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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 Have Emerged!

Onward to Flatwoods: Eight Steps in Your Initial Exploration (Levels 2–10)

Survey the wooded valley from the exit of Vault 76. Pick out structures you can see (a lookout tower, the old Wixon property, a rusting lumber yard, and other nearby locations hidden in the forest). Then take your first tentative steps. But only after you read this section, which provides recommendations for your immediate courses of action!

Fascinating Fact from Vault Boy!

Foraging Too: Other Activities to Try as You Go

As you complete the following steps, don’t forget to multitask: Loot, forage, collect, scavenge, and begin to collect Caps. Also, start or continue any local quests, particularly the ones related to the Overseer and Responders of Flatwoods.

Step 1: Finding a Firearm: Your First Weapons

Your first gun—likely to be pistol-sized and made from pipe. Though anything that brings down an enemy at range is worth trying out.

After leaving the Vault, your first priority is to protect yourself. You’re inadequately prepared for life outside, so immediately begin searching for two weapons: one you wield in your hands (a melee weapon like a lead pipe, pitchfork, or a machete) and a pistol or rifle with ranged capabilities (like a pipe pistol, 10-mm pistol, or .44 revolver). Simply check the guide’s Atlas for nearby locations to check. Or just take the gun from the Responder corpse lying just to the side of the Vault 76 entrance.

Helpful Hint from Vault Boy!

Scorched Slaughtering at Slocum’s Joe

Engaging Scorched is an admirable plan, especially as some of them use melee and ranged weapons. While occasionally you’ll be greeted by a Scorched with a grenade launcher (whose level may be too high for you to use), most of the time Scorched employ pipe pistols or their variants. As they also carry ammunition for pipe pistols, you can try a few raids against small clusters of Scorched (there’s always some at the Wixon Homestead) as you gather some initial supplies, stockpile their ammo, and scrap their weapons for parts, or swap them if they’re in better condition or have better statistics.

Step 2: Thirst: When in Doubt, Boil It Out!

Water, water everywhere, but not a drop to drink...unless you want dysentery, or worse. Boil it all.

To survive in postwar Appalachia, it’s important to make sure you’re always stocked with food and water. Thirst and hunger can kill you just as sure as any Scorchbeast, and your Thirst (Water) and Hunger (Food) meters are constantly decreasing (though you get thirsty more often). Natural water sources (including water pumps) are irradiated and carry disease, and drinking directly from rivers and streams is perilous. When in doubt, boil it out! This is simply a matter of collecting the water and boiling it at a cooking station (there are two in Flatwoods). Check inside the church at Flatwoods to purify the water, too, which removes the slight radiation damage you take, even from boiled water. Then learn a recipe for Purified Water, and make this your default drink for your first few levels. Then consult the Crafting chapter for more potent drinks.

Step 3: Hunger: If the Food Is Raw, Keep a Closed Jaw!

Meat, meat, everywhere, and all of it is about to go rotten.

Receive a boost to your Hunger by harvesting ingredients from the wilderness or killing animals and looting their still-twitching corpses. Though devouring raw meat and plant ingredients may satisfy hunger, cooking them will increase their effectiveness and removes the risk of disease. Basic cooking recipes (for both food and drink) will unlock when you first pick up a new type of raw food. Also be aware that raw plants and meat, as well as food and (some) drink cooked with these ingredients, have a very short shelf life; they spoil quickly, leaving you rotten ingredients that are just as bad for you as raw ones. So scarf down food when you make it (unless you have a perk that lengthens the time before food spoils). The other option? Head to any location and scavenge their boxed or tinned foodstuffs; they offer a slight radiation uptick but satisfy hunger and don’t spoil.

Helpful Hint from Vault Boy!

Fast Food: Sunshine Meadows Workshop

The best option? Head south from Vault 76 to Sunshine Meadows Industrial Farm (just west of Flatwoods). Complete the small Miscellaneous Quest there, and start up this facility’s conveyor belts: They make boxed food and claiming this keeps you in Snack Cakes, Sugar Bombs, and Cram for as long as you own a claim on the workshop!

Step 4: I Haven’t Got a Stitch to Wear: Your First Clothing and Armor

Wear outfits over armor or jumpsuits under it. Whatever your style, leather is your first form of protection.

Where’s my Power Armor? We’ll get to that in a few levels. For the moment, head down to the Overseer’s Camp and attempt to construct your first armor part. Due to the items lying around the camp (especially inside the cache), you should have enough component parts to construct some protective Leather Armor. Wear this by highlighting it in your Pip-Boy’s Items > Apparel menu. Note that as you level up, you create “Leveled” versions of these items, which have better statistics. For now, you lack the experience (XP) and Plans to craft better armor (or the Caps to buy it). However, as you progress, other types of armor become available to build, trade, and modify:

  • Combat: Designed to protect soldiers in any situation, Combat Armor gives the wearer equal amounts of resistance to physical and energy damage.
  • Leather: Thick layers of animal hide make Leather Armor particularly suited to protecting against energy damage.
  • Marine Combat: Outclassed only by Power Armor, every piece of Marine Combat Armor provides exceptional protection in nearly every battlefield scenario.
  • Metal: Constructed of thick, hand-welded steel or aluminum, Metal Armor offers additional protection against physical damage.
  • Robot: Crafted from destroyed robots, the high-tech plating of Robot Armor offers additional protection against energy damage.
  • Underarmor: If you’re worried your Vault Suit doesn’t offer enough protection, you can mix and match pieces of all armor types and wear them directly over it.

In addition, you can wear clothing, headgear, hats, and other items that are aesthetically pleasing, offer a bonus, or provide both. There are functional pieces of clothing, too, like gas masks and hazmat suits, which enable breathing across inhospitable environments (e.g., the Ash Heap).

For more information on armor and the Armor Workbench you’ll make these items on, consult the Crafting chapter.

Step 5: You Little Tinker: Ammunition Assistance

Use these workbenches to craft all your preferred ammunition: Scavenge smarter, not harder!

Although ammo can be bought from Robot Vendors or traded for with other players, your best method of gathering bullets (which nets you the most XP) is by crafting them at the Tinker’s Workbench. Find one of your first Tinker’s Workbenches at Gilman’s Lumber Mill, at the bottom of the valley Vault 76 sits in. Scrap junk items you’re scavenging (to lighten your load), and you should start to become self-sufficient regarding your ammunition use.

Assuming you’re using ranged weaponry with bullets (and if you’re purely melee, make ammo to sell instead, as it’s extremely lightweight with few components), scroll down the Workbench menu to see the base components necessary to make more ammo for your favorite (or current) weapon, and then get searching! Need gunpowder? Then craft it at a chemistry station (using its own set of components) instead of searching for it.

Step 6: Firearm Forte: Weapon Constructing

Use these workbenches to scrap, craft, repair, and finally modify your weapons of choice.

Should you visit the Overseer’s Camp (and you should), one of your first miscellaneous tasks is to craft a weapon on the workbench there. Fortunately, the Overseer’s Cache and other junk lying around should give you enough base components to make your own weapon. If you need more components, break down (scrap) weapons you’ve picked up (usually from fallen Scorched), especially as this sometimes gives you a new weapon plan! Need even more components? Start a scavenge around Wixon Homestead and other nearby locations. Compare the stats between a found and a crafted weapon (and remember you can craft significantly better versions of weapons at Levels 5, 10, 15, 20, etc.), learn to Repair your weapon (and stockpile the components needed so you can repair quickly and frequently), and look for plans to gain more weaponry. Check the Weapons section of the Inventory chapter for a list of weaponry. Don’t worry about modding yet; that’s what the Crafting chapter of this guide is for!

Step 7: Chemical Independency: Chemistry Station Crafting

Start a different type of cooking at the chemistry station. There’s one at the Moonshiner’s Shack near the Vault.

Overlook the benefits of the chemistry station at your peril. Aside from the Caps to be made churning out chems for your friends and robot vendors (they are lucrative, as they don’t weigh much, so they have a great weight-to-value ratio), focus on concocting chems to boost your statistics (i.e., “buffs”). Be careful taking too many chems. Not only do you risk addiction, but also many chems increase Hunger and Thirst. Check the Perks section for chem-related perks to offset addiction, allowing you to craft or use additional chems. Note that Chemistry Stations also allow you to craft Flamer Fuel and ingredients like gunpowder or smelted ore.

Below are the dozen best chems to try to concoct, after you find recipes):

  • Addictol: Completely cures its user of all addictions.
  • Buffout: A powerful steroid granting temporary bonuses to Strength, Endurance, and maximum Health.
  • Calmex: Highly sought after by hunters and assassins throughout the Wasteland, Calmex grants a temporary bonus to Perception, Agility, and Sneak Attack damage.
  • DaddyO: Who needs friends when you’re this smart? Using Daddy-O grants a temporary bonus to Intelligence and Perception, but also a temporary penalty to Charisma.
  • Daytripper: Sold as “happiness in a bottle,” Daytripper grants a temporary bonus to Charisma and Luck, and a temporary penalty to Strength.
  • MedX: A powerful painkiller, Med-X grants a temporary bonus to Damage Resistance.
  • Mentats: Popular with students and scientists alike, Mentats grant a temporary bonus to Perception and Intelligence.
  • Psycho: Developed by the U.S. military as a combat drug, Psycho grants a temporary bonus to damage dealt and Damage Resistance.
  • Radiation Chems: To fight radiation, use the chems Rad-X and RadAway. Take Rad-X to temporarily increase your Radiation Resistance. Take RadAway if you’ve already been exposed.
  • Stimpak: The medication inside a Stimpak heals injuries and can even restore damaged limbs.
  • X-Cell: The experimental chem X-Cell grants a temporary bonus to every SPECIAL attribute.

Step 8: Staking a Claim:
Camping and Workshops (Levels 5–10)

This shack doesn’t appear on any known map...because it’s a Vault Dweller’s Camp.

This is an optional but recommended last course of action, though you should perhaps have ventured a bit farther afield to the woods north of Morgantown to complete a Camp-related Tutorial Quest for the Responders after finishing the related quests in Flatwoods. Find a patch of ground, bring out your C.A.M.P., and create a small but suitably rustic, imaginative, functional, and defensive camp of your own. Initially, this is a movable location that’s free to Fast-Travel to, with a My Stash Box you can place to keep your Inventory manageable. Later on, there are numerous enhancements (via perks and plans) you can make to your home.

You can also visit a workshop location; the closest is either Sunshine Meadows near Flatwoods or Gorge Junkyard north of the Overseer’s Camp. With some Caps and a modicum of chutzpah, you can stake a claim to a workshop, build up defenses (using the workshop’s already-stocked inventory of components), and start to farm the resources these workshop locations are renowned for. Check the Crafting and Workshops chapters for more details.

Later On: Power Armor Activities (Level 15+)

A suit of Power Armor, sitting at a Power Armor Station; be patient as it requires you to level up to access its benefits.

Many Vault Dwellers may be itching to clamber into a variety of impressive-looking exoskeletons known as Power Armor. Unfortunately, the initial area around Vault 76 is bereft of such armor, though the closest frame is located at Morgantown Trainyard, to the north. You can gather Power Armor Frames right now, but you must be Level 15 or higher to start adding armor pieces to the frame (and even then, you’re limited to Raider pieces).

But what is Power Armor? Well, it’s only the most advanced form of protection you can find! It provides the following benefits:

  • Significantly reduces incoming damage.
  • Increases melee damage.
  • Increases Carry Weight.
  • Prevents all damage from falling.
  • With a helmet equipped, increases how long you can stay underwater.

Walk up to a suit of Power Armor and enter it. Hold the Action button to exit it.

Claiming Power Armor

You can claim any suit of Power Armor (that another player does not own) by walking up to it and interacting with it. If you are told that you are not high enough level to enter the Power Armor, then you can still claim the Power Armor Frame by stripping the armor pieces from the suit, via the Transfer menu. Then try to enter the suit again.

Collecting and Recalling

Once you claim a suit of Power Armor, you can place it in your inventory by exiting the suit and collecting the Power Armor. Your suit will be added to your inventory under Items > Apparel with the name Power Armor Chassis. Your Power Armor will also automatically be recalled to your inventory if you exit it and leave the area, disconnect, or after a period of time has passed.

Deploying and Dropping

You can deploy your Power Armor from your inventory by opening your Pip-Boy, selecting Power Armor Chassis, then placing it; you need to place it in a valid spot, which will turn the highlight around the armor green. Deployed Power Armor is owned by you, and other players cannot enter it. As you are the owner, the Power Armor will be recalled into your inventory if you do not enter it. If you want to give up ownership of the Power Armor, you can select it from your inventory and drop it. Dropped Power Armor will appear next to you in the world and can be claimed by any other player.

Fusion Cores

Power Armor runs on Fusion Cores. Performing any of the following actions will reduce your Power Armor core’s charge: running, sprinting, Power Attacks, and V.A.T.S. Once your Fusion Core has been emptied, you will move at a reduced rate and will be unable to Power Attack or use V.A.T.S. If you have another Fusion Core in your inventory when your current core runs out, it will automatically be installed in your suit. Otherwise, you’ll need to find a new core to restore your Power Armor’s functionality.

Power Armor Pieces

All Power Armor is made from two major components: a frame and a set of armor pieces.

Each armor piece attached to your frame increases your Damage Resistance, but a Power Armor frame does not require armor pieces to function. A frame without armor pieces will still provide protection against falling, increased melee damage, extra Carry Weight, and some Damage Resistance.

Armor pieces can become damaged over time. The current state of your armor pieces is visible on the suit icon to the screen’s left. Pieces in red have taken significant damage and should be repaired. Empty sections mean a piece is either missing or destroyed and must be replaced.

You can view an armor piece’s current condition by opening your Pip-Boy and going to Items > Apparel, or by using a Power Armor Station. To add or remove an armor piece from your frame, open your Pip-Boy and go to Items > Apparel, select the piece you want to add or remove, and use it.

You can also equip or unequip armor pieces at a Power Armor Station or by approaching your Power Armor suit and opening the Transfer menu.

Power Armor Stations

A Power Armor Station allows you to craft new armor pieces, modify existing pieces, and make repairs to pieces. In order to use a Power Armor Station, first walk into the station while wearing the Power Armor, then exit the armor. Walk over to the Power Armor Station and access it. Otherwise, use Power Armor Stations to scrap junk or other items. The nearest Power Armor Station to Vault 76 is at Wilson Brother’s Auto Repair or the Gorge Junkyard.

Power Armor Variants

Power Armor Frame: Even without additional limb armor, a Power Armor frame still provides tactical advantages, like increased Carry Weight, greater melee damage, and the elimination of falling damage. You can access and wear these frames at any Level.

Excavator: Developed by Garrahan Mining Co., the “Excavator” class of Power Armor never saw full production, despite being heavily advertised in Appalachia as the future of mining.

Raider: Scavenged and restored by Appalachia’s vicious and anarchistic gangs, Raider Power Armor features crude plating, rusty spikes, and significant battlefield protection.

T45: Built by defense contractor West-Tek, the T-45 series of Power Armor was the first to be successfully deployed on the battlefield. Its introduction changed the nature of modern warfare.

T51: The Battle of Anchorage saw the first deployment of the advanced T-51 series of Power Armor. With advanced servos and composite armor plating, it was a vast improvement over earlier models.

T60: The most advanced suits of Power Armor to see extensive use were the T-60 models. By the time of the Great War, they were a common sight in all U.S. military engagements.

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