|Important Items in This Area|
|Assault Marine Armor Chest Piece|
|Assault Marine Armor Helmet|
|Marine Tactical Helmet|
|Wind Turbine Code|
Find the Marine Combat Armor Shipments (Part 1)
This section should be easy for anybody who has followed the guide faithfully up until this point, as it takes you to a bunch of areas you’ve already been to before. To start off with, head to Rayburn Point; the map marker on an island off the coast west of Echo Lake Lumber (originally covered in the “Rite of Passage” section of the guide). Kill any Trappers that may have respawned, then note that your marker points south-west, to the sea. Time to go for a little swim, much like last time (pop a Rad-X if you want to limit your RAD intake). Swim out to the marker and explore underwater to find a trunk with your loot inside. This will net you the “Assault Marine Armor Chest Piece” , the “Assault Marine Armor Helmet” , the “Marine Tactical Helmet” and finally the “Marine Wetsuit” . The marine pieces here aren’t very big on the resistances, but you can view them as an extra bonus to the armor pieces. They LOOK awesome, if that means anything to you!
Recovering the Wind Farm Kill Switch Code
While you’re here, you might as well also pick up the “Wind Farm Kill Switch Code”. From the large beach-side house occupied by Trappers start to make your way north, north-west to reach a beach. Pass a sunken house to find a submerged boat within which you’ll find “Zeke’s Safe”, which contains a Stealth Boy amongst other goodies.
Turn west to reach a small strip of land that encompasses some water wherein rest some Lure Weeds… and some Anglers. Kill them all off and harvest the lure weed if you wish, then continue on to the west from there to find the island marked with the “DiMA’s Cache” map marker, where you’ll find a patch of “Disturbed Earth”. Investigate it and a you’ll uncover an… Uncovered Case, inside of which is the “Wind Turbine Code” . That’ll do for this section… not too bad, right? Expect the others to be a good bit longer.
Note: Picking this up officially starts the quest “Clearing The Land” , where you’ll have to decide what you’re going to do with all that dangerous DiMA knowledge. In time, in time…