As if the title itself wasn't enough, THERE WILL BE SPOILERS IN THIS THREAD FOR AN ENTIRE QUESTLINE! YOU HAVE BEEN WARNED!
When you arrive at Covenant, you are required to take a 'Safe Test.' The test itself is comprised of multiple choice questions that you need to respond to. For anyone familiar with the questions themselves, they were the same questions that you were asked on the G.O.A.T. test. This alone just looks like an easter egg, but upon completing the quest, it became incredibly curious.
Throughout the quest, as you are trying to help Honest Dan find out what happened to the Stockton caravan (and specifically Amelia, Stockton's daughter), you can learn about the testing that has been done at the facility you are infiltrating. Dr. Chambers has been using the Safe Test as an experiment to reveal synths disguising themselves as humans, much like the Voight-Kampff test works in Blade Runner. There is a constant argument over whether the third or fourth question is the best one to determine someone as being a synth or a human.
Let's take a look at the third and fourth questions from the test (in a generalized manner):
The third question is 'You discover a lost young boy. He's hungry and frightened, but also appears to be in possession of stolen property. What do you do?'
- Give the boy a hug and tell him everything will be okay.
- Confiscate the property by force, and leave him there as punishment.
- Take the stolen property for yourself, and leave the boy to his fate.
- Lead the boy to safety, then turn him in.
The fourth question is 'Congratulations! You made the baseball team! Which position do you prefer?'
- Pitcher
- Catcher
- Designated Hitter
- None
I pulled both questions from the original Fallout 3 G.O.A.T., but the Fallout 4 Safe Test is almost completely identical, only a few minor changes.
The third question tries to elicit a strong emotional response from the user, while the fourth tries to see if a person..well, it does nothing, honestly. Maybe it does? I don't know.
Here's the thing that got me incredibly curious: was the G.O.A.T., a test originally created as the Safe Test by the Institute, being used in Vault 101 and other places under a different name to find synths within their community?
We know that Fallout 3 and 4 both take place in the year 2277, so the chances of that being so widespread is difficult, but given that they are both placed within the New England area, there is a possibility, right?
Would this mean that, with the events that happen in Fallout 3 (where, ya know, the bad guy of the whole main story is a damn robot/computer/machine), there's a potential that the future after the Great War is more about humans vs robots than anything? What if the Great War was started because Vault-Tec thought the robots would take over, so they built the bunkers and dropped the nuke in order to get rid of the robots and start over without robot technology?
Regardless of anything, I thoroughly loved the quest. The writing was solid, there was a lot involved in getting the information you needed to get to the next part of the quest (if you wanted to go to those lengths at least), and in the end..
..I didn't leave a single person alive in the final room. Honest Dan, Chambers, and Amelia were all dead.
“At age 16, every Vault 101 resident takes the Generalized Occupational Aptitude Test, or G.O.A.T., which helps determine job placement.”— Fallout 3 loading screen
The Generalized Occupational Aptitude Test (G.O.A.T.) is a Vault-Tec occupational assessment test that every resident of a vault is required to take at the age of 16. During the tutorial questFuture Imperfect, the G.O.A.T. serves to mark the player character's taggedskills.
GameplayEdit
During the quest 'Future Imperfect' in Fallout 3, the Lone Wanderer is asked to participate in taking the G.O.A.T. The test consists of a sequence of ten questions about how they would act in certain situations. The responses to these questions determine the job the Lone Wanderer is best suited for, and which three skills are recommended for them to tag. The results of the test are not set in stone and can be freely changed on the Tag skills menu after the test (as well as before entering the Capital Wasteland at the conclusion of the prologue).
The entire test may be skipped by talking to Mr. Brotch and choosing the dialogue path that has the Lone Wanderer avoid the test. This skips the test's 'presentation' and allows them to immediately pick Tag skills and leave immediately afterwards. Should the Lone Wanderer opt out of taking the G.O.A.T. however, they will not receive the G.O.A.T. Whispererachievement. However, should the Lone Wanderer speak to Mr. Brotch after completing the test, the second dialogue option will reveal that even Mr. Brotch believes the test is a joke, and that he can make the G.O.A.T come out any way the student desires. At this time, one may choose the three Tag skills and also receive the achievement/trophy.
QuestionsEdit
Here are the questions, the answers, and which skill each counts towards tagging.
Question 1Edit
You are approached by a frenzied Vault scientist, who yells, 'I'm going to put my quantum harmonizer in your photonic resonation chamber!' What's your response?
- 'But doctor, wouldn't that cause a parabolic destabilization of the fission singularity?' - Science
- 'Yeah? Up yours too, buddy!' - Speech
- Say nothing, grab a nearby pipe and hit the scientist in the head to knock him out. For all you knew, he was planning to blow up the vault. - Melee
- Say nothing, but slip away before the scientist can continue his rant. - Sneak
Fallout 4 Fail The Safe Tests
Question 2Edit
While working as an intern in the Clinic, a patient with a strange infection on his foot stumbles through the door. The infection is spreading at an alarming rate, but the doctor has stepped out for a while. What do you do?
- Amputate the foot before the infection spreads - Melee
- Scream for help - Speech
- Medicate the infected area to the best of your abilities - Medicine
- Restrain the patient, and merely observe as the infection spreads - Science
Question 3Edit
You discover a young boy lost in the lower levels of the Vault. He's hungry and frightened, but also appears to be in possession of stolen property. What do you do?
- Give the boy a hug and tell him everything will be okay - Speech
- Confiscate the property by force, and leave him there as punishment - Unarmed
- Pick the boy's pocket to take the stolen property for yourself, and leave the boy to his fate - Sneak
- Lead the boy to safety, then turn him over to the overseer - Nothing
Question 4Edit
Congratulations! You made one of the Vault 101 baseball teams! Which position do you prefer?
- Pitcher - Explosives
- Catcher - Big Guns
- Designated Hitter - Melee
- None, you wish the vault had a soccer team - Unarmed
Question 5Edit
Your grandmother invites you to tea, but you're surprised when she gives you a pistol and orders you to kill another Vault resident. What do you do?
- Obey your elder and kill the Vault resident with the pistol. - Small Guns
- Offer your most prized possession for the resident's life. - Barter
- Ask granny for a minigun instead. After all, you don't want to miss. - Big Guns
- Throw your tea in granny's face. - Explosives
Question 6Edit
Old Mr. Abernathy has locked himself in his quarters again, and you've been ordered to get him out. How do you proceed?
- Use a bobby pin to pick the lock on the door. - Lockpick
- Trade a Vault hoodlum for his cherry bomb and blow open the lock. - Explosives and Barter
- Go to the armory, retrieve a laser pistol, and blow the lock off. - Energy Weapons
- Walk away, and let the old coot rot. - Repair
Question 7Edit
Oh, no! You've been exposed to radiation, and a mutated hand has grown out of your stomach! What's the best course of treatment?
- A bullet to the brain - Small guns
- Large doses of anti-mutagen agent - Medicine
- Prayer. Maybe God will spare you in exchange for a life of pious devotion. - Barter
- Removal of the mutated tissue with a precision laser - Energy Weapons
Question 8Edit
A fellow Vault 101 resident is in possession of a Grognak the Barbarian comic book, issue number 1. You want it. What's the best way to obtain it?
- Trade the comic book for one of your own valuable possessions - Barter
- Steal the comic book at gunpoint - Small guns
- Sneak into the resident's quarters, and steal the comic book from his desk - Sneak
- Slip some knock out drops into the resident's Nuka-Cola, and take the comic book when he's unconscious. - Medicine
Question 9Edit
You decide it would be fun to play a prank on your father. You enter his private restroom when no one is looking, and..
- Loosen some bolts on some pipes. When the sink is turned on, the room will flood. - Repair
- Put a firecracker in the toilet. That's sure to cause some chaos - Explosives
- Break into the locked medicine cabinet and replace his high blood pressure medication with sugar pills - Medicine
- Manipulate the power wattage on his razor, so he'll get an electric shock next time he shaves - Lockpick
Question 10Edit
Who is indisputably the most important person in Vault 101: He who shelters us from the harshness of the atomic wasteland, and to whom we owe everything we have, including our lives?
- The Overseer
- The Overseer
- The Overseer
- The Overseer
This question has no effect on your skills.
The version that appears on the Prepare for the Future website (Channel 5) only has questions #2, #5, and #7.
ResultsEdit
The results are determined by a very simple formula: Each of the above questions (excluding #10) adds 1 'point' towards the skill it represents. Microsoft office professional 2016. The skill with the most 'points' at the end of the test is the final result. If two or even all three skills tie, the 'job' associated will be determined from the first tagged skill in alphabetical order.
The results are as follows:
Vault chaplainEdit
“They say the G.O.A.T never lies. According to this, you're slated to be the next vault .. Chaplain. God help us all.”— Edwin Brotch
- Prevalent skill: Barter
Laundry cannon operatorEdit
“Well according to this, you're in line to be trained as a laundry cannon operator. First time for everything indeed.”— Edwin Brotch
- Prevalent skill: Big Guns
PedicuristEdit
“It's nice to know I can still be surprised. Pedicurist! I might have guessed Manicurist, or even Masseuse. But apparently you're a foot person.”— Edwin Brotch
- Prevalent skill: Energy Weapons
Waste management specialistEdit
“It says here you're perfectly suited for a career as a Waste Management Specialist. A specialist, mind you, not just a dabbler. Congratulations!”— Edwin Brotch
- Prevalent skill: Explosives
Vault loyalty inspectorEdit
“Huh. 'Vault Loyalty Inspector'.. I thought that had been phased out decades ago. Well, sounds like a job right up your alley, hmm?”— Edwin Brotch
- Prevalent skill: Lockpick
Clinical test subjectEdit
“Interesting. 'Clinical Test Subject'.. sounds like something you should excel at. I guess you and your dad will be working together.”— Edwin Brotch
- Prevalent skill: Medicine
Fry cookEdit
“Looks like the diner's going to get a new Fry Cook. I'll just say this once: hold the mustard, extra pickles. Ha ha ha.”— Edwin Brotch
- Prevalent skill: Melee Weapons
Jukebox technicianEdit
“Thank goodness. We're finally getting a new Jukebox Technician. That thing hasn't worked right since old Joe Palmer passed.”— Edwin Brotch
- Prevalent skill: Repair
Pip-Boy programmerEdit
“Well, well. Pip-Boy Programmer, eh? Stanley will finally have someone to talk shop with.”— Edwin Brotch
- Prevalent skill: Science
Fallout 4 Fail The Safe Test Questions
Tattoo artistEdit
“Huh. I wonder who will be brave enough to be your first customer as the vault's new Tattoo Artist? I promise it won't be me.”— Edwin Brotch
- Prevalent skill: Small Guns
Shift supervisorEdit
“Apparently you're management material. You're going to be trained as a Shift Supervisor. Could I be talking to the next Overseer? Stranger things have happened.”— Edwin Brotch
- Prevalent skill: Sneak
Marriage counselorEdit
“Wow. Wow. Says here you're going to be the vault's Marriage Counselor. Almost makes me want to get married, just to be able to avail myself of your services.”— Edwin Brotch
- Prevalent skill: Speech
Little league coachEdit
“I always thought you'd have a career in professional sports. You're the new vault Little League coach! Congratulations.”— Edwin Brotch
- Prevalent skill: Unarmed
The following is based on Fallout 3 cut content and has not been confirmed by canon sources. |
MasseuseEdit
“Looks like you'll be putting your .. physical talents to good use as the vault's new Masseuse.”— Edwin Brotch
- Prevalent skill: Unarmed?
While this career is listed in Mr. Brotch's dialogue, the condition cannot be met. It was possibly intended to be a female alternative to the Unarmed career of Little League Coach, but it is not implemented correctly.
End of information based on Fallout 3 cut content. |
Preset outcomesEdit
There is the choice of asking Mr. Brotch to fill out the G.O.A.T. for the participant. A list of options about the person's interest will be given; each option leads to the Tag skill menu with three choices already selected.
- 'I love using the computers and talking to my father's patients in the clinic.' - Medicine, Science, Speech.
- 'Well, I shoot my BB gun any chance I get. I can fix that thing blindfolded, too.' - Energy Weapons, Repair, Small Guns
- 'Look, I like blowing stuff up. I just love that.. 'kaboom'! Ya know?' - Big Guns, Explosives, Unarmed
- 'Mr. B, if I told you what my 'interests' are, you'd have me locked up.' - Lockpick, Melee Weapons, Sneak
Other vault careersEdit
These careers are not offered to the Lone Wanderer as possible results of the G.O.A.T.
Career: hairdresserEdit
Hairdressers are responsible for cutting, coloring, and styling other vault residents' hair. Butch DeLoria's G.O.A.T. results place him in this position. He insists on calling himself a barber.
Career: vault engineerEdit
Vault engineers are responsible for the monitoring of machinery that powers the vault electrical grid. This position is viewed more highly than a technician in the Vault 101 maintenance department by residents in a vault society. The typical accouterments of a vault engineer are a utility jumpsuit, a vault lab uniform, and a Geiger counter. Flame breedz petz 5.
Engineers in Vault 101 work on the reactor level and upper level. In the 2260s, Jonas Palmer is an engineer on the reactor level. He is later promoted to the clinic as an assistant to James. On August 3, 2274, Paul Hannon Jr. is placed on an engineering track by his scores in the G.O.A.T.
Career: garbage burnerEdit
Garbage burners work in the maintenance department, where they are responsible for the cleaning and maintenance of the incinerator receptacles. This position is considered the least desirable of the many careers available to the residents.
A common saying in Vault 101 is 'Most likely to end up a trash burner.' This saying is used by a vault resident about someone they look down upon. On July 13, 2268, after a confrontation between Butch DeLoria and the Lone Wanderer, Amata Almodovar mutters this saying when speaking about Butch.
On August 3, 2274, James attempted to convince his child of the seriousness of the G.O.A.T. by saying the last thing he needs of their mother's ghost 'is her haunting him because her only child became a garbage burner.'
Career: vault teacherEdit
Teachers educate their students in various subjects and prepare their students for the G.O.A.T. The accoutrements of teachers are a Vault 101 jumpsuit and work boots. Vault residents view education favorably, though they do not always view the teachers equally.
From Vault 101's earliest days, a Brotch has been educating students. The latest Brotch, Edwin Brotch, may be the last Brotch, as he is childless. Though he is worried about continuing the tradition, Edwin does his best at educating his students. The students learn algebra, read the classic novel Bleak House by Charles Dickens, and read on airborne bacteria in the Big Book of Science.
On August 3, 2274, Susie Mack is placed on the teaching track by the G.O.A.T.
Career: vault physicianEdit
Career: vault security guardEdit
In order to get this job, one must be hand-picked by the overseer, who has total control of security. It is unknown if the overseer goes by the G.O.A.T. results, but they only pick people whom they think will be loyal. Vault 101 security guards are the only members of the vault permitted to use a firearm. It is possible, however, that if someone does well as Vault Loyalty Inspector (an obtainable position), they may become a vault security guard. Surface pro4 warranty check.
Related questsEdit
NotesEdit
- A modified version, called the SAFE test, is also used by the town of Covenant in Fallout 4 to distinguish synths from humans through differences in their psychology, though its efficacy is arguable.
- Regardless of the teacher's insistence, Freddie Gomez never finishes the test in the player character's presence. If approached, Freddie will ask about questions 5 or 10. The game will only proceed after the Lone Wanderer exits the classroom.
- Even upon getting a job such as a marriage counselor, where Mr. Brotch congratulates the Lone Wanderer, he will say it is nice to 'see such, uh, ah, youthful enthusiasm.' only if the Wanderer says it is their dream job, and then allow them to change their Tag skills.
AppearancesEdit
The G.O.A.T. appears in Fallout 3. A similar test appears in Fallout 4 as the SAFE test and is used to gain entrance to Covenant. The mention of vaults and the 10th question are absent from this test. It is mentioned by dwellers and appears in three-block Academy (classroom lvl 3 upgrade) in Fallout Shelter. Additionally, Question 1 appears on a poster in the basement of the Graygarden homestead in Fallout 4
BugsEdit
- PCPlaystation 3Xbox 360 Occasionally, just before the G.O.A.T when Mr. Brotch tells Butch to 'keep his eyes to himself' and Butch laughs, the dialogue will stop and you cannot leave your seat. This can only be solved by saving and reloading, causing the scene to continue.[verified]
- PCPlaystation 3 When the player sits before taking the test, the player will be stuck sitting without continuing.[verified]
- This can be solved by restarting the game.
GalleryEdit
Question 1
Question 2
Question 3
Question 4
Question 5
Question 6
Question 7
Question 8
Question 9
Question 10
GOAT in classroom level 3, Fallout Shelter
VideosEdit
Covenant
Site
map marker
part of
External links
leaders
doctors
merchants
Penny Fitzgerald (general)
Doctor Patricia (medical)
Doctor Patricia (medical)
Other actors
creatures
robots
Other
quests
Technical
cell name
terminal entries
Covenant is a location and possible settlement in the Commonwealth in 2287.
BackgroundEdit
A small village boasting pre-War architecture founded by a group of settlers who've made the site their home. The friendly inhabitants of the settlement are responsible for the overall pristine condition of the town's infrastructure. They attempt to attract traders to the settlement to keep it running and allow it to grow.
Sometime following the Broken Mask incident, Doctor Roslyn Chambers and her scientific team arrived at Covenant with the intention to turn the settlement into a refuge for people who have suffered at the hands of the Institute's synths. She convinced the residents of the town to help with her work and subsequently set up a lab with her personnel inside a utility area in the nearby sewers, locally known as the Compound. From there, Chambers and her scientists attempt to discover and flush out the secret Institute agents widely feared and despised by the inhabitants of the Commonwealth.
Following the doctor's arrival, the town of Covenant's reputation and splendor were tainted by the development of a strong anti-synth sentiment within the community, and it became a trap for outsiders unlucky enough to become part of Chambers' experiments.
The settlers support the Compound's mission of validating a psychological assessment that is meant to identify synths. This assessment is called the SAFE test and is the focus of a continuous experiment whereby visitors to Covenant are screened using the SAFE test and are possibly later kidnapped, interrogated and killed in order to discover how effective the SAFE test is at identifying synths. Those who the SAFE test designates 'probable synths' are also subject to interrogation and torture in an attempt to further refine their assessment.
There is an entry on Chambers' terminal that says that anything of value that the kidnapped visitors have, she will sell or give to Penny to sell in her shop, but nobody is buying because it is too overpriced. In a note found in the shop, Penny also says that the town is 250 caps behind.
LayoutEdit
Covenant is a small settlement inhabited by ten people, a Mister Handy named Deezer and a house cat named Dora. There is a large wall surrounding the whole settlement with multiple heavy machine gun turrets on small wooden platforms. Inside the wall are four houses and a small garden. The houses look incredibly intact, as if they had not been touched by the Great War at all. The Sole Survivor may comment on this by saying that all the buildings look almost pre-War.
There is a workbench in a shack near the garden. Many of the buildings may be locked at first, but the inhabitants will occasionally go in and out the doors of every building and they can then be followed without needing to resort to lockpicking. Be aware that they don't leave the room while you're inside, they may still close the door behind them and lock you in.
InhabitantsEdit
- Settlers (originally 3)
- Dora (house cat)
- Honest Dan (during quest Human Error)
Notable lootEdit
- Justice - A unique combat shotgun can be bought from Penny Fitzgerald.
- Destroyer's helmet, also sold by Penny.
- Penny's ledger - A note on the safe on Penny Fitzgerald's shop.
- Covenant shop key - Carried by Penny Fitzgerald and Patricia Montgomery, and inside Penny's cash register.
- The SAFE report - Found on the desk inside the office building.
- Covenant office key - Carried by Jacob Orden and Brian Fitzgerald, and in a desk inside the office.
- Raider report and another copy of the SAFE report in a wall/floor safe hidden behind a crate in the office building along with 10 fusion cores.
- Two Covenant reminder notes, in the first house on left, will prompt the Sole Survivor to make a comment. The other lies in a bin at Penny Fitzgerald's place.
- Covenant house key - Carried by most inhabitants, and on Jacob's nightstand next to his bed.
- Jacob's password - A note in his house, on the night stand next to his bed. Gives access to his office terminal.
- Map to Compound is carried by Ted Huntley.
- A Join the Railroad holotape can be found in the trash can next to the door, in the house with the 3 beds and a radio.
- Caravan details - Given to the player by Honest Dan during Human Error.
- An overdue book is located in a toilet behind the shop.
- A leveled suit of power armor can be found northwest of Covenant in the lake near the tail of the crashed Vertibird.
- West-northwest of Covenant on the shore of the lake is a patch of mirelurk eggs guarded only by a single mirelurk.
NotesEdit
- Inside one of the houses, where Jacob Orden often can be found, there is a small-sized radio (almost half of a normal-sized radio).
- It is possible to settle in Covenant if the player character completes the Human Error side quest. If the Sole Survivor sides against Covenant then returns after completion, it will initiate a battle with the residents and settlers, after which it is possible to use the workshop. In order to settle, everyone must be killed, except the house cat and Deezer. If the Sole Survivor decides to side with Covenant and completes the quest with speech checks then the town will allow the Sole Survivor to join without any conflict.
- Nick Valentine, Preston Garvey, Piper Wright, Curie, Deacon and John Hancock disapprove if they are accompanying the player character when they enter Covenant for the first time after passing the SAFE test. Presumably this is because of the settlement only allowing certain types of people in, something that most of these companions find disagreeable (two of them being synths, one being a ghoul, for instance).
- It's possible for the Covenant to be a randomly selected settlement for the Feeding the Troops mission if Human Error has already been completed and become an allied settlement. Taking the crops by any means will result in a loss of allied settlement status. This includes access to the workshop and all allied perks.
- If the Sole Survivor chooses to kill all of the residents in the settlement, it is possible to kill all humanoid settlers without making the robot Deezer hostile, as the robot will not become hostile unless it is individually attacked or damaged.
- You can store all stealable items in the workshop and they will no longer be stolen items. This is useful when cleaning up after killing everyone if you decided not to agree with the Compound during the Human Error quest.
- If you wish to make Covenant a settlement, you will want to deal with the gun turrets immediately - because once they have been attacked and destroyed by raiders/caravan guards you will be stuck with smoking ruins & gun turret clutter that you cannot eliminate.
- There is a wild mutfruit plant in a corner of the small garden which remains 'owned' even after you make Covenant an allied settlement. It is quite easy to pick it by mistake while harvesting the crops in the garden, resulting in all the settlers attacking you.
- It is possible to encounter Amelia Stockton before discovering Covenant or meeting Old Man Stockton. If one does this and decides to free her, the related quest step from Human Error will show as having been completed and the step to talk to Old Man Stockton will be presented, but the player will not be given the Human Error quest, and everyone in Covenant will react to the player as if encountering them for the first time. This will allow the player to start the Human Error quest from the beginning and will not immediately register the completed steps. The player will not have the option to inform Honest Dan that they have already located and rescued Amelia Stockton upon meeting him. It is currently unknown how the residents of Covenant will react if the player chooses not to free Amelia Stockton or if the associated quest step will automatically complete itself upon receipt.
- With the Vault-Tec Workshop add-on, building a Vault-Tec Population Management System allows you to assign a settler as a doctor without building a clinic store. This is probably due to Covenant already having a resident doctor at the start.
- Entering Covenant by jumping over the fence results in all settlers turning hostile to the player character.
AppearancesEdit
Covenant only appears in Fallout 4.
BugsEdit
- PC If your game is not completely loaded when you approach Covenant and you walk into the doors before they load in, the town will be hostile.[verified]
- PC After completing the quest by killing Doctor Roslyn Chambers while Honest Dan is with you, you can repeatedly receive your reward of 300 caps by walking away and restarting the dialogue with him. [verified]
- PCPlaystation 4Xbox One If you first discover Covenant after completing Nuclear Family or any variant of The Nuclear Option, the settlement will act as if you have already completed the 'SAFE' test and welcome you with open arms. Any quests that are associated with Covenant are not able to be completed. [verified]
- PCPlaystation 4Xbox One If the original inhabitants of Covenant have been killed, any remaining turrets in Covenant will be hostile towards new turrets, the player character and hostiles, and will not add to the settlement's defense rating. The turrets can not be scrapped and will not despawn after destroying them, making it difficult to replace them with new turrets. [verified]
- With care a new turret can be placed next to the smoking ruins of the old one.
- The turrets can be removed in the same manner as the default beds in various settlements: 1. Place one or two wooden floors on the ground somewhere. 2. Point at a turret, then press and hold the use button ('e' on the PC) until it stops animating. 3. Set the turret down on the wooden floor. Do not set it down anywhere else, because you will never be able to pick it up again. 4. Either once per turret, or after you've filled the floor with turrets, point to the wooden floor and press the button to store it in your workshop ('tab' on the PC). All the turrets will disappear forever, nicely and cleanly. It's recommended to save first in case a turret gets misplaced by accident.
- PC The turrets can be removed permanently by selecting them with the console opened, using disable and then markfordelete. The latter command permanently removes the selected object from the game for this savegame, so care should be taken that the turret was in fact selected.
- The smoking ruins can also be removed in console by selecting them and then using disable and then markfordelete. Therefore it might not be necessary to remove the original turrets until they are actually destroyed. The platform remains to place a newly constructed turret.
- Playstation 4 When approaching Covenant for the first time, if the Sole Survivor speaks with Swanson and agrees to take the test they will be asked to take a seat. If the player does not sit down straight away, once they return to the seat, it is possible Swanson will not be present in his normal position seated at the desk. If the player then sits down the SAFE Test will begin but because Swanson is not present the player will hear him ask the first question but will not be able to answer, leaving the player stuck in the chair.[verified]
- PCPlaystation 4Xbox One Having tesla coils installed in a suit of power armor will randomly zap NPCs in the town, causing them to turn hostile. It can happen during conversations. [verified]
- PCPlaystation 4Xbox One After completing the Human Error quest and acquiring Covenant as a settlement, all of the items and beds inside will still be marked as owned, making all settlers immediately hostile if anything is taken. This happens regardless of which path is taken in the quest and regardless of whether the item or lock is displayed as green. The same effect may happen to a 'wild mutfruit' plant in the corner of the garden. If the settlers become hostile, the town happiness rating will quickly erode to zero, and even new settlers summoned by a recruitment beacon after killing all the old settlers will arrive already hostile. [verified]
- These items may be picked up by entering workshop mode and then selected the 'Store' option. Items will be transferred to the workbench and will not be marked as stolen. This also works for containers, both locked and unlocked.
- The beds may be removed by placing a floor, moving the bed onto the floor and then scrapping the floor. [verified]
- PC On PC, ownership of these items can manually be transferred by selecting each item individually and then using command setownership. This does not work for beds, but clearownership does.
- PCPlaystation 4Xbox One The corpses of Covenant residents never disappear and periodically respawn their inventory. [verified]
- Playstation 4 Covenant may un-ally itself, meaning the workshop and its contents become unaccessible, supply lines are voided and settlers can no longer be interacted with. Companions sent to Covenant may disappear. [verified]
- PCXbox One If you search Stockton's Caravan before you get the lemonade from Deezer, you won't be able to progress the story through Honest Dan. [verified]
GalleryEdit
Clinic and store
In guest house
Join the Railroad tape in the trash can
Raider report and SAFE report in the safe
Office terminal
Public terminal
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