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Acquiring the Cryolator Early
Companions
Codsworth
Location: Sanctuary.
Positive actions: Donating items, healing Dogmeat, modifying armor and weapons.
Negative actions: Speech success, lockpicking and stealing, pickpocketing, killing non-hostile NPCs, Chem usage and addiction.
Special perk: Robot Sympathy. +10 damage resistance against all robot weaponry.
Deacon
Location: Old North Church
Positive actions: Donating items, hacking computers, healing Dogmeat, picking locks, pick lock owned, Speech success.
Negative actions: Killing non-hostile NPCs, eating dead bodies, Chem usage and addiction.
Special perk: Cloak Dagger. Deal +20 increased stealth damage and +40 stealth duration.
Dogmeat
Location: Red Rocket Truck Stop.
Nick Valentine
Location: Vault 114 (Park Street Station). Successfully complete his 'Long Time Coming' side-quest.
Positive actions: Donating items, hacking computer, healing Dogmeat.
Negative actions: Stealing, pickpocketing, pick lock owned, killing non-hostile NPCs, eating dead bodies, Chem addiction.
Special perk: Close to Metal. Gain an additional guess and 50% increased terminal cooldown while hacking.
Strong
Location: Trinity Tower.
Positive actions: Eating dead bodies, killing non-hostile NPCs.
Negative actions: Speech success, pick lock and pick lock owned, healing Dogmeat, entering Power Armor and Vertibird.
Special perk: Berserk. Deal +20 extra damage when you drop below 25 HP.
X6-88
Location: The Institute.
Positive actions: Entering Power Armor, hacking computers, modifying weapons and armor, Speech success.
Negative actions: Walking around naked, healing Dogmeat, entering Vertibird, donating items, Chem usage and addiction.
Special perk: Shield Harmonics. +20 energy resistance.
Contraptions Workshop: Achievements
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Fallout 4 Troubled Waters Recommended Level
Duplicate items
Far Harbor: Achievements
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Far Harbor: Easy 'Just Add Saltwater' achievement
Far Harbor: Islander's Almanac magazine bonuses
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Far Harbor: WWE reference
Infinite Bottlecap/Loot
IMPORTANT: DO NOT CLOSE YOUR TRADE WINDOW OR ACCEPT ANY TRADE UNTIL THE VERY END
Step One
Go to Diamond City Market and see Arturo.
Step Two
Buy one type of ammo from him ie .308 rounds, the whole stack.
Step Three
Switch to your inventory and sell him back ONE of that ammo ONE! Then sell him back the remaining stack. You will now see that it has glitched and you still have one of that ammo left in your inventory. You will now be able to sell Arturo back this one ammo endlessly during this transaction.
Step Four
You can do a couple of things now: sell the ammo back until you've taken all of his money or you can buy everything you want from his store and then sell back that ammo over and over until you've made the money back and then take all of his money too (you may get carpal tunnel from hitting the button a mIllinois times).
Step Five
When you're done, now you can hit 'Accept'.
This glitch can be repeated on the other two vendors next to Arturo in Diamond City as well as other vendors in the game, but not all of them. As for Arturo and his friends, you can typically sleep for 24 hours and come back and repeat, although I've had to wait a bit longer sometimes.
Infinite fusion cores
Infinite inventory space (no weight limit)
Infinite XP and companion affinity for some companions
Infinte caps
Item duplication and unlimited stats
Settlements
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Surviving long drops
Unlimited lock experience
Various Achievements
Achievement | How to unlock |
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Various Chems
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Various Settlements
Settlement | How to unlock |
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Various Traders
Trader | How to unlock |
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Vault-Tec Workshop: Achievements
Achievement | How to unlock |
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Wasteland Workshop: Achievements
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KNOW SOMETHING WE DON'T?
You can submit new cheats for this game and help our users gain an edge.Fallout 4 settlements are key to bringing in caps or setting yourself up in style. Here’s how to unlock them all.
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.
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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
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.
For customers designing with Xilinx® FPGAVirtex®, Kintex®, Artix® and Spartan® series transceiversThe following crystal oscillators are recommended for Virtex®, Kintex®, Artix® and Spartan® series transceivers as suitable solution.
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 Weston Water Treatment Plant is a factory Location in the Western area of The Commonwealth. It is located to the South of ArcJet Systems, and North of Forest Grove Marsh.
Layout
[edit]
The area is surrounded by irradiated water and has platforms with enemies placed above. Some enemies have missle launchers and sniper rifles to aim down at you from higher ground. To get to the platforms, you must go through some of the radioactive water and up a staircase. The outpost on the left side has some ammo in the desk that is there, an enemy holds a missle launcher inside.
On the far right side outside is a small shack with desks that contain ammo, as well as a shed nearby that is booby trapped with a missle launcher. The container inside has a variety of ammo. The entrance to the main building is on the left most side of the area through more water. To the right of the entrance is another outpost with a bunch of ammo containers, a duffle bag with ammo and grenades, and Super Mutant Heavy Gauntlets.
When you first enter, there is a desk with a terminal with Front Office memos. The next room is filled with lockers and a dufflebag that contains ammo and a Short Hunting Rifle. You can also find a full 3-piece suit with fedora as well as some health items in the back section. Down the hall is an elevator with a locked door (Advanced) to the left. You can find a Stimpack and a bunch of junkitems inside. There is a stairwell next to this door that leads to a ladder outside to the roof.
The roof has a small office with a hackable terminal (Novice) inside. You can use this terminal to open the locked safe next to it and loot some ammo, health items, grenades, and mines. Back inside the building and down the elevator at the end of the hall, there will be a sentry turret immediately out the door. There is a terminal to the left side that you can use. On the other side of the room is a Chemistry station behind a locked door (Novice), but can also be accessed through a hole in the wall of a bathroom on the far left side. The desks in this area have small bits of ammo inside that can be looted.
On the right side of the room is a door that can be accessed through pushing the red button on the wall. This leads to an office with a safe (Expert), with ammo & pre-war money, and a terminal that can deactivate a nearby sentry turret. You can find a Picket Fences book on the table next to the terminal. The stairs here go downward to an abandoned generator room with another security door that can be opened with the red button on the wall. To use this button however, you need to return back to the previous room and go down the central stairwell to activate a circuit breaker, this turns on all the inactive buttons in the area and allows you to open the security doors.
The door in the same area as the circuit breaker leads to underground platforms with Mirelurks roaming around. The door on the left ramp leads down a path towards a switch for a the Pump Control. This will drain a lot of the water in the room and allow you to move more freely. The newly revealed ramps on the left side will lead to another Pump Control switch to drain the water further. Following the path down will lead to more Mirelurk enemies and to another path towards another Pump Control Switch in the corner of the room. To reach the next switch however, you must tread through the water pass a submerged door and up a ramp.
This will drain all of the remaining water in the area and open up another closed door with a red button. Through this door is a steamer trunk with ammo, grenades, pre-war money, and an Improved Targeting Boosted Agitated Laser Rifle. The elevator in this room leads back outside of the main building next to the small shed.
Notable Loot
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- Picket Fences Book
- Super Mutant Heavy Gauntlets
- Improved Targeting Boosted Agitated Laser Rifle
Related Quests
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Enemies
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- Super Mutants (rifles, missle launchers, suicide bombers)
- Softshell Mirelurks
- Sentry Turrets
Allies
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Settlement Workshops
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- Chemistry Station
Additional Notes
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You must activate all of the Pump Control Switches in the building in order to advanced deeper and further. Trying to do so will not allow you to access some doors and switches that are submerged in water. You also are open to Mirelurk attacks underwater, in addition to small pockets of radiation.
USE OUR INTERACTIVE MAP
Our Fallout 4 Interactive Maps is a Google-style map that anyone can add to. It points out Power Armor, Books, Bobbleheads, andmore.
Our Fallout 4 Interactive Maps is a Google-style map that anyone can add to. It points out Power Armor, Books, Bobbleheads, andmore.
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