The Titan, Militia, monks and Silo 7 | Temple of Titan - quests Wasteland 2 Guide
Last update: 11 May 2016
In the canyon, there is an underground Diamondback Militia, who want to drive the monks away and seize control over the region. Soon after you enter the location, you can encounter a mysterious figure that introduces himself, on behalf of the militia and tells you that they would want to hire you for some profitable job. To test you, in the first place, he will ask you to find the militia HQ hidden somewhere in the canyon. He tells you nothing more but, with Smart ass 6, or kiss Ass 4, you can obtain a key to the HQ, from him. This conversation is optional and is not necessary for you to take quests from the Militia later on.
The Diamondback HQ is off the road to Outpost Three, hidden behind a wall of rocks. To discover it, you can use e.g. Perception, which should highlight the nearby mining cart. Then, use the cart. You can also use the nearby box with a computer inside. Hack into it, or use the key on it. This will open the door and you will be surprised by the members of the Militia. If the monk is with you, he will die. You can now, either fight with the Militia, or enter without the weapons on you. If you go for the latter, you will find Captain Sadler inside, who will task you with mounting the cryptographic jammer on the computer that controls the Titan, at the Temple. After you leave from Sadler, remember to talk to the guard to retrieve your gear. If you prefer the monks, you can tell (e.g. Gorski in outpost 3) about the HQ and they will launch an attack on it immediately. Go to the Temple.
If you have worked for Sadler, you can take the passage through the sewers, where you find several Militiamen (requires Lock picking), to walk into the underground complex. Still, it is better to enter the Temple through the gate (you need to make the offering). Inside, talk to Father Enola. He will task you with reaching Silo 7 (number 7 on the world map) and dealing with Brother Wright, who is rumored to be planning to use the Titan there, to destroy the Temple. Enola's story is quite suspicious so, it may be better to check out about it. Head towards the underground. It is the safest to take the unguarded side tunnel, to the right, after you pass the temple gate. On the door, use the Computer Sciences or enter the code - 60845.
It is the passage located the closest to the warhead. Disable the door alarm and turn left. In the next room, you will meet six monks, including two suicides. Deal with them in the first place. Use the side platforms to gain the advantage of height. After you kill all of them, keep on your path. and you will soon walk into the room with the missile.
You can also reach the rocket by avoiding the monks. From the first door secured with an alarm, you need to go straight ahead. You will reach another door, also secured with an alarm. Open it and follow the path. Watch out for the monks that area patrolling the tunnels. There are not too many of them, but do not run headlong, just in case. Past the second door, there is a long tunnel with several mines mounted on walls, with laser sensors. Apart from that, no other threats.
If you are going to help the Militia, mount the jammer onto the computer. You will be attacked by Enola and his closest associates. Fortunately, they are clustered together so, one missile, or grenade, at the very beginning, should get the job done. Once you resurface, it turns out that the Militia launched an attack on the temple. Find Sadler - he will task you with going to Silo 7 and sending the missile inside over to the Militia.
If you do not want to help the Militia, do not mount the jammer. Instead, use Perception on the Titan to find out that, as a matter of fact, it is a museum exhibit and not a warhead. At this point, you will also encounter Enola, but he will tell you the truth and ask you to go to Silo 7 and furnish the monks with an actual missile. Agree to that.
On the Silo's premises, you will find crashed planes. Before you walk inside, it is a good idea to explore around. Stick to the left. At the end, in the location shown in the screenshot, you will find a hidden passage (Perception!) to the wrecked Sierra Madre plane. It is the plane, whose finding is the objective of one of the side quests in Damonta, but since you are already here, you could examine it right now. Inside, there are a paper and a Sky Mall prospect (in the toaster), which you can take to Flintlock at the museum. Inside one of the lockers, there is a screwdriver. When you receive the quest in Damonta, you will be able to use it to remove one of the venting shaft grates in the floor. There are several grates, but there is only one that you can use the item on. Use the screwdriver to find gold hidden there. Without the tool, there is no way of getting the god so, do not lose it! After you search the plane, return to the main part of the location.
After you explore the plane, return to the main location. The silo entrance is protected with two turrets. Past them, there also is a minefield, thick with mines, which you could disarm. Against the turrets, you can effectively use an energy weapon and, if you have plenty of spare gear, you can disarm them quickly by, e.g. discharging a shotgun against a mine, or by throwing a grenade. You can also hack into the turrets, with Computer Science, thanks to which you avoid fighting. Once the path is clear, walk inside.
You now need to take the final decision on what to do. Whether to send the warhead to the Militia, to the monks, or whether to disarm it. To disarm the warhead, you can use, e.g. the Demolition man or the Mechanical Repair on it. This requires a quite high skill level (at least 4 Explosives or repair, to at least try to disarm the bomb), but there is no need to tell you what happens after you fail. Therefore, it is best to try it with a character that has level 6 or 7 of one of the required skills. In such a case, risk of failure will be sufficiently low. Once you visit the Temple again, you will see how your decision changed the events. Also, you will have the option to accept one of three NPCs in your party. You need to watch out, though, because all of them require your' party's charisma level to be quite high. If it is not, they will tell you that they are disappointed in the Charisma level in the party and that they prefer to travel on their own.
Remember to loot the silo afterwards, where there are several well-secured crates.
Solutions:
1. Disarm the warhead - after you walk into the area, you will meet the dying Enola, who spares no "appraisal" to you. Chaos and anarchy will break out in the canyon. You will have to fight, nearly, everyone. You may accept Corran Cain, a former monk, demolitions expert, in the party. He is undergoing a crisis of faith and he needs to find a new god for himself to follow;
2. Send the warhead to the Militia - The militia takes over in the Temple. They are not overly thankful for the help - all in all, they have a nuclear warhead so, they are free to do whatever they please, now. They will start to abuse the locals and demand high fees for crossing the canyon (this is also true for your party). You can accept Gary "NaCl" Wolfe in the team. He is a Militia sniper;
3. Send the warhead to the monks - You will have to kill Brother Wright, who attacks you. At the canyon, the more fanatical ones decide that it is time to join the Grand Flash and they overthrow Father Enola. Doctor Kyle from the hospital, presses the correct button and ... the canyon goes up into the air (what it interesting, she will apparently do that from beyond her grave, if you killed her beforehand). You will be able to accept Dan Q in the party, a chatterbox and jokester with high Charisma and intelligence (7 each), who is completely useless in combat. You will also witness an interesting allusion to the Planet of the Apes.
Concerns the quests:
- Consider the offer from the Diamondback Militia;
- Encrypt the nuke controlling warhead for the Diamondback Militia;
- Obtain the warhead for the Diamondback Militia;
- Obtain the warhead for the M.A.D. Monks.