Jamaica Plain

Jamaica Plain is a location and a possible settlement in the Commonwealth in Fallout 4.

Layout
The actual buildable area of Jamaica Plain is a small portion of the overall ruined town. However, it's a rare settlement that is an actual town, with architecture, not some place to build crude wooden shacks. There is no deep water, so simple water pumps must suffice. There are lots of sight line breaks and natural walls which combined with the smallish area should prove easily defensible with some choice turret locations.

Getting into the town may prove difficult, as there are at least two dozen feral ghouls around the area. Salvage is rather sparse compared to other sites, but its location as one of the few southeastern settlements make it a good location for a Minutemen artillery piece. Once the main story has been completed, followers of Atom carrying gamma guns are wandering around hunting ghouls, so it would be wise to stock up on Rad-X or Radaway.

There is an old church in the center of the plain which has its doors chained. One can access it by entering the house standing next to it and climbing on the roof. There is a platform which leads straight to the hole in the church's roof. The bell tower may be used as a good vantage point to snipe the remaining ghouls. Inside of the church one can find a safe. There is a dead body near the entrance, that has the Mayor's password which can be used to disable the laser tripwires in the town hall basement.

The most notable place of Jamaica Plain is its town hall. The basement used to be a janitor's area but it was changed into a pre-War cache, two months before the Great War. There are two ways to approach said cache. The left one is simple and requires one to walk through a gas-filled corridor, which can be safely neutralized by firing a round through a hole in the wall to the left of the mural in the Podium room. The right one is the original entrance covered by dozens of laser tripwires linked to turrets.

The laser tripwires can be rearmed by closing the final door using a nearby button and then salvaged again for high amounts of steel and fiber optics. Companions are very likely to enter the area and trigger the tripwires resulting in the turrets becoming active.

The Jamaica Plain Treasure exhibit is located in the basement.

There are 5 bodies belonging to the crew that attempted to find the "treasure" of Jamaica Plain:
 * Sal - ex-Gunner, heavy weapons specialist, Leader of the group - Found in Mayor's office.
 * Luke Silverhand - Gearhead - Tech guy - Found in the church
 * Carl Everett - Fixer - Found east of the town hall near some concrete barriers and a trashcan fire.
 * Ken Standish - Found on the second floor of a blue house northeast of the town hall.
 * Tanya Standish - with Ken.

There are several unique junk items in the cache, including a legendary 2076 World Series baseball bat and two holotapes.

Notable loot

 * Holotape instructions, a paper note on a table next to a terminal in the Treasures exhibit in the Jamaica Plain town hall's basement.
 * Two holotapes, The Treasures of Jamaica Plain and Treasures inventory, on the same table.
 * 2076 World Series baseball bat, in a display case on the north side of the room in the Treasures exhibit.
 * Sal's holotape and Jamaica Plain mayor's password, on the body of Sal in the upstairs area of the ruined town hall building.
 * Jamaica Plain mayor's password - on a corpse in the church opposite the town hall.
 * Silverhand's note - on the body of Luke Silverhand inside the church
 * Vault-Tec lunchbox directly next to the south side of the town hall on a camping table.
 * There are 49 steel, crystal, and fiber optics if all of the laser trip wires just prior to the room with the two protectrons are disarmed. (If you hit the red button at the end corridor you can start the trip wires over and can get an infinite amount of steel, crystal and fiber optics. This can be done even after destroying all turrets)

Appearances
Jamaica Plain only appears in Fallout 4.

Bugs

 * After all of the laser trip wires have been disarmed, they can be reactivated by pressing the red button at the end of the hall and disarmed again, yielding an infinite amount of materials. They will only reactivate when the door gets closed, so after the second run, you need to press the button twice.
 * After disarming the trip wires, the fog effect will have gaps in it where the trip wires lasers were.