Trinity Tower

Trinity Tower is a location in the Back Bay neighborhood of Boston $$

Background
Standing at thirty stories tall, Trinity Tower was one of Boston's tallest skyscrapers, located on the south side of Trinity Plaza in Back Bay. Trinity Tower was devastated by the Great War but remained standing, though it has been damaged further by the subsequent two centuries of exposure to the elements.

Layout
Large sections of the building are noticeably absent, and the tower is infested by mutant hounds and Super Mutants. Despite this devastation, some computer terminals and elevators still function. Strong and Rex Goodman can be found at the top of the tower, held captive by the super mutants.

The first four floors are in the exterior zone. Enter the first floor (which features a cooking station) through the north or south doorways, and climb the stairs to the second floor. The third floor, accessed by another set of stairs, and the fourth floor, accessed by a ramp and including a balcony patio, contain only minor loot. Use the elevator on the second floor to ascend to the interior zone of the tower.

The interior zone includes four floors in the middle of the tower, with the elevator arriving on the second of these. The lowest interior floor may be accessed by dropping down the hole in the inactive elevator next to the working elevator; however, this lowest floor can only be exited by unlocking a Novice-locked terminal or picking the Advanced-locked door to the south leading to a ramp returning to the second interior floor. Significant loot containers in the interior zone include an Advanced-locked safe behind a desk near the elevators on the lowest floor, an Expert-locked safe under a desk in the southwest area of the second floor, and an Expert-locked safe in the southeast room on the third floor. An elevator on the fourth floor at the top of the interior zone ascends to the top of the tower in the exterior zone.

The top of the tower includes five floors, with the elevator arriving on the lowest of these. Significant loot containers at the top of the tower include an Expert-locked safe in the southeast room on the third floor and a steamer trunk on the fifth floor at the very top of the tower near the Master-locked cell where Strong and Rex Goodman are held; a weapons workbench is also on the fifth floor near the trunk. A window-washing elevator descends to a lower exterior floor, with a second window-washing elevator on the next floor down finally returning to the balcony patio on the fourth floor of the tower in the initial exterior zone.

Loot

 * Super mutant cowl armor - On the first floor in the initial exterior zone, behind the counter next to the stairs.
 * Super mutant waistcloth - On the lowest floor in the interior zone, on top of the Advanced-locked safe behind the counter near the elevators.
 * Super mutant leg guards - On the third floor in the interior zone, on a toppled elevator in the southwest room.
 * Super mutant leg armor - On the lowest floor at the top of the tower, on a counter near the elevator.
 * Super mutant heavy armor - At the very top of the tower, near the steamer trunk and weapons workbench.
 * Trinity Tower cell key - At the very top of the tower, in the steamer trunk. Talking to Rex Goodman first will add finding the key as an optional objective in the Curtain Call quest.
 * Melee Bobblehead - At the very top of the tower, in the cell where Strong and Rex Goodman are being held.
 * Macbeth script - At the very top of the tower, in the cell where Strong and Rex Goodman are being held.
 * Agatha's Dress or Reginald's suit - Reward from the quest Curtain Call, depending on the player character's gender.

Companion comments

 * When at this location, companions make comments, which are activated at two locations including the street entrance, and on the roof by the weapons workbench.

Appearances
Trinity Tower appears $$ It is also mentioned in a question in the Fallout Shelter weekly quest Game Show Gauntlet.

Bugs

 * If a companion fails to enter the second window-washing elevator on the way down from the top of the tower, they may get stuck on the path between the two elevators. If the player character accepts Strong into their party at the foot of the tower, the previous companion will not be able to return to the settlement they're sent to, but will stay stuck on that path. To fix this, the player character must manually retrieve the companion from that spot. The companion should then be dismissed at the foot of the tower, or the problem will be repeated. To avoid this bug, the player character should ensure the companion is actually on the second elevator.
 * The safe in the southeast room on the third interior floor indicates it has an Expert lock, but may actually require a Master Locksmith skill.
 * As with many elevators in the game, sometimes, when one enters one of the two elevators connecting the exterior and interior zones and presses the elevator button, the elevator will close but then run forever.
 * This may be related to the positioning of the player character and/or their companion when starting the elevator. Having your companion get in first and move to the back of the elevator, then issuing the stay command, may prevent the bug from occurring. Jumping around inside the elevator may also cause it to become "unstuck."