Fallout 4 The Castle Power
Fallout 4: Power up the radio transmitter - Taking Independence. Power up the radio transmitter is a quest objective in the mission Taking Independence in Fallout 4.
For the Fort Independence in Washington, D.C., see Fort Independence. |
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The Castle also known as Fort Independence[1][2] was the stronghold of the Commonwealth Minutemen until 2240, and is also a possible settlement now. This granite star fort that once provided harbor defenses for Boston, Massachusetts is located on Castle Island.
- 1Background
- 2Layout
Background[editedit source]
- For the pre-war history, see Fort Independence on Wikipedia
The first earthen fortification was constructed on the site in 1634 to defend the colonial town of Boston from attack by sea. The first fort soon fell into disrepair and was rebuilt mainly out of timber, in the 1640s. The timber fort was taken down and a new fort of brick was constructed in its place in 1701. Although the earlier incarnations of the fort were simply known as 'the Castle,' this larger brick fort was called 'Castle William' in honor of their King, William III.[3] In the centuries following the Great War it, interestingly has taken its original name; 'The Castle.'
It served as the headquarters for the Commonwealth Minutemen until 2240, when the Castle was partly destroyed by a gigantic Mirelurk Queen, and most of the Minutemen leadership died.[4] Their General at the time, McGann, was cut off from the battle early on when the tunnel to his quarters collapsed. While waiting for rescue he secured the armory by activating its security.[5] Eventually, as he ran out of supplies[6] – and conceded that help was not coming – he drank wine he found, easing his passing into oblivion.[7]
Rebirth[editedit source]
Almost fifty years later, the Commonwealth Minutemen under Sole Survivor (as General) retook the fort. Culling the mirelurks that since made it their nest, they cleaned out the egg clutches and corpses and reactivated their communications equipment, returning a critical asset back into Minutemen hands.[8] Once this is done an old legendary member from before the Castle's loss calls the General back to open it's West Bastion, and access its Armory. Giving the Minutemen access to their artillery once more.[9]
Settlement information[editedit source]
The Castle's courtyard is spacious with plenty of room for growing crops or constructing buildings if desired. There is also accessible open water to the north (outside the walls of the fort) which can be useful for large scale water production. Being a fort, the Castle is already well fortified from attack, which is good given that the area is prone to raids. Most notably, there is almost no junk that can be scrapped for building materials, so supply lines will likely be needed to supplement the Castle's resources.
Layout[editedit source]
The Fort's walls have been destroyed and ripped open by the invading Mirelurk queen, but it's otherwise in good condition. The battlements contain remnants of the Minutemen artillery units and offer excellent vantage points against encroaching enemies. The courtyard includes the main antenna and radio center and the settlement workshop, while the fort rooms contain a well developed settlement with a well developed infrastructure, available after Taking Independence is completed. Notably, these rooms contain a kitchen with a cooking stove, a first aid store, a chemistry station, and a meeting room. A weapons workbench and an armor workbench are available after gaining access to the armory.
The Castle tunnels[editedit source]
The tunnels can only be accessed during the quest Old Guns, by going down the stairs in the meeting room in the east corner of the fort. The tunnels are just that: a winding series of tunnels underneath the Castle. Lined with various storerooms, the hallways spiral around to room containing an emergency generator and chemistry station. The halls continue down toward some barracks, where Sarge is still operational. A nearby door leads to the western bastion, where the Castle's armory lies.
Inhabitants[editedit source]
- General McGann (deceased)
Notable loot[editedit source]
- An issue of Guns and Bullets is on the desk below the radio tower.
- A Fat Man and mini nuke are found in the armory. The Artillery schematic is also found here.
- A Fusion core is found in the emergency generator in the Castle tunnels.
- Three laser muskets can be found in the armory: one has a four crank modification, another has a medium scope modification, and the last one has a beam splitter modification.
- Three laser turrets can be found in the armory. Switching to workshop mode allows them to be moved and placed.
- The Minutemen general's hat and the Minutemen general's uniform.
Appearances[editedit source]
The Castle appears only in Fallout 4.
References
- ↑Preston Garvey: '
(Preston Garvey's dialogue) - ↑Alana Secord: 'We're still monitoring increased activity around Fort Independence, though there's no immediate cause for concern.'
(Alana Secord's dialogue) - ↑Fort Independence on Wikipedia
- ↑Fallout 4 Vault Dweller's Survival Guide Collector's Edition p.517: '[18.08] THE CASTLE
Historians have noted the original name for this settlement was Fort Independence, but the people of the Commonwealth now refer to it simply as the Castle. This place has a long and storied history; it is one of the first forts in America and predates the Revolutionary War. In recent times, it served as the base of operations for the Minutemen as they attempted (and failed) to establish a Provisional government. In 2240, the Castle was partly destroyed by gigantic Mirelurk, and most of the Minutemen leadership died.
Still, it is generally agreed that the location could yet become an excellent base of operations for the Minutemen (and an exceptional settlement) if it can be reclaimed from the sea creatures. Note that the map information refers to interior corridors within the fortification walls.'
(Fallout 4 Vault Dweller's Survival Guide Map) - ↑The Castle terminals; Security Terminal, Attacked in the night
- ↑The Castle terminals; Security Terminal, Bolstered my position
- ↑The Castle terminals; Security Terminal, Final entry
- ↑Preston Garvey: '
(Preston Garvey's dialogue) - ↑Old Guns
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Okay, so back when I had the quest to power up the radio transmitter within the castle, after taking it back, everything worked just fine. I threw in the usual mini fusion reactor from the Settlement Objects Expanded Mod, powered the thing up and left the place for good - until recently.
I'll have to put up some defense if I want to stay with the minutemen (and yes, I will, so siding with another faction is neither a sollution nor something I'd consider) So I went there after I powered up ~10 settlements and got some settlers, made them happy, you know itt...
So I still had the good old mini fusion reactor att the Castle, and thought: Well why not use it for further energy? And guess what happened? As soon as I ttried to attach a wire to it, it gave me a CTD.
Same goes for everytthing passively powered - I can't place it, ti justt gives me a CTD on placing.
I can however place actively powered stuff - as long as I do NOT attach a wire to it.
I can place anything else, mechanic MGs, beds, candles... I just can't put it back into storage again, or scrap it, this will lead to another CTD...
I tested the SoOE Pack stuff on another settlement again, just to make sure it's not the cause, and it worked just as before. Everything is working outside the Castle.
I've checked other mods like scrap everything or my restoration mod, non of them seem to be the cause for this. Does anyone know what that might be o how to fix it maybe? I searched the net for hours, but I can hardly find anything about that issue, or how to fix it.
Fallout 4 Castle Power Generator
I can't believe all my small settlements have the greatest technology available while I have to equip my base with medieval waterpumps and mechanic stuff and candles... O.o
Oh I just forgot, my workshop randomly closes sometimes, which it only does in the castle...
Fallout 4 Castle Radio
Fallout 4 Powering The Castle
Edited by Kuschel-Drow, 09 January 2017 - 12:33 AM.