Fallout 4 Master Chief
The area known as Covenant is a town Location located in the north-central area of the Fallout 4 map, to the North of the Tucker Memorial Bridge, and South of Wildwood Cemetery. Covenant is a thriving human community with a startling secret.
A mod is not an actual part of the game. There is a Fallout 4 mod about Master Chief as well, but it would be ridiculous to claim he is apart of the Fallout universe. NCR ranger is in Fallout New Vegas not Fallout 4, hence it would be a Fallout New Vegas cosplay. NCR is barely even mentioned in Fallout 4. It always amazes me what Halo could look like if they just abandoned their ancient engine. Not saying the model looks particularly amazing, but the lighting alone makes it pop more than anything seen in the Halo series so far. 343 should just render MC in a few different engines and take some notes, because Unreal, Crytek, Euphoria and now apparently the Creation engine can make amateur models.
There is 1 locked safe and 1 special weapon in this location.
Layout
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The small but well defended settlement of Covenant is made up for 4 houses, and is smartly protected by high walls and a series of automated defenseturrets on all sies. Its population is also heavily armed and fairly combat-capable if provoked. The only entrance to the community is through the front door, which remains locked until you have passed a test from the man guarding the front door.
Visitors to Covenant are subjected to a psychological test, called the SAFE test. The test is nominally intended to gauge a visitor's mental state. Answering the test questions (there are no wrong answers) allows a visitor access to Covenant's main areas. Two high speech checks will reveal that the test was designed to weed out 'undesirables' from entering the community - namely, synths.
Inside, there are four buildings, with a workshop and small farming plot near the entrance (The workshop cannot be used until the resolution of the side quest Human Error). The community is made up of several overly-cheerful residents, and a merc looking for a missing caravan in the area.
The building on the right serves as a trading post and clinic, where you can get healed from the doctor, and barter for goods - including a unique combat shotgun called Justice. There's also a peculiar letter stuffed in the trash can, with a key to the house on the other side on the table next to the trash (only appears during the day). Behind the counter, there's an Advanced locked safe with a note on top.
The building on the left is Advanced locked from the front and sides, and off-limits. The house contains several beds, as well as another odd note, Jacob's password to the office terminal, and a key to the house on the same nightstand.
The second building on the left serves as a guest home, and has one of three usable beds, as well as a public terminal, and a few of the only unowned items in the community.
The last building at the end is Master locked, and contains a makeshit office littered with handcuffs, as well as a patio-turned-jail. The building also contains a Master locked office terminal, a report on the SAFE test and its success rate, and an odd broken radio tuned to channel 94, with an office key in the desk.
The Secret of Covenant
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Covenant is home to a dark secret that ties into the quest, Human Error, that you can get while travelling or while talking to the mercenary in town - Honest Dan. The entire town is in fact a front designed to attract passersby and draw in candidates for testing to determine possible synthetic origins. Covenant hopes to build enough data to develop a reliable way of testing and identifying Synths.
Covenant's synth research includes the kidnapping of innocent victims and their placement in a secret testing facility where they are subjected to brutal tortures. The test facility is located directly across the river from Covenant's front gate. The facility can only be reached through connecting sewer pipes. The central pipe hides a half-submerged door. You can learn of the location by hacking into the office terminal using Jacob's password found in his house.
Depending on how you resolve the quest that transpires in Covenant's secret facility, you can either side with the people of Covenant and their schemes - or clear them all out the hard way. Either method will net you access to using Covenant as a settlement.
NOtable Loot
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- Advanced locked safe in the trading post behind the counter
- Keys to the locked houses in the pockets of many inhabitants, and also on the table counter in the trading post during the day, and in the house on the left.
- Password to the office terminal on a nightstand in the house on the left
- Unique gun, Justice, for sale in the trading post
Related Quests
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Inhabitants
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- Jacob Orden
- Swanson
- Ted Huntley
- Honest Dan
- Penny Fitzgerald
- Brian Fitzgerald
- Talia McGovern
- Doctor Patricia
- Deezer (Mr. Handy)
- Dora (Cat)
Settlement WOrkshops
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Fallout 4 Halo Smg
Workshop
Additional Notes
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Fallout Wiki Master
The SAFE test you are adminstered actually uses questions from the Fallout 3 GOAT test that measures your aptitude and probably SPECIAL attributes.
Fallout 4 Sierra 117
The concept a psychological test designed to tell humans apart from synthetic replicants is taken from the film Blade Runner, adapted from Phillip K. Dick's novel, 'Do Androids Dream of Electric Sheep', wherein the subjects response to such questions measured their empathy and memories - which are often absent in replicant people.
When taking Covenant by force, it is possible to eliminate the inhabitants and gain access to the workshop without having to turn Deezer hostile.
Our Fallout 4 Interactive Maps is a Google-style map that anyone can add to. It points out Power Armor, Books, Bobbleheads, andmore.
The Mechanist's Lair | |||||||||||||||||
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The Mechanist's lair is a location and possible settlement in the Commonwealth, after the Fallout 4add-onAutomatron is installed.
- 1Background
- 2Layout
Background[editedit source]
Hidden deep below the RobCo sales and service center, this expansive bunker was once controlled by the United States Army's Robotics Division as a robobrain research and development center, designated 'RB-2851'.[1]
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However, following the war, the compound beneath Eagle Hill in East Boston became a logical base of operations for the Mechanist.
Settlement information[editedit source]
The Mechanist's Lair is available as a settlement following the completion of Restoring Order. The only buildable area within this huge complex is the medium sized square area in front of the command center. However, this area not ideal for creating a settlement, given that crops cannot be planted, nor can water pumps be installed, meaning any settlers will have to be supported by a supply line. Still, the entire catwalk and lots of machinery that can be scrapped (particularly for steel and aluminum).
There are also several crafting stations in and around the settlement; a robot workbench is set up in the main storage room, while more crafting stations can be found nearby. Another robot workbench is in a room at the end of a hall connecting to the control room, along with an armor workbench, weapons workbench, and power armor station. There is also a cooking stove in Isabel Cruz' living quarters.
Layout[editedit source]
Military sublevel[editedit source]
After navigating though the sales and service center, there is a military check-in point with an Advanced lock, down a hall and past a few security vault doors. Past this is a hallway riddled with the laser tripwires; if one does not want to disarm all 40 of them, one can instead go into the nearby room hosting the generator and go through a tunnel into the security office. Toward the end of the office is an elevator with a nearby Master-locked terminal (the terminal does not reactivate the elevator), as well as an Expert-locked security door.
Through the tripwires or the security office, one comes to a small room where the Mechanist addresses the Sole Survivor via eyebot. To the southeast, there is another access port. There is a workshop past this door, and through another door is a military command center. Past a track of train cars that run through the command center is a Protectron holding area, which also has a weapons workbench.
A hallway continues past this to the chief engineer's office; the eastern corner holds a robot workbench, while a staircase in the southern corner ascends to other offices. The offices terminate at an robot assembly floor where, on the northwestern end, a large door will open revealing a tankbot, as well as a room with an armor workbench. A catwalk to the west extends to a workshop area and another access port.
Facilities wing[editedit source]
Beyond this door is another access port, which leads to the facilities wing. Past a small hallway, the Mechanist will address the Sole Survivor again via eyebot before continuing down the hall, past a robot workbench to a flooded floor, next to a power substation. A hallway leads north past a power armor station to a train tunnel; though the door is a flooded and decrepit shipping yard. The yard leads past another power substation up into the management offices, which contains a terminal and weapons workbench.
Research wing[editedit source]
Past the management offices, there is a catwalk and platform which, when activated, will transport one across the facilities level to another access port, and another access port beyond that to the research wing. The wing splits from the main hallway down to the forfeiture room and property storage; the lockup is kept behind a Master-locked door and Master-locked terminal, and holds all manners of supplies. Past the forfeiture room are the robobrain research labs and holding cells.
At the end of the holding cells is a staircase the leads up to the second floor, and a button that opens a secret door to an cargo lift that leads down to the laboratories; past the brain extraction wing and robobrain research and development wing (the former of which contains a chemistry station) is the robot assembly wing to the southeast. In the east corner of this room is a power armor station and a Master-locked terminal (which can be unlocked with the medical terminal password, found on a nearby robot).
Mechanist's lair[editedit source]
Through the nearby door is a robobrain assembly line and another access port which leads to the actual Mechanist's lair, a large room with a workshop, robot workbench and a network of catwalks. The southwest side of the room hosts the Mechanist's control room, while the northeast end of the room has a freight elevator that ascends to a small storeroom, which has an exit back into East Boston.
The control room connects to a hallway which branches into Isabel Cruz' bedroom and living quarters. Further on is a workshop and storage area, with another robot workbench, as well as an armor workbench, weapons workbench, and power armor station. There is also an elevator in the hall that ascends to the security office of the military sublevel.
Notable loot[editedit source]
- The lead engineer's holotape is found next to the terminal in the chief engineer's office within the Mechanist's lair.
- The facilities director's holotape is found on a cabinet below the wall mounted terminal in the facilities wing management office.
- The Mechanist's log can be found in the bedroom adjacent to the Mechanist's control room.
- There is a fusion core in the generator just past the three doors to enter the Mechanist's lair. A Nuka-Cola Quantum is found in the nearby locker room, on the top shelf of a locker.
- Another Nuka-Cola Quantum is found in the room after the Protectron holding area; it is on the ground in a small cafe area. One more is in the adjacent chief engineer's office, clutched by what it presumably the chief engineer's skeleton.
- Two more Nuka-Cola Quantums are found in a box beside a Jangles the Moon Monkey and cymbals monkey near a television, just as one enters the facilities wing.
- A sentry bot model is on a shelf in the property storage lockup in the research wing. Another can be found near the bed in the bead room adjacent to the Mechanist's control room. There is also a Protectron model on a tray beside a terminal on the second floor of the holding cells.
Notes[editedit source]
- There is a toy alien riding a Giddy-up Buttercup on the central assembly line arm of the line above and between the first part of the production facility and the other.
- There is a Jangles the Moon Monkey and a mechanical cymbals monkey playing video games on a television on a platform just as one enters the facilities wing. Two Nuka-Cola Quantums are in the bottle box next to them.
Gallery[editedit source]
Appearances[editedit source]
The Mechanist's Lair appears only in the Fallout 4add-onAutomatron.
References
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