The majority of the primary locations exist in this northern part of the Mire, which is dominated by a massive power plant to the east (helpful if you’re after Fusion Cores or electricity for power boxes) and the once-quaint but now-ruined town of Berkeley Springs to the southwest, with its grand but decaying mansions and rooftop workshop. Another place to set up a workshop is in the middle of the forest at the Dolly Sods Campground; this is part of a wilderness area with two lodges that offers peace, quiet, and attacks from mutated wildlife or worse. Visit the Dyer Chemical complex if irradiated prizes are more your thing, watch your step at the large hole in the ground known as Big Maw, and tread carefully as you visit the tendril-wrapped Haven Church, especially after dark—those glowing fungi look like eyes, don’t they? But what if they were eyes...