Fallout 76 features a massive amount of Locations spread across the region known as Appalachia, which includes many diverse environments and points of interest - from forests and rivers to mountains and swampy bogs.
Each location encountered in Fallout 76 is its own experience, filled with items to find, secrets to unlock, and oftentimes untold stories to uncover - much like previous Fallout games.
Some locations will be central to Main Missions or Side Quests, while others may be out of the way locales - and some may not even appear on the map. There are also Public Workshops that any player or group can claim to build from and claim natural resources - but be warned, as creatures and other players alike can attack to take control.
Below you will find a list of all known locations in Appalachia, divided up into the 6 major regions:
Click on a location below to learn more about them, where to find them, and what you can expect to find.
Remember that Fallout 76 is an online experience that's constantly changing. One player may find items that another will not - depending on respawning enemies and items, containers and related quests will always remain.
Locations - The Forest[edit]
The Forest is where players will start the game, and covers the largest area of Appalachia. Geared towards newcomers, expect to encounter enemies from level ranges 1 to 10.
Locations - Toxic Valley[edit]
The Toxic Valley, located in the northern reaches of Appalachia, has been transformed into dry lakebeds full of toxic mists and inhospitable wastelands. While smaller than other regions, it is no less dangerous. Expect to encounter enemies from levels 10 to 30.
Locations - Ash Heap[edit]
The Ash Heap, found in the southern end of Appalachia, has been burned black by the fires raging in mines below the ground. Here, the very air can kill you, and you can expect to encounter enemies ranging from levels 20 to 40.
Locations - Savage Divide[edit]
Cutting a jagged path through all of Appalachia, the Savage Divide is a large mountainous region connecting all others of the map, and as such, can vary greatly in enemies encountered, which can range from level 10 to 50 or more depending on the players in that region.
Locations - The Mire[edit]
The shadowy swamp known as The Mire encompasses the far northeast region of Appalachia, and hides untold dangers among the murky waters and woods, where enemies can range of levels 30 to 50, or even higher depending on the players in the region.
Locations - Cranberry Bog[edit]
Easily the most dangerous region in Appalachia, the Cranberry Bog occupies the far southeast region and hides some of the most terrifying enemies where the Scorched plague and its many Scorchbeasts first emerged. When exploring this region, be ready to face enemies upwards of level 35 and beyond, especially when high level players explore this area.
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For this recurring segment, we will be highlighting the five biggest stories on ModDB for the prior week. Whether it's new mod announcements, major mod releases, or important stories that affect the mod scene as a whole, you'll find them rounded up here each week.
MONDAYRELEASE: Paradigm Worlds
For: Mount & Blade: Warband
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TUESDAYPREVIEW: Fallout 4: New Vegas
For: Fallout 4
Fallout 4: New Vegas aims to recreate Obsidian Entertainment's Fallout: New Vegas in Fallout 4's Creation Engine, with all of the original quests, story and content, with additional gameplay elements and systems from the new and improved engine!
WEDNESDAYPREVIEW: Half-Life 2: MMod
For: Half-Life 2: Episode Two
Half-Life 2 : MMod is all about updated visuals, post processing shaders, particle effects, new gameplay mechanics and new weapons/npc's. This is the revival of my old Half-Life 2 Enhanced mod, I've decided to re-do mod concept completely. Half-Life 2 : MMod will follow Half-Life : MMod's approach : new effects, new weapons, a good amount of weapon tweaks, changes in gameplay mechanics and graphics enhancements.
THURSDAYKilling Floor 2 NEW GROUNDS Mapping Contest
For: Killing Floor 2
Modders, put your flamethrower's down and wipe the Zed guts off your toolbox - it's time to get to work! Tripwire Interactive and Mod DB have joined forces to host the NEW GROUNDS Mapping Contest, with some serious prizes on offer - to the tune of $50,000 (USD) up for grabs.
Uber Arena is a mod that takes the standard gameplay of Quake 3 and attempts to build upon and revitalize it with new gameplay mechanics and items. It has NO loadouts, NO abilities, NO champions, NO item timers, NO mechanics that use random number generators, and NO on-spawn inequality. All mechanics were designed around Quake's core principles such as on-spawn equality, item control, positioning, and movement, with the intention of enhancing these critical gameplay elements and introducing more skill without undermining the foundations of the game itself.
Laser muskettypeCombatdamageCore Statsfire raterangeaccuracyweightvalueFallout 4 Energy Flintlock KitWeapon Infoammoclip sizeRelated PerksdamagemodsMisc.quests
The laser musket is a weapon in Fallout 4.
CharacteristicsEdit
The laser musket is a homemade, nonstandard version of a laser rifle. It is the signature weapon of the Minutemen faction and several can be obtained from them. It appears to be meshed together from various mechanical and electronic parts strapped to a wooden rifle stock. The 'barrel' consists of a standard laser rifle housing with two metal-ringed lenses atop a metal rod extending from the stock, through which the laser beam is presumably focused (although it can be fitted with a focusing array that looks the same as either the laser pistol or laser rifle). The beam itself is created inside a makeshift capacitor, which the player character charges via a hand-crank on the back. Every odd crank (one, three and five) causes the beam to visibly intensify, with the final charge creating a decent sized red luminescence. Like most laser weapons, it uses fusion cells as ammunition. However, its beam is very similar to that of the Gauss rifle, albeit red in color. Also like the Gauss rifle, it sounds like thunder when fired, with intensity that is amplified with every charge level. The effect of three or more cranks results in reducing the victim to ashes with red smoke.
What makes the laser musket unique from other laser weapons in the game is that even with ammo in the player character's inventory, it starts off 'unloaded,' and does not automatically reload after firing. The player character must manually load up each shot by pressing the 'reload' key, causing the Sole Survivor to turn the hand-crank and charge the capacitor with one fusion cell. Each subsequent crank charges the capacitor even further with another fusion cell; in an unmodded state to a maximum of two, but mods can expand capacity up to six cranks of charge. Once loaded, the laser musket can be fired, consuming all the cells stored in one powerful shot. This ability to manually 'charge up' each shot makes the laser musket a powerful first-tier weapon and especially versatile when taking on enemies of varying levels, using weaker shots on weaker targets and more powerful shots on more powerful targets.
Once fully upgraded, the laser musket becomes one of the best sniping weapons in the game, capable of taking out Legendary foes with one shot to the head when coupled with the sneak attack bonus.
The musket's major drawback is its potentially high ammo consumption and slow reload speed, given that the player character has to manually reload each and every shot (although the Sole Survivor does reload between shots in V.A.T.S., albeit with only one-crank shots regardless of how powerful the first initial shot was). On top of which, the weapon is not automatically loaded when using the quick select menu. While it can be modified with a splitter to play a 'shotgun' role as a type of laser-blunderbuss to use in close quarters, it is highly impractical to use in this way due to the characteristics described above. For close combat needs, a laser rifle, Institute laser or a plasma rifle with an automatic barrel or splitter muzzle is far more practical due to their bigger clips and higher fire rates. On top of which, at over 15 pounds the laser musket is heavy for a laser weapon of its size (almost triple that of a standard laser rifle) and when fully modified it rivals an unmodified Gatling laser in terms of weight.
Weapon modificationsEdit
Fallout 4 Energy Flintlock Mod
VariantsEdit
When firing the automatic laser musket, the user will take a moment to spool the weapon first while pointing upwards, like the minigun and Gatling laser needs a moment to spin up before firing. Switching to V.A.T.S. while already shooting or winding will reset the winding animation and thereby suffer the wind-up time to shoot. It is not as effective as most other automatic weapons as it's not readily available to shoot with the wind-up time and the low rate of fire with singular projectile makes it hard to hit targets. While it's mitigated by V.A.T.S. or sustained shooting, the beam splitter mod makes it easier to hit targets at a close range should one be fortunate enough to find one, as its multiple-projectiles compensates for the rate of fire by saturating an area at the cost of weaker individual projectiles.
It is not eligible for modding (except by an exploit while having another laser musket in the inventory, where the Sole Survivor enters a weapons bench after dropping the automatic variant on the ground, exits the weapons bench, picks up the automatic off the ground, and then enters the weapons bench again) and will only be able to have attachments via randomization as it is spawned. It is rarely dropped, but is always awarded by Sturges after finishing the Nuclear Option quest for the Minutemen faction. It can also not be used by anyone other than the player character.
LocationsEdit
NotesEdit
The laser musket actually functions differently in Fallout lore than it does in gameplay. Lorewise, the laser musket actually doesn't use ammo at all, with the crank being all there is to powering the thing, this being why the Minutemen like it so much.[citation needed]
Behind the scenesEdit
The laser musket is a crank-powered energy weapon; the 2002 Walt Disney film Treasure Planet featured a weapon of the same name which used a similar system of powering the musket. However, in the film turning the crank constantly ensures a continuous beam with decreased potency.
BugsEdit
GalleryEdit
The laser musket in the hands of the Sole Survivor, as seen in the official trailer
Laser musket in the promo image and official trailer
Preston Garvey carrying a scoped laser musket
Fallout 4 Energy Flintlock
Concept art
Short laser musket
ReferencesEdit
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