• Fallout 4 robot workbench where to get

    As soon as you enter the game after installing the Automatron add-on for Fallout 4, you will immediately activate the first quest of the Mechanical Enemy add-on.

    Listen to the caravan's distress signal

    Your Pip-Boy has received a distress call. Listen to the message. To do this, you need to: select the "Radio" tab in your Pip-Boy, and then activate the "Caravan Emergency Frequency".

    The message says that the caravan was attacked by hostile robots just east of Watts Electronics. If you want to help them, then hurry up there.

    Find a caravan

    Watts Electronics is located north of the junction of Cambridge and Charlestown. When you arrive at the place, there will already be a fierce battle.

    Destroy hostile robots

    Meet new types of robots: cybernetic robotic eyes, flybots and that's just the beginning.

    Reference

    Examine the killed robots for modifications And repair kits for robots. The former will add new modification options to the robot workbench, while the latter is needed to repair robots that have been damaged in combat, similar to stimulants for human companions.

    Talk to the robot

    Of the entire caravan, only one robot, Ada, survived. You can ask her about the attack, about the hostile robots and their leader the Mechanist, she will tell you everything she knows.

    Ada asks you to join her in the fight against the Mechanist, and in return she will give you blueprints for a workbench for robots, which allows you to create a huge number of modifications for them. The last time Ada and her friends from the caravan saw the Mechanist's robots was at the General Atomics plant, perhaps there you can get information that will lead you to him. From that moment on, the next quest "A New Threat" will become active.

    Before setting out, collect what little remains of the caravan. Do not waste good.

    Do not be too lazy to look into Watts Electronics, to the east of which you found a caravan. There you can get hold of some supplies, but you should beware of radroaches. The robots are not active, but if you accidentally turn on the demo mode in the basement terminal, you will have to fight with them too.

    Classically, there is a first aid kit in the toilet. In the office on the second floor there is a chest with ammunition and weapons, as well as a safe that can be opened using the terminal. Climbing another ladder to the second level, you will find a small vault (the level of the castle is difficult) with a nuclear mini-charge in the safe for the "Fat Man" and a stealth-boy on the rack.

    Now get down to the basement, you can through the gap in the floor or the stairs located behind one of the blue doors on the first floor. The door in the only room of the basement is opened using the terminal hanging nearby. In the corner of this room you will find a floor safe (the level of the lock is difficult).

    Clue

    In the basement, on a table near the terminal, you will find magazine "Total Hack" Issue 2. It doesn't provide a magazine perk, but gives you a bonus as the source code for the Protectron hack. You can read about all magazines.

    Climb the stairs up and you can go in search of the Mechanist.

    Locations to explore:

    • Plant "General Atomics"

    Explore the General Atomics plant

    Ada said she saw Mechanist robots at General Atomics. Perhaps there you will find something that will lead you to the Mechanist.

    Get to the General Atomics plant in South Boston. When you enter, do not relax, as you will be immediately greeted as an unwanted guest.

    Look in the toilets in the reception area of ​​General Atomics, located on the right side. There, you will find some medicaments and a Cherry Yader-Cola in one of the booths. Then go up to the second floor. Break open the door to the principal's office (the lock level is hard) if you wish. Inside you will find a General Atomics director's ID, which can be useful for completing the quest from the Miscellaneous section in the General Atomics Galleria shopping center.

    Clue

    Do not miss the office next to the director's office, as there is a magazine "Tesla Science" issue 8. With it, you will open a new perk, in which energy weapons deal 5% more critical damage, or, if this is not the first issue of this magazine, then it will strengthen the existing perk. See the full list of magazines and their perks.

    Now you need to get into another wing of the second floor. It can be done:

    • After walking along the broken balcony from the director's office to the next door, but it's not so easy;
    • Hacking the terminal (level - easy) on the first floor in the workshop adjacent to the reception, and going to the stairs at the opposite wall;
    • Using a ladder in the same workshop. By the way, climbing this ladder to the upper level, you can find some ammunition.

    One way or another, a locked cell with hostile robots awaits you on the second floor. Unfortunately, killing them through the bars will not work, so use the terminal to unlock the door.

    After opening the door, rush into battle. The most dangerous and powerful robot is the robotic brain, but that's exactly what you need. Destroy all robots.

    Search the robot brain

    After the fight is over, search the robin's brain for anything that will help you find the Mechanist. You will find a certain device of the Mechanist - for sure it will come in handy. Discuss it with Ada.

    Talk to Ada

    The Mechanist's device is a specially tuned direction finder with which he monitors robotic brains. Ada proposes to install this direction finder in her, use it in the opposite direction and thus determine the location of the Mechanist. But to install the direction finder, you will need a workbench for robots and, of course, Ada. Therefore, it is in your own interest not to part with it yet.

    Look around here to the end if you're interested. In the chamber where the robots were locked, you will find a chest with ammunition and weapons. In the locked room on the second floor (the castle level is medium), you can stock up on medicines from the first-aid kit on the shelf and medicines from the nightstand, as well as get hold of a small amount of caps from the cache on the desk. And don't miss the wall safe (lock level is easy) between the bedside table and the desk.

    Let's go out the other way. Go down the stairs to the first floor and open the door to the Quality Control Department using the QC Department terminal.

    With the opening of the doors, you will hear an announcer, she mistook you for a robot of the Miss Nanny model and wants to check you on the quality of the services provided - this is a quest from the Miscellaneous section "Quality Assurance". How to open a General Atomics safe that requires a terminal? It will open only after completing this mini-quest as a reward. Use the terminal again and open the door next to the safe. Here you are at the exit, or rather near the toilets in the waiting room.

    Build a workbench for robots

    You will have one of your settlements marked on the Pip-Boy map, where you can build a workbench for robots using a workshop. You can see the basics of using the workshop.

    The Robot Workbench is a very powerful tool for both building your own robots and modifying them. With its help, even the most inexperienced "engineer" will be able to create the most complex robots.

    To create a workbench for robots, you need to select the "Special" group in the workshop menu.

    Reference

    To build a workbench for robots, you will need:

    • Gears: 6
    • Oil: 4
    • Bolt: 4
    • Plastic: 4
    • Aluminum: 12
    • Fiberglass: 6
    • Wiring: 3
    • Nuclear material: 4

    Talk to Ada

    Tell Ada that you are ready to install the direction finder.

    Set direction finder on Ada

    To install a direction finder on Ada you need:

    • Go to the workbench terminal and press [E] to use it;
    • Select the robot you will work with. In this case it is Ada;
    • In the "Categories" menu, select "Special Modifications";
    • In the "Special Modifications" category, select "Direction Finder" and click to create it.

    After the deed is done, talk to Ada again.

    Talk to Ada

    The equipment was successfully installed and Ada was able to pick up the encrypted signal, but she is unable to trace the source. If you find two more direction finders, then Ada will be able to decipher the signal. Luckily, she discovered the whereabouts of a couple more robo-brains. So the hunting season for robotic brains is open.

    Locations to explore:

    • Fort Hagen base satellite dish
    Back

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    Without robots, your Fallout 4 game would be less fun. Yes, and go through a lot of missions would be much more difficult.

    All robots in the game can be divided into six main subgroups:

    • Robots are synths.
    • The ones for protection.
    • Robots that are designed to help.
    • Shtrumotrons, which were created even before the Nuclear War. They are designed to fight on the front lines.
    • Another type of robot, created around the same time as the previous one, is the Protectron.
    • And the last kind - robo-eyes, which soar everywhere in the air.

    Fallout4: Helper robots

    There is even a special name for this type of robot - "Mr. Helper". It was created even before the war by developers at RobCo. They can do everything that an ordinary servant does: they can show culinary skills by feeding you delicious food, they can go for a walk with your pet, they can read a bedtime story to your children, and they can also drag weights, act as guides and tour guides, and also guard you or your property.

    In the previous series of the game, a similar vehicle was already available, only then it was called "Type 1". The assistant robot has a jet engine, with which it changes location, there are also three manipulation technologies and three sensory devices, with which a view of about 270 degrees is opened. In addition to all this, there are also flaws that indicate not very advanced technologies: the sensors do not have a backlight, there are no ventilation holes in the case.

    In many ways similar to the Type I model in Fallout 3 and Fallout: New Vegas - moves on a jet engine, has 3 manipulators, 3 tracking sensors with a view of more than 270 degrees; however, the case has no air vents, the sensors do not glow amber like in other models, and have "shutters" at the bottom of the cameras - possibly to protect the actuators holding the cameras.

    Assistant robots, in turn, have several subspecies. These are the Nannies and the Braves. They are almost the same, just different colors. However, if you take a closer look and delve into the details, then these robots have different armor and equipment. For example, the Equipment Assistant always has a circular saw and a small flamethrower with him, but the Brave and Nanny also have laser guns. But there are no flamethrowers.

    In turn, the brave men are divided into robots with different ranks. There are simpler guards, and then everything is more complicated: from majors to colonels. And there is even Legendary robotsFallout 4. Basically, the Arrows use the brave.

    We will give a couple of examples of each of the famous robots so that you have an idea about them. For example, one of the "Mr. Helper" Robots is Inspector Brown. This is the hero of the game, who lives in Greygarden. Created by Edward Gray to work in his private garden. He equipped his creation with a processor that is very functional, and also programmed it as one of the heroes of Gray's favorite TV show. Also, Mr. Gray created two more robots, which are also endowed with the qualities of the heroes of different shows.

    A well-known robot nanny is CURIE. Curie also plays a significant role in the plot, because she can become an ally of the protagonist. And in general, in Fallout 4, robots often become partners.

    Curie was created sometime in the locations of Vault 81. There he stayed. When the main character falls into the possession of this robot, you need to make every effort to become a good friend to him. The speech abilities of this creature are amazing - the robot constantly chats with a distinct French accent.

    This nanny is called to be a real doctor, so she requires the same attitude from the Survivor. She demands that her patients be treated with care and kindness. But when the Survivor is sarcastic or rude, he gets angry.

    The Brave robot is Boston's Blaster, which, after being discovered, the raiders "patched up for themselves" and made him a runner. This robot then took part in the races, remaining under the influence of the raiders.


    Protectrons and Sturmotrons

    These two types of robots were created before the war, and are well suited for combat operations.

    Protectrons- these are Fallout 4 robots, which were also created by the guys from RobCo.

    These creatures were supposed to do work where a person would not be able to do it due to a lack of speed, strength and other capabilities. They are divided into several subspecies. And their armament is simple - it is only one laser.

    Protectron doctors in Fallout 4 are robots that have defibrillators instead of hands, which can also hurt the head. They are white, designed for first aid.


    Builders- the same kind of robots, but much more durable and equipped with a nail thrower. They are yellow.

    There are still police robots. They are blue, metallic and beat with a stun gun.

    firefighters- red and shoot with a freezing beam.

    Assaultrons are completely opposite in terms of their software to Protectrons. They are real fighters, so they used to be used by the troops. They are fast, and in their build they resemble people. They can run, jump and dodge. They have a heavy laser blaster, which is located in the head area, and hands that can cause serious injury.

    Interestingly, assault guns are very reminiscent of women, which, in general, is strange, given their specialization.

    Subspecies of assaultrons are dominators and invaders.

    If you want to look for assault guns, they are located in certain locations:

    • At Hester.
    • At the Mass Fusion house.
    • In Kaif City.
    • In the 95th shelter.
    • At Mass Pike.
    • At Parsons and so on.

    Most importantly, when meeting with these robots, remember that you should not approach them without knowing how they are located towards you. After all, an assault gun, configured against the human race, will hate you and try to kill you. He can grab you with his arms and then use his laser gun. If you get involved in a battle with these robots, try to deprive him of his hands, and then activate the self-destruct mode.


    Roboeye

    These robots are a kind of radio transmitters that move in the air throughout the entire territory in the game.

    They were created by the same RobCo so that they could move around the planet, and large media used these creatures as their broadcasters. Their engine is equipped with an anti-gravity field, they also have a camera, a shocker, but the armor is quite light.

    Guards and Synths

    In Fallout 4 security robot plays an important role as a protector. They are huge and designed to protect especially important objects. For household trifles, the use of these huge titans is impractical. They are highly mobile and manoeuvrable, which is impressive given their heavy weight and size. And these robots are very fast.

    Security robots use an internal reactor to supply power. Their weapons are always in active position, even if the robot itself is not moving.

    If you do not have a normal explosive device with you, and your level of pumping is low, then you will not even have time to utter a word - this robot will turn you into a wet place.

    synths- almost full-fledged people. Here are just artificial ones, and they can be repaired. And so outwardly they are very similar to people, and they also have a personality. They were created by scientists of the Institute in the hope of reviving civilization. In the meantime, synths are kept at the Institute and serve their masters.

    If you become an enemy of the Institute, then the synths will hate you.

    Not so long ago, a new addition for Fallout 4 was released. If you have any difficulties installing it, then I advise you to familiarize yourself with this article.

    The most significant update in this DLC It became possible to create your own robots. To do this, you will need a workbench, on which the actual construction will take place. This building looks like a small station.

    To unlock the full potential of robot construction,You need the following perks:

    • Robotics expert;
    • The science;
    • Blacksmith;
    • Gunsmith

    By building a workbench and creating a new robot, you open access to its improvement. You can improve the body, head, voice, legs, arms separately, paint. In addition, each type of improvement has several options, among which are not only cosmetic ones. For example, it is possible to carry new types of weapons or increase resistance to damage.

    Completing tasks DLC Automatron, You will encounter hostile robots that drop parts. With their help, you will improve your robot. As soon as access to new modifications is opened, you will receive a notification in the upper right corner. In addition, spare parts are located in various safes, boxes, as a bow for killing other robots, or you can create them yourself.

    What resources are needed to build a robot

    To create a robot, you will need various junk. However, in large numbers. To build a basic robot model, which can be further upgraded, you need:

    • 6 Circuitry;
    • 6 Rubber;
    • 11 Aluminum;
    • 9 Ceramics;
    • 8 Glue.

    Features of robots in addition Automatron

    1. before using the robot, read its description and characteristics. Some can only be used as a guard and assistant during the battle. Others are ideal for picking up loot from the bodies of your victims;
    2. by improving the body of the security robot, it can be equipped with a large number of weapons;
    3. since robots rarely use weapons in their right hand, their actions must be planned accordingly;
    4. weapons (plasma and laser) are built into heads such as Shturmoron and Robobrain. If you are not too worried about the appearance of your robot, then these parts will be a great secondary weapon;
    5. with the help of a workbench for robots, you can make improvements for Codsworth and Chiuri, but before that you need to take them as companions;
    6. if Codsworth previously wore a hat, you will not be able to modify it. The same rule applies in reverse;
    7. robots can be used as settlers, however, they will not be counted in the total number. They can be ordered to guard the settlement, to work on the land, but not to trade.

    More useful Fallout 4 guides can be found at

    Creating robots is now an integral part of Fallout 4 that appeared with the release DLC Automatron. Thanks to new features, you can create a new robot, improve it, take it as a companion, and even customize its weapons.

    This guide will help you understand the creation of robots and other features of the new gameplay element in DLC Automatron.

    How to create a new robot

    You can create a robot only at a workbench, access to which opens after completing the first task of the DLC Automatron. You can build it from the menu Construction - Special(in the same place as the cannon received from the Minutemen) in any settlement. On this workstation, you can also improve robots.

    For construction the best robots skills required: Science, Robotics (Expert), Gunsmith and Blacksmith.

    After building a workbench and creating a new robot, it can be improved. You can improve the head, body, legs, voice, paint, both hands separately. And yet there are plenty of customization options for each type of upgrade that will increase damage resistance or introduce new weapons, and some are nothing more than cosmetic.

    Where to get upgrades for the robot

    During the passage of the tasks of the DLC Automatron, spare parts will fall out of the encountered hostile robots, and a message will appear in the upper right corner of the screen that new modifications are available. They can also be found in different boxes, safes, created independently from what is already there, as a reward for the destruction of other robots.

    What is required to create and improve the robot

    Resources will be required, standard, but in a considerable amount.

    Features of robots in DLC Automatron

    Some things were discovered during the passage of the DLC and we hope to make the game a little easier for you.

    • Pay close attention to the characteristics and description of parts for the robot. Some are only suitable for combat and are ideal for a guard robot, others are better used for robots of the Mr. Helper series, which will collect loot from mobs.
    • Improving the body for the security robot will allow you to equip it with a large number of weapons.
    • Robots won't use the weapons you assign to their right hand very often, so plan accordingly.
    • Robobrain and Shturmoron heads are equipped with built-in weapons (laser and plasma). If the appearance of the robot is not as important to you as its capabilities, then such parts will become an additional type of weapon.
    • At the Robot Workbench, you can make improvements for Chiuri (if it's a robot) and Codsworth, but this will require you to first take them as companions (talk in the dialogue), at least once after starting the DLC.
    • If you previously gave Codsworth a hat, then you won’t be able to modify it, just like if he visits the modification (on the workbench), then he will also not be able to wear hats later.
    • Robots can be your settlers, but will not count towards your total. They can work on the land, guard the settlement, but not trade.

    This guide will be supplemented and updated.