Fallout Wiki
Advertisement
Fallout Wiki

Bug[]

Found a bug with this one where the cabin wasn't an enter-able instance, but I could walk straight through the door (cabin was empty). --78.148.226.243 23:26, December 10, 2015 (UTC)

If the bug existed on the PC, it's been fixed; I just found the ship with the radio active, went into the door and turned the radio off. --Azaram (talk) 19:28, December 27, 2015 (UTC)
Worked fine for me on PC version beta update 1.3.47. Possibly the smallest interior cell in the game?? --Lunamoonraker (talk) 01:04, January 22, 2016 (UTC)
I think this is just a basic bug in the game. I've noticed some settlement doors that do this same thing from time to time.--162.252.201.32 09:33, April 8, 2016 (UTC)

Side quest details & fate of the crew[]

Feels rather poorly thought out as a quest. As the name implies it is a nautical broadcast , yet the boat ends up a long way up a water course that physically could not fit it (passing between Saugus Ironworks and Hub City Auto Wreckers which is barely a stream) Even given it was possible at the time of the Great War it doesn't make much sense they would travel all the way up and end up on the mud. But more problematic is that the mayday states it is a Merchant vessel (which take cargo or passengers) but it is clearly a fishing boat (some type of beam trawler) and even the door/ cell name is Fishing Boat Cabin. They even put a fishing rod in the cabin. It would have worked if they ended up on the coast among the plethora of boats and ships along that stretch at least. Maybe they came up with the story but had to balance the signal quests.

In terms of what happens, it is rather like the Greenbriar signal from the same dishes which just leads to a bunker and not even a small clue as to backstory or circumstance. There is certainly no real loot as a reward to either so a note or message written on the wall in chalk for example would just give a little sense of purpose. We know that they made land then managed to navigate up stream and it was not wrecked. The windows are all boarded up that imply they got that far then set off; there are no skeletons in the cabin or around the boat which is often the case of implied stories in the game. Breakheart Banks farm is right next to it and before the Super Mutants arrived it looked a nice set up so perhaps they got help there. The captain left his hat so maybe he didn't make it or just moved on. Perhaps even the name of the farm reflects their plight and situation.

I get that not all situations can be neatly wrapped up and that reflects how life would be. But these do send you off so should have something more than just a time sink. --Lunamoonraker (talk) 01:04, January 22, 2016 (UTC)

Well, to add to the confusion, the message says they lost power. Yet the radio continues to transmit for (hundreds of?) years. Really good batteries? --DocSilence (talk) 02:15, December 28, 2017 (UTC)

Advertisement