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The Electrical Hobbyist's Club is a location in the Commonwealth in 2287.

Background[]

This clubhouse is littered with electric junk, left behind by the tinkers that once met here.

Layout[]

The clubhouse is a small building. Both the interior and exterior of the structure contain high levels of radiation, with some areas reaching around 100 rads. Tripwires, a mine, and a turret litter the interior. In the cellar, which is free of radiation, there are several more traps, including one that activates an assaultron.[Non-game 1]

The main structure contains a chemistry station and an armor workbench, and a second armor workbench is in the cellar. One can also find three holotapes of answering machine recordings, in which a woman is leaving messages for a person named Coral. The woman, who states that she is not the child's mother, has been taking care of Coral's son while Coral apparently remained holed up in the hobbyist clubhouse. It becomes apparent that the hobbyist hermit has been neglecting both the child and the woman, who finishes her last message with an aside to the child, "sure thing, kiddo. I'm hungry too, and there's nothing for us here."

Notable loot[]

Related quests[]

  • Appropriation: When speaking with Evan Watson of the Institute Advanced Systems section, he'll tell the Sole Survivor he is impressed with the Brotherhood of Steel's technology and that the Institute could learn a lot from it and asks for help in finding some blueprints.
  • Creation Club Neon Winter: The prototype AI S.N.O.W. is attempting to upload itself into a synth body in this location. It is up to the Sole Survivor to whether or not it can be allowed to succeed.

Notes[]

  • The Sole Survivor will immediately sustain radiation damage upon fast traveling to this location.
  • Traps and other items outside the cellar will respawn, while those inside do not.

Appearances[]

The Electrical Hobbyist's Club appears only in Fallout 4.

Behind the scenes[]

  • Based on the location's editor ID (POIJoel06), the Electrical Hobbyist's Club was created by level designer Joel Burgess.
  • There is a terminal placed under the porch of the building that would have displayed welcome messages and record the player's voice through the intercom. This functionality is set up, but is simply inaccessible.

Bugs[]

  • PCPC Playstation 4Playstation 4 Xbox OneXbox One Characters will spontaneously ignite if they stand on the northeast corner of the roof.[verified]
  • PCPC Playstation 4Playstation 4 Xbox OneXbox One It is possible to trigger the moving laser tripwires connected to the turret outside the cellar entrance through a wall.[verified]
  • PCPC When disarming the moving laser tripwires connected to the turret outside the cellar entrance, the inactive turret can still be targeted by the player. The turret cannot be destroyed in this state, and will not suffer damage. When using V.A.T.S. or attempting to issue orders to a companion near this area, the turret will instead be displayed if it was attacked in this state, and can stop players from looting corpses as well as ordering companions to do so. If ordered to inspect the turret, companions will return to where the turret is located. The radius in which the turret will be displayed is unknown. The nearby Super Mutants in particular are affected.

Gallery[]

References[]

Non-game

  1. Fallout 4 Vault Dweller's Survival Guide Collector's Edition p. 355: "[5.07] ELECTRICAL HOBBYIST'S CLUB
    A wealth of electrical junk rests inside this location, where tinkerers once met. The front door to this establishment is locked (Master), but the side entrance is heavily trapped. Both lead to a cellar, which is also heavily trapped. Listen to Hobbyist Holotapes and play with an Assaultron down here, if you’re so inclined"
    (Fallout 4 Vault Dweller's Survival Guide)
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