Fallout 4 Player Character Housing

This page lists all player character housing in Fallout 4.

Ownable housing
These homes are considered owned by the player character upon meeting a certain condition such as a payment or quest completion. Note that you cannot send companions to owned player character housing, only settlements.


 * The Prydwen quarters, if one joins the Brotherhood of Steel and has the rank of paladin by completing Blind Betrayal.
 * The Institute director's quarters, if the Sole Survivor joined the Institute and completed Nuclear Family. Upon completion of the quest, they will be informed that the quarters are theirs, although the bed in the director's quarters is not usable and the room that the synth Shaun resides upon the first visit is still inaccessible to them.
 * The Institute quarters, if one joins the Institute and has completed Synth Retention. This room is located on the second level of the tower with the balcony that connects to the elevator.
 * The USS Constitution captain's quarters, if Ironsides is visited after the completion of Last Voyage of the U.S.S. Constitution. Note, completing the quests only makes the bed usable, all items in the captain's cabin are still considered owned.
 * Listening Post Bravo, if the Sole Survivor completes Blind Betrayal for the Brotherhood of Steel, the location will gain workbenches and a bed. The location can also be used as a base if choosing not to side with the Brotherhood by hacking the terminal and killing the yao guai that resides inside.

Far Harbor

 * A room can be rented from Mitch in The Last Plank for 10 caps.

Nuka-World

 * Both the interior and patio of Fizztop Grille can be used for player character housing after becoming overboss.

Creation Club

 * Charlestown condo
 * Neon Flats
 * Noir penthouse
 * Shroud Manor

Hotels and rentable housing
The locations listed below will allow temporary access to an unowned bed in exchange for caps.
 * Bunker Hill
 * Dugout Inn
 * Hotel Rexford

Incidental housing
The houses below aren't technically owned or paid for but the Sole Survivor can still seek shelter in these locations:
 * Combat Zone: After killing all of the raiders in the Combat Zone and gaining Cait as a companion, the raiders will no longer respawn, allowing the Sole Survivor to use the Combat Zone as player character housing. It is unconfirmed whether the containers in the Combat Zone are safe or not.
 * Diamond City wall room: With a power armor jetpack or careful use of Jet, the Sole Survivor can find a secret room on top of the exterior wall of Diamond City, down the right alley from the main gate. The room contains a power armor station and an unowned bed. It is unconfirmed whether the containers are safe but it is confirmed that the power armor station is safe to store items in. This location is not practical due to the difficulty in accessing it.
 * Kellogg's house: After gaining access to Kellogg's house, it can be used for storage and a sleeping location. The location does not reset and all containers are safe. The beds in the house are also free to use.
 * Vault 111: The vault can be used as player character housing because the containers do not reset. It is useful due to its close proximity to the settlement of Sanctuary Hills.
 * Railroad HQ: This location can be used after joining the Railroad. The HQ has all the workbenches and is inhabited by a doctor and a merchant.
 * The Castle tunnels: After completing Old Guns, the tunnels underneath the Castle can be used as a base because it does not reset.