Randolph Safehouse

Randolph Safehouse is a Railroad radiant quest chain in Fallout 4.

Quick walkthrough

 * 1) Pick up the dead-drop.
 * 2) Clear the indicated location of hostiles.
 * 3) Return to Desdemona for a reward.

Detailed walkthrough
Drummer Boy will approach the Sole Survivor with a mission. A safehouse believed to be long dead, Randolph Safehouse, suddenly initiates contact with Railroad HQ. Mr. Tims, the leader of said safehouse, requests help in clearing out certain locations to advance the trafficking of synth fugitives out of The Commonwealth. Desdemona thinks the sudden resurgence of Randolph is more than a bit suspicious, but gives the go-ahead on the mission and warns the Survivor to watch out for danger. This will initiate a chain of six side-missions.

Each time, the Survivor is directed to a dead-drop, a marked mailbox, which will contain a Randolph station holotape. Listening to the holotape is optional, it will be Mr. Tims asking for a certain location to be cleared. Head to the location provided and kill all hostiles. This will mostly include synths, but can also include raiders, Gunners, Feral Ghouls, or Super mutants. After the threat is eliminated, return to Desdemona to receive a reward. Check back to Railroad HQ 24 in game hours after completing the previous quest to receive the next entry in the series.

There are 6 missions in total, the locations (at least their order) seem to be randomized, but it seems to always include University Point, and other areas frequented by synths.

After finishing the 6th mission, Desdemona will reward the Survivor with a large amount of caps, and the Institute Killer Weave, a unique mod that can be applied to any upgradable clothing item.

Potential locations
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 * Mass Pike Tunnel West
 * University Point
 * Revere Beach station
 * East Boston Preparatory School
 * Four Leaf fishpacking plant
 * Fiddler's Green Trailer Estates
 * Bedford Station
 * Scrap Palace
 * Trinity Plaza
 * Gunners plaza
 * Hardware Town
 * Corvega assembly plant
 * Thicket Excavations (only after Pull the Plug)
 * Quincy ruins
 * Shamrock Taphouse
 * Coast Guard Pier
 * Hub City Auto Wreckers
 * Drug den
 * Faneuil Hall
 * Quincy ruins
 * Poseidon Reservoir
 * Vault 95
 * Shaw High School
 * Gwinnett Brewery
 * Hyde Park
 * Dunwich Borers
 * Boston mayoral shelter
 * Fallon's department store
 * Super Duper Mart
 * Big John's salvage
 * Monsignor Plaza

Bugs

 * If the Survivor has already cleared a location, this quest may not indicate a Quest Completion marker on the Map. If this occurs, clearing the area designated in the quest text will not advance the quest.
 * One solution, on PC, is to use the following console command: . This completes the combat objective so one can report back to Desdemona.
 * If the Survivor is friendly with The Institute, synths at locations such as University Point will be friendly. The synths must be destroyed to complete the mission. This will not affect the player character's standing with The Institute.
 * It is also possible that after completing of one of the missions it will disappear from the journal. In this case Drummer Boy will not give the next mission and the Sole Survivor won't be able to complete all 6 missions.
 * One possible workaround on PC is to use the following console command: . This triggers the next dead drop.
 * If entering the Institute and didn't side with the Railroad one can't complete the quest as Desdemona will always ask to side with the Railroad. On PC this may be resolved with console command.

Станция Рэндольф