Guide to finding loot around Walden Pond and clearing Sunshine Tidings Co-op in Fallout 4. Includes details on Raider loot, Big Jim, the Super Mutant Behemoth, and Professor Goodfeels.
Walkthrough
- 1Fast-travel to Abernathy Farm or Wicked Shipping Fleet Lockup and head south towards a small lake.
- 2On the north-western edge of the lake, find a dry stream bed with a dead Raider. Loot the "Raider's Note" for a clue about Caps near Walden Pond.
- 3Head east along the lake's northern end to a bridge. Cross it, defeat any Raiders, and head uphill west to reach Sunshine Tidings Co-op. Get the map marker, then turn west.
- 4Between the lake and Walden Pond, find an abandoned shop. Inside are Makeshift Bomb traps, a Suitcase [Novice], and a Gift Shop door [Master]. Near the door is a "Note to Tweez" pointing to a sewer pipe.
- 5The sewer pipe is downhill to the east, near the water's edge. Alternatively, if you can pick the Gift Shop door lock, you can gain access that way for XP. The guide assumes you will use the sewer pipe.
- 6Before entering the pipe, consider visiting David Thoreau's cabin to the east to listen to his automated tour about self-reliance.
- 7Enter the drainage pipe and proceed until you reach a small chamber with two Raiders, Bear and Tweez. Defeat them.
- 8Loot a Tales of a Junktown Jerky Vendor magazine from a barrel to the south-east.
- 9Continue east through tunnels into a small concrete chamber. Here you'll find Whiplash and Walter, the Raider leader. Defeat them.
- 10Loot Walter for the Gift Shop Key. This key opens the surface door and a Safe [Master] in the same room.
- 11After looting the safe, your objective at Walden Pond is complete. Loot the Ammo Box in the room.
- 12Find the unique Wrench, Big Jim, on a metal table to the south-east.
- 13To the east of Walden Pond, find the lair of a Super Mutant Behemoth.
- 14To defeat the Behemoth: Plant mines (Bottlecap Mine and Frag Mines recommended) near its camp. Shoot the Behemoth to provoke it, then detonate the mines when it gets close. Alternatively, use sneak attack criticals and a Sniper Rifle.
- 15After defeating the Behemoth, loot the containers near its peculiar Stonehenge-like structure.
- 16Backtrack to the Walden Pond map marker and head east. You may encounter a shack with a Trader and cats.
- 17Continue east, following the elevated highway south. Look for a terrestrial road running north/south where the highway splits.
- 18Under the highway turn-off, you might find a random encounter. Atop the turn-off, Gunners have set up a camp. Be prepared for potential fights between multiple factions.
- 19Clear any hostiles on the highway and follow the off-ramp until it rejoins the main highway.
- 20The Gunners' main base is on this highway, marked by a large windmill. Defeat any defenses and loot Footlockers in a sheared-off subway car.
- 21A southern turn-off leads to another Gunner checkpoint you can clear.
- 22Leave the highway and return west to Sunshine Tidings Co-op. Enter a shack on the north-eastern end and defeat the Feral Ghouls inside.
- 23Explore another building to the south containing the Sunset Tidings Terminal [Novice].
- 24Hack the terminal and select "[ > Mr. Handy Control]" then "[Choose Protocols]". You can set the Mr. Handy, Professor Goodfeels, to be a guard or a maintenance bot. If set to maintenance, it will return to Hester's Consumer Electronics east of Diamond City.
- 25Head north-west to a green house [Novice] containing chems.
- 26Head uphill to the west and clear out the cabin there. It appears no one survived in Sunshine Tidings.
Tips
- The "Raider's Note" found on a dead Raider near a lake provides a clue to loot near Walden Pond.
- The sewer pipe entrance to the Raider Den is located downhill to the east, near the water's edge.
- Big Jim, a unique Wrench, can be found on a metal table to the south-east in the Raider Den.
- Mines are effective against the Super Mutant Behemoth.
- Gunners have set up camps on and around the elevated highway near Walden Pond.
- Professor Goodfeels, a Mr. Handy robot at Sunshine Tidings Co-op, can be reprogrammed via a terminal to act as a guard or maintenance bot.
- Experience Points (XP)
- Caps
- Tales of a Junktown Jerky Vendor magazine
- Gift Shop Key
- Safe [Master] loot
- Big Jim (unique Wrench)
- Loot from Gunner camps and containers
- Ability to claim Sunshine Tidings Co-op as a settlement (implied by clearing the area)
- Reprogrammed Professor Goodfeels (optional)
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