Fallout 4 Survival Guide
Fallout 4 Survival Guide
Fallout 4 Survival Guide
VDSG VTB-004-111
RESTRICTED ACCESS
STAT
After a widespread nuclear event, you may feel anxiety and wander ineptly. There is little time for gnawing fear; instead you must focus on quickly understanding
the basics of Pip-Boy manipulation, interactions (both violent and passive), and learn how to hone your S.P.E.C.I.A.L. abilities and Perks. Advice is also given
about interacting with like-minded Companions, the hostiles known to be present in the Commonwealth, as well as a brief primer on Crafting.
STATUS 004
Introduction:
Training for the Commonwealth Wasteland....................004
The Pip-Boy: A RobCo Industries
Technological Wonder!..................................................004
Social Status: How to React if the Worst Happens...........007
Option 1: Friend or Foe? (Conversations)...................007
Traders.................................................................007
Option 2: Just Foe.....................................................008
SPECIAL 010
Introduction: What Makes You S.P.E.C.I.A.L.?..................010
The Vault-Tec Registration Form: Primary Statistics.....010
PERKS 011
Introduction: Vault Life Has its Perks!............................011
Strength-Related Perks.................................................012
Perception-Related Perks..............................................014
Endurance-Related Perks..............................................016
Charisma-Related Perks................................................018
Intelligence-Related Perks.............................................020
Agility-Related Perks....................................................022
Luck-Related Perks.......................................................024
Other Perks: Resting.....................................................026
Companion Perks..........................................................026
Required Reading (Magazine) Perks..............................027
INV
Understanding the complex and unrecognizable world you once knew depends on your usage of tools, comestibles, and scavenging know-how. This chapter details
the opportunities you can make for yourself while sifting through the Inventory of your life.
WEAPONS 054
Guns............................................................................054
Non-Automatic Pistols................................................055
Non-Automatic Rifles.................................................057
Automatic Weapons...................................................060
Heavy Guns..............................................................061
Melee Weapons and Punching Weapons.........................063
Melee Weapons.........................................................063
Punching Weapons....................................................066
Explosives....................................................................066
Crafted Explosives.....................................................066
Faction Explosives.....................................................067
Miscellaneous Explosives...........................................068
Legendary Effects and Exceptional Weapons..................068
APPAREL 070
Clothing.......................................................................070
Outfits..........................................................................071
Armor Pieces................................................................074
Headgear.....................................................................077
Accessories...................................................................078
Power Armor................................................................078
Specialty Items.............................................................081
Legendary Effects and Unique Apparel..........................081
AID 084
Food ...........................................................................084
Alcohol.........................................................................086
Chems..........................................................................086
Syringer Ammo............................................................087
Stealth Boys.................................................................087
MISC 088
Utility Items.................................................................088
Bobby Pins...............................................................089
Bottlecaps.................................................................089
Holotape Games.......................................................089
Vault-Tec Lunchboxes................................................089
Perks and Bonuses........................................................089
Bobbleheads.............................................................089
Magazines................................................................089
Recipes.....................................................................090
Redeemables................................................................090
Overdue Books.........................................................090
Book Return Tokens..................................................090
DATA
While risking your life by emerging from your Vault may be an idea youve already ignored the dangers of, why not completing disregard Vault-Tec advice and
jeopardize the lives of others, too? Should you agree to complete quests for them, it seems only prudent to offer advice on remaining alive during the multitude of
tasks you may wish to complete. The most pressing of which are contained here. For a complete list of Quests in alphabetical order, please consult Quests: A Big
Table at the start of this chapter. Please note some minor quests, usually self-contained within a Commonwealth location, are noted in the MAP chapter.
INSTITUTE QUESTS
121
The Institute: Main Faction Quests.................................121
Synth Retention............................................................121
The Battle of Bunker Hill...............................................122
Mankind Redefined......................................................123
Mass Fusion..................................................................123
Pinned.........................................................................125
Powering Up.................................................................126
End of the Line.............................................................126
Airship Down................................................................127
Nuclear Family.............................................................128
The Institute: Miscellaneous Quests................................129
Building a Better Crop...............................................129
Plugging a Leak........................................................130
A House Divided.......................................................131
The Institute: Radiant Quests.........................................132
Pest Control..............................................................132
Hypothesis................................................................132
Appropriation...........................................................133
Reclamation..............................................................133
Political Leanings......................................................133
BROTHERHOOD OF STEEL QUESTS
134
Brotherhood of Steel: Main Faction Quests.....................134
Reveille....................................................................134
Fire Support..............................................................135
Call to Arms..............................................................135
Semper Invicta..........................................................136
Shadow of Steel........................................................137
Tour of Duty.............................................................137
Show No Mercy.........................................................138
From Within..............................................................139
Outside the Wire.......................................................140
Liberty Reprimed......................................................140
Blind Betrayal...........................................................142
Tactical Thinking.......................................................143
Spoils of War............................................................144
Ad Victoriam.............................................................145
The Nuclear Option (Brotherhood of Steel).................146
A New Dawn.............................................................147
Brotherhood of Steel: Miscellaneous Quests...................148
The Lost Patrol..........................................................148
Duty or Dishonor......................................................149
A Loose End..............................................................150
Miscellaneous: Getting Technical................................152
Miscellaneous: Blood Bank........................................152
Miscellaneous: Reactor Coolant..................................152
Brotherhood of Steel: Radiant Quests............................153
Cleansing the Commonwealth....................................153
Quartermastery........................................................153
Leading By Example.................................................154
Learning Curve.........................................................154
Feeding the Troops....................................................154
THE RAILROAD QUESTS
155
The Railroad: Main Faction Quests.................................155
Road to Freedom......................................................155
Tradecraft.................................................................156
Underground Undercover..........................................158
Operation Ticonderoga..............................................159
Precipice of War........................................................160
Rockets Red Glare....................................................161
The Nuclear Option (The Railroad).............................161
Burning Cover...........................................................162
The Railroad: Miscellaneous Quests................................163
Boston After Dark.....................................................163
Memory Interrupted..................................................164
The Railroad: Radiant Quests.........................................165
Butchers Bill 1..........................................................165
Butchers Bill 2..........................................................165
Mercer Safehouse.....................................................166
Jackpot....................................................................166
Concierge.................................................................167
Weathervane............................................................167
Randolph Safehouse.................................................167
Variable Removal......................................................168
To the Mattresses......................................................168
Lost Soul...................................................................169
A Clean Equation.......................................................169
High Ground.............................................................169
THE MINUTEMEN QUESTS
170
The Minutemen: Main Faction Quests.............................170
When Freedom Calls..................................................170
Sanctuary.................................................................172
The Sight..................................................................172
Taking Independence................................................173
Old Guns..................................................................174
Inside Job.................................................................175
Form Ranks..............................................................175
Defend the Castle......................................................175
The Nuclear Option (The Minutemen).........................176
With Our Powers Combined.......................................177
The Minutemen: Radiant Quests: Recruitment................178
The First Step............................................................178
Raider Troubles.........................................................178
Kidnapping...............................................................179
Abernathy Farm: Retribution.....................................179
Greenskins...............................................................179
Clearing the Way......................................................180
Taking Point..............................................................180
Ghoul Problem..........................................................180
Rogue Courser..........................................................181
Resettle Refugees......................................................181
The Minutemen: Radiant Quests: Ownership...................182
Defend a Settlement.................................................182
Defend Artillery at a Settlement................................182
MAP
A comprehensive field study of the estimated dangers present for those foolish enough to venture out of a Vault. The vast irradiated Commonwealth is segmented
into Zones, for use in conjunction with your Pip-Boys World Map feature. Trackable items are noted, as well as dangers and other pertinent danger. The latest in
ground-penetrating radar was used to extrapolate topographical data for surface and interior locations. Be sure to use The Commonwealth Collection Appendix if
you wish to search Primary Locations alphabetically.
Location Types..............................................................248
Map Legends................................................................248
Area Statistics...............................................................249
ZONE 01: LEXINGTON AND NORTHWEST
COMMONWEALTH....................................... 256
ZONE 02: NORTH CENTRAL
COMMONWEALTH....................................... 274
ZONE 03: WESTERN COMMONWEALTH......... 300
ZONE 04: COASTAL COMMONWEALTH.......... 324
ZONE 05: NATICK AND THE GLOWING SEA... 352
ZONE 06: QUINCY AND SOUTHERN
COMMONWEALTH....................................... 368
RADIO
A brief collection of snippets, tracking all important life goals you can undertake, collectibles and worthy items you can gather, Companions to befriend, and
the most important scavenging opportunities across the Commonwealth. Be sure to use The Commonwealth Collection Appendix if you wish to search Primary
Locations alphabetically.
INTRODUCTION:
A COLLECTION OF APPENDICES.................... 522
ACHIEVEMENTS AND TROPHIES.................... 522
BOBBLEHEADS............................................. 522
REQUIRED READING: MAGAZINES................ 524
UNIQUE OR EXCEPTIONAL ITEMS.................. 526
The Vault-Tec Documentation Department has used the most likely projections as the basis for
this guide. As this information was gleamed through simulation, we can not guarantee 100%
accuracy. It is possible that things aboveground will be worse. For this reason, we must remind
and implore you that your only real safety lies in a comfortable and sensible life underground.
STAT
Introduction: Training for
the Commonwealth
Start your exploration
Taking the time to learn
Augment your attributes
Terrifying abominations lurk on the surface
VAULT-TEC RECOMMENDS
READ THIS FIRST!
Vault-Tec recommends you familiarize yourself with the Main menu and seek out
the Help option. This provides a complete basic training in the arts of survival
and allows this guide to focus on more involved tactical knowledge. If you need
to know about Action Points, different types of Damage, changing your Difficulty
level, Experience Points (XP), Fast-Travel, Power Armor, your Pip-Boy, and other
areas of interest, read this before continuing!
5
4
3
This is your optimized viewing portal, where Pip-Boy functionality helps you navigate the hostile environment outside the safety of Vault 111.
Both views detail the following:
[1] Target/Dot: This changes from a dot to a target of varying
combat, you use Action Points, and this bar shows the percentage of
have (in Power Armor, this also shows the state of your armor
your total that you have available. They refill when you refrain from
sections). Any time you take radiation damage, the bar always
shows how many of the 1000 rads you can take are left. Employ
long you can sprint before tiring out or fire (or swing) a weapon.
STATUS SCREENS
Your personal status is measured on your
Pip-Boy. It reveals the following:
[1] The condition of your various
1
3
5
STAT
STATUS
OTHER SCREENS
Your SPECIAL screen details your attributes. This is detailed
settlement information.
If you wish to know the date and current time, look to the
bottom left and bottom middle of either of these menu screens.
and Caps total, look to the bottom left and bottom middle of this
menu screen.
music, you can use the radio to locate distress calls from
FAVORITES
FLASHLIGHTS
A FULLY STOCKED FAVORITES MENU, FILLED WITH THE ITEMS AND WEAPONS
YOU USE THE MOST.
EMPLOY THE
FLASHLIGHT WHILE
IN THE DARK, AND
WITHOUT ANY
SUBTLETY TO YOUR
EXPLORATION.
ACTIVATE IS A
UBIQUITOUS
FROM INSPECTING A
HELPFUL HINT
TROUSERS OF THE
RECENTLY DECEASED.
Now You
Know!
MOSTLY IT IS USED TO
OPEN DOORS AND
ACCESS TERMINALS.
HOW ABOUT CHOOSING YOUR TOP THREE MELEE WEAPONS, TOP THREE
THOUGH STRANGE TO
HAVE AN OUT-OF-
BODY EXPERIENCE,
POINT OF VIEW
CHANGING YOUR
ALLOWS FOR GREATER
PERIPHERAL VISION.
VAULT-TEC RECOMMENDS
SORTING ITEMS BY STATISTIC
As you gather more and more items, drop them off at a workbench or owned
home, or make your own weapons or objects, you may wish to compare the
potency of similar items. This is where the sorting part of your INV comes into
maneuvers you took for granted. Why not stay in the relative
play. Change the order of your times by their different statistics (also displayed on
safety of Vault 111 and rid the corridors of the minor Radroach
the screen) so you can, for example, compare fire rates, range, or weight of your
passive controls?
Activate
HOLOTAPES
Reload or Transfer
A CLASSIC HOLOTAPE
GAME; ONE IS FOUND
Toggle POV
Need to see behind you? Thats a good idea, as youre able to
enhance your peripheral vision quite considerably, while at
Jump
Leaping over low walls and across gaps and climbing rocky
slopes is made not only more easy, but also actually possible if
you jump.
Pausing
Need to take a breather? Dont worry,
we all need a little time to pause, check
the Main menu, and perhaps look at the
large number of incredibly astute hints in
the Help menu.
HELPFUL HINT
Did You
Know?
VAULT-TEC RECOMMENDS
SCAVENGING AND TAGGING ITEMS FOR SETTLEMENTS
Are you scavenging for component parts to help build items in a Workshop? Then employ Activate when scavenging for items used to build workshop components. Certain
areas of scenery not usually of interest to past explorers, such as trees, tires, and junk items, now become incredibly important. Learn where the best junk is, head there and
gather what you need, then return more than three days later and gather more.
If you are searching for scavengable items to break down into components for your settlement workshops, a small magnifying glass appears when you look at an object
with the component youre after. This makes searching for components much less taxing. For more information, check the WORKSHOP chapter (page 218).
Social Status:
How to React If the Worst Happens
After surviving a nuclear blast, it is important to remain
HELPFUL HINT
STAT
STATUS
Did You
Know?
enhancing clothing.
HELPFUL HINT
Did You
Know?
WEAPON, THE SLOWER YOU MOVE; AND YOURE SLOWEST OF ALL WHILE
Traders
MAY BE TERRIFYING
TO WITNESS, BUT
IT BELONGS TO A
FRIENDLY SORT.
APPEARANCES CAN
SOMETIMES BE
DECEPTIVE.
To get some of the best gear going and start acquiring more than
find a trader, barter with them (the higher your Charisma, the
better your deals), and come back another day for a different
selection of items. There are different types of traders to find:
market, and the good folks of Goodneighbor for the very best
following options:
Dealing in scrap, armor, and other bits and bobs, there are
offensive tool with which to calm the situation down. Early into
perks that help you make the most of the weaponry youve chosen.
MELEE COMBAT
Did you happen to spot a small girl and a large Sentry Bot
while wandering? Then flag her down; shes a trader appearing
page 214.
TRADING CARAVANS
POWER ATTACK.
TRADERS
If youre using a punching or melee weapon, you must close the gap
to the enemy and perform a dance of death, countering your foe if
they employ similar weapons or quickly cutting or bludgeoning the
enemy if theyre still carrying a gun. Remember you can:
TRADER NAME
FIRST
LOCATION
SECOND
LOCATION
THIRD
LOCATION
FOURTH
LOCATION
Doc Weathers
County
Crossing
Finch Farm
Salem
The Slog
Trashcan
Carla
Sanctuary
Hills
Drumlin Diner
Cricket
Warwick
Homestead
Lucas Miller
Covenant
Greentop
Nursery
Tenpines Bluff
BASH: ATTACK NORMALLY TO INFLICT THE NORMAL DAMAGE FOR THE CLOSERANGE WEAPON YOURE USING AND TO QUICKLY HIT THEM IF THEYRE TRYING
A SLOWER POWER ATTACK WITH A MELEE WEAPON. THIS CAN LEAD TO THEM
BEING STAGGERED.
POWER ATTACK: BREAK A FOES BLOCK WITH A POWER ATTACK (AND
HOPEFULLY STAGGER THEM), WHICH TAKES A LONGER TIME BUT PROVIDES
MORE DEVASTATING DAMAGE. OR JUST BATTER THEM SENSELESS AS YOU CLOSE
IN BY STARTING A POWER ATTACK EARLY.
HELPFUL HINT
BLOCK: IF A FOE TAKES A SWING AT YOU (USING A MELEE STRIKE, AS YOU CANT
Did You
Know?
THEN BRING THEM DOWN WITH A BUMP IF YOU HAVE THE PAIN TRAIN PERK, OR
HELPFUL HINT
Did You
Know?
RANGED COMBAT
YOU PICK.
POSTURE IS THEREFORE
CALLED FOR.
The vast majority of the time, you should be able to spot the
telltale signs of a hostile encounter. Foes have red health bars.
They usually have warnings to strangers, impaled skulls adorning
Hip fire is any shooting done without pressing the aiming button.
The crosshairs are wide when hip firing and tight when aiming.
Aiming is more accurate, but you move slowly while aiming.
PROJECTILE COMBAT
A LARGER AREA OR
The beauty of hip firing is you can now avoid those three stats
and wind up with a devastating focused character.
However, if youre planning a focus on V.A.T.S., those stats are
all vital. If youre pouring points into Luck, you also need high
Agility and Perception to help the probability youll score some
crazy criticals!
The plan for hip firing is simple: Look for the most pertinent
threats and nullify them. You can hip fire, but your accuracy
Both you and your enemies can inflict different types of damage:
stand there.
A FARAWAY NEST TO
RAPID-FIRE MINIGUN
Its worth consulting the Combat chapter to see if the foes youre
STAT
V.A.T.S. allows you to slow down the lunacy of combat into more
hope its you. Is the foe running? Aim for the legs. Better to earn
STATUS
VAULT-TEC RECOMMENDS
HELPFUL HINT
Did You
Know?
NEED TO KNOW THE BEST WAYS TO IMPROVE YOUR V.A.T.S.? THE HIGHER YOUR AGILITY, THE MORE ACTION POINTS YOU HAVE. THE HIGHER YOUR PERCEPTION,
THE MORE ACCURATE YOU ARE IN VATS. THE HIGHER YOUR LUCK, THE MORE QUICKLY YOUR CRITICAL METER FILLS. V.A.T.S. IS PREFERRED OVER FIRING FROM
THE HIP IF YOU HAVE A TARGET AREA THATS PARTICULARLY TROUBLESOME TO HIT MANUALLY (SUCH AS A FAST-MOVING DEATHCLAW, OR DISTANT FOE WHOS
DIFFICULT TO AIM AT). YOU CAN ALSO SHOOT GRENADES OUT OF THE AIR, ONCE THROWN BY A FOE (BUT NOT OUT OF THEIR HANDS ON OR THEIR PERSON).
NEED TO MAXIMIZE YOUR V.A.T.S. POTENTIAL? THEN UTILIZE A WEAPON WITH LOW ACTION POINT USE (SUCH AS THE DELIVERER, THE SILENCED PISTOL
FAVORED BY THE RAILROAD FACTION). BUILD YOUR CRITICAL METER WITH THIS, THEN QUICKLY SWAP IT FOR A WEAPON WITH A LARGE BASE DAMAGE
VALUE (LIKE A FULLY CHARGED LASER MUSKET), AND EXECUTE THE CRITICAL WITH THAT WEAPON.
IS YOUR FOE FAR AWAY OR VERY DIFFICULT TO SCORE A HIT ON? THEN BUILD UP YOUR CRITICAL ON EASY-TO-TARGET FOES, AND UNLEASH THE CRITICAL
ON THE FAR TARGET, AS CRITICALS ALWAYS HIT!
WORRIED ABOUT MINES? THEN ENTER V.A.T.S. AND YOULL AUTOMATICALLY SPOT ANY THAT ARE NEARBY.
DONT SPRINT JUST BEFORE ENTERING V.A.T.S. COMBAT; YOU NEED ALL THE ACTION POINTS YOU CAN GET!
HELPFUL HINT
Did You
Know?
Those with the necessary Agility and attire suitable for such
antics may wish to try a spot of sneaking. This involves
counted.
farther apart the brackets are between the word Hidden, the
more successful your sneaking is.
HELPFUL HINT
Now You
Know!
RONNIE HAS A CHARISMA OF 9. EVEN THOUGH HES LEVEL 1, HE CAN CHOOSE ANY OF THE CHARISMA PERKS, FROM 01 (CAP COLLECTOR) TO 09
(WASTELAND WANDERER). THE ONLY CHARISMA PERK HE CANT GET YET IS 10 (INTIMIDATION), BUT HES WORKING ON IT!
HELPFUL HINT
10
Now You
Know!
HELPFUL HINT
Now You
Know!
WANTS TO GET FIT AND INCREASE HER ENDURANCE (TO ADD TO HER
HEALTH AND LESSEN HER ACTION POINT DRAIN RATE FROM SPRINTING).
(ON HIS PIP-BOY), WHICH SHOWS THE PERKS THAT ARE UNLOCKED
NAME
DESCRIPTION
Strength is a measure of your raw physical power. It affects how much you can carry and the damage of all melee attacks.
Strength
Since every item you scavenge has a weight associated with it, the stronger you are, the more you can carry without becoming
overburdened (which doesnt allow you to run).
Melee damage is inflicted by weapons you brandish with your hands, like a baseball bat. The higher your Strength, the more
damage you inflict with such attacks.
Perception
Perception is your environmental awareness and sixth sense, and it affects weapon accuracy in V.A.T.S. If you employ this
combat technique, the higher your Perception, the greater your chance of hitting a foe. A higher Perception also reveals detected
threats (red dots on your compass) at a greater distance.
Endurance
Endurance is a measure of your overall physical fitness. It affects your total Health and the Action Point drain from sprinting. Health
is the amount of damage you can take before dying, and a higher Health is more helpful if you like to charge into battle rather
than lurk and shoot from a distance. As Action Points (APs) and sprinting are both incredibly important, having larger reserves of
APs (and therefore the ability to sprint greater distances) is most helpful.
Charisma
Charisma is your ability to charm and convince others. It affects your success to persuade in dialogue and prices when you
barter. Raise your Charisma if you wish to complete speech challengesconversations in yellow (Easy), orange (Medium), or red
(Hard)during discussions with others. Better bartering prices also mean Caps you receive from your scavenging and trading
goes farther.
Intelligence
Intelligence is a measure of your overall mental acuity and affects the number of Experience Points earned. Intelligence also gives
you access to the Hacker perk, allowing you to unlock more difficult terminals. As you receive a Perk Point each time you rise a
level (which is spent to either increase an attribute, purchase a perk, or increase a perk by a rank), decreasing the time it takes to
level up can only help you. Or can it?
Agility
Agility is a measure of your overall finesse and reflexes. It affects the number of Action Points in V.A.T.S. and your ability to sneak.
It is considered a particularly important attribute to those who value stealth as a viable way to maneuver around enemy territories
without being seen (while crouching). As you need the largest number of Action Points as possible if you favor V.A.T.S. combat,
this is another reason to never overlook this attribute.
Luck
Luck is a measure of your general good fortune and affects the recharge rate of critical hits. While searching for loot, your Luck
determines the (random) likelihood of receiving a rare item, mod, or high-value item. In combat, critical hits help remove targets in
quicker, more violently impressive ways, and decreasing the time it takes to inflict such pain is obviously helpful.
HELPFUL HINT
HELPFUL HINT
STAT
Did You
Know?
SPECIAL
Did You
Know?
HELPFUL HINT
Did You
Know?
11
Strength-Related Perks
STRENGTH TRAINING
Strength is a measure of your raw physical power. It affects how much you can carry
and the damage of all melee attacks.
Since every item you scavenge has a weight associated with it, the stronger you
are, the more you can carry without becoming overburdened (which doesnt allow
you to run).
Melee damage is inflicted by weapons you brandish with your hands, like a
baseball bat. The higher your Strength, the more damage you inflict with
such attacks.
Build those muscles! Spend a Perk Point and instantly gain 1 point of Strength to a
maximum of 10.
There are no requirements for the training in this attribute.
STR 1
STR 2
Level 9, STR 1
Level 7, STR 2
You now do 40 percent more melee weapon damage and gain a chance
to disarm your opponent.
You now do 80 percent more melee weapon damage and hit all targets
in front of you.
You now do double damage with a melee weapon and gain a chance to
cripple your opponent, or grand slam their head clean off!
STR 3
This perk enhances your workshop settlements. This allows you to create the
Power Armor station (Rank 1, with Local Leader Rank 2).
12
STR 4
Level 16, STR 4 You gain access to Rank 2 melee weapon mods.
You gain access to base level and Rank 1 melee weapon mods.
Level 29, STR 4 You gain access to Rank 3 melee weapon mods.
STR 5
STR 6
Level 20, STR 6 When overburdened, you can use Action Points to run.
STAT
RANK REQUIREMENTS DESCRIPTION
1
2
STR 7
Level 28, STR 7 Hip-fire accuracy is improved even more when firing any gun.
STR 8
Level 5, STR 8
Gun bashing now does 50 percent more damage and possibly cripples
your opponent.
Gun bashing now does 75 percent more damage and has an increased
chance to cripple your opponent.
PERKS
STR 9
While standing still, you gain +25 Damage Resistance and your melee
and unarmed attacks deal 25 percent more damage.
While standing still, you now gain +50 Damage Resistance and your
melee and unarmed attacks deal 50 percent more damage.
While standing still, you may automatically disarm enemies that use
melee weapons against you.
While wearing Power Armor, sprinting into enemies hurts and staggers
them. (Robots and oversized enemies are immune to the stagger.)
STR 10
Sprinting into enemies while wearing Power Armor now causes severe
Level 24, STR 10 damage and a more powerful stagger. (Robots and oversized enemies
are immune to the stagger.)
Sprinting into enemies while wearing Power Armor now causes massive
Level 50, STR 10 damage and knocks them down. Impact landing near enemies inflicts
even more damage.
13
Perception-Related Perks
PERCEPTION TRAINING
Perception is your environmental awareness and sixth sense, and it affects weapon
accuracy in V.A.T.S. If you employ this combat technique, the higher your Perception,
the greater your chance of hitting a foe. A higher Perception also reveals detected
threats (red dots on your compass) at a greater distance.
Become more aware! Spend a Perk Point and instantly gain 1 point of Perception to a
maximum of 10.
There are no requirements for the training in this attribute.
PER 1
PER 2
Level 6, PER 1
Picking pockets is now 50 percent easier. You can place a live grenade
in a persons inventory.
Level 9, PER 2
PER 3
14
PER 4
Level 7, PER 4
Level 41, PER 4 Your bobby pins never break during lockpicking.
PER 5
1
2
PER 6
PER 7
STAT
RANK REQUIREMENTS DESCRIPTION
PER 8
You have improved control and can hold your breath longer when
aiming
with scopes. This reduces wobble.
PERKS
PER 9
In V.A.T.S. you can target an enemys body parts that are blocked by
cover, with a decrease in accuracy.
PER 10
In V.A.T.S. when you target an enemys body parts that are blocked by
cover, there is no decrease in accuracy.
Level 26,
PER 10
Level 50,
PER 10
15
Endurance-Related Perks
ENDURANCE TRAINING
Endurance is a measure of your overall physical fitness. It affects your total Health
and the Action Point drain from sprinting. Health is the amount of damage you can
take before dying, and a higher Health is more helpful if you like to charge into battle
rather than lurk and shoot from a distance. As Action Points (APs) and sprinting are
both incredibly important, having larger reserves of APs (and therefore the ability to
sprint greater distances) is most helpful.
Get fit! Spend a Perk Point and instantly gain 1 point of Endurance to a
maximum of 10.
There are no requirements for the training in this attribute.
END 1
END 2
Level 9, END 1
Level 6, END 2
16
END 3
END 4
Level 8, END 3
END 5
END 6
END 7
END 8
Level 19, END 8 Eating Ghoul or Super Mutant corpses restores Health.
STAT
PERKS
END 9
Level 24, END 9 Radiation now regenerates even more of your lost Health.
Radiation now regenerates even more of your lost Health, and some
Feral Ghouls will randomly become friendly.
END 10
Gain +2 to Strength and Endurance between the hours of 6:00 a.m. and
6:00 p.m.
Level 27,
END 10
Level 50,
END 10
17
Charisma-Related Perks
CHARISMA TRAINING
Charisma is your ability to charm and convince others. It affects your success to
persuade in dialogue and prices when you barter. Raise your Charisma if you wish to
complete speech challengesconversations in yellow (Easy), orange (Medium), or red
(Hard)during discussions with others. Better bartering prices also mean Caps you
receive from your scavenging and trading goes farther.
Enhance your natural charm! Spend a Perk Point and instantly gain 1 point of
Charisma to a maximum of 10.
There are no requirements for the training in this attribute.
CHR 1
Level 20, CHR 1 Buying and selling prices at vendors are now much better.
Level 41, CHR 1 You can now invest a total of 500 Caps to raise a stores buying capacity.
RANK REQUIREMENTS
CHR 2, Female
CHR 2, Male
Level 22, CHR 2, Female The opposite gender now suffers +15 percent damage in
combat and is much easier to persuade in dialogue. They are
Level 22, CHR 2, Male
now even easier to pacify with the Intimidation perk.
18
DESCRIPTION
CHR 3
CHR 4
Level 9, CHR 4
When your dog holds an enemy, theres a chance hell cripple the limb
hes biting.
When your dog holds an enemy, theres a chance hell cause them
to bleed.
Commune with beasts! But only if youre successful and aim your gun
at the animal in question; you may wish to check the level of your
target first in V.A.T.S. with the Awareness perk. The higher ranks allow
you to use more interesting commands, allowing you to chance upon,
say, a Yao Guai lair and bringing the beast with you into a nearby
Raider camp. At Rank 3, the beast acts a little like a dumber pet, with
more control over where you can send it, usually into areas to cause a
distraction. Animals are beasts that were naturally occurring before the
bombs dropped.
With your gun, aim at any animal below your level and gain a chance to
pacify it.
CHR 5
Level 12, CHR 5 When you successfully pacify an animal, you can incite it to attack.
CHR 6
Level 14, CHR 6 You can build stores and workstations at workshop settlements.
CHR 7
Level 37, CHR 7 Your Luck is increased by 3 while youre under the influence of alcohol.
CHR 9
With your gun, aim at any Wasteland creature below your level and
gain a chance to pacify it.
STAT
PERKS
CHR 8
Your companion does more damage in combat and cannot hurt you.
You are able to establish supply lines between your workshop settlements.
CHR 10
Time to show everyone whos boss! With your gun, aim at any human
opponent below your level and gain a chance to pacify them.
Level 23,
CHR 10
When you successfully pacify someone, you can incite them to attack.
Level 50,
CHR 10
19
Intelligence-Related Perks
INTELLIGENCE TRAINING
Intelligence is a measure of your overall mental acuity and affects the number of
Experience Points earned. Intelligence also gives you access to the Hacker perk,
allowing you to unlock more difficult terminals. As you receive a Perk Point each time
you rise a level (which is spent to either increase an attribute, purchase a perk, or
increase a perk by a rank), decreasing the time it takes to level up can only help you.
Or can it?
Keep learning! Spend a Perk Point and instantly gain 1 point of Intelligence to a
maximum of 10.
There are no requirements for the training in this attribute.
INT 1
INT 2
Stimpaks and RadAway restore all lost Health and radiation and work
much more quickly.
20
INT 3
INT 4
Level 9, INT 4
When hacking, you never get locked out of a terminal when things
go wrong.
1
2
INT 5
INT 6
You can salvage rare components like circuitry, nuclear material, and
fiber-optics when scrapping weapons and armor. Items with favorite
components are highlighted.
STAT
RANK REQUIREMENTS DESCRIPTION
INT 8
Any chems you take now last an additional 150 percent longer.
Any chems you take now last an additional 200 percent longer.
When you successfully hack a robot, you can give it specific commands.
INT 7
INT 9
PERKS
INT 10
When your Health drops below 20 percent, time slows and you gain
+20 Damage Resistance and do 20 percent more damage while the
effect lasts.
You now gain 40 more Damage Resistance and do 40 percent more damage
Level 50, INT 10 while Nerd Rage is in effect. Kills you make while enraged restore some
lost Health.
21
Agility-Related Perks
AGILITY TRAINING
Agility is a measure of your overall finesse and reflexes. It affects the number of Action
Points in V.A.T.S. and your ability to sneak. It is considered a particularly important
attribute to those who value stealth as a viable way to maneuver around enemy
territories without being seen (while crouching). As you need the largest number of
Action Points as possible if you favor V.A.T.S. combat, this is another reason to never
overlook this attribute.
Increase those reflexes! Spend a Perk Point and instantly gain 1 point of Agility to a
maximum of 10.
There are no requirements for the training in this attribute.
AGI 1
AGI 2
Level 7, AGI 1
22
AGI 3
Level 5, AGI 3
You are now 30 percent harder to detect while sneaking and no longer
trigger floor-based traps.
You are now 40 percent harder to detect while sneaking and no longer
Level 12, AGI 3
trigger enemy mines.
You are now 50 percent harder to detect while sneaking, and running
Level 23, AGI 3
no longer adversely affects stealth.
Level 38, AGI 3 Engaging stealth causes distant enemies to lose you.
AGI 4
Level 30, AGI 4 Your silenced weapons now do 50 percent more sneak attack damage.
AGI 5
Level 18, AGI 5 Your Action Points now regenerate 50 percent faster.
AGI 6
You now get +50 Damage Resistance and +50 Energy Resistance when
youre sprinting.
STAT
RANK REQUIREMENTS DESCRIPTION
Your ranged sneak attacks do 2.5x normal damage and your melee
sneak attacks do 4x normal damage.
AGI 7
AGI 8
PERKS
Your ranged sneak attacks now do 3.5x normal damage, and melee
sneak attacks do 10x normal damage.
AGI 9
V.A.T.S. melee distance is increased even more, and the farther the
Level 29, AGI 9
Blitz distance, the greater the damage.
AGI 10
23
Luck-Related Perks
LUCK TRAINING
Luck is a measure of your general good fortune and affects the recharge rate of
critical hits. While searching for loot, your Luck determines the (random) likelihood
of receiving a rare item, mod, or high-value item. In combat, critical hits help remove
targets in quicker, more violently impressive ways, and decreasing the time it takes to
inflict such pain is obviously helpful.
To your good fortune! Spend a Perk Point and instantly gain 1 point of Luck to a
maximum of 10.
There are no requirements for the training in this attribute.
LCK 1
LCK 2
Level 5, LCK 1
Level 7, LCK 2
24
LCK 3
Level 9, LCK 3
Level 31, LCK 3 You now inflict +15 percent damage in combat.
Level 47, LCK 3 When an enemy explodes, nearby enemies may suffer the same fate.
LCK 4
Level 22, LCK 4 The Mysterious Stranger appears more often in V.A.T.S.
***
LCK 5
You now randomly receive 5x XP from any action. The lower your
Intelligence, the greater the chance.
LCK 6
Level 15, LCK 6 Your criticals now do twice as much extra damage.
Level 40, LCK 6 Your criticals now do 2.5x as much extra damage.
STAT
RANK REQUIREMENTS DESCRIPTION
You can save a critical hit, to be used in V.A.T.S. when you need it the
most.
LCK 7
You can now save 2 critical hits, to be used in V.A.T.S. when you need
Level 17, LCK 7
them the most.
You can now save 3 critical hits, to be used in V.A.T.S. when you
Level 43, LCK 7 need them the most. Banking a critical has a chance to save an
additional critical.
LCK 8
Any kill in V.A.T.S. has a 15 percent chance to restore all Action Points.
Any kill in V.A.T.S. now has a 35 percent chance to restore all Action
Points and refill your Critical meter.
LCK 9
Each hit in V.A.T.S. now has an even better chance of filling your
Level 13, LCK 9
Critical meter.
Each hit in V.A.T.S. now has a very good chance of filling your
Level 32, LCK 9
Critical meter.
PERKS
LCK 10
Level 29,
LCK 10
Level 50,
LCK 10
When an enemys shot ricochets back and kills them, there is a chance
your Critical meter gets filled.
25
QUIET REFLECTION
WELL RESTED
Companion Perks
Locate a friend in the Commonwealth, explore with them while making quest decisions and significant dialogue choices, complete
small events to increase their affinity with you, engage in conversations with them, and (optionally, depending on the companion)
complete their associated quest, and you receive a unique perk from each of them (except Dogmeat).
26
BERSERK
CLOSE TO METAL
COMBAT MEDIC
GIFT OF GAB
ISODOPED
KILLSHOT
ROBOT SYMPATHY
SHIELD HARMONICS
TRIGGER RUSH
UNITED WE STAND
PERMANENTLY TAKES 10
PERCENT LESS DAMAGE.
COVERT OPERATIONS
JUNKTOWN VENDOR
STAT
PERKS
Rank: **********
Rank: **********
Rank: **********
Rank: ********
ADVENTURING WITH A
COMPANION.
ENERGY RESISTANCE.
PERCENT DAMAGE.
MASSACHUSETTS SURGERY
TESLA SCIENCE
TUMBLERS TODAY
UNSTOPPABLE
Rank: *********
Rank: *********
Rank: *****
Rank: *****
27
DRINK VENDORS.
TATTOOS).
TOTAL HACK (ALLOWING YOU TO HACK
PERK NAME
RANK
All Rank *
Perks (providing
S.P.E.C.I.A.L. value
has been achieved)
PERK NAME
RANK
PERK NAME
RANK
PERK NAME
RANK
15
Party Boy
**
24
Pain Train
**
37
Party Boy
***
15
Party Girl
**
24
Scrounger
***
37
Party Girl
***
16
Blacksmith
**
25
Armorer
***
37
Scrounger
****
16
Chemist
**
25
Attack Dog
***
38
Cannibal
None
Basher
**
***
16
Lady Killer
***
25
Fortune Finder
***
38
Sneak
Fortune Finder
**
*****
16
Ninja
**
25
Gun Nut
***
39
Armorer
****
17
Critical Banker
**
25
Night Person
**
39
Gun Nut
Sneak
**
Lead Belly
**
****
17
Lead Belly
***
26
40
Better Criticals
***
17
Lone Wanderer
**
26
Basher
****
40
Fortune Finder
Pickpocket
**
Big Leagues
**
****
17
Mister Sandman
**
26
Concentrated Fire
**
40
Lone Wanderer
Black Widow
**
***
17
Pickpocket
***
26
Gun-Fu
**
41
Cap Collector
Gunslinger
**
***
17
Science!
**
26
Nuclear Physicist
***
41
Locksmith
Lady Killer
**
****
18
Action Boy
**
26
Rad Resistant
***
41
Mysterious Stranger
***
18
Action Girl
**
26
Sniper
***
41
Science!
Locksmith
**
Scrounger
**
****
18
Iron Fist
***
27
Big Leagues
****
42
Big Leagues
*****
18
Locksmith
***
27
Gunslinger
****
42
Gunslinger
Life Giver
**
Attack Dog
**
*****
18
Medic
**
27
Solar Powered
**
42
Refractor
Bloody Mess
**
*****
18
Rifleman
***
28
Animal Friend
***
43
Critical Banker
***
18
Toughness
***
28
Penetrator
**
43
Inspirational
Hacker
**
Iron Fist
**
***
19
Cannibal
**
28
Quick Hands
**
43
Rooted
***
19
28
Science!
***
44
Moving Target
Rifleman
**
Toughness
**
***
19
Inspirational
**
28
Steady Aim
**
44
Robotics Expert
10
Demolition Expert
**
***
19
Robotics Expert
**
29
Blacksmith
***
45
Chemist
****
20
Cap Collector
**
29
Blitz
**
46
10
Strong Back
**
11
Commando
**
20
Life Giver
***
29
Ricochet
**
46
Iron Fist
*****
20
Strong Back
***
30
Medic
***
46
Rifleman
11
Heavy Gunner
**
11
Idiot Savant
**
*****
21
Aquaboy
**
30
Mister Sandman
***
46
Toughness
11
Refractor
**
*****
21
Aquagirl
**
30
Pickpocket
****
47
Bloody Mess
12
Animal Friend
**
****
21
Commando
***
30
Strong Back
****
47
Heavy Gunner
12
Sneak
***
*****
21
Hacker
***
31
Bloody Mess
***
48
****
**
21
Heavy Gunner
***
31
Iron Fist
****
48
Ghoulish
13
Adamantium
Skeleton
***
21
Refractor
***
31
Nerd Rage!
**
49
Commando
13
*****
Armorer
**
21
Wasteland Whisperer **
31
Rifleman
****
49
Medic
****
13
**
22
Black Widow
***
31
Toughness
****
49
13
Gun Nut
**
22
Chem Resistant
**
32
Chemist
***
50
Concentrated Fire
***
13
Rad Resistant
**
22
Demolition Expert
***
32
***
50
Gun-Fu
***
13
Sniper
**
22
Mysterious Stranger
**
33
Hacker
****
50
Intimidation
***
14
Basher
***
22
Rooted
**
33
Ninja
***
50
Nerd Rage!
***
14
Local Leader
**
23
Intimidation
**
34
Demolition Expert
****
50
Pain Train
***
14
Nuclear Physicist
**
23
Scrapper
**
34
Idiot Savant
***
50
Ricochet
***
15
Better Criticals
**
23
Sneak
****
35
Commando
****
50
Solar Powered
***
15
Big Leagues
***
24
Ghoulish
**
35
Heavy Gunner
****
15
Gunslinger
***
24
Moving Target
**
35
Refractor
****
28
LEVEL
LEVEL
LEVEL
HELPFUL HINT
Did You
Know?
ARE YOU AWARE THAT THE GUN A COMPANION BEGINS WITH NEVER
REQUIRES AMMUNITION? HOWEVER, IF YOU GIVE THEM A NEW WEAPON,
the Commonwealth.
CAIT
Description: A dog
Location: Red Rocket Truck Stop
Associated Quest: None
Romance: No
Perk: None
CODSWORTH
CURIE
PALADIN DANSE
STAT
COMPANIONS
DOGMEAT
DEACON
HANCOCK
29
MACCREADY
PIPER
PRESTON GARVEY
STRONG
NICK VALENTINE
X6-88
COMPANION AFFINITY
When you meet a companion for the first time, you may be
fond of, and your companion still provides help and support
CAIT
CODSWORTH
GENEROUS
CURIE
SELFISH
NICE
DANSE
DEACON
MACCREADY
PIPER
PRESTON
STRONG
VALENTINE
MEAN
HANCOCK
PEACEFUL
VIOLENT
X6-88
30
STRONG
CHEM
ADDICTION
CHEM USE
DONATE ITEM
DRINK
ALCOHOL
MACCREADY
CURIE
NICK
VALENTINE
PALADIN
DANSE
PIPER
CAIT
PRESTON
X6-88
DEACON
CODSWORTH
HANCOCK
EVENT
STRONG
MACCREADY
CURIE
NICK
VALENTINE
PALADIN
DANSE
PIPER
CAIT
PRESTON
X6-88
DEACON
CODSWORTH
HANCOCK
EAT CORPSE
ENTER POWER
ARMOR
ENTER
VERTIBIRD
HACK
COMPUTER
HEAL DOGMEAT
MODIFY
ARMOR
MODIFY
WEAPON
MURDER NONHOSTILE
PICK LOCK
PICK LOCK
OWNED
SPEECH
SUCCESS
(MORE CAPS)
STEALING
STEALING
(PICKPOCKET)
WALK AROUND
UNCLOTHED
* This indicates Caits state of mind before and after completing her quest.
Lending a Hand
Aside from helping you in combat and easing your anxiety about the torment of the
USE YOUR COMPANION TO CARRY YOUR EXTRA EQUIPMENT ONCE YOU REACH YOUR CARRYING CAPACITY;
JUST TALK TO THEM AND TRADE.
EQUIP MOST COMPANIONS WITH ARMOR TO ADD PROTECTION DURING COMBAT. ALTHOUGH YOUR
COMPANIONS CANT BE KILLED, THEY CAN USE UP STIMPAKS JUST LIKE YOU DO. USE ONE IF THEY FALL IN
STAT
COMPANIONS
Crafting
Are you making due with ramshackle gear
and irradiated food? Is your settlement
failing to meet the needs of a growing
WORKSHOPS: USE WORKSHOPS TO BUILD STRUCTURES, FURNITURE, TURRETS, RESOURCES, AND MORE.
WITH THE RIGHT COMPONENTS, YOU CAN BUILD ANYTHING AND EVERYTHING YOUR SETTLEMENT NEEDS.
WITH THE RIGHT SELECTION OF PERKS, YOU CAN DO MUCH, MUCH MORE.
APPAREL. INVEST IN ALL AVAILABLE RANKS OF THE ARMORER AND SCIENCE! PERKS TO TAKE FULL
31
COMBAT
Overview
HUMANOID STATS
NON-HUMANOID STATS
For this reason, the following categories are used for most
humanoid stats:
NAME: THE NAME BY WHICH YOUR PIP-BOY IDENTIFIES A GIVEN TARGET.
LEVEL: A TARGETS LEVEL IS A GOOD INDICATOR OF ITS RELATIVE STRENGTH.
INVENTORY: ITEMS THAT ARE SURE TO BE CARRIED BY A TARGET
(ALTHOUGH MOST DEFEATED ENEMIES WILL ALSO DROP SEVERAL RANDOMLY
SELECTEDITEMS).
PERCEPTION: HOW EASILY A TARGET CAN DETECT HIDDEN THREATS. THE HIGHER
A TARGETS PERCEPTION, THE MORE DIFFICULT IT IS TO SNEAK PAST THEM.
BYATARGET.
STANDARD WEAPONS: TYPES OF WEAPONS MOST COMMONLY CARRIED
BYATARGET.
XP: THE UNMODIFIED XP GRANTED FOR DEFEATING A TARGET
(SPECIFIC XP REWARDS ARE DETERMINED BY YOUR INTELLIGENCE, PERKS,
ANDACTIVEBONUSES).
LEGENDARY ENEMIES
Most enemy types have Legendary variants that can appear at
random. These enemies share the same base stats as their standard
32
Scribes
Scribes are tasked with cataloging and preserving any information considered valuable to
the Brotherhood of Steel. When it comes to combat, Scribes lack the impressive skills and
equipment of their front-line comrades. While they do have access to a small variety of
armor and accessories, even the most effective combinations offer very little protection.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
40
Scribe
Laser pistols
Brotherhood Scribe
80
Scribe
Laser pistols
11
15
120
Scribe
Laser pistols
23
XP
Lancers
NAME
XP
Brotherhood Lancer-Initiate
40
Bomber jacket
Laser rifles
Brotherhood Lancer
70
Bomber jacket
Laser rifles
12
Brotherhood Lancer-Knight
14
185
Bomber jacket
Laser rifles
21
Brotherhood Lancer-Sergeant
21
150
Bomber jacket
Laser rifles
31
Brotherhood Lancer-Captain
28
170
Bomber jacket
Laser rifles
40
STAT
COMBAT
Lancers are responsible for providing transportation and air support for the Brotherhood of Steel. With gear like bomber jackets and
flight helmets, Lancers arent particularly formidable, but every Lancer carries some sort of laser rifle in case a firefight breaks out.
Soldiers
Soldiers are responsible for gathering technology and enforcing the will
of the Brotherhood. Individuals who demonstrate exceptional loyalty
and valor are promoted up the ranks, gaining more formidable gear
along the way. Most Brotherhood of Steel soldiers rely on various laser
rifles, but heavy guns such as miniguns, Gatling lasers, and missile
launchers are sometimes used to overwhelm the opposition.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
Brotherhood Initiate
50
Brotherhood fatigues
Laser rifles
Brotherhood Aspirant
115
Brotherhood fatigues
Laser rifles
15
Brotherhood Knight
17
200
Combat armor
Laser rifles
25
Brotherhood Knight-Sergeant
25
300
Combat armor
Laser rifles
36
Brotherhood Knight-Captain
33
375
Combat armor
Laser rifles
47
Brotherhood Knight-Commander
41
480
Combat armor
Laser rifles
58
Brotherhood Paladin
49
560
Combat armor
Laser rifles
70
Brotherhood Paladin-Commander
57
670
Combat armor
Laser rifles
81
67+
800+
Combat armor
Laser rifles
96
XP
Higher ranking soldiers sometimes employ T60 Power Armor, allowing them to absorb huge amounts of damage. Use powerful
explosives, rifles, or heavy guns to engage from a safe distance, or equip a suit of Power Armor to even the odds in close combat.
33
Vertibirds
Vertibirds are essentially mobile weapon platforms, providing air support to Brotherhood
ground forces. Passengers can use the side-mounted miniguns to tear through enemy
forces, and each Vertibird is also equipped with two front-mounted 5-mm cannons. Each
projectile does relatively little damage, but even the toughest targets can be overwhelmed
by a Vertibirds hail of bullets.
NAME
Vertibird
LEVEL
20
10
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
RADIATION
RESISTANCE
POISON
RESISTANCE
DAMAGE
SPECIAL
ATTACK
SA
DAMAGE
XP
60
60
Immune
Immune
108/sec
Minigun
30
910
Vertibird
30
10
910
90
90
Immune
Immune
108/sec
Minigun
43
Vertibird
40
10
1310
112
112
Immune
Immune
198/sec
Minigun
75
Vertibird
50
10
1510
135
135
Immune
Immune
288/sec
Minigun
71
If you find yourself in a Vertibirds crosshairs, check the area for any nearby structures that might offer cover. Target the pilot or
use a missile launcher to quickly down one of these vehicles. Otherwise, chip away at its health with the most powerful weapon you
have. During battle, a Vertibird tends to move in and out of any weapons effective range. Monitor your ammunition and choose
your shots wisely. A disabled Vertibird will stay in the air for several seconds before crashing down to the grounduse this time to
get clear of the impending explosion.
CHILDREN OF ATOM
Considered a cult by most outsiders, the
Children of Atom worship nuclear material
and the radiation it emits. While most
members are compelled to spread the word
of Atom, Children of Atom are wary of
strangers and generally attack trespassers
on sight. Unless important business takes
you into their territory, approaching a
Child of Atom willtrigger a firefight.
Children of Atom congregate in the Crater of Atom, but smaller groups can be found throughout the Commonwealth.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
XP
Child of Atom
10
280
16
20
400
29
30
500
43
40
600
57
50
700
71
Children of Atom wear rags that offer very little protection, but prolonged exposure has left them immune to radiation and able to
withstand a considerable amount of punishment. Although some Children of Atom rely on a variety of handmade pipe guns, others
favor the radiation damage offered by gamma guns. Whenever possible, equip armor that offers radiation resistance or stock up on
RadAway before engaging these fanatics.
HELPFUL HINT
Did You
Know?
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
XP
20-50
Stimpak
285-435
DC Guard
30
For the most part, Diamond City Security uses repurposed baseball equipment to keep the peace. Their standard-issue armor
favors damage resistance over energy resistance, and all guards carry some sort of baseball bat. Each guard also carries a pipe rifle
and at least one stimpak, relying on superior numbers and emergency healing to overwhelm better-equipped enemies. Luckily,
its fairly easy to prevent confrontations with Diamond City Securityavoid committing criminal acts (or make sure such acts go
unwitnessed) to ensure that these guards leave you in peace.
34
DRIFTERS
Most of the people living in Goodneighbor
are Drifters who have grown weary of
wandering the wilderness. They arent
particularly aggressive, but theyre quick
to swarm on visitors who threaten the
relative safety of their community.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
Drifter
190
STANDARD ARMOR
STANDARD WEAPONS
XP
Clothing
Pipe guns
Wrapped in simple clothing and armed with only handmade pipe guns, Drifters arent particularly effective in combat. However,
attacking a Drifter will draw all of Goodneighbor into the skirmish. Considering that Drifters never carry anything of real value,
theres not much to be gained from provoking them.
FORGED
The Forged are similar to Raiders, set apart
only by their small numbers and fanatic
obsession with the destructive power of fire.
These enemies can only be found in and
around the Saugus Ironworks, and theyll
attack any and all trespassers on sight.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
XP
Forged
30
Wastelander
Forged
45
Wastelander
Forged
70
Wastelander
15
Forged
14
125
Wastelander
21
Forged
30
390
Wastelander
43
Forged
39
540
Wastelander
55
STAT
COMBAT
Most Forged wear some form of cage armor, spiked armor, or Drifter outfit. Even when combined with a piece of headgear, a typical
Forged has fairly low resistances. However, the Forged do carry a wide variety of weapons. Those who favor melee weapons tend to
use baseball bats, sledgehammers, and even the occasional super sledge. They also have access to a large selection of pistols, rifles,
and flamers, and most Forged carry a supply of Molotov cocktails.
Because Forged are limited to a single location, theres no need to engage them until youre adequately prepared. Forged are most
effective at short to medium range, so its usually best to pick them off from a distance. When thats not an option, be sure to watch
for incoming Molotov cocktails as you deal with incoming Forged.
35
GUNNERS
Gunners claim to be soldiers for hire, but throughout the Commonwealth, they have a well-earned reputation as being a highly
militarized gang of thugs. Aggressive and fiercely territorial, Gunners are guaranteed to attack anyone who wanders into an area
theyve claimed as their own. Theyre well equipped and well organized, and a group of Gunners almost always includes at least one
combat-ready robot.
Gunners can be found in Mass Bay Medical Center, Hub City Auto Wreckers, and many other locations throughout the Commonwealth.
Gunner Humans
Low-ranking Gunners are usually limited
to the protection offered by simple clothing,
accessories, and the occasional piece of
leather armor. Gunners who have reached
the rank of Private sport a few pieces of
combat armor. Further promotions grant
Gunners better-quality pieces of combat
armor. Gunners also enjoy a vast arsenal
of weapons. Combat rifles and laser rifles are popular choicesand no Gunner would ever be caught relying on a handmade pipe
gunbut virtually any projectile weapon weapon has a chance of appearing in a Gunners hands. Even valuable plasma weapons
can be found on high-level Gunners. Batons and rippers are sometimes used, as are fragmentation grenades, Molotov cocktails, and
a variety of heavy guns.
NAME
Gunner
Gunner Conscript
Gunner Private
Gunner Corporal
Gunner Sergeant
Gunner Lieutenant
Gunner Captain
Gunner Major
Gunner Colonel
Gunner General
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
8
14
22
30
38
46
58
70
82
94
Stealth Boy
Stealth Boy
4
4
4
5
5
5
6
6
6
7
120
150
240
400
540
660
780
890
1070
1300
STANDARD ARMOR
STANDARD WEAPONS
Clothing
Clothing
Combat armor
Combat armor
Combat armor
Combat armor
Combat armor
Combat armor
Combat armor
Combat armor
Pistols,
Pistols,
Pistols,
Pistols,
Pistols,
Rifles
Rifles
Rifles
Rifles
Rifles
XP
rifles
rifles
rifles
rifles
rifles
13
21
32
43
54
65
83
100
118
137
Gunner Robots
GUNNER
SENTRY BOT
GUNNER
ASSAULTRON
XP
SA DAMAGE
SPECIAL
ATTACK
DAMAGE
POISON
RESISTANCE
RADIATION
RESISTANCE
ENERGY
RESISTANCE
DAMAGE
RESISTANCE
BASE HEALTH
PERCEPTION
22
250
60
40
Immune
Immune
Varies
--
--
32
32
350
75
50
Immune
Immune
Varies
--
--
51
50
550
90
60
Immune
Immune
Varies
--
--
83
52+
655+
110
70
Immune
Immune
Varies
--
--
130
Gunner Assaultron
24
300
75
40
Immune
Immune
60
Head laser
100
35
36
400
105
60
Immune
Immune
90
Head laser
150
51
36
LEVEL
NAME
46
500
130
75
Immune
Immune
120
Head laser
200
65
30
10
750
125
85
Immune
Immune
109/sec
--
--
43
40
10
850
150
100
Immune
Immune
136/sec
Missile
Launcher
169
57
10
1000
50
60+
10 1045+
175
125
Immune
Immune
202
--
--
71
135
125+
Immune
Immune
135
Rocket
Cluster
5x30
86
MERCENARIES
Mercenaries lack the Gunners numbers and resources, but the two
groups are similar in most respects. These enemies have been charged
with guarding Parsons State Insane Asylum, which is the only place
Mercenaries can be found in the Commonwealth. They take their work
very seriously and are guaranteed to attack anyone who encroaches on
their territory.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
XP
Mercenary
120
Combat armor
Combat rifles
13
Mercenary
14
150
Combat armor
Combat rifles
21
Mercenary
22
240
Combat armor
Combat rifles
32
Mercenary
30
400
Combat armor
Combat rifles
43
Each Mercenary is equipped with at least a few pieces of combat armor and some type of combat rifle. This means all Mercenaries
enjoy a good balance of damage resistance and energy resistance, and they all deal reliable damage from a decent range. Many
Mercenaries also carry fragmentation grenades or Molotov cocktails to flush their targets out of cover. When battling a group of
Mercenaries, try to keep track of enemy locations and keep an eye out for reinforcements that enter the skirmish.
MINUTEMEN
The Minutemen were once a formidable
and rather popular faction in the
Commonwealth. Due to significant losses
and internal squabbles, however, this
peoples militia has struggled to survive
in recent years. By defending their friends
STAT
COMBAT
to bolster their numbers and bring some measure of peace and comfort to the average men and women scattered throughout
the region.
Each Minuteman relies on whatever gear he or she can salvage, so the groups strength is determined by the allegiances it manages
to forge. You first encounter Preston Garveywho has spent years believing hes the last of the Commonwealth Minutemenin the
Museum of Freedom. With enough allies, however, Preston believes he can reestablish the Castle as the Minutemens base of operations.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
Minuteman
30
Clothing
Pistols, rifles
XP
5
Minuteman
70
Clothing
Pistols, rifles
15
Minuteman
14
125
Clothing
Pistols, rifles
21
Minuteman
22
240
Clothing
Pistols, rifles
32
Minuteman
30
400
Clothing
Pistols, rifles
43
Minuteman
39
540
Clothing
Pistols, rifles
55
Minuteman
46
660
Clothing
Pistols, rifles
65
Minuteman
58
100
Clothing
Pistols, rifles
83
Most Minutemen are limited to whatever protection is offered by simple clothing and headgear, but some members have managed
to salvage a few pieces of leather armor or metal armor. The laser musket is the signature weapon of the Minutemen, but the
average Minuteman is forced to rely on whatever weapons he or she has managed to salvage before joining. This means that
patrolling Minutemen can be found carrying anything from humble pipe guns to heavily modified combat rifles.
While some of its members can seem a bit self-righteous, Minutemen never attack without provocation. In fact, because the
groups strength is determined by the support of its allies, Minutemen are generally eager to lend a hand to anyone who doesnt
pose a direct threat.
37
NEIGHBORHOOD WATCH
The Neighborhood Watch is responsible for keeping order in Goodneighbor. Acts of theft or violence
are answered with a hail of bullets, but visitors who stay out of trouble have nothing to fear from
these local guards.
Wearing only patched three-piece suits and worn fedoras, members of the Neighborhood Watch arent
particularly well protected. The group does include both humans and Ghouls, however, so some members are immune to radiation
damage. Most of these guards are surprisingly friendly, but theyre always quick to deal with misbehaving visitors.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
Neighborhood Watch
40
XP
5
Neighborhood Watch
100
12
LEVEL
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
Initiate
50
Clothing
Melee weapons
6-25
130-320
Clothing
Pipe guns
Mercenary
HELPFUL HINT
XP
7
12
Did You
Know?
INITIATES ARE ALWAYS LEVEL 3, BUT THE SPECIFIC LEVEL OF SENIOR MEMBERS
RAIDERS
Raiders are plentiful, ruthless, and extremely aggressiveluckily, theyre not particularly bright. Large groups can be a handful,
and some gangs contain particularly strong members, but most Raiders are poorly equipped and all too accustomed to preying
on the Commonwealths most vulnerable residents. Raiders are predominantly human, but there are some Ghouls among their
numbers. Many Raider gangs also include one or more attack dogs.
Theyve managed to maintain a strong presence throughout the Commonwealth, but check locations like Hardware Town, Combat
Zone, and Dunwich Borers when youre itching to find a gang of Raiders.
Common Raiders
Most Raiders possess at least one piece of
Raider armor, but leather armor and metal
armor are also quite common. More powerful
Raiders even sport pieces of combat armor,
so any two Raiders can have wildly different
resistances. Because the weapons they carry
are equally varied, its just as difficult to gauge a specific Raiders offensive capabilities.
38
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
XP
Raider
30
Raider armor
Raider Scum
45
Raider armor
Raider Psycho
70
Raider armor
15
Raider Scavver
14
125
Raider armor
21
Raider Waster
21
175
Raider armor
31
Raider Survivalist
30
390
Raider armor
43
Most Raiders are limited to low-quality ballistic guns and melee weapons, but they will use any weapon they can salvage. Fragmentation
grenades are also very popular with Raider gangs, so expect to dodge at least a few explosives when battling larger groups.
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
XP
Raider Psycho
Stimpak
80
Rifles
15
Raider Veteran
10
Stimpak
85
Raider armor
Rifles
16
Raider Veteran
39
540
Raider armor
Rifles
55
Raider Dogs
Raiders tend to equip their Attack Dogs with
accessories and armor. These items may make
their animals look more intimidating, but they
offer no protection. Two Attack Dogs of the
same level can have different strengths and
weaknesses, but a quick look is usually all it takes to tell them apart. Dogs with full coats of fur have higher Perception and less
Health than mangier Attack Dogs.
NAME
LEVEL
INVENTORY PERCEPTION
BASE
HEALTH
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
RADIATION
RESISTANCE
POISON
RESISTANCE
DAMAGE
SPECIAL
ATTACK
SA
DAMAGE
XP
Attack Dog
10
30
Attack Dog
40
10
Attack Dog
10
80
10
10
15
12
Attack Dog
10
100
15
10
20
12
Attack Dog
14
10
120
15
15
20
21
Attack Dog
14
10
140
25
15
25
21
Attack Dog
21
10
170
20
20
25
31
Attack Dog
21
10
210
30
15
32
31
STAT
COMBAT
RAILROAD AGENTS
Members of the Railroad offer aid to fugitive synths and hope that one day all synths will be free to live whatever life they please.
These goals have put the Railroad at odds with both the Brotherhood of Steel and the Institute. The Railroad relies on secrecy and
subterfuge to survive, but Railroad Agents wont hesitate to attack anyone who stands with their enemies.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
Railroad Agent
40
10-mm pistols
XP
5
Railroad Agent
70
Hunting rifles
15
Railroad Agent
21
175
Combat rifles
31
Railroad Agent
30
390
Assault rifles
43
Railroad Agent
38
540
Gauss rifles
54
Railroad Agent
46
660
Gauss rifles
65
Considering its simple appearance, Railroad armored coats offer fairly impressive resistances. All versions of this armor favor
energy resistance over damage resistance, but the wearer even gains a small amount of radiation resistance. Each Railroad Agent
carries some type of ballistic gun, but the most experienced operatives are issued Gauss rifles.
39
ROBOTS
Robots are essentially tools, relying on their programming to determine friend from foe. Those designed for combat are equipped
with particularly formidable weapons, but even those meant for more utilitarian tasks have some offensive capability. Any robot
will take steps to protect itself from hostile actions. If a robots weapons are destroyed during the skirmish, it will initiate a selfdefense sequence and charge its target for a final attack.
Robots charged with defending specific locations tend to attack all trespassers, but others have been programmed with allegiances
to groups or individuals. Additionally, many of the robots scattered throughout the Commonwealth have suffered malfunctions
brought on by centuries of neglecteven seemingly friendly robots can turn hostile without warning. Whenever you encounter an
unknown robot, regardless of the type, its best to approach with caution.
Robots can be found in the General Atomics Galleria, Hesters Consumer Robotics, and various other locations
throughout the Commonwealth.
Eyebots
Eyebots are designed for reconnaissance and surveillance, but theyre
often used to broadcast information and propaganda to remote areas.
The Minutemen and the Brotherhood of Steel sometimes utilize
Eyebots for such reasons. Before you engage an Eyebot, consider any
affiliated factions that might take offense. Its rare for an Eyebot
to attack without provocation, but it does happen. Each Eyebot is
equipped with a small laser weapon, but theyre not particularly
formidable enemies.
NAME
LEVEL
Eyebot
INVENTORY PERCEPTION
10
BASE
HEALTH
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
RADIATION
RESISTANCE
POISON
RESISTANCE
DAMAGE
SPECIAL
ATTACK
SA
DAMAGE
XP
100
Immune
Immune
10
Protectrons
UTILITY
PROTECTRON
POLICE
PROTECTRON
PERCEPTION
BASE HEALTH
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
RADIATION
RESISTANCE
POISON
RESISTANCE
DAMAGE
XP
Protectron Steward
10
20
40
25
Immune
Immune
Varies
Protectron
10
100
40
25
Immune
Immune
22
Utility Protectron
14
10
190
75
50
Immune
Immune
15
10
Protectron Watcher
14
10
150
75
50
Immune
Immune
31
21
Police Protectron
14
10
190
75
50
Immune
Immune
22
21
Protectron Guardian
26
10
240
75
50
Immune
Immune
35
37
NAME
Protectrons move very slowly, and theyre not particularly durable, but they can often be used to clear an area of vermin or distract
more formidable enemies.
40
Mr. Handy
A Mr. Handys offensive capabilities are determined by
the tools attached to its arms. Options include pinchers,
saws, and miniature flamers. Each Mr. Handy can have
up to three arms, so weapon combinations vary.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
RADIATION
RESISTANCE
POISON
RESISTANCE
DAMAGE
XP
150
30
Immune
Immune
Varies
12
Mr. Handy
Mr. Handy was designed as a consumer-model robot, so its comparatively rare to encounter one thats outwardly hostile. If a fight
does break out, though, its usually best to simply overwhelm these robots. Most moderately powerful weapons can make short work
of a Mr. Handy.
Mr. Gutsy
Mr. Gutsy robots may look similar to the consumermodel Mr. Handy, but they boast a more durable design
and more powerful weapons. Possible attachments
include .44 pistols, combat rifles, laser guns, and saws.
Each Mr. Gutsy can carry up to three attachments.
All projectile-weapon attachments share a standard
appearance, however, so its impossible to determine a
Mr. Gutsys offensive capabilities until it opens fire.
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
RADIATION
RESISTANCE
POISON
RESISTANCE
DAMAGE
XP
Mr. Gutsy
22
250
60
40
Immune
Immune
Varies
32
Lieutenant
Gutsy
32
350
75
50
Immune
Immune
Varies
51
Major
Gutsy
50
550
90
60
Immune
Immune
Varies
83
52+
655+
110
70
Immune
Immune
Varies
130
NAME
Colonel
Gutsy
STAT
COMBAT
These robots are most effective at short to medium range, so long-range weapons are usually your best option. In close combat, try
to target a Mr. Gutsys eyes before focusing your attacks on its torso. Destroying all of its eyes will compromise its accuracy without
triggering a self-destruct sequence.
ASSAULTRON
DOMINATOR
ASSAULTRON
INVADER
ASSAULTRON
Assaultrons
PERCEPTION
BASE
HEALTH
Assaultron
24
300
75
40
Immune
Assaultron
Invader
36
400
105
60
Immune
Assaultron
Dominator
46
500
130
75
Immune
NAME
DAMAGE
ENERGY
RADIATION
POISON
RESISTANCE RESISTANCE RESISTANCE RESISTANCE
DAMAGE
SPECIAL
ATTACK
SA DAMAGE
XP
Immune
60
Head Laser
100
31
Immune
90
Head Laser
150
51
Immune
120
Head Laser
200
65
Its best to engage a hostile Assaultron from a distance. Target one of its legs with a long-range weapon and attempt to cripple it
before it reaches you. Once you manage to down an Assaultron, keep moving to minimize the chances of being hit with a laser blast,
and continue attacking until the robot is destroyed.
41
ANNIHILATOR
SENTRY BOT MK. II
ANNIHILATOR
SENTRY BOT
SENTRY BOT
SIEGE BREAKER
SENTRY BOT
Sentry Bots
Sentry Bots are well armed and extremely durable. Armed with miniguns, missile launchers, and even custom shoulder launchers,
these robots can be devastating in combat. Bait a Sentry Bot into moving while it attacks. Heavy activity eventually causes a
Sentry Bot to overheat, leaving it temporarily incapacitated. When this happens, move behind the enemy and focus your attacks on
its exposed Fusion Core to deliver greatly increased damage. It takes about six seconds for an incapacitated Sentry Bot to recover,
so move quickly.
NAME
DAMAGE
ENERGY
RADIATION
RESISTANCE RESISTANCE RESISTANCE
POISON
RESISTANCE
DAMAGE
SPECIAL
ATTACK
SA
DAMAGE
XP
Sentry Bot
30
10
750
85
80
Immune
Immune
109
--
--
43
Siege Breaker
Sentry Bot
40
10
850
150
100
Immune
Immune
136
Missile
Launcher
169
57
50
10
1000
175
125
Immune
Immune
202
--
--
71
135
Rocket
Cluster
5x30
86
60+
10
1045+
175+
125+
Immune
Immune
Turrets
Turrets are utilized by nearly every gang, faction, and organization in the
Commonwealth. Connected terminals can sometimes be used to control nearby turrets,
but thats not always an option.
Turrets that are mounted on walls or ceilings are protected by a shell of impenetrable
armor. While theyre inactive, these turrets cant be damaged. When one of these turrets
opens fire, however, the exposed gun can be destroyed. Turrets mounted on tripods or
resting in shopping carts are always vulnerable to attack.
PERCEPTION
BASE HEALTH
ENERGY
RESISTANCE
RADIATION
RESISTANCE
POISON
RESISTANCE
DAMAGE
XP
10
10
Immune
Immune
10/sec.
10
Machine Gun-Turret
28
10
90
40
60
Immune
Immune
15/sec.
40
Laser Turret
10
10
Immune
Immune
10/sec.
10
Laser Turret
16
10
60
25
40
Immune
Immune
38/sec.
24
Laser Turret
40
10
150
60
90
Immune
Immune
60/sec.
57
10
80
20
10
Immune
Immune
10+/sec.
10
16
10
125
35
25
Immune
Immune
10+/sec.
10
28
10
160
50
35
Immune
Immune
10+/sec.
10
40
10
210
60
40
Immune
Immune
10+/sec.
10
SCAVENGERS
Scavengers roam the Commonwealth,
generally looking to salvage anything of
value. They arent always hostile, but
some Scavengers can be fiercely protective
of areas they claim as their own. Give
these anxious Scavengers their space, or
use superior weaponry to clear them from
your path.
42
DAMAGE
RESISTANCE
INVENTORY
Machine-Gun Turret
NAME
LEVEL
Once alerted, it usually takes a moment for a turret to acquire its target. Use this time to destroy it or seek cover and wait for it to reset.
Scavengers tend to move from spot to spot, so most Scavenger encounters happen at random locations in the Commonwealths less
populated areas.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
XP
110
Wastelander
Pipe guns
Scavenger
Most Scavengers are limited to basic clothing, but they sometimes wear cage armor or a few leather armor pieces. With little
protection and relatively shoddy weapons, hostile Scavengers arent as formidable as theyd have you believe. They can make for
easy prey out in the wilds, but Scavengers dont often carry much worth taking.
SETTLERS
Settlers are ordinary men, women, and
Ghouls looking for a place to call home.
When these folks arrive at one of your
workshop settlements, theyre happy to
take orders. Those you encounter in the
wilds are usually on their way to your
nearest workshop settlement. Either way,
theyll only turn hostile if you attack them.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
XP
Settler
110
Wastelander
Pipe guns
There isnt much to be gained by attacking your settlers. Theyre perfectly willing to give you anything they own, and theyre crucial
to the productivity of your workshop settlements. Additionally, attacking one settler draws the entire community into the fray. If
you do choose to pick a fight, however, you will gain a small amount of XP for each settler you kill.
STAT
COMBAT
43
SUPER MUTANTS
Super Mutants are massive, muscle-bound creatures with a natural immunity to radiation damage and an inherent hatred of
humans. Most Super Mutants carry fairly crude gear, but they do have their share of powerful weapons, and many Super Mutant
groups use trained Mutant Hounds to chase down trespassers. Super Mutants arent particularly intelligent, but their physical
strength and natural aggression have allowed them to establish a significant presence throughout the Commonwealth.
Super Mutants can be found in Fallons Department Store, Fort Strong, and many other locationsmost of which can be identified
by the human remains and hanging meat bags scattered around the area.
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
Super Mutant
10
120
16
200
19
22
275
27
28
10
375
36
35
10
500
46
42
10
600
54
48
11
750
63
59
11
950
77
68+
12
1535+
91
XP
7
Due to sensitive ears and a keen sense of smell, Super Mutants have relatively high Perception and a considerable amount of
health. In most cases, its best to target a Super Mutants arms. This compromises their accuracy and improves your chances of
surviving the encounter.
44
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
10
Mini Nuke
120
Mini Nuke
XP
7
16
Mini Nuke
200
Mini Nuke
19
22
Mini Nuke
275
Mini Nuke
27
28
Mini Nuke
10
375
Mini Nuke
36
35
Mini Nuke
10
500
Mini Nuke
46
42
Mini Nuke
10
600
Mini Nuke
54
Mutant Hounds
Compared to a Super Mutants lumbering gait, Mutant Hounds move very quickly. They also have powerful
jaws and an impressive amount of health. Aim for the head to take them out as quickly as possible, or focus
your fire on their legs to slow them down.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE
HEALTH
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
RADIATION
RESISTANCE
POISON
RESISTANCE
DAMAGE
SPECIAL
ATTACK
SA
DAMAGE
XP
Mutant
Hound Meat
120
15
10
Immune
35
13
28
Mutant
Hound Meat
325
40
30
Immune
50
40
Mutant Hound
Glowing Mutant
Hound
NAME
LEVEL
Behemoth
50
1000
DAMAGE
RESISTANCE
135
ENERGY
RESISTANCE
100
RADIATION
RESISTANCE
POISON
RESISTANCE
Immune
100
DAMAGE
SPECIAL
ATTACK
SA
DAMAGE
XP
125
Throw
Boulder
75
100
94
125
Glowing
Behemoth
65
1300
150
110
Immune
100
156
Throw
Boulder
Epic
Behemoth
80
1600
165
120
Immune
100
187
Throw
Boulder
112
150
187+
Throw
Boulder
112+
175
Ancient
Behemoth
95
1900
180
130
Immune
100
SYNTHS
STAT
COMBAT
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
Synth
120
Synth armor
Synth
28
180
Synth armor
10
Synth Strider
13
140
Synth armor
20
Synth Patroller
21
265
Synth armor
32
Synth Seeker
29
300
Synth armor
42
Synth Trooper
39
425
Synth armor
55
Synth Assaulter
49
500
Synth armor
55
Synth Stormer
61
635
Synth armor
87
71+
760+
Synth armor
102
Synth Eradicator
XP
Like Super Mutants, synths use armor to augment their natural resistances. While numbers vary, most synths maintain a
balance between damage resistance and energy resistance, and all synths are immune to radiation and poison. However, synths
do share many of the weaknesses found in human enemies. Headshots deal extra damage, and crippled limbs greatly reduce their
effectiveness in combat.
Most synths carry some type of Institute pistol or Institute rifle, but shock batons are also fairly common.
45
Institute Coursers
Institute Coursers are advanced synths used to carry out a variety of covert operations. Their primary duties include
eliminating rogue synths, so theyre considerably more formidable than the Institutes standard models. Coursers
utilize relatively light armor, a variety of Institute laser pistols, and grenades that summon synth reinforcements.
Each Courser also carries at least one Stealth Boy and one stimpak, making them particularly effective in prolonged
battles. However, scoring a quick kill on an Institute Courser allows you to collect these items for yourself.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
XP
Institute Courser
15
250
Courser uniform
Institute pistols
23
Institute Courser
21
300
Courser uniform
Institute pistols
31
Institute Courser
28
375
Courser uniform
Institute pistols
40
Institute Courser
36
10
475
Courser uniform
Institute pistols
51
Institute Courser
44
10
550
Courser uniform
Institute pistols
63
Institute Courser
52
10
675
Courser uniform
Institute pistols
74
Institute Courser
60
10
750
Courser uniform
Institute pistols
86
Institute Courser
70
10
750+
Courser uniform
Institute pistols
100
TRIGGERMEN
The Triggermen are a loosely organized
group of thugs and criminals. Although
some particularly enterprising individuals
have hatched profitable schemes of their
own, many Triggermen act as hired muscle
for the various gangs and crime lords.
Triggermen generally attack strangers
on sight, but they arent particularly
formidable in small groups.
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
STANDARD ARMOR
STANDARD WEAPONS
Triggerman
40
Clothing
XP
5
Triggerman
100
Clothing
12
Triggerman
13
125
Clothing
20
Triggerman
19
170
Clothing
28
Triggerman
25
185
Clothing
36
Triggerman
31
200
Clothing
44
Triggerman
37
215
Clothing
53
Favoring style over substance, Triggermen dont have much in the way of armor. Aside from the natural radiation immunity enjoyed by
Ghoul members, Triggermen are vulnerable to most attacks.
Submachine guns are particularly popular among Triggermen, but some members favor assault rifles or semiautomatic pistols. A
single Triggerman is rarely dangerous, but large groups can deal significant damage fairly quickly. During heavy firefights, seek
cover and pick off the Triggerman one at a time.
GLOWING
MONGREL
RABID MONGREL
ALBINO
MONGREL
FERAL MONGREL
VICIOUS
MONGREL
WILD MONGREL
Mongrels
Mongrels are fast and aggressive, but most varieties arent particularly durable. They do tend to hunt in packs, however, and their
46
quick attacks can deal significant damage. Be particularly wary of Alpha variantsthey look just like standard Mongrels, but
theyre much more formidable.
POISON
RESISTANCE
DAMAGE
SPECIAL
ATTACK
SA DAMAGE
Immune
10
25
15
Immune
25
19
Vicious Mongrel
12
140
25
15
Immune
25
19
20
210
30
15
Immune
35
29
Feral Mongrel
20
210
30
15
Immune
35
29
30
275
40
20
Immune
50
43
LEVEL
XP
RADIATION
RESISTANCE
50
140
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
BASE HEALTH
PERCEPTION
7
8
INVENTORY
Mongrel dog meat
Mongrel dog meat
NAME
3
12
Wild Mongrel
Alpha Wild Mongrel
Albino Mongrel
30
275
40
20
Immune
50
43
40
380
50
25
Immune
65
57
57
Rabid Mongrel
40
380
50
25
Immune
65
Poison
10
40
500
60
35
Immune
75
Poison
10
71
Glowing Mongrel
50
425
60
35
Immune
80
Rad Field
3 rads/sec
71
50
425
60
35
Immune
90
Rad Field
3 rads/sec
80
DEATHCLAWS
GLOWING
DEATHCLAW
DEATHCLAW
MATRIARCH
MYTHIC
DEATHCLAW
CHAMELEON
DEATHCLAW
ALPHA
DEATHCLAW
ALBINO
DEATHCLAW
DEATHCLAW
SAVAGE
DEATHCLAW
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
RADIATION
RESISTANCE
POISON
RESISTANCE
DAMAGE
SPECIAL
ATTACK
SA DAMAGE
XP
Deathclaw
22
Deathclaw hand,
Deathclaw Meat
10
510+
100
250
Immune
250
60
Rubble throw
40
35
Alpha Deathclaw
31
Deathclaw hand,
Deathclaw Meat
10
800+
150
300
Immune
250
75
Rubble throw
40
48
Glowing Deathclaw
41
Deathclaw hand,
Deathclaw Meat
10
1000+
200
350
Immune
250
90
Rubble throw
/ Rad field
40, 5
rad/sec
64
Deathclaw Matriarch
51
Deathclaw hand,
Deathclaw Meat
10
760+
225
375
Immune
250
105
Rubble throw
40
80
Savage Deathclaw
61
Deathclaw hand,
Deathclaw Meat
10
910+
250
400
Immune
250
120
Rubble throw
40
96
Albino Deathclaw
71
Deathclaw hand,
Deathclaw Meat
10
1060+
275
400
Immune
250
135
Rubble throw
40
112
81
Deathclaw hand,
Deathclaw Meat
10
1210+
300
400
Immune
250
150
Rubble throw
40
129
91+
Deathclaw hand,
Deathclaw Meat
10
1360+
300
400
Immune
250
175
Rubble throw
40
145
Chameleon Deathclaw
Mythic Deathclaw
STAT
COMBAT
Deathclaws have very high energy resistance, so its usually best to stick with heavy guns and powerful ballistic rifles. Try to
cripple one of the creatures legs, then concentrate your fire on its belly as it limps toward you.
47
FERAL GHOULS
FERAL GHOUL
REAVER
FERAL GHOUL
STALKER
FERAL GHOUL
FERAL GHOUL
ROAMER
CHARRED
FERALGHOUL
ROTTING
FERALGHOUL
WITHERED
FERAL GHOUL
GANGRENOUS
FERAL GHOUL
ENERGY
RESISTANCE
RADIATION
RESISTANCE
POISON
RESISTANCE
35
10
20
1000
200
Radiation Damage
10
120
15
30
1000
200
15
Radiation Damage
10
13
15
200
30
45
1000
50
30
Radiation Damage
20
22
22
290
40
60
1000
200
40
Radiation Damage
30
32
32
350
50
75
1000
200
50
Radiation Damage
40
47
42
500
60
90
1000
200
65
Radiation Damage
50
61
52
700
70
100
1000
200
75
Radiation Damage
60
76
62+
855+
75
110
1000
200
85
Radiation Damage
70
90
XP
DAMAGE
RESISTANCE
SA DAMAGE
BASE HEALTH
SPECIAL
ATTACK
PERCEPTION
DAMAGE
INVENTORY
Feral Ghoul
NAME
LEVEL
Glowing Ones
vulnerable targets from several feet away. This radiation also heals nearby
Feral Ghouls, and Glowing Ones can even revive recently killed allies. Like
Feral Ghouls, Glowing Ones are healed by radiation. Focusing your attacks
on a Glowing Ones legs can help you keep your distance, but its best to
BLOATED
GLOWING ONE
PUTRID
GLOWING ONE
GLOWING ONE
XP
200
40
Radiation Damage
35
32
200
75
Radiation Damage
60
57
58
400
40+
80+
1000
200
35
Radiation Damage
75
83
SPECIAL
ATTACK
1000
1000
DAMAGE
80
150
POISON
RESISTANCE
40
75
RADIATION
RESISTANCE
350
650
ENERGY
RESISTANCE
3
4
DAMAGE
RESISTANCE
SA DAMAGE
BASE HEALTH
INVENTORY
22
40
LEVEL
Glowing One
Putrid Glowing One
NAME
48
PERCEPTION
MIRELURKS
Standard Mirelurks
Standard Mirelurks are large, crablike creatures
MIRELURK
SOFTSHELL
MIRELURK
MIRELURK
HATCHLING
GLOWING
MIRELURK
MIRELURK
KILLCLAW
MIRELURK
RAZORCLAW
XP
SA DAMAGE
SPECIAL
ATTACK
DAMAGE
POISON
RESISTANCE
RADIATION
RESISTANCE
ENERGY
RESISTANCE
DAMAGE
RESISTANCE
BASE HEALTH
PERCEPTION
INVENTORY
LEVEL
NAME
Mirelurk Hatchling
Softshell Mirelurk
Mirelurk Meat
100
45
40
Immune
25
Mirelurk
12
Mirelurk Meat
160
60
50
Immune
40
19
Mirelurk Razorclaw
18
Mirelurk Meat
215
100
85
Immune
65
27
Mirelurk Killclaw
26
Mirelurk Meat
380
125
100
Immune
75
37
Glowing Mirelurk
34
Mirelurk Meat
500
150
125
Immune
100
1/sec, 15
48
Mirelurk Hatchlings only appear when you step on their eggs. Theyre extremely weak, but they can be a nuisance in the heat of
battle. Whenever possible, shoot nearby eggs to prevent Mirelurk Hatchlings from joining the battle.
STAT
Mirelurk Hunters
COMBAT
ALBINO
MIRELURK
HUNTER
MIRELURK
HUNTER
GLOWING
MIRELURK
HUNTER
NAME
LEVEL
INVENTORY
PERCEPTION
BASE HEALTH
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
RADIATION
RESISTANCE
POISON
RESISTANCE
DAMAGE
SPECIAL
ATTACK
SA DAMAGE
XP
Mirelurk Hunter
24
Mirelurk Meat
410+
85+
85+
Immune
200
60
Poison / Spit
8 / 25 (Rad)
35
34
Mirelurk Meat
510
95
95
Immune
200
70
Poison / Spit
/ Rad field
8 / 50 (Rad) /
4 rad/sec
48
46+
Mirelurk Meat
410+
90+
90+
Immune
200
90
Poison / Spit
8 / 75 (Rad)
65
49
MIRELURK
DEEP KING
MIRELURK KING
Mirelurk Kings
GLOWING
MIRELURK KING
Mirelurk Elites
Luckily, these
MIRELURK QUEEN
XP
Immune
250
75
Sonic / Poison
75 (Energy) / 30
43
Immune
250
35
Sonic / Poison
75 (Energy) / 35
57
50+
--
400+
Immune
250
45
Sonic / Poison
/ Rad Field
75 (Energy) / 40
/ 6/sec
71
Mirelurk Queen
50
Mirelurk Queen
Meat (5)
10
1000
150
200
Immune
Immune
150
80 (Poison) /
10/sec
200
Mirelurk Spawn
--
10
--
--
110+ 275+
LEVEL
SPECIAL
ATTACK
250
275
DAMAGE
95
110
POISON
RESISTANCE
350
400
RADIATION
RESISTANCE
7
8
ENERGY
RESISTANCE
---
DAMAGE
RESISTANCE
30
40
INVENTORY
Mirelurk King
Mirelurk Deep King
NAME
SA DAMAGE
BASE HEALTH
PERCEPTION
MIRELURK SPAWN
Mirelurk Queens are massive, and their acid spray makes them effective at a fairly long range. Sidestepping usually allows you
to dodge the initial attack, but make sure to avoid stepping in the resulting acid puddles. Additionally, Queens release swarms of
Mirelurk Spawn during combat. Its generally best to simply bombard a Mirelurk Queen with your best heavy weapon. Each time a
new wave of Mirelurk Spawn appears, clear them out with an automatic weapon before resuming your attacks on the Queen.
MUTATED ANIMALS
Mole Rats
MOLE RAT
BROOD
MOTHER
RABID
MOLE RAT
MOLE RAT
GLOWING
MOLE RAT
Mole Rat
15
Immune
--
--
50
10
10
Immune
Poison
10
11
14
100
15
15
Immune
20
Rad Field
3 rads/sec
21
21
230
25
25
Immune
35
--
--
31
Bites from Rabid Mole Rats fester, causing damage over time. Glowing Mole Rats emit hazardous radiation fields, and Mole Rat
Brood Mothers are the most powerful of the bunch, but all Mole Rat variants are vulnerable to headshots. When facing these
enemies, keep moving to avoid being surrounded and improve your chances of dodging surprise attacks.
50
XP
SA DAMAGE
SPECIAL
ATTACK
DAMAGE
POISON
RESISTANCE
RADIATION
RESISTANCE
ENERGY
RESISTANCE
DAMAGE
RESISTANCE
BASE HEALTH
PERCEPTION
INVENTORY
LEVEL
NAME
RADSTAG
RADSTAG
YEARLING
RADSTAG DOE
Radstags
radiation damage.
Radstags are far from the fiercest
creatures youll encounter, and most
of them are easily avoided. They are,
GLOWING
RADSTAG
RABID
RADSTAG
ALBINO RADSTAG
SA DAMAGE
XP
10
20
Immune
--
--
60
10
20
Immune
10
--
--
Radstag
10
10
100
10
20
Immune
20
--
--
16
Albino Radstag
16
10
150
20
40
Immune
30
--
--
24
Rabid Radstag
24
10
250
30
60
Immune
100
45
Poison
10
35
Rad Field
5 rads/
sec
46
Glowing Radstag
32
10
325
35
70
Immune
DAMAGE
40
10
POISON
RESISTANCE
10
RADIATION
RESISTANCE
ENERGY
RESISTANCE
1
4
DAMAGE
RESISTANCE
SPECIAL
ATTACK
BASE HEALTH
INVENTORY
Radstag Yearling
Radstag Doe
NAME
LEVEL
PERCEPTION
Meat and Radstag Hides. Use a long-range rifle to take them by surprise, and aim for a Radstags right head to inflict maximum damage.
60
GLOWING
YAO GUAI
SHAGGY
YAO GUAI
YAO GUAI
STUNTED
YAO GUAI
Yao Guai
STAT
COMBAT
RABID
YAO GUAI
ALBINO
YAO GUAI
DUSKY
YAO GUAI
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
DAMAGE
SPECIAL
ATTACK
14
350
40
25
55
50
24
13
550
60
40
Immune
60
100
37
XP
PERCEPTION
26
SA DAMAGE
INVENTORY
16
POISON
RESISTANCE
LEVEL
RADIATION
RESISTANCE
NAME
BASE HEALTH
36
15
700
75
55
Immune
70
130
51
46
13
900
90
60
Immune
80
165
Rad Field
4 rads/sec
65
80
56
13
1000
100
70
Immune
90
175
66
14
1100
100
85
Immune
100
185
94
76+
15
1175+
100
100
Immune
125
200
109
51
MUTATED INSECTS
Bloatflies
GLOWING
BLOATFLY
BLACK
BLOATFLY
BLOATFLY
FESTERING
BLOATFLY
Bloatflies are among the few wild creatures that use ranged
In addition to standard damage, each Bloatfly attack inflicts a small amount of radiation damage. Sidestepping should allow you to
XP
SA DAMAGE
SPECIAL
ATTACK
DAMAGE
POISON
RESISTANCE
RADIATION
RESISTANCE
ENERGY
RESISTANCE
DAMAGE
RESISTANCE
BASE HEALTH
PERCEPTION
INVENTORY
LEVEL
NAME
avoid the bulk of a Bloatflys attacks, but doing so also makes it more difficult to keep your weapon aimed at such a small target.
Bloatfly
10
15
Immune
20
7 (Rad)
Black Bloatfly
50
20
35
Immune
20
7 (Rad)
15
Festering Bloatfly
17
25
25
45
Immune
20
7 (Rad)
Poison
25
25
Glowing Bloatfly
27
195
30
55
Immune
20
7 (Rad)
Rad Field
4 rads/sec
39
VAMPIRIC
BLOODBUG
GLOWING
BLOODBUG
INFECTED
BLOODBUG
RED WIDOW
BLOODBUG
BLOODBUG
BLOODBUG
HATCHLING
Bloodbugs
Despite their frail appearance, Bloodbugs can withstand a considerable amount of damage. Theyre also fast and extremely
aggressive, making them particularly dangerous in large groups. Short-range strikes account for the bulk of a Bloodbugs damage,
but these creatures will occasionally latch on to you and drain a fair amount of blood. Once this happens, theres a good chance the
Bloodbug will spit the blood back in your face, temporarily obscuring your vision. Consider using VATS whenever you face these
XP
SA DAMAGE
Bloodbug Proboscis
10
20
Immune
Poison
15
10
Bloodbug Proboscis
10
120
15
15
Immune
25
Poison
15
16
18
Bloodbug Proboscis
10
240
30
30
Immune
35
Poison
15
27
Infected Bloodbug
26
Bloodbug Proboscis
10
350
40
40
Immune
45
Poison
15
37
Glowing Bloodbug
34
Bloodbug Proboscis
10
400
40
60
Immune
40
Rad/Rad
Field/ Poison
20/3 rads/
sec/15
48
Vampiric Bloodbug
42+
Bloodbug Proboscis
10
450+
50
50
Immune
60
Poison
15
60
RADROACH
Radroaches
Even in groups, Radroaches dont pose much of threat. Each hit a Radroach
lands does inflict a bit of radiation damage, but theyre relatively slow and
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
RADIATION
RESISTANCE
POISON
RESISTANCE
DAMAGE
Immune
Radroach Meat
15
Immune
Rad Field
3 rads/sec
XP
BASE HEALTH
Radroach Meat
SA DAMAGE
PERCEPTION
Glowing Radroach
SPECIAL
ATTACK
INVENTORY
Radroach
NAME
LEVEL
extremely fragile.
52
SPECIAL
ATTACK
DAMAGE
POISON
RESISTANCE
RADIATION
RESISTANCE
ENERGY
RESISTANCE
DAMAGE
RESISTANCE
BASE HEALTH
PERCEPTION
Bloodbug
GLOWING
RADROACH
Bloodbug Hatchling
INVENTORY
LEVEL
NAME
flying insects.
ALBINO
RADSCORPION
DEATHSKULL
RADSCORPION
GLOWING
RADSCORPION
RADSCORPION
STALKER
A single Radscorpion is
RADSCORPION
PREDATOR
RADSCORPION
HUNTER
RADSCORPION
Radscorpions
XP
SA DAMAGE
SPECIAL
ATTACK
DAMAGE
POISON
RESISTANCE
RADIATION
RESISTANCE
ENERGY
RESISTANCE
DAMAGE
RESISTANCE
BASE HEALTH
PERCEPTION
INVENTORY
LEVEL
NAME
Radscorpion
14
Radscorpion Meat
250
35
20
Immune
200
30
Poison
15
21
Radscorpion Hunter
22
Radscorpion Meat
350
45
25
Immune
200
35
Poison
20
32
Glowing Radscorpion
30
Radscorpion Meat
10
450
75
45
Immune
200
45
Poison/
Rad Field
25 /
3 rads/sec
44
Albino Radscorpion
38
Radscorpion Meat
11
675
100
60
Immune
200
60
Poison
30
55
Radscorpion Stalker
46
Radscorpion Meat
11
850
120
85
Immune
200
90
Poison
35
67
Radscorpion Predator
Deathskull Radscorpion
54
Radscorpion Meat
11
950
135
100
Immune
250
100
Poison
40
78
64+
Radscorpion Meat
12
1115+
150
120
Immune
300
115
Poison
45
96
Radscorpions are vulnerable to headshots, but it takes a powerful weapon to finish even a low-level Radroach with a single shot. At
targets, darting
COMBAT
STINGWING
CHASER
to circle their
GLOWING
STINGWING
Stingwings tend
STINGWING
SKIMMER
STINGWING
Stingwings
STINGWING
DARTER
short range, combat shotguns and powerful melee weapons are both good options.
STAT
in to inject them
XP
SA DAMAGE
SPECIAL
ATTACK
DAMAGE
POISON
RESISTANCE
RADIATION
RESISTANCE
ENERGY
RESISTANCE
DAMAGE
RESISTANCE
BASE HEALTH
PERCEPTION
INVENTORY
LEVEL
NAME
with poison every few seconds. Using VATS is often the best way to deal with these flying insects.
Stingwing
10
Stingwing Meat
50
20
30
Immune
200
20
Poison
20
15
Stingwing Darter
18
Stingwing Meat
10
65
30
45
Immune
200
30
Poison
25
26
Stingwing Skimmer
30
Stingwing Meat
10
110
40
60
Immune
200
40
Poison
30
44
Glowing Stingwing
42
Stingwing Meat
10
140
50
75
Immune
200
50
Poison/Rad Field
35/
5 rads/sec
61
54+
Stingwing Meat
11
265+
60
90
Immune
200
70
Poison
40
78
Stingwing Chaser
HELPFUL HINT
Did You
Know?
53
INV
WEAPONS
Range, accuracy, and overall damage are obviously important, but when it comes to choosing a weapon, there are a lot of other
factors to consider. How much does a weapon weigh? How easy is it to acquire? What type of ammo does it use? How can it be
modified? The list goes on. Maintaining a large arsenal is the best way to ensure youre prepared for any encounter.
Guns
Nearly every
Agility, and Luck all play a role in how well a weapon performs
available gun
is essentially a
selection of mods
.44
attached to a
10 mm
Perks like Bloody Mess, Four Leaf Clover, and Better Criticals
improve the usefulness of all weapons. Some perks improve
performance against specific targets or in specific situations.
However, there are a few key perks that serve to divide weapons
into seven distinct categories:
NON-AUTOMATIC PISTOLS: INCLUDES
Other mods
might better suit
even a seemingly
Combat Rifle
underpowered
Combat Shotgun
Assault Rifle
Broadsider
Alien Blaster
belongs in your
Cryolator
Deliverer
Double-Barrel
Shotgun
important to note
Fat Man
can be modified to
COMMANDO PERK.
Flamer
Gamma Gun
weapon categories.
Gatling Laser
A non-automatic
Gauss Rifle
combat rifle is
Hunting Rifle
HELPFUL HINT
easily converted
to an automatic
Did You
Know?
Institute Laser
weapon. Plasma
Junk Jet
guns can be
Laser Gun
modified to serve
Laser Musket
as anything from
WEAPON STATS
54
weapon frame.
non-automatic
pistols to heavy
Minigun
Missile Launcher
guns. When
Pipe Bolt-Action
deciding whether
Pipe Gun
a gun is worth
Pipe Revolver
Plasma Gun
Railway Rifle
Submachine Gun
Syringer
HEAVY GUN
AUTOMATIC
WEAPON
NON-AUTOMATIC
RIFLE
WEAPON FRAME
NON-AUTOMATIC PISTOLS
In addition to dedicated non-automatic pistols like the .44, Alien Blaster, and Deliverer, youll find numerous weapon frames that
can benefit from any investments you make in the Gunslinger perk.
.44
TIP
Damage: 48 (ballistic)
Ammo: .44
Fire Rate: 6
Range: 119
Damage: 48 (ballistic)
Range: 119
Standard receiver
Standard barrel
Standard grip
Standard sights
10 mm
Value: 198
Comfort grip
Reflex sight
Alien Blaster
Damage: 18 (ballistic)
Ammo: 10 mm
Fire Rate: 46
Damage: 50 (energy)
Range: 119
Weight: 4.2
Value: 53
Range: 119
Accuracy: 61
Value: 1551
INV
WEAPONS
ATTACHED MODS
Standard receiver
Long barrel
Standard grip
Standard magazine
Standard sights
No muzzle
Short barrel
Standard grip
Standard mag
Fire Rate: 66
Range: 119
DELIVERER
Value: 158
Damage: 43 (ballistic)
Range: 89
Value: 479
ATTACHED MODS
Standard receiver
Extended barrel
Standard sights
TIP
Damage: 25 (ballistic)
Flare Gun
Fire Rate: 7
ATTACHED MODS
ATTACHED MODS
Deliverer
Ammo: .44
Standard grip
Standard mag
Advanced receiver
Extended barrel
Sharpshooters grip
Standard sights
No muzzle
Ammo: Flare
Fire Rate: 3
Range:146
Accuracy:74 Weight:2
Value:50
The flare gun cannot be modified, but this non-automatic pistol isnt designed to deal direct damage.
Instead, it summons nearby Minutemen to the area. Firing a flare directly at an enemy will cause a small
amount of damage, but virtually every other weapon will yield better results in the heat of battle. You
acquire the flare gun from Preston Garvey during The Minutemen Quest: When Freedom Calls.
55
Gamma Gun
Fire Rate: 66
Range: 119
TIP
SHARPSHOOTERS GAMMA GUN
Value: 156
Damage:
40 (energy), 160 (radiation)
Range: 203
Ammo:
Fire Rate: 66
Gamma Round
ATTACHED MODS
ATTACHED MODS
Standard dish
Standard grip
Institute Laser
Damage: 15 (energy)
(Pistol)
Deep dish
Sharpshooters grip
No muzzle
Accuracy:70 Weight:3.9
Pipe Bolt-Action
Damage: 24 (energy)
Fire Rate: 50
Value: 66
Damage: 34 (ballistic)
Accuracy: 71
Weight: 3.9
Standard capacitor
Short barrel
Value:50
STANDARD MODEL:
INSTITUTE PISTOL
Range: 71
Value: 292
Standard grip
Standard sights
No muzzle
Range: 131
Ammo: .308
Accuracy: 64
Weight: 3.9
Fire Rate: 2
Value: 33
Standard receiver
Short barrel
TIP
Standard grip
Standard sights
No muzzle
Range: 263
Weight: 7.3
Accuracy: 105
Value: 204
Overcharged capacitor
Improved sniper barrel
Sharpshooters grip
Pipe Revolver
STANDARD MODEL: PIPE REVOLVER PISTOL
Damage: 24 (ballistic)
Range: 119
Weight: 5.2
Fire Rate: 6
Value: 27
Standard receiver
Short barrel
56
Ammo: .45
Accuracy: 63
Standard grip
Standard sights
No muzzle
Pipe Gun
Damage: 13 (ballistic)
STANDARD MODEL:
PIPE PISTOL
Plasma Gun
Ammo: .38
Damage:
24 (ballistic), 24 (energy)
(Pistol)
STANDARD MODEL:
PLASMA PISTOL
Ammo:
Plasma Cartridge
Value: 22
ATTACHED MODS
Standard receiver
Short barrel
Standard grip
Standard magazine
Standard sights
No muzzle
Value: 123
ATTACHED MODS
Standard capacitor
Short barrel
Standard grip
Standard sights
For the most part, these weapons are only found on particularly formidable enemies. But once you acquire a
plasma gun, youll see its one of the most powerful and versatile weapons in your arsenal.
NON-AUTOMATIC RIFLES
Non-automatic rifles tend to offer better accuracy and per-shot damage than pistols and automatic weapons. Most non-automatic
rifles can be equipped with scopes to benefit from all three ranks of the Sniper perk. Most importantly, non-automatic rifles are
affected by any investments you make in the Rifleman perk.
Assault Rifle
Combat Rifle
Damage: 30 (ballistic)
Range: 119
Ammo: 5.56
Accuracy: 72
Weight: 13.1
Fire Rate: 40
Damage: 33 (ballistic)
Value: 144
Range: 119
Ammo: .45
Accuracy: 70
Fire Rate: 33
Weight: 11.1
Value: 117
INV
WEAPONS
ATTACHED MODS
Standard receiver
Short barrel
Combat Shotgun
Short stock
Standard magazine
Standard sights
No muzzle
Short stock
Standard magazine
Damage: 50 (ballistic)
Fire Rate: 20
Range: 47
Standard sights
No muzzle
TIP
RECOIL COMPENSATED ADVANCED COMBAT SHOTGUN
Value: 87
Damage: 87 (ballistic)
Fire Rate: 26
Value: 245
ATTACHED MODS
Standard receiver
Short barrel
Standard receiver
Short barrel
Short stock
Standard magazine
Standard sights
No muzzle
Advanced receiver
Long ported and shielded barrel
Recoil compensating stock
57
Double-Barrel
Damage: 45 (ballistic)
Shotgun
STANDARD MODEL:
SHORT DOUBLEBARREL SHOTGUN
Gauss Rifle
STANDARD MODEL:
GAUSS RIFLE
Hunting Rifle
Ammo: 2-mm
Electromagnetic Cartridge
Accuracy: 71
Weight: 9.6
Fire Rate: 3
Value: 55
Standard receiver
Short barrel
Short stock
Standard magazine
Standard sights
No muzzle
Damage: 64 (ballistic)
Ammo: .50
Fire Rate: 4
Range: 185
Weight: 19.2
Value: 212
Accuracy: 112
STANDARD MODEL:
SHORT LASER
MUSKET
Standard receiver
Short barrel
Short stock
Standard sights
No muzzle
Institute Laser
STANDARD MODEL: SHORT INSTITUTE RIFLE
Damage: 15 (energy)
Range: 71
Accuracy: 75
Fire Rate: 66
Weight: 4.8
Value: 67
Damage: 30 (energy)
Full stock
Standard sights
No muzzle
Accuracy: 75
Fire Rate: 50
Weight: 4.5
Value: 77
Standard capacitor
Short barrel
Range: 71
Short stock
Standard sights
Accuracy: 70
No muzzle
58
Value: 39
ATTACHED MODS
Standard capacitor
Short barrel
Laser Musket
Accuracy: 16 Weight: 9
ATTACHED MODS
TIP
.50 receiver
Long ported barrel
Marksmans stock
Damage: 37 (ballistic)
Range: 131
Pipe Bolt-Action
Pipe Gun
Damage: 34 (ballistic)
Range: 131
Ammo: .308
Accuracy: 71
Weight: 4.8
Fire Rate: 2
Damage: 13 (ballistic)
Value: 39
Range: 119
Ammo: .38
Accuracy: 69
Value: 26
ATTACHED MODS
Standard receiver
Short barrel
Standard stock
STANDARD MODEL:
SHORT PIPE
REVOLVER RIFLE
Standard receiver
Short barrel
Standard stock
Standard sights
No muzzle
Pipe Revolver
Damage: 24 (ballistic)
Ammo: .45
Fire Rate: 6
Value: 32
Standard stock
Standard sights
No muzzle
TIP
RECON OVERCHARGED PLASMA SNIPER RIFLE
Value: 154
ATTACHED MODS
STANDARD MODEL:
RAILWAY RIFLE
ATTACHED MODS
Railway Rifle
Range: 119
Range: 119
Standard capacitor
Short barrel
Standard magazine
Standard sights
No muzzle
Standard receiver
Short barrel
Fire Rate: 55
Weight: 3.4
Damage:
60 (ballistic), 60 (energy)
Range: 233
Ammo:
Plasma Cartridge
Fire Rate: 33
Value: 397
INV
WEAPONS
ATTACHED MODS
Standard stock
Standard sights
Overcharged capacitor
Improved sniper barrel
Syringer
STANDARD MODEL:
SYRINGER RIFLE
Damage:
Ammo: Injectable
Fire Rate: 2
Range: 119
Value: 132
Standard sights
There are several Syringers scattered across the Commonwealth. They can be found in the
Greater Mass Blood Clinic, Medford Memorial Hospital, Mass Bay Medical Center, Sandy
Coves Convalescent Home, Parsons State Insane Asylum, and various other locations.
Vault 81 contains a Syringer thats easily collected during Side Quest: Hole in the Wall.
59
AUTOMATIC WEAPONS
The Commando perk affects all automatic pistols and automatic rifles. It does not have any effect on automatic heavy guns.
10 mm
Damage: 14 (ballistic)
STANDARD MODEL:
LONG 10-MM
AUTO PISTOL
Ammo: 10 mm
Range: 107
Accuracy: 49
Ammo: 5.56
Value: 70
ATTACHED MODS
Automatic receiver
Long barrel
Standard grip
Standard magazine
Assault Rifle
Standard sights
No muzzle
TIP
Weight: 4.7
Damage: 34 (ballistic)
Ammo: 5.56
Range: 173
Weight: 25.6
Value: 445
Accuracy: 83
ATTACHED MODS
Automatic receiver
Short barrel
Short stock
Standard magazine
Standard sights
No muzzle
Combat Rifle
Combat Shotgun
Damage: 22 (ballistic)
Range: 107
Ammo: .45
Accuracy: 67
Weight: 12.4
Fire Rate: 90
Damage: 50 (ballistic)
Value: 146
Range: 35
Automatic receiver
Short barrel
Accuracy: 22
Weight: 12.4
Fire Rate: 23
Value: 112
Short stock
Standard magazine
Standard sights
No muzzle
Automatic receiver
Short barrel
Short stock
Standard magazine
Standard sights
No muzzle
Gamma Gun
Accuracy: 67
Weight: 3.3
Fire Rate: 90
Damage: 7 (energy)
Value: 216
Range: 203
Accuracy: 63
Weight: 5.0
Fire Rate: 90
Value: 56
ATTACHED MODS
Standard dish
60
Standard grip
Signal repeater
Standard capacitor
Automatic barrel
Standard grip
Standard sights
No muzzle
TIP
Damage: 18 (energy)
Fire Rate: 90
Range: 203
Damage: 38 (energy)
Standard capacitor
Automatic barrel
Standard grip
Standard sights
No muzzle
Overcharged capacitor
Improved automatic barrel
Recoil compensating stock
Reflex sight
Quantum gyro compensating lens
Pipe Gun
Damage: 10 (ballistic)
Range: 107
Ammo: .38
Accuracy: 47
Weight: 3.2
Value: 30
Damage:
16 (ballistic), 15 (energy)
Range: 203
Accuracy: 128
Weight: 5.0
Value: 134
Automatic receiver
Short barrel
Standard grip
Standard magazine
Standard sights
No muzzle
Standard capacitor
Automatic barrel
Standard grip
Standard sights
INV
WEAPONS
Railway Rifle
Submachine Gun
Accuracy: 68
Weight: 15.9
Fire Rate: 12
Damage: 10 (ballistic)
Value: 365
Range: 107
Automatic piston
receiver
Ammo: .45
Accuracy: 63
Weight: 12.7
Value: 109
Short barrel
Standard stock
Standard sights
No muzzle
Standard receiver
Standard barrel
Short stock
Medium magazine
Standard sights
No muzzle
HEAVY GUNS
It takes a strong back to carry more than one or two of these weapons, but any weapon that benefits from the Heavy Gunner perk
qualifies as a heavy gun.
Ammo: Cannonball
Accuracy: 63
Weight: 38.1
Fire Rate: 2
Value: 245
ATTACHED MODS
Standard barrel
The Broadsider is received as part of Side Quest: Last Voyage of the U.S.S. Constitution.
Standard grip
61
Cryolator
Damage: 20 (energy)
Fire Rate: 90
Fat Man
STANDARD MODEL: FAT MAN
Damage: 468 (ballistic)
Fire Rate: 1
Range: 117
TIP
EXPERIMENTAL MIRV
Damage: 18 (ballistic)
Range: 117
Weight: 36
Accuracy: 63
Value: 650
MIRV Launcher
Flamer
Gatling Laser
Fire Rate: 90
Range: 47
Value: 137
Accuracy: 53
Weight: 16.1
ATTACHED MODS
Standard tank
Standard barrel
Standard propellant
tank
Damage: 14 (energy)
Range: 203
Accuracy: 48
Weight: 19.3
Standard nozzle
ATTACHED MODS
Gatling laser
receiver
Standard barrel
Standard sights
No muzzle
Gatling lasers are often carried by particularly powerful Brotherhood of Steel soldiers. Like Power Armor, these weapons are
powered by Fusion Cores, so it can be difficult to maintain a good supply of ammunition.
Junk Jet
Damage: 40 (ballistic)
Range: 119
Ammo: Junk
Accuracy: 75
Weight: 29.9
Fire Rate: 20
Value: 285
ATTACHED MODS
Short barrel
Standard stock
Standard sights
No muzzle
The Junk Jet is located in ArcJet Systems, and it can be collected during or after Brotherhood of Steel Quest: Call to Arms.
62
Minigun
Damage: 8 (ballistic)
Ammo: 5 mm
Missile Launcher
Ammo: Missile
Accuracy: 65
Fire Rate: 2
Weight: 21
Value: 314
Damage:
12 (ballistic), 12 (energy)
Range: 35
Accuracy: 68
Weight: 4.2
Value: 146
ATTACHED MODS
Standard barrel
Standard sights
Standard capacitor
Flamer barrel
No muzzle
Standard grip
Standard sights
INV
WEAPONS
benefit from the Big Leagues perk, while only punching weapons benefit from the Iron Fist perk.
MELEE WEAPONS
All melee weapons benefit from the Big Leagues perk, but each one offers its own balance of power, speed, and weight. More
importantly, two seemingly similar melee weapons can be modified to offer vastly different effects. Some melee weapons can be
modified to increase the chances of stunning or disarming a target. Other melee weapons support attachments that can pierce
armor or inflict bleeding damage. There are, of course, a few standout offerings, but the best melee weapon is the one youre most
comfortable using.
Weight: 3
Value: 25
Although it offers better speed and more raw damage than a standard baseball bat, the 2076
World Series baseball bat cannot be modified. This unique weapon is located with various other
treasures hidden in Jamaica Plain.
Baseball Bat
Weight: 3
TIP
Value: 25
ATTACHED MODS
No upgrade
Speed: Slow
Weight: 3.9
Value: 44
Natural
Bladed
Aluminum
63
Baton
Weight: 2
Security batons offer moderate damage and speed, but they can be modified to
deliver bonus energy damage and a chance to stun your target.
Board
Weight: 1
Damage: 21 (ballistic)
ATTACHED MODS
Stealth blade
Speed: Fast
Lead pipes offer moderate damage and speed, but a fully upgraded lead pipe deals
extra limb damage with a chance to cripple targets.
The machete features moderate speed and damage, and its a bit lighter than
comparable melee weapons. Its only upgrade increases damage and causes
targets to bleed.
Pipe Wrench
The pipe wrench offers moderate speed and damage, but it also accommodates
some interesting modifications. Along with basic damage upgrades, this weapon
can be customized to pierce armor, increase limb damage, or grant a chance to
disarm targets.
Pool Cue
Pool cues are slow, but they deal decent damage and theyre
extremely light. Theyre also quite common and easily modified.
64
ATTACHED MODS
No upgrade
Value: 100
ATTACHED MODS
No upgrade
Weight: 1
Value: 43
No upgrade
Machete
Value: 50
ATTACHED MODS
No upgrade
TIP
Value: 25
Lead Pipe
Value: 20
ATTACHED MODS
Weight: 10
Knife
No upgrade
Weight: 3
The Chinese officer sword offers a good balance of speed and damage,
and a fully upgraded model inflicts bonus bleeding and energy damage.
Grognaks Axe
ATTACHED MODS
Weight: 3
Boards are slow and heavy with moderate damage. Theyre often
found on low-level enemies, but theyre very easy to come by.
Basic upgrades can add armor piercing or bleed effects, but even
the best board falls short of a similarly modified baseball bat.
Value: 15
Weight: 3
Value: 15
ATTACHED MODS
No upgrade
Weight: 2
Value: 25
ATTACHED MODS
No upgrade
Weight: 2
Value: 30
ATTACHED MODS
Standard
Weight: 1
Value: 10
ATTACHED MODS
No upgrade
Revolutionary Sword
Weight: 3
ATTACHED MODS
Ripper
Damage: 5 (ballistic)
No upgrade
Weight: 6
The ripper is essentially a miniature chainsaw. While other melee weapons deal
damage with each strike, the ripper deals low damage at a very high rate when
you press it against your target. In addition to basic damage upgrades, a ripper
can be modified for a chance to disarm targets or inflictbleeding.
Rolling Pin
Shishkebab
Standard
Value: 10
ATTACHED MODS
No upgrade
Wood
Speed: Medium
Weight: 3
Value: 200
ATTACHED MODS
No upgrade
Value: 50
ATTACHED MODS
Weight: 1
Sledgehammer
Value: 50
Weight: 12
The sledgehammer is big, heavy, and slowbut its also powerful and fairly
common. They can be modified to penetrate armor or deal extra limb damage.
Value: 40
ATTACHED MODS
Standard
INV
WEAPONS
Super Sledge
Weight: 20
TIP
Value: 180
Damage:
Speed: Slow
56 (ballistic), 25(energy)
ATTACHED MODS
No upgrade
Stun Pack
Switchblade
Tire Iron
Value: 20
ATTACHED MODS
ATTACHED MODS
No upgrade
No upgrade
Value: 25
Walking Cane
Value: 540
ATTACHED MODS
Weight: 20
Weight: 2
Value: 10
ATTACHED MODS
No upgrade
65
PUNCHING WEAPONS
Punching weapons arent quite as common as melee weapons, and there arent nearly as many to choose from. They do offer
impressive damage for their speed and weight, and they all benefit from any investment you make in the Iron Fist perk.
Boxing Glove
Deathclaw Gauntlet
Weight: 10
TIP
Value: 75
ATTACHED MODS
No upgrade
Extra claw
Weight: 0.5
This compact punching weapon is very light, and its available upgrades focus on armor
piercing and bleed effects.
Power Fist
Weight: 4
Value: 97
ATTACHED MODS
Knuckles
Weight: 12
Value: 10
ATTACHED MODS
No upgrade
TIP
Value: 100
Speed: Medium
Weight: 4
Value: 200
ATTACHED MODS
ATTACHED MODS
No upgrade
Heating coil
Explosives
Explosives are single-use devices, most of which are designed to deal heavy damage to any targets within a given area. However,
some explosives deal almost no damage when they detonate; instead, they are meant to summon allies, mark targets, or inflict
enemies with status effects. Regardless of its specific effect, any explosive that can be thrown is considered a grenade, and any
explosive that can be set as a trap is considered a mine. All explosives are affected by the Demolition Expert perk.
CRAFTED EXPLOSIVES
All explosives can be found somewhere in the Commonwealth, but many of them can be crafted at chemistry stations. Each explosive has
its own list of components and perk prerequisites, but almost all of them demand at least some investment in the Demolition Expert perk.
Baseball Grenade
Damage:
101 (ballistic)
Fire Rate:
0
Bottlecap Mine
Range:
93
Accuracy: Weight:
0
1
Value:
40
66
Damage:
301 (ballistic)
Fire Rate:
0
Range:
93
Accuracy: Weight:
0
0.5
Value:
75
Cryo Mine
Damage:
101 (ballistic)
Cryogenic Grenade
Fire Rate:
0
Range:
93
Accuracy: Weight:
0
0.5
Value:
50
Damage:
101 (ballistic)
Fire Rate:
0
Damage:
151 (ballistic)
Fire Rate:
0
Range:
93
Value:
50
Molotov Cocktail
Fire Rate:
0
Value:
125
Fragmentation Mine
Accuracy: Weight:
0
0.5
Damage:
101 (ballistic)
Fire Rate:
0
Damage:
51 (ballistic)
Accuracy: Weight:
0
0.5
Fragmentation Grenade
Range:
93
Range:
93
Accuracy: Weight:
0
0.5
Value:
50
Plasma Grenade
Range:
93
Accuracy: Weight:
0
0.5
Value:
20
Plasma Mine
Damage:
Fire Rate:
150 (ballistic),
0
150 (energy)
Range:
93
Accuracy: Weight:
0
0.5
Value:
135
Fire Rate:
0
Range:
93
Accuracy: Weight:
0
0.5
Value:
100
Like plasma grenades, plasma mines offer a powerful combination of ballistic damage and energy damage.
Crafting this explosive also requires considerable skill and some rare components.
INV
WEAPONS
Pulse Grenade
Damage:
150 (energy)
Pulse Mine
Fire Rate:
0
Range:
93
Accuracy: Weight:
0
0.5
Value:
100
Damage:
150 (energy)
Fire Rate:
0
Range:
93
Accuracy: Weight:
0
0.5
Value:
100
FACTION EXPLOSIVES
Some factions offer low-damage explosives that can be used to call for aid. The Demolition Expert perk doesnt affect the damage
done by summoned allies or artillery fire, but the damage done by the initial explosion does receive a small boost.
Damage:
1 (ballistic)
Fire Rate:
0
Range:
93
Accuracy: Weight:
0
0.5
Value:
0
Damage:
1 (ballistic)
Fire Rate:
0
Range:
93
Accuracy: Weight:
0
0.5
Value:
50
Toss a synth relay grenade to spawn synth reinforcements at a target location. This weapon can be obtained
via a speech challenge during The Institute Quest: The Battle of Bunker Hill. Allies of the Institute can also
purchase synth relay grenades from the Institute requisitions vendor after all Main Quests are completed.
Damage:
1 (ballistic)
Fire Rate:
0
Range:
93
Accuracy: Weight:
0
0.5
Value:
50
67
MISCELLANEOUS EXPLOSIVES
Some explosives are only found in certain locations or must be used to accomplish specific tasks. Again, the Demolition Expert perk
enhances the damage done when an explosive detonates, but any additional effects remain unchanged.
Fire Rate:
0
Range:
93
Value:
35
Damage:
150 (energy)
Homing Beacon
Damage:
1 (ballistic)
Fire Rate:
0
Fire Rate:
0
Range:
93
Accuracy: Weight:
0
0.5
Value:
100
Nuka Grenade
Range:
93
Accuracy: Weight:
0
1
Value:
0
Damage:
Fire Rate:
301 (ballistic),
0
100 (radiation)
Range:
93
Accuracy: Weight:
0
0.5
Value:
100
Institute Beacon
Damage:
1 (ballistic)
Fire Rate:
0
Range:
93
Accuracy: Weight:
0
0.5
Value:
0
68
WEAPON NAME
MODIFIER
DESCRIPTION
WEAPON NAME
MODIFIER
DESCRIPTION
Assassins
Medics
Automatic
Mutant Slayers
Berserkers
Never Ending
Bloodied
Nimble
Cavaliers
Nocturnal
Crippling
Enraging
Penetrating
Explosive
Plasma Infused
Adds 10 points of energy damage and can turn enemies into goo.
Exterminators
Powerful
Freezing
Does 10 points cryo damage and will freeze targets on critical hits.
Quickdraw
Furious
Rapid
Ghoul Slayers
Relentless
Herbalists
Sentinels
Hunters
Staggering
Incendiary
Stalkers
If you are not yet in combat, increases VATS accuracy but costs
more AP.
Instigating
Troubleshooters
Irradiated
Two Shot
Junkies
VATS Enhanced
Kneecapper
VATS Enhanced
Lucky Weapon
Violent
Wounding
EXCEPTIONAL WEAPONS
Exceptional weapons are uniquely powerful items with special bonus effects. Some Exceptional weapons can be purchased from
vendors, but many of these prized possessions must be earned by completing quests or defeating specific enemies.
UNIQUE WEAPONS
NAME
WEAPON TYPE
BONUS
NOTES
Baseball bat
(cannot be modified)
Ashmaker
Laser musket
AX90 Fury
Plasma gun
Big Boy
Fat Man
Big Jim
Pipe wrench
Broadsider
Broadsider
Missile launcher
Deathclaw Gauntlet
Deathclaw Gauntlet
Deliverer
Deliverer
Eddies Peace
.44
Experiment 18-A
Plasma gun
Final Judgment
Power Fist
Good Intentions
Laser gun
Grognaks Axe
Grognaks Axe
Grenade
Homing Beacon
Grenade
Institute Beacon
Grenade
Junk Jet
Junk Jet
Justice
Combat shotgun
Kelloggs Pistol
.44
Combat shotgun
Lorenzos Artifact
Gamma gun
Old Faithful
Laser gun
Partystarter
Missile launcher
Pickmans Blade
Knife
Prototype PA77
Laser gun
Railway Rifle
Railway rifle
Reba II
Hunting rifle
Reckoning
Ripper
Take 15% Less Damage While Standing and not moving Sold by Level 4 Workshop Merchant
Righteous Authority
Laser gun
Rockville Slugger
Baseball bat
Sentinels Plasmacaster
Plasma gun
Plasma Rifle sold by Proctor Teagan once you reach the rank
of Sentinel.
Revolutionary Sword
Shishkebab
Shishkebab
SpraynPray
Submachine gun
Survivors Special
Laser gun
The Gainer
.44
Solve the Vitale Pumphouse number puzzle and this .44 Pistol
is in the room with the steamer trunk.
Gauss rifle
Hunting rifle
Virgils Rifle
Wastelanders Friend
10mm
Wazer Wifle
Laser gun
INV
WEAPONS
69
APPAREL
From fashionable accessories to heavy-duty armor, apparel has a significant effect on your appearance, performance, and overall
durability. The Commonwealth holds its share of dangers, and the right apparel can greatly increase your odds of survival. Of
course, exactly how you choose to survive will ultimately determine the usefulness of any apparel item.
In general, heavier apparel items offer better protection. If you rely on speed or stealth, then protective metal armor will be too
cumbersome to meet your needs. However, if you tend to charge into battle, youre sure to benefit from the most effective armor
you can find, regardless of the extra weight. In either case, Legendary and Exceptional gear can make such decisions even more
difficultthe bonus granted by a rare piece of armor might outweigh any concerns about weight or damage mitigation.
Use your Pip-Boy to review and equip the apparel items in your inventory. A quick glance
is all it takes to gauge the protection offered by your current ensemble, but you can also
see exactly how that protection is distributed. Tired of crippling injuries? Equip items
that reinforce vulnerable limbs. Visiting the Crater of Atom? Make sure your Radiation
Resistance is up to snuff. Just cycle the display to show how well youd withstand
different types of damage. You can even flag your favorite items for easy access.
Your choice of apparel also affects how people treat you. A head-turning ensemble often
elicits comments from passersby, and especially pleasing apparel items make it easier to win friends and strike favorable deals.
Combine items to create your own signature look, or keep a selection of clothes on hand to change your appearance as needed.
HELPFUL HINT
Did You
Know?
MANY OF THE ITEMS THAT GRANT S.P.E.C.I.A.L. BONUSES ARE LIGHT ENOUGH TO KEEP ON HAND.
WHY NOT CREATE AN ENSEMBLE FOR EVERY OCCASION? BEFORE YOU BARTER WITH TRADERS OR
ENGAGE IN A POTENTIALLY AWKWARD CONVERSATION, CHANGE INTO CLOTHES THAT INCREASE YOUR
CHARISMA. BEFORE YOU TURN IN A QUEST OR SIT DOWN FOR A CRAFTING SESSION, BOOST YOUR
INTELLIGENCE TO GAIN MORE XP. HEAVY ARMOR IS GREAT FOR COMBAT, BUT IT OFTEN PAYS TO
Clothing
WEIGHT
VALUE
Strength +1,
Agility +1
12
Baseball Uniform
Strength +1,
Agility +1
10
BOS Officer
Uniform
20
BOS Uniform
20
20
Corset
Endurance +1
35
Strength +1,
Agility +1
12
20
Charisma +1,
Endurance +1
11
Gunner Flannel
Shirt and Jeans
20
MODS
RADIATION
RESISTANCE
Army Fatigues
Brotherhood of Steel
Uniform
70
ENERGY
RESISTANCE
MINUTEMAN
OUTFIT
DAMAGE
RESISTANCE
ROAD
LEATHERS
BONUS
VAULT 111
JUMPSUIT
NAME
CLOTHING
VALUE
10
20
10
20
Gunner Leathers
Vault 101
JumpsuitNew
Harness
10
20
Long Johns
10
20
Military Fatigues
Agility +2
10
Vault 111
JumpsuitNew
Agility +1,
Perception +1
10
20
Minuteman Outfit
10
10
20
Raider Leathers
Vault 114
JumpsuitNew
Vault 75 Jumpsuit
10
20
Road Leathers
10
20
Road Leathers
Vault 75 Jumpsuit
New
Synth Uniform
Perception +1
10
Vault 81 Jumpsuit
10
20
Synth Uniform
Perception +1
20
65
Vault 81 Jumpsuit
New
10
20
Tattered Rags
Luck +1
Vault 95 Jumpsuit
10
20
Luck +1
Vault 95 Jumpsuit
New
10
20
MODS
WEIGHT
VALUE
5
RADIATION
RESISTANCE
WEIGHT
1
ENERGY
RESISTANCE
RADIATION
RESISTANCE
0
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
0
BONUS
DAMAGE
RESISTANCE
1
NAME
BONUS
MODS
NAME
Gunner Harness
Outfits
Outfits are one-piece ensembles, most of which offer either basic
protection or S.P.E.C.I.A.L. bonuses. Unlike clothing, however, outfits
are too bulky to wear under a full set of armor. In fact, most outfits are
too bulky to accommodate any armor pieces whatsoever. Full-body outfits
CHECKERED
SHIRT AND
SLACKS
DRIFTER
OUTFIT
HAZMAT SUIT
INV
The vast majority of outfits serve as fun cosmetic options, best used
APPAREL
Luck +2
20
Bathrobe
Charisma +2
10
Beaded Blazer
Luck +1
10
10
10
20
17
24
27
27
90
10
Casual Outfit
Perception +1,
Charisma +1
16
Charisma +2
15
Brotherhood
Fatigues
Cabots Lab Coat
Intelligence +1
Cage Armor
Casual Outfit
Intelligence +2
65
Checkered Shirt
and Slacks
Endurance +2
10
25
10
Endurance +2
25
10
Endurance +2
Blue Institute
Intelligence +1,
Division Head Coat Perception +1
10
Child of Atom
Brown Rags
65
Child of Atom
Green Rags
Endurance +2
25
10
25
10
Blue Institute
Lab Coat
Intelligence +2
65
Bomber Jacket
20
25
10
Brotherhood
Fatigues
10
10
20
Child of Atom
Short Brown Rags
25
10
Endurance +2
MODS
Athletic Outfit
VALUE
250
WEIGHT
VALUE
RADIATION
RESISTANCE
WEIGHT
ENERGY
RESISTANCE
RADIATION
RESISTANCE
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
BONUS
DAMAGE
RESISTANCE
Charisma +3
NAME
BONUS
Agathas Dress
MODS
NAME
OUTFITS
71
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
RADIATION
RESISTANCE
WEIGHT
VALUE
NAME
BONUS
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
RADIATION
RESISTANCE
WEIGHT
VALUE
25
10
Perception +2
15
Endurance +2
25
10
Farmhand Clothes
Endurance +2
10
Child of Atom
Simple Rags
Endurance +2
25
10
Farmhand Clothes
Endurance +2
10
Charisma +2
32
Intelligence +2
35
Charisma +2
10
Fatigues
Agility +1
30
Charisma +2
32
Feathered Dress
Charisma +2
20
Charisma +2
32
Field Scribes
Armor
10
10
20
Cleanroom Suit
Endurance +2
65
Flowery Dress
Charisma +1
72
Charisma +2
10
32
Perception +1,
Genevas Ensemble
Charisma +1
16
20
Charisma +2
32
Colonial Duster
13
65
Courser Uniform
Endurance +1,
Perception +1
Green Institute
Intelligence +1,
Division Head Coat Perception +1
30
15
15
15
200
Intelligence +2
65
Covert Sweater
Vest
Charisma +1
10
10
10
Grognak Costume
10
15
15
24
Damaged Hazmat
Suit
500
55
Gunner Guard
Outfit
DB Tech Varsity
Uniform
Luck +2
20
Hazmat Suit
1000
85
Intelligence +2
65
Helmeted Cage
Armor
28
35
33
110
Charisma +2
14
Helmeted Spike
Armor
13
15
17
65
Endurance +2
100
65
65
Hooded
Cleanroom Suit
Intelligence +2
65
Hooded Rags
Endurance +2
Charisma +2
14
Ingrams
UnderArmor
10
10
20
Institute Division
Head Coat
Intelligence +1,
Perception +1
65
Institute Jumper
Agility +2
65
Intelligence +2
65
Kelloggs Outfit
30
30
100
Charisma +2
14
Dirty Green
Institute Division
Head Coat
Intelligence +1,
Perception +1
65
Dirty Green
Institute Lab Coat
Intelligence +2
65
Dirty Institute
Intelligence +1,
Division Head Coat Perception +1
65
Lab Coat
Intelligence +1
10
Dirty Institute
Jumper
Agility +2
65
Lab Coat
Intelligence +2
10
Intelligence +2
65
Laundered Blue
Dress
Charisma +2
19
Laundered Cream
Dress
Charisma +2
19
Laundered Denim
Dress
Charisma +2
21
Laundered Green
Dress
Charisma +2
21
Laundered
Loungewear
Charisma +2
30
Laundered
Loungewear
Charisma +1,
Endurance +1
15
Laundered Pink
Dress
Charisma +2
19
Laundered Rose
Dress
Charisma +2
21
Dirty Orange
Institute Division
Head Coat
Intelligence +1,
Perception +1
65
Dirty Postman
Uniform
Charisma +1,
Endurance +1
10
Charisma +2
14
Charisma +2
14
Charisma +1
Endurance +1
12
Dirty Yellow
Institute Division
Head Coat
Intelligence +1,
Perception +1
65
Dirty Yellow
Institute Lab Coat
Intelligence +2
65
Leather Coat
13
Drifter Outfit
10
35
20
Engineers Armor
15
Lettermans Jacket
and Jeans
10
13
Energy Resist
+10
Explorer Outfit
Longshoreman
Outfit
Perception +1
14
Lorenzos Suit
Charisma +2
10
MacCreadys
Duster
Agility +1
MODS
BONUS
Endurance +2
Child of Atom
Short Rags
MODS
NAME
Child of Atom
Short Green Rags
Surveyor Outfit
Endurance +1,
Perception +1
10
Suspenders and
Slacks
Endurance +2
10
11
Charisma +2
17
Tattered Field
Jacket
13
Minutemen
Generals Uniform
Charisma +1
45
80
13
Nats Dress
Charisma +1
Teagans Armor
15
Orange Institute
Intelligence +1,
Division Head Coat Perception +1
65
Traveling Leather
Coat
13
10
Charisma +2
14
40
Charisma +1,
Padded Blue Jacket
Endurance +1
10
Tuxedo
Perception +1
Charisma +1
Charisma +1,
Endurance +1
10
Utility Coveralls
Carry Weight
+5
10
13
10
13
Pastors Vestments
Patched Suit
Charisma +2
10
Utility Coveralls
Carry Weight
+5
Perception +1,
Charisma +1
10
Intelligence +2
19
Postman Uniform
Charisma +1,
Endurance +1
10
Weathered Outfit
Agility +2
10
20
Quinlans Armor
15
15
Radstag Hide
Outfit
13
Yellow Institute
Intelligence +1,
Division Head Coat Perception +1
65
Intelligence +2
65
Railroad Armored
Coat
40
50
20
32
300
Railroad Armored
Coat Mk I
39
69
10
26
110
Charisma +1
Endurance +1
24
Zekes Jacket
and Jeans
Charisma
+1, Unarmed
Damage +4
20
Railroad Armored
Coat Mk II
51
86
10
30
125
Railroad Armored
Coat Mk III
69
111
10
38
150
Railroad Armored
Coat Mk IV
81
128
10
44
170
Railroad Armored
Coat Mk V
93
150
10
50
185
Ratty Skirt
Charisma +2
11
Red Dress
Charisma +2
1.5
15
Perception +1,
Charisma +1
10
Charisma +1
10
Reginalds Suit
Charisma +3
250
Rexs Suit
250
Scavenger Outfit
13
Science Scribes
Armor
15
15
Sequin Dress
Charisma +2
31
Silver Shroud
Costume
Agility +1,
Perception +1
15
15
40
Silver Shroud
Costume
Agility +1,
Perception +1
40
40
120
Silver Shroud
Costume
Agility +1,
Perception +1
55
55
150
Silver Shroud
Costume
Agility +1,
Perception +1
68
68
175
Silver Shroud
Costume
Agility +1,
Perception +1
85
85
200
Silver Shroud
Costume
Agility +1
15
25
10
Spike Armor
10
12
14
50
Submariner
Uniform
Endurance +2
12
Summer Shorts
Charisma +2
16
MODS
Intelligence +1,
Perception +1
VALUE
Mechanic Jumpsuit
WEIGHT
RADIATION
RESISTANCE
ENERGY
RESISTANCE
VALUE
DAMAGE
RESISTANCE
WEIGHT
Mechanic Jumpsuit
BONUS
RADIATION
RESISTANCE
400
Intelligence +1,
Perception +1
NAME
ENERGY
RESISTANCE
20
Perception +1
MODS
DAMAGE
RESISTANCE
BONUS
NAME
50
Maxsons
Battlecoat
INV
APPAREL
73
Armor Pieces
HELPFUL HINT
Did You
Know?
QUALITY CONTROL
armor sets:
COMBAT ARMOR
LEATHER ARMOR
METAL ARMOR
RAIDER ARMOR
SYNTH ARMOR
Each armor set offers a different balance of resistances and overall weight. And because each piece is equipped separately, you
can mix and match pieces from different sets to meet your specific needs. You can even modify individual armor pieces for better
protection or increased utility.
COMBAT ARMOR
60
25
11.7
140
35
35
15.5
220
Chest
COMBAT
ARMOR
STURDY COMBAT
ARMOR
HEAVY COMBAT
ARMOR
Left Arm
25
13
13
4.5
85
17
17
145
Left Leg
25
12
12
4.5
105
16
16
185
Right Arm
9
25
13
13
4.5
85
17
17
145
Right Leg
Combat Armor Right Leg
74
25
12
12
6.5
105
16
16
185
MODS
15
25
VALUE
RADIATION
RESISTANCE
15
WEIGHT
ENERGY
RESISTANCE
NAME
DAMAGE
RESISTANCE
LEATHER ARMOR
LEATHER
ARMOR
METAL ARMOR
HEAVY LEATHER
ARMOR
STURDY LEATHER
ARMOR
METAL ARMOR
STURDY METAL
ARMOR
HEAVY METAL
ARMOR
12
40
14
23
9.9
50
25
15
15.5
115
24
36
14.8
75
37
25
23.1
190
15
MODS
25
VALUE
WEIGHT
NAME
10
Chest
MODS
NAME
RADIATION
RESISTANCE
DAMAGE
RESISTANCE
Commonwealth.
VALUE
WEIGHT
RADIATION
RESISTANCE
ENERGY
RESISTANCE
DAMAGE
RESISTANCE
Chest
Left Arm
Left Arm
11
4.6
18
15
7.9
65
11
18
7.2
28
22
13
12.8
115
Left Leg
Left Leg
10
15
13
4.6
20
15
7.9
65
13
20
7.2
30
22
13
12.8
115
15
Right Arm
INV
APPAREL
Right Arm
11
4.6
18
15
7.9
65
11
18
7.2
28
22
13
12.8
115
10
15
13
4.6
20
15
7.9
65
13
20
7.2
30
22
13
12.8
115
Right Leg
Right Leg
75
RAIDER ARMOR
SYNTH ARMOR
RAIDER
ARMOR
STURDY
RAIDER ARMOR
HEAVY RAIDER
ARMOR
SYNTH ARMOR
STURDY SYNTH
ARMOR
HEAVY SYNTH
ARMOR
18
12
17
75
14
11
12
33
25
29
12
125
24
20
17
48
37
42
17
175
30
NAME
MODS
VALUE
Chest
WEIGHT
RADIATION
RESISTANCE
MODS
NAME
ENERGY
RESISTANCE
VALUE
WEIGHT
RADIATION
RESISTANCE
ENERGY
RESISTANCE
DAMAGE
RESISTANCE
Chest
Left Arm
Left Arm
10
81
12
15
70
11
11
10
156
17
20
10
110
30
13
11
14
80
12
12
10
18
16
19
10
130
10
30
81
12
15
70
11
11
10
156
17
20
10
110
30
13
11
14
80
12
12
10
18
16
19
10
130
Left Leg
Left Leg
Synth Left Leg
Right Arm
Right Arm
Synth Right Arm
Right Leg
Right Leg
Synth Right Leg
MISCELLANEOUS ARMOR
76
Caits Bandolier
Strength +1
20
13
10
10
15
10
10
13
13
MODS
VALUE
WEIGHT
RADIATION
RESISTANCE
ENERGY
RESISTANCE
VAULT-TEC
SECURITY ARMOR
DAMAGE
RESISTANCE
DC GUARD LEFT
SHOULDER
BONUS
CAITS
BANDOLIER
NAME
Headgear
Whether youre looking to boost a S.P.E.C.I.A.L. rank or add a bit
of extra protection to your ensemble, the right piece of headgear
can improve both your performance and your appearance. These
items come in a variety of styles, some of which cover part or all of
your face.
You can use armor workbenches to modify mining helmets and
ASSAULT GAS
MASK
COMBAT
ARMOR HELMET
MILITIA HAT
15
Military Cap
Perception +1
10
20
Militia Hat
Charisma +1
25
Militia Hat
Charisma +1
Mining Helmet
Minuteman Hat
Baseball Cap
Perception +1
0.25 15
Battered Fedora
Luck +1
0.5
BOS Hood
0.5
Bowler Hat
Endurance +1
0.3
Captain Ironsides
Hat
Perception +1,
Charisma +1
Chef Hat
Luck +1
Perception +1
Combat Armor
Helmet
Crumpled Fedora
0.2
15
15
0.5
15
50
15
Minutemen Generals
Charisma +1
Hat
15
12
Newsboy Cap
Charisma +1
15
Newsboy Cap
Charisma +1
0.4
25
Pompadour Wig
Charisma +1
15
0.5
15
Pompadour Wig
Charisma +1
0.2
15
0.5
15
Postman Hat
Endurance +1
0.4
28
0.4
20
Press Cap
Intelligence +1
0.5
15
10
10
25
25
Luck +1
0.5
15
Sack Hood
0.75
DC Guard Heavy
Helmet
DC Guard Helm
Dirty Fedora
Luck +1
10
20
0.5
1.5
Endurance +2
0.4
25
Security Helmet
20
Perception +1
0.5
15
Endurance +1
0.4
15
Faded Visor
Perception +1
0.1
10
Submariner Hat
0.5
15
0.5
11
33
Flight Helmet
25
Synth Helmet
11
33
Formal Hat
Charisma +1
0.4
15
Tinker Headgear
Intelligence +1
Charisma +1
0.5
15
Gas Mask
Gas Mask with
Goggles
Grandpa Savoldis
Hat
Gray Knit Cap
15
10
Tricorn Hat
15
10
Triggerman Bowler
Luck +1
0.3
15
Trilby Hat
Charisma +1
0.5
Ushanka Hat
Intelligence +1
0.3
15
Vault-Tec Security
Helmet
20
Welding Helmet
20
Worn Fedora
Perception +1
15
Worn Fedora
Perception +1
0.5
15
Wrapped Cap
Perception +1
Yellow Fedora
Perception +1
0.5
16
Perception +1
25
Luck +1
0.3
15
Charisma +1
0.5
15
Luck +1
0.4
15
Green Hood
0.5
Hard Hat
0.5
15
Lieutenants Hat
Charisma +1
0.5
15
Lorenzos Crown
20
MacCreadys Hat
Perception +1
0.5
15
Mascot Head
Medical Goggles
10
0.5
12
Metal Helmet
15
MODS
0.5
15
VALUE
WEIGHT
ENERGY
RESISTANCE
RADIATION
RESISTANCE
DAMAGE
RESISTANCE
MODS
BONUS
NAME
VALUE
WEIGHT
Army Helmet
RADIATION
RESISTANCE
Charisma +1,
Endurance +1
ENERGY
RESISTANCE
BONUS
Airship Captains
Hat
DAMAGE
RESISTANCE
NAME
HEADGEAR
INV
APPAREL
77
Accessories
BLACK-RIM
GLASSES
Power Armor
STARS AND
STRIPES
BANDANA
SURGICAL
MASK
ACCESSORIES
DAMAGE
RESISTANCE
ENERGY
RESISTANCE
RADIATION
RESISTANCE
WEIGHT
VALUE
Black-Rim Glasses
Charisma +1
0.1
Blue Bandana
0.1
Eyeglasses
Perception +1
0.1
0.2
27
Gunners Camo
Bandana
0.1
Gunners Green
Bandana
0.1
Jangles Bandana
0.1
Leopard Print
Bandana
0.1
Liams Glasses
Intelligence +2,
Charisma -1
0.5
80
Patrolman
Sunglasses
Perception +1
0.1
Red Bandana
0.1
Road Goggles
Intelligence
+1
0.2
Robotic Bits
Perception +1
14
Skull Bandana
0.1
0.1
Striped Bandana
0.1
Sunglasses
Perception +1
20
Sunglasses
Perception +1
0.1
Surgical Mask
0.2
Wedding Ring
250
Welding Goggles
Perception +1
0.3
10
Wraparound
Goggles
Perception +1
0.1
MODS
NAME
78
VALUABLE EQUIPMENT.
NOTES
inside a frame, use the Pip-Boy to equip Power Armor parts the
Museum of Freedom
be used.
The Prydwen
same way youd equip clothing and armor. You can only equip
Power Armor parts that are in working order; badly damaged
INV
APPAREL
If youre interested in owning and maintaining multiple suits, youll need to collect multiple frames. Youll find several Power Armor
frames scattered across the Commonwealth, but additional frames can be purchased from vendors or earned by completing quests.
79
ENERGY
RESISTANCE
RADIATION
RESISTANCE
WEIGHT
140
90
150
12
80
90
60
150
15
130
90
60
150
15
130
90
60
150
15
130
90
60
150
15
130
240
160
300
20
180
NAME
WEIGHT
VALUE
50
150
14
50
50
25
150
16
75
50
25
150
17
75
50
25
150
16
75
50
25
150
17
75
200
100
300
22
100
MODS
ENERGY
RESISTANCE
100
NAME
DAMAGE
RESISTANCE
T-51 Helm
T-51 Torso
VALUE
DAMAGE
RESISTANCE
MODS
T-51 PARTS
just as effective.
Museum of Freedom.
ENERGY
RESISTANCE
RADIATION
RESISTANCE
WEIGHT
VALUE
60
T-60 Helm
180
120
150
12
120
15
100
130
85
150
15
160
50
30
150
15
100
130
85
150
15
160
50
30
150
15
100
130
85
150
15
160
50
30
150
15
100
130
85
150
15
160
200
130
300
20
140
T-60 Torso
280
185
300
20
200
X-01 PARTS
80
VALUE
enough to find.
WEIGHT
RADIATION
RESISTANCE
ENERGY
RESISTANCE
X-01 Helm
220
140
150
12
140
170
110
150
15
200
170
110
150
15
200
170
110
150
15
200
170
110
150
15
200
X-01 Torso
320
210
300
20
280
NAME
DAMAGE
RESISTANCE
MODS
T-45 Torso
MODS
DAMAGE
RESISTANCE
12
150
NAME
150
30
MODS
WEIGHT
60
50
T-45 Helm
VALUE
RADIATION
RESISTANCE
100
NAME
ENERGY
RESISTANCE
T-60 PARTS
DAMAGE
RESISTANCE
T-45 PARTS
Specialty Items
Youll sometimes find apparel you cant equip yourself. Save
these specialty items for a more suitable user or sell them for a
few extra caps.
Legendary Effects
and Unique Apparel
LEGENDARY EFFECTS
DOG APPAREL
These items dont offer any protection, but you can use them to
similar items.
MODS
VALUE
WEIGHT
RADIATION
RESISTANCE
ENERGY
RESISTANCE
NAME
DAMAGE
RESISTANCE
DOG APPAREL
ARMOR NAME
MODIFIER
DESCRIPTION
Cunning
V.A.T.S. Enhanced
Powered
Chameleon
Sharp
Duelists
Freefall
Cavaliers
Titans
Hunters
Dog Armor
20
Dog Collar
30
10
Exterminators
Ghoul Slayers
Assassins
Troubleshooters
Mutant Slayers
Acrobats
Safecrackers
Martyrs
Lucky
Luck +2.
Herbalists
Punishing
Bolstering
Sprinters
Fortifying
Low Weight
Almost Unbreakable
Quadruples durability.
HELPFUL HINT
Did You
Know?
INV
APPAREL
BONUS
DAMAGE
ENERGY
RADIATION
WEIGHT
RESISTANCE RESISTANCE RESISTANCE
VALUE
MODS
LOCATIONS
10
10
18
10
30
25
10
10
30
10
12
50
10
18
10
12
10
15
20
81
Unique Apparel
From Exceptional armor to stylish garments, youll find a variety of unique apparel items during your time in the Commonwealth. Some
of these items can be found or purchased from vendors, while others must be earned by completing quests or defeating specific enemies.
ITEM TYPE
BONUS
NOTES
Agathas Dress
Outfit
Charisma +3
Apocalypse Chestplate
Headgear
Champion Chestpiece
Combat Helmet
Commando Helmet
DB Tech Varsity Uniform
Outfit
Destroyers Helmet
Combat Helmet
Devastators Chestpiece
T-60c Torso
Grognak Costume
Outfit
Honor
Liams Glasses
Accessory
Lieutenants Hat
Headgear
Charisma +1
Synth Helmet
82
Luck +2
Mascot Head
Headgear
Headgear
Charisma +1
Outfit
Charisma +1
NAME
ITEM TYPE
BONUS
NOTES
T-60 Torso
Reginalds Suit
Outfit
Charisma +3
Outfit
Headgear
Perception +1
Tessas Fist
Defeat Tessa in the Quincy Ruins and collect the part from her
body.
Vengeance
T-60c Helm
Outfit
INV
APPAREL
83
AID
Even the most cautious adventurers need a little extra help from time to time. Luckily, youll find a wide variety of consumables
and single-use devices that can help you survive hostile gangs, radiation storms, and anything else the Commonwealth throws at
you. Be warned: many aid items have addictive properties. Each time you consume alcohol, performance-enhancing chems, and
even some food items, you increase your chances of developing an addiction.
HELPFUL HINT
Did You
Know?
your system.
TIP
Aid items tend to be very light, but the food, chems, and alcohol you collect can quickly add up. Store or sell any
Food
Nearly all food items replenish some amount of Health, but many of these
dishes offer special bonuses. Unfortunately, many foods also contain
harmful radiation. Foods you cook are generally more effective (and much
safer) than foods you find. If youre hankering for a satisfying meal, its
SUGAR
BOMBS
BLOATFLY
MEAT
YAO GUAI
RIBS
NUKA COLA
QUANTUM
ADDICTION
%
DURATION
(SEC)
10
Corn
HP +10, Rads +3
0.1
10
0.5
15
10 (heal), 600
(Rad Resist)
Cram
HP +25, Rads +5
0.5
25
10
HP +35
0.1
10
HP +10, Rads +3
0.5
10
Deathclaw Egg
HP +45, Rads +7
0.1
69
10
Deathclaw Egg
Omelet
80
10 (heal), 7200
(heal rate)
Deathclaw Meat
HP +90, Rads +6
110
Deathclaw Steak
HP +185, Agility +1
130
0.1
10
10
HP +40
0.1
15
10
Bloatfly Meat
HP +5, Rads +6
0.5
10
Bloodbug Meat
HP +45, Rads +9
0.5
18
10
10
0.5
Bloodleaf
HP +10, Rads +2
0.1
10
Blood Pack
HP +50
0.1
10
10
Deathclaw
Wellingham
0.1
120
Brahmin Meat
HP +10, Rads +8
28
10
Deezers Lemonade
HP +50
0.5
Brain Fungus
HP +10, Rads +3
0.1
10
Dirty Water
HP +20, Rads +7
0.5
10
Bubblegum
HP +10, Rads +1
0.1
10
Drugged Water
0.5
50%
10 (heal),
120 (Perception)
HP +10, Rads +2
0.5
10
Experimental Plant
HP +10, Rads +5
0.1
10
Carrot
HP +10, Rads 3
0.1
10
HP +10, Rads +4
0.1
18
10
Carrot Flower
HP +10, Rads 3
0.1
10
HP +25
0.1
18
10
Cat Meat
HP +15, Rads 8
0.5
10
Fancy Lads
Snack Cakes
Fancy Lads
Snack Cakes
Cave Fungus
0.1
10
Cooked Softshell
Meat
HP +85,
Max AP +15
0.5
40
10 (heal), 3600
(AP boost)
24
10 (heal), 3600
(HP boost)
10 (heal), 3600
(Agility)
10 (heal), 7200
(heal rate)
10
Food Paste
HP +50,
Endurance +1
0.3
10 (heal), 3600
(Endurance)
Fresh Carrot
HP +20
0.1
36
10
Fresh Corn
HP +20
0.1
36
10
CRAFTED
VALUE
HP +20, Rads +6
Bloodbug Steak
84
EFFECT
WEIGHT
NAME
CRAFTED
HP +40,
Rad Resist +20
DURATION
(SEC)
Baked Bloatfly
ADDICTION
%
EFFECT
HP +10, Rads +3
VALUE
NAME
Ash blossom
WEIGHT
FOOD
WEIGHT
VALUE
ADDICTION
%
DURATION
(SEC)
NAME
EFFECT
WEIGHT
VALUE
ADDICTION
%
DURATION
(SEC)
36
10
Radroach Meat
0.1
10
Fresh Mutfruit
HP +20
0.1
10
Radscorpion Egg
0.1
48
10
Ghoul Meat
0.3
10
65
10
HP +10, Rads +3
0.1
10
0.1
Glowing Fungus
Radscorpion Egg
Omelet
Radscorpion Meat
55
10
Gourd
HP +10, Rads +3
10
Radscorpion Steak
65
Gourd
HP +20
36
10
HP +150, Energy
Resist +25
10 (heal), 3600
(Energy Resist)
Gourd Blossom
HP +10, Rads +3
10
Radstag Meat
50
10
Grilled Radroach
HP +30
0.5
10
Radstag Stew
HP +150, Energy
Resist +30
60
10 (heal), 3600
(Energy Resist)
Grilled Radstag
60
10 (heal), 3600
(Carry Weight)
Razorgrain
HP +10, Rads +2
0.1
10
HP +20, Rads +5
0.1
10
Ribeye Steak
HP +110
40
10
Gum Drops
HP +10, Rads +1
0.1
10
Roasted Mirelurk
Meat
HP +70, Max AP
+10
0.5
40
10 (heal),
1800 (AP boost)
Happy Birthday
Sweet Roll
HP +20, Rads +4
10
Salisbury Steak
HP +30, Rads +9
0.5
20
10
Hubflower
HP +10, Rads +2
0.1
10
Salisbury Steak
HP +60
0.5
25
10
HP +10, Rads +3
0.1
10
40
10
Slocums BuzzBites
0.5
20
10
HP -10, Max AP
+25, Perception +1
Silt Bean
0.5
22
10
50
10%
10
Softshell Mirelurk
Meat
Squirrel Bits
HP +15, Rads +5
0.1
10
Iguana Bits
HP +15, Rads +5
0.1
10
Squirrel Stew
24
Iguana Soup
HP +95
21
10
10 (heal), 7200
(XP boost)
Iguana on a Stick
HP +40
0.1
33
10
Squirrel on a Stick
HP +45
0.1
15
10
InstaMash
HP +20
0.5
20
10
Stingwing Filet
HP +130,
Perception +1
0.5
35
10
Institute Bottled
Water
HP +40
0.5
15
10
HP +25
Melon
Melon
0.5
10
10
HP +10, Rads +3
10
HP +20, Rads +3
18
10
Melon Blossom
HP +10, Rads +3
Mirelurk Cake
Mirelurk Egg
HP +65, Rads +9
0.5
30
Sugar Bombs
HP +15, Rads +7
0.5
11
10
Sugar Bombs
HP +30
0.5
14
10
Sweet Roll
HP +20, Rads +4
0.1
10
Synthetic Gorilla
Meat
HP +30
28
10
Tarberry
HP +10, Rads +2
0.1
10
Tasty Deathclaw
Omelet
Increases heal
rate, HP +115,
Max HP +50
0.1
100
10 (heal), 7200
(heal rate),
7200 (HP boost)
Tato
HP +10, Rads 5
0.5
10
Tato Flower
HP +10, Rads +5
0.5
10
Thistle
HP +10, Rads +5
0.1
10
Vegetable Soup
13
10 (heal), 3600
(Rad Resist)
10
35
10 (heal),
1800 (breathing)
10
0.1
30
10
Mirelurk Meat
0.5
18
10
Mirelurk Queen
Steak
HP +200,
Endurance +2
130
10 (heal), 3600
(Endurance)
Moldy Food
HP +5, Rads +6
0.5
10
HP +50, Max
AP +5
0.5
10 (heal), 900
(AP boost)
Wild Corn
HP +10, Rads +3
0.1
10
HP +25, Rads +7
0.5
10
Wild Mutfruit
HP +10, Rads +2
0.1
10
HP +20, Rads +8
0.5
10
Wild Razorgrain
HP +10, Rads +2
0.1
10
0.5
12
10
Wild Tarberry
HP +10, Rads +2
0.1
10
HP +30, Rads +8
0.5
10
HP +80, Rads +6
85
10
0.1
10
Mutfruit
HP +10, Rads +2
0.1
10
Mutt Chops
HP +40
0.5
12
10
Noodle Cup
HP +40
0.5
20
10
40
10
20
10
50
10%
10
Stingwing Meat
10 (heal), 3600
(Perception)
HP +165,
Damage Resist
+15
+10 melee
damage, HP
+210
HP +15, Rads +5
HELPFUL HINT
90
10 (heal),3600
(Damage
Resist)
110
10 (heal), 3600
(Melee boost)
0.5
20
10
0.5
20
10
Pork n Beans
HP +20, Rads +6
0.5
10
10
Potato Crisps
HP +10, Rads +7
0.1
10
Potted Meat
25
10
Preserved InstaMash
HP +45
0.5
23
10
Pristine Deathclaw
Egg
HP +45, Rads +7
0.1
69
10
Purified Water
HP +40
0.5
20
10
CAN BE EARNED DURING THE DEVILS DUE QUEST. THE RECIPE FOR
Queen Mirelurk
Meat
0.5
22
10 (heal), 3600
(Endurance)
CRAFTED
EFFECT
HP +20
CRAFTED
NAME
Fresh Melon
INV
AID
Did You
Know?
85
Alcohol
GWINNETT
PALE
WINE
RUM
5%
180
0.5
30
15%
300
Bobrovs Best Moonshine Charisma +1, Strength +1, Intelligence -1, Max HP +25
WHISKEY
Bourbon
5%
240
Dirty Wastelander
0.5
10
10%
300
Gwinnett Ale
5%
180
Gwinnett Brew
5%
180
Gwinnett Lager
5%
180
Gwinnett Pale
5%
180
Gwinnett Pilsner
5%
180
Gwinnett Stout
5%
180
5%
180
5%
180
5%
180
5%
180
5%
180
Ice Cold Gwinnett Pilsner Strength +1, Charisma +1, Intelligence -1, AP +35
5%
180
5%
180
Poisoned Wine
50
5%
180
Rum
5%
240
Vodka
5%
240
Whiskey
5%
Wine
5%
CRAFTED
DURATION
(SEC)
EFFECT
Beer
ADDICTION
%
NAME
VALUE
WEIGHT
ALCOHOL
240
180
VAULT-TEC RECOMMENDS
If you want a steady supply of ice-cold alcohol, retrieve Buddy from the Shamrock Taphouse basement. This modified Protectron can brew all of the Gwinnet recipes you manage to collect.
Chems
Medicinal items like stimpaks, RadAway, and Addictol can
keep you safe and healthy. Performance-enhancing chems
(most of which are addictive) grant a variety of temporary
bonuses. Youll find chems throughout the Commonwealth, but
STIMPAK
RADAWAY
BUFFOUT
DADDY-O
Addictol
0.1
125
Berry Mentats
0.1
60
10%
480
Buffjet
Slows time for 15 seconds. Strength +3, Endurance +3, Max HP +65, Max AP +35
0.1
75
15%
15
Buffout
0.1
45
10%
300
Bufftats
0.1
75
15%
480
Calmex
0.1
100
15%
480
Curies Healthpak
0.5
90
Daddy-O
0.1
50
15%
600
Day Tripper
0.1
40
15%
300
Fury
0.1
70
15%
480
CRAFTED
EFFECT
VALUE
DURATION
(SEC)
NAME
WEIGHT
86
ADDICTION
%
CHEMS
EFFECT
WEIGHT
VALUE
ADDICTION
%
DURATION
(SEC)
0.1
30
5 (heal),
600 (Rad
Resist)
Grape Mentats
0.1
60
10%
480
Irradiated Blood
0.3
50
Jet
0.1
50
10%
10
Jet Fuel
0.1
60
15%
480
Med-X
0.1
50
10%
300
Mentats
0.1
50
10%
300
Mysterious Serum
0.1
25
3600
Orange Mentats
0.1
60
10%
480
Overdrive
0.1
55
15%
480
Psycho
0.1
50
10%
300
Psychobuff
0.1
70
15%
480
Psycho Jet
Slows time for 15 seconds, Damage +25%, Damage Resist +35, Max AP +35
0.1
70
15%
480
Psychotats
0.1
70
15%
480
RadAway
Rads -300
0.1
80
Rad-X
0.1
40
180
Refreshing Beverage
0.5
110
Skeeto Spit
Max HP +25
0.1
40
1200
Stimpak
HP +30%
48
Ultra Jet
0.1
67
15%
15
Vault 81 Cure
HP +50%
0.3
400
X-111 Compound
Rads -600
0.3
40
X-Cell
Strength +2, Perception +2, Endurance +2, Charisma +2, Intelligence +2, Agility +2, Luck +2
0.1
60
35%
120
Syringer Ammo
CRAFTED
NAME
Stealth Boys
INV
AID
SYRINGER AMMO
Endangerol Syringe
Lock Joint Syringe
Mind Cloud Syringe
Pax Syringe
Radscorpion Venom
Syringe
Yellow Belly Syringe
0.1
17
10
0.1
10
0.1
60
120
0.1
40
10
0.1
73
30
0.1
39
30
0.1
65
10
0.1
55
30
NAME
EFFECTS
150
Stealth Boy
100
HELPFUL HINT
CRAFTED
120
ADDICTION
%
VALUE
50
STEALTH BOYS
WEIGHT
0.1
CRAFTED
DURATION
(SEC)
Bloatfly Larva
ADDICTION
%
EFFECT
Chance to frenzy target
for 2 minutes.
Does 30 points of
damage over 10
seconds to target.
Chance on death
for target to spawn
a Bloatfly.
Reduces targets Damage
Resistance by 25% for
2 minutes.
Chance to paralyze
target for 10 seconds.
Target believes you have
vanished and has a
reduced chance to detect
you for 30 seconds.
Chance to make the
target nonviolent for
30 seconds.
Does 40 points of
damage over 10
seconds to target.
Chance on hit to
cause target to flee for
30 seconds.
VALUE
Berserk Syringe
WEIGHT
NAME
Did You
Know?
87
MISCELLANEOUS
From bobby pins to posted notes, youre sure to amass quite a
collection of miscellaneous items during your travels. Some of
these items unlock doors and terminals, while others provide
useful information. Items like Bobbleheads and magazines
grant powerful bonuses, while other items dont serve any
practical purpose. What should you keep? Whats safe to sell?
Whats an adventurer to do?
Fret not! Most of the items that appear in your Pip-Boys Misc
tab are weightless. No matter how many Holotapes, notes, and
access cards you carry, theyre not likely to slow you down.
Items that do add weight to your load are scarce enough that a
quick scroll through the list makes it easy to identify curios that might be worth storing or selling. Of course, for those who like to
keep a tidy inventory, it can be helpful to know exactly what some of these items are used for.
Utility Items
BOBBY PINS
HOLOTAPE GAMES
Is a locked safe or door keeping you from unknown
treasures? A few bobby pins might be just what you
need. It takes a gentle touch to pick a lock without
breaking a bobby pin, and complicated locks can
BOBBY PINS
NAME
Bobby Pin
WEIGHT
VALUE
games are bundled with RobCo FUN! magazines, but the Red
Menace can be found in a recreational terminal within Vault 111.
HOLOTAPE GAMES
BOTTLECAPS
NAME
WEIGHT
VALUE
300
300
Atomic Command
Grognak and the
Ruby Ruins
Pipfall
300
Red Menace
300
Zeta Invaders
300
VAULT-TEC LUNCHBOXES
You can sell Vault-Tec Lunchboxes for extra Caps, but these rare items can also be used to craft powerful Bottlecap
mines at chemistry stations. Making a Bottlecap mine takes a variety of components and some investment in the
Demolition Expert perk, but these handmade explosives pack a serious wallop.
88
BOBBLEHEADS
BOBBLEHEAD
EFFECT
Agility
300
Melee
Barter
300
Perception
300
300
300
300
300
300
300
300
300
Big Guns
Lockpicking
Luck
Medicine
WEIGHT
VALUE
BOBBLEHEAD
Repair
Science
Small Guns
Sneak
Speech
Strength
Unarmed
EFFECT
Permanently gain +25% critical
damage with melee weapons.
Your Perception has been permanently
increased by 1.
Fusion Cores permanently last
10% longer.
Get one extra guess when
hacking terminals.
Permanently gain +25% critical
damage with ballistic guns.
You are permanently 10% harder
to detect.
All vendors permanently have 100
more Caps for bartering.
Your Strength has been permanently
increased by 1.
Permanently gain +25% critical
damage with unarmed attacks.
WEIGHT
VALUE
300
300
300
300
300
300
300
300
300
MAGAZINES
Youll find informative magazines scattered across the
Commonwealth. Each time you collect one of these
INV
MISC.
MAGAZINES
NAME
EFFECT
Astoundingly
Awesome Tales
Astoundingly
Awesome Tales
Astoundingly
Awesome Tales
Astoundingly
Awesome Tales
Astoundingly
Awesome Tales
Astoundingly
Awesome Tales
Astoundingly
Awesome Tales
Astoundingly
Awesome Tales
Astoundingly
Awesome Tales
Astoundingly
Awesome Tales
Astoundingly
Awesome Tales
Astoundingly
Awesome Tales
Astoundingly
Awesome Tales
Astoundingly
Awesome Tales
Grognak the
Barbarian
(10 issues)
WEIGHT
VALUE
100
100
100
100
100
100
100
NAME
Guns and Bullets
(10 issues)
Hot Rodder
(3 issues)
La Coiffe
(2 issues)
100
100
100
100
100
100
100
100
100
100
100
100
100
100
100
100
100
100
100
100
100
100
100
VALUE
WEIGHT
EFFECT
Ballistic weapons do +5% critical
damage (per magazine found, up to
10 magazines, or +50%).
Permanently unlock a new custom
paint job for your Power Armor (1
paint job per magazine found, up to
3 magazines).
Permanently unlock a new unique
hairstyle (1 hairstyle per magazine
found, up to two magazines).
89
NAME
EFFECT
WEIGHT
VALUE
100
100
100
100
100
100
100
100
100
100
100
100
100
Picket Fences
Picket Fences
Picket Fences
RobCo FUN!
RobCo FUN!
RobCo FUN!
RobCo FUN!
Taboo Tattoos
(5 issues)
Tales of a
Junktown Jerky
Vendor (8 issues)
Tesla Science
(9 issues)
Total Hack
Total Hack
Total Hack
NAME
EFFECT
WEIGHT
VALUE
Tumblers Today
(5 issues)
100
U.S. Covert
Operations
Manual
(10 issues)
100
100
100
100
100
100
100
100
100
100
100
Unstoppables
(5 issues)
Wasteland
Survival Guide
Wasteland
Survival Guide
Wasteland
Survival Guide
Wasteland
Survival Guide
Wasteland
Survival Guide
Wasteland
Survival Guide
Wasteland
Survival Guide
Wasteland
Survival Guide
Wasteland
Survival Guide
TIP
YOURE S.P.E.C.I.A.L.!
This childrens book is found in your old home in Sanctuary Hills. When you collect it, you gain one rank to a S.P.E.C.I.A.L. stat of your choosing.
Youre S.P.E.C.I.A.L.! is similar to collectible magazines, but it cant be displayed on a magazine rack and it isnt worth any Caps.
RECIPES
Whether theyre written on paper or recorded on Holotapes,
SLOCUMS
BUZZBITES
RECIPE
GWINNETT
BREW
RECIPE
FEATURED RECIPES
NAME
WEIGHT
VALUE
alcoholic beverages.
Wellinghams Recipe
Redeemables
OVERDUE BOOKS
NAME
Overdue Book
VALUE
0.5
90
WEIGHT
VALUE
Access and
Information
HOLOTAPES
FEATURED TOYS
NAME
Collect keys and access cards whenever you find them, and
check notes, terminals, and Holotapes for recorded passwords.
Most of these items are weightless, and its often impossible to
Mr. Handy
Model Kit
Robot Model
Kit Parts
Robot Model
Kit Parts
sell them.
Robot Model
Kit Parts
Protectron
Model Kit
100
100
100
Protectron Model
100
100
Mr. Gutsy
Model Kit
150
Eyebot Model
Eyebot
Model Kit
VALUE
With model kits, you can also build some less valuable (but very
NAME
WEIGHT
Buttercup Toy
SentryBot
Model Kit
LOCATION
NOTES
CLUTTER
INV
MISC.
Quest Items
BURNT
FASHION
MAGAZINE
FOLDER
STINGWING
BARB
MISCELLANEOUS CLUTTER
NAME
Burnt Book
in the Commonwealth,
cleaning, keep an
youre likely to collect dozens of items that are both bizarre and
Burnt Textbook
Folder
Napkin
Ruined Book
you down.
EXPLOSIVE
CHARGE
COURSER
CHIP
HAPTIC
DRIVE
Knickknacks
MISCELLANEOUS TOYS
WEIGHT VALUE
Stingwing Barb
0.5
Subway Token
useful components,
BUTTERCUP
TOY
SENTRY
ROBOT
BOT MODEL PARTS
MODEL
91
JUNK
Youll find junk on defeated enemies, stashed in containers,
and scattered around virtually every location you explore. You
can, of course, sell these bits and bobs for extra Caps, but a
junk items true value lies in the components it yields. Battered
clipboards are made from springs and wood; desk fans contain
gears, screws, and steel; an old fuse can be salvaged for copper
and glass. With the right junk items, you can build everything
from simple floor mats to advanced Power Armor mods.
Whenever you build an item, the required components are
automatically salvaged from the junk items that are currently in
your inventory or stored within the related crafting station. If a
settlement is under control, all of its workstations are linked to its
workshop. This makes managing your collected junk items incredibly
HELPFUL HINT
Did You
Know?
VAULT-TEC RECOMMENDS
Tag components like aluminum, oil, adhesive fiberglass, and screws as early as
possible. If you plan to modify your gear, youll need to collect a good supply of
these uncommon building materials.
Base Components
COMPONENT
92
RARITY
DESCRIPTION
ACID
Rare
Acid is primarily used to craft chems, explosives, and cutting fluid at chemistry stations.
ADHESIVE
Special
This essential component is used in a wide variety of mods, explosives, and workshop items. Even with
the Scrapper perk, this component can never be salvaged from weapons or armor. However, maintaining
a good supply of adhesive makes it much easier to upgrade your gear and expand your settlements.
ALUMINUM
Uncommon
Aluminum is used in nearly every type of crafting, but its an essential component of most complicated
devices. If you plan on crafting ballistic weapon mods, Power Armor mods, explosives, turrets, and
generators, youll need to grab all the aluminum you can find.
ANTISEPTIC
Rare
ASBESTOS
Rare
Asbestos is most often used to boost an items Energy Resistance, but its needed for a variety of mods
and chems.
COMPONENT
RARITY
DESCRIPTION
BALLISTIC FIBER
Rare
Ballistic fiber is an essential component of many armor modsespecially the ballistic weave mods used
to reinforce many lightweight apparel items.
BONE
Common
Bone is needed to craft specialty items like Raider armor mods and cutting fluid.
CERAMIC
Common
Ceramic is used to craft some mods and workshop items, but its an important part of most power-related
items. Youll need ceramic to build radio recruitment beacons, smaller generators, and nearly all switches.
CIRCUITRY
Rare
Circuitry is used in most high-tech devices. Many advanced mods, turrets, and electronic devices require
some amount of circuitry. Youll even find this component listed in recipes for some explosives and chems.
CLOTH
Common
Cloth is required for various mods and workshop items, but its particularly important for armor
modification and furniture production.
CONCRETE
Common
COPPER
Uncommon
Copper is an important part of most electronic devices. Generators, switches, lights, and advanced mods
all tend to use some amount of copper. But this component also has a variety of low-tech applications.
CORK
Uncommon
CRYSTAL
Rare
Crystal is an important part of most laser-based devices. Laser tripwires, heavy laser turrets, and many
laser gun mods require a good supply of crystal. Its also needed for advanced scopes and other hightech items.
INV
FERTILIZER
Uncommon
FIBER-OPTICS
Rare
Fiber-optics are required to craft a variety of high-tech mods and devices. These components are
particularly important to laser-based weapons and switches, but fiber-optics are used in the creation and
modification of several items.
FIBERGLASS
Uncommon
Both lightweight and durable, fiberglass is used in a variety of weapon, armor, and Power Armor
mods. Energy weapon mods, in particular, tend to require a good amount of fiberglass. This versatile
component is also required to craft a small selection of explosives and workshop items.
GEAR
Uncommon
Gears are required for a variety of applications. From simple ceiling fans to massive generators, nearly
any device that involves moving parts includes some amount of gears. These low-tech components are
particularly important in turret production and gun modification, so restock your supply as often as
possible.
GLASS
Uncommon
Glass is used in several recipes, but its particularly important when crafting lights, scopes, syringes, and
laser-based weapon mods.
GOLD
Rare
Gold is needed for a variety of high-tech mods and devices. Its particularly important for laser weapon
enthusiasts, but any craftsman would do well to keep a supply of gold on hand.
LEAD
Uncommon
Most lead applications involve boosting the Radiation Resistance offered by a piece of apparel, but any
item meant to reflect or contain radiation is likely to require some amount of lead.
LEATHER
Common
Leather has a few different uses, but its most often used to craft mods at armor workbenches.
Nuclear material is required to craft a variety of mods, explosives, and workshop items. Most of the
devices that use nuclear materials are fairly advanced, but this rare component is also needed to craft
simple weapon sights.
OIL
Oil is essential to most mechanical devices like gun mods, turrets, and water purifiers, but its also used in
a variety of armor mods and explosives.
Special
JUNK
93
COMPONENT
RARITY
DESCRIPTION
PLASTIC
Common
Plastic is involved in almost every type of crafting, but its most commonly needed for building furniture or
modifying armor and energy weapons.
RUBBER
Common
The unique properties of rubber make it an essential part of many items. It serves as insulation for
mechanical devices like generators and pylons, it adds flexibility to weapons and armor, and its an
important component of various furniture pieces and decorative items.
SCREW
Uncommon
Whether youre constructing mechanical devices or reinforcing armor, youll find a lot of uses for this
component. Screws arent as rare as some materials, but if you plan on modifying your gear, building
turrets, or taking advantage of the workshops most effective machines, youll want to salvage as many
screws as possible.
SILVER
Rare
Silver is primarily used for modifying weapons. Its required for a wide variety of energy weapon mods,
but its also a featured component of most sights and scopes.
SPRING
Uncommon
Springs are used in a variety of gear mods and mechanical devices. Whether youre building a simple
pressure plate, extending the ammo capacity of your favorite gun, or customizing a suit of Power Armor,
youll find plenty of projects that require springs.
STEEL
Common
Steel is one of the most essential building materials youll findluckily, its also one of the most common.
In addition to basic construction, steel is needed for a large variety of mods.
WOOD
Common
Wood is most often used in basic construction. Structures, furniture, and decorative items all tend to
require large amounts of wood. Most settlements contain enough trees to get you started, but wood-based
junk items can help you better meet the needs of your settlers.
Junk Items
Over time, youll develop an eye for junk you find particularly useful, but the Commonwealth is absolutely packed with discarded
treasures. Every junk item has its uses, but some are far more valuable than you might expect.
JUNK ITEMS
NAME
40 lb Barbell
40
SALVAGEABLE COMPONENTS
NAME
Lead (10)
Ashtray
WEIGHT VALUE
0.5
SALVAGEABLE COMPONENTS
Ceramic (1)
80 lb Barbell
80
15
Lead (20)
100
20 lb Dumbbell
20
Lead (9)
Baby Bottle
0.5
160 lb Dumbbell
160
30
Lead (40)
Baby Rattle
0.5
Plastic (2)
80 lb Curlbar
80
15
Lead (20)
Bag of Cement
15
Concrete (5)
25
0.1
10 lb Weight
10
Lead (3)
Bag of Fertilizer
25 lb Weight
25
Lead (50)
Ballistic Fiber
5l b Weight
Lead (2)
Ball-Peen Hammer
1.5
Abraxo Cleaner
Bandage Scissors
0.25
Steel (1)
15
Baseball
0.5
Acid
0.1
Acid (1)
Adhesive
0.1
Adhesive (1)
Adjustable Wrench
Alarm Clock
10
Aluminum
0.1
Aluminum (1)
Aluminum Can
0.1
Aluminum (2)
12
0.5
12
Aluminum Tray
0.5
Steel (1)
Aluminum Canister
Amontillado Bottle
Glass (4)
20
Annikas Locket
0.1
24
Silver (2)
Antifreeze Bottle
Antique Globe
0.5
111
0.1
60
Silver (2)
0.1
Steel (1)
94
WEIGHT VALUE
Antiseptic
0.1
Antiseptic (1)
Applicator
0.5
12
Asbestos
0.1
Asbestos (1)
Baseball Base
Baseball Glove
Leather (3)
Basketball
Rubber (3)
Battered Clipboard
0.2
Beaker
0.5
Glass (1)
Beaker Stand
0.5
Copper (1)
Beer Bottle
0.5
Glass (2)
20
Biometric Scanner
Blacksmith Hammer
21
Bloatfly Gland
0.5
Acid (2)
Bloodbug Proboscis
0.2
10
Acid (1)
Blood Can
10
Blood Sac
0.5
Blowtorch
15
Blue Paint
10
Bone
Bone (1)
Bone Cutter
Bonesaw
Boston Bugle
1.5
Cloth (1)
NAME
Boston Bugle
WEIGHT VALUE
0.1
SALVAGEABLE COMPONENTS
NAME
Cloth (1)
Colander
0.5
0.5
14
Ceramic (2)
Bourbon
Glass (4)
Collectible Baseball
Bourbon Bottle
Glass (4)
Colonial Vase
Bowl
WEIGHT VALUE
1
SALVAGEABLE COMPONENTS
Steel (1)
0.5
Ceramic (2)
Combination Wrench
Steel (2)
Bowling Ball
Plastic (7)
Comfy Pillow
Cloth (3)
Bowling Pin
0.5
40
Leather (4)
Brahmin Skull
Bone (5)
Bread Box
Plastic (3)
Broken Femur
0.5
Bone (2)
Broken Lamp
Broken Lightbulb
0.5
Copper (1)
Broken Tibia
0.5
Bone (2)
Broom
0.1
Steel (1)
Brown Bottle
0.5
Glass (2)
Bunsen Burner
10
Burgundy Bottle
0.5
Glass (2)
Cafeteria Tray
Plastic (2)
Cake Pan
Camera
0.5
Aluminum (3)
12
Can
0.1
Steel (2)
Capless Skull
0.1
Bone (1)
20
Carlisle Typewriter
Cat Bowl
0.5
Plastic (2)
Cauterizer
0.5
19
Ceramic
0.1
Ceramic (1)
Ceramic Bowl
Ceramic (2)
Chalk
Asbestos (2)
21
Plastic (7)
10
Charge Card
Plastic (1)
Chemistry Jar
0.5
Glass (1)
Chessboard
Wood (2)
Cloth (1)
Cigar Box
Cigar
0.5
40
Cigarette
Cloth (1)
Cigarette Carton
50
0.3
Circuitry (1)
Classroom Globe
28
Claw Hammer
Circuitry
Clean Bowl
Clean Broom
0.5
Ceramic (2)
0.5
Aluminum (2)
0.5
Ceramic (1)
Aluminum (2)
0.5
Plastic (2)
0.5
Glass (1)
Clean Globe
Clean Pepper Mill
Clean Red Plate
0.5
Ceramic (2)
0.5
Plastic (1)
1.5
Steel (2)
Clean Umbrella
1.5
14
Ceramic (2)
Ceramic (2)
0.2
Cloth
0.1
Cloth (1)
Clothes Hanger
0.5
Steel (1)
Clothing Iron
Coffee Cup
0.5
Ceramic (1)
Coffee Pot
Coffee Tin
Aluminum (2)
Concrete
Concrete (1)
Connecting Rod
Steel (2)
Cooking Oil
0.5
Cooking Pan
0.5
Steel (2)
Cooking Pot
0.5
Coolant
Coolant Cap
Aluminum (2)
0.1
Copper (1)
Copper Bar
0.5
200
Cork
0.1
Copper
Copper (10)
Cork (1)
Cotton Yarn
0.5
Cloth (1)
1.5
Steel (2)
Cracked Bowl
Cracked Deathclaw Egg
Cracked Glass Bowl
Crystal
Crystal Liquor Decanter
Ceramic (2)
0.1
Glass (2)
0.2
Crystal (1)
18
Cue Ball
0.5
Plastic (2)
Cutting Board
0.5
Wood (2)
Cutting Fluid
Danses Holotags
0.1
Steel (1)
Dawnshire Vase
14
Ceramic (2)
Deathclaw Hand
25
Deathclaw Hide
15
Leather (5)
Deflated Kickball
0.5
Rubber (3)
16
Wood (2)
0.1
Steel (1)
Dinner Fork
Dinner Plate
Steel (1)
Dirty Ashtray
0.5
Ceramic (1)
Dishrag
0.1
Cloth (1)
Distress Pulser
Dog Bowl
0.5
Plastic (2)
Dog Tags
0.1
Steel (1)
Drinking Glass
0.5
Glass (1)
Duct Tape
0.1
12
Ear Examiner
0.75
15
Economy Wonderglue
0.75
40
Adhesive (5)
Eight Ball
0.5
Plastic (2)
Eleven Ball
0.5
Plastic (2)
0.5
Plastic (1)
0.1
Antiseptic (1)
Empty Can
0.5
Steel (1)
Empty Coolant
0.5
Plastic (1)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Glass (2)
0.5
Steel (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
INV
JUNK
95
NAME
Empty Willow Vaulted Vase
Enamel Bucket
Enhanced Targeting Card
Extinguisher
Fancy Hairbrush
SALVAGEABLE COMPONENTS
NAME
Ceramic (2)
WEIGHT VALUE
0.5
SALVAGEABLE COMPONENTS
Glass (2)
Steel (2)
0.5
Glass (2)
0.25
0.5
Glass (2)
0.5
Glass (2)
0.5
Hack Saw
0.5
Plastic (2)
35
Steel (1)
Feather Duster
Hairbrush
Femur
Bone (2)
Fertilizer
0.1
Fertilizer (1)
Hammer
1.5
Fiberglass
0.1
Fiberglass (1)
Handcuffs
0.5
High-Powered Magnet
13
High-Powered Microscope
22
Fiber-Optics
0.1
Fifteen Ball
0.5
Plastic (2)
Fishing Rod
Five Ball
0.5
Plastic (2)
Flask
0.5
Glass (1)
17
0.5
12
300
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Flux Sensor
0.1
Steel (1)
Fork
0.1
Steel (1)
Four Ball
0.5
Plastic (2)
Fourteen Ball
0.5
Plastic (2)
Frying Pan
Steel (2)
Fumigus Blowtorch
25
Fuse
Fusion Pulse Charge
0.1
31
Gas Canister
10
Gear
Steel (1)
Gear
0.2
Gear (1)
Giddyup Buttercup
177
69
60
69
36
45
Gilded Grasshopper
451
0.1
Glass (1)
26
Glass (2)
26
Glass (2)
26
Glass (2)
Glass Bowl
Glass (2)
Glass
96
WEIGHT VALUE
26
Glass (2)
26
Glass (2)
26
Glass (2)
26
Glass (2)
26
Glass (2)
26
Glass (2)
Glass Pitcher
Glass (3)
26
Glass (2)
26
Glass (2)
26
Glass (2)
26
Glass (2)
26
Glass (2)
26
Glass (2)
Globe
Gold
0.1
Gold (1)
Gold Bar
0.5
450
Gold (10)
Hoe
Home Plate
Hot Plate
Hubcap
Human Jaw
0.1
Bone (2)
Ichor Sac
0.5
15
14
20
Oil (5)
15
0.1
Steel (1)
Industrial Solvent
Initiate Clarkes Holotag
Injector
0.5
Aluminum (1)
IV Bag
0.25
Plastic (1)
12
Bone (4)
Kickball
Kitchen Scale
0.5
Rubber (3)
0.1
Steel (1)
0.1
Steel (1)
Lab Bottle
0.5
Glass (1)
Ladle
0.5
Steel (2)
Lantern
15
Large Beaker
Large Dinner Plate
0.5
Glass (1)
Ceramic (3)
Large Plate
Ceramic (3)
Ceramic (3)
0.1
Cloth (2)
Lead
0.3
Lead (1)
0.1
Leather (1)
Bone (3)
Bone (2)
Bone (2)
Bone (3)
Lightbulb
Life Preserver
0.5
Liquor Bottle
0.5
Glass (2)
Cloth (1)
Lit Cigar
Lit Cigarette
Cloth (1)
Lit Stogie
Cloth (1)
Locket
50
Silver (2)
Magnifying Glass
0.5
Makeshift Battery
17
Masonry Hammer
12
Steel (2)
Metal Bucket
Steel (2)
22
0.5
26
Gold Watch
0.5
40
Microscope
Graduated Cylinder
0.5
Glass (1)
0.5
Glass (2)
25
Circuitry (5)
0.5
Glass (2)
0.1
30
SALVAGEABLE COMPONENTS
NAME
NAME
WEIGHT VALUE
0
Rack
Radar Transmitter
30
Radioactive Gland
0.5
30
0.5
30
Leather (4)
0.5
23
Radscorpion Stinger
0.5
Leather (1)
Radstag Hide
Rat Poison
0.5
Bone (1)
Mop
14
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
15
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
10
15
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Ceramic (2)
Nine Ball
0.5
Plastic (2)
Nuclear Material
0.1
10
0.5
150
Oil
0.1
Oil (1)
Oil Can
0.5
15
12
Oil Canister
Glass (2)
Plastic (1), Silver (1)
One Ball
0.5
Plastic (2)
Oven Mitt
0.1
12
0.1
20
Paintbrush
0.5
Pack of Cigarettes
Paint Can
10
0.1
Steel (1)
Peizonucleic Liner
Pelvis Bones
Bone (3)
Pen
Plastic (1)
Pencil
Pepper Mill
Picture Frame
Pint Glass
Pip-Boy
0.5
Wood (2)
0.5
Glass (2)
Plastic
0.1
Plastic (1)
Plastic Bowl
0.5
Plastic (2)
Plastic Fork
0.1
Plastic (1)
Plastic Knife
0.1
Plastic (1)
Plastic Plate
0.25
Plastic (2)
Plastic (2)
Plastic Pumpkin
Plastic Spoon
Plate
0.1
Plastic (1)
Steel (1)
Plunger
75
0.5
15
0.1
12
15
Pre-War Lamp
Pre-War Money
Cloth (1)
25
ProSnap Camera
30
164
Prototype Biometric
Scanner
WEIGHT VALUE
0.5
SALVAGEABLE COMPONENTS
Wood (2)
Recorder
0.75
Red Plate
Ceramic (2)
0.1
Steel (1)
Reporters Camera
112
Reporters Pen
10
0.1
Glass (1)
Reflex Capacitor
Reporters Pencil
Research Test Tube
RFID Device
Rib Cage
Bone (5)
Bone (3)
Bone (5)
Bone (3)
Bone (2)
Bone (2)
Bone (3)
Ring Stand
0.1
Cloth (1)
Rubber
0.1
Rubber (1)
Rum Bottle
Glass (4)
10
Steel (1)
Sabotaged Turbopump
Bearings
15
Salt Shaker
0.5
Plastic (1)
Sauce Pan
Steel (2)
0.5
Steel (1)
Saucer
0.5
Ceramic (1)
Saw
Scalpel
0.25
Steel (1)
Scissors
0.25
Screw
0.1
Screw (1)
Screwdriver
0.5
0.1
Steel (1)
Cloth (1)
Sealed Wonderglue
0.1
25
Adhesive (4)
Sensor
0.5
20
30
0.5
Plastic (2)
Sensor Module
Seven Ball
Shadeless Lamp
0.1
10
Bone (2)
Shopping Basket
Shot Glass
Shovel
0.1
Glass (1)
Silver
0.1
Silver (1)
Silver Bar
0.5
300
Silver (10)
Silver Bowl
15
Silver (2)
Silver Fork
0.1
Silver (1)
Silver Hairbrush
0.5
63
Silver Locket
0.1
10
Silver (2)
Silver Plate
Silver (1)
0.5
25
Cloth (3)
0.1
Silver (1)
0.1
Silver (1)
Six Ball
0.5
Plastic (2)
Skull
Skull Cap Bone
Bone (3)
0.1
Bone (2)
INV
JUNK
97
NAME
Skull Eye Socket
0.1
SALVAGEABLE COMPONENTS
NAME
Bone (2)
Tri Tool
WEIGHT VALUE
0.5
15
SALVAGEABLE COMPONENTS
Aluminum (1), Nuclear Material (1)
Skull Faceplate
0.1
Bone (2)
Tube Flange
Steel (2)
Skull Fragment
0.1
Bone (2)
Turpentine
10
TV Dinner Tray
0.5
Aluminum (3)
1.25
Steel (1)
Tweezers
0.2
Aluminum (1)
0.5
Ceramic (2)
Twelve Ball
0.5
Plastic (2)
Wood (2)
Two Ball
0.5
Plastic (2)
Small Plate
Small Sauce Pan
0.5
Ceramic (2)
Typewriter
11
Steel (1)
Umbrella
1.5
0.25
Steel (1)
Umbrella Stand
Ceramic (2)
0.5
Ceramic (2)
10
Soap
0.5
Oil (1)
Spanner
0.5
Aluminum (1)
Leather (3)
Spatula
0.5
Undamaged Camera
18
Spine
Bone (5)
Undamaged Cigarettes
50
Spring
0.1
Spring (1)
Unfilled Kickball
0.5
Rubber (3)
Steel
0.2
Steel (1)
0.1
Stew Pot
Stogie
Cloth (1)
Straw Pillow
Cloth (2)
Steel (2)
Suprathaw Antifreeze
Unused Ashtray
Surgical Scalpel
0.25
Steel (1)
Surgical Tray
0.5
Ceramic (2)
Steel (2)
0.5
Aluminum (3)
0.5
21
12
Upper Skull
0.1
Bone (1)
Sweeper
100
0.5
Vacuum Tube
0.25
Synth Component
20
Plastic (1)
Table Knife
0.1
Steel (1)
Table Spoon
0.1
Steel (1)
Wood (2)
1.5
Tall Flask
0.5
Glass (1)
Vase
Vegetable Starch
Ceramic (3)
0.5
Adhesive (5)
Vodka
Glass (4)
Vodka Bottle
Glass (4)
15
Teacup
0.5
Ceramic (2)
0.25
Ceramic (2)
Tea Kettle
1.5
Steel (2)
0.25
Ceramic (2)
Ceramic (2)
Whiskey
Glass (4)
Ceramic (2)
Whiskey Bottle
Glass (4)
Ceramic (2)
White Bottle
0.5
Glass (2)
Ceramic (2)
White Plate
Ceramic (2)
Ceramic (2)
Ceramic (2)
Teapot
Ceramic (2)
Teddy Bear
Ceramic (2)
Telephone
Ceramic (2)
Ten Ball
0.5
Plastic (2)
Ceramic (2)
Test Tube
0.5
Glass (1)
Wine Bottle
Glass (4)
Wood (2)
Wonderglue
0.1
20
Adhesive (2)
Thermal Coupler
10
Rubber (2)
Wood
0.2
Wood (1)
Thin Beaker
0.5
Glass (1)
0.1
Wood (1)
Thirteen Ball
0.5
Plastic (2)
0.1
Wood (1)
Three Ball
0.5
Plastic (2)
0.1
Wood (1)
Bone (2)
0.1
Wood (1)
Tibia
Tin Can
0.1
Steel (2)
Wood (2)
Toaster
Ceramic (1)
18
Wooden Spoon
Toothbrush
0.1
Plastic (1)
Wrench
Toothpaste
0.25
Steel (1)
Tongs
0.1
Wood (2)
Steel (2)
2.5
10
Leather (4)
Yardstick
0.75
Wood (2)
Toy Alien
0.5
Yellow Paint
10
Toy Car
Yellow Plate
Ceramic (2)
0.5
Yellow-Trimmed Plate
Ceramic (2)
Tray
12
Aluminum (1)
20
30
Leather (3)
Toy Rocketship
Toy Truck
98
WEIGHT VALUE
JUNK SHIPMENTS
With a bit of time and effort, you can salvage materials for any and all of your crafting needs. However, many traders can ship
components directly to a location of your choosing. After you purchase a shipment contract, place the contract in your desired
workshop (or workstation) to receive your order.
JUNK SHIPMENTS
NAME
WEIGHT VALUE
DELIVERED COMPONENTS
NAME
Shipment of Acid25
Acid (25)
Shipment of Fiberglass25 0
700
Fiberglass (25)
Shipment of FiberOptics25
850
Fiber-Optics (25)
250
Shipment of Adhesive25 0
1000
Adhesive (25)
Shipment of Adhesive50 0
2000
Adhesive (50)
Shipment of
Aluminum25
375
Aluminum (25)
Shipment of
Aluminum50
750
Aluminum (50)
Shipment of Antiseptic25 0
375
Antiseptic (25)
Shipment of Asbestos25
750
Asbestos (25)
Shipment of Ballistic
Fiber25
625
Shipment of Ceramic25
175
Ceramic (25)
Shipment of Circuitry25
625
Circuitry (25)
Shipment of Circuitry50
1250
Circuitry (50)
Shipment of Cloth25
100
Cloth (25)
Shipment of Concrete50
150
Concrete (50)
Shipment of Copper25
500
Copper (25)
Shipment of Cork25
125
Cork (25)
Shipment of Crystal25
575
Crystal (25)
Shipment of Fertilizer25
300
Fertilizer (25)
WEIGHT VALUE
0
DELIVERED COMPONENTS
Shipment of Gears25
450
Gears (25)
Shipment of Glass25
325
Glass (25)
Shipment of Gold25
1125
Gold (25)
Shipment of Lead25
200
Lead (25)
Shipment of Leather25
250
Leather (25)
Shipment of Nuclear
Material25
1250
Shipment of Oil25
500
Oil (25)
Shipment of Plastic25
75
Plastic (25)
Shipment of Rubber25
250
Rubber (25)
Shipment of Screws25
400
Screw (25)
Shipment of Silver25
750
Silver (25)
Shipment of Springs25
375
Spring (25)
Shipment of Steel50
150
Steel (50)
Shipment of Steel100
300
Steel (100)
Shipment of Wood50
100
Wood (50)
Shipment of Wood100
200
Wood (100)
VAULT-TEC RECOMMENDS
JUNK ITEMS
Some junk items are just too good to pass up! If youre serious about crafting, youd
do well to grab these items whenever you spot them:
INV
JUNK
BIOMETRIC SCANNER
Circuitry (5)
Institute Recorder
Baseball Glove
Leather (3)
Camera
Crystal (2)
Bag of Fertilizer
Fertilizer (4)
Microscope
Liquid Decanter
Crystal (4)
Magnifying Glass
Telephone
Abraxo Cleaner
Aluminum Canister
Mr Handy Fuel
Oil (2)
Typewriter
Giddyup Buttercup
Fancy Hairbrush
Silver (2)
Silver Watch
99
MODS
Mods are special attachments or alterations that can be added to weapons, armor, and
Power Armor. You can purchase mods from some traders, and youll find a few loose
mods lying around the Commonwealth, but almost any mod can be hand-crafted or
TIP
The Mod tab also displays the weight and value of each loose mod. Most of these items
are relatively light, but a single crafting session can result in any number of loose mods;
store or sell superfluous mods to keep them from weighing you down.
Weapon Mods
With the right mods and access to a weapons workbench, you can improve virtually every gun, blade, and club in your arsenal.
You can craft variety simple mods as soon as you have the necessary components, but most advanced weapon mods require some
combination of the Gun Nut, Blacksmith, and Science! perks.
GUNS
Nearly every gun you find can be modified to better suit your
Grip Mods
Mag Mods
If you favor ballistic guns, invest in the Gun Nut perk as early
mods require all available ranks of both Gun Nut and Science!
Barrel Mods
As applied to ballistic weapons, barrel mods tend to affect a
Muzzle Mods
and ammo capacity can all be altered with a single barrel mod.
HELPFUL HINT
Did You
Know?
100
gamma gun and Junk Jet, offer muzzle mods that add bonus
energy damage to each shot fired.
Receiver Mods
Nearly all receivers play an important role in overall weapon damage, but these mods
can dramatically change the way a weapon performs. Many ballistic gun receivers
reduce per-shot damage to offer armor penetration or automatic fire. Some ballistic
receivers increase accuracy or critical shot damage. Swapping a receiver mod can even
Sight Mods
Sight mods primarily affect a weapons sighted accuracy. Sight rings and reflex sights
make it easier to focus on targets, and the magnification offered by scopes makes it
much easier to hit distant targets. Many advanced scopes even offer features like night
MELEE MODS
Melee and punching weapons dont feature the deep customization offered by most
guns, but close-combat enthusiasts are sure to enjoy the benefits of a well-chosen mod.
Again, different mods require different components, but maintaining a good supply of
adhesive will make modifying your melee weapons considerably easier.
THIS
The most powerful melee mods can require up to Rank 3 of the Blacksmith perk; a
POWERFUL
small investment in Science! is also needed to craft a number of high-tech melee mods.
LASER PISTOL
FEATURES AN OVERCHARGED CAPACITOR FOR
Material Mods
Baseball bats and rolling pins are the only weapons that accommodate material mods.
These mods change the entire look of a weapon. Often, the change is purely cosmetic.
However, an aluminum material mod can significantly enhance the performance of a
bat or rolling pin.
Upgrade Mods
Most melee (and punching) weapons contain a single upgrade slot. The vast majority of
upgrade mods increase weapon damage, but most upgrades also add special features.
Even simple weapons can be modified to pierce armor, inflict bleeding, disarm targets,
deal energy damage, and more. Of course, options vary by weapon, but some upgrade
mods offer considerable utility.
INV
MODS &
AMMO
THIS
Armor Mods
UPGRADED
SUPER
SLEDGE
Armor mods can dramatically improve your protective gear. Covert operators can
benefit from mods that reduce armor weight and improve stealth; front-line combatants
can reinforce armor for maximum protection. No matter how you engage your enemies,
the right armor mods can greatly increase your chances of survival.
Pieces belonging to the major armor sets offer far more customization options than simpler garments. Each piece of armor that
belongs to one of the major armor sets contains two mod slotsone for material mods and one for miscellaneous mods. However, for
those with the proper skills, the Commonwealth contains a wide variety of customizable apparel.
If you plan to craft your own advanced armor mods, consider investing in all available ranks of the Armorer and Science! perks. Of
course, the mods you build will also determine the components you need, but nearly all armor mods require some amount of adhesive.
MATERIAL MODS
Most armor material mods affect Damage Resistance and
HELPFUL HINT
Did You
Know?
101
MISCELLANEOUS MODS
find many more useful effects as you craft or collect new mods.
HELPFUL HINT
Did You
Know?
HEADLAMPS
BEFORE YOU CAN CRAFT BALLISTIC WEAVE MODS, YOU MUST PROVE YOUR
TO PROVIDE EXTRA
IN SIGNIFICANTLY INCREASED
MORE STEADY.
MATERIAL MODS
Most Power Armor parts offer slots for material mods. Options like lead plating,
winterized coating, and explosive shielding grant bonuses as soon as theyre applied.
In many cases, you must apply matching material mods to all Power Armor parts
before a bonus is activated. Unlock additional Power Armor material mods by
collecting Hot Rodder magazines and earning the trust of various factions.
Aside from Raider Power Armor (for which there are no material mods), each model of
BASE MODS
Base mods determine the Damage
Resistance and Energy Resistance offered
by a piece of Power Armor. Raider Power
Armor only offers two base mods (standard
and welded), but more advanced models of
Power Armor offer six levels of protection.
COMPLETE THE MINUTEMEN QUEST: WHEN FREEDOM CALLS TO UNLOCK A MINUTEMEN PAINT
SCHEME FOR T-45 POWER ARMOR.
COMPLETE THE RAILROAD QUEST: TRADECRAFT TO UNLOCK A RAILROAD PAINT SCHEME FOR
T-51 POWER ARMOR.
COMPLETE MISCELLANEOUS QUEST: ATOM CATS TO UNLOCK AN ATOM CATS PAINT SCHEME FOR
T-60 POWER ARMOR.
COMPLETE BROTHERHOOD OF STEEL QUEST: SHADOW OF STEEL TO UNLOCK A BOS PAINT
SCHEME FOR T-60 POWER ARMOR. EARN PROMOTIONS TO UNLOCK RANK-BASED VARIATIONS.
COMPLETE THE INSTITUTE QUEST: NUCLEAR FAMILY TO UNLOCK AN INSTITUTE PAINT SCHEME FOR
102
MISCELLANEOUS MODS
HEADLAMPS
Miscellaneous mods grant powerful bonuses to individual parts. Arm mods tend
to improve different aspects of unarmed combat, while leg mods offer effects like
improved sprinting, increased carrying capacity, and larger impact landings. In most
Power Armor torsos, miscellaneous mods can add extra features like jetpacks, medic
pumps, and tesla coils. Helmets can be modified to improve target acquisition or
remove radiation from items you consume. Of course, this is only the beginningyoull
find a variety of useful mods for every piece of Power Armor.
POWER ARMOR IS
GEARED TOWARD
BEEN CUSTOMIZED
UNARMED COMBAT.
IMPROVED V.A.T.S.
UPGRADED WITH
DAMAGE MITIGATION
INV
MODS &
AMMO
AMMO
What good is a gun without ammo? All ammunition is weightless, so theres never a reason to avoid collecting it. Your level
determines which ammo types can appear in containers or on defeated enemies. However, there are a few types of ammo that only
appear at specific locations. Youll find plenty of ammo scattered throughout the Commonwealth, but when youre running low on a
specific type, head to the nearest trader to see whats in stock.
AMMO TYPES
NAME
VALUE
MIN. LEVEL
VALUE
MIN. LEVEL
.308 Round
5.56 Round
24
Fusion Core
.38 Round
5 mm Round
24
Gamma Round
.44 Round
18
Mini Nuke
.45 Round
12
Cannonball
Missile
17
Cryo Cell
10
10 mm Round
Flamer Fuel
Flare
Fusion Cell
2 mm Electromagnetic
Cartridge
HELPFUL HINT
10
28
NAME
NAME
VALUE
MIN. LEVEL
200
10
10
10
100
25
Plasma Cartridge
17
10
Railway Spike
10
Shotgun Shell
14
Did You
Know?
ALIEN BLASTER ROUNDS, CANNONBALLS, CRYO CELLS, FLARES, AND MINI NUKES DONT APPEAR RANDOMLY. THESE RARE AMMO TYPES CAN ONLY BE FOUND
AT SPECIFIC LOCATIONS OR ON SPECIFIC INDIVIDUALS. HOWEVER, MOST OF THEM CAN BE PURCHASED FROM VENDORS.
103
DATA
QUESTS
Introduction:
Helping Others to Help Yourself
Quality of life depends on the friends you make.
Understand the predicament you are facing.
Escape situations you find uncomfortable.
Study before making life-changing decisions.
Trust in yourself to adapt over time.
It has come to our attention that the vault dwellers continued
HELPFUL HINT
The vast array of quests available show up in the Data > Quests
menu of your Pip-Boy. RobCo Industries is proud to show a list
of all activities you can undertake. On the left side of the Quests
screen are the names of your quests. On the right side of the
screen is a brief description of the objective you have reached in
the highlighted quest, and underneath is the objective itself.
Did You
Know?
MAKING THE MOST OF YOUR PIP-BOY SHOULD BE SECOND NATURE TO A SEASONED EXPLORER. BUT ARE YOU MORE OF A TIMID TIMMY? WELL, MAKE
SURE YOU HIGHLIGHT THE QUEST YOURE INTERESTED IN, WHILE OPTIONALLY TURNING OFF ANY OTHER QUESTS THAT CAN WAIT UNTIL LATER. THAT
WAY YOU CAN SEE HIGHLIGHTED MARKERS ON YOUR WORLD MAP AND COMPASS POINTING YOU IN THE CORRECT DIRECTION. THIS EVEN WORKS WITH
MISCELLANEOUS QUESTS AS LONG AS YOU HIGHLIGHT THE OBJECTIVE FIRST. ARE THERE TOO MANY MARKERS CLOGGING UP YOUR VIEW? THEN HIGHLIGHT
ONLY THE QUEST YOU NEED DIRECTIONS FOR. OR BETTER YET, REMAIN COMFORTABLY AND SENSIBLY UNDERGROUND.
If a quest doesnt have a name, it is noted as miscellaneous. These are one or more objectives and arent usually related to each
other. Some of these may lead to quests. Others may lead to more straightforward, smaller victories. Or traps.
104
MAIN QUESTS
SIDE QUESTS
INSTITUTE QUESTS
LOCATION QUESTS
offer monetary rewards, and some offer hope to those who need
it. Seek them all in the Map chapter of this book.
RANDOM ENCOUNTERS
many guises, at any time, and in every place you might wander.
But a list of probable encounters can ease your consternation.
VAULT-TEC RECOMMENDS
Each quest has a compilation of the most likely objectives available and the order
you complete them. After that is a list of known locations to visit during the quest.
Use the page numbers found in the location lists to find that area in the Map chapter.
DATA
QUESTS
Usually it will be a schematic of the surface area, along with important items and an
MINUTEMEN QUESTS
optimal path through the route. Combine both chapters while researching your quest
crew want nothing more than a new society to blossom. Are you
game to help establish settlements and trade routes and help
fellow settlers build a new utopia? The aptly-named Museum of
Freedom is where to find these folks.
HELPFUL HINT
Did You
Know?
LIKE A PEBBLE THROWN INTO A POND (A PREWAR POND OF COURSE, AS PRESENT-DAY PONDS ARE LIKELY TO DISSOLVE YOUR PEBBLE), YOUR ACTIONS
CAUSE RIPPLE EFFECTS THAT MAY OR MAY NOT BE OBVIOUS TO YOU. CERTAIN FRIENDSHIPS WITH ONE SET OF PALS, AND THE TASKS THEY ASK YOU TO
COMPLETE FOR THEM, MAY BE IN CONFLICT WITH ANOTHER GROUPS WISHES. ARE YOU CONFLICTED ABOUT AN ACTION YOURE GOING TO UNDERTAKE?
THEN PONDER THESE DECISIONS CAREFULLY AND CONSULT THIS CHAPTER. ALSO BE SURE TO MAKE EYE CONTACT WHEN TALKING TO OTHERS.
105
106
QUEST NAME
QUEST TYPE
PAGE
Side Quest
185
129
Butcher's Bill 2
165
179
Ad Victoriam
145
Airship Down
127
Appropriation
133
125
122
Benign Intervention
Side Quest
184
Blind Betrayal
142
163
Burning Cover
162
Butcher's Bill 1
165
Call to Arms
135
Clean Equation, A
169
153
180
Combat Zone
Side Quest
498
Concierge
167
Confidence Man
Side Quest
187
Curtain Call
Side Quest
188
Dangerous Minds
115
Defend a Settlement
182
Defend Artillery
182
Side Quest
189-193
Side Quest
197
Side Quest
194
Side Quest
189
Duty or Dishonor
150
Emergent Behavior
Side Quest
198
126
154
Fire Support
135
178
Food
183
Form Ranks
175
From Within
139
Getting a Clue
113
Ghoul Problem
180
116
Greenskins
179
Side Quest
190
Side Quest
199
High Ground
169
Side Quest
212
House Divided, A
131
Human Error
Side Quest
200
Hunter/Hunted
117
Hypothesis
132
175
QUEST NAME
QUEST TYPE
PAGE
In Sheep's Clothing
442
Inside Job
175
Institutionalized
120
Jackpot
166
111
163
Kid in a Fridge
Side Quest
202
Kidnapped Trader
183
Kidnapping
179
Side Quest
203
Leading by Example
154
Learning Curve
154
Liberty Reprimed
140
Side Quest
206
Side Quest
191
Loose End, A
151
148
Lost Soul
169
MankindRedefined
123
123
488
Memory Interrupted
164
Mercer Safehouse
166
391
425
425
425
425
408
447
320
498
440
440
439
442
441
442
440
440
442
440
442
441
264
327
373
432
514
280
489
489
489
488
489
489
488
304
DATA
QUESTS
107
108
QUEST NAME
QUEST TYPE
PAGE
304
416
448
380
333
333
466
152
152
152
363
332
215
283
283
283
283
288
319
320
319
320
320
320
393
261
118
New Dawn, A
147
Nuclear Family
128
146
176
161
Old Guns
174
Operation Ticonderoga
159
159
296
Out of Time
110
140
439
Pest Control
132
Pinned
125
Pluggin' a Leak
130
Political Leanings
133
Power
183
Powering Up
126
Precipice of War
160
Public Knowledge
488
259
Quartermastery
153
Raider Troubles
178
Randolph Safehouse
167
Reactor Coolant
152
Reclamation
133
Resettle Refugees
181
Reunions
114
Reveille
134
Road to Freedom
155
161
QUEST NAME
QUEST TYPE
PAGE
Rogue Courser
181
Sanctuary
172
Side Quest
209
Semper Invicta
136
Shadow of Steel
137
Shattered
115
Show No Mercy
138
Sight, The
172
Side Quest
210
Spoils of War
144
182
441
Suspected Synth
183
Synth Retention
121
Tactical Thinking
143
Taking Independence
173
Taking Point
180
To the Mattresses
168
Tour of Duty
137
Tradecraft
Trouble Brewin'
Troubled Waters
304
Underground Undercover
156
Unlikely Valentine
112
Variable Removal
168
Vault 81
Side Quest
212
110
Water
183
Weathervane
167
170
177
156
490, 506
DATA
QUESTS
VAULT-TEC RECOMMENDS
HOW DO I SEARCH FOR MISCELLANEOUS OBJECTIVES?
Glad you asked: Any quest with an asterisk (*) will not appear on your Pip-Boy. What should you do? First, remain calm. Second, any unnamed quest appears under M
for Miscellaneous in this chart. Fortunately, the location of the occurring quest is also listed, enabling you to look up the quest by location. So if youve discovered a new
place to explore, check this chart (or the Map chapter) for evidence of quest activities before continuing.
109
Quest
3. TALK TO CODSWORTH
4. SEARCH THE NEIGHBORHOOD WITH CODSWORTH
5. KILL THE INSECTS
6. INVESTIGATE CONCORD
Locations to Explore
VAULT 111 (PAGE 257)
HELPFUL HINT
Did You
Know?
HELPFUL HINT
Did You
Know?
VAULT-TEC RECOMMENDS
ESSENTIAL READING
GROGNAK THE BARBARIAN COMIC
Peruse the Grognak the Barbarian comic in the kitchen and Shauns
VAULT-TEC RECOMMENDS
PEST CONTROL: INITIAL ARMAMENTS
10MM PISTOL
Dont leave home without a 10-mm pistol, ammunition, and the Pip-
Boy, which you find at the vault door. Test your gun (or punching) skills
on the Radroaches that inhabit this vault. The lack of cleanliness here is far from the
110
Vault 111. Ignore the gnawing fear you might feel; this is quite
natural. Please enter the decontamination pod.
The pond
VAULT-TEC RECOMMENDS
northwest of
Concord is a
HOLOTAPE GAME: RED MENACE
breeding ground
CRYOLATOR
for Bloodbugsa
disgusting winged
fly with filthy
Holotape for the popular Red Menace video game in the cafeteria terminal. The
overseers chamber has an impressive weaponthe Cryolatorlocked in a secure
proboscis strikes.
cabinet (Master). Return at your convenience with the necessary lockpicking skill to
But the real threat are the Raiders holed up in the town. This
him (or clear the area beforehand). Watch out for the poisonous
spit of any Bloatflies you encounter.
HELPFUL HINT
Did You
Know?
BRING UP THE QUEST MENU FOR MORE DETAILS. IF YOU WISH TO INTERACT
WITH PRESTON GARVEY (AND SEARCH CONCORD MORE THOROUGHLY),
CONSULT THE MINUTEMEN QUESTS SECTION OF THISGUIDE.
Quest
e
h
t
f
o
l
e
w
Je
h
t
l
a
e
w
n
o
m
m
Co
1. GO TO DIAMOND CITY
DATA
QUESTS
Locations to Explore
DIAMOND CITY (PAGE 433)
At the entrance, you run into a reporter named Piper. She tells
you how to fool the guard on the intercom into letting you in.
It seems Diamond
City is the best
hope for gathering
more information
about Shaun.
Sanctuary is a long
trek southeast.
Once you cross the bridge into the remains of the city, look for
signs pointing you in the direction of the Diamond.
Who can help you in this bustling market? Most are friendly folks,
and asking any of the following provides a clue to your next move:
DANNY SULLIVAN (THE GATE GUARD)
HELPFUL HINT
Did You
Know?
SHE MIGHT BE ABLE TO POINT YOU IN THE RIGHT DIRECTION AFTER YOU
SIT FOR A FEW MINUTES.
111
VAULT-TEC RECOMMENDS
DIVERSIONS IN DIAMOND CITY
BIG BOY
OLD FAITHFUL
LIVE & LOVE 9
Vault-Tec has determined that this township has a number of entertaining diversions. Some of the most helpful include:
Speaking to Moe Cronin at Swatters and completing a couple of tasks for him, then pocketing some Caps.
Purchasing a variety of impressive weaponry (such as Big Boy and Old Faithful) and equipment from Commonwealth Weaponry and Diamond City Surplus.
Purchasing Health and Chems from Chem-I-Care.
Chatting with the locals in the Dugout Inn.
Exploring the mayors office and starting the cap-collecting youll need to purchase your own shack for 2,000 Bottlecaps.
Experimenting with trespassing and stealing. Anything flagged with red text isnt yours, but occasionally, some items can be pilfered, like Live & Love from the schoolhouse.
Be careful when stealing; you dont want the town to be furious with you!
Why not find out more about Freeform Activities while youre here? See page 433.
Visit the Valentine Detective Agency. It seems the hard-boiled detective Nick Valentine
has gone missing. Ellie Perkins hopes you might lend a hand to help find him.
Quest
e
n
i
t
n
e
l
a
V
Unlikely
Locations to Explore
missing too. His last known location was Park Street Station,
guardingthisarea.
HELPFUL HINT
Did You
Know?
REACHING PARK STREET STATION WILL TAKE YOU INTO THE HEART OF
DOWNTOWN BOSTON. CHOOSE YOUR ROUTE AND BATTLES CAREFULLY.
SOME CONFLICTS ARE BEST AVOIDED.
Once inside Park Street Station, follow the subway tunnels and
enter Vault 114. Youll face the Triggermen throughout, a group
of armed thugs who favor submachine guns.
Shortly after entering Vault 114, you discover Nick Valentine
is being held in the overseers office. The door is locked and by
112
anearby terminal.
VAULT-TEC RECOMMENDS
Youll leave the way you came in, at which point Nick will
return to his office in Diamond City. You can meet him there
to continue your search for Shaun and receive your rewards for
rescuing Nick.
FADED TRENCH
COAT
BOTTLECAPS (100)
WORN FEDORA
by Darla and
theirbodyguards.
Quest
e
u
l
C
a
g
n
i
t
Get
Locations to Explore
2. TALK TO ELLIE
3. SIT DOWN
8. FOLLOW NICK
DATA
5. FOLLOW NICK
QUESTS
HELPFUL HINT
Did You
Know?
113
Quest
Reunions
1. FOLLOW DOGMEAT
6. CONFRONT KELLOGG
7. KILL KELLOGG
3. CHECK ON DOGMEAT
Locations to Explore
basement level.
scent of Kellogg.
Expect fierce
resistance from
Diamond City,
the command
center and search
the southwest.
face him.
VAULT-TEC RECOMMENDS
LOOTING FORT HAGEN
Guns and Bullets (issue #2) and the U.S. Covert Operations Manual number 6. But
across a bridge.
the big prize is in the kitchens of the command centeranother limited-edition and
Fend off a
shambling horde
of Feral Ghouls.
Locate the remains
of an Assaultron
bodyguards, and
without Kelloggs
terminal password
Fort Hagen, where the trail goes cold at the blocked entrance.
or his Cybernetic
Brain Augmenter.
HELPFUL HINT
Did You
Know?
KELLOGGS PISTOL
CONFRONTING KELLOGG
114
COMPANION: PIPER
s
d
n
i
M
s
u
o
r
Dange
Locations to Explore
Quest
Shattered
1. EXPLORE KELLOGGS
MEMORIES
2. TALK TO DOCTOR AMARI
Kellogg has
kindly allowed
you to use a bit
DATA
of his brainthe
Cybernetic Brain
QUESTS
Augmenterto
delve deep into his
memories. Gather
it from Fort Hagen (as part of the previous quest,Reunions).
HELPFUL HINT
Did You
Know?
YOU MIGHT HAVE HEARD OF THE FREEDOM TRAIL (IN BOSTON COMMON) FROM
SCUTTLEBUTT IN DIAMOND CITY. WHY NOT LEARN SOME HISTORY AND CONTACT
THE RAILROAD TOO? AND DONT FORGET TO HELP OUT THE MINUTEMEN BACK IN
VAULT-TEC RECOMMENDS
GOODNEIGHBORLY ADVICE
Though Goodneighbor may seem to lack good social graces, spend some time
here and you may discover the settlements finer qualities. Theres good trading
opportunities at Daisys Discount store. Mayor Hancock may be eccentric, but he
seems like a decent fellow. The Memory Den houses Kent Connolly, the biggest Silver
Shroud fan in the Commonwealth. For the variety of activities offered here, consult
115
Quest
a
e
S
g
n
i
w
o
l
G
The
Locations to Explore
CRATER OF ATOM (PAGE 361)
ROCKY CAVE (VIRGILS LABORATORY) (PAGE 363)
AN INHOSPITABLE OCEAN
HELPFUL HINT
Did You
Know?
Youll find Virgil inside this cave. He requests you help him
VAULT-TEC RECOMMENDS
SEEKING VIRGILS SERUM: MISCELLANEOUS QUESTING
Virgil mentions a serum he requires. Helping him wont achieve your overall goals,
but if youre an amenable sort, you can help. Find out more about this Miscellaneous
Quest on page 363.
VIRGILS RIFLE
in order. Expect to
face Radscorpions, Feral Ghouls, and other irradiated wildlife.
When you reach the map marker, you are close to the Crater of
the Atom.
116
You also have the option to kill Virgil, or steal his unique laser
rifle, which is a blast against super mutants!
Quest
d
e
t
n
u
H
/
r
e
t
Hun
1. TRAVEL TO C.I.T.
2. TUNE TO COURSERS RADIO FREQUENCY
3. USE THE COURSERS RADIO FREQUENCY TO TRACK COURSER
4. KILL THE COURSER
5. RECOVER COURSER CHIP
Locations to Explore
GREENETECH GENETICS (PAGE 415)
you travel to the old C.I.T. ruins and use your Pip-Boy to pick
Ascend the facility until you reach the Courser Z2-47. You can
DATA
QUESTS
COURSER CHIP
VAULT-TEC RECOMMENDS
LOOTING GREENETECH GENETICS
Did you make the most of your time at Greenetech
Genetics? A thorough inspection of all rooms yields
some excellent results, including three Fusion Cores for
your Power Armor, a delicious Nuka Cola Quantum, and
Once here, select your Pip-Boy > Radio > Courser Signal. You
hear a pinging noise. The pinging increases with frequency
some required reading. There is also a synth named K1-98 to free, close to the
Coursers location (Miscellaneous Quest, page 416).
the closer you are to the Courser. Follow this audible trail to
the Greenetech Genetics building. The structure is tall with a
rusting green faade; you cant miss it.
117
l
e
v
e
L
r
a
l
u
The Molec
Quest
4. RETURN TO VIRGIL
A SENSOR MODULE
ABIOMETRIC SCANNER
Locations to Explore
SANCTUARY (PAGE 258)
Cambridge Police
knows about
synth technology,
so visit her in
Ghouls as part of
Goodneighbor at the
Brotherhood of
suggests contacting
theRailroad.
VAULT-TEC RECOMMENDS
FACTIONS AND THE ROAD TO FREEDOM
Have you made contact with the Railroad yet? If not, it is imperative
Support. Speak
to Paladin Danse about the signal interceptor. Hell allow
Brotherhood resources to help you, providing you complete
Brotherhood of Steel Quest: Call to Arms first.
Once you finish the quest, you can speak to the faction scientist
Proctor Ingram about clues to constructing the signal interceptor.
you complete the Railroad Quest: Road to Freedom (page 155). You
cannot advance your current quest until this occurs. This is also the last
recommended opportunity to gain beneficial support from the Minutemen and the
Brotherhood of Steel. Why not see what these three factions have to offer you?
Enter the old church and access the Railroad HQ. A conversation
Minutemen Quest:
When Freedom
Calls. Head to
via the escape tunnel; this way you can remove the chain to the
secret door and access this location more easily in the future.
Sanctuary (or
whichever settlement you instructed him to move to) and ask
Once you finish the quest, you can speak to the faction scientist
Sturges about clues to constructing the signal interceptor.
MAKING PLANS
You may have plans for a teleportation device, but building it is
another matter. Fortunately, there are four different methods to
accomplish this goal. The following assumes you are on friendly
terms with each faction.
118
MILITARY-GRADE
Requires:
POWER (20)
CIRCUITBOARD (1)
COPPER (1)
CIRCUITRY (1)
BEAM EMITTER
Requires:
POWER (5)
COPPER (3)
GOLD (3)
STEEL (3)
CLOTH (6)
RELAY DISH
Build with:
RUBBER (2)
STEEL (5)
Requires:
COPPER (3)
POWER (2)
Requires:
ALUMINUM (10)
POWER (3)
CONSOLE
DATA
CIRCUITRY (3)
STEEL (5)
QUESTS
Great work! Now chat with the faction scientist if you want
to know about each special piece of junk required for the
beam emitter, relay dish, and console. Remember you need to
scavenge for the regular build parts, too.
VAULT-TEC RECOMMENDS
UNCOMMON SCAVENGING
Sourcing uncommon parts can be troublesome, so remember where to look to avoid
unnecessary traipsing across the Commonwealth:
The beam emitter requires a military-grade circuit board. These are
located in military sites (usually shown on your Pip-Boy map as a star
within a circle icon).
The relay dish requires a sensor module. Acquire this in telecom sites or
other tall structures, such as Trinity Tower.
The Console requires a biometric scanner, usually found in hospitals
(shown as a cross within a circle icon).
HELPFUL HINT
Did You
Know?
DID YOU KNOW THAT EACH FACTION HAS ITS OWN REASONS FOR
OBTAINING DATA FROM THE INSTITUTE? WHEN SPEAKING TO YOUR
CHOSEN FACTION SCIENTIST, YOU MAY BE ASKED TO LOAD DATA FROM
AN INSTITUTE TERMINAL ONTO A HOLOTAPE. BEFORE YOU AGREE,
WHY NOT FIND OUT MORE BY CONSULTING THE RELATED QUESTS?
REMEMBER: MENTAL CLARITY IS MOST IMPORTANT WHEN AGREEING TO
TASKS YOU MIGHT NOT FULLY UNDERSTAND!
RELATED QUEST: BROTHERHOOD OF STEEL QUEST: FROM WITHIN
(PAGE 139).
RELATED QUEST: THE MINUTEMEN QUEST: INSIDE JOB (PAGE 175).
RELATED QUEST: THE RAILROAD QUEST: UNDERGROUND UNDERCOVER
(PAGE 156).
IF YOURE THINKING OF WORKING WITH THE INSTITUTE IN THE FUTURE,
IT IS INADVISABLE TO REVEAL THEIR SECRETS TO OUTSIDE PARTIES,
THOUGH IT IS POSSIBLE.
Dont worry! Your Pip-Boy is preprogrammed to point you toward the location where
the item is guaranteed to be! Simply refer to the maps of the location for floor plans
of the interior and other pertinent data. Thanks, Vault-Tec!
119
Quest
d
e
z
i
l
a
n
o
i
t
u
t
i
Inst
Locations to Explore
VAULT-TEC RECOMMENDS
FURTHER INSTITUTE INSIGHT
Once this quest is over, you have complete freedom to continue working for
yourchosen faction(s):
You can continue to help out the Brotherhood of Steel, the Railroad, or the
Minutemen by installing the Holotape you were given in your previous quest. The
After speaking with him and agreeing to join the Institute (an offer
deem most beneficial to your needs. When that happens, Main Quest: Act III begins.
you can rescind at a later date), you are free to explore the facility.
VAULT-TEC RECOMMENDS
THE FINAL ACT
Congratulations! Youve made it to the end of Act II! But what about your continuing
progress in your search for answers? Now your focus shifts to helping one (or more)
of the major factions (literally) vying for power in the Commonwealth. You must now
complete as many main faction quests as you wish, before picking a side to ally with:
Only then will you feel a sense of true accomplishment.
120
Location
Location
Synth Retention
Page 121
Page 129
Page 122
Plugging a Leak
Page 130
Mankind Redefined
Page 123
A House Divided
Page 131
Page 123
Location
Pinned
Page 125
Pest Control
Page 132
Powering Up
Page 126
Hypothesis
Page 132
Page 126
Appropriation
Page 133
Airship Down
Page 127
Reclamation
Page 133
Nuclear Family
Page 128
Political Leanings
Page 133
Quest
n
o
i
t
n
e
t
e
R
h
t
Syn
DATA
QUESTS
1. TALK TO FATHER
Locations to Explore
4. RETURN TO FATHER
HELPFUL HINT
Did You
Know?
A DIRECT PATH ISNT ALWAYS THE SAFEST PATH! TO REACH NAHANT, VAULTTEC TOPOGRAPHICAL RADAR TECHNOLOGY SUGGESTS HEADING NORTHEAST
THROUGH CHARLESTON, FOLLOWING THE MAIN ROAD TO COUNTY CROSSING,
SHORT JAUNT TO LYNN PIER PARKING AND SOUTHEAST INTO THE COASTAL
you of the rogue synths reset code. Speak to Gabriel. You can:
121
VAULT-TEC RECOMMENDS
LOOTING LIBERTALIA
U.S. COVERT
OPERATIONS MANUAL
LE FUSIL TERRIBLES
(SHOTGUN)
l
l
i
H
r
e
k
n
u
B
f
The Battle o
Quest
1. SPEAK TO FATHER
Locations to Explore
BUNKER HILL (PAGE 423)
C.I.T. RUINS (PAGE 408)
HELPFUL HINT
Did You
Know?
throwthese projectiles.
The following assumes you are allied with the Institute. During
your rendezvous with Courser X4-18, you receive some synth
recall codes.
122
VAULT-TEC RECOMMENDS
THE BONANZA AT BUNKER HILL
LIVE & LOVE MAGAZINE
WASTELANDERS FRIEND
You can:
Courser, engage
in a protracted
firefight against
your chosen
enemies. Battle
your way into this
stronghold, and
basement trapdoor.
The interior
contains machinegun turrets and
additional enemies.
throughout the three floors here. Ascend to the roof and explain
yourself to Father.
VAULT-TEC RECOMMENDS
in a subterranean
With minimal scavenging opportunities, you may wish to ignore the fighting within
the rotunda and simply head to the stairwell on the far eastern side. This offers
Quest
d
e
n
i
f
e
Mankind Red
Mass Fusion
Quest
Locations to Explore
THE INSTITUTE (PAGE 409)
DATA
QUESTS
Locations to Explore
MASS FUSION (PAGE 477)
COMPANION: X6-88
123
HELPFUL HINT
Did You
Know?
to the adjacent chamber with the hole in the floor. Drop down,
and continue a manual descent through the floors to the lobby,
MASS CONFUSION
You relay to the
Mass Fusion
VAULT-TEC RECOMMENDS
MASS HAUL AT MASS FUSION
skyscraper roof,
in the Financial
NUKA CHERRY
District of Boston.
After neutralizing
all threats,
a copy of Tesla Science to the south on the uppermost accessible level once youre in
the tower (grab it before you take the elevator down to the lobby); and a Steamer
to the executive suites, and locate the balcony desk before the
Trunk and Hazmat Suit in the reactor chamber, handy for the automated greeters you
BERYLLIUM AGITATION
MASS FUSION EXECUTIVE LAB PASSWORD
BERYLLIUM AGITATOR
124
Quest
Pi n n e d
1. SPEAK TO FATHER
6. SPEAK TO WALLACE
Locations to Explore
GRAYGARDEN (PAGE 304)
DIPLOMACY AT WORK
HELPFUL HINT
Did You
Know?
DATA
at the facility. Relay out from the Institute, and head west from
QUESTS
VAULT-TEC RECOMMENDS
BECOMING SELF-SUFFICIENT IN GRAYGARDENS
MUTFRUIT
Even though the settlement of Graygardens may not have highly prized
collectibles, it grows an abundance of crops you can taste. Helping
out the supervisor robots isnt only neighborly, but it can also add a special robot
settlement to your Minutemen-related real estate empire!
125
Quest
Powering Up
1. SPEAK TO FATHER
Locations to Explore
After a quick
trip back to the
HELPFUL HINT
Institute, head to
Institute Advanced
Did You
Know?
in agreement with
Father, open the reactor door and activate the core. Then access
to Diamond City
Radio. Youre
here to modify
the transmitter;
fortunately there
are radio parts in a crate. Slot them into the racks until the
Quest
e
n
i
L
e
h
t
f
o
d
En
Locations to Explore
2. KILL DESDEMONA
Well, youve made your bed and now youll have to lie in it! Father demands you visit
the members of the Railroad. Relay into the North End Neighborhood of Boston and
locate the OldNorth Church.
126
HELPFUL HINT
VAULT-TEC RECOMMENDS
Did You
Know?
A SNEAKY SURPRISE!
If you already chatted to the Railroad and opened their escape tunnel, you can
into the crypts under the Old North Church. If the Freedom
Trail Ring has not been activated, spin it to spell out the word
RAILROAD. Head through the secret opening.
Quest
Airship Down
1. SPEAK TO DOCTOR LI
Locations to Explore
BOSTON AIRPORT (PAGE 342)
DATA
QUESTS
Contact the
Brotherhood of
Steel next and
minimize their
machinations.
You need a plan
to accomplish this:
Visit Doctor Li
andinany order:
THE FIRST IS AT THE FAR SIDE OF A VERTIBIRD LANDING PAD.
THE SECOND IS GUARDED BY A PROTECTRON AND TURRETS ATOP
THECONTROL TOWER.
THE THIRD IS AT ONE END OF A SKYWALK LEADING TO LIBERTY PRIME.
HELPFUL HINT
Did You
Know?
127
HACK ATTACK
VAULT-TEC RECOMMENDS
MAINTAINING THE UPLOAD
Use the height of the gantry to your advantage. Lob Institute teleport beacons into
high-traffic areas, such as the corridor behind you and the ground-level entrances
below. Stay behind Primes head or in the covered corridor where you can easily
watch the hacking synth. Descending to the ground below easily compromises your
defenses and isnt recommended.
Once the synth hacking Liberty Prime has reached 100 percent,
break off the confrontation and immediately evacuate the
vicinity. Head to the ground, and back away to the north.
VAULT-TEC RECOMMENDS
FINAL JUDGMENT
job is to keep this synth intact and uploading the virus. Defend
Quest
y
l
i
m
a
F
r
a
e
l
Nuc
1. SPEAK TO FATHER
Locations to Explore
THE INSTITUTE (PAGE 409)
IN GOOD HANDS
VAULT-TEC RECOMMENDS
WOW! A WAZER WIFLE!
128
THE INSTITUTE
MISCELLANEOUS QUESTS
HELPFUL HINT
Did You
Know?
WHAT ARE MISCELLANEOUS INSTITUTE QUESTS? GREAT QUESTION! THE THREE QUESTS SHOWN HERE ARE PURELY OPTIONAL ANTICS TO UNDERTAKE FOR THIS
FACTION WHILE YOURE OUT DOING YOUR MAIN QUESTING. EXPECT SOME TOUGH TASKS BUT ALSO SOME CHOICE REWARDS FOR HELPING THE GOOD FOLKS
AT THE INSTITUTE! ARE YOU ON LESS-THAN-STELLAR TERMS WITH THIS FACTION? THEN THESE QUESTS ARENT AVAILABLE. LETS PLAY NICE OUT THERE!
p
o
r
C
r
e
t
t
e
B
Building a
Quest
DATA
Locations to Explore
THE INSTITUTE (PAGE 409)
QUESTS
VAULT-TEC RECOMMENDS
SETTLING DOWN AT WARWICK HOMESTEAD
available once
TATO
and complete
some concrete structures already in place, and theres a working farm of quality
Main Quest:
Institutionalized.
Isaac Karlin (visit
him in BioScience) has asked you to deliver some genetically
modified seeds to Roger Warwick at the homestead that
bearshis name.
(Medium) You can use your way with words to
Warwicks place is
on the southeast
coast. Heading
through South
Boston, past
through Quincy is
to help.
129
heart. When you stroll into the main sleeping quarters of the
STIMPACK (20)
Quest
k
a
e
L
a
g
n
i
g
g
Plu
Locations to Explore
THE INSTITUTE (PAGE 409)
Liam Binet.
ENTER THE INSTITUTE SRB AND ACCESS ANY TERMINAL IN THERE. A CLUE LEADS
YOU TO THE MAINTENANCE ROOM. EVE BINET, LIAMS MOTHER, ISNT TOO
HAPPY ABOUT YOU CHECKING THE TERMINAL IN HERE.
already completed
Railroad Quest:
suspects that
another colleague
When you confronted Liam Binet about his role in the synth
escapes, he admitted his guilt and then asked you to help him
frame Dr. Ayo. You have two options:
PLAN A: IGNORE LIAM AND INFORM JUSTIN AYO. AFTER STATING YOUR
FINDINGS, YOU RECEIVE AN IMPRESSIVE NUMBER OF BOTTLECAPS.
PLAN B: AGREE TO FRAME JUSTIN AYO.
Liams mother.
You can:
CHECK THE BINET
QUARTERS TERMINAL AND FIND THE ACCESS LOGS. OBJECTIVE 3 IS
NOW AVAILABLE.
130
BOTTLECAPS (1,000)
the safeguards, return to Liam, and tell him what youve done.
LIAMS GLASSES
VAULT-TEC RECOMMENDS
ON THE RAILS
Are you also helping out the good folk of the Railroad? Then you might want to
get off the fence of neutrality, side with Liam, and embrace one of these factions
someglasses.
Quest
ed
d
i
v
i
D
e
s
u
o
H
A
Locations to Explore
THE INSTITUTE (PAGE 409)
This quest is
available once you
ally yourself with
of ways to conclude
complete Institute
this standoff.
Quest: Mankind
You can:
DATA
QUESTS
Redefined.
Something is amiss
in BioScience and Dr. Oberly has requested your help. After
BIOSCIENCE SYSTEMS ACCESS HOLOTAPE INTO IT. FROM THERE, YOU CAN TURN
OFF THE TURRETS. BUT YOU CAN ALSO RELEASE THE SYNTH GORILLAS INSIDE
THE LABORATORY SO THEY MAUL THE SYNTHS AND DOCTORS. OPEN THE DOOR
TO THE LABORATORY, AND USE THE BIOSCIENCE TERMINAL TO UNLOCK THE
OTHER DOOR, ENDING THE STANDOFF.
OPEN THE DOOR INTO THE LABORATORY. BEWARE OF SYNTHS. AFTER THE
ALTERCATION, SPEAK TO DOCTORS HIGGS AND LOKEN. THE LATTER SEES SENSE
AND OPENS THE DOOR, ENDING THE STANDOFF.
(NOVICE) WORK YOUR WAY THROUGH THE FEV LABORATORY (BEWARE OF
SYNTHS, TURRETS, AND AN ASSAULTRON) TO A SECOND TERMINAL, WHERE YOU
CAN ATTEMPT THE SAME ACTIONS.
Reach Dr. Oberly again. Hes unhappy if the doctors are dead. If
they survived, he asks you what punishment is befitting. You can:
Beware of hostile synths and turrets as you fight to the
The quest concludes with Dr. Oberly offering you the following
pick-me-ups:
131
THE INSTITUTE
RADIANT QUESTS
HELPFUL HINT
VAULT-TEC RECOMMENDS
Did You
Know?
RANDOM FACTS
Due to the random nature of the locations you are sent
WHAT ARE RADIANT INSTITUTE QUESTS? A PERCEPTIVE QUESTION! THE FIVE QUESTS REFERENCED HERE
ARE OPTIONAL ENGAGEMENTS YOU CAN TACKLE WHILE YOU WORK ON MORE IMPORTANT INSTITUTE
MATTERS. THEY ARE RADIANT, AS THE LOCATIONS YOURE SENT TO ARE RANDOMYOULL RECEIVE
CALLS FROM DIFFERENT SCIENTISTS WITHIN THE INSTITUTE BUILDING. THESE QUESTS ARE REPEATABLE,
MAKING THEM A GREAT WAY TO ACCUMULATE REWARDS. YOUR HELP IS ALWAYS GRATEFULLY RECEIVED!
Quest
l
o
r
t
n
o
C
t
s
e
P
Quest
Hypothesis
Locations to Explore
Locations to Explore
CLAYTON HOLDREN
Pip-Boy.
Use stealth or
enemies within.
to stay safe as
enemy tagged on
example, a Glowing
all enemies need to be slain), then pry out the tissue sample.
Return it to Holdren.
132
STIMPAK (4)
Quest
n
o
i
t
a
i
r
p
o
r
p
p
A
Locations to Explore
Quest
n
o
i
t
a
m
a
l
c
e
R
Locations to Explore
THE INSTITUTE (PAGE 409)
CAPTURED SYNTH
2. RETURN TO DOCTOR SECORD
VAN WATSON
BROTHERHOOD OF STEAL
A BEACON OF HOPE
the Brotherhood.
Beware of
Beware of enemies,
Brotherhood of
though it is not
mission-critical to
Maneuver your
pertinent threats,
QUESTS
Quest
s
g
n
i
n
a
e
L
l
a
Politic
Locations to Explore
REPORTING IN
Once there, locate the mayor and obtain the report from him.
Ask him specifically for it. Then return to Ayo with the report.
BOTTLECAPS (100)
133
BROTHERHOOD OF STEEL
QUESTS
Joining this well-armed (and some might say
zealous) faction begins whenever you wish,
after you (optionally) listen to Military
Frequency AF95 and visit Cambridge Police
Station, or you observe a giant airship flying
overhead and mooring at Boston Airport. You
can continue Brotherhood of Steel operations for as long as
Quest
Reveille
Locations to Explore
AN AWE-INSPIRING PRESENCE
As you emerge
Location
Reveille
Page 134
you observe a
Fire Support
Page 135
huge Brotherhood
Call to Arms
Page 135
of Steel airship
Semper Invicta
Page 136
pass overhead.
Shadow of Steel
Page 137
It appears to be
Tour of Duty
Page 137
heading toward
Show No Mercy
Page 138
From Within
Page 139
Page 140
Liberty Reprimed
Page 140
Blind Betrayal
Page 142
Tactical Thinking
Page 143
Spoils of War
Page 144
Ad Victoriam
Page 145
Page 146
HELPFUL HINT
Did You
Know?
A New Dawn
Page 147
Location
Page 148
Duty or Dishonor
Page 149
A Loose End
Page 150
JUST AFTER YOU EMERGE FROM FORT HAGEN AFTER COMPLETING MAIN
Getting Technical*
Page 152
Blood Bank*
Page 152
Reactor Coolant*
Page 152
Location
Page 153
Beware of Feral
Quartermastery
Page 153
Ghouls at the
Leading by Example
Page 154
station entrance.
Learning Curve
Page 154
Expect a vicious
Page 154
134
Quest
Quest
s
m
r
A
o
t
l
l
Ca
t
r
o
p
p
u
S
e
r
Fi
Locations to Explore
2. PROCEED TO CAMBRIDGE
CAMBRIDGE NEIGHBORHOOD
POLICE STATION
(PAGE 400)
(PAGE 403)
Locations to Explore
ARCJET SYSTEMS (PAGE 322)
GOING DEEP
Corvega Assembly
Plant if youre
QUESTS
heading southeast
from Concord),
your Pip-Boy receives a military radio broadcast. Listen to it,
then head to Cambridge Police Station.
Beware of Feral
Ghouls at the
station entrance.
Expect a crazed
battle with over
a dozen foes.
VAULT-TEC RECOMMENDS
LOOTING CAMBRIDGE POLICE STATION
This forward recon base for the Brotherhood has a few scattered chems and
ammunition, but nothing worth salivating over except for the large number of loose
chems and a couple of containers in the Evidence Room at the back of the station.
Dont overlook the garage, though; you can park your Power Armor here whenever
you need to.
Use the lab control terminal to open the door. When you reach
the second-floor corridor just outside the CEOs office, you can
fight through the turret-lined hallway with Paladin Danse,
or head into the office nearby and use the terminal to disable
them. Follow Paladin Danse to the elevator leading down to the
ArcJet Engine Core.
135
HELPFUL HINT
VAULT-TEC RECOMMENDS
Did You
Know?
VAULT-TEC RECOMMENDS
Aside from a Fusion Core to pry out, this rocket chamber has a couple of highvalue pieces of killing equipment. Take the Junk Jetan amazing device that turns
trash into deadly projectilesin the chamber with the button and viewing window!
After you take the elevator to the upper level, you can jump down to the mid-level
catwalks to reach two smaller side chambers. One of them contains your favorite
portable nuclear launcher!
As you have a full run of the place, Paladin Danse wont mind if you
take some extra time to flip through another issue of Tesla Science
HARD CORE
Paladin Danse
ArcJet Systems.
But first youll have
to restore power to
the access elevator. This is achieved by accessing the facilities
terminal (Novice) and hacking it. Start the auxiliary generators
before returning to help Paladin Danse with his synth problems.
RIGHTEOUS AUTHORITY
Start button and remove the synth threats more easily. Then
head to the elevator and ascend.
Quest
a
t
c
i
v
n
I
r
e
p
m
e
S
Locations to Explore
further assignments:
BROTHERHOOD OF STEEL RADIANT QUEST: QUARTERMASTERY IS NOW
ACCESSIBLE VIA SCRIBE HAYLEN.
BROTHERHOOD OF STEEL RADIANT QUEST: CLEANSING THE COMMONWEALTH IS
NOW ACCESSIBLE VIA KNIGHT RHYS.
to return to the
Cambridge Police
Station. You are
formally inducted into the Brotherhood of Steel:
PRIOR TO MAIN QUEST: ACT II: YOU ARE INDUCTED AS AN INITIATE.
136
IF MAIN QUEST: ACT II HAS BEGUN: YOU ARE INDUCTED AS A KNIGHT, AND
BROTHERHOOD OF STEEL QUEST: SHADOW OF STEEL BEGINS.
Quest
l
e
e
t
S
f
o
w
Shado
1. LISTEN TO MILITARY
FREQUENCY AF95
2. REPORT TO PALADIN DANSE
3. BOARD THE VERTIBIRD
4. ATTEND THE DEBRIEFING
Quest
y
t
u
D
f
o
r
u
To
Locations to Explore
PRYDWEN (PAGE 345)
Locations to Explore
PRYDWEN (PAGE 345)
MEETING MAXSON
After observing a
huge Brotherhood
of Steel airship
pass overhead,
your Pip-Boy
radio receives
a transmission.
DATA
QUESTS
Station 03.
Man the minigun turret, and feel free to rake the ground as
you fly over Boston. Try to hit Raider encampments and create
Locate Proctor
Teagan at the
supply store.
Captain Kells.
Aside from
the impressive
Youre ordered to
armaments he
attend an address
being given by
Elder Maxson,
work. Brotherhood
the supreme
of Steel Radiant
commander of
the Brotherhood
Troops becomes
of Steel. Speak
available.
Locate Proctor
Quinlan at his
office. Speak to him as you wish. If youre fine with foraging,
COMPANION:
PALADIN DANSE
137
VAULT-TEC RECOMMENDS
PRYING INTO THE PRYDWEN
HOLOTAPE: MAXSON WAS RIGHT
Though its bad manners to break into Proctor Teagans supply store and steal his Mini Nuke collection, there are other items of interest; stocking up on caps to
buy some of Teagans more impressive wares is a good start. There are also Holotapes to listen to, and Scribe Neriah has a Miscellaneous quest to undertake
on the lower level of the main deck.
Locate Knight-Captain Cade in the sickbay. Speak to him as you wish. Return here if you require medical attention in the future.
Quest
cy
r
e
M
o
N
w
o
h
S
Locations to Explore
The only good greenskin is a dead one! After the red mist has
familiarized
Maxson on the
Mutants.
hostile Super Mutant forces. Step onto the Vertibird and man
the minigun. Use this weapon to cut down the sizable Super
viaVertibird):
HELPFUL HINT
Did You
Know?
VAULT-TEC RECOMMENDS
LOOTING FORT STRONG
MINI NUKE
Disembark
and remove all
indicated Super
Mutant threats.
Enter Fort Strong
Armory and
exterminate all
hostiles on all
floors of this location.
138
Quest
From Within
1. LOCATE DOCTOR LI
Locations to Explore
2. SPEAK TO DOCTOR LI
HELPFUL HINT
Did You
Know?
DATA
(MASTER) UNLOCK THE FEV LAB ENTRY TERMINAL BY THE LASER GRID GATE.
QUESTS
VAULT-TEC RECOMMENDS
139
Quest
e
r
i
W
e
h
t
e
Outsid
Locations to Explore
INSTITUTE ACCESS
infiltration of the
Institute, Proctor
HELPFUL HINT
Did You
Know?
shes provided. This Holotape may also have been given to you
by another faction.
Quest
d
e
m
i
r
p
e
R
y
t
Liber
5. OR SPEAK TO DOCTOR LI
Locations to Explore
BOSTON AIRPORT (PAGE 342)
IF YOU FAILED TO CONVINCE DOCTOR LI TO JOIN YOU (OR IF YOU KILLED HER)
DURING BROTHERHOOD OF STEEL QUEST: FROM WITHIN, PLAN A OCCURS.
IF YOU COMPLETED BROTHERHOOD OF STEEL QUEST: FROM WITHIN AND
CONVINCED DOCTOR LI TO JOIN, PLAN B OCCURS.
required to help:
CEREBROFUSION ADAPTOR
140
finding a robotics
expert in Diamond
City named
Professor Scara
HIGH-POWERED MAGNET
Back at the
airports workshop,
Duff. She hasnt seen her colleague Scara for over a week after
actuators, using
the following
components
(required for each
one, with the exception of the high-powered magnet):
BUILD WITH: CIRCUITRY (5), SCREW (1), STEEL (10), FIBER OPTICS (3), RUBBER
(5), HIGH-POWERED MAGNET (1)
VAULT-TEC RECOMMENDS
LOOTING GENERAL ATOMICS GALLERIA
While youre here, you might as well play along with those General Atomics robots.
DATA
Or mangle them into heaps of metal; the decision is yours to make. Dont exit the
QUESTS
done yet. You need fully loaded Mark 28 Nuclear Bomb packs
power systems
stabilized, Proctor
the position of the nukes when you find them. Haylens team
you to speak to
willextricate them.
Doctor Li on the
Prydwen. Head to
the main deck, and after a conversation with you, she seems
tentatively convinced.
Plan B now concludes.
HELPFUL HINT
Did You
Know?
DISTRESS PULSER
(random) hospital ruins should have the part that you need.
141
Head roughly
southwest into the
Beware of
Radscorpions and
other irradiated
dangers along the way.
Descend the outer gantry. Locate the terminal at the base of
the structure and abort the launch sequence, allowing all blast
doors to be opened (via terminals). Open the adjacent blast door.
VAULT-TEC RECOMMENDS
LOOTING THE SENTINEL SITE
ASTOUNDINGLY AWESOME TALES
Unfortunately, you cant take any of the Mark 28 nukes home with
Wind your
you, but the facility does have two copies of Astoundingly Awesome
way through
cylindrical
and concrete
tunnels,
through
holes,
and along
waterlogged
happy enough with your progress to let you press the power
Quest
l
a
y
a
r
t
e
B
d
Blin
AN ALARMING DEVELOPMENT
Locations to Explore
You need to find Paladin Danse and sort out the confusing news
youve heard about him. Danse has disappeared, but Proctor
Youve been
Quinlan (on the main deck) has a way to track him down. Then
informed that
Elder Maxson
has an urgent
on the Prydwen
142
DANSES
HOLOTAGS
YOU CAN:
TELL HIM TO STAY (HE REMAINS HERE) OR BECKON
VAULT-TEC RECOMMENDS
Paladin Danse sees your
way of thinking and hands
DANSES HOLOTAGS
HONOR
Quest
g
n
i
k
n
i
h
T
l
a
c
Tacti
7. KILL DEACON
8. KILL DESDEMONA
LOWER LEVELS
5. KILL GLORY
Locations to Explore
DATA
QUESTS
HELPFUL HINT
Did You
Know?
VAULT-TEC RECOMMENDS
LOOTING OLD NORTH CHURCH
YOUR TARGETS. FOCUS ON ONE FOE (IDEALLY ONE ARMED WITH THE
Great news! Theres some required reading on one of the desks inside
143
Quest
r
a
W
f
o
s
l
i
o
p
S
Locations to Explore
MASS FUSION (PAGE 477)
Executive Research
Proctor Ingram,
Lab terminal
(Advanced) with
a password. Read
called a Beryllium
the personal
Agitator from
intramails; the
Fusion. After
HELPFUL HINT
and above your current position. Flip the breaker to power the
Did You
Know?
elevator. Then return, swipe the ID card, and ride the elevator
down to the lobby, maximizing enemy casualties as you go.
the room with the Executive Research Lab terminal. Gather the
following from the desk:
144
MASS FUSION
EXECUTIVE LAB
PASSWORD
MASS FUSION
EXECUTIVE ID
VAULT-TEC RECOMMENDS
MASS HAUL AT MASS FUSION
TESLA SCIENCE MAGAZINE
NUKA CHERRY
As you fight through Mass Fusion, you can gather a few choice items. Dont forget the Nuka Cherry in the laboratory on the roof. And be sure to read
Tesla Science; theres a copy to the south on the uppermost level you can access without a jetpack, once youre in the tower. Is there time to fly to
the floors even higher up this skyscraper interior for some cunningly hidden loot? You decide! Grab the magazine before you take the elevator down
to the Lobby. Finally, theres a steamer trunk and hazmat suit in the reactor chamberhandy for the automated greeters you encounter once the Beryllium Agitator is yours.
BERYLLIUM AGITATION
After stepping into the
decontamination area
BERYLLIUM AGITATOR
HELPFUL HINT
Did You
Know?
- IN THE REACTOR CONTROL ROOM (TO YOUR LEFT AS YOU ENTER), THERES A MASTER-LOCKED
REACTOR SECURITY CONTROL TERMINAL. IF YOU CAN HACK THAT, YOU CAN UNLOCK THE DOORS TO
THE FACILITIES OFFICE ON THE OPPOSITE SIDE OF THE ROOM. A TERMINAL THERE ALLOWS YOU TO
DISABLE THE SECURITY SYSTEM ENTIRELY, PREVENTING THE ROBOTS AND TURRETS FROM ATTACKING
WHEN YOU TAKE THE AGITATOR.
- CANT QUITE HACK IT? YOU CAN ALSO USE THE OTHER TERMINALS SCATTERED THROUGHOUT THE
LEVEL TO RELEASE THE PROTECTRONS AND THE ASSAULTRON EARLY AND KILL THEM ONE AT A TIME.
- MAKE SURE YOU HAVE RADIATION PROTECTION BEFORE ENTERING THE REACTOR CHAMBER-- THE
RADIATION LEVEL IS LETHAL. FOR BEST RESULTS, GRAB A HAZMAT SUIT-- THERE ARE SEVERAL
SCATTERED AROUND THE REACTOR LEVEL, INCLUDING ONE IN THE LOCKER ROOM.
DATA
QUESTS
Quest
Ad Victoriam
Locations to Explore
EAST BOSTON POLICE STATION (PAGE 339)
CHARLESTOWN (NEIGHBORHOOD) (PAGE 422)
CAMBRIDGE (NEIGHBORHOOD) (PAGE 400)
145
n
o
i
t
p
O
r
a
e
The Nucl
)
l
e
e
t
S
f
o
d
o
o
(Brotherh
Quest
9. TALK TO SHAUN
Locations to Explore
HELPFUL HINT
Did You
Know?
AN UNEQUIVOCAL REACTION
Approach the
Institute Advanced
VAULT-TEC RECOMMENDS
Systems and
maneuver to
the reactor
chamber. If no
evacuation has
been called, expect
a heavy synth presence. Access the reactor door and activate the
reactor housing.
Proctor Ingram teleports you to the Institute relay control room.
Speak with Elder Maxson before Ingram interjects regarding an
unexpected guest in the vicinity. Speak to the little fellow:
AGREE TO TAKE HIM UNDER YOUR WING AND SAVE HIS LIFE. PROCTOR INGRAM
After speaking into the relay and teleporting to the roof of the
synth resistance
VAULT-TEC RECOMMENDS
WOW! A WAZER WIFLE!
Think of it as some bonding you missed while you were in the deep freeze. Finish all
three quest, and youre awarded with a special wifle that never runs out of ammo!
SecurityLockdown Override.
146
Quest
A New Dawn
UT IN POSTERUM
T-60 JETPACK
VAULT-TEC RECOMMENDS
SENTINELS PLASMACASTER
VENGEANCE
Elder Maxson has ordered you back to the Prydwen for your final
debriefing. You are awarded the title of Sentinel and granted a
jetpack for your Power Armor. Lancer-Captain Kells informs you
that Radiant Quests continue to be available at Cambridge Police
Station. In addition, Miscellaneous Quest: Reactor Coolant (a
request from Proctor Ingram) is now available.
DATA
QUESTS
147
BROTHERHOOD OF STEEL:
MISCELLANEOUS QUESTS
HELPFUL HINT
Did You
Know?
WHAT ARE MISCELLANEOUS BROTHERHOOD OF STEEL QUESTS? THATS ONE PERTINENT QUESTION, FRIEND! THE FIVE QUESTS DETAILED HERE
ARE PURELY OPTIONAL REQUESTS FROM THIS FACTION. COMPLETE THEM DURING THE MAIN QUESTS. BEWARE OF SOME ELONGATED BATTLES,
BUT PREPARE ALSO FOR SOME EXCELLENT REWARDS FOR MANAGING THESE EXTRA ORDERS. HOWEVER, IF YOURE ON SHAKY GROUND WITH
THIS FACTION (IF YOU FIGHT OR ALLY AGAINST THEM), EXPECT YOUR PIP-BOY TO INDICATE A BROTHERHOOD OF STEEL SHUTDOWN HAS BEEN
ACTIVATED, AND MOST OF THESE QUESTS WONT BE ACCESSIBLE.
Quest
l
o
r
t
a
P
t
s
o
L
The
Locations to Explore
Everett Estates
close to Malden
YOU STUMBLE UPON ONE OF THE RECON TEAM WITHOUT KNOWLEDGE OF THIS
Med-Tek Research,
in North Central
Commonwealth.
If you havent met the Brotherhood yet (or sided against them),
you can still complete this quest. If you later decide to join up,
you can tell Danse or Kells about your discovery and receive
your reward.
The following investigations can occur in any order.
148
VAULT-TEC RECOMMENDS
Code refers to
The nearby vicinity of West Everett Estates may not hold a gargantuan pile of
Recon Bunker
ammunition, but theres a hidden cellar area and various ruined homes to sift
through. Top of the scavenging list are two bottles of Nuka Cola Quantum.
Training Yard in
the North Central
Commonwealth
Zone. Beware of
(Hard) Tell him to back off. Fail and you must kill
radio to the distress signal and listen for the ping. Follow it
SURVIVORS
SPECIAL
VAULT-TEC RECOMMENDS
FINISH THE CONVERSATION AS YOU WISH. GIVE HIM HIS TEAMS HOLOTAGS
IFYOU WISH.
DATA
QUESTS
Three suits of Power Armor and two Fusion Cores top the list of items
to the Brotherhood.
automated Sentry Bot between you and the goods, so plan your hunt accordingly,
and dont forget to check the cluster of cargo containers to the northwest.
VAULT-TEC RECOMMENDS
LOOTING RECON BUNKER THETA
FUSION CORE
Paladin Brandis keeps a relatively tidy hovel, but aside from some
Revere Satellite
foodstuffs and the usual scattering of chems and ammo, the only real item
Array. Beware
of a heavy Super
Mutant presence.
signal to a shack
perched on one
of the satellite arrays. Examine Scribe Faris and listen to his
fromPaladin Danse:
SCRIBE FARISS
HOLOTAG
VAULT-TEC RECOMMENDS
LOOTING REVERE SATELLITE ARRAY
U.S. COVERT OPERATIONS MANUAL
later meet him in the Prydwens mess hall, where he will give you
149
Quest
r
o
n
o
h
s
i
D
r
o
Duty
Locations to Explore
BOSTON AIRPORT (PAGE 342)
PRYDWEN (PAGE 345)
LUCIAS PERSONAL
KEY
KNIGHT LUCIAS
LOG
your suspects
might be Knight
Lucia, so talk
suspiciously, return
recent activities.
at Boston Airport.
Lucia grants you
more information.
Your second
possible suspect is
Initiate Clarke.
Continue to explore
(Easy) You can ask him about Lucia if you wish.
150
quest is complete).
EXEMPLARS T60C
TORSO
thefollowing:
BOTTLECAPS (0-200)
HOLOTAGS
Quest
d
n
E
e
s
o
o
L
A
DATA
QUESTS
Locations to Explore
2. KILL VIRGIL
HELPFUL HINT
Did You
Know?
alive (he cannot escape, as the radiation from the Glowing Sea
SPEAK TO HIM, AND AGREE TO KEEP HIM ALIVE AND TO LIE TO KELLS.
would kill him). Now that Virgil has been dealt with, report
back to Captain Kells. You can:
151
*
l
a
c
i
n
h
c
e
T
g
Gettin
Quest
TECHNICAL DOCUMENT
BOTTLECAPS
(25 PER SET OF DOCUMENTS)
Quest
*
k
n
a
B
d
o
o
l
B
Your Pip-Boy is
reprogrammed to
recognize Viable
Blood Samples from enemies you slay. Once
BOTTLECAPS
(25+ PER VIAL OF BLOOD)
Quest
*
t
n
a
l
o
o
C
r
o
t
Reac
REACTOR COOLANT
quests, speak with her, and agree to help her find components to
mix into Reactor Coolant for the Prydwens engines. You receive
a note indicating
what you need:
GAS CANISTER
ANTIFREEZE (3)
152
BROTHERHOOD OF STEEL
RADIANT QUESTS
HELPFUL HINT
VAULT-TEC RECOMMENDS
Did You
Know?
RANDOM FACTS
WHAT ARE RADIANT BROTHERHOOD OF STEEL QUESTS? AN INTERESTING ASIDE TO YOUR MAIN
WORK FOR THIS ORGANIZATION, THE FIVE QUESTS REFERENCED HERE ARE OPTIONAL TASKS TO
UNDERTAKE FROM DIFFERENT MEMBERS OF THE BROTHERHOOD. THEY ARE RADIANT, AS THE
LOCATIONS YOURE SENT TO ARE RANDOM. SOME QUESTS ARE ALSO REPEATABLE, MAKING THEM A
GREAT WAY TO ACCUMULATE REWARDS.
Quest
e
h
t
g
n
i
s
n
a
e
l
C
h
t
l
a
e
w
n
o
m
m
Co
Quest
y
r
e
t
s
a
m
r
e
Quart
DATA
Locations to Explore
Locations to Explore
ARTIFACT APPROPRIATION
find the artifact, and bring it back to her in one piece. Only
that you can find. The location given to you by Rhys is random.
Only the tagged foes must be slain. Others are optional. Then
QUESTS
153
Quest
Leading by
Example
Locations to Explore
FRESH BLOOD
Speak to Lancer-Captain Kells (usually
Squire performed to
Lancer-Captain Kells
and claim
your reward.
Head to the location the Squire indicated, and remove all the
foes tagged on your Pip-Boy. Any other entities are optional kills.
Quest
e
v
r
u
C
g
n
i
n
r
Lea
Locations to Explore
AT [A LOCATION]
(PAGE 403)
s
p
o
o
r
T
e
h
t
Feeding
Quest
Locations to Explore
PRYDWEN (PAGE 345)
SETTLEMENT LOCATION]
2. RETURN TO PROCTOR TEAGAN
SETTLEMENT (RANDOM)
KNOWLEDGE IS POWER
anymeansnecessary.
ensuring the Scribe isnt killed. Locate the terminal and guard
You can:
When the Scribe
finishes collecting
data, continue to
protect him until
location. If he dies,
Proctor Teagan and let him know of your in-roads. Caps are
claimed once again.
154
Location
Location
Road to Freedom
Page 155
Butchers Bill 1
Page 165
Tradecraft
Page 156
Butchers Bill 2
Page 165
Underground Undercover
Page 158
Mercer Safehouse
Page 166
Operation Ticonderoga
Page 159
Jackpot
Page 166
Precipice of War
Page 160
Concierge
Page 167
Page 161
Weathervane
Page 167
Page 161
Randolph Safehouse
Page 167
Burning Cover
Page 162
Variable Removal
Page 168
Location
To the Mattresses
Page 168
Page 163
Lost Soul
Page 169
Memory Interrupted
Page 164
A Clean Equation
Page 169
High Ground
Page 169
DATA
Quest
m
o
d
e
e
r
F
o
t
d
Roa
Locations to Explore
QUESTS
TRAIL OF TERROR
If you want to fight the Institute, youve
been told you should find the Railroad.
The only clue you have is Follow the
Freedom Trail. The tourist trail starts
at Boston Common due east of
Diamond City.
Head to Boston Common, adjacent to Park Street Station. Locate this fountain with the scrawled board that reads At Journeys
End Follow Freedoms Lantern. On the ground in front of that is a Freedom Trail marker reading A7.
Follow the red brick line along the sidewalk around the perimeter of Boston Common. Locate Massachusetts State House and the
marker L4.
155
Follow the trail to the Old Granary Burying Ground and the
marker A2. Watch for the ferocious ferals.
Follow the trail to the Old State House and the marker O6.
Ghouls lurking
areactive here.
throughout the
Follow the trail to the Old Corner Bookstore and the marker
catacombs.
Follow the
Follow the trail to Faneuil Hall and the marker 5R. Theres
not a friendly face to be found; deal with Feral Ghouls, Super
Mutants, and Mutant Hounds. Be particularly careful of the
Super Mutant Suicider here; shoot the bomb out of his hand, or
backpedal to avoid a disgustingly messy and violent attack.
lantern markers
downstairs to the Freedom Trail Ring, and spin it either
clockwise or counterclockwise to spell out RAILROAD.
Moments later, you make contact with the Railroad. Answer
their leader Desdemona how you wish:
The trail continues to whats left of Paul Reveres House and the
HELPFUL HINT
Did You
Know?
THE FREEDOM TRAIL WAS ONCE A TOURIST TRAP. NOW ITS JUST A
VAULT-TEC RECOMMENDS
FUSION CORE
the crypt) offers views of North End and a sniper rifle. The Railroad Headquarters has
two traders (Tinker Tom and Doctor Carrington) who can help bolster your items and
health. Theres some light reading on one of the tables. And dont forget to pry the
Fusion Core from its generator when you use the Escape Tunnels to exit the place.
Quest
Tradecraft
4. TALK TO DEACON
Locations to Explore
NORTH END (PAGE 464)
GOING INCOGNITO
If you want to have more dealings with the Railroad, talk with Deacon at the Railroad
HQ. Hes the mysterious man who vouched for you when you met with Desdemona, the
Railroads leader. He wants you to prove yourself first.
156
Leave the Railroad HQ via the escape tunnel so you can unchain the door and return
from this direction. Then set off on a long trek northwest toward Lexington. Use the
elevated freeway and head west from the Corvega factory to rendezvous with Deacon.
Before you visit the Railroads old base, Deacon wants to gleam some information from
a tourist (a friend of this faction). Climb the ruined freeway and repel any corpses
dashing in your direction. Meet up with Ricky Dalton. Give the Railroad password (you
were told this earlier) or Deacon steps in.
(Easy, Medium, Hard) Talk with Ricky Dalton again for a variety of conversations; you can obtain more supplies,
convince him to snipe the synths at the entrance, or convince him to make a suicide rush at the synths in front of
the Slocums Joes.
VAULT-TEC RECOMMENDS
DATA
QUESTS
Dont leave the Switchboard without a copy of the U.S. Covert Operations Manual.
And while youre visiting Lexington, why not take in a few sights? Theres the Super
Duper Mart, which has a special offer on Nuka Cherries and Quantums (theyre
yours if you can survive the Feral Ghoul attacks). Theres also some additional light
reading to find at the Mystic Pines convalescent home, northeast of here. Otherwise,
Lexington is a tough place to survive; Raiders are battling a large Feral threat, and
neither party is particularly thrilled to see you!
HELPFUL HINT
Did You
Know?
ARE YOU AWARE THAT THE RAILROAD HAS SPECIAL SECRET SIGNS TO
INDICATE DANGEROUS LOCATIONS AND STASHES OF AMMUNITION?
DEACON EXPLAINED THIS DURING YOUR FREEWAY WALK. THERES ONE
STASH HIDDEN IN A PIPE IN THE SWITCHBOARD. FOR A LIST OF EVERY
TYPE OF RAILROAD SIGN, LOOK AT THE CHALKBOARD AT RAILROAD HQ.
DELIVERER
COMPANION:
DEACON
157
r
e
v
o
c
r
e
d
n
U
Underground
Quest
CODE DEFENDER
LIAM BINET
4. MEET PATRIOT
Locations to Explore
5. FOLLOW LIAM
7. TALK TO DESDEMONA
CONTACT YOU
A TRUE PATRIOT
(Medium) Tell Z1-14 youre fighting for them.
LABORATORY LOCKDOWN
that questyou
receive an encoded
Patriot has a
daring rescue
Tinker Tom also has some advice before handing you the
requires the
login credentials
for C.I.T.s
original security
NETWORK SCANNER
system, named
Code Defender. Return to the Railroad HQ, and speak with
Relay into the Institute, and locate any terminal (one example
HELPFUL HINT
named Wilfred
Did You
Know?
Patriot sends
you an encrypted
Bergman worked
on the project
and has the login
credentials you
need. Relay down
to Cambridge
Neighborhood, and enter Cambridge Polymer Labs. After a brief
orientation with a robot named Molly, youre sealed inside this
facility in the clean room. That isnt helpful, but it does begin the
Miscellaneous quest at this location (see page 407 for advice).
Youre only here to access Bergmans terminal, though:
message
In the main mezzanine area (with the upper balcony), fight off
requesting your
the Feral Ghouls and look for the sign for laboratory C3. You
presence at the
enter this laboratory via lab C4. Access lab C5 through the
Advanced Systems
maintenance room.
down the third hole you spot in the floor. Drop in from the
158
It seems a man
VAULT-TEC RECOMMENDS
SCAVENGING CAMBRIDGE POLYMER LABS
While youre stuck inside the laboratory, you might as well make a thorough sweep
of the area. Use the guidance on page 407 to identify six samples of matter that
you can combine to make some impressive power armor. Along the way, grab some
thirst-quenching sustenance and light reading.
When you return, Z1-14 tells you many volunteers have joined
the cause for freedom, but they require weapons. Optionally
deposit any weapons and ammunition into the maintenance
locker if you wish to arm the synths in the next fight. Then
access a storage area and the elevator down to the tunnels.
Repel all Institute-loyal synth guards at the tunnel entrance.
Then return to Z1-14 and inform him of your victory. So you
DATA
QUESTS
Quest
Operation a
Ticonderog
1. GO TO TICONDEROGA SAFEHOUSE
2. KILL ALL COURSERS
3. REPORT BACK TO DESDEMONA
Locations to Explore
OLD NORTH CHURCH (PAGE 466)
CAMBRIDGE (PAGE 400)
TICONDEROGA SAFEHOUSE (PAGE 420)
HELPFUL HINT
Did You
Know?
159
BOTTLECAPS (500)
Quest
r
a
W
f
o
e
c
i
p
i
Prec
1. WARN DESDEMONA
2. DEFEND RAILROAD HQ
Locations to Explore
OLD NORTH CHURCH (PAGE 466)
foes back and dispatch them quickly (laying mines in the narrow
catacombs and fight your way to the main church hall. Every
HELPFUL HINT
The Railroad HQ has survived. But until the main base of your
Did You
Know?
up the stairs, and onto the roof. After a lull in the combat, speak
you, and explosives are given out. Tinker Tom takes the pilots
AND A PLENTIFUL SUPPLY OF CHEMS. THEN WIPE YOUR FOES OUT WITH
EXTREME PREJUDICE.
EXPLOSIVE CHARGE
160
e
r
a
l
G
d
e
R
s
t
Rocke
Quest
1. FLY TO PRYDWEN
Locations to Explore
4. TALK TO DESDEMONA
Afterward, extricate
adeptly as possible.
completely depends on
land the Vertibird on the flight deck. Sit back and stifle your
HELPFUL HINT
Did You
Know?
RAILWAY RIFLE MOD
WHY NOT DRESS FOR SUCCESS? YOU MAY FIND THIS TASK SIGNIFICANTLY
EASIER IF YOURE CLAD IN THE APPROPRIATE CLOTHING OR ARMOR OF THE
FACTION YOURE ABOUT TO ANNIHILATE. AS LONG AS YOU HAVENT ALREADY
VAULT-TEC RECOMMENDS
YOURSELF (IN WHICH CASE, YOU ARE ALREADY KNOWN TO THIS FACTION),
MINI NUKE
DATA
QUESTS
and equipment. If youre pressed for time, focus your attention on the locked
(Expert) provisions area at the far end of the main deck. Loot everything you can,
VAULT-TEC RECOMMENDS
FINAL JUDGMENT
Then move from the flight deck to the main deck, planting the
three charges at the positions indicated on your Pip-Boys map
)
d
a
o
r
l
i
a
R
e
h
t
(
n
o
i
t
p
O
r
a
The Nucle
(head upstairs).
Quest
1. TALK TO DESDEMONA
2. TALK TO Z1-14
3. KILL EVERYONE IN THE RELAY CONTROL ROOM
4. TALK TO DESDEMONA
VAULT-TEC RECOMMENDS
INSTITUTE LOCKDOWN
Locations to Explore
THE INSTITUTE (PAGE 409)
161
It seems youve
come around to
Desdemonas way
of thinking. At the
Railroad HQ, you
Once you step into the relay and are teleported to the roof of the
crew to teleport in. Speak with your leader, who hands you a
device critical to finishing these activities.
VAULT-TEC RECOMMENDS
WOW! A WAZER WIFLE!
Your infiltration
takes you through
Think of it as some bonding you missed while you were in the deep freeze. Finish all
three quest, and youre awarded with a special wifle that never runs out of ammo!
Quest
Burning
Cover
entrance. It isnt surprising that the blast door has sealed the
1. TALK TO DESDEMONA
reactor down.
2. TALK TO PRESTON
Advanced Systems
chamber. A heavy
synth presence is
expected. Access
162
THE RAILROAD
MISCELLANEOUS QUESTS
HELPFUL HINT
Did You
Know?
WHAT ARE MISCELLANEOUS RAILROAD QUESTS? AN ASTUTE QUERY! BOTH THE QUESTS SHOWN HERE ARE PURELY OPTIONAL UNDERTAKINGS
RELATED TO THIS FACTION. ATTEMPT THEM DURING THE MAIN QUESTS. EXPECT SOME TRICKY SITUATIONS, BUT ALSO SOME FINE REWARDS FOR
HELPING THE FREEDOM-LOVING RAILROAD. HOWEVER, IF YOURE ON LESS-THAN-PLEASANT STANDING WITH THIS FACTION (IF YOU FIGHT OR ALLY
AGAINST THEM), EXPECT YOUR PIP-BOY TO INDICATE YOUVE BEEN KICKED OUT OF THE RAILROAD AND THESE QUESTS ARENT AVAILABLE.
k
r
a
D
r
e
t
f
A
Boston
Quest
DATA
QUESTS
Locations to Explore
CHARLESTOWN (PAGE 422)
STOCKTONS HOLOTAPE
you complete
Railroad Quest:
Tradecraft, as
he has your first
official assignment.
if you can.
VAULT-TEC RECOMMENDS
BONANZA AT BUNKER HILL
who is in trouble
at Bunker Hill.
(the vet) and Deb offer additional trading opportunities. And theres
more than a great view at the top of the obelisk!
163
Wait on a pew until 11:00 p.m., when Stockton and the synth arrive. An agent named
High Rise is summoned; he hopes you can help with some escorting duties. Youre
running roughly south, toward the Raider camp of Monsignor Plaza. Clear that
location of foes entirely, and push toward the Ticonderoga Safehouse. Job well done!
Check in with Carrington to gather up the following:
VAULT-TEC RECOMMENDS
BOTTLECAPS (180)
ofquestionable poetry.
d
e
t
p
u
r
r
e
t
n
I
Memory
Quest
Locations to Explore
GOODNEIGHBOR (PAGE 483)
NO GUTS, NO GLORY
Converse with
PAM at the
she mentions a
synth stranded at
the Memory Den.
His escape route
BOTTLECAPS (200)
within the Memory Den to tell her youve been sent to clear a
path. Optionally take the Holotape from H2-22 and listen to it.
Travel to
Malden Center
in the northern
part of the
Commonwealth.
Youre here to
remove a group of
Gen 1 synths that
are preventing the Railroads runners from getting H2-22 to
safety. It seems Railroad agent Glory had a similar idea; she
meets you at the Malden Center entrance. You can:
REFUSE HER OFFER TO ASSIST YOU.
164
VAULT-TEC RECOMMENDS
MALDEN: A TOWNSHIP OF HIDDEN DEPTHS
TUMBLERS TODAY
THE RAILROAD
RADIANT QUESTS
HELPFUL HINT
VAULT-TEC RECOMMENDS
Did You
Know?
RANDOM FACTS
Due to the random nature of the locations you are sent
WHAT ARE RADIANT RAILROAD QUESTS? AN INTERESTING QUESTION! THE 12 QUESTS REFERENCED
HERE ARE PURELY OPTIONAL ACTIVITIES YOU CAN ATTEMPT WHILE ASSISTING ON MORE IMPORTANT
RAILROAD MATTERS. THEY ARE REQUESTS FROM DIFFERENT RAILROAD AGENTS AND ARE RADIANT,
AS SOME OF THE LOCATIONS YOURE SENT TO MAY BE RANDOM. SOME QUESTS ARE REPEATABLE,
such a reconnoiter.
Quest
1
l
l
i
B
s
r
e
h
Butc
Locations to Explore
DATA
of Switchboard
completed Railroad
QUESTS
Miscellaneous
Quest: Boston
After Dark, the
Railroads been
picking up the pieces. Carrington is sending you to check the
status of Augusta Safehouse. Go to the indicated drop location,
near Goodneighbor.
AUGUSTA REPORT
BOTTLECAPS (150)
Quest
2
l
l
i
B
s
r
e
h
c
t
Bu
Locations to Explore
165
BLACKBIRD REPORT
BOTTLECAPS (175)
Quest
Mercer
Safehouse
Locations to Explore
OLD NORTH CHURCH
2. BUILD DEFENSES
3. REPORT BACK TO PAM
BOTTLECAPS (200)
Quest
Jackpot
Locations to Explore
BALLISTIC WEAVE MK 1
VAULT-TEC RECOMMENDS
TINKERING WITH TOM
The reward you receive is regular clothing with the properties of full armor. Now
This quest is available once you are aligned with the Railroad.
talk to Tinker Tom, and use crafting to modify clothing to achieve even higher
armor ratings!
RFID DEVICE
166
Quest
Concierge
1. GO TO MERCER SAFEHOUSE
Locations to Explore
STIMPAK (4)
Quest
BOTTLECAPS (150)
e
n
a
v
r
e
h
t
a
e
W
1. SET UP MILA
Locations to Explore
DATA
PRECARIOUS POSITIONING
QUESTS
Tinker Tom wants
you to place MILA,
MILA
a combination
surveillance device
and atmospheric
sensor, at a high
Exit the area, and report in at Railroad HQ. You receive the
following for your troubles. This quest is repeatable.
BOTTLECAPS (150-190)
Quest
Randolph
Safehouse
Locations to Explore
2. CLEAR HOSTILES
Head to the indicated location, and remove all synths until the
objective updates.
167
On the sixth (and last) time, you finally meet your contact
Mister Timsin the flesh and disband the safehouse.
BOTTLECAPS (100-200 PER COMPLETION)
AND INSTITUTE KILLER WEAVE
(FOR COMPLETING RANDOLPH SAFEHOUSE 6)
Quest
l
a
v
o
m
e
R
e
l
b
Varia
Quest
s
e
s
s
e
r
t
t
a
M
e
To th
Locations to Explore
Locations to Explore
2. REPORT BACK
TO DESDEMONA
Exit the area, and report in at Railroad HQ. You are rewarded.
areoptional kills.
from the L&L Gang are located. This quest then repeats five more
times. On the sixth (and last) time, you finish off the gang for good.
168
Quest
Lost Soul
Locations to Explore
All enemies are optional but better off dead. Locate the synth,
and speak with him or her.
Once you complete
Railroad Quest:
The Nuclear
Exit the area, and report in at Railroad HQ. You receive the
It seems not
BOTTLECAPS (100-300)
Quest
n
o
i
t
a
u
q
E
n
a
A Cle
1. ELIMINATE THE
BROTHERHOOD PATROL
2. REPORT BACK TO PAM
Locations to Explore
OLD NORTH CHURCH
(RAILROAD HQ) (PAGE 466)
MELTING STEEL
Once you complete Railroad Quest: Rockets Red Glare, speak with
PAM: Brotherhood stragglers are a threat to the Railroad, and a
surviving patrol has been spotted. Go to the indicated (random)
DATA
QUESTS
BOTTLECAPS (100-300)
Quest
d
n
u
o
r
G
h
g
i
H
BOTTLECAPS (100-300)
169
LASER MUSKET
MINUTEMEN QUESTS
170
s
l
l
a
C
m
o
d
e
When Fre
Quest
Location
Page 170
Sanctuary
Page 172
The Sight
Page 172
Taking Independence
Page 173
Old Guns
Page 174
Inside Job
Page 175
Form Ranks
Page 175
Page 175
Page 176
Page 177
Location
Page 178
Raider Troubles
Page 178
Kidnapping
Page 179
Page 179
Greenskins
Page 179
Page 180
Taking Point
Page 180
Ghoul Problem
Page 180
Rogue Courser
Page 181
Resettle Refugees
Page 181
Location
Defend a Settlement
Page 182
Page 182
Page 182
Kidnapped Trader
Page 183
Page 183
Suspected Synth
Page 183
Locations to Explore
CONCORD (PAGE 262)
MUSEUM OF FREEDOM (PAGE 263)
GOT A MINUTE?
On your travels
through Concord,
you spot a man
protecting a group
of people from
Raider attacks
on a balcony
of a museum.
Below the balcony is a short laser musket and some fusion cell
ammunition in front of the doors. Pick it up if youre interested
in disintegrating your enemies, and clear any foes from the
streets. Then enter the Museum of Freedom.
HELPFUL HINT
Did You
Know?
FUSION CORES SLOT INTO THE BACKS OF POWER ARMOR SUITS TO POWER
THEM. RUN OUT OF THESE, AND YOURE STUCK! SO KEEP BOTH EYES
forces. They seem like friendly sorts and are in a bind. Agree
HELPFUL HINT
Did You
Know?
SHORT FALLS, AND EVEN RADIATION. ALSO, THE HIGHER THE SERIAL
NUMBER, THE HIGHER THE ARMORS QUALITY. DONT FORGET YOUR
SUITS REQUIRE UPKEEP AT POWER ARMOR STATIONS. VAULT-TEC HAS
VAULT-TEC RECOMMENDS
ROBCO FUN
of the classic issues of RobCo FUN! magazine, with a free Holotape game to boot!
DATA
QUESTS
BOTTLECAPS (100)
VAULT-TEC RECOMMENDS
THE SECRETS OF CONCORD
TABOO TATTOOS
Do you have time to take in the sights of Concord? Aside from the
speakeasy and workshop in town, theres the Concord Civic Access
tunnels. Try entering from the hatch by the Municipal Plutonium Well.
Though hardly picturesque, this sewer tunnel links to two other parts of town, and
theres some required reading to obtain.
HELPFUL HINT
Did You
Know?
THE POWER ARMOR YOU ARE WEARING INCLUDES A FRAME. THESE ARE THE
T-45 POWER ARMOR
SKELETONS WITH WHICH YOU CAN ATTACH VARIOUS PIECES OF POWER ARMOR
YOU SCAVENGE, OR ARE REWARDED WITH. CONSULT THE POWER ARMOR
FRAMES SECTION OF THE APPAREL CHAPTER FOR MORE INFORMATION, AND
LOCATIONS OF OTHER FRAMES ACROSS THE COMMONWEALTH.
MINIGUN
171
Quest
Sanctuary
2. TALK TO STURGES
6. TALK TO STURGES
4. TALK TO STURGES
8. TALK TO STURGES
Locations to Explore
SANCTUARY (PAGE 258)
population (so
friends reach
a Food value of
Sanctuary, theyre
4 is acceptable).
Remember to
assign a settler to
a slightly eccentric
Mr. Handy robot to befriend. It is time to rebuild Sanctuary as a
shining beacon of hope! Or, at the bare minimum, a place where
the Minutemen can call home.
Access the workshop (via the Furniture > Beds menu), and
HELPFUL HINT
Did You
Know?
These folks are hungry too! Access the Resources > Food menu.
SURFACE, LOOK HERE FOR MORE INFORMATION. YOULL BE GLAD YOU DID!
Quest
The Sight
Locations to Explore
172
HELPFUL HINT
one. Now that she has a place to sit, those visions can
keep coming.
At any point you can refuse her chem requests and tell her
togoclean.
Did You
Know?
Or you can keep giving her chems and listening to her visions.
This goes against the wishes of Preston Garvey and Sturges. You
might not want to overdo it, though; that Psycho chem is a killer!
ce
n
e
d
n
e
p
e
d
n
I
Taking
Quest
Locations to Explore
THE CASTLE (PAGE 517)
DATA
Once the
Minutemen are
and destroy all the marked egg clutches. Oh dear. It seems that
established at
while you were clearing the eggs from the Castle, the beast that
Sanctuary, and
youve completed a
for the Minutemen to retake the Castle, an old fort that used
Medium Generator*
BUILD WITH: SCREW (3), GEAR (3), STEEL (7), RUBBER (3), COPPER (3), CERAMIC (1)
VAULT-TEC RECOMMENDS
GUNS AND BULLETS?
GUNS AND BULLETS
QUESTS
HELPFUL HINT
Did You
Know?
IF YOURE HAVING A HARD TIME FRYING SOME EGGS, WHY NOT TRY
THE FLAMER JUST INSIDE THE DOORWAY ON THE EASTERN WALL? THIS
CLEARS AWAY THE CLUTCHES MORE QUICKLY.
HAVING TROUBLE KILLING THE QUEEN? GATHER THE MISSILE LAUNCHER
IN THE GENERALS QUARTERS, AND STAND WELL BACK WHEN FIRING!
173
Quest
Old Guns
TO RADIO FREEDOM
Locations to Explore
Preston Garvey
after another
successful
recruitment
mission, he
ARTILLERY
SCHEMATIC
ARTILLERY SMOKE
GRENADE (20)
mentions someone
named Ronnie
Shaw has arrived at the Castle looking for you. Head over to the
Castle (using the workshop here to build defenses is wise if you
An Artillery Piece
would be a huge
boost to the hitting
HELPFUL HINT
power available to
Did You
Know?
the Minutemen.
Time to build one!
Place it anywhere
Castles perimeter.
BUILD WITH: OIL (4), SCREW (8), GEAR (11), SPRING (5), STEEL (16),
CONCRETE (4), WOOD (4)
REQUIRES: PERSON (1)
Locate any settler within the Castle. Highlight them and press
Ronnie tells you about an old Minutemen armory located in the
west bastion of the Castle. Unfortunately, the old entrance is
covered in rubble. Fortunately, your Workshop skills allow you
to scrap the rubble.
the artillery test fire. You can now return to Preston Garvey to
Ronnie. Eliminate
VAULT-TEC RECOMMENDS
the defenses,
including a vicious
FAT MAN
GENERALS HAT
MINUTEMEN
GENERALS COAT
174
Quest
Inside Job
Locations to Explore
INSTITUTE ACCESS
This quest is
HELPFUL HINT
The Molecular
Level. Another
Did You
Know?
Quest
Quest
e
l
t
s
a
C
e
h
t
Defend
Form Ranks
DATA
QUESTS
2. BUILD DEFENSES
Locations to Explore
THE CASTLE (PAGE 517)
Locations to Explore
THE CASTLE (PAGE 517)
STRENGTH IN NUMBERS
A PROTRACTED PUMMELING
This quest is
available if youve
been kicked out
of the Institute
for any reason
(declining Fathers
initial offer, during
Youve received
word that
Institute synths
are gathering to
attack the Castle!
Once you have
eight Settlements,
you can start this
quest by:
LISTENING TO RADIO FREEDOM.
VISITING THE CASTLE.
SPEAKING TO PRESTON GARVEY.
175
Tune in to Radio
Freedom for
VAULT-TEC RECOMMENDS
information on the
FOREWARNED IS FOREARMED
direction of the
the Castle to help repel foes is critical. Think about proper placement of important
machinery, as the synths arent Super Mutants; they are cunning enough to, for
Beware of failing
example, take out generators that are powering your turrets. So why not store
defenses as the
generators behind defenses that arent immediately accessible? Those synths like to
teleport into the fray, too, so defensive choke points arent as helpful.
)
n
e
m
e
t
u
n
i
M
e
h
t
(
n
o
i
t
p
O
r
The Nuclea
Quest
8. (OPTIONAL) ISSUE
EVACUATION ORDER
2. TALK TO STURGES
3. GAIN ACCESS TO THE INSTITUTE
INSIDE REACTOR
INSTITUTE LOCKDOWN
Locations to Explore
PUBLIC WORKS MAINTENANCE AREA (PAGE 421)
THE INSTITUTE (PAGE 409)
MASS FUSION (PAGE 477)
by the river you may wish to clear first. Dive into the water, swim
affinity to Preston
into the Public Works Maintenance Area, and activate the keypad.
Garveys way of
Open the grate and drop through the effluent pipe into the old
sewer. Locate a second pipe with a hatch at the end of it. Wind
your way through the sewer, following the large white inflow
pipe with arrows on it. Hack the security terminal (Expert) or
pick the lock of the security door (Expert), and head through
the hole in the wall to the southeast. Or, head through the open
security door (northeast of the security door). Battle your way
to the open inflow pipe and enter it. This accesses the Institute
facility. Open the subsequent hatch and infiltrate the premises.
VAULT-TEC RECOMMENDS
FOR THE COMMONWEALTH!
This version of Main Quest: The Nuclear Option is only available if you
declined to work with Father and declined to work with the Railroad
and Defend the Castle and when Preston deems the Minutemen to be strong
enough to take on the Institute.
Your route takes you through the Old Robotics area. Expect
numerous synth adversaries and laser turrets. Locate and drop
176
Quest
With Our
d
e
n
i
b
m
o
C
s
Power
5. DEFEAT BROTHERHOOD
ATTACK ON THE CASTLE
6. TALK TO
PRESTON GARVEY
HELPFUL HINT
Locations to Explore
Did You
Know?
DATA
QUESTS
Weave your way
to the Institute
Advanced Systems
and enter the
reactor chamber.
If no evacuation
has been called,
expect a cluster
of synths and scientists. Access the reactor door and activate
the reactor housing.
Sturges teleports you to the Institute Relay Control Room. Speak
with Preston Garvey before Sturges mentions an unplanned
visitor in close proximity. Speak to the little guy. You can:
VAULT-TEC RECOMMENDS
BURNING THE BROTHERHOOD
AGREE TO TAKE HIM UNDER YOUR WING AND SAVE HIS LIFE. STURGES ENSURES HIS
It may have occurred to you that the Brotherhood of Steel isnt a particularly passive
SAFETY. FIND HIM AT SANCTUARY (OR WHEREVER YOU SENT STURGES TO LIVE).
After speaking into the relay and teleporting to the roof of the Mass
Fusion building, you can press a button and put on a spectacular
light show. Your Main Questing ends after a conversation with
Preston Garvey about the future of the Commonwealth.
VAULT-TEC RECOMMENDS
WOW! A WAZER WIFLE!
protected generators, is key to repelling any foes sent after youve watched the fireworks.
177
THE MINUTEMEN
RADIANT QUESTS:
RECRUITMENT
HELPFUL HINT
Did You
Know?
VAULT-TEC RECOMMENDS
WHAT ARE MINUTEMEN RADIANT RECRUITMENT QUESTS? SO GLAD YOU ASKED! THE TEN QUESTS
RANDOM FACTS
REFERENCED HERE ARE RANDOMLY AVAILABLE (UNLESS OTHERWISE STATED) AND ARE GIVEN
EITHER BY PRESTON GARVEY OR RADIO FREEDOM (AT THE CASTLE). THEY ARE CALLS TO ASSIST
SETTLEMENTS THAT HAVE NOT ALLIED WITH YOU YET. THEY ARE OCCASIONALLY FROM FRIENDLY
SETTLEMENTS, TOO. YOU MAY ALSO SOMETIMES TRIGGER THESE QUESTS BY STUMBLING INTO
A SETTLEMENT NEEDING A PARTICULAR TYPE OF HELP. THESE QUESTS ARE RADIANT, AS THE
LOCATIONS YOURE SENT TO ARE RANDOM. THESE QUESTS ARE USUALLY REPEATABLE, MAKING THEM
ASIDE FROM SPEAKING TO PRESTON GARVEY, START THESE QUESTS BY LISTENING TO RADIO
FREEDOM, OR JUST SHOWING UP AT A SETTLEMENT LOCATION. PRESTON NEED NOT BE SPOKEN TO,
IF THIS IS THE CASE.
Quest
p
e
t
S
t
s
r
i
F
The
es
l
b
u
o
r
T
r
e
d
i
and Ra
178
Quest
Kidnapping
A STOLEN SETTLER
This quest is also available from owned
Quest
Quest
IN MARYS MEMORY
:
m
r
a
F
y
h
t
a
Abern
n
o
i
t
u
b
i
r
t
e
R
Greenskins
DATA
stronghold of USAF
Super Mutant
Satellite Station
stronghold. Wipe
and (optionally)
brethren. Return to
toolbox. Return to
Preston Garvey.
MARYS LOCKET
QUESTS
179
Quest
y
a
W
e
h
t
g
n
i
Clear
UNWANTED INTERLOPERS
This quest is also available from owned settlements. Speak to the settler and agree to their request. In this
case, it is to clear a potential settlement of foes.
Enter the indicated settlement and remove all threats. Expect one
or more troublesome foesFeral Ghouls, Radroaches, Raiders,
Super Mutants, or even Deathclaws. Once complete, you may use
the settlement workshop immediately. Speak to the settler, as this
enables them to inform their friends, who
leave for the new settlement you cleared.
Quest
t
n
i
o
P
g
n
i
k
Ta
GeneratorSmall*
REQUIRES: POWER (1)
BUILD WITH: GEAR (2), STEEL (4), RUBBER (2), COPPER (2), CERAMIC (1)
(*ANY GENERATOR IS ACCEPTABLE.)
Quest
m
e
l
b
o
r
P
l
u
o
h
G
This quest is also available from owned settlements. Visit the settlement and ask more
about the problem. Youre pointed in the direction of [a random location] where the
Ghouls lurk.
180
Visit the indicated Feral Ghoul haven. Wipe out the tagged
foes and (optionally) any other of their brethren. Return to
the settlement with victory assured before reporting back to
Preston Garvey.
Workshop available at this settlement.
Quest
r
e
s
r
u
o
C
e
u
g
o
R
Quest
s
e
e
g
u
f
e
R
e
l
Resett
DATA
QUESTS
181
THE MINUTEMEN
Did You
Know?
VAULT-TEC RECOMMENDS
WHAT ARE MINUTEMEN RADIANT OWNERSHIP QUESTS? A PERTINENT QUESTION! THE SIX QUESTS LISTED
RANDOM FACTS
HERE ARE RANDOMLY AVAILABLE (UNLESS OTHERWISE STATED) AND ARE GIVEN EITHER BY PRESTON
GARVEY OR RADIO FREEDOM (AT THE CASTLE). THEY ARE CALLS TO ASSIST SETTLEMENTS THAT HAVE
ALREADY ALLIED WITH YOU. YOU MAY ALSO SOMETIMES TRIGGER THESE QUESTS BY STUMBLING INTO A
SETTLEMENT NEEDING A PARTICULAR TYPE OF HELP. THESE QUESTS ARE RADIANT, AS THE LOCATIONS
YOURE SENT TO ARE RANDOM. THESE QUESTS ARE USUALLY REPEATABLE, MAKING THEM A GREAT WAY
such adventuring.
Quest
t
n
e
m
e
l
t
t
Defend a Se rtillery Stop the Raiding
OR Defend A ent
at a Settlem
Quest
4. TALK TO PEOPLE OF
[THE OWNED SETTLEMENT]
5. TALK TO PRESTON GARVEY
TURRETS SYNDROME
to help them.
Visit the indicated Raider stronghold.
Wipe out the tagged foes and (optionally)
any other enemies. Return to the settlement with the good news.
182
Quest
Quest
r
e
d
a
r
Kidnapped T
Water, Food,
or Power
impoverished
settlement and
immediately access
their workshop.
Add one of the
following resources
is satisfied: water,
food, power.
Speak to the
settlers after
the resource is
available. Then
to the kidnapped
DATA
QUESTS
of the stronghold. This quest fails if the trader dies. Assuming the
trader survives, return to the settlement with the good news.
Quest
th
n
y
S
d
e
t
c
e
p
s
Su
MERCY OR MURDER
183
SIDE QUESTS
HELPFUL HINT
Did You
Know?
WHAT ARE SIDE QUESTS? GLAD YOU ASKED! THESE ARE MAJOR SETS OF OBJECTIVES TO UNDERTAKE THAT ARENT RELATED TO YOUR MAIN QUESTS OR
ANY FACTIONS YOU MAY BE WORKING WITH. THEY ARE USUALLY RELATED TO ONE OR MORE SETTLEMENTS AND INVOLVE SOME SERIOUS EXPLORING.
SOME REQUIRE YOU TO BUDDY UP WITH A COMPANION. SUCH ACTIVITIES MIGHT BE DANGEROUS, BUT THEYRE CERTAINLY REWARDING! THEYRE ALSO
PRESENTED ALPHABETICALLY, AND EACH HAVE A DIFFERENT CRITERIA FOR COMMENCING.
Location
Side Quest
Location
Benign Intervention
Page 184
Emergent Behavior
Page 198
Page 185
Page 199
Confidence Man
Page 187
Human Error
Page 200
Curtain Call
Page 188
Kid in a Fridge
Page 202
Page 189
Page 203
Page 190
Page 206
Page 191
Page 207
Page 194
Page 210
Page 197
Page 212
n
o
i
t
n
e
v
r
e
t
n
Benign I
Quest
5. SPEAK TO CAIT
Locations to Explore
8. SPEAK TO CAIT
184
COMPANION: CAIT
HELPFUL HINT
Did You
Know?
periodically until
she confides in
When she is seated, use the Clean Room terminal and begin the
detox. Afterwards, you can affinity with Cait (until her perk
becomes available), but her outlook to certain actions she likes
and dislikes changes. Look to the Companions section of STAT
VAULT-TEC RECOMMENDS
DATA
QUESTS
Quest
1. TALK TO BOBBI
Locations to Explore
7. RECRUIT MEL
GOING UNDERGROUND
Over in Goodneighbor, behind the two
locked warehouses to the southeast, is a
dingy alley with a metal door at the end
of it. Bobbi No-Nose lives here, and shes
looking for someone to help her with
some tunneling work. Agree to start
this quest.
185
Enter the basement, into the Dig area, and join in. You wont be
using a shovel, though; theres a small infestation of Mirelurks
to remove. Bobbi comes in afterward and promotes you.
VAULT-TEC RECOMMENDS
LOOTING THE TUNNELS
FUSION CORE
hanging out at the market. She tells you the real nature of the
jobor heistand needs you to recruit someone named Mel
whos locked up in Diamond City Security.
Enter the security office, and speak with Mel, whos behind
Look for the metal exit door into the strong room and climb
out into NH&M Freight Depot. Be ready for a confrontation
with Fahrenheit, Mayor Hancocks main squeeze. It seems the
situation regarding whose valuables you were stealing wasnt
fully explained to you. You can:
SIDE WITH BOBBI AND REMOVE ANY THREATS IN THE CHAMBER (WATCH FOR
FLAMERS AND EXPLODING BARRELS IN YOUR VICINITY), AND CLAIM YOUR
Keep digging until you break into a section of old subway tracks
and a station populated by Feral Ghoul commuters. The plan
is still to find fragile walls, dig them out, and proceed to new
areas. Continue until you reach the wall to the strong room.
This last dig tires Sonya out considerably.
(Medium) Feel free to convince Bobbi to leave
HELPFUL HINT
Did You
Know?
186
Quest
n
a
M
e
c
n
e
d
i
f
n
Co
1. SPEAK TO VADIM
4. TALK TO VADIM
AFTER 6 P.M.
3. HELP TRAVIS
6. TALK TO YEFIM
7. TALK TO TRAVIS
Locations to Explore
DIAMOND CITY (PAGE 433)
BEATDOWN AT BEANTOWN
DJ, Travis Miles. Agree to help, and return to the inn after
DATA
QUESTS
BOTTLECAPS (200)
VAULT-TEC RECOMMENDS
Vadims next plan involves Scarlett, the Dugout Inns waitress,
you find the Gwinnett Brew Recipe too? Your Drinkin Buddy can mix this up for you
(find him in the Shamrock Taphouse). Cheers!
187
Quest
Curtain Call
2. UNLOCK CAGE
Locations to Explore
TRINITY TOWER (PAGE 454)
BACK BAY (PAGE 450)
Locate the cage where Rex Goodman and his Super Mutant
friend Strong are imprisoned. Unlock the cage by:
(MASTER) USING YOUR EXTREME SKILL.
USING YOUR REGULAR CUNNING BY TAKING THE TRINITY TOWER CELL KEY
FROM THE NEARBY STEAMER TRUNK AND USING IT.
fire on the Super Mutants you can see. Repeat this plan until all
threats are abated and youre on the ground level. Back on terra
firma, with anything green except Strong dispatched, speak
to Rex. While he returns to his career in the WRVR building,
Strong is available to become a companion.
VAULT-TEC RECOMMENDS
LOOTING TRINITY TOWER
MACBETH SCRIPT
BOBBLEHEAD: MELEE
188
COMPANION: STRONG
Quest
:
s
u
o
e
n
a
l
l
e
c
Mis
s
e
l
i
F
e
s
a
C
e
v
i
Detect
1. TALK TO ELLIE
Locations to Explore
DIAMOND CITY (PAGE 433)
While youre in
Diamond City,
you might as well
(usually as part
of Main Quest:
Jewel of the
Commonwealth) and chat with Ellie the assistant. Shes come
across some unsolved case files:
:
s
e
l
i
F
e
s
a
C
Detective aring Act
The Disappe
Quest
DATA
QUESTS
6. TALK TO ELLIE
Locations to Explore
DIAMOND CITY (PAGE 433)
A STERLING START
Enter Earl
Sterlings house.
If youve brought
Youve offered to help Nick and Ellie find out what happened
to Earl Sterling, a bartender at the Dugout Inn. You need
to get into Earls home, see if you can find any clues to his
whereabouts. Try the following:
(NOVICE) PICK THE LOCK TO EARL STERLINGS HOUSE (IN DIAMOND CITY).
Nick along, he
might be able
to lend a hand
looking for clues.
Rummage under
the sofa to find something of interest:
ENTER THE DUGOUT INN, SPEAK TO VADIM BOBROV, AND RECEIVE THE
KEYFROM HIM.
189
you to a facial
reconstruction
specialist who
what happened to
Earl. Speak to Doctor Sun about him.
Or kill him.
:
s
e
l
i
F
e
s
a
C
Detective d Grasshopper
The Gilde
Quest
Locations to Explore
FINANCIAL DISTRICT
CATCHING A GRASSHOPPER
Nicks former
partner, Marty
GILDED GRASSHOPPER
Bullfinch, believes
theres a treasure
map hidden in the
Gilded Grasshopper
on top of Faneuil
Hall. Pay the hall
a visit. Head into the hellhole that is Bostons Financial District,
and assault this Super Mutant stronghold.
Did You
Know?
structures interior,
DISCOVERED AT ANY TIME, EVEN IF THE QUEST ISNT ACTIVE. JUST POP
Grasshopper there
and read the
note inside.
190
HELPFUL HINT
VAULT-TEC RECOMMENDS
LOOTING FANEUIL HALL
LIVE & LOVE
You shouldnt leave your tour of this historic mansion without at least pilfering a Fusion Core and obtaining the latest issue of Live & Love magazine.
Also search the gift shop magazine rack for some notes about other interesting places to visit in the Commonwealth.
COPPER, SILVER,
AND GOLD BARS
Grasshopper seems
to point toward
Shem Drownes
UNIQUE WEAPON:
SHEM DROWNES SWORD
grave, located in
a small cemetery
between Cabot
House and Pickman Galley in North End Neighborhood. Watch
for Feral Ghouls before inspecting the grave.
s:
e
l
i
F
e
s
a
C
e
v
i
Detect
g
n
i
m
o
C
e
m
i
T
Long
Quest
DATA
QUESTS
Locations to Explore
DIAMOND CITY (PAGE 433)
(PAGE 520)
HOLOTAPE HUNT
Nick asked for your help in recovering 10 Holotapes belonging
to Eddie Winter. He thinks the Commonwealths police evidence
terminals should be able to point you toward the tapes. You
receive the first from Nick. Read the notes, and look at the
world map for the locations of the remaining nine tapes.
WELCOME HOME!
EDDIE WINTER
CASENOTES
191
HELPFUL HINT
VAULT-TEC RECOMMENDS
Did You
Know?
refreshing
Nuka
Cola
Beware of Gunners
THE COMPANIONS SECTION OF THIS GUIDE (PAGE 29) PUTS YOU ON THE
in a nearby locker.
Visit each of the following locations. At each one, find the police
evidence terminal, and access the file on Eddie Winter. Then
search the building for the Holotape.
VAULT-TEC RECOMMENDS
Find this location
in Charleston
Neighborhood.
Beware of Raiders.
The tape is on a
filing cabinet.
VAULT-TEC RECOMMENDS
tape is inside an
evidence locker.
LOOTING BADTFL
REGIONAL OFFICE
GUNS AND BULLETS
unmarked location
near Malden Center
in North Central
Commonwealth.
The tape is on a
The tape is on
filing cabinet.
a desk.
192
The tape is in
them over to
a desk.
HELPFUL HINT
Did You
Know?
VAULT-TEC RECOMMENDS
DATA
This location is
The Raider gang, led by Chancer, is hanging around under here. They
have some reasonably good ammo to take, but the real prize are a
Public Library
in Back Bay
enterthe Station.
QUESTS
Neighborhood.
The tape is in a
nearby cell.
Super Mutants,
Mutant Hounds,
and Vicious
Mongrels. The tape
is on a safe.
Afterward, Nick has one more matter to attend to. Exit via
the ladder to Joes Spuckies Coffee Shop. Speak to Nick when
he finds the location hes looking for. Now continue your
companionship with Nick until you reach the highest affinity,
after which you receive the following Perk:
VAULT-TEC RECOMMENDS
LOOTING COAST GUARD PIER
ASTOUNDINGLY AWESOME TALES 2
193
s
e
u
l
B
y
t
i
C
d
n
Diamo
Quest
8. INTERROGATE TRISH
9. OR KILL TRISH
Locations to Explore
THE FENS (NEIGHBORHOOD) (PAGE 428)
THREE TO TANGO
an argument
Head north to the
between husband
(Paul Pembroke) and wife (Darcy Pembroke) and a fight between
Paul and Henry Cooke, the barkeep. Paul storms out, leaving you
of Back Street
Apparel, where
Nelsons chem
deal is going down.
AGREE TO HELP.
Cooke, Paul, a
companion, or no
(Easy, Medium) Request a reward and tell him
one might be with you. Nelson isnt happy about your intrusion
youll go alone.
(AFTER WHICH EITHER A CONFRONTATION WILL PLAY OUT BETWEEN THEM THE
NEXT TIME YOU ENTER THE TAPHOUSE, OR -- IF YOU LEAVE DIAMOND CITY
BEFORE VISITING THE TAPHOUSE AGAIN -- COOKE WILL KILL PAUL PRIOR TO
YOUR RETURN).
named Trish, who works for a local (and very real) gangster
named Marowski. You can:
AGREE TO LET HER LIVE, AFTER WHICH SHE REVEALS THE LOCATION OF A SECRET
CHEMS LAB.
REMOVE HER AS A THREAT, SEARCHING HER FOR A NOTE REVEALING THE
Plan A (Alone):
Head up to the
taphouse alone,
and speak with
PROMISE TO LET HER GO, SO SHE GIVES YOU A PASSWORD FOR THE TERMINAL
AT THE SECRET CHEMS LAB, ALLOWING YOU EASIER ACCESS.
Trish always tries to flee, and you can let her (though Cooke
wont let that happen if hes with you), or gun her down (ideally
194
enthusiastic with his hatred for Cooke. You can egg him on or
calm him down.
About 24 hours
deal, hell want you to split the spoils of the chem deal with him.
Nelson Latimer at
the chem ambush,
Latimer, and a few of his thugs might rough you up when you
next enter Diamond City. Assuming you dont want the entire
city to turn hostile, speak with Malcolm Latimer. He lays down
some options for you. You can:
AGREE TO KILL MAROWSKI AFTER PINNING THE DEATH ON THE GANGSTER.
AGREE TO KILL PAUL PEMBROKE BY BLAMING HIM (IF PAUL IS STILL ALIVE).
Travel southeast
across town to
South Boston, and
find the Ghoulinfested Four
Leaf Fishpacking
Plant. Theres some
END THE CONVERSATION WITH MALCOLM FURIOUS AT YOU; PAYING HIM OFF
OR KILLING HIM ARE YOUR ONLY TWO OPTIONS.
advanced trip-wire
security for a place thats seemingly abandoned. The interior of
BOTTLECAPS (50+)
the plant isnt your focus (unless you enjoy mowing down living
corpses). Instead, climb the exterior walkway to the roof, secure
the area from any outside ferals, and locate the wall terminal on
the side of the roof. You can:
SOLVE THE PUZZLE OF THE TRIPWIRES BY SHUTTING THEM DOWN IN THE
DATA
QUESTS
CORRECT ORDER. READ THE NOTE FROM TRISH TO FIGURE OUT THE ORDER TO
live (Nelson or
chem ambush,
around 24
Once inside the lab, there are a few of Marowskis chem lab
workers who arent happy to see you. But the wealth of chems
inside is reason enough to slay them. The quest ends. Or does it?
Marowski wants
to talk to you at Hotel Rexford in Goodneighbor. You can head
MAROWSKIS CHEMS
VAULT-TEC RECOMMENDS
CHEMS AND CORES AT THE FISHPACKING PLANT
FUSION CORE
You might as well fully explore this plant, as there are three Fusion
Cores to pick up and more chems than you can safely ingest in a week.
Are you sure no ones going to miss those chems, though?
195
Did Henry Cooke die during the quest (for any reason)? Then
if you werent rude to her both times you had a chance to talk
to her (at the start of the quest), she tries to talk and wants to
CONFESS TO KILLING COOKE (IF YOU DID THE DEED), THEN DIPLOMATICALLY
TALK WITH HER OR RESORT TO VIOLENCE (YOU NEED TO KILL HER).
TELL HER COOKE IS DEAD OR VANISHED, WITH SUBSEQUENT DIPLOMATIC
TALKING; SHE EITHER ACCEPTS YOUR STORY, IS SUSPICIOUS, OR STARTS A
FIGHT WITH YOU.
TELL HER YOU DONT KNOW ANYTHING. SHE EITHER SUSPECTS YOU (BUT
You can:
STUMBLE UPON PAULS BODY IN TOWN AND TELL DARCY HES DEAD.
One week later, and if youve been helpful to Darcy, she finds a
HEIST PHOTO
DugoutInn).
If you split the chem ambush deal with Paul Pembroke at 70/30
percent, or if you took it all, hell squeal on you and tell Colette
you killed Cooke. She is very confrontational.
Or if she was suspicious when you first met her, she still thinks
you had a hand in her fathers murder.
YOUR CONFESSION (IF YOU KILLED HIM), WHICH LEADS TO COMBAT OR HER
LEAVING TOWN.
YOU TELL THE TRUTH (IF YOU DIDNT KILL HIM) AND SHE LEAVES TOWN.
YOU TELL HER PAUL IS THE MURDERER (IF HE ACCUSED YOU) AND SHE LEAVES
TOWN, NOT SURE WHO TO BELIEVE.
Then return to Darcy and split the caps with her, if youre a
kind soul.
196
BOTTLECAPS
Quest
e
u
D
s
l
i
v
e
D
e
Th
Locations to Explore
(Easy) Ask about his plans for the egg or for money.
mutilated body.
You are given some Caps and a special recipe from Wellingham
(which you can make yourself). The quest concludes. Why not
return here later to see if Wellingham has made this recipe too?
Aha! There is a way
inside! Access the side
WELLINGHAMS RECIPE
DATA
QUESTS
the horror you heard earlier. Assuming you arent torn to shreds,
Head to Lynn
locate and gather the Holotape from Sergeant Lee. Listen to it.
Woods in
the northern
Commonwealth,
SERGEANT LEES
HOLOTAPE
PRISTINE
DEATHCLAW EGG
extremely careful of the beasts that hatched it. Pick up the egg
you usually arent attacked if you return an intact egg. You can
only pick up the Deathclaw Gauntlet if you visit this nest before
VAULT-TEC RECOMMENDS
DEATHCLAW GAUNTLET
VAULT-TEC RECOMMENDS
LOOTING LYNN WOODS
WASTELAND SURVIVAL GUIDE
Your woodland frolics dont end there. Did you explore the strange
tower and Raider camp nearby? Some required reading makes the
Colonial Taphouse.
197
r
o
i
v
a
h
e
B
t
n
Emerge
Quest
Locations to Explore
HELPFUL HINT
Did You
Know?
CURIE IS A FINE FRIEND TO HAVE, DESPITE HER QUIRKS AND SLIGHTLY RUSTY
SKIN TONE. REMEMBER IF YOU WANT A DEEPER FRIENDSHIP WITH HER, YOU
NEED TO MAKE DECISIONS SHE SEES AS POSITIVE. THE COMPANIONS SECTION
OF THIS GUIDE (PAGE 29) HAS THE RIGHT CHOICES TO MAKE.
COMPANION: CURIE
after 24 hours.
CEST CELA LAMOUR, TOUT DONNER, TOUT SACRIFIER SANS ESPOIR DE RETOUR
Head down to the Memory Loungers downstairs. Youre met by
G5-19s caretaker, which is Glory from the Railroad, or another
Railroad member if youve completed Railroad Quest: Precipice
of War. Answer her how you wish.
198
s
r
e
t
s
n
o
M
e
B
Here There
Quest
9. INSTALL WARHEAD
Locations to Explore
BOSTON HARBOR (NEIGHBORHOOD) (PAGE504)
VAULT-TEC RECOMMENDS
LOOTING SAUGUS IRONWORKS
BOBBLEHEAD:
EXPLOSIVES
SHISH KEBAB
Taphouse down
on Boston Harbor.
Any conversations you have with Slag or Jake arent related to this quest; its part
Speak to Donny
of Location Quest: Out of the Fire, on page 296. But whats of paramount interest is
Slags infamous weapon and the Bobblehead he covets. Why not take both?
Swim out to the trash barge. Swim to the hatch and enter.
DATA
QUESTS
Youve agreed
to get a nuclear
Access the bulkhead terminal and open the door. Wind your way
dampening coil
down into the lower bulkhead, watching for Zaos crew, who have
turned more than a little bitey. Work your way to the ICBM,
Ironworks to repair
watching for the first mate nearby. Scavenge the ICBM to obtain
the submarines
the warhead.
reactor. Trek
roughly north and
prepare yourself for a battering, courtesy of the Forged, a group
WARHEAD
coil, then the warhead. That seems to have pleased the captain!
199
HELPFUL HINT
VAULT-TEC RECOMMENDS
Did You
Know?
WERE YOU AWARE THAT THE HOMING BEACON ALLOWS YOU TO REQUEST
THAT A FRIENDLY MISSILE BE FIRED FROM THE SUBMARINE TO AID
YOU IN COMBAT? USE THE TRANSPONDER AS YOU WOULD A GRENADE.
OUTDOOR TARGETS ONLY, TO AVOID DISAPPOINTMENT.
Quest
r
o
r
r
E
n
a
m
Hu
Locations to Explore
COVENANT (PAGE 290)
COVENANT COMPOUND
(SEWER) (PAGE 267-268)
BUNKER HILL (PAGE 423)
On your travels,
you might stumble
across the walled
community of
Covenant in the
northern part of the
Commonwealth.
Speak to the
guard outside, a gruff but amenable chap named Swanson, who
requests you take a SAFE test before entering. Agree.
Answer Swanson as you wish while you take the test. Youre
deemed worthy and may enter.
DEEZERS LEMONADE
Hey, everythings
great in here!
Return to
friendly! Well,
all villagers, in
Talia McGovern
and Penny
Fitzgerald provide
200
COMPOUND FRACTURE
(Medium) Persuade or flatter either Talia or
Penny to mention some kind of compound that
tried convincing
Jacob Orden to give
you the Stockton
caravan survivors
peacefully. Or
attempted other
means. He may
have sent word ahead so you can make your case to them.
Meet up with the compound guards, Manny and Blythe. Look
for a Compound Key on either of them. Use it to unlock the
subsequent door. Explore (with or without Honest Dan) until
you reach the laboratory of Dr. Roslyn Chambers.
(Various) Instead of violence, feel free to ask
Or steal the Covenant House Keys from the table near Penny,
DATA
QUESTS
Now enter the office building (to the rear, behind the tree) and
access the office terminal on the desk. You can:
(MASTER) HACK THE TERMINAL.
BOTTLECAPS (300-520)
REJECT HER OFFER, OPTIONALLY KILL HER, USE HER TERMINAL TO FREE AMELIA
Dan about it if you wish before setting off to find the compound.
FROM CELL BLOCK 1, AND THEN TRAVEL ALL THE WAY INTO CHARLESTON
BIGGER REWARD.
taking a bribe.
BOTTLECAPS (300)
Exit the compound, and head west across the lake (or around
201
Quest
e
g
d
i
r
F
a
n
i
Kid
Locations to Explore
JAMAICA PLAIN (PAGE 379)
2. TALK TO BILLY
4. TALK TO BULLET
VAULT-TEC RECOMMENDS
LOOTING QUINCY RUINS
POWER ARMOR (T-60)
GUNS AND BULLETS
MAGAZINE
The ruins of Quincy Township are brimming with both sought-after items and heavily
armed Gunners. Theres a sizable contingency throughout the rooftops and atop the
ruined freeway. Are the prizes (including a sizable ammo and chem haul) worth the
mayhem? You bet they are!
Shoot the door off its hinges and free Billy. Speak to Billy the
Ghoul child, answering how you wish.
Enter and speak with Carol and Matt Peabody. Investigate the
subsequent commotion. Locate Bullet (and his contingent of
three Gunners) and speak to him. You can:
AGREE TO SELL THEM, AND LEAVE THE FAMILY TO THEIR FATE. SPEAK TO BULLET
FOR A REWARD.
AGREE TO SELL THEM, RETURN, AND TALK TO THE PEABODY FAMILY, THEN
AGREE TO RESCUE BILLY AND KILL BULLET (PLUS HIS GUNNERS).
TELL BULLET THE GHOULS ARE UNDER YOUR PROTECTION, DEFEAT GUNNER AND
HIS COHORTS, AND SPEAK TO MATT PEABODY FOR A REWARD.
BOTTLECAPS (250)
202
Quest
f
o
e
g
a
y
o
V
t
s
La
n
o
i
t
u
t
i
t
s
n
o
the USS C
Locations to Explore
While exploring
the Charleston
Neighborhood, you
may be stopped
by Lookout, a
at the foot of an
You can:
USS Constitution,
in buildings
overlooking Boston
QUESTS
ancient seafaring
now embedded
DATA
FIND A METAL BOX (BELOW DECK) WITH THREE POWER CABLES IN IT, AND USE
THEM TO REPAIR THE CABLES.
POWER CABLES
PREP THE STREETS BELOW WITH TRAPS BEFORE BOARDING THE VESSEL.
obtain a guidance
FIRE THE CANNONS BY COMPLETING THE CIRCUIT BREAKER AND SOFTENING THE
TARGETS BELOW.
Scavengers and
USE THE AFT ROWBOAT TO QUICKLY DESCEND AND ASCEND, AND CHARGE AT
THE FOES. OR SIMPLY DROP DOWN IF YOU HAVE MORE ROBUST ARMOR ON.
203
Return to the ship and head on deck to the guidance radar and
begin fiddling with it. If you have the best Repair skill, you can
fix this. Otherwise, install the new Poseidon Radar Transmitter.
GUIDANCE CHIP FROM THE CABINET. IF YOURE SPOTTED, MANDY AND THE
While youre on shore leave, you should also visit Bunker Hill
and purchase a power relay coil from Deb, if you dont want to
repair it on the ship.
Return to the ship and head below deck. Access the power relay.
You can:
INSTALL THE POWER RELAY COIL YOU ACQUIRED.
(REPAIR, INTELLIGENCE 5+) REPAIR THE DAMAGED COIL WITHOUT NEEDING TO
FIND A NEW ONE.
Head to the deck and activate the Core Guidance System. Speak
to Mr. Navigator, who rewards you and gives you another job.
factory. After that, maybe he can tell you what the hell hes up
to. He gives you a key to enter his cabin to install the device.
GETTING GUIDANCE
Mr. Navigator
requires a radar
VAULT-TEC RECOMMENDS
LOOTING THE USS CONSTITUTION
transmitter. You
Now that you can enter the captains cabin inside the hull, purloin
reading material.
from a random
location, such as
the Poseidon Energy Turbine #18-F. Locate the steamer trunk
at the location and obtain the following:
204
BOTTLECAPS (1,500)
Leave the ship and ascend the ruins of the building the
Scavengers attacked from, south of the street. Flip the circuit
breaker and watch the voyage of the ship. Afterwards, if youve
watched where the ship ended up, you can visit the new location
and have another chat with Captain Ironsides, and receive a
special Charisma-improving Lieutenants Hat, and the use of
the Captains quarters.
DATA
QUESTS
any other crew members you wish. Then return to Mandy, who
promptly betrays you. Kill her and all other Scavengers, and
loot the salvage for yourself, as your disastrous decisions finally
catch up with you.
205
Quest
d
a
e
h
A
d
a
o
R
Long
2. KILL WINLOCK
3. KILL BARNES
4. SPEAK TO MACCREADY
Locations to Explore
FINANCIAL DISTRICT (NEIGHBORHOOD) (PAGE 476)
Goodneighbor, you
hired MacCready
despite a verbal
altercation with
Winlock and Barnes
in the VIP room of
the Third Rail.
VAULT-TEC RECOMMENDS
LOOTING MASS PIKE INTERCHANGE
GROGNAK THE BARBARIAN
Armor that you can take. Dont forget a Fusion Core and copy of Grognak the
to hunt down and kill the two Gunners that were threatening
him in Goodneighbor.
PREVENTATIVE MEASURES
MacCready
COMPANION: MACCREADY
confided in you
that his son is
HELPFUL HINT
extremely ill
Did You
Know?
MacCready finally
feels ready to hunt
down the Gunners.
Travel to the Mass
Pike Interchange
(west and slightly
north of Greater
206
Access the airlock terminal and open it, allowing you to reach
Locate the Med-Tek Lab Terminal to open the lab doors. Pick up
PREVENT
VAULT-TEC RECOMMENDS
LOOTING MED-TEK RESEARCH
MASSACHUSETTS SURGICAL JOURNAL
NUKA CHERRY
y
r
e
v
i
l
e
d
l
a
i
use: spec
o
H
t
o
b
a
C
f
o
Secret
Quest
The
Locations to Explore
2. TALK TO EDWARD
4. RECOVER PACKAGE
While in Diamond
DATA
QUESTS
Ghoul named
Edward Deegan.
He has some work
Youre supposed to
recover a missing
package. Edward
suggested that
the guard captain
at Parsons State
Insane Asylum may
know where to start
HELPFUL HINT
Did You
Know?
Meet Maria the guard captain at the main entrance door. Mention
Edward sent you and youre given the location of some Raiders at
the adjacent creamery. Head there and remove the Raider marked
MYSTERIOUS SERUM
207
VAULT-TEC RECOMMENDS
You receive a reward and a bonus if you hand over the serum.
BOTTLECAPS (100)
Your new benefactor wont mind you snooping around the place, will
he? Only if youre caught stealing or reading the revelations found
on an upstairs terminal. Did you find the Mini Nuke and journal yet?
r
e
v
o
L
a
s
e
k
a
T
e
n
e
g
o
m
E
:
e
s
u
o
H
t of Cabot
Quest
The Secre
1. TALK TO EDWARD
Locations to Explore
5. TALK TO JACK
JOIN THE PILLARS (HIS CULT), SHEDDING ALL OF YOUR CLOTHING AND EQUIPMENT
House, Jacks
AND GIVING IT TO HIM. PERHAPS NOT THE MOST TACTICALLY SAVVY OF PLANS.
aged mother
(ADVANCED) REFUSE TO JOIN HIS CULT. THEN SNEAK INTO HIS OFFICE AND OPEN
Wilhelmina makes
an appearance,
worried about
her daughter,
Emogene. Edward
to Whitechapel
Charlie at the
bar, asking about
Emogene. He
Behind the
directs you to
locked door is
EmogeneCabot.
confirm Emogenes
whereabouts; shes
agrees to return.
taken up with a
cult leader named
Brother Thomas.
208
e
s
u
o
H
t
o
b
a
C
f
o
t
e
r
c
e
S
e
h
T
Quest
LORENZO CABOT
Locations to Explore
PARSONS STATE INSANE ASYLUM (PAGE 276)
VAULT-TEC RECOMMENDS
LOOTING FROM PARSONS STATE INSANE ASYLUM
MASSACHUSETTS SURGICAL JOURNAL
BOBBLEHEAD: CHARISMA
very pleased you saw sense, thanks you with a Caps reward,
with it. After meeting him outside the main entrance, you
have something else for you. One week later, visit Jack, and
threats. After a loop upstairs and down, unchain the door and
Edward has shut down the elevator to the lower levels, but the
Raiders have still managed to infiltrate the basement. Jack
certainly isnt happy about that. Push out into the courtyard, up
the scaffolding, and into the main asylum.
BOTTLECAPS
(APPROX. 200)
DATA
QUESTS
UNIQUE WEAPON:
LORENZOS
ARTIFACT GUN
the southeast corner, and rampage through the cell block. Drop
release him from his quarters? Opening the door doesnt win
you any favors from Jack Cabot. Lorenzo doesnt need any help
to the basement.
escaping and lets you know hes off to Beacon Hill for a spot of
Follow Jack into a
strange laboratory
WITH THEIR PREDICAMENT. AFTER THE DUST HAS SETTLED, JACK SAYS HE HAS
instructions.
SOMETHING FOR YOU, BUT YOULL HAVE TO COME BACK FOR IT IN A WEEK.
Theres a Cabot
named Lorenzo
here, and Raiders
are trying to free
OR YOU CAN ENTER CABOT HOUSE WITH LORENZO AND HELP HIM WITH HIS
HOUSE CLEANING. AFTERWARD, HES THANKFUL FOR YOUR HELP AND GRANTS
MYSTERIOUS SERUM
209
Quest
d
u
o
r
h
S
r
e
v
The Sil
8. DEAL WITH AJ
Locations to Explore
FINANCIAL DISTRICT (NEIGHBORHOOD) (PAGE 476)
VAULT-TEC RECOMMENDS
LOOTING HUBRIS COMICS
Over in the
ASTOUNDINGLY
AWESOME TALES
Memory Den,
UNSTOPPABLES
for example, is
GROGNAKS AXE
a friendly Ghoul
called Kent
Youd expect some graphic novels at a comic store, and youre not disappointed;
there are two (and a load more burned beyond recognition). Wait, isnt that a
replica Grognaks Axe in the display cabinet? No way! Hold on, is that a Grognak
Costume near the roof ladder? Awesome! And a signed Silver Shroud Photo too?
the actual costume. The one in Hubris Comics that youre going
What a haul!
Return to Kent
and youre given
Head on over to
Hubris Comics (to
the west, close to
Boston Common),
and work your way
up the interior of
the building. The
place is overrun
a reward. Hes so
excited about the
costume, he has
a slight change
of plan: Kents
going to use his
radio station like a police scanner. Youre supposed to wear the
costume, patrol Goodneighbors streets, tune in, and fight crime.
What could go wrong?
BOTTLECAPS
(125)
210
SUBMACHINE
GUN AND AMMO
Ghouls. Enter the recruitment office. Find Shelly and kill her.
Then claim the bounty yourself. A tool case is located just
west of the entrance to Goodneighbor and northeast of the Old
Granary Burying Ground. Open it and claim the reward:
BOTTLECAPS (500)
VAULT-TEC RECOMMENDS
LOOTING THE NATIONAL GUARD TRAINING YARD
POWER ARMOR (LEVELED)
Three suits of Power Armor and two Fusion Cores top the list of items
you should grab before you leave. Of course, theres an automated
Sentry Bot standing between you and a complete ransacking, so plan your hunt
accordingly, and dont forget to check the cluster of cargo containers to the northwest.
DATA
SLAY HIM AND HIS BODYGUARDS. LEAVE A CALLING CARD ON HIS BODY.
CONTINUE TO LISTEN FOR FURTHER RADIO BULLETINS.
QUESTS
like youre
targeting another
to dress and act as the Silver Shroud when speaking with him.
psychopath
an assassin
named Kendra.
Whitechapel
scum is expensive.
Charlie at the
Third Rail (in Goodneighbor) can help you track her down.
Costume optional. Chinwag with Whitechapel Charlie about
your quarry:
offing any Raiders. Pin Kendra in her room and drop her. Oh,
south of Wattz
Consumer Electronics
in the Cambridge
Neighborhood. Beware of
his bodyguards (Raiders).
Chase after Northy and
slay him. Check his corpse and read the note you find.
211
VAULT-TEC RECOMMENDS
NUKA CHERRY
If youre hankering for some fizzy beverages, youve come to the right
ruined hospital. As well as the usual random ammo, health, and chems,
theres a couple of Quantums and three Nuka Cherries to slowly dissolve your teeth with.
underlings
youve been
offingSinjin
damage weaponry to
is heading to
Goodneighbor to
pay a special
visit to Kent. Alas, youre too late! Use the radio to find out
city. Bring your best combat gear and prepare for a protracted
battle with Raiders. Work your way through the floors and
elevators to a final elevator down.
HELPFUL HINT
Did You
Know?
LOOK OVER. NO TIME FOR MAPS? THEN MAKE SURE YOURE LOOKING
25, 35, and 45. Now conclude the quest by speaking to Hancock
Quest
BOTTLECAPS (750)
Locations to Explore
VAULT 81 (PAGE 318)
PART 1: VAULT 81
While traveling in the
western Commonwealth,
locate the Caravan Stop
HELPFUL HINT
Did You
Know?
212
BOTTLECAPS (100)
ACCEPT OR REFUSE.
If you break off the tour, the objective fails. During or after
the tour, you can optionally meet the following Vault Dwellers
(Location Quests):
CALVIN THE MAINTENANCE MAN. HE NEEDS TOOLS YOU SCAVENGE AND WILL
PAY YOU FOR ANY YOU BRING BACK.
ALEXIS AND HOLT COMBES WHO RUN THE DEPOT. SHE IS A TRADER.
HORATIO: YOU CAN CHANGE YOUR APPEARANCE AT HIS BARBERS SHOP.
MARIA, WHO RUNS THE CAFETERIA. SHE IS A TRADER.
KATY, THE TEACHER IN THE CLASSROOM. COMPLETE MISCELLANEOUS QUEST:
DATA
QUESTS
Once inside the inner laboratory area, youre greeted by the one
remaining scientist in this part of the vault. After you abate
all Molerat threats, Curie unlocks the door. When you explain
what youre here for, she gives it to you.
VAULT 81 CURE
MUTFRUIT FOR HER. ANSWER HOW YOU WISH. SHE NEEDS FERTILIZER YOU
SCAVENGE AND WILL PAY YOU FOR ANY YOU BRING BACK.
BOBBY AND TINA DELUCA ARE IN THE REACTOR AREA. BOBBY WILL BUY CHEMS
OFF YOU. TINA WANTS BOBBY OFF THE JET AND BUFFOUT.
VAULT-TEC RECOMMENDS
LOOTING VAULT 81
VAULT-TEC RECOMMENDS
LOOTING SECRET VAULT 81
BOBBLEHEAD: MEDICINE
Ride up the elevator with Curie, returning to Dr. Forsythe. You can:
inhabitants, there are a couple of items you should think about grabbing right now,
including Taboo Tattoos over at Horatios. A simple short story for the classroom of
OR CONCLUDE THIS QUEST AND HAND OVER THE CURE, BUT SUFFER A PERMANENT -10
TO YOUR HEALTH. AUSTIN IS HEALED, A GRATEFUL DR. FORSYTHE REWARDS YOU WITH
A UNIQUE WEAPON, AND OVERSEER MCNAMARA GIVES YOU A ROOM IN VAULT 81.
As you explore Vault 81, the dwellers start to request you go see
Dr. Forsythe in the clinic. Ready for a syringe without a load of
213
RANDOM ENCOUNTERS
The Commonwealth:
Not as Desolate as First Postulated
A CHANCE ENCOUNTER IN THE COMMONWEALTH.
ONE OF MANY.
STATIC ENCOUNTERS
These usually occur in a specific area, which could be anywhere in the Commonwealth.
ENCOUNTER
NOTES
Deceased Fellow
Raiders versus
Farmers
Wounded Dog
Why not patch this dog up and name her? Later on, she
might appear to help you.
Dead Meat
214
ENCOUNTER
NOTES
Super Mutant
Raiding Party
Roving Eyebot
Unfriendly
Deathclaws
The Return of
Manta Man!
Jack Is Back
Deathclaws Duel
Vault 81 Dead
Dweller
Traveling Vault
Merchant
Mutant Hound
versus Yao Guai
Bloated Animal
Corpse
Super Mutant
versus Stingwings
The Postman
Feral Ghoul
Ambush
Stingwing versus
Radscorpion
Resting Radstags
Pickmans Prey
Eyebot
Advertisement
You stumble into two men with the same face. Each
claims the other is a synth. Who do you believe?
Vertibird versus
Raiders
Vertibird Patrol
Drop
FLUID ENCOUNTERS
The entities you may encounter are moving, and the location cannot be pinpointed. Expect a higher chance of these occurring if you
stay on roads.
ENCOUNTER
NOTES
Smiling Larry
ENCOUNTER
NOTES
Swansons
Revenge
Mister Gutsy
Vault 81 Prisoner
Workshop Armor
Vendor
Heading to Trinity
Tower
Brotherhood of
If the Prydwen has arrived, these two factions encounter
Steel versus Raiders each other. Diplomatic relations are strained to nonexistent.
The Exile
Gruels Recipes
Did you kill a strange Raider with a chefs hat on? Then
check his corpse for some rare ingredients and recipes.
Escaped Synth
Radstags versus
Dogs
The Gossiping
Trader
Super Mutants
versus Raiders
Deathclaw Hunting
The Brahmin
Vendor
The Brahmin
Farmer
Ness Encounter
Radstag Herd
Preston Garvey
Revenge of the
Forged
Bobbis Recruiter
Once Side Quest: The Big Dig is over, you may meet
Mel again.
Super Mutants
Can the greenskins overpower the pride of
versus Mister Gutsy RobCo Industries?
Kat and Gus
Predators Lunch
Radscorpions
Lunch
Simons Side
Paranoid
Scavengers
Wattz Electronics
Protectron Barker
Gunner Patrol
Brotherhood of
Steel Patrol
DATA
QUESTS
215
GENERAL ENCOUNTERS
You can find these encounters almost anywhere in the Commonwealth.
ENCOUNTER
NOTES
ENCOUNTER
NOTES
Radioactive Barrels
A group of leaky barrels add to the alreadyinsurmountable radiation leakage in the Commonwealth.
The Hatch
Giddyup Buttercup
Feral Ghoul
Ambush
Glowing Anomaly
Radio and
Refuse Pile
Thirsty Guy
Vault-Tec Van
Poisoned Gal
Scavenger Guard
Vertibird Pick-up
Deathclaw Mother
The Minefield
Brahmin Corpse
and Mines
Atomcats
Scavenger
Commonwealth
Funeral
Tire Fire
Macs Bar
Safe Landing
CAMPSITE ENCOUNTERS
Expect these encounters at any campfires you might stumble upon. One example would be just east of Concord, in the small
parking lot.
ENCOUNTER
NOTES
216
Dead Scavengers
Merchant of Dreth
The Walking
Wounded
Time to Party
Chems Vendor
ENCOUNTER
NOTES
Mirelurk Bake
Exiled Scientists
Did you keep this guy alive during Main Quest: Unlikely
Skinny Malone, All
Valentine? Then you might see him at a campsite. Only
Alone
occurs at night (20:00 to 06:00).
Sick Scavenger.
Mystery Meat
Dirty Laundry
Deserted Feral
Camp
Drug Overdose
Occupied Feral
Camp
Daddy and
Daughter
Thats Not a
Sandwich
Deserted Camp
with Mines
Synth Attack
Aftermath
Synth Ambush I
Synth Ambush II
Runaway Synth
Camp
Super Mutant
Camp
ANIMOSITY ENCOUNTERS
CHOKEPOINT ENCOUNTERS
ENCOUNTER
NOTES
Mister Gutsys
Curfew
Raiders Accosting
Farmers
Minutemen
Defenses
Brotherhood of
Steel Defenses
Synth Defenses
Nervous Farmers
Super Mutant
Blockage
DATA
QUESTS
Unconstitutional
Bullets Ambush
ENCOUNTER
NOTES
Super Mutants
versus Ghouls
Super Mutants
versus Scavengers
Raiders versus
Scavengers
Come for the fighting. Stay for the loot one of the
Scavengers had collected.
Dogs versus
Farmers
Scavengers versus
Robots
Minutemen versus
[Other Faction]
Brotherhood of
Steel versus [Other
Faction]
Minutemen versus
[enemy]
Brotherhood
of Steel versus
[Enemy]
Institute Relay
Ambush
Vicious Dogs
versus Bloodbugs
Feral Ghouls
versus Raiders
Active Sniper
Gunners versus
Children of the
Atom
COMPANION ENCOUNTERS
Gunners versus
Behemoth or
Mirelurk Queen
ENCOUNTER
NOTES
Strong
Hunting for
Strong
MacCready
Gunners
Revenge
Nick
Valentine
Profuse
Thanks
Piper
One Tough
Critic
Preston
Garvey
Prestons
Friend
Cait
Drug Runner
Revenge
Hancock
Bar Room
Buddy
REWARD
Caps
Chems
Hadrians note
217
WORKSHOPS
Workshops are powerful construction tools that allow you to build, scrap, and rearrange items within a specified area. Whether you
create an idyllic utopia or a fortified stronghold, it all starts with a workshop.
Workshop Settlements
Once you control a workshop, you control the settlement that holds it. Build farming communities to feed settlers and produce
cooking ingredients. Build industrial complexes packed with salvage stations. Build stores to turn a humble settlement into
productive and profitable center of commerce. Or, if you prefer, dont build anything. The choice is yours.
Open the Workshop menu to reveal a settlements buildable area. This border
represents the workshops maximum reach. You can build and move items anywhere
within this area. Each settlement also has a size limit, meaning that it can only
accommodate so much construction.
UNLOCKING WORKSHOPS
If a settlement
is occupied by
an enemy gang
or dangerous
creatures, you
generally have
to eliminate all
threats before
you can access a workshop. When a workshop is located in an
established settlement, you usually have two options: earn the
right to use the workshop, or eliminate the current population
and claim the workshop as your own. There are, of course,
exceptions. Some workshops can only be used once youve
completed certain quests. In rare cases, unlocking a workshop is
as simple as walking up and activating it.
218
HELPFUL HINT
Did You
Know?
AVAILABLE WORKSHOPS
LOCATION
PREREQUISITE
NOTES
Abernathy Farm
Boston Airport
Bunker Hill
Castle, the
Features a large structure, a radio transmitter, and a variety of useful items Plays a key
role in several quests.
Coastal Cottage
An unestablished settlement.
County Crossing
A simple settlement.
Covenant
Croup Manor
Features multiple buildings, a large body of water, and numerous booby traps.
Finch Farm
A simple settlement.
Graygarden
Greentop Nursery
Hangmans Alley
Jamaica Plain
Kingsport Lighthouse
Murkwater
Construction Site
Nordhagen Beach
Oberland Station
Outpost Zimonja
A small settlement with some basic structures and an established power grid.
Sanctuary Hills
Slog, the
Somerville Place
Spectacle Island
Features multiple structures and an established power grid within a massive buildable
area. Activate the circuit breakers to reveal hidden enemies.
Starlight Drive-in
Features multiple structures and a radioactive hazard within a very large buildable area.
Offers several structures, a large buildable area, and a unique robot resident.
Taffington Boathouse
Tenpines Bluff
A simple settlement.
Warwick Homestead
Offers multiple structures and a variety of crops within a large buildable area.
NOTEWORTHY SETTLEMENTS
DATA
WORKSHOPS
VISITED SETTLEMENTS
COUNTY CROSSING
DOC WEATHERS
Covenant
Lucas Miller
Finch Farm
Doc Weathers
Greentop Nursery
Lucas Miller
Oberland Station
Trashcan Carla
Sanctuary Hills
Trashcan Carla
Slog, the
Doc Weathers
Somerville Place
Trashcan Carla
Tenpines Bluff
Lucas Miller
Warwick Homestead
Cricket
Every settlement offers something of value, but there are some particularly interesting locations. As you expand your influence in
the Commonwealth, consider the benefits and challenges offered by these noteworthy settlements.
Abernathy Farm
Abernathy Farm is one of your better options for large-scale food production. This
family-run settlement features an impressive collection of tato plants, a small
patch of melons, and plenty of room to expand. Most importantly, its located in the
comparatively safe area surrounding Sanctuary Hills. It gets its share of unwanted
visitors, of course, but Abernathy Farm is far away from the more powerful enemies
youll encounter on the other side of the Commonwealth.
Some fresh crops and a few new settlers can dramatically increase food production,
and the buildable area has more than enough room to accommodate additional
shelters, water pumps, and whatever amenities you deem appropriatejust remember to upgrade the settlements defenses as food
production increases. Flourishing farms are among the most popular targets of roving gangs.
219
Boston Airport
The Boston Airport workshop isnt a true
settlement. It cant accommodate crops,
salvage stations, stores, artillery pieces,
or recruitment beacons. However, it does
contain a fair amount of scrap.
Hangmans Alley
Hangmans Alley has the distinction
of being the only big-city workshop
Steel quest.
Bunker Hill
Covenant
established settlementwhether it
The Castle
Graygarden
room to expand.
220
Home Plate
Sanctuary Hills
Spectacle Island
dream home.
The Slog
The Slog is a humble but productive
farming settlement populated entirely
DATA
WORKSHOPS
friendly canines.
always be met.
221
SPECIAL ITEMS
NAME
BUILD WITH
PREREQUISITE
NOTES
Mama Murphys
Chair
Artillery Piece
Artillery Schematic
(collected in the Castle
armory during the Old
Guns quest)
Control Console
Molecular Beam
Emitter
Relay Dish
Stabilized
Reflector Platform
Electromagnetic
Actuator
STRUCTURES
Subcategories
STRUCTURES > WOOD
STRUCTURES > METAL
STRUCTURES > DOORS
STRUCTURES > FENCES
STRUCTURES > MISCELLANEOUS
Subcategories
STRUCTURES > WOOD > PREFABS
STRUCTURES > WOOD > FLOORS
STRUCTURES > WOOD > WALLS
STRUCTURES > WOOD > ROOFS
STRUCTURES > WOOD > STAIRS
STRUCTURES > WOOD > MISCELLANEOUS
This subcategory features convenient, readymade structures. These items vary in size,
shape, and complexity. Some prefabs are easily combined to build larger structures,
while others are a bit more difficult to modify. Every prefab features some sort of roof,
however, so they can serve as a basic shelter without any additional construction.
222
WOOD PREFABS
NAME
BUILD WITH
PREREQUISITES
NOTES
A simple structure.
A simple structure.
Hallway
A simple structure.
Hallway End
A simple structure.
Corner
A simple structure.
A simple structure.
Corner
A simple structure.
Small Shack
A completed shack.
Large Shack
A completed shack.
When youre
Another
building a
noteworthy item is
structure from
scratch, its
usually best to
floor. In addition
to simple floor
Youre free to use thinner tiles on upper floors, but doing so will
WOOD FLOORS
NAME
BUILD WITH
PREREQUISITES
NOTES
Shack Floor
A standard floor.
Shack Foundation
Shack Foundation
Shack Stairwell
A double-thick floor.
FloorSmall
FloorSmall
FloorSmall
FloorSmall
FloorSmall
DATA
WORKSHOPS
Wood walls come in a wide variety of shapes and sizes. Here youll find everything
from simple panels to elaborate wall/roof combinations. Most walls can snap neatly
to floors and other wall panels, but there are a few exceptions. End pieces dont snap
to any items, and theyre a bit taller than standard walls. Covered corner pieces only
snap to covered wall panels. Every wood wall has its uses, however, making this a very
important section of the Workshop menu.
WOOD WALLS
NAME
BUILD WITH
PREREQUISITES
NOTES
Shack WallDoorway
Shack WallCorner
Shack WallCorner
Shack WallCorner
Wall
Wall
Wall
Wall
Wall
223
NAME
BUILD WITH
PREREQUISITES
NOTES
Wall
Wall
Wall
WallCorner
WallCorner
WallCorner
WallCorner
WallCorner
WallCorner
WallEnd
WallEnd
WallSmall
A basic wall.
WallSmall
A basic wall.
WallSmall
A basic wall.
WallSmall
WallSmall
Every settler expects a roof over his or her head, and this area of the Workshop
menu has plenty of options. Roofs snap to each other and to the tops of most wall
panels. Wood roofs come in a variety of shapes, but they all serve the same purpose
in shelter construction.
WOOD ROOFS
NAME
BUILD WITH
PREREQUISITES
NOTES
Shack Roof
A flat roof.
Shack Roof
A sloped roof.
Shack Roof
A sloped roof.
Shack Roof
A flat roof.
Shack Roof
A sloped roof.
Shack Roof
A sloped roof.
Shack Roof
A sloped roof.
Shack Roof
A sloped roof.
Shack Roof
A sloped roof.
Stairs are obviously an important part of any multistory building, but they also make
it much easier to move in and out of structures built on raised foundations. Stairs can
be placed anywhere, but they snap to floors and sometimes to each other. Most stairs
can also sink into the ground.
WOOD STAIRS
NAME
BUILD WITH
PREREQUISITES
NOTES
Shack Stairs
Stairs
Stairs
Stairs
224
BUILD WITH
PREREQUISITES
NOTES
Bridge
A narrow bridge.
Railing
A short railing.
Railing
A long railing.
Railing
A short railing.
Railing
A short railing.
Railing
A short railing.
Like wood prefabs, metal prefabs are ready-made structures. Many of these items are
easily incorporated into larger structures, but some metal prefabs feature rounded
shapes that prohibit some walls and roofs from snapping into place.
METAL PREFABS
NAME
BUILD WITH
PREREQUISITES
NOTES
Corner
A simple structure.
Doorway
A simple structure.
A simple structure.
A simple structure.
Hallway
A simple structure.
Hallway End
A simple structure.
A simple structure.
A simple structure.
A completed shack.
A completed shack.
A completed shack.
DATA
WORKSHOPS
For the most part, a metal wall can be used anywhere a similarly shaped wood wall
can be placed. The rounded walls found in this area of the Workshop menu dont have
a wooden counterpart. Rather than snapping to floors, round metal walls snap to the
framework found in most prefabs and wall/roof combos.
METAL WALLS
NAME
BUILD WITH
PREREQUISITES
NOTES
Shack Wall
A basic wall.
Shack WallDoorway
Shack WallCorner
Shack WallCorner
Shack WallCorner
Wall
Wall
225
NAME
BUILD WITH
PREREQUISITES
NOTES
Wall
Wall
Wall
Wall
Wall
Wall
WallCorner
WallCorner
WallCorner
WallCorner
WallCorner
WallCorner
WallEnd
WallEnd
WallSmall
A basic wall.
WallSmall
A basic wall.
WallSmall
A basic wall.
WallSmall
WallSmall
All roofs snap to walls and to each other, so a metal roof can be used anywhere a wood
roof would fit.
METAL ROOFS
NAME
BUILD WITH
PREREQUISITES
NOTES
Shack Roof
A rounded roof.
Shack Roof
A flat roof.
Doors snap to any wall or prefab that features a doorway. There are several doors to
choose from, but the differences are purely cosmetic.
DOORS
226
NAME
BUILD WITH
PREREQUISITES
NOTES
Door
A basic door.
Door
A basic door.
Door
A basic door.
Door
A basic door.
Door
A basic door.
Door
A basic door.
Door
A basic door.
Door
A basic door.
Door
A basic door.
Junk fences are large and relatively costly, but theyre great for fortifying vulnerable
settlements. Fences dont contribute to a settlements Defense rating, but wellpositioned junk fences can funnel invaders into heavily defended areas. Forcing
attackers toward a settlements turrets and guard posts is one of the best ways to
guarantee a raid ends quickly.
JUNK FENCES
NAME
BUILD WITH
PREREQUISITES
NOTES
Gate
A large gate.
Junk Fence
Junk Fence
A makeshift fence.
Junk Fence
A makeshift fence.
Junk Fence
A makeshift fence.
Junk Fence
A makeshift fence.
Junk Fence
A makeshift fence.
Junk Fence
A makeshift fence.
Junk Fence
Junk Fence
Features a doorway.
Junk Fence
Features a doorway.
DATA
WORKSHOPS
Picket fences not only offer a classic aesthetic, but they also snap together for easy
installation. Just place a post between each fence panel to maintain a perfect line.
Picket fences must be unlocked before they can be built. This subcategory only appears
in the Workshop menu after youve collected the Picket Fences magazine located in the
Beantown Brewery.
PICKET FENCES
NAME
BUILD WITH
PREREQUISITES
NOTES
Gate
Wood (3)
A small gate.
Wood (2)
Picket Fence
Wood (3)
A short fence.
Picket Fence
Wood (3)
A short fence.
Picket Fence
Wood (3)
A short fence.
Picket Fence
Wood (3)
A short fence.
Picket FenceLong
Wood (6)
A long fence.
Picket FenceLong
Wood (6)
A long fence.
Picket Fence
Wood (3)
A long fence.
Picket Fence
Wood (3)
A short fence.
Picket Fence
Wood (3)
A short fence.
Picket Fence
Wood (3)
A short fence.
227
These rustic fences are often found in farming settlements. Wire fence pieces snap
together whenever the edge of a mesh panel is moved toward a post.
WIRE FENCES
NAME
BUILD WITH
PREREQUISITES
NOTES
Wire Fence
Wood (2)
Wire Fence
A basic fence.
Wire Fence
A long fence.
Wire Fence
A corner piece.
Wire Fence
A wide gate.
Wire Fence
A long fence.
Wire Fence
A basic fence.
Wire Fence
Wood (2)
Wire Fence
Steel (2)
This subcategory only contains two items, both of which are tall poles wrapped in
razor wire. These items are purely cosmetic, but they certainly make a statement.
MISCELLANEOUS STRUCTURES
NAME
BUILD WITH
PREREQUISITES
NOTES
Spiked Pole
Spiked Pole
Steel (6)
FURNITURE
This category contains a variety of beds, chairs, shelves, and more. Although furniture
plays an important role in a settlements overall aesthetic, each type of furniture offers
at least one useful feature.
Subcategories
FURNITURE > BEDS
BEDS
228
NAME
BUILD WITH
PREREQUISITES
NOTES
Bed
Bed
Bed
Bed
Mattress
Cloth (6)
Sleeping Bag
Cloth (3)
This subcategory contains a wide variety of benches, chairs, couches, and stools. These
items are largely decorative, but idle settlers often seek out places to sit. You can also
use these items to wait for hours at a time. Chairs dont offer the Well Rested perk
granted by beds, but after you sit down, youre free to relax as time flies by.
CHAIRS
NAME
BUILD WITH
PREREQUISITES
NOTES
Airplane Seat
Airplane Seat
Airplane Seat
Bench
A simple bench.
Bench
A simple bench.
Chair
A simple chair.
Chair
A small seat.
Chair
A basic chair.
Chair
A basic chair.
Chair
A small seat.
Chair
Chair
A basic chair.
Chair
A basic chair.
Chair
A basic chair.
Chair
A basic chair.
Chair
A basic chair.
Chair
A basic chair.
Chair
A basic chair.
Chair
A basic chair.
Chair
A basic chair.
Chair
A basic chair.
Chair
A basic chair.
Chair
Chair
Steel (4)
A basic chair.
Couch
A basic couch.
Couch
A basic couch.
Couch
A basic couch.
Couch
A basic couch.
Couch
A basic couch.
Patio Chair
A basic chair.
Stool
Steel (3)
A simple stool.
Stool
Steel (3)
A simple stool.
Stool
A simple stool.
Stool
A simple stool.
Stool
Steel (4)
A simple stool.
Stool
Steel (3)
A simple stool.
Stool
Steel (5)
Stool
A simple stool.
DATA
WORKSHOPS
Containers come in all shapes and sizes, but from the massive bureau to the compact
toolbox, all containers can store as many items as you choose. Simply approach a
container and begin transferring items to or from your inventory.
CONTAINERS
NAME
BUILD WITH
PREREQUISITES
NOTES
Bureau
Wood (4)
A tall bureau.
Cabinet
Steel (8)
A narrow cabinet.
Cabinet
Steel (8)
A wide cabinet.
229
NAME
BUILD WITH
PREREQUISITES
NOTES
Cabinet
Steel (8)
A tall cabinet.
Cabinet
Steel (8)
A wall-mounted cabinet.
Cabinet
Steel (8)
A long cabinet.
Cooler
A small cooler.
Desk
Steel (6)
A simple desk.
Desk
A simple desk.
Dresser
A narrow dresser.
Dresser
A wide dresser.
File Cabinet
Steel (4)
File Cabinet
Steel (4)
File Cabinet
Steel (4)
Filing Cabinet
Footlocker
A small box.
Metal Box
Steel (4)
A large box.
Safe
Steamer Trunk
Steel (4)
A large trunk.
Suitcase
A simple suitcase.
Tool Chest
Steel (4)
Toolbox
Steel (2)
A small toolbox.
Wooden Crate
Wood (3)
A large box.
SHELVES
NAME
BUILD WITH
PREREQUISITES
NOTES
Bookcase
A tall bookcase.
Bookcase
A short bookcase.
Magazine Rack
Magazine Rack
Shelf
Steel (4)
Shelf
Shelf
Wall Shelf
Steel (2)
A wall-mounted shelf.
Wall Shelf
Steel (2)
A wall-mounted shelf.
Wall Shelf
Wood (2)
A wall-mounted shelf.
Wall Shelf
Wood (2)
A wall-mounted shelf.
Like shelves, tables can hold and display items from your inventory. This subcategory
contains everything from coffee tables to pool tables, so youre sure to find something
to match any dcor.
TABLES
230
NAME
BUILD WITH
PREREQUISITES
NOTES
Coffee Table
Coffee Table
Wood (4)
End Table
End Table
Kitchen Table
A short table.
Kitchen Table
A medium table.
NAME
BUILD WITH
PREREQUISITES
NOTES
Kitchen Table
A long table.
Patio Table
Steel (10)
Picnic Table
Pool Table
Table
A small table.
Table
Wood (4)
A small table.
Table
A short table.
Table
A large table.
Table
Steel (5)
A small table.
Table
A large table.
Table
A small table.
Table
A small table.
Table
A large table.
Table
A small table.
Table
A small table.
Table
A large table.
Table
A small table.
Table
A large table.
Table
A medium table.
Table
Steel (5)
A small table.
Table
Steel (2)
A small table.
Table
Wood (4)
A high table.
Wet Bar
Wet Bar
WORKSHOPS
televisions, bathroom fixtures, and more. Dedicated explorers would do well to build
the Bobblehead standthis stylish piece of furniture is a great way to proudly display
your Bobblehead collection.
MISCELLANEOUS FURNITURE
NAME
BUILD WITH
PREREQUISITES
NOTES
Bathtub
A damaged bathtub.
Bobblehead Stand
Counter
A large counter.
Ottoman
A small ottoman.
Television
Requires power.
Television
Requires power.
Television
Requires power.
Toilet
A damaged toilet.
231
DECORATIONS
This category features an impressive assortment of decorative items. When you
just want to add a bit of flair to a settlement, make sure you visit this section of the
Workshop menu.
Subcategories
DECORATIONS > FLOOR COVERINGS
This section of the Workshop menu contains a variety of rugs and floor mats.
FLOOR COVERINGS
NAME
BUILD WITH
PREREQUISITES
NOTES
Floor Mats
A small mat.
Floor Mats
A small mat.
Floor Mats
A small mat.
Floor Mats
A small mat.
Floor Mats
A small mat.
Floor Mats
A small mat.
Rug
Cloth (6)
A large rug.
Rug
Cloth (3)
A small rug.
Rug
Cloth (4)
A small rug.
Rug
Cloth (6)
A large rug.
Rug
Cloth (6)
A large rug.
Initially, the Workshop menu only offers the U.S. flag, but more flags become
available as you gain new allies. Youre only able to build a factions flag while youre a
recognized memberif youre kicked out of a faction, the related flag is removed from
the Workshop menu.
FLAGS
232
NAME
BUILD WITH
PREREQUISITES
NOTES
Cloth (5)
A wall-mounted flag.
Institute Flag
Cloth (5)
Railroad Flag
Cloth (5)
A wall-mounted flag.
Minutemen Flag
Cloth (5)
A wall-mounted flag.
U.S. Flag
Cloth (5)
A wall-mounted flag.
MOUNTED CREATURES
NAME
BUILD WITH
PREREQUISITES
NOTES
A wall-mounted trophy.
A wall-mounted trophy.
A wall-mounted trophy.
A wall-mounted trophy.
This section of the Workshop menu offers paintings of various styles and sizes.
PAINTINGS
NAME
BUILD WITH
PREREQUISITES
NOTES
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
Painting
Wood (5)
A wall-mounted painting.
DATA
WORKSHOPS
In this section of the Workshop menu, youll find signs in a variety of shapes, styles,
and sizes.
SIGNS
NAME
BUILD WITH
PREREQUISITES
NOTES
Signs
Steel (4)
A wall-mounted sign.
Signs
Steel (4)
A wall-mounted sign.
Signs
Steel (4)
A wall-mounted sign.
Signs
Steel (4)
A wall-mounted sign.
233
NAME
BUILD WITH
PREREQUISITES
NOTES
Signs
Steel (4)
A wall-mounted sign.
Signs
Steel (4)
A wall-mounted sign.
Signs
Steel (4)
A wall-mounted sign.
Signs
Steel (4)
A wall-mounted sign.
Signs
Steel (4)
A wall-mounted sign.
Signs
Steel (4)
A wall-mounted sign.
Signs
Steel (4)
A wall-mounted sign.
This section of the Workshop menu features two miscellaneous wall decorations:
a mountable basketball hoop and a stylish Eat-O-Tronic unit.
BUILD WITH
PREREQUISITES
NOTES
Basketball Hoop
Steel (4)
Eat-O-Tronic
This subcategory only appears in the Workshop menu after you collect the Picket
Fences magazine located in the Saugus Ironworks. Once you unlock these items, you
can use workshops to build some rather impressive statues.
STATUES
NAME
BUILD WITH
PREREQUISITES
NOTES
Statue
Copper (10)
A small statue.
Statue
Copper (10)
A large statue.
Statue
Copper (20)
Statue
Copper (20)
Fountain
Copper (20)
MISCELLANEOUS DECORATIONS
234
NAME
BUILD WITH
PREREQUISITES
NOTES
Ashtray
Steel (4)
A standing ashtray.
Basketball Hoop
Steel (6)
Cigarette Machine
Crib
A babys crib.
Doghouse
A simple doghouse.
Grill
A small grill.
Ice Cooler
Lawn Flamingos
A lawn Flamingo.
Lawn Flamingos
A lawn Flamingo.
Nuka-Cola Machine
Potted Plant
Potted Plant
NAME
BUILD WITH
PREREQUISITES
NOTES
Potted Plant
Potted Plant
Potted Plant
Potted Plant
Potted Plant
Potted Plant
Radio
Radio
Radio
Sign
Trash Bin
Trash Can
Steel (4)
Jukebox
Requires 2 Power.
Shauns Crib
POWER
This category contains all of the items youll need to generate and deliver power, but
it also offers some very useful high-tech devices. With this selection of generators,
switches, lights, and special electronics, you can build a power grid that rivals anything
found in the Commonwealth.
Subcategories
POWER > GENERATORS
DATA
WORKSHOPS
Generators produce the power needed to run lights, turrets, and all of a settlements
electronic devices. Each generator features its own size, output, and building materials,
and the most powerful generator requires an investment in the Science! perk.
GENERATORS
NAME
BUILD WITH
PREREQUISITES
NOTES
GeneratorSmall
Gear (2), Steel (4), Rubber (2), Copper (2), Ceramic (1)
Produces 3 Power
GeneratorMedium
Screw (3), Gear (3), Steel (7), Rubber (3), Copper (3),
Ceramic (1)
Produces 5 Power
GeneratorLarge
Produces 10 Power
GeneratorWindmill
Produces 3 Power
235
BUILD WITH
Power Pylon
PREREQUISITES
NOTES
A short pylon
Power PylonLarge
Power Conduit
Mounts to floors
Power Conduit
Mounts to walls
Power Conduit
Mounts to ceilings
Switch
Pressure Plate
Laser Tripwire
Laser Tripwire
Delayed On Switch
Interval Switch
Power Counter
Initially, the Workshop menu contains a good variety of lighting options, but you
can unlock many more by collecting the Picket Fences magazine located in Hardware
Town. Nearly all lights are powered by radiant energythe one exception is the
construction light. This freestanding light must be wired directly to a power grid in
order to function.
LIGHTS
NAME
BUILD WITH
PREREQUISITES
NOTES
Lightbulb
Construction Light
Ceiling Fan
Lamp
236
Mirror Ball
Strobe Light
Rank 1: Science!
BUILD WITH
PREREQUISITES
NOTES
Terminal
Rank 1: Hacker
Lightbox
Powered Speaker
DEFENSE
Use the items in this category to boost your settlements Defense rating. A high
Defense rating makes your settlement a much less appealing target for would-be
attackers. This, in turn, results in a more self-sufficient settlement with a happier,
more productive population.
DATA
Subcategories
DEFENSE > GUARD POSTS
WORKSHOPS
Guard posts are made from common materialsin most cases, a newly acquired
settlement contains more than enough scrap to build at least a few of these defensive
items. You must assign a worker to a guard post before it contributes to a settlements
Defense rating, but because each guard can generate a maximum of 6 Defense, a single
guard can man up to three posts.
GUARD POSTS
NAME
BUILD WITH
PREREQUISITES
NOTES
Guard Post
Guard Tower
TURRETS
NAME
BUILD WITH
Machine-Gun Turret
PREREQUISITES
Provides 5 Defense.
Provides 8 Defense.
NOTES
237
NAME
BUILD WITH
PREREQUISITES
NOTES
Laser Turret
Rank 1: Science!
Shotgun Turret
Spotlight
Missile Turret
Like turrets, traps function without the help of assigned workers. Unlike turrets, traps
must be repaired after each use. A trap triggers the moment it receives power, and
it will continue to attack until it breaks. Use switches like pressure plates and laser
tripwires to better control when and how trap can be activated. To count toward a
settlements Defense rating, a trap must be undamaged and wired to a power grid.
TRAPS
NAME
BUILD WITH
PREREQUISITES
NOTES
Tesla Arc
Radiation Emitter
Flamethrower Trap
RESOURCES
Most of the items in this category are geared toward water collection and food
production, but youll also find an assortment of items that can make a settlement
more productive and easier to manage.
Subcategories
RESOURCES > WATER
WATER ITEMS
238
NAME
BUILD WITH
PREREQUISITES
NOTES
Water Pump
Water Purifier
Water PurifierIndustrial
Rank 1: Science!
FOOD ITEMS
NAME
BUILD WITH
PREREQUISITES
NOTES
Carrot
Carrot (1)
Corn
Corn (1)
Corn
Corn (1)
Gourd
Gourd (1)
Melon
Melon (1)
Mutfruit Plant
Mutfruit (1)
Razorgrain
Razorgrain (1)
Razorgrain
Razorgrain (1)
Tato Plant
Tato (1)
Tato Plant
Tato (1)
DATA
WORKSHOPS
This section of the Workshop menu contains some very useful items. Scavenging
stations increase the amount of scrap salvaged by the workers assigned to them. Feed
troughs keep Brahmin from wandering around your settlements. Bells and sirens
make it easier to manage your settlers, and the Fast-Travel target adjusts your arrival
point at a given settlement.
BUILD WITH
PREREQUISITES
NOTES
Scavenging Station
Bell
Siren
Fast-Travel Target
STORES
In addition to buying and selling goods, stores you build within a settlement generate
income based on the current population. Many stores even increase a settlements total
Happiness rating. You must assign a worker to a store before it can be usedonce
you do, a worker stays at his or her store during its hours of operation. You must have
both ranks of the Local Leader perk before you can build a store, and many stores have
additional perk requirements.
Subcategories
STORES > TRADER
239
Trading stores specialize in junk items. Larger stores offer a better selection of
rarer goods and keep more money on hand. These stores also increase a settlements
Happiness rating.
TRADING STORES
NAME
BUILD WITH
PREREQUISITES
NOTES
Trading Stand
Trading Shop
Trading Emporium
Armor stores specialize in protective apparel. Larger stores offer a better selection of
rarer goods and keep more money on hand.
ARMOR STORES
NAME
BUILD WITH
PREREQUISITES
NOTES
Armor Stand
Armor Shop
Armor Emporium
Weapon stores specialize in weapons and ammunition. Larger stores offer a better
selection of rarer goods and keep more money on hand.
WEAPON STORES
NAME
BUILD WITH
PREREQUISITES
NOTES
Weapons Stand
Weapons Shop
Weapons Emporium
Food and drink stores specialize in comestible aid items. Larger stores offer a better
selection of rarer goods and keep more money on hand. These stores also increase a
settlements Happiness rating.
240
BUILD WITH
PREREQUISITES
NOTES
Drink Stand
Bar
Restaurant
Clinics restore health and offer cures for chem addiction and radiation sickness. They
also sell medicinal aid items. Larger stores offer a better selection of rarer goods and
keep more money on hand. Clinics also increase a settlements Happiness rating.
CLINICS
NAME
BUILD WITH
PREREQUISITES
NOTES
Clinic
Surgery Center
Clothing stores specialize in cosmetic apparel. Larger stores offer a better selection of
rarer goods and keep more money on hand. These stores also increase a settlements
DATA
WORKSHOPS
Happiness rating.
CLOTHING STORES
NAME
BUILD WITH
PREREQUISITES
NOTES
Clothing Stand
Clothing Shop
Clothing Emporium
VAULT-TEC RECOMMENDS
LEVEL 4 WORKSHOP MERCHANTS
Even the best stores can benefit from expert traders. Recruit these special merchants to join a settlement, assign them to the appropriate stores, and youll have access
to some rare and unique items. Some of these individuals are harder to convince than others, and some demand a minimum population before theyll offer their services.
Luckily, any settlements connected (by supply lines) to the target location count toward minimum population requirements.
CATEGORY
REQUIRED STORE
MERCHANT
MIN. POPULATION
Armor
Armor Emporium
The Scribe
10
NOTES
Met during Random Encounter: Workshop Armor Vendor.
Clinic
Surgery Center
Doc Anderson
20
Clothing
Clothing Emporium
Ann Hargraves
Restaurant
Ron Staples
20
General
Trading Emporium
Vault-Tec Rep
Found in Goodneighbor.
General
Trading Emporium
Rylee
General
Trading Emporium
Holt Combes
Weapons
Weapons Emporium
Smiling Larry
30
241
CRAFTING
If you invest in both ranks of the Local Leader perk, you can build workstations in any
of your settlements.
WORKSTATIONS
NAME
BUILD WITH
PREREQUISITES
NOTES
Armor Workbench
Chemistry Station
Chemistry Station
Cooking Station
Cooking Station
Cooking Stove
Weapons Workbench
Weapons Workbench
Managing Settlements
Youre free to run a settlement in whatever manner you see fit. You can address problems as they arise or ignore them completely
your settlers will survive with or without your help. For a settlement to thrive, however, youll need to play a more active role.
Developing a settlement takes effort; juggling the needs of multiple settlements takes careful planning and a watchful eye.
RECOMMENDED PERKS
Effective management takes time, effort, and ample resources, but rebuilding the Commonwealth also takes considerable knowhow. If youre looking to make the most of your settlements, youd do well to invest in these perks:
LOCAL LEADER: AT RANK 1, THIS CHARISMA-BASED PERK
Of course, these perks are just the beginning. Medic is needed to build any clinic, and most of the largest stores require Rank 2
of the Cap Collector perk. Perks like Scrapper, Fortune Finder, and Strong Back make it easier to maintain a supply of building
materials. Balance your needs against those of the settlers to determine which perks are right for you.
BASIC CONSTRUCTION
Workshops make building fun and easyjust open the Workshop menu and select the desired item. As long as you have the
required materials, construction is done in a flash. But where should you build an item? When should you build it? Is it the best use
of your materials? How will it affect your settlers?
Of course, the answers to these questions are determined by your specific goals. Whether you favor form or function, there are a few
steps you can take to minimize wasted time, effort, and resources.
242
Start Small
Efficiency is important when youre
juggling multiple settlementsbuilding
a massive bunkhouse for a few settlers
probably isnt the best use of materials.
But even if you can spare the materials
for massive projects, its usually best
to improve a settlement a bit at a time.
Each settlement can only accommodate
so many items. Reaching a settlements size limit halfway through construction can
DATA
WORKSHOPS
Waste Not, Want Not
243
Some of the people you encounter during your travels can also
HELPFUL HINT
Did You
Know?
CHARISMA COUNTS
SETTLEMENTS RESIDENTS.
HELPFUL HINT
Did You
Know?
People
A settlements population determines the amount of food
HELPFUL HINT
Did You
Know?
UNAUTHORIZED ACQUISITIONS
SETTLERS SOMETIMES COLLECT WEAPONS THAT ARE LEFT OUT IN THE
OPEN. IN SOME CASES, A SETTLER WILL EVEN COMMANDEER AN UNUSED
SUIT OF POWER ARMOR. ITS EASY ENOUGH TO RECLAIM THESE ITEMS
ONCE YOU IDENTIFY THE CULPRIT, BUT YOU CAN ALSO TAKE MEASURES
TO KEEP YOUR PRIZED POSSESSIONS SAFESIMPLY STORE VALUABLE
WEAPONS IN CONTAINERS AND REMOVE FUSION CORES FROM IDLE
POWER ARMOR.
244
If youve invested
in the Local
Leader perk,
you can also
HELPFUL HINT
assign a settler
to a supply line.
Two settlements
connected by
a supply line can share food, water, and any of the building
materials stored in their respective workshops. Settlers you
Did You
Know?
Brahmin often
appear in
settlements with
high Food ratings.
These bovine
beasts are docile
enough, but they
can get in the way
from time to time. Build feed troughs to prevent Brahmin from
aimlessly wandering around your settlements.
Crops are vulnerable to attack, and theyre often damaged
during enemy raids. Use the Workshop menu to repair damaged
crops to resume food production.
Water
Not all of the people in your settlements can be relocated or
DATA
WORKSHOPS
Food
A settlements
Food rating
reflects how much
food a settlement
produces. In most
cases, its best to
maintain a Food
rating thats at
least as high as a settlements current population. Establishing
supply lines splits the burden between multiple settlements.
Settlers will be satisfied with a very low Food rating as long as
the connected settlements produce enough food to make up the
Assigned crops also produce food that you can harvest yourself.
245
Power
while youre out in the field. If you can spare the space and
perks and rare materials are required to build most turrets, but
wire can transmit power. This means that you can link powered
key generators safely out of sight and use the Workshop menu
to make repairs as needed.
Defense
A settlements Defense rating represents the combined strength
of its defensive items. A settlements Defense rating should be
at least as high as its current population. Anything less not only
makes settlers less productive, but it also increases the odds of
a settlement being attacked.
HELPFUL HINT
Did You
Know?
Requiring only wood and steel, guard posts are relatively easy
to build. Theyre easily incorporated into fences and structures,
and they provide decent cover from enemy fire. A single guard
assigned to three posts produces 6 Defense. Even when you
have the materials for more powerful defensive items, its
usually worth building a few guard posts.
Guard posts and artillery pieces dont take damage, but turrets
are vulnerable to attack and traps break after each use. Watch
for any drops in a settlements Defense rating and use the
Workshop menu to make any necessary repairs.
246
Beds
A settlements Beds rating simply indicates how many beds are
located in the area. Youre expected to have one bed for each
resident. A shortage of beds lowers a settlements productivity.
The best way to keep your settlers happy is to meet their basic
needs. Provide enough food, water, and beds for all of your
residents, and make sure a settlements Defense rating meets or
exceeds expectations.
Actively helping a settlement also improves its Happiness
rating. Monitor Radio Freedom and check your Pip-Boy for
updates and alerts about the settlements you control.
Help fend off invading enemies and complete any quests
your settlers offer.
DATA
WORKSHOPS
Happiness
A settlements Happiness rating indicates the residents
stores, and stores that sell food and drink all improve your
247
MAP
Location
Types
Map Legends
Before continuing, familiarize yourself with what the different map icons mean.
shown at the
ZONES
This legend is
01
PRIMARY
LOCATION
01
PRIMARY
LOCATION
BOUNDARY
POINT OF INTEREST
SECONDARY
LOCATION
WORKSHOP
UNDERGROUND LINK
beginning of
each zone (or
neighborhood)
and refers to the
overview map.
This is the perimeter of the zone. Outside of Boston, this usually follows an easy-to-see
PRIMARY LOCATIONS
01
(Wasteland) zones.
Zones: Neighborhoods
If you venture into the Greater
Boston area, youll enter one of the
neighborhoods. These neighborhoods
follow the old prewar boundaries and
are built-up areas. When using an
These are usually sizable locations that, once discovered, appear and remain
on your Pip-Boys world map. You are fortunate that Vault-Tecs ground-
penetrating radar and the latest in topographical advancements have allowed purveyors
of this guide to see every single primary location prior to discovery. Primary locations may
require an interior investigation; if they do, an interior map is provided where necessary.
Each location has a Vault-Tecapproved number code. For example, Vault 111 has the
number [1.01], indicating it is in Zone 1 and is Primary Location 01 within the zone.
boundary will be shown on the zone map so you can see how big the location
is in a general sense before visiting it. If primary locations merge together, such as
Townships
Outside Greater Boston are older
settlements with prewar names such as
Quincy and Salem. These are clusters
of primary locations in close proximity
to each other, and they often share the
same boundary.
SECONDARY LOCATIONS
01
TIP
RIGHT PLACES #1
Points of Interest
248
Underground Link
WORKSHOPS
Certain primary locations have the additional benefit of having a workshop on the premises, which are used to build defenses
and power and to attract settlers as part of the Minutemen factions plan for the future. Find and connect all the locations
with this icon and create a Commonwealth community of farmers and traders, all looking out for one another.
20
Collectibles:
BOTTLECAPS
OPTIMAL ROUTE
SAFE
ARMAMENTS AND AMMO
DOOR
AREA OF INTEREST
N Novice (Locked)
A Advanced (Locked)
E Expert (Locked)
M Master (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
This legend is shown whenever a location is large enough to require an interior map. Most of the icons are self-explanatory, as they show
doors, safes, terminals, ammo, and a variety of collectibles. The letter by some doors, terminals, or safes indicates how it is accessed.
Optimal Route
This is a series of waypoints that charts one method of completing a thorough investigation of the premises. It doesnt usually
involve stealth but does result in the location receiving a Cleared rating on your Pip-Boy afterward. If you get lost, use this to find
your way out. Heres how it works:
THE USUAL START LOCATION IS FLAGGED,
MAP
Area Statistics
INTRODUCTION
Every location in the Commonwealth has a list of pertinent information to better inform you of what to expect when you visit it. The
following list explains what all of this is. Remember that most items (such as mods, types of ammunition, and health) are randomly
obtained and thus cannot be tracked. For information on the best way to scavenge these, consult the appropriate chapters (INV,
MOD, WORKSHOP) in this guide.
HELPFUL HINT
249
Collectible: HolotapeGame
DANGERS
A vast majority of
Collectible: NukaCola
Quantum
Can Chimes!
BOTTLECAPS (+++)
AND SAFES
This location has a good
number of Bottlecaps
HELPFUL HINT
Did You
Know?
Escaping Gas!
The area has a thick wavy malaise about
the air; explosive projectiles can cause this
to explode in a highly damaging blast.
Explosive Barrels!
The area has one or more red barrels or
thin canisters that are designed to explode
when shot at. Try not to be standing close
by during a detonation.
Flamethrowers!
At this location, you encounter a
Collectible: NukaCherry
Grenades!
the lock.
COLLECTIBLES
Required Reading:
Collectible: Bobblehead
SkillMagazine
Long Drop!
Scattered throughout
A limited-edition, one-of-
Bobblehead is at this
Collectible: Holotape
CRAFTING
chemistry stations,
Armor workbenches,
cooking stations, Power
or listen to stories
Madness!
250
COMPANIONS
Makeshift Bombs!
These are attached to doors or around
corners and are sometimes triggered by
tension traps; disarm them so they dont go
off in your face.
Mines!
FACTION
SERVICES: TRADERS
at the location.
Oil!
A rainbow hue of leaking fluid, usually
from age-old machinery in various stages
of disrepair, can go up in flames if you
CHARACTERS
Radiation (Mild)!
This location is mildly radioactive, usually
in areas of water or with a few scattered
THREAT LEVEL
25+
30+
35+
40+
45+
SERVICES: WORKSHOPS
Radiation (Severe)!
is a settlement with a
to build a defensive,
Tension Trigger!
A spring has been set against a door or
other object, andwhen released, a grenade
or makeshift bomb (or other wounding
device) is set to go off. Disarm these with
haste.
Tesla Arcs!
Tripwires!
QUEST START
SERVICES: RADIO
A radio signal can be heard at this location.
MAP
INTRODUCTION
QUEST VISIT
Turrets!
entertaining equipment.
TIP
LOOKING FOR LOCATIONS IN ALL THE RIGHT PLACES #2
This atlas is functional, providing you can understand where in the Commonwealth wasteland you are standing and can learn the arbitrary zone borders (main roads,
water, and the elevated freeway). But what if you want to quickly look up a location and dont know where it is? Then cross-reference the Commonwealth Collection
appendix (page 528), which lists every primary location in alphabetical order, along with the zone number so you can quickly look it up. Simple!
251
01
ZONE 1
02
03
04
01
01
12
06
14
10
18
12
20 21
19
14
22
13
38
25
SECONDARY
LOCATION
ZONE 3
07
03
02
01
09
11
09
03
12
05
14
13
19
24
17
01
02
02
ZONE 5
03
01
04
06
06
02
07
19
22
26
24
13
17
29
25
24
19
27
22
29
33
35
24
31
20
23
32
30
25
26
34
28
36
37
38
THREAT LEVEL
30
29
31
25+
30+
35+
252
18
ZONE 6
22
28
32
20+
23
20
21
19
30
25
6-14 15-25
18
23
21
28
23
1-5
17
15
26
22
31
16 16
27
14
29
11
18
27
16
21
26
28
10 10
09
14 15
22
25
18 20
15
04 05
08
14
12
11
15
15
20
13
12
14
10
12
12
13
21
09
15
18
16
02
03
13
11
18
07
06
11
10
08
08
08
07
09
06
07
04
09
01 04
05
05
03
17
03
01
05
21
16
27
14
11
20
19
17
9
23
27
21
14
14
19
26
22
13
17
24
12
10
11
17
13
13
12
27
16
25
09
12
29
22
23
FREEDOM TRAIL
(NEIGHBORHOOD
MAPS ONLY)
28
26
11
09
10
10
35
34
33
18
20
18
25
21
08
15
32
31
08
20
16
19
22
30
16
15
21
28
17
07
05
19
29
27
06
06
07
05
04
17
26
23
03
08
07
24
23
12
WORKSHOP
23 40
18
13
23
22
19 20
24
22
33
35 36
04
06
04
15
13
34
20 21
17
18
25
20 15
21
14
08 10
11
32
02
10
UNDERGROUND
LINK
29
27
39
31
28
26
24
01
23
17
POINT OF INTEREST
30
12
16
14
05
06
16
ZONE 4
02
01
07
14 15
08
03
04
01
05
13
11
12
09
37
16
19
18
10
02
06
05
04
03
09
08
15
01
02
07
10
11
03
02
11
15
PRIMARY LOCATION
BOUNDARY
01
11
07
ZONE 2 06
04
01
10
05
17
16
09
PRIMARY LOCATION
06
03
13
08
09
07
05
02
ZONE AND
NEIGHBORHOOD
BOUNDARY
08
04
40+
45+
ZONE 1: LEXINGTON
AND NORTHWEST
COMMONWEALTH
Primary Locations
[1.01] Vault 111
[1.02] Sanctuary
[1.03] Red Rocket Truck
Stop
[1.04] Robotics Disposal
Ground
[1.05] Thicket Excavations
[1.06] USAF Satellite
Station Olivia
[1.07] Tenpines Bluff
[1.08] Ranger Cabin
[1.09] Wicked Shipping
FleetLockup
[1.10] Abernathy Farm
[1.11] Concord
[1.12] Museum of
Freedom
[1.13] Bedford Station
[1.14] Gorski Cabin
[1.15] Drumlin Diner
[1.16] Starlight Drive-In
[1.17] Lonely Chapel
[1.18] Sunshine Tidings
Co-op
[1.19] Walden Pond
[1.20] Mystic Pines
[1.21] Super Duper Mart
[1.22] Lexington
[1.23] Lexington
Apartments
Secondary Locations
[1.01]
[1.02]
[1.03]
[1.04]
ZONE 2: MEDFORD
AND NORTH CENTRAL
COMMONWEALTH
Primary Locations
[2.01] Outpost Zimonja
[2.02] Lake Quannapowitt
[2.03] Radio Tower
3SM-U81
[2.04] Recon Bunker
Theta
[2.05] Lynn Woods
[2.06] Parsons Creamery
[2.07] Parsons State
Insane Asylum
[2.08] Rotten Landfill
[2.09] Wildwood
Cemetery
[2.10] Skylanes Flight
1981
[2.11] General Atomics
Galleria
[2.12] Dark Hollow Pond
[2.13] Mass Fusion
ContainmentShed
[2.14] Old Gullet Sinkhole
[2.15] Greentop Nursery
[2.16] Breakheart Banks
[2.17] Listening Post
Bravo
[2.18] The Slog
[2.19] Saugus Ironworks
[2.20] Medford Memorial
Hospital
[2.21] Malden Center
[2.22] Slocums Joe
Corporate HQ
[2.23] Malden Middle
School (Vault75)
[2.24] Med-Tek Research
[2.25] Covenant
[2.26] Taffington Boat
House
[2.27] Tucker Memorial
Bridge
[2.28] Poseidon Energy
Turbine#18-F
[2.29] West Everett
Estates
[2.30] Irish Pride
Industries Shipyard
[2.31] Relay Tower OMC810
[2.32] National Guard
TrainingYard
[2.33] County Crossing
[2.34] Revere Satellite
Array
[2.35] Finch Farm
Secondary Locations
[2.01] Container Truck
Camp
[2.02] Hilltop Hut
[2.03] Car Tree Camp
[2.04] Deserted Picnic
Area
[2.05] Deathclaw Nest
(LynnWoods)
[2.06] Rusty Trailer
[2.07] Bloatfly Camp
[2.08] Billboard
Scavenger Shack
[2.09] Elevated Gunner
Camp
[2.10] Wicked Shipping
Container Truck #3
[2.11] Scavenger Camp
[2.12] Military Convoy
(APCs andTrailer)
[2.13] Elevated Freeway:
Elevated Trailer
[2.14] Crashed Vertibird
(CovenantLake)
[2.15] The Fishing
Spot (Covenant
Compound)
[2.16] Rusty Tractor
[2.17] Old Caravan
Trailer
ZONE 3: WESTERN
COMMONWEALTH
Primary Locations
[3.01] Federal Ration
Stockpile
[3.02] ArcJet Systems
[3.03] Rocky Narrows
Park
[3.04] Graygarden
[3.05] Jalbert Brothers
Disposal
[3.06] Corvega Assembly
Plant
[3.07] Mass Gravel &
Sand
[3.08] Wattz Consumer
Electronics
[3.09] Fort Hagen
Satellite Array
[3.10] Relay Tower
0BB-915
[3.11] Fort Hagen Filling
Station
[3.12] Fort Hagen
[3.13] Greater Mass
Blood Clinic
[3.14] Boston Mayoral
Shelter
[3.15] Fiddlers Green
Trailer Estates
[3.16] Weston Water
TreatmentPlant
[3.17] Forest Grove
Marsh
[3.18] Relay Tower
1DL-109
[3.19] Oberland Station
[3.20] Beantown Brewery
[3.21] Mass Pike
Interchange
[3.22] Vault 81
[3.23] Chestnut Hillock
Reservoir
Secondary Locations
[3.01] Car Wreckage
[3.02] Tractor Warehouse
[3.03] Gunner Camp
On-ramp
[3.04] Raider Graves
[3.05] Carriage Den
[3.06] Ruined Brick
Warehouse
[3.07] Scavengers Trailer
[3.08] Rusting APC
[3.09] Mirelurk Pond
[3.10] Canister Launch
Shack
[3.11] Schoelt Propane
Store
[3.12] Bridge (South of
ArcJetSystems)
[3.13] Elevated Freeway
Access
[3.14] Pulowski
Preservation
ShelterCluster
[3.15] Crashed Vertibird
(Elevated Freeway)
[3.16] Construction Lift
[3.17] Military Checkpoint
(Cambridge
Outskirts)
[3.18] Power Armor
Warehouse
[3.19] ArcJet Engine
Transport
[3.20] Scrap Merchant
[3.21] Cave
[3.22] Crash Site
[3.23] Military
Checkpoint
(South Zone 3)
[3.24] Waystation
[3.25] Roadside Store
[3.26] Joes Spuckies
Coffee Shop (Fens
Outskirts)
[3.27] Raider Lookout
Camp (Elevated
Freeway)
ZONE 4: COASTAL
COMMONWEALTH
Primary Locations
[4.01] Coastal Cottage
[4.02] Mahkra
Fishpacking
[4.03] Dunwich Borers
[4.04] Hugos Hole
[4.05] Museum of
Witchcraft
[4.06] Sandy Coves
Convalescent
Home
[4.07] Salem
[4.08] Rook Family House
[4.09] Crater House
[4.10] Hub City Auto
Wreckers
[4.11] Lynn Pier Parking
[4.12] Longneck
Lukowskis Cannery
[4.13] Kingsport
Lighthouse
[4.14] Reeb Marina
[4.15] Gibson Point Pier
[4.16] Revere Beach
Station
[4.17] Libertalia
[4.18] Nahant Wharf
[4.19] Nahant Sheriffs
Department
[4.20] Croup Manor
[4.21] Nahant Chapel
[4.22] Nahant
Oceanological
Society
[4.23] East Boston Police
Station
[4.24] East Boston
Preparatory School
[4.25] Easy City Downs
[4.26] Nordhagen Beach
[4.27] Boston Airport
[4.28] Prydwen
[4.29] Fort Strong
Secondary Locations
[4.01] Gunner Camp
(Parsons Elevated
Freeway)
[4.02] Milton General
Billboard
[4.03] Coastal
Vacationers
[4.04] Coastal Hideout
[4.05] The Sunken Bathtub
[4.06] Shanty Store
[4.07] Salem Coastal
Diner andDock
[4.08] Raider Shack
(SalemOutskirts)
[4.09] Kingsport
Restrooms
[4.10] Ocean Fishing
Shack
[4.11] Sunken Fishing
Boat
[4.12] Vitale Pumphouse
[4.13] Ocean Raft
[4.14] Unloading Barge
[4.15] Nahant Pier
Restaurant
[4.16] Drumlin Diner (East
Boston)
[4.17] Waterfront
Warehouse
[4.18] East Boston
Garage
[4.19] Container Crates
Stash
[4.20] Freeway Rooftops
[4.21] Upside Down
Rowboat
[4.22] Doomed Airlines
Flight
[4.23] Floating Barge
ZONE 6: QUINCY
AND SOUTHERN
COMMONWEALTH
Primary Locations
[6.01] Westing Estate
[6.02] Coast Guard Pier
[6.03] Mass Pike Tunnel
West
[6.04] Mass Pike Tunnel
East
[6.05] Boston Police
Rationing Site
[6.06] NH&M Freight
Depot
[6.07] Fairline Hill Estates
[6.08] Relay Tower
0SC-527
[6.09] Big Johns Salvage
MAP
INTRODUCTION
253
CHARLESTOWN
Primary Locations
[8.01] BADTFL Regional Office
[8.02] Bunker Hill
[8.03] U.S.S. Constitution
254
03
06
05
09
03
07
01
13
05
Secondary Locations
[9.01] Fens Subway Station
(Outskirts)
[9.02] Fens Tunnel Entrance
[9.03] Super Mutant Alley
Apartments
[9.04] Annas Caf
[9.05] Raider Back-Alley Camp
(The Fens)
[9.06] Bridgeway Trust
[9.07] Bridgeway Garage
[9.08] Diner and Apartments
(The Fens)
[9.09] Settlers Stop (The Fens)
[9.10] Raider Cul-de-Sac
(TheFens)
[9.11] Scaffold Bridge
(TheFens)
[9.12] Diamond City Scrap
[9.13] Scavengers Rest
(TheFens)
14
13
16
04
11
10
17
15
09
08
01
01
06
05
04
01
08
03
02
02
01
03
04
08
04
02
07
02
05
03
03
NEIGHBORHOOD: ESPLANADE
01
02
05
09
09
08
Primary Locations
05
06
05
13
07
12
06
07
11
Secondary Locations
[10.01] Footbridge
(Esplanade)
[10.02] Holy Mission
Congregation Church
[10.03] Barricade and
Rooftops
[10.04] Rooftop Den
(Esplanade)
[10.05] Malborough House
[10.06] Raider Lookout
(Esplanade)
[10.07] Gun Shop Garage
[10.08] Commonwealth
Avenue
12
06
02
Parkview Apartments
Fens Street Sewer
Diamond City
Diamond City Market
Home Plate
Hardware Town
08
07
02
01
[9.05]
[9.06]
[9.07]
[9.08]
[9.09]
[9.10]
10
04
10
10
ZONE MAP
THREAT LEVEL
1-5
6-14 15-25
20+
25+
30+
35+
40+
45+
10
9
13
12
11
14
15
17
16
18
01
01
02
04
03
16 NEIGHBORHOOD:
THEATERDISTRICT
11
07
02
08
03
12
06
05
10
09
06
20
03 04
18
01
01 12
13 02
09 10 11
19
06
02
03
04
01
03
01
02
03
03
05
02
04
06
06
04
08
07
13
05
02
10
14 07
11 12
02
07
06
04
09
07
03
10
07
05
03
06
08
01
01
03
01
09
06
06
02
04
04 05
08
01
06
04
02
04
01
01
05
02
04
03
08
11
02
05
08
09
04
08
05
09
10
12
Primary Locations
01
11
02
04
06
03
05
[15.04]
[15.05]
[15.06]
[15.07]
[15.08]
Garden Terrace
Faneuil Hall
Goodneighbor
Fallen Skybridge
Postal Square
12
07
08
Secondary Locations
[15.01] Weatherby
InvestmentTrust
[15.02] Congress Street Garage
[15.03] Bus Wreckage
[15.04] Commonwealth Bank
[15.05] Skyscraper Stash
[15.06] Elevated Road
(WestAccess)
[15.07] Elevated Raider Camp
(FinancialDistrict)
[15.08] Elevated Road
(CentralAccess)
[15.09] Railroad Hideout
(FinancialDistrict)
[15.10] 35 Court
[15.11] Rooftop Hideaway
(FinancialDistrict)
[15.12] Pedestrian
Underpass
04
06
11
08
10
07
13
09
14
15
09
MAP
INTRODUCTION
Secondary Locations
01 02
03
Secondary Locations
01
03
HARBOR (WATERFRONT)
Primary Locations
Secondary Locations
17
16
01
07
08
14
15
05
02
02
07
02
03
01
05
17 NEIGHBORHOOD: BOSTON
255
ZONE 1: LEXINGTON
AND NORTHWEST
COMMONWEALTH
08
03
02
01
09
04
04
10
07
06
06
01
07
05
02
05
03
13
11
17
16
08
12
14
09
18
11
12
10
20
19
21
22
13
15
37
16
14
39
31
30
25
19
24
18
28
27
29
20
32
33
26
38
15
21
34
ZONE AND
NEIGHBORHOOD
BOUNDARY
22
35
36
23
40
01
23
PRIMARY
LOCATION
PRIMARY
LOCATION
BOUNDARY
17
SECONDARY
LOCATION
POINT OF
INTEREST
UNDERGROUND
LINK
WORKSHOP
Secondary Locations
Sanctuary Hills and has reasonable road access southeast into the townships of Concord
and Lexington. There are several settlements to visit and inhabitants to befriend, if
youre planning on building a new cooperative of farms and strongholds. For those
without combat readiness, it is advisable to stay within the confines of this zone while
you practice, as enemy threats are the lowest. The border of this zone is easy to see; the
east and south edges follow the path of the elevated freeway. Or at least, whats left of it.
Primary Locations
[1.01] VAULT 111
[1.02] SANCTUARY
[1.22] LEXINGTON
[1.11] CONCORD
256
01
13
20
OPTIMAL ROUTE
Collectibles:
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
AREA OF INTEREST
DOOR
N Novice (Locked)
A Advanced (Locked)
E Expert (Locked)
M Master (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[1.01] VAULT 111
MAP
ZONE 1
M
LEXINGTON
AND NORTHWEST
COMMONWEALTH
Pip-Boy
HEALTH OR CHEMS
To
Commonwealth
Finish
Start
HELPFUL HINT
Did You
Know?
257
[1.02] SANCTUARY
BOTTLECAPS
HEALTH OR CHEMS+
(THE MINUTEMEN)*
QUEST START: RADIANT QUESTS
(THE MINUTEMEN)*
QUEST START: RECRUITMENT QUESTS
(THE MINUTEMEN)*
YOURES.P.E.C.I.A.L.!
COMPANION: CODSWORTH
FACTION: BLOATFLIES
FACTION: RADROACHES
(THE MINUTEMEN)
SERVICES: WORKSHOP
FACTION: SETTLER
To Root
Cellar
REQUIRED READING:
YOURE S.P.E.C.I.A.L.!
To
Vault
111
REQUIRED READING:
GROGNAK THE BARBARIAN
COLLECTIBLE: NUKA CHERRY
AVAILABLE COMPANION
COMPANION: CODSWORTH
To Concord
root cellar with a safe (Advanced) and first aid box to loot, as
scavenge, like bobby pins. Others have safes and health, and
relatively safe and becomes safer after you fortify the area with
that Grognak the Barbarian you didnt have time to read). And
AVAILABLE COMPANION
HEALTH OR CHEMS
BOTTLECAPS
SERVICES: WORKSHOP
COMPANION: DOGMEAT
258
COMPANION: DOGMEAT
This is a service station between Sanctuary Hills and Concord. It seems ex-employees of the company had a habit of dumping
hazardous materials in the cave beneath the station instead of disposing of them properly. Check the hill to the south for an
entrance to the cave (now a Mole Rat Den), but watch for explosive barrels in this confined burrow. Theres a safe (Novice) in here,
as well as an ironic Trashbusters Award (Note), a pipe pistol, and some ammo. Also of interest is a Fusion Core (by the note), which
helps give continuous juice to your Power Armor.
REQUIRED
READING:
HOT RODDER
MAGAZINE
A junkyard for failed assembly line robot prototypes, as well as rusting scrap. Use the holotape in the terminal to activate the
Sentry Proto MKIV if you wish. How far away is the range of this activation? Why not test it out? Dont forget to rummage around
by the tire pile (east entrance) for a Mini Nuke, and the Fat Man is among the rusting cars, northwest of the Sentry Bot.
MAP
Pipe Valve
ARMAMENTS OR AMMO+
Pipe Valve
ZONE 1
LEXINGTON
AND NORTHWEST
COMMONWEALTH
doing here.
259
Raiders are looting this inactive communications satellite station. Mount an attack on
the exterior; the bunker has an Armor Workbench and an entrance inside. The dish
DANGER: TRIPWIRE!
FACTION: RADROACHES
FACTION: RAIDERS
FACTION: CHARACTER: ACK-ACK
HEALTH OR CHEMS
To
Commonwealth
Start &
Finish
SD
Inside, the guard terminal opens the intel room (the security gate area), or find the key in the instrument case behind the locked
double doors (Novice). The rest of the facility has Raiders led by Ack-Ack, who uses a nasty minigun.
FACTION: SETTLERS
FACTION: RADROACH
SERVICES: WORKSHOP
260
Tim and Blake were two brothers who started their own
shipping business. They had a small fleet of seven trucks and
were out on deliveries when the bombs dropped.
One of the rusting big-rig containers has a safe to crack (Novice).
ARMAMENTS AND AMMO+
ZONE 1
Miscellaneous: Wicked Shipments*
HEALTH OR CHEMS
(LOCATION MISCELLANEOUS)
MAP
LEXINGTON
AND NORTHWEST
COMMONWEALTH
Blake and his wife, Connie, tend to their tato and melon patches
and mourn the loss of their eldest daughter Mary, killed in a
recent Raider attack.
261
01
FACTION: MIRELURKS
To Concord
Civic Access
FACTION: RAIDERS
HEALTH OR CHEMS
To Concord
Civic Access
02
To Concord
Civic Access
12
262
[01] Workhouse
This small public house has a safe behind the bar (Advanced),
To
Commonwealth
To
Commonwealth
Start
Finish
MAP
LEVEL 3
ZONE 1
4
LEXINGTON
AND NORTHWEST
COMMONWEALTH
To
Commonwealth
Finish
LEVEL 2
To Concord
4
LEVEL 1
Start
To
Commonwealth
(Roof)
2
1
3
3
BASEMENT
LEVEL 1
2
1
263
FACTION: MINUTEMEN
FACTION: RAIDERS
FACTION: SETTLERS
BOTTLECAPS
HEALTH OR CHEMS
Its rather apt that Preston Garvey has decided to take a stand here, in a place
dedicated to reminding patrons that freedom is a privilege afforded to the many,
yet hard won by a noble few. Rescue them (without forgetting the magazine and
Bobblehead in the room theyre in) and begin a long and fruitful relationship with the
settlers of the Commonwealth. Access the door to the roof to reach the Vertibird. Use
the previous Concord map to note the items to grab there.
AVAILABLE COMPANION
COMPANION:
PRESTON GARVEY
DANGER: OIL!
HEALTH OR CHEMS
This was a train switching station serving Thicket Excavations. Recently, this location
appears to have been used by the Railroad as a stopover. Look for the bodies of Helena
and Dutchman, though the synth they were protecting is nowhere to be found. Locate
a large trunk with items in the freight warehouse (north) and a Railroad dead drop in
the blue carriage.
The residence of one Wayne Gorski, a survivalist and keen patriot, though not a fan of
electrical towers. Be sure to investigate his root cellar (the trapdoor within the cabin).
BOTTLECAPS
Miscellaneous: Drumlin
FACTION: RAIDER
Diner Shakedown*
FACTION: SCAVENGER
264
HEALTH OR CHEMS
with Trudy.
FACTION: RAIDERS
HEALTH OR CHEMS
MAP
ZONE 1
To Walden Pond
Gift Shop
LEXINGTON
AND NORTHWEST
COMMONWEALTH
To
Commonwealth
FACTION: RADROACHES
FACTION CHARACTER: PROFESSOR
GOODFEELS
HEALTH OR CHEMS
SERVICES: WORKSHOP
REQUIRED READING:
WASTELAND SURVIVAL
GUIDE
UNIQUE WEAPON:
BIG JIM
265
ARMOR PART:
FUSION CORE
REQUIRED
READING: TALES
OF A JUNKTOWN JERKY VENDOR
HEALTH OR CHEMS
A small convalescence home on the outskirts of Lexington for the infirm or addled. Unlock the security gate (Advanced) in the
greenhouse if you require medical items. Pry the Fusion Core from the basement generator, too.
Inside, this place is in remarkably good shape (except for the roof), albeit in complete
disarray. The same could be said for the frothing ferals. Theres a tiny basement access
to the garage where Emma is. You can also grab some Nuka Cherries and Quantums
here (dont leave without all five bottles).
FIG 1.21: SUPER DUPER MART (INTERIOR)
BASEMENT
LEVEL 1
2
To
Commonwealth
LEVEL 1
A
N
266
To
Commonwealth
[1.22] LEXINGTON*
FACTION: RAIDERS
HEALTH OR CHEMS
20
21
01
02
08
05
10
06
03
22
04
07
09
MAP
ZONE 1
23
12
11
LEXINGTON
AND NORTHWEST
COMMONWEALTH
Once known as Corvega Town, thanks to the large plant just south of here, Lexington was where the ancient Revolutionary War started.
The statue of the Minuteman still stands in the town square (known as the Battle Green). This was once a Raider stronghold, but that
faction fled due to an abundance ofFeral Ghouls.
DANGER: MINES!
DANGER: TRIPWIRES!
DANGER: TURRETS!
FACTION: RADROACHES
FACTION: RADSCORPIONS (IF THE QUEST IS
INACTIVE)
HEALTH OR CHEMS
267
2
To
Commonwealth
Sewer Pipe
TOP OF
ELEVATORS
Finish
Start
To Commonwealth
Slocoms Joe
E
A
TUNNELS
SD
1
SD
Carringtons
Prototype
2
SD
A
N
You cannot access areas of this location until the specified quest is active. This unassuming coffee shop is usually devoid of enemies.
During the quest, expect turrets and synth threats. Find a Caps stash under the counter. Attached to the building is a Laundromat
with some health. Of considerably more interest is the basement (known as the switchboard and shown on the adjacent map).
The switchboard was the secret base of the Railroad until it was overrun by Institute synths. Move the bookcase and try to call
the elevator. It lacks power, forcing you to enter the switchboard from the old sewer pipe. This is Zone 1 Secondary Location:
Switchboard Entrance (Sewer). Youre able to access all rooms (providing your Hack skill is high enough; otherwise bring Deacon
with you and start the indicated quest). Dont forget the Fusion Cores, magazine, and Mini Nuke before you emerge.
previous scavengers.
Hack the terminal (Novice) to open the safe room, which appears to have been
compromised quite severely.
268
ofthe game.
(Under Freeway)
feeling of despair.
MAP
ZONE 1
LEXINGTON
AND NORTHWEST
COMMONWEALTH
DANGER: TRIPWIRE!
BOTTLECAPS
FACTION: RAIDERS
DANGER: MINE!
269
Secondary Locations
[1.01] DRY CREEK BED
ARMAMENTS OR AMMO
FACTION: SCAVENGER
HEALTH OR CHEMS
BOTTLECAPS+
HEALTH OR CHEMS
ARMAMENTS OR AMMO
FACTION: RAIDER
HEALTH OR CHEMS
FACTION: RAIDER
HEALTH OR CHEMS
a rocky hill.
readyfortasting.
ARMAMENTS OR AMMO
ARMAMENTS OR AMMO
FACTION: SCAVENGER
270
ARMAMENTS OR AMMO
HEALTH OR CHEMS
FACTION: RAIDERS
emaciated hounds.
HEALTH OR CHEMS
MAP
ZONE 1
LEXINGTON
AND NORTHWEST
COMMONWEALTH
271
ARMAMENTS OR AMMO
ARMAMENTS OR AMMO
FACTION: RAIDER
HEALTH OR CHEMS
ARMAMENTS OR AMMO
ARMAMENTS OR AMMO: TRUNK
CRAFTING: COOKING STATION
CRAFTING WEAPONS WORKBENCH
FACTION: GUNNERS
SERVICE: TRADER
ARMAMENTS OR AMMO
ARMAMENTS OR AMMO
FACTION: GUNNERS
FACTION: GUNNERS
272
ARMAMENTS OR AMMO
MISCELLANEOUS)
MAP
ARMAMENTS AND AMMO
ARMAMENTS AND AMMO: TRUNK
ARMOR PART: FUSION CORE
ARMOR PART: POWER ARMOR
[1.34] SWITCHBOARD
ENTRANCE(SEWER)
BOTTLECAPS
FACTION: IRRADIATED WILDLIFE
HEALTH OR CHEMS
ZONE 1
LEXINGTON
AND NORTHWEST
COMMONWEALTH
[1.40] ELEVATED
JUMPING-OFF POINT
273
ZONE 2:
NORTH CENTRAL
COMMONWEALTH
06
03
01
11
05
04
03
07
10
10
13
09
16
11
12
12
09
14
08
20
17
21
18
15
17
23
19
22
16
18
14
25
24
20
19
15
05
02
02
07
08
06
04
01
26
35
22
24
29
23
27
21
32
31
ZONE AND
NEIGHBORHOOD
BOUNDARY
34
25
28
33
30
28
29
26
27
01
01
PRIMARY
LOCATION
PRIMARY
LOCATION
BOUNDARY
SECONDARY
LOCATION
POINT OF
INTEREST
UNDERGROUND
LINK
WORKSHOP
Bordered by the elevated freeway to the east and west and the Mystic River to the south, this part of the Commonwealth consists
of the main township of Malden in its center, with various interesting and dangerous smaller locations surrounding it. The farther
south you go, the more industrial the landscape becomes. The farther east you go, the more dangerous the inhabitants become.
However, you are encouraged to chance a meeting at the more esoteric establishments in this zone, allowing you to befriend both
robots and ghouls alike. And even Deathclaws! But not Super Mutants.
Primary Locations
274
[2.25] COVENANT
Secondary Locations
BOTTLECAPS
DOOR
SAFE
HEALTH OR CHEMS
TERMINAL
ARMAMENTS
AND AMMO
13
STEAMER TRUNK
FUSION CORE
MINI NUKE
POWER ARMOR
NUKA COLA
QUANTUM
REQUIRED READING
BOBBLEHEAD
NUKA CHERRY
N Novice (Locked)
A Advanced (Locked)
E Expert (Locked)
M Master (Locked)
T Terminal required
to unlock
Primary Locations
[2.01] OUTPOST ZIMONJA
AREA OF INTEREST
Collectibles:
(ELEVATEDFREEWAY)
20 OPTIMAL ROUTE
HOLOTAPE
A KEY
KEY Key or ID Card
required to unlock
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
MAP
DANGER: TURRETS!
FACTION: RAIDER
FACTION: CHARACTER: BOOMER
SERVICES: WORKSHOP
ZONE 2
NORTH CENTRAL
COMMONWEALTH
A settler camp built around an old relay station has recently been
overridden by Raiders under the command of a heavily armed
REQUIRED READING:
ASTOUNDINGLYAWESOME TALES
FACTION: BLOATFLIES
FACTION: BLOODBUGS
FACTION: MIRELURKS
FACTION: BLOODBUGS
275
DANGER: OIL!
BOTTLECAPS
(BROTHERHOOD OF STEEL)
This bunker has been sealed and cannot be accessed unless the specified quest is active. Inside is a small bunker stacked with scrap
parts and other items of interest. With the quest active, the bedside trunk can be accessed.
BOTTLECAPS
DANGER: TRIPWIRE!
FACTION: DEATHCLAWS
FACTION: RAIDERS
HEALTH OR CHEMS
REQUIRED READING:
WASTELAND SURVIVAL
GUIDE
This company once provided milk for the Medford area and was part of the Little
Cobb Creamery collective. Unless the specified quest is active, this place is deserted.
Otherwise, expect a Raider presence. If youre adept at safecracking, expect a pleasant
surprise here (Advanced). Explore the roof to locate a skeleton close to an assault rifle
and locked wooden crate (Novice). If youre after a boatload of grenades, youve come to
the right place.
BOTTLECAPS
DANGER: MINES!
DANGER: TURRETS!
276
CABOT
HEALTH OR CHEMS
KEY
Start
KEY
BOBBLEHEAD: CHARISMA
MAP
ZONE 2
To Parsons
State Basement
(Interior)
KEY
You cannot enter this location unless the specified quest is active.
Before the Great War, this asylum was built to house the
addled, weak of brain, and terminally confused folk of the
Commonwealth. Old records state that additional subterranean
rooms were created to house particularly difficult guests. The
NORTH CENTRAL
COMMONWEALTH
LEVEL 2
Finish
To Parsons
State Insane
Asylum
(Interior)
277
IN
BASEMENT
LEVEL 1
Finish
To Parsons
State Basement
(Interior)
1
LEVEL 2
LEVEL 3
Start
A
T
CB
To Parsons
State
Administration
(Interior)
CB
To Parsons
State
Administration
(Interior)
and asylum areas with the quest active. Notice that one of
CB
T
B
278
CB
FACTION: RAIDERS
BOTTLECAPS++
HEALTH OR CHEMS
ENCOUNTER: NESS)
REQUIRED
READING:
ASTOUNDINGLY
AWESOME TALES
BOTTLECAPS
MAP
ZONE 2
Scavenge the wings, engine, and fuselage for chems, ammo, and caps, as well as a
NORTH CENTRAL
COMMONWEALTH
Jangles the Moon Monkey. The front section of fuselage has a magazine to gather
from the restroom, a steamer trunk you need to drop down from outside to reach, and
a Holotape at the cockpit of the final moments of the flight. Underneath is a hidden
compartment (Master) with a smuggling manifest.
FACTION: RAIDERS
HEALTH OR CHEMS
Visit this location and remove any Raiders. Speak with Ness to receive your caps. If
you kill Ness at any time, she has the compartment key on her. If you collect your pay
from Ness and leave, she clears out the secret compartment herself.
Ness key also unlocks a secret compartment at Primary Location [5.32] Skylines
of prewar data.
279
BOTTLECAPS
dissolves into violence. You can override the director from his
terminal (Master).
DANGER: MINES!
FACTION: ROBOTS
HEALTH OR CHEMS
(GALLERIA)
QUEST VISIT: LIBERTY REPRIMED
(BROTHERHOODOF STEEL)
SCARA (QUESTONLY)
FACTION: CHARACTER: REG
- If you kill the Director, you can use his terminal to choose
from several options that will disable or destroy the robots,
or trigger the Grand Reopening. Cant hack the (Master)
terminal? Theres a password on the supervisors terminal in
Back Alley Bowling.
VAULT-TEC RECOMMENDS
The Grand Reopening resolves most of the glitches with the Gallerias robots. If they
survived, many of the robots will now act as traders, although their supplies are
rather limited. And as the Gallerias new owner, youre free to loot all of the stores.
04
05
gloves or stepping out of the ring will cause all three robots to
attack.
03
After the Grand Reopening, you can trade with Danny. There are
06
chems to gather, and a back room (Advanced) where you can hack
a terminal (Novice) to start a managers sale, which improves
Dannys prices.
02
01
07
After the Grand Reopening, you can also buy supplies from
Sproket.
08
Visit the diner and speak to the waitron about taking your order.
Cook is waiting to chef something up and is a miserable sod.
280
DANGER: OIL!
FACTION: RADROACHES
REQUIRED READING:
WASTELAND
SURVIVAL GUIDE
MAP
FACTION: DEATHCLAW
TRUNK
BOTTLECAPS
COLLECTIBLE: REQUIRED
FACTION: RADROACHES
(BUNKER HILL)
READING: WASTELAND
HEALTH OR CHEMS
SURVIVAL GUIDE
SAVOLDIS HAT
ZONE 2
NORTH CENTRAL
COMMONWEALTH
The latest topographical radar indicates recent seismic activity in this area. Beware
the Deathclaw on the surface, guarding a trunk near an overturned car. Drop into the
sinkhole to uncover some answers regarding the quest, which must be active for the
discovery to be made. Dont forget the reading materials on the cooking station! Exit
via the cellar of the local residence with the red chained door, watching for feral folks
on the way out. Theres a safe to hack too (Novice).
DANGER: RADIATION
(MILD)!
FACTION: MIRELURKS
FACTION: RAIDERS
FACTION: STINGWINGS
FACTION: SETTLER
SERVICES: WORKSHOP
281
BOTTLECAPS
DANGER: MINES!
HEALTH OR CHEMS
FACTION: ROBOTS
HEALTH OR CHEMS
DANGER: TURRETS!
(BROTHERHOOD OF STEEL)
Two machine-gun turrets dissuade the inquisitive. A Protectron waddles the interior,
guarding a security gate (Advanced) with ammo inside. The elevator isnt working
until the quest is active or you hack the terminal (Master). Below ground is a hidden
bunker with chems and a terminal. Beware of the wildlife in the cave. The inaccessible
section is only available during the quest; theres a military trunk there.
BOTTLECAPS+++
SERVICES: WORKSHOP
The Middlesex County public swimming pool is now the only Tarberry Bog in the
Commonwealth. Run by Ghoul settlers, they could provide much-needed trading
282
GIDDYUP BUTTERCUP
Location
Number of Toys
14
MAP
ZONE 2
NORTH CENTRAL
COMMONWEALTH
BOBBLEHEAD: EXPLOSIVES
Once a historic preRevolutionary War ironworks, this location was reopened during
the ramp-up to provide materials for the war with China. The location is now run by
Pipe ramp to
Roof
283
To
Commonwealth
LEVEL 1
Start
To Saugus
Ironworks
(Interior)
4
3
your time and try not to fall into the molten forges. Slag and
Jake Finch both carry a Saugus roof key if you cant manage
to unlock it (Expert), as well as his Holotape. Dont overlook
the Bobblehead, trunk, and magazine in this fiery chamber.
LEVEL 2
E
To
Commonwealth
Roof
4
3
LEVEL 3
A
T
284
To Saugus Blast
Furnace
14
20
23
02
24
21
03
22
LEVEL 1
MAP
A
To
Commonwealth
Start &
Finish
ZONE 2
NORTH CENTRAL
COMMONWEALTH
LEVEL 2
3
BOTTLECAPS
COLLECTIBLE: NUKA CHERRY
COLLECTIBLE: NUKA COLA QUANTUM
COLLECTIBLE: REQUIRED READING:
DANGER: OIL!
FACTION: SUPER MUTANT
HEALTH OR CHEMS
QUEST VISIT: RADIANT QUEST: JACKPOT
(RAILROAD)
To Operating
Theater
M
LEVEL 3
SD
285
the Level 2 balcony door to access the room with the magazine
and one of the trunks. The other trunk is in a hidden room on
the top floor in the southeast part of the interior, only accessed
DANGER: MINE!
DANGER: TRIPWIRE!
DANGER: TURRETS!
FACTION: RAIDERS
BOTTLECAPS+
HEALTH OR CHEMS
(THE RAILROAD)
2
BOTTOM
LEVEL
TUNNELS
BOTTOM
LEVEL 1
To
Commonwealth
Start
Finish
STATION
LEVEL 1
N
N
286
Rumor has it a Slocums Joe recipethe companys boldest innovation in coffee and confectionaryis hidden inside a safe
(Advanced) here. Outside is a three-floor ruined office building with an attached garage (with a Power Armor station) and views of
the police station next door. Check the top exterior floor for a chemistry station and trunk.
DANGER: TURRETS!
BOTTLECAPS
FACTION: GUNNERS
BARBARIAN
CRAFTING: CHEMISTRY STATION
To
Commonwealth
BASEMENT
LEVEL 1
LEVEL 1
MAP
3
Start &
Finish
ZONE 2
NORTH CENTRAL
COMMONWEALTH
3
4
7
BASEMENT
LEVEL 2
BASEMENT
LEVEL 3
N
2
A
ID
12
Finish
ID
10
11
ID
E
BASEMENT
LEVEL 4
10
M 11
287
BOBBLEHEAD:
SCIENCE
REQUIRED
READING:
GROGNAK THE
BARBARIAN
HEALTH OR CHEMS
QUEST VISIT: LONG ROAD AHEAD (SIDE COMPANION)
UNIQUE ITEM: PREVENT
SD
SD
SD
Vault 75
(MiscellaneousQuest)
1. EXPLORE VAULT 75
LEVEL 1
3. EXPLORE LABORATORY
4. FIND ADMIN ACCESS CARD
To
Commonwealth
SD
SD
To Med-Tek
Sub-Levels
(Interior)
2
5
Finish
SD
LEVEL 2
KEY
LEVEL 3
288
LEVEL 1
LEVEL 2
To Med-Tek
Research
(Interior)
CRAFTING:
CHEMISTRY STATION
cream store is a
Start
MAP
ZONE 2
NORTH CENTRAL
COMMONWEALTH
small garage.
HEALTH OR CHEMS
Finish
southeast corner.
To Med-Tek
Research
(Interior)
289
[2.25] COVENANT
BOTTLECAPS++
HEALTH OR CHEMS
DANGER: TURRETS!
SERVICES: WORKSHOP
M
N
E
A
KEY
290
To Commonwealth
DANGER: MINES!
DANGER: TRIPWIRES!
FACTION: BLOODBUGS
BOTTLECAPS+
HEALTH OR CHEMS
SERVICES: WORKSHOP
Malden Drainage
Clear this interior chem lab of its bloodsucking parasites before inspecting the
area for Russell Sutton and a small
security cell with a locked terminal
(Advanced) and a trunk. Theres a second
trunk in the small upper laboratory area.
[2.27] TUCKER
MEMORIALBRIDGE
THREAT LEVELS 15-25
MAP
ZONE 2
NORTH CENTRAL
COMMONWEALTH
FACTION: RADROACHES
HEALTH OR CHEMS
QUEST VISIT: LAST VOYAGE OF THE U.S.S.
CONSTITUTION (SIDE)
DANGER: EXPLOSIVE BARRELS!
DANGER: OIL!
DANGER: MINES!
291
DANGER: MINES!
BOTTLECAPS
DANGER: OIL!
DANGER: TURRETS!
HEALTH OR CHEMS
A
A
M
To Backyard
Bunker
(Interior)
This once-picturesque suburban community is similar to Sanctuary Hills. Currently, it could best be described now as a transitional
neighborhood. Recently, a Raider gang was overrun by Super Mutants under the leadership of Hammer. They are clustered to the
south. Be sure to thoroughly inspect the area for a safe (Master) and steamer trunk (Expert), Lances terminal (Advanced), and a
nearby safe (Advanced). Enter the backyard bunker to locate Waynes terminal, another Quantum, and one more trunk.
FACTION: MIRELURKS
HEALTH OR CHEMS
This small shipyard produces midsized shipping vessels. Recently, the place was taken
over by Rory Rigwell, lover of Mirelurks. He believed the mutated crustaceans werent
violent, just misunderstood.
The west warehouse has a Power Armor station, and you find some caps stashed on a
boat moored to the south. There are two entrancesthe main doors to the northwest
and a side entrance (Master).
292
To
Commonwealth
Through the office and locker room is a large yard where you
find the remains of a rusty tugboat. The intermittent chatter of
Rory can be heard (and turned off at the boats terminal). Dont
forget to check the metal roof of the workshops and the muddy
MAP
ZONE 2
NORTH CENTRAL
COMMONWEALTH
COLLECTIBLE: HOLOTAPE:
KNIGHT ASTLINS HOLOTAPE
COLLECTIBLE: HOLOTAPE:
FIG 2.32A:
NATIONAL GUARD
TRAINING YARD
(EXTERIOR)
07
DANGER: TRIPWIRES!
05
06
SD
04
02
01
03
(BROTHERHOODOF STEEL)
QUEST VISIT: THE SILVER SHROUD (SIDE)
293
demand than ever before. This facility was expanded just prior
to the bombs falling. Currently, this location has recently been
visited by the Brotherhood of Steel; they used this location to
house and repair Power Armor.
LEVEL 1
LEVEL 2
4
5
SD
294
1
2
The building has a wooden box to crack open, and the area
offers protection against wandering ferals.
LEVEL 1
6
5
To National Guard
Training Yard
(Recruitment
Office Access)
SD
Finish
To National Guard
Training Yard
(Exterior)
To National Guard
Training Yard
(Exterior)
MAP
the armory.
ZONE 2
NORTH CENTRAL
COMMONWEALTH
SERVICES: WORKSHOP
FACTION: SETTLER
295
BOTTLECAPS+
FACTION: SETTLER
FACTION: CHARACTER:
SERVICES: WORKSHOP
ABRAHAM FINCH
(LOCATION QUEST)
SERVICES: TRADER (FINCH)
FACTION: CHARACTER:
ABIGAL FINCH
The Finch family farm this grim scrubland, and their youngest,
Jake, has disappeared. Offer to help, complete the quest, and you
DANGER: OIL!
296
Secondary Locations
[2.01] CONTAINER TRUCK CAMP
MAP
ZONE 2
QUEST VISIT: THE DEVILS DUE (SIDE)
NORTH CENTRAL
COMMONWEALTH
Protectron remote-controlling.
297
BOTTLECAPS
DANGER: TURRET!
FACTION: ROBOTS
DANGER: TURRETS!
FACTION: COVENANT
FACTION: CHARACTER: BLYTHE
BOTTLECAPS
FACTION: FERAL GHOUL
298
FACTION: BLOODBUGS
Malden Drainage.
MAP
ZONE 2
NORTH CENTRAL
COMMONWEALTH
HEALTH OR CHEMS
FACTION: ROBOTS
FACTION: ROBOTS
FACTION: STINGWINGS
299
ZONE 3: WESTERN
COMMONWEALTH
01
04
03
06
06
05
02
03
07
05
17
08
01
02
09
07
04
16
15
11
14
08
10
12
13
20
10
11
09
15
16
13
14
21
19
12
19
22
18
20
25
17
18
24
26
22
23
23
21
Dominated by Fort Hagen to the west and the Greater Boston Neighborhoods to the
east, this zone is mostly wilderness, with its inhabitants getting increasingly tough and
unpleasant the farther south you venture. As you reach Fort Hagen relatively early in
01
your Main Quest adventuring, it is worth exploring the locations north and east of the
01
PRIMARY
LOCATION
PRIMARY
LOCATION
BOUNDARY
fort, venturing to the more soggy southern Charles River and back into Boston when
SECONDARY
LOCATION
POINT OF
INTEREST
UNDERGROUND
LINK
WORKSHOP
youre ready for a breather at Diamond City. Follow the roads and the rail tracks to
avoid getting lost. For the settlement wrangler, theres only two possible alliances to
make, and one of those is with some gardening robots.
Primary Locations
[3.01] FEDERAL RATION STOCKPILE
[3.04] GRAYGARDEN
[3.22] VAULT 81
Secondary Locations
300
[3.21] CAVE
[3.24] WAYSTATION
MAP LEGEND
13
20
OPTIMAL ROUTE
Collectibles:
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
AREA OF INTEREST
N Novice (Locked)
A Advanced (Locked)
DOOR
E Expert (Locked)
M Master (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[3.01] FEDERAL RATION STOCKPILE
(FAT MAN)
To Federal Ration
Stockpile
DANGER: MINES!
DANGER: TURRETS!
BOTTLECAPS
FACTION: RAIDERS
MAP
To
Commonwealth
ZONE 3
Start or Finish
WESTERN
COMMONWEALTH
REQUIRED READING:
U.S. COVERT
OPERATIONS MANUAL
M
SD
ARMOR PART:
POWER ARMOR (LEVELED)
SD
UPPER ROOM
Start or Finish
To
Commonwealth
(Ruined Chapel)
301
To ArcJet
Engine
Core
Finish
LEVEL 1
To Commonwealth
Start
DANGER: TURRETS!
HEALTH OR CHEMS
DANGER: OIL!
N
5
(BROTHERHOOD OF STEEL)
DANGER: TRIPWIRE!
3
4
LEVEL 2
N
E
E
3
4
302
E
A
LEVELS 3 & 4
To Arcjet
Systems
Finish
Start
Southie
Speakeasy
LEVELS 1 & 2
BASEMENT
MAP
ZONE 3
WESTERN
COMMONWEALTH
ArcJet was a contractor specializing in the design and development of custom-built high-tech aviation equipment. This particular
facility included offices and labs for their staff, as well as a secure test chamber for new products in development. It has
largely been abandoned since the war. Its security system, including turrets and Protectrons, was more than enough to fend off
any Raiders.
Most of this facility is closed off prior to the specified quest.
Inside, the main offices and laboratories are set out on two
the quest.
down to the engine core. Check every room so you dont miss
303
[3.04] GRAYGARDEN
Miscellaneous Quest
(Supervisor Green)
Play along with Supervisor Greene for a
fabulous cash prize.
Miscellaneous Quest
(Supervisor Brown)
BOTTLECAPS+
Troubled Waters
(SUPERVISOR GREEN)
(SUPERVISOR BROWN)
QUEST START: TROUBLED WATERS
(SUPERVISOR WHITE)
QUEST VISIT: PINNED (THE INSTITUTE)
SERVICES: TRADER (ROBOTS)
SERVICES: WORKSHOP
DANGER: TRIPWIRE!
HEALTH OR CHEMS
BOTTLECAPS
DANGER: TRIPWIRES!
DANGER: TURRETS!
FACTION: RAIDERS
HEALTH OR CHEMS
DANGER: OIL!
304
(THE RAILROAD)
To
Commonwealth
BASEMENT
LEVEL 1
MAP
ZONE 3
WESTERN
COMMONWEALTH
x4
To
Commonwealth
LEVEL 2
Start
305
To Commonwealth
(Roof)
LEVEL 3
CATWALKS
2
1
LEVEL 4
To
Commonwealth
Finish
FACTION: RAIDER
B
BASEMENT
LEVEL 1
FACTION: RADROACHES
FACTION: ROBOTS
HEALTH OR CHEMS
A
E
To
Commonwealth
With the large electromagnetic pulse sent out by the nuclear bombs, many of the robots at this store have reactivated in Demo Mode,
leaving them wandering around, showing off their best features. Fair warning: tinkering with the terminals or safes at this location
306
may cause these robots to turn hostile. Be sure you tinker with the basement terminal, though, if only to grab the magazine there.
Two large radar dishes and a small interior bunker (accessed via the metal trapdoor at
the base of the south dish) stand ominously above Fort Hagen. Theres little else here but
desiccated woodland.
This is part of the Commonwealth Relay Tower Network. Authorized personnel only.
Use the relay tower terminal to amplify three nearby radio signals.
MAP
ZONE 3
01
WESTERN
COMMONWEALTH
CRAFTING: ARMOR WORKBENCH
CRAFTING: COOKING STATION
09
11
02
FACTION: BLOATFLIES
04
03
12
05
307
[05] Playground
HELPFUL HINT
Did You
Know?
HEALTH OR CHEMS+++
MINI NUKE
ARMAMENTS AND AMMO:
MINI NUKE (FAT MAN)
ARMAMENTS AND AMMO:
TRUNK (2)
ARMOR PART: FUSION CORE
BOTTLECAPS
COLLECTIBLE: BOBBLEHEAD:
ENERGY WEAPONS
(BROTHERHOOD OF STEEL)
QUEST VISIT: REUNIONS (MAIN)
QUEST VISIT:
DANGEROUS MINDS (MAIN)
QUEST VISIT: SHADOW OF STEEL
(BROTHERHOOD OF STEEL)
QUEST VISIT: LAST VOYAGE OF THE
U.S.S. CONSTITUTION (SIDE)
UNIQUE ITEM: KELLOGGS PISTOL
BASEMENT
LEVEL 1
MANUAL 6
COLLECTIBLE: REQUIRED READING:
BASEMENT
LEVEL 2
ROBCO FUN!
COLLECTIBLE: HOLOTAPE: PIPFALL
To Fort Hagen
Command
Center
From Fort
Hagen Command
Center
LEVEL 1 - 2 STAIRWELL
DANGER: MINES!
DANGER: TESLA ARC!
DANGER: TENSION TRIGGER!
DANGER: TURRETS!
Start A
1A
To
Commonwealth
(Parking
Garage)
308
LEVEL 2
Finish
N
SD
A
C
LEVEL 3
1B
ZONE 3
WESTERN
COMMONWEALTH
Start
B
MAP
Start
To Fort
Hagen
SD
SD
To Fort
Hagen
Finish
M
N
309
The Main Quests require you to find Kellogg and obtain the Cybernetic Brain Augmenter from him. The Brotherhood of Steel
quests occur automatically as you leave Fort Hagen (look to the skies!). The Side Quest requires you to obtain an item for Captain
Ironsides, which is inside the military chest close to the elevator on floor L2.
REQUIRED READING:
MASSACHUSETTS SURGICAL JOURNAL
HEALTH OR CHEMS
the roof, where you can gather a Caps stash and ammo from a
clinic key and a button opening a security gate. Beyond the gate
duffel bag and container. Take the blood clinic key from a desk
The blood clinic key opens the safe in the tiny analysis room
and the exit door (Expert) on the west perimeter wall.
When the bombs fell, the mayor of Boston and his wife were
bundled into this hidden subterranean shelter. Though the
bunker is sealed up tight, the wall terminal in the guard pod
next door opens it without any problems. Theres an explosives
ARMAMENTS AND AMMO++
ARMAMENTS AND AMMO: MINI NUKE
(FAT MAN)
ARMOR PART: FUSION CORE
BOTTLECAPS
COLLECTIBLE:
310
box here, too. Head inside and either enter the large pipe or take
the corridors and find out what happened toBostons mayor.
The Boston mayoral shelter bathroom key is inside the dresser
in the bunk bed storeroom with the terminal (Master). The
Boston mayoral shelter key is in the suitcase in the storerooms
southwest corner. It opens the safe.
DANGER: OIL!
cigarette machine, east of the stairs (and the laundry room) and
FACTION: DEATHCLAW
down from the bar; theres a rare robot model kit to snag!
UPPER
TUNNEL
To
Commonwealth
SD
B
B
M
SD
A
SD
M
3
MAIN LEVEL
1
MAP
ZONE 3
WESTERN
COMMONWEALTH
DANGER: MINES!
DANGER: RADIATION (MILD)!
FACTION: FERAL GHOULS
Harvest tarberries from the swimming pool. Hack the leasing office terminal
(Novice) to access the wall safe (Novice). One of the caravans (Master) holds some
Power Armor and ammo.
311
Elevator from
Treatment Plant
(Interior)
HEALTH OR CHEMS
QUEST VISIT: TROUBLED WATERS (MISCELLANEOUS)
312
SUBLEVEL 3
(MIDDLE STRUCTURE)
GROUND FLOOR
A
B 5
CB
To Commonwealth
Start A
1
SUBLEVEL 1
A
Start B
To Commonwealth
(Roof)
7
2
CB
SUBLEVEL 4
(LOWER STRUCTURE)
CB
3
2
CB 8
MAP
ZONE 3
WESTERN
COMMONWEALTH
The lower levels of the plant are flooded, prompting you to take the elevator down to
a series of button-operated doors. Open these to advance to pump control switches,
and activate each one. Advance onward and downward after each one, fending off
Finish
To
Commonwealth
Mirelurks. Then locate the lowest-level elevator that takes you back up to the surface.
313
Forest Grove Marsh is a series of residential and other small buildings that have
sunken and been flooded by the river. Some radioactive leak below the area has
irradiated the water, and though scavengers have tried to put up walkways across the
rooftops of the buildings to explore the houses, the numerous Ghouls in the area have
stopped all but the most inquisitive or reckless scavengers. Proceed at your own risk.
FIG 3.17: FOREST GROVE MARSH (EXTERIOR)
BOTTLECAPS
09
07
06
05
HEALTH OR CHEMS
04 03
01
02
at the pub.
314
This is one of the few buildings whose interior you can access.
The badly damaged structure still has a functioning floor safe
(Advanced) and cash register (Novice). Open some cabinets and
grab any remaining hardware; theres a few rounds of each type
and a weapons workbench upstairs with more ammo nearby.
Dont forget the rooftheres a steamer trunk, Caps stash,
more ammo and chems, a partly hidden explosives box, and a
Holotape from Sheila.
ferns to harvest.
ZONE 3
DANGER: OIL!
WESTERN
COMMONWEALTH
FACTION: SETTLER
SERVICES: WORKSHOP
railroad. Tatos are the crop of choice here. Both the settlers and
315
1
To
Commonwealth
DANGER: TRIPWIRE!
FACTION: RAIDERS
FACTION: CHARACTER: TOWER TOM
LEVEL 1
Start
HOLOTAPE:
GWINNET BREW
RECIPE
LEVEL 2
316
Finish
To
Commonwealth
ARMOR PART:
POWER ARMOR
(LEVELED)
REQUIRED
READING:
GROGNAK THE BARBARIAN
Gunner camp. There are two elevators to use; the one to the north has no nearby
adversaries, whereas the one under the main central structure has a hut with Gunners
DANGER: TURRETS!
waiting. The camp is behind the billboard signs, under the upper north-south freeway.
FACTION: GUNNERS
However, by heading south and doubling back, you can climb and sneak above the
camp. With careful maneuvering (and use of the curved elevated ramps), you can trek
along the east-west freeway all the way to Mass Pike Tunnel West. A must for snipers.
(SIDE COMPANION)
Elevator
B
TOP LEVEL
GUNNER CAMP
MAP
ZONE 3
WESTERN
COMMONWEALTH
Elevator
MID LEVEL
317
[3.22] VAULT 81
BOBBLEHEAD: MEDICINE
BOTTLECAPS+++
HEALTH OR CHEMS+++
BARBARIAN
COLLECTIBLE: REQUIRED READING: TABOO TATTOOS
(VAULT 81 FREEFORM)
QUEST START: HERE KITTY, KITTY
(VAULT 81 FREEFORM)
PASSWORD
(VAULT 81 FREEFORM)
QUEST START: FERTILIZER WOMAN
DANGER: TURRETS!
FACTION: SETTLER (VAULT DWELLER)
(VAULT 81 FREEFORM)
(VAULT 81 FREEFORM)
QUEST VISIT: EMERGENT BEHAVIOR
(SIDE COMPANION)
To
Vault 81
To
Commonwealth
B
T
To Vault 81
(Secret Interior)
318
To Vault 81 (Secret)
Finish
LEVEL 1
MOREINVOLVED.
2
Freeform Quest:
Vault 81 Tour
LEVEL 2
MAP
ZONE 3
WESTERN
COMMONWEALTH
Freeform Quest:
Maintenance Man
Calvin the maintenance man needs any
tools you scavenge and will pay you for
any you bring back to him.
LEVEL 3
To
Vault 81
Entry
Start
319
N
2
1
1
Start
To Vault 81
4
4
x3
E
5
T
7
To Vault
81 Entry
(Interior)
8
Doctor Penske runs the hydroponics lab. She asks you to taste a
Bobby and Tina DeLuca are in the reactor area. Bobby will buy
Mutfruit for her. Answer how you wish. She needs fertilizer you
chems off you. Tina wants Bobby off the Jet and Buffout. You can
scavenge and will pay you for any you bring back.
FACTION: RADROACHES
FACTION: STINGWINGS
BOTTLECAPS
HEALTH OR CHEMS
FACTION: BLOATFLIES
FACTION: BLOODBUGS
320
(EDWINS TERMINAL)
Secondary Locations
[3.01] CAR WRECKAGE
FACTION: RAIDERS
FACTION: SCAVENGER
carrot flowers?
DANGER: MINES!
ARMOR PART: FUSION CORE
DANGER: MINES!
FACTION: STINGWINGS
MAP
DANGER: MINES!
ZONE 3
WESTERN
COMMONWEALTH
cooking stove.
321
[3.12] BRIDGE
(SOUTH OF ARCJET SYSTEMS)
raft planks.
322
FACTION: BLOODBUGS
HEALTH OR CHEMS
[3.24] WAYSTATION
MAP
ZONE 3
HEALTH OR CHEMS
WESTERN
COMMONWEALTH
FACTION: RAIDERS
323
ZONE 4: COASTAL
COMMONWEALTH
THREAT LEVEL MAP
02
03
WORLD MAP
LEGEND
01
08
07
PRIMARY
LOCATION
06
PRIMARY
LOCATION
BOUNDARY
01
05
04
ZONE AND
NEIGHBORHOOD
BOUNDARY
01
02
01
06
07
05
04
03
08
09
SECONDARY
LOCATION
11
10
POINT OF
INTEREST
13
09
10
12
UNDERGROUND
LINK
12
WORKSHOP
11
13
15
14
20
14
21
15
16
19
22
18
17
17
16
24
23
Primary Locations
25
21
20
26
19
27
28
29
22
23
Those hoping to vacation on the eastern shores of the Commonwealth would do well to
pack a copious supply of ammunition and have trained long and hard for this outing, as
the threat level of the roaming miscreants in this zone is deemed most dangerous. The
township of Revere has been razed by Raiders. Nahant offers quiet walks interspersed
with carnage, courtesy of ferals. Up north, Salem long continues its reputation for
horror. Farther inland, toward East Boston and the airport, the ferociousness of your
foes lessens just a little. The Brotherhood of Steels imminent arrival at the airport
should provide a brief respite should you agree to ally with them. Finally, those brave to
dip their toes in the ocean may find one or two surprises under the waves.
324
Secondary Locations
[4.08] RAIDER SHACK (SALEM OUTSKIRTS)
MAP LEGEND
13
20
OPTIMAL ROUTE
Collectibles:
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
AREA OF INTEREST
N Novice (Locked)
A Advanced (Locked)
DOOR
E Expert (Locked)
M Master (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[4.01] COASTAL COTTAGE
FACTION: SETTLER
FACTION: MIRELURKS
SERVICES: WORKSHOP
MAP
ZONE 4
COASTAL
COMMONWEALTH
DANGER: GRENADES!
BOTTLECAPS
DANGER: OIL!
DANGER: MINES!
KIT (PARTS)
DANGER: TRIPWIRE!
FACTION: RAIDERS
HEALTH OR CHEMS+
TESLA SCIENCE
Dont forget to also check the interior of the eastern hut for a
rare robot model kit, sitting on a metal shelf inside, near the
dead Raider.
325
LEVEL 1
LEVEL 2
Ladder to
Commonwealth
1
2
B
Start and
Finish
To
Commonwealth
326
MAP
ZONE 4
COASTAL
COMMONWEALTH
This is an old marble quarry with deep subterranean fissures and tunnels. Many have attempted to fully explore this place, but
none have ventured back up to the surface. The same can be said for a group of Raiders, some of whom have wisely kept to the
surface. For it is said something unspeakable occurred within these depths...
Dont forget the magazine and trunk under station #3. Should
you wish to try some diving, don hazmat attire (but not Power
Armor, as youll sink to the bottom and wont be able to get back
out), and locate a ceremonial dagger and three collectible Mini
Nukes before you surface.
327
BASEMENT LEVEL 2
6
5
CB
BASEMENT LEVEL 3
(UNDERWATER)
8
BASEMENT
LEVEL 1
CB
B
4
KEY
1
To
Commonwealth
2
N
DANGER: TRIPWIRES!
BOTTLECAPS
DANGER: TURRET!
FACTION: RAIDER
(MR. HANDY)
COLLECTIBLE: HOLOTAPE:
HUGOS HOLOTAPE
328
also check Hugos sleeping area for a metal shelf with a robot
model kit on it? Have you found them all yet?
FACTION: GUNNER
FACTION: DEATHCLAW
BASEMENT LEVEL 1
LEVEL 2 ATTIC
2
Finish
1
Start
To Commonwealth
MAP
ZONE 4
in order
COASTAL
COMMONWEALTH
A nursing home for the elderly, the residents of Sandy Coves have been experiencing
the very best in automated care now for over 200 years. The front desk terminal
(Novice) near the book return terminal has locations of residents keys to open the
adjacent safes. Hunt for all six, and claim the contents (mainly chems) from the safes.
Watch for a synth ambush on your way out.
FIG 4.06: SANDY COVES CONVALESCENT
HOME (INTERIOR)
A
LEVEL 2
FACTION: RADROACHES
FACTION: ROBOTS
FACTION: SYNTHS (THE INSTITUTE)
LEVEL 1
HEALTH OR CHEMS+++
SD
REQUIRED READING:
MASSACHUSETTS SURGICAL
JOURNAL
Finish
KEY
Start
N
To
Commonwealth
329
[4.07] SALEM
SALEM (EXTERIOR)
10
03
08
09
11
07
02
12
06
05
07
06
04
13
09
330
The ruins of the cottages have a safe (Expert) still intact on the
upper level.
the toolbox.
Mirelurks.
ZONE 4
COASTAL
COMMONWEALTH
look interesting...
more information.
331
FACTION: SCAVENGER
FACTION: MIRELURKS
4. ACTIVATE BARNEYS
TURRETS (5)
5. REPORT BACK TO
BARNEY
Crack open a few Mirelurk shells before speaking to the homeowner. He opens the
previously inaccessible gate. Enter the ruined home and descend into the basement via
the trapdoor. Here you meet Barney and his favorite gun, Reba. Agree to help him.
Activate his defense turrets around Salem (shown on the Salem Township map). Once
complete, return to receive a key to his workshop and the unique weapon Reba II. Kill
DANGER: TURRETS!
HEALTH OR CHEMS
DANGER: FLAMETHROWER!
DANGER: LONG DROP!
DANGER: OIL!
N
REQUIRED READING:
WASTELAND SURVIVAL
GUIDE
DANGER: TRIPWIRE!
FACTION: GUNNERS
FACTION: CHARACTER: CAPTAIN BRIDGET
332
N
E
MAP
DANGER: TRIPWIRE!
DANGER: TURRETS!
BOTTLECAPS
FACTION: RADROACHES
FACTION: SCAVENGER
FACTION: CHARACTER:
Famed for its quality potted meats, this cannery has recently been
THEODORE COLLINS
COLLECTIBLE: REQUIRED
READING: TALES OF A JUNKTOWN
JERKYVENDOR
FACTION: CHARACTER:
TRADER RYLEE
HEALTH OR CHEMS
(TRADER RYLEE)
ZONE 4
COASTAL
COMMONWEALTH
DANGER: OIL!
DANGER: MINES!
SERVICES: TRADER
(THEODORE COLLINS)
SERVICES: TRADER (TRADER RYLEE)
Miscellaneous
(Theodore Collins and Trader Rylee)
Speak with Trader Rylee about the revolting potted meat
Theodore has been selling; then trade with her if you wish.
Mystery Meat
BOBBLEHEAD: BARTER
COLLECTIBLE: NUKA CHERRY
REQUIRED READING: TALES OF A JUNKTOWN JERKY VENDOR
333
SD
To
Commonwealth
Start
Finish
B
3
1
DANGER: TRIPWIRE!
BOTTLECAPS
DANGER: MINE!
SERVICES: WORKSHOP
Cultists from Crater House have sought to shine their light from
the heavens and have an interesting glow for their beacon. Rid the
N
334
FACTION: BLOODBUG
FACTION: ROBOTS
TESLA SCIENCE
CRAFTING: ARMOR WORKBENCH
HEALTH OR CHEMS
This small boating marina was home to brothers Eugene and Malcolm, who parted ways while not on the best of terms. Read more
at Eugenes terminal or Malcolms terminal (Novice), and be wary of surprises from robots. Check the trunk in the kitchen.
BOTTLECAPS+
DANGER: GRENADES!
DANGER: TRIPWIRE!
FACTION: MIRELURKS
HEALTH OR CHEMS
FACTION: RADROACHES
FACTION: RAIDERS
FACTION: CHARACTER: CINDER
HEALTH OR CHEMS
MAP
ZONE 4
COASTAL
COMMONWEALTH
14
2.33
05
01
03
07
16
04
06
335
To
Commonwealth
[4.17] LIBERTALIA
THREAT LEVELS 35+
STATION
LEVEL
N
1
C
A
A
PLATFORM
LEVEL
DANGER: MINES!
DANGER: TURRETS!
FACTION: RAIDERS
smattering of chems.
HEALTH OR CHEMS++
QUEST VISIT: SYNTH RETENTION (THE INSTITUTE)
UNIQUE WEAPON: LE FUSIL TERRIBLES
UNIQUE ITEM: LE
FUSIL TERRIBLES
336
REQUIRED READING:
U.S. COVERT OPERATIONS
MANUAL
A
B
MAP
ZONE 4
COASTAL
COMMONWEALTH
20
14
21
15
19
18
22
17
337
The police department building is little more than a shell of concrete and rusting
furniture. Another of Eddie Winters Holotapes is upstairs on a filing cabinet.
Attic Bedroom
N
Upstairs Door
In Locked
Desk (Novice)
M Basement
Door
FACTION: CHARACTER:
THEODORE CROUP
SERVICES: WORKSHOP
M
To
Commonwealth
FACTION: MIRELURKS
Nahants most intact structure is the chapel by the sea. Head upstairs for a steamer
trunk and roof access allowing safe sniping should anything ambush you from the water.
To the south is a ruined bar and restaurant house, also with a steamer trunk upstairs.
338
DANGER: OIL!
FACTION: MIRELURKS
FACTION: ROBOTS
(OCEANOLOGICAL INSTRUCTORS)
HEALTH OR CHEMS
To
Commonwealth
To
Commonwealth
A
E
To
Commonwealth
LEVEL 1
LEVEL 2
CATWALKS
MAP
ZONE 4
COASTAL
COMMONWEALTH
The small Oceanological Society, perched at the end of the spit of land, is a former
marine research laboratory but is now infamous for Mirelurk nests and spitting
barnacles. Robots are still active and battling aquatic mutations coming up from
the bay. There are two interior structures to investigate (each one has a trunk to
open), as well as a tiny shack (Novice) at the edge of the tumbledown pier with some
ammunition inside.
Look east out to sea to spot a beached fishing boat at the far end of the Mirelurk hatching area. Wade over and pry Caseys key from
the toolbox in the cabin.
339
17
16
23
20
18
DANGER: TRIPWIRE!
FACTION: IRRADIATED WILDLIFE (RADROACHES)
FACTION: RAIDERS
The Catholic Church founded East Boston Prep as religious preparatory school. As the
HEALTH OR CHEMS
priesthood and church funding declined, local activists took over the school as a secular
institution serving the immigrant population in East Boston. The school was eventually
abandoned during an economic downturn before the war.
ARMAMENTS AND
AMMO: MINI
NUKE
LEVEL 1
REQUIRED
READING:
ASTOUNDINGLY AWESOME TALES
To
Commonwealth
Start
LEVEL 2
N
1
To
Commonwealth
LEVEL 3
1
To
Commonwealth
Finish
340
DANGER: GRENADES!
DANGER: OIL!
DANGER: MINES!
REQUIRED READING:
TUMBLERS TODAY
FACTION: RAIDERS
MAP
FACTION: ROBOTS
FACTION: TRIGGERMEN
This was once a small, struggling racetrack with aging facilities. It is currently occupied
by a gang of Raiders and Triggermen who use the track to host their robot races.
Eager Ernie is in charge here and has a key and password to unlock any doors,
ZONE 4
COASTAL
COMMONWEALTH
allowing easy access to the downstairs clubhouse terminal (Expert) and upstairs
master control terminal (Expert), as well as the Repair Shop (Advanced) and Robot
Control Terminal (Novice) out in the track. Both terminals allow you to control
the racing robots; come evening, they turn against their masters. There are some
reserve robots to activate in the south warehouse, too. Watch for items to scavenge
everywhere; dont forget to check the bus (two are locked [Novice]).
FACTION: SETTLER
SERVICES: WORKSHOP
341
FACTION: CHARACTER:
KNIGHTRYLAN
(FAT MAN)
ARMAMENTS AND AMMO: TRUNK (3)
HEALTH OR CHEMS
BOTTLECAPS+
(BROTHERHOOD OF STEEL)
QUEST VISIT SPOILS OF WAR
(BROTHERHOOD OF STEEL)
QUEST VISIT AD VICTORIAM
(BROTHERHOOD OF STEEL)
QUEST VISIT DUTY OR DISHONOR
KNIGHTLUCIA
FACTION: CHARACTER:
(BROTHERHOOD OF STEEL)
QUEST VISIT LEARNING CURVE
(BROTHERHOOD OF STEEL)
SERVICES: WORKSHOP
INITIATECLARKE
FACTION: CHARACTER: KNIGHTSERGEANT GAVIL
03
02
01
04
08
05
06
07
342
MAP
ZONE 4
COASTAL
COMMONWEALTH
343
B2 PARKING
STRUCTURE
2
N
3
B1 PARKING
STRUCTURE
STRUCTURE
INTERIOR
4
N
A
ID
6
Start
and Finish
B2 SIDE
STRUCTURE
To
Commonwealth
E
ID 5
B1 SIDE
STRUCTURE
ID
Most of the Airport Ruins can only be explored during Brotherhood of Steel: Duty or Dishonor. Youll need the Airport Ruins ID Card,
found on or near Initiate Clarke during the quest, to unlock the Airport Facilities elevator and several doors. The ruins consist of a
partly flooded parking lot, a subway station, a baggage claim, and maintenance chambers. Be sure to loot a third trunk from here and
a second Fusion Core.
344
[4.28] PRYDWEN
MAP
ZONE 4
COASTAL
COMMONWEALTH
HEALTH OR CHEMS+++
QUEST START: SHADOW OF STEEL (BROTHERHOOD OF STEEL)
QUEST START: TOUR OF DUTY (BROTHERHOOD OF STEEL)
UNIQUE ITEM: SENTINELS PLASMACASTER (WEAPON)
UNIQUE ITEM: STEADFAST BOS COMBAT
ARMOR CHEST PIECE (APPAREL)
345
LEVEL 2
M
M
LEVEL 3
LEVEL 4
KEY
To Prydwen
Quarters (Interior)
To
Command
Deck
(Interior)
To Prydwen
Forecastle
(Exterior)
346
HELPFUL HINT
Did You
Know?
FIG 4.28C:
PRYDWEN
QUARTERS
(INTERIOR)
To Prydwen
Flight Deck
(Exterior)
To Prydwen
Main Deck
ZONE 4
ARMAMENTS AND AMMO: MINI NUKE (3) AND FAT MAN
COASTAL
COMMONWEALTH
347
Fort Strong is an old military base. The island it sits on was used as a gun battery as far back as the Revolutionary War, and the
fort itself dates to the Civil War. It had been abandoned for almost a century when the military quietly reoccupied it in the 2050s
for use as a top-secret weapons research facility. The forts exterior and outbuildings were left intact, but its interior was retrofitted
and a basement level was dug to house the new laboratories and a sizable armory.
Live weapons testing began on the island in the early 2070s, with
parts of a Power Armor suit and some ammo. Check under the
other weapons, the Fat Man and its Mini Nukes were invented
bridge for a wooden crate. Otherwise, the road into the main
here and first tested on the artillery range. But in October 2077,
LEVEL 1
Finish
To
Commonwealth
To Fort
Stronghold
Sublevel
Start
To Fort
Stronghold
Armory
(Interior)
Additional Super Mutants are active in this lower level. Remove the
M
LEVEL 2
348
Secondary Locations
[4.01] GUNNER CAMP
(PARSONSELEVATED FREEWAY)
A windmill-generated Gunner
MAP
ZONE 4
COASTAL
COMMONWEALTH
[4.06] SHANTYSTORE
billboard gantry.
WitchcraftMuseum.
HEALTH OR CHEMS
349
FACTION: ROBOTS
350
HEALTH OR CHEMS
HEALTH OR CHEMS
HEALTH OR CHEMS
MAP
ZONE 4
COASTAL
COMMONWEALTH
351
01
02
02
05
03
01
05
04
03
06
07
08
04
06
07
10
09
12
13
08
Primary Locations
14
18
12
10
17
09
19
15
16
15
20
11
21
27
14
22
26
28
24
13
25
23
32
30
29
31
PRIMARY
LOCATION
PRIMARY
LOCATION
BOUNDARY
01
SECONDARY
LOCATION
POINT OF
INTEREST
UNDERGROUND
LINK
WORKSHOP
352
Secondary Locations
[5.01] NATICK POWER STATION
MAP LEGEND
13
20
OPTIMAL ROUTE
Collectibles:
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
AREA OF INTEREST
N Novice (Locked)
A Advanced (Locked)
DOOR
E Expert (Locked)
M Master (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[5.01] POSEIDON RESERVOIR
MAP
ZONE 5
DANGER: OIL!
To
Commonwealth
LEVEL 3
1
2
LEVEL 2
2
M
SD
LEVEL 1
COLLECTIBLE:
ROBOT MODEL KIT PARTS
353
The roof gantries are easy to access, and the ferals up here
can be wiped out while you gaze south at Natick and Lake
opens the security doors leading deeper into the facility. The
locked toolbox (Expert). Also check the broken pipe on the south
02
03
04
DANGER: TRIPWIRE!
FACTION: RAIDER
(RAIDER)
CRAFTING: CHEMISTRY STATION
DANGER: MINES!
FACTION: DEATHCLAW
FACTION: SCAVENGER
354
HEALTH OR CHEMS
COLLECTIBLE: HOLOTAPE:
EDDIE WINTERS HOLOTAPE
QUEST VISIT: LONG TIME COMING (SIDE)
FACTION: MIRELURKS
HEALTH OR CHEMS
FACTION: RAIDERS
HEALTH OR CHEMS
COLLECTIBLE:
ROBOT MODEL KIT PARTS
(mainlyplastic) toys.
HELPFUL HINT
THOSE TOKENS!
MAP
ZONE 5
NATICK AND THE
GLOWING SEA
DANGER: MINES!
DANGER: TRIPWIRES!
DANGER: OIL!
DANGER: TURRETS!
355
To Commonwealth
(Roof)
BOTTLECAPS
COLLECTIBLE: REQUIRED READING: LIVE & LOVE
To Commonwealth
FACTION: SETTLER
Warning! Extreme radiation danger! This small federal bunker offers a brief respite
from the terrors of the Glowing Sea. Check the footlockers for items, flip the circuit
breaker to activate the two (hostile) Protectrons, and check the terminal (Expert). Did
you find the Nuka Cherry behind the bed?
FACTION: DEATHCLAW
DANGER: TRIPWIRE!
BOTTLECAPS
a safe (Expert) and steamer trunk. One of the sheds has a floor
356
BOTTLECAPS
CRAFTING: COOKING STATION
DANGER: MINES!
FACTION: IRRADIATED WILDLIFE
(MIRELURKS)
To Cabins
A boggy mess of rusting boats, tires, and other debris forming a makeshift bridge
across the Charles River. This has long been infested by Mirelurks, and the pickings
are good for those with quick wits. The caravan on the east shore of the river is locked
(Advanced). Theres a shack on the west shore of the river.
MAP
Check the overturned white boat in the middle of this muck for a loose Fusion Core. Then make sure you inspect the small fishing
boat on the river, attached to the plank, as well as the cabin southwest of the river crossing. Both locations have steamer trunks.
ZONE 5
FACTION: RAIDER
DANGER: TURRET!
FACTION: BROTHERHOOD OF STEEL (QUEST ONLY)
FACTION: CHARACTER: SCRIBE HAYLEN
QUEST VISIT: LIBERTY REPRIMED (BROTHERHOOD OF STEEL)
357
[5.15] VAULT 95
LEVEL 1
DANGER: TRIPWIRES!
DANGER: TURRETS!
FACTION: GUNNERS
HEALTH OR CHEMS
QUEST VISIT: BENIGN INTERVENTION
BOBBLEHEAD:
BIG GUNS
COLLECTIBLE:
NUKA CHERRY
358
To
Commonwealth
BASEMENT
LEVEL 1
LEVEL 2
BASEMENT
LEVEL 2
7
LEVEL 3
3
MAP
4
ZONE 5
NATICK AND THE
GLOWING SEA
359
FACTION: SETTLER
SERVICES: WORKSHOP
HEALTH OR CHEMS
To Glowing Sea
DANGER: TRIPWIRE!
FACTION: SYNTHS (INSTITUTE)
Start
HEALTH OR CHEMS
LEVEL 3
CB
2
LEVEL 2
3
LEVEL 1
Finish
360
FACTION: RADSCORPION
HEALTH OR CHEMS
AWESOME TALES
DANGER: RADIATION (SEVERE)!
FACTION: CHILDREN OF THE ATOM
FACTION: CHARACTER: BROTHER GRIFFITH
FACTION: CHARACTER: BROTHER OGDEN
FACTION: CHARACTER: MOTHER ISOLDE
FACTION: CHARACTER: SISTER LAYLA
FACTION: CHARACTER: SISTER VERENA
HEALTH OR CHEMS
QUEST VISIT: THE GLOWING SEA (MAIN)
REQUIRED READING:
ASTOUNDINGLY
AWESOME TALES
FACTION: DEATHCLAW
ZONE 5
NATICK AND THE
GLOWING SEA
MAP
DANGER:
RADIATION (SEVERE)!
DANGER: RADIATION (SEVERE)!
HEALTH OR CHEMS
Warning! Extreme
HEALTH OR CHEMS+
radiation danger!
361
To The
Glowing
Sea
(RADSCORPION)
FACTION: DEATHCLAW
HEALTH OR CHEMS
M
BASEMENT
LEVEL 1
LEVEL 1
DANGER: OIL!
Warning! Extreme radiation danger! A cave mouth of bent metal leads to a weaving
cave of debris, with Power Armor to claim. North is a half-buried Super Duper Mart.
Take the exterior stairs entrance to the interior of the parking garage; the first of two
steamer trunks is on this level. There is a security gate (Master) to unlock. Access the
bus to drop down to the lower level where a Deathclaw is. Take the elevator atop the
remains of the parking garage down to the lower flooded levels, where you can face the
Deathclaw and open the steamer trunk.
Warning! Extreme radiation danger! The steeple of this church still points
skyward and offers a modicum of familiarity in this vastness of despair. Avoid
a long fall by descending through the steeple. Unlock a safe (Master) atop the
stairs. Remaining on the balcony allows you to manage the congregation of ferals
in this area. The exploration ends at the buried bus (check it for a trunk).
362
To The
Glowing
Sea
(BROTHERHOOD OF STEEL)
MAP
ZONE 5
(BROTHERHOOD OF STEEL)
UNIQUE ITEM: VIRGILS RIFLE
3. CHECK ON VIRGIL
Speak to Virgil and he mentions an experimental serum in his old laboratory that could reverse the effects of his Forced Evolutionary
Virus. Continue your Main Quest until youre able to access the Institute. Once inside, explore the FEV Laboratory. Work your way
through to the lab, and take the experimental serum. Give it to Virgil and leave his laboratory for 72 hours while he waits for the
change. Upon your return, speak to Virgil again, and he rewards you by allowing you to loot his laboratory (though not his rifle,
which must be pried from his cold, dead, green hands).
BOTTLECAPS
FACTION: RADSCORPION
HEALTH OR CHEMS
Warning! Extreme radiation danger! Only the roof section of this manufacturing plant
is visible. Enter via the hole in the concrete. In the repair area, use the terminal to open
the exterior door, then retrace your steps. Enter and open the steamer trunk at your
own risk. Dont leave without the sentry bot model kit sitting near the wall terminal.
363
To Glowing
Sea
PYRAMID
CATWALK 4
Start
DOOR OVERRIDE
COLLECTIBLE: REQUIRED READING:
ASTOUNDINGLYAWESOME TALES
CRAFTING: CHEMISTRY STATION
DANGER: LONG DROP!
DANGER: RADIATION (SEVERE)!
FACTION: CHILDREN OF THE ATOM
FACTION: FERAL GHOULS
FACTION: MOLE RATS
FACTION: CHARACTER: BROTHER HENRI
FACTION: CHARACTER: ATOMS WRATH
HEALTH OR CHEMS
QUEST VISIT: LIBERTY REPRIMED
(BROTHERHOOD OF STEEL)
PYRAMID
CATWALK 3
364
SD
PYRAMID
CATWALK 2
PYRAMID
GROUND
LEVEL
SD
KEY
7
2
To Glowing Sea
Finish
B
B
PYRAMID
CATWALK 1
SD
MAP
ZONE 5
5
ARMAMENTS
ANDAMMO
ARMAMENTS AND
AMMO: TRUNK
DANGER: RADIATION
(SEVERE)!
HEALTH OR CHEMS
365
Secondary Locations
[5.01] NATICK POWER STATION
FACTION: DEATHCLAWS
appearing) trunk.
slightly depressing.
FACTION: MIRELURKS
HEALTH OR CHEMS
366
FACTION: RADSCORPIONS
HEALTH OR CHEMS
MAP
ZONE 5
DANGER: RADIATION (SEVERE)!
FACTION: BLOODBUGS
HEALTH OR CHEMS
FACTION: RAIDERS
FACTION: STINGWINGS
HEALTH OR CHEMS
(Advanced).
367
ZONE 6: QUINCY
AND SOUTHERN
COMMONWEALTH
03
04 02
01
05
03
06
04
01
09
07
02
08
05
10
08
23
20
10
22
21
07
06
11
09
24
13
31
12
11
13
15
14
16
16
17
15
12
18
19
27
14
22
18
29
17
19
26
25
35
21
28
27
33
29
30
24
31
30
23
20
25
34
28
26
37
36
32
38
PRIMARY
LOCATION
01
PRIMARY
LOCATION
BOUNDARY
POINT OF INTEREST
SECONDARY
LOCATION
WORKSHOP
UNDERGROUND LINK
Primary Locations
CHARTERSCHOOL
[6.20] MURKWATER
CONSTRUCTIONSITE
368
MILITARYCHECKPOINT
NORTHERNSTAR
[6.31] SPECTACLE ISLAND
Secondary Locations
MAP LEGEND
HEALTH OR CHEMS
TERMINAL
13
20
OPTIMAL ROUTE
AREA OF INTEREST
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
DOOR
STEAMER TRUNK
Collectibles:
FUSION CORE
POWER ARMOR
ESSENTIAL READING
BOBBLEHEAD
NUKA CHERRY
MINI NUKE
Primary Locations
[6.01] WESTING ESTATE
N Novice (Locked)
A Advanced (Locked)
E Expert (Locked)
M Master (Locked)
T Terminal required to unlock
KEY Key or ID Card required
to unlock
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
FREEFORM ACTIVITY)
UNIQUE ITEM: SIGNED BASEBALL
ZONE 6
QUINCY AND
SOUTHERN
COMMONWEALTH
MAP
BOTTLECAPS
DANGER: OIL!
COLLECTIBLE: HOLOTAPE:
DANGER: MINES!
HEALTH OR CHEMS+
COMING(SIDE)
369
To Commonwealth (Mass
Pike Tunnel West)
HEALTH OR CHEMS
A
N
N
A
To Commonwealth
(Mass Pike Tunnel East)
Interior: At the machinery chambers (south) by the skeleton are two Holotapes, one offering information and the other a password.
Otherwise, prepare to be lightly irradiated and slathered upon by ferals. The interior links the west and east exits, as well as the
370
Pike Tunnel East. Consult those locations for the interior map.
COLLECTIBLE: HOLOTAPE:
DET.MCDONNELLS HOLOTAPE
B
E
IN
To Utility Tunnels
(Mass Pike Tunnels)
MAP
ZONE 6
DANGER: OIL!
BOTTLECAPS
FACTION: TRIGGERMEN
HEALTH OR CHEMS
QUINCY AND
SOUTHERN
COMMONWEALTH
When the quest isnt active, the exterior door leads to a strongroom and is only accessible using Hancocks strongroom key (which
isnt available). This is the alternate name of this location. As theres a security door directly inside, the only way youre getting in
here is via an underground tunnel from Goodneighbor, during the quest. Its worth spending time ransacking the train cars full of
loot, though! The unique weapon is awarded at the end of the quest, depending on who you side with.
HEALTH OR CHEMS+
Since the bombs dropped, several Scavenger and Raider gangs have used the faded remains of this fairly upscale gated community.
It is now home to a family of Yao Guai. The northeast house has an unlocked floor safe upstairs. The southwest house has an
unlocked floor safe in the laundry porch. The west house is of most concern, especially once you see whats glowing in the garden.
Enter this abode by ascending the rusty truck and debris and heading into the upstairs hole.
371
BOTTLECAPS
HEALTH OR CHEMS+
CB
The salvage yard has numerous rickety walkways and rusting vehicles to inspect, including a bus with a safe (Advanced). Theres
also some makeshift ramps up to a trailer with a trunk and magazine to pilfer. Climb up a fridge and drop into a long blue
container to reach a shelter trapdoor. It is sealed; follow the black electrical wire to a circuit breaker on a generator by the lookout
hut and activate it. The shelter has a key to open the safes, revealing evidence of what happened to the Millers.
372
(FAT MAN)
ARMAMENTS AND AMMO: TRUNK
FACTION: GUNNERS
HEALTH OR CHEMS
DANGER: MINES!
DANGER: OIL!
BOTTLECAPS
DANGER: TRIPWIRE!
FACTION: SETTLER
HEALTH OR CHEMS
DANGER: GRENADES!
DANGER: MAKESHIFT BOMBS!
MAP
(PHYLLIS DAILY)
SERVICES: WORKSHOP
ZONE 6
QUINCY AND
SOUTHERN
COMMONWEALTH
REQUIRED READING:
WASTELAND SURVIVAL GUIDE
T
An inlet off the Charles River houses a boat landing and a brick
building making up a marina. The place is home to (and has
been booby-trapped by) an old woman named Phyllis. It could
prove to be a valuable settlement. Phylliss terminal upstairs
unlocks her safe. The warehouse is locked (Novice) at both doors
but is accessible via the water.
A strange and angry old woman pulls a gun on you. Either slay her or speak to her.
Learn more about her sorrows from the terminal upstairs.
(Easy, Medium, Hard) Ask about her situation.
Speak to her again: You can kill her, tell her to leave, go to
Covenant, or stay (you can console or entice her, turn her into
the Covenant (if youre friendly with them), the Institute, or the
Railroad). Youre then able to use her workshop.
373
01
13
14
12
15
02
BOTTLECAPS+++
COLLECTIBLE:
LA COIFFE
374
B
2
x4
N
A
M x2
1
2
3
N
To
Commonwealth
LEVEL 2
MAP
ZONE 6
QUINCY AND
SOUTHERN
COMMONWEALTH
LEVEL 3
N
4
To
Commonwealth
(Roof)
5
Finish
3
4
You can access this impressively vast department store from the heinous trap-festival funhouse (the parking lot to the north) or the
concrete steps that lead from the ground to the roof entrance (the roof has a generator with a Fusion Core to grab). There are two
entrances at street level, too.
Inside, prepare for combat with large green foes. Grab the magazine and search the trunk on the top floor, and dont forget to check
the basement levelthe remains of a jewelry storeto access a button near a Railroad sign. It opens a hidden bookcase in the
southwest corner. Pry open six safes. Or just use the key in the toolbox if youre out of bobby pins or patience. Dont leave without
heading to the Level 2 Employees Only storage room (Novice) on the west wall; theres an Eyebot model kit to take on the shelves
near the Protectron and terminal (Novice).
375
HEALTH OR CHEMS
FACTION: ROBOTS
(SIDE)
LEVEL 1
1
2
LEVEL 2
1
To
Commonwealth
(Parking Bridge)
LEVEL 3
4
3
Start &
Finish
LEVEL 4
Historically, this hospital survived on donations from local churches and city funds
until the invention of automated surgery. This hospital saw record earnings by
employing a staff of Nurse Handys and Doctor Handy, MD, models and had a strong
legal team to cover up any lawsuits. Then the bombs dropped.
2
There are two entrances to this confusing set of interior ruins (pause at the morgue for
a refreshing Quantum). As long as you use each elevator once and dont fall through
holes in the floor, youll eventually reach the basement where the steamer trunk, or
3
376
Start &
Finish
To
Commonwealth
BOTTLECAPS
COLLECTIBLE: NUKA CHERRY
COLLECTIBLE: REQUIRED READING: TUMBLERS TODAY
BOTTLECAPS
COLLECTIBLE: HOLOTAPE: PROPERTY OF R. BURTON
COLLECTIBLE: NUKA COLA QUANTUM (2)
DANGER: OIL!
DANGER: MINES!
FACTION: RADROACHES
DANGER: TRIPWIRES!
DANGER: TURRET!
HEALTH OR CHEMS
HEALTH OR CHEMS+
COLLECTIBLE:
NUKA COLA
QUANTUM (2)
B
N
REQUIRED
READING:
UNSTOPPABLES
MAP
ZONE 6
QUINCY AND
SOUTHERN
COMMONWEALTH
377
LEVEL 1
BASEMENT
LEVEL 1
1
Start & Finish
To
Commonwealth
OF MONKEYS FOR SOME HEALTH. EXIT VIA THE 18 BATHROOM SCALES; DEACTIVATE THEM ALL TO
PREVENT A GRENADE EXPLOSION.
LEVEL 2: WATCH FOR THE MISSILE LAUNCHER TRAP. KEEP TURNING LEFT TO REACH THE RAMP TO
LEVEL 3. INVESTIGATE THE REST OF THIS LEVEL TO REACH SOME HEALTH ABOVE THE LOWER RAMP
YOU JUST CAME FROM. THERES ALSO A SMALL ALCOVE WHERE SOME SETTLERS CAN BE FOUND
(THEY ARENT IN THE BEST HEALTH).
LEVEL 3: A LARGE-SCALE FERAL GHOUL AMBUSH CAN BE THWARTED SLIGHTLY BY PLACING TRAPS OR
REMAINING AT THE RAMP INSTEAD OF RUNNING BLINDLY AROUND THIS LEVEL. ONCE THE FERALS
ARE FINISHED, PROCEED TO THE NEXT RAMP.
LEVEL 4: BEWARE OF BATHROOM SCALES AND TRIPWIRES CONNECTED TO TESLA ARCS THROUGHOUT
THIS AREA. THE BARRED DOOR LEADS TO FALLONS DEPARTMENT STORE. BUT YOURE HERE TO PICK
FROM DOORS #1, #2, AND #3:
DOORS #1 AND #3: YOU MIGHT WANT TO SIDESTEP THESE AS SOON AS YOU
OPEN THEM.
DOOR #2: LEADS TO MORE ROOMS AND TRIPWIRES WITH MAKESHIFT BOMBS.
CHECK THE SLEEPING QUARTERS FOR A MAGAZINE AND A WEAPONS
WORKBENCH. THERE ARE TWO CELLS WITH A VARIETY OF EXCELLENT PRIZES!
BUT YOU CAN ONLY PICK ONE, AS A FLAMETHROWER TRAP INCINERATES THE
OTHER BEFORE THE CELL DOOR OPENS!
THE LEFT CELL: A STEAMER TRUNK, MINI NUKE, A COMBAT ARMOR HELMET,
AND FOUR FUSION CORES.
378
Simply head to the ramp up to the roof from here to access Fallons, the hospital, or a
jump down to the ground and freedom.
01
02
03
05
10
BOTTLECAPS
04
09
06
JAMAICA PLAIN
07
08
MAP
ZONE 6
DANGER: TURRETS!
Ask any Scavenger and theyll tell you, Jamaica Plain is known for both its
inhospitable locals and the fabled treasures that lie somewhere inside this Feral
FACTION: ROBOTS
Ghoulinfested town. Rumor has it that just before the bombs fell, the neighborhoods
QUINCY AND
SOUTHERN
COMMONWEALTH
inhabitants sealed a vast wealth in a secure chamber somewhere near here. The
aforementioned Ghouls have kept any treasure hunters at bay. Until now!
DANGER: TRIPWIRES!
SERVICES: WORKSHOP
UNIQUE ITEM:
2076 WORLD SERIES
BASEBALL BAT
379
SD
SD
SD
1B
1A
A
To
Commonwealth
(Town Hall)
PLAN A: UNLOCK THE ARCHIVES ROOM USING A KEY OR BOBBY PINS (MASTER).
WANDER THROUGH THE HOLE IN THE WALL AND ENTER THE INNER SECURITY ROOM.
PLAN B: MOVE INTO THE SECURITY ROOM, AND IGNORE THE JANITORS ID
hidden there.
THE TRIPWIRE FIELD AND TURRETS. THE SECURITY DOOR UNLOCKS, ALLOWING
380
Enter the town hall basement. In the meeting hall, you can:
and both Ken and Tanya Standish. Gather the various keys and
passwords they possess. Then visit the town hall and find Sal
you can force your way past most of these security systems, but
be prepared for a fight.
DANGER: GRENADES!
MININUKE (2)
ARMAMENTS AND AMMO:
MINI NUKE (FAT MAN)
ARMAMENTS AND AMMO:
TRUNK (2)
Elevator to
Basement
DANGER: OIL!
DANGER: MAKESHIFT BOMB!
DANGER: MINES!
DANGER: TENSION TRIGGER!
DANGER: TRIPWIRE!
DANGER: TURRETS!
BOTTLECAPS
FACTION: GUNNERS
COLLECTIBLE: BOBBLEHEAD:
SMALLGUNS
COLLECTIBLE: HOLOTAPE:
CRUZSHOLOTAPE
COLLECTIBLE: HOLOTAPE:
MAP
RYDERSHOLOTAPE
COLLECTIBLE: HOLOTAPE:
LEVEL 1
WESSHOLOTAPE
QUINCY AND
SOUTHERN
COMMONWEALTH
QUANTUM
COLLECTIBLE: REQUIRED
Start A
ZONE 6
CRAFTING: ARMOR
WORKBENCH (2)
Start B
2
5
CRAFTING: CHEMISTRY
STATION
CRAFTING: COOKING
STATION (2)
CRAFTING: WEAPONS
From Gunners
Plaza Basement
WORKBENCH
DANGER: CAN CHIMES!
LEVEL 2
To
Commonwealth
381
LEVEL 1
LEVEL 2
(CATWALKS)
4
3
Elevator to
Gunners Plaza
Start C
You can use a side fire escape or mount a charge from the north
to reach the roof (and Fusion Core). The two main doors to the
ground floor rotunda are on the sides of the structure.
Inside, the Gunner Cruz (roaming the top floor) has the GNN
Recording Room Key and a Holotape. Or, you can obtain the
same key from Ryder in the basement, along with a key for the
safe (Master) in the basement.
In the basement (accessed via the elevator), expect further Gunner confrontations. After making a sweep, use the elevator to return to
the main floor (Optimal Path waypoint #5), head into the recording room (waypoint #6) where Captain Wes is stationed. He has a safe
key on his person, which opens a safe (Master) with his holotape in it. Dont forget the Bobblehead on the recording rooms main desk.
DANGER: MINES!
TRUNKBOTTLECAPS
COLLECTIBLE: REQUIRED READING:
GROGNAK THE BARBARIAN
DANGER: TRIPWIRES!
FACTION: RAIDERS
FACTION: ROBOTS
FACTION: SCAVENGERS
HEALTH OR CHEMS
DANGER: GRENADES!
382
02
01
04
06
05
(Southeast)
08
09
ZONE 6
QUINCY AND
SOUTHERN
COMMONWEALTH
neighborly note.
383
LEVEL 1
To
Commonwealth
To
Commonwealth
BASEMENT
LEVEL 1
BASEMENT
LEVEL 2
LEVEL 2
theircomplexions.
C
1
384
FACTION: MIRELURKS
SERVICES: WORKSHOP
DANGER: TURRETS!
FACTION: RAIDERS
BOTTLECAPS++
HEALTH OR CHEMS
MAP
ZONE 6
QUINCY AND
SOUTHERN
COMMONWEALTH
A large marble quarry northwest of Quincy is now flooded with water. Please refrain
from drinking; the water is radioactive from the toxic dump of rusting barrels dumped
here. A small contingent of Raiders spend their time huffing narcotics and growing
paranoid. Use lockpicking prowess to open the trailer on the upper quarry (Expert).
Farther along the marble-side pathway is a safe (Advanced). Check the cut marble
lower level for a bedroom with a wooden crate (Novice) to pry open.
FACTION: MIRELURKS
Once a weekend getaway for the Dieter family, this small coast
park is now infested with Mirelurks. Inspect the barnacle-clad
trailer and two cabins; one is locked (Advanced) but has a steamer
trunk and notes from the family on a terminal.
385
HEALTH OR CHEMS
(ARLEN GLASS)
ID
Access the roof and climb on the yellow machinery to reach the large pipe that connects the factory to the water tower (southwest).
Drop into this horizontal pipe bridge to reach a cunningly hidden steamer trunk.
Inside the factory, one of the Super Mutants has a Wilson Atomatoys ID Card that you can use to enter a small storeroom, where
you can find the Giddyup Buttercup parts needed by Arlen Glass. Theres a steamer trunk on the balcony area, too.
386
01
02
08
03
07
05
09
24
06
04
12
13
10
MAP
11
ZONE 6
25
QUINCY AND
SOUTHERN
COMMONWEALTH
14
26
DANGER: GRENADES!
DANGER: MINES!
DANGER: TRIPWIRES!
BOTTLECAPS
DANGER: TURRETS!
COLLECTIBLE: HOLOTAPE:
FACTION: GUNNERS
TESSASHOLOTAPE
FACTION: RADSCORPIONS
HEALTH OR CHEMS++
387
the buildings of this once-picturesque and historical settlement. John Adams, John
Quincy Adams, and John Hancock were all born here. Currently, Gunners have taken
over the Quincy ruins and a section of freeway that runs through the town. This was
once a Minutemen stronghold until the arrival of the Gunners and a defection of one of
A small band
of unpleasant
Scavengers
home here.
to location #07.
Head upstairs to
gather some chems.
Mama Murphys Diner is seemingly
picked clean, but climb the stairs and
access the door onto the narrow balcony
to claim her stash of chems (below the
Apartments sign).
388
Minutemen fleeing
this once-stately
building from the
roof bridges or
MAP
ZONE 6
QUINCY AND
SOUTHERN
COMMONWEALTH
ground.
numerous obstacles,
of which is a still-
smoldering pile
of bodies. At least
discriminate; there
are dead Raiders
and settlers here. To the southeast is a wall with a chained door to unlock.
389
Expect heavy fire and punching power from a group of Gunners led by the Power Armorclad Tessa. Inside the building is a book
return terminal and another terminal where you can take Bakers Holotape for Tessa. Expect ammo and a series of precarious
ramps across Quincy Ruins if you venture upstairs. Look for the door down into the lockup. Inside is a Protectron and a terminal
you can use to unlock all the cell doors, including the locked one (Expert), and read up on Eddie Winter. Another of Eddie Winters
Holotapes is on one of the lockers.
FACTION: CHARACTER:
MATTPEABODY
HEALTH OR CHEMS
QUEST VISIT: KID IN A
FRIDGE (SIDE)
Matt and Carol Peabody live here along with their son, who seems to have gone missing. These two friendly Ghouls are related to the
specified quest. Look for a Caps stash in the oven, and head upstairs to find an unlocked wall safe with ammo and a first aid box.
390
MAP
ZONE 6
QUINCY AND
SOUTHERN
COMMONWEALTH
A group of friendly Greasers make their base of operations from this abandoned
garage and scrap yard. Be sure to get on the Cats good side, daddio, as Rowdy offers
some choice Power Armor mods. Zekes terminal (Novice) is worth a hack. Their
Holotape poetry? An acquired taste.
4. RETURN TO ROWDY
6. TALK TO ZEKE
Speak with Zeke and refrain from violence. To join these cool Cats, speak with Rowdy, who wants you to install a water pump.
Visit the nearby settlement, tinker with the pump, speak with June, and return to the Atom Cats. Youre interrupted by a Gunner
attack. Repel this before youre welcomed into the faction and given a groovy outfit.
391
To Poseidon
Energy
(Interior) Finish
LEVEL 2
(CATWALKS)
FACTION: MIRELURKS
FACTION: RAIDERS
FACTION: ROBOTS
N
SD
LEVEL 1
BOBBLEHEAD: ENDURANCE
COLLECTIBLE: NUKA CHERRY (2)
REQUIRED READING: TESLA SCIENCE
Both the ground-level entrance and the rooftop door access via the gantry are difficult
to open (Master), and the adjacent terminal doesnt access it. Instead, try swimming
392
Fancy being drenched by radioactive water as you swim and climb through a Mirelurk
lair? Then youve come to the right place. Remember you must submerge and wade
through underwater rooms to gain progress.
Cutty is carrying a most impressive minigun and is wearing Power Armor. His
Poseidon Energy Key opens the ground and roof exits. Dont leave his metal hut
chamber in the middle of the catwalks without claiming a limited-edition Vault-Tec
Bobblehead and some light reading.
SD
Start or
Finish B
M
To
Commonwealth
LEVEL 1
N
1
LEVEL 2
(CATWALKS)
To
Commonwealth
(Roof)
MAP
ZONE 6
QUINCY AND
SOUTHERN
COMMONWEALTH
LEVEL 3
(CATWALKS)
WALLYWARWICK
HEALTH OR CHEMS
CEDRICHOPTON
FACTION: CHARACTER:
ROGERWARWICK
FACTION: CHARACTER:
FACTION: SETTLER
FACTION: CHARACTER:
and tato plant growing conditions, if you can get over the
JUNEWARWICK
FACTION: CHARACTER:
MININUKE
The fertilizer from this old sewage facility offers great Mutfruit
FACTION: CHARACTER:
JANEYWARWICK
(BILLSUTTON)
QUEST VISIT: BUILDING A BETTER
CROP (THE INSTITUTE)
SERVICES: TRADER (JUNE WARWICK)
SERVICES: WORKSHOP
393
MININUKE
DANGER: OIL!
DANGER: TURRETS!
BOTTLECAPS
(MIRELURKS)
FACTION: RAIDER
JERKYVENDOR
HEALTH OR CHEMS
(FAT MAN)
FACTION: MIRELURKS
BOTTLECAPS+
HEALTH OR CHEMS
SERVICES: WORKSHOP
394
BOBBLEHEAD: LUCK
the generator causes some interest from the local wildlife). The
signal cabin circuit breaker sends out a frequency that scares
off Mirelurks and allows the workshop to be accessed. The
ruined shack to the northeast has a safe (Advanced). This place
may be remote, but its perfect for a settlement outpost.
Secondary Locations
[6.01] RED ROCKET FILLING STATION (MASS PIKE EAST)
CRAFTING: POWER
ARMOR STATION
CRAFTING: WEAPONS
WORKBENCH
HEALTH OR CHEMS
This rusting Red Rocket filling station has a couple of crafting areas and access into
the Fens and Theater District neighborhoods.
FACTION: RAIDERS
QUEST VISIT: WICKED SHIPMENTS (LOCATION
BOTTLECAPS
MISCELLANEOUS)
FACTION: RAIDERS
DANGER: GRENADES!
[6.06] RAILROAD
MAINTENANCESHED
MAP
ZONE 6
QUINCY AND
SOUTHERN
COMMONWEALTH
radioactive waste to create a particularly pungent sludge. Expect giant and revolting
CRAFTING: POWER
ARMOR STATION
CRAFTING: WEAPONS
WORKBENCH
FACTION:
SUPERMUTANTS
Near the road into the Theater District is a filling station with crafting opportunities.
If youve been checking all the bathrooms in the Commonwealth, be prepared for a
shock; someone left the toilet seat down in the restrooms here.
395
ANDAMMO
DANGER:
RADIATION(MILD)!
FACTION: SETTLER
FACTION: CHARACTER:
ELEANOR
SERVICES:
TRADER(ELEANOR)
ARMAMENTS AND AMMO
CRAFTING: WEAPONS WORKBENCH
Just off the road by the sagging mansion (northwest of Fairline Hill Estates) is a metal
trailer, campsite/graveyard, and tato orchard, near the small fetid pond. Visit Eleanor
here for some trading opportunities (scrap and ammo).
FACTION: SCAVENGER
FACTION: ROBOTS
blissfulretreat.
[6.13] WAYSTATION
(WESTROXBURY)
ARMOR PART:
FUSION CORE
BOTTLECAPS
CRAFTING:
CHEMISTRY STATION
CRAFTING:
COOKINGSTATION
FACTION: SUPER MUTANT
HEALTH OR CHEMS
396
Use the construction lift by the generators with the Fusion Core to reach this eagles
nest of a camp. Check the metal trailer for a safe (Master); the key can be found next
to the skeleton on the lower level of the freeway. Then optionally make your way back
and forth via the elevated freeway, all the way into the Financial District.
BOTTLECAPS
CRAFTING: CHEMISTRY STATION
HEALTH OR CHEMS
ARMAMENTS AND AMMO: TRUNK
ARMOR PART: POWER ARMOR (LEVELED)
grown in tires.
FACTION: RAIDERS
MAP
HEALTH OR CHEMS
ZONE 6
QUINCY AND
SOUTHERN
COMMONWEALTH
HEALTH OR CHEMS
397
includes a tugboat
with a cabin of a
cat fanatic.
HEALTH OR CHEMS
A green tugboat
and two smaller
police vessels
congregate over a
huge supertanker
on the ocean floor.
RADIATION(MILD)!
FACTION: MIRELURKS
in the swamps.
Come for the
moonshine. Stay
for the sniping.
A railroad
waystation and
signal tower
southwest of the
FACTION: GUNNERS
Gunners plaza.
FACTION: ROBOTS
398
FACTION: ROBOTS
FACTION: MIRELURKS
BOTTLECAPS
FACTION: MIRELURKS
HEALTH OR CHEMS
HEALTH OR CHEMS
MAP
ZONE 6
DANGER: LONG DROP!
DANGER: RADIATION (MILD)!
HEALTH OR CHEMS
QUINCY AND
SOUTHERN
COMMONWEALTH
HEALTH OR CHEMS
a safe (Expert).
399
ZONE 7: NEIGHBORHOOD:
CAMBRIDGE
03
06
05
03
01
04
07
02
01
05
06
02
04
10
09
08
Primary Locations
[7.01] COLLEGE SQUARE
[7.02] CAMBRIDGE POLICE STATION
[7.03] COLLEGIATE ADMINISTRATION BUILDING
[7.04] FRATERNAL POST 115
[7.05] CAMBRIDGE CAMPUS DINER
[7.06] CAMPUS LAW OFFICES
[7.07] KENDALL HOSPITAL
400
Secondary Locations
[7.01] BRIDGE DEN (CAMBRIDGE)
(COLLEGESQUARE)
[7.04] UNIONS HOPE CATHEDRAL
(CAMBRIDGE)
CENTRAL CAMBRIDGE)
09
07
10
11
12
08
13
MAP
12
ZONE 7
14
13
NEIGHBORHOOD:
CAMBRIDGE
20
18
16
11
15
17
19
PRIMARY
LOCATION
PRIMARY
LOCATION
BOUNDARY
01
SECONDARY
LOCATION
POINT OF
INTEREST
UNDERGROUND
LINK
WORKSHOP
By far the largest of the Neighborhoods, and usually the first one travellers to Boston visit when heading in from Concord and
Lexington, Cambridge is a sprawl of college structures and old homes (and even older feral inhabitants) from before the dawn of
the 21st century. The closer to the Charles River you venture, the larger the structures, and the more dominated by raider gangs
this zone becomes. The strangely silent C.I.T. Ruins still stand as a monument to past scientific discoveries, but the Institute
scientists themselves are deep underground. For the sightseer, theres the impressively radioactive Cambridge Crater and its local
feral population (dont forget to pack protective gear!), and taller structures like the landmark Greenetech Genetics tower. Venture
eastwards to the freeway segmenting Cambridge and Charlestown, and youll discover a sizable Super Mutant camp in a half-finished
high-rise, as well as a secret Railroad safehouse.
401
MAP LEGEND
13
20
OPTIMAL ROUTE
Collectibles:
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
AREA OF INTEREST
N Novice (Locked)
A Advanced (Locked)
DOOR
E Expert (Locked)
M Master (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[7.01] COLLEGE SQUARE
DANGER: OIL!
BOTTLECAPS++
DANGER: MINES!
DANGER: TRIPWIRE!
A
N
N
A
N
402
N
To College
Square
Station
LEVEL 1
UPPER
PLATFORM 2
N
1
E
To Cambridge
Start &
Finish
The interior station is a loop through an abandoned subway with numerous explosive
N
N 3
barrels and copious ferals to make the journey harrowing. Pick up the key on the lower
level to open the ticket office so you can claim the magazine. Dont forget to locate the
trunk on the lower level.
(BROTHERHOOD OF STEEL)
QUEST START: FIRE SUPPORT
MINI NUKE
BOTTLECAPS
(BROTHERHOOD OF STEEL)
(BROTHERHOOD OF STEEL)
WINTERS HOLOTAPE
COLLECTIBLE: HOLOTAPE:
SCRIBE HAYLENS PERSONAL LOG
COLLECTIBLE: REQUIRED READING:
COMPANION: PALADIN DANSE
CRAFTING: POWER ARMOR STATION
FACTION: BROTHERHOOD OF STEEL
FACTION: FERAL GHOULS
ZONE 7
NEIGHBORHOOD:
CAMBRIDGE
FACTION: CHARACTER:
(BROTHERHOOD OF STEEL)
PALADIN DANSE
FACTION: CHARACTER:
(THE RAILROAD)
SCRIBE HAYLEN
To Cambridge
Police Station
(BROTHERHOOD OF STEEL)
MAP
(BROTHERHOOD OF STEEL)
QUEST VISIT:
LONG TIME COMING (SIDE)
LEVEL (MAIN)
AVAILABLE COMPANION
Paladin Danse and his recon team are valiantly holding the
403
To Cambridge
(Roof)
To Cambridge
Police Station
Motor Pool
404
BOTTLECAPS
DANGER: MINES!
LEVEL 2
To
Commonwealth
(Cambridge)
MAP
ZONE 7
NEIGHBORHOOD:
CAMBRIDGE
LEVEL 1
Start
Finish
COLLECTIBLE:
NUKA COLA
QUANTUM
To
Commonwealth
(Cambridge)
REQUIRED
READING: GUNS
AND BULLETS
FACTION: RAIDERS
This thriving brick diner once served waffles and coffee, but
its current patrons are decidedly less lively and more bony
inappearance.
405
DANGER: TURRETS!
BOTTLECAPS
FACTION: DEATHCLAW
FACTION: RAIDERS
HEALTH OR CHEMS
To Cambridge
Finish
LEVEL 1
SD
11
B
LEVEL 2
LEVEL 3
10
CB
A
8
LEVEL 4
4
2
7
LEVEL 6
6
3
4
LEVEL 5
5
406
FACTION: ROBOTS
HEALTH OR CHEMS
LABS (MISCELLANEOUS)
QUEST VISIT: UNDERGROUND
U-238
2
Sample
Sample
5
Sample
6
7
Sample
9
1
MAP
Sample
ZONE 7
NEIGHBORHOOD:
CAMBRIDGE
Sample
11
M
T
10
10
Perhaps you heard the radio advertising new and exciting opportunities in this field of research?
As you enter, a robot asks whether youre interested in becoming a researcher. Accept the position after a talk, if you wish. Take
the orientation or ignore it. Enter the clean room, after which youre sealed inside. Youre forced to complete either of the following
objectives. Beware of Feral Ghouls.
407
and Gold into the chemical reagent slots. You receive a unique
TUNGSTEN
HYDROCHLORIC ACID
UNIDENTIFIED SAMPLE 3111: LITHIUM
HYDRIDE
To reach lab C5, access the hole in the wall at the end of lab C4.
lockpicking competence.
the ramp, go across the ceiling crawlspace, and drop down the
third hole you find in the floor. Theres also a Holotape with the
HEALTH OR CHEMS
LEVEL 1
Start
1&3
To
Commonwealth
Institute of
Technology
(Cambridge
Exterier)
LEVEL 2
Finish
LEVEL 3
408
AVAILABLE COMPANION
COMPANION: X6-88
BOTTLECAPS+++
COMPANION: X6-88
HEALTH OR CHEMS+++
MAP
ZONE 7
NEIGHBORHOOD:
CAMBRIDGE
409
LEVEL 1
LEVEL 2
T
N
T
Elevator
BASEMENT LEVEL 1
To Atrium
Elevator
To Level 2
Elevator to
Institute
Sublevel
21-D
To Level B1
LEVEL 3
To
Institute
Bioscience
x2
To
Institute
Advanced
Systems
LEVEL 4
To Institute SRB
To Institute
Robotics
LEVEL 5
To C.I.T. Ruins
LEVEL 6
To Old Robotics
Elevator to
Main Atrium
410
Institute Robotics
To Main Atrium
and Concourse
Institute BioScience
To FEV Lab
MAP
HEALTH OR CHEMS
To FEV Lab
ZONE 7
NEIGHBORHOOD:
CAMBRIDGE
To Main Atrium
and Concourse
To The Reactor
To Main Atrium
and Concourse
411
To Main Atrium
and Concourse
To Main Atrium
and Concourse
FEV Laboratory
FIG 7.10G: FEV LAB (INTERIOR)
DANGER: TRIPWIRES!
DANGER: TURRETS!
HEALTH OR CHEMS
412
N
To Institute
Bioscience
Old Robotics
2
Finish
To Institute
Bioscience
BOTTLECAPS
DANGER: TURRETS!
FACTION: ROBOT, SYNTH
HEALTH OR CHEMS
MAP
ZONE 7
Start
NEIGHBORHOOD:
CAMBRIDGE
A
To Institute
Main Atrium
and Concourse
Institute Reactor
ARMAMENTS AND AMMO
DANGER: TURRETS!
HEALTH OR CHEMS
To Institute
Advanced
Systems
Reactor
413
This location isnt accessed from the Institute itself; it is a medium-sized sewer
complex under Cambridge that allows a cunning infiltration of the premises.
Look for an underwater sewer pipe (Secondary Location 7.19) thats south of
Greenetech Genetics on the northwest side of the Charles River and access the
entrance. There is a wall terminal (Advanced) accessing a steamer trunk and a
keypad on the east wall.
Start
To Cambridge
A
B
T
E
E
You cannot explore further until the quest is active and youve input the key code.
The interior is a series of tunnels where a large Institute pipe runs. Follow this pipe to access the maintenance area, and a
secondary pipe brings you out into the Institute Concourse, near the relay chamber. As theres limited occasions to gather the
available items, make your sweep during the quest.
414
DANGER: GRENADES!
FACTION: GUNNERS
DANGER: MINES!
HEALTH OR CHEMS+
DANGER: TRIPWIRES!
DANGER: TURRETS!
LEVEL 7
BOTTLECAPS+
COLLECTIBLE: NUKA CHERRY
COLLECTIBLE: REQUIRED READING:
MASSACHUSETTS SURGICAL JOURNAL
N
A
LEVEL 6
N
N
LEVEL 5
Finish
MAP
To Greentech
Genetics
ZONE 7
LEVELS 3 & 4
NEIGHBORHOOD:
CAMBRIDGE
3
2
N
N
N
LEVEL 2
3
2
1
LEVEL 1
1
Start
415
LEVEL 1
A
1
LEVEL 2
LEVEL 3
SD
N
To Cambridge
SD
SD
Elevator Down
Start
To Greentech
Genetics
M
2
Finish
SD
(up the stairs with the trunk and Fat Man on it), you reach a
precarious roof deck with no railings and some of the best views
synth named K1-98. You can free her by hacking the terminal
youll see her again at Ticonderoga Station? You can also execute
item to locate.
416
DANGER: GRENADES!
DANGER: TURRETS!
POETRYCOLLECTION
CRAFTING: CHEMISTRY STATION
FACTION: RAIDERS
HEALTH OR CHEMS
MAP
ZONE 7
NEIGHBORHOOD:
CAMBRIDGE
LEVEL 1
To Cambridge
To Cambridge
LEVEL 2
Start
E
To Cambridge
LEVEL 3
Finish
417
Secondary Locations
[7.01] BRIDGE DEN (CAMBRIDGE)
HEALTH OR CHEMS
(MILD)!
FACTION: MIRELURKS
A locked
boathouse
(Advanced) with
some radioactive
spillage is worth
braving, as
theres a steamer
DANGER: MINES!
trunk inside.
FACTION: RADROACHES
HEALTH OR CHEMS
HEALTH OR CHEMS
structure holds
a band of frothing ferals. The front doors are closed, and the one on the east side is
locked (Advanced), so use the front doors. Inside, Father Gabe is preaching. Grab the
418
The graveyard to
imposing brick
FACTION: RAIDERS
HEALTH OR CHEMS
FACTION: RAIDERS
HEALTH OR CHEMS
MAP
ZONE 7
NEIGHBORHOOD:
CAMBRIDGE
DANGER: OIL!
DANGER: TURRETS!
Part of the large Super Mutant camp in this vicinity, this old
exterior roof, where you can make use of an old snipers nest.
419
ARMAMENTS AND
ARMAMENTS AND
AMMO
AMMO
FACTION: RAIDERS
ARMAMENTS AND
HEALTH OR CHEMS
AMMO: TRUNK
FACTION: RAIDERS
HEALTH OR CHEMS
some debris
masquerading
This location
northeast of this road junction. Use the fire escape to reach the
upper floor of the northwest building for some extra loot crates.
DANGER: MINES!
FACTION: RAIDERS
HEALTH OR CHEMS
FACTION: SCAVENGER
FACTION: RAIDERS
NUKE
ARMAMENTS AND AMMO: MINI
NUKE (FAT MAN)
COLLECTIBLE: NUKA COLA QUANTUM
(2)
COLLECTIBLE: REQUIRED READING:
GUNS AND BULLETS
CRAFTING: ARMOR WORKBENCH
420
LEVEL 2
LEVEL 3
Start
4
LEVEL 4
LEVEL 5
LEVEL 6
4
5
IN
A
LEVEL 8
ARMAMENTS AND
AMMO: MINI NUKE
AND FAT MAN
COLLECTIBLE: NUKA COLA QUANTUM (2)
Finish
7
ZONE 7
NEIGHBORHOOD:
CAMBRIDGE
E
8
MAP
REQUIRED READING:
GUNS AND BULLETS
This location is sealed up tight and cannot be entered until the specified quest.
Once youre able to access this eight-floor tower block, be sure to collect the valuable loot as you ascend.
This underwater
pipe marks a well-
CHEMISTRY STATION
hidden entrance
FACTION: ROBOTS
HEALTH OR CHEMS
Institute.
421
ZONE 8: NEIGHBORHOOD:
CHARLESTOWN
01
01
04
02
03
07
08
02
05
10
09
06
03
01
ZONE AND
NEIGHBORHOOD
BOUNDARY
PRIMARY
LOCATION
BOUNDARY
POINT OF INTEREST
PRIMARY
LOCATION
SECONDARY
LOCATION
WORKSHOP
01
West of Cambridge and north of the Charles River, Charlestown is the oldest of the
Boston Neighborhoods, and the old wooden row houses reflect this past. Separated
Primary Locations
[8.01] BADTFL REGIONAL OFFICE
[8.02] BUNKER HILL
[8.03] U.S.S. CONSTITUTION
from Cambridge by the elevated freeway, this offers excellent exploration possibilities
without feeling overwhelmed. It is primarily a Raider territory, with (sometimes
hostile) Scavengers to the south and along the river. The neighborhood is dominated
by two ancient monumentsBunker Hill, which could be an exceptional settlement
if your alliance with the locals is strong, and the U.S.S. Constitution, a prewar
battleship that has been illegally moored for quite some time.
Secondary Locations
MAP LEGEND
13
20
OPTIMAL ROUTE
BOTTLECAPS
SAFE
DOOR
AREA OF INTEREST
HEALTH OR CHEMS
TERMINAL
STEAMER TRUNK
Collectibles:
FUSION CORE
BOBBLEHEAD
POWER ARMOR
NUKA CHERRY
HOLOTAPE
ESSENTIAL READING
MINI NUKE
A KEY
N Novice (Locked)
A Advanced (Locked)
E Expert (Locked)
M Master (Locked)
T Terminal required to unlock
422
UNDERGROUND LINK
Primary Locations
[8.01] BADTFL REGIONAL OFFICE
This is the local office for the Bureau of Alcohol, Drugs, Tobacco,
Firearms, and Lasers (BADTFL). This location was responsible
for investigations and was used as a holding cell and evidence
locker housed in the facility. The locker has attracted Raiders,
keen to loot it.
ARMAMENTS AND AMMO++
FACTION: RAIDERS
MAP
ZONE 8
NEIGHBORHOOD:
CHARLESTOWN
The evidence terminal (northwest) has information pertaining to Eddie Winter, and his Holotape is in the lower cells area near a
Caps stash and desk with a terminal on it. The chiefs key is in the locked bathroom (Novice) to the north (unlock his office to obtain
the magazine). Also be certain to visit the upper-level locker (Novice) for that massive haul of items!
CONSTITUTION (SIDE)
HEALTH OR CHEMS+++
FREEFORM)
ARMAMENTS AND AMMO+++
FREEFORM)
QUEST VISIT: THE BATTLE OF BUNKER HILL (THE
INSTITUTE)
423
REQUIRED READING:
LIVE & LOVE
UNIQUE ITEM:
WASTELANDERS FRIEND
08
05
06
09
04
03
To Utility
Basement
01
10
02
overpowering.
Stockton is here.
To Charleston
(Bunker Hill)
LEVELS 1 & 2
(MAIN)
2
Start
LEVEL 2
(WEST)
LEVEL 2
(SOUTH)
4
424
Finish
Fallen Hero*
1. MISCELLANEOUS: FIND ANY TRACE OF BRENTSAVOLDI
MAP
BOTTLECAPS (150200)
ZONE 8
NEIGHBORHOOD:
CHARLESTOWN
Traffic Jam*
1. MISCELLANEOUS: CLEAR THE TRAINING YARD
to help remove
BOTTLECAPS (200400)
Megs Tour*
(Easy, Medium, Hard) Ask for more Caps. Those Ghouls are filthy.
BOTTLECAPS (175225)
425
Finish
To
Charlestown
(Top Deck)
BOTTLECAPS+++
COLLECTIBLE: REQUIRED READING:
U.S. COVERT OPERATIONS MANUAL 2
CRAFTING: CHEMISTRY STATION
CRAFTING: WEAPONS WORKBENCH
DANGER: RADIATION (MILD)!
DANGER: TURRETS!
FACTION: ROBOTS
FACTION: CHARACTER: BOSUN
FACTION: CHARACTER: CAPTAIN IRONSIDES
FACTION: CHARACTER: FIRST MATE
Start
To
Charlestown
HEALTH OR CHEMS+
QUEST START: LAST VOYAGE OF THE
U.S.S.CONSTITUTION (SIDE)
UNIQUE ITEM: BROADSIDER
UNIQUE ITEM: CAPTAIN IRONSIDES HAT
LEVEL 1
LEVEL 2
LEVEL 3
This ancient maritime vessel was docked in the Boston Navy Yard and was primarily
a tourist attraction. Before the war, it was populated by robots to give visitors a feel
of what life was like back in the olden days. Due to an error in navigation, the ship
is currently embedded in the remains of a harbor building, under constant threat of
Scavenger and Raider attack. Access the interior of this vessel via a trapdoor in the
Secondary Locations
[8.01] RUINED TAVERN
(CHARLESTOWN)
a steamer trunk on
the porch.
426
MAP
HEALTH OR CHEMS
DANGER: MINES!
FACTION: SCAVENGERS
ZONE 8
NEIGHBORHOOD:
CHARLESTOWN
U.S.S.CONSTITUTION
U.S.S.CONSTITUTION
427
01
PRIMARY
LOCATION
PRIMARY
LOCATION
BOUNDARY
01
POINT OF
INTEREST
03
UNDERGROUND
LINK
06
WORKSHOP
07
02
SECONDARY
LOCATION
05
04
02
01
03
04
08
09
09
08
06
05
13
07
12
11
10
10
This is perhaps the friendliest neighborhood in all of Boston. The giant green walled-off enclosure welcomes all travelers without
ghoulish tendencies, and the threats to your life are manageable if you keep near the huge green walls. Venture farther afield and
you may stray into danger: Youll run into Zone 3 if you keep heading west. Go up to Cambridge if you cross the Charles River,
and journey east to Esplanade and Back Bay. South is Zone 6. Most of the outskirts of this neighborhood feature closed-off Raider
camps, which have been decimated recently by the even-more carnage-hungry Super Mutants. But youre here for the trading, the
428
questing, and the camaraderie offered here, in the great green jewel of the Commonwealth.
Primary Locations
Secondary Locations
20
OPTIMAL ROUTE
Collectibles:
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
AREA OF INTEREST
N Novice (Locked)
A Advanced (Locked)
DOOR
E Expert (Locked)
M Master (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[9.01] WRECK OF THE USS RIPTIDE
DANGER: MINES!
DANGER: OIL!
DANGER: TURRETS!
FACTION: RAIDERS
HEALTH OR CHEMS
MAP
ZONE 9
NEIGHBORHOOD:
THE FENS
Stuck under the half-open drawbridge on the Charles River between Cambridge and the Fens, this tugboat and barge is now a
small Raider camp. Come for the survival guide and ammunition on the boat. Stay for the battle with a Power Armorclad ruffian
on the oil-soaked barge behind the boat.
FACTION: RAIDER
HEALTH OR CHEMS
SERVICES: WORKSHOP
429
Start
Finish
N
N
FACTION: RADROACHES
COLLECTIBLE: HOLOTAPE: EDDIE WINTERS HOLOTAPE
HEALTH OR CHEMS
QUEST VISIT: LONG TIME COMING (SIDE)
430
DANGER: TRIPWIRE!
DANGER: TURRETS!
BOTTLECAPS
FACTION: RAIDERS
HEALTH OR CHEMS
LEVEL 1
08
1
09
06
LEVEL 2
Start or Finish
To The Fens
05
MAP
ZONE 9
2
NEIGHBORHOOD:
THE FENS
and Super Mutants, and metal stairs allow access into the
lounge from an upper floor. Use the terminal to open the
adjacent exterior garage, which allows a swift retreat toward
Diamond City.
The entrance to the apartment building can be found close to
LEVEL 3
To The Fens
Start or Finish
LEVEL 2
office and wall safe (Expert) and another exit out to the Fens.
The upper exit from the Parkview Lounge allows access to a
Start A
To The Fens
Start B
To The
Fens
Start C
Finish
To The Fens
431
In prewar times, the deeper areas of the sewer were secluded and
difficult to reach. Time has exposed parts of the upper tunnels to
the sky and Feral Ghouls have since moved in, attracted to the
nuclear power sources of the water pumps below.
An unassuming manhole cover and sprawled skeleton of an old
sewer worker leads into this large labyrinthian tunnel system.
When you find a series of skeletal remains, it becomes clear this
was a place of suffering.
BOTTLECAPS
FACTION: BLOATFLIES
HEALTH OR CHEMS
(MISCELLANEOUS)
To The Fens
Start & Finish
Miscellaneous: DearDetective
The map shows the locations of four Holotapes with messages recorded on them. Listen, and figure out where the detective and
her quarry finally came to rest.
432
QUEST VISIT: JEWEL OF THE COMMONWEALTH (MAIN) city houses several businesses and scores
consummate protector.
COLLECTIBLE:
NUKA CHERRY (8)
COLLECTIBLE:
NUKA COLA QUANTUM (7)
armor workbench.
MAP
18
HOLOTAPE:
GWINNETT ALE BREWING
SUBROUTINES
ZONE 9
NEIGHBORHOOD:
THE FENS
17
16
REQUIRED READING:
LIVE & LOVE
19
09
20
10
11
12
08
REQUIRED READING:
ROBCO FUN!
22
04
06
21
05
23
03
UNIQUE ITEM:
BIG BOY
09
14
02
07
24
13
15
UNIQUE ITEM:
CHAMPION ARMOR (PIECES)
26
01
25
27
33
UNIQUE ITEM:
OLDFAITHFUL
28
29
30
31
32
To The Fens
UNIQUE ITEM:
PROTECTORS ARMOR (PIECES)
UNIQUE ITEM:
ROCKVILLE
SLUGGER
UNIQUE ITEM:
WASTELANDERS ARMOR
(PIECES)
AVAILABLE COMPANIONS
COMPANION: PIPER
COMPANION:
NICK VALENTINE
433
FACTION: CHARACTER:
PASTORCLEMENTS
COLLECTIBLE: HOLOTAPE:
JOIN THE RAILROAD
CHESTPIECE
UNIQUE ITEM: CHAMPION RIGHT ARM
HEALTH OR CHEMS
COMPANION: PIPER
of the settlement,
(FREEFORM)
QUEST START: IN SHEEPS CLOTHING
(FREEFORM)
Located in one of
and connecting
locker room,
Diamond City
Security runs a
25 Caps)? Want to
listen to constant
bickering between
mother and
(locked: Expert).
Inside is a notice board (for the quest) and a few chems and
changing your
hairstyle, theres
434
[08] Schoolhouse
HEALTH OR CHEMS
HEALTH OR CHEMS
WEDDING DAY)
QUEST START:
MAP
ZONE 9
NEIGHBORHOOD:
THE FENS
DIAMOND CITY
BLUES(SIDE)
[10] Swatters
A swatter never runs out of bullets! as Moe Cronin is fond of saying. He runs this store
specializing in baseball equipment and almost nothing else. Barter with Moe to obtain a
unique bat, and speak to him for a couple of quests that can net you some Caps.
Around back is Moe Cronins house (Novice). Trespass here for a huge selection of
soccer gear. Only joking; its more baseball paraphernalia.
435
[13] Chem-I-Care
HEALTH OR CHEMS+++
HEALTH OR CHEMS
(FREEFORM:BOTANY CLASS)
QUEST VISIT: THE DISAPPEARING ACT (SIDE)
SERVICES: TRADER (SOLOMON)
[16] Greenhouse
to steal inside.
painted.
HEALTH OR CHEMS
HEALTH OR CHEMS++
HEALTH OR CHEMS
COMMONWEALTH(MAIN)
(Advanced).
436
HEALTH OR CHEMS
[25] Warehouse
small lake. Inside his hut (Novice) is a small storage area filled
with sugar bombs.
MAP
ZONE 9
HEALTH OR CHEMS
NEIGHBORHOOD:
THE FENS
HEALTH OR CHEMS
HEALTH OR CHEMS
437
HEALTH OR CHEMS
This is the primary watering hole of Diamond City. Many of the residents go here in the evenings to grab a drink. Occasionally, the place
has guests who are traveling through the Commonwealth, as there are rooms available (and mattresses to sleep on) for 100 Caps. Though
the Russian twins who run this place are identical in their features, their personalities are completely different.
This is one of the locations the Ghoul Edward Deegan hangs out in; speak to him to find out more about the Cabots. Theres also a back
room with a terminal (Novice) and Holotape regarding the Railroad. The locked storage room (Advanced) holds some chems and ammo.
BREWINGSUBROUTINES
FACTION: CHARACTER: HENRY COOKE
FACTION: CHARACTER: WELLINGHAM
HEALTH OR CHEMS
QUEST START: DIAMOND CITY BLUES (SIDE)
QUEST VISIT: THE DEVILS DUE (SIDE)
HEALTH OR CHEMS
HEALTH OR CHEMS+
438
2. RETURN TO ABBOT
3. APPLY PAINT TO THE WALL
MAP
ZONE 9
NEIGHBORHOOD:
THE FENS
Abbot in Diamond City wants you to find paint for the citys wall.
entrance hall of the Dugout Inn (shown). If theres a note, read it.
Theres a place called Hardware Town where you can start looking.
It requires you to
remove a tagged
random location.
In this example, it
is a Super Mutant
from inside the
Wilson Atomatoys
Corporate HQ. The quest completes when you neutralize the foe.
Home Run!
Enter Hardware
Town. Beware of
Raiders, especially
the one named
Demo. Find the
blue and yellow
YELLOW
PAINT
GREEN
PAINT
Back with Abbot, paint the wall in any of the three colors you
wish. Green is what Abbot requests, however. You can also
complete this quest by finding the paint before speaking to Abbot.
BOTTLECAPS (100200)
439
Home Plate*
1. MISCELLANEOUS: VISIT YOUR HOME IN
DIAMOND CITY
Botany Class*
1. MISCELL1ANEOUS:
BRING A MUTATED
FERN FLOWER TO
SOLOMON
Talk to Solomon,
the proprietor of
the Chem-I-Care
store. Ask for
work. He requests
you find a rare
mutated fern.
MUTATED FERN
FLOWER
BUFFOUT,
PSYCHO, JET
BOTTLECAPS
(100200)
Pool Cleaning*
1. MISCELLANEOUS: CLEAN THE WATER SUPPLY (5)
440
BOTTLECAPS (100200)
Fly Fishing*
1. MISCELLANEOUS:
BRING A BLOATFLY
GLAND TO
DOCTORDUFF
Head to the
Science! Center,
and listen to
Doctor Duffs
remarks. Offer to
BLOATFLY GLAND
BOTTLECAPS (100200)
MAP
BOTTLECAPS (200400)
Moe Cronin in
ZONE 9
NEIGHBORHOOD:
THE FENS
1. GO TO PIPERS OFFICE
Diamond City
2. TALK TO PIPER
three baseball
relics said to have
been left behind
in the old Westing
Estate. Offer to
find them.
SIGNED BASEBALL
chem cooler.
COMPANION: PIPER
BOTTLECAPS (100200)
441
Nuka-Cola Needs*
faction other than the Institute (you should have been kicked
out). Keep visiting Diamond City until you see Danny Sullivan,
badly wounded by the sign for the mayors office. You can:
SPEAK TO DANNY AND OFFER HIM A STIMPAK.
(CURIE) ASK CURIE TO ADMINISTER HELP.
LOCATE DOC CROCKER OR DOCTOR SUN TO HELP.
TELL DANNY HES BETTER OFF DEAD.
OR IGNORE HIM. HE DIES IF YOU RESOLVE THE CRISIS WITH THE MAYOR
SETTLER: SHEFFIELD
Wedding Day*
Holidays*
she asks you about love, tell her love conquers all.
For some festive
Leave Diamond
spirit, be sure to
visit Diamond
City on Halloween
(10/31) and
Christmas (12/25).
In Sheeps Clothing
1. CONFRONT MAYOR MCDONOUGH
442
LEVEL 1
To The Fens
Start or
Finish A
To The
Fens
MAP
2 1C
Start or
Finish B
ZONE 9
NEIGHBORHOOD:
THE FENS
Paint Mixer
M
4
LEVEL 2
To The Fens
Start or
Finish C
443
Secondary Locations
HEALTH OR CHEMS
FACTION: RADROACHES
FACTION: BLOATFLIES
ARMAMENTS ANDAMMO
FACTION: RAIDERS
This open-air
low-rise apartment
BOTTLECAPS+++
HEALTH OR CHEMS
Enter this bank and have a go at hacking the safe room door
(Master). It isnt easy, but once youve used the terminal to open
the security door, you can ransack a new kind of vault. Aside from
the gold bars, the following wall safes are accessible (along with
the number of safes of each type):
WALL SAFE (OPEN): 1
444
Just north of
the main Super
Mutant forces is a small courtyard with a diner attached to
DANGER: MINES!
DANGER: TRIPWIRES!
HEALTH OR CHEMS
Climb the metal scaffold steps and check the ruined building
to the north and south, watching for traps. From the office
atop the flights of stairs, you can leap through the hole in the
window and access the rooftops to the south of Diamond City.
MAP
ZONE 9
NEIGHBORHOOD:
THE FENS
ARMAMENTS AND AMMO
FACTION: RADROACHES
HEALTH OR CHEMS
A band of Raiders
to Zone 6. Though you can unlock any of the doors (Expert), you
are able (with some patience and clockwise jumping) to drop
onto the rooftops from the high office (scaffold bridge, below),
and work your way around the roofs before landing on the
western Raider roof. The height advantage is helpful.
445
01
01
02
07
05
06
03
04
02
08
PRIMARY
LOCATION
01
PRIMARY
LOCATION
BOUNDARY
POINT OF INTEREST
SECONDARY
LOCATION
WORKSHOP
UNDERGROUND LINK
1-5 6-14 15-25 20+ 25+ 30+ 35+ 40+ 45+
EXPECTED LEVEL OF ENEMIES ENCOUNTERED
Primary Locations
446
Secondary Locations
[10.01] FOOTBRIDGE (ESPLANADE)
[10.02] HOLY MISSION CONGREGATION CHURCH
[10.03] BARRICADE AND ROOFTOPS
[10.04] ROOFTOP DEN (ESPLANADE)
[10.05] MALBOROUGH HOUSE
[10.06] RAIDER LOOKOUT (ESPLANADE)
[10.07] GUN SHOP GARAGE
[10.08] COMMONWEALTH AVENUE
MAP LEGEND
13
20
OPTIMAL ROUTE
Collectibles:
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
AREA OF INTEREST
N Novice (Locked)
A Advanced (Locked)
DOOR
E Expert (Locked)
M Master (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[10.01] CHARLES VIEW AMPHITHEATER
Pillars of the Community is ostensibly a missionary organization that hopes to restore the Commonwealth to prewar American
values. Brother James is also a key player in the disappearance of Emogene Cabot from the well-to-do family of the same name.
Visit here during the specified quest to uncover more about her. Need a Mini Nuke? Find one under one of the beds on the
amphitheater stage.
MAP
ZONE 10
NEIGHBORHOOD:
ESPLANADE
DANGER: OIL!
DANGER: RADIATION (MILD)!
FACTION: GUNNERS
HEALTH OR CHEMS
QUEST START: MISCELLANEOUS
(HALLUCIGEN EXPLORATION)
QUEST VISIT: MISCELLANEOUS
(GOODNEIGHBOR: FRED ALLEN)
ARMAMENTS AND AMMO
BOTTLECAPS++
The exterior of the building has the bodies of Gunners scattered everywhere. They
appear to have been shot while running away. . . . You can enter through the main
doors, or locate the side entrance (Master) on the northern side of the structure, facing
the amphitheater.
447
LEVEL 2
LEVEL 4
1
To
Esplanade
A
Start
B
B
8
9
To Esplanade
LEVEL 3
KEY
3
Finish
LEVEL 1
6
1
E
N
A
8
9
The reception room is ankle-deep in strange green gas. Read the Help Wanted note
by the terminal for some interesting information. Gunners encountered here are
fighting themselves as well as you.
Inside the research lab (north, L2) near the Tesla Science magazine, you can activate a
448
Continue through this maze until you reach the staircase down to the basement. Take the damage while running through, use
Power Armor or a hazmat suit to breach the decontamination area, or use the terminal (Advanced) to dispel the gas, or pick
the locked door (Expert) to reach the lab. The laboratory has a Gunner Commander with a key, mission brief, and note (the key
unlocks the side entrance door). Gather HalluciGen Gas Canisters, which you can craft into unique HalluciGen Gas Grenades at
any Chemistry Station-- but be warned, theres a limited supply of canisters. If Fred Allen of Goodneighbor (Hotel Rexford) sent
you here for one, you can also find it in the lab.
Secondary Locations
[10.01] FOOTBRIDGE (ESPLANADE)
FACTION: RAIDERS
FACTION: RAIDERS
HEALTH OR CHEMS
HEALTH OR CHEMS
MAP
ZONE 10
NEIGHBORHOOD:
ESPLANADE
HEALTH OR CHEMS
FACTION: GUNNERS
Common (east).
449
04
04
03
03
02
01
02
01
06
07
05
08
05
06
07
08
09
PRIMARY
LOCATION
01
PRIMARY
LOCATION
BOUNDARY
POINT OF INTEREST
SECONDARY
LOCATION
WORKSHOP
UNDERGROUND LINK
Secondary Locations
ANDNEWBURY
[11.02] HALF-DEMOLISHED
APARTMENT (BACK BAY)
[11.06] DARTMOUTH
PROFESSIONAL BUILDING
old church and public library. Now the streets and alleyways
CORPORATE HQ
(BACKBAY)
dogs. The tower still stands, which is more than can be said for
450
Primary Locations
MAP LEGEND
13
20
Collectibles:
BOTTLECAPS
OPTIMAL ROUTE
SAFE
ARMAMENTS AND AMMO
DOOR
AREA OF INTEREST
N Novice (Locked)
A Advanced (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
E Expert (Locked)
M Master (Locked)
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[11.01] BOSTON PUBLIC LIBRARY
LEVEL 1
(PLATFORM)
To Back Bay
Start
DANGER: GRENADES!
BOTTLECAPS
DANGER: TRIPWIRES!
COLLECTIBLE: BOBBLEHEAD:
DANGER: TURRETS!
MAP
INTELLIGENCE
FACTION: ROBOTS
ZONE 11
LEVEL 2
(UPPER PLATFORM)
MASSACHUSETTS
SURGICAL JOURNAL
HEALTH OR CHEMS
Finish
NEIGHBORHOOD:
BACK BAY
To Boston
Public Library
(Interior)
M
LEVEL 2
N
3
Copley Station
(Subway)
A
Start and/or Finish B
LEVEL 1
2
To Back Bay
Start and/
or Finish
B
451
BOBBLEHEAD: INTELLIGENCE
REQUIRED READING:
MASSACHUSETTS SURGICAL JOURNAL
and vandalism ruined all the books stored here. The building
still has a grandeur and is accessed either by a side entrance
(Advanced) or by a subterranean entrance at Copley Station,
under the main building. Super Mutants roam these halls now.
The interior of Copley Station is a Super Mutant lair, with two traders already mauled in the north end of the subway car. Theres
another entrance into Boston Public Library here (Advanced).
The main library interior has only one magazine of required reading, but a lot of required bleeding on behalf of the Super Mutants
you should be culling. Watch for Protectrons too; they are hostile if you break in, but if you use the intercom near every door into the
library, and pass a speech challenge, you can get permission and have them allied to you. Be sure to investigate the west hall; the
library storage room key is on the desk in the west hall (north end). It opens the door (Master) off the server room to the northwest.
Dont leave without the Bobblehead!
Certain municipal buildings (like this library and police station) have book return terminals where overdue books you can scavenge
can be dropped off in return for tickets. The book return terminals offer tokens as well as some plastic prizes (and toothpaste or
gum) you can decorate your abodes (or mouth) with.
LEVEL 2
To Back Bay
Finish
1
2
To Back Bay
Start
LEVEL 3
452
BOTTLECAPS
SHROUD COSTUME
UNIQUE ITEM: SILVER SHROUD HAT
UNIQUE ITEM: SILVER
SHROUD PHOTO
UNIQUE ITEM: SILVER SUBMACHINE
GUN PROP
UNIQUE ITEM: SILVER
FACTION: RADROACHES
SHROUD SCRIPT
HEALTH OR CHEMS
QUEST VISIT: THE SILVER
SHROUD (SIDE)
FIG 11.03: HUBRIS COMICS (INTERIOR)
LEVEL 2
LEVEL 1
MAP
A
LEVEL 3
ZONE 11
Start
NEIGHBORHOOD:
BACK BAY
To Back Bay
Silver Shroud
Gun Prop
LEVEL 4
Silver Shroud
Costume
2
Ladder
to Hubris
Comics
Roof
Finish
Grognak
Costume
the storeroom key in one of the cash registers and the office key
case, his costume by the exit ladder to the roof, and the Silver
453
AWESOME TALES
BOTTLECAPS
This manhole cover leads down a ladder to the interior of Park Street Station (Boston Common Neighborhood), close to the entrance
of Vault 114. It is only accessible once you complete the specified quest. It provides a quick access point if you wish to return to
explore either location. Consult the Park Street Station location for maps and items you can find throughout the subway and vault.
BOTTLECAPS++
HEALTH OR CHEMS
COMPANION: STRONG
(APPAREL)
UNIQUE ITEM: AGATHAS DRESS
(APPAREL)
Start
2
1
GROUND LEVEL 1
GROUND LEVEL 2
5
Finish
To
Back
Bay
12
UPPER LEVEL 1
GROUND LEVEL 3
454
UPPER LEVEL 2
UPPER LEVEL 3
10
11
To Ground
12
B
UPPER LEVEL 4
UPPER LEVEL 5
(ROOF)
LEVEL 1
LEVEL 2
BOBBLEHEAD: MELEE
MAP
To Back Bay
2
AVAILABLE COMPANION
COMPANION: STRONG
ZONE 11
NEIGHBORHOOD:
BACK BAY
N
E
LEVEL 3
To Trinity
Tower (Roof)
to the plaza.
The Trinity Tower Cell Key is in the
455
BOTTLECAPS
FACTION: RADROACHES
DANGER: MINES!
DANGER: TURRETS!
BOTTLECAPS
FACTION: RAIDERS
HEALTH OR CHEMS
To Back Bay
LEVEL 4
LEVEL 2
To Back Bay
2
Finish
1
2
To Back Bay
LEVEL 3
456
To Back Bay
BASEMENT
LEVEL 1
SD
ID
M
3
Start
(MARCSWARNING)
COLLECTIBLE: HOLOTAPE
(MARLENESHOLOTAPE)
DANGER: OIL!
LEVEL 1
DANGER: MINES!
A
2
DANGER: TURRETS!
ZONE 11
MAP
NEIGHBORHOOD:
BACK BAY
GLASS)
QUEST START: MISCELLANEOUS
(MARLENES HOLOTAPE)
LEVEL 2
To Back Bay
Finish
M
E
457
Secondary Locations
When investigating this neighborhood, use this rusting bigrig container truck outside Boston Public Library to situate
yourself. The rest of Back Bay is east and south of this general
area, the Fens is west, and Esplanade is one block north.
HEALTH OR CHEMS
Use the fire escape or rubble pile to clamber down through the
rooms of this small apartment structure. There are rooftop
planks to the attic room to the southeast, too.
FACTION: RAIDERS
This small parking structure has openings east and west and
Raiders in the middle.
458
DANGER: TURRETS!
FACTION: RAIDERS
HEALTH OR CHEMS
Enter the Raider camp at the road junction where barricades have been erected. Fight
up the fire escape: A sweep of the rooftops allows you to ransack a steamer trunk in
the southwest apartment ruin.
FACTION: SYNTHS
(THE INSTITUTE)
HEALTH OR CHEMS
more loot!
grandeur to it,
as well as some
MAP
ZONE 11
NEIGHBORHOOD:
BACK BAY
Offering access
particularly patriotic.
into Zone 6, or
infiltration east
into the Theater
District and D.B.
Technical High
School, this Raider
camp is long on barricades but short on competent foes; theyre all holed up at the
Layton Apartments to the west.
459
03
05
02
01
02
06
03
04
01
ZONE AND
NEIGHBORHOOD
BOUNDARY
PRIMARY
LOCATION
BOUNDARY
POINT OF INTEREST
PRIMARY
LOCATION
SECONDARY
LOCATION
WORKSHOP
01
UNDERGROUND LINK
Primary Locations
Secondary Locations
[12.01] BEACON HILL APARTMENTS
[12.02] DEMOLISHED APARTMENT TOWER (BEACON HILL)
[12.03] PLAYGROUND GARAGE
[12.04] ROOFTOP GENERATOR (BEACON HILL)
[12.05] DESTROYED TENEMENT (BEACON HILL)
[12.06] RUBBLE OVERLOOK
460
MAP LEGEND
13
20
OPTIMAL ROUTE
Collectibles:
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
AREA OF INTEREST
DOOR
N Novice (Locked)
A Advanced (Locked)
E Expert (Locked)
M Master (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[12.01] VAULT-TEC REGIONAL HQ
LEVEL 2
MAP
LEVEL 1
ZONE 12
NEIGHBORHOOD:
BEACON HILL
Finish
E
Start
LEVEL 3
LEVEL 4
461
FACTION: ROBOTS
LEVEL 1
To
Beacon
Hill
LEVEL 2B
LEVEL 2
Explore the house, being mindful that this isnt your property.
the Truth for over 50 years. Its offices are in this upscale
462
Secondary Locations
FIG 12.03: CABOT HOUSE (INTERIOR)
MAP
ZONE 12
HEALTH OR CHEMS
NEIGHBORHOOD:
BEACON HILL
LEVEL 1
463
05
04
03
07
01
02
01
12
08
11
13
02
10
14
09
15
17
01
PRIMARY
LOCATION
01
PRIMARY
LOCATION
BOUNDARY
POINT OF INTEREST
SECONDARY
LOCATION
WORKSHOP
Primary Locations
464
UNDERGROUND LINK
FREEDOM TRAIL
Secondary Locations
MAP LEGEND
13
20
Collectibles:
BOTTLECAPS
OPTIMAL ROUTE
SAFE
ARMAMENTS AND AMMO
DOOR
AREA OF INTEREST
N Novice (Locked)
A Advanced (Locked)
E Expert (Locked)
M Master (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[13.01] PICKMAN GALLERY
DANGER: TRIPWIRES!
BOTTLECAPS
DANGER: TURRETS!
FACTION: RAIDERS
ASTOUNDINGLYAWESOME TALES
HEALTH OR CHEMS
(GOODNEIGHBOR FREEFORM)
UNIQUE ITEM: PICKMANS BLADE
MAP
LEVEL 3
ZONE 13
LEVEL 4
NEIGHBORHOOD:
NORTH END
N
Start
To North End
Finish
To North End
N
TUNNELS
LEVEL 1
BOBBLEHEAD: LOCKPICKING
COLLECTIBLE:
NUKA COLA QUANTUM (2)
REQUIRED READING:
ASTOUNDINGLY
AWESOME TALES
UNIQUE ITEM:
PICKMANS BLADE
465
A prolific serial killer stalks the alleys of North End and has recently been cornered in his lair by his prey of choice: Raiders. The
rotting hulk of a row house Pickman calls home was chosen for its access to ancient subterranean smuggler tunnels beneath North
End. He displays pictures of his victims on the walls.
Inside the dwelling, his blood-splattered daubing and corpse sculptures show the type of lunatic Pickman is. He has left a message
to Jack in the front room and Pickmans Calling Card on many corpses. Fight your way to the end of the smugglers sewer.
You can choose to save or kill Pickman in the chamber where Slab the Raider has caught up with him. Either way, theres a key to
find, which opens a hidden safe back in the first room of his row house, behind the picture named Picnic for Stanley.
(THE RAILROAD)
BOTTLECAPS+++
AWESOMELYASTOUNDING TALES
(THE RAILROAD)
QUEST START: OPERATION TICONDEROGA
HEALTH OR CHEMS+++
COMPANION: DEACON
(THE RAILROAD)
(THE RAILROAD RADIANT)
QUEST START: BUTCHERS BILL 2
(BROTHERHOOD OF STEEL)
SERVICES: TRADER (TINKER TOM)
SERVICES: TRADER (DOCTOR CARRINGTON)
UNIQUE ITEM: BALLISTIC WEAVE MK1-5 (APPAREL)
UNIQUE ITEM: MAXIMUM CAPACITY ARMORED
PIERCING SUBMACHINE GUN
UNIQUE ITEM: RAILROAD STEALTH BOY
UNIQUE ITEM: RAILWAY RIFLE
Finish
LEVEL 1
Freedom
Trail Ring to
Railroad HQ
5
BASEMENT
LEVEL 1
To Old North
Church Steeple
Start
To North End
466
To Railroad HQ
Escape Tunnel
(Interior)
BOTTLECAPS
UNIQUE ITEM: RAILROAD STEALTH BOY
UNIQUE ITEM: RAILWAY RIFLE
Start
To Railroad HQ
(Interior)
MAP
ZONE 13
NEIGHBORHOOD:
NORTH END
Finish
To North End
(Exterior))
467
Secondary Locations
[13.01] ROOFTOP APARTMENT
(NORTH END)
BOTTLECAPS
FACTION: RAIDERS
bric-a-brac.
FACTION: RAIDER
FACTION: RAIDERS
FACTION: RAILROAD
FACTION: RAIDERS
468
BOTTLECAPS
HEALTH OR CHEMS
MAP
ZONE 13
NEIGHBORHOOD:
NORTH END
HEALTH OR CHEMS
encampmentoutside.
469
ZONE 14:
BOSTON COMMON
WORLD MAP LEGEND
ZONE AND
NEIGHBORHOOD
BOUNDARY
01
PRIMARY
LOCATION
01
PRIMARY
LOCATION
BOUNDARY
POINT OF INTEREST
SECONDARY
LOCATION
WORKSHOP
UNDERGROUND LINK
FREEDOM TRAIL
01
01
02
02
05
03
04
06
The Freedom Trail starts here! Visit this once-idyllic park surrounded by
ancient architectural prewar mansions and the remains of the State House,
but be warned; there are numerous signs recommending you stay away from
the pond at the parks west end. Perhaps its better to start investigating
the thin red line still visible along much of the sidewalks, a trail leading you
through some of the most famous historical structures still (partly) standing.
Surrounded by five other neighborhoods, Boston Common is at the nexus of the
city south of the river.
Primary Locations
[14.01] MASSACHUSETTS STATE HOUSE
[14.02] OLD GRANARY BURYING GROUND
[14.03] SWANS POND
[14.04] BOSTON COMMON
[14.05] PARK STREET STATION (VAULT 114)
[14.06] BOYLSTON CLUB
Secondary Locations
[14.01] SUPER MUTANT HOTEL SHELL
[14.02] PROST BAR
470
MAP LEGEND
13
20
OPTIMAL ROUTE
Collectibles:
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
AREA OF INTEREST
DOOR
N Novice (Locked)
A Advanced (Locked)
E Expert (Locked)
M Master (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[14.01] MASSACHUSETTS STATE HOUSE
10
LEVEL 3
1
11
N
2
MAP
BOTTLECAPS
ZONE 14
NEIGHBORHOOD:
BOSTON
COMMON
DANGER: MINES!
DANGER: TRIPWIRE!
DANGER: TURRETS!
1
11
FACTION: MIRELURKS
FACTION: RAIDERS
BASEMENT
LEVEL 1
7
8
The new state house was completed in 1798 to house the government of Massachusetts State. The land selected was originally
John Hancocks cow pastures. The first dome was constructed of wooden shingles and covered in copper smelted by Paul Revere.
The state government used this building continuously until the formation of the Thirteen Commonwealths in 1969.
This is part of the Freedom Trail. The number 4 is daubed on the circular ground plaque pointing at the letter L. Outside, one
corner of the structure has collapsed, allowing lock-fiddlers the chance to open a wall safe (Novice).
471
Inside, the place is a messy maze of ruined history and blocked off corridors. Follow the optimal route on the nearby map to avoid
palpitations, and beware of sizable threats from Mirelurks and Raiders vying for power in this location. Remember to look for the
Atrium Key inside the metal box as you climb to the top floor and engage Raiders for the first time (the box is atop the stairs near
the turret). Dont forget to take the rustic lift down to exit.
This burial ground was established in 1660, making it the oldest surviving burial
ground in Boston. Many famous Revolutionary War heroes were buried here, including
John Hancock, Paul Revere, Samuel Adams, and the victims of the Boston Massacre.
In 2031, after the tragic death of Emilia Butler, the city council voted unanimously to
have her remains interred here.
This is part of the Freedom Trail. The number 2 is daubed on the circular ground plaque pointing at the letter A. It is overrun
by ferals. The adjacent church is sealed and cannot be entered.
BOTTLECAPS
The focal point of the Boston Common neighborhood since the early 1600s, the pond once featured ornate swan boats for visitors
and citizens to take for a trip. This location is highly dangerous; even Raiders avoid the Common. Be sure to search the boathouse
for five notes to understand more. Look for warnings about Swans Pond around Boston Common.
REQUIRED READING:
GROGNAK THE BARBARIAN
(THE RAILROAD)
Established in 1634, Boston Common started as a communal grazing ground for cattle before it was made a public park (the oldest
in the country). In the year before the Revolutionary War, a thousand Redcoats camped on the Common. The Redcoat brigades that
marched on Lexington and Concord departed from this very ground.
Park Street Station is accessed to the northeast of this common. This is also the start of the Freedom Trail. On the east side, at the
Protectron tour bot and fountain, the number 7 is daubed on the circular ground plaque pointing at the letter A. Follow the red
stripe along the ground from here to continue the specified quest.
There are numerous signs warning of the dangers of Swans Pond. Aside from a Railroad warning and numerous verbal graffiti
warnings, look for:
A TORN NOTE ON KATHS BODY, ON THE NORTHEAST SIDE OF THE POND.
A TORN LETTER ON MIKAILS BODY, BY THE SOUTHEAST ENTRANCE TO THE COMMONS.
A FUGITIVES HOLOTAPE CLUTCHED IN THE SKELETAL HAND BY THE STATUE PLINTH, ON THE WEST SIDE OF THE POND.
472
HEALTH OR CHEMS
BOTTLECAPS++
COLLECTIBLE: NUKA COLA QUANTUM
DANGER: GRENADES!
LEVEL 1
DANGER: TRIPWIRE!
FACTION: TRIGGERMEN
MAP
LEVEL 2
ZONE 14
NEIGHBORHOOD:
BOSTON
COMMON
BASEMENT
LEVEL 1
To Back Bay
3
STATION
2ND LEVEL
To Vault 114
To Boston
Common
Start
E
N
N
2
E
1
473
LEVEL 2
Start
LEVEL 1
4
1
3
N
4
LEVEL 4
M
7
5
6
N
7
LEVEL 3
N
T
2
LEVEL 5
Finish
KEY
1
3
474
BOBBLEHEAD: SPEECH
isactive.
only one who can open the door at the north end of the corridor
on Level 1.
the overseers room (where you found him) to the exit, which
LEVEL 1
MAP
ARMAMENTS AND AMMO
ZONE 14
NEIGHBORHOOD:
BOSTON
COMMON
To Boston Common
(Exterior
Secondary Locations
[14.01] SUPER MUTANT HOTEL SHELL
ARMAMENTS AND
AND AMMO
AMMO: TRUNK
ARMAMENTS AND
AMMO: TRUNK
DANGER: LONG DROP!
FACTION:
SUPER MUTANTS
fans trunk.
trunk. Approach from the ground or the fire escape tothe north.
475
03
01
05
02
01
02
05
04
03
09
08
10
06
06
07
11
14
12
08
07
13
476
PRIMARY
LOCATION
PRIMARY
LOCATION
BOUNDARY
01
SECONDARY
LOCATION
POINT OF
INTEREST
UNDERGROUND
LINK
WORKSHOP
FREEDOM TRAIL
Primary Locations
Secondary Locations
[15.06] GOODNEIGHBOR
[15.10] 35 COURT
20
OPTIMAL ROUTE
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
AREA OF INTEREST
N Novice (Locked)
A Advanced (Locked)
DOOR
E Expert (Locked)
M Master (Locked)
Collectibles:
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
MAP
ZONE 15
DANGER: OIL!
BOTTLECAPS
NEIGHBORHOOD:
FINANCIAL
DISTRICT
(QUEST ACTIVE)
COLLECTIBLE: HOLOTAPE: OSLOWS OFFICE RECORDING FACTION: GUNNERS (NO QUEST ACTIVE)
COLLECTIBLE: NUKA CHERRY
HEALTH OR CHEMS+
DANGER: MINES!
(BROTHERHOOD OF STEEL)
UNIQUE ITEM: FREEFALL ARMOR RIGHT LEG
(APPAREL)
UNIQUE ITEM: FREEFALL ARMOR LEFT LEG
(APPAREL)
477
ROOF
LEVEL 1
LEVEL 2
FIG 15.01A:
MASS FUSION
(ROOF
EXTERIOR)
Start
Elevator to 5
Mass Fusion
(Interior)
ID
A
5
Finish
FIG 15.01B:
MASS FUSION
(TOWER
INTERIOR)
LEVEL 1
Finish
To
Financial
District
LEVEL 2
Elevator to
Reactor
LEVEL 3
ID
To
Financial
District
LEVEL 6 & 7
2
LEVEL 4
LEVEL 5
A
2
To Mass
Fusion Balcony
(Exterior)
To Mass
Fusion Balcony
(Exterior)
LEVEL 9
CB
Start
478
If you are here on the quest and have access to the upper levels, be sure to clear them of the
scavengeable items as shown on the maps. Descend through the building, using the Executive
ID Card you found on the roof to access the elevator to the Reactor Level. Come back with a
jetpack, and you can reach some additional rewards on the highest levels of the building, which
are otherwise inaccessible. These include a set of Freefall Armor for your legs inside the office of
From Mass
Fusion (Tower
Interior)
REACTOR LEVEL
(UPPER FLOOR)
REACTOR LEVEL
(UPPER FLOOR)
B
2
ID
MAP
ZONE 15
This location cannot be reached unless one of the quests is active. Make sure to grab a Hazmat Suit from the locker room or one of
the control rooms before entering the decontamination archesthe radiation level in the Reactor Chamber is extreme. If you can
manage the (Master) lock, use the terminals in the Control Room and the side office to disable the security system, or prepare for a
NEIGHBORHOOD:
FINANCIAL
DISTRICT
479
BOTTLECAPS
HEALTH OR CHEMS
LEVEL 2
To
Financial
District
The Old Corner Bookstore was originally built as an apothecary after the devastating Great Fire of 1711. Originally the land
belonged to Anne Hutchinson, the controversial puritan who was excommunicated and banished from Massachusetts for her
heretical beliefs and sermons. During the mid-nineteenth century, the Old Corner Bookstore was the home of the leading
American publisher Ticknor and Fields. They published the works of such luminaries as Charles Dickens, Ralph Waldo Emerson,
Nathaniel Hawthorne, Henry Wadsworth Longfellow, Harriet Beecher Stowe, and Henry David Thoreau. Many of those were
frequent visitors to this site.
The Old Corner Bookstore is a historic site on the Freedom Trail. The number 3 is daubed on the circular ground plaque pointing
at the letter I. The interior is mostly deserted. The exterior of the bookstore is cluttered with rubble and marauding ferals, along
with encroaching Raiders and Super Mutants fighting for territory and food. However, dont miss the most difficult-to-find steamer
trunk around; its in the ruins of the skyscraper that was built atop of the bookstore.
Head east, following the Freedom Trail, then down into the Congress Street Garage [S15.02], where you can take an elevator up
to the middle of the ruined building. Climb out onto the overpass, then leap from the overpass Leap from the overpass to a curved
brown metal wall plate. Look southwest, then leap across and up to the remains of a tiled floor. Congratulations: jump northwest,
and you should land on the roof youve attempted to reach, and find the contents of the trunk, close to some upturned desks.
480
BOTTLECAPS
DANGER: TURRETS!
FACTION: RAIDER
HEALTH OR CHEMS
the ramps stop. To reach the roof, you need to enter the mall.
LEVEL 1
LEVEL 2
Start
Finish
MAP
E
1
NEIGHBORHOOD:
FINANCIAL
DISTRICT
ZONE 15
HELPFUL HINT
Did You
Know?
To reach the Garden Terrace, climb through the interior of Primary Location:
Haymarket Mall, or leap down from the freeway that passes over it.
Theres a reason Raiders dont venture up to this roof terrace. After you deal with any
rabid wildlife, inspect the ruined corner to the northeast; open the steamer trunk, then
use the elevator or drop through the holes where a sky train has hit the structure.
Keep descending the structure to discover a safe (Advanced). Use the elevator to
ascend back up.
For an even more precarious adventure, descend the scaffolding and enter the crashed
sky train hanging below. Open the suitcases and the steamer trunk at the northwest
end, guarded by the Protectron. The plank and open window is an optional location
to place MILA during the specified quest.
481
HEALTH OR CHEMS
DANGER: GRENADES!
Start
LEVEL 3
LEVEL 4
To Faneuil Finish
Hall Roof
482
[15.06] GOODNEIGHBOR
COMPANION)
QUEST VISIT: MEMORY INTERRUPTED
HEALTH OR CHEMS+++
BOTTLECAPS+++
COLLECTIBLE: HOLOTAPE:
QUEST START: LONG ROAD AHEAD (SIDECOMPANION) UNIQUE ITEM: DEVASTATORS LEFT LEG
(THERAILROAD)
QUEST START: MACCREADY FOR ACTION* (FREEFORM) UNIQUE ITEM: DEVASTATORS RIGHT GREAVE
UNIQUE ITEM: PARTYSTARTER (MISSILE LAUNCHER)
MAP
COMPANION: MACCREADY
CRAFTING: ARMOR WORKBENCH
ZONE 15
06
05
NEIGHBORHOOD:
FINANCIAL
DISTRICT
07
04
01
KEY
To Financial
District
02
03
08
09
To Bobbis
Place
10
483
Built on an ancient area of Boston once known as Scollay Square, Goodneighbor was
founded in the year 2240 by a group of criminals banished from Diamond City. But
appearances can be deceiving; although plagued with problems, Goodneighbor has
its finer qualities: There are no social classes, so everyone is truly equal. There is no
bigotry, and even Ghouls are accepted. Goodneighbor has proven instrumental in the
success of the Railroadsoperations.
LEVEL 1
To Goodneighbor
BASEMENT LEVEL 1
To Goodneighbor
LEVEL 2
LEVEL 3
To
Goodneighbor
Balcony
484
After Ham the doorman lets you in, take a restroom break for
If youre here to mooch around, Irma isnt happy to see you (unless
Otherwise, this old theater holds few secrets. The mirrors behind
the stage have chems, and Irmas upstairs room has a terminal
task hed like assistance with), flirt with Magnolia the lounge
come here during the Main Quest with a detective friend in tow.
VIP area has MacCready and some rough types hanging around.
FIG 15.06C: THE THIRD RAIL (INTERIOR)
BASEMENT
LEVEL 1
PLATFORM
MAP
BASEMENT
LEVEL 1
ZONE 15
NEIGHBORHOOD:
FINANCIAL
DISTRICT
To
Goodneighbor
LEVEL 1
LEVEL 1
STATION
LEVEL 2
To
Goodneighbor
485
chems too. Theres a Holotape under the stairs with his password.
LEVEL 2
LEVEL 1
BASEMENT
LEVEL 1
To Goodneighbor
separate rooms.
486
(MIRELURKS)
FACTION: TRIGGERMEN
(WEAPON)
LEVEL 2
LEVEL 1
To Bobbis Place
(Goodneighbor)
Start
To
Goodneighbor
A
LEVEL 3
To The Dig
A
A
MAP
ZONE 15
NEIGHBORHOOD:
FINANCIAL
DISTRICT
T
E
Finish
To Strongroom
487
Enter this location when you agree to help Bobbi as part of Side Quest: The Big Dig.
This massive tunnel exploration involves digging through numerous fragile walls;
finding three Fusion Cores, a steamer trunk, and two Nuka Cola Quantums; and
eventually emerging at the NH&M Freight Depot, just south of the Mass Pike Tunnel
East. If ever there was a need for a map, its during this excursion!
Public Knowledge
3. TALK TO IRMA
4. RETURN TO DAISY
BOTTLECAPS (200400)
Hazardous Material*
1. MISCELLANEOUS: BRING A HALLUCIGEN CANISTER
TO FRED ALLEN
2. MISCELLANEOUS: RETURN TO FRED ALLEN
Tough Times*
the reward.
488
Familiar Faces*
BOTTLECAPS (200400)
The Cleaner*
2. MISCELLANEOUS: RETURN TO
WHITECHAPEL CHARLIE
MESSAGE TO JACK
Recruiting Hancock*
1. MISCELLANEOUS: TALK TO HANCOCK
BOTTLECAPS (200400)
Demand additional
compensation.
Ask him who this warehouse clear-out
ZONE 15
is for.
NEIGHBORHOOD:
FINANCIAL
DISTRICT
BOTTLECAPS (200400)
You can:
PLAN A: BETRAY BOBBI.
(Medium) Plan A:
Convince Bobbi to leave.
Art Appreciation*
1. MISCELLANEOUS: INVESTIGATE PICKMAN GALLERY
489
Trouble Brewin
1. FIND THE BREWING MACHINE
2. SEND THE DRINKIN BUDDY TO THE HOTEL REXFORD
3. (OPTIONAL) KEEP DRINKIN BUDDY FOR YOURSELF
4. FOLLOW DRINKIN BUDDY TO THE HOTEL REXFORD
5. TALK TO THE STAFF OF THE HOTEL REXFORD
6. TALK TO RUFUS
7. (OPTIONAL) SELL DRINKIN BUDDY TO RUFUS
8. BRING DRINKIN BUDDY INSIDE THE HOTEL REXFORD
KILL HER.
BOTTLECAPS
every few days, you can chill Nuka Cola (or Nuka Cherries or
Quantums) and make it ice cold by putting it in his inventory.
Also, why not give him new recipes to try?
490
Recipes:
GWINNETT HOLOTAPE
RECIPE
LOCATION
Colonial Taphouse,
Diamond City (Behind the bar)
Gunners and Super Mutants are battling through a towering office building for the
remains of a skybridge. Reaching this vantage point requires skill, good judgment, and
topographical smarts. Youre free to approach from Secondary Location 16: Hub 360
(Theater District), but an easier route is to find one of the following locations:
FIG 15.07A: FALLEN SKY BRIDGE (EXTERIOR)
01
FACTION: GUNNER
FACTION: SUPER MUTANT
07
02
B
LEVEL 1
To
Financial
District
MAP
A
ZONE 15
LEVEL 3
To Financial
District
(Skybridge)
NEIGHBORHOOD:
FINANCIAL
DISTRICT
(FinancialDistrict)
High-Rise interior).
The exterior Skybridge area was a Gunner camp, recently taken over by Super Mutants.
It is the exit from Ruined Skyscraper, the upper area of the Pinnacle High-Rise.
dangerous parkour over the edge of the freeway overpass to the west. You can also
access locations along the freeway into the Theater District to the south. Head
northeast to access the rooftops above Primary Location: Postal Square.
491
01
03
08
DANGER: MINES!
DANGER: TURRETS!
BOTTLECAPS+
FACTION: GUNNERS
FACTION: RAIDERS
HEALTH OR CHEMS
02
DANGER: GRENADES!
FIG 15.08B: JOES SPUCKIES (INTERIOR)
To Financial District
While the Post Office Station is closed permanently, Joes Spuckies is open and used as the Gunners base of operations. It has a
good supply of ammo and Caps.
Scaling the roof areas above this location is where its at! Theres a Safe (Advanced) directly above Joes Spuckies on the ruined roof.
Theres a dead Raider with chems and ammo above the gantry bridge to the south, inside the white ruined skyscraper. To get up
here, approach from one of the following directions:
(Financial District)
skyscrapers).
492
Secondary Locations
[15.01] WEATHERBY
INVESTMENTTRUST
Take the right elevator to ascend around 10 floors up to a tiny section of flooring at the
top of this devastated structure. Carefully hop down from here, heading northwest so
you can claim the steamer trunk atop the roof of the Old CornerBookstore.
CONSTITUTION
FACTION: ROBOTS
HEALTH OR CHEMS
MAP
ZONE 15
LEVEL 1
LEVEL 4
LEVEL 2
To Financial District (Roof)
NEIGHBORHOOD:
FINANCIAL
DISTRICT
To Financial
District
LEVEL 3
E
A
To Financial
District
(Skybridge)
Enter this bank via a side alley door, the hole in the southeast corner of the structure,
or the skybridge from the parking structure elevator. Inside is a second elevator that
takes you to the dizzying heights of the roof. There a plank you use in the specified
quest, along with some ammo.
493
HEALTH OR CHEMS
structure.
HEALTH OR CHEMS
[15.10] 35 COURT
[15.08] ELEVATED ROAD
(CENTRALACCESS)
CRAFTING: COOKING STATION
HEALTH OR CHEMS
DANGER: TRIPWIRES!
FACTION: ROBOTS
FACTION: RAIDERS
HEALTH OR CHEMS
HEALTH OR CHEMS
494
FACTION: RAIDERS
HEALTH OR CHEMS
MAP
ZONE 15
LEVEL 1
NEIGHBORHOOD:
FINANCIAL
DISTRICT
A
To Financial
District
To Financial
District
This set of run-down apartments has two accessible floors (the upper one is only available during the specified quest). The hangout
of a known Raider, this has access from the raised road (via the elevator), but most of the structures interior is inaccessible, until
the quest is active.
495
ZONE 16:
NEIGHBORHOOD:
THEATER DISTRICT
01
02
06
04
01
05
ZONE AND
NEIGHBORHOOD
BOUNDARY
07
01
03
03
01
PRIMARY
LOCATION
PRIMARY
LOCATION
BOUNDARY
SECONDARY
LOCATION
POINT OF
INTEREST
UNDERGROUND
LINK
WORKSHOP
05
04
08
09
10
12
Secondary Locations
[16.01] HUB 360
[16.02] PEARWOOD RESIDENCES
[16.03] THE PLANK WALK (THEATER DISTRICT)
[16.04] GUNNER ENCAMPMENT (THEATER DISTRICT)
[16.05] PARKING GARAGE (THEATER DISTRICT)
[16.06] TICKER TAPE LOUNGE (NORTHWEST)
496
Primary Locations
Bordering Zone 6 to the south, with access into both Back Bay and Boston Common to the west, the Financial District to the north,
and Boston Harbor to the east, the Theater District offers height as well as width in many of its explorable locations. Though
theatrical plays havent been put on for 200 years, the largest of the theaters has its own form of violently bloody entertainment.
Farther south is the sprawling Mass Bay Medical Center, offering (as many building do) access to the ground level and the elevated
freeway above. Expect combat as Gunners attempt to hold on to territory while fending off Super Mutants encroaching on their
facilities. Other locations are quieter, but no less dangerous, like the old robotics store close to the freeway. Remember that some
map icons presented here may be above or below you.
MAP LEGEND
13
20
OPTIMAL ROUTE
Collectibles:
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
AREA OF INTEREST
N Novice (Locked)
A Advanced (Locked)
DOOR
E Expert (Locked)
M Master (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[16.01] COMBAT ZONE
FACTION: RAIDERS
FACTION: SETTLERS
COMPANION: CAIT
HEALTH OR CHEMS
ZONE 16
(SIDECOMPANION)
QUEST START: MISCELLANEOUS (COMBAT ZONE)
MAP
NEIGHBORHOOD:
THEATER
DISTRICT
To Theater
District
497
Once an old-time theater and public arena, this location has been taken over by
AVAILABLE COMPANION
Raiders, who dont allow anyone in other than their own. Tommy Lonegan, a Southie
Ghoul, announces the fights, while Cait, the headliner, cuts throats in the ring.
COMPANION: CAIT
2. TALK TO TOMMY
withCait.
When all the Raiders are incapacitated, enter the arena and
speak with Tommy Lonegan. Hes hoping youll partner up with
Cait while he gets his arena back in order and gifts you some
DANGER: GRENADES!
DANGER: TURRET!
FACTION: BLOODBUGS
BOTTLECAPS
DANGER: OIL!
FACTION: RAIDERS
HEALTH OR CHEMS
DANGER: TRIPWIRES!
ARMOR PART:
FUSION CORE
COLLECTIBLE:
NUKA COLA QUANTUM (2)
A
E
LOWER
PLATFORM
Start
1
2
UPPER
PLATFORM 2
UPPER
PLATFORM 1
Finish
E
E
498
DANGER: MINES!
DANGER: TURRETS!
FACTION: GUNNERS
HEALTH OR CHEMS
This is one of the largest hospitals in the city of Boston. Gunners have a stronghold
here, with makeshift and rusting pathways up to the roof and all the way to the
ARMOR PART:
POWER ARMOR (LEVELED)
elevated freeway south of the fallen skybridge. Be wary of the turrets before entering
this facility. The rusting green structure towers over the elevated freeway.
Access inside is from one of five entrances. There are three on the ground level: the main one to the north, the side doors to the
west (under the elevated freeway), and the emergency room with reception area (check it for an ammo box) to the northwest of this
building. Theres a small concrete bridge near the rubble tower and fallen bus below the freeway. Theres also a monorail track with
a train still attached, which you can take to the Medical Center Station from the roof of Hesters Consumer Robotics.
FIG 16.03A: MASS BAY MEDICAL CENTER (INTERIOR)
1
LEVEL 1
To Theater
District
To Theater
District
LEVEL 2
LEVEL 4
3
1
Start
Finish
E
To Theater
District
To Medical
Center Station
(Exterior)
N
N
To Mass Bay
Medical Radiology
3
N
To Theater
District
MAP
ZONE 16
NEIGHBORHOOD:
THEATER
DISTRICT
N
E
2
LEVEL 3
The top floor of the medical center has an elevator to the radiology department and double doors out to the Medical Center
Stationa mezzanine with the remains of a coffee shop and a safe (Advanced). From the station, you can take the train south to
the roof of Hesters Consumer Robotics or north to the rubble-filled remains of a parking structure under the elevated freeway.
FIG 16.03B: MASS BAY MEDICAL RADIOLOGY (INTERIOR)
LEVEL 1
2
Start
To Mass Bay
Medical Center
LEVEL 3
2
LEVEL 4
3
3
499
4
To Generator
Room (Medical
Center Station)
Finish B
MININUKE
ARMAMENTS AND AMMO:
MININUKE (FAT MAN)
DANGER: TRIPWIRE!
DANGER: TURRETS!
BOTTLECAPS
FACTION: RAIDERS
HEALTH OR CHEMS
UNSTOPPABLES
LEVEL 1
To Theater
District
Start
Raider threats.
C
3
IN
N
1
To Roof
(Exterior)
2
Finish A
To Theater
District
500
BOTTLECAPS
FACTION: ROBOTS
HEALTH OR CHEMS
To the south and close to the waters edge, this structure has a few robots patrolling the perimeter and two entrancesthe main
doors to the southwest and a side door to the north.
FIG 16.05: HESTERS CONSUMER ROBOTICS (INTERIOR)
LEVEL 1
MAP
ZONE 16
To Theater
District
LEVEL 2
(CATWALKS)
To Theater
District
NEIGHBORHOOD:
THEATER
DISTRICT
B
B
To Theater
District
The interior showroom has some buttons that inform you of the advancements Hester was making. Explore the walkways to find a
ladder to the roof.
Up on the roof is a dead settler (with some ammo and chem loot) and the remains of a crashed sky train. Enter the carriages and
make a precarious sprint to the rooftop and upper entrance of Mass Bay Medical Center.
501
Secondary Locations
[16.01] HUB 360
ARMAMENTS
ANDAMMO
ARMAMENTS AND
AMMO: TRUNK
DANGER: LONG DROP!
DANGER:
RADIATION(MILD)!
FACTION:
SUPERMUTANTS
HEALTH OR CHEMS
QUEST VISIT:
WEATHERVANE
(THE RAILROAD)
Access this sprawling Super Mutant camp from the ground or from the remains of the
elevated freeway. Beginning at ground level, look for the structure and the rickety
platforms stretching across the roads to the two other buildings to the east.
The ground-floor interior consists of a reception and dining area and a mezzanine
staircase to a working elevator. Ascend to the next interior area, where youll find
kitchens and a door to Caf Patio. Outside is a balcony offering views and more killing
opportunities but no way out (except a long drop).
Back inside, climb the rubble pile and access either the rooftop pool (another greenskin
hangout spot and access north to the fallen skybridge, or south to the Mass Bay
Medical Center) or the elevator that takes you to the top of this structure. Here
FACTION: GUNNERS
HEALTH OR CHEMS
you can claim the contents of a steamer trunk and finish off the last mutated giant.
Theres a plank here for positioning the device in the specified quest.
SUPERMUTANTS
HEALTH OR CHEMS
This six-floor high-rise has been thoroughly ransacked, and the floor inside the
structure has given way. Take the interior elevator up, and make some nimble drops
to each ruined ledge to gather any items you wish. Exit via the top or bottom floor.
The top exit leads to perhaps the least private bathroom in Boston. Use the fire escape
to descend or ascend here, just west of the building.
502
Use this entrance to access the elevated freeway, which you can
traverse north into the Financial District and south into Zone 6,
close to University Point.
A small run-down
apartment has
a roof generator
where a thoughtful
Railroad agent
ARMAMENTS AND AMMO
has placed a duffel bag and ammo crate. Access via the plank
FACTION: GUNNERS
MAP
ZONE 16
FUSION CORE
NEIGHBORHOOD:
THEATER
DISTRICT
A pair of
mannequins
FACTION: SCAVENGERS
You may encounter wandering folk and a chap named Slim around
here, but this is usually a good and safe place to tinker or sleep.
FACTION: SCAVENGER
503
01
PRIMARY
LOCATION
PRIMARY
LOCATION
BOUNDARY
SECONDARY
LOCATION
POINT OF
INTEREST
01
UNDERGROUND
LINK
WORKSHOP
03
01
02
04
02
06
08
07
09
03
10
04
11
504
Primary Locations
Secondary Locations
[17.04] YANGTZE
Just as the Charles River empties out into the Massachusetts Bay, so, too, did container vessels from across the Old World, about
400 years ago. Now the harbor is in serious need of dredging, with a variety of rusty hulks and rotting boats scattered about this
waterway. Home to Mirelurks, pockets of Super Mutants and Raiders, and the odd roving Scavenger, Boston Harbor offers views
out to the east, toward the airport. Head north to Charleston, west into the Theater District, and south toward Quincy and South
Boston. Though there are few primary locations, this has the distinction of being among the most dangerous of neighborhoods, as
the ground is sometimes soggy and the inhabitants never friendly. Also, did you hear tales of the sea monster lurking in the bay?
MAP LEGEND
13
20
OPTIMAL ROUTE
Collectibles:
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
AREA OF INTEREST
DOOR
N Novice (Locked)
A Advanced (Locked)
E Expert (Locked)
M Master (Locked)
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[17.01] CUSTOM HOUSE TOWER
FACTION: RAIDER
HEALTH OR CHEMS
ZONE 17
NEIGHBORHOOD:
BOSTON HARBOR
(WATERFRONT)
This historic bar and pool club on the edge of the Theater District
is run by one of the smaller Raider gangs active in this area. The
bar has had a long and illustrious history since its establishment
BOTTLECAPS
in 1787 . . . 500 years ago. Paul Revere was said to drink here.
BUDDY PASSWORD
COLLECTIBLE: HOLOTAPE:
GWINNETTLAGER RECIPE
COLLECTIBLE: HOLOTAPE: SPOTLIGHT
HACKING SOURCE CODE
FACTION: RADROACHES
FACTION: RAIDERS
FACTION: CHARACTER: GAFF
FACTION: CHARACTER:
DRINKIN BUDDY
HEALTH OR CHEMS
(TROUBLE BREWIN)
505
LEVEL 1
A
1
N
To Waterfront
3
Start
E
A
Finish
E To Waterfront
1
LEVEL 2
FACTION: RAIDERS
BOTTLECAPS
BUTTERCUP (ITEM)
Close to the waters edge, this fortified Raiders camp has too
many heads on poles and too few blockades, which allows you
easy access into the hotel. Gather ammo before you enter.
Once inside, pick the foyer clean of minor items, then ride the
elevator up to a ruined hallway with a locked door (Advanced).
Inside, one of the older residents is hanging out with a couple of
his toy pals. Theres access out to the roof too.
On the rooftop pool deck, theres light resistance and a load of chems to scavenge, as well as a Nuka Cherry by the bar. Watch the
sides; that drop looks lethal!
506
[17.04] YANGTZE
FACTION: CHARACTER:
CAPTAINZAO
BOTTLECAPS
MONSTERS (SIDE)
DANGER: OIL!
DANGER: RADIATION (SEVERE)!
LEVEL 1
LEVEL 2
A
1
SD
MAP
ZONE 17
SD
NEIGHBORHOOD:
BOSTON HARBOR
(WATERFRONT)
SD
3
Finish
SD
Start
To
Commonwealth
submarine (Liao-Class Type 113) is hidden among the wrecks of other ships
in the Boston Harbor. It is commanded by Captain Zao. Should you wish
to access the terminal (Master) on the lower level, find the first mates
password from the fellow lurking down in these parts.
507
Secondary Locations
[17.01] WATERFRONT PARK
HEALTH OR CHEMS
FACTION: RAIDERS
FACTION: SCAVENGER
the harbor.
FACTION: MIRELURKS
508
FACTION: MIRELURKS
HEALTH OR CHEMS
HEALTH OR CHEMS
recipe or two.
scrap metal. Check inside for the remains of the crew and a safe
MAP
ZONE 17
ARMAMENTS AND AMMO
FACTION: RAIDERS
FACTION: RADSCORPIONS
FACTION: SETTLER
FACTION: CHARACTER: DONNY KOWALSKI
NEIGHBORHOOD:
BOSTON HARBOR
(WATERFRONT)
At the end of the wharf, a small boy named Donny is gazing out
into the harbor, sure hes seen a monster poking its eye stalk
out of the water. Perhaps you can humor him?
509
ZONE 18:
NEIGHBORHOOD:
SOUTHBOSTON
05
01
02
04
06
03
02
01
05
04
03
12
06
11
07
08
08
10
07
13
09
14
15
09
PRIMARY
LOCATION
PRIMARY
LOCATION
BOUNDARY
510
01
SECONDARY
LOCATION
POINT OF
INTEREST
UNDERGROUND
LINK
WORKSHOP
Primary Locations
Secondary Locations
Featuring the most fearsome threats outside of Boston Common, South Boston is separated from the rest of the neighborhoods by
the elevated freeway remains (to the west) and the bay (to the north and east). The lack of giant towering skyscrapers also means
youre less likely to wander around in a bewildered fashion, but dont let your guard down. Powerful pincer-clapping Mirelurks
roam the coast, and numerous pockets of Raiders, ferals, and a few Super Mutants are also active in this zone. The neighborhood
has many impressive and ancient structuresnone more so than the Castle, a fortification once belonging to the Minutemen. This
could perhaps be the crowning achievement to the explorer who seeks to build and unite settlements both far and wide.
MAP LEGEND
13
20
OPTIMAL ROUTE
BOTTLECAPS
SAFE
ARMAMENTS AND AMMO
AREA OF INTEREST
DOOR
N Novice (Locked)
A Advanced (Locked)
E Expert (Locked)
M Master (Locked)
Collectibles:
HEALTH OR CHEMS
FUSION CORE
BOBBLEHEAD
TERMINAL
POWER ARMOR
NUKA CHERRY
HOLOTAPE
STEAMER TRUNK
REQUIRED READING
MINI NUKE
A KEY
IN Inaccessible
C Chained
CB Circuit Breaker
B Button
Primary Locations
[18.01] FOUR LEAF FISHPACKING PLANT
MAP
ZONE 18
NEIGHBORHOOD:
SOUTH BOSTON
05
03
06
DANGER: TRIPWIRES!
FACTION: FERAL GHOULS
FACTION: VICIOUS MONGRELS
FACTION: CHARACTER: MAROWSKI
HEALTH OR CHEMS++
QUEST VISIT: DIAMOND CITY BLUES (SIDE)
511
This plant operated at a loss and was almost ready to shut down
Clear the roof of rotting undesirables, then ammo. Check the chimney stack gantry for a safe (Expert). Access the gantry terminal
(Master) to reveal Marowskis chem lab.
FIG 18.01B: FOUR LEAF FISHPACKING PLANT (INTERIOR)
LEVEL 1
E
To South Boston
SD
To SubBasement
LEVEL 2
(CATWALKS)
To Four Leaf
Fishpacking
Plant
From
Marowskis
Chem Lab Only
(Inaccessible)
BASEMENT
LEVEL 1
512
DANGER: TURRETS!
FACTION: ROBOTS
TRUNKBOTTLECAPS
COLLECTIBLE: NUKA CHERRY
HEALTH OR CHEMS
(CURIE)
QUEST START: MISCELLANEOUS
TESLASCIENCE
(QUALITY ASSURANCE)
N
LEVEL 1
SD
1
4
Start &
Finish
SD
SD
6
7
LEVEL 2
MAP
ZONE 18
NEIGHBORHOOD:
SOUTH BOSTON
A
1
4
2
SD
SD
LEVEL 3
513
The interior is spread over three floors, with various Mr. Handy robots engaged in hostile protocols, led by Major Gutsy. Aside from
other items to gather (including a Giddyup Buttercup), the Quality Assurance wing has some chambers to investigate.
Miscellaneous: Curie
Should you visit here with Curie, she has some remarks about this location.
Once complete, the safe (Terminal) unlocks. Also of note is the General Atomics ID card, shown on the map as a Key, which you
can present at location [2.11] General Atomics Galleria to the Director and avoid confrontation.
Boxing
Ring
IN
Eddie Winters
Hideout
SD
DANGER: TURRETS!
Finish
Southie
Speakeasy
FACTION: RAIDER
FACTION: CHARACTER: CHANCER
FACTION: CHARACTER: EDDIE WINTER
HEALTH OR CHEMS
QUEST VISIT: LONG TIME COMING
To Joes Spuckies
Sandwich Shop
To South Boston
(SIDECOMPANION)
UNIQUE WEAPON: EDDIES PEACE
Start
N
E
UNIQUE WEAPON:
EDDIES PEACE
E
Stairs
to 2F
Stairs to 1F
514
As you enter the station, optionally unlock the food court door (Expert) to program a
Protectron. Descend into the subway and beware of traps, turrets, and a number of
Raiders. Eddie Winters hideout is only accessible during the quest. The speakeasy is
where you find Chancer. Use your lockpicking chutzpah to open the trapdoor, which
leads into the sandwich shop, or unlock the trapdoor with Joes Spuckies basement
key, foundnearby.
Partly blocked from Andrew Station by barricades, the police station has held up well since the bombs dropped. Check the rooftop
to the southwest (use the fire escape) to locate some ammo. Inside the police station, theres a terminal to hack (Expert), a cell door
to open (Expert), and a police evidence terminal to check for information on Eddie Winter. Aside from a Protectron and two mongrel
guard dogs, the upstairs houses the usual scavengable items and a terminal (Novice) to control the Protectron. Eddie Winters
Holotape is on the captains desk in the north corner, near a wall safe (Expert).
MAP
ZONE 18
NEIGHBORHOOD:
SOUTH BOSTON
DANGER: OIL!
DANGER: RADIATION (MILD)!
FACTION: MIRELURKS
Start
To South Boston
To Gwinnett
Brewery
Roof (Upper
Walkway)
Finish
To Gwinnett
Restaurant
515
BOTTLECAPS
DANGER: MINES!
DANGER: RADIATION (MILD)!
PASSWORD
FACTION: MIRELURKS
HEALTH OR CHEMS
This front-of-house restaurant allowed beer aficionados to sample such fine products
as Gwinnetts Pale Ale, Peabody Pilsner, Dead Redcoat Ale, and the infamous Bunker
Hill Brew. Give a Man . . . a Taste of Freedom! the slogan said. Now the place is
piled high with offal and half demolished by Super Mutants. There is a main entrance,
as well as a rear entrance (Advanced) for those of a stealthy disposition. The Gwinnett
Brewery (Primary Location) can be accessed via the security door and large Mirelurkinfested pipes. If you arent competent at hacking, find the Gwinnett Brewery
To Gwinnett
Brewery
password, but approach from the brewery side, not via the restaurant.
LEVEL 1
If you cant hack into the brewery, feel free to head through the restaurant, into the
Start or Finish
kitchen, and use the hole in the wall to jump into the craft brewing area (attached to
the bar), and enter the water-filled pipe that leads into the Brewery.
LEVEL 3
LEVEL 2
N
SD
2
1
Start or Finish
To South Boston
FACTION: RAIDER
HEALTH OR CHEMS
516
FACTION: MIRELURKS
FACTION: RADROACHES
FACTION: CHARACTER: GENERAL MCGANN
FACTION: CHARACTER: RONNIE SHAW
FACTION: CHARACTER: SARGE
HEALTH OR CHEMS
QUEST START: DEFEND THE CASTLE
(THE MINUTEMEN)
QUEST START: FORM RANKS (THE MINUTEMEN)
QUEST START: OLD GUNS (THE MINUTEMEN)
QUEST START: WITH OUR POWERS COMBINED
(THE MINUTEMEN)
QUEST VISIT: TAKING INDEPENDENCE
(THE MINUTEMEN)
MAP
ZONE 18
NEIGHBORHOOD:
SOUTH BOSTON
Historians have noted the original name for this settlement was Fort Independence,
but the people of the Commonwealth now refer to it simply as the Castle. This place
has a long and storied history; it is one of the first forts in America and predates
the Revolutionary War. In recent times, it served as the base of operations for the
Minutemen as they attempted (and failed) to establish a Provisional government.
In 2240, the Castle was partly destroyed by gigantic Mirelurk, and most of the
Minutemen leadership died.
Still, it is generally agreed that the location could yet become an excellent base of
from the sea creatures. Note that the map information refers to interior corridors
within the fortification walls.
This location cannot be accessed unless
To West Bastion
SD
1
IN
517
02
COUNCIL MEETING
03
04
01
N
05
07
A
N
FACTION: MIRELURKS
FACTION: SYNTHS (THE INSTITUTE)
HEALTH OR CHEMS
UNIQUE ITEM: PROTOTYPE PA77 (WEAPON)
This once-thriving settlement was built into the ruins of the old university. Approximately one year before current events, synths
from the Institute wiped this trading post off the map after a disagreement regarding classified research. An explosion in the service
tunnels under Sedgwick Hall killed many, released a large amount of radioactive material, and caused the building to partly collapse.
518
basketball court and hall. The place is deserted now. You can
To
Commonwealth
T
To
Commonwealth
MAP
ZONE 18
NEIGHBORHOOD:
SOUTH BOSTON
LEVEL 1
Start
To
Commonwealth
3
4
M
E
T
LEVEL 3
LEVEL 2
To
Commonwealth
Finish A
To
Commonwealth
Finish B
519
Secondary Locations
[18.01] BUS AND APARTMENT
WRECKAGE
520
HEALTH OR CHEMS
MAP
HEALTH OR CHEMS
HEALTH OR CHEMS
ZONE 18
NEIGHBORHOOD:
SOUTH BOSTON
DANGER: OIL!
DANGER: MINES!
safe (Advanced).
FACTION: MIRELURKS
HEALTH OR CHEMS
521
RADIO
A Collection of Appendices
The final chapter of this guide focuses on the most pertinent data of allthe gathering of the largest collection of highly desirable
items, methods to claim the most impressive deeds, and knowledge of where a likely companion or two may reside.
ACHIEVEMENT
GAMER SCORE
TROPHIES
DESCRIPTION
NOTES
Leave Vault 111.
MAIN QUESTS
1
10
Bronze
10
Bronze
Unlikely Valentine
20
Bronze
Reunions
20
Bronze
Complete Reunions
Dangerous Minds
20
Bronze
Hunter/Hunted
20
Bronze
Complete Hunter/Hunted
20
Bronze
30
Silver
INSTITUTE
9
Institutionalized
10
Bronze
Complete Institutionalized
10
Mankind-Redefined
10
Bronze
Complete Mankind-Redefined
11
Powering Up
10
Bronze
Complete Powering Up
12
30
Silver
MINUTEMEN
13
10
Bronze
14
Taking Independence
10
Bronze
15
Old Guns
30
Silver
BROTHERHOOD OF STEEL
16
Semper Invicta
10
Bronze
17
Blind Betrayal
10
Bronze
18
Ad Victoriam
30
Silver
Complete Ad Victoriam
RAILROAD
19
Tradecraft
10
Bronze
20
Underground Undercover
10
Bronze
21
30
Silver
Complete Tradecraft.
WORKSHOP/SETTLEMENT
22
Complete Sanctuary
20
Bronze
Complete Sanctuary
23
Community Organizer
20
Bronze
24
Benevolent Leader
20
Bronze
Gun-For-Hire
20
Silver
GENERAL
25
522
26
Mercenary
30
Silver
27
Scavver
20
Bronze
INDEX
ACHIEVEMENT
GAMER SCORE
TROPHIES
DESCRIPTION
NOTES
GENERAL (CONTINUED)
28
30
Silver
Pick 50 Locks
29
30
Silver
Hack 50 Terminals
30
30
Silver
Mod 50 Weapons
31
Wasteland D.I.Y.
30
Silver
32
Never Go It Alone
20
Bronze
33
Lovable
20
Bronze
34
Fix-Er-Upper
20
Bronze
35
Future Retro
10
Bronze
36
20
Bronze
37
Ranger Corps
40
Silver
38
20
Bronze
Read 20 Magazines
39
Pranksters Return
10
Bronze
40
Masshole
20
Bronze
41
Animal Control
20
Bronze
42
Homerun!
10
Bronze
Get a Homerun
43
Touchdown!
10
Bronze
Get a Touchdown
44
10
Bronze
45
20
Silver
46
Born Survivor
Bronze
Reach Level 5
47
Commonwealth Citizen
10
Bronze
Reach Level 10
48
Unstoppable Wanderer
25
Silver
Reach Level 25
49
50
Silver
Reach Level 50
50
50
Platinum
RADIO
APPENDICES
NOTES
Agility
BOBBLEHEAD
ZONE LOCATION
[P6.30]
On the very edge of the bow of the ship, on a rickety wooden platform past the deck huts.
Barter
[P4.12]
Inside the metal catwalk hut, northwest upper area of the main cannery room.
Big Guns
[P5.15]
Vault 95
Charisma
[P2.07]
Inside Jack Cabots office, on his desk, close to the elevator, in the Administration area.
Endurance
[P6.28]
Poseidon Energy
On the metal desk with the magazine, near the steamer trunk, in the central metal catwalk hut.
Energy Weapons
[P3.12]
Fort Hagen
In the Command Center, southwest kitchens, on a small table between two fridges.
Explosives
[P2.19]
Saugus Ironworks
In the Blast Furnace area, with the magazine and steamer trunk, on the catwalk.
Intelligence
[P11.01]
On the computer bank, in the mechanical room, northwest corner of the Library.
Lock Picking
[P13.01]
Pickman Gallery
On the ground between the brick pillars in the last tunnel chamber, where you meet Pickman.
Luck
[P6.31]
Spectacle Island
In a locker by the steamer trunk, on the green boat moored south of the island.
Medicine
[P3.22]
Vault 81
Melee
[P11.05]
Trinity Tower
In the cage where Rex and Strong are being held, at the very top of Trinity Tower.
Perception
[P1.12]
Museum of Freedom
In the chamber above the front doors, where Preston is holed up, on a metal desk.
Repair
[P3.06]
On the very end of the top exterior ganty, southwest roof section of the plant building.
Science
[P2.23]
Malden Middle School (Vault 75) On the desk overlooking the subterranean Diner area, inside the vault building, Basement level 3.
Small Guns
[P6.17]
Gunners Plaza
On the broadcast desk in the on-air room, ground floor, west side of the building.
Sneak
[P4.03]
Dunwich Borers
On a small metal table by a lantern, right next to the metal post terminal for area #4.
Speech
[P14.05]
Strength
[P15.01]
Unarmed
[P6.27]
523
MASSACHUSETTS SURGICAL
JOURNAL
LA
COIFFE
HOT
RODDER
ZONE LOC #
524
[01]
[P1.02]
ZONE NAME
NOTES
Sanctuary
Youre S.P.E.C.I.A.L. magazine is inside your own home, where Codsworth is located.
[01]
[P2.01]
Outpost Zimonja
On the workshop.
[02]
[P2.10]
[03]
[P3.14]
[04]
[P4.03]
Dunwich Borers
At the bottom of the pit below terminal #3, on a table near the steamer trunk.
[05]
[P4.24]
[06]
[P5.24]
Crater of Atom
Top floor of the central metal shack built into the northern rocks.
[07]
[P5.31]
Sentinel Site
In the metal hut, at the very end of the tunnels, overlooking the stockpile chamber.
[08]
[P6.02]
On the toilet inside the locked cell by the secured storage room.
[09]
[P7.10]
The Institute
On the triangular table of the outside balcony, accessed via Holdrens quarters. North of atrium.
[10]
[P11.02]
Trinity Plaza
On the lecturn, by the steamer trunk at the east side of the church interior.
[11]
[P11.03]
Hubris Comics
Top floor, in the star restroom on a table, near the steamer trunk.
[12]
[P13.01]
Pickman Gallery
To the right of the steamer trunk in the last tunnel chamber, where you meet Pickman.
[13]
[P13.02]
Inside Railroad HQ, on a metal desk in the brick crypt area, west area of the room.
[14]
[P14.05]
In the living quarters area, on a container in the blocked corridor, under the Laundry sign.
[P1.02]
Sanctuary
[01]
[P1.09]
East end of the main warehouse in the small office, on the desk with the key.
[02]
[P2.23]
[03]
[P3.06]
Assembly level (top floor), in the Raider metal hut accessed via catwalk bridge, near Steamer Trunk.
On the toilet inside the Gunner camp, by the Power Armor Station.
[04]
[P3.21]
[05]
[P3.22]
Vault 81
Given as a reward by Katy the teacher for completing Miscellaneous Quest: Short Stories in the Classroom.
[06]
[P4.05]
Museum of Witchcraft
[07]
[P6.18]
Hyde Park
[08]
[P9.03]
On a living room table in the ruined upstairs apartment, near the TV and safe.
[09]
[P14.04]
Boston Common
In the bandstand, near the skeleton, close to Park Street Station entrance.
[10]
[S18.01]
On the bed of the comic book fans apartment, with the bus crashed into it, close to Andrew Street Station.
[01]
[P3.12]
Fort Hagen
On the oval table in the kitchen area, top floor, southeast area.
[02]
[P4.08]
Inside Barneys bunker, on a metal desk near the lantern and filing cabinet.
[03]
[P6.10]
[04]
[P6.17]
Gunners Plaza
Top floor lounge, in the table surrounded by sofas, south mezzanine offices.
[05]
[P6.24]
Quincy Ruins
On the desk with the terminal, elevated freeway Gunners camp, between the two big-rig trailers.
[06]
[P7.02]
In a locked safe in the station chiefs office. Available only after Brotherhood reinforcements arrive at the station.
[07]
[P7.04]
On the lecturn in the stage area, by the American flag and sandbags.
[08]
[S7.18]
Ticonderoga Safehouse
[09]
[P8.01]
On a desk in the chiefs office, bullpen room in the western part of the building.
[10]
[P18.08]
The Castle
On the radio operators desk, in the middle of the Castle grounds, outside.
[01]
[P1.04]
Inside the small concrete hut, on the desk with the terminal on it.
[02]
[P6.27]
[03]
[P6.13]
Inside the parking lot, to the west of the Hospital. Top floor sleeping quarters, near the prize cells.
[01]
[P6.12]
In the upper floor octagonal room, by the Steamer Trunk, west side of the building near the roof exit.
[02]
[S8.09]
Charlestown Laundry
[01]
[P3.15]
Inside the caravan trailer, east side of the estates (and swimming pool).
[02]
[P4.16]
On the concrete blocks by the cooking pot and steamer trunk, inside the promenade building, upper floor.
[03]
[P5.08]
[04]
[P7.01]
College Square
On the safe behind the counter, at the station entrance interior, before descending the stairs.
[05]
[P8.02]
Bunker Hill
[06]
[P9.08]
[07]
[P15.05]
Faneuil Hall
On the small table, attic level, just after climbing the main staircase.
[08]
[P15.06]
Goodneighbor
On top of the toilet, The Third Rail restroom, entrance area (north).
[09]
[P15.06]
Goodneighbor
On the bar counter, just right of the entrance, in the lobby of Hotel Rexford.
[01]
[P2.07]
Inside Lorenzos living quarters, at the very bottom floor of the facility.
[02]
[P2.20]
In the filing and storage room, west side balcony above the main lobby, one floor up from the ground.
[03]
[P2.24]
Med-Tek Research
On the large central laboratory table, lowest floor of the sub-level, where the Prevent is located.
[04]
[P3.13]
In the analysts room (accessed via the wall terminal), on the desk.
[05]
[P4.06]
Behind the security door, next to the wall of safes, near the reception.
[06]
[P7.08]
On the desk inside the Directors office, above the reception area.
[07]
[P7.11]
Greenetech Genetics
On the table between the two red sofas and dark carpet, in the long room mid-way up the north side of the
building.
[08]
[P11.01]
In the overdue book vending machine (southeast area). Purchase with 50 Tokens via the terminal.
[09]
[P12.03]
Cabot House
UNSTOPPABLES
TUMBLERS
TODAY
TOTAL
HACK
TESLA SCIENCE
TALES OF A JUNKTOWN
JERKY VENDOR
TABOO TATTOOS
ROBCO FUN!
PICKET FENCES
ZONE LOC #
ZONE NAME
NOTES
Saugus Ironworks
Blast Furnace area, on the catwalk just below the steamer trunk and Bobblehead.
[01]
[P2.19]
[02]
[P3.16]
In the metal office overlooking the generator room, before descending to the main treatment chamber.
[03]
[P3.20]
Beantown Brewery
In the foremans concrete wall office, upper walkways of the main vat room, near the steamer trunk.
[04]
[P9.10]
Hardware Town
In the upstairs office on the desk with the key, center of the building, near the steamer trunk.
[05]
[P16.01]
Combat Zone
On the formica table, ground level near the bar, in front of the main stage.
[01]
[P1.01]
Vault 111
Inside the cafeteria terminal, northeast area. Only the game is available.
[02]
[P1.12]
Museum of Freedom
In the chamber above the front doors, where Preston is holed up, on Sturges desk.
[03]
[P3.12]
Fort Hagen
Command Center, adjacent to Kelloggs Terminal, in the chamber where you speak with Kellogg.
[04]
[P9.08]
[05]
[P15.06]
Goodneighbor
In the Memory Den, basement Memory Lounger area, on a metal desk against one of the brick walls.
[01]
[P1.05]
Thicket Excavations
In the metal trailer caravan on the marble edge (south) of the excavation area, close to two other trailers.
[02]
[P1.11]
Concord
Concord Civic Access, in the scavengers sleeping area, close to the steamer trunk, western area near exit stairs.
[03]
[P2.30]
On the metal bench, inside the docked ship, in the shipyard interior.
[04]
[P3.22]
Vault 81
[05]
[P6.03] and
[P6.04]
In the south central interior tunnels, by the skeletal corpse, close to the power armor station.
On the barrel with the lantern on it, inside the pipe tunnel interior cave.
[01]
[P1.19]
Walden Pond
[02]
[P1.20]
Mystic Pines
On the sideboard table by the TV, west wall, inside the building, just north of the main entrance.
[03]
[P1.21]
On the magazine stand, northwest wall, just right of the Milton General Hospital poster.
[04]
[P4.12]
Inside the metal catwalk hut, northwest upper area of the main cannery room, with the Bobblehead.
[05]
[P6.09]
On the small table with the lantern, inside the caravan perched atop the containers, adjacent to the steamer
trunk.
[06]
[P6.30]
Upper level, mid-deck, on the parasol table, north side of the ship.
[07]
[P18.01]
[08]
[P18.05]
Gwinnett Brewery
Catwalk metal hut, upper level, along the northwest wall. Climb the pipes and catwalks to reach it.
[01]
[P3.02]
Arcjet Systems
[02]
[P4.02]
Mahkra Fishpacking
Lowest floor filleting room, on a small table, north east corner. Room below the one with the Steamer Trunk.
[03]
[P4.14]
Reeb Marina
On the wooden bench in the kitchen of the warehouse, near the birthday sweetroll.
On a broken fridge, just left of Virgils terminal.
[04]
[P5.29]
[05]
[P6.28]
Poseidon Energy
On the metal desk with the Bobblehead near the steamer trunk, in the central metal catwalk hut.
[06]
[P10.02]
HalluciGen, Inc.
[07]
[P15.01]
On the computer bank, southeast mezzanine room, upper offices above the glass floor.
[08]
[P18.02]
In the upper floor office, on a metal desk against the east wall, directly above the entrance lobby.
[09]
[P18.09]
University Point
Top floor, northern computer room, northeast corner on a small table. Access via the open curtains.
[01]
[P2.09]
Wildwood Cemetery
[02]
[P3.08]
[03]
[P17.02]
Held by the female mannequin standing on the table in the game room with the checkers board.
[01]
[P2.21]
Malden Center
Inside one of the cargo carriages at the station, in the Raider camp at the deepest part of this location.
[02]
[P2.28]
In the metal control room, northwest corner of the facility, by the steamer trunk, on a metal shelf.
[03]
[P4.25]
On the side chest by the black sofa, in the commentators area, southwest side of the racetrack
[04]
[P6.14]
In the open locker, eastern platform maintenance room, next wall button.
[05]
[P9.06]
Next to the holotape on the metal drawers, inside the cell area of the sewers, northwest catwalks and tunnels.
[01]
[P1.06]
Inside the computer room unlocked by terminal (southeast interior), on the desk with the mini nuke.
[02]
[P1.22]
Lexington: Switchboard
On the desk by the terminal in the executive office above the open office and double stairwell area.
[03]
[P2.32]
[04]
[P2.34]
[05]
[P3.01]
On the main table in front of the sofa, in Red Tourettes base, southeast tunnels near exit.
[06]
[P3.12]
Fort Hagen
Command Center, on the side table of the bedroom and kitchenette room, just east of the armory.
[07]
[P4.17]
Libertalia
By the red chair on the main shanty ship, halfway up, same level as the white metal window wall.
[08]
[P4.29]
Fort Strong
[09]
[P5.18]
Abandoned Shack
In the Federal Survival Center, deepest area, on the light blue metal computer bank, near the steamer trunk and
terminal.
[10]
[P8.03]
USS Constitution
[01]
[P6.01]
Westing Estate
On the shack closest to the river, with the lantern on the wooden floor near the mattress.
[02]
[P6.15]
Library office on the lower level, with the Steamer Trunk. North area.
[03]
[P6.19]
In the library room, upper floor, by the holotape and steamer trunk.
[04]
[P11.03]
Hubris Comics
On the shop counter, in front of the cheeky monkey and Grognaks Axe in the display case.
[05]
[P16.04]
Basement level swimming pool, northwest corner wall, on a table above a Fat Man and near the steamer trunk.
[01]
[P1.08]
Ranger Cabin
[02]
[P1.14]
Gorski Cabin
[03]
[P1.18]
In the locked cabin near the silos, on the floor near a mattress and steamer trunk.
On the sleeping bag, inside the main shack with the steamer trunk.
[04]
[P2.05]
Lynn Woods
[05]
[P2.14]
[06]
[P4.09]
Crater House
Western side of the crater, on the table, lower level of a stilt shack with a lantern and caps stash on a table.
[07]
[P4.22]
On the metal desk with the typewriter, entrance room area, ground floor.
[08]
[P6.11]
[09]
[P9.01]
Inside the ship, on a table, under the bridge on the waters level.
RADIO
APPENDICES
525
VAULT-TEC RECOMMENDS
You may be hoping to figure out the best places to find overdue library books so you can trade them in for EAST BOSTON PREPARATORY SCHOOL (9 BOOKS)
SHAW HIGH SCHOOL (8 BOOKS)
tokens. Dont swap those tokens for any old junk, though; use the library book terminal in the southeast corner BOSTON PUBLIC LIBRARY (6 BOOKS)
of Boston Public Library to spend 50 tokens and receive a copy of the Massachusetts Surgical Journal to SUFFOLK COUNTY CHARTER SCHOOL (5 BOOKS)
complete your magazine collection. So where should you rummage around to find overdue books? There are SANDY COVES CONVALESCENCE HOME (4 BOOKS)
almost 100 to find across the Commonwealth. But go here to get a few in one place:
526
LOC #
LOCATION NAME
NOTES
[P6.16]
Jamaica Plain
Reward under Jamaica Plain City Hall. Sell it to Moe Cronin if you wish; hell buy
it at a premium.
[P11.05]
Trinity Tower
Cave
Found once the nearby Crash Site has been investigated for Zetan activity.
[P18.08]
The Castle
Found during your exploration of The Castles tunnels during The Minutemen
Quest: Old Guns.
[P18.08]
The Castle
Found during your exploration of The Castles tunnels during The Minutemen
Quest: Old Guns.
Ashmaker (Weapon)
[P6.06]
Reward for siding with (or killing) Farenheit at the end of Side Quest: The Big Dig.
[P18.08]
The Castle
Given to you while talking to Sturges at the conclusion of The Minutemen Quest:
The Nuclear Option.
[P13.02]
Sold by Tinker Tom once you complete The Railroad Radiant Quest: Jackpot.
[P9.08]
[P1.19]
Walden Pond
[P8.02]
Bunker Hill
Sold by Deb.
[P8.02]
Bunker Hill
Sold by Deb.
Broadsider (Weapon)
[P8.03]
USS Constitution
[P8.03]
USS Constitution
[P9.08]
[P9.08]
Cryolator (Weapon)
[P1.01]
Vault 111
Found in Vault 111 under lock and key (Master) in the Overseers office.
[P16.04]
[P4.28]
Prydwen
Missile Launcher sold by Proctor Teagan once you reach the rank of Paladin.
[P2.05]
Deliverer (Weapon)
[P13.02]
[P8.02]
Bunker Hill
Sold by Deb.
[P15.06]
Goodneighbor
[P15.06]
Goodneighbor
[P10.02]
HalluciGen, Inc.
[P18.03]
Andrew Station
Reward for removing Eddie as a threat during Side Quest: Long Time Coming.
[P4.28]
Prydwen
Reward for Clarke turning himself in, during Brotherhood of Steel Quest:
Duty or Dishonor.
[P6.10]
The Institute
[P6.10]
The Institute
[P4.28]
Prydwen
Carried by Elder Maxson; remove it from him during Institute Quest: Airship
Down, or The Railroad Quest: Precipice of War.
[P6.19]
[P15.01]
In Mass Fusion, in the safe in Jack Rockfords office on the 28th floor. Keep
ascending the interior of this structure to reach it (a Brotherhood of Steel Jet Pack
is helpful here).
[P15.01]
In Mass Fusion, in the safe in Jack Rockfords office on the 28th floor. Keep
ascending the interior of this structure to reach it (a Brotherhood of Steel Jet Pack
is helpful here).
[P14.03]
Swans Pond
[P2.07]
[P18.08]
The Castle
Found during your exploration of The Castles tunnels during The Minutemen
Quest: Old Guns.
[P18.08]
The Castle
Found during your exploration of The Castles tunnels during The Minutemen
Quest: Old Guns.
[P6.23]
In the sealed storage room; youll need the Atomatoys ID Card to gain access.
Your objective for Miscellaneous Quest: Arlen Glass (The Slog).
[P6.24]
Quincy Ruins
[P2.14]
Found here if Miscellaneous Quest (Freeform Bunker Hill): Fallen Hero is active.
[P11.03]
Hubris Comics
[P11.03]
Hubris Comics
[S3.21]
LOCATION NAME
NOTES
[P10.02]
LOC #
HalluciGen, Inc.
[P10.02]
HalluciGen, Inc.
[P9.09]
Home Plate
[P17.04]
Yangtze
Honor (Apparel)
[P4.28]
Prydwen
Armor sold by Proctor Teagan once you reach the rank of Paladin.
[P6.10]
The Institute
Supplied by the Institute for your mission in The Institute Quest: Airship Down.
[P3.02]
Arcjet Systems
In the utility room on the lower level of the Arcjet Engine Core, accessible during
Brotherhood of Steel Quest: Call to Arms.
[P3.12]
Fort Hagen
[P4.03]
Dunwich Borers
[P4.17]
Libertalia
[P6.10]
The Institute
[P8.03]
USS Constitution
[P2.07]
[P2.07]
[P6.10]
The Institute
[P6.10]
The Institute
[P6.10]
The Institute
[P6.10]
The Institute
[P16.04]
[P2.07]
[P9.08]
Partystarter (Weapon)
[P15.06]
Goodneighbor
[P7.08]
Pickmans Blade
[P13.01]
Pickman Gallery
Prevent (Item)
[P2.24]
Med-Tek Research
[P9.08]
[P9.08]
[P18.09]
University Point
[P13.02]
[P13.02]
Reba (Weapon)
[P4.08]
Reba II (Weapon)
[P4.08]
[P11.05]
Trinity Tower
[P3.02]
Arcjet Systems
[P9.08]
[P4.28]
Prydwen
Plasma Rifle sold by Proctor Teagan once you reach the rank of Sentinel.
[S13.02]
Shishkebab (Weapon)
[P2.19]
Saugus Ironworks
[P3.22]
Vault 81
Signed Baseball
[P6.01]
Westing Estate
Found here, and sold to Moe Cronin at Swatters in Diamond City (Freeform
Quest: Out in Left Field).
[P6.01]
Westing Estate
Found here, and sold to Moe Cronin at Swatters in Diamond City (Freeform
Quest: Out in Left Field).
[P6.01]
Westing Estate
Found here, and sold to Moe Cronin at Swatters in Diamond City (Freeform
Quest: Out in Left Field).
[P11.03]
Hubris Comics
[P11.03]
Hubris Comics
[P11.03]
Hubris Comics
[P11.03]
Hubris Comics
[P11.03]
Hubris Comics
[P2.22]
[P4.28]
Prydwen
Reward for completing Brotherhood of Steel Quest: The Lost Patrol, if you turn the
quest in to Captain Kells.
[P2.04]
Kill Paladin Brandis, steal it from him, or receive it from him as a reward if you
convince him to rejoin the Brotherhood, as part of Brotherhood of Steel Quest:
The Lost Patrol.
[P4.28]
Prydwen
[P6.25]
Carried by Tessa.
[S4.12]
Vitale Pumphouse
Solve the number puzzle and this .44 Pistol is in the room with the steamer trunk.
[P15.05]
Faneuil Hall
[P2.18]
The Slog
[P3.22]
Vault 81
Vengeance (Apparel)
[P4.28]
Prydwen
Armor sold by Proctor Teagan once you reach the rank of Sentinel.
[P4.28]
Prydwen
RADIO
APPENDICES
527
LOC #
LOCATION NAME
NOTES
[P5.29]
[P4.28]
Prydwen
[P9.08]
[P8.02]
Bunker Hill
Sold by Deb.
Wazer Wifle
[P6.10]
The Institute
Reward for completing Shauns three quests once the Main and Faction quests
are over.
[P4.28]
Prydwen
Your Quarters
(Brotherhood of Steel House)
[P4.28]
[P4.28]
[P6.27]
Reward for helping the Atom Cats repel some Gunner scum.
HEALTH OR CHEMS
TRADER
WORKSHOP
RADIO
Robots
Abandoned Caravan
271
[S1.14]
Abandoned House
427
[S8.06]
Feral Ghouls
Abandoned Raider
Camp (Elevated
Freeway)
287
[S2.23]
Raiders
Abandoned Shack
360
[P5.18]
U.S. Covert
Operations
Manual
Synths (The
Institute)
Abbots House
(Diamond City)
433
[P9.08]
Abernathy Farm
261
[P1.10]
Settler
Blake Abernathy,
Connie
Abernathy
434
[P9.08]
Andrew Station
514
[P18.03]
x+
x+
x (2)
Annas Caf
444
[S9.04]
ArcJet Engine
Transport
323
[S3.19]
Arcjet Systems
322
[P3.02]
x++
x (2)
Robots, Synths
(Institute - quest
only)
Atlantic Offices
361
[P5.19]
Feral Ghouls
Bluejay, Rowdy
UNIQUE ITEM
FACTION
REQUIRED
READING
NUKA COLA
QUANTUM
NUKA CHERRY
BOBBLEHEAD
BOTTLECAPS
POWER ARMOR
FUSION CORE
[S1.21]
TRUNK
[S15.10]
266
MINI NUKE
OR FAT MAN
494
A Cooking Spot
AMMO
COMPANION
SERVICES
ZONE LOCATION
NUMBER
COLLECTIBLES
35 Court
LOCATION NAME
528
ARMOR
PARTS
PAGE NUMBER
LOCATIONS
391
[P6.27]
Unarmed
Hot Rodder
Back Alley
Scaffold Steps
426
[S8.02]
Grognak the
Barbarian
Raiders
430
[P9.03]
x+
TRADER
WORKSHOP
RADIO
UNIQUE ITEM
Raiders
Picket Fences
Raiders
Feral Ghouls
Tales of a
Junktown Jerky
Vendor
Super Mutants
x+
Feral Ghouls
Bloatflies
Mirelurks
Feral Ghouls,
Mirelurks
Brotherhood of
Steel, Feral Ghouls
Robots
Super Mutants
REQUIRED
READING
Raiders
NUKA COLA
QUANTUM
NUKA CHERRY
BOBBLEHEAD
BOTTLECAPS
POWER ARMOR
FUSION CORE
TRUNK
x+
MINI NUKE
OR FAT MAN
Raiders, Robots
AMMO
ZONE LOCATION
NUMBER
HEALTH OR CHEMS
SERVICES
FACTION
COLLECTIBLES
PAGE NUMBER
LOCATION NAME
ARMOR
PARTS
COMPANION
ARMAMENTS
AND AMMO
LOCATIONS
423
[P8.01]
x++
x (2)
397
[S6.22]
449
[S10.03]
Beacon Hill
Apartments
463
[S12.01]
Beantown Brewery
316
[P3.20]
Bedford Station
264
[P1.13]
372
[P6.09]
x+
Billboard Alley
469
[S13.14]
Billboard
Scavenger Shack
297
[S2.08]
Bloatfly Camp
297
[S2.07]
Boat Graveyard
399
[S6.36]
Boating Platforms
397
[S6.20]
Bobbis Place
(The Big Dig)
486
[P15.06]
x (3)
x (2)
Boston Airport
342
[P4.27]
x+++
x (2)
x (3)
x (2)
x+
Boston Bugle
Building
462
[P12.02]
BADTFL
Regional Office
Barge Platform
Barricade and
Rooftops
Boston Common
472
[P14.04]
Grognak the
Barbarian
Boston Mayoral
Shelter
310
[P3.14]
x++
x (2)
x (2)
Astoundingly
Awesome Tales
Deathclaw, Synths
(The Institute)
x+++
Boston Police
Rationing Site
371
[P6.05]
Mole Rats
451
[P11.01]
Intelligence
Massachusetts
Surgical Journal
Super Mutants,
Robots
Boxing Gym
469
[S13.12]
Boylston Club
475
[P14.06]
Breakheart Banks
282
[P2.16]
Super Mutants
Bridge (South of
ArcJet Systems)
322
[S3.12]
Bridge Den
(Cambridge)
418
[S7.01]
Bridgeway Garage
445
[S9.07]
Bridgeway Trust
444
[S9.06]
x+++
Brotherhood of
Steel Battle Site
299
[S2.21]
Brotherhood of Steel
Buckled Freeway
367
[S5.15]
Deathclaws
Settlers
x+++
Deb, Joe
Savoldi, Kay,
Tony Savoldi
Bunker Hill
423
[P8.02]
x+++
Buried House
367
[S5.14]
Buried Mansion
366
[S5.09]
Radscorpions
520
[S18.01]
Grognak the
Barbarian
Bus Ramp
272
[S1.29]
Bus Wreckage
493
[S15.03]
C.I.T. Ruins
408
[P7.09]
Cabot House
462
[P12.03]
x+
x (2)
x (2)
Massachusetts
Surgical Journal
Cabot Family
Cambridge
Campus Diner
405
[P7.05]
Cambridge Crater
417
[P7.12]
Feral Ghouls
419
[S7.10]
Cambridge
Police Station
403
[P7.02]
Brotherhood of
Steel, Feral Ghouls
Military
Frequency
AF95
Cambridge
Polymer Labs
407
[P7.08]
Massachusetts
Surgical Journal
RADIO
APPENDICES
529
ARMAMENTS
AND AMMO
530
ARMOR
PARTS
ZONE LOCATION
NUMBER
AMMO
MINI NUKE
OR FAT MAN
TRUNK
FUSION CORE
POWER ARMOR
BOTTLECAPS
BOBBLEHEAD
NUKA CHERRY
NUKA COLA
QUANTUM
REQUIRED
READING
COMPANION
FACTION
HEALTH OR CHEMS
TRADER
WORKSHOP
RADIO
UNIQUE ITEM
SERVICES
PAGE NUMBER
COLLECTIBLES
LOCATION NAME
LOCATIONS
405
[P7.06]
Raiders
420
[S7.15]
Raiders
Canister
Launch Shack
307
[S3.10]
Capsized Factory
361
[P5.20]
Feral Ghouls
x+
297
[S2.03]
x+
Radscorpions
Car Wreckage
321
[S3.01]
Super Mutants
Caravan Crossroads
298
[S2.19]
Carriage Den
321
[S3.05]
445
[P9.08]
John
Cave
323
[S3.21]
Unknown (Zetan),
Mole Rat
361
[P5.21]
Radscorpions
Cave (Super
Duper Mart)
362
[P5.25]
x (2)
Deathclaws,
Radscorpions
Charles River
Boathouse
418
[S7.02]
Mirelurks
Charles View
Amphitheater
447
[P10.01]
Charlestown Laundry
427
[S8.09]
La Coiffe
Chem-I-Care
(Diamond City)
445
[P9.08]
x+++
Solomon
Chestnut
Hillock Reservoir
320
[P3.23]
Bloatflies, Radroaches,
Stingwings
Choice Chops
(Diamond City)
445
[P9.08]
Polly
Astoundingly
Awesome Tales
Super Mutants
x+
369
Coastal Cottage
325
[P4.01]
Coastal Hideout
349
[S4.04]
Coastal Vacationers
349
[S4.03]
Codman Residence
(Diamond City)
445
[P9.08]
Collapsed Billboard
(Glowing Sea)
366
[S5.08]
College Square
402
404
Colonial Taphouse
(Diamond City)
438
Combat Zone
497
[P16.01]
Commonwealth
Avenue
449
[S10.08]
Commonwealth
Bank
493
[S15.04]
Commonwealth
Weaponry (and Arturos
House) (Diamond City)
435
[P9.08]
x+++
Concord
262
[P1.11]
x+
x (2)
Concord Campfire
271
[S1.18]
Concord Outskirts
Ruined House
271
[S1.17]
Congress Street
Garage
493
[S15.02]
Construction Lift
322
[S3.16]
Construction Lift to
Gunners Den
272
[S1.23]
Construction Yard
520
[S18.06]
Container
Crates Stash
351
[S4.19]
Container
Truck Camp
297
[S2.01]
[P6.02]
x+
Mirelurks, Settlers
Feral Ghouls
Feral Ghouls
Mole Rats
[P7.01]
x++
x (2)
x++
x (2)
Feral Ghouls
x+
[P7.03]
Robots
[P9.08]
Henry Cooke
Picket Fences
Cait
Raiders, Settlers
Wild Mongrels
Robots
Arturo Rodriguez
x++
Taboo Tattoos
Deathclaws,
Mirelurks, Mole Rats,
Radroaches, Raiders
Raiders
Gunners
Super Mutants
Raiders
[P2.33]
Repair
Grognak the
Barbarian
UNIQUE ITEM
x (2)
RADIO
x+
WORKSHOP
[P3.06]
TRADER
[S2.26]
HEALTH OR CHEMS
FACTION
COMPANION
REQUIRED
READING
SERVICES
NUKA COLA
QUANTUM
NUKA CHERRY
[P9.08]
COLLECTIBLES
BOBBLEHEAD
295
POWER ARMOR
County Crossing
FUSION CORE
304
TRUNK
299
Corvega
Assembly Plant
MINI NUKE
OR FAT MAN
Cooling Vats
AMMO
438
ZONE LOCATION
NUMBER
PAGE NUMBER
LOCATION NAME
Cooke Residence
(Diamond City)
ARMOR
PARTS
BOTTLECAPS
ARMAMENTS
AND AMMO
LOCATIONS
x+
Bloodbugs
Settlers
Covenant
290
[P2.25]
x++
Settlers (Covenant)
Doctor Patricia,
Deezer, Penny
Fitzgerald, Talia
McGovern
Crash Site
323
[S3.22]
Unknown (Zetan)
Crashed Vertibird
(Covenant Lake)
298
[S2.14]
Crashed Vertibird
(Elevated Freeway)
322
[S3.15]
Crashed Vertibird
(Marshland)
398
[S6.29]
x (2)
Gunners, Robots
Crashed Vertibird
(Military Barge)
468
[S13.06]
Crashed Vertibird
(Near Robotics
Disposal Ground)
270
[S1.07]
Radstag Does
395
[S6.03]
Bloatflie, Bloodbugs,
Stingwings
Crater House
332
[P4.09]
Wasteland
Survival Guide
Feral Ghouls
RADIO
APPENDICES
Crater of Atom
361
[P5.24]
Astoundingly
Awesome Tales
Croup Manor
338
[P4.20]
505
[P17.01]
Super Mutants,
Raiders
Custom House
Tower Courtyard
508
[S17.02]
Cutler Bend
357
[P5.12]
x (2)
Mirelurks,
Stingwings
500
[P16.04]
x (2)
Unstoppables
Raiders
281
[P2.12]
Mirelurks, Raiders
Dartmouth
Professional Building
456
[P11.06]
Feral Ghouls,
Radroaches, Super
Mutants
Deathclaw Nest
(Lynn Woods)
297
[S2.05]
Deathclaws
361
[P5.22]
Deathclaws
Decrepit Factory
361
[P5.23]
Deep Trench
Wreckage
398
[S6.23]
Demolished
Apartment Tower
(Beacon Hill)
463
[S12.02]
Derelict Bus
367
[S5.13]
Feral Ghouls
Derelict Mansion
299
[S2.24]
Deserted Camp
(Elevated Freeway)
396
[S6.10]
297
[S2.04]
Desolate Promenade
509
[S17.11]
Radscorpions
Destroyed Tenement
(Beacon Hill)
463
[S12.05]
Diamond City
433
[P9.07]
Diamond City
Settlers
Diamond City
Market
433
[P9.08]
436
[P9.08]
Radio
Freedom
445
[S9.12]
Radroaches, Vicious
Dogs
435
[P9.08]
531
ARMAMENTS
AND AMMO
532
ARMOR
PARTS
AMMO
MINI NUKE
OR FAT MAN
TRUNK
FUSION CORE
POWER ARMOR
BOTTLECAPS
BOBBLEHEAD
NUKA CHERRY
NUKA COLA
QUANTUM
REQUIRED
READING
COMPANION
HEALTH OR CHEMS
TRADER
WORKSHOP
RADIO
UNIQUE ITEM
Dilapidated
Trailer Shack
272
[S1.22]
Bloatflies,
Radroaches
445
[S9.08]
Super Mutants
437
[P9.08]
Dockside Warehouse
(South Boston)
520
[S18.03]
Bloodbugs
437
[P9.08]
Dogs Dinner
396
[S6.08]
Scavenger
Doomed
Airlines Flight
351
[S4.22]
Dorchester Height
Monument
521
[S18.10]
Drug Den
427
[S8.04]
Raiders
Drumlin Diner
264
[P1.15]
Raider, Scavenger
Trudy
Drumlin Diner
(East Boston)
351
[S4.16]
270
[S1.01]
271
[S1.15]
FACTION
ZONE LOCATION
NUMBER
SERVICES
PAGE NUMBER
COLLECTIBLES
LOCATION NAME
LOCATIONS
Dugout Inn
(Diamond City)
438
[P9.08]
x (3)
Vadim Bobrov,
Yefim Bobrov
Dunwich Borers
327
[P4.03]
x+
x (3)
Sneak
Astoundingly
Awesome Tales
437
[P9.08]
x+
351
[S4.18]
East Boston
Police Station
339
[P4.23]
East Boston
Preparatory School
340
[P4.24]
x+
x++
Astoundingly
Awesome Tales
Raiders, Radroaches
341
[P4.25]
x+
x+
Tumblers Today
Raiders, Robots,
Triggermen
Edge of the
Glowing Sea
357
[P5.13]
Raiders
373
[P6.11]
Wasteland
Survival Guide
Settlers
Electrical
Hobbyists Club
355
[P5.07]
Elevated Freeway
Access
322
[S3.13]
Elevated Freeway
Access (Lexington)
273
[S1.36]
Elevated Freeway
Access (Lexington)
273
[S1.39]
Elevated Freeway
Access (North
Wilderness)
270
[S1.10]
Elevated Freeway:
Derelict Bus
273
[S1.35]
Elevated Freeway:
Elevated Trailer
298
[S2.13]
Elevated Gunner
Camp
297
[S2.09]
Gunners
Elevated Gunners
Den
272
[S1.27]
Gunners
273
[S1.40]
494
[S15.06],
[S15.07], and
[S15.08]
Raiders
520
[S18.04]
Bloodbugs,
Radroaches
x+
371
[P6.07]
x+
Feral Ghouls,
Yao Guai
Fallen Skybridge
491
[P15.07]
Gunners, Super
Mutants
x+++
UNIQUE ITEM
RADIO
WORKSHOP
TRADER
HEALTH OR CHEMS
FACTION
COMPANION
REQUIRED
READING
SERVICES
NUKA COLA
QUANTUM
[P15.05]
NUKA CHERRY
[P6.12]
482
BOBBLEHEAD
374
BOTTLECAPS
POWER ARMOR
[P9.08]
FUSION CORE
434
COLLECTIBLES
TRUNK
AMMO
Faneuil Hall
ZONE LOCATION
NUMBER
Fallons
Department Store
PAGE NUMBER
LOCATION NAME
Fallons Basement
(Diamond City)
ARMOR
PARTS
MINI NUKE
OR FAT MAN
ARMAMENTS
AND AMMO
LOCATIONS
Becky Fallon
La Coiffe
Super Mutants
Super Mutants
Raiders
Federal Ration
Stockpile
301
[P3.01]
x (2)
x (2)
U.S. Covert
Operations
Manual
Federal Supply
Cache 84NE
356
[P5.09]
Robots
432
[P9.06]
Tumblers Today
Bloatflies, Feral
Ghouls
444
[S9.01]
Bloatflies,
Radroaches
444
[S9.02]
Super Mutants
Fiddlers Green
Trailer Estates
311
[P3.15]
Feral Ghouls
Finch Farm
296
[P2.35]
x+
Settlers
Finch
Fishing Cabin
366
[S5.06]
Floating Barge
351
[S4.23]
Floating Barge
399
[S6.34]
Footbridge
(Esplanade)
449
[S10.01]
Super Mutants
314
[P3.17]
x+
Feral Ghouls
Forgotten Church
360
[P5.17]
Synths (The
Institute)
x+++
Fort Hagen
308
[P3.12]
x+++
x (2)
x (2)
Energy Weapons
307
[P3.11]
Bloatflies
307
[P3.09]
Fort Strong
347
[P4.29]
x++
x (4)
U.S. Covert
Operations
Manual
Super Mutants
520
[S18.05]
Four Leaf
Fishpacking Plant
511
[P18.01]
x (3)
Tales of a
Junktown Jerky
Vendor
x++
405
[P7.04]
Super Mutants
Freeway Rooftops
351
[S4.20]
Freeway Shack
and Cage
273
[S1.37]
Radscorpions
Garden Terrace
481
[P15.04]
x+
Deathclaws, Robots
General Atomics
Factory
513
[P18.02]
Tesla Science
Robots
Bean, Crisp,
Danny, Reg,
Sprocket,
Waitron
General Atomics
Galleria
280
[P2.11]
335
[P4.15]
Robots
Mirelurks
Settler (Goodneighbor),
Neighborhood Watch,
Triggermen
x+++
KL-E-0, Daisy,
Whitechapel
Charlie, Rufus
Rubins, Clair
Hutchins, Fred
Allen
Goodneighbor
483
[P15.06]
x+++
x (2)
x (3)
x+++
Gorski Cabin
264
[P1.14]
Wasteland
Survival Guide
Feral Ghouls
Graygarden
304
[P3.04]
x+
Settler (Robots)
Robots
Greater Mass
Blood Clinic
310
[P3.13]
Massachusetts
Surgical Journal
Bloatflies, Bloodbugs
x++
Green
Awning Mansion
427
[S8.03]
Gunners, Synths
(The Institute)
x+
Greenetech Genetics
415
[P7.11]
x++
x (2)
x (3)
x+
Massachusetts
Surgical Journal
Greenhouse
(Diamond City)
436
[P9.08]
Hancock,
MacCready
RADIO
APPENDICES
533
UNIQUE ITEM
Settlers, Stingwings
Gunner Camp
(Parsons Elevated
Freeway)
349
[S4.01]
Gunners
Gunner Camp
On-ramp
321
[S3.03]
Gunners
Gunners Plaza
381
[P6.17]
x+++
x (3)
x (2)
Small Guns
Gunners
x+
Gwinnett Brewery
515
[P18.05]
Tales of a
Junktown Jerky
Vendor
Mirelurks
Half-Buried Stash
271
[S1.16]
Half-Demolished
Apartment (Back Bay)
458
[S11.02]
HalluciGen, Inc.
447
[P10.02]
Tesla Science
Gunners
Hangmans Alley
429
[P9.02]
Raiders, Settlers
Harbormaster Hotel
506
[P17.03]
Raiders
x+
Hardware Store
(Cambridge)
418
[S7.05]
Hardware Town
443
[P9.10]
Picket Fences
Raiders
Hawthorne Estate
521
[S18.09]
Hawthorne Residence
(Diamond City)
438
[P9.08]
Haymarket Mall
481
[P15.03]
Raiders, Robots
Hesters
Consumer Robotics
501
[P16.05]
Robots
Hilltop Hut
297
[S2.02]
Robots
Holy Mission
Congregation Church
449
[S10.02]
Feral Ghouls
Home Plate
439
[P9.09]
Vault Dweller
Hopesmarch
Pentecostal Church
362
[P5.27]
Feral Ghouls
468
[S13.05]
Raiders
Hub 360
502
[S16.01]
Super Mutants
352
[P4.10]
Gunners
Astoundingly
Awesome Tales,
Unstoppables
Feral Ghouls,
Radroaches
RADIO
WORKSHOP
TRADER
REQUIRED
READING
NUKA COLA
QUANTUM
BOTTLECAPS
[S10.07]
TRUNK
[P2.15]
449
MINI NUKE
OR FAT MAN
281
AMMO
FACTION
HEALTH OR CHEMS
SERVICES
COMPANION
NUKA CHERRY
BOBBLEHEAD
POWER ARMOR
ZONE LOCATION
NUMBER
PAGE NUMBER
LOCATION NAME
COLLECTIBLES
Greentop Nursery
Hubris Comics
453
[P11.03]
Hugos Hole
328
[P4.04]
Raider
Hyde Park
382
[P6.18]
Grognak the
Barbarian
Raiders, Robots,
Scavengers
292
[P2.30]
Taboo Tattoos
Bloodbugs, Mirelurks
Island Cabin
396
[S6.12]
Radstag Does
Jalbert Brothers
Disposal
304
Jamaica Plain
Jamaica Plain Pond
[P3.05]
379
[P6.16]
x+
397
[S6.16]
Joes Spuckies
(Southie Speakeasy)
520
[S18.02]
Joes Spuckies
Coffee Shop (Fens
Outskirts)
323
[S3.26]
Kelloggs House
(Diamond City)
435
[P9.08]
x+
x (3)
x (2)
Kendall Hospital
406
[P7.07]
x+
Deathclaws, Raiders
Kendall Parking
420
[S7.16]
Mole Rats,
Scavengers
Kendall Raider
Apartments
420
[S7.17]
Raiders
Kingsport Lighthouse
334
[P4.13]
[S4.09]
[P9.08]
Kawolski
Kingsport Restrooms
534
ARMOR
PARTS
FUSION CORE
ARMAMENTS
AND AMMO
LOCATIONS
437
ARMAMENTS
AND AMMO
MINI NUKE
OR FAT MAN
TRUNK
FUSION CORE
POWER ARMOR
BOTTLECAPS
BOBBLEHEAD
NUKA CHERRY
NUKA COLA
QUANTUM
REQUIRED
READING
COMPANION
FACTION
HEALTH OR CHEMS
TRADER
WORKSHOP
RADIO
UNIQUE ITEM
SERVICES
AMMO
COLLECTIBLES
ZONE LOCATION
NUMBER
Lake Cochituate
ARMOR
PARTS
PAGE NUMBER
LOCATION NAME
LOCATIONS
355
[P5.05]
x (2)
Mirelurks, Raiders
Lake Quannapowitt
275
[P2.02]
Bloatflies,
Bloodbugs,
Mirelurks
Latimer Residence
(Diamond City)
438
[P9.08]
Layton Towers
456
[P11.07]
Raiders
Layton Towers
Underpass Entrance
395
[S6.02]
Raiders
Lexington
267
[P1.22]
Lexington
Apartments
269
[P1.23]
Raiders
Lexington:
Switchboard
268
[P1.22]
x (2)
U.S. Covert
Operations
Manual
Radroaches,
Radscorpions, Synths
(The Institute)
Libertalia
336
[P4.17]
x++
U.S. Covert
Operations
Manual
Raiders
x++
282
[P2.17]
Brotherhood of
Steel, Robots,
Yao Guai
Locked Diner
509
[S17.07]
Lonely Chapel
265
[P1.17]
Raiders
Tales of a
Junktown Jerky
Vendor
Feral Ghouls,
Radroaches,
Scavengers
Theodore
Collins, Trader
Rylee
x+
Longneck
Lukowskis Cannery
333
[P4.12]
Barter
333
[P4.11]
Radroaches
Deathclaws, Raiders
Lynn Woods
276
[P2.05]
Wasteland
Survival Guide
Mahkra Fishpacking
325
[P4.02]
x (2)
Tesla Science
x+
RADIO
Main Boathouse
(Waterfront)
508
[S17.06]
Mirelurks
APPENDICES
Malborough House
449
[S10.05]
Gunners
Malden Center
286
[P2.21]
x+
x (2)
x+
Tumblers Today
Malden Drainage
299
[S2.20]
Bloodbugs
x+
Malden Middle
School (Vault 75)
287
[P2.23]
x+++
Science
Grognak the
Barbarian
Brotherhood of
Steel, Gunners, The
Institute
499
[P16.03]
Gunners
Mass Chemical
419
[S7.11]
Super Mutants
x+
477
[P15.01]
x+
x (4)
Strength
Tesla Science
Gunners, Brotherhood
of Steel (Quest
active), Synths (The
Institute, Quest
active), Robots
(Quest active)
Mass Fusion
Containment Shed
281
[P2.13]
Feral Ghouls,
Radroaches
Mass Fusion
Disposal Site
355
[P5.06]
x (2)
Super Mutants
306
[P3.07]
Gunners
Mass Pike
Interchange
317
[P3.21]
Grognak the
Barbarian
370
[P6.03] and
[04]
x (2)
Taboo Tattoos
Massachusetts
State House
471
[P14.01]
Mirelurks, Raiders
Mean Pastries
469
[S13.10]
Med-Tek Research
288
[P2.24]
x++
Massachusetts
Surgical Journal
Feral Ghouls
Medford Memorial
Hospital
285
[P2.20]
x (2)
Massachusetts
Surgical Journal
Super Mutants
498
[P16.02]
x (2)
Bloodbugs, Raiders
Mega Surgery
(Diamond City)
436
[P9.08]
x++
Doctor Sun
Military APC
(Sanctuary Lake)
271
[S1.13]
Bloatflies
535
ARMAMENTS
AND AMMO
536
ARMOR
PARTS
ZONE LOCATION
NUMBER
AMMO
MINI NUKE
OR FAT MAN
TRUNK
FUSION CORE
POWER ARMOR
BOTTLECAPS
BOBBLEHEAD
NUKA CHERRY
NUKA COLA
QUANTUM
REQUIRED
READING
COMPANION
FACTION
HEALTH OR CHEMS
TRADER
WORKSHOP
RADIO
UNIQUE ITEM
SERVICES
PAGE NUMBER
COLLECTIBLES
LOCATION NAME
LOCATIONS
Military APCs
299
[S2.25]
Robots
Military Armor
Transport
(Lexington)
273
[S1.33]
Military Armor
Transport
(North Wilderness)
271
[S1.11]
Military Barge
(University Point)
397
[S6.19]
Robots
Military Checkpoint
(Cambridge Outskirts)
322
[S3.17]
Military Checkpoint
(Commie Devil
Billboard)
323
[S3.23]
Bloodbugs
Military Checkpoint
(Lake Cochituate)
366
[S5.04]
Military Checkpoint
(Lexington)
273
[S1.38]
Military Checkpoint
(West Roxbury)
396
[S6.09]
Robots
Military Convoy
(APCs and Trailer)
298
[S2.12]
Military Convoy
(Elevated Freeway)
397
[S6.17]
Military Convoy
(Training Yard)
299
[S2.22]
Robots, Stingwings
Military Pillbox
(Somerville)
367
[S5.11]
Robots
Military Pillbox
(Walden)
272
[S1.30]
Military Pillboxes
399
[S6.30]
Robots
Milton General
Billboard
349
[S4.02]
Milton General
Hospital
376
[P6.13]
Robots, Raiders
(Quest only)
Mirelurk Pond
321
[S3.09]
Mirelurks
Monsignor Plaza
417
[P7.13]
Raiders
Moonshiners Cabin
397
[S6.14]
Murkwater
Construction Site
385
[P6.20]
Mirelurks
Museum of Freedom
263
[P1.12]
Perception
RobCo FUN!
(and Atomic
Command
Game)
Preston Garvey
Minutemen, Raiders,
Settlers
Museum of
Witchcraft
329
[P4.05]
Grognak the
Barbarian
Deathclaw, Gunner
Mystic Pines
266
[P1.20]
Tales of a
Junktown Jerky
Vendor
Nahant Chapel
338
[P4.21]
Mirelurks
Mirelurks, Robots
339
[P4.22]
x (2)
Wasteland
Survival Guide
Nahant Pier
Restaurant
350
[S4.15]
Feral Ghouls
Nahant Sheriffs
Department
338
[P4.19]
Nahant Wharf
337
[P4.18]
Natick Banks
354
[P5.03]
Deathclaws,
Scavengers, Super
Mutants
366
[S5.02]
Attack Dogs,
Deathclaws
Natick Police
Department
355
[P5.04]
366
[S5.01]
Deathclaws, Super
Mutants
National Guard
Training Yard
293
[P2.32]
x+
x (2)
U.S. Covert
Operations
Manual
Brotherhood of
Steel, Feral Ghouls,
Robots
Neponset Park
385
[P6.22]
Mirelurks
371
[P6.06]
x (2)
Triggermen
SERVICES
UNIQUE ITEM
Settler
Feral Ghouls
ONeill Family
Manufacturing
363
Oberland Station
Ocean Fishing Shack
WORKSHOP
TRADER
FACTION
COMPANION
REQUIRED
READING
NUKA COLA
QUANTUM
BOBBLEHEAD
[S13.02]
BOTTLECAPS
[P4.26]
468
TRUNK
341
MINI NUKE
OR FAT MAN
Nordhagen Beach
AMMO
RADIO
HEALTH OR CHEMS
COLLECTIBLES
NUKA CHERRY
POWER ARMOR
ZONE LOCATION
NUMBER
PAGE NUMBER
LOCATION NAME
ARMOR
PARTS
FUSION CORE
ARMAMENTS
AND AMMO
LOCATIONS
[P5.30]
Feral Ghouls,
Radscorpions
315
[P3.19]
Settler
350
[S4.10]
Ocean Raft
350
[S4.13]
298
[S2.17]
Robots
Old Corner
Bookstore
480
[P15.02]
Feral Ghouls
270
[S1.03]
Scavengers
472
[P14.02]
Feral Ghouls
281
[P2.14]
Wasteland
Survival Guide
Deathclaws, Feral
Ghouls, Radroaches
Old Military
Monument
399
[S6.31]
466
[P13.02]
x+++
x (2)
Astoundingly
Awesome Tales
Deacon
x+++
Tinker Tom,
Doctor
Carrington
503
[S16.12]
Scavengers
On-Ramp
Gunners Den
272
[S1.28]
Gunners
Outpost Zimonja
275
[P2.01]
Astoundingly
Awesome Tales
Raiders
Overflow Outlet
Camp (Atomatoys
Factory)
399
[S6.32]
Feral Ghouls
473
[P14.05]
x++
Speech
Astoundingly
Awesome Tales
Nick Valentine
Triggermen
Parking Garage
(Theater District)
502
[S16.05]
Gunners
495
[S15.13]
Raiders
Parkview
Apartments
431
[P9.05]
x+
Super Mutants,
Raiders
Parsons Creamery
276
[P2.06]
Raiders
Radroaches,
Mercenaries,
Raiders
RADIO
APPENDICES
276
[P2.07]
Charisma
Massachusetts
Surgical Journal
469
[S13.17]
Super Mutants
Peabody House
390
[P6.26]
Settlers (Ghouls)
Pearwood Residences
502
[S16.02]
Super Mutants
Pedestrian Underpass
494
[S15.12]
Pedestrian Walkway
(Waterfront)
509
[S17.08]
Raiders
Pembroke Residence
(Diamond City)
435
[P9.08]
Raiders
Pickman Gallery
465
[P13.01]
Lock Picking
x (2)
Astoundingly
Awesome Tales
Pickmans Exit
469
[S13.11]
Playground Garage
463
[S12.03]
Yao Guai
Plumbers Secret
418
[S7.06]
Radroaches
Police Precinct 8
430
[P9.04]
Radroaches
Pond and
Freeway Shack
270
[S1.09]
Poseiden Energy
Turbine #18-F
291
[P2.28]
Tumblers Today
Bloatflies, Mirelurks,
Radroaches
Mirelurks, Raiders,
Robots
Poseidon Energy
392
[P6.28]
x++
x+
Endurance
x (2)
Tesla Science
Poseidon Reservoir
353
[P5.01]
Feral Ghouls
Postal Square
492
[P15.08]
x++
x+
Gunners, Super
Mutants, Raiders
Power Armor
Warehouse
322
[S3.18]
Power Noodles
(Diamond City)
434
[P9.08]
x (2)
Takahashi
537
COLLECTIBLES
SERVICES
Robots
Prydwen
345
[P4.28]
x+++
x (5+)
x+++
Paladin Danse
Brotherhood of
Steel, Mole Rats
x+++
Knight-Captain
Cade, Proctor
Teagan
Public Works
Maintenance Area
421
[S7.19]
Publick Occurrences
(Diamond City)
434
[P9.08]
Piper
322
[S3.14]
Raiders
Quincy Lighthouse
399
[S6.37]
390
[P6.25]
Gunners
Quincy Quarries
385
[P6.21]
x++
x++
Raiders
Quincy Ruins
387
[P6.24]
x++
x (2)
Gunners,
Radscorpions,
Settlers (Ghouls)
x++
Radiation Lake
367
[S5.10]
Bloodbugs, Feral
Ghouls
Radio Tower
3SM-U81
275
[P2.03]
Bloodbugs
Automated
RadioAlarm,
GreenbriarRadio
Signla,Nautical
RadioSignal
Radroach Outhouse
271
[S1.20]
Radroaches
Raider Back-Alley
Camp (The Fens)
444
[S9.05]
Raiders
Raider Blockade
(Southeast Back Bay)
459
[S11.09]
Raiders
418
[S7.07]
Raiders
419
[S7.09]
Raiders
396
[S6.11]
Raiders
Raider Chem
Lab Shack
272
[S1.25]
Raiders
Raider Courtyard
(North End)
468
[S13.04]
Raiders
Raider Cul-de-Sac
(The Fens)
445
[S9.10]
Raiders
Raider Graves
321
[S3.04]
Raiders
270
[S1.06]
Raiders
Raider Lookout
(Esplanade)
449
[S10.06]
Raiders
323
[S3.27]
Raiders
Raider Platforms
(Cambridge)
420
[S7.13]
Raiders
420
[S7.14]
Raiders
Raider Rooftops
(Back Bay)
459
[S11.07]
Raiders
Raider Shack
270
[S1.02]
Raiders
Raider Shack
(Salem Outskirts)
349
[S4.08]
503
[S16.10]
Railroad Hideout
(Financial District)
494
[S15.09]
Opal
Railroad HQ Escape
Tunnel Exit
468
[S13.03]
Railroad
Maintenance Shed
395
[S6.06]
Robots
Ranger Cabin
261
[P1.08]
Wasteland
Survival Guide
Bloatflies
276
[P2.04]
Red Rocket
Filling Station
(Big Johns Salvage)
395
[S6.04]
Super Mutants
UNIQUE ITEM
RADIO
WORKSHOP
TRADER
FACTION
COMPANION
REQUIRED
READING
NUKA COLA
QUANTUM
NUKA CHERRY
BOBBLEHEAD
BOTTLECAPS
POWER ARMOR
[S2.28]
FUSION CORE
[S14.02]
299
TRUNK
475
Protectron Trailer
MINI NUKE
OR FAT MAN
ZONE LOCATION
NUMBER
Prost Bar
AMMO
PAGE NUMBER
LOCATION NAME
538
ARMOR
PARTS
HEALTH OR CHEMS
ARMAMENTS
AND AMMO
LOCATIONS
ARMAMENTS
AND AMMO
ARMOR
PARTS
MINI NUKE
OR FAT MAN
TRUNK
FUSION CORE
POWER ARMOR
BOTTLECAPS
BOBBLEHEAD
NUKA CHERRY
NUKA COLA
QUANTUM
REQUIRED
READING
COMPANION
FACTION
HEALTH OR CHEMS
TRADER
WORKSHOP
RADIO
UNIQUE ITEM
Red Rocket
Filling Station
(College Square)
418
[S7.03]
Red Rocket
Filling Station
(Mass Pike East)
395
[S6.01]
418
[S7.08]
Raiders
Red Rocket
Truck Stop
258
[P1.03]
Dogmeat
Mole Rats
Reeb Marina
335
[P4.14]
Tesla Science
Bloodbugs, Robots
LOCATION NAME
AMMO
SERVICES
ZONE LOCATION
NUMBER
COLLECTIBLES
PAGE NUMBER
LOCATIONS
Relay Tower
0BB-915
307
[P3.10]
Distress
Signal,
Raider Radio
Signal, Civil
Alert System
Broadcast
Relay Tower
0DB-521
362
[P5.28]
Skylanes
1665
Mayday,
Distress
Signal
Relay Tower
0SC-527
372
[P6.08]
Mole Rats
Supermutant
Radio
Broadcast,
Distress
Signal, Miller
Family Radio
Signal
Relay Tower
1DL-109
315
[P3.18]
Distress
Signal,
Boston
City Works
Beacon
RADIO
Relay Tower
OMC-810
293
[P2.31]
Default
Radio
Signal,
Separated
Family
Radio
Signal
335
[P4.16]
x (2)
x+
x (2)
Feral Ghouls,
Radroaches, Raiders
Brotherhood
of Steel, Super
Mutants
APPENDICES
Revere
Satellite Array
296
[P2.34]
x+
x (2)
U.S. Covert
Operations
Manual
299
[S2.27]
Feral Ghouls
299
[S2.29]
354
[P5.02]
Raiders
Roadside Store
323
[S3.25]
Super Mutants
Robotics Disposal
Ground
259
[P1.04]
x+
x (2)
Hot Rodder
Mole Rats
Robotics
Pioneer Park
356
[P5.10]
Deathclaws, Feral
Ghouls, Robots
Rocky Cave
(Virgils Laboratory)
363
[P5.29]
Tesla Science
Deathclaws, Robots,
Super Mutant
(Friendly)
303
[P3.03]
Roof Camp
(South Boston)
521
[S18.11]
Roof Generator
(South Boston)
521
[S18.07]
Rooftop Apartment
(North End)
468
[S13.01]
Rooftop Den
(Esplanade)
449
[S10.04]
Rooftop Generator
(Beacon Hill)
463
[S12.04]
Rooftop Hideaway
(Financial District)
494
[S15.11]
Rooftop Lounger
468
[S13.08]
332
[P4.08]
Mirelurks,
Scavengers
539
ARMAMENTS
AND AMMO
AMMO
MINI NUKE
OR FAT MAN
TRUNK
FUSION CORE
POWER ARMOR
BOTTLECAPS
BOBBLEHEAD
NUKA CHERRY
NUKA COLA
QUANTUM
REQUIRED
READING
COMPANION
FACTION
HEALTH OR CHEMS
TRADER
WORKSHOP
RADIO
UNIQUE ITEM
SERVICES
ZONE LOCATION
NUMBER
COLLECTIBLES
Rotten Landfill
279
[P2.08]
Trader
Roundabout
Raider Camp
521
[S18.08]
Raiders
Rubble Overlook
463
[S12.06]
469
[S13.15]
Ruined Brick
Warehouse
321
[S3.06]
398
[S6.27]
Yao Guai
Ruined Tavern
(Charlestown)
426
[S8.01]
Rusting APC
321
[S3.08]
521
[S18.15]
Mirelurks
Rusty Tractor
298
[S2.16]
Feral Ghouls
Rusty Trailer
297
[S2.06]
Salem
330
[P4.07]
x+
x (2)
x+
Mirelurks
349
[S4.07]
Codsworth
Bloatflies,
Radroaches
x+
Radroaches,
Robots, Synths (The
Institute)
x+++
LOCATION NAME
540
ARMOR
PARTS
PAGE NUMBER
LOCATIONS
Sanctuary
258
[P1.02]
x (2)
Grognak the
Barbarian,
Youre
S.P.E.C.I.A.L.
329
[P4.06]
Massachusetts
Surgical Journal
Saugus Ironworks
283
[P2.19]
x+
Explosives
Picket Fences
Forged (Raiders)
Scaffold Bridge
(The Fens)
445
[S9.11]
Scaffold Stairs
(North End)
469
[S13.13]
Scavenger Camp
298
[S2.11]
Yao Guai
Scavenger Camp
(Charlestown)
427
[S8.07]
Scavengers
Scavengers Rest
(The Fens)
445
[S9.13]
Scavengers Shack
270
[S1.08]
Scavengers
Scavengers Trailer
321
[S3.07]
Scavenger
Scavengers Rooftops
(Waterfront)
508
[S17.04]
Scavengers, Raiders
322
[S3.11]
Schoolhouse
(Diamond City)
435
[P9.08]
421
[S7.20]
Robots
Science! Center
(Diamond City)
437
[P9.08]
Scrap Merchant
323
[S3.20]
Settler
Scrap Merchant
509
[S17.10]
Scrap Palace
356
[P5.11]
Super Mutants
Scuppered Boat
399
[S6.33]
Mirelurks
Security Office
(Diamond City)
434
[P9.08]
Sentinel Site
364
[P5.31]
x++
Astoundingly
Awesome Tales
Children of the
Atom, Feral Ghouls,
Mole Rats
Settler Campsite
(Natick Outskirts)
366
[S5.03]
Deathclaws
Settlers Stop
(The Fens)
445
[S9.09]
Settlers Tent
272
[S1.24]
Settlers
Shanty Store
349
[S4.06]
Settler
Leonard Moore
377
[P6.15]
x (2)
Unstoppables
Super Mutants
x+
Shelled-Out Building
427
[S8.08]
459
[S11.04]
Raiders
Shopping Cart of
Goodies
271
[S1.19]
ARMOR
PARTS
POWER ARMOR
BOTTLECAPS
BOBBLEHEAD
NUKA CHERRY
NUKA COLA
QUANTUM
UNIQUE ITEM
FUSION CORE
RADIO
TRUNK
WORKSHOP
MINI NUKE
OR FAT MAN
TRADER
AMMO
[P5.32]
HEALTH OR CHEMS
ZONE LOCATION
NUMBER
365
FACTION
PAGE NUMBER
SERVICES
COMPANION
LOCATION NAME
COLLECTIBLES
REQUIRED
READING
ARMAMENTS
AND AMMO
LOCATIONS
Feral Ghouls,
Raiders, Robots
279
[P2.10]
x++
Astoundingly
Awesome Tales
Skylines Flight
Salvage
399
[S6.35]
Skyscraper Stash
494
[S15.05]
468
[S13.09]
Robots
Slocums Joe
Corporate HQ
287
[P2.22]
Raiders
272
[S1.26]
Trader
Snipers Hideout
398
[S6.25]
Mirelurks
Somerville Place
362
[P5.16]
Settlers
427
[S8.05]
South Apartments
(Charlestown)
427
[S8.10]
521
[S18.13]
Feral Ghouls
South Boston
High School
516
[P18.07]
Raiders
South Boston
Military Checkpoint
373
[P6.10]
x (2)
Gunners
South Boston
Police Department
515
[P18.04]
Raider, Robots
521
[S18.14]
Spectacle Island
394
[P6.31]
x (2)
x+
Luck
Mirelurks
RADIO
APPENDICES
Starlight Drive In
265
[P1.16]
Mole Rats,
Radroaches
Street Corner
(Theater District)
503
[S16.11]
Subway Station
(North End)
469
[S13.16]
Suffolk County
Charter School
384
[P6.19]
Unstoppables
Feral Ghouls,
Radroaches
350
[S4.11]
397
[S6.21]
270
[S1.04]
Sunken Supertanker
398
[S6.24]
Feral Ghouls,
Radroaches
Sunshine Tidings
Co-op
265
[P1.18]
Wasteland
Survival Guide
266
[P1.21]
x+
x (3)
x (2)
Tales of a
Junktown Jerky
Vendor
Feral Ghouls
x+
Super Mutant
Alley Apartments
444
[S9.03]
Super Mutants
Super Mutant
High Rise
419
[S7.12]
x (3)
Super Mutants
Super Mutant
Hotel Shell
475
[S14.01]
Super Mutants
Swans Pond
472
[P14.03]
Super Mutants
Swatters
(Diamond City)
435
[P9.08]
x++
Moe Cronin
Switchboard
Entrance (Sewer)
273
[S1.34]
Taffington Boat
House
291
[P2.26]
x (2)
x+
Bloodbugs
Tenpines Bluff
260
[P1.07]
Radroaches, Settlers
521
[S18.12]
Ronnie Shaw
Radio
Freedom
The Castle
517
[P18.08]
x+++
x (2)
The Minutemen,
Mirelurks,
Radroaches
458
[S11.01]
Feral Ghouls
298
[S2.15]
Settlers (Covenant)
The Fridge
397
[S6.18]
Settler (Ghoul)
541
542
ARMOR
PARTS
RADIO
UNIQUE ITEM
The Gwinnett
Restaurant
516
[P18.06]
Mirelurks, Super
Mutants
397
[S6.15]
Raiders
FACTION
COMPANION
REQUIRED
READING
x+++
NUKA COLA
QUANTUM
The Institute
NUKA CHERRY
BOBBLEHEAD
BOTTLECAPS
POWER ARMOR
Synth Food
Vendor, Institute
Requisition
Vendor
FUSION CORE
TRUNK
MINI NUKE
OR FAT MAN
AMMO
ZONE LOCATION
NUMBER
PAGE NUMBER
LOCATION NAME
WORKSHOP
SERVICES
TRADER
COLLECTIBLES
HEALTH OR CHEMS
ARMAMENTS
AND AMMO
LOCATIONS
The Institute
409
[P7.10]
x++
x+++
x (2)
Astoundingly
Awesome Tales
X6-88
298
[S2.18]
The Mausoleum
366
[S5.05]
Mirelurks
438
[P9.08]
The On-Ramp
(Theater District)
503
[S16.09]
The Patriots
Sleep Shack
459
[S11.05]
502
[S16.03] and
[S16.04]
Gunners
The Shamrock
Taphouse
505
[P17.02]
x (2)
Total Hack
Mole Rats,
Radroaches, Raiders
The Slog
282
[P2.18]
x+++
Settlers (Ghouls)
Deidre
398
[S6.28]
Super Mutants
367
[S5.12]
Raiders, Stingwings
349
[S4.05]
396
[S6.07]
Settler
Eleanor
The Wall
(Diamond City)
436
[P9.08]
Thicket Excavations
259
[P1.05]
x+
x+
Taboo Tattoos
Mirelurks, Raiders
503
[S16.06] and
[S16.07]
Gunners
Ticonderoga
Safehouse
420
[S7.18]
x (2)
x (2)
Tinkerers Boathouse
(Waterfront)
508
[S17.05]
Mirelurks
Tractor Warehouse
321
[S3.02]
Stingwings
Trader Rooftop
(Back Bay)
459
[S11.06]
271
[S1.12]
Trader
Trinity Plaza
452
[P11.02]
Astoundingly
Awesome Tales
Super Mutants
458
[S11.03]
Raiders
Trinity Tower
454
[P11.05]
x++
Melee
Strong
Super Mutants
Tucker
Memorial Bridge
291
[P2.27]
366
[S5.07]
Feral Ghouls
503
[S16.08]
Scavengers
399
[S6.38]
Unions Hope
Cathedral
418
[S7.04]
Feral Ghouls
University Point
518
[P18.09]
Tesla Science
Mirelurks, Synths
(The Institute)
Unloading Barge
350
[S4.14]
Robots
Upside Down
Rowboat
351
[S4.21]
USAF Satellite
Station Olivia
260
[P1.06]
x+
U.S. Covert
Operations
Manual
Radroaches, Raiders
USS Constitution
426
[P8.03]
x+
x (2)
x+++
U.S. Covert
Operations
Manual
Robots
x+
Valentines Detective
Agency (Diamond
City)
436
[P9.08]
RobCo FUN!
(and Zeta
Invaders Game)
Vault 111
257
[P1.01]
Red Menace
Game (no
Magazine)
Radroaches
ARMAMENTS
AND AMMO
BOTTLECAPS
BOBBLEHEAD
NUKA CHERRY
NUKA COLA
QUANTUM
REQUIRED
READING
COMPANION
FACTION
HEALTH OR CHEMS
Vault 81
318
Vault 95
Vault-Tec Regional HQ
[P3.22]
x++
358
[P5.15]
x+
461
[P12.01]
Vending Machine
Truck Transport
272
[S1.31]
Vertibird Wreckage
362
[P5.26]
Vitale Pumphouse
350
[S4.12]
x (4)
Grognak the
Barbarian, Taboo
Tattoos
Curie
Settlers (Vault
Dwellers), Vault 81
Lab Mole Rats
UNIQUE ITEM
POWER ARMOR
RADIO
FUSION CORE
[P11.04]
WORKSHOP
TRUNK
454
TRADER
MINI NUKE
OR FAT MAN
SERVICES
AMMO
COLLECTIBLES
ZONE LOCATION
NUMBER
ARMOR
PARTS
PAGE NUMBER
LOCATION NAME
LOCATIONS
x+++
Alexis Combes,
Maria Summerset,
Horatio, Dr.
Penske
x+++
Medicine
Big Guns
Gunners
Feral Ghouls
Raiders
Walden Pond
265
[P1.19]
Tales of a
Junktown Jerky
Vendor
Warehouse
(Diamond City)
437
[P9.08]
x+
508
[S17.03]
Super Mutants
Warren Theater
459
[S11.08]
Synths (The
Institute)
Warwick Homestead
393
[P6.29]
Settler
June Warwick
Water Filtration
Caps Stash
270
[S1.05]
x+
Water Street
Apartments
495
[S15.14]
Raiders
Waterfront Cabin
509
[S17.09]
Settler
Waterfront Park
508
[S17.01]
Radstag Does
Waterfront
Warehouse
351
[S4.17]
Wattz Consumer
Electronics
306
[P3.08]
Total Hack
Radroaches, Robots
Waypoint Echo
357
[P5.14]
Brotherhood of Steel
(Quest only)
Waystation
323
[S3.24]
Feral Ghouls
Waystation
(Gunners Plaza)
395
[S6.26]
Waystation
(West Roxbury)
396
[S6.13]
Super Mutants
493
[S15.01]
292
[P2.29]
x (2)
x (2)
Super Mutants
Radroaches, Super
Mutants
Radroaches, Feral
Ghouls
x+++
West Roxbury
Station
377
[P6.14]
Tumblers Today
378
[P6.15]
x+++
x (2)
x (4)
Hot Rodders
Westing Estate
369
[P6.01]
Unstoppables
Mirelurks
Weston Water
Treatment Plant
312
[P3.16]
Picket Fences
Mirelurks, Super
Mutants
Wharfside Cottage
468
[S13.07]
Raiders
Wicked Shipping
Container Truck #2
273
[S1.32]
Wicked Shipping
Container Truck #3
297
[S2.10]
Wicked Shipping
Container Truck #4
395
[S6.05]
Raiders
Wicked Shipping
Fleet Lockup
261
[P1.09]
x+
Grognak the
Barbarian
Feral Ghouls
Wildwood Cemetery
279
[P2.09]
Total Hack
Wilson Atomatoys
Corporate HQ
457
[P11.08]
Super Mutants
Wilson Atomatoys
Factory
386
[P6.23]
x (2)
Super Mutants
394
[P6.30]
Agility
Tales of a
Junktown Jerky
Vendor
Mirelurks, Raiders
Wreck of the
USS Riptide
429
[P9.01]
Wasteland
Survival Guide
Raiders
WRVR Broadcast
Station
356
[P5.08]
Settlers
Trinity Tower
Radio
Yangtze
407
[P17.04]
x+
Feral Ghouls
x+
RADIO
APPENDICES
543
CREDITS
Senior Development Editor
Chris Hausermann
Map Illustration
DK Delhi Team
Book Designers
In Color Design:
Targa Funk & Mark Bernard
Brent Gann
Dan Caparo
Production Designers
In Color Design:
Targa Funk & Mark Bernard
Justin Lucas
Production
Angela Graef
Copy Editor
Carrie Andrews
Cartography Coordinator
Adam Brackenbury
Marketing
Katie Hemlock
Editorial Manager
Tim Fitzpatrick
Digital Publishing
Julie Asbury
Tim Cox
Shaida Boroumand
4 3 2 1
Licensing
Christian Sumner
Paul Giacomotto
Aaron Lockhart
Operations Manager
Stacey Beheler
ACKNOWLEDGMENTS
David S. J. Hodgson
Trilby hats off, and a Gwinnett Stout raised to the Fallout 4 team at Bethesda for
their steadfast support and aid during the creation of this guide. Thanks also to the
Documentation Department at Vault-Tec, for use of the SimTek 5000. A firm handshake
and spot of backslapping to the best co-author in the business; thank you Nick. Thanks
to Chris, Shaida, Tracy, Dan, Tim, Mike, and all at Prima for their patience and help
during my extended trip to Boston. Thank you to my loving wife Melanie; Mum, Dad,
and Ian; Loki; The Moon Wiring Club, Laibach, Kraftwerk, The Benningtons; and O for
the Old Ones, known also as Elder Things, just a terrible, terrible spawn, who contacts
humans only through possession, and simply just cannot be drawn.
Nick von Esmarch
Thanks to everyone at Bethesda for their support and patience. Thanks to all at Prima,
with special thanks to Chris, Shaida, Dan, Mike, Tim, and Tracy. Big thanks to David for
being a patient and reliable source of advice. Seriously, Davidyouve been awesome.
Of course, I thank every member of my family (whether bound by blood or by choice).
Too many names to list, but the folks, siblings, in-laws, little ones, and super-best
friends mean everything. Extra-special thanks to Kurt and Damien for putting up
with my nonsense and providing a bit of their own. Nonsense is important.