Covenant

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

Background
A small village with pre-War architecture was founded by a group of settlers. They attempt to attract traders to the settlement to keep it running and allow it to grow. Sometime following the Broken Mask incident, Roslyn Chambers and her scientific team arrived at Covenant with the intention to turn the settlement into a refuge for people who have suffered at the hands of the Institute's synths. She convinced the residents of the town to help with her work and subsequently set up a lab with her personnel inside a utility area in the nearby sewers, locally known as the Compound. From there, Chambers and her scientists attempt to discover and flush out the secret Institute agents.

The settlers support the Compound's mission of validating a psychological assessment that is meant to identify synths. This assessment is called the SAFE test and is the focus of a continuous experiment whereby visitors to Covenant are screened and are possibly later kidnapped, interrogated, and killed in order to discover how effective the SAFE test is at identifying synths. Those who the SAFE test designates "probable synths" are also subject to interrogation and torture in an attempt to further refine their assessment.

Any belongings, goods, or junk left behind by kidnapped travelers are looted by Dr. Chambers' men and turned over to Penny for sale. Low prices are deliberately set in order to attract travelers, but the town still has a deficit of 250 caps. X6-88 comments on the location upon arrival, stating that "this is the place with the so-called synth detector test. That's almost funny."

Layout
Covenant is a small settlement along the eastern shore of Mystic Lake, inhabited by nine people, one visitor, a Mister Handy named Deezer and a house cat named Dora. There is a large wall surrounding the whole settlement with nine heavy machine gun turrets on small wooden platforms. Inside the wall are four houses and a small garden. The houses are intact as if they had barely been touched by the Great War. 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. Three of the buildings will be locked at various times, 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. They do not leave the room while they are aware the Sole Survivor is inside, but they may still close the door behind them and lock the Sole Survivor in if the player character is hidden.

The guesthouse (last house on the left when entering from the main gate) contains a middle bed that can be freely used by the player. The containers in this house can be used for storage without the items becoming owned by the settlement and the items in this house can be freely taken even if one is not allied to the settlement. There are a few other unowned junk items up for grabs, mostly around the backs and sides of the houses, and some near the workshop. The cabinet under the toolbox in the workshop shack can also be freely used as a container. There is a farm plot with 7 corn, 5 tato, and several mutfruit (including an owned wild mutfruit), which are cultivated by the settlers and will respawn. Apart from the "owned" wild mutfruit these can be freely harvested by the player. There is a water pump beside the main gate.

Loot

 * Justice - A unique combat shotgun that can be bought from Penny Fitzgerald.
 * Destroyer's helmet - Also sold by Penny.
 * Penny's ledger note - Found on the safe in Penny's shop.
 * Covenant shop key - Carried by Penny and Patricia Montgomery, and found inside Penny's cash register.
 * SAFE report - Found on the desk in the office building.
 * Covenant office key - Carried by Jacob Orden and Brian Fitzgerald, and found in a desk inside the office.
 * Raider report and another copy of the SAFE report - Found in a wall/floor safe hidden behind a crate in the office building.
 * Two Covenant reminder notes - One in the first house on the left, the other in a bin at Penny Fitzgerald's place. Will prompt the Sole Survivor to make a comment.
 * Covenant house key - Carried by most inhabitants, and found on Jacob's nightstand next to his bed.
 * Jacob's password - A note in his house, on the nightstand next to his bed. Gives access to his office terminal.
 * Map to Compound - Carried by Ted Huntley.
 * Join the Railroad holotape - Found in the trash can next to the door in the house with the three beds and radio.
 * Caravan details - Given to the player character by Honest Dan during Human Error.
 * An overdue book - Found in a toilet behind the shop.
 * A leveled suit of power armor - Found northwest of Covenant in the lake near the tail of the crashed Vertibird.

Related quest

 * Human Error

Companion comments
When at this location companions make comments, which are activated at the gate exterior.

Appearances
Covenant appears in Fallout 4.