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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

The Workshop Items

A well-stocked workshop makes even the most ambitious construction project a simple affair. Just select an item from the Workshop menu, choose a location, and construction is done in an instant. Many workshop items snap together for perfect placement, but all items can be moved and rotated to meet your exacting standards. All workshop items require construction materials, and many items can only be built after you’ve completed certain quests or invested in specific perks. Plan ahead to ensure that your settlement lives up to your expectations.

Special Items

This category contains buildable quest-related items. Many of these special items can only be built at certain times or in certain locations, and the category only appears in the workshop menu when you can build at least one of these items at the settlement in question.

NameBuild WithPrerequisitesNotes
Mama Murphy’s Chair Wood (4), Cloth (3), Steel (1) Mama Murphy requests a chair. Build this chair for Mama Murphy.
Artillery Piece Oil (4), Screw (4), Gear (6), Spring (5), Steel (16), Concrete (4), Wood (4) Artillery Schematic (collected in the Castle armory during the “Old Guns” quest) Use Artillery Smoke Grenades to call in artillery strikes on your enemies. Produces 6 Defense. Requires an assigned worker.
Control Console Rubber (2), Copper (3), Steel (5), Biometric Scanner (1) Progress through the “The Molecular Level” quest. Wire this into the same power grid as the Beam Emitter. Requires 2 Power.
Molecular Beam Emitter Rubber (2), Steel (10), Copper (5), Military-Grade Circuit Board (1), Circuitry (3) Progress through the “The Molecular Level” quest. Snap this in place over the Reflector Platform. Requires 20 Power.
Relay Dish Copper (3), Steel (3), Cloth (6), Gold (3) Progress through the “The Molecular Level” quest. Wire this into the same power grid as the Beam Emitter. Requires 5 Power.
Stabilized Reflector Platform Aluminum (10), Circuitry (3), Steel (5) Progress through the “The Molecular Level” quest. The first piece of a very large machine.
Electromagnetic Actuator Circuitry (5), Screw (1), Steel (10), Fiber Optics (3), Rubber (5), High Powered Magnet (1) Progress through the “Liberty Reprimed” quest. A special request from the Brotherhood of Steel.

Structures

This category contains items geared toward basic construction. Here, you’ll find basic items like floors, walls, and roofs, but this category also contains doors, fences, completed structures, and more. Whether you’re looking to build a simple shelter or a stately manor, this is likely to be your first stop in the workshop menu.

Subcategories
  • Structures > Wood
  • Structures > Metal
  • Structures > Doors
  • Structures > Fences
  • Structures > Miscellaneous

Structures > Wood

The Workshop menu contains a wide variety of woods structures. In addition to the basic floors, walls, and roofs, this subcategory contains items like stairs, bridges, and railings. On the whole, wood structures are efficient, versatile, and made from relatively common materials.

Subcategories
  • Structures > Wood > Prefabs
  • Structures > Wood > Floors
  • Structures > Wood > Walls
  • Structures > Wood > Roofs
  • Structures > Wood > Stairs
  • Structures > Wood > Miscellaneous
Structures > Wood > Prefabs

This subcategory features convenient, readymade structures. These items vary in size, shape, and complexity. Some prefabs are easily combined to build larger structures, while others are a bit more difficult to modify. Every prefab features some sort of roof, however, so they can serve as a basic shelter without any additional construction.

Wood Prefabs
NameBuild WithPrerequisitesNotes
Floor and Roof Wood (10), Steel (10) — A simple structure.
Wall and Roof Wood (12), Steel (10) — A simple structure.
Hallway Wood (12), Steel (10) — A simple structure.
Hallway End Wood (14), Steel (10) — A simple structure.
Corner Wood (15), Steel (12) — A simple structure.
Wall and Roof Wood (16), Steel (10) — A simple structure.
Corner Wood (20), Steel (15) — A simple structure.
Small Shack Wood (30), Steel (20) — A completed shack.
Large Shack Wood (40), Steel (20) — A completed shack.
Structures > Wood > Floors

When you’re building a structure from scratch, it’s usually best to start with the floor. In addition to simple floor tiles, this category contains some particularly handy items. The foundation pieces can sink into the ground, serving as a level base for structures on uneven terrain. The stairwell features a one-story flight of stairs anchored between two floor tiles. Once a stairwell is in place, constructing a second story is as simple as snapping a few floor tiles to the top of the steps.

Another noteworthy item is the “Shack Upper Floor” piece. This floor tile is thick enough to meet any walls placed on the level beneath it. You’re free to use thinner tiles on upper floors, but doing so will leave gaps along the exterior of multistory structures.

Wood Floors
NameBuild WithPrerequisitesNotes
Shack Floor Wood (7), Steel (2) — A standard floor.
Shack Foundation Wood (12), Concrete (3) — Used to level uneven ground.
Shack Foundation Wood (12), Steel (3) — Used to level uneven ground.
Shack Stairwell Wood (12), Steel (3) — Two floors connected by stairs.
Shack Upper Floor Wood (8), Steel (2) — A double-thick floor.
Floor—Small Wood (3), Steel (1) — A small floor tile.
Floor—Small Wood (3), Steel (1) — A small floor tile.
Floor—Small Wood (3), Steel (1) — A small floor tile.
Floor—Small Wood (3), Steel (1) — A small floor tile.
Floor—Small Wood (3), Steel (1) — A small floor tile.
Structures > Wood > Walls

Wood walls come in a wide variety of shapes and sizes. Here you’ll find everything from simple panels to elaborate wall/roof combinations. Most walls can snap neatly to floors and other wall panels, but there are a few exceptions. End pieces don’t snap to any items, and they’re a bit taller than standard walls. Covered corner pieces only snap to covered wall panels. Every wood wall has its uses, however, making this a very important section of the Workshop menu.

Wood Walls
NameBuild WithPrerequisitesNotes
Shack Wall—Doorway Wood (5), Steel (3) — Includes a slight overhang.
Shack Wall—Outer Cap Wood (4), Steel (9) — Includes a slight overhang.
Shack Wall—Corner Wood (12), Steel (8) — A large, open corner piece.
Shack Wall—Corner Wood (5), Steel (8) — A small, covered corner piece.
Shack Wall—Corner Wood (6), Steel (3) — A small, covered corner piece.
Shack Wall and Roof Wood (5), Steel (4) — A narrow, covered structure.
Shack Wall and Roof Wood (4), Steel (4), Cloth (2) — A narrow, covered structure.
Wall Wood (8), Steel (5) — A narrow, covered structure.
Wall Wood (8) Steel (5) — A narrow, covered structure.
Wall Wood (5), Steel (9) — A narrow, covered structure.
Wall Wood (5), Steel (9) — A narrow, covered structure.
Wall Wood (8), Steel (5) — A narrow, covered structure.
Wall Wood (8), Steel (5) — A narrow, covered structure.
Wall Wood (8), Steel (5) — A narrow, covered structure.
Wall Wood (5), Steel (9) — A narrow, covered structure.
Wall—Corner Wood (7), Steel (3) — A small, covered corner piece.
Wall—Corner Wood (10), Steel (4) — A small, covered corner piece.
Wall—Corner Wood (10), Steel (4) — A small, covered corner piece.
Wall—Corner Wood (10), Steel (4) — A small, covered corner piece.
Wall—Corner Wood (7), Steel (3) — A small, covered corner piece.
Wall—Corner Wood (7), Steel (3) — A small, covered corner piece.
Wall—End Wood (4), Steel (1) — A narrow, uneven wall.
Wall—End Wood (4), Steel (1) — A narrow, uneven wall.
Wall—Small Wood (8), Steel (2) — A basic wall.
Wall—Small Wood (8), Steel (2) — A basic wall.
Wall—Small Wood (8), Steel (2) — A basic wall.
Wall—Small Wood (4), Steel (9) — Includes a slight overhang.
Wall—Small Wood (4), Steel (9) — Includes a slight overhang.
Structures > Wood > Roofs

Every settler expects a roof over his or her head, and this area of the Workshop menu has plenty of options. Roofs snap to each other and to the tops of most wall panels. Wood roofs come in a variety of shapes, but they all serve the same purpose in shelter construction.

Wood Roofs
NameBuild WithPrerequisitesNotes
Shack Roof Wood (3), Steel (6) — A flat roof.
Shack Roof Wood (5), Cloth (5), Steel (2) — A sloped roof.
Shack Roof Wood (4), Steel (6) — A sloped roof.
Shack Roof Wood (3), Steel (6) — A flat roof.
Shack Roof Wood (5), Steel (6) — A sloped roof.
Shack Roof Wood (4), Cloth (6), Steel (2) — A sloped roof.
Shack Roof Wood (4), Steel (6) — A sloped roof.
Shack Roof Wood (5), Steel (6) — A sloped roof.
Shack Roof Wood (5), Steel (6) — A sloped roof.
Structures > Wood > Stairs

Stairs are obviously an important part of any multistory building, but they also make it much easier to move in and out of structures built on raised foundations. Stairs can be placed anywhere, but they snap to floors and sometimes to each other. Most stairs can also sink into the ground.

Wood Stairs
NameBuild WithPrerequisitesNotes
Shack Stairs Wood (9), Steel (2) — A long set of stairs between two anchor points.
Stairs Wood (7), Steel (2) — A small set of stairs.
Stairs Wood (7), Steel (2) — A medium set of stairs.
Stairs Wood (7), Steel (2) — A long set of stairs.
Structures > Wood > Miscellaneous

This subcategory includes a bridge and an assortment of railing pieces. Bridges snap to each other, but they can also sink into the ground. They make excellent walkways, of course, but they’re also handy when you want to build a few turret platforms or place some support beams under an existing structure. Railings are also quite versatile, but they’re an excellent way to mark hazardous areas and prevent accidental falls.

Miscellaneous Wood Structures
NameBuild WithPrerequisitesNotes
Bridge Wood (6), Steel (2) — A narrow bridge.
Railing Railing (2), Steel (1) — A short railing.
Railing Wood (2), Steel (1) — A long railing.
Railing Wood (2), Steel (1) — A short railing.
Railing Wood (2), Steel (1) — A short railing.
Railing Wood (2), Steel (1) — A short railing.

Structures > Metal

The Workshop menu contains far fewer options for metal structures than you’ll find for wood structures—there are no metal-based floors, stairs, or miscellaneous items, and there are only two options for roofs. Of course, your stock of materials will likely determine which structures are the best fit for a settlement, but metal boasts an industrial aesthetic that wood simply can’t match.

Subcategories
  • Structures > Metal > Prefabs
  • Structures > Metal > Walls
  • Structures > Metal > Roofs
Structures > Metal > Prefabs

Like wood prefabs, metal prefabs are ready-made structures. Many of these items are easily incorporated into larger structures, but some metal prefabs feature rounded shapes that prohibit some walls and roofs from snapping into place.

Metal Prefabs
NameBuild WithPrerequisitesNotes
Corner Steel (10), Wood (4) — A simple structure.
Doorway Steel (10), Wood (4) — Features an interior doorway.
Floor and Roof Steel (10), Wood (4) — A simple structure.
Floor and Roof Steel (10), Wood (4) — A simple structure.
Floor and Roof Steel (10), Wood (4) — A simple structure.
Hallway Steel (10), Wood (4) — A simple structure.
Hallway End Steel (10), Wood (4) — A simple structure.
Wall and Roof Steel (12), Wood (8) — A simple structure.
Wall and Roof Steel (10), Wood (4) — A simple structure.
Small Metal Shack Wood (20), Steel (30) — A completed shack.
Small Metal Shack Wood (20), Steel (30) — A completed shack.
Large Metal Shack Wood (20), Steel (40) — A completed shack.
Structures > Metal > Walls

For the most part, a metal wall can be used anywhere a similarly shaped wood wall can be placed. The rounded walls found in this area of the Workshop menu don’t have a wooden counterpart. Rather than snapping to floors, round metal walls snap to the framework found in most prefabs and wall/roof combos.

Metal Walls
NameBuild WithPrerequisitesNotes
Shack Wall Wood (3), Steel (4) — A basic wall.
Shack Wall—Doorway Wood (5), Steel (3) — Includes a slight overhang.
Shack Wall—Outer Cap Wood (4), Steel (9) — Includes a slight overhang.
Shack Wall—Corner Wood (12), Steel (8) — A large, open corner piece.
Shack Wall—Corner Wood (5), Steel (8) — A small, covered corner piece.
Shack Wall—Corner Wood (6), Steel (3) — A small, covered corner piece.
Shack Wall and Roof Wood (5), Steel (4) — A narrow, covered structure.
Shack Wall and Roof Wood (4), Steel (4), Cloth (2) — A narrow, covered structure.
Wall Wood (8), Steel (5) — A narrow, covered structure.
Wall Wood (8), Steel (5) — A narrow, covered structure.
Wall Wood (5), Steel (9) — A narrow, covered structure.
Wall Wood (5), Steel (9) — A narrow, covered structure.
Wall Wood (8), Steel (5) — A narrow, covered structure.
Wall Wood (8), Steel (5) — A narrow, covered structure.
Wall Wood (8), Steel (5) — A narrow, covered structure.
Wall Wood (5), Steel (9) — A narrow, covered structure.
Wall—Corner Wood (7), Steel (3) — A small, covered corner piece.
Wall—Corner Wood (10), Steel (4) — A small, covered corner piece.
Wall—Corner Wood (10), Steel (4) — A small, covered corner piece.
Wall—Corner Wood (10), Steel (4) — A small, covered corner piece.
Wall—Corner Wood (7), Steel (3) — A small, covered corner piece.
Wall—Corner Wood (7), Steel (3) — A small, covered corner piece.
Wall—End Wood (4), Steel (1) — A narrow, uneven wall.
Wall—End Wood (4), Steel (1) — A narrow, uneven wall.
Wall—Small Wood (8), Steel (2) — A basic wall.
Wall—Small Wood (8), Steel (2) — A basic wall.
Wall—Small Wood (8), Steel (2) — A basic wall.
Wall—Small Wood (4), Steel (9) — Includes a slight overhang.
Wall—Small Wood (4), Steel (9) — Includes a slight overhang.
Structures > Metal > Roofs

All roofs snap to walls and to each other, so a metal roof can be used anywhere a wood roof would fit.

Metal Roofs
NameBuild WithPrerequisitesNotes
Shack Roof Wood (3), Steel (10) — A rounded roof.
Shack Roof Wood (3), Steel (10) — A flat roof.
Structures > Doors

Doors snap to any wall or prefab that features a doorway. There are several doors to choose from, but the differences are purely cosmetic.

Doors
NameBuild WithPrerequisitesNotes
Door Wood (3), Steel (3) — A basic door.
Door Wood (3), Steel (3) — A basic door.
Door Wood (3), Steel (3) — A basic door.
Door Wood (3), Steel (3) — A basic door.
Door Wood (3), Steel (3) — A basic door.
Door Wood (3), Steel (3) — A basic door.
Door Wood (3), Steel (3) — A basic door.
Door Wood (3), Steel (3) — A basic door.
Door Wood (3), Steel (3) — A basic door.

Structures > Fences

Fences are largely cosmetic, but they do have some practical uses. Well-placed fences can keep residents where you want them and limit enemy access to a settlement.

Subcategories
  • Structures > Fences > Junk Fence
  • Structures > Fences > Picket Fence
  • Structures > Fences > Wire Fence
Structures > Fences > Junk Fence

Junk fences are large and relatively costly, but they’re great for fortifying vulnerable settlements. Fences don’t contribute to a settlement’s Defense rating, but well-positioned junk fences can funnel invaders into heavily defended areas. Forcing attackers toward a settlement’s turrets and guard posts is one of the best ways to guarantee a raid ends quickly.

Junk Fences
NameBuild WithPrerequisitesNotes
Gate Wood (10), Steel (15) — A large gate.
Junk Fence Wood (15), Steel (4) — A large, corner piece.
Junk Fence Wood (6), Steel (9), Rubber (4) — A makeshift fence.
Junk Fence Wood (10), Steel (4) — A makeshift fence.
Junk Fence Wood (10), Steel (4), Rubber (2) — A makeshift fence.
Junk Fence Wood (10), Steel (4), Rubber (2) — A makeshift fence.
Junk Fence Wood (10), Steel (4) — A makeshift fence.
Junk Fence Wood (6), Steel (9), Rubber (4) — A makeshift fence.
Junk Fence Wood (15), Steel (4) — A large corner piece.
Junk Fence Wood (2), Steel (6) — Features a doorway.
Junk Fence Wood (2), Steel (6) — Features a doorway.
Structures > Fences > Picket Fence

Picket fences not only offer a classic aesthetic, but they also snap together for easy installation. Just place a post between each fence panel to maintain a perfect line. Picket fences must be unlocked before they can be built. This subcategory only appears in the Workshop menu after you’ve collected the Picket Fences magazine located in the Beantown Brewery.

Picket Fences
NameBuild WithPrerequisitesNotes
Gate Wood (3) Picket Fences (Issue #1, located in Beantown Brewery) A small gate.
Picket Fence Post Wood (2) Picket Fences (Issue #1, located in Beantown Brewery) A single fence post.
Picket Fence Wood (3) Picket Fences (Issue #1, located in Beantown Brewery) A short fence.
Picket Fence Wood (3) Picket Fences (Issue #1, located in Beantown Brewery) A short fence.
Picket Fence Wood (3) Picket Fences (Issue #1, located in Beantown Brewery) A short fence.
Picket Fence Wood (3) Picket Fences (Issue #1, located in Beantown Brewery) A short fence.
Picket Fence—Long Wood (6) Picket Fences (Issue #1, located in Beantown Brewery) A long fence.
Picket Fence—Long Wood (6) Picket Fences (Issue #1, located in Beantown Brewery) A long fence.
Picket Fence Wood (3) Picket Fences (Issue #1, located in Beantown Brewery) A long fence.
Picket Fence Wood (3) Picket Fences (Issue #1, located in Beantown Brewery) A short fence.
Picket Fence Wood (3) Picket Fences (Issue #1, located in Beantown Brewery) A short fence.
Picket Fence Wood (3) Picket Fences (Issue #1, located in Beantown Brewery) A short fence.
Structures > Fences > Wire Fence

These rustic fences are often found in farming settlements. Wire fence pieces snap together whenever the edge of a mesh panel is moved toward a post.

Wire Fences
NameBuild WithPrerequisitesNotes
Wire Fence Wood (2) — A single fence post.
Wire Fence Wood (2), Steel (2) — A basic fence.
Wire Fence Wood (2), Steel (4) — A long fence.
Wire Fence Wood (4), Steel (4) — A corner piece.
Wire Fence Wood (4), Steel (2) — A wide gate.
Wire Fence Wood (2), Steel (4) — A long fence.
Wire Fence Wood (2), Steel (2) — A basic fence.
Wire Fence Wood (2) — A single fence post.
Wire Fence Steel (2) — A wire mesh panel.

Structures > Miscellaneous

This subcategory only contains two items, both of which are tall poles wrapped in razor wire. These items are purely cosmetic, but they certainly make a statement.

Miscellaneous Structures
NameBuild WithPrerequisitesNotes
Spiked Pole Steel (6), Skull (3) — A pole covered in razor wire and skulls.
Spiked Pole Steel (6) — A pole covered in razor wire.

Furniture

This category contains a variety of beds, chairs, shelves, and more. Although furniture plays an important role in a settlement’s overall aesthetic, each type of furniture offers at least one useful feature.

Subcategories
  • Furniture > Beds
  • Furniture > Chairs
  • Furniture > Containers
  • Furniture > Shelves
  • Furniture > Tables
  • Furniture > Miscellaneous

Furniture > Beds

If you hope to keep the residents of your settlement happy and productive, you must provide one bed for each one. If you wish, you can even assign a settler to a specific bed. You’re also free to use any bed you build—remember that each time you sleep, you receive the Well Rested perk. This temporary perk grants a 10 percent bonus to earned XP for a limited time, so it pays to take regular naps.

Beds
NameBuild WithPrerequisitesNotes
Bed Steel (4), Cloth (5) — Accommodates one person.
Bed Steel (4), Cloth (5) — Accommodates one person.
Bed Steel (4), Cloth (5) — Accommodates one person.
Bed Steel (4), Cloth (5) — Accommodates one person.
Mattress Cloth (6) — Accommodates one person.
Sleeping Bag Cloth (3) — Accommodates one person.

Furniture > Chairs

This subcategory contains a wide variety of benches, chairs, couches, and stools. These items are largely decorative, but idle settlers often seek out places to sit. You can also use these items to wait for hours at a time. Chairs don’t offer the Well Rested perk granted by beds, but after you sit down, you’re free to relax as time flies by.

Chairs
NameBuild WithPrerequisitesNotes
Airplane Seat Cloth (6), Aluminum (4) — A row of two airplane seats.
Airplane Seat Cloth (8), Aluminum (5) — A row of three airplane seats.
Airplane Seat Cloth (4), Aluminum (3) — A single airplane seat.
Bench Steel (3), Wood (4) — A simple bench.
Bench Wood (5), Steel (1) — A simple bench.
Chair Leather (4), Steel (4) — A simple chair.
Chair Cloth (4), Steel (4) — A small seat.
Chair Cloth (4), Steel (4) — A basic chair.
Chair Cloth (4), Steel (4) — A basic chair.
Chair Cloth (4), Steel (4) — A small seat.
Chair Cloth (4), Steel (4) — Three connected seats.
Chair Cloth (3), Wood (5) — A basic chair.
Chair Wood (4), Cloth (4) — A basic chair.
Chair Wood (4), Cloth (2) — A basic chair.
Chair Wood (4), Plastic (1) — A basic chair.
Chair Steel (3), Cloth (1), Plastic (1) — A basic chair.
Chair Steel (3), Cloth (2), Plastic (2) — A basic chair.
Chair Wood (3), Cloth (5), Steel (1) — A basic chair.
Chair Wood (4), Steel (1) — A basic chair.
Chair Steel (3), Cloth (2), Plastic (2) — A basic chair.
Chair Wood (4), Cloth (4) — A basic chair.
Chair Cloth (4), Steel (4) — A basic chair.
Chair Cloth (4), Steel (4) — Three connected seats.
Chair Steel (4) — A basic chair.
Couch Wood (5), Cloth (9) — A basic couch.
Couch Wood (5), Cloth (10) — A basic couch.
Couch Wood (4), Cloth (7), Steel (2) — A basic couch.
Couch Wood (6), Cloth (10), Steel (2) — A basic couch.
Couch Wood (6), Cloth (9) — A basic couch.
Patio Chair Steel (4), Plastic (2) Picket Fences (Issue #5, located in Weston Water Treatment Plant) A basic chair.
Stool Steel (3) — A simple stool.
Stool Steel (3) — A simple stool.
Stool Steel (2), Wood (1) — A simple stool.
Stool Wood (3), Steel (1) — A simple stool.
Stool Steel (4) — A simple stool.
Stool Steel (3) — A simple stool.
Stool Steel (5) — A stool with an attached back.
Stool Steel (3), Plastic (1) — A simple stool.

Furniture > Containers

Containers come in all shapes and sizes, but from the massive bureau to the compact toolbox, all containers can store as many items as you choose. Simply approach a container and begin transferring items to or from your inventory.

Containers
NameBuild WithPrerequisitesNotes
Bureau Wood (4) — A tall bureau.
Cabinet Steel (8) — A narrow cabinet.
Cabinet Steel (8) — A wide cabinet.
Cabinet Steel (8) — A tall cabinet.
Cabinet Steel (8) — A wall-mounted cabinet.
Cabinet Steel (8) — A long cabinet.
Cooler Steel (2), Fiberglass (1) — A small cooler.
Desk Steel (6) — A simple desk.
Desk Steel (2), Wood (4) — A simple desk.
Dresser Wood (4), Steel (2) — A narrow dresser.
Dresser Wood (4), Steel (2) — A wide dresser.
File Cabinet Steel (4) — A short file cabinet.
File Cabinet Steel (4) — A tall file cabinet.
File Cabinet Steel (4) — A tall file cabinet.
Filing Cabinet Steel (2), Wood (6) — A large filing cabinet.
Footlocker Steel (2), Wood (4) — A small box.
Metal Box Steel (4) — A large box.
Safe Spring (5), Steel (10), Gear (3) — A simple floor safe.
Steamer Trunk Steel (4) — A large trunk.
Suitcase Steel (1), Cloth (2) — A simple suitcase.
Tool Chest Steel (4) — A large tool chest.
Toolbox Steel (2) — A small toolbox.
Wooden Crate Wood (3) — A large box.

Furniture > Shelves

Use shelves to hold and display items from your inventory. Just drop an item on the ground, activate the Workshop menu, then grab the item and place it wherever you like.

This subcategory also contains two magazine racks. Use these special shelves to store and display any magazines you collect as you explore the Commonwealth.

Shelves
NameBuild WithPrerequisitesNotes
Bookcase Wood (7), Steel (1) — A tall bookcase.
Bookcase Wood (3), Steel (1) — A short bookcase.
Magazine Rack Screw (1), Steel (4) — A small rack that only holds magazines.
Magazine Rack Screw (1), Steel (4) — A large rack that only holds magazines.
Shelf Steel (4) — A simple shelf unit.
Shelf Wood (10), Steel (3) — A large shelf unit.
Shelf Wood (13), Steel (4) — A large, double-sided shelf unit.
Wall Shelf Steel (2) — A wall-mounted shelf.
Wall Shelf Steel (2) — A wall-mounted shelf.
Wall Shelf Wood (2) — A wall-mounted shelf.
Wall Shelf Wood (2) — A wall-mounted shelf.

Furniture > Tables

Like shelves, tables can hold and display items from your inventory. This subcategory contains everything from coffee tables to pool tables, so you’re sure to find something to match any décor.

Tables
NameBuild WithPrerequisitesNotes
Coffee Table Wood (3), Steel (1) — A low coffee table.
Coffee Table Wood (4) — A high coffee table.
End Table Wood (3), Steel (1) — A small end table.
End Table Wood (4), Steel (1) — A large end table.
Kitchen Table Wood (4), Steel (3) — A short table.
Kitchen Table Wood (4), Steel (2) — A medium table.
Kitchen Table Wood (4), Steel (3) — A long table.
Patio Table Steel (10) Picket Fences (Issue #5, located in Weston Water Treatment Plant) A round table with an attached umbrella.
Picnic Table Wood (8), Steel (2) Picket Fences (Issue #5, located in Weston Water Treatment Plant) A large picnic table.
Pool Table Cloth (3), Wood (8), Plastic (2), Rubber (1), Steel (2) — A large pool table.
Table Wood (4), Steel (1) — A small table.
Table Wood (4) — A small table.
Table Wood (4), Steel (1) — A short table.
Table Wood (7), Steel (1) — A large table.
Table Steel (5) — A small table.
Table Wood (7), Steel (1) — A large table.
Table Wood (4), Steel (1) — A small table.
Table Wood (3), Steel (1) — A small table.
Table Wood (7), Steel (1) — A large table.
Table Wood (4), Steel (1) — A small table.
Table Wood (3), Steel (1) — A small table.
Table Wood (6), Steel (1) — A large table.
Table Wood (2), Steel (2) — A small table.
Table Wood (3), Steel (2) — A large table.
Table Wood (2), Steel (2) — A medium table.
Table Steel (5) — A small table.
Table Steel (2) — A small table.
Table Wood (4) — A high table.
Wet Bar Wood (4), Steel (1) — An open wet bar.
Wet Bar Wood (4), Steel (1) — A closed wet bar.

Furniture > Miscellaneous

This area of the Workshop menu contains miscellaneous furniture items like televisions, bathroom fixtures, and more. Dedicated explorers would do well to build the Bobblehead stand—this stylish piece of furniture is a great way to proudly display your Bobblehead collection.

Miscellaneous Furniture
NameBuild WithPrerequisitesNotes
Bathtub Ceramic (8), Steel (2) — A damaged bathtub.
Bobblehead Stand Screw (3), Steel (4), Fiberglass (3) — A unit to hold and display collected Bobbleheads.
Counter Wood (6), Steel (2) — A large counter.
Ottoman Wood (2), Cloth (3), Steel (1) — A small ottoman.
Television Steel (2), Circuitry (3), Wood (2), Glass (2), Aluminum (2) — Requires power.
Television Steel (2), Circuitry (3), Wood (3), Glass (2), Aluminum (2) — Requires power.
Television Steel (2), Circuitry (3), Wood (2), Glass (2), Aluminum (2) — Requires power.
Toilet Ceramic (5), Plastic (1) — A damaged toilet.

Decorations

This category features an impressive assortment of decorative items. When you just want to add a bit of flair to a settlement, make sure you visit this section of the Workshop menu.

Subcategories
  • Decorations > Floor Coverings
  • Decorations > Wall Decorations
  • Decorations > Statues
  • Decorations > Miscellaneous

Decorations > Floor Coverings

This section of the Workshop menu contains a variety of rugs and floor mats.

Floor Coverings
NameBuild WithPrerequisitesNotes
Floor Mats Cloth (2), Rubber (1) — A small mat.
Floor Mats Cloth (2), Rubber (1) — A small mat.
Floor Mats Cloth (2), Rubber (1) — A small mat.
Floor Mats Cloth (2), Rubber (1) — A small mat.
Floor Mats Cloth (2), Rubber (1) — A small mat.
Floor Mats Cloth (2), Rubber (1) — A small mat.
Rug Cloth (6) — A large rug.
Rug Cloth (3) — A small rug.
Rug Cloth (4) — A small rug.
Rug Cloth (6) — A large rug.
Rug Cloth (6) — A large rug.

Decorations > Wall Decorations

This section of the Workshop menu contains wall-mounted items like flags, trophies, and paintings.

Subcategories
  • Decorations > Wall Decorations > Flags
  • Decorations > Wall Decorations > Mounted Creatures
  • Decorations > Wall Decorations > Paintings
  • Decorations > Wall Decorations > Signs
  • Decorations > Wall Decorations > Miscellaneous
Decorations > Wall Decorations > Flags

Initially, the Workshop menu only offers the U.S. flag, but more flags become available as you gain new allies. You’re only able to build a faction’s flag while you’re a recognized member—if you’re kicked out of a faction, the related flag is removed from the Workshop menu.

Flags
NameBuild WithPrerequisitesNotes
Brotherhood of Steel Flag Cloth (5) Complete the “Fire Support” quest and be part of the Brotherhood of Steel faction. A wall-mounted flag.
Institute Flag Cloth (5) Complete the “Institutionalized” quest and be part of the Institute faction. A wall-mounted flag.
Railroad Flag Cloth (5) Complete the “Tradecraft” quest and be part of the Railroad faction. A wall-mounted flag.
Minutemen Flag Cloth (5) Become the leader of the Minutemen. A wall-mounted flag.
U.S. Flag Cloth (5) — A wall-mounted flag.
Decorations > Wall Decorations > Mounted Creatures

This subcategory offers a small collection of wall-mounted hunting trophies.

Mounted Creatures
NameBuild WithPrerequisitesNotes
Mounted Brahmin Heads Wood (1), Cloth (2), Brahmin Skull (2) — A wall-mounted trophy.
Mounted Mirelurk Claw Wood (1), Cloth (1), Mirelurk Meat (1) — A wall-mounted trophy.
Mounted Mole Rat Head Wood (1), Cloth (1), Mole Rat Meat (1), Mole Rat Teeth (1) — A wall-mounted trophy.
Mounted Radstag Heads Wood (1), Cloth (2), Radstag Meat (1) — A wall-mounted trophy.
Decorations > Wall Decorations > Paintings

This section of the Workshop menu offers paintings of various styles and sizes.

Paintings
NameBuild WithPrerequisitesNotes
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Painting Wood (5) — A wall-mounted painting.
Decorations > Wall Decorations > Signs

In this section of the Workshop menu, you’ll find signs in a variety of shapes, styles, and sizes.

Signs
NameBuild WithPrerequisitesNotes
Signs Steel (4) — A wall-mounted sign.
Signs Steel (4) — A wall-mounted sign.
Signs Steel (4) — A wall-mounted sign.
Signs Steel (4) — A wall-mounted sign.
Signs Steel (4) — A wall-mounted sign.
Signs Steel (4) — A wall-mounted sign.
Signs Steel (4) — A wall-mounted sign.
Signs Steel (4) — A wall-mounted sign.
Signs Steel (4) — A wall-mounted sign.
Signs Steel (4) — A wall-mounted sign.
Signs Steel (4) — A wall-mounted sign.
Decorations > Wall Decorations > Miscellaneous

This section of the Workshop menu features two miscellaneous wall decorations: a mountable basketball hoop and a stylish Eat-O-Tronic unit.

Miscellaneous Wall Decorations
NameBuild WithPrerequisitesNotes
Basketball Hoop Steel (4) — A wall-mounted basketball hoop.
Eat-O-Tronic Steel (4), Glass (2) — A wall-mounted vending machine.

Decorations > Statues

This subcategory only appears in the Workshop menu after you collect the Picket Fences magazine located in the Saugus Ironworks. Once you unlock these items, you can use workshops to build some rather impressive statues.

Statues
NameBuild WithPrerequisitesNotes
Statue Copper (10) Picket Fences (Issue #3, located in Saugus Ironworks) A small statue.
Statue Copper (10) Picket Fences (Issue #3, located in Saugus Ironworks) A large statue.
Statue Copper (20) Picket Fences (Issue #3, located in Saugus Ironworks) A very large statue.
Statue Copper (20) Picket Fences (Issue #3, located in Saugus Ironworks) A very large statue.
Fountain Copper (20) Picket Fences (Issue #3, located in Saugus Ironworks) A very large fountain.

Decorations > Miscellaneous

This section of the Workshop menu contains some particularly interesting decorations, many of which offer additional functionality. Some vending machines and trash receptacles can be used as containers. The doghouse gives your canine companion a place to relax between outings. Radios and jukeboxes add a bit of life to any settlement. Initially, the workshop offers a good selection of miscellaneous decorations, but many more can be unlocked as you explore the Commonwealth.

Miscellaneous Decorations
NameBuild WithPrerequisitesNotes
Ashtray Steel (4) — A standing ashtray.
Basketball Hoop Steel (6) — A standing basketball hoop.
Cigarette Machine Steel (4), Rubber (1) — A small vending machine.
Crib Steel (1), Wood (5), Cloth (2) — A baby’s crib.
Doghouse Wood (3), Steel (1) — A simple doghouse.
Grill Steel (4), Rubber (1) Picket Fences (Issue #5, located in Weston Water Treatment Plant) A small grill.
Ice Cooler Steel (4), Rubber (1) — A large ice machine.
Lawn Flamingos Steel (1), Plastic (4) Wasteland Survival Guide (Issue #5, located in Lynn Woods) A lawn Flamingo.
Lawn Flamingos Steel (1), Plastic (4) Wasteland Survival Guide (Issue #5, located in Lynn Woods) A lawn Flamingo.
Milk Vending Machine Steel (4), Rubber (1) — A large vending machine.
Nuka-Cola Machine Steel (2), Rubber (1), Plastic (2) — A large vending machine.
Potted Plant Steel (2), Wood (2) Picket Fences (Issue #4, located in Combat Zone) A small potted plant.
Potted Plant Steel (2), Wood (2) Picket Fences (Issue #4, located in Combat Zone) A small potted plant.
Potted Plant Steel (2), Wood (2) Picket Fences (Issue #4, located in Combat Zone) A large potted plant.
Potted Plant Steel (2), Wood (2) Picket Fences (Issue #4, located in Combat Zone) A small potted plant.
Potted Plant Steel (2), Wood (2) Picket Fences (Issue #4, located in Combat Zone) A large potted plant.
Potted Plant Steel (2), Wood (2) Picket Fences (Issue #4, located in Combat Zone) A small potted plant.
Potted Plant Steel (2), Wood (2) Picket Fences (Issue #4, located in Combat Zone) A large potted plant.
Potted Plant Steel (2), Wood (2) Picket Fences (Issue #4, located in Combat Zone) A large potted plant.
Radio Circuitry (1), Plastic (2), Copper (1), Rubber (2) — Tuned to Diamond City Radio.
Radio Circuitry (1), Plastic (2), Copper (1), Rubber (2) — Tuned To Classical Radio.
Radio Circuitry (1), Plastic (2), Copper (1), Rubber (2) Complete The Minutemen Quest: Taking Independence. Tuned to Radio Freedom.
Sign Steel (4), Rubber (1) — A large, freestanding sign.
Trash Bin Steel (4), Rubber (1) — A large trash receptacle.
Trash Can Steel (4) — A small trash receptacle.
Jukebox Circuitry (2), Plastic (2), Copper (2), Glass (2), Steel (2) — Requires 2 Power.
Shaun’s Crib Cloth (2), Steel (1), Wood (5) Scrap Shaun’s crib. Unique item. Can only be built in Sanctuary Hills.

Power

This category contains all of the items you’ll need to generate and deliver power, but it also offers some very useful high-tech devices. With this selection of generators, switches, lights, and special electronics, you can build a power grid that rivals anything found in the Commonwealth.

Subcategories
  • Power > Generators
  • Power > Connectors and Switches
  • Power > Lights
  • Power > Miscellaneous

Power > Generators

Generators produce the power needed to run lights, turrets, and all of a settlement’s electronic devices. Each generator features its own size, output, and building materials, and the most powerful generator requires an investment in the Science! perk.

Generators
NameBuild WithPrerequisitesNotes
Generator—Small Gear (2), Steel (4), Rubber (2), Copper (2), Ceramic (1) — Produces 3 Power
Generator—Medium Screw (3), Gear (3), Steel (7), Rubber (3), Copper (3), Ceramic (1) — Produces 5 Power
Generator—Large Gear (6), Screw (5), Rubber (4), Copper (10), Aluminum (12), Nuclear Material (3) Rank 1: Science! Produces 10 Power
Generator—Windmill Steel (15), Copper (4), Aluminum (10), Gear (2) — Produces 3 Power

Power > Connectors and Switches

This section of the Workshop menu offers an assortment of pylons, conduits, and switches. By connecting these devices to a power source, you can expand and control the flow of electricity within a settlement. Pylons and conduits serve as anchor points for wires, and you can link them to deliver power to buildings and devices located anywhere within a settlement. As long as they’re attached to a suitable power source, these connectors also radiate energy needed to power televisions, jukeboxes, and most lights.

Use switches to determine when and if power is transmitted to specific areas or devices. You’ll find everything from basic on/off switches to programmable power counters. Connect switches to terminals to access additional options; combine switches to create new effects. Like basic connectors, switches radiate the energy needed to power simple devices. Of course, this energy field is only active while a switch is turned on.

Connectors and Switches
NameBuild WithPrerequisitesNotes
Power Pylon Copper (2), Wood (2), Ceramic (1), Steel (1) — A short pylon
Power Pylon—Large Copper (4), Ceramic (3), Steel (8), Rubber (1) — A tall pylon. Requires power.
Power Conduit Copper (2), Ceramic (2), Steel (2) — Mounts to floors
Power Conduit Copper (2), Ceramic (2), Steel (2) — Mounts to walls
Power Conduit Copper (2), Ceramic (2), Steel (2) — Mounts to ceilings
Switched Power Pylon Copper (3), Wood (2), Steel (2), Ceramic (1), Rubber (1) — Features an on/off switch. Requires power.
Switched Power Pylon—Large Copper (5), Steel (9), Ceramic (3), Rubber (1) — Features an on/off switch. Requires power.
Switch Steel (2), Copper (1), Rubber (1) — A wall-mounted on/off switch. Requires power.
Pressure Plate Copper (3), Steel (3), Spring (2) — Transmits power when activated. Requires power.
Laser Tripwire Fiber Optics (2), Steel (4), Crystal (1), Fusion Cell (6) Rank 1: Science! Transmits power when disarmed. Use a connected terminal to access additional functionality. Requires power.
Laser Tripwire Fiber Optics (2), Steel (4), Crystal (1), Fusion Cell (6) Rank 1: Science! Transmits power when disarmed. Use a connected terminal to access additional functionality. Requires power.
Delayed Off Switch Copper (2), Wood (2), Ceramic (1) — Stops transmitting power after a short delay. Use a connected terminal to change the delay. Requires power.
Delayed On Switch Copper (2), Wood (2), Ceramic (1) — Transmits power after a short delay. Use a connected terminal to change the delay. Requires power.
Interval Switch Copper (2), Wood (2), Ceramic (1) — Switches on and off repeatedly. Use a connected terminal to change the on/off intervals. Requires power.
Power Counter Copper (1), Wood (1), Ceramic (1), Steel (2) — Transmits power briefly after cycling power 10 times. Use a connected terminal to change the max count. Requires power.

Power > Lights

Initially, the Workshop menu contains a good variety of lighting options, but you can unlock many more by collecting the Picket Fences magazine located in Hardware Town. Nearly all lights are powered by radiant energy—the one exception is the construction light. This freestanding light must be wired directly to a power grid in order to function.

Lights
NameBuild WithPrerequisitesNotes
Lightbulb Glass (1), Copper (1), Steel (2) — A hanging light. Requires power.
Industrial Wall Light Glass (1), Copper (1), Steel (2) — A wall-mounted light. Requires power.
Construction Light Glass (2), Copper (1), Steel (4) — A freestanding light. Requires 1 Power.
Ceiling Fan Glass (1), Copper (1), Gear (1), Wood (1), Steel (2) — A hanging fan. Requires power.
Lamp Glass (1), Copper (1), Steel (2) — A freestanding light. Requires power.
High Tech Lights Glass (1), Copper (1), Steel (2) Picket Fences (Issue #2, located in Hardware Town) A freestanding light. Requires power.
High Tech Lights Glass (1), Copper (1), Steel (2) Picket Fences (Issue #2, located in Hardware Town) A freestanding light. Requires power.
High Tech Lights Glass (1), Copper (1), Steel (2) Picket Fences (Issue #2, located in Hardware Town) A freestanding light. Requires power.
High Tech Lights Glass (1), Copper (1), Steel (2) Picket Fences (Issue #2, located in Hardware Town) A hanging light. Requires power.
High Tech Lights Glass (1), Copper (1), Steel (2) Picket Fences (Issue #2, located in Hardware Town) A hanging light. Requires power.
High Tech Lights Glass (1), Copper (1), Steel (2) Picket Fences (Issue #2, located in Hardware Town) A hanging light. Requires power.
High Tech Lights Glass (1), Copper (1), Steel (2) Picket Fences (Issue #2, located in Hardware Town) A hanging light. Requires power.
High Tech Lights Glass (1), Copper (1), Steel (2) Picket Fences (Issue #2, located in Hardware Town) A freestanding light. Requires power.
High Tech Lights Glass (1), Copper (1), Steel (2) Picket Fences (Issue #2, located in Hardware Town) A freestanding light. Requires power.
High Tech Lights Glass (1), Copper (1), Steel (2) Picket Fences (Issue #2, located in Hardware Town) A freestanding light. Requires power.
High Tech Lights Glass (1), Copper (1), Steel (2) Picket Fences (Issue #2, located in Hardware Town) A freestanding light. Requires power.
Mirror Ball Glass (6), Copper (1), Steel (2) — A hanging light. Requires power.
Strobe Light Glass (1), Copper (1), Steel (2), Circuitry (1) Rank 1: Science! A hanging light. Requires power.

Power > Miscellaneous

This section of the Workshop menu contains a small selection of interesting items. The recruitment radio beacon is particularly useful—this powered transmitter draws new residents to a specific settlement, allowing your population to grow fairly quickly.

Use terminals to access additional functionality on attached devices. Not every powered device offers extra features, but all terminals can be used with switches, lightboxes, powered speakers, and powered turrets.

Miscellaneous Power Items
NameBuild WithPrerequisitesNotes
Recruitment Radio Beacon Circuitry (2), Crystal (2), Copper (6), Steel (10), Ceramic (3), Rubber (1) — Attracts new settlers to your settlement when turned on. Requires 1 Power.
Terminal Rubber (2), Copper (2), Circuitry (2), Aluminum (4) Rank 1: Hacker Access additional functionality on connected objects. Requires 1 Power.
Lightbox Glass (1), Copper (1), Steel (2) — Use a connected terminal to access additional functionality. Requires 1 Power.
Powered Speaker Copper (1), Wood (1), Steel (2), Circuitry (1) — Plays a musical tone when powered. Use a connected terminal to change the pitch. Requires 1 Power.

Defense

Use the items in this category to boost your settlement’s Defense rating. A high Defense rating makes your settlement a much less appealing target for would-be attackers. This, in turn, results in a more self-sufficient settlement with a happier, more productive population.

Subcategories
  • Defense > Guard Posts
  • Defense > Turrets
  • Defense > Traps

Defense > Guard Posts

Guard posts are made from common materials—in most cases, a newly acquired settlement contains more than enough scrap to build at least a few of these defensive items. You must assign a worker to a guard post before it contributes to a settlement’s Defense rating, but because each guard can generate a maximum of 6 Defense, a single guard can man up to three posts.

Guard Posts
NameBuild WithPrerequisitesNotes
Guard Post Wood (10), Steel (4) — Provides 2 Defense. Requires an assigned worker.
Guard Tower Wood (12), Steel (6) — Provides 2 Defense. Requires an assigned worker.

Defense > Turrets

The Workshop menu offers a variety of turrets. These automated weapons boost a settlement’s Defense rating without compromising its workforce. It does, however, take a fair amount of uncommon and rare materials to build them, and most turrets require power to function. Still, if you have the required resources and skills, building a collection of powerful turrets will go a long way toward keeping your settlements safe.

Turrets
NameBuild WithPrerequisitesNotes
Machine-Gun Turret Steel (8), Circuitry (1), Gear (2), Oil (2) — Provides 5 Defense.
Heavy Machine-Gun Turret Steel (10), Circuitry (2), Gear (2), Oil (4) Rank 1: Gun Nut Provides 8 Defense.
Laser Turret Aluminum (5), Circuitry (3), Screw (3), Fiber Optics (4), Gear (2), Nuclear Material (2), Steel (5), Glass (3) Rank 1: Science! Requires 2 Power. Produces 8 Defense.
Shotgun Turret Aluminum (4), Circuitry (5), Screw (4), Gear (4), Oil (5), Steel (6) Rank 2: Gun Nut Requires 2 Power. Produces 8 Defense.
Spotlight Circuitry (1), Screw (1), Gear (2), Steel (6), Oil (1), Glass (2) — Requires 2 Power. Produces 2 Defense.
Heavy Laser Turret Crystal (4), Aluminum (7), Circuitry (4), Screw (4), Fiber Optics (4), Gear (3), Nuclear Material (4), Steel (3) Rank 3: Science! Requires 2 Power. Produces 12 Defense.
Missile Turret Aluminum (6), Circuitry (6), Screw (5), Gear (5), Oil (6), Steel (6) Rank 3: Gun Nut Requires 2 Power. Produces 15 Defense.

Defense > Traps

Like turrets, traps function without the help of assigned workers. Unlike turrets, traps must be repaired after each use. A trap triggers the moment it receives power, and it will continue to attack until it breaks. Use switches like pressure plates and laser tripwires to better control when and how trap can be activated. To count toward a settlement’s Defense rating, a trap must be undamaged and wired to a power grid.

Traps
NameBuild WithPrerequisitesNotes
Tesla Arc Steel (2), Copper (3), Circuitry (1) — Requires power. Produces 2 Defense.
Radiation Emitter Screw (2), Nuclear Material (3), Lead (2), Steel (2) — Requires power. Produces 2 Defense.
Flamethrower Trap Screw (2), Rubber (4), Aluminum (4), Oil (6) — Requires power. Produces 3 Defense.

Resources

Most of the items in this category are geared toward water collection and food production, but you’ll also find an assortment of items that can make a settlement more productive and easier to manage.

Subcategories
  • Resources > Water
  • Resources > Food
  • Resources > Miscellaneous

Resources > Water

To keep your settlements happy, it’s important to provide enough water for the current population. Water pumps are simple devices that generate a small amount of water. They can only be placed in dirt, but virtually every settlement has terrain that can accommodate at least a few water pumps. Water purifiers, on the other hand, can only be placed in water. These machines are more difficult to build, and they require power, but they’re able to generate an impressive amount of drinkable water.

Water Items
NameBuild WithPrerequisitesNotes
Water Pump Concrete (1), Steel (4), Gear (1) — Can only be placed in dirt. Produces 3 Water.
Water Purifier Oil (2), Ceramic (2), Rubber (5), Copper (2), Steel (10), Cloth (2) — Must be placed in the water. Requires 2 Power. Produces 10 Water.
Water Purifier—Industrial Oil (4), Ceramic (2), Rubber (10), Copper (4), Steel (20), Cloth (4), Screw (6) Rank 1: Science! Must be placed in the water. Requires 5 Power. Produces 40 Water.

Resources > Food

Like water, food is an important factor in a settlement’s overall happiness. The crops found in the Workshop menu can only be placed in dirt, and they only count toward your settlement’s Food rating if workers are assigned to care for them. 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. You can consume this food, sell it, or use it to plant new crops and create items at workstations. Harvesting food has no effect on your settlement’s Food rating.

Food Items
NameBuild WithPrerequisitesNotes
Carrot Carrot (1) — Can only be placed in dirt. Produces 0.5 Food. Requires an assigned worker.
Corn Corn (1) — Can only be placed in dirt. Produces 0.5 Food. Requires an assigned worker.
Corn Corn (1) — Can only be placed in dirt. Produces 0.5 Food. Requires an assigned worker.
Gourd Gourd (1) — Can only be placed in dirt. Produces 0.5 Food. Requires an assigned worker.
Melon Melon (1) — Can only be placed in dirt. Produces 0.5 Food. Requires an assigned worker.
Mutfruit Plant Mutfruit (1) — Can only be placed in dirt. Produces 1 Food. Requires an assigned worker.
Razorgrain Razorgrain (1) — Can only be placed in dirt. Produces 0.5 Food. Requires an assigned worker.
Razorgrain Razorgrain (1) — Can only be placed in dirt. Produces 0.5 Food. Requires an assigned worker.
Tato Plant Tato (1) — Can only be placed in dirt. Produces 0.5 Food. Requires an assigned worker.
Tato Plant Tato (1) — Can only be placed in dirt. Produces 0.5 Food. Requires an assigned worker.

Resources > Miscellaneous

This section of the Workshop menu contains some very useful items. Scavenging stations increase the amount of scrap salvaged by the workers assigned to them. Feed troughs keep Brahmin from wandering around your settlements. Bells and sirens make it easier to manage your settlers, and the Fast-Travel target adjusts your arrival point at a given settlement.

Miscellaneous Resource Items
NameBuild WithPrerequisitesNotes
Scavenging Station Wood (5), Steel (3) — Extra scavenging production. Requires an assigned worker.
Brahmin Feed Trough Steel (2), Ceramic (8) — Brahmin will tend to stay near their feed trough.
Bell Wood (4), Steel (4) — Ring to gather nearby settlers.
Siren Copper (5), Steel (9), Ceramic (3), Rubber (1) — Alerts nearby settlers to danger when triggered. Requires 1 Power.
Fast-Travel Target Cloth (2), Rubber (1) — Only 1 per location. Moves the Fast-Travel arrival point.

Stores

In addition to buying and selling goods, stores you build within a settlement generate income based on the current population. Many stores even increase a settlement’s total Happiness rating. You must assign a worker to a store before it can be used—once you do, a worker stays at his or her store during its hours of operation. You must have both ranks of the Local Leader perk before you can build a store, and many stores have additional perk requirements.

Subcategories
  • Stores > Trader
  • Stores > Armor
  • Stores > Weapons
  • Stores > Food and Drink
  • Stores > Clinic
  • Stores > Clothing

Stores > Trader

Trading stores specialize in junk items. Larger stores offer a better selection of rarer goods and keep more money on hand. These stores also increase a settlement’s Happiness rating.

Trading Stores
NameBuild WithPrerequisitesNotes
Trading Stand Wood (5), Bottlecap (300), Steel (3) Rank 2: Local Leader Produces income based on the total population. Makes settlements happier. Requires an assigned worker.
Trading Shop Wood (5), Bottlecap (600), Steel (3) Rank 2: Local Leader Produces income based on the total population. Makes settlements happier. Requires an assigned worker.
Trading Emporium Wood (5), Bottlecap (1500), Steel (3) Rank 2: Cap Collector, Rank 2: Local Leader Produces income based on the total population. Makes settlements happier. Requires an assigned worker.

Stores > Armor

Armor stores specialize in protective apparel. Larger stores offer a better selection of rarer goods and keep more money on hand.

Armor Stores
NameBuild WithPrerequisitesNotes
Armor Stand Wood (5), Bottlecap (500), Steel (3) Rank 2: Local Leader Produces income based on the total population. Requires an assigned worker.
Armor Shop Wood (5), Bottlecap (1000), Steel (3) Rank 2: Local Leader Produces income based on the total population. Requires an assigned worker.
Armor Emporium Wood (5), Bottlecap (3000), Steel (3) Rank 2: Cap Collector, Rank 2: Local Leader Produces income based on the total population. Requires an assigned worker.

Stores > Weapons

Weapon stores specialize in weapons and ammunition. Larger stores offer a better selection of rarer goods and keep more money on hand.

Weapon Stores
NameBuild WithPrerequisitesNotes
Weapons Stand Wood (5), Bottlecap (500), Steel (3) Rank 2: Local Leader Produces income based on the total population. Requires an assigned worker.
Weapons Shop Wood (5), Bottlecap (1000), Steel (3) Rank 2: Local Leader Produces income based on the total population. Requires an assigned worker.
Weapons Emporium Wood (5), Bottlecap (3000), Steel (3) Rank 2: Cap Collector, Rank 2: Local Leader Produces income based on the total population. Requires an assigned worker.

Stores > Food and Drink

Food and drink stores specialize in comestible aid items. Larger stores offer a better selection of rarer goods and keep more money on hand. These stores also increase a settlement’s Happiness rating.

Food and Drink Stores
NameBuild WithPrerequisitesNotes
Drink Stand Wood (5), Bottlecap (250), Steel (3) Rank 2: Local Leader Produces income based on the total population. Makes settlements happier. Requires an assigned worker.
Bar Wood (5), Bottlecap (500), Steel (3) Rank 2: Local Leader Produces income based on the total population. Makes settlements happier. Requires an assigned worker.
Restaurant Wood (5), Bottlecap (1500), Steel (3) Rank 2: Cap Collector, Rank 2: Local Leader Produces income based on the total population. Makes settlements happier. Requires an assigned worker.

Stores > Clinic

Clinics restore health and offer cures for chem addiction and radiation sickness. They also sell medicinal aid items. Larger stores offer a better selection of rarer goods and keep more money on hand. Clinics also increase a settlement’s Happiness rating.

Clinics
NameBuild WithPrerequisitesNotes
First Aid Station Wood (5), Bottlecap (600), Steel (3) Rank 2: Local Leader, Rank 1: Medic Produces income based on the total population. Makes settlements happier. Requires an assigned worker.
Clinic Wood (5), Bottlecap (1200), Steel (3) Rank 2: Local Leader, Rank 1: Medic Produces income based on the total population. Makes settlements happier. Requires an assigned worker.
Surgery Center Wood (5), Bottlecap (1800), Steel (3) Rank 2: Local Leader, Rank 1: Medic Produces income based on the total population. Makes settlements happier. Requires an assigned worker.

Stores > Clothing

Clothing stores specialize in cosmetic apparel. Larger stores offer a better selection of rarer goods and keep more money on hand. These stores also increase a settlement’s Happiness rating.

Clothing Stores
NameBuild WithPrerequisitesNotes
Clothing Stand Wood (5), Bottlecap (200), Steel (3) Rank 2: Local Leader Produces income based on the total population. Makes settlements happier. Requires an assigned worker.
Clothing Shop Wood (5), Bottlecap (400), Steel (3) Rank 2: Local Leader Produces income based on the total population. Makes settlements happier. Requires an assigned worker.
Clothing Emporium Wood (5), Bottlecap (1000), Steel (3) Rank 2: Cap Collector, Rank 2: Local Leader Produces income based on the total population. Makes settlements happier. Requires an assigned worker.

Level 4 Workshop Merchants

Even the best stores can benefit from expert traders. Recruit these special merchants to join a settlement, assign them to the appropriate stores, and you’ll have access to some rare and unique items. Some of these individuals are harder to convince than others, and some demand a minimum population before they’ll offer their services. Luckily, any settlements connected (by supply lines) to the target location count toward minimum population requirements.

CategoryRequired StoreMerchantMin. PopulationNotes
Armor Armor Emporium The Scribe 10 Met during Random Encounter: Workshop Armor Vendor.
Clinic Surgery Center Doc Anderson 20 Met during Random Encounter: The Walking Wounded.
Clothing Clothing Emporium Ann Hargraves — Found in WRVR Broadcast Station.
Food & Drink Restaurant Ron Staples 20 Met during Random Encounter: Time to Party.
General Trading Emporium Vault-Tec Rep — Found in Goodneighbor.
General Trading Emporium Rylee — Met during Random Encounter: Rylee the Trader
General Trading Emporium Tina De Luca — Found in Vault 81.
Weapons Weapons Emporium Smiling Larry 30 Met during Random Encounter: Smiling Larry.

Crafting

If you invest in both ranks of the Local Leader perk, you can build workstations in any of your settlements.

Workstations
NameBuild WithPrerequisitesNotes
Armor Workbench Wood (3), Gear (5), Spring (4), Screw (4), Aluminum (8) Rank 2: Local Leader Used to modify or scrap armor.
Chemistry Station Wood (8), Steel (6), Glass (6), Rubber (3), Screw (4) Rank 2: Local Leader Used to craft chems and explosives.
Chemistry Station Wood (3), Steel (6), Copper (4), Rubber (3), Screw (3), Glass (4) Rank 2: Local Leader Used to craft chems and explosives.
Cooking Station Steel (5), Concrete (3), Wood (3), Screw (3) Rank 2: Local Leader Used to cook consumables.
Cooking Station Steel (4), Gear (3), Wood (2), Screw (2) Rank 2: Local Leader Used to cook consumables.
Cooking Stove Steel (4), Gear (3), Wood (2), Screw (2) Rank 2: Local Leader Used to cook consumables.
Power Armor Station Gear (6), Oil (4), Screw (4), Plastic (4), Aluminum (12), Fiberglass (6), Circuitry (3) Rank 2: Local Leader Used to modify or repair Power Armor.
Weapons Workbench Wood (4), Gear (4), Screw (3), Aluminum (7), Rubber (4) Rank 2: Local Leader Used to modify or scrap weapons.
Weapons Workbench Wood (3), Gear (3), Screw (4), Aluminum (6), Rubber (6) Rank 2: Local Leader Used to modify or scrap weapons.
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