Covenant

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

Layout
Covenant is a small settlement of only a few people. There is a large wall surrounding the whole settlement with multiple machine gun turrets on small wooden platforms. Inside the wall are four houses and a small garden. The houses look incredibly intact, as if they had not been touched by the Great War at all. The Sole Survivor may comment on this by saying that all the buildings look almost pre-War.

There is a workbench in a shack near the garden. Many of the buildings may be locked at first, but the inhabitants will occasionally go in and out the doors of every building and they can then be followed without needing to resort to lockpicking.

Notable loot

 * The SAFE report note can be found in an expert locked floor safe located in the house at the far end of the settlement (the one  with the prison cage) behind some boxes on the floor directly to your left as you enter. The safe is marked as owned (see bugs) and the safe also contains some leveled loot.
 * The Covenant reminder note, in the first house on left, will prompt Sole Survivor to make a comment.
 * An Overdue book is located behind the shop.
 * The unique combat shotgun Justice can be bought from Penny Fitzgerald. She also stocks the Destroyer's helmet (possible level requirement).
 * A random suit of power armor can be found NW of Covenant in the lake near the tail of the crashed aircraft.

Appearances
Covenant only appears in Fallout 4.

Behind the scenes
The SAFE Test, the test to get into Covenant, is actually the G.O.A.T. test from Fallout 3 having all the questions except the last question, but a few have been modified. The usage of the test to screen for synths is a direct reference to the Voight-Kampff test in the film "Blade Runner." In the movie, the test is used to identify Replicants (artificial humans used as machines) that are otherwise indistinguishable from normal humans, much like generation 3 synths. This is one of many references to Blade Runner throughout Fallout 3 and 4.

Bugs

 * If the original inhabitants of Covenant have been killed, any remaining turrets in Covenant will be hostile towards new turrets, the player character and hostiles, and will not add to the settlement's defense rating. The turrets can not be scrapped and will not despawn after destroying them, making it impossible to replace them with new turrets.
 * The turrets can be removed permanently by selecting them with the console opened, using and then . The latter command permanently removes the selected object from the game for this savegame, so care should be taken that the turret was in fact selected.
 * Having tesla coils installed in a suit of power armor will randomly zap NPCs in the town, causing them to turn hostile. It can happen during conversations.
 * After completing the Human Error quest and acquiring Covenant as a settlement, all of the items and beds inside will still be marked as owned, making all settlers immediately hostile if anything is taken. This happens regardless of which path is taken in the quest. The same effect may happen to a 'wild mutfruit' plant in the corner of the garden.
 * These items may be picked up by entering workshop mode and then selected the "Store" option. Items will be transferred to the workbench and will not be marked as stolen. This also works for containers, both locked and unlocked.
 * On PC, ownership of these items can manually be transferred by selecting each item individually and then using command . This does not work for beds.
 * The beds may be removed by placing a floor, moving the bed onto the floor and then scrapping the floor.
 * The corpses of Covenant residents never disappear and periodically respawn their inventory.
 * Covenant may un-ally itself, meaning the workshop and its contents become unaccessible, supply lines are voided and settlers can no longer be interacted with. Companions sent to Covenant may disappear.
 * You may be able to enter Covenant without taking the SAFE test.
 * It is possible to encounter Amelia Stockton before discovering Covenant or meeting Old Man Stockton. If one does this and decides to free her, the related quest step from Human Error will show as having been completed and the step to talk to Old Man Stockton will be presented, but the player will not be given the Human Error quest, and everyone in Covenant will react to the player as if encountering them for the first time.  This will allow the player to start the Human Error quest from the beginning and will not immediately register the completed steps.  The player will not have the option to inform Honest Dan that they have already located and rescued Amelia Stockton upon meeting him.  It is currently unknown how the residents of Covenant will react if the player chooses not to free Amelia Stockton or if the associated quest step will automatically complete itself upon receipt.  This appears to be more of an oversight than a glitch.
 * When siding with residents at the end of Human Error and unlocking the Workbench, the existing turrets don't count to settlement defense stat.
 * If you visit after the main story the gates to Covenant may already be open and you will not revice the SAFE test. Instead the game will assume you have already passed it and you can walk in. (Please note: this might also cause Dan to dissapear.)

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