

The last building at the end is Master locked, and contains a makeshit office littered with handcuffs, as well as a patio-turned-jail. The second building on the left serves as a guest home, and has one of three usable beds, as well as a public terminal, and a few of the only unowned items in the community. The house contains several beds, as well as another odd note, Jacob's password to the office terminal, and a key to the house on the same nightstand. The building on the left is Advanced locked from the front and sides, and off-limits. Behind the counter, there's an Advanced locked safe with a note on top. There's also a peculiar letter stuffed in the trash can, with a key to the house on the other side on the table next to the trash (only appears during the day). The building on the right serves as a trading post and clinic, where you can get healed from the doctor, and barter for goods - including a unique combat shotgun called Justice. The community is made up of several overly-cheerful residents, and a merc looking for a missing caravan in the area. Inside, there are four buildings, with a workshop and small farming plot near the entrance (The workshop cannot be used until the resolution of the side quest Human Error). Two high speech checks will reveal that the test was designed to weed out "undesirables" from entering the community - namely, synths. Answering the test questions (there are no wrong answers) allows a visitor access to Covenant's main areas. The test is nominally intended to gauge a visitor's mental state.

Visitors to Covenant are subjected to a psychological test, called the SAFE test.
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The only entrance to the community is through the front door, which remains locked until you have passed a test from the man guarding the front door. Its population is also heavily armed and fairly combat-capable if provoked.

The small but well defended settlement of Covenant is made up for 4 houses, and is smartly protected by high walls and a series of automated defense turrets on all sies.
