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The Fallout 4 Vault Dweller's Survival Guide Map is the section included in the Collector's Edition of the Fallout 4 Vault Dweller's Survival Guide, providing backgrounds for the locations appearing in the game.
ZONE 1: LEXINGTON AND NORTHWEST COMMONWEALTH[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 256
This section of the Commonwealth is comprised of your old stomping grounds of 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 you're 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, what's left of it. Both freeways converge at Lexington, your gateway to Boston.
[1.01] VAULT 111[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 257
Vault-Tec Calling! We are pleased to reveal your new home underground. Despite an initially chilly reception, you may find this location to be the safest around, especially as the population has thinned out quite considerably since you were frozen.
The Holotape in the cafeteria terminal is the popular game “Red Menace.” Eject it so you can play it at your leisure! The overseer’s office has a firmly locked case (Master) with a prototype weapon, the Cryolator. Return here with bobby pins and an impressive lockpicking ability to obtain this rare item.
If you leave Vault 111, you may find some ammunition and a knife in a trailer to the north. Should you wish to return, simply press the Vault 111 Elevator Button in the outside pod to call the surface elevator. Have a great day!
[1.02] SANCTUARY[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 258
Growing from the ruins of Sanctuary Hills, the prewar neighborhood your family used to call home, is a new settlement, a beacon of hope for the downtrodden and the new base of operations for the Minutemen.
You can level the more decrepit dwellings for building materials. There are excellent crafting opportunities, as all stations and workbenches are already here. The area is relatively safe and becomes safer after you fortify the area with defenses you build from your workshop. Attract settlers! Beckon the Minutemen to live here! Build another paradise!
Thoroughly search the area. The house to the north has a root cellar with a safe (Advanced) and first aid box to loot, as well as a place to sleep. A few homes have smaller items to scavenge, like bobby pins. Others have safes and health, and your own home has something S.P.E.C.I.A.L., too (as well as that Grognak the Barbarian you didn’t have time to read). And finally, don’t forget Codsworth!
[1.03] RED ROCKET TRUCK STOP[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 258-259
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. There's 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.
[1.04] ROBOTICS DISPOSAL GROUND[]
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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? Don't 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.
[1.05] THICKET EXCAVATIONS[]
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This marble quarry has gained a reputation as the source of the finest Mirelurk meat in the Commonwealth, thanks to the still water giving the meat a less brackish flavor.
[1.06] USAF SATELLITE STATION OLIVIA[]
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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 gantry has some ammo to pilfer.
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.
[1.07] TENPINES BLUFF[]
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This small settlement of Tato farmers is ripe for an alliance, with a light Radroach infestation.
[1.08] RANGER CABIN[]
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This is the remains of a U.S. Forest Service cabin, the last known whereabouts of a young runaway.
[1.09] WICKED SHIPPING FLEET LOCKUP[]
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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.
[1.10] ABERNATHY FARM[]
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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.
[1.11–1.12] CONCORD TOWNSHIP[]
[1.11] CONCORD[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 262-263
This township is comprised of a once-quaint main thoroughfare, now overrun by a Raider gang. To the south is the Museum of Freedom, adjacent to a ruined church (use the steeple to snipe from and as a landmark). Aside from dilapidated structures with a few scavengable items, most of Concord’s buildings are sealed up tight, with the exception of the following secondary locations:
[01] WORKHOUSE[]
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This partly collapsed small factory has stairs to access, allowing you to reach the upper floors. Jump to the concrete floor ledges to access ammo and chems. Farther upstairs is a safe (Advanced) and roof access—an excellent sniping spot.
[02] CONCORD SPEAKEASY[]
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This small public house has a safe behind the bar (Advanced), a small cellar, and an upstairs area with some oddly placed mannequins and a roof exit. Open the locked door (Advanced) to reach a steamer trunk and small ammo stash.
CONCORD CIVIC ACCESS[]
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Access this from three different locations on the surface. We recommend using the metal hatch the Deathclaw burst from by the municipal plutonium well, as you can open the chained door from this direction. This is a small but slightly confusing sewer tunnel with small branching corridors. Loot the trunk, find the Fusion Core at the base of the plutonium well, and grab the magazine before you leave (they’re all close together).
If you enter via one of the two other entrances (not near the Deathclaw’s exit), and do so prior to the Deathclaw fight in the township, you can actually hear the beast sleeping, but you’re not able to access this area of the sewers. The fence is destroyed, and access is available only once the Deathclaw is disturbed.
[1.12] MUSEUM OF FREEDOM[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 263-264
It's 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 they're 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.
[1.13] BEDFORD STATION[]
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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.
[1.14] GORSKI CABIN[]
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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).
[1.15] DRUMLIN DINER[]
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In this small diner, Trudy attempts to eke out an existence, not helped by her chem-addled son. A couple of Raiders are active in this area and may be visiting the diner owner, Trudy, regarding her son’s proclivity for chems. Sort that out if you’d like to trade with Trudy.
[1.16] STARLIGHT DRIVE-IN[]
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A once-thriving drive-in movie theater and diner is now slightly less welcoming: Beware of the makeshift bomb on the diner door (then find the Nuka Cherry on the low shelf). Unlock the back storage shed (Novice) to access the workshop, or find the back storage key in the footlocker on top of the big screen gantry. Open the rear storage (Novice) behind the screen; this is where the Fusion Core and Quantum are stored.
[1.17] LONELY CHAPEL[]
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Open the door and locate the trapdoor to enter the stockpile. This is an access point to the federal ration stockpile (in Zone 3). Consult that location for what to expect. Use this as an alternate route through the area.
[1.18] SUNSHINE TIDINGS CO-OP[]
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A beatnik farming co-op of cabins and a trading warehouse. Local scuttlebutt suggests the place is haunted by its former residents. Meet Professor Goodfeels, who still rattles about the place. He'll be a good guard if you hack his protocols at the Sunshine Tidings terminal (Novice). There's a locked medical cabin here (Novice) too. Did you find the trunk in the western cabin yet?
[1.19] WALDEN POND[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 265
Once the home of a transcendentalist author, this is now home to a quartet of chem-addled Raiders. The gift shop has some traps, as well as a note near the locked basement door (Master). Walter the Raider has the key. Enter the basement via the drainage pipes. Don't forget to take the audio tour!
[1.20–1.23] LEXINGTON TOWNSHIP[]
[1.20] MYSTIC PINES[]
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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.
[1.21] Super Duper Mart[]
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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. There’s a tiny basement access to the garage where Emma is. You can also grab some Nuka Cherries and Quantums here (don’t leave without all five bottles).
The exterior of the mart has a terminal (Advanced) on the east unloading dock. Hack it to access the adjacent garage where Emma’s Holotape and some ammo can be found.
[1.22] LEXINGTON[]
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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 of Feral Ghouls.
[01] Super Duper Mart Parking Lot[]
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The exterior has a pistol in the small maintenance room and a collection of rusting vehicles along with a forecourt. Access the parking garage interior from the makeshift door near the “out of order” sign or from the bottom of the concrete parking lot steps. Inside is the lower garage level, an oily mess with explosive barrels and a group of Feral Ghouls to dispatch. Hack the terminal (Novice) to control a Protectron. Open the security gate (Novice) to access explosives and first aid boxes.
[02] Slocum’s Joe Coffee Shop and Laundromat (Switchboard)[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition pp. 267—268
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). You’re able to access all rooms (providing your Hack skill is high enough; otherwise bring Deacon with you and start the indicated quest). Don’t forget the Fusion Cores, magazine, and Mini Nuke before you emerge.
[03] Red Rocket Gas Station[]
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This dilapidated garage has been picked clean by countless previous scavengers.
[04] Old Bridge and Ruins[]
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An old shop and bridge are overrun by Ghouls. Follow the stairwell and cross some precarious planks to reach a rusting building and access to the rooftops overlooking the town square.
[05] Lexington Bank[]
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Hack the terminal (Novice) to open the safe room, which appears to have been compromised quite severely.
[06] Ruined Apartment (Rusting)[]
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This multifloor structure is teeming with ferals. There’s a ground-floor terminal (Advanced) that opens a security door to a cubbyhole with a safe (Advanced). There’s health and ammo to scrounge here, too. Upstairs is an Armor Workbench.
[07] Bridge to Liquor Store[]
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The apartment to the northwest has two stairwells, numerous Ghouls, and an outdoor roof with a chemistry station. The bridge across to the liquor store is Raider territory. Find ammo and chems on the bridge. There’s been some creative parking by a big-rig driver above the liquor store and scaffold steps down to a nearby house porch with health in it. To the east is a ruined hardware store with chems and ammo.
[08] Basketball Court[]
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The municipal basketball court. A settler doesn’t appear to understand the rules of the game.
[09] Ruined Apartment (Pool)[]
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There’s fire escape access all the way up to the roof and a weapons workbench. Battle Raiders here. There’s ammo, chems, and grotesque decorations in the bedroom, and a cunningly hidden steamer trunk on the upper roof area. With some nimble leaping onto the narrowest roof
ledge, you can reach the eastern blown-out section and view the freeway.
Or if you want a quick dip in the slightly irradiated pool (where tarberry is growing), fight off the Raiders and Ghouls battling each other.
Don’t forget to check the Pulowski Preservation Shelter for a Mini Nuke.
[10] Crushed Building[]
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A section of freeway has fallen and crushed a construction company building. The wandering Ghouls fail to see the irony.
[11] Ruined Apartment (Under Freeway)[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 269
East of the Primary Location apartments is another ruined apartment structure with chems in a bathroom medicine cabinet and little else but the slight feeling of despair.
[12] Freeway Apartment[]
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If you accessed the elevated freeway (from Zone 1 Secondary Locations 36 or 39), you can step across a plank to reach this apartment from the freeway before (carefully) dropping down.
[1.23] LEXINGTON APARTMENTS[]
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A Raider duo now makes this small apartment complex under the freeway their home. There’s an explosives box in the kitchen and an open-air bathroom.
Secondary Locations[]
[1.01] DRY CREEK BED[]
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Someone’s
lucky explorers find a thirst-quenching Nuka in the leaves at the base of this dry creek, below the rusting barrels.[1.02] RAIDER SHACK[]
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A Raider and attack dog have overrun a small settler shack.
[1.03] OLD FIRING RANGE[]
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A Scavenger has set up a small shooting range with bottles.
[1.04] SUNKEN ROWBOAT STASH[]
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A lost rowboat has sunk along the north lake shore. Dive down for a locked trunk treat (Novice).
[1.05] WATER FILTRATION CAPS STASH[]
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Flip the circuit breaker at the water’s edge to open a filtration unit with a hidden Caps stash inside.
[1.06] RAIDER HILLTOP DEN[]
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A collection of branches and bedding atop a rocky hill.
[1.07] CRASHED VERTIBIRD (NEAR ROBOTICS DISPOSAL GROUND)[]
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The remains of a Vertibird close to the road. Beware of Radstag Does. Don’t forget to check the sloping ground behind the Vertibird tail for a half-buried trunk, near the wooden crates.
[1.08] SCAVENGER'S SHACK[]
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A Scavenger with a penchant for drink and views of the woods.
[1.09] POND AND FREEWAY SHACK[]
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A dead settler has taken a permanent trip from his bathtub hut. South of here is a separate shack. Inside is a sink with a small collection of tatos in it, ready for tasting.
[1.10] ELEVATED FREEWAY ACCESS (NORTH WILDERNESS)[]
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Climb here. Check the bus at the north end of the freeway for an explosives stash (Novice). Follow the freeway south to Skylanes Flight 1981.
[1.11] MILITARY ARMOR TRANSPORT (NORTH WILDERNESS)[]
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Hack the terminal in the carriage (Advanced) to access the armor and core in the security cage.
[1.12] TRADER’S SHACK (WEST OF RANGER CABIN)[]
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Trade here or steal a small garden of wild corn and tato fruit.
[1.13] MILITARY APC (SANCTUARY LAKE)[]
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Beware of Bloatflies. The corpse has an army helmet if you want it.
[1.14] ABANDONED CARAVAN[]
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West of Abernathy Farm is a rusting caravan with stuff to scavenge.
[1.15] DRY CREEK SHACK[]
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A small rickety shack overlooking the entrance to Wicked Shipping fleet lockup.
[1.16] HALF-BURIED STASH[]
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Southeast of the water tower is a copse of trees and a half-buried trunk to pillage.
[1.17] CONCORD OUTSKIRTS RUINED HOUSE[]
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Thirsty on your way to Concord? Stop at the fridge inside this ruined house.
[1.18] CONCORD CAMPFIRE[]
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An occasional caravan stop is usually overrun by a couple of Raiders and their emaciated hounds.
[1.19] SHOPPING CART OF GOODIES[]
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Someone’s left a collection of edibles and a delicious Nuka Cherry. They won’t mind if you have them. They’re probably dead, anyway.
[1.20] RADROACH OUTHOUSE[]
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Watch your step; there are Radroaches in these rustic restrooms.
[1.21] A COOKING SPOT[]
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A deserted cooking station with a place to sleep and a trunk to pillage.
[1.22] DILAPIDATED TRAILER SHACK[]
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Beware the Radroaches and Bloatfly in this shack built atop a rail trailer.
[1.23] CONSTRUCTION LIFT TO GUNNERS’ DEN[]
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Watch for machine-gun turrets and Gunners. Ride the lift up to the elevated freeway, where you can mow down a few more Gunners. Explore the elevated section of freeway as you wish.
[1.24] SETTLERS' TENT[]
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CharlieTwo
settlers lead a meager existence southwest of Walden Pond.[1.25] RAIDER CHEM LAB SHACK[]
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A shack with a lookout and a couple of easily dispatched idiots.
[1.26] SMALL TRADING SHACK[]
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A shack with a friendly trader and a number of cats: some paintings, others purring.
[1.27] ELEVATED GUNNERS’ DEN[]
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Offering a good view of the vicinity. Beware of a machine-gun turret and a few Gunners. Access from the on-ramp to the northeast (Secondary Location 1.28).
[1.28] ON-RAMP GUNNERS’ DEN[]
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Scale the freeway on-ramp to explore the elevated road. Watch for the Gunner and machine-gun turret.
[1.29] BUS RAMP[]
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Meet Deacon here during the quest. Watch for Railroad signs. This leads up onto the elevated freeway, past a Ghoul-infested bus and Secondary Location 1.35.
[1.30] MILITARY PILLBOX (WALDEN)[]
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Watch for an Eyebot in here. Unlock the terminal (Novice) to open the security door.
[1.31] VENDING MACHINE TRUCK TRANSPORT[]
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The transportation of some vending machines was stopped short by a big bomb. Fortunately, there’s sometimes a Quantum still left in the Nuka Machine.
[1.32] WICKED SHIPPING CONTAINER TRUCK #2[]
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This is one of Wicked Shipping’s trailers. Unlock it (Master) or use the key found at the fleet lockup to access the trunk inside.
[1.33] MILITARY ARMOR TRANSPORT (LEXINGTON)[]
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Hack the terminal in the orange carriage (Advanced) to access the armor and core in the security cage. Don’t forget the trunk in the blue carriage, too.
[1.34] SWITCHBOARD ENTRANCE (SEWER)[]
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You can go into the sewer entrance to the Switchboard—the Railroad’s old base of operations—from here, ideally during the quest. Your path soon ends at a terminal (Master). The main entrance—extremely well guarded during the quest—is underneath Slocum Joe’s in Lexington (Primary Location 1.22) and connects to here. Consult that location for the interior map of the Switchboard.
[1.35] ELEVATED FREEWAY: DERELICT BUS[]
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Check the bus for a Quantum. Ricky Dalton is only here during the quest.
[1.36] ELEVATED FREEWAY ACCESS (LEXINGTON)[]
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Climb here and you can look down on Lexington, fire off sniper shots at the Raiders on the Corvega Assembly Plant, and explore the abandoned camp. This offers good (but precarious) access into Zones 2 and 3 and down onto the roofs of the Lexington buildings near the
[1.37] FREEWAY SHACK AND CAGE[]
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Come for the big band sound on the radio. Leave when the Radscorpion ambushes you. Feel revulsion when you unlock the cage gate (Expert) and inspect the prisoner conditions inside.
[1.38] MILITARY CHECKPOINT (LEXINGTON)[]
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This area is under the remains of the elevated freeway and devoid of life. There’s a trunk to scavenge, so turn that frown upside down!
[1.39] ELEVATED FREEWAY ACCESS (LEXINGTON)[]
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Climb here and you can look down on Mystic Pines, Lexington, fire off sniper shots at the Raiders on the Corvega Assembly Plant, and explore the rusting vehicles scattered across the interchange to the south. This offers good (but precarious) access into Zones 2 and 3 and down onto the roofs of the Lexington buildings near the interchange overpass.
[1.40] ELEVATED JUMPING-OFF POINT[]
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Jump from the upper roadway—accessed from Secondary Location 1.39—and explore the freeway above Lexington here.
ZONE 2: NORTH CENTRAL COMMONWEALTH[]
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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.
[2.01] OUTPOST ZIMONJA[]
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A settler camp built around an old relay station has recently been overridden by Raiders under the command of a heavily armed (and armored) ne'er-do-well named Boomer. Remember to pick that ripe Mini Nuke from the tato plant allotment afterward!
[2.02] LAKE QUANNAPOWITT[]
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Suffering from a pollution problem even before the current inhospitable living conditions, this remote lake provides habitat for Mirelurks and a few airborne bugs. If you must swim, dive into the northern part of the lake where a sunken rowboat yields a steamer trunk of goods.
[2.03] RADIO TOWER 3SM-U81[]
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This is part of the Commonwealth relay tower network. Authorized personnel only. Use the relay tower terminal to amplify three nearby radio signals.
[2.04] RECON BUNKER THETA[]
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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.
[2.05] LYNN WOODS[]
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Dominated for centuries by an old stone lookout tower, this settler encampment was recently pillaged by Raiders. Why not return the favor? Expect reinforcements if you scale the tower; even the odds by flipping the circuit breaker atop the tower. The siren summons two Deathclaws from a nearby nest. Unlock the steamer trunk (Master) using good old-fashioned chuzpah, or use the key on the settler corpse at the top of the tower.
[2.06] PARSONS CREAMERY[]
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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 you're 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 you're after a boatload of grenades, you've come to the right place.
[2.07] PARSONS STATE INSANE ASYLUM[]
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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 location appears to have been built by the Cabot family of the Beacon Hill neighborhood of Boston. Armed mercenary guards currently patrol the facility.
There’s bloodleaf in the pond to the east. The only entrance is the ominous but grand doorway to the south, which is only accessed with a key, given to you during the specified quest.
Once inside this facility, navigate through the administration and asylum areas with the quest active. Notice that one of the Raiders is carrying a mysterious serum. The lowest area basement contains a special living quarters.
[2.08] ROTTEN LANDFILL[]
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Mole Rats are raising merry hell at this location and have overrun this refuse dump. Inspect the interior of the trash mound to fully eradicate these vermin; there’s a trunk in this junk. If you return and settlers are still alive, they give you caps for your help.
[2.09] WILDWOOD CEMETERY[]
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The historic Wildwood Cemetery was founded in 1851, and numerous local dignitaries may be buried here. Confirmation is difficult due to the lack of prewar data.
[2.10] SKYLANES FLIGHT 1981[]
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On October 23, 2077, Skylanes Flight 1981 (with service to Boston) had just begun its final descent when the bombs began to fall. The shock wave crippled the plane. Since the crash, the wreckage has been picked over by generations of Raiders and scavengers.
Scavenge the wings, engine, and fuselage for chems, ammo, and caps, as well as a 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.
[2.11] GENERAL ATOMICS GALLERIA[]
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A fully automated model shopping center designed by General Atomics to showcase the versatility of their line of robots. The centerpiece is a towering Mr. Handy statue. The location is currently closed due to a series of lethal programming glitches.
01. Mister Handy Statue[]
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This is where the director is stationed. Use the lift to enter and exit, and hack the terminal (Master) if you wish.
- If you thoroughly explored [18.02] General Atomics Factory in South Boston, you may actually have a General Atomics ID. Present it, and all will be well.
- 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. Can’t hack the (Master) terminal? There’s a password on the supervisor’s terminal in Back Alley Bowling.
02. Madden’s Boxing Gym[]
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Expect a fight at Madden’s Gym. Step into the ring and face The Champ, but be wary of fouls—using any weapon other than boxing gloves or stepping out of the ring will cause all three robots to attack.
After the Grand Reopening, you can trade with Danny. There are chems to gather, and a back room (Advanced) where you can hack a terminal (Novice) to start a manager’s sale, which improves Danny’s prices.
After the Grand Reopening, you can also buy supplies from Sproket.
03. General Atomics Outlet[]
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Visit Sprocket at the outlet store for a product demonstration. Scavenge the robots and area for parts and ammo. Access the workroom using chutzpah (Expert) or the key in the cash register. There’s a locked toolbox (Novice) inside.
04. Handy Eats Diner[]
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Visit the diner and speak to the waitron about taking your order. Cook is waiting to chef something up and is a miserable sod.
05. Back Alley Bowling[]
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At Back Alley Bowling, Tenpin is happy to let you pass for a small fee (or if you have a General Atomics ID card). Otherwise, expect a fight with him, Lane, and Split. Check the restrooms for chems and caps. Find a safe (Advanced) and a Jangles the Moon Monkey in the storeroom behind Tenpin. Check behind the lanes to visit Kingpin, who’s near a steamer trunk and other ammo to scavenge. Visit Strike at the upstairs bar, which needs a little freshening up. The stairwell provides access to the roof, a supervisor’s room with chems, and a terminal (Advanced) that explains the history of the Galleria. You can find a password to this terminal near the Director in the Mister Handy Statue.
06. Fallon’s Department Store[]
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Visit Reg at Fallon’s, but be careful not to touch the merchandise. After the Grand Reopening, he’s a little more willing to part with his wares.
07. Pirelli’s Bakery[]
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You can visit Crisp at the bakery, but be warned-- it may be a long wait. Expect better service after the Grand Reopening.
08. Slocum’s Joe[]
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Visit Bean at Slocum’s Joe for a quick cuppa. Wait, can you smell gas?
[2.12] DARK HOLLOW POND[]
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A prime recreation spot for the inhabitants of Medford, now this is home to Mirelurks and a couple of Raider stragglers with their unpleasant dogs.
[2.13] MASS FUSION CONTAINMENT SHED[]
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Mass Fusion is the leader in the safe handling and disposal of radioactive waste. Except here the place is overrun with Feral Ghouls and spilled barrels. Check the outside balcony for a cooler (Novice). Inspect the supervisor's terminal (Novice) to unlock the security door. Check the secure area for a toolbox (Novice) and a gate to a steamer trunk.
[2.14] OLD GULLET SINKHOLE[]
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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. Don't 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. There's a safe to hack too (Novice).
[2.15] GREENTOP NURSERY[]
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This Mutfruit-growing operation on the outskirts of Malden may be beneficial to the enterprising Minuteman. The two gardeners here seem to be in need of protection and an alliance.
[2.16] BREAKHEART BANKS[]
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A small family farm on the banks of the Saugus River, with a corn field and melon patch, has fallen to the oversized hands of a Super Mutant gang. Remember to loot the trunk on the top floor of the central shack. Need a drink? Try a Quantum on the small lookout platform to the east.
[2.17] LISTENING POST BRAVO[]
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This location has an additional accessible room if the quest is active.
An ex-military checkpoint to scavengers is like a porch lamp for bugs. It is currently devoid of human foes, with only robots active in this area. Below ground, the bunker abuts a Yao Guai cave.
Two machine-gun turrets dissuade the inquisitive. A Protectron waddles the interior, guarding a security gate (Advanced) with ammo inside. The elevator isn’t 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; there’s a military trunk there.
[2.18] THE SLOG[]
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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 goods to an enterprising (and open-minded) Minuteman. There's a small diner on the property to scavenge too (Advanced).
[2.19] SAUGUS IRONWORKS[]
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Once a historic pre–Revolutionary War ironworks, this location was reopened during the ramp-up to provide materials for the war with China. The location is now run by Slag, a particularly ferocious Raider and his clan, the Forged.
The interior is a confusing maze of catwalks and ramps, so take your time and try not to fall into the molten forges. Slag and Jake Finch both carry a Saugus roof key if you can’t manage to unlock it (Expert), as well as his Holotape. Don’t overlook the Bobblehead, trunk, and magazine in this fiery chamber. For details of the location quest, consult the Primary Location: Finch Farm.
[2.20–2.24] MALDEN TOWNSHIP[]
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The following cluster of Primary Locations makes up the township of Malden. Synths are active in this area. Also be aware of three Secondary Locations within the boundaries of this township, detailed below.
[2.20] MEDFORD MEMORIAL HOSPITAL[]
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This plaza shows the telltale signs of Super Mutant fortification. Inside, if you make steady progress floor by floor, you can obtain the theater key from a toolbox in a northeast room, allowing access to the theater on the upper floor. Open 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 during the quest.
[2.21] MALDEN CENTER[]
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A public park surrounds the entrance to the subway, an attempt by the city to brighten up the area. The station park was clear and clean and a great place for families and children.
Previous to your arrival, a band of roving raiders moved into the subway, creating a small community of shacks and a broken subway car. They've lived here for a while, stealing from and murdering nearby caravans and living the good raiding life.
As you arrive, you may see synth units on the prowl, systematically removing all Raiders from the vicinity. Remember to carefully navigate the interior of this station; there are elevators to use if you wish to reach the main Raider base and the trunk.
[2.22] SLOCUM'S JOE CORPORATE HQ[]
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Rumor has it a Slocum’s Joe recipe—the company’s boldest innovation in coffee and confectionary—is 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.
[2.23] MALDEN MIDDLE SCHOOL (VAULT 75)[]
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According to some uncorroborated reports, Vault-Tec was commissioned by the U.S. military to experiment on and train children to become battle-ready super-soldiers who would obey orders without a second thought. The experiment did not end well. Gunners have moved into what remains of the vault.
If you are currently allied with the Brotherhood of Steel or the Institute, expect to encounter allied forces battling Gunners at this location. The entrance to the interior is located behind a cell door (watch for the trap) at the southern corner of the building.
The interior of the vault is a rabbit warren of corridors. Take your time and locate two different access cards to further your exploration: The Gunner Commander, located in the simulation area, holds the Vault 75 Lab Access Card. One of the Gunners, located on the upper floor of the laboratory area (near the Bottlehead), holds the Vault 75 Admin Access Card. The key to the safe under the overseer’s bed (Master) is on the blue crate by the toolbox.
[2.24] MED-TEK RESEARCH[]
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This location has areas that cannot be accessed if the specified quest is not active.
This private research laboratory owned by the Med-Tek Corporation began experimenting with infectious diseases. One was a virus that affected only teenagers and children. The entire facility went into lockdown when the bombs fell to prevent any contagion from spreading, trapping all the inhabitants. The lockdown was never lifted.
Outside, beware of Feral Ghouls in the forecourt. Inside, there is a lockdown in effect. There is a single, main entrance to enter. Inside, up on Level 3, you need a key to access the executive terminal, which you find during the specified quest. It is the only way to deactivate the alert and enter the sublevel.
MALDEN TOWNSHIP SECONDARY LOCATIONS[]
[01] Garage Alcove[]
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Around the back and under the ice cream store is a small garage.
[02] Malden Police Station[]
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Find the quest-related Holotape by the evidence terminal, on the upper floor, southeast corner.
[03] Med-Tek Parking Garage[]
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Access this two-floor parking structure from inside the perimeter of the Med-Tek Research Facility yard.
[2.25] COVENANT[]
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Covenant is an impressively defended and seemingly prosperous community of settlers. The people are friendly, the amenities are quaint, and it appears to be safe. All you have to do is pass a simple test to enter. Many of the settlers at this location have keys to their own houses and the office establishments.
The Covenant also have commandeered a sewer tunnel area across the lake to the west, just below a lake lookout east of Mystic Pines. To progress farther into the Covenant's secret headquarters, open the door from the initial chamber (Master) or use the compound key that Manny or one of the compound guards is carrying.
[2.26] TAFFINGTON BOAT HOUSE[]
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The residence of one Mary Sutton, this location may be cleared of hostiles and used as a settlement. There's a safe (Advanced) and steamer trunk (Novice) to unlock upstairs. Circumvent the door to the boathouse (Novice) by swimming under and up, watching for tripwires. The Bloodbugs sucking these settlers dry seem to be coming from the Malden Drainage area to the north.
Malden Drainage[]
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Clear this interior chem lab of its blood-sucking parasites before inspecting the area for Russell Sutton and a small security cell with a locked terminal (Advanced) and a trunk. There's a second trunk in the small upper laboratory area.
[2.27] TUCKER MEMORIAL BRIDGE[]
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Offering an excellent thoroughfare from the Commonwealth across the river and into either Charleston (southeast) or Cambridge (southwest) Neighborhoods, this also offers less than stellar safety if you’re hapless enough to set off the cascading explosive trap.
[2.28] POSEIDON ENERGY TURBINE #18-F[]
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This is a small nuclear turbine used to the
supply energy to much of the Commonwealth. The turbine is inactive. You find a quest item here if the quest is active. Clear the interior of disgusting mutant insects. Use the exterior roof as a defensive position if necessary.[2.29] WEST EVERETT ESTATES[]
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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), Lance's terminal (Advanced), and a nearby safe (Advanced). Enter the backyard bunker to locate Wayne's terminal, another Quantum, and one more trunk.
[2.30] IRISH PRIDE INDUSTRIES SHIPYARD[]
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This small shipyard produces midsized shipping vessels. Recently, the place was taken over by Rory Rigwell, lover of Mirelurks. He believed the mutated crustaceans weren't 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 entrances—the main doors to the northwest and a side entrance (Master).
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 boat’s terminal). Don’t forget to check the metal roof of the workshops and the muddy base around the boat for a trunk.
[2.31] RELAY TOWER 0MC-810[]
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This is part of the Commonwealth Relay Tower Network. Authorized personnel only. Use the relay tower terminal to amplify two nearby radio signals.
[2.32] NATIONAL GUARD TRAINING YARD[]
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Two hundred years ago, the National Guard was in higher 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.
[01] National Guard Recruitment Office[]
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The upper floor of this office has almost completely collapsed. The Brotherhood Knight in this location begins the specified quest if you
inspect her. This is also the location of Shelly Tiller if the side quest is active. There’s also some required reading in the ground floor cafeteria.
[02] National Guard Barracks[]
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The exterior has scaffold steps to reach the roof, allowing for sniping opportunities against ferals and turrets. Once inside (accessed via the recruitment office), use the Holotape password found in the recruitment office to access the armory terminal (Master) if your hacking skills aren’t up to par. Then unlock the door to the armory from here.
[03] Crashed Vertibird and West Pillbox[]
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The building has a wooden box to crack open, and the area offers protection against wandering ferals.
[04] National Guard Armory[]
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Unless you used the armory terminal in the barracks (Master), this door is firmly locked (Master). If you access the Power Armor storage, a Sentry Bot will be released from the northwest pillbox when you exit.
[05] Northwest Pillbox[]
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The Sentry Bot within this location is not active until you visit the armory.
[06] Rusting Cargo Containers[]
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Don’t overlook the open container with the security gate (Expert). Unlock it to access some Power Armor and a Fusion Core.
[07] Northeast Pillbox[]
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There’s ammo inside here and more on the roof, courtesy of the Brotherhood of Steel, though you need the Power Armor Jetpack to land on the roof. The Jetpack is a reward given during the Brotherhood of Steel quests.
[2.33] COUNTY CROSSING[]
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Eking out an existence in some of the least defendable arable land, two settlers and their Mutfruit orchard are ready for your help.
[2.34] REVERE SATELLITE ARRAY[]
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Super Mutants are advancing into Raider territory throughout this zone and are using this flooded array as a bone pit. Visit the wayward Brotherhood scribe Faris here to begin a quest. Find the Fat Man after a precarious ascent and a Mini Nuke after a disgustingly bloody wade.
[2.35] FINCH FARM[]
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The Finch family farm this grim scrubland, and their youngest, Jake, has disappeared. Offer to help, complete the quest, and you may add this Mutfruit settlement to your burgeoning empire.
Out of the Fire[]
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Speak to Abraham Finch and agree to help him.
Visit Saugus Ironworks and prepare for protracted combat with a Raider gang known as the Forged. Enter the blast furnace, slay the Raider leader Slag, then return to Finch (with or without Jake) for your reward; you get to keep the sword (Unique Weapon: Shishkebab, located at Saugus Ironworks).
Secondary Locations[]
[2.01] CONTAINER TRUCK CAMP[]
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On the road south of Outpost Zimonja is a parked trailer guarded by two Redcoat mannequins. The real threat is the Raider and his dog. Search the trailer for an explosives box (Novice) and other ammo.
[2.02] HILLTOP HUT[]
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A small stilt shack with a commanding view of the area has a locked terminal (Expert) to hack, if you want a spot of Protectron remote-controlling.
[2.03] CAR TREE CAMP[]
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Three settlers used this landmark as a camp. The Radscorpions use this as a feeding ground. Grab some caps from the settlers, and inspect their duffel bag.
[2.04] DESERTED PICNIC AREA[]
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This was once a picturesque rest stop for day-tripping picnickers. Now there's a rusty cooler (Novice) to scavenge from as you view the desolate scrub.
[2.05] DEATHCLAW NEST (LYNN WOODS)[]
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A small collection of kills and a large nest indicates the presence of Deathclaws. Drop in an egg-shaped present so you’re not mauled.
[2.06] RUSTY TRAILER[]
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Long ago, vacationers didn’t get far. Look inside the rusting trailer for a steamer trunk.
[2.07] BLOATFLY CAMP[]
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A shack under the elevated freeway houses a wooden crate, a settler, and a small swarm of Bloatflies.
[2.08] BILLBOARD SCAVENGER SHACK[]
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Beneath the large rusting billboard is a small shack with a cooking fire.
[2.09] ELEVATED GUNNER CAMP[]
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This Gunner camp has a construction lift to the south, but it is raised, meaning you need to approach from the fallen freeway section to the north. Gather chems, unlock the wooden crate, and ride the other construction lift to the upper part of the camp. There’s usually a good weapon between the two large windmills.
[2.10] WICKED SHIPPING CONTAINER TRUCK #3[]
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This is one of Wicked Shipping’s trailers; the hatch is unlocked. Access the trunk and explosives box inside.
[2.11] SCAVENGER CAMP[]
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A wild Yao Guai has interrupted a group of scavengers. Pick through the remains after anything violent attempts to gnaw on you.
[2.12] MILITARY CONVOY (APCS AND TRAILER)[]
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A rusting convoy of APCs and two big-rigs. The APC holds some ammunition and explosives, but the larger reward is in the green container trailer—a trunk.
[2.13] ELEVATED FREEWAY: ELEVATED TRAILER[]
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A green container trailer is attached to the big-rig, which is delicately balanced on a seemingly inaccessible “island” of elevated freeway. Jump here with a Brotherhood of Steel jetpack, and claim the trunk from inside the trailer.
[2.14] CRASHED VERTIBIRD (COVENANT LAKE)[]
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The remains of a Vertibird are sticking out of the north end of this lake. Swim by the vessel to scavenge the suit of Power Armor, fully submerged next to the craft.
[2.15] THE FISHING SPOT (COVENANT COMPOUND)[]
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A grumpy fisherman sits on this sewer outlet. Investigate the sewer pipe and you stumble upon a strange compound allied to the Covenant (on the east side of the lake). Do not disturb Manny and Blythe unless you wish to get on their bad side. Instead, why not investigate Covenant first? The map to the sewers is listed in Primary Location 2.25.
[2.16] RUSTY TRACTOR[]
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This is a pile of corpses and farm equipment. Though one of the corpses isn’t quite dead. Find the caps on the tractor seat.
[2.17] OLD CARAVAN TRAILER[]
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A rather antisocial dame (who isn't home at the moment) has left her caravan with a turret and Sentry Bot on guard. Make it through to claim the caps inside.
[2.18] THE LOCKED TRAILER[]
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Open the trailer (Advanced) and discover a surprise inside.
[2.19] CARAVAN CROSSROADS[]
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The last known position of the O’Connell Caravan, which last stopped at Covenant.
[2.20] MALDEN DRAINAGE[]
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This sewer drain entrance is populated by Bloodbugs. Related to Taffington Boathouse, south of here. Investigate there first, looking for information on Malden Drainage.
[2.21] BROTHERHOOD OF STEEL BATTLE SITE[]
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An explosion tore this building apart. Knight Varham's body may hold the clue to what happened here. There's a safe to unlock (Advanced) and a duffel bag to inspect.
[2.22] MILITARY CONVOY (TRAINING YARD)[]
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A convoy of two APCs and a trailer didn’t make it too far from the training yard; find it on the road to the north. There’s a trunk inside the APC and Power Armor in the trailer.
[2.23] ABANDONED RAIDER CAMP (ELEVATED FREEWAY)[]
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Access is available from the interchange above Lexington to the west or by using the construction lift from the ground. This two-level Raider camp has some ammo to scavenge, and not a soul about.
[2.24] DERELICT MANSION[]
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The attractively hued mansion on this desolate stretch of road is uninhabited, but there’s a suitcase and wooden box to scavenge.
[2.25] MILITARY APCS[]
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Two parked APCs near a downed aircraft is where you’ll find a patrolling utility Protectron. Check the back of the APC for health.
[2.26] COOLING VATS[]
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A wooden crate and a workman with a leisurely disregard for fire safety can be found between these two giant globelike cooling vats, now in complete disrepair.
[2.27] RIVER’S END SHACK[]
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A small locked shack (Novice) can be opened, if you want to interrupt a meal.
[2.28] PROTECTRON TRAILER[]
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A police Protectron is still serving its masters, who are inside this rusty old trailer.
[2.29] RIVER’S END WAREHOUSE[]
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A small rusting warehouse close to the elevated freeway, this also was used as a boat dock. Now it sits in quiet decay.
ZONE 3: WESTERN COMMONWEALTH[]
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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 your Main Quest adventuring, it is worth exploring the locations north and east of the fort, venturing to the more soggy southern Charles River and back into Boston when you're ready for a breather at Diamond City. Follow the roads and the rail tracks to avoid getting lost. For the settlement wrangler, there's only two possible alliances to make, and one of those is with some gardening robots.
[3.01] FEDERAL RATION STOCKPILE[]
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An old Federal bunker and tunnel system that links northwest to Zone 1 Primary Location: Lonely Chapel (it can also be approached from this direction if you wish to face Red Tourette first). It is the base for a gang of Raiders. The group underwent a recent change in leadership. Or was it mutiny? The exterior is a sprawling camp with a bunker and various shanty outbuildings. Check the container truck for power armor, and the generator at the back of the bunker for a Fusion Core.
Red Tourette's hideout in the southern part of the tunnels holds some choice items, as well as the federal ration stockpile password—the key to unlocking either of those two troublesome terminals (Master).
[3.02] ARCJET SYSTEMS[]
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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. In particular, the Engine Core can only be accessed during the quest.
Before you enter, the workshop bunker behind the main structure has some first aid and an elevator, but the power is out. It can only be powered during the specified quest. The other unique weapon (the Junk Jet) is found in the engine core area.
Inside, the main offices and laboratories are set out on two sprawling floors you weave between, along with elevator access down to the engine core. Check every room so you don't miss some quality items, including a Fat Man and two steamer trunks (one in the main building, the other in the engine core area, though only one is available each time you visit)! If you're completing the Brotherhood of Steel quest, expect some righteous authority as you exit.
[3.03] ROCKY NARROWS PARK[]
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A small park and sad, bittersweet reminder of a world long gone. Please don't feed the bears. Check the eastern trailer for a trunk.
[3.04] GRAYGARDEN[]
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A fully automated hydroponic garden run by robots, this is the brainchild of Doctor Edward Gray. Even today, this is a remarkable example of self-sufficiency and features almost every crop: Mutfruit, tato, corn, melon, and gourd are growing here.
A ruined homestead sits to the west. Head inside and unlock the basement door (Expert) to explore a root cellar with a chemistry station and slightly more impressive salvage.
Miscellaneous Quest (Supervisor Green)[]
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Play along with Supervisor Greene for a fabulous cash prize.
Miscellaneous Quest (Supervisor Brown)[]
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Locate Mutfruit Seeds for Supervisor Brown for caps.
Troubled Waters[]
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Speak to Supervisor White and agree to help her. Visit the water treatment facility she indicates. Optionally remove all threats and enter the facility, flipping the breaker to bring all four pumps online. Once you restart the main pump, retreat and return to Supervisor White for caps, produce, an alliance, and a discount with Green when trading.
[3.05] JALBERT BROTHERS DISPOSAL[]
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When wandering the Commonwealth, a follower of the Atom may find themselves in need of meditation and a chance to reflect. Or in the case of the cultists here, a pack of Mole Rats. The cultists have joined the Great Atom. You may, too, if you stay long enough in the irradiated garage. It is here you can read Brother Edmund's Journals (Advanced), unlock his floor safe (Expert), and locate the trunk and Mini Nuke.
[3.06] CORVEGA ASSEMBLY PLANT[]
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This was the pride of Lexington until the tourists departed. Now the south of the township is comprised of a sprawling assembly plant where the main bulk of the Raiders lurk, ready to push back the ferals that have swarmed the streets to the north.
There are four ground-level entrances into the factory. Of the three doors, the one on the eastern side is chained and an exit only. Choose either door on the north side (one is above the other). Or, look for the crack in the large sewer pipe to the northeast; head in here to access the basement level first.
To reach the roof, use the gantry to the east. There’s an upper entrance into the plant just west of the covered bridge and road ramp (northeast). You can climb all the walkways to the top of the huge chimneys; the gantry around the massive cooling vat with the Corvega sign (to the southwest) has a place to put MILA (see quest), and there’s a Bobblehead to snag. Finally, move to a hatch on the roof’s northwestern corner—another way to enter this plant.
Inside, the plant is very easy to get lost in, so carefully follow the map. The Raider Jared is on the upper assembly floor where Corvega vehicles used to be assembled. He holds the safe key, which opens his hidden safe (Advanced) located on the ground beneath the pod with his terminal, hidden behind a board.
[3.07] MASS GRAVEL & SAND[]
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Just north of Charleston is a small quarry serving as a lookout point for Raiders and a burrowing point for Mole Rats. Eradicating both will brighten your day.
[3.08] WATTZ CONSUMER ELECTRONICS[]
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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 may cause these robots to turn hostile. Be sure you tinker with the basement terminal, though, if only to grab the magazine there.
[3.09–3.13] FORT HAGEN TOWNSHIP[]
[3.09] FORT HAGEN SATELLITE ARRAY[]
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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. There’s little else here but desiccated woodland.
[3.10] RELAY TOWER 0BB-915[]
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This is part of the Commonwealth Relay Tower Network. Authorized personnel only. Use the relay tower terminal to amplify three nearby radio signals.
[3.11] FORT HAGEN FILLING STATION[]
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Red Rocket has all your automotive needs covered, though it has little of your post-apocalyptic necessities; the place has been thoroughly scavenged, aside from the workbenches. Use the Red Rocket awning as a landmark when situating yourself. The following Secondary Locations are within the boundary of this township:
[01] Barracks and Administration Buildings[]
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These have been almost completely demolished. The barracks has some footlockers to scavenge, but the four buildings have little but the wind
whistling through them.
[02] Parked Tank[]
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Alas, the tank isn’t functional, but the cooking station is.
[03] The Fort Hagen Bar[]
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Half collapsed, with some scattered objet d’art and ammo on the upper floor.
[04] Entrance Checkpoint[]
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Scavenge some items from the pillbox on the road into the fort.
[05] Playground[]
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The only game you’ll be playing is “dodge the Bloatfly spittle.”
[3.12] FORT HAGEN[]
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This location is not fully accessible unless Main Quest: Reunions is active.
An old army base with a small surrounding town and medical hospital, Fort Hagen is now firmly sealed away from scavengers. Inspect the exterior and locate the parking structure under the building, with the entrance to the south. The first level down has a chemistry station and some health.
It is the hideout of a man named Kellogg. The main entrance is blocked, so seek entry from a roof hatch or a door from the lower parking garage. Either entrance allows access to the ruined interior and elevator down to the command center. Before you head there, check the upper floor kitchen for a magazine.
Command center: If you want an easier time unlocking the terminal and security gate to the armory (Master) that contains the Mini Nuke and Fatman, locate the toolbox in the pipe duct (southwest); it has the Fort Hagen Armory password in it. Look for the Fusion Core in the machine room here, along with RobCo Fun! (and the latest Holotape game) in the command room. The Bobblehead is in the kitchens, and there’s yet another magazine in one of the bedrooms. What a haul!
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.
[3.13] GREATER MASS BLOOD CLINIC[]
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This is a small, heavily damaged outpatient clinic that once performed blood tests for the military base. The mutated wildlife has taken a liking to the blood packs here.
There are four levels to this ruin, including the remains of the roof, where you can gather a Caps stash and ammo from a duffel bag and container. Take the blood clinic key from a desk in the southwest upper area of this ruin.
Access the lab terminal (Advanced) to enter a tiny analysis room with a terminal (Novice) and a magazine to grab. There’s also health and blood packs, a chemistry station, and a safe (Expert).
In the west part of the ground floor (which you can reach by dropping down through a hole in the second floor, or by unlocking the door (Expert) in the parking lot) are the remains of an office with a terminal (Novice) and some health. Next to it is a locked door (Expert) with a skeleton slumped by it. There’s another blood clinic key here.
Down in the basement is a control room with yet another blood clinic key and a button opening a security gate. Beyond the gate is a steamer trunk and a large stash of chems and blood packs. The blood clinic key opens the safe in the tiny analysis room and the exit door (Expert) on the west perimeter wall.
[3.14] BOSTON MAYORAL SHELTER[]
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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. There's an explosives box here, too. Head inside and either enter the large pipe or take the corridors and find out what happened to Boston's 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 storeroom’s southwest corner. It opens the safe.
Don’t forget to check the blue wallpapered bedroom opposite the cigarette machine, east of the stairs (and the laundry room) and down from the bar; there’s a rare robot model kit to snag!
[3.15] FIDDLER'S GREEN TRAILER ESTATES[]
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This is a “retirement community” in every sense. Most of the residents had no family to speak of and ended up here due to improper financial planning. Now the residents are more of an infestation.
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.
[3.16] WESTON WATER TREATMENT PLANT[]
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This plant was built in 2051 as part of a decade-long plan to modernize the city's aging sanitation systems. In the decades after the bombs fell, the rising sea levels eventually overwhelmed the plant's retaining wall and began to flood the facility. As the pumps lost power, shorted out, and began to fail, the water output fell and grew more contaminated.
The exterior features a number of Super Mutant shacks dotted throughout the containment pools and some devious traps to wound the unwary. The roof of the structure, which has a terminal (Novice) and a safe (Expert) to hack, can only be accessed from a hatch inside.
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 Mirelurks. Then locate the lowest-level elevator that takes you back up to the surface.
[3.17] FOREST GROVE MARSH[]
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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.
[01] South Bridge[]
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Aside from the rusting remains of an accident, expect a few lurking ferals but little else. Enter town by heading north at the pub.
[02] Pub and Buffet[]
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South of town, this mostly dilapidated structure has a storeroom door with a tension trigger to investigate. Inside are health and chems. Upstairs is a chem cooler and an occupied couch.
[03] Bakery Roof Tent[]
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This structure has been flooded with irradiated water; enterprising scavengers have made a series of rickety bridges connecting many of the town’s structures. Use them to navigate the area so you’re not caught by advancing ferals. This blue tent has some chems and ammo to grab.
[04] Red Tanker Trailer[]
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You can break into the remains of a big-rig trailer (Advanced) and can gather some health and the contents of a toolbox.
[05] Crab Shack and Pharmacy Roof[]
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There’s some strange mutated ferns growing here. Gather as many as you can; the specified quest depends on it. There are other buildings with this fern growing too.
[06] The Gun Shop[]
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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; there’s a few rounds of each type and a weapons workbench upstairs with more ammo nearby. Don’t forget the roof—there’s a steamer trunk, Caps stash, more ammo and chems, a partly hidden explosives box, and a Holotape from Sheila.
[07] Rusty Yellow Digging Machine[]
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Search for this brightly colored machine holding up a plank bridge; this is a good place to return to the rooftops if you fall. The adjacent structure has more mutated ferns to harvest.
[08] Charles River Lock and Dam[]
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With the river waters rising to the south, the nonfunctioning river lock is at the root of the problems Forest Grove Marsh is experiencing. There’s little you can do about it, save scavenging some health from the moored boat within the lock. The metal shack has an armor workbench to tinker on.
[09] River Dam Camp[]
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A small scavenger camp with a cooking station, this is occasionally used by scavengers and others passing through. The only permanent resident is a large stuffed space monkey.
[3.18] RELAY TOWER 1DL-109[]
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This is part of the Commonwealth Relay Tower Network. Authorized personnel only. Use the relay tower terminal to amplify both nearby radio signals.
[3.19] OBERLAND STATION[]
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This small settlement is eking out an existence adjacent to the railroad. Tatos are the crop of choice here. Both the settlers and fruit are ripe for either exploiting or tending with care.
[3.20] BEANTOWN BREWERY[]
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There are additional entities here if the quest is active.
Renowned throughout the Commonwealth for its higher than normal alcohol content and lower than normal cost, Beantown Brown Beer was the favored drink among blue-collar workers after a long day on the job. Looked down upon by most discerning beer drinkers, the Beantown Brewery catered more to the “common man,” which led to one of its more popular slogans, “Beantown Brown, because no one likes a snob.” The beer was produced here. Currently, Raiders have taken over the location. They are here for the beer.
The main doors of this structure are locked up and require a little jimmying to open the main door (Advanced). Or, you can enter via the tasting room and store. Inside is more Gwinnett beer and lager than you’ll ever need, as well as some Raiders to quiet down.
[3.21] MASS PIKE INTERCHANGE[]
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This elevated highway interchange is now a well-defended and extremely defensible 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 waiting. The camp is behind the billboard signs, under the upper north-south freeway. 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.
[3.22] VAULT 81[]
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Somewhere in the Commonwealth is a vault that never fulfilled its secret purpose. The people just lived normal lives for generation after generation. They are aware of the outside world but choose to remain within the safety of the vault rather than brave the dangers of the Commonwealth. They do trade with the outside world since they aren't entirely self sufficient, so the people are used to seeing outsiders every couple of weeks or so. What secrets does Vault 81 contain?
Find the entrance to Vault 81 cut into the rocks inside a small shanty trading camp due west of the Fens Neighborhood.
Not all areas are accessible unless the Side Quests are active. Once you’ve performed a small task for the overseer (bringing her a Fusion Core), you’re free to move about the vault. Visit the different locations starting at the atrium:
– ALEXIS COMBES RUNS THE VAULT 81 DEPOT AND TRADES WITH YOU.
– HORATIO RUNS A BARBERSHOP WHERE YOU CAN GO FOR A QUICK HAIRCUT OR SOMETHING MORE INVOLVED.
– MARIA SUMMERSET RUNS THE SUNSHINE DINER AND TRADES WITH YOU.
– THE HYDROPONICS LABORATORY IS RUN BY DOCTOR PENSKE AND IS FOCUSED ON SOLVING LONG-TERM FOOD AND WATER SUPPLY PROBLEMS.
– KATY RUNS THE LEARNING CENTER, TEACHING THE VAULT’S CHILDREN.
– GWEN MCNAMARA IS THE OVERSEER OF THIS VAULT AND HAS BEEN FOR OVER A DECADE.
– FRATERNAL TWINS BOBBY AND TINA DE LUCA MAINTAIN THE REACTOR.
– DOCTOR FORSYTHE RUNS THE MEDICAL FACILITY WITH HIS ASSISTANT RACHEL.
In addition to the more involved quest in Vault 81, the following smaller tasks are available:
Freeform Quest: Vault 81 Tour[]
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When you first enter the vault, Austin hopes you’ll pay him for a tour. You can accept, ask for a free tour, or ignore him. Break off the tour at any point and the quest fails. Continue, and you receive a reasonably adept understanding of this facility.
Freeform Quest: Maintenance Man[]
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Calvin the maintenance man needs any tools you scavenge and will pay you for any you bring back to him.
Freeform Quest: Fertilizer Woman[]
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Doctor Penske runs the hydroponics lab. She asks you to taste a Mutfruit for her. Answer how you wish. She needs fertilizer you scavenge and will pay you for any you bring back.
Freeform Quest: Here Kitty, Kitty[]
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Speak to Erin Combes and agree to help her find her lost cat. Find the wayward kitty at the Chestnut Hillock Reservoir, and let Erin Combes know afterward for a small reward.
Freeform Quest: Dependency[]
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Bobby and Tina DeLuca are in the reactor area. Bobby will buy chems off you. Tina wants Bobby off the Jet and Buffout. You can use your Charisma and challenge him to quit, or speak to Rachel in Doctor Forsythe’s medical bay to help. Or encourage Bobby to continue using Jet, with quest (and heart) failure in mind.
Freeform Quest: Short Stories[]
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Katy is the teacher in the classroom. Complete Miscellaneous Quest: Short Stories here for a copy of Grognak the Barbarian.
[3.23] CHESTNUT HILLOCK RESERVOIR[]
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This is a once-picturesque lake on the edge of the Fens, west of Diamond City. Find a Moon Monkey on the porch of the southeast house. Locate a Quantum clutched by a skeleton in a bathtub, on the east shore. Dive into the water to the southeast for a steamertrunk in a sunken trailer.
Miscellaneous Quest: Edwin’s Terminal[]
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Access Edwin’s terminal inside the house on the east shore. Dive into the water under the capsized boat. Claim the key from the cooler on the lake bed. Use it to open the otherwise tricky-to-unlock safe (Master). Beware of Stingwings.
Secondary Locations[]
[3.01] CAR WRECKAGE[]
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A rusting collection of cars, placed in a strangely primitive circle.
[3.02] TRACTOR WAREHOUSE[]
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Farm equipment is stored here, with a small generator out back. Watch your step.
[3.03] GUNNER CAMP ON-RAMP[]
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This metal shack has an entrance to the elevated Gunner camp with the windmills, on the freeway, over in Zone 1.
[3.04] RAIDER GRAVES[]
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A Raider is laying their brethren to rest. Time to finish the job.
[3.05] CARRIAGE DEN[]
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A rusting railcar with mines and a safe (Expert).
[3.06] RUINED BRICK WAREHOUSE[]
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The blown-out remains of a small brick warehouse have a collection of bottles on the rusting air-conditioning duct, including a Quantum.
[3.07] SCAVENGER’S TRAILER[]
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A scavenger doesn’t take kindly to your arrival. Are you here for his wild carrot flowers?
[3.08] RUSTING APC[]
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A rusting tank north of Fort Hagen township. Scavenge for mines and other ammo here.
[3.09] MIRELURK POND[]
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A small pond on an upper rocky promontory, with a small camp and cooking stove.
[3.10] CANISTER LAUNCH SHACK[]
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A shack perched atop a rocky cliff with massive explosive potential.
[3.11] SCHOELT PROPANE STORE[]
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The remains of a propane refueling store. There’s a floor safe that still hasn’t been pillaged yet (Expert).
[3.12] BRIDGE (SOUTH OF ARCJET SYSTEMS)[]
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This bridge has a secret stash below the concrete span but above the wooden raft planks.
[3.13] ELEVATED FREEWAY ACCESS[]
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The remains of a train carriage lie under the freeway rubble. Scavenge here, then climb onto and follow the freeway south, all the way to Mass Pike Interchange. A great route for snipers!
[3.14] PULOWSKI PRESERVATION SHELTER CLUSTER[]
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Beware of this cluster of cut-rate fallout shelters; they aren’t a patch on the quality and protection of the post-apocalyptic homesteads offered by Vault-Tec. Check the nearby bus for items.
[3.15] CRASHED VERTIBIRD (ELEVATED FREEWAY)[]
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Check the ground directly below the remains of the Vertibird for ammo and a trunk. Appears at random. Access the construction lift to the east to reach the Vertibird and the Power Armor nearby.
[3.16] CONSTRUCTION LIFT[]
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This allows access to the elevated freeway to the southwest.
[3.17] MILITARY CHECKPOINT (CAMBRIDGE OUTSKIRTS)[]
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This old military checkpoint has a trunk to scavenge within the locked green trailer (Advanced), as well as a security cage to extricate a suit of Power Armor from; use the terminal (Advanced).
[3.18] POWER ARMOR WAREHOUSE[]
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You’d think that the stockpile of ammunition and Power Armor stored at this location just south of Fort Hagen would have been mostly picked clean by now. And you’d be correct.
[3.19] ARCJET ENGINE TRANSPORT[]
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A big-rig with a flat trailer is carrying one of ArcJet's impressive engines. What would happen if you could access a terminal here and switch the engine on?
[3.20] SCRAP MERCHANT[]
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Perched on a cylindrical shack attached to the remains of the freeway on-ramp overlooking Forest Grove Marsh is a trader specializing in scrap. Pick the lock on his outside safe (Advanced) if you wish.
[3.21] CAVE AND [3.22] CRASH SITE[]
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Sometime during your adventure, you see something circular and metal whizzing past your head. It crashes here. Investigate the cave to see whether the pilot of this odd craft made it out alive.
[3.23] MILITARY CHECKPOINT (SOUTH ZONE 3)[]
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This rusting military checkpoint under the billboard warning of Communists is infested with bloodbugs. Scavenge for a (randomly appearing) trunk and suit of Power Armor.
[3.24] WAYSTATION[]
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Head here with Dogmeat to uncover a trail. Visit here without the quest active, and this railway bridge, water tower, and waystation are empty. Access the hatch in the waystation for a small hideout. The rusting train cars are empty, too.
[3.25] ROADSIDE STORE[]
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This friendly store has a large number of grown produce and a chemistry station in the back storage area (Novice).
[3.26] JOE’S SPUCKIES (FENS OUTSKIRTS)[]
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Just north of Chestnut Hillock Reservoir are the western outskirts of the Fens, with the shell of a Joe’s Spuckies to use as a landmark. There are a few minor scavengable items here.
[3.27] RAIDER LOOKOUT CAMP (ELEVATED FREEWAY)[]
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A motley band of raiders and mongrels guard the remains of the freeway bridge.
ZONE 4: COASTAL COMMONWEALTH[]
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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 Steel's 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.
[4.01] COASTAL COTTAGE[]
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Offering windswept views of the ocean and Salem to the southeast, this ruined home and outbuildings are ripe for redevelopment as a settlement, once the Mirelurks are removed.
[4.02] MAHKRA FISHPACKING[]
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A seafood processing facility with a processing level deep underground. You can open both the locked doors (Advanced) using the key found on the Raider draped over the window of the eastern exterior hut. Beware of synths active on the lower level and reinforcements once you ascend on your way out.
Don’t 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.
[4.03] DUNWICH BORERS[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 327-328
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...
Miscellaneous (Dunwich Borers)[]
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Wise wanderers should line up the numbered stations with the map provided in this guide to minimize confusion and insanity. Don’t forget the magazine and trunk under station #3. Should you wish to try some diving, don hazmat attire (but not Power Armor, as you’ll sink to the bottom and won’t be able to get back out), and locate a ceremonial dagger and three collectible Mini Nukes before you surface.
[4.04] HUGO'S HOLE[]
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Between the thick cubes of marble on the northeast side of Dunwich Borers is the well-defended hidey-hole of Hugo, a local explorer. Listen to his Holotape for clues regarding the horrors at the adjacent quarry. Unlock his trunk (Expert) if you're the pilfering sort. There's a hazmat suit here, too, if you need to swim down an ancient irradiated well for some reason. Did you also check Hugo's sleeping area for a metal shelf with a robot model kit on it? Have you found them all yet?
[4.05—4.09] SALEM TOWNSHIP[]
[4.05] MUSEUM OF WITCHCRAFT[]
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A historic church greets visitors wishing to learn more about Salem's past, though the greeting is initially more subdued. The front door is chained, and the only entrance is via a basement hatch. Inside, it appears something terrifying is haunting this place. Need to reach the attic? A jetpack is in order
[4.06] SANDY COVES CONVALESCENT HOME[]
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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.
[4.07] SALEM[]
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Once a quaint coastal town and seaport, this tourist destination was infamous for its witch trials of 1692. Nowadays the population has dwindled considerably due to Gunner activity in the area, the crazies worshipping a radiation crater down the road, and the large number of mating Mirelurks in the waters all around the bay. Proceed at your own risk.
[01] Museum Cottages[]
The ruins of the cottages have a safe (Expert) still intact on the upper level.
[02] Fishing Boat[]
An impressive catch is on the deck. But you’re here to scavenge the toolbox.
[03] Flotsam And Jetsam[]
A few minor items and some playground equipment fashioned into stepping stones across the bay.
[04] Drumlin Diner[]
Here for a quick meal? There’s a few cans to gather, along with some health.
[05] Clothing Store[]
Come for the fashionable items. They’re a steal! Then check the small connecting bridge for the ammo. The chain-link area between the clothing store and diner has a terminal and a turret. Consult the Rook Family House Miscellaneous quest for more information.
[06] Salem Church[]
There’s very little to scavenge in this church, until you ascend to the upper floor (there’s ammo). Climb the steeple for a terminal related to the Rook Family House Miscellaneous quest, as well as a Mini Nuke and caps stash.
[07] Market Stalls[]
Mirelurks have terminated the once-thriving bartering market, though there's still some minor items to scavenge.
[08] Rook Military Surplus[]
The upper floor of this gun shop belonging to Barney Rook houses a terminal and turret. Activate it during the specified quest. There’s a Fat Man, caps stash, and safe (Master) for your troubles.
[09] Ruined Restaurant and Offices[]
The buildings in this block are in a terrible state of repair. Ascend through the office building or via the scaffold steps near Barney Rook’s place, and you can access two of the machine-gun turret terminals. Do this during the specified quest.
[10] Submerged Barge[]
A small barge has run aground on the northern shore. Dive into the boat to secure some health.
[11] Ruined Beach House[]
This beach house is one of the many dilapidated structures of Salem. It has a few scattered chems upstairs.
[12] Wharf Warehouse[]
Both wharf warehouses have been picked clean of most supplies. Beware of Mirelurks.
[13] Eastern Wharf[]
A small hut by the rocks has a stash of Caps, while the boathouse gently creaks in the breeze. The rocks to the southeast look interesting...
[14] Salem Beach[]
This desolate stretch of sand has some strewn loungers and a small ocean-front shack with a safe to crack (Expert).
[4.08] ROOK FAMILY HOUSE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 332
Barney Rook was a keen survivalist and has defended his property with impressive fortitude. He is currently under Mirelurk attack.
Miscellaneous (Barney Rook)[]
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 Barney for the previous iteration, Reba.
[4.09] CRATER HOUSE[]
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The more lunatic of local cults has constructed a rickety shanty hamlet on top of an old, irradiated aircraft crash site. This seems to be some kind of gathering spot. Do not bathe in the water. Pick the safe (Expert) and access the terminal (Novice) to switch off the turrets and spotlights.
[4.10] HUB CITY AUTO WRECKERS[]
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Previously, Hub City Auto Wreckers had received several citations for the improper storage and disposal of radioactive materials. Currently, this location has been overrun by the altogether unreasonable Gunners faction. Utilize the Hub City terminal to raise or lower the crane, allowing access to the freeway defenses and steamer trunk in Captain Bridget's shack.
[4.11] LYNN PIER PARKING[]
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This low-rise parking structure once offered reasonable rates and a view of Gibson Point Pier. Now it is deserted and partly flooded.
[4.12] LONGNECK LUKOWSKI'S CANNERY[]
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Famed for its quality potted meats, this cannery has recently been revitalized by the enterprising Theodore Collins, though the meats he produces have a strange, almost familiar taste.
When larking about outside, look for the rooftop metal hut (Novice); there’s a thirst-quenching Nuka Cherry and safe (Expert) inside.
Inside, Trader Rylee and Theodore Collins are arguing about the quality of the potted meat product he’s selling. Venture farther into the gantry hut for a collection of quality loot, including a Bobblehead and trunk.
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[]
Begin a thorough investigation of the facilities. When you ride the cargo elevator down to the lower level, this quest commences. Learn more about the meat production; then confront Theodore Collins when you unchain the door and head back into the factory. Collins has Longneck Lukowski’s Key. If you almost kill him, he sometimes surrenders and asks if you’re up for some caps in return for keeping quiet about the meat.
[4.13] KINGSPORT LIGHTHOUSE[]
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Cultists from Crater House have sought to shine their light from the heavens and have an interesting glow for their beacon. Rid the area of these deviants and Kingsport Lighthouse could be an easily defendable settlement. Check the lighthouse keeper's home and the moored trawler; they each have a safe (Advanced) to crack.
[4.14] REEB MARINA[]
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This small boating marina was home to brothers Eugene and Malcolm, who parted ways while not on the best of terms. Read more at Eugene's terminal or Malcolm's terminal (Novice), and be wary of surprises from robots. Check the trunk in the kitchen.
[4.15] GIBSON POINT PIER[]
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This is a small spit of land extending from Revere to Lynn. The original bridge was replaced with the current structure after a blizzard in the early 21st century. Cross the bridge with caution. Check the diner for a floor safe (Advanced) and some delicious Nuka! Beware of an ambush from the water. Wander into the small boathouse to find a trunk.
[4.16] REVERE BEACH STATION[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 335-336
Prior to the war, Revere Beach Boardwalk was supposed to be a place where families and vacationers could come and have fun during the summer months. However, gangs of teens in black leather, racing their muscle cars, drove out most of the polite folks. The boardwalk turned into a hangout for this unsavory element.
Nowadays, if you fancy a stroll along the boardwalk with the sea breeze in your hair, you may need to remove the band of Raiders occupying this area.
[01], [02] Outlying Houses (North)[]
The outlying houses to the north have a smattering of chems.
[03] Railroad Stash[]
There’s a Railroad stash below the promenade to the north.
[04] Revere Garage[]
There are more goods on the roof of the southwest garage (where there’s a Power Armor station). Use the fallen tree trunk to enter the garage.
Also check next to the power armor station for a robot model kit. It’s the only one of its kind!
[05] Revere Arcade[]
The central arcade has a book return terminal to use (spend 50 tokens on a Fusion Core in here), a Nuka Cherry on the counter, and a magazine to read upstairs, along with a tightly locked steamer trunk (Master).
[06] Outlying House (South)[]
Don’t leave without checking the accessible house to the south; that safe isn’t going to unlock itself.
[07] Revere Beach Station (Interior)[]
Between these two doomed subway trains is a Raider camp led by Cinder. Beware the Feral Ghouls behind the chained-off doors. Don’t leave without a Nuka Cherry and the contents of the second trunk at this location.
[4.17] LIBERTALIA[]
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Some enterprising nutcases have gathered a variety of rusting ships, docks, and debris and fashioned a ship's graveyard into a stronghold. And a settler graveyard. The depravity on show here is frightful.
Approach from the north or south peninsula, and watch your footing. Assuming a north to south advance, check the first two shanty boats for a safe (Advanced) and a cage door (Expert) that leads to a storage area with ammo, chems, and another safe. There’s another safe on the white boat in the middle of the cluster of hulks. One red and white boat has a locked door (Advanced) leading to a small stash of items. There’s yet another safe (Advanced) on the top part of the tugboat and another safe (Advanced) in the green tower with the terminal (which unlocks this safe and controls the turrets and spotlight).
The captain’s cabin (atop the stern of a sunken tanker) can be accessed via swimming or calling the shack platform from the trash boat. Locate a safe (Advanced) on the level just before accessing the captain’s cabin. Inside the cabin is a Mini Nuke, a unique weapon, and Wire’s terminal (Novice). Atop the cabin is a Raider leader (Wire, or Gabriel if the quest is active), guarding a terminal (Master) with a safe. There’s a trunk in these parts, too.
[4.18] NAHANT WHARF[]
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This is a selection of outbuildings, a boathouse, and a warehouse overlooking Libertalia to the south, adjacent to the police station, slowly rusting away. Farther inland is the main cluster of rotting wood homes and a rusting Red Rocket Filling Station—all picked clean by scavengers, save for the roof.
[4.19] NAHANT SHERIFF’S DEPARTMENT[]
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The police department building is little more than a shell of concrete and rusting furniture. Another of Eddie Winter’s Holotapes is upstairs on a filing cabinet.
[4.20] CROUP MANOR[]
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Through the gates from Nahant is a wooded area of once-lavish mansions. The most ostentatious of these is Croup Manor, belonging to a distinguished Nahant family.
The place is overrun with ferals; clean them up before attracting settlers to this place. Upstairs is a locked desk (Novice) containing a key and a door without a floor (Novice). There’s also a top-floor door to pick (Advanced) or open using the bedroom key from the desk. The bedroom dresser has a basement key. The basement is locked (Master) and leads to a steamer trunk and a Croup family reunion. Of sorts. Unlock the safe (Advanced) if you wish.
[4.21] NAHANT CHAPEL[]
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Nahant’s 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.
[4.22] NAHANT OCEANOLOGICAL SOCIETY[]
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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 Casey’s key from the toolbox in the cabin.
[4.23] EAST BOSTON POLICE STATION[]
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Flooded in ankle-deep water, this police station has been ravaged by time and marauders. The sixth of Eddie Winter’s Holotapes is upstairs inside a desk. Unless you’re a fan of soggy sweet rolls, this place is devoid of major items to scavenge.
[4.24] EAST BOSTON PREPARATORY SCHOOL[]
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The Catholic Church founded East Boston Prep as religious preparatory school. As the 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.
The "Traders Welcome" and other encouraging signs may be placed to coax the unwary: This location has been set up as a reeducation camp to recruit new Raiders.
Look for holes in floors and stairwells when navigating this mazelike location. The Blood Contract carried by Judge Zeller shows he was once tortured and forced into becoming a Raider.
[4.25] EASY CITY DOWNS[]
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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, 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; don't forget to check the bus (two are locked [Novice]).
[4.26] NORDHAGEN BEACH[]
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A meager existence outside the safety of a vault is on show here: Two settlers till the sand and grow gourds, waiting for protection.
[4.27] BOSTON AIRPORT[]
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Before the war, Boston International Airport was a major transportation hub on the East Coast. In addition to its distinctive control tower, it also had a large terminal, parking garage, runways, and numerous hangars and support buildings.
The airport suffered heavily from the war. Most of its major buildings, including large sections of the terminal, have long since collapsed, and the rising sea levels have swamped the low-lying runways and outbuildings. Only the control tower and a few hangars remain relatively intact. After mooring the Prydwen at the airport in Act II, the Brotherhood occupy the area and turn it into the base of operations for their war machine in Act III.
The following assumes the Brotherhood of Steel has arrived at this location. If you explore prior to this point, expect fewer terminals and items and many more frothing ferals.
[01] Arrivals Terminal[]
The workshop here allows you to build a settlement in relative safety, unless you decide not to ally yourself with the Brotherhood of Steel. Behind the two inaccessible security doors is an airport warehouse—a secret construction shop where a war machine is being built. This eventually is moved to Location 05. Attempt to access this airport warehouse from Location 06, and the wall terminal is inaccessible (only Proctor Ingram can access it). Don't forget to check the ruined “open air” upper floor above the workshop for a Mini Nuke.
[02] Departure Terminal Parking Lot[]
Only the ground and roof levels of this structure are accessible (from the outer concrete stairs). There’s health here and impressive views (or sniping opportunities) of the airport. Before the Brotherhood arrives, or if you’ve sided against them, you may also be able to access the Boston Airport Ruins from the elevator.
[03] Maintenance Warehouse[]
A rusting exterior warehouse by the bay, with some health and an ammo box tucked away. Useful as a rest spot between battles.
[04] Aircraft Wreckage[]
Picked clean by scavengers of the past, the aircraft fuselage and other pieces of twisted metal provide good cover if fighting foes from this location.
[05] Main Concourse[]
Dominated by a giant scaffold gantry for one of the Brotherhood of Steel’s war machines, this is where Proctor Ingram constructs the equipment needed to get this project online.
[06] Departures Terminal[]
The Brotherhood of Steel will turn the ground floor into a supply depot. There are two side corridors that wrap around to a large set of steps up to a Vertibird landing area. There’s a good amount of ammo and chems here. To the southwest is a corridor to the control tower. Look for two steamer trunks here, one on the ground floor and the other atop the tower. To the northwest is a corridor that leads to metal battlements and the main concourse (war machine scaffold access). To the northeast is a departure tube out to the remains of the airfield.
[07] Control Tower (Prydwen Mooring)[]
Take the elevator from the arrivals terminal to reach the top of the control tower. This offers impressive views and whatever defenses (usually turrets) the Brotherhood of Steel have erected. There is a generator here, along with a mooring rope attached to Prydwen, when it docks here.
[08] Boston Airport Ruins (Entrance)[]
You can access this door leading to an abandoned airport tunnel system at any time. However, the Brotherhood of Steel: Duty or Dishonor quest must be active to complete navigation of this location.
FIG 4.27B: BOSTON AIRPORT RUINS (INTERIOR)[]
Most of the Airport Ruins can only be explored during Brotherhood of Steel: Duty or Dishonor. You’ll 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.
[4.28] PRYDWEN[]
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The Brotherhood of Steel know how to make an entrance! A giant dirigible appears once you complete Act I of your Main Quest. It is moored at Boston Airport. This becomes the base of operations for the Brotherhood of Steel for the remainder of your exploration. The ship is a marvel of engineering.
Your first access to this immense craft is during the Brotherhood of Steel quests. The craft can only be accessed by Vertibird (and Fast-Travel thereafter). Landing on the exterior flight deck, you see there are a number of Vertibird docks. The foredeck (accessed from the command deck) offers exceptional views of the Boston skyline.
The interior of this craft houses the various crew quarters, maintenance areas, medical facilities, and laboratories. Once allied with this faction, you are free to utilize the various workbenches, stations, and your own private quarters where items can be stored. Also visit the named personnel for a variety of tasks. Of particular note is Proctor Teagan, who has some excellent armor, ammunition, and weaponry for sale. However, as the quests for this faction progress, Mini Nukes can be appropriated from the weapons storage on the main deck.
[4.29] FORT STRONG[]
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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 fort's 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 the fort's long-abandoned outbuildings used as targets. Among other weapons, the Fat Man and its Mini Nukes were invented here and first tested on the artillery range. But in October 2077, the island was hastily sealed up and its scientists evacuated.
To the north (not shown on the map) is a security kiosk with parts of a Power Armor suit and some ammo. Check under the bridge for a wooden crate. Otherwise, the road into the main armory building is devoid of scavengable items. Super Mutants are an ever-present danger; more so if the quest is active. Expect exceptionally heavy resistance if the quest is occurring.
FIG 4.29B: FORT STRONG ARMORY (INTERIOR)[]
Parts of this location, including the elevator to the sublevel, are
inaccessible unless the specified quest is active.
The Fort Strong Key is found in the general’s desk, in the locked (Novice) room to the southwest (along with a trunk and Mini
Nuke). Reach the main part of the upper floor via the fallen
section under the meat bags in the reception room. Reach the
southern part of the upper floor by leaping up the fallen ceiling
in the conference room to the southeast.
FIG 4.29C: FORT STRONG SUBLEVEL (INTERIOR)[]
Additional Super Mutants are active in this lower level. Remove the threats as you wish. This is the place to stock up on Mini Nukes.
Once the specified quest has been completed, expect the Brotherhood of Steel to occupy this location. Return here if you’re allied with them and wish to take advantage of their hospitality (though this does not extend to any additional quests).
Secondary Locations[]
[4.01] GUNNER CAMP (PARSONS ELEVATED FREEWAY)[]
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A windmill-generated Gunner encampment is easy to spot; the windmill gives away its position. Use the construction lift at the location indicated, and assault the camp, gathering minor loot and ammo.
[4.02] MILTON GENERAL BILLBOARD[]
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Go for a quick Bottlecaps run here, by the skeleton and gas canisters on the billboard gantry.
[4.03] COASTAL VACATIONERS[]
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The irradiated inlet bay north of Mahkra Fishpacking has a number of frothing ferals to remove. Fortunately, they can’t swim.
[4.04] COASTAL HIDEOUT[]
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A door under the bridge to Mahkra Fishpacking reveals a small subterranean hideout, with some guests already inside. Open the cell door (Novice) for a quick toilet inspection.
[4.05] THE SUNKEN BATHTUB[]
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Dive below the red buoy to reach a sunken bathtub and nearby steamer trunk. The trunk appears randomly.
[4.06] SHANTY STORE[]
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An enterprising soul trades scrap and ammo from here. His only companion is Jangles, a moon monkey.
[4.07] SALEM COASTAL DINER AND DOCK[]
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West of Salem is a small shack diner on a bluff overlooking a rickety dock. There’s a floor safe (Expert) to inspect and some frightening-looking dead sea life on the shore.
[4.08] RAIDER SHACK (SALEM OUTSKIRTS)[]
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This makeshift tarp shack is in the scrubland outside Salem’s Witchcraft Museum.
[4.09] KINGSPORT RESTROOMS[]
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The concrete brick structure provides some relief during your travels.
[4.10] OCEAN FISHING SHACK[]
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A collection of wood and metal roughly fashioned into a fishing platform attached to the rocks off the coast.
[4.11] SUNKEN FISHING BOAT[]
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At the bottom of the ocean is an overturned fishing boat. Look for the boat on your local map before diving. The trunk randomly appears.
[4.12] VITALE PUMPHOUSE[]
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A well-locked pumphouse with a trunk to rummage around in requires you to figure out the four-digit unlock code for the door. Fortunately, the wall under the stairs has the clue you need.
[4.13] OCEAN RAFT[]
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It’s difficult to tell whether this is a collection of flotsam and jetsam or if someone actually nailed this together. Take in the views—ideally not of the gutted and mutated sea creature.
[4.14] UNLOADING BARGE[]
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A collection of cargo crates, two APCs, and some mechanical guards.
[4.15] NAHANT PIER RESTAURANT[]
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This ruined café and Railroad dead drop has a (randomly appearing) trunk on the top floor (southeast corner). On a ground-floor table is a Nuka Cherry.
[4.16] DRUMLIN DINER (EAST BOSTON)[]
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Aside from some comestibles
, the unlocked floor safe of this shoreline diner is where you should focus your scavenging.[4.17] WATERFRONT WAREHOUSE[]
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The remains of a warehouse with an equally decrepit truck rusting inside.
[4.18] EAST BOSTON GARAGE[]
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Look above water height in this warehouse-sized garage outside the police station; there’s a steamer trunk on a larger crate and more ammo loot upstairs.
[4.19] CONTAINER CRATES STASH[]
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Climb the ramp of the rusting truck and hop across the containers to reach this loot.
[4.20] FREEWAY ROOFTOPS[]
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The rusting fire escape on this structure allows you (with some deft jumping) to reach the upper freeway. Stroll north and gather some loot from a blue tent.
[4.21] UPSIDE DOWN ROWBOAT[]
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After getting into choppy waters off the coast, a small rowboat sank. It is said there’s a (randomly appearing) trunk of items to loot from under the hull. Look for the boat outline on your Pip-Boy’s local map before diving.
[4.22] DOOMED AIRLINES FLIGHT[]
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The rusting fuselage of a doomed flight, which fell into the ocean southeast of Fort Strong. Swim through the cockpit window to find a trunk (appearing randomly).
[4.23] FLOATING BARGE[]
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Moored by a cable to the ocean floor, this is the perfect spot to relax in relative safety.
ZONE 5: NATICK AND THE GLOWING SEA[]
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Complete and utter desolation as far as your blistered, irradiated eyes can see. A perpetual cloud of radiation haze. Fierce and toxic storms. If the Deathclaws and Radscorpions don't get you, the radiation sickness might. This is the epicenter of a massive (and highly successful) nuclear strike centered on what is known colloquially as the Crater of Atom. While the northern and riverside fringes of this zone are relatively free of radiation, be sure to stock up on chems and wear proper protective attire once you're south of Natick. Welcome to the Glowing Sea.
[5.01] POSEIDON RESERVOIR[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition pp. 353—354
Poseidon Energy Reservoir not only distributed water to the surrounding farmlands and towns, but it was also a source of hydroelectric power. The power generated was used by Poseidon for its research facilities scattered about the Commonwealth. Currently, the reservoir is in a state of disrepair. The hydroelectric generators no longer operate and the water has become stagnant.
The roof gantries are easy to access, and the ferals up here can be wiped out while you gaze south at Natick and Lake Cochituate. Inside, the terminal in the first metal office pod opens the security doors leading deeper into the facility. The Poseidon Reservoir Safe Key is on top of the metal pod, near a locked toolbox (Expert). Also check the broken pipe on the south wall of the main building; it leads to a Railroad dead drop with some loot and a robot model kit. Nice!
[5.02–5.04] NATICK TOWNSHIP[]
[5.02] ROADSIDE PINES MOTEL[]
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On the north outskirts of Natick is a motel of ill repute, thanks to recent Raider activities. Check the reception floor for a safe (Novice). Grab items from the trunk in the room with the chemistry station outside. Head around the back to the generator with the Fusion Core.
[5.03] NATICK BANKS[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 354
A small town on the banks of Lake Cochituate has suffered from major flooding and subsidence in recent times. Currently the Super Mutants that have mangled up and driven a group of Raiders north are experiencing their own demise, as a pack of Deathclaws has been active in this area.
For the scavenger about town, be certain to check the wall safe (Expert) in the ruined home west of the Red Rocket Filling Station. There’s also a safe (Advanced) on the balcony upstairs in the warehouse overlooking the town. Enter the remains of the diner to secure a Nuka Cherry from the upstairs pool room. Look for the steamer trunk on the unsafe building by the water, opposite the diner.
[5.04] NATICK POLICE DEPARTMENT[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 355
Caution! This structure is slowly toppling into Lake Cochituate; beware of uneven flooring. The fourth of Eddie Winter's Holotapes is in an evidence locker near some first aid kits. Should you have any overdue books, return them to the book return terminal here for tokens, which you can exchange for a variety of (mainly plastic) toys.
[5.05] LAKE COCHITUATE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 355
This was once a great fishing and recreation spot, until the contamination from the nearby disposal site shut down these activities. Now the lake stretches from the elevated freeway and Poseidon Reservoir area south by Natick to the devastated Mass Fusion Disposal Site to the south.
Check the abandoned homes on the northeastern shore for Raider and Mirelurk activity. Pay special attention to the northeast treehouse camp (there’s a trunk here, and a robot model kit on an adjacent shelf). You can also find a second trunk at the bottom of the lake: Stand on the rickety jetty with the bathtub on it, facing west-southwest. Dive and swim straight ahead. The trunk is near a tree branch.
[5.06] MASS FUSION DISPOSAL SITE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 355
This was the property of Mass Fusion and used as a disposal site for coolants and other liquids. As much of the poisons were buried at this site, pressure has built up and the irradiated pools around the shores of the lake have bubbling gasses. Be wise: Wear radioactive protective gear at all times. Be perceptive: Locate the steamer trunk in the treehouse to the northeast. Be extra perceptive: There's a Mini Nuke inside the large tire by the yellow digging machine.
[5.07] ELECTRICAL HOBBYIST'S CLUB[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 355
A wealth of electrical junk rests inside this location, where tinkerers once met. The front door to this establishment is locked (Master), but the side entrance is heavily trapped. Both lead to a cellar, which is also heavily trapped. Listen to Hobbyist Holotapes and play with an Assaultron down here, if you're so inclined
[5.08] WRVR BROADCAST STATION[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 356
This local radio is home to the Charles River Trio and famous for their radio plays, though the third member of the group has gotten himself into a bit of a pickle. Listen to his panicked message and save him to help these folks out. Need a baseball bat? There's one on the roof.
[5.09] FEDERAL SUPPLY CACHE 84NE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 356
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?
[5.10] ROBOTICS PIONEER PARK[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 356
A prewar memorial park built in honor of a roboticist of General Atomics International. Beware of Feral Ghouls. Of the two remaining cabins, one has a rear wall missing and a Deathclaw to face. The other has a Park Protectron Control Terminal (Novice) to hack, after which the four Protectron types can be activated. Don't leave without inspecting the cabin west of the podium for a trunk.
[5.11] SCRAP PALACE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 356
This junkyard has been turned into sinew storage by a group of grotesque Super Mutants. Check upstairs in the warehouse for a safe (Expert) and steamer trunk. One of the sheds has a floor safe (Advanced) near the workbench.
[5.12] CUTLER BEND[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 357
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). There's a shack on the west shore of the river.
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.
[5.13] EDGE OF THE GLOWING SEA[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 357
Warning! Extreme radiation danger! This small Raider encampment along the ruined freeway overpass marks the entrance to the Glowing Sea. You are strongly encouraged to wear protective clothing from this point. Climb the section of freeway to reach a rusting truck trailer to scavenge items from.
[5.14] WAYPOINT ECHO[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 357
Close to the entrance of the Glowing Sea is a single machine-gun turret. However, during the specified quest, this becomes a rendezvous point for you to reach.
[5.15] VAULT 95[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 358-359
Gunners have overwhelmed the vault dwellers here and are utilizing this location for purposes other than those originally intended. You are encouraged to remove these threats. Beware of Assaultrons. Battle your way through the open vault door and reach the elevator to enter the vault's interior.
To access the facilities wing without impressive hacking skills (Master), head to the overseer’s terminal on the upper floor. It is advisable to explore this location with Cait (companion). It is also advisable to check the classroom for a steamer trunk and the habitation quarters for a limited-edition Vault-Tec Bobblehead—one of a kind!
[5.16] SOMERVILLE PLACE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 360
A simple farmstead with settlers growing corn and being terrorized by nearby marauders. Helping them out guarantees loyalty and a settlement to tend to.
[5.17] FORGOTTEN CHURCH[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 360
Warning! Extreme radiation danger! Somewhere to the west of the Glowing Sea are the buried remains of a church. Make sure you descend to the trunk inside.
[5.18] ABANDONED SHACK[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 360
Warning! Extreme radiation danger! An unassuming shack has a federal survival installation (codenamed K-21B) hidden beneath it. Enter the shack and open the trapdoor (Novice) or use the key in Bill the skeleton's suitcase.
Access the mainframe terminal if you wish to ride the elevator up to the surface bunker behind the shack and activate the Protectrons. The base of the main subterranean chamber is where you’ll find a Mini Nuke, some essential reading, and a steamer trunk.
[5.19] ATLANTIC OFFICES[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 361
Warning! Extreme radiation danger! Atlantic Offices offers little more than a reminder of the follies of man within this hellscape. It is a tomb for ferals. The lower levels are infested with them. The “slightly above ground” floor has a terminal allowing you to open a security door. Reach the upper levels and ruined roof via the elevator. Up here, the women’s bathroom is locked (Novice). Check the safe too (Advanced).
[5.20] CAPSIZED FACTORY[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 361
Warning! Extreme radiation danger! Amid the mangled metal is a half-buried factory filled with lolling ferals. Enter via the hole or the remains of the doorway. The base of the structure has a safe (Advanced) and a variety of chems and health to claim.
[5.21] CAVE (RED ROCKET FILLING STATION)[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 361
Warning! Extreme radiation danger! A winding cave of twisted metal leads you to a small pool of filthy water and the sagging remains of a Red Rocket Filling Station. Inside is a button to open the garage (accessing a crate) and a safe (Master).
[5.22] DECAYED REACTOR SITE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 361
Warning! Extreme radiation danger! The shell of a nuclear reactor, now home to roaming Deathclaws. The small concrete bunker has a circuit breaker to switch the countdown on.
[5.23] DECREPIT FACTORY[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 361
Warning! Extreme radiation danger! Slowly sinking into the irradiated ooze are the remains of a factory.
[5.24] CRATER OF ATOM[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 361
Warning! Extreme radiation danger! The impact crater that created the Glowing Sea is now a shrine and place of pilgrimage for a strange cult called the Children of the Atom. Ruled by Mother Isolde, they are hostile unless the specified quest is active.
[5.25] CAVE (SUPER DUPER MART)[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 362
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.
[5.26] VERTIBIRD WRECKAGE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 362
Warning! Extreme radiation danger! The tangled remains of a Vertibird lie in the eradicated zone, close to the remains of the freeway.
[5.27] HOPESMARCH PENTECOSTAL CHURCH[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 362
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).
[5.28] RELAY TOWER 0DB-521[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 362
Warning! Extreme radiation danger! This is part of the Commonwealth Relay Tower Network. Authorized personnel only. Use the relay tower terminal to amplify both nearby radio signals.
[5.29] ROCKY CAVE (VIRGIL’S LABORATORY)[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 363
A former scientist named Virgil still experiments out here in the loneliest corner of the Glowing Sea, with only a Protectron for company. He appears only if Quest: The Glowing Sea is active. Search his laboratory for a magazine and steamer trunk and a Mini Nuke under some metal shelving.
Miscellaneous (Virgil’s Cure)[]
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 you’re 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).
[5.30] O’NEILL FAMILY MANUFACTURING[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 363
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. Don’t leave without the sentry bot model kit sitting near the wall terminal.
[5.31] SENTINEL SITE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition pp. 364—365
Warning! Extreme radiation danger! Not all of this location is accessible until the specified quest is active!
This secret military installation has a stockpile of potent Mark 28 nuclear warheads, many of them still intact. An ominous pyramid surrounded by irradiated sludge, this location was in the middle of launching a missile strike when the bombs dropped. It is now a tomb for ferals.
Inside, you must shut down the launch at the terminal located at the base of the pyramid. Work your way to the stockpile. If you wish to use the cargo elevator to exit this facility, exit atop one of the towers to the southwest of the pyramid.
[5.32] SKYLANES FLIGHT 1665[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 365
Warning! Extreme radiation danger! Scattered pieces of the commercial flight 1665 lie here. The wing has a steamer trunk to ransack. The data recorder in the cockpit charts the final seconds of the doomed flight. There’s also a secret compartment in the plane’s cargo hold (Master). If you killed Ness (in a Random Encounter, or at Primary Location [2.10] Skylanes Flight 1983, her Skylanes Cargo Key will unlock it.
Secondary Locations[]
[5.01] NATICK POWER STATION[]
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The animosity between the two gigantic mutations vying for territory in Natick reaches its zenith in this abandoned power station. The Super Mutants, it seems, have brought out one of their heavy hitters.
[5.02] NATICK HILLSIDE HOME[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 366
While the home owner has retired to the garage, this house overlooking Natick has a few scavengable items and some intruders to watch for.
[5.03] SETTLER CAMPSITE (NATICK OUTSKIRTS)[]
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A settler has found out, to his cost, that even the outskirts of Natick are no place for anything without giant claws or green skin.
[5.04] MILITARY CHECKPOINT (LAKE COCHITUATE)[]
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The remains of a military checkpoint still has a ghostly suit of Power Armor standing to attention. Check under one of the platforms for a (randomly appearing) trunk.
[5.05] THE MAUSOLEUM[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 366
Under the freeway sits an old crypt, with a Mirelurk egg on the central dais. Perhaps no one (or nothing) will notice if you take it? Also check the open cargo container just south, by the freeway footing.
[5.06] FISHING CABIN[]
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This rotting hut overlooks the fetid lake, with scraps of loot to gather.
[5.07] TWO CABINS AND AN OUTHOUSE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 366
This is a small campsite just west of the remains of the freeway. The holidaymakers aren't the friendliest. Come for the trunk, as the views are slightly depressing.
[5.08] COLLAPSED BILLBOARD (GLOWING SEA)[]
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A half-buried billboard and the skeletal remains of buildings serve as a landmark in this inhospitable area.
[5.09] BURIED MANSION[]
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This is close to a half-sunk playground. Look for the roof sticking out of the rubble; it has a good number of chems to gather.
[5.10] RADIATION LAKE[]
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Even by the inhospitable standards of this region, this Bloodbug-infested pool of irradiated slime isn’t a place to venture to willingly.
[5.11] MILITARY PILLBOX (SOMERVILLE)[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 367
A docile sentry bot turns hostile if you attempt to raid the pillbox of its wooden box and trunk. The door inside is locked (Advanced).
[5.12] THE SPLINTERED STATUE[]
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Everything is in place for the repainting of a long-forgotten statue—that is, until you arrive. Check the cabin to the northeast for a trunk.
[5.13] DERELICT BUS[]
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A bus of commuters is stuck in the mire here, with its passengers milling about nearby. Check inside for a steamer trunk.
[5.14] BURIED HOUSE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 367
If you’re in danger of succumbing to the elements, head here and search out this ruined house for chems.
[5.15] BUCKLED FREEWAY[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 367
Close to the prowling Deathclaws is a section of buckled freeway where a container truck has spilled out its contents—a number of safes, both empty and full.
ZONE 6: QUINCY AND SOUTHERN COMMONWEALTH[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 368-369
Anywhere south of the Greater Boston Neighborhoods that isn't glowing with radiation can be considered the Southern Commonwealth. Head southwest to follow the river to the treacherous marshlands and across to the Glowing Sea. It's a straight shot south to both West Roxbury and Jamaica Plain—two townships with their fair share of secrets. Journey southeast into Quincy, which, like much of this zone, is under Gunner control. Only those impressively grizzled enough to have eked out an existence for months should venture to the most dangerous places of all—the coastal area past Quincy and the strange ruins of Spectacle Island, perhaps the most idyllic place for a settlement...if the locals can be convinced.
[6.01] WESTING ESTATE[]
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The well-to-do Westing family once owned this idyllic slice of riverfront property. Now this is a Mirelurk swamp. Moe Cronin, of Swatters in Diamond City Market, is extremely keen on finding baseball relics from a bygone age. Unlock the safe (Novice), find the toolbox, and locate the cooler to find them.
[6.02] COAST GUARD PIER[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 369-370
The Coast Guard station along the Charles River had intercepted a shipment of smuggled chems. Now it is overrun by Super Mutants. The outside trailer (Advanced) allows access to an armor workbench and first aid. Another of Eddie Winter's Holotapes is on top of the main floor safe (Advanced). The upstairs restroom (Novice) contains first aid. The downstairs cell (Expert) holds a magazine and can be more easily opened at the adjacent lockup terminal. The evidence room terminal (Expert) is a trickier hack, but the room itself houses a good amount of ammo and chems, as well as two more safes (Novice, Expert).
[6.03] MASS PIKE TUNNEL WEST, [6.04] MASS PIKE TUNNEL EAST[]
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Exterior West: Check the rickety huts outside the tunnel for chems and ammo, as well as a couple of Quantums on the south shack platform.
Exterior East: This is a small Raider camp primed with mines. There’s ammo within the huts.
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 Boston Police Rationing Site to the south.
[6.05] BOSTON POLICE RATIONING SITE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 371
Just south of the Fens neighborhood is a pair of community basketball courts and a railway unloading depot. Boston PD set up a rationing site here, and the trailer, numerous crates, and an old warehouse are still standing. The police terminal has a Holotape regarding lost goods inside the warehouse with the barred door.
Access the warehouse via the blue train carriage, and leap to the roof. Then jump across the crates to the north side roof awning and enter. Inside is a steamer trunk (Expert) and an army terminal you can use to activate a nearby Protectron. Unbar the door and press the button to open the main sliding door before entering the utility tunnel (aka Mass Pike Tunnel). This tunnel links to Primary Locations: Mass Pike Tunnel West and Mass Pike Tunnel East. Consult those locations for the interior map.
[6.06] NH&M FREIGHT DEPOT[]
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When the quest isn’t active, the exterior door leads to a strongroom and is only accessible using Hancock’s strongroom key (which isn’t available). This is the alternate name of this location. As there’s a security door directly inside, the only way you’re getting in here is via an underground tunnel from Goodneighbor, during the quest. It’s 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.
[6.07] FAIRLINE HILL ESTATES[]
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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 what's glowing in the garden. Enter this abode by ascending the rusty truck and debris and heading into the upstairs hole.
[6.08] RELAY TOWER 0SC-527[]
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Warning! Extreme radiation danger! This is part of the Commonwealth Relay Tower Network. Authorized personnel only. Use the relay tower terminal to amplify three nearby radio signals.
[6.09] BIG JOHN'S SALVAGE[]
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The Miller family home by the road is in ruins, with corpses of Raiders strewn about. Upstairs is John Miller's terminal and his safe (Master). The hardware store offers a back room (Novice) and counter safe (Advanced). Stairs leading up to a makeshift lookout shack with a button moving two rusty vehicles allow access from the road.
The salvage yard has numerous rickety walkways and rusting vehicles to inspect, including a bus with a safe (Advanced). There's 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.
[6.10] SOUTH BOSTON MILITARY CHECKPOINT[]
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Just west of South Boston Neighborhood, this was once a gathering place for military but is now an ambush spot for Gunners. There's a Fat Man inside the truck trailer, loot (including a magazine) inside the small bunker, and a wall safe (Master). Unlock the outside terminal (Expert) around the back to access a small secured area with Power Armor and a Mini Nuke.
[6.11] EGRET TOURS MARINA[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 373
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. Phyllis’s terminal upstairs unlocks her safe. The warehouse is locked (Novice) at both doors but is accessible via the water.
Miscellaneous (Phyllis Daily)[]
1. CONFRONT PHYLLIS ABOUT SAMUEL’S DEATH
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. 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 you’re friendly with them), the Institute, or the Railroad). You’re then able to use her workshop.
[6.12–6.15] WEST ROXBURY TOWNSHIP[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition pp. 374—377
[6.12] FALLON'S DEPARTMENT STORE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition pp. 374—375
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 don’t forget to check the basement level—the remains of a jewelry store—to 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 you’re out of bobby pins or patience. Don’t leave without heading to the Level 2 “Employees Only” storage room (Novice) on the west wall; there’s an Eyebot model kit to take on the shelves near the Protectron and terminal (Novice).
[6.13] MILTON GENERAL HOSPITAL[]
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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.
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 don’t fall through holes in the floor, you’ll eventually reach the basement where the steamer trunk, or Shinjin if the quest is active, is located.
[6.14] WEST ROXBURY STATION[]
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The exterior of this station is almost a shell of metal, with numerous meat bags and Super Mutants to encounter. Check behind the counter for a wall safe (Advanced) and some ammo in a nearby filing room before entering the station.
The interior involves pressing a series of buttons to move the subway carriages back and forth so you can access a hidden passage to the southwest; this winds back to the chained door area and a steamer trunk. The order of button pressing is shown on the map.
[6.15] SHAW HIGH SCHOOL[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition pp. 377—378
A modern public school structure, now in rusting ruins with a strong Super Mutant presence in the halls. Do they seem more intelligent than normal?
Enter Principal Tanner’s office, east of the entrance (Expert). Find the Library Key inside his locked desk (Novice). His terminal unlocks the nearby door (Master) and Mentats hoard. There’s an abundance of this chem here. The library holds the steamer trunk, and the base of the northwest stairwell has some well-hidden Nuka Cola Quantums.
WEST ROXBURY: SECONDARY LOCATIONS[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition pp. 378—379
[01] PARKING LOT FUNHOUSE[]
Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 378
Some maniac with a penchant for carnage has set up a frightening series of death chambers in the abandoned parking structure between the hospital and department store. Try to enter via the hospital bridge (you need to access the hospital first or from the bridge to Fallon’s), and you’ll find your exit is barred. The only entrance is on the ground.
– LEVEL 1: HERE YOU’LL FIND RADROACHES AND SOME MAKESHIFT ROOMS WITH CAPS AND CRATES TO RANSACK. BURNING GAS BECKONS YOU TO SOLVE THE SIMPLE CELL DOOR PUZZLE (HIT BUTTON 1, THEN 3). CHECK THE RED DOOR FOR A TURRET AND FESTIVE DECORATIONS. CHECK THE ROOM 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. THERE’S ALSO A SMALL ALCOVE WHERE SOME SETTLERS CAN BE FOUND (THEY AREN’T 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 FALLON’S DEPARTMENT STORE. BUT YOU’RE 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.
– THE RIGHT CELL: A STEAMER TRUNK AND A LARGE AMOUNT OF CHEMS.
Simply head to the ramp up to the roof from here to access Fallon’s, the hospital, or a jump down to the ground and freedom.
[02] Automobile Dealership[]
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The buckled and twisted metal ruins of a once-shiny car dealership sits along the southern border of this township. There’s little to pick through here.
[6.16] JAMAICA PLAIN[]
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Ask any Scavenger and they'll tell you, Jamaica Plain is known for both its inhospitable locals and the fabled treasures that lie somewhere inside this Feral Ghoul–infested town. Rumor has it that just before the bombs fell, the neighborhood's inhabitants sealed a vast wealth in a secure chamber somewhere near here. The aforementioned Ghouls have kept any treasure hunters at bay. Until now!
[01] Jamaica Plain Diner[]
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This diner is open, but not for business. Ferals lurk here.
[02] Northeast Ruined House[]
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A small amount of ammunition and a feral to set on fire in the locked (Novice) garage
[03] Jamaica Plain Duplex[]
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A cluster of Feral Ghouls can be tricky to overcome in the confines of this ruined duplex. Upstairs you’ll see Ken and Tanya Standish. They are carrying a Jamaica Plain Flyer. Tanya has a torn journal page. Ken has the Jamaica Plain Archives Key along with an invitation. There’s also ammo loot to pocket here, too.
[04] Eastern Barricade[]
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Carl Everett is taking a rest at the traffic lights here. He’s happy to part with the Jamaica Plain Town Hall Key and has a Holotape (Carl’s Log) to read through.
[05] Hardware Store[]
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Two police Protectrons are housed in the remains of this hardware store. There’s a terminal here to hack (Novice).
[06] Jamaica Plain Church[]
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Access this location via the rectory roof. Climb to the steeple, which holds some ammo. This is a good spot to snipe. Then descend into the church. The upper floor has some ammo and chems. Resting on a pew is a man named Luke Silverhand. There’s a flyer and note pertinent to the location quest on his person. There’s also the mayor’s ID, which is critical to the task. Unchain the door to leave, but not before you pocket the Caps stash by Luke’s pew.
[07] Church Rectory[]
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Open either door and watch for the gas leak in the kitchen. There’s a light smattering of items and access to the open roof. This is the only way to reach the adjacent church.
[08] Ruined House (South)[]
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Check the mirror in the upstairs, open-air bathroom of this ruined home.
[09] Jamaica Plain Workshop[]
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A modest and intact home next to a ruined garage hides a Power Armor station and workshop, allowing you to use this as a Minutemen settlement once all threats are removed.
The method for clearing this area is detailed in the Miscellaneous quest:
Miscellaneous (Treasures of Jamaica Plain)[]
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1. FIND THE TREASURES OF JAMAICA PLAIN
During your exploration, you may stumble upon a flyer, spot a billboard poster, or interact with some ne’er-do-wells that reveal the location of Jamaica Plain and the supposed treasures hidden there.
Explore Jamaica Plain and find Carl Everett, Luke Silverhand, and both Ken and Tanya Standish. Gather the various keys and passwords they possess. Then visit the town hall and find Sal upstairs. Sal won’t mind if you borrow the mayor’s password.
Enter the town hall basement. In the meeting hall, you can:
– 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 JANITOR’S ID PASSWORD ON THE CONSOLE. INSTEAD, SWIPE THE MAYOR’S ID TO DEACTIVATE
THE TRIPWIRE FIELD AND TURRETS. THE SECURITY DOOR UNLOCKS, ALLOWING YOU TO ENTER THE INNER SECURITY ROOM.
Then activate the Treasures Access Terminal (Novice) using the Mayor’s Password to open the fabled treasure room. Of course, you can force your way past most of these security systems, but be prepared for a fight.
[10] Jamaica Plain Town Hall[]
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Although there’s no roof, the town hall still holds many secrets. Open the doors and secure the area. Inspect a wall safe (Expert) and terminal (Expert). Then access the blue metal door (or simply move around the hole in the wall), and descend to the basement door, unlocking it using
the Town Hall Key you found when you met Carl or by lockpicking (Advanced).
Head through the holes in the bathroom walls and climb to the upper floor (without a roof). Here you’ll find Sal, who has the Jamaica Plain Mayor’s Password and a Holotape. Take that and any contents from the steamer trunk.
[6.17] GUNNERS PLAZA[]
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This was once the headquarters of the Galaxy News Network, delivering pro-government televised newsreels. Since the bombs dropped, the station has changed hands and is now the main base of a gang of ruthless mercenaries known as the Gunners. Their insignia (the “targeted skull”) is daubed on their defenses. 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.
[6.18] HYDE PARK[]
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Local reports state that this seemingly deserted town has been taken over by Raiders with a penchant for skinning and wearing their victims. Most neighborly. You are advised to remain away from the flooded main thoroughfare to maximize your chances of survival.
[6.19] SUFFOLK COUNTY CHARTER SCHOOL[]
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The student base of this school consisted mostly of lower-income and disadvantaged students. These children were lucky enough to be chosen for trials of a new food substitute paste developed by Vault-Tec in conjunction with the U.S. government. The paste was intended to provide all necessary nutrition and have a shelf life of over 100 years. Despite some minor side effects, the paste is both nutritious and delicious. Why not try some yourself? You'll be in the pink!
Inside, you must fight off a group of Feral Ghouls with an odd hue to their complexions.
[6.20] MURKWATER CONSTRUCTION SITE[]
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Despite the abundance of marshland south of Hyde Park, construction had begun on the outskirts of this area before the bombs dropped. Venture farther into the swamp to uncover some secondary locations. Currently, this area is teeming with wildlife of the irradiated and pincer-snapping kind. If made safe, this could be an excellent settlement location.
[6.21] QUINCY QUARRIES[]
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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.
[6.22] NEPONSET PARK[]
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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.
[6.23] WILSON ATOMATOYS FACTORY[]
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This was a relatively new facility built in 2075 to produce the company's line of Giddyup Buttercup robotic toys. Records show that in late 2077, it was secretly being converted to produce mines for the war effort. Recently, a clan of Super Mutants have taken over.
[6.24–26] QUINCY TOWNSHIP[]
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[6.24] QUINCY RUINS[]
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Due to some controversial zoning, the freeway was run right over the main street, near 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 the Minutemen's own.
[01] Beachside Warehouse[]
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A small band of unpleasant Scavengers have made their home here.
[02] Big Rig Rooftop[]
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Head upstairs to gather some chems.
[03] Quincy Station[]
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The northwest entrance has a turret and barricades to worry about. Enter the train car, and disarm the tripwires to prevent a missile to the face.
[04] Quincy Cemetery[]
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Settlers have planted gourds here, which the Gunners are ignoring in favor of using the walled area as defenses. There’s ammo at the rickety watchtower to the west.
[05] Sturges’ Church[]
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The church where Sturges did some tinkering is here. Read about him at his terminal once the Gunner threats are met. There’s a cooking station, weapons workbench, and Power Armor station inside here. Check a small wooden crate for the Fusion Core. There’s health at the stairs and a safe (Expert) on the upper level. Climb the steeple to reach a good sniping spot for the Gunner camp at the freeway, or cross the rooftops for a closer inspection.
Active in this area is the Gunner named Baker. He usually carries a Fat Man, as well as Tessa’s Holotape. There’s direct access to the freeway from here, or a jump to location #07.
[06] Diner and Gun Shop[]
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Mama Murphy’s 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).
The gun shop has a few bits of ammo and weaponry, a weapons workbench, and a Caps stash under the counter. The wall terminal (Advanced) unlocks the floor safe. Open the barred door by dropping down the roof hole into the bathroom with the health and dead settler in it. Access location #07 from the ground or roof.
[07] Fenton’s Food Stuffs and Abandoned Apartment[]
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A small shack store selling questionable meat is in the main market area in front of a ruined apartment structure. The apartments have four floors, including the roof. Watch the turret.
[08] Gunners Freeway Stronghold[]
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The main Gunner base overlooks Quincy and is therefore difficult to storm. Access is via one of the rickety bridges from the apartment building or church. Scavenge the area for a Nuka Cola Quantum and health, and use the collapsed freeway section to reach the top tier of the freeway.
When threats are abated, scrounge the camp for a Mini Nuke, ammo, a steam trunk, information from a Gunner terminal, and an issue of Guns and Bullets magazine. This is also where Clint is. He’s wearing some impressive Power Armor and carries a unique laser rifle.
[09] Old Headquarters (Abandoned)[]
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There’s a terminal revealing the goings-on that led to the Minutemen fleeing Quincy. There’s also ammo here. Access this once-stately building from the roof bridges or ground.
[10] Corpse Pile and Defenses[]
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The main thoroughfare through Quincy has numerous obstacles, the most grotesque of which is a still-smoldering pile of bodies. At least the Gunners don’t discriminate; there are dead Raiders and settlers here. To the southeast is a wall with a chained door to unlock.
[11] Marcie & Jun Long’s Store[]
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In the middle of the Gunner encampment at ground level, the pharmacy can be entered from the corpse pile. Inside, the establishment has been mostly picked clean. But the terminal has interesting information on Jun Long, one of Preston Garvey’s Minutemen. There’s an unlocked safe under the stairs, a chemistry station, a cooking stove and ammo upstairs, and roof access to more gangplanks.
[12] Quincy Liquor[]
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The liquor store has a chemistry station and terminal, but little else. There’s no roof access, and the alley door as part of the Gunner stronghold is locked (Advanced). Access this roof via locations #09 or #11.
[13] Rooftops and Courtyard[]
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Accessed from the police station, the rooftops to the northeast, or the fire escape in the courtyard, the rickety bridges allow you to crisscross above the streets. There’s some health and chems up here.
[14] Parking Lot[]
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Watch for tripwires between here and the police station. Aside from a Radscorpion and a rusty Vault-Tec truck with a trunk in the back, the place has been picked clean. You can leap to the lot roof and across to the corner roof of the Super Duper Mart if you’re fighting foes below.
[6.25] QUINCY POLICE STATION[]
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