| For the parent company, see Mass Fusion (company). |
The Mass Fusion building is a location in the Commonwealth in 2287. This building is one of the Commonwealth's most recognizable landmarks due to its height and unique architectural design.
Layout[]
Roof[]
The roof is an exterior location and has its own fast travel marker, the Mass Fusion executive suite. It is normally only accessible as part of the main quest endgame. The Mass Fusion executive ID that allows access to the elevator down will not be present if no relevant quest is active.
Above glass floor[]
This section, starting on the eighth floor, is accessible from the executive suite by a quest-locked elevator. The area is mostly comprised of destroyed offices, with multiple caved-in floors creating one large interior space. This area will be abandoned if visited before Spoils of War or Mass Fusion (by using a jet pack power armor mod to fly up from the lower floors). During these two quests, the Sole Survivor will be ambushed by synths or the Brotherhood of Steel as they exit the elevator.
Below glass floor[]
This area includes the building lobby and some walkways and offices. It is accessible from the front door, and is occupied by Gunners if encountered before Spoils of War or Mass Fusion. When approaching from above while on one of the relevant quests, the battle with the opposing main quest faction will continue here.
Reactor room[]
The reactor room is below ground level; the beryllium agitator sought by both the Brotherhood of Steel and the Institute is located here. After dealing with area security, including turrets and sentry bots, the agitator can be found in a large, highly radioactive central room.
Notable loot[]
Main building[]
- Overdue book - On the fourth floor, on a desk in the northern section; one will have to go up to the fifth floor then back down to the fourth floor to conveniently access this section.
- Strength bobblehead - On the fifth floor, on the head of the giant statue.
- Mini nuke - On the fifth floor, in the room to the northwest with the Gunner commander.
- Full set of power armor - On the fifth floor, worn by the Gunner commander.
- Mass Fusion labs key - On the eighth floor, on a desk in the northwest office.
- Two Stealth Boys - One is on the eighth floor, on a metal shelf next to the chemistry station. The other is in the same room as the Freefall Legs, on top of a small bookshelf.
- Tesla Science Magazine issue #5 - On the ninth floor, on a computer bank in the southeast.
- Fusion core - Five floors from the top in a small room through a destroyed wall to the south, on a desk. Only accessible using a jet pack.
- Freefall Legs - Three floors from the top in a small room through a destroyed wall to the east, inside a Novice-locked safe. Only accessible using a jet pack.
- Jack Rockford's log - In the same room as the Freefall Legs, in the intern's terminal. Only accessible using a jet pack.
- Mass Fusion executive ID and Mass Fusion executive lab password - In the executive suite, in the desk. Only present when a relevant quest is active.
- Oslow's office recording - In the executive suite, on the table next to the executive research lab terminal.
- Nuka-Cola Quantum - At the top of a high rise building near the Mass Fusion tower with a skeleton. A jet pack is needed to get it.
Reactor[]
Main reactor room map
- Unique damaged hazmat suit - In a drawer right outside the decontamination room that leads into the reactor room.
- Two hazmat suits - One is in the locker room behind the attendant's terminal, sitting on a shelf of one of the lockers. The other is next to the analyst's terminal, on top of a safe.
- Fusion core - A sentry bot with the core spawns behind the northern security door, which can be opened through the Master-locked reactor security control terminal on the south side of the room before the reactor room. Alternatively, one can take the core and trip the security; the doors will then open automatically.
- Overdue book - On a desk.
Notes[]
- The Mass Fusion executive suite map marker is not discoverable before the related quests. As of patch version 1.9, the executive suite cannot be discovered until the quest the Nuclear Option reaches its conclusion.
- The executive suite is the highest point the Sole Survivor can reach in the entire Commonwealth, and offers an impressive view across the whole game world. Despite this, the Mass Fusion building is only the second-tallest structure in Fallout 4, after Trinity Tower.
- With careful timing and planning, it is possible to get a vertibird to land and drop the player character off on the executive suite roof, even before the related quests.
- One can leap from the southeastern corner of the executive suite roof and land safely in Goodneighbor without the use of power armor or Freefall Legs by aiming for the Old State House. The player character will be teleported to the main entrance of the settlement upon entering the cell.
- The building has multiple floors and many broken walkways. A jet pack makes navigating the facility much easier.
- With careful jumping, it is possible to reach the top of the building with a jet pack.
- If the player character glitches into the reactor room, the Mass Fusion quest will begin.
- The blue glow across the reactor room is likely the Cherenkov radiation effect. While mostly harmless by itself, it can only manifest this brightly in the presence of a very strong flow of particles, which would likely kill or fatally irradiate a human being the moment they are exposed to it, even in protective gear.
- There are two radiation hazards in the reactor room. One is a generic radiation hazard that causes 30 radiation damage (and 3 healing, if the player character has the Ghoulish perk). The second is a hazard specific to the Mass Fusion reactor which deals 153 radiation damage (and 15.3 healing with the perk).
- Swimming in the water in the reactor room will deal 50 radiation damage per second.
- Drinking the water in the reactor room will inflict 15 physical and 100,000 rad damage, killing the player character instantly unless they have the Lead Belly perk at its maximum level. Having the Ghoulish perk does not mitigate any of this damage. The Robes of Atom's Devoted from the Far Harbor add-on will protect from this damage; however, without the Lead Belly perk, radiation will still increase to a significant level.
- Touching the agitator receptacle or the blue beam emitting from it in the reactor room will inflict 1 million damage irrespective of any perks, instantly killing the player character.
- Hacking the Master-locked reactor security control terminal in the southeast corner of the reactor level allows the player character to open the security doors: one leads to impassable rubble, while the other opens the facilities room and reveals an inactive sentry bot.
- There is a steamer trunk in the reactor room underwater on the northwest wall, below a "Danger Radioactive Materials" sign.
- Each time the player character leaves the reactor room, they are decontaminated and lose all rads.
- If the player character did not support their faction in Mass Fusion or Spoils of War, the enemy faction will replace the Gunners and take over the building after the quest. On the other hand, the player character's faction will control the location if they are assisted. If Spoils of War is completed successfully, the Brotherhood of Steel will occupy the building. If Mass Fusion is completed successfully, synths will occupy the building for the Institute.
- After completion of The Nuclear Option (Minutemen) quest, to leave the building the Sole Survivor must activate the quest-blocked elevator, that will not appear as part of a quest. Once activated, the elevator will not stop on the 8th floor and will continue to bring the Sole Survivor the the ground floor of the building. The 8th floor will then be accessible using a standard elevator on the 5th floor, previously marked as "out of order".
Companion comments[]
Companions make the following comments during the Mass Fusion and Spoils of War quests.
- The following comments are made during Mass Fusion at three locations: in the elevator after the power loss, at the reactor entrance, and in the elevator back from the reactor to the main lobby. Danse is not available to participate in this quest.
| Location comments during the Mass Fusion quest | |||
|---|---|---|---|
| Character | Specific location | ||
| Power loss | Reactor | Elevator | |
| Cait | "More like a pain in the arse if you ask me. " Script note / Emotion: annoyed / Irritated |
"Looks like a big pile of junk to me." | "Why would they? They're a bunch of mindless soldiers." Script note / Emotion: Irritated |
| Codsworth | "Yes, thankfully we didn't plummet to our death." Script note / Emotion: Grateful they didn't die. / Grateful |
"Quite impressive. Even more so that it's still running." Script note / Emotion: Impressed at seeing a reactor still functioning. / Impressed |
"A tad persistent aren't they?" Script note / Emotion: Annoyed at constant brotherhood of steel soldiers attacking. / Irritated |
| Curie | "Then we go on foot. " | "It is a true marvel of engineering." | "Indeed, they are vexingly tenacious." |
| Deacon | "Nah. Clever would've been cutting power when we're inside it. " | "Well, it looks pretty. I'll have to take your word on the rest." | "The Brotherhood's famously stubborn." |
| John Hancock | "Do my best work in the dark, anyway." Script note / Emotion: Amused |
"Cause what could got wrong with a two-hundred-year old, neglected nuclear furnace." Script note / Emotion: Irritated |
"So long as we got the ammo." Script note / Emotion: Happy "We do have enough ammo, right?" Script note / Emotion: Concerned |
| Robert MacCready | "Yeah, these Brotherhood guys are pretty resourceful. " | "Breathtaking. Now can we get a move on before the Brotherhood decides they want to use us for target practice again?" Script note / Emotion: sarcasm on "breathtaking" / Irritated |
"Well, let's all give them a nice, warm welcome." Script note / Emotion: smirk... locking and loading for a fight / SinisterSmile |
| Nick Valentine | " Course, maybe now they won't see us coming." Script note / Emotion: Neutral |
"Yeah looks great, though I'd prefer it in our long-distant past. Let's wrap this up, shall we?" Script note / Emotion: Pleading |
"Can't be much further now." Script note / Emotion: Neutral |
| Piper Wright | "Alright. Then we just gotta find the switch." Script note / Emotion: Neutral |
"Not to rush, but I'd love to get out of here before my hair starts falling out." Script note / Emotion: Pleading |
"We can't let them box us in." Script note / Emotion: Concerned |
| Preston Garvey | "Riding an elevator up into a Brotherhood ambush wasn't my idea of a good plan anyway. " | "I'd just as soon admire it from a bit farther away." Script note / Emotion: Worried |
"We'd better keep moving before they pin us down." Script note / Emotion: Worried |
| X6-88 | " It's a sound strategy, but nothing we can't handle."
Script note / Emotion: Confident |
"The operative words being 'for its time.'" Script note / Emotion: Sarcastic |
"They're dedicated to their duty. As a Courser, I can respect that." Script note / Emotion: Begrudging admiration, respecting an enemy |
- The following comments are made during the Spoils of War quest at six locations: after the landing on the roof, in the research lab on the roof, in the elevator after the power loss, at the reactor entrance, before entering the cleaning chamber, and in the elevator back from the reactor to the main lobby.
| Location comments during the Spoils of War quest | ||||||
|---|---|---|---|---|---|---|
| Character | Specific location | |||||
| Roof | Research lab | Power loss | Reactor | Cleaning chamber | Elevator | |
| Cait | "Lookin' through a lab... doesn't get more excitin' than that." Script note / Emotion: sarcasm / Sarcastic |
"Yeah, I kind of figured it wouldn't be that easy." | "All right... these machines are startin' to piss me off." | "No kiddin'... who's left to build them?" Script note / Emotion: sarcastic (like you're saying "duh!" to her) / Disgust |
"Let us know if things start droppin' off of you." Script note / Emotion: joke - player entering high radiation area / Sarcastic |
"Goddamn it...I'm gettin' sick of these cybernetic assholes!" Script note / Emotion: not yelling, just pissed / Angry |
| Codsworth | "Let's just hope the floor doesn't give out on us first." Script note / Emotion: Worried about the collapses in the building / Concerned |
"Let's just hope it hasn't wandered too far." Script note / Emotion: Worried about finding something in a huge building. / Worried |
"I'm just glad we didn't plummet to our death." Script note / Emotion: Thankful to be alive. / Grateful |
"200 years and still running. Quite impressive." Script note / Emotion: Impressed. / Impressed |
"If you have any Rad-X, now would be the time to use it." Script note / Emotion: Giving advice / Concerned |
"They're like a bad penny, sir./mum" Script note / Emotion: Irritated that the Institute is back / Irritated |
| Curie | "Indeed. Mass Fusion's technology is fasinating." | "Where could it be?" | "This makes things a little more complicated." | "What a technological marvel. And it is still working." | "Without protection, the radiation will surely be lethal. Be careful." | "Oh, this is not good." |
| Danse | "Keep your weapons ready... more synths could port in at any moment." Script note / Emotion: Stern |
"All right, you heard the Proctor. We'll search floor-by-floor if necessary." Script note / Emotion: giving orders |
"They're playing for time, trying to trap us on the upper levels while they bring in reinforcements." | "The Institute does. That's why we're here." Script note / Emotion: grim / Stern |
"Don't worry. If the radiation turns you feral, I'll put you out of your misery." Script note / Emotion: half joking - or are you? play with it / SinisterSmile |
"Remember... conserve your ammo and short, controlled bursts." |
| Deacon | "Let's go, then." | "My guess is it'll be on the bottom floor. Nobody ever keeps the good stuff near the entrance." | "No problem, we could use the exercise." | "Let's get this over with." | "Ingram's right. You go in there without protection and it's lights out." | "Well, let's say "howdy" then." |
| John Hancock | "So, we gonna stand here and chat, or are we gonna kill some Synths?" Script note / Emotion: Amused |
"I'd've heard about a Baritone Adjudicator for sale in the Commonwealth if someone nicked it. It's gotta be around here somewhere." Script note / Emotion: Neutral |
"Heh. Do my best work in the dark, anyway." Script note / Emotion: Amused |
"That's a whole lot of juice." Script note / Emotion: Amused |
"I'm staying too. Someone's got to make sure our exit stays clear." Script note / Emotion: Neutral |
"Took their damn time." Script note / Emotion: Wryly. / Amused |
| Nick Valentine | "Probably best to keep your eyes on the folks shooting at us." Script note / Emotion: Neutral |
"Must be a clue around here somewhere." Script note / Emotion: Neutral |
"On the upside, we can probably use the dark to get the drop on these bots." Script note / Emotion: Quietly. / Conspiratorial |
"A two-hundred-year-old experimental reactor, huh? I'll be sure to inform your next of kin if things go... awry." Script note / Emotion: Neutral |
"I'm gonna keep him company, make sure our escape routes stay available." | "So much for us waltzing out of here." Script note / Emotion: Irritated |
| Piper Wright | "Here goes nothing." Script note / Emotion: Neutral |
"No way something that high tech walked off without anyone noticing. It's here somewhere." Script note / Emotion: Neutral |
"Well, let's go get that power back on." Script note / Emotion: Neutral |
"How about we grab this thing before our teeth start falling out?" Script note / Emotion: Neutral |
"You go get it. I'll stay out here with Ingram... and all my hair." Script note / Emotion: Neutral |
"So what's the plan?" Script note / Emotion: Question |
| Preston Garvey | "Let's just get what we came for and get out of here." | "If we've got to search the whole building, we'd best get on with it." Script note / Emotion: Worried |
"Riding a steel box into an Institute ambush wasn't my idea of a good plan, anyway." Script note / Emotion: Stern |
"I'd just as soon admire it from a bit farther away." Script note / Emotion: Worried |
"Be careful, General." Script note / Emotion: Worried |
"We'd better keep moving before they pin us down." Script note / Emotion: Worried |
| Robert MacCready | "Oh yeah, it's going to be a blast. Wish I brought a camera." Script note / Emotion: deadpan sarcasm / Suspicious |
"Oh yeah, it's going to be a blast. Wish I brought a camera." Script note / Emotion: wry joke / SinisterSmile |
"If I have to walk down more than a few flights of stairs, I'm going to be pissed." | "I don't see the big deal. It's just a machine." | "Yeah, uh... I think I'll wait out here." Script note / Emotion: player entering radiation area |
"Yeah, I didn't think we were just walking out of here with the Agitator." |
| X6-88 | "I've seen better." Script note / Emotion: Sardonic, disapproving |
"Then we'd better find it quickly." Script note / Emotion: Urgent |
"Smart. That's what I would do." Script note / Emotion: Admiring an enemy tactic |
"I'm not impressed." Script note / Emotion: Disdain |
"You should accept that offer. You're too important to risk." Script note / Emotion: Worried |
"Believe me, there's a lot more where those came from." Script note / Emotion: Concerned |
Appearances[]
The Mass Fusion building appears only in Fallout 4.
Bugs[]
- The can chimes on the first floor do not disappear after collecting them, and one can repeatedly obtain XP and tin cans for activating them again. [verified]
- The bathroom scale trap on the first floor provides XP and materials upon disarming it, but the Tesla trap will still be triggered even after disarming the scale. [verified]
- Taking the large circular elevator from the lobby back up to the executive suite sometimes causes the player character to arrive in the wrong location in the exterior cell - a location which was not intended to be accessible. [verified][1]
- It is possible for provisioners and their brahmin to appear on the executive suite roof, where they will be stranded and unable to leave. The only way to get them back to ground level is by using console commands, or somehow luring them over the edge of the building (since they cannot die, they will survive the fall).[verified]
- If a companion is dismissed while on the executive suite roof, they will remain there until retrieved.[verified]





























