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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

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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

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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[]

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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

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 261

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 261

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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[]

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 262

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 262

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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[]

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 265

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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[]

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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

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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 (providingIn-game spelling, punctuation and/or grammar 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)[]

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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’sIn-game spelling, punctuation and/or grammar 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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 270

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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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CharlieTwoIn-game spelling, punctuation and/or grammar 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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 279

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 279

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition pp. 280—281

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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.In-game spelling, punctuation and/or grammar

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 281

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 281

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 282

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 282

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 285—286

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 289

Transcript

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 theIn-game spelling, punctuation and/or grammar 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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 292-293

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 293-295

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 295

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 295

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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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Transcript

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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Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 299

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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)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 299

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 323

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 323

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 323

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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)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 323

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 323

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 323

Transcript

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)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 323

Transcript

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)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 323

Transcript

A motley band of raiders and mongrels guard the remains of the freeway bridge.

ZONE 4: COASTAL COMMONWEALTH[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 324-325

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 325

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 325-326

Transcript

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

Transcript

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)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 327

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 328

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 329

Transcript

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 orderIn-game spelling, punctuation and/or grammar

[4.06] SANDY COVES CONVALESCENT HOME[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 329

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 330—331

Transcript

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[]

Transcript

The ruins of the cottages have a safe (Expert) still intact on the upper level.

[02] Fishing Boat[]

Transcript

An impressive catch is on the deck. But you’re here to scavenge the toolbox.

[03] Flotsam And Jetsam[]

Transcript

A few minor items and some playground equipment fashioned into stepping stones across the bay.

[04] Drumlin Diner[]

Transcript

Here for a quick meal? There’s a few cans to gather, along with some health.

[05] Clothing Store[]

Transcript

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[]

Transcript

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[]

Transcript

Mirelurks have terminated the once-thriving bartering market, though there's still some minor items to scavenge.

[08] Rook Military Surplus[]

Transcript

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[]

Transcript

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[]

Transcript

A small barge has run aground on the northern shore. Dive into the boat to secure some health.

[11] Ruined Beach House[]

Transcript

This beach house is one of the many dilapidated structures of Salem. It has a few scattered chems upstairs.

[12] Wharf Warehouse[]

Transcript

Both wharf warehouses have been picked clean of most supplies. Beware of Mirelurks.

[13] Eastern Wharf[]

Transcript

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[]

Transcript

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

Transcript

Barney Rook was a keen survivalist and has defended his property with impressive fortitude. He is currently under Mirelurk attack.

Miscellaneous (Barney Rook)[]

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 332

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 332

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 333

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 333-334

Transcript

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)[]

Transcript

Speak with Trader Rylee about the revolting potted meat Theodore has been selling; then trade with her if you wish.

Mystery Meat[]

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 335

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 335

Transcript

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

Transcript

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)[]

Transcript

The outlying houses to the north have a smattering of chems.

[03] Railroad Stash[]

Transcript

There’s a Railroad stash below the promenade to the north.

[04] Revere Garage[]

Transcript

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[]

Transcript

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)[]

Transcript

Don’t leave without checking the accessible house to the south; that safe isn’t going to unlock itself.

[07] Revere Beach Station (Interior)[]

Transcript

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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Transcript

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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Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 338

Transcript

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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Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 338

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 339

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 339

Transcript

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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Transcript

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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Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 341

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 342-344

Transcript

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[]

Transcript

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[]

Transcript

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[]

Transcript

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[]

Transcript

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[]

Transcript

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[]

Transcript

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)[]

Transcript

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)[]

Transcript

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)[]

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 345-347

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 347-348

Transcript

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)[]

Transcript

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)[]

Transcript

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)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 349

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 349

Transcript

Go for a quick Bottlecaps run here, by the skeleton and gas canisters on the billboard gantry.

[4.03] COASTAL VACATIONERS[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 349

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 349

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 349

Transcript

Dive below the red buoy to reach a sunken bathtub and nearby steamer trunk. The trunk appears randomly.

[4.06] SHANTY STORE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 349

Transcript

An enterprising soul trades scrap and ammo from here. His only companion is Jangles, a moon monkey.

[4.07] SALEM COASTAL DINER AND DOCK[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 349

Transcript

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)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 349

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 351

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 351

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 351

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A collection of cargo crates, two APCs, and some mechanical guards.

[4.15] NAHANT PIER RESTAURANT[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 351

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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 comestiblesIn-game spelling, punctuation and/or grammar, 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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 352

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 352

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 352

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 352

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 352-353

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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[]

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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[]

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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[]

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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[]

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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[]

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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

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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

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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[]

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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[]

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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[]

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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[]

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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[]

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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[]

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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[]

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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[]

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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[]

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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[]

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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[]

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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[]

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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)[]

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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[]

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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[]

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Warning! Extreme radiation danger! Slowly sinking into the irradiated ooze are the remains of a factory.

[5.24] CRATER OF ATOM[]

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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)[]

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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[]

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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[]

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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[]

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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 both nearby radio signals.

[5.29] ROCKY CAVE (VIRGIL’S LABORATORY)[]

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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)[]

Transcript

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[]

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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[]

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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[]

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 366

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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[]

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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[]

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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

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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)[]

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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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 367

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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[]

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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

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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[]

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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[]

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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).

[6.05] BOSTON POLICE RATIONING SITE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 371

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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.

[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.

[6.09] 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.

[6.13] 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.

[6.15] SHAW HIGH SCHOOL[]

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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?

[6.16] JAMAICA PLAIN[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 379-380

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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!

[6.17] GUNNERS PLAZA[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 381-382

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 382-383

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 384-385

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 385

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 385

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 385

Transcript

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[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 386

Transcript

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] QUINCY RUINS[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 387-389

Transcript

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.

[6.28] POSEIDON ENERGY[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 392-393

Transcript

This Poseidon Energy corporation power plant uses natural gas and solar energy. Currently, a gang of raiders have set up defenses against the robot security active at this location, as well as encroaching mirelurks.

[6.29] WARWICK HOMESTEAD[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 393

Transcript

The fertilizer from this old sewage facility offers great Mutfruit and tato plant growing conditions, if you can get over the stench. Need a Giddyup Buttercup? There's one here.

[6.31] SPECTACLE ISLAND[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 394

Transcript

Once home to an eccentric millionaire who dreamed of creating his own private island paradise. His old mansion on the northwest shore has been abandoned for decades. Check the ground floor for an unexploded Mini Nuke. The rusting green boat to the south has a Fat Man inside, a Bobblehead, and a circuit breaker to power the signal cabin (though powering up the generator causes some interest from the local wildlife). The signal cabin circuit breaker sends out a frequency that scares off Mirelurks and allows the workshop to be accessed. The ruined shack to the northeast has a safe (Advanced). This place may be remote, but it's perfect for a settlement outpost.

Secondary Locations[]

[6.03] CRATER AND SHACK[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 395

Transcript

Sewage pipes from the city poured out into this crater, mixing with the radioactive waste to create a particularly pungent sludge. Expect giant and revolting insects, as well as a fallen bridge up into Back Bay.

[6.05] WICKED SHIPPING CONTAINER TRUCK #4[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 395

Transcript

This is one of Wicked Shipping's trailers. The hatch is locked (Master), or use the key you found from the lockup in Zone 1. Access the trunk and Bottlecap mine inside.

[6.06] RAILROAD MAINTENANCE SHED[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 395

Transcript

This location is not affiliated with The Railroad Faction. Two Protectron units can be controlled from a terminal (Expert) but first you must neutralize the guardian of the shed (a Sentry Bot). Check the brick shed for a safe (Novice).

[6.07] THE TRADING POST[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 396

Transcript

Just off the road by the sagging mansion (northwest of Fairline Hill Estates) is a metal trailer, campsite/graveyard, and tato orchard, near the small fetid pond. Visit Eleanor here for some trading opportunities (scrap and ammo).

[6.08] DOG'S DINNER[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 396

Transcript

A trapped hound inside a cage is whimpering for your attention. But is this a trap? Fend off the scavengers, and the dog runs home to Eleanor at her Trading Post (Secondary Location [6.07]). If the mutt makes it back, Eleanor will offer you a discount.

[6.12] ISLAND CABIN[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 396

Transcript

This cabin and treehouse just south of Egret Tours Marina was once a blissful retreat.

[6.13] WAYSTATION (WEST ROXBURY)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 396

Transcript

The telltale signs of Super Mutant activity are all around this water tower and waystation. Unlock the station terminal (Novice), one of the few objects not covered in congealed blood.

[6.14] MOONSHINER'S CABIN[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 397

Transcript

Approach this area with caution; the moonshiner inside this shack may not be competent with his still.

[6.15] THE HANGING TREE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 397

Transcript

A small band of Raiders is encroaching into Gunner territory and decorating an old oak tree.

[6.17] MILITARY CONVOY (ELEVATED FREEWAY)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 397

Transcript

Three APCs have fallen off the collapsed freeway. The pond has Power Armor rusting in the mire, and you can climb on and enter the green trailer balanced precariously on the freeway; there's a trunk inside.

[6.24] SUNKEN SUPERTANKER[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 398

Transcript

A green tugboat and two smaller police vessels congregate over a huge supertanker on the ocean floor.

[6.30] MILITARY PILLBOXES[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 399

Transcript

Five pillboxes gradually sink into this swamp. Open the door, and you may discover a fully operational sentry.

[6.31] OLD MILITARY MONUMENT[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 399

Transcript

A tattered flag still flies at this monument and memorial. Check the low wall for a weapon.

[6.34] FLOATING BARGE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 399

Transcript

Two barges provided relative safety for a group of scientists. But that was decades ago. Now their bones have been picked clean. Inspect the barge for a safe to crack (Advanced).

[6.35] SKYLINES FLIGHT SALVAGE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 399

Transcript

A sunken aircraft was being removed from the depths. Now the surface tugboat and barge are in much the same state.

ZONE 7: NEIGHBORHOOD: CAMBRIDGE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 400-401

Transcript

By far the largest of the Neighborhoods, and usually the first one travellers to Boston visit when heading in from Concord and Lexington, Cambridge is a sprawl of college structures and old homes (and even older feral inhabitants) from before the dawn of the 21st century. The closer to the Charles River you venture, the larger the structures, and the more dominated by raider gangs this zone becomes. The strangely silent C.I.T. Ruins still stand as a monument to past scientific discoveries, but the Institute scientists themselves are deep underground. For the sightseer, there's the impressively radioactive Cambridge Crater and its local feral population (don't forget to pack protective gear!), and taller structures like the landmark Greenetech Genetics tower. Venture eastwards to the freeway segmenting Cambridge and Charlestown, and you'll discover a sizable Super Mutant camp in a half-finished high-rise, as well as a secret Railroad safehouse.

[7.01] COLLEGE SQUARE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 402-403

Transcript

The northwest entrance to Cambridge was once a Raider stronghold, recently overrun by Feral Ghouls. It's worth removing a few rotting heads to gather the copious ammo and Caps here. Check the buildings you can access and don't forget to jimmy open the three safes and collect contents from a trunk on the northeast roof area.

[7.03] COLLEGIATE ADMINISTRATION BUILDING[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 404

Transcript

This ancient structure was used for admitting students to a nearby place of learning. Now it is deserted and crumbling. Inside is a compact, three-floor structure. Locate the locked tool case atop the mezzanine (Novice), with a hole nearby allowing you to drop into the reception area. You can also visit the men's restroom, which now features an open-air feel. The third floor allows access to the ruins of the roof. Use this as a base of operations when scavenging the surrounding buildings.

[7.04] FRATERNAL POST 115[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 405

Transcript

This location once served wounded veterans, helping with their recovery. Now it is a place of bloody despair: Choose either the front or rear entrance, depending on your predisposition to stealth combat. This two-floor mansion has a central pit where a new congregation gathers, led by the blind Dead Eye and his Super Mutant brethren. You can cut him off from flipping on an alarm, use the microphone and deliver part of a pre-war speech, and collect a magazine and copious ammunition in the process.

[7.05] CAMBRIDGE CAMPUS DINER[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 405

Transcript

This thriving brick diner once served waffles and coffee, but its current patrons are decidedly less lively and more bony in appearance.

[7.07] KENDALL HOSPITAL[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 406

Transcript

Those expecting a plentiful supply of stimpaks from this hospital location are in for disappointment. Despite this being used as a hiding point for the Railroad faction, Raiders discovered them, butchered everybody, and are either burning the corpses or throwing them down into a central pit to be consumed by a ravenous beast below. After discovering the bonfire camp, you'll move up and down this mainly vertical location.

[7.08] CAMBRIDGE POLYMER LABS[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 407

Transcript

This laboratory was a research facility looking into the development of Smart Materials to convert radiation. It appears to have suffered a catastrophic failure after the bombs fell. Perhaps you heard the radio advertising new and exciting opportunities in this field of research?

[7.09] C.I.T. RUINS[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 408

Transcript

Perhaps the greatest fallacy about the Institute is where it's actually located. Some assume the organization is headquartered in the old Commonwealth Institute of Technology's central domed building—in Cambridge, on the north side of the Charles River. And why not? After all, at some point it had been fortified and was clearly meant to keep out intruders. And that's exactly what the Institute wants people to think. In truth, the above-ground Institute facility is merely a façade. A structure meant to both instill fear in the people of the Commonwealth and hide the true scope and depth of the actual Institute.

[7.10] THE INSTITUTE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 409-414

Transcript

Hidden from surface dwellers and only accessible via teleportation, this is the utopian dream of Father and his scientist colleagues who populate the Institute.

Institute BioScience[]

Transcript

BioScience cultivates and maintains existing gardens and the food supply through hydroponics. Research into genetically modified crops and nutrition also occurs. A small synth gorilla enclosure that emulates a jungle habitat exists here, as well as entrances to an abandoned FEV laboratory.

Institute Advanced Systems[]

Transcript

Advanced Systems works on applied physics (plasma weaponry and teleportation), as well as special projects currently classified. Access to the reactor is at this location but is currently off-limits until you undertake certain quests.

Institute Synth Retention Bureau[]

Transcript

Synth Retention (or SRB) supervises the coursers and their missions across the Commonwealth and repurposes any older Gen 1 and 2 synth models after interception on the surface.

FEV Laboratory[]

Transcript

This is where Forced Evolutionary Viruses (FEV) were created and used on test subjects, forming the Super Mutants that roam the surface hellscape. This location doesn't have quite the sheen of the main locations. Beware of Assaultrons. Look for the Experimental Serum in the incubation lab, as well as one of Virgil's old Holotapes.

Old Robotics[]

Transcript

This is where the earliest experimentations on synthetic life were carried out, and earlier generation synths still roam this area. The location is completely sealed off until Main Quest: The Nuclear Option is active. You may wish to access the terminal (unlocked) just before the lower level warehouse floor to activate an old Sentry Bot.

Institute Reactor[]

Transcript

Originally a research project from the old Commonwealth Institute, the reactor was salvaged and improved upon, allowing the Institute to stop relying on siphoning power from above-ground sources almost entirely. This location is completely sealed off until Main Quest: The Nuclear Option or Institute Quest: Powering Up is active.

[7.11] GREENTECH GENETICS[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 415-416

Transcript

This vertical maze features the remains of the C.I.T.'s Greenetech building, where genetic manipulation and other secret experiments were undertaken. Once inside, prepare for a battle between Gunners as synths. Your target is located at the top of this structure's interior. The Courser Chip is your quest item to locate.

[7.12] CAMBRIDGE CRATER[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 417

Transcript

This area was previously a city block in Cambridge. Non–Feral Ghouls moved here hoping it would be a safe haven for them. Unfortunately they turned feral over time. Exercise caution, as the ground is steep and the crater is difficult to climb out of and is full of ferals. A single ammo trunk is located close to the center of the crater.

[7.16] KENDALL PARKING[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 419

Transcript

Watch for a scavenger and his pets in this rubble-filled parking structure just east of Greenetech Genetics. Grab a Nuka Cherry from his shopping cart. There's an upstairs floor if you're keen to see more rubble.

Secondary Locations[]

[7.04] UNION'S HOPE CATHEDRAL[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 418

Transcript

The graveyard to the east of this imposing brick structure holds a band of frothing ferals. The front doors are closed, and the one on the east side is locked (Advanced), so use the front doors. Inside, Father Gabe is preaching. Grab the chems on the wall before leaving.

[7.10] CAMBRIDGE PARK AND OLD COVERED ALLEY[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 419

Transcript

A small and historically pleasant park is now scrub and stone with a tiny shop. Someone's left a Nuka Cherry in the old covered alley southwest of the park. Pry it out of their cold, bony hands. Then check the overhang to the northeast for a small chem lab and chemistry station.

[7.11] MASS CHEMICAL[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 419

Transcript

Part of the large Super Mutant camp in this vicinity, this old chemical factory now shows signs of greenskin offal collections. There's a Protectron terminal (Novice) and gantries to the exterior roof, where you can make use of an old sniper's nest.

ZONE 8: NEIGHBORHOOD: CHARLESTOWN[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 422

Transcript

West of Cambridge and north of the Charles River, Charlestown is the oldest of the Boston Neighborhoods, and the old wooden row houses reflect this past. Separated from Cambridge by the elevated freeway, this offers excellent exploration possibilities without feeling overwhelmed. It is primarily a Raider territory, with (sometimes hostile) Scavengers to the south and along the river. The neighborhood is dominated by two ancient monuments—Bunker Hill, which could be an exceptional settlement if your alliance with the locals is strong, and the U.S.S. Constitution, a prewar battleship that has been illegally moored for quite some time.

[8.01] BADTFL REGIONAL OFFICE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 423

Transcript

This is the local office for the Bureau of Alcohol, Drugs, Tobacco, Firearms, and Lasers (BADTFL). This location was responsible for investigations and was used as a holding cell and evidence locker housed in the facility. The locker has attracted Raiders, keen to loot it.

[8.02] BUNKER HILL[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 423-425

Transcript

This large granite monument was erected to commemorate the Battle of Bunker Hill, which was the first main confrontation with the British back in 1775 during the American Revolutionary War. Today it serves as a reasonably well-defended settlement. The Railroad currently uses it as a pickup point for escaped synths, who are met and hidden by a local sympathizer until a Railroad agent can take them to safety.

[01] Entrance And Obelisk[]

Transcript

This imposing landmark was erected between 1827 and 1843 using granite from quarries in Quincy

[8.03] U.S.S. CONSTITUTION[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 426

Transcript

This ancient maritime vessel was docked in the Boston Navy Yard and was primarily a tourist attraction. Before the war, it was populated by robots to give visitors a feel of what life was like back in the olden days. Due to an error in navigation, the ship is currently embedded in the remains of a harbor building, under constant threat of Scavenger and Raider attack. Access the interior of this vessel via a trapdoor in the hull that leads to the bow, through the building wreckage.

Secondary Locations[]

[8.06] ABANDONED HOUSE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 427

Transcript

Head into this Ghoul-infested three-floor home with severe rising damp. Unlock the top bedroom door (Advanced) for a storage attic with an unpleasant owner.

[8.07] SCAVENGER CAMP (CHARLESTOWN)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 427

Transcript

A group of scavengers have made their home here, along with a mercenary or two to dissuade invaders. You'll find Mandy Stiles most standoffish, unless the quest is active.

[8.08] SHELLED-OUT BUILDING[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 427

Transcript

Amid the rubble is a mostly intact fridge and its thirst-quenching contents. Otherwise, Scavengers periodically launch attacks from here.

[8.10] SOUTH APARTMENTS (CHARLESTOWN)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 427

Transcript

Including the waterlogged basement, there are five floors to this shop and upper apartment structure, with a ruined attic offering views across to the ship. You will utilize the circuit breaker on the attic roof balcony (southeast corner) during the quest. Otherwise, Scavengers periodically launch attacks from here.

ZONE 9: NEIGHBORHOOD: THE FENS[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 428-429

Transcript

This is perhaps the friendliest neighborhood in all of Boston. The giant green walled-off enclosure welcomes all travelers without ghoulish tendencies, and the threats to your life are manageable if you keep near the huge green walls. Venture farther afield and you may stray into danger: You'll run into Zone 3 if you keep heading west. Go up to Cambridge if you cross the Charles River, and journey east to Esplanade and Back Bay. South is Zone 6. Most of the outskirts of this neighborhood feature closed-off Raider camps, which have been decimated recently by the even-more carnage-hungry Super Mutants. But you're here for the trading, the questing, and the camaraderie offered here, in the great green jewel of the Commonwealth.

[9.03] BACK STREET APPAREL[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 430

Transcript

Prewar customers of this clothing shop preferred the bargains found here. It is now overrun by Raiders, and a couple of turrets greet you at the only entrance, close to a pipe-laden truck used as a barricade. Climb to the upper floor for a comic and roof access.

[9.05] PARKVIEW APARTMENTS[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 431

Transcript

The interior of Parkview Lounge is grotesque, with a gang of dead Raiders now strung up and gutted as Super Mutant decoration. The bar area has two exits outside. The one in the east wall allows you to climb scaffolding stairs to the roof

[9.06] FENS STREET SEWER[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 432

Transcript

In prewar times, the deeper areas of the sewer were secluded and difficult to reach. Time has exposed parts of the upper tunnels to the sky and Feral Ghouls have since moved in, attracted to the nuclear power sources of the water pumps below.

An unassuming manhole cover and sprawled skeleton of an old sewer worker leads into this large labyrinthian tunnel system. When you find a series of skeletal remains, it becomes clear this was a place of suffering.

Miscellaneous: Dear Detective[]

Transcript

The map shows the locations of four Holotapes with messages recorded on them. Listen, and figure out where the detective and her quarry finally came to rest.

[9.08] DIAMOND CITY MARKET[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 433-438

Transcript

This is the most well-known, well-defended settlement in the entire Commonwealth. Located in the remains of Boston's revered baseball stadium, the city houses several businesses and scores of people in divergent social classes. Every resident shares a common bond; they survived under the shadow of the great green wall—that monument to the ingenuity of humankind and their consummate protector.

[01] All Faiths Chapel[]

Transcript

A multidenominational church open 24 hours a day, run by the friendly Pastor Clements.Sit on a pew in the church to gain benefits of the Quiet Reflection perk.

[02] Publick Occurrences[]

Transcript

This location is named after the newspaper, which is written, edited, and published by Piper. Her little sister Nat sells copies at the front of their office. She also publishes stories, such as “The Synthetic Truth,” and is currently on the outs with the mayor. Inside the office, you can read her terminal notes and steal some chems and ammo.

[04] Fallon's Basement[]

Transcript

This premiere (and only) clothing store sells a variety of prewar attire at the best prices, as well as helpful outfits, like hazmat suits. The proprietor Becky Fallon tells everyone she's a direct descendant of the original Fallon family. Aside from a large supply of cram, the only item of note is a Holotape you can listen to regarding the Railroad.

[05] Power Noodles[]

Transcript

This noodle bar was built up against the fusion generator tower in the center of the settlement, where the pitcher's mound was. The Protectron chef, Takahashi, has a single phrase—“Nan-ni shimasho-ka?” or “What would you like to have?”—and a single item to trade. Noodles, naturally.

[10] Swatters[]

Transcript

“A swatter never runs out of bullets!” as Moe Cronin is fond of saying. He runs this store specializing in baseball equipment and almost nothing else. Barter with Moe to obtain a unique bat, and speak to him for a couple of quests that can net you some Caps.

[13] Chem-I-Care[]

Transcript

This is a popular establishment, thanks to the genial owner, Solomon. Selling a complete variety of chems and healing supplies, Solomon may have convinced the populace that the benefits of his wares outweigh the risks. Pick the lock of his house (Novice) for a few more chems to steal inside.

[14] Mega Surgery[]

Transcript

Despite the corrugated roof, this is a state-of-the-art medical facility offering healing, cybernetic grafts, and even facial reconstruction. Fancy a change in appearance? Sit down under Doctor Sun's scalpel! There are some other goings on here too; check the listed side quest before descending into the surgery cellar (Advanced).

[15] Choice Chops[]

Transcript

Fresh Brahmin meat is available from the sullen butcher, Polly (who's a frustrated poet), or Mole Rat meat if you're feeling adventurous. You can break into Polly's house (Novice) if you want to hack her terminal (Novice).

[18] The Wall[]

Transcript

The great green wall has protected Diamond City for as long as anyone can remember. Only Abbot spends time here keeping the stage from falling into disrepair, the Brahmins fed, and the wall painted.

[22] Science! Center[]

Transcript

The foremost center of scientific experimentation and discovery in Diamond City, run by the enthusiastic Doctor Duff. Her colleague is a little tired of Duff's prattling. Take a quiz with Duff if you want. Snoop on Scara's terminal (Master) if you can.

[27] Dugout Inn[]

Transcript

This is the primary watering hole of Diamond City. Many of the residents go here in the evenings to grab a drink. Occasionally, the place has guests who are traveling through the Commonwealth, as there are rooms available (and mattresses to sleep on) for 100 Caps. Though the Russian twins who run this place are identical in their features, their personalities are completely different.

[30] Colonial Taphouse[]

Transcript

The snobbish denizens of the upper area sip their alcohol from this establishment. Receive a dressing down from Wellington in the exterior seating area, then head inside for a pint and a punch if you're not careful. Look for the Holotape and a floor safe (Advanced) behind the bar.

[32] Codman Residence[]

Transcript

Break in through the door (Advanced) to the home of the oldest family in Diamond City. The Codmans own the orchard.

[9.10] HARDWARE TOWN[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 443

Transcript

This was once the most popular hardware store in town, but Raiders are active to the rear of the premises. They lure those of a more inquisitive (or idiotic) disposition into investigating the location, before slaying them and dumping their corpses.

Secondary Locations[]

[9.01] FENS SUBWAY STATION (OUTSKIRTS)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 444

Transcript

A subway platform infested with irradiated wildlife, this small interior location is mostly blocked with rubble.

[9.02] FENS TUNNEL ENTRANCE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 444

Transcript

Running east to west under Hangman’s Alley is a small traffic tunnel. Approach from the west and you can cross a small bridge guarded by a Super Mutant hound. Check the south balcony before the tunnel for some loot.

[9.03] SUPER MUTANT ALLEY APARTMENTS[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 444

Transcript

This open-air low-rise apartment complex just northwest of Diamond City has been taken over by greenskins. Clear the scaffold and roof of foes before opening the steamer trunk on the rooftop.

[9.04] ANNA'S CAFE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 444

Transcript

This once-thriving diner has been reduced to a ruin of clutter and rusting equipment. Check behind the counter for some health.

[9.05] RAIDER BACK-ALLEY CAMP (THE FENS)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 444

Transcript

A small group of Raiders has turned a section of old housing into a makeshift base, north of Diamond City.

[9.06] BRIDGEWAY TRUST[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 444

Transcript

Enter this bank and have a go at hacking the safe room door (Master). It isn't easy, but once you've used the terminal to open the security door, you can ransack a new kind of vault. Aside from the gold bars, the following wall safes are accessible (along with the number of safes of each type):

  • Wall Safe (Open): 1
  • Wall Safe (Novice): 5
  • Wall Safe (Advanced): 5
  • Wall Safe (Expert): 3
  • Wall Safe (Master): 2

[9.07] BRIDGEWAY GARAGE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 445

Transcript

This small garage is close to the bank. Park your Power Armor here and tinker for a bit.

[9.08] DINER AND APARTMENTS (THE FENS)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 445

Transcript

Just north of the main Super Mutant forces is a small courtyard with a diner attached to an apartment building. The place is awash with blood, and the diner has access to the grim interior. This is a two-floor apartment complex with an upper west door leading to a balcony and an east (red) door leading to the area above the diner, where you can grab some explosives from a box (Novice), once you abate the greenskin threats.

[9.09] SETTLER’S STOP (THE FENS)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 445

Transcript

An open cargo container offers protection from the elements, but not the greenskins roaming the bloody courtyard to the west.

[9.10] RAIDER CUL-DE-SAC (THE FENS)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 445

Transcript

A band of Raiders believe they’re sealed in tight in the southern cul-de-sac close to Zone 6. Though you can unlock any of the doors (Expert), you are able (with some patience and clockwise jumping) to drop onto the rooftops from the high office (scaffold bridge, below), and work your way around the roofs before landing on the western Raider roof. The height advantage is helpful.

[9.11] SCAFFOLD BRIDGE (THE FENS)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 445

Transcript

Climb the metal scaffold steps and check the ruined building to the north and south, watching for traps. From the office atop the flights of stairs, you can leap through the hole in the window and access the rooftops to the south of Diamond City.

[9.12] DIAMOND CITY SCRAP[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 445

Transcript

A collection of rusting vehicles gives the southern side of Diamond City a certain unkempt appearance.

[9.13] SCAVENGER’S REST (THE FENS)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 445

Transcript

This small open-air alcove is nestled behind a low stone wall, southeast of Diamond City.

ZONE 10: NEIGHBORHOOD: ESPLANADE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 446-447

Transcript

Technically part of the Back Bay Neighborhood, the Charles River Esplanade is comprised of the remains of a park, some waterfront mansions still exhibiting the faded grandeur of times gone by, and one of the main thoroughfares of Boston—Commonwealth Avenue. Currently, Raiders and Gunners are vying for control of this zone, though there are reports of strange smells (stranger than normal) emanating from the HalluciGen, Inc., building on the east side, close to Boston Common. If you fancy a stroll along the Charles River, you might want to pop in and say hello to the folks who've made the amphitheater their home; they're always looking for new recruits to join their secret society.

[10.01] CHARLES VIEW AMPHITHEATER[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 447

Transcript

Pillars of the Community is ostensibly a missionary organization that hopes to restore the Commonwealth to prewar American values. Brother James is also a key player in the disappearance of Emogene Cabot from the well-to-do family of the same name. Visit here during the specified quest to uncover more about her. Need a Mini Nuke? Find one under one of the beds on the amphitheater stage.

[10.02] HALLUCIGEN, INC.[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 447-449

Transcript

The exterior of the building has the bodies of Gunners scattered everywhere. They appear to have been shot while running away. . . . You can enter through the main doors, or locate the side entrance (Master) on the northern side of the structure, facing the amphitheater.

Secondary Locations[]

p. 449

10.01 FOOTBRIDGE (ESPLANADE)[]

Transcript

Enabling access across the main road to the river, this is now a small Super Mutant camp. Feel free to butcher the inhabitant.

10.02 HOLY MISSION CONGREGATION CHURCH[]

Transcript

The local church is still standing, though the sermons take on a more frenzied affair, as there are ferals present.

10.03 BARRICADE AND ROOFTOPS[]

Transcript

Access this small Raider camp via the barricade door to the east. Use the fire escape to climb to the roof, and back down a subsequent tenement building with loot and more foes to bring down.

10.04 ROOFTOP DEN (ESPLANADE)[]

Transcript

Access the fire escape to reach a small rooftop hideaway with some minor chems and a good view of the neighborhood.

10.05 MALBOROUGH HOUSE[]

Transcript

This stately home has some of its ancient fineries still on display inside. This was recently used as a Gunner hideout, and there's the moderately impressive ammunition stashes here to prove it.

10.06 RAIDER LOOKOUT (ESPLANADE)[]

Transcript

A lone foe inside the attic of this once-grand mansion looks out at Gunner activity to the east.

10.07 GUN SHOP GARAGE[]

Transcript

Park your Power Armor and tinker away at this garage, just behind HalluciGen, Inc.

10.08 COMMONWEALTH AVENUE[]

Transcript

The main east-west thoroughfare along the southern edge of this neighborhood (to the south is Back Bay) offers access from the Fens (west) into Boston Common (east).

ZONE 11: NEIGHBORHOOD: BACK BAY[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 450-451

Transcript

Back Bay was once known for its numerous brownstones of architectural significance. It is now dominated by the Trinity Tower skyscraper, an immense building constructed close to the old church and public library. Now the streets and alleyways are home to roving bands of Raiders, ferals, and packs of wild dogs. The tower still stands, which is more than can be said for another skyscraper, which has half toppled into the Dartmouth Professional Building. Keep going south to reach a Raider tenement block stronghold of Layton Towers. Super Mutants have a powerful grip on this part of the city, too, decorating the Wilson Atomatoys Corporate HQ and Trinity Tower with meat bags and bloody spikes.

[11.01] BOSTON PUBLIC LIBRARY[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 451-452

Transcript

This was the largest repository of historical documentation in the Commonwealth and a well-visited location before the bombs dropped. Decades of neglect, water damage, looting, and vandalism ruined all the books stored here. The building still has a grandeur and is accessed either by a side entrance (Advanced) or by a subterranean entrance at Copley Station, under the main building. Super Mutants roam these halls now.

[11.02] TRINITY PLAZA[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 452

Transcript

Still standing in the overgrown plaza that bears its name is Trinity Church. Founded in 1733, the present structure was completed in 1877 and now houses a small congregation of Super Mutants. The church has two entrances—the main doors and a hatch to the rear (east). Don't forget the magazine from the pulpit. The area is easy to spot from a distance; it is adjacent to the massive Trinity Tower.

[11.03] HUBRIS COMICS[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 453

Transcript

This is the local store and office of Hubris Comics, publishers of classic graphic novels. In addition to the downstairs shop, the building also includes offices for the production staff a small television studio on the fourth floor.

[11.05] TRINITY TOWER[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 454-455

Transcript

The tallest building in Boston, this towering office skyscraper with a fancy plaza at ground level now features the “offal and splattering” aesthetic the Super Mutants are so keen on showcasing. You may have been summoned here by Trinity Tower Radio as part of the specified quest. The only way up into the structure is taking the mezzanine elevator to the mid-level. After scaling the interior, you appear on the final five floors leading to the roof. It's a very long way down, so watch your step. It is recommended to take in the sights via a window-washer elevator that takes you from the roof down to the plaza.

[11.08] WILSON ATOMATOYS CORPORATE HQ[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 457

Transcript

Before the war, this was the headquarters of the Wilson Atomatoys Corporation, maker of the well-known Giddyup Buttercup horse. Only the senior officials at the company, including the lead designer Arlen Glass, were based here. The building lay abandoned for years until a gang of Super Mutants stormed it, using it as a base for raiding the surrounding area.

Secondary Locations[]

pp. 458–459

11.01 THE CORNER OF MASS AND NEWBURY[]

Transcript

When investigating this neighborhood, use this rusting bigrig container truck outside Boston Public Library to situate yourself. The rest of Back Bay is east and south of this general area, the Fens is west, and Esplanade is one block north.

11.02 HALF-DEMOLISHED APARTMENT (BACK BAY)[]

Transcript

Use the fire escape or rubble pile to clamber down through the rooms of this small apartment structure. There are rooftop planks to the attic room to the southeast, too.

11.03 TRINITY PLAZA PARKING[]

Transcript

This small parking structure has openings east and west and Raiders in the middle.

11.04 SHENLEY’S OYSTER BAR[]

Transcript

This Raider camp has two chained doors and mines laid at the east and south entrances. Battle into the bar, and there’s a door into the kitchens, a larder that’s been picked clean, and stairs up to the roof. There are more foes up here, along with a steamer trunk. Keep climbing for more loot!

11.05 THE PATRIOT’S SLEEP SHACK[]

Transcript

This may not be particularly safe, but the lean-to against the brick apartment is particularly patriotic.

11.06 TRADER ROOFTOP (BACK BAY)[]

Transcript

If you make a running jump from the Raider rooftops (to the east), you can land safely on this roof—the last known whereabouts of a fleeing trader.

11.07 RAIDER ROOFTOPS (BACK BAY)[]

Transcript

Enter the Raider camp at the road junction where barricades have been erected. Fight up the fire escape: A sweep of the rooftops allows you to ransack a steamer trunk in the southwest apartment ruin.

11.08 WARREN THEATER[]

Transcript

The entrance foyer to this old theater still has a mystic grandeur to it, as well as some chems. Access the elevator to the theater. Jangles, Teddy, and their bony friends are watching a play, though the actors seem a bit stiff. Afterward, check the safe (Advanced) and some natty clothing.

11.09 RAIDER BLOCKADE (SOUTHEAST BACK BAY)[]

Transcript

Offering access out of Boston and into Zone 6, or infiltration east into the Theater District and D.B. Technical High School, this Raider camp is long on barricades but short on competent foes; they’re all holed up at the Layton Apartments to the west.

ZONE 12: NEIGHBORHOOD: BEACON HILL[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 461

Transcript

South of the river from Charleston, this historic neighborhood of row houses, gas lights, and cobblestone alleys was once a pleasant place to live. Beacon Hill was the gateway to the Financial District but is now a far less desirable place, where bands of Raiders jostle for control and many structures have been decimated. You can scale the rooftops, pick through the rubble, and stop at Vault-Tec's Regional Headquarters (which may be closed, given the current circumstances). One area that still seems untouched by the ravages of war and time is the mysterious Cabot House, at the north end of this neighborhood.

[12.01] VAULT-TEC REGIONAL HQ[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 462

Transcript

Welcome to Vault-Tec! Our regional representatives are pleased to assist you in all manner of vault-related requests and questions. Please use the main entrance or the basement door (Expert). Please note the views of Martin Reid do not reflect the values of Vault-Tec Corporation.

Additional Note: Due to the unwanted deposit of a Mini Nuke, the restrooms are currently out of order.

[12.02] BOSTON BUGLE BUILDING[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 463

Transcript

Boston's largest circulation newspaper has been “Trumpeting the Truth for over 50 years.” Its offices are in this upscale neighborhood. Now they are in a shocking state, though still patrolled by robot security.

[12.03] CABOT HOUSE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 463

Transcript

This 1711 mansion is sealed up tighter than a T-60 Power Armor vacuum attachment: It is strangely preserved amid the general decay. Located on Louisburg Square, the park is still well maintained. The intercom at the front door allows you to ask to gain entry.

ZONE 13: NEIGHBORHOOD: NORTH END[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 464-465

Transcript

This residential neighborhood once boasted continuous residential inhabitants since 1630. Currently, it boasts a variety of crumbling brick and wooden structures, some of historical significance, and is anchored by the Old North Church and the culmination of the Freedom Trail. It is deep in the catacombs under this church that the Railroad faction has holed up. Otherwise, this relatively small but dense zone should be approached with relative care; roving bands of Super Mutants and Raiders have been seen, and there's chatter regarding a fiendish serial killer who stalks the old alleyways after dark.

[13.01] PICKMAN GALLERY[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 465-456

Transcript

A prolific serial killer stalks the alleys of North End and has recently been cornered in his lair by his prey of choice: Raiders. The rotting hulk of a row house Pickman calls home was chosen for its access to ancient subterranean smuggler tunnels beneath North End. He displays pictures of his victims on the walls.

Inside the dwelling, his blood-splattered daubing and corpse sculptures show the type of lunatic Pickman is. He has left a message to Jack in the front room and Pickman's Calling Card on many corpses. Fight your way to the end of the smuggler's sewer.

[13.02] OLD NORTH CHURCH[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 466-467

Transcript

Built in 1723, the Old North Church is the oldest standing church in Boston. Its 191-foot-tall steeple also makes it the tallest church in Boston. On the night of April 18, 1775, Lieutenant Colonel Smith marched with 700 British soldiers to Concord on a mission to disarm the rebels. Using a plan devised by Paul Revere, Robert Newman climbed to the top of this church and lit two lanterns to alert patriots that the Redcoats were coming up the Charles River. This inspired Longfellow's famous verse “One if by land, two if by sea.” The battles of Lexington and Concord that followed would start the American Revolution.

This is part of the Freedom Trail. The number “1” is daubed on the circular ground plaque pointing at the letter “R.” The insignia of the Railroad can be seen above the information plaque at the entrance.

The Railroad Headquarters is the base of operations for this faction. It contains their senior members (two of whom offer excellent trading opportunities). There's a wall showing the “code” the Railroad uses for marking stashes and areas they've investigated. Be sure to utilize the escape tunnel, which allows quicker access to and from this location in the future. It brings you out by the river, northwest of the Old North Church.

Secondary Locations[]

[13.07] WHARFSIDE COTTAGE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 468

Transcript

You can enter the small cottage north of a once-quaint courtyard to see the contents of a cat lover's abode.

[13.09] SKYTRAM (NORTH END ELEVATED FREEWAY)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 468-469

Transcript

Look up at the freeway towering above this district to see the remains of the skytram. The cockpit has a trunk to ransack. However, you must access the skytram from the Garden Terrace, over the Financial District.

[13.10] MEAN PASTRIES[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 469

Transcript

Once offering the best baked goods in town, this shop now offers a floor safe to pick (Expert) and an emaciated cat. Enter using either the north or south entrances.

[13.12] BOXING GYM[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 469

Transcript

You're probably not getting enough exercise, so use this place to scavenge for ammo and chems. There's a footlocker (Novice) and safe (Advanced) to unlock, and the smell of sweat still lingers.

[13.17] PAUL REVERE'S HOUSE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 469

Transcript

Built in 1680, this wooden building is the oldest structure in all of Boston. In 1770 this home was bought by famed patriot Paul Revere. He dwelled here with his family (including his 16 children) until 1800. Paul Revere was living here when he made his famous midnight ride to Lexington and Concord to warn Samuel Adams and John Hancock that Redcoats were en route to arrest them and seize the militia weaponry.

This is part of the Freedom Trail. The number "8" is daubed on the circular ground plaque pointing at the letter "D." This structure is mostly a shell, with a Super Mutant encampment outside.

ZONE 14: NEIGHBORHOOD: BOSTON COMMON[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 470-471

Transcript

The Freedom Trail starts here! Visit this once-idyllic park surrounded by ancient architectural prewar mansions and the remains of the State House, but be warned; there are numerous signs recommending you stay away from the pond at the park's west end. Perhaps it's better to start investigating the thin red line still visible along much of the sidewalks, a trail leading you through some of the most famous historical structures still (partly) standing. Surrounded by five other neighborhoods, Boston Common is at the nexus of the city south of the river.

[14.01] MASSACHUSETTS STATE HOUSE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 471-472

Transcript

The “new” state house was completed in 1798 to house the government of Massachusetts State. The land selected was originally John Hancock's cow pastures. The first dome was constructed of wooden shingles and covered in copper smelted by Paul Revere. The state government used this building continuously until the formation of the Thirteen Commonwealths in 1969.

This is part of the Freedom Trail. The number “4” is daubed on the circular ground plaque pointing at the letter “L.” Outside, one corner of the structure has collapsed, allowing lock-fiddlers the chance to open a wall safe (Novice).

[14.02] OLD GRANARY BURYING GROUND[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 472

Transcript

This burial ground was established in 1660, making it the oldest surviving burial ground in Boston. Many famous Revolutionary War heroes were buried here, including John Hancock, Paul Revere, Samuel Adams, and the victims of the Boston Massacre. In 2031, after the tragic death of Emilia Butler, the city council voted unanimously to have her remains interred here.

This is part of the Freedom Trail. The number “2” is daubed on the circular ground plaque pointing at the letter “A.” It is overrun by ferals. The adjacent church is sealed and cannot be entered.

[14.03] SWAN'S POND[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 472

Transcript

The focal point of the Boston Common neighborhood since the early 1600s, the pond once featured ornate swan boats for visitors and citizens to take for a trip. This location is highly dangerous; even Raiders avoid the Common. Be sure to search the boathouse for five notes to understand more. Look for warnings about Swan's Pond around Boston Common.

[14.04] BOSTON COMMON[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 472

Transcript

Established in 1634, Boston Common started as a communal grazing ground for cattle before it was made a public park (the oldest in the country). In the year before the Revolutionary War, a thousand Redcoats camped on the Common. The Redcoat brigades that marched on Lexington and Concord departed from this very ground.

Park Street Station is accessed to the northeast of this common. This is also the start of the Freedom Trail. On the east side, at the Protectron tour bot and fountain, the number “7” is daubed on the circular ground plaque pointing at the letter “A.” Follow the red stripe along the ground from here to continue the specified quest.

There are numerous signs warning of the dangers of Swan’s Pond. Aside from a Railroad warning and numerous verbal graffiti warnings, look for:

- A TORN NOTE ON KATH'S BODY, ON THE NORTHEAST SIDE OF THE POND.

- A TORN LETTER ON MIKAIL'S BODY, BY THE SOUTHEAST ENTRANCE TO THE COMMONS.

- A FUGITIVES' HOLOTAPE CLUTCHED IN THE SKELETAL HAND BY THE STATUE. PLINTH, ON THE WEST SIDE OF THE POND.

[14.05] PARK STREET STATION[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 473-475

Transcript

This has been identified as a low-traffic subway stop, and Vault-Tec industries is pleased to announce the purchase of this location for a new Vault, designated #114. Lower excavation costs, usage of existing tunneling equipment, and the repurposing of train cars into vault rooms should expedite the completion of this location.

After years of this location sitting half finished when the bombs fell, a local gang of Triggermen under the leadership of Skinny Malone chanced upon here; the numerous digging machines could be put to use in their nefarious operations.

[14.06] BOYLSTON CLUB[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 475

Transcript

A ritzy social club for the most discerning of gentlemen, the small, deserted upper interior can be explored and the fate of the club members determined.

Secondary Locations[]

[14.02] PROST BAR[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 475

Transcript

Though this is still the place to come for a Gwinnett Lager, the patrons at the Prost Bar aren't as rowdy as they once were. Check the “Employees Only” office for a real baseball fan's trunk.

ZONE 15: NEIGHBORHOOD: FINANCIAL DISTRICT[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 476-477

Transcript

The Freedom Trail continues here! However, most of it is either covered in blood or the tons of rubble and mangled skyscraper metal from the numerous fallen structures. Simply put, this neighborhood is a disaster; structures have many holes, and the height of the skyscrapers dotted around the main thoroughfare of Congress Street means you're just as likely to fall to your death as succumb to Super Mutant or Gunner gunfire. As you're surrounded on all sides by other neighborhoods, it's sometimes difficult to know where you are, so study the maps presented here and understand that some of the locations of importance may be above or below you. Take in the sights steadily and methodically, including Boston's tallest structure, the immense Mass Fusion building.

[15.01] MASS FUSION BUILDING[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 477-479

Transcript

Before the war, Mass Fusion was the primary power supplier to Boston and most of the Commonwealth. It is the tallest building in Boston. With the proceeds from an enormously lucrative line of fusion wells, engines, and cores, this structure—their corporate headquarters—was built. Since the war, the structure has fallen into disrepair, though the reactor level hasn't yet been breached.

At ground level, Gunners fight through the rubble-strewn streets. Should you arrive on the roof (when the quest is active), prepare to fight your chosen rival faction, and hunt down a few choice items (including a Nuka Cherry). Beware the oil, gas leaks, and explosive barrels, or use them to your advantage.

[15.02] OLD CORNER BOOKSTORE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 480

Transcript

The Old Corner Bookstore was originally built as an apothecary after the devastating Great Fire of 1711. Originally the land belonged to Anne Hutchinson, the controversial puritan who was excommunicated and banished from Massachusetts for her “heretical” beliefs and sermons. During the mid-nineteenth century, the Old Corner Bookstore was the home of the leading American publisher Ticknor and Fields. They published the works of such luminaries as Charles Dickens, Ralph Waldo Emerson, Nathaniel Hawthorne, Henry Wadsworth Longfellow, Harriet Beecher Stowe, and Henry David Thoreau. Many of those were frequent visitors to this site.

The Old Corner Bookstore is a historic site on the Freedom Trail. The number “3” is daubed on the circular ground plaque pointing at the letter “I.” The interior is mostly deserted. The exterior of the bookstore is cluttered with rubble and marauding ferals, along with encroaching Raiders and Super Mutants fighting for territory and food. However, don't miss the most difficult-to-find steamer trunk around; it's in the ruins of the skyscraper that was built atop of the bookstore.

Head east, following the Freedom Trail, then down into the Congress Street Garage [S15.02], where you can take an elevator up to the middle of the ruined building. Climb out onto the overpass, then leap from the overpass Leap from the overpass to a curved brown metal wall plate. Look southwest, then leap across and up to the remains of a tiled floor. Congratulations: jump northwest, and you should land on the roof you've attempted to reach, and find the contents of the trunk, close to some upturned desks.

[15.05] FANEUIL HALL[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 482

Transcript

Donated to the city of Boston in 1742 by French merchant Peter Faneuil, Faneuil Hall was a commercial hub in colonial Massachusetts. It played a notable role in the American Revolution. Protests against the British Sugar and Stamp Acts that began here led to the doctrine of “no taxation without representation.” Later meetings were held here that culminated in the Boston Tea Party. Many of the Founding Fathers met here or gave speeches here (notably Samuel Adams), leading to the building's nickname, “the Cradle of Liberty.”

This is part of the Freedom Trail. The number “5” is daubed on the circular ground plaque pointing at the letter “R.” The exterior offers two entrances—the two main front doors and the three rear doors to the east. There is side scaffolding that doesn't reach all the way to the roof (look for a Fusion Core and ammo on the way up). Super Mutants are an ever-present threat.

The basement gift shop is overrun with bloody mutant types. If you have the time, peruse a magazine shelf for information on Easy City Downs, as well as the Treasures of Jamaica Plain (then visit that location for more information). Beware of traps and Super Mutants as you scale the interior. Take a ladder to the roof, where you'll find a strange Gilded Grasshopper, which is part of the specified quest.

[15.06] GOODNEIGHBOR[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 483-490

Transcript

Built on an ancient area of Boston once known as Scollay Square, Goodneighbor was founded in the year 2240 by a group of criminals banished from Diamond City. But appearances can be deceiving; although plagued with problems, Goodneighbor has its finer qualities: There are no social classes, so everyone is truly equal. There is no bigotry, and even Ghouls are accepted. Goodneighbor has proven instrumental in the success of the Railroad's operations.

[01] Old State House[]

Transcript

Mayor Hancock and his squeeze Fahrenheit are holed up here. The mayor is well liked, if a little cutthroat. He is guarded by the Neighborhood Watch; don't confuse them with the less friendly Triggermen! This four-floor mansion has a lot of chems to steal if you're so inclined and Holotapes extolling the virtues of the Railroad.

[15.07] FALLEN SKYBRIDGE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 491

Transcript

Gunners and Super Mutants are battling through a towering office building for the remains of a skybridge. Reaching this vantage point requires skill, good judgment, and topographical smarts. You're free to approach from Secondary Location 16: Hub 360 (Theater District), but an easier route is to find one of the following locations:

[15.08] POSTAL SQUARE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 492

Transcript

Surrounded by ruined and impassable skyscrapers, this Gunner stronghold is well defended with turrets as the Gunners attempt to knock back Super Mutant incursions to the south, where most of the mines are.

While the Post Office Station is closed permanently, Joe's Spuckies is open and used as the Gunner's base of operations. It has a good supply of ammo and Caps.

Secondary Locations[]

[15.10] 35 COURT[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 494

Transcript

Evidence of a Protectron massacre is visible as you reach the entrance on the south side of this building. Enter the structure, watching for the tripwire by the desk that activates a Protectron. Ride the elevator to the open-air middle of the structure.

Open the door (Novice) to enter a small office with a safe (Expert). Head up the metal ramp, but beware an ambush when you reach the top. Enter the two side rooms and press the buttons to open a storage pod with Power Armor in it. Nice! Then feel free to leap west, landing on the rooftops north of Postal Square.

ZONE 16: NEIGHBORHOOD: THEATER DISTRICT[]

pp. 496–497

Transcript

Bordering Zone 6 to the south, with access into both Back Bay and Boston Common to the west, the Financial District to the north, and Boston Harbor to the east, the Theater District offers height as well as width in many of its explorable locations. Though theatrical plays haven't been put on for 200 years, the largest of the theaters has its own form of violently bloody entertainment. Farther south is the sprawling Mass Bay Medical Center, offering (as many building do) access to the ground level and the elevated freeway above. Expect combat as Gunners attempt to hold on to territory while fending off Super Mutants encroaching on their facilities. Other locations are quieter, but no less dangerous, like the old robotics store close to the freeway. Remember that some map icons presented here may be above or below you.

16.01 COMBAT ZONE[]

pp. 497–498

Transcript

Once an old-time theater and public arena, this location has been taken over by Raiders, who don't allow anyone in other than their own. Tommy Lonegan, a Southie Ghoul, announces the fights, while Cait, the headliner, cuts throats in the ring.

16.03 MASS BAY MEDICAL CENTER[]

p. 498

Transcript

This is one of the largest hospitals in the city of Boston. Gunners have a stronghold here, with makeshift and rusting pathways up to the roof and all the way to the elevated freeway south of the fallen skybridge. Be wary of the turrets before entering this facility. The rusting green structure towers over the elevated freeway.

16.05 HESTER'S CONSUMER ROBOTICS[]

p. 501

Transcript

This was a sales center and maintenance garage catering to the buyer of refurbished and upgraded consumer robots. Hester Geppetto was the long-dead proprietor. Nowadays the place is said to be a deceptive trap and is shunned by scavengers.

Secondary Locations[]

16.01 HUB 360[]

p. 502

Transcript

Access this sprawling Super Mutant camp from the ground or from the remains of the elevated freeway. Beginning at ground level, look for the structure and the rickety platforms stretching across the roads to the two other buildings to the east.

The ground-floor interior consists of a reception and dining area and a mezzanine staircase to a working elevator. Ascend to the next interior area, where you'll find kitchens and a door to Café Patio. Outside is a balcony offering views and more killing opportunities but no way out (except a long drop).

Back inside, climb the rubble pile and access either the rooftop pool (another greenskin hangout spot and access north to the fallen skybridge, or south to the Mass Bay Medical Center) or the elevator that takes you to the top of this structure. Here you can claim the contents of a steamer trunk and finish off the last mutated giant. There's a plank here for positioning the device in the specified quest.

Now, can you dive into the pool below?

16.06 TICKER TAPE LOUNGE (NORTHWEST)[16.07] TICKER TAPE LOUNGE (SOUTHEAST)[]

p. 503

Transcript

Once offering great food and better views, the lounge is comprised of two buildings linked via a small skybridge. Access the northwest structure from the elevated freeway. Access the southeast structure from the roof of the medical center by taking the construction lift down from the crashed Vertibird area. Inside are a couple of two-level lounges to traverse and some ammo and other supplies to covet.

16.08 UNDER THE ON-RAMP: CAMP AND GARAGE[]

p. 503

Transcript

You may encounter wandering folk and a chap named Slim around here, but this is usually a good and safe place to tinker or sleep.

ZONE 17: NEIGHBORHOOD: BOSTON HARBOR (WATERFRONT)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 504-505

Transcript

Just as the Charles River empties out into the Massachusetts Bay, so, too, did container vessels from across the Old World, about 400 years ago. Now the harbor is in serious need of dredging, with a variety of rusty hulks and rotting boats scattered about this waterway. Home to Mirelurks, pockets of Super Mutants and Raiders, and the odd roving Scavenger, Boston Harbor offers views out to the east, toward the airport. Head north to Charleston, west into the Theater District, and south toward Quincy and South Boston. Though there are few primary locations, this has the distinction of being among the most dangerous of neighborhoods, as the ground is sometimes soggy and the inhabitants never friendly. Also, did you hear tales of the sea monster lurking in the bay?

[17.01] CUSTOM HOUSE TOWER[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 507

Transcript

A landmark from the early 20th century, the Custom House served as a federal structure. Built on reclaimed shoreline and surviving the bombs, it now features a new and more bloody interior decoration due to recent Super Mutant activity.

[17.02] THE SHAMROCK TAPHOUSE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 505-506

Transcript

This historic bar and pool club on the edge of the Theater District is run by one of the smaller Raider gangs active in this area. The bar has had a long and illustrious history since its establishment in 1787 . . . 500 years ago. Paul Revere was said to drink here.

On the sliver of land between the Waterfront and Financial District neighborhoods, this fortified Raider camp has a single entrance (the hatch from the cellar is cordoned off behind wire fencing). Expect turrets and harsh language. Mop up the Raider scum and loot their ammo. Then enter the establishment.

The place is run by Gaff, a Raider with a few cohorts scattered throughout the premises. The key to open the problematic doors of this establishment is in the cellar.

[17.04] YANGTZE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 507

Transcript

Easily mistaken for a strange aquatic monster, this Chinese nuclear submarine (Liao-Class Type 113) is hidden among the wrecks of other ships in the Boston Harbor. It is commanded by Captain Zao. Should you wish to access the terminal (Master) on the lower level, find the first mate's password from the fellow lurking down in these parts.

Secondary Locations[]

[17.01] WATERFRONT PARK[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 508

Transcript

A small formal gardens on the waterfront, now home to roaming wildlife and a collection of withered skeletons gazing out into the harbor

[17.02] CUSTOM HOUSE TOWER COURTYARD[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 508

Transcript

A podium and signs of a disagreement in the past. Scrabble around in the rubble for a few helpful items.

[17.10] SCRAP METAL BARGE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 509

Transcript

Moored close to the “sea monster” is a rusting barge carrying scrap metal. Check inside for the remains of the crew and a safe to pry open (Expert).

[17.11] DESOLATE PROMENADE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 509

Transcript

A series of once-quaint wooden stores line the waterfront. Irradiated wildlife prowls the alleyways adjacent to the Theater District. This location is now famous; it has the most difficult-to-reach cooler in all of Boston!

ZONE 18: NEIGHBORHOOD: SOUTH BOSTON[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 510-511

Transcript

Featuring the most fearsome threats outside of Boston Common, South Boston is separated from the rest of the neighborhoods by the elevated freeway remains (to the west) and the bay (to the north and east). The lack of giant towering skyscrapers also means you're less likely to wander around in a bewildered fashion, but don't let your guard down. Powerful pincer-clapping Mirelurks roam the coast, and numerous pockets of Raiders, ferals, and a few Super Mutants are also active in this zone. The neighborhood has many impressive and ancient structures—none more so than the Castle, a fortification once belonging to the Minutemen. This could perhaps be the crowning achievement to the explorer who seeks to build and unite settlements both far and wide.

[18.01] FOUR LEAF FISHPACKING PLANT[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 511-512

Transcript

This plant operated at a loss and was almost ready to shut down in October 2077. This was partly due to mismanagement, but the waste runoff from the nearby General Atomics Factory may have been a factor.

A local gangster's secret laboratory helps chems flow through Goodneighbor like water. This secret lab is completely separate from the main plant interior. You can investigate the area during the specified quest (where you can obtain notes to shut off the laser tripwires and open the secret door), or you can try hacking the exterior terminal on the catwalk (Master) to get in.

[18.02] GENERAL ATOMICS FACTORY[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 513-514

Transcript

As civil unrest heightened across the country, General Atomics moved their focus away from this factory, which specialized in creating Ms. Nanny units for child care. A General Atomics nuclear reactor powers the facility to the current day. While the production equipment has since degraded with no one around to repair it, the Quality Assurance Department remains functional.

[18.03] ANDREW STATION[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 514

Transcript

This bus station and subway system is said to contain a number of secret smuggling passageways used by the infamous prewar gangster Eddie Winter. Currently, Raiders are combing the tunnels for evidence of Winter's stash. The exterior station is well defended by Raiders. Note the wall safe (Advanced) at one of the counters.

[18.05] GWINNETT BREWERY[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 515

Transcript

This venerable brewing operation was started by a local beer maker named Button Gwinnett, namesake of one of the founding fathers. Their Southie Stout was voted “Boston's Best Beer of 2051 and 2062.” Currently, the brewing factory is dilapidated. There is roof access, but only from the interior. Outside, beware of flammable oil, shoot through the broken windows to remove the bar from the door to the metal hut, allowing access to a brewing systems terminal, and a recipe for Gwinnett Stout.

[18.06] THE GWINNETT RESTAURANT[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 516

Transcript

This front-of-house restaurant allowed beer aficionados to sample such fine products as Gwinnett's Pale Ale, Peabody Pilsner, Dead Redcoat Ale, and the infamous Bunker Hill Brew. “Give a Man . . . a Taste of Freedom!” the slogan said. Now the place is piled high with offal and half demolished by Super Mutants. There is a main entrance, as well as a rear entrance (Advanced) for those of a stealthy disposition. The Gwinnett Brewery (Primary Location) can be accessed via the security door and large Mirelurk-infested pipes. If you aren't competent at hacking, find the Gwinnett Brewery password, but approach from the brewery side, not via the restaurant.

[18.07] SOUTH BOSTON HIGH SCHOOL[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 516

Transcript

A high school close to the Dorchester HeightIn-game spelling, punctuation and/or grammar monument is in a terrible state, with a northern wing (overlooking the Gwinnett Restaurant) exposed to the elements. The main entrance is blocked, meaning access is via the southern wing, now surrounded by wreckage of a small Raider camp. Inside, the few accessible rooms have mostly been picked clean, aside from the contents of a safe (Advanced).

[18.08] THE CASTLE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 517

Transcript

Historians have noted the original name for this settlement was Fort Independence, but the people of the Commonwealth now refer to it simply as the Castle. This place has a long and storied history; it is one of the first forts in America and predates the Revolutionary War. In recent times, it served as the base of operations for the Minutemen as they attempted (and failed) to establish a Provisional government. In 2240, the Castle was partly destroyed by gigantic Mirelurk, and most of the Minutemen leadership died.

Still, it is generally agreed that the location could yet become an excellent base of operations for the Minutemen (and an exceptional settlement) if it can be reclaimed from the sea creatures. Note that the map information refers to interior corridors within the fortification walls.

[18.09] UNIVERSITY POINT[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 518-519

Transcript

This once-thriving settlement was built into the ruins of the old university. Approximately one year before current events, synths from the Institute wiped this trading post off the map after a disagreement regarding classified research. An explosion in the service tunnels under Sedgwick Hall killed many, released a large amount of radioactive material, and caused the building to partly collapse.

Secondary Locations[]

[18.02] JOE'S SPUCKIES (SOUTHIE SPEAKEASY)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 520

Transcript

A Joe's Spuckies coffee and sandwich emporium is simply a front for an old speakeasy; there's a hatch behind the counter (Master). However, you'll usually appear here after navigating Andrew Station.

[18.06] CONSTRUCTION YARD[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 520

Transcript

A warehouse under construction has been left in a state of disrepair and now comes decorated with bloody meat, courtesy of a small group of Super Mutants. Check the middle level for a safe (Advanced).

[18.09] HAWTHORNE ESTATE[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 521

Transcript

Enter this structure of faded grandeur to scrape together a few meager items. Bobbi No Nose makes her home here during the specified quest and installs a security system. Check the corner for a safe (Advanced).

[18.10] DORCHESTER HEIGHT MONUMENT[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 521

Transcript

Constructed on the raised oval park just west of South Boston High School, this monument is helpful to look for when attempting to navigate this neighborhood. Use it as a landmark

[18.11] ROOF CAMP (SOUTH BOSTON)[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 521

Transcript

This settler camp offers access across three rooftops and reasonable protection from ground dwellers. Unfortunately, it's not bulletproof protection.

[18.12] THE CANDY SHOP[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 521

Transcript

Close to an old playground and on the western outskirts of the Castle is a small candy shop. Watch for the primed mine.

[18.13] SOUTH BOSTON CHURCH[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 521

Transcript

An overgrown graveyard is home to ferals. A hatch allows access into the remains of the church cellar, where an altar to Mr. Tiddles and sacrificial dog meat can be found.

[18.14] SOUTH BOSTON WHARF AND RESTROOMS[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 521

Transcript

Once known to locals as the L Street Bath House, the shell of this ornate wharfside facility is now cloaked in dead plant life and lightly irradiated water pools. Check the restrooms for a spot of health.

[18.15] RUSTING SHIP AND STILT CABIN[]

Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 521

Transcript

This boat once ferried visitors to the mysterious Spectacle Island off the coast to the east. Now you need to swim there after collecting any loot you fancy.

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