|For the Fort Independence in Washington, D.C., see Fort Independence.|
The Castle, also known as Fort Independence, is the former headquarters of the Minutemen in the Commonwealth in 2287. It is a possible settlement and can be reclaimed during the Taking Independence quest. It is located to the east of the Gwinnett Restaurant and brewery. This granite star fort once provided harbor defenses for Boston, Massachusetts.
Background[edit | edit source]
The first earthen fortification was constructed on the site in 1634 to defend the colonial town of Boston from attack by sea. The first fort soon fell into disrepair and was rebuilt mainly out of timber, in the 1640s. The timber fort was taken down and a new fort of brick was constructed in its place in 1701. Although the earlier incarnations of the fort were simply known as "the Castle," this larger brick fort was called "Castle William" in honor of their king, William III. In the centuries following the Great War, it retook its original name of "The Castle."
It served as the headquarters for the Commonwealth Minutemen until 2240, when the Castle was partly destroyed by a gigantic mirelurk queen, and most of the Minutemen leadership died. Their general at the time, McGann, was cut off from the battle early on when the tunnel to his quarters collapsed. While waiting for rescue he secured the armory by activating its security. Eventually, as he ran out of supplies (and conceded that help was not coming) he drank wine he found, easing his passing into oblivion.
Rebirth[edit | edit source]
Almost fifty years later, the Commonwealth Minutemen under the Sole Survivor (as general) can retake the fort. Culling the mirelurks that since made it their nest, they can clean out the egg clutches and corpses and reactivate their communications equipment, returning a critical asset back into Minutemen hands. Once this is done, Ronnie Shaw, an older member from before the Castle's loss, calls the general back to open its West Bastion, and access its armory, giving the Minutemen access to their artillery once more.
Layout[edit | edit source]
Fort Independence is a star fort, consisting of five triangular bastions connected by walls. The walls are hollow and contain most of the fort's infrastructure, with only the workshop and the Radio Freedom transmitter out in the courtyard and two ruined gun positions on the top of the wall. The northwest and southwest walls have been all but demolished, and a sizable hole punched in the south wall as well, cutting off the west bastion, which contains the armory, from access excepting through the tunnels. The north bastion contains the kitchen; the east, the general's quarters and access to the tunnels; the southeast, the barracks. The southwest bastion is completely inaccessible.
The Castle is initially occupied by a large group of mirelurks, and piles of mud studded with mirelurk egg clutches can be found all over the courtyard and all interior areas save the armory. Once the quest Taking Independence is completed, these will be cleared away and the fort made available for settlement.
Inside the fort is a missile launcher and flamer, as well as a small amount of ammunition for each. Once settled, it comes with five free beds, a medic stand, chemistry workbench, starter lighting and electrical cable system, and an industrial water purifier good for 40 units of water should the player character reintroduce power into the system.
Inside the armory are a cache of heavy weapons, a weapon and armor workbench and three laser turrets that can be stored or redeployed elsewhere using the workshop menu. Also present are the schematics for building the special artillery units. However, access to the armory is impossible until the quest Old Guns is completed.
Access to the settlement is done from the south via the main gate, and enemies will attack from this direction; behind the gate is a small and highly defensible room, which combined with the Castle's high and easily repairable walls makes it one of the safest settlements in the Commonwealth.
The Fort's walls have been destroyed and ripped open by the invading mirelurk queen, but it is otherwise in good condition. The battlements contain remnants of the Minutemen artillery units and offer vantage points against encroaching enemies. The courtyard includes the main antenna and radio center and the settlement workshop, while the fort rooms contain well developed infrastructure, available after Taking Independence is completed. These rooms contain a kitchen with a cooking stove, a first aid store, a chemistry station and a meeting room. A weapons workbench and an armor workbench are available after gaining access to the armory.
The Castle tunnels[edit | edit source]
The tunnels can only be accessed during the quest Old Guns, by going down the stairs in the meeting room in the east corner of the fort. The tunnels are just that: a winding series of tunnels underneath the Castle. Lined with various storerooms, the hallways spiral around to room containing an emergency generator and chemistry station. The halls continue down toward some barracks, where Sarge is still operational. A nearby door leads to the western bastion, where the Castle's armory lies.
Settlement information[edit | edit source]
The Castle's courtyard is spacious with plenty of room for growing crops or constructing buildings if desired. There is also accessible open water to the north (outside the walls of the fort) which can be useful for large scale water production. Being a fort, the Castle is already well-fortified from attack, which is good given that the area is prone to raids. There is almost no junk that can be scrapped for building materials, so supply lines will likely be needed to supplement the Castle's resources.
Inhabitants[edit | edit source]
Notable loot[edit | edit source]
- Guns and Bullets issue #8 - On the radio operator’s desk, in the middle of the Castle grounds, outside.
- Fat Man and mini nuke - In the armory accessible during/after Old Guns.
- Various laser musket upgrades in the armory.
- Minutemen general's uniform - In the Castle tunnels during the quest Old Guns.
- Minutemen general's hat - In the Castle tunnels during Old Guns.
- Fusion core - In the charging slot of a generator, in the Castle tunnels during Old Guns.
- The Last Minute - Sold by Ronnie Shaw after completing Old Guns.
- Preston or any of the Minutemen may take the flamer when fighting against the mirelurks.
- Nuka grenade - On top of one of the shelves.
- Bottle message #2 - Located near the south-southeastern star point by the water's edge. The submerged boat and the lootable steamer trunk for the objective are located just northwest of Spectacle Island.
Notes[edit | edit source]
- It is possible to clear out the Castle before the Minutemen retake it during Taking Independence. When Preston Garvey asks the Sole Survivor if the Minutemen are ready to take back the Castle, one has the option to say that they have already cleared the place out.
- The mess created by the mirelurks and the eggs (intact or smashed) will remain if the player character takes this route. The Minutemen appear to clean up the mess once they arrive, although this may take some time to happen. Afterward, it will be identical to the outcome of taking it with Minutemen aside from any goo piles that may have been caused by the mirelurk queen killing them with acid.
- After gaining access to the workshop, the Castle will be partially cleaned up the next time the Sole Survivor visits the settlement later in the game. Much of the overgrown vegetation will be gone, as well as some of the debris piles along the demolished walls.
- The Castle's walls can be repaired effectively in build mode using shack foundations. However, this may cause a bug where enemies spawn inside the foundation blocks in some quests.
- Unlike other settlements, settlers assigned to guard posts in the Castle will not be permanently posted at those guard posts; instead they patrol the Castle walls and will stand watch at certain points, such as the entrances. This eliminates the need for multiple guard posts spread out around the Castle, as two guards will effectively cover all of it.
- To open the way to the armory, the Sole Survivor must clear the rubble using the workshop in "Workshop Mode" and make their way through the castle tunnels to the other side.
- The Castle already has an intricate electrical system, connect generators to the wiring and that should activate wall lights in the interior. There is a prefab water purifier that is connected to the wiring.
- The built-in Castle radio, which broadcasts Radio Freedom, will attract more minutemen to the Castle; however, it appears to stop recruiting after the Castle has a total of five Minutemen.
- The Castle's minutemen cannot be assigned to all the same tasks as settlers (such as forming a supply line). There is one specifically assigned Minuteman to handle the radio transmitter. His voice is the same as the broadcaster's on Radio Freedom.
- Once connected to a power source, Radio Freedom will automatically begin broadcast from the Castle. However, this can be turned off by using the switch on the radio tower. Once the speakers are turned off, the only way to hear Radio Freedom will be to tune in on the Pip-Boy until you turn the speakers back on.
- The water purifier is hooked up to the sinks in the kitchen in the north bastion; drinking from these will not raise radiation levels.
- If one is following the Minutemen main storyline, the Castle will be the site of several battles against the Institute and the Brotherhood of Steel.
- During Defend the Castle, one can expect to find the enemies on the path south.
- If used as a settlement and one uses the increased settlement size exploit, the Castle can possibly produce over 1,000 water.
- If one stores power armor inside the armory, Ronnie Shaw may enter it during times when the Castle is being attacked.
- There are a couple of respawning loot sites:
- The diner outside the walls where the Minutemen gather before the assault to retake the Castle has an ammo box, a med box and three fragmentation mines that respawn. The ammo box and med box will contain different ammo types and chems each visit, but the three frag mines will always be present.
- Once the armory has been accessed, inside is a box on a shelf containing artillery smoke grenades and flares that respawn.
- It is impossible to "take" the Castle before or after Taking Independence for the Nuka-World raiders or turn it into a vassal settlement.
Appearances[edit | edit source]
The Castle appears only in Fallout 4.
Behind the scenes[edit | edit source]
- The Castle is based on Fort Independence, one of the oldest continuously occupied fortified defenses of the original American settlers in the United States, and was added to the National Register of Historic Places in 1970. The landmass Fort Independence is built upon is named Castle Island.
- Towards the end of the Castle tunnels, near General McGann's body, is a crate of Amontillado wine. Opposite the wine is a skeleton seemingly entombed in a wall. This is a reference to Edgar Allen Poe's story The Cask of Amontillado, where the protagonist's enemy is lured into an underground vault, chained and then encased by a wall. The label of the Amontillado Bottle reads "Montressor, Amontillado, Bottled by: P. Edgar" is again a direct reference to the work of Poe and the protagonist, Montresor.
- While he was serving at Fort Independence, Poe noticed a gravestone in the fort's cemetery dedicated to Lt. Robert Massie, who died on Christmas Day in 1817 from a duel with Lt. Gustavus Drane. According to folklore, the soldiers lured Drane into the basement of the fort and walled him up alive. Although this story was never confirmed to be true two workmen supposedly discovered a skeleton shackled to the floor inside one of the walls while making repairs to the fort in 1905. Years later, Poe used this incident as inspiration for The Cask of Amontillado.
- The small partially destroyed building to the west of the castle with the destroyed sign that's says "Ivan's" with a shamrock is actually based off the real life restaurant outside Fort Independence called "Sullivan's" with two shamrocks on each side of the name and has been outside Fort Independence since June 1951.
Bugs[edit | edit source]
- PC Playstation 4 Xbox One The Minuteman in charge of broadcasting Radio Freedom may complain (usually after starting the Old Guns quest) that the transmitter is not being powered, despite having power. This is accordingly due to the Minuteman becoming hostile to Sarge in the Castle tunnels and so should be able to be prevented by eliminating Sarge before Old Guns. Otherwise, this prevents the use of Radio Freedom.[verified]
- PC Playstation 4 Xbox One You can get into the armory without Ronnie Shaw and before Old Guns was started by walking up to the door and placing a fast-travel marker underneath.[verified]
- PC Playstation 4 Assigning guards to guard towers can be problematic since they seem to follow a totally random patrol route to nonexistent guard towers that seem to already be in place when you take the Castle.[verified]
- Playstation 4 Xbox One When building generators to power the beacon, the beacon will show the power requirement not being met regardless of how much power is being supplied to it and as a result, will not activate.[verified]
- This can usually be fixed by removing each generator, storing them, and replacing them.
- Xbox One Sometimes the castle door will not open, forcing the player character to go back through the tunnels.[verified]
Gallery[edit | edit source]
References[edit | edit source]
- Preston Garvey: " "
(Preston Garvey's dialogue)
- Justin Ayo: "What exactly is he/she doing here?"
Alana Secord: "Excuse me sir, but is it wise to have this meeting given... present company?"
Shaun: "I will address that issue, but there are other subjects that require our attention first."
Justin: "SRB agents are monitoring all known situations, sir." Alana Secord: "Oh, yes. Uhh... Watchers have not shown any additional threats at this time. We're still monitoring increased activity around Fort Independence, though there's no immediate cause for concern."
(Alana Secord's dialogue)
- Fort Independence on Wikipedia
- Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 517: "[18.08] THE CASTLE
Historians have noted the original name for this settlement was Fort Independence, but the people of the Commonwealth now refer to it simply as the Castle. This place has a long and storied history; it is one of the first forts in America and predates the Revolutionary War. In recent times, it served as the base of operations for the Minutemen as they attempted (and failed) to establish a Provisional government. In 2240, the Castle was partly destroyed by gigantic Mirelurk, and most of the Minutemen leadership died. Still, it is generally agreed that the location could yet become an excellent base of operations for the Minutemen (and an exceptional settlement) if it can be reclaimed from the sea creatures. Note that the map information refers to interior corridors within the fortification walls."
(Fallout 4 Vault Dweller's Survival Guide Map)
- The Castle terminal entries; security terminal, Attacked in the night
- The Castle terminal entries; security terminal, Bolstered my position
- The Castle terminal entries; security terminal, Final entry
- Preston Garvey: " "
(Preston Garvey's dialogue)
- Old Guns
- Fort Independence continued
- Massachusetts Department of Conservation and Recreation