Quick walkthrough[edit | edit source]
|Minutemen main quest: Taking Independence|
|Talk to Preston Garvey.|
|Meet Preston near the Castle.|
|Decide on a plan of attack.|
|Kill the mirelurks.|
|Destroy the mirelurk nests.|
|Kill the mirelurk queen.|
|Power up the radio transmitter.|
|Report back to Preston Garvey.|
|Reward: 350+ XP|
The Castle as a settlement
|Leads to: Old Guns|
Detailed walkthrough[edit | edit source]
Once the Sole Survivor has recruited at least four settlements to the Minutemen cause, this quest can begin. The next time the Sole Survivor talks to Preston, he will bring up the idea of retaking the Castle, suggesting that the radio transmitter there would help with communicating with the growing number of allied settlements. Preston will then ask the Sole Survivor if he should assemble a strike force at the Castle. Once the Sole Survivor is ready for the attack, they can answer affirmatively to continue with the quest (Preston will wait for them to come back and call the attack otherwise).
At this point, the Sole Survivor must head to the Castle and meet Preston there. Preston will be waiting with a strike team of three Minutemen. As the Sole Survivor approaches, Preston will talk a little about the fort before asking the Sole Survivor to decide on a strike plan. The three Minutemen will offer various potential plans of attack: a direct assault into the courtyard via the breached northwest wall, a pincer through the breach and the main gate to the south, or setting up a firing line outside the northwest breach and drawing the mirelurks out to their guns.
Once the plan of attack has been decided, the Minutemen will move into position. As soon as someone enters the courtyard, mirelurks will begin emerging from the ground and attacking. Some of the mirelurk eggs may also hatch, releasing mirelurk hatchlings to be defeated. The Sole Survivor will need to help the Minutemen eliminate the mirelurks to proceed. Once the courtyard is clear, Preston will point out the mirelurk nests that are all over the Castle, stating that they need to be taken care of to keep the mirelurks from coming back. He will tell any remaining Minutemen to remain in the courtyard and take care of the eggs there while he and the Sole Survivor clear the walls.
From here the Sole Survivor must find the marked mirelurk nests in and around the Castle's walls and destroy all of the eggs. As they clear them out, more eggs will hatch and more mirelurks will emerge. When enough of the eggs are desroyed, the entire fort will shake, and a mirelurk queen will emerge from the lagoon - the "sea monster" that destroyed the Castle in the past. She'll make her way through the southwest breach and into the Castle courtyard and begin attacking everything in sight. A missile launcher and a flamer can be found in an armory inside the east corner of the Castle's wall, and may come in handy for defeating the queen.
Once the queen has been killed and the remaining eggs cleared out, Preston and the remaining Minutemen will gather in the courtyard. Preston will tell the remaining Minutemen to be alert for any remaining mirelurks while he and the Sole Survivor have a look at the radio transmitter in the center of the courtyard. To finish the quest, the Sole Survivor must use the castle's workshop to power up the radio transmitter. The transmitter requires 10 units of power, or a single large generator. With the transmitter powered up, Preston will express his happiness at the success of the mission as the quest completes.
Quest stages[edit | edit source]
Notes[edit | edit source]
- This quest may trigger as part of The Molecular Level, when the player character speaks to Preston about building the signal interceptor; he will bring up taking back the Castle in order to fortify the Minutemen's position if they intend to get involved with the Institute.
- The current number of Minutemen-aligned settlements (player character-owned with at least one settler) to trigger the quest can be tested on the PC console with show MinutemenOwnedSettlements. As this value is only updated when a Minuteman recruitment or radiant quest is handed in to Preston, the player character may have more settlements that meet the criteria than the system recognizes.
- Any Minutemen that survive the battle will remain at the Castle after the quest is complete as part of the settlement population. One of the Minutemen is an essential character and cannot die, he will operate the radio once the Castle becomes a settlement. The other two Minutemen are not essential characters and can die during the quest; however, if they are alive, they will help clear out the remaining eggs if not yet cleared.
- The non-essential minutemen who die during this quest are (sometimes?) replaced at the Castle after the completion of Old Guns
- The Castle comes prebuilt with an intricate electrical system and an industrial-grade water purifier. This requires significant power to run but produces 40 units of water, enough for two fully populated settlements. There will be sludge and debris left behind by the mirelurks that can interfere with building; leaving the Castle and returning will cause it to disappear.
- If Preston is already a companion just prior to starting this quest, or is made a companion just after starting this quest, Preston may leave the player character after this quest is completed (as if he was just a temporary follower for the duration of the quest), returning to his current home location (Sanctuary or other location he was previously dismissed to). This can leave the player character without any companion for the Old Guns quest unless they first track down Garvey or an alternate companion.
- If one dismisses Preston as a companion after he makes the quest available, the player character will not be able to recruit him again until after completing taking the Castle. When the player character tries to talk to him, he will ask if the player character is ready to take the Castle and will not offer the option for him to follow the player character.
- Since Preston will wait for the player at the Castle anyway, as a temporary quest follower, one can bring along another companion for extra fire support against the mirelurks.
- If the Sole Survivor clears the Castle before receiving this quest, the mirelurk battle is skipped. Preston will be impressed at the feat, and the quest will proceed directly to clearing the mirelurk eggs and powering the transmitter.
Behind the scenes[edit | edit source]
This quest's name is a reference to the original name of the location, Fort Independence.
Bugs[edit | edit source]
- PC Playstation 4 Xbox One After defeating the mirelurk queen, Preston may glitch into a wall that the player cannot enter. In order to fix this, one will have to reload to before the glitch happens.[verified]
- PC Playstation 4 Xbox One After defeating the mirelurk queen, the marker to meet in the courtyard will appear at a far distance. The path there is very treacherous as it contains synths, raiders, super mutants, mirelurks and deathclaws on most paths there. To fix this fast travel to a few different places and it will automatically fix itself.[verified]
- PC If one encounters the glitch, where the player is required to clear out the remaining egg nests after killing the mirelurk queen, some of the random loot around the fort will have disappeared permanently. Also, a legendary mirelurk that sometimes spawns in one of the fort's rooms may vanish, too.[verified]
- PC Xbox One After defeating the queen and clearing out the Fort, Preston Garvey may sit on the wall doing nothing with no speech options. Preston may also walk all the way back to Sanctuary and will continuously say "We need to focus on taking the Castle back". This may be solved by sitting on the chair and wait for 24 hours. [verified]
- PC Playstation 4 The queen may not spawn after killing the mirelurks as she is stuck under the floor. Loading a previous save and re-entering the room may solve this issue.[verified]
- PC Playstation 4 Xbox One After killing the mirelurk queen the player may be unable to build more than one generator of each type, even if the player has the necessary parts.[verified]
- Xbox One When the player builds the generators, of any size, one is unable to build them in the courtyard, or on top of the walls. Reloading a save before one built the generators should fix this issue.[verified]
- PC If one leaves the Castle during this quest, it will be unable to be completed. [verified]
- PC Sometimes, Preston won't give the player the quest even if one meets the requirements (even if the player captured the castle before). To solve this, just send him away to Sanctuary and meet him there, he will start talking about the Castle. [verified]
- PC Sometimes, even after killing all enemies within the Castle, one won't be able to activate the workshop because "You need to clear out the enemies at this location". Additionally, the conversation with Preston may be stuck in a similar loop [verified]
- This be fixed by using the killall command.
- Another option is to disable mods (especially Unofficial Fallout 4 Patch), then reload to previous save and retake The Castle.
- PC One can use the setstage command to finish the quest, but the Castle will remain unbuildable. [verified]
- PC Sometimes, the transmitter is impossible to power up. [verified]