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 near the garden in a shack.

Inhabitants

 * Brian Fitzgerald
 * Deezer
 * Doctor Patricia Montgomery
 * Jacob Orden
 * Penny Fitzgerald
 * Swanson
 * Talia McGovern
 * Ted Huntley
 * Settler
 * Baron the Cat
 * Nora the Cat

Notable loot

 * SAFE report note - in an Expert locked floor safe located in the house at the far end of the settlement (the one  with the prison cage) underneath some boxes on the floor directly to your left as you enter. To access the safe remove the boxes using 'workshop mode'. The safe is marked as owned (see bugs) and the safe also contains some leveled loot.


 * An Overdue book - is located behind the shop.


 * Justice - can be bought from Penny Fitzgerald.


 * 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 blatant references to Blade Runner throughout Fallout 3 and 4.

Bugs

 * The turrets that guard the town will not count toward defense if the town is settled. At the moment, the turrets will attack any new ones placed. However, the turrets do shoot at invaders.
 * If the town is annexed rather than taken by force, they do nothing other than attack enemies.
 * 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 you complete the Human error quest and own Covenant as a settlement, all of the items inside will still be marked as owned, making all of your settlers immediately hostile if anything is taken. This can be fixed via the console on PC by manually selecting any owned items and using the "setownership" command, making them able to be retrieved without issue. This occurs no matter which path you decide to take during the quest. (Note: This doesn't always happen when you choose side with them.)
 * These bugs only apply if you have taken the "destroy the bunker and attack the town" route. If you have subdued the bunker with the charisma option then the turrets wont target you, and all things may be picked up without mishap.
 * If the quest Tactical Thinking has been completed before going to Covenant you will not be able to start Human Error, however, if the Sole Survivor heads to the compound across the river, kills the inhabitants, then heads back to Covenant, the settlers will attack, and after killing them all, you may gain control of the settlement.
 * Picking up any of the items in Covenant will flag you as stealing/theft even after you've unlocked the workshop. The only exception is the yellow house on the North-East part of town, where items can be picked up without theft regardless of hostility. If you switch into the Workshop Menu, the owned items can be stored to the Workbench and then removed from the Workbench without being flagged for theft.
 * If the Covenant is settlement with original characters, when you do Minutemen helping missions, the characters are mute but have dialogue subtitles and you can't skip their 'silence speech'.
 * If you enter the police station (where Brian Fitzgerald is found) and Brian leaves at evening time, the door may lock with a Master lock. Waiting until morning time will not unlock it, forcing the player to either reload an earlier save or to unlock it on their own (with no consequences, despite the red text).
 * If you side with Covenant and have them join the Minutemen, at times they will be assigned for random tasks by Preston. However, once you go to accept these quests, the Mayor of Covenant and other characters have NO AUDIO IN PLACE for this situation. Unless you have subtitles on, you wouldn't know the game is doing anything. The missions progresses as normal, but it looks like either no audio was recorded for this example.

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