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6->'''Major Quantrell''': You know, we heard you and your people set up camp here, found ways to get the old place runnin'.\
7'''Markus''': Who's "we"?\
8'''Major Quantrell''': I said if we were smart about it, we'd just move in, take over. I mean, where else you gonna find a base like this, fully operational, right off the rack, right? But they didn't listen, not even when you got organized. Said you weren't worth their trouble. Thanks for proving my point. Now maybe they'll listen.
9-->--''Series/{{Jeremiah}}'', "Firewall"
10Every so often in ScienceFiction that takes place in the near or at least not-so-distant future, there will be [[LaResistance rebels]], and all rebels need a suitable hideout. Maybe there's an abandoned warehouse or an empty cave, but that's only for rebels who don't have it in them to be a real rebel army.
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12If you're about to tell the [[TheGovernment evil government]] or the alien invaders who's about to be in charge here, you need a base that really brings the message around.
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14You need ''Ye Olde Nuclear Silo''. Originally created in the UsefulNotes/ColdWar or in preparation for WorldWarIII, nuclear silos provide everything a proper rebel army needs: It's a miniature military base removed from larger settlements and hidden from most observers in the sky, has all the pipes and cables for the industrial feeling, and those gigantic, [[SlowDoors slow-moving doors!]] It usually comes conveniently with fully functioning computer equipment since it was already designed to survive armageddon, and it also provides that cozy damp cave atmosphere. If you're really lucky, it may even come with [[EmptyQuiver a functional missile and warhead]].
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16Note that this trope extends to cover pretty much any other type of small secret underground military installation. If the lair is more expansive, it's an ElaborateUndergroundBase. If it's taken over by civilians, it may become an UndergroundCity. The trope does NOT apply to any installation that is still under the control of the military that built it; in such situations, it's just a normal nuclear silo.
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18----
19!!Examples:
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21[[foldercontrol]]
22
23[[folder:Comic Books]]
24* ''ComicBook/XMen'': The Morlocks live in tunnels under New York that were originally built as fallout shelters.
25[[/folder]]
26
27[[folder:Films -- Animation]]
28* ''Franchise/FistOfTheNorthStar'': In one of the movies, Ken runs into a monastery built over a massive stockpile of nuclear weapons.
29[[/folder]]
30
31[[folder:Films -- Live-Action]]
32* ''Film/DayOfTheDead1985'' has most of the zombie research take place in an old nuclear bunker. Oddly enough, the scientists who run the place keep the first level of the bunker open and in disrepair and allow people to just wander in and out as they please, as a way of keeping the labs a secret.
33* ''Film/NoTimeToDie'': [[BigBad Lyutsifer Safin]]'s base on what appears to be one of the Kuril islands is a former Soviet military facility. The submarine pen dates back to UsefulNotes/WorldWarII, but the missile launching doors scream UsefulNotes/ColdWar; in fact, it's a plot point because when the Royal Navy launch a missile strike, Bond has to ensure the blast doors are open to ensure the base will be destroyed.
34* In ''Film/StarTrekFirstContact'', Zefram Cochrane's warp ship is kept in a nuclear silo. This is understandable, as the ship sits atop an intercontinental ballistic missile that's set to launch into space.
35* The final scenes of ''Film/Terminator3RiseOfTheMachines'' take place in a nuclear shelter for [=VIPs=] dating back to at least TheSeventies.
36[[/folder]]
37
38[[folder:Literature]]
39* Played very straight in the ''Franchise/BattleTechExpandedUniverse'' novel ''Ghost of Winter''. The eventual ragged band of resistance fighters against the pirates who have taken over their planet (an ice world with only one major settlement) take shelter in an abandoned secret Clan depot that conveniently included a Star of 'Mechs. (Ironically, rumors of just that little 'treasure cache' were what ''drew'' the pirates to their world in the first place.)
40* ''Literature/BookOfTheNewSun'': The Torturer's Guild headquarters in ''The Shadow of the Torturer'' apparently consists of the disused shells of huge, ancient starships. The torturers sleep in cabins, with portholes, and a throwaway line mentions that the ship's original AI is still functioning, though extremely deranged.
41* Early on in ''Literature/ACanticleForLeibowitz'', a group of monks is mentioned as having blown themselves (and much of the surrounding area) up investigating one of these.
42* Ardneh is revealed to be this at the end of ''Literature/EmpireOfTheEast''.
43* ''Literature/PrinceRoger'': [[CoolOldGuy Thomas "Tomcat" Catrone]] got one of these as part of the bargain when he bought a plot of land in central Asia to retire and start a horse ranch on. Since his land already had this solid building with plenty of room, he's turned it into a nice, well-appointed home.
44* In ''Literature/SewerGasAndElectric'', Philo Dufresne's eco-terrorist crew makes its East Coast base of operations out of a secret Nazi submarine base they'd found long abandoned. Subverted in that it's not a ''real'' Nazi base, but a mock-up created in the 1940s by a rich weirdo who'd despised the Roosevelt administration and had spent too many nights drinking with his CargoCult-believing Polynesian head servant.
45* Late in ''Literature/{{Shadowboy}}'', the Community Fund acquires the last surviving launch facility from the decommissioned Gruefield Missile base to convert into a base for the team.
46* The story "Eleven Hours Out" from the anthology ''Literature/{{Star Trek|NovelVerse}}: Tales of the Dominion War'' shows that Starfleet keeps a secure bunker underneath Starfleet Headquarters that duplicates all of the functions of Starfleet Command. Picard, Troi, and a team of newly minted Ensigns use it to help coordinate Earth's defense after the primary facility on the surface is destroyed by the Breen ambush from "[[Recap/StarTrekDeepSpaceNineS07E20TheChangingFaceOfEvil The Changing Face of Evil]]".
47* One of Jerry Ahern's ''Literature/TheSurvivalist'' novels involves the title character searching for a nuclear missile silo that didn't launch during WorldWarIII so they can use it as a bargaining chip against the [[InvadedStatesOfAmerica Soviets who have occupied the United States]]. Unfortunately, the US officer who brought him this assignment is secretly a member of TheKlan with his own agenda.
48[[/folder]]
49
50[[folder:Live-Action TV]]
51* In ''Series/{{Jeremiah}}'', the titular character was based in an underground military facility, from which he ventured out into the post-apocalyptic world. This was Cheyenne Mountain/[=NORAD=] again, although they rarely used the name; it seems a pretty popular choice.
52* ''Series/{{Nikita}}'': Division is based in a decommissioned nuclear silo which, like Division itself, doesn't officially exist.
53* ''Series/{{Silo}}'': Exactly what the title says, although the silo here was built from the beginning as an UndergroundCity to survive an apocalypse rather than being repurposed.
54[[/folder]]
55
56[[folder:Tabletop Games]]
57* In the ''TabletopGame/{{Paranoia}}'' adventure ''The Yellow Clearance Black Box Blues'', the Sierra Club secret society has a hidden base outside of Alpha Complex in an abandoned nuclear power plant.
58[[/folder]]
59
60[[folder:Video Games]]
61* The last act of ''VideoGame/CallOfDuty4ModernWarfare'' takes place in and near a Russian missile silo from which the Ultranationalists are launching a nuclear attack against the US in revenge for Zakhaev's son's death.
62* A level in ''VideoGame/DeusEx'' takes place entirely in and around a missile silo -- nuke still included.
63* The ''Franchise/{{Fallout}}'' games live and breathe this trope. ''VideoGame/Fallout3'' has at least three literal missile silos. In the backstory of ''VideoGame/FalloutNewVegas'''s ''Lonesome Road'' DLC, the Courier destroyed the Divide by delivering an Old World package unknowingly containing detonation codes, causing the dormant missiles to explode in their silos.
64* When your group of heisters are commissioned to stop a doomsday in ''VideoGame/GrandTheftAutoOnline'', what else could be your base of operations but an abandoned IAA Facility! While it doesn't have nukes, the KillSat it houses probably covers your needs.
65* ''VideoGame/HalfLife'':
66** At least part of the Black Mesa Research Facility in ''VideoGame/HalfLife1'' is located inside the old facilities of an underground missile research center. Though actually a test room for rocket engines, the room with the tentacle aliens is practically a missile silo. Later there's an actual missile silo that holds a modified rocket that is used to launch a satellite into space, which was supposed to be used in a plan to seal the dimensional rift.
67** ''VideoGame/HalfLife2'' has the Black Mesa East rebel headquarters. Though apparently not an actual missile silo (it appears to be a hydroelectric dam), it has all the other features of such a place.
68** The White Forest base from ''Episode 2'', which serves as a replacement for Black Mesa East, fits the trope better: It is located in an actual nuclear missile silo, again hosting a rocket that is used to launch a satellite into space to seal a dimensional rift. [[spoiler:This time it actually works.]]
69* The second level of ''VideoGame/Halo3'' takes place in an old missile silo that serves as the makeshift base for humanity's forces in East Africa. At one point one of the soldiers actually remarks on its very 21st-century style, complete with ancient hydraulic doors.
70* In ''VideoGame/TheHouseOfTheDeadOverkill'', it turns out that the government was trying to develop a serum to create {{Super Soldier}}s, only it went horribly wrong, so they covered it up and the bunker was forgotten. As you can probably predict, it was found by the villain, who used the serum to create the [[NotUsingTheZedWord mutants]] you fight in the game.
71* ''VideoGame/TheJourneymanProject'' uses this trope a few times.
72** In the first game, at NORAD VI, you are required to disarm 10 different worldwide missile silos, using nothing but a trackball and a button.
73** The second game, ''Buried in Time'', reveals an abandoned silo converted into the antagonist's hideout, complete with futuristic computers and machinery everywhere.
74* In ''VideoGame/StarControl II'', the Earth ships rely on digging up leftover nuclear warheads from such silos.
75* ''VideoGame/TargetTerror'' has a nuclear silo level.
76* Quite a few maps in ''VideoGame/TeamFortress2'' incorporate some kind of missile silo into the {{Bizarrchitecture}}.
77[[/folder]]
78
79[[folder:Webcomics]]
80* While they can hardly be called rebels, the cast of ''Webcomic/UserFriendly'' temporarily moved to an abandoned missile silo at one point. Hilarity ensued.
81[[/folder]]
82
83[[folder:Western Animation]]
84* In ''WesternAnimation/HighlanderTheAnimatedSeries'', one of the first immortals the heroes meet holds the knowledge of nuclear weaponry. Conveniently, he lives in a missile silo.
85* In the ''WesternAnimation/InspectorGadget'' episode "Down on the Farm", Dr. Claw attempts to launch a nuclear missile from a farm silo. This was during the UsefulNotes/ColdWar, you know.
86* The Autobots of ''WesternAnimation/TransformersPrime'' are based in a nuclear silo. They have the permission of the government, and it's in the middle of nowhere, hidden underground, fortified, and big enough to comfortably hold things on a Cybertronian scale, so it's an ideal base for them.
87[[/folder]]

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