Fallout 4 Castle Power Red
Fallout 4 settlements are key to bringing in caps or setting yourself up in style. Here’s how to unlock them all.
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Fallout 4 has been reissued in game of the year form, so lo and behold we’ve somehow found time to add to our venerable Fallout 4 guide.
Settlement locations is one of the most requested Fallout 4 topics we see, so here, at this very late stage, is a list of all 36 of them across the base game and DLC add-ons.
While some Settlements in Fallout 4 are unlocked simply by discovering the locations and clearing out any baddies, others will require you to clear specific or radiant quests. We’ve noted these as appropriate.
Subscribe to the VG247 newsletterGet all the best bits of VG247 delivered to your inbox every Friday!The Minutemen and Railroad factions will often point you at settlement locations you have not yet discovered through radiant quests. If you unlock a settlement location during a radiant Faction quest, you’ll often be tasked with establishing minimum viable resources and defence to complete the quest. It’s best to bring commonly used junk like gears, springs and oil with you on these quests as the settlement locations themselves may be short on these vital components until you set up trade routes.
Without further ado, here are the settlement locations in Fallout 4, divided by where they appear in the main game or DLC and listed in suggested order of discovery accounting for the difficulty of nearby enemies.
Fallout 4 vanilla settlement locations
There are 29 settlement locations in the base version of Fallout 4. Visit them on your own to receive quests direct from inhabitants, or wait for your faction to direct you to unlocking it. Settlement locations 1-11 offer very little challenge to players and can be secured very early in the game as you make your way to Diamond City. 12-18 are a little more challenging but can be secured early on with care. The remaining settlement locations can be very high risk, or are associated with late game questlines. Note that this list does not include Home Plate, which does not function as a full settlement mechanically.
1. Sanctuary Hills
Located to the east of your starting vault and visited in the course of the main quest. You must complete the main questline mission When Freedom Calls to unlock the settlement. This also opens a short settlement tutorial quest called Sanctuary and unlocks the Minutemen faction quests (see our Fallout 4 main story and side quest checklist for more information). Mandatory Minuteman association.
2. Red Rocket Truck Stop
South east of Sanctuary Hills, on the road to Concord just past the bridge and memorial statue. You will pass by this location during the main quest Out of Time. You encounter Dog here; see our page on recruiting Fallout 4 companions for details. Unlocked simply by visiting and clearing the enemies, but if not yet secured may be highlighted by a Railroad radiant quest.
3. Abernathy Farm
South of Sanctuary Hills and a short jog south west of Red Rocket Truck Stop. Unlocked by completing the quest Returning the Favour or murdering the human residents. If not yet secured may be highlighted by a Minutemen radiant quest.
4. Sunshine Tidings Co-op
A fair distance south of Sanctuary Hills, on the other side of a lake. Unlocked by clearing out the resident Ghouls. If not yet secured, may be highlighted by a Minutemen or Railroad radiant quest.
5. Starlight Drive In
Southwest of Sanctuary Hills and Red Rocket Truck Stop; using these two locations as line indicators and continuing in that direction will bring you right to it. A favourite building location due to its nice flat carpark landscape and standing water. Unlocked by clearing the resident molerats. If not yet secured, may be highlighted by a Minutemen or Railroad radiant quest.
6. Ten Pines Bluff
Almost directly east of Sanctuary Hills. You must complete a radiant quest given by the human residents to unlock this one. If not yet secured, may be highlighted by a Minutemen radiant quest.
7. Graygarden
South and slightly west of Starlight Drive In. Unlocked by completing the Troubled Waters quest for the residents – or by murdering the robot inhabitants. If not yet secured, may be highlighted by a Minutemen radiant quest.
8. Oberland Station
South of Graygarden. Unlocked by completing a radiant quest given by the residents. If not yet secured, may be highlighted by a Minutemen radiant quest.
9. Hangman’s Alley
Southwest of Oberland Station. Unlocked by defeating the resident raiders. If not yet secured, may be highlighted by a Minutemen or Railroad radiant quest.
10. Egret Tours Marina
Almost directly south of Hangman’s Alley, on the east bank of the river. To unlock as a settlement, you must speak to Phyllis about her grandson Samuel. This conversation can be prompted through a speech check or by accessing her files on the terminal upstairs. The settlement location unlocks regardless of the outcome of the conversation; you can also simply kill Phyllis and have done.
11. Somerville Place
Directly south of Egret Tours Marina, but on the opposite side of the river. Unlocked by completing a radiant quest for the resident humans. If not yet secured, may be highlighted by a Minutemen radiant quest.
12. Outpost Zimonja
A short jog north east of Ten Pines Bluff. Guarded by a boss raider in Power Armour with a rocket launcher. Be wary! Unlocked by defeating all the raiders. If not yet secured, may be highlighted by a Railroad radiant quest.
13. Covenant
South west of Starlight Drive In, on the other side of the lake. Unlocked at the conclusion of the Human Error quest which is triggered by speaking to Honest Dan after entering Covenant. The player must either side with the residents of Covenant and the Compound, allowing them to continue to hold their captive, Amelia, or disagree and kill everyone in the Compound and Covenant after they turn hostile. Either will unlock the Settlement; however, freeing Amelia without beginning the Human Error quest with result in the settlement becoming unobtainable.
14. Taffington Boathouse
East of Covenant. Unlocked by killing the resident bloodbugs. If not yet secured, may be highlighted by a Minutemen or Railroad radiant quest.
15. Greentop Nursery
North east of Taffington Boathouse. Unlocked by completing a radiant quest for the resident humans. If not yet secured, may be highlighted by a Minutemen radiant quest.
16. The Slog
East and slightly north of Greentop Nursery, one the river. Unlocked by completing a radiant quest for the resident (friendly!) ghouls. If not yet secured, may be highlighted by a Minutemen radiant quest.
17. Finch Farm
South of The Slog. Unlocked by completing the quest Out of the Fire, given by the resident humans – or by murdering the resident humans.
18. County Crossing
South west of Finch Farm. Unlocked by completing a radiant quest for the resident humans. If not yet secured, may be highlighted by a Minutemen radiant quest.
19. Coastal Cottage
In the far north east of the map, not far from The Slog. Unlocked by killing the resident raider, but be wary on approach; the surrounding landscape features some challenging random enemies. If not yet secured, may be highlighted by a Railroad radiant quest.
20. Kingsport Lighthouse
East of the midway point between The Slog and Finch Farm. Unlocked by defeating the resident Children of Atom. Can be challenging. If not yet secured, may be highlighted by a Railroad radiant quest.
21. Croup Manor
East of Finch farm and County Crossing and south of Kingsport Lighthouse, on an island reached by a long trek across a bridge. Unlocked by clearing the resident ghouls, which can be challenging. If not yet secured, may be highlighted by a Railroad radiant quest.
22. Nordhagen Beach
South east of County Crossing and south of Finch Farm, on the narrow east arm of the island. Be wary of challenging random enemies on approach. Unlocked by completing a radiant quest for the resident humans. If not yet secured, may be highlighted by Minutemen radiant quest.
23. Jamiaca Plain
Fallout 4 The Castle Location
A long jog east of Egret Tours Marina. Surrounding enemies can be challenging. Unlocked by killing the resident ghouls. If not yet secured, may be highlighted by a Railroad radiant quest.
24. Murkwater Construction Site
Almost directly south of Jamaica Plain, in a swampy area. Unlocked by clearing out the resident Mirelurks, including a Mirelurk Queen who respawns occasionally. A challenging and hazardous area. If not yet secured, may be highlighted by a Railroad radiant quest.
25. Warwick Homestead
East and slightly south of Jamaica Plain at the end of a north-pointing peninsula. Be very careful of the Gunners and other baddies in the area, including on the beach itself. Unlocked by completing the quest Building a Better Crop for the resident humans, or sometimes through a radiant quest. If not yet secured, may be highlighted by a Minutemen radiant quest.
26. Spectacle Island
A lovely big and largely empty island, perfect for elaborate constructions. Unlocked by flipping a switch in the boat to the south, then killing the Mirelurks, which include a Mirelurk Queen and sometimes a Mirelurk Deep King depending on level. If not yet secured, may be highlighted by a Railroad radiant quest.
27. The Castle
North east of Jamaica Plain at the east end of a peninsula. Unlocked as a settlement during the Minutemen faction questline, which is why we’ve listed it towards the end of your settlement collection journey. Can be completed before endgame events, so feel free to tackle it any time. You’ll need to complete the quest Taking Independence to unlock it, and complete the following quest Old Guns to gain access to all the pre-built crafting stations.
28. Bunker Hill
South west of County Crossing, this settlement is not unlocked until completion of the quest the Battle of Bunker Hill, one of the early missions in the Institute quest chain. Your actions here can affect your standing with the Institute, the Brotherhood of Steel and the Railroad, so be careful with your choices; it is possible to continue the Institute questline even while aiding the Railroad, mind. In any case, speak to Kessler after the mission to unlock this handy hub.
29. Boston Airport
Unlocked by joining the Brotherhood of Steel, or by eliminating the Brotherhood of Steel as part of the main story ending, then clearing the resident ghouls. We’re listing this one last because you may want to leave it until you’ve completed the main storyline. See our article on how to get the best ending in Fallout 4 for further information.
Fallout 4 DLC settlement locations
Seven settlements were added to Fallout 4 with its DLC packs, most notably in Far Harbour. We recommend playing the DLC add-ons in order of release, and have ordered the settlement locations accordingly.
30. The Mechanist’s Lair
Added with the Automatron DLC, The Mechanist’s Lair is an interior settlement, but can still function as normal in terms of settlers and trade routes (unlike Home Plate in Diamond City, for example). It is unlocked as a settlement by completing the Restoring Order quest in the Automatron mini-campaign (it’s available after level 15; here’s a guide on how to start the Automatron DLC in Fallout 4). This can be achieved by winning the boss fight, or by loading the Lead Engineer’s, Facilities Director’s and Chief Scientist’s holotapes into the terminal next to the elevator near the dungeon’s entrance, and use a speech check to talk the boss out of the battle.
31. Longfellow’s Cabin
You must advance the Far Harbour campaign through to the start of Walk in the Park to access Far Harbour settlements; see our page on starting the Far Harbour DLC in Fallout 4 for assistance. Although Far Harbour takes place on its own map, you can build settlements here and join them to your trade route network as normal; presumably your traders take a boat. The first settlement location you’ll find is directly north of the town of Far Harbor, and is unlocked after completion of A Walk in the Park. Just use the workshop thereafter.
32. National Park Visitor’s Centre
West and slightly north of Longfellow’s Cabin. Unlocks after speaking with Uncle Ken during the side quest The Hold Out (see our detailed page on Far Harbour side quests for further information).
33. Dalton Farm
North West of National Park Visitor’s Centre. Unlocks during the later steps of the side quest Blood Tide (again, see our detailed page on Far Harbour side quests for further information).
34. Echo Lake Lumber
On the west side of the island, too far from other settlements to use them as reference points. Other nearby locations include BGrney’s Bait and Tackle and Atom’s Spring. It is directly west of Acadia if you don’t mind a long walk and getting your feet wet. Unlocks after speaking to Bertha having completed the side quest Turn Back the Fog (once again, see our detailed page on Far Harbour side quests for further information).
35. Vault 88
Added with the Vault-Tec Workshop DLC, Vault 88 is a huge seamless environment perfect for building the home of your dreams. To unlock it, you’ll end to complete the Vault-Tec Workshop mini-campaign, which is triggered by listening to the Vault 88 frequency on your radio after reaching level 20 or passing through the Quincy Quarries area. The workshop becomes available upon completion of the Better Living Underground quest, but you’ll want to continue through Explore Vault 88 to clear the vault out in full and allow you to build as you see fit. It’s also well worth doing the Power to the People quest.
36. Nuka-World Red Rocket
This final settlement location is found in the north-east corner of the Nuka-World map. It unlocks after you restore Nuka-Worlds power as part of the DLC questline. Can be joined to trade routes, although it will not e displayed on the in-game map.
The Castle
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The Castle, also known as Fort Independence,[1] 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.
BackgroundEdit
Before the Great War, it was known as Fort Independence. The Minutemen repurposed it as their headquarters in the Commonwealth until a colony of mirelurks forced them out in 2240[2] and took it as their nest. Preston Garvey asks the Sole Survivor to reclaim the Castle for a new generation of the Minutemen.
LayoutEdit
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 Castle armory—from access excepting through the Castle tunnels. The north bastion contains the Castle kitchen; the east, the general's quarters and access to the Castle 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 reintroduce power into the system.
Inside the Armory is a cache of heavy weapons, a weapon and armor workbench, and three free 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 Castle 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 repaired walls makes it one of the safest settlements in the Commonwealth.
Notable lootEdit
Fallout 4 Power 999
- Guns and Bullets issue #8 - On the radio operator’s desk, in the middle of the Castle grounds, outside.
- Fat Man - 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.
- A flamer along with a large amount of fuel can be found scattered throughout the Castle.
- Preston or any of the Minutemen may take the flamer when fighting against the mirelurks.
- A missile launcher, along with some missiles scattered throughout the Castle.
- 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 is located just northwest of Spectacle Island.
NotesEdit
- 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 takes this route. On PC, this can be worked around by entering the console command prid 12a244 followed by disable.
- After gaining access to the workshop, the Castle will be partially cleaned up the next time the Survivor visits the settlement, provided they are away for a minimum time (12hrs?). 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 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 along 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 5 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 a player 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.
AppearancesEdit
The Castle appears only in Fallout 4.
Behind the scenesEdit
- The Castle is based on Fort Independence, one of the oldest continuously occupied fortified defenses of the original English colonialists in the United States,[3] and was added to the National Register of Historic Places in 1970.[4] 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 out side Fort Independence called 'Sullivan's' with two shamrocks on each side of the name and has been outside Fort Independence since June 1951.
BugsEdit
- PCPlaystation 4Xbox 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 use of Radio Freedom.[verified]
- PCPlaystation 4Xbox 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]
- PCPlaystation 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 4Xbox 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.
GalleryEdit
ReferencesEdit
- ↑Dialogue from Preston Garvey
- ↑Fallout 4 Vault Dweller's Survival Guide: '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.' - ↑cite note 2, Fort Independence (Massachusetts) - Wikipedia
- ↑Massachusetts Department of Conservation and Recreation
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