Benign Intervention Fallout 4: How to Fix Cait and Why the Quest Glitches

Benign Intervention Fallout 4: How to Fix Cait and Why the Quest Glitches

You're wandering the Commonwealth, dodging Super Mutant Suicides and trying to figure out why your inventory is 80% desk fans, when suddenly your companion starts acting weird. If that companion is Cait—the fiery, chem-addicted cage fighter you rescued from the Combat Zone—you’re about to trigger Benign Intervention Fallout 4. It’s one of the most emotionally resonant personal quests in the game, but honestly, it’s also a technical nightmare if you don't know the triggers.

Cait is a mess. Let’s be real. When you first meet her, she’s abrasive, violent, and heavily reliant on Psycho to get through the day. But as you travel together, her shell starts to crack. Eventually, she’ll confess that her addiction isn't just a habit; it's killing her. That’s the "hook" for the quest.

Getting the Quest to Actually Start

Most players struggle with the affinity grind. Fallout 4 uses a hidden numerical system for companion relationships, usually ranging from 0 to 1,000. For Benign Intervention Fallout 4 to even show up in your pip-boy, you need to hit an affinity level of 750.

How do you get there? Cait likes it when you’re "mean" but not necessarily "evil." Pick locks. She loves that. Seriously, find a building with twenty locked cabinets and you’ll be her best friend in ten minutes. She also appreciates it when you demand more money for quests or use Intimidation. However, don't get too comfortable with the "mean" persona because the moment this quest starts, the rules of your relationship change.

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Once you hit that 750 threshold, she’ll initiate a conversation about her health. She tells you about Vault 95. This isn't just another dungeon crawl; it’s a pre-war rehabilitation facility equipped with an experimental "Cleanse" chair designed to strip addictions from the human body.

The Trek to Vault 95

Vault 95 is located in the southwestern portion of the map, right on the edge of the glowing sea. It’s a dangerous neighborhood. You aren't just fighting radroaches here. The exterior and interior are crawling with Gunners. These guys aren't your run-of-the-mill raiders; they have assault rifles, combat armor, and usually a Commander with a Fat Man or a Missile Launcher lurking on the overpass nearby.

When you enter the vault, the atmosphere shifts. You start finding holotapes that tell a pretty grim story. It turns out Vault 95 was a social experiment (shocker, right?). The residents were all addicts who had successfully stayed clean for five years, only for Vault-Tec to "discover" a hidden stash of drugs to see if they’d relapse. They did. Violently.

You have to fight through the residential wing to find the clean room. This is where the Benign Intervention Fallout 4 quest gets technical. You’ll need to fight through a series of turrets and high-level Gunners to reach the basement levels. Look for the "Facilities" sign.

The Cleanse Chair and the Big Choice

Once you reach the Cleanse chair, Cait gets hesitant. It’s a human moment in a game that’s often about shooting things in the face. You have to convince her to sit down.

  • The Procedure: Once she’s in the chair, you use the nearby terminal to start the detox.
  • The Result: She’s cured. Physically, at least.
  • The Aftermath: This is the most important part for your gameplay loop. After the quest completes, Cait’s "Likes" and "Dislikes" change significantly.

Before the quest, she loved it when you used chems. After Benign Intervention Fallout 4, she absolutely hates it. If you pop a Psycho in front of her after curing her, you’ll lose affinity points. She’s trying to stay clean, and she expects you to respect that. It’s a rare instance of a Bethesda companion’s personality actually evolving based on your actions.

Why Your Quest Might Be Broken

Let's talk about glitches. Fallout 4 is famous for them, and this quest is a magnet for bugs.

Sometimes, Cait just won't talk to you even if your affinity is high enough. This often happens if you have other "active" companion quests or if you’re at a specific stage in the main storyline (like the transition between Act 2 and Act 3).

If you’re on PC, you can force the quest to start using the console command setstage 166d0 10. But be careful. Using console commands can sometimes break the scripted dialogue scenes later in the Vault.

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Another common issue is the "Cleanse Chair" not reacting. If you find yourself clicking the terminal and nothing happens, try making Cait stay/wait right in front of the chair before interacting with the computer. Sometimes her pathfinding AI gets stuck on a piece of debris in the room, preventing the script from moving forward.

The Strategic Value of the Trigger Rush Perk

Why bother with all this? Aside from the narrative satisfaction, finishing Benign Intervention Fallout 4 and reaching 1,000 affinity grants you the Trigger Rush perk.

This perk is a game-changer for VATS users. It increases your Action Point regeneration speed by 25% if your health is below 25%. While that sounds risky, if you're running a "glass cannon" build or using legendary armor pieces with the "Unyielding" or "Bolstering" effects, this perk makes you nearly unstoppable. You can stay in VATS almost indefinitely.

Survival Mode Considerations

If you’re playing on Survival Mode, this quest is significantly harder. Vault 95 is a long walk from anywhere safe. There are no nearby settlements to save at unless you’ve already cleared out Somerville Place to the south.

Pack extra stimpaks and maybe some Grape Mentats to help with the speech checks. Also, remember that Cait will be "weakened" immediately after the procedure, meaning you’ll have to do the heavy lifting on the way out of the Vault. The Gunners often respawn or have reinforcements near the exit, so don't let your guard down just because the quest "completed" in your log.

Moving Forward After the Vault

Once you leave Vault 95, your relationship with Cait enters its final stage. To hit that 1,000 affinity mark and get the perk, just keep picking locks and being generally assertive. Just remember: No more drugs.

If you're looking to maximize your efficiency in the wasteland, here are the immediate steps you should take after finishing the quest:

  1. Purge your inventory: Sell any Psycho, Buffout, or Med-X you’re carrying if you plan on keeping Cait as your primary companion. The affinity loss for using them is steep.
  2. Head to Diamond City: Visit Myrna or Percy to sell the high-level loot you stripped off the Gunners in the Vault. You likely picked up several pieces of heavy combat armor.
  3. Check your Perk semi-permanently: Ensure "Trigger Rush" is active in your status menu. It’s a permanent addition to your character, even if you dismiss Cait later.
  4. Consider your next companion: If you’ve finished Cait’s arc, you might want to look into MacCready (at The Third Rail in Goodneighbor) or Nick Valentine. Their quests offer similar deep-lore dives and powerful perks.

Cait’s story is a reminder that the Commonwealth isn't just about rebuilding structures; it's about the people living in them. Benign Intervention Fallout 4 remains one of the best examples of how character growth can be baked into gameplay mechanics, provided you can survive the Gunner gauntlet to get there.