Site Alpha

Site Alpha is a location in the Savage Divide region of Appalachia in 2103. It is located north of the National Isolated Radio Array, east of Big Fred's BBQ Shack, and west of the Sugar Grove intelligence facility.

Background
Missile Silo Alpha is one of three pre-War silos that housed and manufactured I.C.B.M. in Appalachia, the others being Site Bravo and Site Charlie. It forms a part of the Appalachian Automated Launch System, a last-ditch effort in the event of a foreign invasion or attack on America. Like the other nuclear silos, Alpha never launched its payload. The general responsible for authorizing the nuclear keycard made a mistake when inputting the code, losing the only nuclear keycard assigned to the silo. The soldiers were ordered to evacuate at 06:00 the following day, with the missileers hoping the incompetent general would be court-martialed.

Like the other silos, it can only be accessed by high-ranking U.S. military officials accompanied by missileers and contains an automated factory capable of replenishing its arsenal of nuclear missiles. The shack housing the elevator to the missile silo was guarded by 2nd Lieutenant James Kord who was tasked with dissuading passersby from becoming too nosy about the shack and its contents. The launch tube the I.C.B.M.s emerged from was located just northwest of the entrance, south of Yellow Sandy's still on a ridge.

Layout
The entrance to Site Alpha consists of a small shack next to a pond. The area around the shack and pond is surrounded by a rusting chainlink fence with warning signs. Inside the shack is a stash crate containing randomized loot and Overseer's log - Site Alpha. There is also an elevator that descends into the silo proper, but it is inoperable without the necessary credentials. A high-level yao guai is usually guarding the shack from the shallow pond in front of the door.  All three nuclear silo interiors in Appalachia are identical and are divided into five different sections: residential, reactor, operations, storage, and control room. The residential sector features a gym with numerous weights and a recreational area with a pool table. The reactor is initially irradiated. There is a hazmat suit on the lockers, as well as a decontamination shower in the area, which requires a hacking skill of 3, and a power armor station, armor and weapons workbenches. The storage section houses another power armor station, more weapons workbenches, and a tinker's workbench.

The missile silo consists of several military-grade robotics, ranging from Eyebots to Assaultrons and Mister Handies. A sentry bot can be found in the storage area. The silos cannot be accessed until the player character completes the Officer on Deck quest and becomes a U.S. Army General.

As per the AALS system regulations, the player character will still have to fight through the base, as they are not accompanied by a missileer. Any robots lost will be replenished periodically. The silo is an expansive location divided into five parts, each with its own event. As long as a security event is active, the player character will have to fight enemy robots.

Residential sector
The residential sector is the first area entered from the surface is organized around an L-shaped corridor, connected to the main security checkpoint. It has all the necessary facilities for the missile crew, including the biometric identification machine room, where player characters wipe old biometric IDs and fabricate new ones for the Mission: Countdown quest, the bunk and recreation room connecting to the showers, laundry, and gym, containing biometric cards. A terminal here can shut down the defensive turrets and resident assistant robobrain that patrols the area.

There is also an infirmary, with Med-Tek's Sympto-Matic machines, used to take biometric samples for the ID card, a mess hall and pantry, and a security station, with an adjacent workroom and storage, where one logs their ID card with the system. After logging the biometric cards with the system, player characters gain access to the facility itself. The corridor goes past the storage facility offices (along with a sealed door that can only be opened from the other side) and a small office opposite. It terminates at a closed bulkhead, forcing player characters to detour through the main reactor.

Reactor
The reactor hall is a large area with numerous satellite rooms, all heavily irradiated at roughly 12 rads per second. The terminal in the entrance room allows player characters to circumvent turrets and the reactor engineer robobrain. This terminal can also be used to activate the decontamination showers in the entrance corridor. There is a radiation gear storage depot at the eastern end of the reactor, behind a level 3 locked door. It has a number of fully repaired hazmat suits. To get through the reactor, player characters need to either repair the reactor or gain access to the security office (adjacent to the entry area, must pass through the reactor chamber) with Lockpick 3, and hack the level 3 terminal to suppress the warning.

After exiting the reactor, player characters can progress through the silo. The corridors lead to the mainframe area, filled with turrets. The first chamber entered from the corridor contains the usual security terminal which can be used to circumvent the turrets and the robobrain that patrols the area. Player characters need to destroy the mainframe by removing a majority of the mainframe cores. Once complete, one may exit through the southwest.

The walkway under the main corridor leads to a small workshop with yellow walls, which contains a weapons workbench and several turrets. The adjacent office on the eastern wall leads to the storage facility security terminal, which allows player characters to disable the turrets and the robobrain. The main facility contains shelving units as well as an adjacent workshop with a power armor station and tinker's workbench in the southeastern chamber. To open the door, player characters need to repair the mainframe with 15 new mainframe cores. These are found throughout the facility. The door to the storage admin can also be opened, providing a shortcut to the living quarters and the entrance to the facility.

Launch room
The missile launch control room is accessible through the silo chamber just beyond the high-security door. To the south, a winding stairwell leads to the control room access corridor. The corridor has a locked terminal that can be used to manipulate turrets and shut down the local robobrain. It's divided into two sections.

The ground floor is where the bulk of the terminals and workstations for the crew are located, along with a number of satellite offices around the edges of the control room. These contain robot fabrication devices that both spawn attackers and can be used to reconstruct lost launch crew. The upper level contains the launch control chief's station and the only robot required to remain intact for the launch preparations to continue. This terminal allows starting the launch preparations and an exit chamber on the southern end that leads to the elevator and exit. The actual launch controls are located below the upper level and can only be accessed once the launch preparations are complete, indicated when the room darkens with red emergency lights to indicate the silo's nuclear I.C.B.M. is ready for launch, and the emergency exit back to the surface opens.

Notable loot

 * Overseer's log - Site Alpha - Holotape, on a shelf inside the shack.
 * Jackson's notes - Note, on a shelf inside the shack, on the level below the overseer's log.
 * Page from Dr. Frank's journal - Note, in the dirt beside the lake.
 * Last page from Dr. Frank's journal - Note, located upstream following the river, on a pile of bones.
 * Several hazmat suits - In the reactor area.
 * Four potential Vault-Tec bobbleheads:
 * In the reactor area, on the northeast side of the main room, on top of the plywood and large green crates.
 * In the operations center, in a left hand side room, on the metal crates.
 * In the storage area's main room, just outside the door to the room with the tinker's workbench, on the inside corner of the shelves.
 * In the control room, on the upper-level platform, just outside the launch control chief's room, on top of the tall consoles.
 * Three potential magazines:
 * In the reactor area, on the far west wall of the main room, on a desk with a broken terminal.
 * In the operations center, in the lower area in the center of the main room, on a desk with a broken terminal.
 * In the operations center, in a small room with three fabricator pods, on a desk.
 * Power armor chassis - In the storage area, near the tinker's workbench.

Appearances
Site Alpha appears only in Fallout 76.