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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

Terminal Password

Terminal password, in the Notes section of your Pip-Boy.

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

Hacking in Fallout 3 and Fallout: New Vegas
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
Hacking in Fallout 4
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.

Terminal

A typical hacking session on a 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
Alienterminal

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
Trapped terminal

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 Lonesome Road (add-on) 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 Old World Blues (add-on) 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 Lonesome Road (add-on) 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 Dead Money 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 Dead Money On a desk in the south Average Turn speakers off 1 No
Sierra Madre Casino Dead Money 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 Lonesome Road (add-on) Outside the entrance on a desk Easy Background info 1 No
Two Skies cave Honest Hearts In front of the electric door Average Disengage lock 1 No
Ulysses' Temple Lonesome Road (add-on) 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 Dead Money 2nd floor Easy Background info 1 No
Villa Police Station Dead Money On a desk next to the front entrance Hard Disengage lock 1 No
X-8 research center Old World Blues (add-on) X-8 institutional test facility, 1st floor Average Turret control 2 No
X-8 research center Old World Blues (add-on) X-8 institutional test facility, 2nd floor Easy Turret control 2 No
X-13 research facility Old World Blues (add-on) 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 1 !Novice Railway platform (eastern part) Terminal Spotlight control
ArcJet Systems 3 !Expert Laboratory (2nd floor, southwest) Lab terminal Terminal entries
Safe control
Back Street Apparel 2 !Advanced Backroom (ground floor, southwest) Terminal Safe control
BADTFL Regional Office 1 !Novice Chief's office (ground floor, northwest) Terminal Terminal entries
Safe control
Turret control
BADTFL Regional Office 1 !Novice Holding cells (basement, northeast) Terminal Terminal entries
BADTFL Regional Office 3 !Expert Archive area (lower floor, southeast) Terminal Protectron control
Beantown Brewery 1 !Novice Tower Tom's office (upper floor, northeast) Tower Tom's terminal Terminal entries
Boston Mayoral Shelter 1 !Novice Security area (ground level) Terminal Turret control
Boston Mayoral Shelter 3 !Expert Storage room (underground level) Terminal Terminal entries
Door control
Boston Mayoral Shelter 4 !Master Sleeping quarters (underground level, lower floor) Terminal Door control
Cabot House 3 !Expert Jack Cabot's lab (2nd floor, southeast) Terminal Terminal entries
Cabot House 4 !Master Emogene Cabot's room (3rd floor, northeast) Terminal Terminal entries
Cambridge Police Station 2 !Advanced Chief's office (ground floor, eastern side) Recon data terminal Terminal entries
Safe control
Crater House 1 !Novice Southeastern shack Terminal Terminal entries
Spotlight control
Turret control
Diamond City 1 !Novice Mayor McDonough's office Mayor McDonough's terminal Terminal entries
Safe control
D.B. Technical High School 1 !Novice Yellow classroom (2nd floor, western side) Terminal Spotlight control
D.B. Technical High School 1 !Novice Computer lab (2nd floor, southeast) Terminal Terminal entries
Fallon's Department Store 1 !Novice Staff room (upper floor, western side) Terminal Protectron control
Faneuil Hall 1 !Novice Main entrance (ground floor, western side) Security terminal Protectron control
Faneuil Hall 1 !Novice Commonwealth Bank (upper floor, southwest) Terminal Protectron control
Faneuil Hall 3 !Expert Commonwealth Bank (upper floor, northwest) Terminal Door control
Fraternal Post 115 1 !Novice Executive office (upper floor, northeast) Executive terminal Terminal entries
Safe control
Turret control


Goodneighbor 2 !Advanced Bobbi's place (upper floor) Bobbi's terminal Terminal entries
Safe control
Jamaica Plain 1 !Novice Town Hall basement (northern side) Treasures access terminal Door control
Jamaica Plain 3 !Expert Town Hall basement (northern side) Security terminal Protectron control
Listening Post Bravo 4 !Master Bunker entrance Terminal Door control
Mass Bay Medical Center 3 !Expert Reception (ground floor, western side) Terminal Protectron control
Museum of Freedom 1 !Novice Generator room (basement) Computer terminal Door control
Museum of Freedom 1 !Novice Director's office (3rd floor, northwest) Museum Operations terminal Terminal entries
Door control
Sanctuary 1 !Novice Yellow house (southwest) Ledger terminal Terminal entries
Shaw High School 1 !Novice Main office (ground floor, southern side) Faculty terminal Terminal entries
Suffolk County Charter School 1 !Novice Main hall (ground floor) Terminal Protectron control
Suffolk County Charter School 3 !Expert Basement Terminal Door control
Sunshine Tidings Co-op 1 !Novice Central building Sunshine Tidings terminal Terminal entries
Mr. Handy control
Super-Duper Mart 1 !Novice Manager's office (ground floor, southern corner) Terminal Protectron control
Safe control
Tenpines Bluff 2 !Advanced Train tracks checkpoint (to the east) Terminal Door control
The Institute 1 !Novice West stairs (ground floor, near clinic) Terminal Door control
The Institute 4 !Master East stairs (ground floor, near commissary) Terminal Door control
University Point 1 !Novice Sedgwick Hall: machine parts magazine (2nd floor, northwest) Gerald's terminal Terminal entries
University Point 1 !Novice Slocum's Joe cafeteria (ground floor, northwest) Terminal Door control
University Point 1 !Novice University Credit Union (basement, southern side) Vault control terminal Door control
Vault 81 1 !Novice Clinic (bottom floor, residential area) Terminal Terminal entries
Vault 81 2 !Advanced Overseer's office (top floor, atrium area) Overseer's terminal Terminal entries
Vault 81 3 !Expert Secret Vault (close to the end) Vault 81 Secure Access terminal Door control
Vault 81 4 !Master Reactor room (under the stairs) Old Overseers terminal Terminal entries
Wicked Shipping Fleet Lockup 1 !Novice Warehouse (outside) Terminal Protectron control
Yangtze 2 !Advanced Medbay (lower deck) Terminal Door control
Yangtze 3 !Expert Southern stairs (upper deck) Bulkhead terminal Door control
Yangtze 4 !Master Reactor room (lower deck) Bulkhead terminal Door control
Yangtze 4 !Master Armory (lower deck) Terminal Door control

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