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Mission: Countdown Alpha, Mission: Countdown Bravo, and Mission: Countdown Charlie are repeatable main quests in Fallout 76 which trigger a nuke launch upon a map location selected by the player, creating a Blast Zone.
Quick Walkthrough[edit]
| Repeatable quest: Mission: Countdown | |||||
| Enter the missile silo at ether Site Alpha, Site Bravo or Site Charlie. | |||||
| Make a biometric ID card to bypass the security grids. | |||||
| Fight through the missile silo to reach the control room. | |||||
| End the lockdown by repairing the reactor. | |||||
| Replace the Mainframe Cores (15 total). | |||||
| Prepare the launch and defend the security chiefs while doing so. | |||||
| Input the launch code and choose a target to complete the quest. | |||||
| Reward: see table | |||||
| Completed. Leads to Death from Above! | |||||
Detailed Walkthrough[edit]
Before starting this quest, the player character will need to acquire at least one Nuclear Keycard and the decrypted weekly launch code for a silo bunker. They also must have completed the quest Officer on Deck and become a General of the Enclave to be granted access to the silos.
Upon entering a silo bunker, the player must fight off robots and find a way past a set of laser grids. This is done by forging a biometric ID card using an Old biometric ID card, which can be found in several of the residential area rooms after first stepping out of the elevator.
The initial starting room, serving as the residential area of the silo, has some robots that the player can take care of before more robots start to spawn from the tubes.
In the next room are two terminals that the player character can read to acquire information on security protocols, giving instructions for creating a new biometric ID card. This will trigger the start of the security robots spawning for this part of the quest.
After acquiring an old biometric ID Card, the player should locate an ID card eraser and follow the instructions on the terminal next to it. Following the quest marker will take the player to the medical room, where they'll enter a scanner. Use the terminal next to the ID card eraser afterwards to fabricate a new card. Activating the card in one of the terminal slots will deactivate the first laser grid and stop robot spawns.
Through the deactivated laser grid is the Power House and another terminal to handle the robots and turrets. Here, the player should locate a terminal. Using the terminal will shut down the reactors for 3 minutes and allow the player character to repair sections of piping around the room. These pipes are marked by yellow and black stripes that are cracked and emitting steam. (These repairs do not require any materials to complete.)
The player should mind the radiation until the reactors are deactivated. The player should also mind the robots spawning in to kill them. Once the reactors restart the quest will proceed, and no more robots will spawn.
The next stage involves the player destroying Mainframe Cores to stop the lockdown. Destroying the cores in one room will shut off nearby laser grids and grant access to more cores and grids. More robots spawn to kill the player. After destroying enough cores to end the lockdown, the quest will guide the player to the silo storage area.
After destroying the cores, now you need to make or find 15 new cores to restart the system and open the security door. Repairs can be made at a nearby Tinker's Workbench with circuitry and steel. Replacing all 15 cores and using the terminal to open the security door will take the player to the launch silo and the final part of the quest.
There's also a terminal to open a shortcut leading from the entrance to the storage area. Leftover Mainframe Cores can be kept for another attempt.
Inside the silo is a nuke. Past this is the Launch Control Center. The player will be prompted to initiate launch prep, which will spawn friendly robots that must be protected. If any of the bots are destroyed, use the nearby robot fabricators to replace them. As long as one is intact, the prep will still continue, but it'll be slower until all of them are up again. Once launch prep is complete, any remaining hostile robots will be immediately killed.
Once the quest is completed, the player will be prompted to select a Blast Zone target location. A portion of the Forest is considered a protected zone and cannot be targeted. Targeting locations on the map will spawn higher level versions of whatever enemy is normally present in that area.
Once a location has been selected and confirmed, Death from Above! is triggered. There is a 30-second countdown to get out of the launch silo before the bulkhead doors seal and the missile's rocket is ignited. After the missile launches, the player character will be allowed a few more minutes to explore the silo post-launch until being automatically ejected.
World Bosses[edit]
Certain areas in West Virginia can be targeted to summon high level end game bosses.
If Fissure Site Prime is targeted, the Scorchbeast Queen will be spawned and the Scorched Earth event will begin.
If Monongah Mine is targeted, the event A Colossal Problem will be triggered, spawning Earle Williams the Wendigo Colossus.
If the Abandoned Mine Shaft 2 is targeted, the event Seismic Activity will begin summoning the Ultracite Titan.
If the Hawksbill Weather Station is the target, the event Neurological Warfare will begin, activating the defense systems for the Storm Goliaths.
Quest Stages[edit]
Rewards[edit]
| Quest rewards | ||
|---|---|---|
| 350 XP | 100 caps | Mystery Pick legendary (15%) |
| Random Aid item (x1) | Random Armor, Plan or Weapon (x1) | 1-3 Missiles (x2) |
- 50 XP is rewarded upon completing each step of the quest: Residential, Reactor, Operations and Storage.
Notes[edit]
- The quest is automatically started upon taking the elevator down in any of the three silo sites.
- Progress on this quest is retained upon leaving the location, however it will be reset upon leaving the server.
- Repairing the 15 Damaged Mainframe Cores will require 2 circuitry and 3 steel each, for a total of 30 circuitry and 45 steel.
- After Fallout 76 patch 1.0.4.13, the Missile Silo quest rewards are only obtainable once per day.
- After launching a nuke, the launched Missile silo will be inaccessible and placed on cooldown for 3 hours on that server and 3 real-world hours for the character that inserted the keycard, should they change worlds.
- Silo status for a particular world may be checked by using the Missile silo state holotape.
- The amount of robots that spawn during the Launch Prep Sequence is dependent on the number of players within the silo.
- In the Storage area, a terminal may be accessed to unlock a door providing a shortcut from the hallway connecting the Residential and Reactor areas.
- If the player does not leave the Silo after launching the nuke, they will eventually be removed from the area and placed outside the silo's secret exit.
- Once a player enters their Nuclear Keycard, another player cannot enter their own.
- The decontamination arches in the reactor sector may be activated via terminal in order to remove unwanted radiation.
Bugs[edit]
- Robobrains spawned during the Launch Prep Sequence will not grant any experience points or loot.
- Rarely, the Launch Prep chiefs will not contribute toward the progress bar.
- Leaving and re-entering the silo will reset their placement and may restore progression.
- Occasionally, all robots and turrets will immediately die as the player approaches them.
