Walkthrough for the quest Mercer Safehouse in Fallout 4.
After you join the Railroad by completing the quests Road to Freedom, Tradecraft, then following up with Boston After Dark, you should be able to go talk to PAM. She’ll mention the need for new safehouses - a practical concern, considering the losses exposed during the previous Railroad quests - and will task you with traveling to an unclaimed potential settlement and establishing a safehouse there.
Like most quests, the target for Mercer Safehouse is random, with the following locations being possible:
- [Coastal Cottage]
- [Croup Manor]
- [Hangman’s Alley]
- [Jamaica Plain]
- [Kingswater Lighthouse]
- [Murkwater Construction Site]
- Outpost Zimonja
- [Spectacle Island]
- Starlight Drive-In
- Sunshine Tidings Co-op
- Taffington Boathouse
While random, the player’s level does limit which locations will be targeted, with areas further south and east generally not being assigned to lower-level players. Past actions may influence this assignment as well, including having already claimed the settlement or being assigned to clear it as part of another quest (which will typically prevent it from being picked as the target for Mercer Safehouse). If you’ve cleared - but haven’t claimed - a targeted location, or if all possible target locations have been claimed, the quest will still function, but will shift forward to the relevant subsequent phase (claim the Workshop, build Defenses, return to PAM, etc.).
Speaking of which, once assigned you’ll have to head to said location and clear out the enemies there, which, of course, will vary based on the critters native to the location. This could be anything from Mole Rats, to Ghouls, Raiders or Mirelurks… even a Mirelurk Queen, if you’re unfortunate enough to be assigned a high level target. You can save scum the location of this assignment if you save before talking to Dr. Carrington at the end of Boston After Dark, as that’s when the location of Mercer Safehouse is determined.
In any event, once assigned head to the designated location and clear out the enemies there (check out the linked pages for the specific area for more details). Once cleared, interact with the Workshop to claim the location as a settlement, whereupon you’ll be tasked with building defenses. The type or efficacy doesn’t really matter, you just need to get your Defense score up to 10 - two Machinegun Turrets will suffice.
Once done, return to PAM for your reward. After completing Mercer Safehouse she should immediately offer you her first [Jackpot] quest, which has a chance of unlocking Ballistic Weave when completed.
Objective | Reward |
---|---|
For establishing Mercer Safehouse | XP // 200 Caps |
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