic Dictionary F.A. Brockhaus and I.A. Efron

    AND; and. 1. to Get to get. Mechanization of peat extraction. D. furs (fur animals). D. seaweed. Improving ore mining processes. // Getting what l. by force, with the help of armed capture. Walk (ride), go to the prey. 2… encyclopedic Dictionary

    booty- and; and. 1) a) to get to get. Mechanization of peat extraction. Extraction/cha of furs (fur-bearing animals) Extraction/cha of sea kale. Improving ore mining processes. b) resp. Having obtained… Dictionary of many expressions

This quest will start automatically after you complete the Strategic Thinking quest


Note #1: By starting this quest you will become an enemy of the Institute, all quests related to them will fail.

Note # 2: in this task there will be a place with very high radiation (80-90), put on either power armor or a "Protection Kit" giving +1000 radiation resistance.


We go to Ingram and talk to her. She will say that in order for Liberty Prime to function autonomously, it is necessary to find a "beryllium impeller", and Mass Fusion has one such copy.

We go out on deck and sit in the rotorcraft. The vertibird will take us to the Mass Fusion building, and it will circle for a while - fire the minigun at the synths to clear the area for landing.

After a while, Ingram will bring the vertibird directly above the building, at a low altitude, and tell us to jump off. Press [E] and find yourself on the roof of the building. We continue cleaning the roof from synths.

1. Here we take the "Password of the head" and "Certificate of the head":

2. Then we go to the terminal nearby, and look at the entries on it:

Then you can go down the elevator to the reactor. To do this, enter the elevator and click on the "Card Reader":

You will have to go down under the constant shelling of synths.

After passing several floors, the elevator will creak and fall - it's the synths that turned off the electricity, you need to turn it back on. We leave the elevator to the right - there will be such a rise:

On it we rise to the second floor, we pass to the knife switch and activate it:

Then we return to the elevator and continue the descent. Having gone down to the very bottom, we kill the synths, and we pass to another elevator:

On which we go down to the reactor.

Here is the reactor. It remains to go to it (passage on the left), take the beryllium impeller. After that, protective very strong robots are activated. Only by killing them all, the exit from the reactor is unlocked.

We kill, take the elevator, help the fighters of the brotherhood to kill the remaining synths and return to the Boston airport. We talk with Ingram - the task ends, and the next one begins -