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Contents

  • Changelog
    • Updates
  • STAT
    • Status
      • Introduction: Training for the Commonwealth
      • The Pip-Boy: A RobCo Industries Technological Wonder!
      • Social Status: How to React If the Worst Happens
    • S.P.E.C.I.A.L.
      • What Makes You S.P.E.C.I.A.L.?
    • Perks
      • Vault Life Has Its Perks!
      • Strength-Related Perks
      • Perception-Related Perks
      • Endurance-Related Perks
      • Charisma-Related Perks
      • Intelligence-Related Perks
      • Agility-Related Perks
      • Luck-Related Perks
      • Other Perks: Resting
      • Companion Perks
      • Required Reading (Magazine) Perks
      • Perk Availability by Level
      • Far Harbor DLC Perks
      • You're Not Alone: Companions
      • Crafting
    • Combat
      • Overview
      • Groups, Gangs, and Factions
      • Creatures of the Commonwealth
  • INV
    • Weapons
      • Choosing a Weapon
    • Guns
      • Weapon Frames
      • Non-Automatic Pistols
      • Non-Automatic Rifles
      • Automatic Weapons
      • Heavy Guns
    • Melee Weapons and Punching Weapons
      • Overview
      • Melee Weapons
      • Punching Weapons
    • Explosives
      • Overview
      • Crafted Explosives
      • Faction Explosives
      • Miscellaneous Explosives
    • Legendary Weapon Effects
    • Unique Weapons
    • Apparel
      • Overview
      • Clothing
      • Outfits
      • Armor Pieces
      • Headgear
      • Accessories
      • Power Armor
      • Specialty Items
      • Legendary Armor Effects
      • Unique Apparel
    • Aid
      • Overview
      • Food
      • Alcohol
      • Chems
      • Syringer Ammo
      • Stealth Boys
    • Miscellaneous
      • Overview
      • Utility Items
      • Perks and Bonuses
      • Redeemables
      • Access and Information
      • Quest Items
      • Knickknacks
    • Junk
      • Overview
      • Base Components
      • Junk Items
    • Mods
      • Overview
      • Weapon Mods
      • Armor Mods
      • Power Armor Mods
    • Mods Charts
      • Melee Mods
      • Gun Mods
      • Armor Mods
      • Power Armor Mods
    • Ammo
      • Overview
  • DATA
    • Introduction: Helping Others to Help Yourself
    • Questing the Vault-Tec Way
    • Quests: A Big Table
    • Main Quest: Act I
      • War Never Changes
      • Out of Time
      • Jewel of the Commonwealth
      • Unlikely Valentine
      • Getting a Clue
      • Reunions
    • Main Quest: Act II
      • Dangerous Minds
      • Shattered
      • The Glowing Sea
      • Hunter/Hunted
      • The Molecular Level
      • Institutionalized
    • The Institute Quests
      • Overview
      • Synth Retention
      • The Battle of Bunker Hill
      • Mankind Redefined
      • Mass Fusion
      • Pinned
      • Powering Up
      • End of the Line
      • Airship Down
      • Nuclear Family
    • The Institute Miscellaneous Quests
      • Overview
      • Building a Better Crop
      • Plugging a Leak
      • A House Divided
    • The Institute Radiant Quests
      • Overview
      • Pest Control
      • Hypothesis
      • Appropriation
      • Reclamation
      • Political Leanings
    • Brotherhood of Steel Quests
      • Overview
      • Reveille
      • Fire Support
      • Call to Arms
      • Semper Invicta
      • Shadow of Steel
      • Tour of Duty
      • Show No Mercy
      • From Within
      • Outside the Wire
      • Liberty Reprimed
      • Blind Betrayal
      • Tactical Thinking
      • Spoils of War
      • Ad Victoriam
      • The Nuclear Option (Brotherhood of Steel)
      • A New Dawn
    • Brotherhood of Steel: Miscellaneous Quests
      • Overview
      • The Lost Patrol
      • Duty or Dishonor
      • A Loose End
      • Getting Technical
      • Blood Bank
      • Reactor Coolant
    • Brotherhood of Steel Radiant Quests
      • Overview
      • Cleansing the Commonwealth
      • Quartermastery
      • Leading by Example
      • Learning Curve
      • Feeding the Troops
    • The Railroad Quests
      • Overview
      • Road to Freedom
      • Tradecraft
      • Underground Undercover
      • Operation Ticonderoga
      • Precipice of War
      • Rockets' Red Glare
      • The Nuclear Option (The Railroad)
      • Burning Cover
    • The Railroad Miscellaneous Quests
      • Overview
      • Boston After Dark
      • Memory Interrupted
    • The Railroad Radiant Quests
      • Overview
      • Butcher's Bill 1
      • Butcher's Bill 2
      • Mercer Safehouse
      • Jackpot
      • Concierge
      • Weathervane
      • Randolph Safehouse
      • Variable Removal
      • To the Mattresses
      • Lost Soul
      • A Clean Equation
      • High Ground
    • The Minutemen Quests
      • Overview
      • When Freedom Calls
      • Sanctuary
      • The Sight
      • Taking Independence
      • Old Guns
      • Inside Job
      • Form Ranks
      • Defend the Castle
      • The Nuclear Option (the Minutemen)
      • With Our Powers Combined
    • The Minutemen Radiant Quests: Recruitment
      • Overview
      • The First Step and Raider Troubles
      • Kidnapping
      • Abernathy Farm: Retribution
      • Greenskins
      • Clearing the Way
      • Taking Point
      • Ghoul Problem
      • Rogue Courser
      • Resettle Refugees
    • The Minutemen Radiant Quests: Ownership
      • Overview
      • Defend a Settlement or Defend Artillery at a Settlement
      • Stop the Raiding
      • Kidnapped Trader
      • Water, Food, or Power
      • Suspected Synth
    • Side Quests
      • Overview
      • Benign Intervention
      • The Big Dig
      • Confidence Man
      • Curtain Call
      • Miscellaneous: Detective Case Files
      • Detective Case Files: The Disappearing Act
      • Detective Case Files: The Gilded Grasshopper
      • Detective Case Files: Long Time Coming
      • Diamond City Blues
      • The Devil's Due
      • Emergent Behavior
      • Here There Be Monsters
      • Human Error
      • Kid in a Fridge
      • Last Voyage of the USS Constitution
      • Long Road Ahead
      • The Secret of Cabot House: Special Delivery
      • The Secret of Cabot House: Emogene Takes a Lover
      • The Secret of Cabot House
      • The Silver Shroud
      • Vault 81 and Hole in the Wall
    • Random Encounters
      • The Commonwealth: Not as Desolate as First Postulated
      • Static Encounters
      • Fluid Encounters
      • General Encounters
      • Campsite Encounters
      • Animosity Encounters
      • Treasure Hunt Encounters
      • Chokepoint Encounters
      • Companion Encounters
    • Workshops
      • Workshop Settlements
      • The Workshop Items
      • Managing Settlements
  • MAP
    • Location Types
    • Map Legends
    • Area Statistics
    • The Commonwealth: World Map
    • Greater Boston Neighborhoods
    • Zone 1: Lexington and Northwest Commonwealth
      • Overview
      • Primary Locations
        • [1.01] Vault 111
        • [1.02] Sanctuary
        • [1.03] Red Rocket Truck Stop
        • [1.04] Robotics Disposal Ground
        • [1.05] Thicket Excavations
        • [1.06] USAF Satellite Station Olivia
        • [1.07] Tenpines Bluff
        • [1.08] Ranger Cabin
        • [1.09] Wicked Shipping Fleet Lockup
        • [1.10] Abernathy Farm
        • [1.11] Concord (Concord Township)
        • [1.12] Museum of Freedom (Concord Township)
        • [1.13] Bedford Station
        • [1.14] Gorkski Cabin
        • [1.15] Drumlin Diner
        • [1.16] Starlight Drive-In
        • [1.17] Lonely Chapel
        • [1.18] Sunshine Tidings Co-op
        • [1.19] Walden Pond
        • [1.20] Mystic Pines (Lexington Township)
        • [1.21] Super Duper Mart (Lexington Township)
        • [1.22] Lexington* (Lexington Township)
        • [1.23] Lexington Apartments (Lexington Township)
      • Secondary Locations
    • Zone 2: North Central Commonwealth
      • Overview
      • Primary Locations
        • [2.01] Outpost Zimonja
        • [2.02] Lake Quannapowitt
        • [2.03] Radio Tower 3SM-U81
        • [2.04] Recon Bunker Theta
        • [2.05] Lynn Woods
        • [2.06] Parsons Creamery
        • [2.07] Parsons State Insane Asylum
        • [2.08] Rotten Landfill
        • [2.09] Wildwood Cemetery
        • [2.10] Skylanes Flight 1981
        • [2.11] General Atomics Galleria
        • [2.12] Dark Hollow Pond
        • [2.13] Mass Fusion Containment Shed
        • [2.14] Old Gullet Sinkhole
        • [2.15] Greentop Nursery
        • [2.16] Breakheart Banks
        • [2.17] Listening Post Bravo
        • [2.18] The Slog
        • [2.19] Saugus Ironworks
        • [2.20-2.24] Malden Township
        • [2.20] Medford Memorial Hospital (Malden Township)
        • [2.21] Malden Center (Malden Township)
        • [2.22] Slocums Joe Corporate HQ (Malden Township)
        • [2.23] Malden Middle School (Vault 75) (Malden Township)
        • [2.24] Med-Tek Research (Malden Township)
        • Secondary Locations (Malden Township )
        • [2.25] Covenant
        • [2.26] Taffington Boat House
        • [2.27] Tucker Memorial Bridge
        • [2.28] Poseidon Energy Turbine #18-F
        • [2.29] West Everett Estates
        • [2.30] Irish Pride Industries Shipyard
        • [2.31] Relay Tower OMC-810
        • [2.32] National Guard Training Yard
        • [2.33] County Crossing
        • [2.34] Revere Satellite Array
        • [2.35] Finch Farm
      • Secondary Locations
    • Zone 3: Western Commonwealth
      • Overview
      • Primary Locations
        • [3.01] Federal Ration Stockpile
        • [3.02] ArcJet Systems
        • [3.03] Rocky Narrows Park
        • [3.04] Graygarden
        • [3.05] Jalbert Brothers Disposal
        • [3.06] Corvega Assembly Plant
        • [3.07] Mass Gravel & Sand
        • [3.08] Wattz Consumer Electronics
        • [3.09] Fort Hagen Satellite Array (Fort Hagen Township)
        • [3.10] Relay Tower 0BB-915 (Fort Hagen Township)
        • [3.11] Fort Hagen Filling Station (Fort Hagen Township)
        • [3.12] Fort Hagen (Fort Hagen Township)
        • [3.13] Greater Mass Blood Clinic (Fort Hagen Township)
        • [3.14] Boston Mayoral Shelter
        • [3.15] Fiddlers Green Trailer Estates
        • [3.16] Weston Water Treatment Plant
        • [3.17] Forest Grove Marsh
        • [3.18] Relay Tower 1DL-109
        • [3.19] Oberland Station
        • [3.20] Beantown Brewery
        • [3.21] Mass Pike Interchange
        • [3.22] Vault 81
        • [3.23] Chestnut Hillock Reservoir
      • Secondary Locations
    • Zone 4: Coastal Commonwealth
      • Overview
      • Primary Locations
        • [4.01] Coastal Cottage
        • [4.02] Mahkra Fishpacking
        • [4.03] Dunwich Borers
        • [4.04] Hugos Hole
        • [4.05] Museum of Witchcraft (Salem Township)
        • [4.06] Sandy Coves Convalescent Home (Salem Township)
        • [4.07] Salem (Salem Township)
        • [4.08] Rook Family House (Salem Township)
        • [4.09] Crater House (Salem Township)
        • [4.10] Hub City Auto Wreckers
        • [4.11] Lynn Pier Parking
        • [4.12] Longneck Lukowskis Cannery
        • [4.13] Kingsport Lighthouse
        • [4.14] Reeb Marina
        • [4.15] Gibson Point Pier
        • [4.16] Revere Beach Station
        • [4.17] Libertalia
        • [4.18] Nahant Wharf
        • [4.19] Nahant Sheriffs Department
        • [4.20] Croup Manor
        • [4.21] Nahant Chapel
        • [4.22] Nahant Oceanological Society
        • [4.23] East Boston Police Station
        • [4.24] East Boston Preparatory School
        • [4.25] Easy City Downs
        • [4.26] Nordhagen Beach
        • [4.27] Boston Airport
        • [4.28] Prydwen
        • [4.29] Fort Strong
      • Secondary Locations
    • Zone 5: Natick and the Glowing Sea
      • Overview
      • Primary Locations
        • [5.01] Poseidon Reservoir
        • [5.02] Roadside Pines Motel (Natick Township)
        • [5.03] Natick Banks (Natick Township)
        • [5.04] Natick Police Department (Natick Township)
        • [5.05] Lake Cochituate
        • [5.06] Mass Fusion Disposal Site
        • [5.07] Electrical Hobbyists Club
        • [5.08] WRVR Broadcast Station
        • [5.09] Federal Supply Cache 84NE
        • [5.10] Robotics Pioneer Park
        • [5.11] Scrap Palace
        • [5.12] Cutler Bend
        • [5.13] Edge of the Glowing Sea
        • [5.14] Waypoint Echo
        • [5.15] Vault 95
        • [5.16] Somerville Place
        • [5.17] Forgotten Church
        • [5.18] Abandoned Shack
        • [5.19] Atlantic Offices
        • [5.20] Capsized Factory
        • [5.21] Cave (Red Rocket Filling Station)
        • [5.22] Decayed Reactor Site
        • [5.23] Decrepit Factory
        • [5.24] Crater of Atom
        • [5.25] Cave (Super Duper Mart)
        • [5.26] Vertibird Wreckage
        • [5.27] Hopesmarch Pentecostal Church
        • [5.28] Relay Tower 0DB-521
        • [5.29] Rocky Cave (Virgil's Laboratory)
        • [5.30] O'Neill Family Manufacturing
        • [5.31] Sentinel Site
        • [5.32] Skylanes Flight 1665
      • Secondary Locations
    • Zone 6: Quincy and Southern Commonwealth
      • Overview
      • Primary Locations
        • [6.01] Westing Estate
        • [6.02] Coast Guard Pier
        • [6.03] Mass Pike Tunnel West
        • [6.04] Mass Pike Tunnel East
        • [6.05] Boston Police Rationing Site
        • [6.06] NH&M Freight Depot
        • [6.07] Fairline Hill Estates
        • [6.08] Relay Tower 0SC-527
        • [6.09] Big Johns Salvage
        • [6.10] South Boston Military Checkpoint
        • [6.11] Egret Tours Marina
        • [6.12-6.15] West Roxbury Township
        • [6.12] Fallons Department Store (West Roxbury Township)
        • [6.13] Milton General Hospital (West Roxbury Township)
        • [6.14] West Roxbury Station (West Roxbury Township)
        • [6.15] Shaw High School (West Roxbury Township)
        • Secondary Locations (West Roxbury Township)
        • [6.16] Jamaica Plain
        • [6.17] Gunners Plaza
        • [6.18] Hyde Park
        • [6.19] Suffolk County Charter School
        • [6.20] Murkwater Construction Site
        • [6.21] Quincy Quarries
        • [6.22] Neponset Park
        • [6.23] Wilson Atomatoys Factory
        • [6.24-6.26] (Quincy Township)
        • [6.24] Quincy Ruins (Quincy Township)
        • [6.25] Quincy Police Station (Quincy Township)
        • [6.26] Peabody House (Quincy Township)
        • [6.27] Atom Cats Garage
        • [6.28] Poseidon Energy
        • [6.29] Warwick Homestead
        • [6.30] Wreck of the FMS Northern Star
        • [6.31] Spectacle Island
      • Secondary Locations
    • Zone 7: Neighborhood: Cambridge
      • Overview
      • Primary Locations
        • [7.01] College Square
        • [7.02] Cambridge Police Station
        • [7.03] Collegiate Administration Building
        • [7.04] Fraternal Post 115
        • [7.05] Cambridge Campus Diner
        • [7.06] Campus Law Offices
        • [7.07] Kendall Hospital
        • [7.08] Cambridge Polymer Labs
        • [7.09] C.I.T. Ruins
        • [7.10] The Institute
        • [7.11] Greenetech Genetics
        • [7.12] Cambridge Crater
        • [7.13] Monsignor Plaza
      • Secondary Locations
    • Zone 8: Neighborhood: Charlestown
      • Overview
      • Primary Locations
        • [8.01] BADTFL Regional Office
        • [8.02] Bunker Hill
        • Side Quests: Freeform Activities: Bunker Hill
        • [8.03] U.S.S. Constitution
      • Secondary Locations
    • Zone 9: Neighborhood: The Fens
      • Overview
      • Primary Locations
        • [9.01] Wreck of the USS Riptide
        • [9.02] Hangman's Alley
        • [9.03] Back Street Apparel
        • [9.04] Police Precinct 8
        • [9.05] Parkview Apartments
        • [9.06] Fens Street Sewer
        • [9.07] Diamond City
        • [9.08] Diamond City Market
        • [9.09] Home Plate
        • Side Quests: Freeform Activities: Diamond City
        • [9.10] Hardware Town
      • Secondary Locations
    • Zone 10: Neighborhood: Esplanade
      • Overview
      • Primary Locations
        • [10.01] Charles View Amphitheater
        • [10.02] HalluciGen, Inc.
      • Secondary Locations
    • Zone 11: Neighborhood: Back Bay
      • Overview
      • Primary Locations
        • [11.01] Boston Public Library
        • [11.02] Trinity Plaza
        • [11.03] Hubris Comics
        • [11.04] Vault 114 (Exit)
        • [11.05] Trinity Tower
        • [11.06] Dartmouth Professional Building
        • [11.07] Layton Towers
        • [11.08] Wilson Atomatoys Corporate HQ
      • Secondary Locations
    • Zone 12: Neighborhood: Beacon Hill
      • Overview
      • Primary Locations
        • [12.01] Vault-Tec Regional HQ
        • [12.02] Boston Bugle Building
        • [12.03] Cabot House
      • Secondary Locations
    • Zone 13: Neighborhood: North End
      • Overview
      • Primary Locations
        • [13.01] Pickman Gallery
        • [13.02] Old North Church
      • Secondary Locations
    • Zone 14: Neighborhood: Boston Common
      • Overview
      • Primary Locations
        • [14.01] Massachusetts State House
        • [14.02] Old Granary Burying Ground
        • [14.03] Swan's Pond
        • [14.04] Boston Common
        • [14.05] Park Street Station (Vault 114)
        • [14.06] Boylston Club
      • Secondary Locations
    • Zone 15: Neighborhood: Financial District
      • Overview
      • Primary Locations
        • [15.01] Mass Fusion Building
        • [15.02] Old Corner Bookstore
        • [15.03] Haymarket Mall
        • [15.04] Garden Terrace
        • [15.05] Faneuil Hall
        • [15.06] Goodneighbor
        • Side Quests: Freeform Activities: Goodneighbor
        • [15.07] Fallen Skybridge
        • [15.08] Postal Square
      • Secondary Locations
    • Zone 16: Neighborhood: Theater District
      • Overview
      • Primary Locations
        • [16.01] Combat Zone
        • [16.02] Medical Center Metro
        • [16.03] Mass Bay Medical Center
        • [16.04] D.B. Technical High School
        • [16.05] Hester's Consumer Robotics
      • Secondary Locations
    • Zone 17: Neighborhood: Boston Harbor (Waterfront)
      • Overview
      • Primary Locations
        • [17.01] Custom House Tower
        • [17.02] The Shamrock Taphouse
        • [17.03] Harbormaster Hotel
        • [17.04] Yangtze
      • Secondary Locations
    • Zone 18: Neighborhood: South Boston
      • Overview
      • Primary Locations
        • [18.01] Four Leaf Fishpacking Plant
        • [18.02] General Atomics Factory
        • [18.03] Andrew Station
        • [18.04] South Boston Police Department
        • [18.05] Gwinnett Brewery
        • [18.06] The Gwinnett Restaurant
        • [18.07] South Boston High School
        • [18.08] The Castle
        • [18.09] University Point
      • Secondary Locations
  • RADIO
    • A Collection of Appendices
    • Appendix I: Achievements and Trophies
    • Appendix II: Bobbleheads
    • Appendix III: Required Reading: Magazines
    • Appendix IV: Unique or Exceptional Items
    • Appendix V: The Commonwealth Collection
    • Credits
  • PIP-BOY MAPS
    • World Map
    • Boston Neighborhoods
    • Zone 1: Lexington & Northwest Commonwealth
      • [1.01] Vault 111
      • [1.02] Sanctuary
      • [1.05] Thicket Excavations
      • [1.06] USAF Satellite Station Olivia
      • [1.11A] Concord Township
      • [1.11B] Concord Civic Access
      • [1.12] Concord Museum of Freedom
      • [1.19] Walden Pond
      • [1.21] Super Duper Mart
      • [1.22A] Lexington
      • [1.22B] Lexington The Switchboard
    • Zone 2: Medford & North Central Commonwealth
      • [2.07A] Parson's State Insane Asylum (Exterior)
      • [2.07B] Parson's State Administration (Interior)
      • [2.07C] Parsons State Insane Asylum (Interior)
      • [2.07D] Parsons State Basement (Interior)
      • [2.11] General Atomics Galleria Exterior
      • [2.16] Breakheart Banks (Exterior)
      • [2.19A] Saugus Ironworks (Exterior)
      • [2.19B] Saugus Ironworks (Interior)
      • [2.19C] Saugus Blast Furnace (Interior)
      • [2.20–24] Malden Township (Exterior) And Surroundings
      • [2.20] Medford Memorial Hospital (Interior)
      • [2.21] Malden Center (Interior)
      • [2.23] Vault 75 (Interior)
      • [2.24A] Med-tek Research (Interior)
      • [2.24A] Med-tek Sub-levels (Interior)
      • [2.25A] Covenant (Exterior)
      • [2.25B] Sewer (Interior)
      • [2.28] Poseidon Energy Turbine #18-F (Exterior)
      • [2.29] West Everett Estates (Exterior)
      • [2.30A] Irish Pride Industries Shipyard (Exterior)
      • [2.30B] Irish Pride Industries Shipyard (Interior)
      • [2.32A] National Guard Training Yard (Exterior)
      • [2.32B] National Guard Recruitment Office (Interior)
      • [2.32C] National Guard Barracks (Interior)
      • [2.32D] National Guard Armory (Interior)
      • [2.34] Revere Satellite Array (Exterior)
    • Zone 3: Western Commonwealth
      • [3.01A] Federal Ration Stockpile (Exterior)
      • [3.01B] Federal Ration Stockpile (Interior)
      • [3.02] Arcjet Systems (Exterior)
      • [3.02A] Arcjet Systems (Interior)
      • [3.02B] Arcjet Engine Core (Interior)
      • [3.06A] Corvega Assembly Plant (Exterior)
      • [3.06B] Corvega Assembly Plant (Interior)
      • [3.08] Wattz Electronics (Interior)
      • [3.11] Fort Hagen (Exterior)
      • [3.12A] Fort Hagen (Interior)
      • [3.12B] Fort Hagen Command Center (Interior)
      • [3.14] Boston Mayoral Shelter (Interior)
      • [3.15] Fiddler’s Green Trailer Estates (Exterior)
      • [3.16A] Weston Water Treatment Plant (Exterior)
      • [3.16B] Weston Water Treatment Plant (Interior)
      • [3.17] Forest Grove Marsh (Exterior)
      • [3.20] Beantown Brewery (Interior)
      • [3.21] Mass Pike Interchange (Exterior)
      • [3.22A] Vault 81 Entry (Interior)
      • [3.22B] Vault 81 (Interior)
      • [3.22C] Secret Vault 81 (Interior)
    • Zone 4: Coastal Commonwealth
      • [4.02A] Mahkra Fishpacking (Exterior)
      • [4.02B] Mahkra Fishpacking (Interior)
      • [4.03A] Dunwich Borers (Exterior)
      • [4.03B] Dunwich Borers (Interior)
      • [4.05] Museum Of Witchcraft (Interior)
      • [4.06] Sandy Coves Convalescent Home (Interior)
      • [4.07] Salem (Exterior)
      • [4.10] Hub City Auto Wreckers (Exterior)
      • [4.12A] Longneck Lukowski’s Cannery (Exterior)
      • [4.12B] Longneck Lukowski’s Cannery (Interior)
      • [4.16A] Revere Beach Station (Exterior)
      • [4.16B] Revere Beach Station (Interior)
      • [4.17] Libertalia (Exterior)
      • [4.18] Nahant (Township)
      • [4.20A] Croup Manor (Exterior)
      • [4.20B] Croup Manor Basement (Interior)
      • [4.22A] Nahant Oceanological Society (Interior)
      • [4.22B] Nahant Oceanological Research Lab (Interior)
      • [4.24A] East Boston Preparatory School (Exterior)
      • [4.24B] East Boston Preparatory School (Interior)
      • [4.25] Easy City Downs (Exterior)
      • [4.27A] Boston Airport (Exterior)
      • [4.27B] Boston Airport Ruins (Interior)
      • [4.28A] Prydwen Main Deck (Interior)
      • [4.28B] Prydwen Command Deck (Interior)
      • [4.29A] Fort Strong (Exterior)
      • [4.29B] Fort Strong Armory (Interior)
      • [4.29C] Fort Strong Sublevel (Interior)
    • Zone 5: Natick & The Glowing Sea
      • [5.01A] Poseidon Reservoir (Exterior)
      • [5.01B] Poseidon Reservoir (Interior)
      • [5.02] Natick (township)
      • [5.08] WRVR Broadcast Center (Interior)
      • [5.12] Cutler Bend (Exterior)
      • [5.15] Vault 95 (Interior)
      • [5.18] Bunker (Interior)
      • [5.25] Parking Garage (Interior)
      • [5.29] Virgil’s Laboratory (Interior)
      • [5.31] Sentinel Site Prescott (Interior)
    • Zone 6: Quincy & Southern Commonwealth
      • [6.02] Coast Guard Pier (Exterior)
      • [6.04] Mass Pike Tunnel (Interior)
      • [6.05] Boston Police Rationing Site
      • [6.09] Big John’s Salvage (Exterior)
      • [6.11] Egret Tours Marina (Exterior)
      • [6.12A] West Roxbury (Township)
      • [6.12B] Fallon’s Department Store (Interior)
      • [6.13] Milton General Hospital (Interior)
      • [6.14] West Roxbury Station (Interior)
      • [6.15] Shaw High School (Interior)
      • [6.16A] Jamaica Plain (Exterior)
      • [6.16B] Jamaica Plain Town Hall Basement (Interior)
      • [6.17A] Gunners Plaza (Exterior)
      • [6.17B] Gunners Plaza (Interior)
      • [6.17C] Gunners Plaza Basement (Interior)
      • [6.18] Hyde Park (Exterior)
      • [6.21] Quincy Quarries (Exterior)
      • [6.19] Suffolk County Charter School (Interior)
      • [6.23] Wilson Atomatoys Factory (Exterior And Interior)
      • [6.24-6.26] Quincy Township (Exterior)
      • [6.27] Atom Cats Garage (Exterior)
      • [6.28A] Poseidon Energy (Exterior)
      • [6.28B] Poseidon Energy Sublevels (Interior)
      • [6.28C] Poseidon Energy (Interior)
      • [6.30] Wreck Of The FMS Northern Star (Exterior)
    • Zone 7: Neighborhood: Cambridge
      • [7.01A] College Square (Exterior)
      • [7.01B] College Square Station (Interior)
      • [7.02A] Cambridge Police Station (Exterior)
      • [7.02B] Cambridge Police Station (Interior)
      • [7.04] Fraternal Post 115 (Interior)
      • [7.07B] Kendall Hospital (Interior)
      • [7.08] Cambridge Polymer Labs (Interior)
      • [7.09] C.I.T. Rotunda (Interior)
      • [7.10A] Institute Concourse (Interior)
      • [7.10B] Institute Robotics (Interior)
      • [7.10C] Institute Bioscience (Interior)
      • [7.10D] Institute Advanced Systems (Interior)
      • [7.10E] Institute SRB (Interior)
      • [7.10F] Institute Sublevel 21-D (Interior)
      • [7.10G] FEV Lab (Interior)
      • [7.10H] Old Robotics (Interior)
      • [7.10I] Institute Reactor (Interior)
      • [7.10J] Public Works Maintenance Area (Interior)
      • [7.11A] Greenetech Genetics (Bottom Floors Interior)
      • [7.11B] Greenetech Genetics (Top Floors Interior)
      • [7.13] Monsignor Plaza (Interior)
      • [7.18] Ticonderoga (Interior)
    • Zone 8: Neighborhood: Charlestown
      • [8.01] BADTFL Regional Office (Interior)
      • [8.02A] Bunker Hill (Exterior)
      • [8.02B] Utility Basement (Interior)
      • [8.03A] U.S.S. Constitution (Below Deck)
    • Zone 9: Neighborhood: The Fens
      • [9.03] Back Street Apparel (Interior)
      • [9.05A] Parkview Apartments (Exterior)
      • [9.05B] Apartment Building (Interior)
      • [9.05C] Parkview Lounge (Interior)
      • [9.06] Fens Street Sewer (Interior)
      • [9.08] Diamond City Market
      • [9.10] Hardware Town (Interior)
    • Zone 10: Neighborhood: Esplanade
      • [10.02B] Hallucigen, Inc. (Interior)
    • Zone 11: Neighborhood: Back Bay
      • [11.01A] Copley Station (Interior)
      • [11.01B] Boston Public Library (Interior)
      • [11.02] Trinity Church (Interior)
      • [11.03] Hubris Comics (Interior)
      • [11.05A] Trinity Tower (Exterior)
      • [11.05B] Trinity Tower Mid-Level (Interior)
      • [11.07] Layton Towers (Interior)
      • [11.08] Wilson Atomatoys Corporate HQ (Interior)
    • Zone 12: Neighborhood: Beacon Hill
      • [12.01] Vault-Tec Regional HQ
      • [12.02] The Boston Bugle (Interior)
      • [12.03] Cabot House (Interior)
    • Zone 13: Neighborhood: North End
      • [13.01] Pickman Gallery (Interior)
      • [13.02A] Old North Church (Interior)
      • [13.02B] Railroad Headquarters (Interior)
      • [13.02C] Railroad HQ Escape Tunnel (Interior)
    • Zone 14: Neighborhood: Boston Common
      • [14.01] Massachusetts State House (Interior)
      • [14.05A] Park Street Station (Interior)
      • [14.05B] Vault 114 (Interior)
      • [14.06] The Boylston Club (Interior)
    • Zone 15: Neighborhood: Financial District
      • [15.01A] Mass Fusion (Roof Exterior)
      • [15.01B] Mass Fusion (Tower Interior)
      • [15.01C] Mass Fusion Reactor Level
      • [15.02] Old Corner Bookstore (Interior)
      • [15.03] Haymarket Mall (Interior)
      • [15.04] Commonwealth Bank
      • [15.05] Faneuil Hall (Interior)
      • [15.06A] Goodneighbor (Exterior)
      • [15.06B] Old State House (Interior)
      • [15.06C] The Third Rail (Interior)
      • [15.06D] The Memory Den (Interior)
      • [15.06E] Hotel Rexford (Interior)
      • [15.06F] Bobbi’s Place (Interior)
      • [15.06G] The Big Dig (Interior)
      • [15.07A] Fallen Sky Bridge (Exterior)
      • [15.07B] Pinnacle High-Rise (Ruined Skyscraper) (Interior)
      • [15.08A] Postal Square (Exterior)
      • [15.08B] Joe’s Spuckies (Interior)
      • [SEC 15.01] Commonwealth Bank (Interior)
      • [SEC 15.14] Water Street Apartments (Interior)
    • Zone 16: Neighborhood: Theater District
      • [16.01] Combat Zone (Interior)
      • [16.02] Medical Center Station (Interior)
      • [16.03A] Mass Bay Medical Center (Interior)
      • [16.03B] Mass Bay Medical Radiology (Interior)
      • [16.04] D.B. Technical High School (Interior)
      • [16.05] Hester’s Consumer Robotics (Interior)
    • Zone 17: Neighborhood: Boston Harbor (Waterfront)
      • [17.02] The Shamrock Taphouse (Interior)
      • [17.04] Yangtze (Interior)
    • Zone 18: Neighborhood: South Boston
      • [18.01A] Four Leaf Fishpacking Plant (Exterior)
      • [18.01B] Four Leaf Fishpacking Plant (Interior)
      • [18.01C] Marowski’s Chem Lab (Interior)
      • [18.02A] General Atomics Factory (Exterior)
      • [18.02B] General Atomics Factory (Interior)
      • [18.03B] Andrew Station (Interior)
      • [18.05B] Main Gwinnett Brewery (Interior)
      • [18.06] Gwinnett Restaurant (Interior)
      • [18.08A] The Castle (Exterior)
      • [18.08B] The Castle Tunnels (Interior)
      • [18.09A] University Point (Exterior)
      • [18.09B] University Credit Union (Interior)
      • [18.09C] University Point] Sedgwick Hall (Interior)
    • Far Harbor
    • Nuka World
  • DLC Automatron
    • Overview
      • Getting Started
      • Outfits
      • Armor Pieces
      • Headgear
      • Unique Apparel
      • Aid
      • Misc
      • Mods
      • Robot Mods
    • Automatron Main Quests
      • Mechanical Menace
      • A New Threat
      • Headhunting
      • Restoring Order
    • Automatron Radiant Quests
      • Rogue Robot
      • Robotic Reconnaissance*
  • DLC Wasteland Workshop
    • Overview
    • Items
      • Structures
      • Decorations
      • Power
      • Defense
      • Resources
      • Cages
    • Cages
      • Overview
      • Trapping for Fun and Profit
      • Creature Types
      • Possible Captives
    • Weapons
      • Overview
      • Non-Automatic Pistols
      • Non-Automatic Rifles
      • Automatic Weapons
      • Melee Weapons
      • Unique Weapons
    • Arena
      • Arena Battles
      • Arena Construction
      • Setting the Stage
  • DLC Far Harbor
    • Overview
      • Getting Started
      • Factions
      • New Companion
      • Perks
      • Enemies
      • Weapons
      • Apparel
      • Armor
      • Miscellaneous Items
      • Junk Items
      • New Mods
      • Ammo
      • Workshops
    • Far Harbor Main Quests
      • Far from Home
      • Walk in the Park
      • Where You Belong
      • Best Left Forgotten
      • The Way Life Should Be
      • Reformation
      • Cleansing the Land
      • Close to Home
    • Far Harbor Side Quests
      • Brain Dead
      • Brain Dead, Part 2
      • Living on the Edge
      • Rite of Passage
      • The Changing Tide
      • Blood Tide
      • Safe Passage
      • Hull Breach
      • Hull Breach 2
      • Hull Breach 3
      • The Hold Out
      • Turn Back the Fog
      • The Great Hunt
    • Far Harbor Radiant Quests
      • Overview
    • Far Harbor Nucleus Quests
      • Visions in the Fog
      • What Atom Requires
      • The Heretic
      • The Trial of Brother Devin
      • Witch Hunt
      • Ablutions
    • Acadia Quests
      • Acadian Ideals
      • The Arrival
      • Hunting the Hunter
      • Data Recovery
      • The Price of Memory
    • Far Harbor Map
  • DLC Contraptions Workshop
    • Overview
    • Structures
      • Overview
      • Warehouse
      • Scaffolding
      • Boxcars
      • Elevators
      • Ball Track
    • Decorations
    • Power
    • Defense
    • Resources
  • DLC Vault-Tec Workshop
    • Getting Started
    • New Quests
    • New INV Items
    • New Locations
    • New Workshops
    • Achievements and Trophies
    • Vault-Tec Quests
      • Vault-Tec Calling
      • Better Living Underground
      • A Model Citizen
      • Explore Vault 88
      • Power to the People
      • The Watering Hole
      • Vision of the Future
      • Lady Luck
      • Overseer’s Most Wanted
    • Vault-Tec Workshop Items
      • Overview
      • Special Items
      • Structures
        • Overview
        • Vault Structures
        • Domestic Structures
        • Utility Structures
      • Wide Halls
      • Rooms
      • Atrium Pieces
      • Doors
      • Railings & Stairs
      • Supports
      • Furniture
      • Decorations
      • Power
      • Defense
      • Resources
  • DLC Nuka-World
    • Getting Started
    • Factions
    • New Companion
    • Perks
    • Enemies
    • Weapons
    • Apparel
    • Armor
    • Miscellaneous Items
    • Junk Items
    • Workshop Items and Raider Outposts
    • Nuka-World Main Quests
      • All Aboard
      • Taken for a Ride
      • An Ambitious Plan
      • Open Season
      • The Grand Tour
      • Star Control
      • High Noon at the Gulch
      • A Magical Kingdom
      • Safari Adventure
      • A World of Refreshment
      • Home Sweet Home
      • Power Play
    • Nuka-World Radiant Quests
      • Overview
      • A Goods Defense
      • A Permanent Solution
      • Cache-ing In
      • Capture
      • Claiming the Commonwealth
      • Cleaning House
      • Clear Out
      • Collaring Outside the Lines
      • Shake Down
      • Subdue
      • Taking Out the Trash
      • Under the Collar
    • Nuka-World Side Quests
      • Amoral Combat
      • Cappy in a Haystack
      • Precious Medals
      • Trip to the Stars
    • Nuka-World Map

Fallout 4 Guide › DATA › Workshops

Managing Settlements

You’re free to run a settlement in whatever manner you see fit. You can address problems as they arise or ignore them completely—your settlers will survive with or without your help. For a settlement to thrive, however, you’ll need to play a more active role. Developing a settlement takes effort; juggling the needs of multiple settlements takes careful planning and a watchful eye.

Recommended Perks

Effective management takes time, effort, and ample resources, but rebuilding the Commonwealth also takes considerable know-how. If you’re looking to make the most of your settlements, you’d do well to invest in these perks:

  • Local Leader: At Rank 1, this Charisma-based perk grants the ability to establish supply lines between your settlements. Rank 2 is required to build the stores and workstations found in the workshop menu. If you’re serious about settlements, make this perk a priority.
  • Hacker: Rank 1 of this Intelligence-based perk is required to build terminals. Terminals can interact with a variety of devices, but they’re most useful when combined with switches. Whether you’re looking to streamline your automated defenses or design custom audio/visual elements, you’ll need at least one terminal to access all of the available options.
  • Science!: Rank 1 of this Intelligence-based perk is required to build large generators, industrial water purifiers, laser tripwires, and many other particularly handy items. Rank 3 is required to build heavy laser turrets.
  • Gun Nut: Rank 3 of this Intelligence-based perk is required to build missile turrets. These powerful weapon systems generate more Defense than any of the other items contained in the Workshop menu.

Of course, these perks are just the beginning. Medic is needed to build any clinic, and most of the largest stores require Rank 2 of the Cap Collector perk. Perks like Scrapper, Fortune Finder, and Strong Back make it easier to maintain a supply of building materials. Balance your needs against those of the settlers to determine which perks are right for you.

Basic Construction

Workshops make building fun and easy—just open the Workshop menu and select the desired item. As long as you have the required materials, construction is done in a flash. But where should you build an item? When should you build it? Is it the best use of your materials? How will it affect your settlers?

Of course, the answers to these questions are determined by your specific goals. Whether you favor form or function, there are a few steps you can take to minimize wasted time, effort, and resources.

Scrap for Success

Once you take control of a settlement, open the Workshop menu and search the area for items to scrap. Most settlements contain several items that serve no practical purpose. Scrap trees and crates for wood. Scrap cars and mailboxes for steel. Scrap cinder blocks for concrete and tires for rubber. If you feel an item adds to a settlement’s aesthetic, by all means, keep it. Otherwise, scrap it for materials. Old appliances, broken furniture, damaged fences—scrap anything and everything that you don’t need.

After you finish with scrap items, decide what to do with a settlement’s usable items. Again, if you feel an item has some decorative value, leave it where it lies. Otherwise, scrap, sell, store, or rearrange usable items until you’re satisfied.

Plan for the Future

Before you start building, consider your goals for a specific settlement. If you aim to develop a self-sufficient settlement, set aside areas for farming and water collection. If you plan on establishing a supply line, decide which resources a settlement will contribute or require. Look for ways to exploit the terrain or utilize existing structures. Imagine the completed settlement before you place so much as a floor panel.

Start Small

Efficiency is important when you’re juggling multiple settlements—building a massive bunkhouse for a few settlers probably isn’t the best use of materials. But even if you can spare the materials for massive projects, it’s usually best to improve a settlement a bit at a time. Each settlement can only accommodate so many items. Reaching a settlement’s size limit halfway through construction can turn your glorious vision into a costly miscalculation.

When in Doubt, Start from Scratch

When it comes to convenience, it’s hard to beat a prefabricated structure. If you have the space and materials to construct a ready-to-use shack, you can have a settlement up and running in no time. It is, however, much easier to modify a structure built from scratch. Rearrange walls, floors, and roofs to change a building’s layout, or build new pieces to turn a humble shack into an ornate tower.

Build from the Ground Up

Use shack foundations to level rocky terrain. If you want a structure with a clean, sleek look, you’ll want to start your project with these versatile floor pieces.

Waste Not, Want Not

Most settlements contain established structures that can’t be moved or altered. They can, however, be incorporated into larger structures. Try building on or around existing structures when you need to save space or reduce construction costs.

Think Vertically

In some smaller settlements, farmable dirt is hard to come by. When space is at a premium, consider building raised platforms or narrow, multistory structures to leave enough room for crops and water pumps.

Ratings and Resources

How you run a settlement is entirely up to you, but your residents do expect a certain level of comfort and security. Happy settlers are productive settlers, and over time, effective management can yield significant rewards.

The state of a settlement is determined by a combination of factors:

  • People: The number of people living within the settlement.
  • Food: The amount of food produced by a settlement.
  • Water: The amount of water produced by a settlement.
  • Power: The amount of power produced by a settlement.
  • Defense: The defensive strength of a settlement.
  • Beds: The number of beds in a settlement.
  • Happiness: The overall happiness of a settlement’s residents.

Helpful Hint from Vault Boy!

Management Made Easy

A settlement’s ratings are provided whenever the Workshop menu is active. Any rating that falls below your settlers’ expectations is displayed in red. Your Pip-Boy’s Workshop tab lists all of the settlements you control. Alerts appear near any settlement with at least one substandard rating. Select that settlement from the list to see which ratings could stand to be improved.

People

A settlement’s population determines the amount of food and water needed, as well as how many beds you’re expected to provide. Meeting their needs can take time, effort, and a considerable amount of building materials, but your people also serve as a valuable resource. Many workshop items only function when a worker is assigned. People without assigned tasks automatically generate salvage, so a large, happy population can provide a steady stream of building materials.

Settlers are naturally drawn to well-established settlements, but populations tend to grow very slowly. Build recruitment radio beacons at key locations to accelerate population growth. Some of the people you encounter during your travels can also be convinced to join one of your settlements.

Helpful Hint from Vault Boy!

Charisma Counts

Your Charisma rank determines a settlement’s maximum population. A single workshop can accommodate 10 residents, plus one additional resident for each rank of your Charisma. New settlers stop arriving once your population reaches this number.

Speak to settlers to receive available quests, hear about their concerns, or initiate trades. During a trade, you can have a settler equip any clothes, armor, or weapons you’re willing to provide. Weapons and armor don’t affect a settlement’s Defense rating, but well-equipped settlers are much more effective in combat.

Helpful Hint from Vault Boy!

Unauthorized Acquisitions

Settlers sometimes collect weapons that are left out in the open. In some cases, a settler will even commandeer an unused suit of Power Armor. It’s easy enough to reclaim these items once you identify the culprit, but you can also take measures to keep your prized possessions safe—simply store valuable weapons in containers and remove Fusion Cores from idle Power Armor.

Use the Workshop menu to issue commands to a specific settler. You can assign settlers to items like beds, guard posts, artillery pieces, salvage stations, and stores. You can also command a settler to walk to a specific spot or relocate to a different workshop settlement.

If you’ve invested in the Local Leader perk, you can also assign a settler to a supply line. Two settlements connected by a supply line can share food, water, and any of the building materials stored in their respective workshops. Settlers you assign to supply lines become provisioners, moving back and forth along their assigned routes. To cancel a supply line, simply assign its provisioner to a different task.

Not all of the people in your settlements can be relocated or assigned to specific tasks. The available commands depend on the individual in question, but key figures like settlement leaders and idle traveling companions tend to be less flexible than common settlers. It’s important to note, however, that these people still count toward a settlement’s total population.

Food

A settlement’s Food rating reflects how much food a settlement produces. In most cases, it’s best to maintain a Food rating that’s at least as high as a settlement’s current population. Establishing supply lines splits the burden between multiple settlements. Settlers will be satisfied with a very low Food rating as long as the connected settlements produce enough food to make up the difference. In either case, food shortages lower a settlement’s overall happiness and productivity.

To raise a settlement’s Food rating, simply plant and assign crops. A single worker can generate up to 6 Food, and he or she can tend any combination of crops that doesn’t exceed this limit. Assigned crops also produce food that you can harvest yourself. These aid items can be eaten, sold, stored, replanted, or used to craft new items at workstations.

Helpful Hint from Vault Boy!

Food for Thought

Adhesive can be hard to come by, so why not craft your own? Use your crops to provide corn, mutfruit, and tatos. Along with a bit of purified water, you can use these ingredients to craft vegetable starch at cooking stations.

Brahmin often appear in settlements with high Food ratings. These bovine beasts are docile enough, but they can get in the way from time to time. Build feed troughs to prevent Brahmin from aimlessly wandering around your settlements.

Crops are vulnerable to attack, and they’re often damaged during enemy raids. Use the Workshop menu to repair damaged crops to resume food production.

Water

A settlement’s Water rating reflects how much water a settlement produces. Your settlers expect a Water rating that’s at least as high as the current population. Again, establishing supply lines splits the burden between connected settlements, but any water shortages will make affected settlers less productive.

Water-producing items don’t require assigned workers. The moment you build a water pump, it raises a settlement’s Water rating. Water purifiers only function when they’re connected to an adequate power supply. Still, with the right materials and appropriate terrain, it’s fairly easy to meet a settlement’s water needs.

Like crops, water pumps and water purifiers are susceptible to damage. Use the Workshop menu to make repairs as needed.

Power

A settlement’s Power rating indicates how much power a settlement produces. You obviously need to provide enough power for connected devices to function, but your settlers will be satisfied with any Power rating.

Use the Workshop menu to attach wires to generators, connectors, switches, or powered devices. It takes 1 Copper to create a wire. The Workshop menu can also be used to remove and store unwanted wires. Any device that can accommodate a wire can transmit power. This means that you can link powered devices to each other—as long as enough power is available, all of the devices in the chain will function.

Generators are susceptible to attacks, and they’re often targeted during raids. This can be a serious issue for settlements that rely on traps and powered turrets to keep hostiles at bay. Place key generators safely out of sight and use the Workshop menu to make repairs as needed.

Defense

A settlement’s Defense rating represents the combined strength of its defensive items. A settlement’s Defense rating should be at least as high as its current population. Anything less not only makes settlers less productive, but it also increases the odds of a settlement being attacked.

Requiring only wood and steel, guard posts are relatively easy to build. They’re easily incorporated into fences and structures, and they provide decent cover from enemy fire. A single guard assigned to three posts produces 6 Defense. Even when you have the materials for more powerful defensive items, it’s usually worth building a few guard posts.

With an assigned worker, an artillery piece generates 6 Defense. Of course, its real value is in the utility it provides while you’re out in the field. If you can spare the space and materials, build an artillery piece to boost a settlement’s Defense and improve the coverage of your artillery support.

Unlike guard posts and artillery pieces, turrets are fully automated. If you can spare the materials, building a turret is the simplest way to boost a settlement’s Defense rating. Special perks and rare materials are required to build most turrets, but these powerful weapons are well worth the cost.

Traps break each time they’re triggered, and they’ll damage any friendly units within range. However, a trap only needs to be undamaged and wired to a power grid to count toward a settlement’s Defense rating. Install a switch between a trap and its power source to control exactly when it’s triggered.

Helpful Hint from Vault Boy!

Traps, Triggers, and You

You can manually control a trap with a simple on/off switch. An attached pressure switch turns a trap into an automated defense system that’s just as likely to be triggered by settlers as it is by enemies. If you want to make the most of a trap, use a laser tripwire as the trigger. Connect a terminal to access the tripwire’s options. Then simply set it to ignore friendly targets.

Guard posts and artillery pieces don’t take damage, but turrets are vulnerable to attack and traps break after each use. Watch for any drops in a settlement’s Defense rating and use the Workshop menu to make any necessary repairs.

Maintaining an appropriate Defense rating will cut down on enemy raids, but every settlement is likely to be attacked from time to time. Use structures and junk fences to funnel invaders toward turrets and traps. Build Fast-Travel targets to ensure that you arrive in the safest possible location whenever you visit a settlement, and equip your settlers with high-quality weapons for a little extra firepower.

Beds

A settlement’s Beds rating simply indicates how many beds are located in the area. You’re expected to have one bed for each resident. A shortage of beds lowers a settlement’s productivity.

The Workshop menu contains a variety of beds, but they all serve the same function. It isn’t necessary to assign settlers to specific beds, but doing so can prevent others from sleeping in a bed you’ve claimed as your own.

To keep your settlers happy, it’s important to place each bed under some sort of roof. Placing beds outside doesn’t affect your Beds rating, but it does reduce your settlement’s happiness and productivity.

Happiness

A settlement’s Happiness rating indicates the residents’ overall satisfaction. A high Happiness rating improves food production, and the salvage generated by idle settlers and workers assigned to salvage stations. Your rewards are automatically deposited in related workshops.

The best way to keep your settlers happy is to meet their basic needs. Provide enough food, water, and beds for all of your residents, and make sure a settlement’s Defense rating meets or exceeds expectations.

Actively helping a settlement also improves its Happiness rating. Monitor Radio Freedom and check your Pip-Boy for updates and alerts about the settlements you control. Help fend off invading enemies and complete any quests your settlers offer.

Some of the items in the Workshop menu can increase a settlement’s Happiness ratings. Clinics, clothing stores, trading stores, and stores that sell food and drink all improve your settlers’ moods. If you manage to purchase a dog for one of your settlements, its arrival will have a similar effect.

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