Powering Up (Fallout 76)

Powering Up Monongah
Event: Powering Up Monongah is an event in Fallout 76.

Synopsis
Players have the opportunity to repair the Monongah Power Plant in West Virginia, requiring basic repairs to the reactor, generator, and cooling system. Doing so will restore power to a part of the region, activating power boxes at the plant (supplying 400 units of power to C.A.M.P.s) and at substations (100 per box). Otherwise, the boxes supply 10 power.

Walkthrough

 * This quest is a timed quest, with one hour being granted to complete it. Inside and around the plant, there are very few hostiles (unlike the Powering Up Poseidon event, which features hordes of Scorched). However, unlike the low level Scorched found at the Poseidon power plant, the ones at Monongah are much stronger, possibly even mole miners or feral ghouls.
 * The event is the same as at the other power plants, but the location of the areas differ. In general, one needs to locate three areas: The cooling towers, turbine hall, and reactor room, and find the damaged components: pipes spewing steam, sparking consoles, and damaged, grinding machinery. The damaged spots only need to be interacted with in order to be repaired, they do not require any components to be used. Once 50% of the repairs are done, the event will activate markers that help find the rest of the damaged components. Unlike with Poseidon Energy Plant WV-06, there are fewer things that need to be fixed to bring the plant back online in the turbine hall and reactor chamber, making it easier to complete the quest, especially if wanting to unlock the generator plans for the large, windmill, and fusion reactor generators quicker.
 * The generator section is in the main building and involves finding the large yellow broken machines and selecting 'repair' when close. Whilst searching for these, one should watch for the enemies inside, such as mole miners, as depending on one's current level, they can deal significant damage.
 * The repair of the cooling system section is completed through the two outlying buildings. These can be accessed from the main building, or from the outside through a ramp at its base. The actual repair involves fixing leaking pipes (which are distinctively marked with yellow and black warning stripes and emit steam), as well as making an audible hissing noise.
 * The reactor repairs require fixing up the yellow control stations in the radiated reactor area.
 * Although the power plant can be activated once basic repairs are complete, finishing the job by repairing all the damaged areas will greatly increase the experience and caps reward received at the completion of the quest and provide +20% items at the conclusion (this isn't required to receive the generator plans; generator plans are always rewarded as long as the player does not already know the recipe).
 * Fixing up the power plant restores power to the region, as stated above. In Monongah's case, this affects the:
 * Monongah Power Plant yard
 * Monongah power substation MZ-01
 * Monongah power substation MZ-02
 * Monongah power substation MZ-03
 * Converted munitions factory
 * Federal Disposal Field HZ-21
 * Once restored, the power plant will remain active for several hours. Reactivating it will require going through the motions of the quest again.
 * If not completed, this quest will reload almost instantly.

Powering up Poseidon
Event: Powering Up Poseidon is an event quest in Fallout 76.

Overview
The player characters have the opportunity to repair the Poseidon Energy plant, requiring basic repairs to the reactor, generator, and cooling system. Doing so will restore power to a part of the region, activating power boxes at the plant (supplying 400 units of power to C.A.M.P.s) and at substations (100 per box). Otherwise, the boxes supply only 10 power.

The plant is located to the east of the Nuka-Cola plant and just north of the northern edge of Charleston, near Charleston Station. There is a railroad station nearby to the east with a vendor bot and other vending machines. The cooling towers are visible while traveling south from Flatwoods.

Quick
One needs a level 3 hacking level to get into the reactor. If one chooses to go through the cooling towers, the pipes emitting smoke must be fixed, along with the control panels. No materials are required to do so. Progressing to the generator room and reactor and fixing the consoles will result in the ability to power the reactor from the main control room, which concludes the quest.

Detailed
The player character needs at least the Level 1 Hacker perk to get past the reactor security doors. If they do not have this, they can still get in via the security control room by lifting the reactor and plant lockdowns.

The event has a timer of one hour. Once the event is triggered, proceed northeast into cooling tower 1 through a ground-level opening on the north side. There one will find a number of low-level Scorched, usually armed with pipe weapons or melee weapons along with turrets. After killing them, look for the pipes that are emitting steam and repair them along with the control panel on the catwalk, repeating the process for each tower.

Once complete, one will receive the message "Cooling system functionality is restored." Progress to the generator room, fighting past any remaining Scorched, and fix the control panels on each of the generator banks on each side of the room on the second level, and in the middle at the bottom. One will receive the message "Generator Functionality Restored."

The player character can now gain access to the reactor via an entrance to the southwest. Heading up the stairs, one can hack the terminal or backtrack through the security room, following the signs.

Upon entering a locker room, one can find damaged hazmat suits which can be used to negate the radiation of the reactor area. After making the required repairs in the reactor room, one will see the message "Reactor functionality restored." Optionally, at this point, one may lift the lockdowns at the security terminal.

Exiting the reactor room, progress upstairs to the main reactor control room and select the "Restart Reactor" option on the functional terminal, which concludes the quest.

Navigation
The quest takes place in a small area of a larger power plant. Once inside (coming from the cooling towers), the two walkways meet at a "Y" shaped intersection, where it is possible to drop into a pipe and arrive at the generator area. If the player stays in the corridor instead and continues SW, they pass radioactive barrels and arrive at a ramp going down. On the opposite wall there are two very large pipes.

This is the central point of reference, all quest areas are accessible from here. Right next to the ramp, to the NW, the spiral staircase (marked REACTOR/CONTROL ROOM) leads up to the control room and further up to the emergency entrance/exit to the reactor. From the control room, immediately left of the entrance, there is a passage down one level to the security room.

The decontamination terminal allows the player to activate the decontamination arcs to get rid of any rads acquired (access through the other exit of the room) and the security terminal lets the player end the lockdown and "obtain credentials" that open every door. No hacking required at either terminal.

It is advisable to backtrack through the control room and down the stairs to the reference point.

From there, it is only a short walk SE to reach the generator area (called "Turbine Hall" on the signs).

To come back from the generators, the best landmark is a blue office container on the NE wall, a few stairs up. It has a wall mounted turret. Walking NE at the right side of the office and jumping down to the lower level after the office container gives easy access to the hallway leading back to the reference point.

To come back from the reactor, the easiest way is to follow the catwalks to the highest point and exit through the emergency exit. The spiral staircase leads directly to the control room where the quest ends.

Completion

 * Although the power plant can be activated once basic repairs are complete, finishing the job by repairing all the damaged areas will greatly increase the experience and caps reward received at the completion of the quest and provide +20% items at the conclusion (this isn't required to receive the generator plans; generator plans are always rewarded as long as the player does not already know the recipe).
 * Fixing up the power plant restores power to the region, as stated above. In Poseidon's case, this affects the:
 * Poseidon Energy Plant yard
 * Poseidon power substation PX-01
 * Poseidon power substation PX-02
 * Poseidon power substation PX-03
 * Wade Airport
 * Lakeside Cabins
 * Sutton
 * Grafton Steel
 * Billings homestead
 * Sunshine Meadows industrial farm
 * Once restored, the power plant will remain active for several hours. Reactivating it will require going through the motions of the quest again. Activating the power plants will also make the cooling towers dangerous, and anyone inside will take continuous damage from the venting steam.

Powering up Thunder Mountain
Event: Powering Up Thunder Mountain is an event quest in Fallout 76.

Synopsis
Players have the opportunity to repair the Thunder Mountain plant found in West Virginia, requiring basic repairs to the reactor, generator, and cooling system. Doing so will restore power to a part of the region, activating power boxes at the plant (supplying 400 units of power to C.A.M.P.s) and at substations (100 per box). Otherwise, the boxes supply only 10 power.

Walkthrough
This quest is a timed quest, with one hour being granted to complete it.


 * The event is the same as at the other power plants, but the location of the areas differ. In general, players need to locate three areas: The cooling towers, turbine hall, and reactor room, and find the damaged components: Pipes spewing steam, sparking consoles, and damaged, grinding machinery. The damaged spots only need to be interacted with in order to be repaired, they do not need any materials. Once 50% of the repairs are done, the event will activate markers that help find the rest of the damaged component.
 * Although the power plant can be activated once basic repairs are complete, finishing the job by repairing all the damaged areas will greatly increase the experience and caps reward received at the completion of the quest and provide +20% items at the conclusion (this isn't required to receive the generator plans; generator plans are always rewarded as long as the player does not already know the recipe).
 * Thunder Mountain will be crawling with high-level Scorched both inside and outside the plant, so care must be taken to eliminate them before they can interfere with the repairs to the plant's vital systems.
 * When repairing the turbine hall, a couple of the consoles necessary to fully complete repairs are located outside on the roof of the building instead of inside the plant.


 * Fixing up the power plant restores power to the region, as stated above. In TM's case, this affects the:
 * Thunder Mountain Power Plant yard
 * Thunder Mountain substation TM-01
 * Thunder Mountain substation TM-02
 * Berkeley Springs West
 * Abandoned Bog Town
 * Red Rocket Mega Stop
 * Once restored, the power plant will remain active for several hours. Reactivating it will require going through the motions of the quest again.
 * If not completed, this quest will reload almost instantly.

Gallery
Mise en marche de Monongah Mise en marche de Poseidon