Fallout 4: Anniversary Edition - Locations

The major locations of Fallout 4: Anniversary Edition, ordered roughly as the player meets them, from the ruins of Sanctuary Hills and the settlement belt of the north-west through Diamond City, Boston proper, the Glowing Sea and the add-on regions of Far Harbor and Nuka-World. The Commonwealth is a...
of 23 entries · updated 2026-09-15
Name Type Description Region Points Of Interest
Vault 111 Vault / Prologue A Vault-Tec cryogenic facility disguised as a hillside lift beside Sanctuary Hills, where the Sole Survivor's family was frozen on the day of the bombs and where the game's opening and its central tragedy take place. North-west Commonwealth, under Sanctuary Hills Cryo pod bay and the murder of the Sole Survivor's spouse Overseer's office and the hidden Cryolator Pip-Boy and Vault-Tec equipment left for the player The lift back to the surface and the first view of the Commonwealth
Sanctuary Hills Settlement / Starting Hub The Sole Survivor's pre-war neighbourhood, standing mostly intact on its hilltop loop of ruined modern houses. North-west Commonwealth The Sole Survivor's own house and workshop Settler housing for Preston Garvey's group Nearby Red Rocket truck stop workshop and Dogmeat Aberdeen and the abandoned houses used for scrap
Concord and the Museum of Freedom Town Ruins A colonial-era town centred on the Museum of Freedom, where Preston Garvey's Minutemen survivors are pinned down by raiders. North-west Commonwealth Museum of Freedom and the rooftop power armor Preston Garvey's pinned survivors Concord Speakeasy and the Corvega-bound raiders Nearby Thicket Excavations and its sunken treasure
Corvega Assembly Plant Raider Stronghold A pre-war car factory turned into a multi-level raider headquarters, visible from a mile away in its rusting tower over Lexington. Lexington, north-west Commonwealth Multi-floor assembly line interiors Raider boss Jared and his crew Heavy weapons and ammunition stockpiles Overlooking Lexington's Super Duper Mart and Federal Ration Stockpile
Diamond City Major Hub City The Commonwealth's largest surviving settlement, built inside the walls of a pre-war baseball stadium and powered by its lights, with a market, a clinic, stores, a school and the offices of Publick Occurrences. Central Boston, inside Fenway Park The market and vendors including Arturo, Moe Cronin and Solomon Diamond City Radio with Travis Miles The Valentine Detective Agency in the alley outside Mayor McDonough's office and the synth paranoia storyline
Goodneighbor Hub Settlement A walled quarter of Boston run by ghouls and outlaws under Mayor Hancock, where the only rule is that nobody owns anyone else. Boston's north-east The Memory Den and Doctor Amari's memory loungers The Third Rail, with Magnolia's singing and MacCready's contract work Hotel Rexford and Daisy's shop Hancock's office and the city's ghoul-founded politics
The Castle Faction Headquarters / Settlement A pre-war coastal fortification built by the Minutemen and lost to a mirelurk queen hatched in its tunnels, reclaimed by the player in the Taking Independence questline. South Boston waterfront The mirelurk queen and her hatchlings in the tunnels Radio Freedom and the Minutemen radio tower Artillery pieces unlocked for every settlement General's office and the Minutemen armoury
Vault 81 Vault / Community A rare vault that was opened on schedule and has grown into a functioning underground community of traders, families and scientists who trade with the surface. Central Commonwealth Vault 81's market and Alexis Combes' weapon shop The hidden research wing, Curie and the mole rat research The Hole in the Wall quest and the chem cure decision Its functioning school, clinic and hydroponics
Bunker Hill Landmark / Trading Post Boston's oldest standing monument and the site of a major caravan hub run by Old Man Stockton, who is secretly a Railroad agent. Charlestown, north Boston Monument and caravan trading post Old Man Stockton's Railroad connection The Battle of Bunker Hill questline set-piece Rhys and Haylen's Brotherhood reconnaissance
Old North Church Faction Hideout A pre-war church whose catacombs hide the Railroad's headquarters behind a password-protected door and the Freedom Trail's series of painted waypoints. Boston's north end The Freedom Trail's painted markers across Boston Railroad headquarters and the password door The crypt's mission board and ballistic-weave delivery point Patriot's Alley and Boston's colonial ruins
The Prydwen Faction Headquarters / Airship The Brotherhood of Steel's enormous airship, parked over Boston Airport as the faction's mobile base of operations. Moored above Boston Airport The bridge and Elder Maxson's quarters Proctor Teagan's weapons requisition Vertibird bays and the Boston Airport ruins below The Brotherhood's war with the Institute and the Railroad
Fort Hagen Military Installation A pre-war army fort converted into the headquarters of the mercenary Conrad Kellogg and his synths, patrolled by turrets and Institute synths on the roof. West Commonwealth Kellogg's command centre and his unique pistol Institute synth guards and turret defenses Kellogg's brain implant and the Memory Den lead Nearby Fort Hagen Satellite Array and the region's weapons lockers
The Glowing Sea Irradiated Zone The crater where the bomb that ended Boston actually fell, and a permanent storm of radiation, ash and dead trees filled with deathclaws, radscorpions and glowing feral ghouls. South-west Commonwealth The Crater of Atom and its cult Virgil's cave and the FEV research lead Mass Fusion containment site and the ruins of a pre-war town The most dangerous enemy population in the Commonwealth
The Institute Faction Headquarters A sealed, self-sufficient underground city of glass corridors, laboratories, hydroponics and synths, reached through the teleportation relay in the Molecular Relay chamber. Beneath the ruins of the Commonwealth Institute of Technology The Molecular Relay teleportation chamber The SRB and Courser training facilities The FEV lab and the synths' origin Director's quarters and Father's terminal
Cambridge Police Station Faction Outpost A fortified police station held by Paladin Danse's Brotherhood reconnaissance team and besieged by feral ghouls when the player arrives. Cambridge, north of Boston Danse, Haylen and Rhys The Call to Arms recruitment mission The rooftop battle against feral ghouls Nearby College Square and the Cambridge Polymer Labs
Trinity Tower Landmark / Stronghold A pre-war skyscraper seized by super mutants and used as a cage for captured humans, including Strong. Central Boston Strong's cage and the Curtain Call quest Super mutant behemoth Fist and his warhammer Boston's skyline from the tower's upper floors Nearby Hubris Comics and Faneuil Hall
Libertalia Landmark / Raider Base A floating town of welded-together ships turned into a raider base in Boston's harbour, packed with gunners and raiders and the wreck of the USS Constitution's sister vessels. Boston harbour The derelict ship network and its scrap Harbour views and the USS Constitution Raider and Gunner mixed garrison Nearby Nahant and the harbour's deep-water wrecks
Salem Coastal Town A coastal town whose Museum of Witchcraft is guarded by a genuine deathclaw, and whose surrounding area contains the Dunwich Borers quarry, the Salem church and several pre-war landmarks. North-east coast Museum of Witchcraft and its deathclaw guard Dunwich Borers quarry and its dark, drug-hazed raider story The Salem church and shoreline ruins Nearby Kingsport Lighthouse and Croup Manor
Boston's Downtown Ruins Urban Exploration Zone The dense, multi-storey downtown district where the streets are filled with debris and the buildings rise far above them, carrying the game's vertical exploration. Central Boston Hubris Comics and its comic-book collectibles Faneuil Hall and the raider-held meeting house The Mass Fusion Building and its Gunners Swan in Boston Common and his power fist
Far Harbor Add-on Region The largest add-on map, a fog-bound island reached by boat from the Old State House and built around the mystery of a missing girl, a synth refuge and a radioactive cult. Mount Desert Island, Maine Far Harbor town and its fog-cultured residents Acadia, the synth refuge in the mountains The Nucleus, the Children of Atom's submarine base The Fog Crawlers, Gulpers and Manglers of the island's interior
Vault 118 Add-on Vault / Far Harbor An add-on vault built into the Cliff's Edge Hotel and populated entirely by robobrains, run by a detective-mystery plot involving the murder of Ezra Parker and a cast of suspects styled on pre-war socialites. Cliff's Edge Hotel, Far Harbor The robobrain cast and the murder investigation Ezra Parker's murder and the hotel's vault entrance Unique robobrain loot and the vault's casino level Cliff's Edge Hotel's ruined upper floors
Nuka-World Add-on Region A pre-war amusement park built around the Nuka-Cola brand and taken over by three raider gangs, with five themed zones, the tram system, the Cola-Cars arena and the Gauntlet beneath the entrance. Western Massachusetts Nuka-Town USA and the market's legendary weapons The Galactic Zone and its robots The Gauntlet and Overboss Colter's arena Kiddie Kingdom, Dry Rock Gulch, Safari Adventure and the Bottling Plant
The Mechanist's Lair Add-on Base / Automatron The fortified factory from which the Mechanist controls her robot uprising, packed with custom robot variants, traps and the add-on's final encounter. East Boston The Mechanist's robot assembly lines Custom Robobrain and Sentry Bot boss frames The Lair as a capturable settlement The Rust Devils' salvage camps outside
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