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Fallout 76: How To Do Atlantic City Expeditions Fast

Fallout 76: How To Do Atlantic City Expeditions Fast

Fallout 76's Expeditions are one of the most rewarding activities in the game, granting you a chunk of experience, caps, a handful of legendary gear, and stamps to buy Expedition-exclusive plans. Expeditions are semi-randomized questlines in brand new locations that come with optional objectives that increase your rewards after clearing the mission. Currently, there are two Expedition locations: The Pitt and Atlantic City. Today, we will talk about how you can finish the quests in Atlantic City within record time for some easy and lucrative rewards.

How To Unlock Atlantic City Missions

Before you can access the Tax Evasion and The Most Sensational Game locations for Atlantic City, you will need to do a short quest in Appalachia. First, you must find The Rose Room, which will kick off the “Opportunity Knocking” quest line. Simply follow the quest instructions until you are tasked with meeting Orlando in The Whitespring Resort. This will allow you to participate in the actual Expedition missions in Atlantic City.

Best Expedition for Speedrunning

The best mission to quickly clear is The Most Sensational Game, as it has the easiest objectives to complete, which also has a timer that rewards you with more stamps and legendary gear if you clear the mission before the timer runs out.

There are two side objectives to complete: Emoting after killing a competitor and clearing all objectives before the timer runs out at 15 minutes. These can all be cleared fairly quickly, even when solo, but a full team will make this run even faster. Take note that the emote objective only counts for human kills, not Overgrown, so be aware of when you should emote.

To start, go straight to Veracio Cruz and skip all his dialogue (or read: your choice, since we’re speedrunning here). Your first objective will be by the boardwalk, so skip speaking to the Batsuuri Twins and run straight to the docks. The first objective will either be killing Overgrown Moonflowers, releasing prisoners that are threatened by the Overgrown or setting off fireworks. A Flamer or Cremator will do well against the Overgrown and the competitors you will soon fight. If you have the Marsupial and Speed Demon mutations, all the better to clear the first phase of this Expedition.

Phase 2 starts with you entering Showman’s Pier. Your next task is to fight one of the Batsuuri Twins and beat them into submission. Just keep moving forward until you reach the third room of the building in this phase. The optional objective is to find and retrieve one of the teddy bears that are located in set locations around the interior. Here are their spots you should be looking for:

  • Teddy Fear - Appears at the far back right corner of the 2nd room. The teddy will be in a trashcan on the upstairs floor at the end of the hallway.
  • Bubblegum Bear - Appears in the center of the 3rd room, the same room where the Batsuuri Twin waits for the player character. It can be found on the left-hand side of the counter directly behind where the Batsuuri Twin is waiting (the left-hand side refers to looking south from the position you spawn in facing, towards the entrance).
  • Polar Bear - Appears at the center left of the 2nd room. A counter with a cash register and two white fridges can be found on the lower floor. The teddy spawns in the right fridge, the fridge without a door.
  • Quantum Bear - Appears at the left side of the double doorway to the 3rd room. It will be sitting on top of a red rocket sit-on ride, just to the left of the entrance to the room in which the player character finds one of the Batsuuri Twins waiting.

Phase 3 will start in The Aquarium locations. You are given either one of these objectives: Escort a volunteer NPC, capture a flag, and hold the position or throw tatos at Showmen on stage.

For the NPC escort objectives, do not block their way and, instead, open doors for them so that they can run to their objective unimpeded. You must stay with the NPC at all times, as leaving them will halt the progress bar. Competitors will continuously spawn and attempt to kill the volunteer NPC, so keep them secure and take hits for them.

For the flag objective, all you need to do is interact with the marked flag and prevent competitors from entering the room where the flag is located. Enemies inside the room will halt the progress room, which is why holding the doors where they spawn is optimal for finishing this objective fast.

For the last objective, you need to take one tato from baskets around the theater and throw it at Showmen who are locked in place. You will need to land 3 tatos on each Showmen, of which there are four in the theater, making it a total of 12 tatos that need to be thrown. As previously mentioned, the Marsupial and Speed Demion mutations can make short work of this objective.

The phase will end with a boss fight against the Batsuuri Twins. One of them always uses a melee weapon, while the other always uses a gun. Once you beat both of them, head upstairs and speak to Mother Charlotte to end the Expedition.

How To Beat “Tax Evasion”

If you’re just starting out on the Atlantic City quest line, you will have to clear this Expedition mission to progress. To start, locate Billy Betbuckles in the Casino Quarter, who can be found kneeling in front of a gunman. You can either attack the gunman or convince him to leave with a Charisma check of +3. Once you rescue Billy, he will task you with either one of these three objectives: Shut down a radio transmitter, grab and dump cap stashes, and assassinate four enemy groups. The optional objective for this phase is clearing one of the steps within 12 minutes or less, which is why speed is key in this stage of the Expedition.

For the radio transmitter objective, all you need to do is interact with the transmitter and kill the marked targets that are halting your progress. The enemy group will always spawn on the same spot, so make sure to spawncamp them so you can progress quickly.

For the cap stashes, follow the radar for the location of the stashes, the general location of which will be marked by a hollow circle. This objective is difficult since the stashes are well hidden around the quarter. Turn on your flashlight since some locations are dimly lit. Once you find the cap stash, grab it, and throw it into the marked truck. These bags are thrown like grenades and share the same button binding, so make sure to unequip your grenades before grabbing a stash.

For the assassination objectives, they will be marked as yellow diamonds around the map. Simply kill everyone in the group to make progress.

Once you’re done, speak to Billy again to start phase 2, which is inside the casino. The are two optional objectives in this stage: Activate the anti-cheat system and loot the dead cheater you located, then find five broken slot machines to collect their winnings. There is no time limit for this phase so take all the time you need. As for the main objectives, you must either hack skill 1 terminals, disable listening bugs, or hide cap stashes. To find the "Improved" Slot Machines, they can be identified by the yellow flashing light and the screwdriver sticking out of them.

For the terminal hacking objective, stealth is essential since you will need to manually hack terminals yourself. Alternatively, using the Master Infiltrator Legendary perk will skip the hacking process for you. The first terminal is in the music stage on the right side; the second, third, and fourth terminals are located in the basement area of the casino.

For the bug disabling, there is a bar in the objective tab that fills up as you get closer to a bug. Simply walk around the casino until you find a bug, which looks like a yellow panel with lots of wiring in the center.

To hide the cap stashes, you must first kill Showmen, Munis, and Overgrown enemies so you can take their Poker Chips and “Evidence” to stash. Look for a red terminal in the basement area with the name “Vault Access Terminal.” Unlock the door with the terminal and locate a black stash box with engraving on it. Place all the poker chips and “Evidence” into the stash to complete this step.

Finally, Billy will radio you for help; this will lead to a boss fight with Buttercup, who is wearing raider power armor. Enter Quentino’s Night Club, defeat Buttercup, and untie Billy to complete the Expedition.

Best Builds for Expeditions

A heavy gunner build with power armor is ideal for any Expedition, especially for The Most Sensational Gameshow mission. Here are the following SPECIAL point allocations and perks you can use to speedrun a mission:

  • Strength (15)
    • Lock and Load (3): Heavy guns reload +30% faster.
    • Bear Arms (3): Heavy Guns weigh 90% less.
    • Heavy Gunner (3): Non-explosive heavy weapons deal 20% more damage.
    • Expert Heavy Gunner (3): Non-explosive heavy weapons deal 20% more damage.
    • Master Heavy Gunner (3): Non-explosive heavy weapons deal 20% more damage.
  • Perception (6)
    • Concentrated Fire (3): Allows the V.A.T.S. to aim at specific limbs. Increases accuracy gained per shot.
    • Refractor (3): Gain 30 Energy Resistance.
  • Endurance (3)
    • Fireproof (3): Take 45% less fire damage
  • Charisma (3)
    • Tenderizer (3): Enemies hit by your attacks take 10% more damage for 10 seconds.
  • Intelligence (15)
    • Stabilized (3): While in power armor, heavy guns are more accurate and ignore 45% of armor.
    • Science (2): Energy weapons deal 10% more damage.
    • Science Expert (2): Energy weapons deal 10% more damage.
    • Science Master (2): Energy weapons deal 10% more damage.
    • Power User (3): Fusion core duration is doubled.
    • Gunsmith (3): Guns break 30% slower.
  • Agility (6)
    • Action Boy / Action Girl (3): AP regenerates 45% faster.
    • Dodgy (3): Avoid 30% damage for 30 Action Points.
  • Luck (7)
    • Class Freak (3): The negative effect of mutations is reduced by 75%.
    • Starched Genes (2): You will never mutate from radiation, and your current mutations will never be cured by RadAway.
    • Luck of the Draw (2): Your weapon has a chance to repair itself when hitting a target.

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