Fallout 76 Wastelanders Duty Calls Walkthrough

This Fallout 76 walkthrough will cover the quest Duty Calls. During this Fallout 76 Wastelanders Duty Calls quest, you need...

Fallout 76 Wastelanders Duty Calls Walkthrough

This Fallout 76 walkthrough will cover the quest Duty Calls. During this Fallout 76 Wastelanders Duty Calls quest, you need to procure equipment needed to deal with the turrets that stand in the way of you furthering the overall mission.

You can start the Duty Calls quest in Wastelanders expansion after completing Invisible Ties .

Fallout 76 Wastelanders Duty Calls

Raise The Flag Fast Travel to Valley Galleria and raise the American Flag that the marker is pointing you to. Captain Fields will acknowledge your signal and tell you to make your way due North to meet with the specialists at the bunker. They will be downstairs.

Meet the Specialists Talk to Captain Fields and he will tell you that you don’t have any special right to take the gold. The other specialists will vouch for you.

Sergeant Radcliff will then tell you to meet up with him at the RobCo Research Center to get the equipment needed to bust the turrets. The other two members will stay behind.

RobCo Research Center Head to RobCo Research Center and enter the building. You will find Radcliff waiting for you inside. He will tell you that the military research projects are being kept in the back so you should head over there.

Make your way through the area and take down the Legendary Protectron Guardian that you will encounter, as well as its regular counterparts.

Keep going forward towards where the balcony is above and you and take the door on your right. This will take you to the Research Wing and it is marked by a corpse lying outside the door.

Find a Suitable Robobrain Radcliff will comment on the project and point out that it needs a Robobrain. Search for information about the brain on the terminal and it will tell you that you can find a suitable one in the Facilities Wing.

Exit the room and run down the stairs. Head up straight to reach the room and then go through the door inside that heads right.

You will enter a room with Greg Goldstein’s brain. Grab it and leave.

Prep the Brain You need to prep the brain so head to the Robobrain Assembly room. Place the brain in the brain jar placement. You will need to find some instructions to do this.

You have to figure out which number goes where by looking for clues around the room.

To make it easier on you, we’ve listed the settings below:

  • Temperature: 41 Degrees Celsius
  • Time: 3 seconds
  • pH value: 7

Activate the machine to prep the brain.

Find a Robobrain Dome Once it is ready, head to the Facilities Wing and find a RoboBrain dome.

You will have to take down a bunch of Robot enemies in the stairway area first as your make your way upstairs. The brain can be found in an office desk on the second floor.

Plant The Brain/ Get The Tools Once all this is done, head back to the robot and plant the RoboBrain. Greg will be activated and you can ask him to help you make tools to destroy the turrets.

Wait for him to build the tools as you take on hoards of Sentries and Protectron Guardians. Hold them off until he is done and then pick up the tools and return to Captain Fields back at the Bunker.

Return To The Bunker Hand the tools to Fields and he will tell you that they’re packing up and heading to Foundation. Talk to Paige and he will tell you that they will wait on you build the team to be ready as they get to work.

This will complete the Duty Calls mission and reward you with:

  • Super Stimpak
  • .45 Rounds (37)
  • Assault ifle Stedfast Receive Plan
  • Anit-Armor Refined Old Guard’s 10mm SMG
  • 10mm Rounds (2)
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"Duty Calls" - Quest - Fallout 76

  • Raise the flag at the designated spot
  • Talk to the specialists
  • Enter RobCo Research Center
  • Pick a Brain
  • Cook the Brain
  • Plate the Brain
  • Find a Robobrain dome in the Facilities Wing
  • Add a brain to the Robobrain
  • Talk to the Robobrain
  • Wait for the Robobrain to build the tools
  • Pick up the Tools
  • Report to Captain Fields
  • Talk to Paige
  • Location(s): Ransacked Bunker, RobCo Research Center
  • Prerequisite : Invisible Ties
  • Next Quest : Siding with Foundation
  • Concurrent Quest:  None

military projects research wing fallout 76

  • Once inside the RobCo Research Center, locate a Brain in one of the rooms. 
  • Take the Brain you have located and find the station where you can set it to Plate it. 
  • Select the option to "Plate" the brain

military projects research wing fallout 76

  • Go back to the Ransacked Bunker to talk to Captain Fields again. 

military projects research wing fallout 76

  • Return to Foundation to report your activities. 

military projects research wing fallout 76

  • Log in to the website and select " Subscribe to Article " if you would like to be notified whenever we update this article with more information.
  • If you are experiencing an issue with this quest, or would like to submit tips or tricks for other players select the " Question Mark " under Need More Help, then select " Feedback " and describe your issue in detail.
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Duty Calls is a Quest in Fallout 76 . Quests are objectives that the player may complete to obtain special rewards for their participation in the wasteland activities.

Duty Calls Objectives

  • Raise the flag at the designated spot
  • Talk to the specialists
  • Enter RobCo Research Center
  • Pick a Brain
  • Cook the Brain
  • Plate the Brain
  • Find a Robobrain dome in the Facilities Wing
  • Add a brain to the Robobrain
  • Talk to the Robobrain
  • Wait for the Robobrain to build the tools
  • Pick up the Tools
  • Report to Captain Fields
  • Talk to Paige

Duty Calls Locations

  • Ransacked Bunker
  • RobCo Research Center

Duty Calls Enemies

Duty calls walkthrough.

Walkthrough text goes here

Notes & Notable Loot

military projects research wing fallout 76

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  • ⇈ Back to top ⇈
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  • Armor case (Wastelanders)
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  • Drone (Mothership Zeta)
  • Raider scavenger
  • Amateur inventor's paint
  • Beggar's mat

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West Tek Research Center (Fallout 76)

The West Tek research center is a location in the Savage Divide region of Appalachia .

  • 1 Background
  • 2.1 Exterior
  • 2.2 Interior
  • 5 Appearances
  • 7 References

The West Tek Research Center was founded in August 2075 in order to focus on the Greenhouse Initiative, the last extension of the Pan-Immunity Virion project. [1] [2] The project focused on applying new mutations to create edible plants and vegetation that could greatly increase food production and combat the shortages that led to the food riots throughout the country. [2] The company used Huntersville as a testing ground, after West Tek and the government saved it through a rural development grant. [3] [4] The added commerce and traffic from the research center led to an economic boom in the small town. [1] [4]

West Tek money started flowing to the local farmers in exchange for testing rights thereafter but funding stopped in February 2076, just as the Greenhouse Initiative was shuttered and assets were transferred to the Forced Evolutionary Virus initiative. [3] [5] The change voided most if not all of the contracts at the research center, with Dr. Wilfred Dumont , then head of research, scrambling to find a solution for the now-jobless researchers. [5]

The company then began human experimentation as part of the super mutant project. [6] Due to the nature of the virus and its unpredictability, the facility's objective was to identify and isolate viable FEV strains. [6] The most important of these was the introduction of one of the FEV strains to the water supply of nearby Huntersville, to observe the effects of long-term low-level exposure. [7] The experiment began in February 2076, leading to an outbreak of what seemed like a rare strain of flu at first. [7] The village was isolated and put under company guard, with any test subjects that attempted to leave the area hunted down and eliminated. [8] Anyone who reached out to West Tek for help was isolated in the research center for further observation and study. [9]

By August, the inhabitants of Huntersville were isolated in their homes by West Tek researchers, with armed guards in full hazmat gear deployed to keep them contained. [10] This proved to be insufficient, necessitating military intervention. [11] In November, authorization was granted for the 12th Mountain Division to be deployed to Huntersville and enforce the quarantine, citing concerns about a possible pandemic outbreak. [12] The hazmat-equipped soldiers augmented the security while West Tek researchers continued their experiments on the population, [12] even as the mutating humans started to turn violent around September. [10] [13] Sergeant Jake Bianchi attempted to reveal the human experiments taking place at Huntersville in early November but was subsequently court-martialed and replaced with Orlando Garrett . [14] [15]

Experiments continued at West Tek, attempting to isolate an FEV strain that could create sustainable mutations. On January 13, 2077, one strain came close to a sustainable form, despite the subject's death within 13 minutes. [16] Further attempts produced a variety of results, including a subject whose organic tissues were replaced with various forms of retinal tissue on April 30, [17] one killed 12 days into the mutation by its canines piercing the medulla oblongata on July 12, [18] and one subject committing suicide immediately after being transferred to a holding cell on September 5. [19] Beside experiments, the facility's personnel also started work on a neutralizing agent for FEV in May. [20] Intense experiments with a variety of compounds eventually produced a working sample in June, capable of rendering FEV completely inert. The center also cultivated thousands of gallons to neutralize the FEV stored in tanks on-site. [21]

In October 2077, the experimental strains FEVS-006443 produced what would eventually become the Snallygaster on October 14, with the researchers planning to observe once introduced to Huntersville. [22] The experiment on October 23, 2077, the day of the Great War, created a massive, headless creature, later known as the Grafton Monster that was sedated and transported off-site for further research. The nuclear war interrupted the process and allowed it to escape. [11] Shortly after, the surviving employees remained behind for a week while their superiors attempted to make contact with headquarters and failing that, with the US Army units at Huntersville. After six days passed with no response by either the army or West Tek, the technicians dumped the neutralizing agent into the vats on October 30, 2077, verified that it was rendered inert, and abandoned the facility. [23]

The facility was left abandoned until it was rediscovered by Enclave scouts seeking for a way to inflate the DEFCON rating in Appalachia. [24] Although the FEV was rendered inert, the facility contained enough leftover data and systems to allow the Enclave to create super mutants. [25] [26] By 2102, both the research center and Huntersville became major strongholds of the super mutants.

The underground facility was then taken over by a former West Tek employee, Edgar Blackburn , and the three scientists Jain , Farha and Nellie Wright .

The facility is expansive, nestled in a secluded area surrounded by rocks. The primary mutant encampment is in the front, with a cooking station next to a holding cell for humans, ringed by a number of towers. Around the back is the rear entrance to the FEV vats, together with a small adjacent storage building and a catwalk leading to the rooftop. There is another cooking station on the roof, together with an art studio.

The front entrance leads to the lobby together with reception terminals and two doorways. The northwestern one leads to the research center (requiring the access holotape, found in the southeastern part of the facility, in the old Greenhouse Initiative laboratories), connecting to a vat chamber that leads to the mothballed labs and the vats chamber. The southern one connects to the locker room and security office. In the security office are two functional Protectrons that can be released, while the decontamination arch can be activated via the same terminal. The locker room contains a locked safe.

To the southeast lies the aforementioned mothballed Greenhouse Initiative laboratory. The experimental cultivars can be harvested for carrots , tatos , and razorgrain with additional loot upstairs. The offices contain the access holotape for the research wing in the southeastern office (together with a safe and terminal), with a chemistry station and a Magazine spawn point in the adjacent room. The northwestern balcony connects to the vat control room.

The vats themselves occupy the western portion of the facility and have two levels. The FEV goo is inert - the player character will not turn into a super mutant - but can be collected. There is a tinker's workbench on the bottom level and the area's steamer trunk in the locked maintenance room near the exit doors to the back (which is where the player character is deposited if they enter through the back).

The research wing is in the northern part of the building and spans two levels. The bottom level contains the various experimentation laboratories, including (clockwise from the upper left) the specimen containment, testing labs, advanced mutations lab, admin desk, and the main specimen lab. The upper floor contains the holding cells, together with the decontamination laboratory.

  • Subject K-117M interview - Holotape, on a cart in the autopsy room, behind a Picklock level 2 door in the research wing.
  • Subject K-120F personal recording - Holotape, on a sink inside one of the upper level cells.
  • West Tek research wing access code - Multiple copies of this holotape key are spread throughout the facility.
  • Serum Z - Quest item, in one of the upper level rooms of the Research Center, during Past Expiration .
  • Potential Vault-Tec bobblehead - In the locked room near the entrance to the FEV tank storage area, near the steamer trunk.
  • Potential Magazine - In the Greenhouse Initiative labs, on the large laboratory table with the dark work surface and two microscopes with display cases attached to them. The labs are located off the larger lab room with the hole in the wall, on the eastern side of the upstairs balcony level.
  • Damaged hazmat suit - Two can be found in the changing room with yellow curtains.
  • Several flasks of toxic goo can be found throughout the laboratory section, as well as harvested directly from the vats in infinite supply.
  • Perfectly Preserved Pie - On the rooftop, it is the only one that can be found without a Port-A-Diner .

Super mutants will deliver unique dialogue lines in and around the West Tek Research Center, claiming it as their birthright. [27]

Appearances

The West Tek research center appears only in Fallout 76 .

FO76 West Tek signage.png

Specimen containment

military projects research wing fallout 76

Pipes and console system

military projects research wing fallout 76

Control room

military projects research wing fallout 76

Vats of goo

military projects research wing fallout 76

Subject K-117M interview

military projects research wing fallout 76

Subject K-120F personal recording

FO76 westtek chronicsonictonic01.jpg

West Tek sign from inside the building

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West Tek Research Center

  • View history

Gametitle-F76

West Tek Research Center is a location in Fallout 76 .

  • 1 Background
  • 2 Points of interest
  • 3 Notable loot
  • 4 Appearances
  • 5 References

Background [ ]

The West Tek Research Center was founded in August 2075 in order to focus on Greenhouse Initiative, the last extension of the Pan-Immunity Virion project after Forced Evolutionary Virus experiments were spun off from the initiative. The project focused on applying new mutations to create edible plants and vegetation that could greatly increase food production and combat the shortages that led to the food riots rocking the country. [1] The company used Huntersville as a testing ground, after West Tek and the government saved it through a rural development grant. The added commerce and traffic from the research center was an added boon, [2] leading to an economic boom in the small town. [3]

West Tek employees made for poor conversation partners, clamming up or ignoring the townsfolk when they tried to befriend them - national security being no joke - but Huntersville didn't mind, especially when West Tek money started flowing to the local farmers in exchange for testing rights for the PVP-modified crops. [4] The money flow suddenly stopped in February 2076, just as the Greenhouse Initiative was shuttered and PVP assets were transferred to the Forced Evolutionary Virus initiative. The change voided most of the contracts at the research center, with Dr Wilfred Dumont , head of research, scrambling to find a solution for the now-jobless researchers. [5]

While the Californian facility continued cautious experiments with FEV, gradually progressing through vertebrates to create a reliable strain of the virus, the Appalachian branch of the company was ordered to begin human experimentation in order to push FEV to its practical limits, in what was dubbed the Super Mutant program. Due to the virulent nature of the virus and its unpredictability, the facility's objective was to identify and isolate viable FEV strains through a variety of methods. The most important of these was the introduction of one of the FEV strains to the water supply of Huntersville , to observe the effects of long-term low-level exposure. The experiment began in February 2076, leading to an outbreak of what seemed like a rare strain of flu at first. [6] The village was isolated and put under company guard, with any test subjects that attempted to leave the area hunted down and eliminated. Any who reached out to West Tek for help were isolated in the research center for further observation and study. [7]

By August, the denizens of Huntersville were isolated in their homes by West Tek researchers, with armed guards in full hazmat gear deployed to keep them contained. [8] This proved to be insufficient, necessitating military intervention: In November, the 12th Mountain Division was deployed to the town to enforce the quarantine, citing concerns about a possible pandemic. The hazmat-equipped soldiers augmented the security while West Tek researchers continued their experiments on the population, [9] even as the mutating humans started to turn violent around September. [10] Although the soldiers found West Tek authority to be detestable, at best, they followed orders and isolated the town with roadblocks and a secure perimeter. [11] With the exception of Sergeant Jake Bianchi , who attempted to blow the whistle on the human experiments taking place at Huntersville in early November and was promptly court-martialed and replaced with the much-more pliable Orlando Garrett , the quarantine was successful. [12] [13]

Experiments continued at West Tek, attempting to isolate an FEV strain that could create sustainable mutations. While the Californian branch was relocated to the Mariposa Military Base to focus on perfecting the mutation process and create super soldiers, the Appalachian facility continued to focus on pushing the limits of FEV, testing a variety of strains. The one on January 13, 2077, coming the closest to a sustainable form, despite its expiration within 13 minutes of release. [14] Further attempts produced a variety of horrors, including a subject whose organic tissues were replaced with various forms of retinal tissue on April 30, [15] one killed 12 days into the mutation by its canines piercing the medulla oblongata on July 12, [16] and a nightmare-inducing result that was biologically stable, but in traumatic pain resulting from its hyper-active nervous system that resulted in it commuting suicide immediately after being transferred to a holding cell on September 5. [17] Beside experiments, the facility's personnel also started work on a neutralizing agent for FEV in May. [18] Intense experiments with a variety of compounds eventually produced a working sample in June, capable of rendering FEV completely inert. To provide a ripcord in case of an emergency, the center cultivated thousands of gallons to neutralize the FEV stored in tanks on site. [19]

October was far more productive in terms of successful mutations. Experimental strains FEVS-006443 producing what would eventually become the snallygaster on October 14, with the researchers planning to observe and reintroduce the monstrosity to Huntersville if it was able to cohabitate with a standard mutated human - with a partner, no less. [20] The experiment on October 23, the day of the Great War , created a massive, headless creature that was sedated and transported off-site. The nuclear war interrupted the process and allowed it to escape into the wilds, creating the Grafton Monster . [21] The staff of the research center was taken by surprise, but the facility survived, together with its staff. Although the technicians considered bolting, they remained behind for a week while their superiors attempted to make contact with headquarters and failing that, with the US Army units at Huntersville. After six days passed with no sign from either the brass or their supervisors, the technicians dumped the neutralizing agent into the vats on October 30, 2077, verified that it was rendered inert, and abandoned the facility. [22]

The facility was left to the elements until it was rediscovered around June 2090 by Enclave scouts seeking for a way to inflate the DEFCON rating in Appalachia, to allow Thomas Eckhart to seize control of the nuclear missile systems and continue the war against China. Although the FEV was rendered inert, the facility contained enough leftover data and systems to allow the Enclave to breed super mutants and unleash them on Appalachia. [23] [24] By 2102, both the center and Huntersville became major strongholds of the super mutants, complete with the usual decorations: Hanging meat sacks, improvised fortifications, and the like. [25]

Points of interest [ ]

  • The facility is quite expansive, nestled in a secluded area surrounded by rocks. The primary mutant encampment is in the front, with a cooking station next to an abattoir and holding cell for humans, ringed by a number of towers. However, the elevated hills surrounding the area offer a commanding view and excellent sniping opportunities.
  • Around the back is the rear entrance to the FEV vats, together with a small adjacent storage building and a catwalk leading to the rooftop. There's another cooking station on the roof, together with what appears to be an art studio of all things.
  • The front entrance leads to the lobby together with a reception terminals and two doorways. The northwestern one leads to the research center (requiring the access holotape, found in the southeastern part of the facility, in the old Greenhouse Initiative laboratories), connecting to a vat chamber that leads to the mothblaeed labs and the vats chamber. The southern one connects to the locker room and security office. In the security office are two functional Protectrons that can be released, while the decontamination arch can be activated via the same terminal. The locker room contains a locked safe.
  • To the southeast lies the aforementioned mothballed Greenhouse Initiative laboratory. The experimental cultivars can be harvested for carrots, tatos, and razorgrain, however, the most important loot lies upstairs. The offices contain the access holotape for the research wing in the southeastern office (together with a safe and terminal), with a chemistry station and a magazine spawn point in the adjacent room. The northwestern balcony connects to the vats control room.
  • The vats themselves occupy the western portion of the facility and have two levels. The FEV goo is inert - the player won't turn into a super mutant - but can be collected. There's a tinker's workbench on the bottom level and the area's steamer trunk in the locked maintenance room near the exit doors to the back (which is where the player is deposited if they enter through the back). There's also a bobblehead spawn next to the trunk.
  • The research wing is in the northern part of the building and spans two levels. The bottom level contains the various experimentation laboratories, including (clockwise from the upper left) the specimen containment, testing labs, advanced mutations lab, admin desk, and the main specimen lab. the upper floor contains the holding cells, together with the decontamination laboratory.

F76 West Tek 1.png

Notable loot [ ]

  • Subject K-117M Interview : The holotape is in the autopsy room in the Research Center, in a metal shelf cart.
  • Subject K-120F Personal Recording : The holotape is on a sink inside one of the upper level cells of the Research Center.
  • Vats maintenance, near the steamer trunk.
  • Greenhouse Initiative labs, upstairs office, southeast.
  • West Tek Research Wing Access Code : Multiple copies of this holotape key are spread-out through the facility.
  • Any ranged ammo
  • Junk: Military ammo bag , military grade duct tape , dog tags , ballistic fiber scrap , military-grade circuit board

Appearances [ ]

West Tek Research Center appears in Fallout 76 .

  • ↑ West Tek Research Center terminals : " Greenhouse Initiative "
  • ↑ Huntersville terminals : " Personal Journal 06.04.75 "
  • ↑ Huntersville terminals : " Personal Journal 08.20.75 "
  • ↑ Huntersville terminals : " Personal Journal 12.20.75 "
  • ↑ West Tek Research Center terminals : " RE: Greenhouse Initiative "
  • ↑ West Tek Research Center terminals : " FTS-3A Water Analysis "
  • ↑ West Tek Research Center terminals : " Formula Adjustment "
  • ↑ Huntersville terminals : " Personal Journal 09.08.76 "
  • ↑ Huntersville terminals : " Op Date 11.02.76 "
  • ↑ Huntersville terminals : " Op Date 11.04.76 "
  • ↑ Huntersville terminals : " Op Date 11.05.76 "
  • ↑ Huntersville terminals : " Op Date 11.07.76 "
  • ↑ West Tek Research Center terminals : " Report: Test Subject AM48 "
  • ↑ West Tek Research Center terminals : " Report: Test Subject AM49 "
  • ↑ West Tek Research Center terminals : " Report: Test Subject AM50 "
  • ↑ West Tek Research Center terminals : " Report: Test Subject AM51 "
  • ↑ West Tek Research Center terminals : " Technician's Log 05/03/77 "
  • ↑ West Tek Research Center terminals : " Technician's Log 06/16/77 "
  • ↑ West Tek Research Center terminals : " Report: Test Subject AM52 "
  • ↑ West Tek Research Center terminals : " Report: Test Subject AM53 "
  • ↑ West Tek Research Center terminals : " Technician's Log 10/30/77 "
  • ↑ West Tek Research Center terminals : " Remote Team Operation Report "
  • ↑ Whitespring surveillance recording 2.9.6 (assuming that the numbers correspond to year/month/day, counted from October 23, 2077)
  • ↑ Appearance of the facility.

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The Whitespring bunker

  • View history

The Whitespring Congressional Bunker [1] (code name CB_002 ) [2] [3] is a location underneath the Whitespring grounds in the Savage Divide . It is the primary headquarters of the Enclave in Appalachia and a major location in  Fallout 76 .

  • 1.1 Eckhart's rule
  • 1.2 Rebuilding
  • 2.1 Exterior
  • 2.2 Entrance and orientation
  • 2.3 Science, Medical, Military and Production wings
  • 2.4 Command Center
  • 2.5 Executive Suite
  • 3.1 Holotapes and notes
  • 3.3 Weapons and armor
  • 5 Appearances
  • 6 Behind the scenes
  • 9 References

Background [ ]

At first, the player character can only access it through the bunker entrance on the world map. Once they are a member of the Enclave, they can enter the bunker through either the resort, via a secret entrance on the third floor in a small hall with the elevators in the southeastern wing upstairs from the governors' hall, or by using the Whitespring service entrance . [Non-game 2] [Non-game 3] All of these entrance routes lead directly inside the bunker, in the military and production wings respectively.

F76 Whitespring Congressional Bunker Plans

Construction plans

The Congressional Bunker was built beneath the Whitespring Resort to ensure continuity of the US government by providing protection and shelter for members of Congress , the president, and the Cabinet in the case of a nuclear strike. In order to ensure its habitability even without human workers, it was designed to be a fully automated, machine-managed refuge from nuclear war. The support AI, MODUS , was a custom-built system designed to oversee the habitat, [4] which could hold up to 200 dwellers. [5] The Enclave subverted the project early on, adapting it for their own needs. The bunker's construction was financed by the Department of Agriculture , led by Secretary of Agriculture Thomas Eckhart , a member of the Enclave. The facility was connected to Enclave hubs across the United States - Raven Rock , the Presidential Rig , and others - with the intention of using it as a nucleus of all Enclave operations. [6] [7] For support, the bunker was provided with the Kovac-Muldoon , a secret satellite in geostationary orbit above Appalachia, capable of spying on every mile of its soil, delivering orbital missile strikes, and even conferring automated promotions in case the chain of command fell apart. [8]

The bunker was activated right before the Great War , when the early warning came, and the government officials that remained nearby rushed to shelter. Secretary of Agriculture Eckhart, the Secretary of the Interior, the Secretary of the Treasury, and a select few other Enclave and non-Enclave members alike made it to safety, together with a number of high-ranking officers. The rest were left to fend for themselves. [2] Despite all the people present in the bunker, all non-Enclave personnel who arrived were executed, including members of Congress. [9] Immediately after the bombs dropped, the survivors were horrified to discover that hard-line connections to Raven Rock and the oil rig had been lost, leaving them isolated, as impossible as that seemed. [10] Following the deaths of both the Secretary of the Interior and the Secretary of the Treasury, the Secretary of Agriculture Thomas Eckhart was next in line for command of the Whitespring bunker. [11] Established succession and the severance of communications gave him the opportunity he had planned for.

After gathering survivors in the conference room above Bunker Operations, Eckhart informed them of the isolation and the death of the Secretary of the Treasury due to "radiation sickness," then announced himself as the new leader of their "little enclave," as per pre-War rules of succession. [11] He then offered them a choice: use the Whitespring to continue the war or oppose his plans. Those who opposed using the facility and the Appalachian resources were summarily executed once they revealed themselves. [11]

Eckhart's rule [ ]

Although the purges entrenched Eckhart's control, he only had 48 people left to "save" democracy. He wasted no time and focused on his driving obsession: the eradication of communism by any means necessary, with no moral or ethical constraints. It was all-out-war and no option was off-limits, even another nuclear strike. Eckhart sought to gain control of the three automated nuclear silos in Appalachia - Site Alpha , Site Bravo , and Site Charlie - in order to launch a final strike against China . The bunker's extensive scientific, medical, and production facilities were essential to the project, sustaining the Enclave for the next several years. [12]

In 2082, the bunker's ranks grew tremendously with the inclusion of survivors from Colonel Ellen Santiago 's unit, who arrived there after leaving the smoldering ruins of Washington, D.C. behind them. [13] With an influx of veterans, the work towards the eradication of communism advanced at a rapid pace. The experiments with mutations continued in parallel with work on accessing the nuclear arsenal, resulting in many working serums and the first scorchbeasts , accidentally created when Enclave scientists exposed irradiated bats to biochemical experiments the previous year. Eckhart ordered further study of the creatures in controlled habitats at the abandoned AMS mining complexes while keeping the officer corps in the dark. [14] In the meantime, to further secure his own authority, Eckhart had Enclave personnel hack into Appalachia's automated election systems in order to run for President of the United States; he won handily, as his Enclave soldiers cast the only votes in January of 2083 .

As Eckhart's attempts to bypass the DEFCON system escalated, however, the Enclave started to split apart. The system prevented launching nuclear strikes from the region's automated nuclear silos unless DEFCON 1 was reached and in the years since the Great War, DEFCON dropped to low levels. Eckhart planned to fool the system by unleashing ever more horrifying dangers on Appalachia, up to, and including scorchbeasts. Disgusted by these machinations, Santiago threatened to quit in 2084. Now a general thanks to the automated promotion system at Camp McClintock , she held the keys to the nuclear arsenal, and Eckhart could not go ahead without her. Realizing that, the self-declared president had her knocked unconscious and kept under lock and key in the bunker's brig. [15]

Without anyone to stand in his way, Thomas Eckhart proceeded with the plan and unleashed his scorchbeasts in the region. As the DEFCON system plunged to 1, the organization split apart into two factions: Eckhart's hardliners and Santiago's loyalists, who openly rebelled in mid-2086. Led by Captain Jackson and Major Ragnarsdottir , the rebels fought the hardliners across the bunker. Although they successfully managed to retrieve General Santiago and restore her command, they failed to account for MODUS ' interference or the ferocious fighting across the science wing. [16] In order to save Appalachia, Santiago ordered all landline connections severed and the destruction of the biological weapons research records, contained in MODUS' data banks. The plan backfired when the AI turned on all human members of the Enclave. After an explosion tore out a large part of MODUS' memory, the damaged AI retaliated, killing General Santiago and rupturing a toxin tank that leaked into the air circulation system. MODUS promptly sealed the bunker, dooming all within - including President Thomas Eckhart. [17]

Rebuilding [ ]

After the events, MODUS immediately set out to restore the facility to its former glory, even though the damage caused by the fighting - and its effective lobotomization in the ill-fated destruction attempt by Santiago - made progress slow. Sanitizing and decontaminating the bunker of the biotoxin was among the biggest challenges, especially if the blinded and deafened MODUS was to have any chance of regaining a connection to the outside. [18] [19]

In the years afterward, MODUS regained some stability and used the bunker's robots to repair the damage. By the time the Vault Dwellers of Vault 76 entered the bunker, much of the location had been restored to its earlier splendor, arranged with robotic precision. However, sections of the facility were still sealed away by cave-ins and structural failures. MODUS remained unable to contact Control Station ENCLAVE for further instructions. It patiently waited for a prospective assistant to arrive from outside to help it restore communications.

Exterior [ ]

F76 Whitespring Bunker Map

Facility levels

The Whitespring Bunker has two exterior entrances, including the main entrance consisting of a blast door built into a hillside a short distance from the Whitespring Resort with a parking lot that is accessed by a side road, and a secondary entrance can be found near the Whitespring service entrance. A third entry in the form of an elevator is accessible within the Whitespring Resort's main building and is concealed behind a sliding wall panel. All three entrances are protected by laser grids that prevent unauthorized individuals from passing through them; these can be deactivated with Sam Blackwell 's congressional access card , which is obtained from the abandoned waste dump , or rather, Sam Blackwell's bunker , during Bunker Buster . Beyond the laser grid at the main entrance is an additional layer of security: an unmarked cog-shaped blast door, courtesy of Vault-Tec . MODUS will greet the player character and open the bunker for them, inviting them in as a potential human agent. On subsequent visits, the door must be opened manually.

Entrance and orientation [ ]

Inside, the bunker is a high-quality Vault , with the concrete replaced with wood paneling, a fully automated staff, and an incredible level of opulence. Before heading deeper into the bunker, following MODUS' lure, the player character can examine the storage pit underneath the catwalk that leads into the entrance area. Among Vault-Tec containers lies a destroyed Assaultron , which can be repaired with Intelligence 7+.

Those that enter the bunker must first be photographed and then led through a decontamination apparatus to remove any traces of radiation. The road to MODUS is linear, as the elevators leading to the lower levels are not unlocked until orientation is completed. Down the right-hand side lies the locker room where those with access to the bunker disrobed. Down a decontamination arch is the processing station, where MODUS will require a photo of the player character (its comment depends on the current Charisma score) and reward them with a Forest Operative underarmor from the dispenser.

Moving down, the player character will be encouraged to collect refreshments from the stations near the billiards table (the right-hand corridor is buried under rubble, hinting at what transpired), and then they are permitted to meet MODUS in person, which explains who it is, what the Enclave was (or is), and encourages the player character to join.

Next is the admittance floor, where new residents must register themselves and optionally take a questionnaire about pre-War U.S. history. To the right of admittance are two elevators that lead back to the orientation floor. The questionnaire prompts a variety of responses from MODUS, none of which actually affect the player character's opportunities. To access the facility beyond this point, the player character needs to finish One of Us .

Science, Medical, Military and Production wings [ ]

These three wings are available after completing the uplink to Kovac-Muldoon during One of Us. The player character will be recognized as a member of the Enclave and be given free rein to explore the bunker. The lower level contains the facility's communications hall and support wings: Science, Medical, and Production.

The central area of the level is the foyer, which contains an old derelict restaurant and connects to the elevator in the lobby of the bunker. East of the foyer is the Production Wing, which contains MODUS training terminals as well as every crafting station in the game. The Production Wing also leads to a side exit from the facility, which allows the player characters to directly come and go through the Whitespring service entrance. From the Production Wing, the main chamber housing the MODUS core is accessible through the robotics facility, flanked on either side by an Enclave Annihilator Sentry Bot Mk.II .

On a balcony overlooking the communications section is an area denoted as Operations. It consists of two rooms on the balcony, the first being the Cabinet Meeting Room with a long table and a wall-mounted terminal. The second room is the Executive Suite, originally meant for the president, though it is blocked off by a door and several layers of laser grids. Access to the Executive Suite would have been a reward for completing the cut event Race for the Presidency , and it is currently inaccessible.

From the lowest level of the communications room, the Medical Wing and Science Wing are located to the east. These rooms contain crafting stations and treatment terminals. Player characters have access to medical supplies, miscellaneous science supplies, and mutation serums. On the opposite side are the Military Wing and an exit to the resort, which leads player characters to the southeastern corner of the resort, near the governors' hall. The Military Wing once served the highest military officers, providing them with a commanding view of Appalachian territories and access to nuclear codes. Following the rebellion of General Santiago, much of the section was destroyed. Parts of the level have been restored, but as the heaviest fighting took place here, it was impossible to restore to full functionality.

At first, the player character will only be able to access the communication section of the Military Wing, containing workstations and a map. To gain access to the areas beyond they will need to complete basic training at Camp McClintock and attain the rank of private in the United States Army . This will unlock the section, which contains run-down cells, the brig/torture chamber, and an execution room, all of which have not been restored by the AI. It's mostly of historic interest, as this is where the Enclave executed all non-members after the bunker was sealed and where General Santiago was imprisoned by President Eckhart.

Command Center [ ]

To gain access to the Command Center, the player character will have to reach the rank of general by completing Enclave events, killing legendary creatures, and dispatching scorchbeasts. Overlooking the Communications Room, the Command Center consists of the War Room, including the automated nuclear launch training for newly minted generals, decryption machinery for nuclear codes, and the adjacent armory with crafting stations, an automated armory trade terminal that gives access to Enclave clothes and weapons, and an archival terminal.

The main room of the Command Center contains machines that track decoded keywords for each nuclear silo around the Appalachia, used to unscramble Appalachian launch codes , view information relating on how to launch nuclear weapons and access surveillance terminals. The terminals grant the ability to start a radiant quest allowing player characters to track down launch code pieces for Site Alpha, Site Bravo or Site Charlie or nuclear keycards carried by the Strategic Air Command Cargobots .

The bunker's Armory offers a wider variety of products and specializes in high-end weapons and armor. Archives relating to the previous human inhabitants of the bunker can be viewed in the archive terminals, found to the far side of the armory. They also allow the player character to download the crafting schematics for the X-01 terminal.

Executive Suite [ ]

There is an Executive Suite by the Cabinet Room in the Operations Center, which is currently locked and officially inaccessible. It can be accessed by exploiting wall-clipping glitches. Beyond the laser grid lies a single corridor leading up to the main office, with two robotic assembly pods just opposite the entrance. Another corridor leads away from the office to the Archives Room (with an unusable safe), armory (with the presidential gear dispenser, requiring inaccessible seals to dispense currently unobtainable unique T-60 power armor , Gauss rifle, and Presidential "power" suit ), and living quarters with a reading corner just outside the room.

Notable loot [ ]

Holotapes and notes [ ].

  • The Sam Blackwell interview - Note, on a table in the security room just inside the bunker.
  • System access tape - Holotape, in the dispenser next to MODUS in the room with the questionnaire, during One of Us .
  • Missile silo state holotape - Holotape, purchasable from the command center terminal during Officer on Deck .
  • Fujiniya facility password - Holotape, in the armory, obtained by accessing the archival terminal computer. Unlocks the Fujiniya Intelligence Base .
  • Mutated flora: Flux {cobalt} - Note, in the armory of the command center, on the top left of the archival terminal.
  • Mutated flora: Flux {crimson} - Note, in the armory of the command center, on the red Vault-Tec storage box across from the MODUS armory terminal and between the power armor station.
  • Mutated flora: Flux {fluorescent} - Note, in the armory of the command center, on top of the archival terminal.
  • Mutated flora: Flux {violet} - Note, in the armory of the command center, on top of the blue Vault-Tec container next to the storage shelf, near the power armor station.
  • Mutated flora: Flux {yellowcake} - Note, in the armory of the command center, on the metal table across from the MODUS armory terminal and between the power armor station.
  • Prototype X-01 power armor plans - Mod schematics can be purchased from the bunker's vendors, base schematics are downloaded from a command center terminal if the rank of general has been achieved.
  • Plan: Gatling laser - The plan for the Gatling laser weapon can be purchased from any one of the three MODUS Armory Terminals.
  • Plan: Gatling plasma - The plan for the Gatling plasma weapon can be purchased from any one of the three MODUS Armory Terminals.
  • Plan: Gauss rifle - The plan for the Gauss rifle weapon can be purchased from any one of the three MODUS Armory Terminals.

Weapons and armor [ ]

  • Plasma gun - Can be purchased from the bunker's armory.
  • Enclave officer uniform - Can be purchased from the bunker's armory.
  • Enclave plasma gun - Can be purchased from the bunker's production wing.
  • Forest / Urban Scout armor - Can be purchased from the bunker's production wing.
  • Forest Operative underarmor / Urban Operative underarmor - Can be purchased from the bunker's production wing.
  • Hunting rifle or combat rifle - On a shelf or on the floor, in the brig of the military wing.
  • Uplink module - Quest item, obtained during the quest One of Us.
  • Nuka-Cola Quantum - Can be found on one of the sideboards of a large mainframe console in the communications wing.
  • Technical data - The desks in the Military Wing can spawn technical data and there is a high likelihood of finding at least one, due to the 20+ desks.

The Whitespring Congressional Bunker is referred to by different names, including the "Whitespring Shelter," [20] the "Whitespring Bunker," [21] the "Congressional Bunker," [22] or "CB_002_Whitespring." [23]

Appearances [ ]

The Whitespring Bunker appears in Fallout 76 .

Behind the scenes [ ]

  • The Whitespring Bunker is based on the Greenbrier bunker , underneath the Greenbrier luxury resort in West Virginia .
  • The small topographic map, seen underneath the world map on the left screen in the Communications Room, shows the central regions of China, and the marked area is found centered in the Gansu province.
  • The Science Wing has signs that include most of the Fallout 76 creature enemies ( see below ). The game files also include three creature signs which are not present in the wing: the Scorched , the scorchbeasts , and Zetans . [Non-canon 1]

Gallery [ ]

Entrance

Interior entrance

Directly inside exterior door

Upper levels

Screening area

Science wing

Science Wing

Command center

Command desk

Presidential Suite (inaccessible)

Entrance corridor

See also [ ]

  • Nuclear poster narration

References [ ]

  • ↑ https://twitter.com/fallout/status/1054044075769380864 ]
  • ↑ Fallout 76 Vault Dweller's Survival Guide p. 427: "THE WHITESPRING SERVICE ENTRANCE "Attached to the exterior of the main Whitespring Hotel exterior is an unassuming garage and service door. This white-brick structure is actually a secondary entrance and exit to The Whitespring Bunker, though a hand scanner and three laser grids prevent progress." ( Fallout 76 Vault Dweller's Survival Guide Atlas of Appalachia )
  • ↑ Fallout 76 Vault Dweller's Survival Guide p. 427: "THE WHITESPRING BUNKER "This is part of The Whitespring Resort, and the exterior map is referenced with that location. There are three separate access points: the service entrance, the hidden exit from the military wing into the resort hotel, and the maintenance hut entrance shown on the map. You need an ID card and your best behavior in order to enter this large, well-kept vault (due to the multiple robots that turn hostile if you start shooting). Access the ModusIn-game spelling terminals, learn about the different mutated species the geneticists are tracking, and even find a special suit of Power Armor." ( Fallout 76 Vault Dweller's Survival Guide Atlas of Appalachia )
  • ↑ sign_creature_scorched_d; sign_creature_scorchbeast_d; sign_creature_zetan_d

Enclave Symbol (FO3)

  • 1 Vault-Tec bobblehead (Fallout 4)
  • 2 The Ghoul
  • 3 Fallout 4 perks

IMAGES

  1. Category:Research Wing

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  2. Fallout 76: How To Get In To The Enclave Military Wing (Back To Basic Quest)

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  3. West Tek Research Wing Access Code (Location 1)

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  4. Steam Community :: Video :: Fallout 76 Wastelanders DLC

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  5. Officer on Deck, Fallout 76 Quest

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  6. Military Research Facility

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COMMENTS

  1. Duty Calls

    Duty Calls is a main quest in the Fallout 76 update Wastelanders. The next problem to tackle in terms of storming Vault 79 is the so-called Grim Reaper's Hallway: A hallway chock-full of military grade laser turrets designed to eliminate any attacker who manages to get through passive defenses. Paige suggests reaching out to a group of ex-military operators that has been shadowing the Settlers ...

  2. Fallout 76 Wastelanders DLC

    Fallout 76 Wastelanders DLC - Duty Calls - 1. Raise the flag at the Designated spot, 2. Talk to Specialists, 3. Enter Robco Research Center, 4. Meet with Ser...

  3. Fallout 76 Wastelanders Duty Calls Walkthrough

    By Hamza Khalid 2023-05-22. This Fallout 76 walkthrough will cover the quest Duty Calls. During this Fallout 76 Wastelanders Duty Calls quest, you need to procure equipment needed to deal with the ...

  4. Duty Calls

    0:05 - Raise the flag at the designated spot1:34 - Enter Robco research Center 2:16 - Search for Military projects in the research wing2:56 - Find a suitable...

  5. Duty Calls mission problem : r/fo76

    Your #1 source for Fallout 76 Members Online ... The goal here is to look for "military projects" in the research wing. These are found in the research labs area, on the desktop terminal just beyond the door, on the desk. Reading the Good news, everyone! entry will reveal that the facility director decided to preserve the collective ...

  6. "Duty Calls"

    Talk to the specialists. >. Enter RobCo Research Center. Pick a Brain. Once inside the RobCo Research Center, locate a Brain in one of the rooms. Cook the Brain. Take the Brain you have located and find the station where you can set it to Plate it. Plate the Brain. Select the option to "Plate" the brain.

  7. Video :: Fallout 76 Wastelanders DLC

    Steam Community: Fallout 76. Fallout 76 Wastelanders DLC - Duty Calls - 1. Raise the flag at the Designated spot, 2. Talk to Specialists, 3. Enter Robco Research Center, 4. Meet with Sergeant Radcliff, 5. Search for Military Proj

  8. Fallout 76 Wastelanders Dlc

    Welcome to our Fallout 76 Wastelanders series. In part 14 we will show you the inside of Robco Research Centre and take on the Duty Calls quest.

  9. Duty Calls

    Duty Calls Objectives. Raise the flag at the designated spot. Talk to the specialists. Enter RobCo Research Center. Pick a Brain. Cook the Brain. Plate the Brain. Find a Robobrain dome in the Facilities Wing. Add a brain to the Robobrain.

  10. Learn the Secrets of West Tek

    Learn the Secrets of West Tek is a quest in Fallout 76.. Synopsis []. The West Tek research center north of Huntersville houses many secrets, most importantly the nature of the experiments the company was running in the city at the behest of the government.. Walkthrough []. Find one of the three copies of the West Tek research wing access code, which is needed to gain access into the Research ...

  11. RobCo Research Center terminal entries

    The RobCo Research Center terminal entries are a series of entries found on terminals at the RobCo Research Center in Fallout 76 and in the Wastelanders update. Note: This desk terminal is located on the receptionist's desk in the lobby. Welcome to ROBCO Industries (TM) Termlink The RobCo Research Center is the premier site of all of RobCo's joint research initiatives. We are proud to be ...

  12. Fallout 76 Steel Reign Walkthrough

    One clue is FEV Research Log #57. Another clue is a note named 'Corpse Disposal'. The final clue is a note named 'Reminder: Supplies'. All three clues can be tracked using the objective marker. Next use the Security Keycard to open the door to the Research Wing. You have to find three clues inside the research wing.

  13. Is there a faster way into the Whitespring Bunker Military Wing?

    Some ppl like it better. In addition to the service entrance, there's also a secret door that leads directly from the refuge into the bunker, although sometimes I've had it just refuse to open for me. There is the handscanner inside Whitespring refuge that puts you directly there. Travel inside white spring.

  14. The Whitespring Bunker

    The military Wing will allow you to buy plans for a handful of weapons and armor, including Prototype X-01 Power Armor plans and an Enclave Plasma Pistol. Additional Notes

  15. The Whitespring Bunker

    ↑ Fallout 76 Vault Dweller's Survival Guide p. 427: "THE WHITESPRING BUNKER "This is part of The Whitespring Resort, and the exterior map is referenced with that location. There are three separate access points: the service entrance, the hidden exit from the military wing into the resort hotel, and the maintenance hut entrance shown on the map.

  16. Serum Z. How do I get into the research wing? : r/fo76

    start the experiment, open the door with this code, go to the computer and get the shutdown code (option is only available when the event has started), run back to the computer where the event is started and choose option 'shut down'. I found it. It was the one for West Tek for Commander Dugarre. The code was in a small ass room on in the upper ...

  17. West Tek Research Center (Fallout 76)

    Background. The West Tek Research Center was founded in August 2075 in order to focus on the Greenhouse Initiative, the last extension of the Pan-Immunity Virion project. [1] [2] The project focused on applying new mutations to create edible plants and vegetation that could greatly increase food production and combat the shortages that led to ...

  18. Category:Fallout 76 military and research facilities

    Projects. Suggested merge and splits; Template headquarters; Resources; in: Military and research facilities, Fallout 76 locations. Fallout 76 military and research facilities Category page. Sign in to edit View history Talk (0) Trending pages. West Tek research center (Fallout 76) Site Alpha ...

  19. West Tek Research Center

    West Tek Research Center is a location in Fallout 76. The West Tek Research Center was founded in August 2075 in order to focus on Greenhouse Initiative, the last extension of the Pan-Immunity Virion project after Forced Evolutionary Virus experiments were spun off from the initiative. The project focused on applying new mutations to create edible plants and vegetation that could greatly ...

  20. West Tek research center (Fallout 76)

    The West Tek research center is a location in the Savage Divide region of Appalachia. It appears in Fallout 76, representing West Tek's FEV research in the region, and plays a vital role in the backstory of the region's factions. The West Tek Research Center was founded in August 2075 in order to focus on the Greenhouse Initiative, the last extension of the Pan-Immunity Virion project. The ...

  21. Fallout 76: How To Get In To The Enclave Military Wing (Back ...

    In this video i go over how to get into the military win in the enclave bunker Link To commendations video - https://youtu.be/IH5plHcLSoA Links to follow Th...

  22. Why can't I buy from the military wing? Hopefully someone ...

    440K subscribers in the fo76 community. The Fallout Networks subreddit for Fallout 76. Guides, builds, News, events, and more. Your #1 source for…

  23. The Whitespring bunker

    The Whitespring Congressional Bunker[1] (code name CB_002)[2][3] is a location underneath the Whitespring grounds in the Savage Divide. It is the primary headquarters of the Enclave in Appalachia and a major location in Fallout 76. At first, the player character can only access it through the bunker entrance on the world map. Once they are a member of the Enclave, they can enter the bunker ...