A landmark once serving the proud city of Kingsport, the lighthouse has been appropriated by extremists of Atom in recent years. The cultists from the crater house have sent some to this lighthouse to shine its light onto the crater, to guide pilgrims and to feed unwary travelers to their glowing one. Once the lighthouse has been rid of these cultists, the site could prove to be useful for the Commonwealth Minutemen.
The construction zone of this settlement extends from the house in the west down to the dock and boathouse in the east. The main house is already mostly intact, but additional structures can also be built around it. The junk around the locale provides decent amounts of steel, wood, concrete and rubber for construction, but anything more may require a supply line.
The sandy area surrounding the house is prime for crop production and the beach has open water which allows for large scale water purification. Even though the area is accessible from three directions, in a dangerous region, and prone to raids, the lighthouse is an easily defensible building.
Kingsport Lighthouse features a medium-sized building area. There is a workshop and weapons workbench present in the lighthouse behind the house. The house itself is two floors high, with a half-destroyed roof and an Advanced level safe located on the first floor. Behind the house, there is a lighthouse, with an isolated glowing one behind a barred door at the top.
Behind the lighthouse, there is a small bay with a boat to the right side and a small house and dock on the left. The road up to the lighthouse is littered by a few powerful mines and a tripwire rigged up to a nuclear trap. The yellow barrels at the end of the dock are highly radioactive. They can be scrapped for materials in workshop mode, which will get rid of the radiation permanently.
The settlement's buildable area includes the house, the tower, the docks, and the boat. The hole in the roof must be covered for settlers to consider it a roofed area. The hostile Children of Atom and the glowing one atop the lighthouse must also be cleared out first. Because of impassable rock ledges bordering most of its landward approaches, attackers usually approach from either the shoreline south from the pier or directly up the driveway.
The site's main house consists of two stories, with the living area on the first floor and the bedrooms on the second. Behind the house is the lighthouse, containing the workshop of the settlement as well as a weapons workbench; up the four stories is the top of the barred lantern and lens, which houses a glowing one, as well as a steamer trunk. Behind the lighthouse is a small pier and boathouse, as well as a tugboat still docked there. At the end of the pier is a collection of severely radioactive barrels, which peak at 30 rads per second.
A mini nuke can be found at the top of the lighthouse behind the barred door.
- Taking Point: Minutemen scouts have found a promising site for a new settlement, but it's overrun with hostiles. Preston Garvey asks the Sole Survivor to clear it out so a beacon can be set up to attract new settlers in need of a home.
- Clearing the Way: A settler tells the Sole Survivor that they are concerned about dangerous enemies in a nearby area and asks them for help in clearing it out.
- Sometimes, the bar on the door at the top of the lighthouse may remain in place, even after previously releasing it and opening the door. The result will appear that the glass room is now inaccessible as it is impossible to move around the bar. However, standing directly in front of the bar and shutting the door behind the player character will force them into the room. To exit, simply sprint into the area between the bar and the wall, possibly jumping. Alternatively, one can use a fast travel marker to fast travel directly into the room. Disabling reference 001a8e64 on PC will clear the bar from the game as well.
- Children of Atom will periodically spawn in the boat.
- The body of the trader in the wrecked house and lighthouse may continually respawn. If they are dismembered, the parts will spawn in the same position as the intact limbs.
- The lighthouse seems to be powered by the glowing one located at the top, as when the area is cleared, the lighthouse stops shining.
- There is also a sea creature washed on the shore near the shack, which is not lootable.
- Just out to sea from the lighthouse there is a small rocky area with a skeleton sitting in a wheelchair.
- The settler spawn point is typically by the rocks just to the right of the lighthouse door.
- The Kingsport Lighthouse can briefly be seen in the Fallout 4 trailer.
- When at this location, companions make comments, which are activated at the top beacon.
|Curie||"Ah, a lighthouse. How picturesque."|
|Deacon||"Were lighthouses just as spooky in your time? This place gives me the creeps."|
The Kingsport Lighthouse appears only in Fallout 4.
Behind the scenesEdit
|The following is based on unverified behind the scenes information and has not been confirmed by canon sources.|
Like the Pickman Gallery and Dunwich Borers, the lighthouse may be a reference to the works of H.P. Lovecraft. Kingsport was a fictional Massachusetts town created by Lovecraft, and the setting for several of his stories, and residents included a cult performing strange rites, which the Children of Atom may be a reference to.
|End of information based on unverified behind the scenes information.|
- ↑ Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 334: "[4.13] KINGSPORT LIGHTHOUSE
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."
(Fallout 4 Vault Dweller's Survival Guide Map)