

Another alternative is to either pickpocket the key from Jacob Orden (the most optimal way is to steal this from him while he is asleep in the guest house) or pick the lock to the residents' house directly left of the gate and find the piece of paper near the door. Alternatively, enter the shop and take the piece of paper from the trash can or pass increasingly harder speech checks with Penny Fitzgerald to reveal the clues. It is also possible to gather information by speaking to one of the settlers, Talia McGovern, and convincing her that Honest Dan is a synth after passing a few Charisma checks. Hacking the terminal when not sneaking will turn the whole town hostile. Hack the terminal when no one is looking to find out Covenant's real purpose. Outside one of the houses is a bedroll left by the caravan staff, which can be investigated, but it isn't clear enough who it belonged to. With Luck of at least 9, the player character can "fiddle" with the radio and briefly pick up a voice broadcast referencing the remains of Stockton's caravan. To find more clues, enter the house on the far end of the settlement to discover a holding cell, a bookcase with self-help material, a locked terminal, and a non-functional radio. They are also oddly nice, almost saccharine. With a Perception of 6 or higher, a blood trail on the road close to the scene can be investigated to reveal that "the blood trail leads roughly in the direction of Covenant." Questioning the inhabitants of Covenant yields little info as they are adamant about having nothing to do with it. A can of Deezer's lemonade establishes that the caravan had visited Covenant (if the quest has not begun, the cooler box will not be accessible yet).

Passing speech checks with him may net more caps and info.Įxit Covenant and head northeast along the road, then go east at the junction to find the bodies of Fred O'Connell, his guards, and the remains of the missing caravan. After the player character agrees to help, Dan will provide what he knows in the form of a note, caravan details. He offers to split the reward in exchange for help in the investigation. He also suggests the inhabitants of Covenant might be involved in both cases. He will explain he has been hired to investigate a missing caravan and find Amelia Stockton, the missing daughter of the prominent Stockton family. Several companions will voice suspicions that the village is hiding something, although none of them seem aware of its true nature. The Sole Survivor even mentions how everything looks almost pre- War. Unlike other settlements around the Commonwealth, Covenant is surrounded by tall concrete walls sprinkled with defensive turrets, and the houses and the yard are in pristine condition. It is impossible for the player character to fail the test. After taking a seat at the table and answering all the questions, the gate to the settlement will open up. Swanson will be adamant about administering the SAFE test to make sure the Sole Survivor is not a synth. He explains that to enter Covenant, visitors have to pass a test to filter out "undesirables." By pressuring for information and successfully passing increasingly difficult speech checks, details about synths and the Institute can be learned. The Sole Survivor might hear about Covenant from settlers, Diamond City guards, or a passing trader, which will put its marker on the map and a quest entry to "Investigate Covenant." Upon approaching the gate, the Sole Survivor is greeted by Swanson.
