Guide for Fallout 4 - DLC: Vault-Tec Workshop
Welcome to Vault-Tec Workshop, the 5th DLC released for Fallout 4 and the 3rd Workshop themed add-on. It was released on July 26th, 2016, and is priced at $4.99 (same price as the other Workshop DLCs). Unlike both Wasteland Workshop and Contraptions Workshop however, the Vault-Tec add-on does come with a notable storyline as well as the many additions to settlement construction.
The DLC can be triggered in two ways. The most likely option is by reaching level 20, or being at this level already when the DLC is added. In this case, you'll receive a new quest called Vault-Tec Calling. If you are not yet level 20 though, you can also stumble across the beginning of the DLC by travelling to Quincy Quarries (possibly now named Vault 88), which is located south of Jamaica Plains. While there will be some workshop construction required during the DLC, it's minimal for obtaining all achievements, and you'll be able to source all required resources in the vault itself. So no need to come prepared with a stockpile of resources as we've seen for the other Workshop DLCs.
Vault-Tec Calling
Depending on how you trigger this quest (as detailed above), the first few steps of this quest may vary. Assuming though that you have reached level 20, you will trigger the quest automatically, and it will suggest that you tune into a new radio broadcast called "Vault 88 Radio Beacon". The broadcast is an automated distress message from Vault 88, an otherwise unknown vault up to this point. After listening to the message, you'll obtain a new map marker for Vault 88, which replaces Quincy Quarries (if you had previously discovered it). It's located directly south of Jamaica Plains, and west of Quincy Ruins.
When you make it to the location, you'll find the quarry occupied by a large number of raiders. Fight your way through, but be wary of the bottom of the quarry which is highly irradiated. Once clear, you'll find the entrance to Vault 88 on the lowest level of the quarry, on the western side. Follow the path into the rocks and you'll find the entrance to Vault 88, with several raiders trying to gain access. After dispatching the raiders, you'll have the ability to open the vault door by interacting with the raised control panel. During this process you'll hear the voice of a remaining vault dweller, and she'll begin to explain how you can reach her. This will bring the first quest to a close.
Better Living Underground
To reach the mystery voice inside the vault, you'll need to lift the security lock down, activate the workshop, and then clear the rubble blocking access to the rest of the vault. Inside the vault entrance, you'll encounter several feral ghouls which should be easily dispatched. Head off to the right side which will loop round into the security office, where you can access the security terminal to lift the security lockdown. Next, you need to obtain a control board to activate the workshop. The guiding voice recommends checking the lower reactor room which is now accessible. Unfortunately though, you'll find that the control board is in the possession of Security Chief Anderson, who has since mutated into a legendary ghoul. Once you deal with him though, you'll be able to loot the control board from his body.
If you made it to the reactor room, head back up to the entrance area, and you'll find the workshop at the end of one of the main corridors. It's just to your left if you're coming up the stairs from the reactor.
Now with access to the regular workshop menu, you'll be able to proceed down the remaining corridor (the one that branches off near the entrance to the security room) and clear the debris that's blocking the path. Simply highlight each section and click to scrap it. Behind the blockage, you'll find a vast cavern littered with unfinished construction. Here is where you'll meet Overseer Barstow, the mystery voice that's been guiding you so far. After a brief conversation with Barstow, the quest will be marked as complete.
A Model Citizen
This quest begins automatically after the close of the previous one. As you follow Barstow over to her chair, you'll likely be attacked by Julian, one of the ghouls in the area. After taking care of him, Barstow will suggest you clear out the rest of the ghouls found in the room. Continue the conversation with Barstow, during which she'll explain the original intentions of her research. While you can criticize Vault-Tec here, be careful not to expel Barstow from the vault as it will end the quest line prematurely.
Next Barstow will ask you to build her an Overseer's Desk, so she can continue her research. This can be found in the workshop menu, in the Special category.
Once built, Barstow will get to work on her terminal. At any point you can talk with her again to continue the quest. Next she'll ask you to activate the vault's radio beacon, to recruit new vault dwellers. The radio beacon can be found back in the reactor room, where you encountered Anderson earlier on. With the beacon enabled, you'll then be tasked with exploring Vault 88. This will trigger a side-quest called Explore Vault 88, with specific objectives for the 3 sectors that can be explored and cleared.
(Side Quest) Explore Vault 88
Let's first tackle the east sector, which is directly across and to the right when you reenter the main vault chamber. Clear the rubble using the workshop menu again and proceed down the tunnel. You want to hug the right wall until you find a small room. There will be a few ghouls here, but on a shelf is the control board you'll need to re-activate this section. Head back into the tunnels and continue on until you find another large open chamber. Here you'll encounter several mirelurks, as well as a mirelurk queen, so be prepared to back into the tunnel and fight from a distance if necessary. Once cleared of enemies, you can activate the workshop as we did earlier in the vault, and the quest log will mark this sector complete.
After returning to the main chamber, you'll be prompted to talk to the Overseer to continue A Model Citizen, but we're not going to do that just yet. Instead, let's take a right and head into the northeast sector. Clearing the huge section of rubble will allow us entry into a tunneled section with numerous mole rats. As you continue further, it'll eventually narrow to a small tunnel before breaking through a wall into a building. Rather than ascending the stairs ahead of you, head to the back room and you'll find the control board there for this sector. Continue on up the stairs and through the building, before back into a tunnel that continues to rise. You'll ultimately come back out into a larger cavern, and the workshop will be down the slope to your left.
After placing the control board, continue on through this cavern (rather than backtracking), and you'll soon find yourself in the north sector, as the two are linked. The workshop will appear on the left, however we don't yet have the control board. Continue following the tunnel downhill until it narrows, and at the other end of the narrowed path you'll encounter several ghouls. Beyond them you'll find yourself in a subway station, where you'll also encounter a glowing one and a legendary ghoul. Once they're dealt with, you'll find the control board on the subway platform near the north end of the station.
Head back the way you came to activate the final workshop. With all 3 sectors clear, you'll unlock the first achievement of this DLC - Better Living Underground.
To get back to the main vault chamber, you can either retrace your steps through the northeast sector (especially if you want to avoid any more combat), or you can explore the rest of the north sector. If doing the latter, walk to the south end of the subway station, and you'll find a tunnel in the wall behind the overturned train car. Follow this until it opens into a larger chamber, and directly ahead of you as the chamber slopes upwards is a rockslide that you can clear with the workshop menu you now have access to. After clearing this, you'll find yourself back in the main chamber of the vault.
A Model Citizen
We're returning back to this main quest again with Barstow. She needs your help interviewing candidates who have responded to the radio beacon, and can be found at the entrance to the vault. Barstow is ready to interview the 3 potential vault dwellers who have arrived. Proceed through the relatively linear conversations until you reach the third arrival. Clem will be a good fit for Barstow's needs, and he'll be welcomed into the vault as well. As the conversation wraps up, so will the quest.
Power to the People
Barstow will first ask you to provide Clem with a vault suit. These can be found right by the entrance, in a blue Vault-Tec trunk. Grab at least one Pip-Boy and one Vault 88 Jumpsuit, and then find Clem around the vault. Once found, press to talk to Clem and you'll get access to the trading menu for his inventory. In the apparel menu, transfer over a Vault 88 jumpsuit, and then under Misc, find and transfer the Pip-Boy. Clem will likely auto-equip the Pip-Boy, but for the jumpsuit, just switch over to his side of the window and equip the clothing with
. Do the same if he didn't auto-equip the Pip-Boy. Not only will equipping Clem with a jumpsuit complete the current quest objective, but with the Pip-Boy equipped as well, it will meet the objectives for Vault Dweller.
The quest objective now asks us to speak with Barstow again, who has plans for how to begin her tests on Clem, our subject. However, this DLC walkthrough, like the main walkthrough for Fallout 4 itself, is really focused on the quickest way to unlock all achievements. At this point, we only have one achievement left to gain, and that is to become Overseer. The simplest and most direct method is to replace the current Overseer via a quick demise at our hand. Yes, we need to murder Overseer Barstow to unlock the final achievement.
Now it goes without saying that this completely breaks the remaining quest line for this DLC. Assuming you wish to continue the DLC's story line, you should absolutely make sure to create a manual save at this point which you can reload after. If you're in no rush to get the achievement, then continue through the story line and Barstow will leave the vault voluntarily at the end of the last quest (although not if you convince her to stay). Alternatively, she may leave during an earlier experiment if she is unsatisfied with the results.
Again, if you intend to kill Barstow now, but wish to complete the story line of the DLC, create a manual save now.
That's the end of the achievements for Fallout 4's Vault-Tec DLC. Assuming you created a save and are planning to see out the remainder of the quest line, you can expect the following quests: Power to the People, The Watering Hole, Vision of the Future, and Lady Luck. Barstow will leave voluntarily at the end of Lady Luck, if you intend to hold out until then to complete the DLC achievements.
Another relatively easy 50 gamerscore in the bag, with just one Fallout 4 DLC pack remaining. Vault-Tec Workshop adds significantly more to Fallout 4 than either of the other Workshop DLCs, which definitely makes it better value for money. It provides the freedom and creativity that we've come to expect from a workshop DLC, however it's packaged with a satisfying and unique story line that will also reward players less interested in settlement building.
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