Fallout 4

THE SPOILER THREAD. (9 comments)

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  1. mfree80286
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    MAIN ACCESS POINT AND ENTRY/EXIT SPOILER THREAD

    (This is a guide thread, you can comment but once the question is answered or issue resolved I'll delete those replies and roll that info in here or elsewhere, to keep it clean)

    Since there are at time of posting 105 unique DLs and very little feedback, I have to assume that some folks need assistance, and if those folks 'give up' and want a guide... this is that guide.

    There are three major ways in to the underground structure proper, with some adjunct paths on the major one.

    First method is by the access tunnels to Vault-tec headquarters. First thing you'll probably notice if you explore the building properly is that there are new references to 'the project' and Roger Creek on all the terminals, and in the basement a crane and a porthole door in the floor.

    There is no direct means to get to the sub-basement from the basement. That access is on the top floor. You'll find a door (previously broken) upstairs locked with a key found in the boss's office. Note: All my keys are placed at 1/2 scale to make them actually key-sized. Find the key, open the door, and you have Roger Creek's office and office terminal, which has some personal logs and a 'project nexus' menu that displays a classification warning about remote viewing (this is a clue that this is available elsewhere). There's also an elevator to the sub-basement.

    I'm not going to spoil this completely, but everything you need to proceed from the sub-basement into the tunnels is around, with plenty of story. Roger's lab terminal will eventually have some schematic images showing the extent of the built structure, those haven't been added yet. Roger's terminal also has still-classified (then) press release documentation that I hope does a pretty good job laying out the background and clues for Vault 201's extent and other possibilities. There is a key to the tunnel doors (check the radio terminal out, it's a heavy backstory clue) and if you can find it, a key to the wiring chase... this key is basically useless as the chase is locked down from the inside with a security barrier. Rogers lab terminal also tells you why the teleporter isn't an option... so you have the tunnels.

    Once in the tunnels, just follow them down. Be prepared because Lower A and B are partially and completely flooded with radioactive water, and lower B has partially collapsed. This is important because the radiation is heavy enough that you are likely to 'lose' companions that aren't immune, and power armor should not fit through the obstruction in Lower B. So, be prepared to glow, if you can survive the trip. But that's not the only way through.

    In mid-access, there's a maintenance room next to the crew pit-stop. In the room you'll find two notes, laying out that the maintenance trench was supposed to be sealed with concrete but there were problems, and this news didn't make it to the foreman before the crew change... they assume the job was complete. Look around, you'll find the maintenance trench hatch. Follow that, there's a wooden barrier that can be defeated about as easily as the radroach infestation further on down. Also note I'm pretty sure power armor will not fit through these corridors...

    You will pop out in a small room with plumbing... this is the plumbing closet in the crew area of the warehouse. But you're locked in. Up the ladder there's a small hatch where you'll find the still-hidden corpse of electrician's apprentice Barry Majett, who had an unfortunate accident and was never found (though he was 'noticed', more backstory happens). Barry had the plumbing closet key on him. With that, you enter the crew's bath facilities, and you're in the vault.

    There's a second barrier in the maintenance trench; if you can break that without blowing yourself to pieces or catching fire, there's a wiring chase door behind it. That will also get you into the warehouse through a hole the crew excavated down to the tunnels to see if it was a way out... their designated explorer never returned, and had the keys for the security barricades.

    Second access method is to check the 'islands' around Spectacle Island for one that doesn't look quite like it used to... there's a ladder now up to the top of the pipe coming out of the seafloor. Be aware that once you're in the pipe you're committed... it's too tall to get out. You don't need much detail here other than you have a long, long walk to the air plenum, and then need to figure out how to get to the end at the Air Handling Station. You're pretty much in at that point.

    Third access method requires aquaboy; I'm not sure power armor would last long enough to make it before you'd have to exit, and I don't think you can hold your breath long enough to swim back down from the surface. This is the airlock entrance; you're looking for a gigantic pile of mud dead east of Fort Strong *very* deep. Walk over that pile and you'll find a subcon 'floating' end up on the bottom (presumably it leaked a bit in 200 years) and a large concrete bay. On the left side there's a red light and a door, with a button. Congratulations, you're in.

    You may find Wiring Chase or Loop A hatches in various military/industrial/medical facility basements throughout the commonwealth (and eventually, all of them). For entering vault 201, these are useless at the start, because they're all sealed by security barricades and you don't have the key yet. This was done because these are part of the 'prize', your very own underground travel network... but you have to have found the barricade key inside, and the key for each hatch outside.

    The teleporter: Another 'prize'. Once your inside and having read what went wrong on the Creek's lab terminal back at Vault-Tec headquarters, once you're in the warehouse and find the vault's lab you can teleport out and enable the teleporter pad at VT, and have a faster way in and out. Emergency relay units were being worked on and can be found in the institute, and in the secret lab at University Point.

    In this thread, play questions will be answered directly with no regard to spoilage, so be careful what you ask and read.
    1. mfree80286
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      About the "prizes":

      A lot of this is work in progress, bear that in mind. So... why bother going through the hassle to get in to the Vault?

      1 - 15 extremely large build-able rooms with power and water. Each is an individual settlements, all are fully navmeshed, finalized, and precombined, and all are interlinked with zone doors.

      2 - Riches beyond your wildest dreams. In the warehouse section are rows of containers. Each row is 12 bays, each bay has 9 containers. A container typically has a gross (144) or ten gross (1440) each of a list of alike items. So each row, having 108 containers, would have either 15,520 or 155,520 of whatever item is in those containers. And there are more rows than I can remember, a dozen or so? Quite a few rows are nothing but construction supplies, so gold, silver, circuitry, etc. I need to count rows, but there should be just shy of a million cans of purified water alone.

      3 - A rich, detailed, and thoroughly integrated backstory. Also a surprise horror, a murder mystery, some plot hole filling outside in the vanilla world, and so on.

      4 - Teleport Retrievers. There are two, one in the secure area in University Point (floor safe) and one in the relay room at the Institute (DOD security container tucked between racks). These are small heavy boxes, somewhat featureless; they fall under the 'aid' menu and so should be hotkeyable like a drug or stealth boy. Why is this method advantageous to you? Because activating it will INSTANTLY, under any situation, teleport you to the B node platform in the vault 201 warehouse lab. Use of a TR adds another to your inventory, so they don't go away.

      5 - Tunnel access to (eventually) all military, industrial, and medical facilities in the commonwealth, for their interior cells. Possibly a bit more than those, but that's a down the line expansion.

      6 - Easter eggs, in the form of easter eggs. And "superior" food items like 'Git Gud', Miruvor, etc.
    2. mfree80286
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      EDITED:

      As of V8 the target data 'tapes', which are still keys, no longer look like holotapes but resemble synth components. They are both on top of the teleporter console in the V201 lab.
    3. mfree80286
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      On the wiring chase and various 'Loops':

      Some of these aren't in the deployment yet, but will be in V6. The chases and loops are part of a very large and mostly 1:1 distance scale network of tunnels that, in the game story, is intended to serve for network connections between the commonwealth's military, medical, and manufacturing/science locations. As such, there are well-secured entry points between the tunnels and locations.

      The game 'rules' for these were to be a prize after locating the vault, and as such they aren't exactly easy to use the first time. You may stumble across one in an interior cell, but it will need a key. That key is somewhere in that interior cell. BUT: Once you're in the tunnel, you'll find a security barricade that needs a different key. That key is in the tunnel.

      So, what we have is a situation where for the tunnel links to be usable, you must have gained entrance to the tunnel and found the security barricade key (there are two 'unguarded' entrances, one in the VT sub-basement lab and one in the vault warehouse), and then you must visit each interior cell and find the key in order to open the hatch. From that point you may freely traverse, and eventually you should be able to literally cross the commonwealth underground, completely within interior cells. And yes, that will be a long walk because as said, these tunnels are 1:1 with the surface. If it's a mile from building A to Building B, it's a mile in the tunnels (or more, if it's not direct).

      Since this is the spoiler thread, this is the guide to where to find the hatches and keys. A good note here, is that the keys are literally coded to the game's exterior locations. If an interior cell with a hatch is accessible at outside XY location 3, -7 then the key for that tunnel access hatch is P3N7... positive 3, negative 7.

      Wiring chase connections:
      - Vault 201 Maintenance Trench: only has barricade, ladder in trench is hidden behind second breakable wooden wall ( be careful, fuel tanks and welding equipment behind the barrier! )
      - Fort Strong: To cell FortStrong02. Hatch is under the loader in the storage room; key P17N1 is behind a test tube rack on a wall shelf, in a science lab area (look for a counter in the middle of the room with a microscope on it, then look for a small metal shelf with a test tube rack)

      Loop A connections:
      - Mass Fusion: MassFusion02, key P5N2. Hatch is in a lowest-level computer closet with a protectron unit (door is under the stairs); hatch is hidden under boxes. Key is in the prototype lab room (has terminal with D& game), on the ground behind an overturned desk partly buried in rubble. I said it wouldn't be easy...
      - Mass Bay Medical Center: P4N7. Hatch is in the bottom of the elevator shaft nearest the street entrance. Key is in a small office with two windows, two floors up (almost directly), on the floor next to a telephone that's been knocked off the desk.
      - Medical Center Metro: P3N7. Hatch is in the small maintenance closet in the subway tunnel beneath the street entrance. Key is under the desk next to the safe in the concession area.
      - Vault 114: P3N5. Hatch is in the lowest level, depot room, in the corner under a trash can. Key is in a blue plastic tub on the shelf in the overseer's office.
      - Vault-Tec regional HQ: P3N3. Hatch is in plain sight next to the teleporter pad in the sub-basement lab. Key is in the box with the dead radroach.
      - SECURITY BARRICADE KEYS (called Wiring Tunnel Gate Keys): In the tunnel that leads to the dead-end stairwell where John Adkins died. In his note he references tripping and hitting his head hard; in the tunnel there's a blood stain and two dish rags (and the wrench jammed in the floor plate that he tripped on, be careful yourself). He dropped the key there, and one of his dishrag-bandages landed on it. Since that's literally one of the only notable features in the tunnel, it's not hard to find, just might take a lot of walking.

      Loop B Connections :
      - Hallucigen: P1N4. Hatch is on the floor under a console desk in the server room near the laboratory. Key is in a blue bin in the same room.
      - Boston public library: N2N6. Hatch is in the corner of the server room by the stairs. Key is in a console drawer across the room.
      - Wilson Atomatoys HQ: P1N8. Hatch is in the secured closet off of the server room. Key is on top of one of the console cabinets towards the middle.

      Loop C connections :
      - South Boston Military Checkpoint: P3N12. Hatch is in the rear of the bunker, key is behind the large military chest.
      - Relay Tower OSC-527: N2N12. Hatch (manhole) is on the side of the tower foundation behind a tire. Key is half-buried in debris in the left trunk of the rusted-out car, top of yellow keychain is visible.

      East Spur Connections :
      - General Atomics Factory: P9N9. Key in blue bin on floor, in room that has equipment console inside security cage. Hatch is on floor, around corner in same room.
      - University Point: P6N15. Hatch in floor next to student record terminal. Key is under Professor's desk, next to/behind Nuke.

      Southeast Spur A Connections :
      - Milton General Hospital: N2N15. Hatch in morgue under shelf. Yes, this makes sense, the server room is directly upstairs. Key is in an office around the corner to the right, with a protectron in front of it - key is in the filing cabinet behind a first aid kit.

      Southeast Spur B Connections :
      - Poseidon Energy: P10N22. Hatch in lower levels, room with three fighting skeletons. Key on shelf in partially flooded maintenance room ( midlevel, look for tech cart )
      - Vault 88 DLC area: P3N21. Hatch is a vault panel hatch in the wall, left side lower section just past vault door. Key is on floor in security office to left of computer rack.
      - Wilson Automatoys Factory: P4N22. Hatch is in secure room, behind fallen shelf. Key is on floor, between the desk (near entrance) and wall on the left side, under a piece of cardboard.
  2. mfree80286
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    Oh, lost a long detailed commentary on why I did the following, and I'm not going to repeat myself so here's the short fact.

    Version 3 gameplay changes:

    1 - Creek's trailer, #4, can now be picked open
    2 - because there's a box with a warning note and a set of vault lab keys in it
    3 - because there was no other way to get into the vault lab without visiting VTHQ lab
    4 - and that was extremely hard to do because there's no tunnel door key on the vault side...
    5 - ... and now there is, in a master locked safe on the wall next to that door on the tunnel side
    6 - and there's a terminal in the vault lab now that covers a plot point and can make a read only connection to the classified terminal in the VTHQ lab
    7 - so if you got in through an alternate route, you can get all the remaining maps and backstory

    And all of the above is because the ONLY way out if you got in by another alt route was by the Airlock, and then you'd need to come in *again* via the VTHQ lab.
  3. mfree80286
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    THE FOLLOWING LOCATIONS HAVE WORKBENCHES:
    Vault Cells L1SB, L1SC, L1SD, and all cells on levels 2, 3, 4 have workbenches to your right as you enter from the core.
    Vault Cell L1SA has a workbench in a room on the side of the smaller building with the bar on top.
    Physical Plant has a workbench on the machine room floor in the far left corner, on the left wall just past the large machines
    Edith's Bunker has a workbench around the corner behind the entrance.
  4. TwotletSprekle
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    Where exactly is the tunnel access key?
    I've been looking around for like an hour, looked all through the terminals, all through Roger Creeks terminal and the Radio issuance terminal, and i can't find it anywhere.
    I assume the Vaulttec HQ lab key is in the tunnels, also?
    1. mfree80286
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      Where's Roger, and since he wasn't carrying *all* his usual stuff, where did he leave it before running off to puke his life out?

      EDIT:

      Ok, ok, this is the spoiler thread, less guidance and more answers

      Roger was using the sub-basement lab terminal in the lab one last time before the radiation over-rode all the drugs and ran for the toilet. All his stuff is on the desk, except the VT lab key, which is at his right hand in the bathroom.

      The lab key gets you into the lab, where you can find his ID, radio, tunnel key, and his trailer key, on the desk next to the 'classified accessible' lab terminal.

      In the lab you will also find P3N3 in a box under a dead radroach, another lab door key hanging on the wall (in case you enter the lab via the working teleporter and, like roger, forgot the target data to get back), and there's a project nexus door key on the floor under the hanging lab key so you can actually get out of the upstairs office if you didn't come in that way.
  5. mfree80286
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    And just to show off a bit, this is the interim tunnel map I've been working off of and using to ensure that the distances are reasonably accurate underground. This is sketchup, set for 1" = 1 unit distance aboveground. Red dots are real or potential targets for linkage, blue dots are inter-cell junctions (teleport doors). Give an idea of the size of the tunnel network...
     
    I can't embed the image, so here's the direct link to it on my Steam library;
     
    https://steamuserimages-a.akamaihd.net/ugc/835825837834388159/263B28DDA3324DF77BE9303B26CFB7F3B6A86993/

    EDIT
    As of V8, this map appears on Roger Creek's classified lab terminal.