Gametitle-FO76 WL.png
Gametitle-FO76 WL.png
A specialist is needed to bypass Vault 79's turrets.

Duty Calls is a main quest in the Fallout 76 update Wastelanders.

Background[edit | edit source]

The next problem to tackle in terms of storming Vault 79 is the so-called Grim Reaper's Hallway: A hallway chock-full of military grade laser turrets designed to eliminate any attacker who manages to get through passive defenses. Paige suggests reaching out to a group of ex-military operators that has been shadowing the Settlers since their presence in The Pitt, and sends the vault dwellers to the agreed meeting spot, so that they can enlist their aid in the heist.

Walkthrough[edit | edit source]

To contact the unit, the player must head over to the Valley Galleria, where on the northern side is a small dock with a US flag (the spot is easily identifiable thanks to the nearby power pylon with the words US ARMY stenciled on it). Upon activating the flag and waving it, Captain Fields will contact them via radio to state that the signal has been spotted and they are to head due north across the river, to the concrete bunker.

Upon entering the ransacked bunker, they have to head inside the bunker to meet an Army team led by Captain Oliver Fields, gathered around the situation table. Other members of the team include Sergeant Radcliff, Sergeant Thompson, and Private Lucky, a dog.

Captain Fields is skeptical of the plan to steal the gold reserves from Vault 79, especially since he still believes in the United States, despite it being bombed to hell and back a quarter of a century earlier. Even when presented with the Overseer's plan to reestablish a common currency, he'll doubt their ability to lead and ask what makes the dwellers so special.

The replies include a Charisma and Strength 6 check (to play on his willingness to follow orders or his hardy character), and additional options depending on completed quests. The player can state their character is special because:

He appreciates honesty and will ask one final question: The real mission of Vault 76, which allows the player to reveal the orders to seize Appalachia's nuclear arsenal. Afterwards, Fields will put forward the matter to his squad, who will decide to trust Paige's new hire. After explaining the challenge, Radcliff will explain that he needs information from RobCo's research facility to get around the defensive turrets.

Radcliff will ask the player to travel to the RobCo Research Center with him. The goal is the research wing at the research center, and look for "military projects." These are found in the research labs area, on the desktop terminal just beyond the door, on the desk. Reading the Good news, everyone! entry will reveal that the facility director decided to preserve the collective intelligence of the research staff by forcing them to undergo a de-braining procedure, so that they could be stored in biomed gel and installed in robobrains.

Although surprised at the ruthlessness, Radcliff will decide that you need to construct a robobrain to bypass the security. The next goal is to locate a stored brain and install it into a robobrain.

Three suitable brains are found in the facilities wing, and the choice of brain determines the personality. There are three found in the Robobrain R&D chamber at the southern side of the lowest floor of the Facilities wing. Each can be examined for details using Intelligence 8+:

  • Doctor Dorothea Dias, Head of Immobile Weapons Research: "There's an unusual patterning in the frontal lobe. The discoloration around the area of the pineal gland also gives you pause. Doctor Dias might have an... unstable personality."
  • Gina (marked as "Gina. Oh, poor Gina"): "If it's possible for a brain to radiate sadness, this one does. The folding of the cerebral cortex is quite complex, however"
  • Greg Goldstein, Engineer, Immobile Weapons Research: "This is a truly unremarkable brain, in the best possible sense. Assuming the extraction process didn't traumatize him, Greg Goldstein should be a perfectly normal mind to talk to"

The next step is to prepare the brain for installation at the Robobrain Assembly lab in the research wing. There are several clues around the offices (quickly scrawled notes) that will help with this. The target options are:

  • brain temperature should be 41 degrees Celsius.
  • brain PH should be 7, and
  • the brain timer should be set to 3.

With that information, insert the brain in the container and turn on the machine to prepare the brain.

The next objective is to find a robobrain head dome, also in the facilities wing. It's located in the administrator's office just up the stairs, on the west side, on his desk.

When this is done, the player simply has to return to the robobrain labs and install the brain assembly in the robobrain, which then activates.

Depending on the brain chosen, the robobrain will have a different personality and different interactions, but is functionally the same depending on the interactions (although Radcliff suggests taking the brain of someone on the ground, rather than a leader, due to his experience with people working on the ground):

  • Dias is incredibly proud and arrogant, but will relish the opportunity to one up her original work on the turrets by dismantling them.
  • Gina is a RobCo intern who committed suicide by electrocuting herself. She can be helped by convincing her to hurt RobCo by helping dismantle the turrets with Charisma 8+ or by adjusting her brain's dopamine and serotonin levels with Intelligence 12+
  • Greg is incredibly neurotic and unstable as a result of working under Dias, and will relish the ability to ruin her work. He actually scares Radcliff.

The robobrain will proceed to the workbench at the far end of the wing to manufacture the necessary tools. While it does, more robots will spawn from the assemblies and attack. Eventually, the robobrain finishes the work and leaves them on the toppled memory bank near the bench, and proceeds to dwell on its new existence.

Upon collecting the RobCo tools, the player simply has to return with them to Captain Fields in the ransacked bunker. After thanking for the work, he'll remark on the odd team gathered for the heist, but will not complain. Afterwards, Fields and his team will move to Foundation to avoid having to coordinate from two separate places.

At this point, reporting to Paige completes the quest.

Quest stages[edit | edit source]

StageStatusDescriptionLog Entry
? Raise the flag at the designated spotPaige told me about some specialists which could help us with the experimental turrets in Vault 79. I should go signal them to show that I want to talk.
? Talk to the specialistsPaige told me about some specialists which could help us with the experimental turrets in Vault 79. The specialists have seen my signal, and invited me into their bunker to talk.
? Enter RobCo Research CenterI talked to Captain Fields about the experimental turrets in Vault 79, and secured the aid of him and his troops. I just need to meet up with Sergeant Radcliff at RobCo Research Center to get some tools for the job.
? Meet with Sergeant RadcliffI need to look around RobCo Research Center with Sergeant Radcliff to get the tools that we need for Vault 79's experimental turrets.
? Search for military projects in the Research Wing
? Search for information about the RobobrainSergeant Radcliff and I found a partly assembled Robobrain at RobCo Research Center. Maybe we can get it up and running to get the tools to disable Vault 79's experimental turrets.
? Find a suitable brain in the Facilities WingThe RobCo Research Center team working on the experimental turrets used in Vault 79 got their brains put in storage before the war. We should find one of those brains to get the partly assembled Robobrain we found up and running.
? Prep the brainThe RobCo Research Center team working on the experimental turrets used in Vault 79 got their brains put in storage before the war. I found one, and need to prepare it for the partly assembled Robobrain we found.
I found the Robobrain Assembly room at RobCo Research Center. I should look for clues on how to prepare a brain, so that I can make a Robobrain to create the tools I need to disable Vault 79's experimental turrets.
I found the Robobrain Assembly room at RobCo Research Center. I found several clues on how to prepare a brain, so I should try to prepare it now.
? Possible hint: Set the brain temperature to 41
? Possible hint: Set the brain pH to 7
? Possible hint: Set the brain timer to 3
? Start the process
? (Optional) Look for clues on how to prepare brains
? Find a Robobrain dome in the Facilities WingI need to find a Robobrain Head Dome to put the prepared brain in. Then I can make a Robobrain to create the tools I need to disable Vault 79's experimental turrets.
? Add a brain to the RobobrainI have a prepared brain and a head dome, so now Sergeant Radcliff and I can get that partly assembled Robobrain up and running.
? Talk to the RobobrainSergeant Radcliff and I assembled a Robobrain at RobCo Research Center using the brain of a In-game spelling someone who worked on Vault 79's experimental turrets, but I need to convince it to help us.
? Wait for the Robobrain to build the toolsSergeant Radcliff and I assembled a Robobrain at RobCo Research Center using the brain of a In-game spelling someone who worked on Vault 79's experimental turrets, and now it is making tools to disable them.
? Enter RobCo Research Center
? Pick up the tools
? Return to Captain Fields
? Talk to Paige

Gallery[edit | edit source]

Community content is available under CC-BY-SA unless otherwise noted.