I started with some living quarters and nursery rooms, then built a room to fit my closest reactor. Once I finished up with all of that, it was time to roll up my sleeves and build to my heart’s content. I did a little bit of building in the beginning, making a utility room for the Overseer’s prototypes. With the exception of the mistake I made with the first machine, I chose to make my remaining prototypes boring Happiness producers for the Vault and my other settlements.
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The affable and incredibly naive Clem is the man for the job, and the next bit of “questing” requires you build her machines and decide how to torture the poor boy. But this is a Fallout game, so you can always take the nice guy route instead. Whenever you choose, you can help her screen the three potential vault dwellers to see which best fits her plans for testing the various prototypes she’s blueprinted over the years. While you are spelunking, the Overseer’s waiting for some recruits to answer the vault beacon. Be warned! Removing some of the larger walls of rubble or limestone will most likely reveal deathclaws and irradiated enemies that will require fire power. Make sure you venture down those tunnels prepared. After dispatching them, the Overseer grants you access and asks you to run a couple of errands before sending you to activate the remaining workshop benches in other areas of the large vault caverns. There are two other points of entry, but the quarry entrance was how I approached. When you arrive, odds are the main vault door is under attack by raiders, should you enter this way. Tune your Pipboy to the Vault 88 broadcast to start the quest which unlocks vault building. But it’s not time to say goodbye just yet, especially not when I have all sorts of new things I can build. I knew it wouldn’t last forever, that eventually I would complete absolutely everything there was for me to experience in the Commonwealth. With the Vault-Tec Workshop’s recent release, we’re nearing the end of Fallout 4’s adventure.