This small nursing home within Salem provided automated care for its residents.[Non-canon 1]
Despite having protocols in place to check the fake bus stop for escaped residents, the automated Sandy Coves attendants would frequently forget to check the fake bus stop for residents, causing staff to worry that it would attract the attention of the local police. One of the more regular "escapees" was a resident named Gladys, a retired soldier who would do this if only just to remind the staff that she was still dangerous. She even had a stash of frag grenades in her room. The building has become a sanctuary for house cats, and synths recently infiltrated the location.[Non-canon 1]
The entrance to the convalescent home faces northwest towards the coast, and the nearby sign is lit by a spotlight, so as to be visible at night. Standing on the opposite side of the road is a bus shelter, on the bench of which lies a walking cane and a suitcase containing random loot. An ammo box and corpse are also found by the southern corner of the building.
At the entrance of the building is the main reception area, with a Mister Handy serving as the "front desk attendant." He will greet the Sole Survivor upon entering for the first time, and if they manage to convince the attendant that they are checking in, by passing an Easy Speech check, he will allocate them the room formerly occupied by Gladys and give the Sole Survivor her key.
A book return terminal stands on the eastern wall next to a Novice-locked door leading to a toilet containing minor loot. The main corridor leads north and slightly west with a flight of stairs leading to the second floor. On the reception desk is a Novice-locked terminal that will open a cabinet with a syringer rifle, a Massachusetts Surgical Journal and an assortment of chems and stimpaks.
Next to the cabinet are the residents' safes, which contain an assortment of medical items. The safes are locked and cannot be picked, though keys for the individual safes are hidden in each resident's room. A detailed list of hiding places for each individual key is available on the aforementioned terminal, which reads as follows:
- Catherine, 205: By her cat bowls (Catherine's key)
- Edward, 106: Next to his typewriter (Edward's safe key)
- Ethel, 203: Under her paintbrush (Ethel's safe key)
- Margaret, 104: Under a bag of fertilizer (Margaret's safe key)
- Mortimer, 101: Next to favorite boat model (Mortimer's safe key)
- Randall, 201: Under his pillow (Randall's safe key)
Also on the terminal is a specific note about Gladys's activities and entering her room, either using her key or picking the Advanced-locked door, will reveal that she seems to have gained her skills while serving in the military. Her room contains, among other items, a combat knife, Army fatigues and helmet, a military cap, trifolded and free-standing American flags and a number of military propaganda posters.
After venturing inside and back to reception, a group of synths will enter. The front desk attendant robot will attempt to welcome them, at which point the synths will become hostile and open fire on the robot. The robot attendants will then try to defend the facility but will likely be overwhelmed unless protected by the player character. The front desk attendant robot, in particular, will almost always be destroyed. Additionally, the synths will target and kill the "enemy presence" in the home which are the two cats unless stopped by the player.
- Massachusetts Surgical Journal issue #3 - Behind a locked security door, behind and to the left of the front desk.
- A syringer rifle and a pax syringe - In the same location as above.
- Four overdue books:
- One can be found in Margaret's room (room with potted plants) on top of the toilet.
- Three can be found in Edward's room (room with a typewriter) on the dresser, by the skeleton on the bed and by the foot of the bed.
- Two Vault-Tec lunchboxes:
- One can be found in the dining area on the floor next to a skeleton on the west side of the middle table.
- One can be found in the smaller upstairs lounge area (room with television, two couches and bowling pins) in a small box between the entrances to the room.
- Gladys's room key - If the player character passes the front desk attendant's speech check, this is given to them, otherwise it can be taken from the remains of the attendant if killed by the synths.
- Various safe keys belonging to deceased residents. Locations are listed in the above layout section but can also be viewed on the front desk terminal.
- Variable Removal: PAM has intel on a courser in the field. An unchecked courser can cause tremendous damage to the Railroad and the Sole Survivor is tasked with eliminating it.
- The events which occur upon entering the location for the first time are controlled by an unmarked quest entitled "Sandy Coves Quest," editor ID DN120, form ID 00026AA0.
- Regardless of the player character's relationship with the Institute, the synths will always be hostile towards the Mister Handies and the house cats.
- The synths will not attack the Mister Handies if they are shut down using Robotics Expert, however they will still attack the house cats.
- The synth leader will be tagged as the boss for this location, so eliminating that synth will mark the location as "cleared."
- Codsworth, Paladin Danse, Preston, Deacon and Curie will hate it if the player character loots and then leaves this location. Piper, Hancock and Valentine dislike it.
- In Mortimer's room is a model of Swan's boat. It cannot be interacted with.
- Each of the residents has a personal safe in their names behind the reception desk.
- The pristine suitcase in Gladys's room is purely decorative. It has no inventory and cannot be interacted with.
- Randall's room is full of animal trophies. His key location on the terminal implies this was the case before the bombs fell, yet it would be impossible for the trophies in question to exist as all the creatures are post-War.
- When at this location, companions make comments, which are activated inside the captain's room.
|Curie||"The initial casualties of the bombs must be staggering."|
|Deacon||"Well, at least they died in bed."|
The Sandy Coves Convalescent Home appears only in Fallout 4.
- The orientation of the interior does not align with the exterior. You enter the building facing southeast, but you face north when inside.[verified]
- One of the windows on the second floor just above the entrance is not toned like all the other windows in the cell. You can see low-level quality world through this window.[verified]
- front desk attendant is shut down using Robotics Expert, it will still greet the incoming synths, however it will not be attacked. Even if the
- Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 329: "[4.06] SANDY COVES CONVALESCENT HOME
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."
(Fallout 4 Vault Dweller's Survival Guide Map)