
Gunners Plaza: Two mini-nukes can be found on level 2, in the southern area of the map. South Boston Military Checkpoint: Inside the truck trailer, locked behind an Expert terminal. Prydwen: There are 5 mini-nukes on level 2.įort Strong: Multiple nukes across the location. Revere Satellite Array: There is a Super Mutant Suicider at this location. Malden Center: Found on the station, near an ammo crate, to the south on the first floor. Robotics Disposal Ground: Near a pile of tires, at the east entrance. For some, you will need to have completed various quest steps, to access the location. For the most part, these are locations you will likely come across, anyway. Please note that the article also features a handy map for pin pointing these locations. Finding a Fat-Man usually suggests that there should be at least one mini-nuke nearby, but this is speculation from personal experience. Unfortunately, their main goal is to kill you with it, so you have to kill them before they use it in order to loot it from their body.Ī handy guide at provides an excellent list of locations hosting a Fat-Man and some mini-nukes. You may need to visit and repair a few things.Īfter a couple days of play time on survival, I don't find managing my settlements to be any more difficult than it was previouslyįirstly, Super Mutant Suiciders carry a mini-nuke. Still, if CIT is closer to the settlement than you currently are, this can save you a lot of time.įurthermore, in my experienc,e failing to participate in a settlement defense often has little to no noticeable penalty, assuming that your defenses are sufficient. You can also teleport to the Institute after finishing Institutionalized, but can only teleport back out to the CIT Ruins. These are faster than running, so should be even faster than fast travel. You can use Brotherhood vertibirds after clearing Fort Strong for Elder Maxson. Keep in mind that there are still fast travel options in the survival game which you can use to speed things up, even though you can't just teleport anywhere. Not only that, but it can actually be faster to run there. Time passes in game when you fast travel. Your question is based on a false premise. So - is it possible to create properly self-sufficient settlements which remain undamaged and happy - even if I never visit them after the original setup? Without fast travel I couldn't see how I'll be able to traverse across the map in time to "save" the settlement from attack, and could see my entire gameplay involving trekking from settlement to settlement dealing with raiding parties. With my second character I never used fast travel and avoided settling up even one populated settlement. With fast travel I could easily "warp" to the settlement and wipe out the attackers. My first Fallout 4 character had a large network of settlements and occasionally one would be attacked - even when the Defence rating was higher than Food + Water. This got me thinking about whether it's possible to have a network of self-sufficient settlements without fast travel. The upcoming overhauled Survival Mode in Fallout 4 is reported to disable fast travel (this report was linked to by Bethesda).
