Locations

Appalachia has no deeds. You can build a house, claim a factory and fill a locker, and the game holds each of those for a different length of time before handing it back. That is the honest way to read this bucket, because the difference between a C.A.M.P. and a workshop is not size, it is tenure.

Here are the five kinds of place, from the one that keeps your things indefinitely down to the one that was never going to be yours at all.

Yours indefinitely: the stash box

The stash box is the only thing in Fallout 76 that genuinely holds what you put in it. It takes junk, materials, armor, weapons and ammo, and its contents follow you: every stash box on the map opens the same container, including the ones inside other players' camps.

Our page walks roughly two dozen of them, and the pattern is easy to internalise once you see it. They cluster at train stations, Red Rocket filling stations and the odd landmark: Grafton, Morgantown, Charleston, Welch, Lewisburg, Sunnytop, Pleasant Valley, Whitespring, R&G, Watoga. Sutton alone has three, in the Overseer's home garage, the Red Rocket and one more. The Red Rocket Mega Stop in the Savage Divide has two.

The catch is capacity, and it is the constraint the whole game is built around. When you are over-encumbered you cannot fast travel to your own C.A.M.P., which turns a full inventory into a long walk. The page offers three ways out: the Pack Rat perk and a backpack to carry more, a temporary carry-weight booster from the Atomic Shop, and a Fallout 1st subscription, which adds a Scrap Box with unlimited junk storage and an ammo box to match. Note what that last one means: the only way to stop worrying about space permanently is to rent it monthly.

Yours while you are here: the C.A.M.P.

The C.A.M.P., which stands for Construction and Assembly Mobile Platform, unlocks the moment you leave Vault 76 and can be dropped almost anywhere. It needs wood, concrete and steel, it appears on the world map for you and your friends, and you can fast travel to it for free.

What you do not get is the ground. You cannot place a camp where one already stands, other players can attack and damage what you build, and if somebody builds over your plot while you are away your structure is rolled back into the system to be placed elsewhere. Saving a blueprint before you move is the difference between relocating and starting again.

Our page sorts camp sites by difficulty rather than by map position, which is the more useful cut: near stations, workbenches, civilisation, resources or friends is beginner territory; away from civilisation, next to enemies, on steep ground or beside a quest location is expert. The practical advice underneath is worth repeating. Build the workbenches and large furniture first and plan the space around them, use the build menu's Tag for Search to find out where your materials actually are, and remember that floors are indestructible but bullets pass straight through them, so they make bad roofs.

And one thing nobody expects the first time: while you are placing a camp your weapons are disabled, so do it somewhere quiet.

Yours until you log out: the workshop

There are twenty-two public workshops in Appalachia and they are the closest thing the game has to territory. They are far larger than a camp, they are immovable, and each one produces a specific list of resources every cycle, which is why our page tabulates them by region and zone rather than describing them one by one.

Claiming one is a two-part transaction: complete a Claim Workshop quest by clearing the enemies, then stand in a glowing circle until it fills, and pay caps. Taking one off another player costs considerably more caps, takes about twice as long, marks you as wanted, and means fighting whatever turrets they left behind.

Then the part that decides how you should treat them. Claiming resets weekly, and logging out gives the workshop up. Everything you built there is gone with it. That is why our page's most important line is about abandoning one deliberately: your resources matter more than your claim, so empty the collectors before you leave rather than after.

While you hold one, the routine is generators first, then resource extractors wired to them, then defences around the perimeter. Collectors have their own inventory limits, so they stop working when full and need emptying regularly. Some workshops have power boxes you can strengthen by activating the nearby power plants, and some have vertibot landing pads that will fight for you in the open.

Never yours, always open: the workbench

Public workbenches belong to nobody, which is exactly what makes them useful. Our page maps the Weapons, Armor, Chemistry and Tinker's benches by region across the Forest, Toxic Valley, Savage Divide, Mire and Ash Heap, and for each site it lists the harvestable resources and the junk lying around it.

Read those lists as shopping trips rather than trivia. Poseidon Energy Plant Yard has uranium and lead. Monongah Power Plant Yard is the fusion core stop. Gorge Junkyard has black titanium and concrete and a power armor bench, which is why our page calls it one of the harder sites to hold. Lakeside Cabins and Dolly Sods Campground are the cooking runs.

Because you never own these, they cost nothing to use and nothing to lose, which makes them the right answer when you are between camps or over-encumbered a long way from home.

Never yours, and actively hostile: the fissure sites

The nine fissure sites are cracks in the ground that Scorched and Scorchbeasts come out of, and every single one of them yields Ultracite. That is the whole trade: the rarest metal in the game sits at the most dangerous nine addresses on the map, guarded by the enemy type our enemies guide tells you to avoid until they land.

A few carry more than Ultracite. Fissure Site Prime adds Giant Pitcher Plant and Scorchbeast Guano Pile. Gamma, Omicron and Beta have Brain Fungus, which is the ingredient for the Brain Fungus Soup our levelling guide wants you drinking before an experience run. One of them holds a Scorch Queen.

Nobody claims a fissure site. You visit, you mine, you leave, and the site is exactly as it was for the next person, which makes it the purest example of what this bucket is really about.

Frequently asked questions

What happens to my camp when I log off?

Your build is safe, but the plot is not reserved. If someone else has taken the ground when you return, the camp rolls back into the system and you place it somewhere else, which is why keeping a blueprint saved is standard practice.

Is claiming a workshop worth it?

For a session, yes, because the resource output is far beyond what a camp produces. For the long term, no, since the claim ends when you log out and resets weekly regardless. Treat it as renting a factory for an evening.

How do I stop running out of stash space?

Scrap junk into components rather than storing it whole, carry the Pack Rat perk, and use a backpack. Beyond that the only unlimited storage is the Fallout 1st Scrap Box, which is a subscription rather than an unlock.

Where should I put my first camp?

Near a station or a public workbench, on flat ground, away from anything high level. Our camps guide rates those as beginner sites for good reason, and proximity to a stash box means you can offload without a long trip.

Do I have to fight for Ultracite?

Yes. All nine fissure sites are contested by Scorched and Scorchbeasts, and the page recommends bringing friends rather than trying to sneak a mining run alone.