Guide your way through the Last Voyage of the USS Constitution in Fallout 4. Learn how to repair the ship, deal with Scavengers, and secure vital components.
Alright, so you've stumbled upon the USS Constitution, huh? This old bird is pretty beat up, and your main goal here is to get it back in flying shape. You'll be doing a bit of back-and-forth, but don't sweat it. First things first, you're at the bottom of the ship, but you need to get to the top. The ladders are blocked off, so you'll have to find another way. Keep an eye out on the second floor to the north; there's a Steamer Trunk there. Just be careful, because taking anything from the ship, even after this quest, counts as stealing. You don't want to fail this mission before it even really starts!
Once you hit the third floor, you'll run into the "First Mate." He's a bit aggressive and wants to fight you, but thankfully, the Captain steps in and calms him down. You'll notice a locked door to the north – it's a Master lock. If you've got the skills, pick it open. Inside the Captain's Quarters, look in the left corner near a lantern for a U.S. Covert Operations Manual. You can even catch a nap in the Captain's bed if you want – gotta love those robots, right? If you can't pick the lock now, make a note to come back later after the mission is done.
After you're done inside, head outside and make your way to the top deck, which they call "Charlestown." Before you chat with Captain Ironsides, take a detour to the north. There's a small supply boat with a Duffle Bag, a Wooden Crate, and a First Aid Box. Loot away – this stuff isn't considered stealing, unlike what's on the ship itself. Now, go talk to the Captain. He'll spill the beans about needing repairs and will curse Weatherby Savings & Loan – it's pretty funny! You can try to pass an easy speech check here for a little extra reward, but be warned, some companions might not like you doing that. Ultimately, Captain Ironsides needs your help finding Boson and The Navigator.
Right after your chat, the ship's gonna get attacked by Scavengers. You'll get an optional objective to fire the cannons at them using a circuit breaker with a marker on it. Be super careful here: no explosives, unless it's the cannons themselves. Hurting any robot will automatically fail the quest. Just take out the Scavengers as they come; you've got the high ground, so it shouldn't be too tough. The cannons have a cooldown, but honestly, using your sniper rifle to pick them off is probably safer and gives you easy XP.
Once the attack is over, you can grab your early reward (if you asked for it) from a computer on the south side of the ship. It'll spit out 100 Caps. Not bad, but there's more to be had. First up, you need to find Boson, who's down below deck near the Captain's Room.
Bosons Busywork
Boson is pretty stoked to be part of the crew, not just some re-programmed bot. You can pass a speech check to get him to open up, but then he'll ask you to fix three power cables. You'll find three new cables in a metal box nearby, but you might not even need them. At each power cable station, you can choose to "Jury Rig" them if you have at least 3 Intelligence. Repair all three – two are on the second deck, and one is on the third. Head back to Boson when you're done. Next, he needs you to find or repair a Power Relay Coil. You can repair it nearby if you have 5 Intelligence, or just use one of your own. They're super common; you can usually find one in destroyed turrets.
Guidance Chip
With those two tasks done for Boson, he'll send you to talk to Mr. Navigator to move things along. Head back up to the top deck. Mr. Navigator is usually hanging out near the south side, by the radar and other equipment. He'll ask you to find a Guidance Chip, and guess what? The nearby Scavengers have it. Time to head down to street level. Use the ship to the north – it lowers automatically when you get close – and head west a bit until you find the Scavenger Camp. Approach them, and the leader, Mandy, will apologize for the attack and ask how you got on the ship. You can be honest or play it coy about Ironside's mission. Mandy will eventually ask you to work for them instead of the robots.
Now you've got a choice: side with the Scavengers or fight them. You *can* agree to work with them to get the chip easily and then continue with Ironsides. However, unless you're really set on siding with the Scavengers, sticking with Ironsides usually nets you better rewards and a more satisfying quest conclusion. If you want to decide later, just tell Mandy you'll work for them. For now, let's assume you're sticking with Ironsides.
The Guidance Chip is in the backroom of a broken house in the camp, inside a Filing Cabinet. If you're working with Ironsides, you can just sneak in and steal it. Heads up: you might want to dismiss companions like Preston or Piper before doing this, as they'll disapprove. Stealing it will make the Scavengers hostile, so you'll have to fight them. It's a bit of a bummer, but not a huge loss, especially if you check out the "Siding with the Scavengers" section later. Once you have the "NX-42 Guidance Chip," head back to the top of the ship (use that handy boat again!) and install it. Chat with Mr. Navigator nearby for a nice 250 Cap bonus. Your next task? Find or replace the Transmitter.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content