Additionally, on the bottom half of the atrium and in the back area of the "Utility" room is a flamer and several batches of flamer fuel in the cabinets and around the weapon itself, useful against all three enemy types in the Vault. The crew quarters can also be opened with a Lockpick skill of 50. Follow the signs through the common areas to the Overseer's office, where one will find a terminal (no password needed) that can be used to unlock the crew quarters, the data banks, and the cave entrance. If one has not repaired the elevator or does not have a high enough Lockpick skill, or are also trying to complete Still in the Dark and/or Bleed Me Dry, the player character will need to go to the Overseer's office on Level 4 - Common Areas. With at least 75 Lockpick, one can take the elevator directly to Level 5 - Pest Control and unlock the data bank room. HEPA 20 cartridge filters for Still in the Dark, given by Nolan McNamara: in a sealed section of Level 2 - Oxygen Recycling, only accessible through the cave system on the lower floors.Pile of giant mantis eggs for Bleed Me Dry, given by Red Lucy: inside the caves on Level 3 - Food Production.William Farber: in an office in a hall to the left from the elevator (when facing away) on Level 3 - Food Production. Food additive for Not Worth a Hill of Corn and Beans, given by Cpl.Quest items for other side quests can be found throughout Vault 22, and can be collected if one is willing to sidetrack: Since access to some staircases between floors is blocked, repairing the elevator will make things easier. Upon first entering the Vault, one can find an inoperative elevator which may be repaired (50 Repair required) to enable faster access to the Vault's lower floors. Also scattered throughout the Vault are many unlocked terminals that provide a series of notes written by Keely as well as background information on what became of the Vault's inhabitants. On Level 5 - Pest Control in particular, one will come across spore plants who spit spike projectiles. These blend in with the vegetation of the plant beds they reside in and will not show up as enemies on the compass until they are disturbed (even with ED-E's Enhanced Sensors perk). The last three contain both more giant mantises and a unique type of enemy only found there, spore carriers. The interior of Vault 22 is composed of five levels, and the top two are devoid of enemies. Enter the defunct, open door of Vault 22. Outside the Vault's entrance are four giant mantises hiding in the thick foliage. One will know they have found the correct valley when they spot large and colorful plants, and a sign saying, "Stay Out! The Plants Kill!". A swarm of cazadores often roam the area near the vault. The location of Vault 22 is marked on the map by Hildern and it can be found north-northwest of Westside tucked in between the cliffs. This option is only present if one did not talk to Hildern about the invoice from the Crimson Caravan, or he will only have the option to say goodbye (fixed or not always happening). Additionally, after learning this, one can go back to Hildern and demand that he double the caps he is paying for the job (40 Speech is required). Recently, Keely, a ghoul scientist, went to the Vault as well and is now missing, and she offers to pay them to find and rescue her. Before leaving the base, Angela Williams stop the player character at the door and reveals that Hildern has previously contracted mercenaries to investigate Vault 22 but none ever returned. He asks them to travel to the Vault and locate and download the experimental data onto their Pip-Boy. Upon speaking to him, he tells the Courier about his belief that the residents of Vault 22 completed research data that OSI can use to solve the NCR's future food shortage. Inside the Camp McCarran terminal building, turn left and go to the east side, staying on the first floor and enter the room to the south beneath the stairs, the OSI office. To trigger the quest, one must go to Camp McCarran.
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