8/1/2019 Fallout 4 Energy Flintlock
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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Comments
The following Omake is to strengthen the request for the custom weapon I would like to be in Fallout 4. Please read and enjoy. The actual weapon with it's stats will be at the bottom if you'd like to not read the Omake. Thank you.
The General of the Minutemen stared down at the weapons workbench. Mounted on the stand was his personal Laser Musket, modified to charge up to six times with a long scope and a beam focuser. It was, if some of the things he'd heard as he snuck around Diamond City and the Settlements that flew his flag for his own entertainment, the most feared sniper rifle in the Commonwealth.
But he stared at it because he had both a serious problem and the beginnings of a solution.
The problem was simple: It was really, really expensive to use. Fully charged, it was enough to nearly eliminate a Mirelurk Queen with very little hassle. He loved that aspect of it. The Revolutionary War influence was just some of the most wonderful icing on the cake. After he got used to it, cranking it was fun. The problem came in when you considered the other main weapon in his arsenal.
The laser weapon he had affectionately called Gone Local. Because he got it after tracking an actual alien from outer space to a cave. He, quite honestly was going to offer the being aid, though when the Alien opened fire it had suffered the wrath of one of the quickest shots in the Commonwealth.
The General had already, after lots of hard work, modified it to take fusion cells. It quickly became his other favorite weapon. However, taking into consideration, between his musket and the blaster, the musket ultimately was more effective at ruining the days of his targets. But he didn't want to ditch a sidearm completely. The only other sidearm he had thought to bring was Kellogg's old revolver, which he had named The Cycle of Revenge in a fit of dark wit.
But ammo for the thing was surprisingly scarce, sadly.
So, he had a connundrum. A problem. He wanted to make a sidearm. His gut said he wanted to keep in with the revolutionary theme. The crank. But how to conserve ammo?
If only there was a way to charge old cells on the fly, The General thought wistfully.
'Hey Blue,' Piper said, walking up to the youngish General. 'You've been staring at that musket for an hour. There something wrong?'
'No,' The General replied. 'Just trying to figure out a way to conserve ammo.'
'Heh, I can see that,' Piper smiled. 'I don't think I've ever seen someone go through Fusion Cells like you do.'
'If this was back before the bombs,' The General smirked. 'I would've been making daily stops by requisitions, the quartermaster would curse me out everytime I showed and I would've had a court martial before the week was up.'
Piper chuckled. 'Well, good thing you're not at the mercy of the quartermaster, huh?'
'Well, I think Ronnie Shaw still counts..' He frowned in thought. 'I'm just wishing there was a way to charge new cells on the fly.'
'Yeah, shame you can't do that,' Piper replied. Then she got a thoughtful look of her own. 'Hey, stupid question, but why can't you charge cells on the fly?'
'Eh, cells weren't really made that way,' The General replied. 'They were made to hold a charge, not charge and discharge repeatedly. You'd need to make a special cell that wouldn't hold a charge for very long but be durable enough to take the repeated charges over the years and then you'd need a way to charge it.'
'Like how?' Piper asked.
'Well, the only way I can think of would be..manually..' The General got a wide-eyed look on his face and looked down at the musket's crank. 'Piper you're a genius.'
'Uh..thanks,' Piper said with a half-hearted smile. 'What'd I do?'
'Gave me a idea.'
---Three Weeks Later---
There was the sound of another explosion coming from the local Red RocketGas Station. Followed by the sounds of irritated shouting that caused Preston Garvey to look up from his old copy of Boston Bugle and the Sudoku puzzle within.
'I never thought one mans voice could carry so far,' Sturges, sipping a cup of coffee while twirling a pencil in his off hand. 'Think he's okay over there?'
'Aside from needing a break from whatever he's doing?' Preston asked rhetorically. 'Yeah, he's fine.'
'I think you should go check on him,' Moma Murphy intoned from her chair which almost everyone could agree the General made to be the most comfortable in the Commonwealth. 'You've got the solution to his problem with you.'
'We do?' Sturges blinked. 'I can fix a lot of things. A quantum physics puzzle involving laser-fire ain't one of them.'
'You should still go check on him,' Mama Murphy looked irritated.
Suddenly, the radio on Preston's coat sounded. 'Commander Garvey, this is the Castle.'
Preston held his radio. 'Copy Castle, go ahead.'
'We've received a request for help from Greentop Nursery,' The radio operator reported. 'Apparently they've been hit by Raiders.'
'Again?' Preston asked with tired eyes. 'People just can't leave that place alone. Alright, I'll inform the General.'
Twerk mod sims 4. 'Thanks Commander. Castle out.'
'Wanna come with?' Preston asked, standing up and shouldering his own musket.
'Sure,' Sturges answered, downing the rest of his coffee and standing, resting his short hunting rifle on his shoulder.
4 Energy Pay Bill
Piper, who was leaning against the house having a smoke, tapped the ash away as the two Minutemen stepped outside. 'Coming to check on Blue?'
'Greentop's been hit by raiders,' Preston answered.
'Again?' Piper almost whined.
'That's what I said,' Preston replied with a quirk of his lips.
'We figured the good General could use a distraction,' Sturges said with a nod.
'Ain't that the truth,' Piper replied. 'Alright, let's go.'
The walk was short and relatively warm, the sun having appeared over the Boston Skyline a few hours ago. Unsurprisingly, the garage door was closed. On top of the roof was, effectively, a steel palace, lined with turrets in many different windows, with a quartet of missile turrets signaling to any undesirables that the station and the settlement beyond was off limits.
Piper gave a quick tap to the door to the garage door and as it opened, they got a good view of the general, in a mechanics suit, cursing and kicking the wall. He was coated in soot and had an empty stimpack in his clenched fist. Then he turned and wiped his goggles clean at the sight of his friends.
'That bad?' Piper asked.
'Unbelievably so,' The General grumbled.
'Home come?' Sturges asked.
'Because I don't understand what's going wrong, that's what.'
When none of the three said anything, he sighed and continued. 'So, I made a chargeable fusion cell.'
'Really?' Sturges asked with a smile. 'That's awesome!'
'Thank you,' The General rubbed the soot out of his hair. 'But I've hit a snag.'
'I think the whole Commonwealth knows that you've hit a snag, Blue,' Piper quipped.
'Huh?' The General hit some soot out of his ear.
'We could hear you all the way from Sanctuary,' Sturges replied with a sly grin.
'The door was closed,' The General replied, nonplussed.
'That's the confusing part,' Piper nodded.
'Eh..but..whatever,' The General groaned, pulling something from his pocket. 'The snag I've hit is that the cell I have is this big.'
The cell, a small, clear thing, fit between his index finger and thumb and only visible by the reflecting light against it's surface.
'It's..tiny,' Preston said, eyeing it carefully.
'I know,' The General groaned. 'That's the frustrating part. All the bigger ones I make keep exploding for some reason.'
'You're not hurt, are you?' Piper asked with a frown.
'Stimpack,' the General replied, holding up the empty stimpack.
'Of course,' Piper deadpanned.
'Well, luckily, we've got a distraction for you,' Sturges replied, bringing his hunting rifle down into both hands.
'Alright,' The General said, taking off his work gloves. 'What's up?'
'A group of raiders attacked Greentop,' Preston reported, almost snapping to attention. 'I recommend we head out as soon as possible.'
'Again?' The General asked. 'Alright, we'll head out-'
The General stopped, staring at Sturges.
'Uh..General?' Sturges asked, looking a little wierded out. 'Are you okay?'
Well, the thing that Sturges was holding. In a swift motion, The General swiped the short hunting rifle from Sturges hands.
'Ummmm..' Sturges blinked. 'Ooookay.'
'Here,' The General pressed an institute rifle which was clearly heavily upgraded and several full clips taped to the frame. 'This is yours now. Enjoy.'
'..thank you?' Sturges said, looking at his new present with confusion.
'General what about-' Preston began.
'We'll leave in at least..three hours. Four tops.'
-Three and a half hours later-
'I'VE DONE IT!' Came the triumphant shout within Red Rocket's Garage.
Preston and Piper both looked up as the Garage door opened, showing the General, perfectly clean, in his General's uniform, sans hat, with his Laser Musket strapped to his back and in his hand was the hunting rifle.
Or what used to be the hunting rifle.
The gun barrel and ammunition casing had been disposed of and the wooden frame had been uniformly sanded down to a smaller size. In the place of the barrel was what looked like a miniature version of a laser musket mounted there, with what seemed to be winder at the end, much like a revolvers hammer.
'Check it out,' The General said with a too pleased grin on his face. With a stroke of his thumb along the winder on the back, a sharp whirring droned in the air and the clear chamber glowed, with a beam being connected to the end. Just like it's larger cousin. He took aim at a nearby target which was nailed to a tree. He fired at the target, and with a higher pitched zoom of the laser musket, the target disintegrated.
'Wow,' Preston said with an approving nod.
'I call it..the Laser Flintlock!' The General looked at it with a manic pride one could only get if they were a mad scientist. 'It's the Minuteman's new sidearm. In contrast to it's insanely strong and ammo guzzling older brother, this little girl isn't nearly as strong but it has literally infinite ammo!'
'That's actually pretty cool,' Preston said with growing appreciation. 'This'll help with a lot of logistical problems the Minutemen face, since we'll always have a weapon at our side and won't be so reliant on ammo.'
'Exactly,' The General said smugly. He holstered his new creation. 'Now lets go kill some raiders. Again.'
'Right behind ya Blue,' Piper said with a large grin.
WEAPON REQUEST:
Laser Flintlock: Basically, a hunting rifle with a shrunken down wooden base and a Laser Musket barrel in place of the original metal gun barrel and magazine. Instead of the traditional crank used by the laser musket, it has a 'wind-up' wheel in the back that when spun by the users thumb makes a sound much like a toy when wound up before it goes anywhere.
It also has infinite ammo, but will only fire the amount of shots cranked. The maximum is discussed below.
Base Stats and mods are subject to change based on Feedback and at the discretion of the modder.
Base Damage: 15
Range: 85
Accuracy: 85
Weight: 6.3
Notable Mods: Crank numbers:
Two-Crank: Cranks 2 shots.
Fallout 4 Energy Flintlock Mod
Three-Crank: Cranks 3 shots.
Four Crank: Cranks 4 shots.
Two-Burst Crank: Cranks 2 shots at once.
Three-Burst Crank: Cranks 3 shots at once.
Four-Burst Crank: Cranks 4 shots at once.
Other mods: As pistol and laser musket where otherwise applicable.
Feats for Modding: Definitely want Gun Nut and at least one rank of SCIENCE before being able to mod the weapon to extensively. Modder's discretion, especially in case of game balance, in encouraged.
Feedback and news of anyone taking up the project would be greatly appreciated!
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
World with mix of many different nations. Imagine Star Wars fighting with Sauron, Steampunk conspiring againt XV century Europe, Aliens fighting Djiniis, Orc fighting Morloks, Uruks fighting agains Alien Pirates! Swords, Axes, Lightsabers, Flintlock, Laser Cannons, Plasma Blasters, Arqebusiers, Blunderbuses, Antique Shields and Energy Fields, Crossbows, Magic Staves and Bows, Arrows, whatever you can imagine - now in one, huge mod with exceptional mechanics. What is it? This is Paradigm Worlds mod for Mount and Blade: Warband.
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.
Since Bethesda’s E3 announcement, the studio has shown a variety of different gameplay trailers for Fallout 76. Among those gameplay clips have appeared a wide variety of different weapons and firearms; from the iconic Fat Man to more mundane pistols and rifles. While plenty of weapons are no doubt still under-wraps, this is what we know so far about what will be featuring in the upcoming Fallout title.
Fallout 76 Weapons
A full list of the weapons thus far revealed by Bethesda was recently compiled on Windows Central; while most of the featured firearms aren’t new to the series, there are a few stand-out new inclusions. Of course, some weapons which appear in the trailers have yet to be identified.
Melee Weapons
Although there are a few new weapons here, this category are far simpler than most. Axes, Fire Axes, and Wrenches have all been confirmed. In addition, farming tools like Sickles and Pitchforks will also appear.
Pistols
Standard sidearms like the 10mm Pistol and Pipe Pistol will be returning to the series, and that should come as no surprise. The .44 Magnum has also been confirmed, along with the Pipe Revolver and Laser Pistol. There is also a Single Action Revolver, and the new Flintlock Pistol, which was used during a brief PvP skirmish in one of the game’s early trailers.
Rifles
The Hunting Rifle, Assault Rifle, Laser Rifle, and Gauss Rifle have all been confirmed to be returning in Fallout 76. In addition, a new black powder rifle will also feature, but very little is known about it at present. It could be similar to the game’s Flintlock Pistol.
Shotguns
Not much has been revealed so far about Fallout 76’s shotguns. Only the Combat Shotgun and Double Barreled Shotgun have been confirmed so far; both staples of the series.
Heavy Weapons
Most iconic among the heavy weapons category is the Fat Man, which will, of course, be returning for Fallout 76. The Flamer, Missile Launcher, and Gatling Gun will also be back. Interestingly, the Harpoon Gun appears to have been confirmed; a weapon that was only recently added to the series in Fallout 4’s Far Harbor DLC. In addition, some form of grenade launcher is set to appear. Grenade launchers were absent from Fallout 4, but did appear in 3 and New Vegas.
Machine Guns
A new category for Fallout 76; the game has so far confirmed the Browning M2 and what appears to be an MG42. The Browning M2 appeared in Fallout Tactics, but large machine guns such as these haven’t featured in any of Bethesda’s Fallout titles until now, aside from Fallout: New Vegas.
Fallout 76 has more stuff trying to kill you than ever before, with other humans being other players that are more likely to shoot first. Therefore, you’ll need good weapons to defend yourself: Melee weapons, ranged weapons, maybe an explosive or two. Perhaps the only way to get an enemy off your back is to make them eat a Fat Man nuke. While the weapons you have aren’t massively different from Fallout 4, they now have levels in addition to the multiple mods you can add to them. In this guide, we will go over how to make them, finding and applying mods, and a weird quirk with condition.
Fallout 76 weapons guide
Those looking for a beginner’s guide to get started with Fallout 76 should have a look at our Fallout 76 guide. Weapons work in very much the same way they’ve always had, but there’s a couple of things to keep an eye out for, such as the condition of your weapons.
How to craft weapons
At any Weapon Workbench, you can make your own weapons provided that you have the relevant materials. These require recipes for the relevant weapon, meaning you’ll need to scavenge the world for notes with the relevant weapon, or to break down any copies of that weapon you have crafted. This is also conveniently where you repair items, which is important because broken weapons do nothing for you and perfect condition weapons can be scrapped for an increased chance to obtain the recipe for that weapon.
Keep an eye on condition
One of the stranger and unexplained things about Fallout 76 is no matter which weapon you create or find out in the wild, it will have a different maximum condition. For a visual demonstration of this click play on the GIF above. Note how the maximum condition will go up and down despite the fact that both weapons are the same type of weapon, have the same stats, and don’t have any modifications attached to them. That isn’t to say that modifications don’t do anything at all, they definitely affect your condition a little bit. Weapons also degrade quite quickly, so make sure that you have a fair quantity of junk to repair your gear with.
Obtaining mod recipes
The simplest way to grab modification recipes is to scrap weapons. You’ll get a random recipe for a particular mod that you can then craft to attach to your weapon of choice. These can do anything from putting a new sight onto a gun, to turning a machete’s blade into a serrated blade to add a bleed effect per hit. It’s worth gathering some extra gear whenever you see a workbench nearby, just so you can nab those recipes.
Best weapons are exceptional weapons
Naturally, there are certain weapons that are just flat out better than others, or indeed “Exceptional”. The ways you obtain them are either based on completing certain Events or quests. These weapons are usually based off a particular base weapon, say a Snubnosed .44 Pistol, and add more stuff on top of that. These weapons can’t be scrapped either, so you don’t need to fret too much about anything other than maintaining them. Some of these weapons, namely the Voice of Set and Blade of Bastet, can be upgraded at weapon workbenches as you increase in level as well. Below are all the Exceptional weapons that are in the game, as well as where to find them.
All the weapon stats
Not much is known about all of the weapons in Fallout 76, though there are a huge number of them that you can create at Weapon Workbenches. Each one has an associated level with it, so naturally the better the level, the better the stats. It’s also worth noting that the corresponding bullets for ranged weapons can be created at Tinker’s Workbenches. With these tables below, the first has all the ranged weapons discovered so far, along with the relevant stats. The second table solely relates to melee weapons and includes the base stats and weapon speed.
Ranged weapons
Melee weapons
Legendary Weapon effects
Sometimes you’ll randomly find some especially good weapons out in the field, mostly on legendary enemies. If your chosen quarry has a star next to its name and is randomly restoring its health, these are the enemies that have a good chance of dropping legendary gear. Fallout 4 nexus automatron. Sometimes you may receive them as part of a quest reward too. Given that they’re randomised drops, we can’t tell you much more than that to track them down, but here are the ones we’ve seen in the game thus far:
These are all of the currently known weapons, but there are plenty more that will be unearthed over the coming weeks, so do check back with this guide as it will be constantly updated. In the meantime, but I’m confident that there will be plenty more to discover, so check back again for a more updated list. While you’re here, you can find all the armour sets discovered so far in our Fallout 76 armour guide, while there’s instructions for where to find Power Armour in our Fallout 76 Power Armor locations guide.
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