Defend the Castle

Defend the Castle is a Minutemen main quest .
==Quick walkthrough==
==Detailed walkthrough==
This quest consists of several waves of attackers that spawn and attempt to take over the Castle. Before the first wave, the Sole Survivor is instructed to create defenses to protect the Castle. However, if the player lacks materials, it is not necessary to raise the defense percentage to 100%, as fast traveling somewhere else can instantly proceed the quest.
Afterward, a broadcast from Radio Freedom will ask all Minutemen in the area to assist the Sole Survivor at the Castle. Once this is done, the waves will spawn.
===Brotherhood of Steel===
Waves consist of one vertibird and its occupants which put together, consists of a total of ten vertibirds and about 30 Brotherhood of Steel soldiers. Most of the soldiers inside the ship have inventories that cannot be accessed.
===Institute===
Waves of synths and coursers will spawn at various locations. Like the Brotherhood, a large magnitude will also be relayed to the Castle, most often at the southern entrance.
===Raiders===
Waves of raiders and attack dogs will attack from either the front side or the back.
===Gunners===
Waves of Gunners and Assaultrons will attack from either the front side or the back.
===Super mutants===
Waves of super mutants will spawn with behemoths.
===Mirelurks===
Waves of mirelurks and a mirelurk queen will spawn.
==Quest stages==
==Notes==
* Completing this quest and starting The Nuclear Option will automatically fail most Brotherhood of Steel quests, as the quest line will be locked onto the Minutemen from then on. However, completing Ad Victoriam will also complete this quest if it's currently active.
* This quest can be obtained if the Sole Survivor became an enemy of the Institute before or after giving the network information to Sturges, or if the Minutemen destroy the Brotherhood of Steel through With Our Powers Combined after the ending.
* The radiant variant (with raiders, Gunners, super mutants, or enemy factions) will occur after the main quest is finished. Synths and coursers will not be able to use teleportation after the Institute demolition.
* Any companions told to stay at the Castle will participate in the battle, save for those who turn hostile due to siding against their factions.
* The quest can be given by Preston Garvey, Ronnie Shaw, or an unnamed Minuteman at the Castle. They will mention Institute crows and advise checking the defences.
* Radio Freedom will broadcast tactical updates during the battle, identifying where each attack phase starts from.
* The extra unnamed Minutemen that Ronnie calls in may be added to the Castle's settlement population if they survive the battle, potentially increasing the population by as much as sixteen or more. They will not become essential, however, and can still be killed after the quest. 
* After the battle is completed, Ronnie gives a victory speech and Radio Freedom broadcasts a final status bulletin.
* It is not actually possible to lose the battle. A number of the defenders are marked as essential, while none of the attackers are, so the defenders will always win. There is no failure stage for this quest, and no way to fail it.
==Bugs==
* Many quests involving the Railroad, such as the weathervane, and Randolph quests will automatically fail if not completed beforehand.
* It is a possibility that Ronnie Shaw's proper dialogue will not appear to end the quest; the only options that will appear are trading and merchant dialogue, leaving the quest unbeatable. There is no confirmed fix for this bug. However, it is possible to instantly end the quest by using the console command: 
* It is also possible that during the defend an enemy gets stuck, therefore the percentage of the objective won't move, delaying the next wave, because it never resolves. This can be fixed with a console command. Try to jump the end of Defend the Castle (%) objective.
* Sometimes, enemy waves will not move upon spawning or will move in the wrong direction in an attempt to fight other enemies in the area. If the quest appears to be stuck, try looking for the enemy wave nearby, and then drawing them back to the castle. Synths can also teleport into the player character-made structures so make sure they are not hidden in or among any place that may appear inaccessible. If the synths cannot be found, continuing the Brotherhood quests through Ad Victoriam where one must "defend Liberty Prime," synths teleport into the fight, including the synths that would have been attacking the Castle, providing the opportunity to kill them. This will also complete the "defending the Castle" mission if it was started, and not completed prior to the Brotherhood Ad Victoriam quest. 
* The Brotherhood of Steel may not be hostile to the Sole Survivor, even if the player is attacking them.
* It is possible to glitch the quest during the synth attack in such a way that all guns, energy weapons, and explosives including Minutemen artillery will cease dealing damage. From that point on, other characters and the player character may fire or throw grenades at each other to no effect, and only bashing or other melee attacks will deal damage.
* This quest was meant to also be a repeatable/radiant quest. However, much like with Defend the Artillery quest, looping errors prevented this from occurring. 
** This seems to have been fixed with official patch 1.3.
==See also==
* MinDefendCastle.txt (dialogue Minutemen spokesman)
Category:Commonwealth Minutemen quests
Category:Fallout 4 quests
de:Verteidigung der Burg
pt:Defenda o Castelo
ru:Защитить Замок
uk:Захистити Замок
zh:捍卫城堡