Walkthrough for the Sunshine Tidings Co-op area in Fallout 4.
|Important Items in This Area|
|Wasteland Survival Guide|
A good march south of Sanctuary, west, southwest of Walden Pond, the Sunshine Tidings Co-op is about as far south as you can go before you start encountering enemies significantly more difficult than the foes you’ll typically find around Sanctuary. This makes it a good settlement to claim for use as a staging point for future southern expansion, as well as a good place to stop your initial southern expansion.
Exploring Sunshine Tidings Co-op
Sunshine Tidings Co-op consists of a series of huts surrounding a larger sign-adorned central building, where you can find a Chemistry Station, the Sunshine Tidings Terminal [Novice] and, of course, the Workshop. If you hack this terminal you can alter the behavior of the Mr. Handy the previous peaceniks botnapped; changing its protocol to [Guard Protocols] will cause it to help you clear this area, while picking [Return for Maintenance Protocols] will cause it to set off on an almost certainly doomed journey to [Hester’s Consumer Robotics]. Considering that this robot - Professor Goodfeels - is one midlevel raider away from being scrap, it doesn’t matter too much what you do with it.
North of this central building is another large building that presumably once served as a mess hall. Now it’s occupied by some Feral Ghouls, who are playing dead. Help their act become reality, then continue through the other huts, killing any Ghoul that stops playing dead, and perhaps the odd Radroach. Your enemies here are both weak and scarce - most of the Ghouls you’ll find are just corpses at this point, and you should have little trouble converting the ones which are still moving to a similar state.
In a hut uphill to the west of the central building you’ll find an Industrial Trunk and an issue of Wasteland Survival Guide on the floor nearby, which constitute’s this area’s noteworthy loot.
After clearing the Feral Ghouls out of the buildings, interact with the Workshop in the central building to claim this place as a settlement.
Sunshine Tidings Co-op as a Settlement
This settlement is a bit of a mixed bag. It’s got plenty of space to build, but this is hindered by an irregular build area, uneven terrain (even foundations may not suffice) and numerous structures that can’t be cleared, including all the huts, outhouses, a silo and the two larger buildings. Despite this, you’ve got more than enough room to create a large (4 x 6) all-in-one structure to the north or south of the central building, so long as you clear out debris.
Aside from interior areas, most of the build area has dirt you can plant crops on, and while there’s no sources of standing water (hence no Water Purifiers), there’s plenty of room for Water Pumps.
All in all, you’ve got a lot of space to build, despite various obstacles, making Sunshine Tidings Co-op one of the more generous settlements you can claim.
Despite being such a tame settlement, Sunshine Tidings Co-op is in a rough neighborhood. Head uphill over the rocks to the southwest and you’ll find a shack where two Raiders dwell. Aside from whatever loot they drop, you can find a Wooden Crate upstairs, near a Mattress.
Southeast of Sunshine Tidings Co-op you’ll find a highway, on top of which is a small Gunner base. You can easily see an operational windmill from Sunshine Tidings Co-op which marks the location of this camp. To get atop the highway, lookout for a small metal shack with an elevator nearby, which will take you up to the highway. Guarding the elevator you’ll find a Gunner, while atop the bridge you can expect to encounter another pair of Gunners, along with a Machinegun Turret. None of these should be leveled.