Prima Games eGuides
primagames.com Browse Redeem a code Help
Fallout 76 eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Reclamation Begins!
    • Foreword
    • Welcome to West Virginia!
  • Training
    • Status: You Will Emerge!
    • Status: You Have Emerged!
      • Now What?
      • The First 76 Seconds...Minutes...and Hours
      • Onward to Flatwoods: Eight Steps in Your Initial Exploration (Levels 2–10)
      • You Will Explore: General Activities to Undertake
      • Montani Semper Liberi: Adventuring Across Appalachia
    • Let's Work With Others!
    • Special Attributes and Perks
      • What Makes You SPECIAL?
      • Strength
      • Perception
      • Endurance
      • Charisma
      • Intelligence
      • Agility
      • Luck
    • Appalachian Archetypes
  • Crafting and C.A.M.P.ing
    • Crafting and Modifications
    • C.A.M.P.ING and Workshops
  • Inventory
    • Weapons
    • Apparel
    • Power Armor
    • Aid
    • Junk
    • Weapon and Armor Mods
    • Ammo
  • Quests
    • Introduction
    • Quest index
    • Main Quests
    • Side Quests
    • Daily, Repeatable, and Drop Quests
    • Event Quests
    • Other Quests
    • Challenges
    • Treasure Maps
  • Atlas of Appalachia
    • An Overview of Appalachia
  • REGION 1: THE FOREST
    • Region 1 Map
    • The Forest: Zone A—Vault 76 and Flatwoods
      • Zone A Primary Locations
      • Zone A Primary Locations Checklist
      • Vault 76
      • Moonshiner’s Shack
      • North Kanawha Lookout
      • Twin Pine Cabins
      • Gilman Lumber Mill
      • Isolated cabin
      • Landview Lighthouse
      • Alpine River Cabins
      • Wixon Homestead
      • Flatwoods Lookout
      • Overseer’s Camp
      • Relay Tower EM-B1-27
      • Green Country Lodge
      • Flatwoods
      • Vault-tec Agricultural Research Center
      • Sunshine Meadows Industrial Farm
      • Zone A: Secondary Locations
    • The Forest: Zone B—Northwest Forest and Point Pleasant
      • Zone B: Primary Locations
      • Zone B Primary Locations Checklist
      • WV Lumber Co.
      • Darling Sister’s Lab
      • Groves Family Cabin
      • Aaronholt Homestead
      • Tyler County Fairgrounds
      • Tyler County Dirt Track
      • Deathclaw Island
      • Transmission Station 1AT-U03
      • Anchor Farm
      • Black Mountain Ordnance Works
      • Point Pleasant
      • Marigold Pavilion
      • Hunter’s Ridge
      • Zone B: Secondary Locations
    • The Forest: Zone C—Morgantown and Eastern Forest
      • Zone C: Primary Locations
      • Zone C Primary Locations Checklist
      • Wilson Brother’s Auto Repair
      • Gorge Junkyard
      • Morgantown
      • Morgantown Trainyard
      • Morgantown Station
      • Morgantown Airport
      • Morgantown High School
      • Portside Pub
      • Mama Dolce’s Food Processing
      • Vault-tec University
      • Grafton Dam
      • Slocum’s Joe
      • Gauley Mine
      • Arktos Pharma
      • Greg’s Mine Supply
      • Bolton Greens
      • New River Gorge Bridge-East
      • New River Gorge Resort
      • Sutton
      • Sutton Station
      • East Kanawha Lookout
      • Helvetia
      • Horizon’s Rest
      • Relay Tower HN-B1-12
      • White Powder Winter Sports
      • Tygart Water Treatment
      • Poseidon Power Substation PX-02
      • Camp Mcclintock
      • Zone C: Secondary Locations
    • The Forest: Zone D—Southwest Forest
      • Zone D: Primary Locations
      • Zone D Primary Locations Checklist
      • Hillfolk Hotdogs
      • Poseidon Power Substation PX-01
      • Ohio River Adventures
      • Kanawha County Cemetery
      • Billings Homestead
      • Silva Homestead
      • Orwell Orchards
      • New River Gorge Bridge-West
      • Cow Spots Creamery
      • Lewis & Sons Farming Supply
      • Kanawha Nuka-Cola Plant
      • Camp Adams
      • Camp Adams Lookout
      • The Giant Teapot
      • Poseidon Energy Plant WV-06
      • Poseidon Energy Plant Yard
      • Zone D: Secondary Locations
    • The Forest: Zone E—Charleston and Surroundings
      • Zone E: Primary Locations
      • Zone E Primary Locations Checklist
      • Charleston
      • Charleston Station
      • Charleston Railyard
      • Charleston Landfill
      • AVR Medical Center
      • Hornwright Industrial Headquarters
      • Charleston Herald
      • Charleston Fire Department
      • Charleston Capitol Building
      • Wade Airport
      • Summersville Dam
      • Summersville Docks
      • Lakeside Cabins
      • New Gad
      • Summersville
      • Burdette Manor
      • Sugarmaple
      • Overlook Cabin
      • Riverside Manor
      • Torrance House
      • Hornwright Summer Villa
      • Fissure Site
      • Zone E: Secondary Locations
  • REGION 2: TOXIC VALLEY
    • Toxic Valley: Primary Locations
    • Primary Locations Checklist
    • The Crosshair
    • Clancy Manor
    • Cobbleton Farm
    • Lady Janet’s Soft Serve
    • Hemlock Holes
    • Hemlock Holes Maintenance
    • Becker Farm
    • Grafton Station
    • Grafton
    • Eastern Regional Penitentiary
    • Smith Farm
    • Woods Estate
    • Wavy Willard’s Water Park
    • Willard Corporate Housing
    • Clarksburg
    • Clarksburg Shooting Club
    • Toxic Dried Lakebed
    • Kiddie Corner Cabins
    • Black Bear Lodge
    • Graninger Farm
    • Pioneer Scout Lookout
    • Pioneer Scout Camp
    • Grafton Steel and Grafton Steel Yard
    • Poseidon Power Substation PX-03
    • Colonel Kelly Monument
    • Philippi Battlefield Cemetery
    • Crashed Space Station
    • Knife Edge
    • Prickett’s Fort
    • Toxic Valley: Secondary Locations
  • REGION 3: The Ash Heap
    • Region 3 Map
    • The Ash Heap: Zone A—Beckley and Mount Blair
      • Zone A: Primary Locations
      • Zone A Primary Locations Checklist
      • Camden Park
      • Brim Quarry
      • Hornwright Testing Site #04
      • Relay Tower HG-B7-09
      • Abandoned Mine Shaft 5
      • Belching Betty
      • The Rusty Pick
      • Abandoned Mine Site Kittery
      • Beckley Mine Exhibit
      • Beckley
      • Sal’s Grinders
      • Hornwright Air Cleanser Site #04
      • Nicholsons’s End
      • Abandoned Mine Shaft 4
      • Abandoned Mine Shaft Elaine
      • Mount Blair Trainyard
      • Mount Blair
      • Abandoned Mine Shaft 6
      • Rollins Work Camp
      • Zone A: Secondary Locations
    • The Ash Heap: Zone B—Lewisburg, Welch, and Garrahan Mining
      • Zone B: Primary Locations
      • Zone B Primary Locations Checklist
      • Hornwright Air Cleanser Site #01
      • The Burning Mine
      • Widow’s Perch
      • Bleeding Kate’s Grindhouse
      • Relay Tower DP-B5-21
      • Uncanny Caverns
      • Miners Monument
      • Bastion Park
      • Abandoned Mine Shaft 3
      • Hornwright Air Cleanser Site #02
      • Pleasant Hills Cemetery
      • Lewisburg
      • Lewisburg Station
      • Lake Reynolds
      • Big Bend Tunnel West
      • Monongah Power Substation MZ-03
      • Hornwright Testing Site #02
      • Welch
      • Welch Station
      • Abandoned Mine Shaft 1
      • AMS Testing Site
      • Hornwright Air Cleanser Site #03
      • Red Rocket Filling Station
      • Abandoned Mine Shaft 2
      • Hornwright Testing Site #03
      • Fissure Site
      • Striker Row
      • Unfinished Mansion
      • Garrahan Estate
      • Hornwright Estate
      • Garrahan Mining Headquarters
      • Zone B: Secondary Locations
  • REGION 4: SAVAGE DIVIDE
    • Region 4 Map
    • Savage Divide: Zone A—North Mountains, Sunnytop, and Monongah
      • Zone A: Primary Locations
      • Zone A Primary Locations Checklist
      • Palace of the Winding Path
      • Converted Munitions Factory
      • Bailey Family Cabin
      • Fissure Site Beta
      • Site Bravo
      • Monongah Power Substation MZ-01
      • Sunnytop Station
      • Sunnytop Ski Lanes
      • Sunnytop Ski Lanes Base Lodge
      • North Mountain Lookout
      • Fissure Site Sigma
      • Hopewell Cave
      • Pumpkin House
      • Red Rocket Mega Stop
      • Vault 94
      • Ingram Mansion
      • Monongah Overlook
      • Monongah Mine
      • Monongah Power Plant
      • Monongah Power Plant Yard
      • Monongah
      • Observatory
      • Ammo Dump
      • Sons of Dane Compound
      • Relay Tower LW-B1-22
      • Sylvie & Sons Logging Camp
      • Zone A: Secondary Locations
    • Savage Divide: Zone B—Central Mountains, Pleasant Valley, and Whitespring
      • Zone B: Primary Locations
      • Zone B Primary Locations Checklist
      • Seneca Rocks Visitor Center
      • Seneca Rocks
      • The Sludge Hole
      • Seneca Gang Camp
      • Wendigo Cave
      • Autumn Acre Cabin
      • Toxic Larry’s Meat ‘n Go
      • Skullbone Vantage
      • Pleasant Valley Cabins
      • Top of the World
      • Pleasant Valley Ski Resort
      • Pleasant Valley Station
      • South Cutthroat Camp
      • North Cutthroat Camp
      • Central Mountain Lookout
      • Yellow Sandy’s Still
      • Cliffwatch
      • Safe ‘n Clean Disposal
      • New Appalachian Central Trainyard
      • 98 NAR Regional
      • Beckwith Farm
      • Big Fred’s BBQ Shack
      • Site Alpha
      • Whitespring Lookout
      • The Whitespring Golf Club
      • The Whitespring Resort
      • The Whitespring Service Entrance
      • The Whitespring Bunker
      • Whitespring Station
      • Zone B: Secondary Locations
    • Savage Divide: Zone C—South Mountains, Sugar Grove, and Spruce Knob
      • Zone C: Primary Locations
      • Zone C Primary Locations Checklist
      • Monongah Power Substation MZ-02
      • Blackwater Mine
      • Middle Mountain Cabins
      • Emmett Mountain Disposal Site
      • Ripper Alley
      • National Isolated Radio Array
      • Sugar Grove
      • National Radio Astronomy Research Center
      • West Tek Research Center
      • US-13C Bivouac
      • East Mountain Lookout
      • Mountainside Bed-and-Breakfast
      • The Vantage
      • Solomon’s Pond
      • Twin Lakes
      • Investigator’s Cabin
      • Huntersville
      • Devil’s Backbone
      • The Freak Show
      • Site Charlie
      • R&G Processing Services
      • R&G Station
      • Spruce Knob Channels
      • Spruce Knob Lake
      • Spruce Knob
      • Spruce Knob Campground
      • South Mountain Lookout
      • Monorail Elevator
      • Lucky Hole Mine
      • Dent & Sons Construction
      • Scenic Overlook
      • Federal Disposal Field HZ-21
      • Vault 96
      • Lake Eloise
      • Fissure Site Gamma
      • Relay Tower EL-B1-02
      • Johnson’s Acre
      • Zone C: Secondary Locations
  • REGION 5: THE MIRE
    • Region 4 Map
    • The Mire: Zone A—North Mire, Thunder Mountain, and Berkeley Springs
      • Zone A: Primary Locations
      • Zone A Primary Locations Checklist
      • Freddy Fear’s House of Scares
      • East Ridge Lookout
      • Abandoned Bunker
      • Hunter’s Shack
      • Southhampton Estate
      • Highland Marsh
      • Abbie’s Bunker
      • Gnarled Shadows
      • Gulper Lagoon
      • Ella Ames’ Bunker
      • Excelsior Model Home
      • Fissure Site Omicron
      • Mosstown
      • Dolly Sods Lookout
      • Dolly Sods Wilderness
      • Dolly Sods Campground
      • Crashed Plane
      • Carson Family Bunker
      • Crevasse Dam
      • Thunder Mountain Power Plant Yard
      • Thunder Mountain Power Plant
      • Dyer Chemical
      • Raleigh Clay’s Bunker
      • Braxson’s Quality Medical Supplies
      • Berkeley Springs West
      • Berkeley Springs
      • Big Maw
      • Treehouse Village
      • Haven Church
      • Zone A: Secondary Locations
    • The Mire: Zone B—South Mire, Harpers Ferry, and Tanagra Town
      • Zone B: Primary Locations
      • Zone B Primary Locations Checklist
      • Hawke’s Refuge
      • Sunday Brothers’ Cabin
      • Thunder Mountain Substation TM-01
      • Harpers Ferry
      • Southern Belle Motel
      • Abandoned Waste Dump
      • Tanagra Town
      • Ransacked Bunker
      • Big B’s Rest Stop
      • Valley Galleria
      • Treetops
      • Dabney Homestead
      • Camp Venture
      • KMAX Transmission
      • Zone B: Secondary Locations
  • REGION 6: CRANBERRY BOG
    • Region 6 Map
    • Cranberry Bog: Zone A—North Bog, RobCo Research Center, and Abandoned Bog Town
      • Zone A: Primary Locations
      • Zone A Primary Locations Checklist
      • Kerwood Mine
      • Firebase Major
      • Fissure Site
      • Firebase LT
      • Mac’s Farm
      • The General’s Steakhouse
      • RobCo Research Center
      • The Thorn
      • Forward Station Alpha
      • Superior Sunset Farm
      • Ranger District Office
      • Ranger Lookout
      • Creekside Sundew Grove
      • Bootlegger’s Shack
      • Drop Site G3
      • Quarry X3
      • Abandoned Bog Town
      • Pylon V-13
      • Old Mold Quarry
      • Drop Site C2
      • Zone A: Secondary Locations
    • Cranberry Bog: Zone B—South Bog and Watoga
      • Zone B: Primary Locations
      • Zone B Primary Locations Checklist
      • Fort Defiance
      • Appalachian Antiques
      • Thunder Mountain Substation TM-02
      • Veiled Sundew Grove
      • Cranberry Glade
      • Big Bend Tunnel East
      • NAR Repair Yard
      • Watoga
      • Watoga Civic Center
      • Watoga Transit Hub
      • Watoga Emergency Services
      • Watoga Municipal Center
      • AMS Corporate Headquarters
      • Watoga Shopping Plaza
      • Watoga Estates
      • Watoga Station
      • Watoga High School
      • Flooded Trainyard
      • Firebase Hancock
      • Lost Home
      • Sparse Sundew Grove
      • Sunrise Farm
      • Survey Camp Alpha
      • Fissure Site
      • Overgrown Sundew Grove
      • Drop Site V9
      • Glassed Cavern
      • Fissure Site Prime
      • Forward Station Delta
      • Zone B: Secondary Locations
  • Bestiary
    • Enemy Encounters
    • Turrets
    • Critters
    • Cryptids
  • Appendices
    • Achievements
    • BOBBLEHEADS, POWER ARMOR, AND MAGAZINES
      • APPENDIX: BOBBLEHEAD LOCATIONS
      • APPENDIX: POWER ARMOR LOCATIONS
      • APPENDIX: MAGAZINE LOCATIONS
  • Interactive Maps
    • Appalachia World Map
    • The Forest: Zone A
      • Vault 76 (Interior)
      • Alpine River Cabins (Exterior)
      • Wixon Homestead (Exterior)
      • Flatwoods (Exterior)
      • Vault-Tec Agricultural Research Center (Exterior)
      • Vault-Tec Agricultural Research Center (Interior)
      • Sunshine Meadows Industrial Farm (Exterior)
    • The Forest: Zone B
      • WV Lumber Co. (Exterior)
      • Tyler County Fairgrounds (Exterior)
      • Tyler County Dirt Track (Exterior)
      • Black Mountain Ordnance Works (Exterior)
      • Point Pleasant (Exterior)
      • Point Pleasant: Mothman Museum (Interior)
      • Hunter's Ridge (Exterior)
    • The Forest: Zone C
      • Gorge Junkyard (Exterior)
      • Morgantown (Exterior)
      • Morgantown Trainyard (Exterior and Interior)
      • Morgantown Station (Exterior and Interior)
      • Morgantown Airport (Exterior)
      • Morgantown Airport: Terminal (Interior)
      • Morgantown High School (Exterior)
      • Morgantown High School (Interior)
      • Portside Pub (Exterior and Interior)
      • Mama Dolce's Food Processing (Exterior and Interior)
      • Fujiniya Intelligence Base (Interior)
      • Vault-Tec University (Exterior)
      • Vault-Tec University (Interior)
      • Grafton Dam (Exterior and Interior)
      • Gauley Mine (Interior)
      • Arktos Pharma (Exterior)
      • Arktos Pharma (Interior)
      • Greg's Mine Supply (Interior)
      • Bolton Greens (Exterior)
      • Bolton Greens (Interior)
      • New River Gorge Bridge—East and West (Upper and Lower)
      • New River Gorge Resort (Exterior)
      • Sutton (Exterior)
      • Helvetia (Exterior)
      • Horizon's Rest (Exterior)
      • Tygart Water Treatment (Exterior)
      • Camp McClintock (Exterior)
      • Camp McClintock: Main Building (Interior)
    • The Forest: Zone D
      • Billings Homestead (Exterior)
      • Silva Homestead (Exterior)
      • Lewis & Sons Farming Supply (Exterior)
      • Kanawha Nuka-Cola Plant (Interior)
      • Kanawha Nuka-Cola Plant (Exterior)
      • Poseidon Energy Plant WV-06 (Exterior)
      • Poseidon Energy Plant WV-06 (Interior)
    • The Forest: Zone E
      • Charleston (Exterior)
      • Charleston Railyard (Exterior)
      • Charleston Landfill (Exterior)
      • AVR Medical Center (Exterior)
      • AVR Medical Center (Interior)
      • Hornwright Industrial Headquarters (Interior)
      • Charleston Herald (Interior)
      • Charleston Fire Department (Exterior)
      • Charleston Fire Department (Interior)
      • Charleston Capitol Building (Exterior)
      • Charleston Capitol Building (Interior)
      • Wade Airport (Exterior)
      • Summersville Docks (Exterior)
      • Lakeside Cabins (Exterior)
      • New Gad (Exterior)
      • Summersville (Exterior)
      • Overlook Cabin (Interior)
      • Riverside Manor (Exterior)
      • Riverside Manor (Interior)
      • Torrance House (Exterior and Interior)
      • Hornwright Summer Villa (Exterior)
    • Toxic Valley
      • Clancy Manor (Exterior)
      • Hemlock Holes Maintenance (Workshop)
      • Becker Farm (Exterior)
      • Grafton (Exterior)
      • Eastern Regional Penitentiary (Exterior)
      • Eastern Regional Penitentiary (Interior)
      • Wavy Willard's Water Park (Exterior)
      • Clarksburg (Exterior)
      • Black Bear Lodge (Exterior)
      • Black Bear Lodge (Interior)
      • Pioneer Scout Camp and Lookout (Exterior)
      • Grafton Steel (Exterior)
      • Grafton Steel (Interior)
      • Prickett's Fort (Exterior)
    • Ash Heap: Zone A
      • Camden Park (Exterior)
      • Brim Quarry (Exterior)
      • Belching Betty (Interior)
      • The Rusty Pick (Exterior)
      • The Rusty Pick (Interior)
      • Beckley (Exterior)
      • Sal's Grinders (Exterior and Interior)
      • Mount Blair Trainyard (Exterior)
      • Mount Blair (Exterior)
    • Ash Heap: Zone B
      • The Burning Mine (Interior)
      • Uncanny Caverns (Exterior)
      • Uncanny Caverns (Interior)
      • Lewisburg (Exterior)
      • Big Bend Tunnel East and West (Interior)
      • Welch (Exterior)
      • Garrahan Estate (Interior)
      • Hornwright Estate (Interior)
      • Garrahan Mining Headquarters (Exterior)
      • Garrahan Mining Headquarters (Interior)
    • Savage Divide: Zone A
      • Palace of the Winding Path (Exterior)
      • Palace of the Winding Path (Interior)
      • Converted Munitions Factory (Exterior)
      • Converted Munitions Factory (Interior)
      • Site Bravo (Interior)
      • Sunnytop Ski Lanes (Exterior)
      • Sunnytop Ski Lanes (Interior)
      • Red Rocket Mega Stop (Exterior)
      • Vault 94 Entrance (Exterior)
      • Monongah Power Plant (Exterior)
      • Monongah Power Plant (Interior)
      • Monongah (Exterior)
      • Observatory (Exterior)
      • Observatory (Interior)
      • Sons of Dane Compound (Exterior)
    • Savage Divide: Zone B
      • Wendigo Cave (Interior)
      • Pleasant Valley Cabins (Exterior)
      • Top of the World (Upper Area)
      • New Appalachian Central Trainyard (Exterior)
      • Site Alpha (Interior)
      • Whitespring Golf Club (Exterior and Interior)
      • The Whitespring Resort (Exterior)
      • The Whitespring Resort (Interior)
      • Whitespring Bunker (Interior)
    • Savage Divide: Zone C
      • Blackwater Mine (Interior)
      • Blackwater Mine (Exterior)
      • Emmett Mountain Disposal Site (Exterior)
      • Emmett Mountain Disposal Site (Interior)
      • National Isolated Radio Array (Exterior)
      • Sugar Grove (Exterior)
      • Sugar Grove (Secret Facility Interior)
      • National Radio Astronomy Research Center (Interior)
      • West Tek Research Center (Exterior)
      • West Tek Research Center (Interior)
      • Mountainside Bed & Breakfast (Exterior and Interior)
      • Huntersville (Exterior)
      • Site Charlie (Interior)
      • R&G Processing Services (Exterior)
      • Spruce Knob (Exterior)
      • Monorail Elevator (Exterior)
      • Lucky Hole Mine (Interior)
      • Federal Disposal Field HZ-21 (Exterior)
    • The Mire: Zone A
      • Abandoned Bunker (Interior)
      • Abbie's Bunker (Interior)
      • Ella Ames' Bunker (Interior)
      • Mosstown (Exterior)
      • Dolly Sods Wilderness (Exterior)
      • Carson Family Bunker (Interior)
      • Crevasse Dam (Exterior)
      • Thunder Mountain Power Plant (Exterior)
      • Thunder Mountain Power Plant (Interior)
      • Dyer Chemical (Exterior)
      • Dyer Chemical: Sewer (Interior)
      • Raleigh Clay's Bunker (Interior)
      • Braxson's Quality Medical Supplies (Exterior and Interior)
      • Berkeley Springs (Exterior)
      • Treehouse Village (Exterior)
      • Haven Church (Exterior)
    • The Mire: Zone B
      • Hawke's Refuge (Interior)
      • Harpers Ferry (Exterior)
      • Abandoned Waste Dump: Deathclaw Cavern (Interior)
      • Abandoned Waste Dump: Blackwell Bunker (Interior)
      • Tanagra Town (Exterior)
      • Ransacked Bunker (Interior)
      • Valley Galleria (Exterior)
      • Valley Galleria (Interior)
      • Dabney Homestead (Exterior)
      • Camp Venture (Exterior)
    • Cranberry Bog: Zone A
      • Kerwood Mine (Interior)
      • The General's Steakhouse (Exterior)
      • The General's Steakhouse (Interior)
      • RobCo Research Center (Exterior)
      • RobCo Research Center (Interior)
      • Abandoned Bog Town (Exterior)
    • Cranberry Bog: Zone B
      • Fort Defiance (Exterior)
      • Fort Defiance (Interior)
      • Cranberry Glade (Exterior)
      • Watoga (Exterior)
      • Watoga Civic Center (Exterior)
      • Watoga Civic Center (Interior)
      • Watoga Transit Hub (Exterior)
      • Watoga Emergency Services (Exterior)
      • Watoga Emergency Services (Interior)
      • Watoga Municipal Center (Exterior)
      • Watoga Municipal Center (Interior)
      • AMS Corporate Headquarters (Exterior)
      • AMS Corporate Headquarters: Third and Top Floors (Interior)
      • Watoga Shopping Plaza (Exterior)
      • Watoga Estates (Exterior)
      • Watoga High School (Exterior)
      • Watoga High School (Interior)
      • Flooded Trainyard (Exterior)
      • Glassed Cavern (Interior)

Fallout 76 Guide › Training

Status: You Will Emerge!

Initial Preparationsfor Life Outside Vault 76

Your Pip-Boy, Your Friend

Inventory Management!

Radio Receiver!

Health Monitoring...

And More!

Welcome to West Virginia! As you prepare to leave Vault 76, we suggest reading this initial section of the “Training” chapter to familiarize yourself with menu and head’s-up display (HUD) information. You will then learn the basic maneuvers (both passive and violent) that will save your life after Reclamation Day. Your Appalachian experience awaits!

Helpful Hint from Vault-Boy!

Read This First!

You may be initially overwhelmed with the new life that awaits you outside of the safety of Vault 76. Before seeking calming chemical stimulants, it is worth familiarizing yourself with the Main Menu (accessed via the map) and the “Help” option: This provides a complete basic training in the arts of survival and is worth digesting before you seek deeper meaning about your emergence throughout this guide.

Looking Good: Character Creation

You begin in Vault 76 with some adjustments to your appearance. Spend as long as you like changing your gender, face, and body. Then name your character, and take a photo for your Vault 76 Resident Card. Don’t worry! This image (and your entire look) can be changed later.

The Pip-Boy 2000

Once you leave your Vault chamber, you’ll have attached a RobCo Industries technological wonder to your wrist; the Pip-Boy 2000! This grants you a variety of useful information and a HUD (Heads-Up Display) to augment your normal sight, but getting to know where all of this information is, and what it means, may take a few moments.

Optimized Viewing Portal

This is your optimized viewing portal, or “view”. Pip-Boy functionality helps you navigate the hostile environment, whether you’re wearing Power Armor or not.

Optimized Viewing Portal (Normal view).
Top Left Corner Section

Information from Vault-Tec: When you encounter something, Vault-Tec sends a helpful note.

Item Pick-up: When an item is gathered and stored, the name (and amount) is noted.

Radio: If a radio station becomes available, you are informed here.

New Effect: If your well-being changes, a Vault-Boy icon appears (such as when you’re crippled, famished or parched, or receive a disease).

Top Middle Section

Quest Start and Completion: If a new quest becomes available, its name and Vault-Boy animation appear here. Completion rewards are also shown here.

Entity Information: When an entity is in visual range, its health, level, and sub-type are shown. Sub-types include: Boss (Crown), Legendary (Star), Radioactive (Radiation), Toxic (Poison Drip), Weak, Extra Difficulty (Stars), or too-powerful to handle yourself (Skull).

Sneaking Level: If you’re Sneaking, your Level of Detection is indicated.

Top Right Section

Quest Objectives: With one or more active quests (for you and your teammates), the latest objectives are listed here, with the compass showing the checkpoint or area to explore.

Central Section

Target and Damage Taken: This changes from a dot to a target of varying dimensions depending on the weapon or action you’re undertaking. Use this to target a foe when firing from the hip, and the curved red marks to determine where you’re being wounded from.

Context Sensitive Information: When interacting with an object, be it a door, fallen foe, trader, container, or anything else, the button required is shown here, along with your Carry Weight if you’re gathering an item.

Bottom Left Corner Section

Health Bar: This shows your Health as a percentage. The right side indicates how many of the 1,000 Rads you can take, as after receiving Rad damage, the right side of the bar fills up red. Take Rad-X (and protective clothing) before entering radioactive areas, and take RadAway after contracting radiation to restore your Health Bar.

Damage Type: This indicates the type of damage. Normal damage isn’t flagged, but there are icons for Explosive, EMP/Pulse, Radiation, Energy, and Poison damage.

Reward Information: If you’ve completed a Challenge or other feat, information is briefly displayed here.

Teammate Information: If you’re partnered with friends, their icon and health bar are shown here.

Bottom Middle Section

Compass: This displays pertinent information including: nearby locations, enemies, quest checkpoints, checkpoint areas, events, CAMPs, your last death, other players, your Team Leader, Hostile Players, and the Custom Marker.

Other Information: Also expect this area to show location names, your Caps Total when you gain or lose Caps, your Critical Hit Meter (in V.A.T.S.), Experience Points (XP) rewards, when you level up, and you or another’s Wanted Level (if you or they have slain other players).

Bottom Right Section

Server-Related Information: When you enter the game world, join a team, or the server has information to impart, it is listed here.

Ammo and Projectiles: The current ranged weapon ordnance you’re carrying, along with your currently-equipped projectile, are flagged here.

Hunger and Thirst: This indicates how much food and drink you need to consume to gain bonuses and avoid penalties. If you don’t see either meter, you’re usually okay. Both meters drain over time (Thirst more rapidly).

Action Points (APs) and Current Conditions: APs are used up by sprinting, Power Attacks, V.A.T.S., and steadying your aim. If your AP meter is too low, these actions may be blocked or canceled. AP constantly regenerates unless you’re hungry, thirsty, or over-encumbered. Agility (total AP) and Endurance (Sprinting and AP) grant you a higher AP. Under the AP bar are any effects (penalties or buffs) you are suffering from, like being Well-Rested or Mutated.

“Quick-Boy”: Streamlined Viewing Portal (Normal view).
Optimized Viewing Portal (Power Armor view).
Core (Power Armor only)

This measures the remaining energy in your Power Armor’s Fusion Core. Once the Fusion Core drains, movement and AP actions are impossible for your Power Armor. Fusion Cores are automatically swapped, so always carry a spare. Or eight.

Pip-Boy 2000: Menu Access Activated!

RobCo Industries has constructed a tough wrist-mounted device with analog counters for the Date and Time, as well as a Rad-Meter. Here is how to read all four of the menus, vitally important to your well-being, on your Pip-Boy:

Active Menu: This menu allows you to bring up your C.A.M.P., switch between regular and “Quick-Boy” views, and access your Perks.

STAT: Stimpak and RadAway: Immediately access these Chems for faster narcotic delivery!

ITEM: Fav, Inspect, Drop and Sort, Play: Favorite the 12 items, weapons, apparel, and aid you use the most. Inspect anything you pick up for additional data, drop items you don’t want to carry any more, and play Holotapes.

DATA: Toggle Active, Hide, Show on Map: Toggle quest information, turn it on your off if your HUD is getting cluttered, as well as showing Quests on your map.

STAT Tab (Status): Maintain your health and well-being as well as your SPECIAL abilities from this tab.

ITEM Tab: Check your arsenal, outfits, chems, collection, and auxiliary objects in your collection from this tab. Access information for your Weapons, Apparel, Aid, Misc (items that don’t fit into other categories), Holo (your Holotapes), Notes (clues you’ve picked up as well as Recipes and Plans), Junk (“useless” items you break down into useful crafting, modding, or building components), Mods (for advanced weaponry or armor), and Ammo.

DATA Tab: Access and highlight all the various quest-related activities you are undertaking from this tab.

RADIO Tab: Highlight and tune in to any available music or transmitting station within a specific radius.

Helpful Hint from Vault Boy!

Any items you carry have pertinent data displayed in the STAT area of the screen, as follows:

Level (Weapons, Apparel): The level of an item (some items are higher than your current level, and are grayed out. It’s impossible to equip these until you reach the correct level). When you craft an item, you can choose its level depending on your own (for every five Levels you raise, you can unlock another).

CND (Condition) (Weapons, Apparel): This shows the current condition of the item. The item’s condition will decrease through use and combat damage until the item breaks and can no longer be used without repairing it at an appropriate workbench.

Damage (Weapons): This is the damage, in Hit Points, that the weapon inflicts with a single bullet, shotgun blast, or beam strike.

DMG Resist (Damage Resistance) (Apparel): This value does not indicate the Hit Points of damage your armor absorbs from an enemy attack, but rather a percentage of the potential damage. Basically, if your DMG Resist is the same as your enemy’s weapon damage, expect to absorb around half of the attack’s damage. The higher the rating, the better the resistance.

Speed (Weapons): The swiftness of a melee-range weapon is listed here.

Ammo Type (Weapons): This is the type of ammunition the weapon uses. Scavenge, purchase, or craft more of this to keep yourself from running out of ammo. Receiver mods can change the ammo type.

Fire Rate (Weapons): The number of shots you’re likely to get off within a 10 second span of time, not including reloading. The higher, the better.

Range (Weapons): The distance the weapon can fire before the projectile fired from it begins to loose its potency. The higher, the better.

Accuracy (Weapons): Unsurprisingly, this is how precise each shot from the weapon can be, within the parameters of the weapon’s range. The higher, the better.

Information (Aid): This indicates the SPECIAL attribute the Aid will affect, the HP or AP the item grants you, whether you’ll receive Rads, the chance at Disease, and whether the item is Water or Food; basically all helpful information to know before a consumable is used.

Components (Junk): This extremely helpful information shows what components a piece of Junk breaks down into when scrapped at a workbench.

Weight (Weapons, Aid, Misc, Holo, Notes, Junk, Mods, Ammo): This is how heavy the item is. Every single item has a weight, and once the total of all your Inventory items is higher than your Carry Weight, you start to suffer penalties.

Value (Weapons, Aid, Misc, Holo, Notes, Junk, Mods, Ammo): This is how many Caps you can expect to receive when you sell this item to a Vendor. Use this value if you’re selling to other players too.

Pip-Boy Flashlight

Remember that your Pip-Boy, certain mining helmets, and Power Armor helmets all have flashlight capabilities for exploring in dark places. Though the green-tinged hue you give off attracts both enemies and Vault-Dwellers alike (making this a non-starter for a stealthy infiltration of an area), you’re far less likely to get lost, miss loot or enemies, or lose your footing. To turn on your Pip-Boy’s (or Power Armor’s) flashlight (or headlamp), hold down the button you used to access the Pip-Boy, and again to turn it off again.

Initial Interactions

With basic functionality out of the way (and other menus of interest covered later into this Training chapter), it is worth learning some basic passive techniques to help overcome your initial trepidations.

Active Effects

Whether you’re twanging a banjo or tinkling the ivories on the ol’ Joanna, bring music to the wilderness.

As previously discussed, it is worth adding as many bonuses to your statistics as possible. This is primarily achieved through the use of Perk Cards, but there are temporary effects too. Aside from eating and drinking, using chems, gathering collectibles like Bobbleheads and Magazines, wearing outfits and armor, or using weapons, there are a couple simple effects you can add, essentially for free, such as the Well Tuned bonus (for playing a musical instrument). Gain the Rested or Well Rested bonuses by sleeping on a nice bed, but avoid any mattress or sleeping bag on the ground (not in your Camp or Workshop), which may give you a disease if you attempt to sleep in filthier conditions. Conversely, there are diseases to worry about, too, and these are discussed in their own section of this Training chapter, along with mutations.

Object Interactions

Activate: Whether you’re inspecting the contents of a desk (or a Mole Rat’s innards), unlocking a door, activating a terminal, or disarming a trap, use this function.

Transfer: If you wish to transfer a large amount of loot into or out of inventory, then complete this function.

Entity Interactions: Friend or Foe?

This faceless automaton may be seen as cold, unfeeling, and untrustworthy, but it belongs to a friendly sort. Appearances can sometimes be deceptive.

The survivors in Appalachia, along with your previous Vault-dwelling community, are likely to be eking out a subsistent existence. Friendly or neutral entities appear with a pale yellow Health bar; usually they won’t attack unless provoked. Hostile entities appear with a red Health bar, so you must either engage them or tactically withdraw from combat. Interact with such nonhuman entities and receive information from them, including getting possible quests. If talking to another human, exercise the etiquette discussed later in the Training chapter.

POSSIBLE CHECKPOINT INTERACTIONS:ARE WE THERE YET?

If you’re in doubt about where you’re going and what you’re doing, then visit a checkpoint (aka a “waypoint”). Switch these yellow diamond icons off and on in your Data > Quests Pip-Boy menu, and read your quest descriptions to get a clue about what you might find or get up to when you reach one. Sometimes, if you need to reach an unknown location, there will be a search area to navigate, which is represented by a circle on your compass. Also remember that not all quests trigger a checkpoint after each objective, so don’t rely on them constantly.

First- and Third-Person Perspectives

Toggling your POV (point of view) is an important asset. Need to see behind you? That’s a good idea, as the adjacent pictures demonstrate; you’re able to enhance your peripheral vision considerably, but at the expense of completing more complex and pinpoint-accurate maneuvers, especially jumping.

Jumping

Leaping over low walls and across gaps, or ascending steep or rocky slopes is made possible if you jump! It also prevents a tiny amount of Rad damage if you clear a small patch of irradiated materials, like a puddle of toxic water. It also makes you a bit more difficult to hit with a weapon.

Running and Sprinting

Need to quicken the pace? Then run, which allows faster movement, and doesn’t consume AP. Need an even faster option? Press and hold the Sprint action, and move at the maximum speed your attributes and perks allow. This consumes AP (shown in the bottom-right bar), and is useful if you’re closing in on a target, attempting to flee from combat, or needing to explore at speed. Due to the AP usage, be very careful sprinting while low on health, while you’re being attacked, or if you’re over-encumbered (your pace will slow anyway if you’re carrying too much). You can easily run out of AP and be exhausted, then overwhelmed if enemies are in pursuit. Need to sprint for longer? Increase your AP and how fast those points regenerate by using chems and, more importantly, AP-increasing perks like the Agility perk Action Boy/Girl.

Word of Warning from Vault-Boy!

No Rest for the Committed

Remember that you cannot pause your time in the Appalachian wilderness or “wait” for time to pass (except in real-time, obviously). With this in mind, it’s worth utilizing your Quick-Boy transparent Pip-Boy view (so you can see problems as well as your menus) and moving to a safer location: Take refuge with a robotic vendor inside a structure or at your camp, or Fast-Travel to the entrance of Vault 76 to lessen the chances of being attacked while your focus is elsewhere.

Aggressive Interactions

Now that you have more control of your actions, it is time to learn how to react if you’re faced with situations that may turn violent. If diplomacy fails or you’re encountering an entity that you can’t reason with, prove your point with aggression.

Attacking

There is little doubt that this revolting specimen isn’t here to sell you Stimpaks: A more offensive posture is therefore mandatory.

Enemies are easy to spot, from their red Health bars to the wild glints in their eyes, or for the more base creatures, a leap and a chew in your general direction. You should have prepared an offensive tool to remedy this situation. Early into your outing, experiment with the available weaponry, ideally a ranged weapon from the initial selection you scavenge, as well as a melee implement.

Then as you progress, choose bigger or better weapons, pick Perk Cards that help you make the most of the weapons you’ve chosen to specialize in, and craft better-quality or modified versions of the weapons. For your first few battles, though, scramble to use what you can and place at least two weapons in your Favorites Menu Wheel so you’re not fumbling around on your Pip-Boy after your pitchfork breaks and you didn’t assign another weapon to quickly swap to!

Fists (or Pitchforks) of Fury: Melee Combat
Close-range combat isn’t for the squeamish and involves a “dance of death”!

If you’re using a fist or a one- or two-handed melee weapon, you must close the gap to the enemy as soon as possible. Then comes a “dance of death”—countering your foe if they employ similar weapons or quickly cutting or bludgeoning them if they’re carrying a ranged weapon. Remember you have some techniques at your disposal:

  • Bash: Attack normally to inflict the regular damage for the melee weapon you’re using and to quickly hit your foe if they’re attempting a slower “Power” attack with a melee weapon; time this correctly and you can stagger them, allowing you to press forward and strike again.
  • Power Attack: Break a foe’s block with a Power Attack (and hopefully stagger them, too!). This strike takes a long time to build (by tapping the Power Attack button in question), during which time you can be struck and staggered yourself, but this attack provides more devastating damage. Timing is key here, and you can always begin a battle by starting a Power Attack as you charge in to meet your foe, releasing it just as you reach melee range.
  • Block: If a foe swings at you using a melee strike (you can’t block projectiles), quickly block just before the swing connects. This greatly reduces, and sometimes nullifies all, damage, may stagger your foe, and allows you to quickly counterattack.
  • Charge: Sprint into the fray if your opponent is reloading, confused, hasn’t seen you, is preoccupied, or has been staggered. Then bring them to heel with a bump if you have Power Armor and the Pain Train perk, or strike with a melee weapon before they can react.

Helpful Hint from Vault Boy!

Silence... is Violence!

Unless you’re brandishing a ranged weapon with a silencer (check into suppressor mods if you want one!), melee weapons are much quieter to use and are excellent for those wishing to sneak. The potency of such weapons is increased with additional Strength Points and by wearing Power Armor. Augment your melee damge by increasing your Strength attribute and adding Perk Cards that give bonuses to melee attacks (check the Perks section for all recommendations).

The Long and the Short of It: Ranged Combat
Pick just how far away you want to be when taking out enemies by the type of ranged weapon you select.

If you don’t want to see the reds of your opponents’ eyes when you drop them, use a ranged weapon. Any gun will do, though the various types have their own strengths and weaknesses (detailed meticulously in the Inventory chapter). Just be aware of the different techniques you can muster when you pull the trigger:

  • Hip Fire and Aiming: Hip-firing is any shooting done without pressing the Aim button. Your onscreen crosshairs are wide when hip-firing and narrower when aiming. Fire from the hip during normal combat conditions or when neutralizing a chaotic situation and your manual dexterity, copious bullets, and a weapon designed for such purposes (e.g., an automatic rifle) are needed, like mass combat. Look for the most dangerous threats and neutralize them. Focus on attributes and perks that help in this regard, using the character archetypes later in this Training chapter as a guide.
  • Aiming: Aiming is any shooting done by aiming down the barrel or through a sight. Aiming is for situations where you have a little more time, perhaps with a weapon designed for such a shot (like a sniper rifle). Looking or zooming down the sights of a weapon, or even lining up a barrel, gives a more accurate shot but at the cost of speed. Remember this is compounded by the weight of your weapon; the larger it is, the slower you are to react.
  • Crouch-Firing: Hip-firing and aiming can be done while crouching, in order to add accuracy to your shots, especially if you’re aiming. This comes at additional cost to your maneuverability and speed; you’re essentially a sitting duck unless you’re behind cover. You also cannot run or sprint (unless perks are used), so use crouch more frequently during sneaking movements.
  • Damage Types: Both you and your enemies inflict different types of damage
  • Ballistic: Bullets, shells, or normal projectile damage: By far the most common damage type.
  • Energy: Powerful blasts of electricity, laser, or plasma fire, usually inflicted by robots.
  • Radiation: Damage with a radioactive element, usually environmental or inflicted by radioactive enemies or a camp defense trap.
  • Poison: Usually attacks from certain types of unclean claws or projectile spittle.

Note: Damage type is useful to know; check the bestiary to see if the foes you're facing have resistance to any of these damage types, and plan to exploit their weaknesses instead. Or use V.A.T.S. and the perception perk awareness.

  • Firing: Shoot at your foes until only one of you is standing. Let’s hope it’s you. Is the foe running? Aim for the legs; better to earn some XP for expending your bullets by killing your target.
  • Reloading: This reloads the ammunition you’re expending, refilling the chamber of the gun, at the expense of your ammo reserves. Scavenge to find more ammunition, or craft it at a Tinker’s Workbench. Note the speed in which you reload and try to time it during a lull in the action. You automatically reload if your chamber is empty, but you gain a little more control by reloading manually, when it is safe to do so. Sometimes it is safer to switch to a secondary weapon to kill a foe rather than risk damage while reloading, especially if you are being overrun, have low AP, or your preferred weapon is low on ammunition. Also consult the Perks section to learn about several Perk Cards that significantly improve your reloading.
  • Weapon Bash: Remember, you can use the weapon (even a ranged one) you’re carrying to hit foes that are too close for comfort! This is usually followed by you stepping back afterward and firing. Use this in place of a reload or to finish off a badly wounded foe instead of (or in addition to) using bullet fire. Check the Strength perk Basher if you want to inflict more bashing (and possibly crippling) damage.
Area Effect: Projectile (and Explosive) Combat
Grenades and mines are a great way to damage foes within a large area or to create a diversion.

Grenades: Don’t forget the third main method of foe disposal—using and throwing projectile weaponry, like grenades. Utilize them to soften up the enemy as you close in; hold down to throw and aim the arc of the throw so the projectile lands just in front of an enemy who is moving toward you; this means the attack detonates on them, not behind them. As ever, there are perks to increase the potency of these attacks.

Mines: Placing static, explosive charges on the ground, floor, or roof is more of a stealth-based option. Also drop them on enemy patrol paths, at chokepoints, or in thoroughfares or through doorways in your camps or workshops.

Word of Warning from Vault Boy!

Remember both grenades and mines can harm you (though mines only blow up on you when triggered by a foe), so try not to drop one at your feet and stand there during combat!

V.A.T.S.: Vault-Tec Assisted Targeting System Combat
Augmented targeting courtesy of V.A.T.S, with additional information visible due to active Perk Cards: Learn your enemy’s weakness, and defeat them with a stylish Critical Hit!

Overview: Augmented by your Perception (hit chance), your Agility (Action Points), and your Luck (the refill of your Critical Hits meter), V.A.T.S. combat allows you to utilize an HUD targeting system that easily flags multiple enemies in your vision field, allowing you to aim and shoot them with a percentage chance of a successful hit indicated on your HUD. It offers increased combat precision and tactical awareness at the cost of AP, speed, and instant peripheral vision.

Recommended Situations: V.A.T.S. is preferable over firing from the hip or aiming, in the following types of situations:

  • If you have a target in an area that’s difficult to manually hit (such as undergrowth) and can’t easily see the enemy to aim at them.
  • If the target is moving more quickly than you can manually aim and shoot at them.
  • If the target is far away, and your long-range aiming is less proficient than the pinpoint accuracy of V.A.T.S.
  • If you’re executing stealth combat and the situation is advantageous to use it.
  • If you’ve picked a number of Perk Cards that more fully augment V.A.T.S., adding features like enemy information, the ability to target limbs, AP bonuses, and more. The Perks section has the perks to look for.

Circumventing Drawbacks: The biggest drawback is the increased use of AP. Need to maximize your V.A.T.S. potential? Then augment your AP by using chems, Bobbleheads, and Magazines; increasing your agility; and most importantly, using perks. Due to increased AP use, limit your sprinting just before entering V.A.T.S.

Other Advantages: V.A.T.S. is helpful in tracking foes and noting other dangers such as mines, which are automatically spotted if nearby.

Critical Hits: Note the Critical Hit Meter in the adjacent picture. This is a key advantage in V.A.T.S.; each successful hit fills this Meter (and how quickly this occurs, or refills afterwards, can be augmented with Perks). When the Meter is full, you can execute a Critical Hit; a devastating, higher-than-normal attack that inflicts far more damage than normal, and it always hits! If you want the additional XP, and a better damage-per-bullet ratio, pick V.A.T.S. and use Critical Hits to remove threats.

Maximizing Critical Hit: Aside from chem and perk use, if you want to maximize the frequency of your Critical Hits, start your attack with a weapon that uses a small amount of APs (like a pistol). Build your meter up with that weapon before quickly swapping it for a weapon with a much larger base Damage value, and execute the Critical with the second weapon: The resulting hit will be far more damaging!

If your foe is in the distance or difficult to hit, build up your Critical Meter on easy-to-hit targets (usually closer to your location, including stationary hostile targets like turrets); then unleash a critical on the far target, as criticals always hit!

Shadowy Stealth: Crouching and Sneaking
Hide in the shadows, waiting to strike after obtaining all the Sneak-based perks you can gather. The results can be both silent and spectacular!

Crouching: Simply crouch when you wish to sneak, reduce your physical size to the enemy, remove your location from the world map, hide behind lower defensive structures during a battle, or check a menu.

Stealth: Those placing points in their Agility attribute, and even those who don’t, should still think about sneaking to avoid detection by enemies (usually nonhuman, though crouching removes your map location). To sneak, simply crouch: Your current level of detection will be displayed onscreen. There are four levels of detection:

  • Hidden: No nearby characters detect you. The brackets around the word “HIDDEN” indicate how close you are to being detected. The farther apart the brackets, the more successful your sneaking. While hidden, any attacks you make are considered “Sneak Attacks” and deal increased damage (which can be further augmented by perks and your weapon’s damage value), but attacking risks exposing your position. You may wish to try long-range takedowns with silenced weaponry as well.
  • Detected: Nonhostile characters nearby have been alerted to your presence. The only immediate danger you face is possible embarrassment.
  • Caution: Enemies have detected you and are actively searching for you. The farther apart the brackets around “CAUTION,” the closer you are to returning to “HIDDEN.” Evade foes by watching the brackets around the word “CAUTION” expand and return to Hidden status. Sneak attacks are still counted. If you can evade them for long enough, enemies return to their previous activity.
  • Danger: Enemies have spotted you and will begin attacking. Another type of combat is now preferable, as is running away.

Sneaking Successfully: Sneaking is affected by several factors:

  • Light Level: The darker the spot you’re sneaking in, the harder it is for enemies to spot you. If you’re close to being detected, try ducking into the shadows to remain hidden. Stay in the shadows and turn off the Pip-Boy’s flashlight, you muppet!
  • Line of Sight: If enemies don’t have line of sight to you, they’re much less likely to detect you.
  • Movement: You’re hardest to detect while motionless and easier to spot while moving. It’s significantly harder to sneak while moving quickly (although this can be improved with perks). Slow down.
  • Sound: Attacking with nonsilenced or heavy weapons makes noise, which may alert enemies to your presence.
  • Armor: The higher your armor’s weight, the more noise it makes while moving. Sneaking is extremely challenging in Power Armor. Also choose armor that increases your Agility or your sneaking, and also find, purchase, or craft Stealth Boys or Phantom Devices (enhanced Stealth Boys), which further add to your stealth.
  • Environmental Distractions: Enemies will also react to loud noises in the environment. If you can trigger an explosion or trap without being detected, you can lure away unsuspecting enemies.
  • Bracket Watching: Check the brackets around your detection level; if they begin to move, you can be alerted before you even see an enemy.
  • Human Watching: Sneak attacks, and being stealthy is still possible when facing a human opponent, though they are obviously governed with the same vision as you. Crouch and creep in behind your foe after learning where they like to stand or rest, and pounce when they are stationary or looking at their Pip-Boy.

Check the Appalachian Archetypes section for an example of what abilities and perks it takes to become a successful stealth operative.

PreviousWelcome to West Virginia! NextNow What?