For terminal entries, see Terminal entry. |
A terminal is an electronic device that is used to interface with various computers, such as those programmed for controlling turrets, opening safes and doors, storing information, and activating robots and other special equipment. Some terminals have been rigged as traps. The operating system of a terminal is the Unified Operating System, published by RobCo Industries. Some terminals function autonomously, like bulky laptops (e.g.: Doctor Lesko's portable terminal); while others are dumb, i.e. they use the computer mainframe which they are connected to for processing and data storage. The typical terminal has a keyboard for typing commands and a monochromatic monitor for displaying data.
Fallout and Fallout 2
The terminals in Fallout and Fallout 2 can be used with the Science skill if it's high enough. In Fallout it is also possible to exploit back doors in computers to gain access, such as playing a game of 21.
Fallout 3, Fallout: New Vegas, Fallout 4 and Fallout 76
Fallout 3, Fallout: New Vegas, Fallout 4 and Fallout 76 share a common terminal gameplay mechanic, with differences noted later.
Purpose of terminals
Terminals are generally used to find information about a particular quest or character. This information may be usable in some practical way, or it may be for background and atmosphere.
Controlling defense systems
Each of the three games features some interaction with a terminal and a defense system. Each game lets you deactivate any attached turret or defense system. Fallout 3 and New Vegas also feature terminals that control turret targeting: if targeting is disabled, the turret will shoot at everyone within range, not just the player.
In each game, there are more specialized version of this. For example, in Fallout 3 in the Robot Repair Center there is a terminal that can set off a pulse explosion disabling every robot in the area. There is also one in Fort Constantine that launches the fort's ICBM if the player has the Fort Constantine launch codes (the launch appears to be abortive). There is also one in SatCom Array NW-05a that allows the player to launch a nuclear strike from the Highwater Trousers orbital weapons platform, though the nukes are relatively small and there is no way to aim them (they explode harmlessly some distance from the player).
In addition, all games but in particular Fallout 3 and 4 feature terminals that can be used to open a protectron holding container, gaining a potential ally for upcoming firefights (though the protectron can still turn on you for various reasons, depending on the game). Fallout 4 also lets you install different personalities into the Protectron, which change its dialogue and behavior.
In Fallout 4, terminals can be built at settlements in Workshop mode, as long as the player has at least 1 rank in the Hacker perk. These terminals can then be connected to other electrical objects such as lights and speakers to provide additional control options.
Opening doors and safes
Terminals are commonly used to open safes, giving an alternative to lockpicking the safe. To get maximum XP, you can pick a lock first, then hack the terminal which would have unlocked it. You could also hack the terminal but not unlock the safe/door etc. before exiting and then lockpicking it.
Terminals are also sometimes used to unlock or open doors; an example is the terminal used in the Fallout 3 Tenpenny Tower quest to let ghouls in from the Metro.
Secured terminals
Most terminals are secured. To access them you either need
- A password.
- A high enough Science skill (Fallout 3/New Vegas) or Hacker perk rank to hack them.
- An encryption key.
Usually only one or two of these options are available.
Passwords
There are various ways of getting a password to a terminal. The two most common ways to get a password are that someone tells you the password or that you find an item describing the password, such as a holotape.
Hacking terminals
Terminal level | Science skill requirement |
Password length | XP reward |
---|---|---|---|
Very Easy | 15 | 4-5 | 20 |
Easy | 25 | 6-8 | 30 |
Average | 50 | 9-10 | 40 |
Hard | 75 | 11-12 | 50 |
Very Hard | 100 | 13-15 | 60 |
Terminal level | Hacker perk requirement |
Password length | XP reward |
---|---|---|---|
Novice | 0 | 4-5 | |
Advanced | 1 | 6-8 | |
Expert | 2 | 9-10 | |
Master | 3 | 11-12 |
One way to deal with secured terminals is to hack them—if you can. This works only under the following conditions:
- The terminal is hackable.
- In Fallout 3/New Vegas: your Science skill is high enough to hack the terminal. You will need 100 in Science (base or adjusted; see below) to even attempt to hack a "very hard" terminal.
- In Fallout 4: whether you have enough ranks in the Hacker perk to hack the terminal. Novice terminals can be hacked by anyone. If the player's skill isn't high enough, companion Nick Valentine can be ordered to hack the terminal instead.
- In Fallout 76: whether your hacking skill is high enough to hack the terminal. The hacking skill is increased by one for each unique hacking perk card equipped: Hacker, Expert Hacker, and Master Hacker. To unlock terminals requiring a hacking skill of 3, all three perk cards must be equipped at the same time. Equipping duplicates of a perk card does not increase your hacking skill.
In Fallout 3/New Vegas, there are items to help boost your science skill; e.g. the Vault 101 lab jumpsuit, the vault lab uniform, The Surgeon's lab coat, and most types of scientist outfit that can be found later in the game (with the exception of Doctor Li's outfit) will add +5 to your Science skill. Lesko's lab coat adds +10.
Hacking a terminal yields XP, depending on the difficulty level of the terminal.
The hacking game is similar to Mastermind, a board game. You will be presented with a list of words, all of the same character length, interposed with random characters. The length of the words is determined by the difficulty of the lock. The number of words you get is determined by how high your Science skill is (for Fallout 3 or New Vegas) or how high your Intelligence is (for Fallout 4). One of the words is the correct password, and your goal is to guess it.
You choose a word by clicking on it. If you didn't guess correctly, the terminal will display "x/y correct" where x is the number of correct letters, and y is the word length. A letter is correct only if it is in the right spot. For example, if the password is "RELEASED" and you choose "DETECTOR" then you will be told that there are 2/8 correct because there are 'E's in the 2nd and 4th place for both. The words have other letters in common, like 'R', but it is in the first spot in one word, and the last in the other. You have four attempts to select the correct password: if you fail, in Fallout 3/New Vegas you will be permanently locked out; however, if you have the Computer Whiz perk, you will get another try. In Fallout 4, you will only temporarily be locked out, for ten seconds; the maximum rank of Hacker will remove even this lockout.
There are also things you can do with the characters that are not part of words. Clicking on matching brackets (i.e. () [] {} <>, even with other characters between, but not a whole word between) can remove a dud password or reset the number of remaining guesses to four. The brackets must be of the same type and on the same line. Although you cannot match brackets with a whole word between them, you can match brackets separated by the dots that appear when a dud word is removed ( <.......> ). Also, two or more opening brackets can be matched to a single closing bracket ("[ [ ]" on a line gives you two chances), but the opposite is not true ("[ ] ]" only gives you one chance). When you scroll across this type of entry from left-to-right, the entire entry will be highlighted letting you know if you've found one or not.
Previous choices are displayed on the right-hand side of the terminal.
To get to the hacking mini-game quickly, you can click the startup screen on the terminal to skip to the next screen. Click once more to load the hack screen instantly. (Note: in Fallout: New Vegas if you back out after your first hack attempt prior to "locking" computer, you must wait even longer for the initial key in prior to the mini-game)
Terminal types specific to particular games
Fallout 3
Mothership Zeta terminals
There are terminals scattered around the alien ship Zeta, in the Mothership Zeta add-on. They are used by the aliens for security purposes, and with the required Science skill, ranging from 25 to 75 Science, you can hack them. There are a few choices available once hacked: Set it to blow up in a small amount of time, set a proximity charge, and unlock the door. These terminals can also be destroyed.
Encrypted terminals
Sometimes terminals have options that can't be used until you have the correct encryption key, and will be presented as gibberish.
An example of this are the terminals used by Chinese remnants in the Capital Wasteland - but the terminal encryption key is usually nearby.
Fallout: New Vegas terminals
Suspicious terminals
Several suspicious terminals can be found at H&H Tools Factory on the top floor. They are equipped with "Hidden Network Drives" that can be accessed through the player's Pip Boy.
Fallout 3 and New Vegas terminals
Trapped terminal
A terminal can also be a trap in disguise.
If triggered by activating the keyboard, the terminal will become electrified (not harming the player), and then the rigged frag grenade will detonate.
A trapped terminal has a broken rear, and a small antenna on the back, sending or receiving from an unknown location; see picture to the right. Also, all terminals with traps on them are plainly called "terminal," as with the normal "Click/press 'A'/'X' to Activate terminal."
Disarming a trapped terminal demands an Explosives skill of 45. In New Vegas, it requires a skill of 60. It is disarmed by activating the rear of the terminal rather than the front.
A frag grenade was used to create the trap, and you will get the one used to rig the terminal when you disarm it.
After disarming, these terminals cannot be used for anything except re-arming with any type of grenade, a fruitless gesture since it is not a trap any non-player character could spring. It is not possible to use these terminals for informational purposes.
Notes
- Some terminal areas would suggest that the terminal has not been tampered with since pre-War times. Despite this, some password options will be "deathclaw" or some other select creatures in the Wastelands that have obviously come about through intense radiation exposure, this of course primarily being post-war, (The government did create a small number of deathclaws in secret) mutating them into what we see in Fallout. Therefore, obviously, making it highly unlikely for any civilian living during pre-War times to know what a deathclaw, or any creature for that matter, actually is.
- Misspelled words occur multiple times across Fallout 3, New Vegas and 4. Average-difficulty Consoles in New Vegas contain at least two of the few misspellings, that being "LEUTENANT," instead of the correct "Lieutenant" and "CONQUORER" instead of the correct "Conqueror". The word Lieutenant is also misspelled again in Fallout 4, once more appearing as "LEUTENANT" upon Expert-difficulty terminals.
- When selecting a bracketed quote to replenish your allowance or remove a dud, if there is only one selectable word left, it will have no effect and simply say, "Entry Denied."
- As gameplay is completely stopped when you are hacking a terminal you can take the time out of gameplay to write all the choices down and compare the letters to figure out what is the correct choice. It is recommended to use at least one choice before doing this so you have a frame of reference.
- If blood is splattered on a terminal, when you activate it, there will be a dark red box around the text that initially comes down.
- In Fallout 4 an option "GURPS" can be found while hacking a terminal, which can be a reference to a Generic Universal Role Playing System, that was planned to be used in the original Fallout but was replaced by SPECIAL system.
- Unlike in 3 or New Vegas, clicking a dud in Fallout 4 and Fallout 76 doesn't remove a chance from your allowance.
List of hackable terminals (Fallout 3)
For the Data Miner achievement/trophy, you need to find 50 terminals to hack.
Place (or closest map marker) | Location in place | Skill level | Purpose | How Many | Bad Karma? |
---|---|---|---|---|---|
Alexandria Arms | Second floor | Average | Unlocks door to storeroom | 1 | No |
Arlington Library | Library lobby | Easy | Information | 4 | No |
Arlington Library | Arlington Library Media Archive middle floor | Average | Turret control | 4 | No |
Arlington Library | Arlington Library Media Archive top floor | Average | Turret control | 4 | No |
Arlington Library | Arlington Library Media Archive top floor | Average | Unlocks safe | 4 | No |
Anacostia Crossing station | Near Seward Square exit | Average | Protectron | 1 | |
Anchorage Memorial | At the top of the steps leading to the facility bay | Average | Unlock door | 1 | |
Bethesda Ruins | Bethesda Offices East | Average | Turret control | 2 | |
Bethesda Ruins | Bethesda Offices West | Average | Turret control | 2 | |
Capital Wasteland | Southeast of the Arlington Library at a Talon Company checkpoint | Average | Turret control | 1 | |
Capital Wasteland | Southeast of Flooded Metro on a bridge near a raider encampment | Average | Turret control | 1 | |
Citadel | In the clinic, Ring B | Very Hard | Information | 3 | Yes |
Citadel | Squire Maxson's room, Ring B | Very Easy | Information | 3 | |
Citadel | Elder Lyons' room, Ring B | Very Hard | Information | 3 | |
Dunwich Building | Forsaken Dunwich Ruins | Easy | Story Infos | 1 | |
Dunwich Building | Forsaken Dunwich Ruins, second level, behind Average locked door | Easy | Story of a scavenger who holed himself up in the room waiting for a "Billy." His corpse and gear can be found at your feet. | 1 | |
Dupont Circle station | In the room before the cavern, behind a door | Average | Turret control | 2 | |
Dupont Circle station | Inside the first room to your right | Very Easy | Protectron robot control | 2 | |
Enclave Field Research: Crater Camp | Just west of Fort Bannister | Average | Information | 1 | |
Fairfax ruins | In the two-story hollowed-out building facing Vault 101 and Megaton | Average | Turret control | 1 | |
Fairfax ruins/Andale | In a concrete tree house between Fairfax ruins and Andale | Average | Turret control | 1 | |
Falls Church/Mason Dst Metro | Near the entrance of Franklin Metro Utility | Easy | Unlocks door | 1 | |
Farragut West station | Office near entrance | Very Easy | Protectron robot control | 1 | |
Foggy Bottom station | Near the entrance of Dupont Circle | Average | Protectron robot control | 1 | |
Fort Bannister | Fort Bannister bunker | Easy | Turret control system | 3 | |
Fort Bannister | Commanding officer's quarters | Average | Unlocks door | 3 | |
Fort Bannister | Commanding officer's quarters | Average | Turret control system | 3 | |
Fort Independence | Fort Independence, lower level | Average | Turret control system | 2 | |
Fort Independence | Fort Independence, lower level | Hard | Unlocks door | 2 | |
Franklin Metro Utility | Right after entering | Hard | Unlocks safe | 2 | |
Franklin Metro Utility | Below first room | Hard | Turret control | 2 | |
Germantown Police HQ | Ground floor | Very Hard | Unlocks jail cell doors | 4 | |
Germantown Police HQ | Ground floor | Very Hard | Unlocks contraband closet | 4 | |
Germantown Police HQ | Top floor | Hard | Information | 4 | |
Germantown Police HQ | Top floor | Easy | Unlocks safe | 4 | |
Grayditch | Recently built shack | Average | Information related to Those! | 2 | |
Grayditch | Brandice's house | Easy | Information | 2 | |
Greener Pastures Disposal Site | Offices | Average | Unlocks safe | 1 | |
Jefferson Memorial | Gift shop | Average | Turret Control System | 1 | |
Jefferson Memorial | Gift shop | Very Easy | Scribe Bigsley's terminal, only in Broken Steel | 1 | |
Jury Street Metro station | Jury St. tunnels | Very Easy | Unlocks safe | 1 | |
Little Lamplight | The Great Chamber, northwest corner | Average | Opens Vault 87 reactor door (see Joseph) | 1 | |
L.O.B. Enterprises | East wing, northwest corner | Very Hard | Info on unique pistol | 1 | |
Lucky's | Inside, on a counter | Hard | Unlocks scavenger's safe | 1 | |
Marigold station | Left of behind subway car near flashing light | Easy | Unlocks door | 2 | |
Marigold station | Dr. Lesko's office | Average | Unlocks access door and notes | 2 | |
MDPL mass relay station | Inside power station | Very Hard | Unlocks safe | 1 | |
MDPL-13 power station | Derelict power plant, inside upper office | Average | Unlocks safe | 3 | |
MDPL-13 power station | Derelict power plant, inside lower office | Hard | Turret control | 3 | |
MDPL-13 power station | Inside power substation, on desk | Hard | Unlocks safe | 3 | |
MDPL-16 power station | Power substation | Average | Unlocks safe | 1 | |
MDPL-21 power station | Power substation | Hard | Unlocks safe | 1 | |
Megaton | Children of Atom | Very Easy | Information | 5 | Yes |
Megaton | Craterside Supply | Very Easy | Information | 5 | Yes |
Megaton | Megaton armory | Hard | Deactivating Deputy Steel and Weld | 5 | Yes |
Megaton | Moriarty's Saloon | Average | Information (finding out where dad went) | 5 | Yes |
Megaton | The Brass Lantern | Very Easy | Information and unlocks safe | 5 | Yes |
Meresti service tunnel | Robert's quarters | Very Hard | Information | 1 | |
Meresti Metro station | The Family's terminal | Very Hard | Information | 3 | |
Meresti Metro station | The Family's terminal #2 | Very Hard | Information | 3 | |
Meresti Metro station | Vance's terminal | Very Hard | Information Unlock safe |
3 | |
Museum of History | Lower hall, top of staircase on right | Average | Turret control | 2 | No |
Museum of History | Offices - Go left at the top of the stairs, then go left after the Very Hard door | Average | Turret control | 2 | No |
Museum of Technology | Atrium, in the security station | Average | Turret control | 4 | |
Museum of Technology | West wing, in the security station | Average | Turret control | 4 | |
Museum of Technology | West wing, in the security station | Average | Information | 4 | |
Museum of Technology | West wing, in the planetarium control room | Easy | Unlocks planetarium exit door (if you have less than 50 lockpick and cant unlock it) | 4 | |
National Archives | Next to archives sub-basement door | Easy | Unlocks door | 1 | |
National Guard depot | Offices wing, behind a locked door (Average) on the other side of the wall (go up the stairs and down the other side) there is an unlocked door that goes to the same room | Average | Disable turrets | 4 | No |
National Guard depot | Training wing | Average | Disable turrets | 4 | No |
National Guard depot | National Guard depot | Average | Disable turrets (#1) | 4 | No |
National Guard depot | National Guard depot | Average | Disable turrets (#2) | 4 | No |
Northwest Seneca station | Inside grocer, on counter | Easy | Unlocks safe | 1 | |
Nuka-Cola plant | Southeast of Wasteland | Very Easy | Activating convoy belt for Nuka-Cola Quantums | 2 | |
Nuka-Cola plant | Storage and mixing vats | Very Easy | Activating security protectron | 2 | |
Olney Powerworks (Broken Steel Add-on) | Olney Powerworks | Very Hard | Unlocks door to tesla coil | 2 | No |
Olney Powerworks (Broken Steel Add-on) | Olney Powerworks | Hard | Machine failsafe for electrical field around tesla coil | 2 | No |
Our Lady of Hope Hospital | First floor | Average | Information (nurse station 01) | 4 | |
Our Lady of Hope Hospital | First floor, north | Average | Information (nurse station 02) | 4 | |
Our Lady of Hope Hospital | Inside entrance, near reception | Average | Turret control system | 4 | |
Our Lady of Hope Hospital | Second floor, dead end to the east | Average | Information (nurse station 03) | 4 | |
Outcast outpost | In Protector McGraw's chamber. (Operation: Anchorage) | Very Easy | Information | 1 | |
Paradise Falls | In Eulogy's Pad, on the table with the Speech bobblehead near the heart bed | Average | Used in quest Rescue from Paradise | 1 | |
Queen ant's hatchery | Accessed from Marigold station | Average | Use in quest Those! | 1 | |
Raven Rock | Level 1B, delivery terminal | Average | Unlocks cage #364 | 4 | |
Raven Rock | Level 1B | Average | Disables force field | 4 | |
Raven Rock | Level 2C, same room as Bobblehead - Energy Weapons | Average | Disables force field | 4 | |
Raven Rock | Level 2B, room across from Anna Holt | Average | Disables force field | 4 | |
Red Racer factory | CEO Offices | Average | Disable chip broadcast | 3 | |
Red Racer factory | CEO Offices | Average | Surgeon's notes | 3 | |
Red Racer factory | CEO Offices | Average | Surgeon's notes & disable chip broadcast | 3 | |
Rivet City | Midship deck, Abraham Washington's room | Easy-Very Hard | Information | 8 | Yes |
Rivet City | Midship deck, Seagrave Holmes's room | Average | Information | 8 | No |
Rivet City | Bridge tower | Very Easy | Information | 8 | No |
Rivet City | Bridge tower | Very Easy | Information | 8 | No |
Rivet City | Upper deck, clinic | Average | Information | 8 | Yes |
Rivet City | Upper deck, Doctor Li's room | Easy | Information | 8 | Yes |
Rivet City | Upper deck, Bannon's room | Easy | Information | 8 | Yes |
Rivet City | Upper deck, hotel lobby | Very Easy | Information | 8 | Yes |
RobCo facility | Upper level, offices and cafeteria | Average | Robot control | 1 | |
Roosevelt Academy | Ground floor, admin office | Very Easy | Protectron | 2 | |
Roosevelt Academy | Ground floor, nurse office | Hard | Open safe | 2 | |
SatCom Array NN-03d | Tower C | Very Easy | Open door | 1 | |
SatCom Array NW-05a | Southeast of Raven Rock | Average | Turret control | 1 | |
Pitt steelyard | In front of a line of four protectrons | Hard | Four protectrons | 1 | |
Super-Duper Mart | In a storage area the back of the store, next to the protectron | Very Easy | Protectron | 2 | |
Super-Duper Mart | Office at the back of the store | Easy | Opens door to the storage area to the right of the terminal | 2 | |
Taft Tunnel | Before the flood door | Very hard | Opens the flood door | 1 | No |
Tenpenny Tower | In Boutique Le Chic, 1st floor | Average | Unlocks safe | 4 | Yes |
Tenpenny Tower | In New Urban Apparel, 1st floor | Average | Unlocks safe | 4 | Yes |
Tenpenny Tower | In the Federalist Lounge, 1st floor | Easy | Store discount | 4 | |
Tenpenny Tower | Metro access & generator around back of the tower | Easy | Unlock containment door for Tenpenny Tower | 4 | |
Tepid sewers | To the left of the entrance | Average | Control automated turrets | 2 | |
Tepid sewers | Outside Rocksalt's storage room | Easy | Unlocks Rocksalt's storage room | 2 | |
Underworld | Winthrop's Room | Average | Information Unlocks safe |
4 | Yes |
Underworld | The Chop Shop | Very Easy | Information | 4 | Yes |
Underworld | The Ninth Circle | Very Easy | Information Unlocks safe |
4 | Yes |
Underworld | Underworld Outfitters | Very Easy | Information | 4 | Yes |
VAPL-58 Power Station | Inside building | Very Hard | Unlocks safe | 1 | |
Vault 87 | Living quarters | Average | Information Unlocks safe |
8 | |
Vault 87 | Test labs, isolation room 01 | Hard | Unlocks door | 8 | |
Vault 87 | Test labs, isolation room 02 | Hard | Unlocks door | 8 | |
Vault 87 | Test labs, isolation room 03 | Hard | Unlocks door | 8 | |
Vault 87 | Test labs, isolation room 04 | Hard | Unlocks door | 8 | |
Vault 87 | Test labs, isolation room 05 | Hard | Unlocks door | 8 | |
Vault 87 | Test labs, lab tehnician | Average | Unlocks door | 8 | |
Vault 87 | Test labs, medical wing maintenance | Average | Unlocks door(s) | 8 | |
Vault 92 | Living quarters | Average | Women's dorm security terminal | 5 | |
Vault 92 | Living quarters | Average | Men's dorm security terminal | 5 | |
Vault 92 | Living quarters | Hard | Data storage entry | 5 | |
Vault 92 | Living quarters | Average | Security terminal | 5 | |
Vault 92 | Atrium | Average | Supply shop | 5 | |
Vault 101 | Interrogation room during Trouble on the Homefront | Average | Opens cell Information (this terminal is unlocked during Escape!) |
3 | |
Vault 101 | Overseer's office | Very Easy | Opens tunnel Information |
3 | No |
Vault 101 | Sub-Level | Hard | Information | 3 | |
Vault 106 | Entrance, security room | Very Easy | Information | 2 | |
Vault 106 | Living quarters, overseer's office | Very Hard | Information | 2 | |
Vault 112 | Tranquility pod floor | Hard | Unlocks door to supply room | 1 | |
Vault-Tec headquarters | Vault-Tec administration, lower floor, northeast corner | Average | Disable turrets | 2 | |
Vault-Tec headquarters | Vault-Tec administration, upper floor | Average | Disable turrets | 2 | |
Wheaton Armory | Bottom of missile silo | Average | Turret control | 2 | |
Wheaton Armory | Bottom of missile silo | Very Hard | Unlocks door | 2 | |
Greener Pastures Disposal Site | In the offices of the disposal site on a table when you walk in to the offices | Average | Unlocks safe | 2 |
List of hackable terminals (Fallout: New Vegas)
For the Hack the Mojave achievement/trophy you must hack 25 terminals
Place (or closest map marker) | Location in place | Skill level | Purpose | How Many | Bad Karma? |
---|---|---|---|---|---|
Ashton silo control station | L1 | Average/Hard | Disengage lock | 2 | No |
Black Mountain | Prison building | Very Hard | Password Disengage Lock |
1 | No |
Black Mountain | Broadcast building 1st floor | Easy | Background info | 2 | No |
Boulder City | Train station | Average | Disengage lock | 1 | No |
Camp Golf | House Resort | Easy-Hard | Ranger info | 2 | Easy-No Hard-Yes |
Camp McCarran | Inside a tent in front of Camp McCarran terminal building entrance | Very Easy | NCR Ranger mail | 1 | No |
Camp McCarran | Camp McCarran supply shack | Average | Download weapons manifest used in Dealing with Contreras quest | 1 | Yes |
Camp Searchlight | Around the turrets | Very Easy-Very Hard | Turret control | 5 | No |
Camp Searchlight | NCR storage area (inside derelict church) | Average | Access safe Inventory |
1 | No |
Forbidden Zone | X-42 Robo-Warfare Facility | Very Hard | Emergency shutdown of the X-42 giant robo-scorpion | 1 | No |
The Fort | Weather monitoring station | Average-Hard | Quest-related | 2 | No |
Gomorrah | Big Sal's office | Average | Disengage lock | 1 | No |
Goodsprings | Goodsprings schoolhouse | Easy | Disengage lock | 1 | No |
Goodsprings | Prospector Saloon | Easy | Disengage lock | 1 | Yes |
H&H Tools Factory | 2nd floor | Average | Background info | 1 | No |
Hidden Valley bunker | L1 | Very Easy-Hard | Journal entries Turret access |
4 | Yes |
HELIOS One | Mirror yard terminals | Hard | Reset mainframe connections | 2 | No |
HELIOS One | Solar collection tower | Easy | Turret control | 1 | No |
Hidden Valley bunker | L2 | Very Hard | Self-destruction | 1 | Yes |
Hopeville silo bunker entrance | L1, L2, and L3 | Easy-Hard | Disengage lock Disable security |
3 | No |
Lucky 38 | Casino | Hard | Quest-related | 1 | No |
Lucky 38 | Penthouse | Hard | 1 | No | |
NCR Embassy | Easy-Average | Information | 2 | Yes | |
Primm | Bison Steve Hotel | Easy | Disengage lock | 1 | No |
Puesta del Sol switching station | Very Easy-Hard | Turn off radio Turret control |
3 | No | |
REPCONN headquarters | 3 FL1, 3 FL2, 2 FL3 | Very Easy-Very Hard | Disengage lock Background info Bypass security |
8 | No |
Salida del Sol | On a desk in the south | Average | Turn speakers off | 1 | No |
Sierra Madre Casino | Executive suites | Easy-Normal | Turn speakers off Download Recipe: Super-Heated Knife! Unlock security closet |
2 | No
|
Sunset Sarsaparilla headquarters | Factory floor | Very Easy-Average | Background info Activate Mr. Janitor |
3 | No |
Third Street Municipal Building | Outside the entrance on a desk | Easy | Background info | 1 | No |
Two Skies cave | In front of the electric door | Average | Disengage lock | 1 | No |
Ulysses' Temple | Maintenance and storage | Hard | Disengage lock | 1 | No |
Vault 3 | Maintenance wing | Average | Disengage lock | 2 | No |
Vault 3 | Living quarters | Average-Hard | Disengage lock | 3 | No |
Vault 3 | Left of vault entrance | Very Easy | Close access panel | 1 | No |
Vault 21 | Gift shop | Very Hard | Background info | 1 | Yes |
Vault 21 | Sarah Weintraub's room | Easy | Sarah Weintraub's mail | 1 | Yes |
Vault 11 | Hard | Disengage lock | 1 | No | |
Villa Clinic | 2nd floor | Easy | Background info | 1 | No |
Villa Police Station | On a desk next to the front entrance | Hard | Disengage lock | 1 | No |
X-8 research center | X-8 institutional test facility, 1st floor | Average | Turret control | 2 | No |
X-8 research center | X-8 institutional test facility, 2nd floor | Easy | Turret control | 2 | No |
X-13 research facility | X-13 stealth testing lab, directly across the elevator | Hard | No function | 1 | No |
List of hackable terminals (Fallout 4)
For the RobCo's Worst Nightmare achievement/trophy, the Sole Survivor must hack 50 terminals.
Closest map marker | Difficulty | Location | Name | Content/Purpose |
---|---|---|---|---|
Andrew Station | Novice | Railway platform (eastern part) | Terminal | Spotlight control |
ArcJet Systems | Expert | Laboratory (2nd floor, southwest) | Lab terminal | Terminal entries Safe control |
Back Street Apparel | Advanced | Backroom (ground floor, southwest) | Terminal | Safe control |
BADTFL Regional Office | Novice | Chief's office (ground floor, northwest) | Terminal | Terminal entries Safe control Turret control |
BADTFL Regional Office | Novice | Holding cells (basement, northeast) | Terminal | Terminal entries |
BADTFL Regional Office | Expert | Archive area (lower floor, southeast) | Terminal | Protectron control |
Beantown Brewery | Novice | Tower Tom's office (upper floor, northeast) | Tower Tom's terminal | Terminal entries |
Boston Mayoral Shelter | Novice | Security area (ground level) | Terminal | Turret control |
Boston Mayoral Shelter | Expert | Storage room (underground level) | Terminal | Terminal entries Door control |
Boston Mayoral Shelter | Master | Sleeping quarters (underground level, lower floor) | Terminal | Door control |
Cabot House | Expert | Jack Cabot's lab (2nd floor, southeast) | Terminal | Terminal entries |
Cabot House | Master | Emogene Cabot's room (3rd floor, northeast) | Terminal | Terminal entries |
Cambridge Police Station | Advanced | Chief's office (ground floor, eastern side) | Recon data terminal | Terminal entries Safe control |
Crater House | Novice | Southeastern shack | Terminal | Terminal entries Spotlight control Turret control |
Diamond City | Novice | Mayor McDonough's office | Mayor McDonough's terminal | Terminal entries Safe control |
D.B. Technical High School | Novice | Yellow classroom (2nd floor, western side) | Terminal | Spotlight control |
D.B. Technical High School | Novice | Computer lab (2nd floor, southeast) | Terminal | Terminal entries |
Fallon's Department Store | Novice | Staff room (upper floor, western side) | Terminal | Protectron control |
Faneuil Hall | Novice | Main entrance (ground floor, western side) | Security terminal | Protectron control |
Faneuil Hall | Novice | Commonwealth Bank (upper floor, southwest) | Terminal | Protectron control |
Faneuil Hall | Expert | Commonwealth Bank (upper floor, northwest) | Terminal | Door control |
Fraternal Post 115 | Novice | Executive office (upper floor, northeast) | Executive terminal | Terminal entries Safe control Turret control
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Goodneighbor | Advanced | Bobbi's place (upper floor) | Bobbi's terminal | Terminal entries Safe control |
Jamaica Plain | Novice | Town Hall basement (northern side) | Treasures access terminal | Door control |
Jamaica Plain | Expert | Town Hall basement (northern side) | Security terminal | Protectron control |
Listening Post Bravo | Master | Bunker entrance | Terminal | Door control |
Mass Bay Medical Center | Expert | Reception (ground floor, western side) | Terminal | Protectron control |
Museum of Freedom | Novice | Generator room (basement) | Computer terminal | Door control |
Museum of Freedom | Novice | Director's office (3rd floor, northwest) | Museum Operations terminal | Terminal entries Door control |
Sanctuary | Novice | Yellow house (southwest) | Ledger terminal | Terminal entries |
Shaw High School | Novice | Main office (ground floor, southern side) | Faculty terminal | Terminal entries |
Suffolk County Charter School | Novice | Main hall (ground floor) | Terminal | Protectron control |
Suffolk County Charter School | Expert | Basement | Terminal | Door control |
Sunshine Tidings Co-op | Novice | Central building | Sunshine Tidings terminal | Terminal entries Mr. Handy control |
Super-Duper Mart | Novice | Manager's office (ground floor, southern corner) | Terminal | Protectron control Safe control |
Tenpines Bluff | Advanced | Train tracks checkpoint (to the east) | Terminal | Door control |
The Institute | Novice | West stairs (ground floor, near clinic) | Terminal | Door control |
The Institute | Master | East stairs (ground floor, near commissary) | Terminal | Door control |
University Point | Novice | Sedgwick Hall: machine parts magazine (2nd floor, northwest) | Gerald's terminal | Terminal entries |
University Point | Novice | Slocum's Joe cafeteria (ground floor, northwest) | Terminal | Door control |
University Point | Novice | University Credit Union (basement, southern side) | Vault control terminal | Door control |
Vault 81 | Novice | Clinic (bottom floor, residential area) | Terminal | Terminal entries |
Vault 81 | Advanced | Overseer's office (top floor, atrium area) | Overseer's terminal | Terminal entries |
Vault 81 | Expert | Secret Vault (close to the end) | Vault 81 Secure Access terminal | Door control |
Vault 81 | Master | Reactor room (under the stairs) | Old Overseers terminal | Terminal entries |
Wicked Shipping Fleet Lockup | Novice | Warehouse (outside) | Terminal | Protectron control |
Yangtze | Advanced | Medbay (lower deck) | Terminal | Door control |
Yangtze | Expert | Southern stairs (upper deck) | Bulkhead terminal | Door control |
Yangtze | Master | Reactor room (lower deck) | Bulkhead terminal | Door control |
Yangtze | Master | Armory (lower deck) | Terminal | Door control |