Taking Independence

Taking Independence is a Minutemen main quest and achievement/trophy .
==Quick walkthrough==
==Detailed walkthrough==
Once the Sole Survivor has recruited at least four settlements to the Minutemen cause, this quest can begin. The next time Preston is talked to, he will bring up the idea of retaking the Castle, suggesting that the radio transmitter there would help with communicating with the growing number of allied settlements. Preston will then ask the Sole Survivor if he should assemble a strike force at the Castle. Once the Sole Survivor is ready for the attack, they can answer affirmatively to continue with the quest (Preston will wait for them to come back and call the attack otherwise).
At this point, the Sole Survivor must head to the Castle and meet Preston, who will be waiting in a ruined house with a strike team of three Minutemen. As the Sole Survivor approaches, Preston will talk a little about the fort before asking them to decide on a strike plan. The three Minutemen will offer various potential plans of attack: a direct assault into the courtyard via the breached northwest wall, a pincer through the breach and the main gate to the south, or setting up a firing line outside the northwest breach and drawing the mirelurks out to their guns.
Once the plan of attack has been decided, the Minutemen will move into position. As soon as someone enters the courtyard, mirelurks will begin emerging from the ground and attacking. Some of the mirelurk eggs may also hatch, releasing mirelurk hatchlings to be defeated. The Sole Survivor will need to help the Minutemen eliminate the mirelurks to proceed. Once the courtyard is clear, Preston will point out the mirelurk nests that are all over the Castle, stating that they need to be taken care of to keep the mirelurks from coming back. He will tell any remaining Minutemen to remain in the courtyard and take care of the eggs there while he and the Sole Survivor clear the walls.
From here the Sole Survivor must find the marked mirelurk nests in and around the Castle's walls and destroy all of the eggs. As they clear them out, more eggs will hatch and more mirelurks will emerge. When enough of the eggs are destroyed, the entire fort will shake, and a mirelurk queen will emerge from the lagoon - the "sea monster" that destroyed the Castle in the past. It will make her way through the southwest breach and into the Castle courtyard and begin attacking everything in sight. A missile launcher and a flamer can be found in an armory inside the east corner of the Castle's wall, and may come in handy for defeating the queen.
Once the queen has been killed and the remaining eggs are cleared out, Preston and the remaining Minutemen will gather in the courtyard, where he tells them to be alert for any remaining mirelurks, while he and the Sole Survivor have a look at the radio transmitter in the center of the courtyard. To finish the quest, the Sole Survivor must use the Castle's workshop to power up the radio transmitter. The transmitter requires 10 units of power, or a single large generator. With the transmitter powered up, Preston will express his happiness at the success of the mission as the quest completes.
Approximately three days after the Castle is taken, Ronnie Shaw will arrive and the Minutemen questline continues with Old Guns.
==Quest stages==
==Notes==
* This quest may trigger as part of The Molecular Level, when the player speaks to Preston about building the signal interceptor; he will bring up taking back the Castle in order to fortify the Minutemen's position if they intend to get involved with the Institute.
* The current number of Minutemen-aligned settlements (player-owned with at least one settler) to trigger the quest can be tested on the PC console with . As this value is only updated when a Minuteman recruitment or radiant quest is handed in to Preston, the player may have more settlements that meet the criteria than the system recognizes.
* Any Minutemen that survive the battle will remain at the Castle after the quest is complete as part of the settlement population. One of the Minutemen is an essential character and cannot die, he will operate the radio once the Castle becomes a settlement. The other two Minutemen are not essential characters and can die during the quest; however, if they are alive, they will help clear out the remaining eggs if not yet cleared.
* The Castle comes prebuilt with an intricate electrical system and an industrial-grade water purifier. This requires significant power to run but produces 40 units of water, enough for two fully populated settlements. There will be sludge and debris left behind by the mirelurks that can interfere with building; leaving the Castle and returning will cause it to disappear.
* If Preston is already a companion just prior to starting this quest, or is made a companion just after starting this quest, he may leave the player after this quest is completed (as if he was just a temporary follower for the duration of the quest), returning to his current home location (Sanctuary or other location he was previously dismissed to). This can leave the player without any companion for the Old Guns quest unless they first track down Garvey or an alternate companion.
* If one dismisses Preston as a companion after he makes the quest available, the player will not be able to recruit him again until after completing taking the Castle. When trying to talk to him, he will ask if the player is ready to take the Castle and will not offer the option for him to follow the player.
* If the Sole Survivor clears the Castle before receiving this quest, the mirelurk battle is skipped. Preston will be impressed at the feat, and the quest will proceed directly to clearing the mirelurk eggs and powering the transmitter.
==Bugs==
Category:Commonwealth Minutemen quests
Category:Fallout 4 quests
Category:Fallout 4 achievements and trophies
de:Für die Freiheit
es:Independencia
fr:La raison du plus fort
pl:Sprzątanie Zamku
pt:Recuperando a Independência
ru:Штурм Форт-Индепенденс
uk:Штурм Форт-Індепенденс
zh:邁向獨立