Nov 25, 2015 @ 4:06am Part of what keeps catching people off guard with the castle, is that there is a large water purifier in the water outside the walls of the castle. So when you switch the power back on, it's wanting you to provide power for the radio tower, AND the jumbo water purifier you probably do not know about. Unlock the Armory is an unmarked quest in Fallout. Synopsis Although Vault 13 has used up most of its supply of tools and weapons in failed attempts at contacting the surface, there is still enough remaining to make a difference for the Vault Dweller.
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Fallout 4 is full of different ways to kill your enemies. One of these is the ability to call on your allies to swing in and help out if you’re in a bind.
While getting a Vertibird full of Brotherhood Knights to come to your aid is cool, sometimes you just want to blow some stuff up. For that Fallout 4 provides you with artillery, but it’s tricky to unlock, build, and use. Here’s a quick guide to get you started with them, and check out to see how to get more artillery smoke grenades, so you can keep raining terror down on the wasteland.To first gain the ability to use artillery you’ll have to get very far into the Minutemen’s quest line. Keep chatting with Preston Garvey and eventually he’ll have you take back the Castle, a former Minutemen fortress on the east coast of the Boston wasteland. Once you gain this spot just do what the missions say, which should have you establishing a new base here complete with a recruitment beacon.
After a while you’ll be told to head back here, check in with Preston Garvey often if you’re getting anxious. Once there you’ll run into a former Minutemen soldier who walks you through the base looking for a way into the armory.
Use the Workshop to scrap the debris blocking the hallway and head into the basement. Be ready for a fight here, as you’ll encounter a ton of land mines and a particularly difficult robot.Once you’ve taken them out head into the armory to grab the artillery plans and some supplies. Now you can build the artillery guns by using the Special option in the Workshop menu. Build one and grab a nearby settler to assign to it ( to see how to do that). Once that’s complete the game will walk you through exactly how to use the artillery. The short version is to equip the artillery smoke grenade, head toward your target, toss the grenade and get backfar back. You can tune the radio on your Pip-Boy to Radio Freedom to get updates on the status of the artillery.
If you’re within range of an artillery station they’ll fire on the target and bombs will rain down on whatever is there. That range is a bit tricky though, as there’s no definite measurement. Check out to see what the best estimates are at this time.To gain the ability to use it in more places across the Fallout 4 wasteland just build an artillery station at each of your settlements. You’ll need the supplies and enough settlers to assign one to it, so check here to see how to get more at your settlements. Once you have them built all across the wasteland you should have one nearby whenever necessary. If not you’ll probably want to look around for more settlements to recruit to the cause.- This article was updated on:April 17th, 2017.
“We've gotten big enough that we're having trouble communicating with all our settlements. It's a good problem to have. And I have a solution. I think it's time to retake the Castle. It used to be the Minuteman HQ, way before my time. Well-fortified, centrally-located, and most important - it has a powerful radio transmitter we can use to broadcast to the whole Commonwealth.
” —,The Castle also known as Fort Independence was the of the until, and is also a now. This granite that once provided defenses for, is located on. Contents.Background For the pre-war history, seeThe first earthen fortification was constructed on the site in 1634 to defend the colonial town of 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,. In the centuries following the it, interestingly has taken its original name; 'The Castle.' It served as the headquarters for the until, when by a gigantic, and most of the Minutemen leadership died. Their General at the time, 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. Eventually, as he ran out of supplies – and conceded that help was not coming – he drank wine he found, easing his passing into oblivion. RebirthAlmost fifty years later, the Commonwealth Minutemen under (as General) retook the fort. Culling the that since made it their nest, they cleaned out the egg clutches and corpses and reactivated their equipment, returning a critical asset back into Minutemen hands. Once this is done an 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. Settlement informationThe 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 will likely be needed to supplement the Castle's resources.LayoutThe 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, while the fort rooms contain a well developed settlement with a well developed infrastructure, available after is completed. Notably, these rooms contain a kitchen with a, a, a, and a meeting room. A and an are available after gaining access to the armory.The Castle tunnelsThe tunnels can only be accessed during the quest, 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. The halls continue down toward some barracks, where is still operational. A nearby door leads to the western bastion, where the Castle's armory lies.Inhabitants.
(deceased).Notable loot. The ' Plasma - The Weapon of Tomorrow' issue of is on the desk below the radio tower. A and are found in the armory. The is also found here. A is found in the emergency generator in the Castle tunnels.
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Three 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 can be found in the armory. Switching to workshop mode allows them to be moved and placed. The and the.AppearancesThe Castle appears only in.References.: ' Everyone's here, General. Pretty impressive, huh?
Its real name is Fort Independence, but the Minutemen always just called it the Castle. Now you can see why I wanted to take it back.' .: 'We're still monitoring increased activity around Fort Independence, though there's no immediate cause for concern.' . Collector's Edition p.517: ' 18.08 THE CASTLEHistorians 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.' .: ' We've gotten big enough that we're having trouble communicating with all our settlements. It's a good problem to have.
And I have a solution. I think it's time to retake the Castle. It used to be the Minuteman HQ, way before my time. Well-fortified, centrally-located, and most important - it has a powerful radio transmitter we can use to broadcast to the whole Commonwealth.'
LocationsZone 1: and Northwest Commonwealth Zone 2: North Central Commonwealth Zone 3: Western Commonwealth Zone 4: Coastal Commonwealth Zone 5: and the Zone 6: and Southern Commonwealth.
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