National Guard training yard

The National Guard training yard is a location in the Commonwealth in 2287.

Layout
The National Guard training yard is a multi-building compound that served as a training facility and armory for the Massachusetts National Guard before the war. There are few accessible buildings, and the facility is filled with feral ghouls and turrets.

Barracks
This building is entered from the recruitment office. The main part of the bottom floor is inaccessible from this entrance. Stairs lead to the upper floor. There are two rooms on the left and a room with beds to the right. In the first room to the left is a terminal that unlocks the door to the armory building. The terminal can be hacked or accessed using the password found on the upper floor in the recruitment office. In the second room on the left is a Stealth Boy on one of the shelves. Next to the room with beds is a bathroom with half of the floor missing.

The bottom floor is reached by jumping down from the room with beds or the bathroom. In the cafeteria is a U.S. Covert Operations Manual on the table with the blue cooler. Next to this room is a bathroom. A hole in the wall leads out from the bedroom to a small hallway. Next to it is a room with file cabinets. To the right of the hole is the exit (main entrance to the barracks). On the other side of the exit is a terminal that unlocks another door.

Notable loot

 * National Guard officer's password - Upstairs in the recruitment office, in a desk. Unlocks terminal on the first floor and opens door to barracks and armory.
 * Stealth Boy - On the second floor of the barracks. At the top of the stairs, go straight to the end of the hallway and enter the room with a large hole in the floor on the left. The Stealth Boy is on the shelf to the left of the yellow wooden crate.
 * U.S. Covert Operations Manual issue #8 - On a table in the cafeteria of the barracks, near a cooler.
 * Two power armor suits
 * On the western outskirts of the yard is a pile of large shipping crates. Inside one of them is a leveled full suit of power armor behind an Expert locked security gate.
 * Inside the armory, behind the terminal-locked door. Leveled with a variable number of pieces.
 * Two Vault-Tec lunchboxes
 * Behind/inside the curved desk at the far end of the main room in the recruitment building.
 * Inside the National Guard armory in the power armor room on the far left wall on top of the cabinet near a toolbox.
 * Flight helmet - Next to a sleeping bag in the southwest corner of the main room in the National Guard recruitment office.

Related quests

 * The Silver Shroud: Someone named Kent Connolly is calling all Silver Shroud fans for an "urgent mission." If the player character wants to help him with his request, they can head to the Memory Den.
 * The Lost Patrol: Three years ago, the last Brotherhood recon team sent to the Commonwealth went missing. The Sole Survivor is asked to search for their remains.
 * Ghoul Problem: Settlers have asked the player character for help in taking care of some feral ghouls that have been terrorizing a nearby location.
 * Traffic Jam: Trade in Bunker Hill isn't flowing quite the way it should because there's a horde of feral ghouls here. Deb asks the Sole Survivor to deal with them in exchange for caps.
 * Randolph Safehouse: The Railroad agent Mister Tims will leave dead drops in the form of six holotapes for the Sole Survivor, containing information about possible hazards to the Railroad's escort and escape of synths out of the Commonwealth. They can assist in these efforts by clearing out the location of hostiles.
 * Quartermastery: Scribe Haylen has identified the location of a piece of technology she wishes to retrieve and catalog. She asks the Sole Survivor for help in bringing back the technology in one piece.
 * Cleansing the Commonwealth: Knight Rhys gives the Sole Survivor an assignment to clear the location of what he calls "abominations" to further the aims of the Brotherhood of Steel.
 * Leading by Example: Lancer Captain Kells requests the Sole Survivor's help in training a Brotherhood squire by allowing him to accompany them on a mission.
 * Pest Control: Dr. Binet of the Institute's Robotics division asks the Sole Survivor to eliminate some feral ghouls that are causing problems for a synth scavenger team.

Appearances
The National Guard training yard appears only in Fallout 4.

Bugs

 * Some of the feral ghouls inside of the buildings may be inexplicably non-hostile, even without rank 3 of the Ghoulish perk.
 * The feral ghouls present in the barracks during the quest Ghoul Problem, may not awaken when inside the building. In fact, most of them will be wandering around neutrally while others will be inanimate on the ground. If one is pointed at or shot, they will attack, although none of the others will also attack the player.
 * When exiting the barracks through the gated area requiring a terminal to leave, feral ghouls from the outside may be able to glitch through the walls, attacking the player. This will then incite the turrets to also attack if not already taken out. This makes it impossible to leave through the terminal as the turrets will continue to shoot the player. Ghouls may also pass through the walls in the hallway located in the yard that is accessed when moving between the recruitment hall and barracks.
 * Fix: The player can kill the turrets and ghouls then be able to leave, and VATS is the only way to target the glitched feral ghouls through walls, killing them.