Fallout 4 Pirate Ship Location
Fallout 4: Far Harbor is a big place. There’s so much new to explore it can be overwhelming. That’s why we’ve put together a list of ten destinations you don’t want to miss in the expansion. Some are obvious stops on your quest to bring peace to the island, while some aren’t known to even the most dedicated adventurers. All of these travel locations have something awesome to share — from unique weapons and armor, to more specialized services not found in the Commonwealth. Discover all that’s awesome in Far Harbor with the travel guide below.
I also think combing anything with robots makes them exponentially cooler, so a robot private eye is instantly too awesome to describe. For this reason, Nick Valentine was easily the coolest thing about Fallout 4. So if you didn't befriend Nick enough for him to express what is bothering him, you haven't lived. Interactive map of Fallout 4 locations. Over 800 locations including Vaults, Bobbleheads, Perk Magazines, quests and more! Sign in to track your progress.
If you’re a true survivor, check out Gameranx’s massive list of guides, how-to’s, secret locations, and everything else a fresh Vault 111 escapee needs to thrive on the Fallout 4 Ultimate Commonwealth Guide.
Far Harbor Travel Guide
So, you’ve just landed on Far Harbor and you’re looking for valuable items, worthwhile quests, and cool places to explore. We’ve got you covered. Stop at each of the map markers or take a virtual tour with our gallery showing off the many unique locales found only in Far Harbor.
#1: Far Harbor
This coastal dock village is home to several shops and a quaint tavern called The Last Plank where you can grab a free drink from the friendly bartender Mitch. The rest of the town isn’t so invited, but Captain Avery will gladly point out some questing opportunities.
Far Harbor is your first point of contact on the island and the nicest place to hang out after a long day of foggy exploration. Use the gun workbench to store your supplies and meet with Longfellow to lead you to another point of interest later on. This hub provides plenty of optional side-quests and the stores are stocked with new outfits and armaments to test.
If you’re looking for real adventure, and real rewards, then continue on to the next few locations.
#2: Vim! Pop Abandoned Truck
This abandoned truck houses a totally free-and-easy set of T-51 Power Armor, painted up with advertisements for the local Vim! Pop beverage that’s common on the island. There’s nothing to guard the armor, making this an easy grab that won’t put a dent in your fancy new suit.
Beware, the roads leaving Far Harbor and heading west are protected by Trappers. These angry outcasts shoot first and ask questions never, but they usually congregate around large structures or main roads. Use the forests for cover, and you should be safe from marauding bandits.
If you decide to roam the beaches to stay out of sight, beware Mirelurks — they’re common near the ocean.
#3: Beaver Creek Lanes
The ghoul-infested bowling place is home to a totally unique gun that very few Sole Survivors know about. Fight your way through the unfriendly inhabitants to reach the manager’s officer up the steps from the maintenance halls behind the pin-receivers. Up there you’ll find “The Striker” — a modified Fat Man mini-nuke launcher that shoots a totally unique type of ammunition — bowling balls!
The Striker can even be modified to launch mini-nuke ammo. Bowling ball ammo is pretty rare — it’s only located in Beaver Creek Lanes, next to the launcher itself, but more can be manufactured at any Chemical crafting station. Bowl over enemies with this awesomely ludicrous weapon you can grab right at the start of your adventure; it’s only a few blocks from Far Harbor itself.
#4: Cliff’s Edge Hotel
West of Far Harbor, you’ll spot a massive hotel looming up the hill overlooking the northern shore of the island. This vast palatial hotel hides more than a few secrets — some you might have to wait to uncover. After introducing yourself to DiMA in Acadia, the robot Pearl will appear in Far Harbor in search of a detective. Agree to help her and you’ll find the robot back at the Cliff’s Edge entranceway.
Follow her, and you’ll begin a true murder mystery adventure in the underground Vault 118. This hidden area features plenty of awesome exclusive items, like a Pirate Captain’s Hat and a Vault 118 suit. There’s a gift ship with other fancy apparel, too. Just make sure you don’t accuse the wrong person while investigating this ghastly (and completely silly, playing into Agatha Christie stereotypes for fun) parlor game.
#5: Horizon Flight 1207
Further west of Far Harbor and the hotel, you just might stumble onto something totally unique — a friendly super-mutant and his kennel of trained dogs. This unique super-mutant wears a fur hood (that can be stolen and given to Strong, if you’re feeling cruel) and sells guard dogs for a sleek 250 caps each. His kennel includes a regular mutt, a wolf, and a mutant hound.
If you bring Dogmeat to the trainer, he’ll give your pup a free blue bandanna. Find him housed in the wreckage of a crashed airliner just west of the northern lake.
#6: Acadia
The center of the island’s troubles and where you’ll resolve the majority of the quests, Acadia is a synth refuge lead by a prototype synth that’s gone through a number of upgrades since his escape. DiMA is a synth with a history to hide, but he’ll offer the Sole Survivor plenty of aid — Acadia has a doctor and several vendors to grab supplies.
While in Acadia, don’t miss out on the scientist’s quest to collect Aster. This is an easy way to get caps if you like searching the wasteland for blackened flowers.
Acadia is where you’ll find your target; Kasumi Nakano, but she won’t leave until peace is restored on the island. How you complete the quests given in Acadia will change the fate of the island’s inhabitants. No pressure!
#7: Vim! Pop Factory
Further south you’ll find friends of Erickson the dog breeder. Super-mutants control the soda pop factory, and the location even conceals a hidden synth surgery that Nick Valentine can gain access to thanks to his status as a bona fide synth prototype.
Other than Grun, Erickson’s former super-mutant boss, you’ll also find a souped-up suit of Vim! Power Armor inside the factory complex. Don’t miss the Vim! brewing area, where you can collect recipes for every type of Vim! pop to brew yourself. Check the control center room above the vats and use the terminals to get the recipes.
#8: The Nucleus
The hub of all island-based Children of Atom operations, this dangerously irradiated group will let you join after a nasty initiation ceremony. The Children of Atom aren’t so bad when you get to know them, and their vendors sell some awesome Zealot Marine Armor, alongside sleek Marine Wetsuits and Tactical Masks if you’re feeling sneaky.
You’ll also find DiMA’s memories deep in the submarine bay control center. These complex puzzles reveal plenty of other awesome (and secret) locations you might want to explore, but there’s no way to access the terminal without DiMA’s permission. Don’t explore too deep without speaking to DiMA first.
#9: Cranberry Island
This mysterious island doesn’t look like much to the casual observer — there are not quests or NPCs to talk to, but there is a secret to solve.
Across the island, there are three generators that must be repaired and activated. Turning on all three opens a hidden bunker door under the house on Cranberry Island Bog. The gruesome bunker is where you’ll find ghouls — and more importantly, a shed key.
On the southern shore of Cranberry Island, you’ll find the Supply Shed. Open the door with that new key and be wowed by the contents — tons of rare crafting materials and ammunition. The shed restocks every few days, giving you an endless supply of stuff to making building or upgrading weapons much easier.
#10: The Shipbreaker
The final secret of the island isn’t so easy to locate. While exploring the island, you’ll occasionally pick-up a strange radio signal called “Shipbreaker’s Radio Frequency” — tune to that frequency and follow the signal strength to locate a powerful creature — the Shipbreaker!
This monster won’t be easy to handle. Talking to Old Longfellow starts the “Shipbreaker” quest. Bring him to the radio frequency to spot the giant Fog Crawler in the distance. If you can manage to defeat this creature, Old Longfellow will reward you with a legendary Harpoon Gun variant called “Skipper’s Last Stand.”
There’s still so much to discover and find for yourself in Far Harbor. Found a location we missed? Something special and worth exploring? Let us know in the comments!
Need more Fallout 4: Far Harbor locations, collectibles, and info? Check out the rest of our DLC guides on Gameranx:
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This page lists all locations in Fallout 4. |
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MapEdit
LocationsEdit
The CommonwealthEdit
Unmarked locations in italic type.
- Concord
- Forest Grove marsh
- Fort Hagen Base site
- Fort Hagen
- Fort Strong
- Graygarden
- Lake Cochituate
- Natick
- Lake Quannapowitt
- General Atomics Galleria
- Recon Bunker Theta
- Lexington
- Slocum's Joe
- Malden Township
- Nahant
- National Guard training yard
- Parsons
- Quincy
- Quincy ruins
- Red Rocket truck stop
- Revere
- Salem
- Museum of Witchcraft
- Sanctuary Hills
- Taffington boathouse
- West Roxbury
BostonEdit
Unmarked locations are in italic type.
- Boston Harbor
- Central Boston
- Fallen Skybridge
- Garden Terrace
- East Boston
- Boston Airport
- North Boston
- Old North Church
- South Boston
- Four Leaf fishpacking plant
- Joe's Spuckies sandwich shop
- West Boston
CambridgeEdit
Unmarked locations are in italic type.
- Cambridge construction site
- College Square
The Glowing SeaEdit
Unmarked locations in italic type.
Non-player settlementsEdit
Unmarked locations in italic type.
- Diamond City
- Diamond City market
- Goodneighbor
SettlementsEdit
There are thirty-seven discoverable/unlockable settlements total with thirty in the base game, one in the Automatron, four in the Far Harbor, one in the Vault-Tec Workshop and one in the Nuka-Worldadd-ons. Most are obtained by completing an objective or killing hostiles/residents in the area then opening the workshop.
SettlementsEdit
Legend | |
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Location | How to obtain control | Crafts | Notes | Workshop RefID |
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Abernathy farm | Complete Returning the Favor, drive the Abernathys away or kill the Abernathys. | 0006f5c5 | ||
Boston Airport | Complete Shadow of Steel or eliminate the Brotherhood of Steel by destroying the Prydwen and then clearing the airport ruins of ghouls. One may complete Duty or Dishonor before destroying the Prydwen to skip this. | Food cannot be grown at this location. The workshop can be used to place other stations. Cannot build recruitment radio beacon. | 000b3506 | |
Bunker Hill | Talk to Kessler after completing The Battle of Bunker Hill. | 00019956 | ||
The Castle | Eliminate the mirelurk queen that takes up residence at the Castle after destroying a certain number of eggs. | Some of these crafting stations are only available once the quest Old Guns is completed. | 00066eb6 | |
Coastal cottage | Eliminate the only raider that takes up residence. | Can be used as a Railroad safehouse. | 00168945 | |
County Crossing | Complete a Minutemen quest. | 0009b1db | ||
Covenant | Side with Covenant during Human Error and speak to Jacob Orden, or kill the current settlers. | 000e0505 | ||
Croup Manor | Eliminate the resident ghouls. | Can be used as a Railroad safehouse. | 001654bd | |
Egret Tours Marina | See the guide to obtain as a settlement. | 00164321 | ||
Finch Farm | Complete Out of the Fire or kill the current settlers. | 0009b19d | ||
Graygarden | Complete Troubled Waters or kill the resident robots. | 0009b18f | ||
Greentop Nursery | Complete a Minutemen quest. | 0009b1f1 | ||
Hangman's Alley | Eliminate the resident raiders. | Can be used as a Railroad safehouse. | 001f0711 | |
Home Plate | Buy the key from Geneva at the Mayor's Office in Diamond City for 2000 caps. | Limited building options. It cannot be added to a supply line. | 00141df5 | |
Jamaica Plain | Eliminate the resident ghouls. | Can be used as a Railroad safehouse. | 001654cf | |
Kingsport Lighthouse | Eliminate the resident Children of Atom worshipers. | Can be used as a Railroad safehouse. | 001654b8 | |
Murkwater construction site | Eliminate the resident mirelurks. | There is a mirelurk queen that can respawn here after not visiting the area for seven in-game days. Can be used as a Railroad safehouse. | 0016d28e | |
Nordhagen Beach | Complete a Minutemen quest. | 0009b1be | ||
Oberland Station | Complete a Minutemen quest. | 0009b1d1 | ||
Outpost Zimonja | Eliminate the resident raiders. | Can be used as a Railroad safehouse. | 00024a26 | |
Red Rocket Truck Stop | This settlement will always be available. | This is the place where Dogmeat will likely be first encountered. Can be used as a Railroad safehouse. | 00054bae | |
Sanctuary Hills | This settlement will always be available. | This is the place the Sole Survivor lived in before evacuating to Vault 111 in 2077, and is typically the first place the Sole Survivor discovers upon exiting Vault 111. Can be used as a Minutemen settlement. | 000250fe | |
The Slog | Complete a Minutemen quest. | 0009b197 | ||
Somerville Place | Complete a Minutemen quest. | 001e81ea | ||
Spectacle Island | See the guide to obtain Spectacle Island as a settlement. | Can be used as a Railroad safehouse. Has the biggest build area of all settlements. | 00161f4b | |
Starlight Drive-In | Eliminate the resident mole rats. | Can be used as a Railroad safehouse. | 0001d0e2 | |
Sunshine Tidings Co-op | Eliminate the resident ghouls. | Can be used as a Railroad safehouse. | 001654d5 | |
Taffington Boathouse | Eliminate the resident bloodbugs. | Can be used as a Railroad safehouse. | 00135a90 | |
Tenpines Bluff | Complete a Minutemen quest. | One of the common settlements where the Sole Survivor can be sent to as part of The First Step. | 0009b1ac | |
Warwick Homestead | Complete Building a Better Crop or complete a Minutemen quest. | 0009b1a5 | ||
The Mechanist's lair | Complete Restoring Order. | Food cannot be grown at this location. | 00b218 | |
Longfellow's cabin | Complete Walk in the Park. | 020650 | ||
Dalton farm | Complete second part of Blood Tide in Cassie Dalton's quest. | 038eac | ||
National Park Visitor's Center | Obtained after talking to Uncle Ken during The Hold Out. | 00ab20 | ||
Echo Lake Lumber | Complete Turn Back the Fog and return to Small Bertha | 01c6ae | ||
Vault 88 | Complete Better Living Underground. | 000fef | ||
Nuka-World Red Rocket | Complete Power Play or Open Season and restore power to the Nuka-World power plant. | 00bceb |
LandmarksEdit
VaultsEdit
- Vault 88
- Vault 118
- Bradberton's vault
Inaccessible locationsEdit
Fallout 4 Pirate Ship
- Tunnels (QASmoke)- a test cell used for QA purposes
- Colonial's department store (PrewarTVStudio)
- Terminals & holotapes, o my! - an unused test cell
AutomatronEdit
These locations can only be accessed with the add-onAutomatron installed.
Far HarborEdit
The Island can only be accessed with the add-onFar Harbor installed.
Unmarked locations in italic type.
- Cliff's Edge Hotel
- Cranberry Island
- Acadia National Park
- The Nucleus
Vault-Tec WorkshopEdit
These locations can only be accessed with the add-onVault-Tec Workshop installed.
Nuka-WorldEdit
Fallout 4 Pirate Ship Location Free
Nuka-World can only be accessed with the add-onNuka-World installed.
Fallout 4 Pirate Ship Location Ideas
Unmarked locations in italic type.
- Nuka-World
- Galactic Zone
- Dry Rock Gulch
- Safari Adventure
- Nuka-Cola bottling plant
- Kiddie Kingdom
- Nuka-Town USA
- Bradberton Amphitheater
- Nuka-station
- Nuka-World transit center
Creation ClubEdit
This section is needed but has not been written yet. You can help Nukapedia by writing it. |