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I Am Become Death | ||||||||||||||||||||||||||||||||||||||||||||||||
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I Am Become Death is a quest in Fallout 76.
Synopsis[]
To destroy the scorchbeasts, the dwellers need to harness Appalachia's nuclear arsenal. It's not quite as simple as pressing a button, however...
Walkthrough[]
- After gaining the rank of general, players need to head to the Whitespring Congressional Bunker command center. MODUS will proudly introduce the last section of the facility and invite the player to familiarize themselves with the automated training for officers in charge of Appalachia's automated nuclear arsenal.
- The quest requires the player (or rather, players) to complete several steps. Fortunately, the tracking terminal at the command center allows players to trigger a surveillance sweep that will give them the rough location of either a code piece or a keycard convoy (starting the Hide and Seek and Destroy repeatable quest).
- First, the codes. Each of the three silos (at Site Alpha, Site Bravo, and Site Charlie) has its own individual launch code. These are gathered from ghoulified or scorched officers with a field radio strapped to their back. Killing them will yield a single letter/number pair necessary for decryption. The codes are automatically added at the command center and will display a seemingly random string letters and numbers. However, once all of them are completed, the word jumble is quite obviously an anagram. Figuring out the word also produces the code for launching a nuke. Each is only valid for a week of real time (same goes for code pieces).
- If players want to ensure they have the correct code, they need to access the archival terminal in the command center armory, read Gen. Santiago's notes (The Code Pieces entry specifically) to learn about the Fujiniya Intelligence Base. Inside, players need to locate the lone terminal behind the blue fusion generators and use it to input the password from the Bunker. This will produce a usable nuclear launch code.
- Second, to actually input the code, players require a nuclear keycard. These are ferried via automated cargobot convoys across Appalachia and collecting them is as simple as shooting down the cargobot (which will also annoy its Vertibot escort, but those are the breaks).
- Third, access to the silo. The three missile sites are the second hardest areas in the game, best tackled with fellow players. This is covered under Mission: Countdown.
- First, the codes. Each of the three silos (at Site Alpha, Site Bravo, and Site Charlie) has its own individual launch code. These are gathered from ghoulified or scorched officers with a field radio strapped to their back. Killing them will yield a single letter/number pair necessary for decryption. The codes are automatically added at the command center and will display a seemingly random string letters and numbers. However, once all of them are completed, the word jumble is quite obviously an anagram. Figuring out the word also produces the code for launching a nuke. Each is only valid for a week of real time (same goes for code pieces).
- The quest completes upon launching the first nuke.