Fallout 76

Fallout 76

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Finding Your Way in Appalachia: The Definitive Fallout 76 Quest Order Guide
By QuietAtom21
Welcome fellow Vault Dwellers,
this is a tweaked and added upon version of u/SuperPippo5111’s Finding Your Way in Appalachia: The Definitive Fallout 76 Quest Order Guide he made a while ago. (https://www.reddit.com/r/fo76/comments/12t6tyh/finding_your_way_in_appalachia_the_definitive/)
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Finding Your Way in Appalachia: The Definitive Fallout 76 Quest Order Guide
Welcome fellow Vault Dwellers,
this is a tweaked and added upon version of u/SuperPippo5111’s Finding Your Way in Appalachia: The Definitive Fallout 76 Quest Order Guide he made a while ago.
I'm planning to update this guide when I can/feel like and, hopefully, eventually include every quest that's currently part of the game and added in future.
If you have any complaints or something that I should add to the guide, please comment down below.

Some general advice for new players:
Whenever you enter an area it's possible that different repeatable events or daily challenges trigger. Feel free to do them if you like. They will give XP, loot, and usually points for the scoreboard.

If you want to level up quicker try to increase your intelligence as much as possible (each point of intelligence gives +2.072% XP). Joining a casual team grants up to +4 intelligence. There's also a perk under charisma called "Inspirational" that can give you +15% XP at rank 3.

Here[nukesdragons.com] you can plan your build and experiment with different card combinations. In this guide, I won't give you any premade build. You can experiment with your build in the beginning as it is possible to completely respec as soon as you reach level 20. There are many guides on Reddit and YT for builds if you're looking for one. I highly recommend AngryTurtle.

If you level up, you can take perks from a different category than the stat you just upgraded (f. ex. I can upgrade my endurance but still take a perk from perception)

If you dislike the Power Armor HUD, you can turn it off in the settings menu

In the pause menu you can find daily and weekly challenges which grant points for your season pass level. Don't stress too much about those when you're just starting out and do them only if they don't require you to go out of your way too much. Later it will become easier to clear those challenges efficiently.

If your screen gets too crowded with quests, then you can turn off the ones that are not important by going to the data tab in your pip-boy and unselecting the quests.

Here is a post by u/Descendent1784 with some more useful tips and another one by u/snsnn123.


Disclaimer:
This is just a recommended quest order for full immersion and is not focused on getting you to the endgame as fast as possible. Keep in mind that the optimal quest order in Fallout 76 can vary depending on the player's preferences and objectives.
There is no one "correct" quest order, as some players prefer to complete the main storyline first, while others prefer to explore the world and complete side quests along the way. This is just my take on it.

Also, you don't need to always stick with the quest order strictly. If you see an event on the map or other activities you'd like to participate in then by all means do whatever you like. You can always come back to the quests at a later stage.

Sometimes in notes I will mention that there is a unique gear tied to a quest, note that the level of the unique gear will vary with the current level of the player character at the time of quest completion. Because this is the only chance a unique gear can be obtained, it may be desirable to defer completing this quest until reaching level 50.

When you see an (S) or next to a quest this will mean that this quest is a side quest aka this doesn't need to be done right now it can be done whenever you feel like doing it as it shouldn't affect the main story in any way I have however put them in places I find as natural stopping points for these quests like when you’d naturally stumble upon them for example.


Key

Bullet Points • - These are representative of major task changes if an entry does not have one chances are it's because the task is in the general vicinity of your location and you can do them then and there.

(1/X) - Quest Stages, these are representative of the current stage of the quest you are on and can be found at the end of each line if applicable. I will add exact details later on.

(Optional) - Optional quest that you don’t need to do but are worth doing for extra rewards or story.

(S) - Side quests have nothing to do with the main story for the most part but offer good rewards

(A) - Ally quests Two allies, Sofia Daguerre and Beckett, offer unique questlines and an overarching story, at the end of which they can be romanced if one decides to pursue that option. This provides the player with a temporary XP boost, Lover's Embrace, upon sleeping in a bed with the romanced ally nearby. The other three allies (the raider punk, settler forager, and settler wanderer) only offer radiant quests.

(D) - Daily quests, offer the same quest every from when you did it the last time, can offer unique rewards

(E) - Expeditions, Expeditions is a PvE game mode of repeatable missions in Fallout 76. The mode takes players to explore and travel outside of Appalachia, and encounter NPCs and enemies along the way.

(R) - Repeatable Quests, These quests can be played as frequently as desired.
CHAPTER 1: THE FOREST
    1. The Responders Part 1
  • Reclamation Day [fallout.fandom.com]
    (Optional) Eject the Overseer's Log - Vault 76[fallout.fandom.com] from the terminal in her office before leaving the vault.

    Check out the newcomers outside of Vault 76

  • Wayward Souls [fallout.fandom.com]

    (Optional) Check out the isolated cabin on your way down to the Wayward

  • Hunter for Hire[fallout.fandom.com] (1/3)

    Tip: Place your camp close by Wayward and the Overseer's Camp and don't forget to pick up the Overseer's Log - C.A.M.P

    before heading to the "Relay Tower EM-B1-27" complete "First Contact" first and head to Flatwoods

  • First Contact [fallout.fandom.com]

    Pick up the Overseer's Log - Flatwoods [fallout.fandom.com]

    Craft a Weapon[fallout.fandom.com] (First Contact[fallout.fandom.com])

    Craft a piece of Armor[fallout.fandom.com] (First Contact[fallout.fandom.com])

  • Thirst Things First[fallout.fandom.com]

  • Second Helpings[fallout.fandom.com]

    (Optional) Event: Fertile Soil [fallout.fandom.com]
    Info: may not activate if you're on a public server as it has a 2-hour cooldown

    (S) Pick up and listen to the Overseer's journal, entry 1[fallout.fandom.com] from inside the Vault-Tec Agricultural Research Center (Personal Matters[fallout.fandom.com])

    (Optional) Find all the Survivor Story Holotapes in Flatwoods

  • Hunter for Hire[fallout.fandom.com] (2/3)

    Head to "Relay Tower EM-B1-27" and finish the quest

    2. The Free Radicals

  • Hunter for Hire[fallout.fandom.com] (3/3)

    head back to Vault 76 and from there complete the rest of the quest

    (Optional) Find Jangles[fallout.fandom.com] at "Tyler County Fairgrounds" once you get there

    (Optional) Claim Workshop at Tyler County Dirt Track [fallout.fandom.com]
    Info: This is the only claim workshop I will list as there are 16 that you will naturally come across, but it is worth at least claiming them each once as there is a challenge to claim all 16 workshops for 80 Atoms.

    3. Find Duchess' people

  • Strength in Numbers[fallout.fandom.com] (1/2)

    (Optional) Mine coal in Gauley Mine

    Head to Sutton to find the Overseer's journal, entry 2[fallout.fandom.com] (Personal Matters[fallout.fandom.com]) (S)

    From Sutton follow the road to Summersville

    (Optional) Find jukeboxes to bring the music back to Summersville[fallout.fandom.com]

    Strength in Numbers[fallout.fandom.com] (2/2)

    4. Crane's Treasure

  • The Elusive Crane [fallout.fandom.com]

  • The New Arrivals[fallout.fandom.com] (1/4)
    For now, just listen to the broadcast. We will come back to this quest at a later stage.

    5. The Responders Part 2

  • Final Departure[fallout.fandom.com]
    Note: Unique Weapon Somerset Special [fallout.fandom.com]

    The highway up north will lead you to Morgantown Airport

    (Optional) Explore Morgantown Trainyard on the way and find the responder supply crates

    Find the Overseer's Log - Morgantown[fallout.fandom.com] inside the Morgantown Airport

    Register for advanced Responder Training (Tentative Plans[fallout.fandom.com])

  • (S) Tentative Plans[fallout.fandom.com]
    Tip: You can move your Camp close by to build a Generator
    Note: Unique Armour Silver Lining [fallout.fandom.com] (Currently Unobtainable)

  • (S) Safe for Work[fallout.fandom.com]

    (Optional) Event: Collision Course [fallout.fandom.com]
    Event takes place at the east landing zone of the Morgantown Airport

    6. Morgantown

    Head south to Morgantown

    (S) Find the Overseer's journal, entry 3[fallout.fandom.com] inside Morgantown Highschool (Personal Matters[fallout.fandom.com])

    (S) Find the Overseer's journal, entry 4[fallout.fandom.com] inside Vault-Tec University (Personal Matters[fallout.fandom.com])

    Find the "Party Poster" either at the train station or on walls around the exterior of Vault-Tec University and attend the fraternity party

  • (S) Wasted on Nukashine[fallout.fandom.com]
    Info: You will need one Nuka-Cola Quantum for this quest which you might not have at this point. The quest will mark a Nuka-Cola Quantum location on the map, but it will be pretty far away. You can either fast travel there by using other players' camps or nearby events or postpone this quest until we will go to this area later.

    Completing the quest will unlock the following repeatable daily quests which will unlock different recipes for beverages whenever you complete them. Although there's no need to do them at this point.

    (D) Tipsy Taste-Test[fallout.fandom.com]

    (D) Wasted on Alcohol[fallout.fandom.com]
CHAPTER 2: THE TOXIC VALLEY
7. The Mayor

Tune into WGRF Grafton Radio (Bureau of Tourism[fallout.fandom.com])
  • Head to Grafton and find the Overseer's Log - Grafton [fallout.fandom.com]

    Speak to the Grafton mayor

    Go to Clarksburg and head to the Clarksburg Shooting Club

  • (S) Bureau of Tourism[fallout.fandom.com] (1/4)

    From there take the road northwest to "Wavy Willard's Water Park"

  • (S) Bureau of Tourism[fallout.fandom.com] (2/4)

    Contact Miss Annie

  • (S) Cold Case[fallout.fandom.com] (1/2)
    you have to fast travel a bit back and forth for this quest.
    Note: Unique Weapon Perfect Storm [fallout.fandom.com]

    when you're sent to Grafton Dam you can put this quest on hold until a bit later.

    Head to "Black Bear Lodge"

  • (S) Bureau of Tourism[fallout.fandom.com] (3/4)

    Go back to Clarksburg and take the highway east

    8. Pioneer Scouts

    Go to Camp Lewis

  • (S) The Order of the Tadpole[fallout.fandom.com]
    Info: This quest sends you to many different locations in Appalachia. Isn't necessary to complete this quest to advance the main story and even impractical at this time.

    You can finish this quest as you see fit. One of them is easily doable at this point as it is close by.

    Finishing the questline will unlock the large backpack

    Talk to Pioneer Scout Leader Pompy at the Kiddie Corner Cabins

    9. Solving the Puzzle

    Go to Grafton Dam (south of Pioneer Scout Camp)

  • (S) Cold Case[fallout.fandom.com] (2/2)

    Go to "Prickett's Fort"

  • (S) Bureau of Tourism[fallout.fandom.com] (4/4)
    Note: Unique Armour Trail Warden [fallout.fandom.com]

    Info: By now you should have run into some prison marshal Mr Handys in the toxic valley area especially around the Eastern Regional Penitentiary area if you have looted the Arrest Warrant holotapes off their body's this will begin the quest Falsely Accused.

  • (S) Falsely Accused[fallout.fandom.com]
    Note: Unique Weapon Civil Unrest [fallout.fandom.com]

    Visit the Shelters Claim Center

  • (S) Home Expansion[fallout.fandom.com]
CHAPTER 3: THE ASH HEAP
10. Inoculation

Travel to Sutton to talk to the Overseer

  • The New Arrivals[fallout.fandom.com] (2/4)
    After stage 2 which requires you complete An Ounce of Prevention[fallout.fandom.com] we will be leaving this quest a while after that even as it operates under the assumption that you have met a character from later on (Rose) and this can take a while so do not worry, we will be coming back to it.

    Take the highway south and head to Charleston

    (Optional) At "Cows Spots Creamery" you can find a note on the corpse of Amy Kerry which is needed for a later quest.

    When you arrived at Charleston explore "Hornwright Industrial HQ" (The Motherlode[fallout.fandom.com])

  • (S) The Motherlode[fallout.fandom.com]

  • An Ounce of Prevention [fallout.fandom.com]

    11. The Fire Breathers

  • Go to the Charleston Firestation and collect Overseer's Log - Firehouse [fallout.fandom.com]

  • Into the Fire [fallout.fandom.com]
    Note: Unique Weapon Anti-Scorched training pistol [fallout.fandom.com]

    (Optional) Search Big Bend Tunnel for Survivors [fallout.fandom.com]

    (Optional) Visit the Purveyor at "The Rusty Pick". It's not recommended to buy any weapons or armour.

    12. Personal Matters

    Go to Rollins Labor Camp

  • (A) Narrow Escape[fallout.fandom.com]
    Info: This is the start of a pretty long questline revolving around an NPC, it sends you all across Appalachia, so we put this on hold after completing Narrow Escape for now until we advance towards the endgame as you will have travelled to all regions.

    You can have Allies in your camp by placing their associated item. When talking to Beckett at your camp for instance he will give you the next part of his quest.

    Head to Welch

    (Optional) Event: Battle Bot

  • (S) Find Overseer's journal, entry 5[fallout.fandom.com] (Personal Matters[fallout.fandom.com])

    (Optional) Find Duchess's stash

    Go to Mount Blair

  • Claim Workshop at Mount Bair

    Learn how to activate the giant extractor

  • (S) Earth Mover[fallout.fandom.com]
    Info: Completing this quest requires a lot of materials and 30 minutes of defending a workshop. It's probably not worth doing at this point as you will need all the materials you can get for the next quests. I still included it here for the sake of completion. It's up to you.

  • (S) Find Overseer's journal, entry 6[fallout.fandom.com] (Personal Matters[fallout.fandom.com])

  • (S) Complete Personal Matters[fallout.fandom.com]

  • (S) What Slept Beneath[fallout.fandom.com]

    (Optional) Event: Seismic Activity [fallout.fandom.com]

    13. Garrahan Mining

    Head to Garrahan Mining Headquarters

    Interact with the "Garrahan Mining Excavator Poster" if you haven't already to start the quest (Miner Miracles[fallout.fandom.com])

    Discover Garrahan Mining's Innovation (Miner Miracles[fallout.fandom.com])

  • (S) Miner Miracles[fallout.fandom.com]
    You will very likely not have enough Black Titanium and Nuclear Material. Black Titanium can be obtained by scrapping Miner Suit Scrap dropped by Mole Miners, and Nuclear Material by scraping the red Volatile Materials Boxes that are laying around in many locations around the Ash Heap. Here is a list of good locations for finding both:
    1. The Rusty Pick (Rooftop)
    2. Hornwright Air Purifier Site #01
    3. Belching Betty
    4. The Burning Mine
    5. Mount Blair Trainyard
    6. Mount Blair
    7. Welch

    All those locations are marked on the map guide in yellow. You can also find a Power Armor Chassis in some of them if you still need one.

    If you don't feel like looking for materials, you can postpone this quest and complete it at a later stage as it is not necessary for advancing the main story.

    (Optional) Event: Breach and Clear

    14. Wild Appalachia

  • (S) Lying Lowe[fallout.fandom.com]

  • (S) Baa Baa Black Sheep[fallout.fandom.com]
    Note: Unique “Weapon” Pearly Peepers [fallout.fandom.com]

  • (S) The Lowe-Down[fallout.fandom.com]

  • (S) Wolf in Sheep's Clothing[fallout.fandom.com]
    Note: Unique Weapon The Fixer [fallout.fandom.com]

    Use an assaultron recall keycard at the cabin terminal (Event: Encryptid[fallout.fandom.com])

    (Optional) Event: Encryptid [fallout.fandom.com]
CHAPTER 4: THE SAVAGE DIVIDE
15. Order of Mysteries

Info: This questline is completely independent of the rest of the story and can be completed by itself whenever you would like to. I'm putting it here for the sake of completion and because it happens to be on the way to our next destination.

Go to "Riverside Manor"

Tip: If you haven't found the body of a young woman in a random encounter yet you can check this page and find one at those given locations.

  • (S) Into the Mystery[fallout.fandom.com]

  • (S) Initiate of Mysteries[fallout.fandom.com]
    Note: Unique Gear Veil of Secrets[fallout.fandom.com] , Garb of Mysteries[fallout.fandom.com]

  • (S) Novice of Mysteries[fallout.fandom.com] (1/2)
    Info: The following three quests can be completed along the way as we continue. Just activate each of them at the terminal, listen to the holotapes, search Cryptos for information, and hide them using your Pip-Boy for now.

  • (S) Chasing Shadows[fallout.fandom.com] (1/3)

  • (S) Forging a Legend[fallout.fandom.com] (1/3)
    You can already get the Swing-Analyzer from the Fabricator

  • (S) Prototypical Problems[fallout.fandom.com] (1/3)
    Note: Unique Gear Blade of Bastet[fallout.fandom.com], Voice of Set [fallout.fandom.com]

    16. The Whitespring Resort

    Overseer's log - Mountainside [fallout.fandom.com]
    Note: The tape can be found on a makeshift table on the porch of the Mountainside Bed & Breakfast[fallout.fandom.com].

  • Go to "Whitespring Resort"

  • (S) Forging a Legend[fallout.fandom.com] (2/3)
    Obtain the sword, attach the "Swing Analyzer", and kill 6 different creatures.
    Tip: Keep this sword in one of your quick-slots and just kill enemies with it as you discover a new area with different enemies. The sword just needs to deal the killing blow.

    (Optional) Kill unruly golfer feral ghouls at Whitespring [fallout.fandom.com]

    (Optional) Collect and hold Whitespring holotapes [fallout.fandom.com]

  • Responders Reborn [fallout.fandom.com]
    Tip: If you're unlucky you will get sent to Cranberry Bog in this quest as it's a random location. In that case, you can either decline and change the server to get a different location, fast travel nearby "Watoga Emergency Services" using someone's camp or finish the quest at a later stage.

    Info: Completing this quest unlocks Expeditions that are not necessarily meant to be completed at your current level so you can skip on those for now except if you really want to see the new locations I have suggested below a place/time where each expedition could make sense this is at stage 26 and 28 but these can really be done at any time. Despite the difficulty, there is no timer on those missions so you can take your time exploring.

  • Go to "Whitespring Station”

    17. Rose

  • Tune into Top of the World Radio Signal

  • Go to "Top of the World"

    Collect Overseer's Log - Top of the World [fallout.fandom.com]

  • The Missing Link[fallout.fandom.com] (1/3)

  • Signal Strength [fallout.fandom.com]

  • Flavors of Mayhem [fallout.fandom.com]
    Note: Unique Weapon Black Diamond [fallout.fandom.com]

  • Key to the Past [fallout.fandom.com]

  • The Missing Link[fallout.fandom.com] (2/3)

    Retrieve the Uplink

    18. The Mistress of Mystery

    Now you can finish up the remaining quest from the Order of Mysteries questline

  • (S) Chasing Shadows[fallout.fandom.com] (2/3)
    Obtain a HalluciGen gas canister from Garrahan Mining Headquarters if not already in possession.

    Tip: You can also complete "Miner Miracles" here if you didn't do so yet.

  • (S) Forging a Legend[fallout.fandom.com] (2/3)
    Kill 6 different creatures if you didn't already

  • (S) Prototypical Problems[fallout.fandom.com] (2/3)

  • (S) Novice of Mysteries[fallout.fandom.com] (2/2)
    Return to "Riverside Manor" and craft all three weapons using the Fabricator

  • (S) Chasing Shadows[fallout.fandom.com] (3/3)

  • (S) Forging a Legend[fallout.fandom.com] (3/3)

  • (S) Prototypical Problems[fallout.fandom.com] (3/3)

  • (S) Seeker of Mysteries[fallout.fandom.com]

  • (S) The Mistress of Mystery[fallout.fandom.com]
    Note: Unique Apparel Eye of Ra [fallout.fandom.com]

    19. Wastelanders

  • The New Arrivals[fallout.fandom.com] (3/4)
    At this point the quest splits off into needing to meet the leaders of the settlers and raiders hence why we waited this long as meeting rose would make sense as the overseer suggests you talk to her to help with meeting the raiders. You can do these next two quests in what order you want

  • Here to Stay [fallout.fandom.com]

  • Strange Bedfellows [fallout.fandom.com]

  • The New Arrivals[fallout.fandom.com] (4/4)

  • Overseer, Overseen [fallout.fandom.com]
    With Overseer, Overseen[fallout.fandom.com] completed you will now have to side with either the settlers or raiders which will lock you out of rewards from the other side, make sure you want to walk the side you choose as there is no going back from this after reach a certain point, the lockout quests are called Siding with Foundation[fallout.fandom.com] or Crater[fallout.fandom.com] respectively

    It is suggested to do all possible faction quests without locking yourself out from the other route by passing Siding With... on either side to get yourself maximum rewards such as the Chinese stealth armor[fallout.fandom.com] with the settler's side of quests.

    It’s at this point that I suggest you leave this questline for now and continue the main story till the end after Event: Scorched Earth[fallout.fandom.com] or at the very least till we get to Chapter 6 as in my mind you’d want to deal with the impending 2nd apocalypse before that could befall anyone at anytime than well anything else. At which point we will pick the quest line back up.
CHAPTER 5: THE MIRE
20. The Free States
CHAPTER 6: THE CRANBERRY BOG
21. Brotherhood of Steel

CHAPTER 7: THERE'S PEOPLE NOW?
23. Wastelanders Continued
Congrats! You beat the main story line, but don’t you worry there's plenty left to go first we’ll be finishing up on what's left of the wastelanders questline.

  • (S) Something Sentimental[fallout.fandom.com]
    Note: This quest requires you to complete Event: A Colossal Problem[fallout.fandom.com] which will be very difficult alone, so it’s suggested you do this on a public server for help from others but as it is a side quest it is not essential to complete.

    (Optional) Event: A Colossal Problem [fallout.fandom.com]

    So now it’s time to continue the wastelanders main quest hold on because this is important it might be a bit of reading though. As mentioned before you will need to side with one of the major factions either the settlers or raiders and this effects the rewards you will get at the end of the day and the amount of reputation you get with them you can safely complete their first 3 quests on the settler side that is up to Duty Calls[fallout.fandom.com] and on the raider side that is up to The Ol' Weston Shuffle[fallout.fandom.com] at which point you will need to start either Siding with Foundation[fallout.fandom.com] or Siding with Crater[fallout.fandom.com] which will lock you into said faction route I will continue assuming that you haven't started either of the factions questlines.

    23a. Settlers

  • Trade Secrets[fallout.fandom.com]

  • Invisible Ties [fallout.fandom.com]
    Note: This quest has a reward of Plans to craft the Chinese stealth armor [fallout.fandom.com]

  • Duty Calls [fallout.fandom.com]
    Note: Unique Weapon Old Guard's 10mm SMG [fallout.fandom.com]

    -------------------------------

  • Siding with Foundation [fallout.fandom.com]

  • Division of Wealth [fallout.fandom.com]

  • All That Glitters [fallout.fandom.com]

    23b. Raiders

  • Cheating Death [fallout.fandom.com]

  • Fun and Games [fallout.fandom.com]

  • The Ol' Weston Shuffle [fallout.fandom.com]

    -------------------------------

  • Siding with Crater [fallout.fandom.com]

  • From Russia With Lev [fallout.fandom.com]

  • Buried Treasure [fallout.fandom.com]
    Note: Unique Weapon Slug Buster [fallout.fandom.com]

    23c. Secret Service

    At this point the quests converge to the same last quest

  • Secrets Revealed [fallout.fandom.com]
    After you have allied with a faction you will now be set to finish the questline for said faction with the quest Secrets Revealed[fallout.fandom.com] at which point you will need to decide where the bullion will go

    Give 500 bullion to the allied faction as promised, resulting in a massive reputation boost with the allied faction.

    Give 250 bullion to each faction, resulting in a minor reputation boost with each faction.

    Keep all 1000 bullion, resulting in a medium reputation loss with the allied faction.

    After this point your reputation will either go up or down depending on your choices during the quests but there are other ways to improve it such a doing daily quests for each faction such as the two quests below, but it is worth knowing that you can still max out both faction reputations regardless of who you sided with during the quests.

    (D) Daily: Vital Equipment[fallout.fandom.com] (Settler)

    (D) Daily: Retirement Plan[fallout.fandom.com] (Raider)

    24. Allies

    At this point I would suggest getting a start on your allies quests these can be done at your own pace however as there is a lot of sub quests to complete and you can do them in which order you please but i will be starting with Beckett.

    24a. Beckett

  • (A) An Eagle Flies Free [fallout.fandom.com]
    This quest will require you to complete Beckett's twelve side quests, starting with Dirty Little Secrets and ending with Eye for an Eye these will not be listed here as they are very simple go to a and b quests, it will then move onto his final quest.

  • (A) Thicker Than Water [fallout.fandom.com]
    Note: Unique Weapon Final Word [fallout.fandom.com]

    24b. Sofia Daguerre

  • (A) The Woman Who Fell to Earth [fallout.fandom.com]
    This is a framing quest that covers Commander Daguerre's story. To complete it, the player character has to complete all 16 side quests, starting with One Small Step and ending with Lab Rat these will not be listed here as they are very simple go to a and b quests, it will then move onto her final quest.

  • (A) Mission Out-of-Control [fallout.fandom.com]
    Note: Unique Weapon The V.A.T.S. Unknown [fallout.fandom.com]

    25. Steel Dawn

  • Forging Trust [fallout.fandom.com]

  • Mother of Invention [fallout.fandom.com]
    Note: Unique Weapon The Fact Finder [fallout.fandom.com]

  • Field Testing [fallout.fandom.com]
    Note: Unique Weapon Mind Over Matter[fallout.fandom.com] or The Farmhand [fallout.fandom.com]

  • Disarming Discovery [fallout.fandom.com]

  • Property Rights [fallout.fandom.com]

  • Supplying Demands [fallout.fandom.com]

  • Over and Out [fallout.fandom.com]
    Note: Unique Weapon Oathbreaker [fallout.fandom.com]

  • The Best Defense [fallout.fandom.com]

    26. Steel Reign

  • A Knight's Penance [fallout.fandom.com]
    Note: Unique Weapon Face Breaker [fallout.fandom.com]

  • Missing Persons [fallout.fandom.com]

  • Out of the Blue [fallout.fandom.com]

  • A Satisfied Conscience [fallout.fandom.com]

  • The Catalyst [fallout.fandom.com]
CHAPTER 8: OUTSIDE APPALACHIA
27. Expeditions: The Pitt
The Pitt introduces the Expeditions feature to the game; Expeditions is a PvE game mode in Fallout 76. The mode takes players to explore and travel outside of Appalachia, and encounter NPCs and enemies along the way.

Expeditions are 10-20 minute repeatable missions with light lore in locations outside Appalachia. They are accessed via the world map after completing Responders Reborn[fallout.fandom.com]. It goes without saying that these quests are not essential to completion, but I have put them in here as I personally deem them important to the story.

2 Comments
jen 4 May @ 4:19am 
Very helpful!
Thank you.
Get_R3Kt 2 May @ 1:39pm 
amazing work.