Fallout Wiki
Fallout Wiki
(ash heap zone a done)
No edit summary
Line 875: Line 875:
 
|-
 
|-
 
|89
 
|89
|Chem and Hoop Shack
+
|[[Chem and hoop shack|Chem and Hoop Shack]]
|David seems to be the better hoop player at this hillside shack with a Chemistry Workbench and a small wood bridge with basketballs.
+
|[[David (Fallout 76)|David]] seems to be the better hoop player at this hillside shack with a Chemistry Workbench and a small wood bridge with basketballs.
 
|-
 
|-
 
|90
 
|90
Line 1,925: Line 1,925:
 
|-
 
|-
 
|14
 
|14
|Mount Blair Coffee Shack
+
|[[Mount Blair coffee shack|Mount Blair Coffee Shack]]
 
|On the corrugated trail from Welch Station to the trainyard, there's a metal shanty store that used to sell coffee. It now sells despair.
 
|On the corrugated trail from Welch Station to the trainyard, there's a metal shanty store that used to sell coffee. It now sells despair.
  +
|}
  +
  +
==ZONE B: LEWISBURG, WELCH, AND GARRAHAN MINING==
  +
p. 381
  +
  +
{{Transcript|text=
  +
If you're trudging through the Ash Heap and think, "I wish the environment was even more difficult to stay alive in," then visit [[the Burning Mine]], where the terrible, choking air quality meets the heat of molten slag heaps. It's well worth the extra protection to gather the quality resources hidden within (Black Titanium anyone?). Elsewhere, you have the inaptly named [[Pleasant Hills Cemetery]] on the north side of [[Lewisburg]], a place where grave-robbing, evidence of mining protests, election voting, and festivities collide in a dichotomy of the past. It's good to look up once in a while, so visit the rooftop gardens on top of Lewisburg and pick some of the fancier crops for your cooking pot. Don't forget the ruined hillside town of [[Welch]] (though everyone except the Mole Miners already have gone) and touring the [[Uncanny Caverns]] (where subterranean audio tours and irradiated monstrosities await). Finally, save some time to explore the three towers of the old mining families, vertical mansions in the sky, still standing and waiting for the correct ID card to be used.
  +
}}
  +
  +
===20. [[Hornwright air purifier site 01|HORNWRIGHT AIR CLEANSER SITE #01]]===
  +
p. 382
  +
  +
{{Transcript|text=
  +
Across from The Rusty Pick on Route 83, on the edge of Charleston's city limits, is one of the Hornwright Air Purifier Systems. Unlock the concrete maintenance hut (1); then check the two ruined structures around the fetid pond for more junk.
  +
}}
  +
  +
===21. [[The Burning Mine|THE BURNING MINE]]===
  +
pp. 382-383
  +
  +
{{Transcript|text=
  +
Dangerously soft ground has caused the lower mining structure at this location to break in half; this isn't anything compared to the searing heat and inhospitable conditions when you actually enter a mine that is mostly ''on fire''. Before entering the main orange door, check the metal steps to an upper warehouse with workbenches and a possible weapon. Then enter with proper protective clothing. Once inside, remove threats and gather as much loot as you can, for as long as you're able to withstand the heat. The place is easy to get lost in, so look for landmarks, such as large pieces of machinery, noting their color so you can retrace your steps.
  +
}}
  +
  +
===22. [[Widow's Perch|WIDOW'S PERCH]]===
  +
p. 383
  +
  +
{{Transcript|text=
  +
An apt name for a precarious shanty hut and rickety platforms that stretch out to an old billboard.
  +
}}
  +
  +
===23. [[Bleeding Kate's Grindhouse|BLEEDING KATE'S GRINDHOUSE]]===
  +
p. 383
  +
  +
{{Transcript|text=
  +
When Raiders ruled the roads, they used this blockade as a defensive fort along I-62 and as an outdoor cinema.
  +
}}
  +
  +
===24. [[Relay tower DP-B5-21|RELAY TOWER DP-B5-21]]===
  +
p. 383
  +
  +
{{Transcript|text=
  +
On the edge of the Ash Heap, on a hilltop road, is a small transmission tower, with an interior relay terminal in need of repair. Call on a possible supply drop from here, too.
  +
}}
  +
  +
===25. [[Uncanny Caverns|UNCANNY CAVERNS]]===
  +
pp. 383-384
  +
  +
{{Transcript|text=
  +
After stopping at the roadside stall and outside gift shop, descend into a lost world and witness spectacular rock formations, including stalagmites, naturally occurring pillars, and a host of junk, sprawled corpses, and deadly shambling foes. Check the 10 different [[Dick Shale|audio tour]] locations for more information on what you're seeing, when you're not clearing out revolting creatures from your view.
  +
}}
  +
  +
===26. [[Miners monument|MINERS MONUMENT]]===
  +
p. 384
  +
  +
{{Transcript|text=
  +
A monument to the hardworking, salt-of-the-earthnfolk of Appalachia. Now this monument has seen recent protests against robot automation.
  +
}}
  +
  +
===27. [[Bastion Park|BASTION PARK]]===
  +
p. 384
  +
  +
{{Transcript|text=
  +
Halfway up the winding Route 93, a picnic area and playground offers once-spectacular views to the north and west. Now there's junk scraps to gather and collectibles to hope for.
  +
}}
  +
  +
===28. [[Abandoned mine shaft 3|ABANDONED MINE SHAFT 3]]===
  +
p. 384
  +
  +
{{Transcript|text=
  +
North of the mansion towers, on lower ash-filled slopes close to Lewisburg, is another sealed mine shaft. Access the platform to this huge vat-sized cylinder (with a precarious drop to avoid!) via a gantry from a curved-roof maintenance shed.
  +
}}
  +
  +
===29. [[Hornwright air purifier site 02|HORNWRIGHT AIR CLEANSER SITE #02]]===
  +
p. 385
  +
  +
{{Transcript|text=
  +
The site is set into the hills northwest of Lewisburg and is technically part of the township.
  +
}}
  +
  +
===30. [[Pleasant Hills Cemetery|PLEASANT HILLS CEMETERY]]===
  +
p. 385
  +
  +
{{Transcript|text=
  +
This is located on the hillside northeast of Lewisburg. Desecrated with scattered coffins, this is hardly a befitting resting place for the lucky ones. Still, someone has unearthed a few expertly sealed safes for you to crack!
  +
}}
  +
  +
===31. [[Lewisburg|LEWISBURG]]===
  +
pp. 385-386
  +
  +
{{Transcript|text=
  +
Lewisburg's miners may have been striking along the southern perimeter of town, but the majority of the townsfolk still came out to vote and celebrate Halloween with a festival, complete with stalls and a live band. All that has been replaced with crumbling buildings, dilapidated and faded bunting, and ferocious enemies ready to cut you from gizzard to throat. The town is initially a little mazelike, but most of the fire escapes provide access onto one of the two rooftop garden areas in the center of town (this has an excellent selection of plants to harvest). You can also visit a few of the stores still standing.
  +
}}
  +
  +
===32. [[Lewisburg station|LEWISBURG STATION]]===
  +
p. 386
  +
  +
{{Transcript|text=
  +
On the south side of town (by a couple of voting tents) is the railway station offering a brief respite, a place to stash your items, and a trader to barter with. Why not use this as a base camp when exploring this part of the Ash Heap?
  +
}}
  +
  +
===33. [[Lake Reynolds|LAKE REYNOLDS]]===
  +
p. 386
  +
  +
{{Transcript|text=
  +
This part of Lewisburg consists of a once-idyllic lake and children's fun park. Now the carousel and Ferris wheel are covered in detritus, and the place is a real dump (in fact, it was abandoned even before the War). Recently, Responders were active here. Check farther east for some odd signs and an open railroad carriage. Have you dived down for the fusion core inside the tiniest toy alien spacecraft of all?
  +
}}
  +
  +
===34. [[Big Bend Tunnel West|BIG BEND TUNNEL WEST]]===
  +
pp. 386-387
  +
  +
{{Transcript|text=
  +
This vast underground tunnel system links Mount Blair to [[Big Bend Tunnel East]] ([[Watoga]]), over in Cranberry Bog Region.{{sic}} It is an alternate method to an overland crossing. Head east from Lewisburg along the railroad tracks to reach the entrance; Raider defenses and a (well-stocked) shanty are now overrun by even more deranged foes.
  +
  +
Inside, the tunnel has two main railroad tracks, so check both sides for foes and loot as you progress. Also investigate the various side passages—narrow mining tunnels filled with [[Glowing fungus (Fallout 76)|fungus]] and other loot. As you reach the main maintenance junction, dodge the containers and stilts, and investigate the large mining tunnel; here you can mine for aluminum. Eventually the tunnel ends at digging equipment and a corpse with the Big Bend Tunnel Door Key, allowing access into the maintenance junction building. When you're done exploring, head to either entrance/exit, passing another shanty blockage as you go.
  +
}}
  +
  +
===35. [[Monongah power substation MZ-03|MONONGAH POWER SUBSTATION MZ-03]]===
  +
p. 387
  +
  +
{{Transcript|text=
  +
Close to the Big Bend Tunnel entrance, on a steep part of the ruined Route 83A, is a small substation with power access if you're intending on siphoning to your C.A.M.P..{{sic}}
  +
}}
  +
  +
===36. [[Hornwright testing site 2|HORNWRIGHT TESTING SITE #02]]===
  +
p. 387
  +
  +
{{Transcript|text=
  +
Tucked away on the southwestern edge of the Ash Heap is an old testing location, with numerous parked (and rusting) trucks, containers, and a small concrete office structure with a locked (2) storage room.
  +
}}
  +
  +
===37. [[Welch|WELCH]]===
  +
pp. 387-388
  +
  +
{{Transcript|text=
  +
A small town where striking miners had blocked the main road well before the entire hillside started to slip down into the valley. Now you must pick through the wreckage of the wooden homes and small central stores for possible loot and lament the loss of Welch.
  +
}}
  +
  +
===38. [[Welch station|WELCH STATION]]===
  +
p. 388
  +
  +
{{Transcript|text=
  +
Part of Welch township, the station is on the upper north side of the settlement. It is worth using as a base camp when exploring Welch and the surrounding locations. Also check out the rickety uphill path north of the tracks (technically in the previous zone). It leads to a small, abandoned trading post with a safe (1).
  +
}}
  +
  +
===39. [[Abandoned mine shaft 1|ABANDONED MINE SHAFT 1]]===
  +
p. 388
  +
  +
{{Transcript|text=
  +
Perched on a promontory southeast of Welch is a curved-roof mechanical storage room, close to a short gantry and sealed mine shaft mouth. Watch the drop into highly irradiated waste!
  +
}}
  +
  +
===40. [[AMS testing site|AMS TESTING SITE]]===
  +
p. 388
  +
  +
{{Transcript|text=
  +
The Automated{{sic}} Mining Systems company constructed a site to test its non-human workforce, and this collection of outbuildings and caravans near a (sealed) mine entrance is the result.
  +
}}
  +
  +
===41. [[Hornwright air purifier site 03|HORNWRIGHT AIR CLEANSER SITE #03]]===
  +
p. 388
  +
  +
{{Transcript|text=
  +
Seek out this location for the light scavenging potential.
  +
}}
  +
  +
===42. [[Red Rocket filling station|RED ROCKET FILLING STATION]]===
  +
p. 389
  +
  +
{{Transcript|text=
  +
A small gas station, with a miners' blockade to the east side of the property and a small metal garage housing a My Stash Box and the majority of the scavengable junk on the other.
  +
}}
  +
  +
===43. [[Abandoned mine shaft 2|ABANDONED MINE SHAFT 2]]===
  +
p. 389
  +
  +
{{Transcript|text=
  +
Close to a particularly fetid pond (with some small, rudimentary structures), are two blue metal maintenance huts dug into the hillside. Expect more weaponry here than you usually scavenge. The upper hut leads to the sealed shaft and a drop to avoid.
  +
}}
  +
  +
===44. [[Hornwright testing site 3|HORNWRIGHT TESTING SITE #03]]===
  +
p. 389
  +
  +
{{Transcript|text=
  +
This small maintenance structure has meager pickings and a yard of strewn barrels; a small, half-destroyed shed; and a half-buried giant bucket with a sofa in it. Still, there's views of the Garrahan mansion towers.
  +
}}
  +
  +
===45. [[Fissure site|FISSURE SITE]] (FISSURE)===
  +
p. 389
  +
  +
{{Transcript|text=
  +
Perhaps it's best to avoid the low ash-covered hills close to [[Striker Row]] on this region’s southern edge; a horde of Scorched and their queen are guarding this fissure. Avoid unless you're powerful enough!
  +
}}
  +
  +
===46. [[Striker Row|STRIKER ROW]]===
  +
p. 389
  +
  +
{{Transcript|text=
  +
A small camp of striking miners seem to have had an altercation with the robots that helped replace them; though the Fissure site probably played a part in leaving this location mostly deserted of life. Check the lower tent camp, and the upper hut and tarp tent as well.
  +
}}
  +
  +
===47. [[Unfinished mansion|UNFINISHED MANSION]]===
  +
p. 389
  +
  +
{{Transcript|text=
  +
One of a trio of monolithic housing structures created by the Garrahan Mining company. However, this one wasn't completed, and the structure is little more than a giant (and inaccessible) shell. The views of Mount Blair to the northwest are impressive, but the Dumpster{{sic}}-diving potential is not.
  +
}}
  +
  +
===48. [[Garrahan Estate|GARRAHAN ESTATE]]===
  +
p. 390
  +
  +
{{Transcript|text=
  +
The Garrahan Tower is a self-contained vertical mansion with the latest in robotic servants. This impressive feat of engineering is still standing and has exceptional views (and dangerous drops from the top deck!). Head into the main tower and the sprawling, vertical living quarters by using the ID at the elevator door on the mine-trapped ground floor. Then explore the five or so levels, searching for a massive amount of useful junk.
  +
}}
  +
  +
===49. [[Hornwright Estate|HORNWRIGHT ESTATE]]===
  +
p. 391
  +
  +
{{Transcript|text=
  +
This structure belongs to another of Appalachia's prominent mining families. It has a well-stocked bar on the ground floor, but the real riches become available once you use the ID card on the elevator and enter this vertical mansion tower. Search the upper floors for a variety of loot and important junk. The top floors get decidedly more oily
  +
}}
  +
  +
===50. [[Garrahan Mining Headquarters|GARRAHAN MINING HEADQUARTERS]]===
  +
pp. 392-393
  +
  +
{{Transcript|text=
  +
The headquarters of the infamous mining company has its fair share of secrets, including a maintenance hut with a secret exit, away from the main parking lot near the three towering mansion structures. There's a monorail station and two more stations underground. Access this via the lobby or from inside the parking lot. The headquarters is a treasure trove of junk, and if a certain quest is active, you will find a special suit of Power Armor (the Excavator Class) here as well. There's also a possible Power Armor frame and two pieces of Power Armor to pick up from the R&D department, as well as some keys from the CEO's office.
  +
}}
  +
  +
===ZONE B: SECONDARY LOCATIONS===
  +
pp. 393-394
  +
  +
{| class="va-table va-table-center sortable"
  +
! #
  +
! Name
  +
! Description
  +
|-
  +
|15
  +
|Military Comms Tower Kittery
  +
|A small, quest-related comms dish standing near the Air Cleanser Site pond with two shacks.
  +
|-
  +
|16
  +
|Cultist Totem (east of Bleeding Kate's)
  +
|Those seeking clues to the Mothman cult (as well as Iron Deposits and a teddy bear) should seek this totem out.
  +
|-
  +
|17
  +
|Hilltop Sludge Hut
  +
|A locked safe (2) sinking into a shallow pond, along with a log cabin with a cooking station inside and no proper ventilation.
  +
|-
  +
|18
  +
|Roadside Stalls (Uncanny Caverns)
  +
|There's still some pickings to be had at this miners' stall, if you like corn, alcohol, and [[Potato Crisps (Fallout 76)|potato crisps]].
  +
|-
  +
|19
  +
|Cement Pipe Excavation and Railroad Carriages
  +
|There are two safes (1, 2), one in the west signal tower and the other in an orange carriage to the east. Grab some weaponry and junk here, too.
  +
|-
  +
|20
  +
|Propeller Head's Shack
  +
|A small curved-roof shack and billboard, with a propeller generator atop the rock outcrop above.
  +
|-
  +
|21
  +
|Lake Reynolds Dump
  +
|Rusting fairground signs, a cargo carriage with an impromptu office in it, and a rusty pickup to pick over.
  +
|-
  +
|22
  +
|Small Raider Camp
  +
|White tarp sheets offer a modicum of protection at this pole and breeze block camp, with sleeping bags and a duffel bag.
  +
|-
  +
|23
  +
|Oak Tree Vista
  +
|An old oak tree, dead but still atop the hill with a pile of breeze blocks and views of Beckley to the north.
  +
|-
  +
|24
  +
|Route 84 Turnout
  +
|A cluster of rusty military vehicles and Old Glory on a flagpole indicate what used to be a road turnout.
  +
|-
  +
|25
  +
|Gnome Sweet Gnome Camp
  +
|A dirt field of earth, gnomes, a [[Golf cart (Fallout 76)|golf cart]], gnomes, a rusty trailer, gnomes, a van, and yet more gnomes.
  +
|-
  +
|26
  +
|Cultist Altar (south of Hornwright Testing Site #02)
  +
|Scattered skeletal bodies, bones and skulls, the [[Ash rose|Ash Rose]], and a tangled cult totem.
  +
|-
  +
|27
  +
|Orange Tarp Scavenger's Stall
  +
|An old stall constructed from a tipped truck trailer, which still has a safe (3) inside and some weaponry to gather from a display case.
  +
|-
  +
|28
  +
|Top of the Heap
  +
|A single orange chair sits atop a frightening clifftop fall; head here for a selfie across most of the Ash Heap, if the weather cooperates.
  +
|-
  +
|29
  +
|Welch Miner Blockade
  +
|The upper western blockage of Welch yields more than just empty paint cans; there's aluminum veins here, too.
  +
|-
  +
|30
  +
|Golden Quarry Pond
  +
|A sunken pond with plants and gold veins to pillage from.
  +
|-
  +
|31
  +
|Sludge Trailer
  +
|A rusting metal trailer with junk to gather, a place to sleep, and an outdoor space best described as "gunky."
  +
|-
  +
|32
  +
|Military Comms Tower Mount Blair South
  +
|A small, quest-related comms dish standing on a low dirt hill near telephone poles and wires.
  +
|-
  +
|33
  +
|Red Star Roadside Home
  +
|Across from the small warehouse and Vault 63 entrance is a large home to check for items.
  +
|-
  +
|34
  +
|[[Vault 63]]
  +
|A small, unassuming metal warehouse has a door inside leading to a cave entrance, cog door, and Vault 63.
  +
|-
  +
|35
  +
|Vertibird Crash Site (South part of The Ash Heap)
  +
|Skeletal remains, a crate or two, and the rusting remains of an aircraft that crashed after the bombs dropped.
  +
|-
  +
|36
  +
|Wild Wolf Homestead
  +
|A farmhouse, garage, scarecrow, and mutfruit greenhouse await those exploring the southeastern edge of the Ash Heap.
  +
|-
  +
|37
  +
|Miners' Road Block
  +
|A blockade across the road to the east of the mine owners' vertical mansions.
  +
|-
  +
|38
  +
|Halloween Horror Hamlet
  +
|A Halloween-themed farmstead on both sides of the room, where pumpkins are plentiful.
 
|}
 
|}
   

Revision as of 16:41, 21 September 2020

 
Gametitle-FO76
Gametitle-FO76

This page contains transcripts of the Fallout 76 Vault Dweller's Survival Guide, Atlas of Appalachia section. However, it should be noted that these descriptions reflect the location as they were presented at the game's release. Many of them (i.e. Spruce Knob, crashed space station) may be out of date following major updates to the game.

REGION 1: THE FOREST

p. 284

Transcript

Mostly untouched by the ravages of nuclear fallout, the gigantic Appalachian forest area comprises the central, western, and northwestern parts of the map (mainly areas in and around Kanawha County). This area offers exceptional scavenging opportunities, remote places to hide out in or near, numerous strange settlements, and many towns, including Point Pleasant (to the west), Morgantown (northeast), Sutton and Helvetia (toward the center), Summersville (north of the large dry lake), and the capital itself, Charleston, which has almost been razed to the ground. Expect some lengthy explorations across the New Gorge Bridge and through the Kanawha Nuka-Cola Plant, battling Super Mutants at Wade Airport, losing your footing at Horizon's Rest...and that's just scratching the surface! Stay here if you want to scavenge more easily, in less inclement weather conditions, with enemies that are still a threat but usually won't cause you to flee in terror (especially if you have a friend or three along for the romp). Check the various Public Workshops for areas you can claim and mine the resources just a little more easily than elsewhere in Appalachia. And finally...did you see those glowing eyes staring at you from the woods? Beware the Mothman!

ZONE A: VAULT 76 AND FLATWOODS

p. 285

Transcript

Vault 76 is located near the northern climbs of this undulating forest valley, which encompasses some rich farm and logging land, as well as the river that leads to the town of Flatwoods (make this your first settlement to explore). You are in relative safety if you remain in this zone. There's plenty to scavenge, and there are odd and interesting locations to visit (including a landlocked lighthouse and many Bobbleheads and Magazines), as well as some secondary location points of interest that don’t show up on your map. Remember you can flee back to the Overseer's Camp or Vault 76 if you need workbenches or safety, respectively. Now get exploring; there’s people to see, places to visit, and a Flatwoods Monster to hunt!

01. VAULT 76 (VAULT)

p. 286

Transcript

Welcome to Vault 76! We hope you had a wonderful Reclamation Day shindig, but it's now time to leave. Follow the onscreen instructions, visiting each of the locations on the map, before heading out into the Appalachian wilderness. Remember you can return to the (relative) protection of the Vault entrance when using Fast-Travel without having to spend any Caps. Usually, though, you should gather all items you can before leaving.

02. MOONSHINER'S SHACK

p. 287

Transcript

A small hut structure on the slope of steep wooded terrain, inhabited by some pesky bloodsuckers.

03. NORTH KANAWHA LOOKOUT

p. 287

Transcript

Beware of Sickleman! At least, that's what the graffiti in the crawl space of the cabin on the grounds of this lookout tower states. Crawl up through the hole here to explore the cabin interior. Then check the tower and nearby outhouse for a key (atop an outhouse roof) to the safe atop the tower.

04. TWIN PINE CABINS

p. 287

Transcript

Intermittent battles for territory between the Scorched and Super Mutants have resulted in this once-idyllic pair of cabins being turned into a place of bloodshed. Come for the meat bags: Stay for the Truck scavenge.

05. GILMAN LUMBER MILL

p. 287

Transcript

Two dilapidated warehouses still stand in this overgrown lumberyard, tended by a nearby (relatively friendly) robots.In-game spelling, punctuation and/or grammar Come here for the initial scavenging opportunities.

06. ISOLATED CABIN

p. 287

Transcript

This modest shack is set in the woods; the inhabitant is long gone. Read the notes scattered about to get a glimpse of a past life. Check the tent and outhouse. Either the world's cleverest dog resided here, or a chemist was using the shack's kennel as a hiding place.

07. LANDVIEW LIGHTHOUSE

p. 287

Transcript

This landmark oddity offers views of the surrounding countryside. To reach the lighthouse perched on the cliff, head south up the path that starts near the road to the north, near a covered picnic area. Check the upstairs and downstairs of the small white house for a couple collectibles. Explore a second covered picnic area for some light reading, a holotape, and some combat with the revolting deceased.

08. ALPINE RIVER CABINS

p. 288

Transcript

Hidden in the woods, just off Highway 88, is a quaint collection of cabins. However, the strange seismic disturbances and distant screaming make this a most unnerving place to visit, especially at night! Perhaps there's a way to "turn off" these unnerving occurrences? That treehouse up the hill to the south looks interesting....

09. WIXON HOMESTEAD

p. 288

Transcript

At the foot of the valley below Vault 76 is a small farmstead, now the home to a clan of Scorched. Check under the porch for a safe, and remember to locate more items in the main farmhouse, the equipment barn, and the larger barn near the two silos. The field nearby is one of the flattest areas in all of Appalachia; try building a camp there if you want.

10. FLATWOODS LOOKOUT

p. 289

Transcript

This tower offers stunning views of the valley and woods as well as the town of Flatwoods. There's a small deck and cottage on the premise to ransack too.

11. OVERSEER'S CAMP

p. 289

Transcript

The first clue in the journey of the Overseer is at her recently abandoned C.A.M.P. Learn the basics of crafting here, and remember the three crafting stations can help you during the creation of your own first C.A.M.P.

12. RELAY TOWER EM-B1-27

p. 289

Transcript

This small hilltop military relay tower has a parked APC and possible access to a Vertibot drop.

13. GREEN COUNTRY LODGE

p. 289

Transcript

At the north entrance into Flatwoods is a welcome sign to the town and the Faction known as the Responders. There are a few boarded-up houses and the Lodge. The ruined motel still features an accessible gym, if you wish to test the limits of your carry weight. The swimming pool is definitely closed, though; it's irradiated.

14. FLATWOODS

p. 290

Transcript

This rural town was home to a group of maverick holdouts with a willingness to help others, a ragtag bunch known as the Responders. Sadly, they are all departed, but their legacy lives on: As you pass under the bridge from Green Country Lodge, the main drag is Church Street, named after the Church ("Command Post") with a trading robot, Overseer's Cache.In-game spelling, punctuation and/or grammar There are also Responder quest terminals inside, including the Responders Database and a lab terminal (as well as a couple of Chemistry Stations).

Check the Flatwoods Tavern ("Volunteers Needed") for two Self-Serve Registration Kiosks (to begin your work as a volunteer), as well as a holotape, a Kitchen Terminal (0), and an Automated Pantry you can donate to. Upstairs is another holotape.

Reverend Winters'sIn-game spelling, punctuation and/or grammar trailer is also here; search inside for clues during the Responder Quest: Second Helpings. Along the western side of town runs a river. Seek out Kesha McDermott here; she was testing the water supply.

On the far south side of town, across the road, are military tents, the Community Garden (with Water Pump), and the Red Rocket Gas Station ("Supplies"), where you find a Stash Box.

Perhaps your questing might reveal the secrets of the Flatwoods Green Monster? Start with Nurse Scott's Holotape.

There are 10 Survivor Story holotapes in Flatwoods, most of which are on the corpses of the deceased Responders and refugees. There are a couple in coolers, chests, and on tables as well.

15. VAULT-TEC AGRICULTURAL RESEARCH CENTER

p. 291

Transcript

On the southern outskirts of Flatwoods is a cluster of lowrise rusting structures: a curved storage building with two others on the road's north side and the main center with two connected exterior greenhouses. Check under the road bridge for additional items.

Reach the Center's interior via the main foyer doors, the roadside doors, a side door, or the roof. Access the basement via the easily overlooked stairwell; here you find the Agricultural Center Mainframe, a computer you must access during the event.

16. SUNSHINE MEADOWS INDUSTRIAL FARM (WORKSHOP)

p. 292

Transcript

This midsize factory and unloading dock has a trio of curve-roofed barracks at the back. Learn the choke points (gaps in the fencing and
locations of enemy incursions) to ensure you can build and hold this resource-heavy farm. Be aware of the upper offices and storage area leading to the rear roof access atop the factory.

ZONE A: SECONDARY LOCATIONS

pp. 292-293

# Name Description
1 Biplane Crash (northeast of Anchor Farm) Gather any chems you can from the burned ground in the wooded area where a small plane has crashed.
2 Long Way from a Lake A small upturned boat with a cooking station.
3 Boat Breakdown (Route 94) A truck bringing a boat along the main road has broken, and so has the boat—split in two with some minor items to scavenge.
4 Earthen Hole: Tin-Roof Shack Lair Half-hidden at the bottom of a dell is a patriotic camp with a tin roof.
5 Outcrop Altar of Burned Branches A meeting place of chairs, candles, and burned branches on a flat rock altar. Are cultists active in these woods?
6 Beehive: North Kanawha Gather honey and try not to get stung at this beehive, stuck to an old tree.
7 Settler's Cabin A ruined cabin with crops, Nuka-Cola, a mattress, and a cooking station.
8 Cultist Totem (east of Vault 76) A cultist totem seems to be claiming (and digesting) bones and corpses in this small, Silt Bean clearing.
9 Biplane Crash ("HELP") An enterprising survivor of a plane crash fashioned a crude message in the hillside, near her crashed plane.
10 Marksman's Cave A small rock cave with an archery target on top of it. There's a crack you can fall down, so watch out!
11 Cultist Totem (west of Vault 76) A sacrificed skeleton and a cultist totem; worrying developments in the woods just west of Vault 76.
12 Grass Camp (northwest of Moonshiner's Shack) A small tent and camp with a cooking station and sleeping bag, in the relative flat grass area close to the Vault.
13 Banjo Tower A small lookout tower with a sleeping bag and instruments to play at the top platform.
14 Kanawha Cave Alcove A small rock alcove with a skeleton and a chem box, as well as a weapon to brandish.
15 Weapon Worker's Hide One of the nearest Weapons Workbenches is under the lookout at this cooking station tent and small camp.
16 Terminal Log Jam on Route 88 Two big-rigs have collided on this stretch of road, with their contents (logs and terminals) scattered throughout.
17 Vertibird Crash Site (west of Moonshiner's Shack) A military craft made a rough landing on the grassy hilltop; there's a First Aid Kit still accessible on the craft.
18 Rusty Hillside Shed A small, box-like shed with items inside and a cooking station. Perhaps you could build your camp around it?
19 Prehistoric Bones Camp Evidence of old bones is present in the small hillside excavation and tent, with a cooking station.
20 Wixon Pond A small pond with a dock with good plant life harvesting potential.
21 Beehive: Wixon's Pond Gather honey and try not to get stung at this beehive, stuck on the bank of the pond.
22 Beehive: Alpine River Gather honey and try not to get stung at this beehive, stuck to a pine tree and log.
23 Corpse Pile A pile of corpses near a field of cut trees, west of Wixon Homestead.
24 The Doghouse Three bears (and a prostrate corpse) appear to have made this dog kennel their home, in the flat woods east of old Wixon's place.
25 Old Gray Cottage A small cottage on the road to the Relay Tower, with a pool table and Armor Workbench.
26 Flatwoods River Camp A good alternate place to use a cooking station, by the river near two canoes, a cooler, and some bloodleaf.
27 Covered Bridge (Route 88) A pickup has fallen through the covered bridge close to the Overseer's Camp. Don't ignore the goods inside the crate in the pickup.
28 Game of Thrones Two skeletons face off on a leafy hillside, each sitting on a toilet. The duel doesn’t end well for either party.
29 Delivery Van Crash (Vault-Tec Ag Research Center) A half-buried van, with a wood crate still ripe for opening, on the low hillside by the main road south of Flatwoods.
30 The Beached Boat A long rowboat dry-docked on the southern shore of what was once a river, close to the Vault-Tec Research Center.
31 Green Country Bridge The bridge to Flatwoods has a camp under it and a vehicular altercation on the bridge itself.
32 New River Gorge Resort Adventure Park A series of vista decks, stepping stones, and tree platforms to navigate to a small adventure tower with possible Bobblehead reward.

ZONE B: NORTHWEST FOREST AND POINT PLEASANT

p. 294

Transcript

This sliver of the Forest follows the winding Ohio River, the western boundary of Appalachia, and is mainly comprised of wooded and mountainous terrain. It is more remote and has fewer large settlements, with the exception of Point Pleasant, where a strange band of cultists have started to worship a possibly apocryphal shadow creation known as the Mothman. Thoroughly explore this wilderness, and you may find evidence of cultist totems built to honor this cryptid. Journey farther north to reach a disused lumber mill and scattered dwellings well off the beaten path. Elsewhere, there are small farms, cabins to ransack, and a large fairground with an adjacent dirt track, where all the fun of both the fair and resource gathering come together. That fun might be short-lived if you venture too close to the aptly named Deathclaw Island and aren't prepared to repel savagery!

17. WV LUMBER CO.

p. 295

Transcript

In the remote northwestern corner of Appalachia is an abandoned lumber mill, close to the river and the blocked railroad tunnel to the north. There are telltale signs of Super Mutant activity, so enter with care and with enough room in your inventory to gather the copious scavengeable items. Check the main metal warehouse for a possible Power Armor frame.

18. DARLING SISTER'S LAB

p. 296

Transcript

A collection of small, ramshackle structures atop the long rock ridge to the east of Route 81. The Darling Sisters seem to have been chem... connoisseurs.

19. GROVES FAMILY CABIN

p. 296

Transcript

A pair of hunter’s cabins and a small garden of harvestable items sits in once-idyllic woodland.

20. AARONHOLT HOMESTEAD

p. 296

Transcript

Close to a section of sagging road are a group of farm structures. The three main structures (and small hay barn) house a variety of junk and collectibles (and the corpse of farmer Aaronholt). The locked silo warehouse (0) to the south is also of considerable interest, possibly housing a Power Armor frame. Check the junk pile near a ruined shed on the eastern edge of the farmstead too.

21. TYLER COUNTY FAIRGROUNDS

p. 297

Transcript

"All the fun of the fair" has been replaced by "all the salivating horror of the Scorched." This large area of rusting fairgrounds is a great place to find uncommon items and search for health as you secure the nearby Tyler County Dirt Track (Public Workshop). Don't overlook the mechanic's warehouse either—a must-visit if you're a fan of pumpkin displays.

22. TYLER COUNTY DIRT TRACK

p. 298

Transcript

Here you battle a random assortment of foes and waves of enemies once you stake your claim to the workshop at this old demolition derby dirt track, adjacent to the fairgrounds. If your team can keep both locations, you can enjoy a plethora of scavenged resources.

23. DEATHCLAW ISLAND

p. 298

Transcript

This island is seemingly devoid of inhabitants, if you don't count the scattered and skeletal remains dotted around various fishing and picnic spots—and the Deathclaw nest, of course.

24. TRANSMISSION STATION 1AT-U03

p. 298

Transcript

Assuming you have the necessary bobby pins to unlock the door, this small transmission structure atop a wooded hill seems to have been a hideout for a family.

25. ANCHOR FARM

p. 298

Transcript

This small farmstead has a large rusting anchor (the namesake of the abode) that is slowly rotting into the moist earth. A parked (and unusable) plane sits close to the (inaccessible) farmhouse. Check the road for a military APC for a better scavenging potential.

26. BLACK MOUNTAIN ORDNANCE WORKS

p. 299

Transcript

Improper disposal of irradiated waste ensures you may become sick if you spend too long at this ruined works area. The terminal in the security hut informs you of eight various domes built into the wooded hills to the south and north of this location. Accessing them yields various chambers, some with more junk items than others (some of the listed item examples come from sealed domes). One is even said to feature a variety of Nuka-Cola products from a private collector!

27. POINT PLEASANT

pp. 300-301

Transcript

Point Pleasant is home to the Mothman Museum and the adjacent statue. Its recent past has seen it change hands from a Raider to a Responder camp, though the current inhabitants are Scorchers and some mutated and unpleasant wildlife. Expect a number of inaccessible dwellings, upper rooftops with ramps, and bridges connecting them to narrow interiors, allowing for you to dodge violence as well as explore. Clear the rooftops of ScorchersIn-game spelling, punctuation and/or grammar first, before venturing into structures and finally securing the town.

Don't forget to search for "The Mothman Cometh" holotapes (parts 1 and 2), and observe the worrying sacrificial display by the river. Check the church for the remains of a Responders triage center. Attempt to enter the Mothman Museum via either the locked front door (1) or the rear upper back door (0); then unlock the toilet door (2), which leads to a secret staircase into the basement, where true cultist horrors await!

28. MARIGOLD PAVILION

p. 302

Transcript

To the east of Point Pleasant, atop a rugged hillside, is an old wooden structure, along with an irradiated lake, which once beckoned tourists and hikers. Check the lake for a sunken safe to open.

29. HUNTER'S RIDGE

p. 302

Transcript

A hilltop camp, set with traps for the unwary, is now home to a cluster of shambling Scorchers.In-game spelling, punctuation and/or grammar Ascend the suspended bridges for a spot of scavenging after clearing the threats (both living and trap-based).

ZONE B: SECONDARY LOCATIONS

pp. 302-303

# Name Description
33 Wrecked Warehouse (WV Lumber) A phosphate deposit and some flattened structures might make a good camping spot.
34 Abandoned Hill Farm A small barn and farm structure at the base of the rock outcrop with a variety of crops to gather.
35 The Golfer's Camp A green tent atop the rock outcrop with Firecaps and a golf club on the ledge edge.
36 Rocky Outcrop Camp A small camp with a pitiful lean-to structure and a skeleton in a water ring.
37 Birdwatcher's Roost A small deck of birdhouses and empty nectar bottles.
38 Crash on R81 (east of WV Lumber Co.) A rusty car and nearby pickup were involved in an ancient altercation. Now you can grab the goods still on both vehicles
39 The Safecracker's Lament A small pond with an open safe and the remains of a heist gone wrong.
40 Beehive: Aaronholt Homestead Gather honey and try not to get stung at this beehive, stuck to the remains of a small barn near the corpse of Farmer Aaronholt.
41 Nuka-Cola Carnage A crashed Nuka-Cola truck on the highway.
42 Ridgetop Lake A small lake with sleeping bags and floating platforms.
43 Two Barn Farm A small farm with Tato crops and two small sheds.
44 River Raft (north of Tyler County Dirt Track) A rusting big-rig, a river raft with a blue tarp, and a small camp with a cooking station are all located by the river.
45 Tinker's Shed (Tyler County Dirt Track) A small barn with a Tinker's Workbench, corn and tato crops, and a tall windmill, at the edge of the dirt track.
46 Party Time Diners A dining room table stocked with food, board games, and balloons, out by the rocky promontory.
47 The Scarecrow and the Pickup A rusty vehicle, cooking station, and open safe at the base of a scarecrow.
48 The Safecracker's Shack A refuse-strewn trailer with multiple safes to crack.
49 Jackknifed on Route 90 A flipped truck and trailer on the road, near some Firecracker berries.
50 Decommissioned Transmission Station An old transmission antenna and outhouse, slowly succumbing to the elements atop a rock bluff.
51 Rubber Tire Pond It's worth taking a quick dip into this small pond with a beehive and two rubber tires; there's a safe (0) at the bottom.
52 Irradiated Dock A small concrete dock with strewn radioactive barrels.
53 Ohio River Antics A small white fishing boat, half-buried radioactive barrels, a table and parasol, and a junk pile.
54 Billboard Junk Camp (Route 88) A Nuka-Cola sign and rusting billboard along the roadside is worth your time; there's plants, wood, and junk to harvest from this ruined shack camp.
55 The Competent Campsite A tarp-tent and cooking station set atop a rocky outcrop, on the forested hillside.
56 Cultist Totems (Point Pleasant Tangle Tree) A grand altar; a place where multiple totems and the tangled roots of an old tree beckon you to worship the Mothman!
57 Beehive: Point Pleasant Gather honey and try not to get stung at this beehive, stuck to both sides of a three-trunked tree.
58 Teddy Bears' Picnic If you go down the footpath junction north of Hunter's Ridge, you're sure for a small surprise
59 The Rickety Dock A series of hastily constructed wood dock sections, a small shack, and a toilet.
60 Tank Landslide (south of Hunter's Ridge) A tank has run over its operator; there's road sinkage and piles of junk to mine at the water's edge. It's a real mess around here!
61 Road Pipes and Pylon An electrical pylon is close to a crashed truck, item boxes, and pipes spewing water into the river.

ZONE C: MORGANTOWN AND EASTERN FOREST

p. 304

Transcript

The northeastern part of The Forest comprises the lower, more manageable terrain stretching from the poisonous wastes of the Toxic Valley to the north (the boundary is Route 92), as well as all the waste to the outer reaches of Charleston. This zone is dominated by the large settlement of Morgantown, with its airport, school, warehouses, and even a Vault-Tec University, which seems to admit anybody these days. Trek farther south to discover a multitude of interesting places, from the hilltop chem complex of Arktos Pharma, to the gigantic green New River Gorge Bridge (a trek so long, you end up in another zone!). Don't miss visiting the town of Sutton, the hifalutin mansion at Bolton Greens, and the clifftop crash site of a passenger plane. Head east, and you can start the treacherous ascent to the mountains demarcating the Savage Divide—though you're wise to level up a few times (and travel via road for an easier ascent) first.

30. WILSON BROTHER'S AUTO REPAIR

p. 305

Transcript

This small repair shop consists of three separate structures: a white house with a yellow door (and a basement safe), a garage and workshop area with workbenches, and a red house on the upper rocky ground. This house's cellar shows evidence of Mothman Cultist activity!

31. GORGE JUNKYARD (WORKSHOP)

p. 305

Transcript

With a Black Titanium and Concrete Deposits,In-game spelling, punctuation and/or grammar as well as a plentiful supply of junk and other helpful items, this is bound to be a hard-fought location to claim and keep. Check the locked shed by the workshop for a Chem bench and some choice items. Unlock the military (green) trailer (3) to secure some possible Power Armor as well.

32. MORGANTOWN

pp. 306-307

Transcript

The town of Morgantown encompasses this and the subsequent seven Primary Locations, all within a relatively easy-to-distinguish border (once you hit railroad, grass, or forest, you're out of town). Therefore, all information regarding Crafting, Dangers, Items, Information, Locked areas, and Item Examples are also specified for those individual locations. This entry simply gives you a short overview of the entirety of the settlement and areas of interest outside these locations.

Navigating Morgantown can be tricky due to the complex maze of structures, the ruined city streets, and dilapidated apartment blocks and other buildings, some of which feature interior and rooftop access. Your first step is figuring out a base of operations; this could be at the Responders Headquarters (in a liquor store close to the center of town), but a better bet is to stay to the north, at the Red Rocket Gas Station, which has a My Stash Box you can utilize. There is a camp with a few chemistry stations and traps built on the elevated rail line itself.

There are numerous apartment structures (and to a lesser extent, stores) with interiors you can explore. It's worth checking the multiple exits—at street level, onto the monorail, or onto the rooftops. Expect at least two city blocks to have this type of access. Over on the eastern side, where the buildings aren't as tall, there's still some interiors and rooftops to check. Of particular note are three Responder Stashes; access the monitor at a bank, attorneys, and deli (all relatively close to the headquarters) for a wealth of additional junk (mainly foodstuffs). These are accessible once the Event: Back on the Beat has been completed.

The taller structures in town are surrounded by a monorail loop and several stations (North, South, University, and Airport) you can reach by wandering on or below the rails. When you reach the southern edge of Morgantown's sprawling settlement, there's a small farmstead with a cottage (and flooded basement), a silo, and a red barn.

33. MORGANTOWN TRAINYARD

p. 308

Transcript

The southwestern edge of Morgantown is comprised of this large trainyard, full of rusting cargo carriages and lurking foes. Follow the derailed containers up to the Station, checking any open ones for possible scavenging opportunities. The large corrugated metal warehouses have a gantry leading to control huts and a tall tower. Outside on the east side is a large mechanic's warehouse (with workbenches), an unloading area marked with two flag poles with open containers, a signal tower, a small mechanic's hut, and an open carriage with possible Power Armor.

34. MORGANTOWN STATION

p. 308

Transcript

Serving Morgantown, the railway station is on the town's northwestern edge and offers a great regrouping area to offload items and to trade and heal.

35. MORGANTOWN AIRPORT

p. 309

Transcript

Spanning most of the northern part of Morgantown is the expansive airport, recently turned into a large-scale Responders base, before a horde of Scorched descended upon the area. Behind the main terminal building (which houses a trading post as well as Power Armor Stations and an Overseer's Cache) is the main airport runway, turned into a shantytown with a modicum of turret defenses at the control tower. Head east to reach the hangars and quarantine area, where you find additional information on the Responders' experiments. Pick up Responder Volunteers: Advanced Training quests at the Responders HQ Terminal in the Command Post.

36. MORGANTOWN HIGH SCHOOL

p. 310

Transcript

The exterior of this high school is mostly overgrown (especially at the rear of the premises), while the front road and parking area is strewn with vehicles—mostly school buses with the odd piece of junk to grab. Find fire escape stairs on the north side to reach the roof. There are two white double doors to access the main entrance foyer and a blue side door to the right of these doors, or you can use the rear green door (into the gym) or the door on the roof. There are two main interior levels to explore. The place is in relatively good shape, with only a few damaged rooms.

37. PORTSIDE PUB

p. 311

Transcript

Look for the sailboat on a pole outside this two-story, run-down tavern. There is ample room for parking and a low stone wall around the perimeter. Use a propped ladder to reach the upper roof with the skylights and safe.

38. MAMA DOLCE'S FOOD PROCESSING

p. 311

Transcript

For all your reconstituted canned goods, Mama Dolce is the place to go! Currently, the company's processing facility is in need of a makeover. Check the three metal structures outside the main building for a variety of junk and some explosive traps (at the scaffold warehouse). Inside the plant is an unloading dock (unlock the trailer [1] for some extra ammo). Also inside the facility is a security gate (0) with items to scavenge behind it. Check upstairs for the Mama Dolce's Manager ID Card, in the executive office area. The upstairs gantry also allows access to the roof; use this for defensive positioning or to check views of Morgantown to the north.

FUJINIYA INTELLIGENCE BASE

p. 312

Transcript

With the appropriate Quest and ID Reader card active, you can explore the secret Chinese base underneath this processing facility! Access it from the hatch on one of the large drainage pipes outside the plant, close to the river. Inside the Intelligence Base is a three-level, subterranean hideaway stocked with ammunition, chems, and collectibles!

39. VAULT-TEC UNIVERSITY

pp. 312-313

Transcript

Exterior: The university is comprised of three campus structures made of old imposing brick edifices, all with red doors that are easily entered. The interiors of the structure link underground to each other, while a skybridge links one of the campus buildings to the Monorail station. Check the area under the monorail station for a small tent city, which has a few additional items to scavenge.

EAST CAMPUS BUILDING

p. 314

Transcript

The largest of the three campus buildings is east of the Vault Boy garden statue and
links the gardens (west) with the monorail (east). Inside is a central foyer with a "cog" display and access to four main corridors and stairs, including an entrance to the Simulation Vault via a terminal. Three classrooms are on the ground floor. Up the stairs is the Overseer’s Holotape, access to the monorail bridge, a large lecture hall, and the "B" wing of rooms.

NORTH CAMPUS BUILDING

p. 314

Transcript

Evidence of violence is present in the north campus structure. A barricade prevents access from the north red entrance door (use the hole in the wall of Room 102 to access this instead). There's gloomy corridors and academic chambers to pick through, including the "official" entrance to the vault, which allows access into the Overseer's room. Some of the rooms (such as 103) are in particularly bad condition, with fallen ceilings allowing access to an upper floor of rooms, including a large (and ruined) archival office.

SOUTH CAMPUS BUILDING

p. 314

Transcript

Enter via the only accessible exterior doors into a large office room, picked clean of most junk. Stairs lead down to a waiting room with benches and a terminal that allows access to the locker room and showers within the Simulation Vault.

SIMULATION VAULT

p. 314

Transcript

Aside from the entrance chambers, this simulation of a vault is in spectacular condition! It is centered around a main mezzanine level, which has all the usual and recognizable elements of a vault. There is also a hidden Records Chamber on the lowest level.

40. GRAFTON DAM

pp. 314-315

Transcript

Route 92 to the north of Morgantown crosses the remains of Grafton Dam, on the border between The Forest and Toxic Valley. The irradiated waters of Grafton Lake are being held back by the intact dam wall. The actual dam structure is much more dilapidated and usually overrun by Super Mutants, though this was once a Brotherhood of Steel compound.

Getting into the dam building may be tricky, as the three exterior doors are all locked tight (3). Drop off the northeast exterior balcony onto the large outflow pipe with the skeletal corpse hanging from it. Sneak inside this way. Once inside, head to the ground-level gantry and up two more floors (watching for traps and foes); head to a series of blue metal maintenance huts on the gantry.

41. SLOCUM'S JOE

p. 315

Transcript

Though this coffee shop is closed for business, there's a small alcove in the back with a Tinker's bench. Expect Scorched to fire on you from the roof. Use the rusty fire escape to reach this area, where you can leap to the rocks above.

42. GAULEY MINE

p. 315

Transcript

This mining facility is positioned close to the railroad, with two entrances (one is unmarked and set into the hillside to the northeast of the main entrance shown here). It has impressive wooden scaffolding and a cargo lift, recently turned into battlements. Fight through these (remember you can descend from the hillside above!) before entering the mine. Inside, expect Scorched to battle you as you work your way through the chambers, finding narrow tunnels to the cavern and the secondary entrance/exit.

43. ARKTOS PHARMA

p. 316

Transcript

This hilltop facility is the headquarters of the Arktos Company,In-game spelling, punctuation and/or grammar an organization that appears to have been experimenting with new strains of plant life. Enter the lobby to hack the terminal (1) if you wish to deactivate the turrets in this facility. Check the unloading area for a security door and terminal (1) leading to a robotron maintenance area. Check the Protein Sequencer Terminal before investigating chemical labs and a large command room with Cargobot Controls. The upper floors can be reached via stairs or planks atop a trailer from the unloading area. Another security terminal (0) allows access to a Power Armor Station (and possible armor). The ruined upper level includes a test chamber and executive offices. Expect your intrusion to summon Vertibots on the roof, which is also accessible via exterior or interior stairs.

44. GREG'S MINE SUPPLY

p. 317

Transcript

This hamlet is dominated by Greg's construction store, for all your mining needs! The store is locked up tight, but some enterprising individuals have burrowed under and across the road from the brick house, allowing access through a short tunnel. The supply shop has an upstairs area where you can secure Greg's Mine Supply Keys. Use them to open the door to the side yard.

45. BOLTON GREENS

pp. 317-318

Transcript

This was once a fancy mansion for the hifalutin types and their spoiled offspring, as Bolton Greens was a golf resort and daycare center. Now it is in a state of severe disrepair, but it has numerous great scavenging opportunities as you explore the mansion interior. Then head west across the slopes of the golf course, checking the sand traps and other areas for small Raider fortifications and other items to gather.

46. NEW RIVER GORGE BRIDGE - EAST

p. 318

Transcript

Close to the New River Gorge Resort is the northeastern entrance/exit to the huge, gorge-spanning landmark bridge (part of Interstate 59), which ends all the way in Zone D. Unlock the maintenance room door (2) under the start of the eastern span to check a small office. The lengthy bridge span features ruined gantries under a tarmac highway road, with derelict sections to carefully maneuver through. Consult "New River Gorge Bridge—West" for information on the maintenance room on the gorge's opposite (southwest) side.

47. NEW RIVER GORGE RESORT

p. 319

Transcript

The majority of this dilapidated resort is located on the south side of Interstate 59. It consists of a main lodge, a swimming pool, and a few cabins dotted around. All are accessible in some way (one you enter via the floor). This is a good choice for a scavenging mission after you visit Flatwoods.

NEW RIVER GORGE NATURE TRAIL AND ADVENTURE PARK

p. 319

Transcript

Technically located in Zone A but part of the resort, this wooded area has a nature trail, numerous wooden deck platforms, a covered picnic area with great views of the gorge bridge, and an adventure path: Test your jumping dexterity with a series of increasingly narrower platforms, ending with some precision jumping across log poles to a small tower with a possible Bobblehead prize.

48. SUTTON

p. 320

Transcript

The town of Sutton was once a major hub for the timber industry, with an excellent transportation network (the I-59 and railroad) and nearby train station (also shown on the map). Now the place shows the signs of recent Raider activity. A ramshackle wall prevents progress down Main Street. Use the roof planks and building interiors to navigate through and around. Scavenge at the indicated places of interest; grab whatever you need, as there's a My Stash Box at the Red Rocket Gas Station. Pay particular attention to the blue house at the north (lower) end of Main Street; it has a packed cellar and an Overseer Holotape upstairs: This is the Overseer's childhood home.

49. SUTTON STATION

p. 320

Transcript

To the south of Sutton, along the road and on higher ground, is the town's train station. The main station structure is in relatively good shape, offering a place to stash your belongings and purchase more from the Vendor Bot.

50. EAST KANAWHA LOOKOUT

p. 321

Transcript

This relatively sturdy lookout tower offers excellent views of Sutton, and the countryside north and east. Climb to the top to find new locations and access a HELP terminal.

51. HELVETIA

p. 321

Transcript

Settled by Swiss and German immigrants after the Civil War, Helvetia was known for its Fasnacht festival, where grotesque masks were worn by revelers. Perhaps this headgear can be found when an Event of the same name is active? Check the settlement along Pickens Road for scavengable items. The church shows signs of cultist (and chem addict) activity. The post office front door is locked (1), but you can climb up the metal lean-to and through the upper balcony door. The other structures have a variety of odd and helpful junk items to gather.

52. HORIZON'S REST

p. 322

Transcript

The remains of a Horizon flight that struck the hillside and a nearby electrical pylon have been fashioned into a rudimentary camp, which is now under the control of more base creatures. The upper camp consists of the fuselage and sections of plane constructed into small huts. Descend the precarious cliff to cross to the pylon platforms, where a kitchen and numerous shanty huts are located, including a small armory (with a key to find back at the Fuselage Huts, under a flower pot).

53. RELAY TOWER HN-B1-12

p. 322

Transcript

A small relay tower is located in the upper woodland area, close to the crashed plane. Watch for turrets on the exterior corner of the structure's roof. Feel free to access and repair the Emergency Management System Relay Terminal inside the building.

54. WHITE POWDER WINTER SPORTS

p. 322

Transcript

A chalet-sized store and outside eating area is now slowly decomposing at the foot of the mountains near the western side of the Savage Divide. Check the lower diner for more scavenging potential and a safe.

55. TYGART WATER TREATMENT

p. 323

Transcript

This compact and excellent defensive location features a river to the west and a high barbed-wire fence surrounding the facility. Most of the fencing is still intact, and getting into the plant's vat walkways can be tough, as the control hut's doors are locked from the inside. Either jump from the Raider-built platform, across the top of the barbed-wire fence near the blown-out wall terminal and sandbags, or head in via the lower drainage pipe by the river. Once inside the control hut, use the interior wall terminal to open all doors.

56. POSEIDON POWER SUBSTATION PX-02

p. 323

Transcript

Just northeast of a blockade over the river, with a tractor and some scavengable items, is a small power substation between two electrical pylons. Check the power box near the green portable toilets if you need to quickly power up your C.A.M.P.

57. CAMP MCCLINTOCK

p. 324

Transcript

A military academy, where robotic Master Sergeants hone and chisel raw recruits into the fighting force of the future! The Mr. Gutsys here are still programmed to train, so expect them to holler but remain nonhostile. The base itself consists of a large area of hilltop woodlands that extends farther southwest than you'd think and is dotted with various barracks, ranges, and other structures.

ZONE C: SECONDARY LOCATIONS

pp. 325-326

# Name Description
62 Beehive: Under Grafton Rail Bridge Gather honey and try not to get stung at this beehive, stuck on the underside of the rail bridge.
63 Crash on Route 92 If you inspect this vehicle crash closely, you'll see just how horrific the accident was.
64 Responder Tent Learn the basics of C.A.M.P. management from the Protectron in the woods north of Morgantown.
65 Beehive: Woods West of Morgantown Gather honey and try not to get stung at this beehive, stuck on a tree on a rocky hillside.
66 Gravel Pit Bus A school bus, used as a camp (watch for traps!), close to a good source of concrete scraps.
67 The Ailurophile's Farm A small farm with crops, cats, and some interesting trophy heads adorning the home's interior.
68 Gauley Mine Exit The exit from inside Gauley Mine, offering quick access to the railroad tracks and Morgantown.
69 Green Tent Camp A green tent in the woods, with basic camping equipment, just east of Gauley Mine.
70 Forest and Rock Camp A tent in a relatively small and flat area of rocks, in the forest north of Greg's Mine Supply.
71 The Sutton Salmon House A salmon-colored house with garage and kennel and an interior (with a safe) to explore.
72 The Emergency Outhouse An outhouse with a First Aid Box on the side of it, in the woods north of Helvetia.
73 Picnic Area and Trail (Helvetia) A flat-topped hill offers some great picnicking opportunities, providing you aren't being mauled by the denizens of Helvetia.
74 Cargo Box Pickup (Route 86B) A rusty pickup with items to scavenge from the back of it, stranded on the road from Helvetia.
75 Helvetia Hill Tent A small tent above the town on a rocky bluff, with views north toward the hilltop Pharma facility.
76 Military Comms Tower Bolton A small, quest-related comms dish sitting on an electrical pylon platform with a cooking station and a mounted machine-gun golf cart.
77 Bolton Greens Lookout A lookout tower on the hill south of Bolton Greens.
78 The Radstag Hunter's Pylon Camp Platforms and hanging meat from one of the large electrical pylons.
79 Pulowski Preservation Shelter Transport (Route 91) A truck bringing a quartet of tube shelters has stopped for a fallen branch. Ransack all four shelters; one has duffel bags in it.
80 Yao Guai Cave Alcove A shallow rock alcove and cliff where mutated bears like to prowl.
81 Beehive: Under New River Gorge Bridge—East Gather honey and try not to get stung at this beehive, stuck on a tree below the bridge.
82 Broken Boat and River Debris Silt Bean grows where the river left its boat and vehicle-related debris deposits, in the gorge beneath the bridge.
83 Rotten Tent A copper deposit and a drab camp next to the road.
84 Soapy Skeleton A skeletal wallowing in a bathtub full of soap, under an electrical pylon. This will keep you in oil for a bit!
85 Scuppered Boat and Bathtub A white boat, broken in half, sits where a river used to be, close to a duffel bag in a bathtub.
86 Beehive: Camp McClintock Gather honey and try not to get stung at this beehive, stuck all around a tree trunk.
87 Road and Rail Truck Camp A small concrete breeze block defense near a rusting vehicle and a skeleton guarded by his red Garden Gnome friend.
88 Teddy's RV Room Under the Pylon A strange locked door (0) with no walls leading to a TV-watching bear pair, under the electrical pylon.
89 Chem and Hoop Shack David seems to be the better hoop player at this hillside shack with a Chemistry Workbench and a small wood bridge with basketballs.
90 The Red Shed A small shed with a birdhouse nailed to the tree next to it, as well as some items to scavenge.
91 Truck Trailer Camp A red big-rig trailer; now a small camp in the ravine southeast of Sutton.
92 River Bend Canoe Camp Two canoes, a submerged corpse, and a quaint little turn in the river where you can use the cooking station. Just watch for undesirables.
93 Tygart Scrap Truck (I91) A flatbed truck has spilled its scrap on the steep hill east of Tygart Water Treatment.
94 Road Subsidence (Route 91) A coach has hit a dip in the road, along with a rusty pickup you can check for bottles.
95 The Violinist's Picnic The radio may still be playing as you reach a skeletal violinist slumped against a tree; he stopped serenading a while ago.
96 One Man and His Dog By a rusting pickup: The final resting place of a man and his best friend, both now worm meat.

ZONE D: SOUTHWEST FOREST

p. 327

Transcript

Though The Forest is technically a gigantic island, its southwestern area features hilly wooded terrain across the central spine, with slopes toward the rivers on every side. It is in this zone that you'll explore the wonders of the large Nuka-Cola Plant and will learn the hard work it takes to keep an arable farm Public Workshop going. You will also discover the terrors of wandering around a Giant Teapot and a Creamery at night when Ghouls (or worse!) are prowling about. Take time to pay your respects at the local church on the western side of this zone (though the church and cemetery have seen an uptick in cultist activity before humans disappeared from the region). If you have a considerable amount of time to kill, investigate the colossal Poseidon Energy Plant, which dominates the southeastern part of this region. If you need an endless supply of Fusion Cores, want to stake a claim to a workshop in the biggest location in Appalachia, and want to restore power to part of the region, it's well worth the trip.

58. HILLFOLK HOTDOGS

p. 327

Transcript

A small roadside (and riverside) hot-dog stand, rusting coach, and trailer are across the road from a slightly less bucolic pile of tires.

59. POSEIDON POWER SUBSTATION PX-01

p. 328

Transcript

Close to an electrical pylon, and requiring Poseidon Power Plant to be activated is a substation that allows you to draw power to your C.A.M.P. if it's positioned nearby.

60. OHIO RIVER ADVENTURES

p. 328

Transcript

This small boat dock, with the remains of a once-flourishing river boat cruise business, now slowly sags and rots into the lightly radioactive water.

61. KANAWHA COUNTY CEMETERY

p. 328

Transcript

From a distance, this county church and adjacent cemetery appears peaceful, but closer inspection reveals the possible cause of death for the skeletal parishioners and evidence of cultist totems inside both the church and cemetery shed.

62. BILLINGS HOMESTEAD (WORKSHOP)

p. 328

Transcript

Adjacent and slightly southwest of Silva Homestead is a small farm dwelling, large field, tractor shed and silo, and a number of resource deposits along with a workshop outside the farmhouse. Claim this area for yourself or your team, and start that resource acquisition!

63. SILVA HOMESTEAD

p. 329

Transcript

This area contains a small farm, a farrow field, a rusting tractor, and a cottage across the road along with its own dilapidated shed. Of considerable interest is an Arktos Pharma Terminal inside the silo up the sloping corn field, as well as the tractor barn (for its workbenches) and the farmhouse; all have masses of junk to accrue.

64. ORWELL ORCHARDS

p. 329

Transcript

This hilltop orchard, now devoid of fruit, has a cluster of buildings in various stages of dereliction. Watch for the dumped radioactive barrels in one of the red sheds.

65. NEW RIVER GORGE BRIDGE—WEST

p. 329

Transcript

Just below and north of the Cow Spots Creamery, the start of the massive New River Gorge Bridge (part of Interstate 59) leads you across to the northeastern side (in Zone C). Once you have the necessary key, you can open the maintenance room under the road at the start of the bridge's span; there is possibly a suit of Power Armor to obtain. The long bridge span features rusting gantries, alarming gaps, and a tarmac road with derelict areas to move across without falling. Consult "New River Gorge Bridge—East" for the map and information on the maintenance room on the gorge's opposite (northeast) side.

66. COW SPOTS CREAMERY

p. 329

Transcript

This small roadside ice cream shop, complete with children's playground and impressive views of the bridge, features a tiny factory where cream was made and can now be scavenged.

67. LEWIS & SONS FARMING SUPPLY

p. 330

Transcript

An excellent source of both junk and collectible items, this supply store consists of a smattering of small structures across from the road and river. This is a must-stop location you can return to time and again.

68. KANAWHA NUKA-COLA PLANT

pp. 330-331

Transcript

If you've a hankering for some nice ice-cold soda and won't be too appalled when you read just what ingredients go into Nuka-Cola, then why not visit the large bottling plant, where more than your thirst will be quenched—assuming you're also here to gather junk and collectibles. The facility is divided into two massive chambers, with numerous side rooms and connecting areas, all of which have excellent scavenging (and photographic) potential! Don't leave without accessing the roof hatch, which is the only way to reach a blue maintenance hut clamped to
the ceiling, with its gantry fallen away; inside are some choice beverages!

69. CAMP ADAMS

p. 331

Transcript

Expect long grass, cabins dotted throughout a hilltop wilderness, and two towers; one is the lookout to come and the other is a smaller adventure tower with a rickety platform you must use to reach the top. Pick the area clean of junk.

70. CAMP ADAMS LOOKOUT

p. 331

Transcript

Atop the hill is a fenced tower. Below are small cabins of Camp Adams. Climb to the top. The platform has been picked clean, but you can survey other locations.

71. THE GIANT TEAPOT

p. 331

Transcript

There are three separate structures at this roadside tourist spot: a red house, which is a gift shop containing the most junk; the teapot; and a Red Rocket Gas Station with a My Stash Box; the latter is especially helpful when returning to this location while exploring the general area.

72. POSEIDON ENERGY PLANT WV-06

pp. 332-333

Transcript

Note this location also encompasses the Poseidon Energy Plant Yard (workshop), so check that location for more information on additional resources and items. This gargantuan power plant is so big, many reckon it's the largest structure in all of Appalachia! Bigger than other power plants, before Poseidon Power decided to add a third cooling tower, this used to power all of Charleston and the surrounding region. The exterior is dominated by the three towers (a pair to the northeast and one to the southwest). The roadside entrance is close to a strike camp, and the place is mined; there are other threats as well. Check the toxic pool between the main and south structures (avoiding a swim), and use the gantry platforms to reach both rooftops; from here you can reach other roof areas, and there are hidden collectibles to gather. Enter the plant via the locked terminals (3) at the main entrance (three double
doors), the South Expansion, the Fuel Storage (north side), the Turbine Hall (east, by the workshop substation), or the unlocked doors at Cooling Tower #1 (Pipe Interchange) or Cooling Tower #2 (Pipe Interchange).

Once inside, check the guide maps to ensure you don’t get lost. Remove any foes, and beware of chambers with multiple gantry platforms and increased radiation (like the Reactor Room, Fuel Storage, and Cooling Tower #3). Set about restoring power and collect the loot. If you’re lost, look for the red signposts leading you to each named chamber. Don’t forget the south expansion plant is mainly the interior of Cooling Tower #3, which you can access from the outside or via a basement workroom area where the majority of the workbenches and possible Power Armor is located.

73. POSEIDON ENERGY PLANT YARD (WORKSHOP)

p. 334

Transcript

The map for this location is within the perimeter of the Poseidon Energy Plant WV-06 (previous location). Find the workshop at the substation in the eastern part of the exterior perimeter. Scour the area for resources, and build your defenses around the ones you wish to keep for the longest time. Note the Fusion Core Processors, as well as the gun emplacements, vertibot landing pad, and power box, which you can use (after some repair work on the power plant) to further bolster your base.

ZONE D: SECONDARY LOCATIONS

p. 334

# Name Description
97 Riverbank Canoe A rubber tire, a skeletal canoeist, and his cooler and Rads are all that's left on this part of the Ohio River.
98 Billings River Dock A Tinker’s Workbench, moored boats, a sleeping bag, and junk to gather on a riverside camp.
99 Beheaded at the Drainage Gully A machete and a headless corpse sit at the drainage pipe, near boards over what's left of the main road.
100 Orchard Woods Hilltop Camp A duffel bag, bones, and an axe; a hilltop white tent offers good views but little to scavenge.
101 Tractor and Bones A yellow tractor seems to have dug up more than just carrots in the upper fields of Silva Farmstead.In-game spelling, punctuation and/or grammar
102 Outhouse and Platform Path Part of the trail takes you past a pond, shopping cart (ammo box), and a rickety outhouse. Look for oil to gather at the top of the trail.
103 Jangles' Sofa Safe The Moon Monkey and his best friend the Tedster are keeping that locked safe (3) secure, under the New Gorge Bridge.
104 Beehive: Camp Adams Hills Gather honey and try not to get stung at this beehive, stuck to a large old tree.
105 Underpass Camp and Truck Trailer Crash (Highway 59) A fallen big-rig and large-scale freeway subsidence, along with a small camp under the upper edge of the underpass destruction.
106 Gunsmith's Overlook Shack Perched on rocks above the river and rail line, expect excellent bridge views, a Weapons Workbench, and a place to sleep.
107 Camp Adams Cookout A spit roast, tent, and picnic table on the hillside south of Camp Adams.
108 River Rope Bridge The dry ravine where a river used to be has a footbridge leading to an abandoned stall.
109 West Charleston Bridge How do you get from the power plant to the landfill? Not via this bridge; it's out. Check for a rusty van with items inside.
110 Fisherman's Lament A skeletal fisherman in what's left of his rowboat, in the concrete river channel.

ZONE E: CHARLESTON AND SURROUNDINGS

p. 335

Transcript

Though you should make time to explore the north lakeside community of Summersville, and the shanty dwellings scattered across the deceptively dry Summersville Lake, you'll probably spend most of your time surveying the damage the city of Charleston suffered after the dam broke, sending the contents of the Kanawha River rushing through town (and that’s not counting the bomb damage). The unscathed gleaming gold dome of the Capitol may fill you with hope, but the debris, collapsed tenement buildings, fallen skyscrapers, and ruined city blocks may put a damper on your thoughts of rebuilding: Better to sift through the debris for good quality junk (especially at the Landfill workshop), then trade it at the Fire Department, before finally investigating the cluster of imposing mansions on the lake's southeast shores. What secrets are contained within these once-opulent dwellings? Don’t get lost in that hedge maze!

74. CHARLESTON

pp. 336-337

Transcript

The city of Charleston encompasses this and the next eight Primary Locations, all within a relatively delineated border (basically the ruins on either side of the empty Kanawha River). Therefore, all information regarding Crafting, Dangers, Items, Information, Locked areas, and Item Examples are specified for those individual locations: This entry simply flags areas of interest outside these locations.

Working northwest to south, there's plenty to see and do outside of the major locations to investigate. Far west, look for the bridge across Route 83, close to the railyard, with I-59 running east to west, just north of the Hornwright Industrial Headquarters. The major tenement towers (where the Responders have set up a maneuverability test and turret camp) are just east of the Hornwright skyscraper. All are in terrible disrepair. There are plank paths across the (relatively) dry riverbed and a small camp beneath the road underpass when it breaks apart to the northeast. Move toward the remains of Summersville Dam, and there's a tall apartment building that's fully explorable (watch your step; it's a long drop!).

To the south is a grassy cliff, set of shops, apartments, and the remains of a road bridge that Super Mutants have recently used in their incessant gore-collecting plan. Closer to the AVR Medical Center is a Slocum's Joe coffee shop, and a barber's, book store, and clothing emporium; all have scraps of loot to pillage. Before you leave Charleston, be sure to visit the Fire Department to the south, where the Responders have set up a trading post.

75. CHARLESTON STATION

p. 337

Transcript

North of the main ruins of Charleston is the almost-untouched train station, which has a
Vendor Bot and a My Stash Box to aid in your item management. Return here from your exploration of the capital to offload and retool.

76. CHARLESTON TRAINYARD

pp. 337-338

Transcript

Between the power plant and river to the north and the rest of Charleston to the southeast is an abandoned railyard, with rusting railroad carriages and a large brick yard warehouse to explore. Use the gantry to reach the roof (and unloading area), as well as the three offices and an "open air" lounge. A bridge connects the roof to the road. Inside are two ground-floor offices (diagonally opposite) with rail tracks running through the structure and metal gantry huts above.

77. CHARLESTON LANDFILL (WORKSHOP)

p. 338

Transcript

On the western edge of town, up a short tarmac road, is what used to be an eyesore—the landfill dump for the city. Now it's a source of scavenging and is fought over, so ensure you find the workshop (sitting between the two junk-filled trailers), clear the area of foes, and build up
defenses to quickly gather those resources! Watch for attacks from the higher ground to the southwest.

78. AVR MEDICAL CENTER

pp. 338-339

Transcript

Over on the upper grassy banks of Southwest Charleston is a rusting medical facility. The main entrance in on the eastern side, close to a large radio dish. There's a secondary entrance on the north wall and fire escape stairs to the roof on the south side (leading to a small computer bank under a tarp). Inside, expect an impressive (if derelict) four-floor hospital to explore, with ample collectibles and a huge amount of medical junk to gather.

79. HORNWRIGHT INDUSTRIAL HEADQUARTERS

p. 340

Transcript

Though not lurching at an alarming angle like the brick tenement block adjacent to this location, the Hornwright tower is still in a frightful state of disrepair. Though you can enter the place via some treacherous tenement block maneuvering (from the Charleston Herald structure), and you can enter the structure from the fifth level, it's easier to work your way up from the ground floor, via the south facing entrance.

Inside, the Hornwrights have thoughtfully labeled each level with a number so you know where you are. Enter the passageway between the walls on Level 03 or 04 to reach the otherwise-inaccessible office on Level 05. Or, with the appropriate ID card, you can use the lobby elevator to reach the executive level. Once you shut down the laser grids, you can reach the sublevel basement.

80. CHARLESTON HERALD

p. 341

Transcript

The newspaper of note for all of Appalachia is close to the Hornwright building, but this rusting office structure is in even worse condition. Enter the lobby from the street outside to check out an old printing press. Climb through the ceiling to reach an upper level with two doors; one leads to a small balcony, and the other leads to an apartment building that has fallen away in a most spectacular fashion. If you don't head out to the terminal to begin the Responders' physical fitness test, continue up to the purplewalled level of the Herald offices and check out the reporters’ offices. One floor up is the editor's office, an outside balcony, and a rickety bridge to the limpet shacks that are adjacent to the Hornwright building.

81. CHARLESTON FIRE DEPARTMENT

p. 342

Transcript

This is a good option for a base camp, from which you can explore Charleston. The Fire Department was recently a Responder Trading Post and is far enough away from the dangers down the hill. Feel free to ransack the place for loot, including the roof, which is also reasonably defensible.

82. CHARLESTON CAPITOL BUILDING

pp. 343-344

Transcript

The pride of Appalachia was this temple to legislation, an edifice of limestone with a gold-topped dome that's more robust than many survivors expected. The dome is still intact, though the interior of the three main Capitol structures have been ransacked almost beyond recognition, and there is a sizable amount of rubble (thanks to the bursting of the dam) to trek across. There are three separate structures (a fourth is inaccessible) with entrances to the interior, which provides access to all three buildings beneath the rubble. There's an entrance via an office exposed by a large hole in the exterior of the main building (northeast corner). There are also entrances on the domed roof, two in the central courtyard near the bell (one to the DMV, the other to the Capitol Courthouse via a tunnel of trash), and another into the courthouse at the narrow (south) end where the trash is piled the highest (near a quest-related Responders button).

Starting inside the Capitol DMV, perhaps the most important object in this chamber is the Overseer's Cache, which gives you information and an immediate influx of items. Then methodically check all other rooms for junk, paying special attention to stairwells, fallen ceiling ramps, and other methods of getting to every nook and cranny within these structures. Expect three floors and a basement to explore.

83. WADE AIRPORT (WORKSHOP)

p. 345

Transcript

Wade Airport was in considerable disrepair before Super Mutants arrived, destroyed anything not contained in crates, and started hanging their revolting meat bags everywhere. The terminal structure is mostly devoid of items; concern yourself with the runway area (and the hangars if you're scavenging): The workshop is away from the main terminal building, on a rickety defensive structure by the runway. This workshop also allows you to repair gun emplacements and summon VertipodsIn-game spelling, punctuation and/or grammar to aid in your efforts. Check the landing pads to summon the robotic craft.

84. SUMMERSVILLE DAM

p. 346

Transcript

At the eastern end of the Charleston ruins are the remains of the main dam. Those with a penchant for understatement could describe this structure as "compromised." This was recently a Raider camp, and these deceased thugs have left some traps for the unwary. Head up from the lake bed (check the green boat cabin for a trunk) via the ladders and wreckage on the north side of the dam ruins. There's a small pump house and a rope bridge across the gap where the dam was. Watch for those traps!

85. SUMMERSVILLE DOCKS

p. 346

Transcript

Search this rotting series of covered docks, small wooden shops, and riverside boathouses, starting at the parking lot and working your way toward the dry lake. Check for additional sleeping and enemy locations under each boathouse.

86. LAKESIDE CABINS

p. 347

Transcript

Running along the lake's northwestern edge are four cabins, two of which are well within the boundary of this public workshop. There is extra power available from a box if you started up the Poseidon Power Plant. The workshop is outside the large main cabin. Command this location, check to see if the resources are needed, and start resource gathering at your earliest convenience.

87. NEW GAD

pp. 347-348

Transcript

Before Summersville Lake was created, an old farming community set up a village named Gad. With the lake now "drained," a shanty town has appeared over the original town's foundations. It is a maze of tiny, interconnecting shacks. Learn to situate yourself by remembering the central "Big Shack" has four levels and is in the center of town, with rickety planks out to other sections.

88. SUMMERSVILLE

p. 348

Transcript

The once-bucolic town on the north end of the lake that shares its name is now a trap-filled
hunting ground for wayward Vault Dwellers and mutated undesirables. The fire escapes at the
playground or the eastern edge of the settlement provide quick access to the rooftop areas, where it's easiest to hide and attack; remove the traps and many explosive cannistersIn-game spelling, punctuation and/or grammar first.

89. BURDETTE MANOR

p. 349

Transcript

This imposing yellow-bricked mansion has elements of the Italianate style, with a fire pit and the remains of some steps down to where the water's edge once was. One corner of the mansion has crumbled away, close to an exterior door; both allow access into much of the ground floor. You can go up a spiral staircase to a bar area, a bedroom, and an attic area. Both upper floor chambers have sections of wall missing, allowing access to an upper balcony. They connect to each other.

90. SUGARMAPLE

p. 349

Transcript

An immense Greek Revival mansion on the shores of the dry lake, complete with a lion fountain and stone-walled patio and tennis court. The house itself is inaccessible.

91. OVERLOOK CABIN

p. 349

Transcript

Built to mimic the much smaller mountain cabins, this large lodge is in relatively good shape, with only part of the interior's upper floor falling into the reception area. There are three floors' worth of junk-collecting you can attempt here.

92. RIVERSIDE MANOR

pp. 349-350

Transcript

Perhaps the most imposing homes on MansionsIn-game spelling, punctuation and/or grammar Row is the Riverside abode, with its large footprint, cannons on a low roof turret, and faded grandeur both inside and out. There are multiple entrances, but roof access is only available from the interior. Methodically check each room for items and collectibles. If you have the quest active, try to find the cunningly hidden secret door (hint: check the sunken withdrawing room thoroughly)!

Go through the secret door to find an entire level underneath the mansion, which is sealed unless a specific Mistress of Mystery Quest is active. It features various chambers that help illuminate your ongoing antics with this group. Consult the Side Quests section of this guide for more information.

93. TORRANCE HOUSE

p. 351

Transcript

Wonderful parties were once held in this imposing mansion; now, small sections of the ground floor have been broken into. Scaffolding allows access to the roof, where midnight, the stars, and you are all that's needed for a good time. The real treasures are located in the adjacent hedge maze, which is thoughtfully mapped here so you don't have to chase your wayward offspring around to "correct" him.

94. HORNWRIGHT SUMMER VILLA

p. 351

Transcript

The hifalutin coal mining family used to own this summer villa, which is now mostly boarded
up. However, you can rummage through the garage, then head around to the opening in the rear of the property, close to the greenhouse. Descend into a wine cellar for a trove of nowuseful junk items.

95. FISSURE SITE (FISSURE)

p. 351

Transcript

It isn't wise to head up or down the hill on I-62 at this particular point, as there's a fissure in the road; a terrifying Scorchbeast and her minions appear from this. Tackle these foes only when you're strong enough!

ZONE E: SECONDARY LOCATIONS

p. 352

# Name Description
111 The Scuppered Tug A rusty green tug boat with a safe (3) inside, below the railbridge north of Charleston.
112 Beached Tall Ship An older shipping vessel is stuck in the dry river northeast of Charleston Station; there's beer and a cooking station under the mast.
113 Summersville Suburbs A collection of homes by the road and river, including a garage and voting tent, west of town.
114 Trailer Overlook (north of Summersville) A busted-up trailer home on the rocks above Summersville, with some weaponry and a Mod to scavenge.
115 Summersville Glampers The latest in green caravan trailers, an acoustic guitar, and more junk than many primary locations; time to visit this glampground.
116 Cargo Container Flotsam (Dry Lake) An open container close to a skeleton on a rowboat offers protection and minor items to scavenge.
117 The Plastic People's Shack (Dry Lake) There's a party going on inside this stilt shack, but the skeletal and the plastic outnumber the living. What's on the jukebox?
118 Tugboat and Rowboat (The Domestics) Two plastic people argue on a rowboat while a large tug vessel slowly sinks into Lake Summersville.
119 Military Comms Tower Summersville A small, quest-related comms dish sits atop a halfsunken boat with a 50-cal machine gun and turret, in the dry lake.
120 Raider Outcrop Camp Offering weapons, armor, and cooking stations, this three-tier shack also has some of the best views of the dry lake.
121 Birdhouse Maker Someone has been busy capturing birds and constructing birdhouses. If you're after Pumpkin Seeds, this wooded hillside is the place.

REGION 2: TOXIC VALLEY

p. 353

Transcript

The far northwestern Region of Appalachia is covered in a lightly irradiated blanket of white toxic materials. Much of the landscape (most noticeably the rivers and lakes) is now a choked mess of orange filth and noxious clouds; the environment is unpleasant, rough going, and the tree cover has been ripped away. Now the atmosphere is dead. That's not to say nothing has survived, but the non-robotic entities you'll meet as you visit this stark and unforgiving depression aren't going to be trading anything with you but diseases and savage wounding. As you discover more locations, prepare to visit dilapidated farmsteads, lakeside cabins, and a scout camp where poisonous effluent has replaced clear waters. The main town is Grafton, which is in a rough state, even before reports of its headless monster were confirmed. Seek small respite at the Wavy Willard's Water Park, where there's some frivolity to be had, and ignore the golf course at Hemlock Holes. Instead, spend time cultivating your drive to mine resources at the nearby workshop. There's also tough battles at close quarters with denizens inside the penitentiary along the southern border, a few scattered Raider camps to uncover, and a crashed satellite to the northeast. Finally, pay some respects at the historic sites along the eastern edge of this forsaken region.

TOXIC VALLEY: PRIMARY LOCATIONS

01. THE CROSSHAIR

p. 354

Transcript

Up in the remote northwest mountains is a small Raider camp, usually overrun by Scorched. Come for the views and the possibility of some collectibles.

02. CLANCY MANOR

p. 354

Transcript

A historic home was once commandeered by Raiders and is now home to even less desirable residents. Aside from the Teddy cooking show in the kitchen, check the Tinker's Workbench upstairs for some excellent junk. Then inspect the roof.

03. COBBLETON FARM

p. 354

Transcript

Nestled on a hilltop with little of the toxic debris that litters the majority of the valley, this small farmstead is still highly dangerous, thanks to the influx of foes. Aside from an outhouse and small vegetable garden, the majority of the scavenging (and fighting) takes place inside the main shack-like structure.

04. LADY JANET'S SOFT SERVE

p. 355

Transcript

A roadstop ice cream parlor. There's no rum and raisin, but there might be a well-hidden Magazine behind the locked safe.

05. HEMLOCK HOLES

p. 355

Transcript

Apparently this toxic mire used to be a golf course: Check in with the cook for a spot of meat hunting, then scavenge the cafe and gift shop. The course is a little more challenging now; check a small satellite dish and crashed Vertibird to the south. See the Hemlock Holes Maintenance map for a closer look at the entrance building.

06. HEMLOCK HOLES MAINTENANCE (WORKSHOP)

p. 355

Transcript

This small substation and maintenance yard doesn't have much to scavenge initially, except for the deposits of acid, crystal, and gold: Get your workshop up and running and defend this resource-heavy place; there should be power from the substation you can use instead of (or in addition to) generators.

07. BECKER FARM

p. 355

Transcript

A small collection of ruined dwellings and barns to the west of Grafton, this was once a thriving farm belonging to the Becker family. Now the more intact structures house some good-quality junk and possible collectibles.

08. GRAFTON STATION

p. 356

Transcript

On the southwest outskirts of town, this serves as the entrance to the town of Grafton for those heading here via the railroad tracks. The station should be a tactical gathering point before you explore Grafton. It is also a drop-off spot due to the Vendor Bot and Stash Box available here.

09. GRAFTON

pp. 356-357

Transcript

The town of Grafton grew at the confluence of a creek, though the current river conditions can best be described as "toxic" and "sludge-like." When you're not fleeing from a roaming monster that shares its name with this town, you'll be dropping your junk at the Grafton Station stash box and thoroughly exploring the town, including the tenement apartments and rooftops that are accessible (the school, police station, city hall, and tenement block all have upper exteriors to explore). Also visit Robotic Grafton Mayor in city hall; the Overseer's Cache is here too. There is also the vendor at the museum farther along the main street. Otherwise, head here to gather copious junk to add to your collection.

10. EASTERN REGIONAL PENITENTIARY

pp. 357-358

Transcript

Holding infamous ne'er-do-wells like Mad Dog Malone, this large and ancient prison is brimming with foes and a variety of nasty traps; watch your step when exploring. The prison's walls are mostly intact along the front (south) side, but become increasingly derelict as you reach the rear of the premises, allowing easy access from multiple directions into the exterior yard and multitude of outbuildings, as well as access into the structure itself (which you can also enter via the front doors). The yard's two garages have almost every type of work station you need to access, though the surrounding towers have turrets that may cause havoc on top of the enemy threats.

Inside, the prison is a confusing mess of tangled metal blocking your path, locked doors (find a penitentiary key in any security room), and a maze of prison cells. Study the adjacent map, and check the names of the areas you're visiting above each door until you memorize the layout. Expect two main levels to explore, and watch your step!

11. SMITH FARM

p. 359

Transcript

On the outskirts of northeast Grafton is a small cluster of farm buildings close to what was once a freshwater stream. Leap the toxic water to reach the metal shed across from the farm cottage.

12. WOODS ESTATE

p. 359

Transcript

North of Grafton is the estate of the long-dead Arthur Wood, southeast of the water park sign. This is in a miserable state of repair. Check the greenhouse, then the main house, for a smattering of scavengables and ammo.

13. WAVY WILLARD'S WATER PARK

pp. 359-360

Transcript

Bring more than your swimming costume to the remains of this aquatic fun park; the place is run-down and the water is toxic. However, Wavy Willard's signature ride (the giant croc) is still here, slowly fading in the nuclear sun. The park's edge is surrounded by a stone wall, but there are several intrusion points allowing access, and you can enter via the main entrance and parking lot. Once inside, there's lots of (broken and dry) rides to explore, as well as a big croc to visit. Come for the views, and stay for the junk collecting!

14. WILLARD CORPORATE HOUSING

p. 360

Transcript

Just southeast of the water park are the remains of around six trailers, which used to house the park's workforce. Now these wrecked and tangled metal huts are rusting in the inclement weather.

15. CLARKSBURG

p. 361

Transcript

This area encompasses both the town of Clarksburg and the Clarksburg Shooting Club, at the town's east end. Clarksburg had seen better days even before the bombs dropped; miners were protesting due to an increasing reliance on robotic workers, and the economy was depressed. Naturally, it's a tad more unpleasant to live in Clarksburg now; most of the residential homes are almost completely destroyed, Raiders have erected rough defenses on the main street, and there are numerous rooftops to fire from (or expect fire yourself). Still, the place is worth a visit for the possible junk loot.

16. CLARKSBURG SHOOTING CLUB

p. 361

Transcript

The eastern side of Clarksburg is mostly taken up by a shooting club on the shore of the lakebed. Check the roadside hut for the attendant, and check the range structure for ammo, a weapon, and a station. The target range can be tested, too.

17. TOXIC DRIED LAKEBED

p. 362

Transcript

Stretching north from Clarksburg is a marsh of dangerous, radioactive sludge, with a wrecked
coffee shop and dock on the southeastern shore. Head west to the remains of the Lakeside Grill, a cafe with junk to gather inside. There's also a crab shack; only a rooftop picnic area is accessible around this structure. Then inspect the sagging docks and boat sheds, one of which is locked (2). The lake is radioactive, with a small sludge island and half-sunken boat to inspect, and the possibility of enemies both disgusting and glowing.

18. KIDDIE CORNER CABINS

p. 362

Transcript

On the north side of the toxic lakebed are four cabins and cottages in various stages of disrepair. Search them all for a variety of junk and the possibility of some light reading materials.

19. BLACK BEAR LODGE

p. 362

Transcript

This lodge was once a hunter's paradise. There's still some impressive game to be tagged and
mounted, if the interior lounge walls of this lodge is anything to go by! Visit the Huntmaster in the basement to find out more, and don't forget your beer hat! Then check the irradiated outside red shed for a possible suit of Power Armor. The Magazine is in an upper attic that is only accessible from the outside north corner.

20. GRANINGER FARM

p. 363

Transcript

Slowly sinking into the toxic marshland is a small farmstead, with a ruined home and equally disheveled mechanic's shed.

21. PIONEER SCOUT LOOKOUT

p. 363

Transcript

Standing tall on the western upper rock outcrop, surrounded by the main Scout Camp, is a tall lookout tower with surveying possibilities (and minor items) at the top.

22. PIONEER SCOUT CAMP

p. 363

Transcript

The remains of Camp Lewis are below an electrical pylon, by a fetid lake, west of the Grafton Steel. The camp is comprised of scattered cabins, the lower ones being waterlogged and treacherous; a small tower (and a larger, marked one previously listed); and a mess hall that lives up to its name. To the camp's southwest, on the raised rock outcrop, is a small target range.

23. GRAFTON STEEL AND GRAFTON STEEL YARD

p. 364

Transcript

This pride of Appalachia is currently in disrepair but can be an excellent resource if you can claim and keep it. The place is large, but as long as you realize the blast furnace and smelter are linked chambers, and the workroom has gantry steps leading to the top of the cooling tower, you can easily remove all threats everywhere. Check the red signs near most entrances and exits to see which building you're in, and note the workshop base is mostly constructed on the facility's south side. Note there's a power coupling on the wall outside the blast furnace chamber.

24. POSEIDON POWER SUBSTATION PX-03

p. 365

Transcript

A small substation at the foot of the Savage Divide mountains, usually with a few Scorched
foes roaming the electrical machinery. Hook up a C.A.M.P. power instead of a generator here, if you wish.

25. COLONEL KELLY MONUMENT

p. 365

Transcript

Visit this monument to the Civil War general for a spot of introspection. The vista point close to the statue offers an audio tour, as well as good views to the west, across the Toxic Valley.

26. PHILIPPI BATTLEFIELD CEMETERY

p. 365

Transcript

Along a lonely stretch of Route 97 is a Civil War cemetery and museum on the Phillippi Battlefield grounds. Check inside the museum to flip the wall switches and unlock the display cases with guns and uniforms to purloin.

27. CRASHED SPACE STATION

p. 365

Transcript

Protruding from a giant impact crater are the sections of a wrecked space station, now picked
clean by Super Mutants and other scavengers. Though there's little to find that isn't in trunks or boxes, if you can open the locked door to a small section of sealed station corridor, there's three parts of a spacesuit to grab. That's not all; if you trek south to the rim of the crater, there's a small shack with a Jangles the Moon Monkey to keep you company and a possible Power Armor frame.

28. KNIFE EDGE

p. 365

Transcript

A small Raider camp, where violent scavengers have been heading to and from the crashed space station in search of junk.

29. PRICKETT'S FORT

pp. 365-366

Transcript

This Civil War–era fort, first erected in 1774, is a presentation of the Society for the Preservation of Historical Recreations and consists of a number of wooden ramparts, towers, and other fortifications set against the mountain slope. Speak to the curator, and visit each of the exhibit locations for the fullest experience.

TOXIC VALLEY: SECONDARY LOCATIONS

pp. 366-367

# Name Description
1 Fancy Photo Studio (Rock Outcrop) A wood chair, room dividers, and two side tables with flower vases; a great place to take a photo; a rock outcrop in the remote woods.
2 Campground (south of Crosshairs) A foothills campsite with an orange tent, Tinker's Workbench and cooking station, and various debris, along with views to the south and east.
3 The Small Stage (Hemlock Holes) A stage for amateur dramatists and a box full of hats; find a Tinker's Workbench around the back at this old hay bale karaoke place.
4 Oily Camp at Hemlock Holes A leaky fuel tank and a cooking station, with a corpse at the edge of the golf course.
5 Vertibird Crash Site (Hemlock Holes) This crash site yields items but no survivors,In-game spelling, punctuation and/or grammar though a small military comms tower was erected before the crew died.
6 Spotter's Pylon (west of Woods Estate) A toxic corpse may be cause for worry, but the views from this electrical pylon are worth it; there are binoculars you can use here, too.
7 Rusty Truck (edge of Toxic Valley) A truck faced off against an old tree and lost; find it close to the edge where forest meets valley.
8 Grafton Hills Camp (southwest) Though the campers are long dead, their tarp tent camp on the low rocky woodland hills still has a cooking station and mattress you can use.
9 The Missing Cyclist A cyclist squashed by a boulder is by the railroad tracks at the edge of Toxic Valley, near a burned-out home with a bathtub.
10 Burned Graves (south of Grafton) Someone really wanted these coffin corpses burned, but they left their flammable junk evidence ready for you to utilize.
11 Junk Tower Windmill An impressive amateur engineering feat and landmark windmill with mechanical junk and an Armor Workbench.
12 Piano Bar Camp (north of Grafton) A tarp tent, a bar, and an upright piano, along with dozens of beer bottles and other alcohol. Have a knees-up in no time!
13 Mr. Fuzzy's Boardgame Tent Pylon A small camp with sleeping bags, a cooking station, and two soft toys overlooking Clarksburg.
14 Smith Pond Rowboat Skeletal remains on a rotting boat, moored at a tiny toxic pond south of the Smith residence.
15 Wavy Willard's Sign Knowing the exact spot where the Water Park entrance sign is helps you congregate here before exploration begins.
16 Marksmen's'In-game spelling, punctuation and/or grammar Campsite Two green tents with sleeping bags inside, a rusty truck, a comfy sofa, and some sniping weaponry to gather.
17 Cyclists' Picnic A couple of cyclists brought their board games to this picnic, near what used to be a river.
18 Patriot's Bone Camp Bone chimes and a sledgehammer of justice await you here. Come for the bones and the weapon.
19 Rusting Car Camp A cluster of cars around a small tent; the skeletal remains lie by their beer bottles.
20 Clarksburg Suburbs Three ruined houses in various stages of disrepair can be found on the road east of town; check them for items.
21 Military Comms Tower Clarksburg A small, quest-related comms dish standing near defensive spikes, sandbags, and a rusting van, close to the road.
22 Clarksburg Restrooms There's usually something interesting in the parking lot above the restrooms, near a small public pool and pond with a tree island.
23 Fetid Pond (Black Bear Lodge) It's almost worth the radiation poisoning to gather the items from the ammo box on the half-sunken pickup in this pond.
24 Toxic Barrel and Tire Dump (east of Black Bear Lodge) A couple of barrel-tippers succumbed to the elements in this lightly radioactive waterway.
25 Toxic Farmhouse (east of Black Bear Lodge) A small, roofless farmhouse with adjacent red shed, caked in dust.
26 Hilltop Pylon Camp Candy Fan Mr. Fuzzy and his pumpkin friends are sitting in a green tent camp, under a hilltop electrical pylon.
27 Camp Lewis North Entrance (I61) Though there are many ways to reach it, the Pioneer Scout Camp's main entrance is close to rusting traffic and half-buried bulldozers.
28 Grafton Lake Jetskiers (West Grafton Lake) A couple of plastic people, kitted out in some natty toggle (and junk items to nab) are enjoying the orange waters on the west side of the lake.
29 Safe Cracker's Rowboat (Grafton Lake) A half-sunken rowboat scuppered on the lake shore; one has a safe to crack.
30 Rifleman's Raft (West Lake) Perhaps one of the least pleasant locations to take a nap; a raft with a blue tarp on the edge of the toxic lake.
31 Roadside Hilltop Lean-to A small camp with a cooking station, tatos, and views of the edge of the Toxic Valley.
32 Mirelurk Shell Camp (Grafton Lake) Some ingenious (and now dead) soul has fashioned a lakeside tent from Mirelurk carapaces. Also come here for the junk.
33 Toxic Pond and Wreckage A ruined home slowly sinks into a toxic pond, creating an otherworldly atmosphere; possibly explains the toy alien in the bathtub.
34 The Domestics (Home) Is a house without walls still a home? Come for the domestic bliss, witnessing the plastic faces (and the steel guitar).
35 Crashed Biplane (east of Graninger Farm) Buried in mud, the pilot extricated herself from the plane but succumbed to her wounds. She left some chems for you, though.
36 Toxic Dust Dump A favorite spot for Mirelurks, a truck trailer snowed under with toxic dust, is parked next to a half-buried hole of radioactive barrels.
37 Debris Camp A rusty car, sharp metal, a duffel bag infuriatingly difficult to unlock (3), and soot flowers are here in what passes for a camp in these parts.
38 Road Vista and Rustbuckets Two vehicles are parked at this dead-end vista point; take in the view, then take a look at the items in the vehicles.
39 Observation Shack (south of Crashed Space Station) A Tinker's Workbench and cooking station, possible Power Armor, mattresses, and a moon monkey await at this clifftop shack filled with junk.
40 Biplane Pieces This plane likely hit the sparse forest with great force, judging from where all the pieces (and tins of Mentats) landed.
41 Dilapidated Woodshed Someone liked collecting tires, which are the only objects holding up the shed in the woods in northeast Toxic Valley.

REGION 3: ASH HEAP

p. 368

Transcript

The Ash Heap is the center of mining in this part of Appalachia. The air wasn't the cleanest here before the bombs dropped, and now with mountains of ash mixing in with the nuclear fallout, you have a virulent and choking atmosphere where a gas mask (or other protective measures) is a must. While maintaining a backup breathing apparatus is a good idea, this region cannot be described as "oxygen-friendly." There are great gouts of smoke you should steer well clear of, especially as you head inevitably to the main landmark: the gigantic bucket-wheel excavator sitting on what's left of Mount Blair. You don't want to be gasping for breath on top of the local risk of attacks from the mysterious Mole Miners or the threat of an encroaching Rad Storm. There are some hard-scrapping old mining towns, like Beckley and Lewisburg, to visit and scavenge and a special suit of Power Armor to obtain, if your questing takes you to the headquarters of Garrahan Mining, owned by one of the prominent mining families in this region. The vertical tower mansions to the southeast still exist to this day.

Expect periodic bouts of seismic activity and instability, mainly brought about by decades of incautious mining by the AMS Corporation. AMS conducted some early Ultracite tests in the region, leading to seismic rumblings, while other shaking seems to be caused by Scorchbeasts burrowing and the infamous "Motherlode." Prior to the bombs dropping, an earthquake revealed a vein of Ultracite under some homes in the impoverished town of Welch. AMS attempted to evict the residents in order to reach the vein, and these tactics resulted in a riot, which swept the region about three weeks before the War. Rioters hit the Bucket Wheel Excavator on Mount Blair, blowing up one of the Mega Mansions and defacing the home of the Hornwrights. The Garrahan family's holdings were mainly left intact due to their tendency to work with, rather than against, the miners.

ZONE A: BECKLEY AND MOUNT BLAIR

p. 369

Transcript

The western side of this region is dominated by the monumental bucket excavator, which is also an impressive workshop. It is located on the stripmined Mount Blair, surrounded by several warehouses and mines (some on fire, some inaccessible, and all with good scavenging opportunities). When you're ready to try something other than clambering across massive metal structures, seek out the mining town of Beckley, with a small and relatively manageable workshop and a main street that's seen havoc of many kinds, from fallen buildings to Raider fortifications to battles against the military. There's also evidence of mining protests against the companies that own this land and their incessant march toward automation. But if all of this gets too grim, frolic through Camden Park, the kiddie funfair on the northern tip of this zone (though it's been recently marred by Raider activity too).

01. CAMDEN PARK

p. 370

Transcript

The Responders recently commandeered this funfair and turned it into a trading post, with supplies and medical facilities, before the place was abandoned and overrun. Now you can help the robots maintain order, as well as investigate the different attractions, including a small abandoned Raider camp in the grassy central area surrounded by the roller coaster.

02. BRIM QUARRY

p. 371

Transcript

On the rough-hewed side of the mining slopes is a small quarry, now waterlogged with a metal garage structure and a variety of rusting machinery. Below and west is a railroad with an open carriage. Scavenge the entire area, including the wooden box submerged in the quarry pond.

03. HORNWRIGHT TEST SITE #04

p. 371

Transcript

Close to a collection of derailed carriages is a small monitoring structure with a barred door. Inside is a meager collection of scraps and junk.

04. RELAY TOWER HG-B7-09

p. 371

Transcript

Aside from the roaming foes and automatic roof turrets, this transmission tower has a relay terminal that's worth repairing, if only to request a possible supply drop.

05. ABANDONED MINE SHAFT 5

p. 371

Transcript

This shaft is one of the many abandoned shafts in this region, and is farther down the mountain. Access it from the curved-roof laboratory via a gantry.

06. BELCHING BETTY

p. 372

Transcript

Check the maintenance hut on the surface first: Be sure you're properly protected with a fireproof kit (or Power Armor) before entering "Mine Shaft Beatrice," the official name of this fiery and hellish molten mine interior. Despite the extreme heat, there are some choice items to gather, as well as some rare Black Titanium to mine.

07. THE RUSTY PICK

p. 373

Transcript

Micky Flanagan's miners' tavern was a popular watering hole in the region, but after the Raiders ransacked it and more mutated foes roam the exterior parking lot and interior of the place, it's definitely lost its customer base. Check the cellar for a possible suit of Power Armor and small mine tunnel addition.

08. ABANDONED MINE SITE KITTERY

p. 374

Transcript

The mine entrance is atop a mountain of black dirt. Ascend the road with a miners' blockade and strewn and rusting vehicles. A curved-roof warehouse sits at the edge of the mine shaft, with miner lockers inside. Head to the blocked mine entrance, and check the Token Exchange terminal to swap tokens for gifts. There's a metal hut atop a gantry and another halfway down the hill; visit both to gather more important junk.

09. BECKLEY MINE EXHIBIT (WORKSHOP)

p. 374

Transcript

Part of the town of Beckley, this area of parkIn-game spelling, punctuation and/or grammar and cordoned-off mine was once an educational exhibit. Now the resources present here make this an even more popular destination!

10. BECKLEY

pp. 374-375

Transcript

The town of Beckley has seen some of the most acrimonious rivalry between mine workers and operators bringing robot automation to Appalachia. Remnants of miner blockades can still be seen, especially on the north side of town, as you travel uphill to main street, where Raiders further augmented the pre-bombs defenses. Now the place is filled with other foes. Locate the rusty fire escape stairs on the outer sides of the buildings to most easily reach the rooftop shacks as you explore and scavenge this old mining town.

11. SAL'S GRINDERS

p. 376

Transcript

The best sandwiches in town? No. But this does feature some of the best loot in Beckley! Located near the center of town is a large coffee shop and diner, with apartments above and a shanty dwelling on the roof, along with two trunks and a good possibility of collectible scavenging. Otherwise, treat this as the most defensible part of Beckley, with good access to the rickety bridges and other rooftops.

12. HORNWRIGHT AIR CLEANSER SITE #04In-game spelling, punctuation and/or grammar

p. 376

Transcript

If you're hankering for some tinned crab meat, visit this cleanser site.

13. NICHOLSON'S END

p. 376

Transcript

Part of the southern edge of Beckley township, this collection of trailer homes are in various
states of disrepair. Some have been moved and metal sheets added to create ramps and rooftop battlements, possibly by Super Mutants as signs of their revolting activities are present here.

14. ABANDONED MINE SHAFT 4

p. 376

Transcript

This small cluster of structures is above a road with an abandoned truck and green caravan. Check both the warehouses for some junk, close to a vat-like structure (which is the inaccessible sealed mine mouth).

15. ABANDONED MINE SHAFT ELAINE

p. 377

Transcript

This is part of Mount Blair Trainyard. Follow a rickety path of corrugated metal and rusting steps from Welch Station (Zone B), or wander west from the trainyard, to investigate this abandoned shaft. Rail carriages have slipped down the unsafe mountainside. At the top of the mountain is a small, rust-covered cargo elevator, two upper metal huts, and a curved-roof locker room, with a power armor station just outside.

16. MOUNT BLAIR TRAINYARD

pp. 377-378

Transcript

On the upper ridge overlooking the main trainyard (close to Abandoned Mine Shaft Elaine) are numerous containers, rusting carriages, wrecked structures, generators, and other machinery. Upon the hill sits a large coal conveyor, which brings coal to the trainyard below. At the base of the hill is the trainyard, with coal trucks still waiting inside the yard buildings. There are also several exterior warehouses and a storage room accessible only via a key. Feel free to chat to the robot Mount Blair Payroll Terminal in one of the two upper metal huts, and try some vertigo-inducing parkour to reach a Bobblehead or two on and near the roof.

17. MOUNT BLAIR (WORKSHOP)

pp. 378-379

Transcript

Mount Blair has been strip-mined, with its original summit removed before the bombs dropped. The gigantic bucket wheel excavator is still in operation, and the huge surface area means only a small portion of the superstructure forms the workshop base. Note the steep mining channel that snakes from the scaffold entrance to the superstructure's south; these can trap you if you fall in, so locate the sloped exit (by a small red digging machine) to avoid being pinned down. Elsewhere, expect hotspots of fire and craggy, rough ground. The workshop is on the superstructure; access it via the excavator arm to the northwest or the conveyor arm to the southeast (via numerous gantry steps or scaffold step access points). Climb the main tower to reach an elevator leading to two upper levels; both are small but offer some incredible views of almost all of Appalachia! Also check to the southeast; there's two large bulldozer garages and two ruined metal trailer houses to check for additional junk. One of the bulldozer garages is of particular interest. If you have the ID card, you can head past an Overseer's holotape box, enter a basement, and gather some choice junk from the generator room under the garage.

18. ABANDONED MINE SHAFT 6

p. 379

Transcript

This is part of the Blair Mountain mining complex. Southeast of the main gargantuan-wheel excavator are a couple of parked coaches below a curved-roof locker room, some yellow metal conveyor belts and other machinery, a slag heap with a steep drop into lava, and the remains of shaft 6, which is inaccessible.

19. ROLLINS WORK CAMP

p. 379

Transcript

Close to a large bucket excavator is a group of stacked containers, three metal caravans serving as dorms and junk storage, and some portable toilets close to a small parking area.

ZONE A: SECONDARY LOCATIONS

p. 380

# Name Description
1 Riverside Cottage A small white cottage in the woods by the river, just south of the Nuka-Cola Plant.
2 Rusty Caravan Cabin There's wild gourds to gather and a safe to crack at this trailer in the hills at the edge of The Ash Heap.
3 Camden Railroad Wreckage A trio of open cargo carriages were turned into a makeshift camp, with sleeping bags and junk and some unwelcome foes.
4 Rusty Pickup and Grave Alcohol, ammo, and a shovel are just some of the items to snag from a pickup and nearby grave.
5 Chemical Carriage Derailment A rockfall seems to have derailed a collection of tanker trucks, now rusting in the fetid breeze.
6 Bot Stop and Red Barn Aside from the robot terminals, seek out junk scattered in and around overturned trucks, inside containers, and in a rickety red barn off the road.
7 Toxic Pond Gulley A muddy mess on the hillside marking the edge of the Ash Heap.
8 Lost Truck and Trailer A small "glamping" caravan being pulled by a rusty pickup, on the road.
9 Northeast Mount Blair Bridge A footbridge and coal truck, offering access across what's left of the mining road north of Mount Blair.
10 Kittery Junk Storage Hut A great maintenance hut to pillage from, including military-grade circuit boards, fuses, and duct tape.
11 Mount Blair Truck Turn A small concrete lookout and green metal stairs, with a first aid kit and other minor items, and good views from the Mount.
12 Kittery Road Outhouse A metal and concrete platform near a parked red truck; come here for the fuel tanks and other junk.
13 Workshack at Mount Blair A large, two-level shack on the outskirts of Mount Blair, with a safe and a Tinker's Workbench inside.
14 Mount Blair Coffee Shack On the corrugated trail from Welch Station to the trainyard, there's a metal shanty store that used to sell coffee. It now sells despair.

ZONE B: LEWISBURG, WELCH, AND GARRAHAN MINING

p. 381

Transcript

If you're trudging through the Ash Heap and think, "I wish the environment was even more difficult to stay alive in," then visit the Burning Mine, where the terrible, choking air quality meets the heat of molten slag heaps. It's well worth the extra protection to gather the quality resources hidden within (Black Titanium anyone?). Elsewhere, you have the inaptly named Pleasant Hills Cemetery on the north side of Lewisburg, a place where grave-robbing, evidence of mining protests, election voting, and festivities collide in a dichotomy of the past. It's good to look up once in a while, so visit the rooftop gardens on top of Lewisburg and pick some of the fancier crops for your cooking pot. Don't forget the ruined hillside town of Welch (though everyone except the Mole Miners already have gone) and touring the Uncanny Caverns (where subterranean audio tours and irradiated monstrosities await). Finally, save some time to explore the three towers of the old mining families, vertical mansions in the sky, still standing and waiting for the correct ID card to be used.

20. HORNWRIGHT AIR CLEANSER SITE #01

p. 382

Transcript

Across from The Rusty Pick on Route 83, on the edge of Charleston's city limits, is one of the Hornwright Air Purifier Systems. Unlock the concrete maintenance hut (1); then check the two ruined structures around the fetid pond for more junk.

21. THE BURNING MINE

pp. 382-383

Transcript

Dangerously soft ground has caused the lower mining structure at this location to break in half; this isn't anything compared to the searing heat and inhospitable conditions when you actually enter a mine that is mostly on fire. Before entering the main orange door, check the metal steps to an upper warehouse with workbenches and a possible weapon. Then enter with proper protective clothing. Once inside, remove threats and gather as much loot as you can, for as long as you're able to withstand the heat. The place is easy to get lost in, so look for landmarks, such as large pieces of machinery, noting their color so you can retrace your steps.

22. WIDOW'S PERCH

p. 383

Transcript

An apt name for a precarious shanty hut and rickety platforms that stretch out to an old billboard.

23. BLEEDING KATE'S GRINDHOUSE

p. 383

Transcript

When Raiders ruled the roads, they used this blockade as a defensive fort along I-62 and as an outdoor cinema.

24. RELAY TOWER DP-B5-21

p. 383

Transcript

On the edge of the Ash Heap, on a hilltop road, is a small transmission tower, with an interior relay terminal in need of repair. Call on a possible supply drop from here, too.

25. UNCANNY CAVERNS

pp. 383-384

Transcript

After stopping at the roadside stall and outside gift shop, descend into a lost world and witness spectacular rock formations, including stalagmites, naturally occurring pillars, and a host of junk, sprawled corpses, and deadly shambling foes. Check the 10 different audio tour locations for more information on what you're seeing, when you're not clearing out revolting creatures from your view.

26. MINERS MONUMENT

p. 384

Transcript

A monument to the hardworking, salt-of-the-earthnfolk of Appalachia. Now this monument has seen recent protests against robot automation.

27. BASTION PARK

p. 384

Transcript

Halfway up the winding Route 93, a picnic area and playground offers once-spectacular views to the north and west. Now there's junk scraps to gather and collectibles to hope for.

28. ABANDONED MINE SHAFT 3

p. 384

Transcript

North of the mansion towers, on lower ash-filled slopes close to Lewisburg, is another sealed mine shaft. Access the platform to this huge vat-sized cylinder (with a precarious drop to avoid!) via a gantry from a curved-roof maintenance shed.

29. HORNWRIGHT AIR CLEANSER SITE #02

p. 385

Transcript

The site is set into the hills northwest of Lewisburg and is technically part of the township.

30. PLEASANT HILLS CEMETERY

p. 385

Transcript

This is located on the hillside northeast of Lewisburg. Desecrated with scattered coffins, this is hardly a befitting resting place for the lucky ones. Still, someone has unearthed a few expertly sealed safes for you to crack!

31. LEWISBURG

pp. 385-386

Transcript

Lewisburg's miners may have been striking along the southern perimeter of town, but the majority of the townsfolk still came out to vote and celebrate Halloween with a festival, complete with stalls and a live band. All that has been replaced with crumbling buildings, dilapidated and faded bunting, and ferocious enemies ready to cut you from gizzard to throat. The town is initially a little mazelike, but most of the fire escapes provide access onto one of the two rooftop garden areas in the center of town (this has an excellent selection of plants to harvest). You can also visit a few of the stores still standing.

32. LEWISBURG STATION

p. 386

Transcript

On the south side of town (by a couple of voting tents) is the railway station offering a brief respite, a place to stash your items, and a trader to barter with. Why not use this as a base camp when exploring this part of the Ash Heap?

33. LAKE REYNOLDS

p. 386

Transcript

This part of Lewisburg consists of a once-idyllic lake and children's fun park. Now the carousel and Ferris wheel are covered in detritus, and the place is a real dump (in fact, it was abandoned even before the War). Recently, Responders were active here. Check farther east for some odd signs and an open railroad carriage. Have you dived down for the fusion core inside the tiniest toy alien spacecraft of all?

34. BIG BEND TUNNEL WEST

pp. 386-387

Transcript

This vast underground tunnel system links Mount Blair to Big Bend Tunnel East (Watoga), over in Cranberry Bog Region.In-game spelling, punctuation and/or grammar It is an alternate method to an overland crossing. Head east from Lewisburg along the railroad tracks to reach the entrance; Raider defenses and a (well-stocked) shanty are now overrun by even more deranged foes.

Inside, the tunnel has two main railroad tracks, so check both sides for foes and loot as you progress. Also investigate the various side passages—narrow mining tunnels filled with fungus and other loot. As you reach the main maintenance junction, dodge the containers and stilts, and investigate the large mining tunnel; here you can mine for aluminum. Eventually the tunnel ends at digging equipment and a corpse with the Big Bend Tunnel Door Key, allowing access into the maintenance junction building. When you're done exploring, head to either entrance/exit, passing another shanty blockage as you go.

35. MONONGAH POWER SUBSTATION MZ-03

p. 387

Transcript

Close to the Big Bend Tunnel entrance, on a steep part of the ruined Route 83A, is a small substation with power access if you're intending on siphoning to your C.A.M.P..In-game spelling, punctuation and/or grammar

36. HORNWRIGHT TESTING SITE #02

p. 387

Transcript

Tucked away on the southwestern edge of the Ash Heap is an old testing location, with numerous parked (and rusting) trucks, containers, and a small concrete office structure with a locked (2) storage room.

37. WELCH

pp. 387-388

Transcript

A small town where striking miners had blocked the main road well before the entire hillside started to slip down into the valley. Now you must pick through the wreckage of the wooden homes and small central stores for possible loot and lament the loss of Welch.

38. WELCH STATION

p. 388

Transcript

Part of Welch township, the station is on the upper north side of the settlement. It is worth using as a base camp when exploring Welch and the surrounding locations. Also check out the rickety uphill path north of the tracks (technically in the previous zone). It leads to a small, abandoned trading post with a safe (1).

39. ABANDONED MINE SHAFT 1

p. 388

Transcript

Perched on a promontory southeast of Welch is a curved-roof mechanical storage room, close to a short gantry and sealed mine shaft mouth. Watch the drop into highly irradiated waste!

40. AMS TESTING SITE

p. 388

Transcript

The AutomatedIn-game spelling, punctuation and/or grammar Mining Systems company constructed a site to test its non-human workforce, and this collection of outbuildings and caravans near a (sealed) mine entrance is the result.

41. HORNWRIGHT AIR CLEANSER SITE #03

p. 388

Transcript

Seek out this location for the light scavenging potential.

42. RED ROCKET FILLING STATION

p. 389

Transcript

A small gas station, with a miners' blockade to the east side of the property and a small metal garage housing a My Stash Box and the majority of the scavengable junk on the other.

43. ABANDONED MINE SHAFT 2

p. 389

Transcript

Close to a particularly fetid pond (with some small, rudimentary structures), are two blue metal maintenance huts dug into the hillside. Expect more weaponry here than you usually scavenge. The upper hut leads to the sealed shaft and a drop to avoid.

44. HORNWRIGHT TESTING SITE #03

p. 389

Transcript

This small maintenance structure has meager pickings and a yard of strewn barrels; a small, half-destroyed shed; and a half-buried giant bucket with a sofa in it. Still, there's views of the Garrahan mansion towers.

45. FISSURE SITE (FISSURE)

p. 389

Transcript

Perhaps it's best to avoid the low ash-covered hills close to Striker Row on this region’s southern edge; a horde of Scorched and their queen are guarding this fissure. Avoid unless you're powerful enough!

46. STRIKER ROW

p. 389

Transcript

A small camp of striking miners seem to have had an altercation with the robots that helped replace them; though the Fissure site probably played a part in leaving this location mostly deserted of life. Check the lower tent camp, and the upper hut and tarp tent as well.

47. UNFINISHED MANSION

p. 389

Transcript

One of a trio of monolithic housing structures created by the Garrahan Mining company. However, this one wasn't completed, and the structure is little more than a giant (and inaccessible) shell. The views of Mount Blair to the northwest are impressive, but the DumpsterIn-game spelling, punctuation and/or grammar-diving potential is not.

48. GARRAHAN ESTATE

p. 390

Transcript

The Garrahan Tower is a self-contained vertical mansion with the latest in robotic servants. This impressive feat of engineering is still standing and has exceptional views (and dangerous drops from the top deck!). Head into the main tower and the sprawling, vertical living quarters by using the ID at the elevator door on the mine-trapped ground floor. Then explore the five or so levels, searching for a massive amount of useful junk.

49. HORNWRIGHT ESTATE

p. 391

Transcript

This structure belongs to another of Appalachia's prominent mining families. It has a well-stocked bar on the ground floor, but the real riches become available once you use the ID card on the elevator and enter this vertical mansion tower. Search the upper floors for a variety of loot and important junk. The top floors get decidedly more oily

50. GARRAHAN MINING HEADQUARTERS

pp. 392-393

Transcript

The headquarters of the infamous mining company has its fair share of secrets, including a maintenance hut with a secret exit, away from the main parking lot near the three towering mansion structures. There's a monorail station and two more stations underground. Access this via the lobby or from inside the parking lot. The headquarters is a treasure trove of junk, and if a certain quest is active, you will find a special suit of Power Armor (the Excavator Class) here as well. There's also a possible Power Armor frame and two pieces of Power Armor to pick up from the R&D department, as well as some keys from the CEO's office.

ZONE B: SECONDARY LOCATIONS

pp. 393-394

# Name Description
15 Military Comms Tower Kittery A small, quest-related comms dish standing near the Air Cleanser Site pond with two shacks.
16 Cultist Totem (east of Bleeding Kate's) Those seeking clues to the Mothman cult (as well as Iron Deposits and a teddy bear) should seek this totem out.
17 Hilltop Sludge Hut A locked safe (2) sinking into a shallow pond, along with a log cabin with a cooking station inside and no proper ventilation.
18 Roadside Stalls (Uncanny Caverns) There's still some pickings to be had at this miners' stall, if you like corn, alcohol, and potato crisps.
19 Cement Pipe Excavation and Railroad Carriages There are two safes (1, 2), one in the west signal tower and the other in an orange carriage to the east. Grab some weaponry and junk here, too.
20 Propeller Head's Shack A small curved-roof shack and billboard, with a propeller generator atop the rock outcrop above.
21 Lake Reynolds Dump Rusting fairground signs, a cargo carriage with an impromptu office in it, and a rusty pickup to pick over.
22 Small Raider Camp White tarp sheets offer a modicum of protection at this pole and breeze block camp, with sleeping bags and a duffel bag.
23 Oak Tree Vista An old oak tree, dead but still atop the hill with a pile of breeze blocks and views of Beckley to the north.
24 Route 84 Turnout A cluster of rusty military vehicles and Old Glory on a flagpole indicate what used to be a road turnout.
25 Gnome Sweet Gnome Camp A dirt field of earth, gnomes, a golf cart, gnomes, a rusty trailer, gnomes, a van, and yet more gnomes.
26 Cultist Altar (south of Hornwright Testing Site #02) Scattered skeletal bodies, bones and skulls, the Ash Rose, and a tangled cult totem.
27 Orange Tarp Scavenger's Stall An old stall constructed from a tipped truck trailer, which still has a safe (3) inside and some weaponry to gather from a display case.
28 Top of the Heap A single orange chair sits atop a frightening clifftop fall; head here for a selfie across most of the Ash Heap, if the weather cooperates.
29 Welch Miner Blockade The upper western blockage of Welch yields more than just empty paint cans; there's aluminum veins here, too.
30 Golden Quarry Pond A sunken pond with plants and gold veins to pillage from.
31 Sludge Trailer A rusting metal trailer with junk to gather, a place to sleep, and an outdoor space best described as "gunky."
32 Military Comms Tower Mount Blair South A small, quest-related comms dish standing on a low dirt hill near telephone poles and wires.
33 Red Star Roadside Home Across from the small warehouse and Vault 63 entrance is a large home to check for items.
34 Vault 63 A small, unassuming metal warehouse has a door inside leading to a cave entrance, cog door, and Vault 63.
35 Vertibird Crash Site (South part of The Ash Heap) Skeletal remains, a crate or two, and the rusting remains of an aircraft that crashed after the bombs dropped.
36 Wild Wolf Homestead A farmhouse, garage, scarecrow, and mutfruit greenhouse await those exploring the southeastern edge of the Ash Heap.
37 Miners' Road Block A blockade across the road to the east of the mine owners' vertical mansions.
38 Halloween Horror Hamlet A Halloween-themed farmstead on both sides of the room, where pumpkins are plentiful.