Background[edit | edit source]
Phyllis was a settler of the Commonwealth together with her grandson Samuel sometime before October 23, 2287. After her daughter's death, she managed to gain entry into a farm where she worked to keep herself and Samuel sheltered. One night when she was on watch, she blacked out and only came to upon hearing a gunshot, finding herself standing in front of her grandson's blood-covered body with a gun in her hand. When the other settlers heard the shot, they came running and later told her that they saw nobody but Phyllis at the time.
Believing that she killed Samuel, Phyllis concludes that she must be a synth controlled by the Institute and that she lost control because she was given an order to kill. She believes that at any moment, the Institute could make her kill again, and has decided to lock herself away for everyone else's safety.
Interactions with the player character[edit | edit source]
Interactions overview[edit | edit source]
|This character has no special interactions.|
Effects of player's actions[edit | edit source]
- Phyllis will confront the Sole Survivor upon approaching or entering the ruined two story brick building at Egret Tours Marina. She is convinced that she is a synth and warns the Sole Survivor to leave for their own safety. The conversation will continue to where the Sole Survivor can leave or persuade Phyllis to allow them to stay in the area, but she will tell them to stay out of her stuff. Asking her what happened through a medium persuasion check or reading her terminal entry on Samuel will reveal the circumstances leading to her current status. There are a few outcomes, including telling her to help others/join the Minutemen, leave the Commonwealth, live with it or simply killing her. Once she is dealt with, the player character will gain access to the Marina's workshop.
- If spared, Phyllis will eventually write a letter to the Sole Survivor thanking them and explaining that she needs to move on. The contents of the letter vary slightly depending on the dialogue options chosen when first speaking to her.
Inventory[edit | edit source]
Companion reactions[edit | edit source]
A template in this article or section is missing some data. You can help Nukapedia by filling it in.
Notes[edit | edit source]
- There were originally options to offer to have the Railroad assist Phyllis, inform the SRB about her allegations regarding being a synth, or to recommend for her to go to Covenant if it was still under the control of the Compound, but these were not implemented in the released version of the game.
- Phyllis does not drop a synth component upon death.
- If Egret Tours Marina becomes a player character-controlled settlement, she cannot be commanded like a settler and will not count towards the settlement's population.
- Despite this, she can still be the quest target for responding to Minuteman radiant quests. However, because her voice track is different from standard settlers, she will be silent while the subtitles (if enabled) appear on the screen.
- If Phyllis previously confronted the player character, she will instantly teleport behind them when the Samuel entry is first read on her terminal.
- If her terminal entry was read before talking to her, there will be an option to ask her about Samuel that will replace the "Lower your gun" persuasion check.
- She will turn hostile if waiting too long to respond when initially meeting her, failing the "I'm not leaving" persuasion check, telling her that one is a member of the Brotherhood of Steel or if she is told "You murdered him".
- If one has joined the Minutemen, the option to tell her to help others is instead replaced by a easy persuasion check to tell her to join the Minutemen.
- If one has joined the Brotherhood of Steel, the hard persuasion check to tell her "I'm not leaving" is instead replaced by the option to tell her that the player character is a member of the Brotherhood, and since she has admitted to being a synth it is their duty to purge her, turning her hostile.
Bugs[edit | edit source]
- Playstation 4 Upon arriving at Egret Tours Marina for the first time, Phyllis may immediately attack the Sole Survivor. Killing her will still give access to the settlement.[verified]
- PC Playstation 4 Xbox One After talking with Phyllis when first arriving, then receiving a misc quest update from her terminal upstairs about Samuel, Phyllis may confront the Sole Survivor about "messing with [her] stuff" and subsequently repeat the entire initial conversation as though it didn't already happen. Companions may also react to the conversation again, even if the same options from the first time through (now faded in the UI) are chosen the second time.[verified]
- PC Playstation 4 Xbox One If she is the quest giver for a Minutemen settlement quest for Egret Tours Marina the mission may be unable to complete. As she is a unique character with her own voice she does not have the settler dialogue required to complete the mission.[verified]
- One may be able to receive and turn in the quest even though it seems as though the dialogue isn't progressing. Subtitles may appear if turned on, and though it seems to take longer than normal dialogue, the game may act as if it is despite her complete silence. However, while the quest can be initiated, it cannot be completed unless she is confronted about Samuel; as speaking to her will yield no caps reward. Alternatively, one can simply talk to another settler in order to satisfy the requirements of the quest and get the cap reward.
- If it still does not progress, the below console commands will allow the complete the quest to be completed. Each is for a different threat (Gunners, Super-mutants, etc.):
completequest MinRadiantOwned01 completequest MinRadiantOwned05 completequest MinRadiantOwned08 completequest MinRadiantOwned11