Fallout 4 Sunshine Tidings co-op seems to have been a common settlement before the War. The Mister Handy, Professor Goodfellas, was “freed” from its “subjection” and now drifts around yelling old flower child expressions, for example, “Far Out” and “Awesome.” Sunshine Tidings co-op is a location and conceivable settlement in Fallout 4.
Sunshine Tidings co-op Background & Layout
- 1 Sunshine Tidings co-op Background & Layout
- 1.1 The region is cooperative with numerous little lodges with patios worked around one focal building. To either side of the little building are wrinkled with wild tomato plants, showing this was a working homestead. Around the focal building circles, Professor Good feels a Mister Handy robot that has been taken and reinvented by Jack and Johnny and can be controlled from a terminal inside the building.
- 1.2 Prominent loot
- 1.3 Related Quests
- 2 Fallout 4 Settlements Locations
The region is cooperative with numerous little lodges with patios worked around one focal building. To either side of the little building are wrinkled with wild tomato plants, showing this was a working homestead. Around the focal building circles, Professor Good feels a Mister Handy robot that has been taken and reinvented by Jack and Johnny and can be controlled from a terminal inside the building.
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On the east side are a wreck corridor and washroom slow down.
Inside the wreckage, the corridor is two non-domesticated devils, a bag, a container of iguana bits, a broiler glove, a fire quencher and a few excursion seats. On its north side is a little fenced in area which contains bedding. Simply outside the chaos corridor is a cooking station.
Inside the focal building are a workshop and a science station.
Adjacent toward the southwest is a “watchtower.” It has a chem box to plunder, a sleeping pad to lay on and two bandits who will bring forth just underneath the stones toward the south when the player character communicates with the wooden box at the highest point of the structure. Pillagers will respawn following a couple in-amusement days.
No man’s land Survival Guide issue #9, in the western house, with two unfriendly non-domesticated demons and a dead pilgrim.
Making room: The Sole Survivor is entrusted to clear the territory from unfriendly animals and empower the workshop.
Taking Point: The Sole Survivor is entrusted to assemble and control a radio reference point to draw in new pioneers.
Mercer Safehouse: Possible area P.A.M. will send the Sole Survivor to set up a safe house.
Daylight Tidings is encompassed by risky animals and adversaries. Super mutants generate toward the north, deathclaws and radscorpions produce down the slope, a behemoth brings forth close-by and there’s a Gunner base on an adjacent bridge.
The Gunner camp on the bridge toward the southeast must be gotten to by a “lift” sort pulley framework straightforwardly under the bridge. There are two monitors here who will assault and they will respawn following a couple of days.
Fallout 4 Settlements Locations
|Boston Airport||Bunker Hill||Abernathy Farm|
|The Castle||Coastal Cottage||Covenant|
|Croup Manor||County Crossing||Egret Tours Marina|
|Finch Farm||Graygarden||Greentop Nursery|
|Hangman's Alley||Home Plate||Jamaica Plain|
|Kingsport Lighthouse||Murkwater Construction Site||Nordhagen Beach|
|Outpost Zimonja||Oberland Station||Red Rocket Truck Stop|
|Sanctuary||The Slog||Somerville Place|
|Starlight Drive In||Spectacle Island||Sunshine Tidings Co-op|
|Taffington Boathouse||Tenpines Bluff||Warwick Homestead|