Med-Tek Research Fallout 4 Explained: Why You Can't Get Past That Terminal

Med-Tek Research Fallout 4 Explained: Why You Can't Get Past That Terminal

You’re standing in front of a computer in a crumbling hospital, and it’s mocking you. We’ve all been there. You cleared out the Ghouls, you found the elevator, and then—bam—a locked terminal requires a password you don't have. It’s one of the most common "broken" moments players report in the Commonwealth. But here’s the thing: it isn’t a bug.

Med-Tek Research in Fallout 4 is one of those locations that Bethesda decided to hard-gate behind a specific story beat. You can't just pick the lock or hack your way through with a high Intelligence stat. If you try to explore it too early, you’ll just end up frustrated and surrounded by empty stimpak containers.

The Secret Behind the Lockdown

Most people stumble upon Med-Tek while doing the "Long Patrol" quest for the Brotherhood of Steel. You see that big, imposing building near Malden and think, hey, there’s probably some Great War loot in there. You’re right. There is. But you aren’t getting it yet.

Basically, the "Executive Terminal" that controls the facility lockdown is inaccessible until you are on a very specific mission. That mission is Long Road Ahead.

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This is the personal companion quest for Robert MacCready, the mercenary you hire in Goodneighbor. Unless MacCready is standing right next to you and his affinity is high enough, that password doesn't exist in the game world. He’s the one who has it. He got it from a contact named Sinclair.

How to Actually Get Into Med-Tek Research

Don't bother looking for a keycard in a nearby desk. You won't find one. To get the full experience (and the cure for MacCready’s son, Duncan), you have to put in the work with your companion.

  1. Hire MacCready: Go to The Third Rail in Goodneighbor. Pay his fee.
  2. Gain Affinity: He likes it when you steal, pick locks, and ask for more money during quest negotiations. Honestly, just be a bit of a jerk, and he’ll love you for it.
  3. Complete Phase One: First, he’ll ask you to kill some Gunners at the Mass Pike Interchange. Do that.
  4. Wait for the Second Request: After more travel, he’ll finally mention Med-Tek. This is when the building becomes "unlocked" for real.

Once you’re there with him, he will literally hand you the password. You use it on the terminal on the second floor, and the lockdown lifts with a satisfying clunk.

What’s Inside? (Besides Ghouls)

It’s a horror show. Seriously. Med-Tek was a pharmaceutical giant before the bombs fell, but they weren't exactly "good guys." If you read the terminals, you’ll find out they were running illegal human trials on prisoners and the mentally ill.

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The sublevel is a maze of containment cells. You’re going to fight a lot of Feral Ghouls—emaciated, fast, and usually travel in packs.

Key Loot You Shouldn't Miss

  • The Cure (Prevent): This is the quest item. It’s a small green vial located in the final lab area.
  • Massachusetts Surgical Journal: Found on a desk in the sub-level lab, right near where you find the cure. It gives you a permanent +2% bonus to limb damage.
  • Fusion Core: Check the generators in the lower levels.
  • Medical Supplies: Since it’s a research hospital, the amount of Stimpaks, Rad-X, and Blood Bags is staggering.

The "Cleared" Tag Mystery

A lot of players get annoyed because Med-Tek Research often won't show as "Cleared" on the Pip-Boy map, even after you’ve finished MacCready’s quest. This is a known quirk. Sometimes a stray Ghoul gets stuck behind a wall or in a ceiling vent.

If you’re a completionist, try using a grenade or two in the room with the holes in the floor. Sometimes the explosion pathing will wake up the last remaining enemy and let you finish the job.

The Human Side of the Quest

Why do we care about this place? Because of Duncan. MacCready’s story is one of the more grounded, heartbreaking arcs in the game. He isn't trying to save the world or join a faction; he’s just a dad trying to find medicine for a kid who's dying of "blue boils" back in the Capital Wasteland.

When you finally hand that cure to Daisy in Goodneighbor to be shipped off, it feels like one of the few times you actually do something purely decent in the Commonwealth. No strings attached. Just a guy helping a friend.


Next Steps for Your Playthrough
If you’re stuck at the door right now, leave. Go find MacCready in Goodneighbor if you haven't already. If he's already your companion, keep picking locks and stealing "owned" items until he initiates a conversation about his past. That’s the only way that terminal is ever going to open.

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Once you get inside, bring a combat shotgun. The narrow corridors in the sublevel make long-range weapons basically useless when five Ghouls are sprinting at your face.