Fallout 4 quest stages. Oberland Station: Raiders threaten the settlement

The ability to decide the destinies of others is dangerous power. After all, any wrong decision can lead to serious consequences. And it also happens that the right decision does not exist at all, and then you have to rely on your own inner voice. So what will your inner voice tell those who decide to complete the “Human Factor” side quest in Fallout 4?

Implementation

In Fallout 4, the Human Factor quest begins inside a small settlement called the Alliance. The only problem is that just anyone is not allowed in there.

Alliance is a small town consisting of several houses, surrounded by a concrete fence with turrets installed on it. The territory is inhabited by a handful of people who adhere to certain rules and traditions. They look like nice people, but why do they need such protection?

There is a man sitting in front of the gate who, in exchange for an entrance ticket, offers to take a test. There is nothing complicated about it. All questions must be answered calmly, without aggression. Rough and harsh answers will cause bewilderment to the gatekeeper, which is why we can conclude that the population of the Alliance are pure good-natured people. Well, the test is passed, it's time to go inside.

The goal is set

In the Alliance, the hero will meet Honest Dan, who will tell you that he was instructed to find some kind of caravan, which is why he ended up here. This is where the Fallout 4 side quest “Human Factors” comes from. Its passage will begin with an inspection of the location where the remains of the caravan lie. Dan offers half his reward for the work. True, if you immediately accept the offer, the ranger will first keep silent about the true reason for searching for the caravan. In fact, his employer, Stockton, is primarily interested in the whereabouts of his daughter, who is most likely alive.

Dan did not deceive, he pointed out the exact location. There are things scattered around and several corpses lying around. Someone attacked the caravan, and to find out who, you need to carefully examine everything. In general, there is nothing unusual here, except perhaps a box of Disera lemonade. And this is already evidence, because such a drink is only available in the Alliance, which means that the search must be continued there.

Unexpected success

You should report the evidence found to Dan, who will offer to search inside the settlement. And the most effective way would be to survey the population. True, this will require an eloquent character. It is a fact. After all, people are not ready to communicate and try to avoid the conversation by any means. But still there will be someone who will not keep his mouth shut.

On the way to the Complex

So things have progressed. And very seriously. Dan, having heard about the Complex, advises to penetrate the terminal of the head of the settlement, Jacob Order. He has a very bad memory and he probably wrote down the password on a piece of paper. So you should look for it. Fortunately, there are few houses in the Alliance, so searching them won’t be difficult. The treasured piece of paper will end up in the barracks.

Continuing to complete the “Human Factor” task in Fallout 4, we hack into Jacob’s computer and extract the necessary information from there. Dan is incredibly happy about this, because he does nothing, and the mission continues to be accomplished. Only this time he decides to act, so he agrees to meet with the hero near the Complex.

But already on the way to the meeting place, Jacob will appear, who will offer 100 caps for silence. And although bribery is commonplace in the Wasteland, it’s hard to imagine that Jacob, the kindest character in the Fallout 4 “Human Factor” quest, would do it. If the answer is positive, the quest will most likely be completed quickly. Therefore, it is better to abandon the “bottle accessories” and finally reach the mysterious Complex.

Inside the Complex

The necessary organization is located in the southwest of the Alliance, next to a large body of water. The entrance to the complex will be in one of three pipes leading into this reservoir. Honest Dan will already be waiting inside, who will warn them that they are waiting.

That's right, there are several people in front who are not going to invite guests inside the Complex. Further events can develop in two ways: the complete destruction of all residents of the Complex or peacefully, because you can come to an agreement with almost everyone in Fallout 4. The Human Factors mission will still be completed no matter which option is chosen. Since at the time of completing the quest the character was caught eloquent, the guards will not only let you inside the Complex, but will also take you to the head of this organization - Dr. Chambers.

Death to the synths

A woman in a white coat and strange glasses will not hide the fact that she is keeping Stockton’s daughter Amelia locked up. But she has a completely logical explanation for this. According to her, the girl is a synth. But once an artificial man killed the doctor’s entire family, so the goal of her whole life is to destroy these creatures. And Dr. Chambers will promise to pay the character a tidy sum if he refuses the agreement with Honest Dan.

To complete the Fallout 4 “Human Factor” quest, the passage will need to be structured as follows - agree to the conditions proposed by Dr. Chambers, or choose to save Amelia.

If you take the side of the Complex, you will have to fight with Dan, since the guy, unlike some, is loyal to his employer, so he will try to complete the job. And this is the simplest option, because it is easier to deal with Dan than to carry out genocide of all the inhabitants of the Complex.

In another scenario, you will have to kill the female doctor, climb into her terminal and open the cages with hostages. After this, the task will be completed, and the hero will receive his rightful 300 bottle caps.

Fallout 4 - mods

Since the game's release, many people have been constantly working in special editors to make Fallout 4 more interesting and better. For example, completing the “Human Factor” mission can become more enjoyable if you use a construction mod that removes some restrictions. True, you will first have to clear the Alliance.

In Fallout 4, mods have long been common. Some of them allow you to expand the list of companions you can take with you. The most vile creatures - super mutants, Death Claws, wild dogs and other creatures are ready to accompany the hero. There are also mods to improve ammunition, make weather realistic, and even improve the Wasteland itself. The main thing is to carefully read the instructions before stopping.

  • Collect technical documentation for Proctor Quinlan

You can receive this quest from Proctor Quinlan aboard the Brotherhood of Steel airship by talking to him during the Brotherhood of Steel quest "Business Trip" and agreeing to help him.

It will appear in your Pip-Boy in the “Info” → “Miscellaneous” tab. Now, during your adventure through the Wasteland and completing any task, you may encounter Technical Documentation in any desk, file cabinet or safe. Collect them, and then upon returning to the Prydwen, stop by Proctor Quinlan and provide him with the documents. You will receive a reward from him.

This quest is constantly repeated.

Reward: Lids (25 per copy)

Locations to explore:

  • Institute
  • Virgil's laboratory in Rocky Cave

Virgil is an escaped Institute scientist whom you seek out during the story quest "The Glowing Sea" to find out how to infiltrate the Institute. He asks you to help him find the serum at the Institute in exchange for his knowledge. This is a quest from the Miscellaneous section, and at first you won’t even see it. It’s worth mentioning right away that he will help you without the serum, and even if you decide to help him, you will receive almost nothing for your services.

Find the serum for Virgil

When you infiltrate the Institute as part of the story quest "Molecular Level", you will have the opportunity to explore it. Dr. Virgil's former laboratory is located in a restricted section of the Biosciences Department. You can visit it in search of the serum purposefully or capture it along the way while searching for evidence for Dr. Lee during the Brotherhood of Steel quest “From Within”.

There are two ways to get to the laboratory:

  • You can hack the terminal (the level is very difficult), which will turn off the laser grid on the passage, and you will find yourself in the FEV laboratory. The terminal is located to the right of the synth gorilla enclosure.
  • Or you can take a more difficult route, especially if your terminal hacking level leaves much to be desired, and hack the door to the FEV laboratory (lock level is easy). Go deep into the biosciences department through rooms with plant plantations, and then along the corridor to the locked door to the laboratory.

The downside is that the second method assumes a longer path to Dr. Virgil’s immediate workplace, while the first method assumes that you will get straight to where you need to go.

Still, we will take the second route through breaking the door, since, most likely, this is what many will have to do. So, we break open the door and immediately come across a laser trap. This doesn't seem to bode well.

Hack the door to a small room with broken windows (level - easy) if you are low on ammunition and medicine. Then follow further along the corridors of the laboratory, but be aware that machine gun turrets await you around almost every turn. However, a more dangerous enemy is ahead, namely behind the locked door (the lock level is medium). You can also open this door using the terminal (level - easy) located next to it; by the way, the same terminal disables the turrets. Opening the door you will find yourself in a storage room with an assault gun walking around.

  • The most important thing in fighting an assault gun is not to let it shoot an energy beam from your head, as it will kill you almost immediately. Or try to evade it.
  • Don't paint yourself into a corner, as the Assaultron will constantly attack you. Move and try to keep him at a distance so that you have room to maneuver.
  • Choose a more powerful weapon.

In this warehouse you will find: caps scattered on the table, a first aid kit, food and modifications on the shelves. We go further and find ourselves in a corridor with many small rooms, probably where experimental super mutants were kept, the virus of which was studied by the FEV laboratory. In the locker room, the first door on the right (lock level is easy), you will find medicines. There is nothing in the other cells. Better beware of the turrets waiting for you ahead and the laser traps under your feet.

Then your path will be blocked by a door that requires you to open it using a terminal. It is located nearby (level - easy), and this terminal can also disable turrets.

This door leads to the research center where Dr. Virgil worked directly. Here you need to find the experimental serum that he is eager to obtain. It lies on one of the laboratory tables.

Having finished examining the FEV Laboratory, exit through the door leading to the biosciences department and, having turned off the laser network using a terminal that does not require hacking from this side, return to Dr. Virgil in the Rocky Cave.

Take the serum to Virgil

Give the experimental serum to Virgil. He will immediately inject it into himself and tell him to come see him later: in a couple of days, or weeks, or even a month... Don’t waste time and don’t try to wait for the result in standby mode. It’s better to go further to explore the Wasteland of Fallout 4 and wait for the appearance of the new task “Talk to Virgil” from the “Miscellaneous” section - it’s time to check whether the serum worked or not.

Talk to Virgil

In the Rocky Cave you will find an absolutely normal person, and not a green super mutant brute.

Location:

  • General Atomics Galleria

Exercise:

  • Report to the system Director of the General Atomics Galleria shopping center

Perhaps you were brought to this location when you were completing the Brotherhood of Steel quest “Prime Acquired” or simply wandering around the Commonwealth - it doesn’t matter. However, the Greeter, the robot at the entrance to the General Atomics Galleria shopping center, assumes that you are the new manager, 210 years late for work. You can enter the central statue of the giant Mr. Helper and report to the "Director" system as a manager. Thus, as a new owner, you can take whatever you want from all the establishments of the center. Otherwise, you can only steal, and if you get caught, you'll have to fight angry robots who want their property back.

Use the elevator at the base of the giant robot to go up and down. Hack the terminal if you wish (the level is very difficult).

  • If you've been to the General Atomics plant in South Boston and carefully toured the director's office on the second floor, then you probably have a General Atomics ID. Present it to the robot Director, and everything will be fine. For more information on where to find the ID, see the walkthrough of the quest “New Threat”.
  • If you don’t have an ID, you can try to fool the robot using charisma (persuasive level - medium to difficult).
  • If you kill the Director, you can use his terminal (the level is very difficult) to choose from several options: disable or destroy the robots serving the shopping center, or start the reopening of the shopping center. Can't hack your terminal? Then use the service password for the "Galleria", which you could find in the office of the manager of the "Bowling alley" - the bowling center in its terminal (level - medium). For more information on where to find the service password, see the walkthrough of the quest “Prime Acquired”.

Reward:

Everything that you can find in the General Atomics Galleria shopping center and that seems useful to you.

Who issues: Proctor Neria

Location:

  • "Prydwen"

Exercise:

  • Find normal blood samples for scriptor Neria

This quest can be obtained from scriptor Neria aboard the Prydwen. It can be started after completing the Brotherhood of Steel quest "Business Trip" by agreeing to help her. It will appear in your Pip-Boy in the “Info” → “Miscellaneous” tab.

Scriptor Neria is researching Wasteland creatures created by radiation in order to subsequently find a cure or weapon against them, and for this she needs blood samples. Finding its location on the Prydwen is not difficult: go up one of the stairs next to the dining room to a higher level and go in the opposite direction until you see the corpses of various creatures on medical beds.

Scriptor Neria has modified your Pip-Boy to search for "Normal Blood Samples" from wasteland creatures you kill. In order to detect such samples, check their corpses for the presence of the “Normal Blood Sample” item and remove it.

Then, at a convenient opportunity, return to the scriptor Neria and give all the normal blood samples that you found in the vast wasteland. The quest is constantly repeated, and also a fairly easy way to earn extra caps. Yes, yes, you are not risking your skin for free.

Reward: Lids (25 per sample)

Location:

  • General Atomics plant

Exercise:

  • Pass a quality control test consisting of three stages.

The quest “A New Dawn”, associated with the first addition to Fallout 4 Automatron, could lead you to the General Atomic plant. Since you're here, why not complete the mini-quest from the Miscellaneous section.

There is a quality control department on the ground floor of the General Atomics plant. You can open the door using the terminal of the QC Department.

They mistook you for a Miss Nanny model robot and want to check the quality of your settings:

Stage I: Behavior adjustment skill

Go to the first test chamber. A child broke a priceless vase: you need to punish him - turn off the playing radio.

Stage II: Intonation Recognition Program

Go to the second chamber. The baby is crying: you need to understand why and satisfy the need - take the bottle with the pacifier on the dresser, holding down the [E] key, and lower it into the crib. The child was hungry.

Stage III: Threat Recognition Matrix

Go to the last test chamber, the premises of which you need to secure by moving any objects that pose a potential threat to the child. Take the wrench under the ottoman, the Abraxo cleaner on the second shelf of the lamp stand, and the cleaver in the refrigerator.

Congratulations, you are a perfect fit for the Miss Nanny model robot.

Reward:

Contents of the safe in the corridor, including a couple of nuclear blocks for power armor

Who issues: Aster

Location:

  • Acadia

Exercise:

  • Find the Aster flower

While walking around Acadia, for example, during the course, you may come across a laboratory/medical station located on the second level. It is run by Aster, a physician and scientist. She admires the island and collects samples, information about the course of evolution for future generations. Offer her your help in research and she will have a task for you. This tiny quest is repetitive and won't even show up in the Miscellaneous quests section. However, it does not require any special effort and can be performed while exploring the island.

There is one flower growing on the island - from the genus Aster - which thrives in these conditions. Recently, Aster began to explore their chemical properties. She wants to know how this species has changed over several centuries, or maybe it’s all in the name?! But if you bring her additional samples, it will speed up her work significantly.

These flowers can be found all over the island. You may have noticed the Aster flower even on the way to Acadia while climbing the mountain path during the quest A Walk in the Park.

Collect flowers, and at any opportunity, return to Acadia to Aster and give them to her. For this she is ready to thank you with a small amount of caps.

Reward: Caps (8 per flower)

Exercise:

  • Find a container with Marine Corps combat armor

One of DiMA's old memories that we retrieved from the Core in the quest "Best Not Remembered" mentioned that the local marines had modern models of combat armor. On the day the bombs fell, several sets of such armor were being transported to the submarine base. If the packages remain sealed, the armor should be in perfect condition. The coordinates of the armored cargo were also included in the memory. The current quest is considered a quest from the “Miscellaneous” section.

In total, you need to find three containers scattered at different ends of the island. However, all containers are under water, so you should be prepared.

Help: What helps you breathe underwater in Fallout 4?

  • Power armor is suitable for short stays under water (2-3 minutes). It has a fairly decent supply of oxygen, but not an endless one. When you start to choke, you will only be saved by constant restoration of health with stimulants and food. It happens like this: you restore your health - the arrow creeps toward plus, and then immediately quickly drops to minus. The disadvantage of power armor underwater is that you can only move sooooo slowly.
  • The Aqua Boy/Aqua Girl perk allows you to breathe underwater and not take radiation damage while swimming. To do this, you need the S.P.E.C.I.A.L attribute. Endurance was level 5. You can see the rest of the perks.
  • Swampweed cake is a dish that allows you to breathe underwater for 30 minutes.
  • The unique item “Rescue Suit,” which you may have already received in the “Wind of Change” quest from the Far Harbor add-on, allows you to breathe underwater and provides protection from radiation.

Now let's move on to the location of the armor.

One container is located near Rayburn Point and the DiMA Cache, on the western edge of the island. The sealed armor box is in a large red container, and inside:

  • Marine Armor Assault Helmet;
  • Marine Corps Tactical Helmet;
  • Lead Marine Assault Armor;
  • Marine wetsuit.

The armor containers are the same - a green military chest with a star on the lid.

The second container is located near the Children of the Atom Sanctuary and Haddock Cove, at the southwestern edge of the map. You will find a sealed box with armor on a sunken ship in the cargo compartment, and inside there will be:

  • Marine assault armor for left leg;
  • Marine assault armor for the right leg.

On the same ship on the second level you will find a wooden box with medicines and 2 boxes with explosives.

The last container remained, which sank near the Azalea and Grand Harbor Hotel locations, at the southeastern edge of the map. In him:

  • Marine assault armor for the left hand;
  • Marine assault armor for the right hand.

Help: Marine Assault Armor

Marine assault armor is the best armor in Fallout 4, not counting power armor, of course. You can only find it on the island in the Far Harbor add-on. The only exceptions are unique items of this armor, the performance of which is slightly higher - reconnaissance armor of the Marine Corps. You can purchase them from merchants of different factions (Koga from Acadia, sister May and Kane from the Children of the Atom, for example)

Talk to Sierra Petrovita

  • Give Sierra a bottle of Quartz Yader-Cola (optional)
  • Sierra Petrovita is an ardent fan of Yader-Cola and everything connected with it. You can meet her at the entrance to the territory of Mount Fizztop in Yader Town, USA. She wears funny glasses and is in search of something important. You will have a task from the “Miscellaneous” section asking you to talk with her. Subsequently, you can receive from her the quest “The Cap in the Haystack”.

    Talk to Sierra Petrovita

    Meet her. She is simply obsessed with Yader-Kola and has always dreamed of visiting the Yader-Mir park. She even has her own Yader-Cola museum. She collects everything related to Yader-Cola - a true fan.

    Charisma

    Try to pass off a lie as the truth, as if you had heard about the Sierra Museum (persuasive level - easy). If it works, you will receive a bottle of Yader-Cola from her.

    Now she is looking for something, so you can offer her your help. However, Sierra Petrovita is not one to immediately trust a stranger, so you will have to earn her trust. You have several options for developing a dialogue with her. Which option you choose determines how quickly you will receive the quest from her:

    • Quick quest pickup: Use persuasion.

    Charisma

    Tell Sierra Pertrovita that she can trust you (medium level of persuasion). If the persuasion works, she will tell you what she is looking for, and you will immediately receive the quest “The Cap in the Haystack.”

    • Receiving a quest for an additional action: Tell Sierra Petrovita you're as big a Yader-Cola fan as she is. She will be delighted and will want to give you a tour of Yader Town. Agree to take a tour. Your quest from Sierra Petrovita “The Cap in the Haystack” is activated, but with an additional task related to the excursion.
    • Slow quest acquisition: Ask Sierra what you could do to convince her to trust you. There is one type of Yader-Cola that she hasn’t drunk for a long time - Quartz Yader-Cola. She glows. If you bring her a bottle of this, she will share her secret.

    Help: Quartz Yader-Cola

    Action Points: 240

    Radiation: 11

    Weight: 1

    Price: 40

    Give Sierra a bottle of Quartz Yader-Cola

    You can find quartz Yader-Cola in several places:

    • During the quest “An Ambitious Plan”, examining Mount Fizztop, the abode of the Adepts. You will come across Quartz Yader-Cola if you go in a circle to the right until you reach the mattresses lying on the floor. The treasured bottle will stand against the wall.

    • Also during the passage of the quest “An Ambitious Plan”, but already inspecting the Operators’ base. Quartz Yader-Cola stands on a shelf in the utility room to the left of the stage.

    • There is a lot of quartz Yader-Cola in the area of ​​the Galaxy Park, where you will go during the quest “Grand Tour”, and will explore while completing the quest “Star Dispatcher”.

    If you know where you can still find Quartz Yader-Cola in the Yader-Mir park, then please write in the comments for other players.

    After you have given the Quartz Nuka-Cola to Sierra, you need to again offer Sierra help in her search, tell her that you are a fan like her, or use persuasion (read about it above).

    As a result, you will receive from her the quest “The Cap in the Haystack”, in which you will search for hidden images of Mr. Cap throughout the Yader-Mir park.

    At the Mayor of Boston's hideout

    Location in the Commonwealth. Inside you can find useful bonuses and equipment. Once in the bunker, you will find a sea of ​​corpses. The upper levels are protected by turrets, but below there are no enemies at all. Search the rooms on the lower level to find valuables.

    On one of the tables there is a holo-recording of the “Guard's Message”, which tells the history of this place. In the other room is the magazine “My Brain and Me”, which increases HP recovery by one per minute.

    Nearby you can also find the key to the mayor's toilet, and his remains in the bathroom. On the toilet there is a holo-recording of “The Mayor’s Farewell”, from which it becomes clear that the official was a fierce corrupt official. Furious taxpayers laid siege to his house, so he was forced to commit suicide.

    Going even lower, into the room with basketball hoops, you will meet synthetics. Aggressive synths will attack you until you exit. In the same gym there is a door to the generator room, where there is a nuclear battery and a holotape “Where are you?”

    Finally, the gym also has a tunnel leading to the deathclaw's lair. In the nest itself you can take the Fat Man cannon.

    At refuge 75

    One of the few available Wasteland Shelters with a unique quest and useful items. The quest is activated as soon as you enter the building.

    Go to Taffington's boatman's house. Above it you will find the town of Malden, in the north of which there is a school. She is the Shelter.

    Find the grating and go down to the basement. The door to the Vault will be open, since the marauders and the Brotherhood have already managed to get here. It is quite possible that you will meet both of them along the way.

    All you have to do is explore the premises and listen to holotapes to learn about the history of this place. Soon you will come across closed doors leading to the laboratory. You need to find an access code, a card with which one of the shooters will certainly have.

    Once in the laboratory, look through the terminals and move on until you see a mini-copy of the city.

    In one of its buildings you will find a code for access to the administrative rooms and a Science doll. Soon you will find the Overseer's office with a terminal.

    It turns out that they once experimented on children here, trying to develop a more perfect human genome. This gave rise to discontent among some residents, and then led to a fatal riot.

    At refuge 81

    The only Vault still working. Located south of Sanctuary Hills, a little further from the river. You can find out more about the location from a traveling merchant dressed in a Vault 81 uniform.

    Before you go, make sure you have a high charisma skill or three extra nuclear batteries in your bosom, otherwise they won’t let you through. Having reached the location, go down to the entrance and press the button.

    Inside, talk to the guards and either talk them down or give them nuclear blocks to enter peacefully. After that, find the Overseer and start a conversation.

    Vault 81 is a fairly large location and has additional quests: “Nook”, “Addiction”, “Kitty-kitty-kitty” and “Stories”.

    Zakutok

    The quest is issued in Vault 81 after you complete the quests "Tales" and "Kitty-Kitty-Kitty". To get started, go to the medical block and talk to the female doctor. She wants to cure the sick boy Austin, which the head physician Forsyth opposes.

    When the argument is over, talk to the woman. Then worker Bobby will tell you about the Vault's secret room with a terminal. It talks about strange experiments on mole rats, from the bite of which our boy Austin fell ill. After this, you will be sent to find an antidote.

    Before performing, put on power armor, as mole rats can infect you too (-10HP is not good for anyone). Follow Bobby into the room with the reactor. Inside, you will go through the secret passage alone and begin to fight the mole rats.

    Soon you will find a terminal with a very complex lock, which can be opened either manually or with the key that is on the table in the next room.

    Once indoors, you will see a robot behind glass in another room. The white medical unit strongly resembles Codsworth, but, however, does not have the same politeness. In a conversation with you, Curie will insist that you are a Vault-Tec security guard. If you agree, she will open the door. Then Curie will tell you that 83 years ago she managed to create an antidote against the infection of mole rats. Alas, there is only one flask, and it will not be able to create more.

    Before returning to the Vault, explore the room and pick up the Medicine doll. By the way, Curie can become your partner.

    Addiction

    The quest becomes available only after completing the task “The Nook”. Presented by the girl Tina De Luca, who is in the generator room of Vault 81.

    You must find her brother Bobby De Luca, who is somewhere in the living quarters, and convince him to begin treatment for drug addiction.

    When starting to play through Fallout 4, you should immediately turn on Russian-language subtitles in the game, since the publisher decided to limit itself to text translation only, leaving the original voice-over (that is, English). Therefore, unless you are an expert in this language, it is better to immediately turn on captions, which are disabled here by default, because you risk not understanding anything from the dialogues at all. This is done in the menu "Settings" - "Video" - "Dialogue subtitles".

    In addition, it is important to note right away: the difficulty of Fallout 4 can be changed at any time you wish, this can also be done through the “Settings” menu, only now we need the “Game” section. If you see that something is not working out, it is better to lower the difficulty level, or if, on the contrary, it is too easy, increase it to make it more interesting. After this short introduction, let's move on directly to the walkthrough of Fallout 4. We offer the entire list of game tasks for the Institute.

    Time is running out

    At the beginning of the game, nothing foreshadows trouble: the usual start of the day, we are in the bathroom, and there we choose the appearance for ourselves and for our wife. When you customize your appearance (or leave the original one), press the Enter key to continue walking through Fallout 4, confirming your choice. For now there is a little time to look around, at home we will see three scenes.

    Call of freedom

    Before entering the museum (now former, perhaps), be sure to pick up the laser musket lying near the entrance - the first of the useful things that we will collect during the quest. In the room you will meet another handful of raiders, and also make sure that the passages here are quite confusing, at times even reminiscent of a labyrinth.

    Pearl of the Commonwealth

    Let us remind you that this quest becomes available when you first visit Diamond City or after talking with Mother Murphy. It takes quite a long time to get to Diamond City; the path is not close. The desired city is marked on the map with its name, so it will not be difficult to find it there, you just need to study this very map.

    Valentine's day

    It's time to start searching for the detective: leave the city, following the marker that will lead to a double door. Come in, you will see that we are not welcome there: this is the territory of gangsters who will have to be exterminated. There is also a lot of running around here, but the passage of Fallout 4 at this stage is simplified due to the presence of the same marker by which you can navigate in search of the goal.

    Revelation

    The passage of Fallout 4 continues with the fact that we will return to Diamond City, where detective Valentine, who was rescued earlier, is already waiting for us at the detective agency. He will invite you to sit down and tell your story about your son - we sit down and share the details. You must remember to tell the robot that the scoundrel who kidnapped his son was bald and had a scar across his left eye, after which the detective will immediately admit that it is a certain Kellogg.

    Reunion

    After letting our faithful dog sniff the smell of cigars (this is done through normal dialogue), just follow him: you will have to run around quite a bit. When the dog comes to the lake, it will stand in place to continue the path and with it the passage of Fallout 4, take another cigarette from the chair standing nearby and also let your four-legged friend smell it.

    Dangerous thoughts

    This quest is one of the simplest that Fallout 4 offers. First we need to come to the marked place - this is a building with an arch at the entrance with a huge inscription "Scollay SQ" and a red double door.

    Glowing Sea

    The path to the goal will be very long and thorny: in theory, everything is simple - the right direction is marked, just go there and destroy all the resisting aggressive living creatures on your way. However, in practice, of course, everything is not at all so prosaic: passing Fallout 4 at this stage has in store for you a huge number of serious opponents, as well as radioactive spots.

    Hunter/prey

    The current priority is to find the Institute's synth hunter. He has a special device built into his “head” called the “hunter chip”. It is thanks to him that these same hunters are able to teleport to the Institute. The place where you need to arrive is indicated on the map. There, continue the passage of Fallout 4 by opening the Pip-Boy, open the “Radio” tab in it (in the top row), and then activate the “Hunter Signal” wave in it.

    Molecular level

    We need to head to the city of “good neighborliness,” and more specifically, to the house of memories. The doctor is still there, contact her for help to decipher the hunter’s chip. It turns out that she is of no use in this matter; in order to continue the passage of Fallout 4, we will need to go to visit the secret organization "Underground", and this is our next destination.

    Closed institution

    Having finally arrived at the territory of the mysterious Institute, we look around the place, and after just a few steps “Father” will speak to us. Follow the elevator, our goal is the room where our son is being held, it is not far. Once you get there, you need to talk to the child. On early, unpatched versions, passing Fallout 4 here can be very difficult due to a bug: there is simply no technical possibility to start a dialogue.

    Detention

    As you remember from the end of the previous quest, our further passage of Fallout 4 will consist of searching for and neutralizing the escaped synth B5-92, who needs to be delivered back to the Institute. Sint considers himself a real living person, and he has more than integrated into human society: he has already managed to even lead one of the gangs in the Commonwealth.

    Battle of Bunker Hill

    At this stage, the Fallout 4 walkthrough has some variability, asking players to complete this mission in different ways. The Institute asks you to carry out the assignment, but you can deviate from this request and do everything in such a way as to help your old comrades from the Underground. Whichever option you choose, the outcome will be the same: the task will be counted as completed.

    New face of humanity

    The passage of Fallout 4 continues with the fact that we are required to attend a meeting of directors, for which we teleport to the Institute. There, meet the Father, go with him to the board of directors and sit down. Father gives a speech to them, after the introduction the matter will touch upon the main thing: he is not eternal (he is already old, after all), that’s why he wants to see us as the leader of the Institute.

    Mass Fusion

    The main goal of this quest is to finish off the beryllium impeller on the old reactor. Let's start the walkthrough of Fallout 4 here by getting to Ellie and talking to her, she will express a desire to follow us, then follow the elevator, use it to go upstairs, on the desired floor go to the room from where we previously teleported to the Institute for the first time .

    Trapped

    At the beginning of this task, we need to find the Father in order to communicate with him, he will share information that there is one competent scientist in the Commonwealth who can bring a lot of benefits to the Institute, so he needs to be taken here. To do this, our allies sent a detachment after him, but he ran into an ambush, so we need to intervene in these matters and eliminate the scoundrels who dared to attack ours.

    Launch

    At the beginning of this task, find Father again to talk to him, he will again share his thoughts about the strategy for the further development of the Institute. He believes that it’s time for our organization to declare itself to the Commonwealth so that they don’t dare cross our path. We are offered to record the text of the appeal to the Commonwealth, for which we go to the microphone right there, to continue the passage of Fallout 4, we begin recording.

    At the last line

    We are entering the home stretch: our organization, the Institute, has seriously decided to begin eliminating its ill-wishers - the Underground and the Brotherhood of Steel. This particular mission in the Fallout 4 walkthrough is dedicated specifically to the elimination of all members of the Underground. Since the latter is about to disappear as a class, here you stand at a crossroads: either go over to their side, or destroy them, this is the last chance that will decide everything.

    Shipwreck

    Following the Underground, the Brotherhood of Steel is also subject to liquidation, although this time it will be somewhat more difficult to resolve all the issues than in the previous quest. Let's start our walkthrough of Fallout 4 at this stage by looking for Dr. Lee, talking, listening to the plan to destroy the enemy faction.

    Before you move on, read these two extremely useful tips:

    1. By default, subtitles are disabled in the game. Considering that there is no Russian voice acting without subtitles you can’t understand anything. Therefore, as soon as you start playing press ESC, then go to “Settings” then to “Video” and enable two subtitle settings:

    2. The difficulty of the game can be changed at any time in the settings, so if you find it difficult to complete, or some episode you can reduce the difficulty (Menu -> Settings -> Game).

    Time is running out

    The game begins in an ordinary morning, in the bathroom. Here we can choose the appearance of ourselves and our spouse.

    After we have decided on the appearance, press Enter and confirm the choice. Next there will be some time to walk around the house. There will be 3 small scenes in the house:

    • Cry baby robot Codsworth will say that he will calm the child down
    • The doorbell rings a Vault-Tec representative will come in and ask you to fill out a registration form. In the questionnaire you will need to indicate the name and distribute the characteristics.
    • The baby's second cry this time the robot will say that he wants to see his father we go to the nursery and play with the baby.

    Only after these three events are completed will the final television message begin about the start of nuclear bombing. If one of the events does not happen, for example, you do not open the door when the Vault-Tec representative arrives, then the following events will not happen. You can sit on the couch and watch TV for hours.

    It's funny, isn't it, the start of a nuclear war depends on when we tear our butts off the sofa and open the door? It’s a pity there is no emergency exit in the house it would be possible to exit through it and continue a peaceful life))

    In general, after completing all 3 scenes, the television will report nuclear explosions, after which the siren will begin to wail. We leave the house and follow the direction of people’s movement:

    Next there will be a fence with guards; it will be enough just to talk to the military man so that he will let us through. The final goal is to descend to shelter 111. As soon as we get there, a nuclear explosion occurs, but the hatch has already begun to descend and we remain safe.

    In the shelter, everything will be simple we go in the direction of travel, take the overalls, reach the freezer and climb inside.

    We are frozen (without warning about this), then we watch the scene as unknown persons open the cell of our spouse (or spouse) and take away the child. She resists and is killed.

    We fall asleep again, and then wake up again, due to some kind of emergency. Now we are on our own. Before leaving the shelter, you can open Nora's freezer use the control panel on the right.

    By clicking on her body (key “E”), the character makes a promise:

    Will it work? Time will tell.

    We begin to get out of the shelter. Where you need to go is indicated on the compass below, and the necessary doors are highlighted with a square icon.

    In one of the sections, on the glass we will see a huge cockroach under the glass there will be a Security Rod we take it, this is our first weapon.

    Useful information: the shelter has clean water taps. By drinking from them you can restore your health without receiving any dose of radiation. Use it.

    One of the following doors will not open just like that, you need to sit at the terminal nearby (computer) and open the door through it:

    To do this, in the menu on the terminal you need to select “Open evacuation tunnel” and press Enter. By the way, there will be a 10mm pistol nearby, don’t forget to take it.

    Then we look down and see a “Pip-Boy” on the floor, put it on, then, with the Pip-Boy on, activate the stand.

    The hatch will open, we go to the lifting rack, wait until it goes down and the doors open, we stand on it and go up.

    Vault 111 is behind us, and in front of us is the completely open world of Fallout 4. From now on, you can do whatever you want. But within this walkthrough, we will, of course, focus on completing the main story.

    Now we need to return to our house and find the Codsworth robot there.

    Useful information: look around the houses you meet, you will find many useful items in them. In Fallout 4, even garbage is useful - it is easily recycled into resources, of which there are never too many.

    200 years have passed, and he still tries to take care of the house and trims the bushes:

    We talk with him, then the robot will offer to check the surroundings and see if his missing son is there. We agree, then he will go into a couple of houses and kill several cockroaches there.

    After which we talk to him again - he will say that his son is nowhere to be found (cap), and will give us the next tip for the task - Concord. Let's go there.

    It’s important that along the way you will come across this building:

    Be sure to look into it inside there is a workshop and a weapons workbench extremely useful things that you will use constantly.

    Near the same house you will meet a dog who will happily join you and keep you company in all subsequent adventures.

    The final goal of the task is the museum. There will be several raiders next to him that will need to be killed. As soon as you approach building , the “Time is Running Out” task will end and a new one will immediately begin.

    Call of freedom

    Note: You can skip this task and go straight to the next one.

    We need to go into the museum, but before doing this, do not forget to pick up the laser musket, which lies right there at the entrance.

    Several more raiders and confusing passages await you inside. We explore it until we find this room there, with several civilians:

    We're talking to Preston Garvey. He will tell you that they are constantly being attacked by gangs of raiders, but they have one idea on how to fight them off: find a nuclear unit, activate the power armor, which is located on the roof of the same house, and kill the raiders.

    As it is not difficult to guess, we need to do all this. We agree.

    In the same building we find the following passage on the first floor:

    To the left of the door, there will be 6 hairpins on the table; take them and break the lock. Read how to do this on the Hacking page.

    And we take the nuclear block.

    Our next goal is in a place that is not so easy to get to. Here is the door we need to go through:

    But you can't go up there by stairs. Standing at the same point where the screenshot was taken, turn the camera to the right:

    There will be boxes right in front of you. And above these boxes there is a hole in the ceiling. Stand on them and jump to the floor above. It may not work on the first try, but after jumping for a couple of minutes it will work.

    Having entered the door indicated by the cursor, we will find ourselves on the roof, and power armor will stand right in front of us. Press [E] the character will install a nuclear unit and “enter” the power armor.

    Then you need to take a minigun (right there, nearby, in the helicopter), after which you can calmly jump from the roof (it’s safe in power armor), and we begin to exterminate the raiders, of whom by this moment there will be a decent number of them.

    Having killed most of them, we will see a huge monster similar to a dinosaur crawl out of the ground nearby:

    This is the Deathclaw. It will be difficult to deal with him head-on; try to shoot at him from afar while he is distracted by the remaining raiders.

    After the Deathclaw and all the raiders are killed we return to Preston Garvey. He will thank you and ask if we would like to go with them to Sanctuary we agree. Sanctuary is the place of our home.

    At this point, the grandmother nearby will say that she had visions about our son, and she believes that he is in Diamond City. After this conversation, you will immediately begin a new task: “Pearl of the Commonwealth.”

    But before moving on to a new task, let's finish with the current one. To do this, you need to follow Preston Garvey until he, along with his “squad,” reaches Sanctuary.

    We return to our house, which is now home not only for us, but also for our new comrades.

    We listen again to the thanks and the task ends here. Before Preston says goodbye, Garvey will tell you that there are still settlements where people need help. We agree to help and receive the additional task “The First Step”

    Note: Power armor remains where you removed it. Therefore, it is best to film it near your home.

    Pearl of the Commonwealth

    Note: This task can be obtained either through a conversation with Mother Murphy, or simply by visiting Diamond City.

    Now we need to go to Diamond City, which is a great distance away get ready for a long journey.

    Diamond City is located here:

    At the entrance we observe the situation as one of the city residents, Piper, is not allowed into the city.

    Just wait a little after she expresses everything she thinks about such “defense of the city”, she will talk to us and offer to play along that you are a merchant, with a large amount of goods.

    The gate will open and Piper and I can go in. As soon as you enter the city, a new task will be added The plot of the century. At the same time, the marker for the “Pearl of the Commonwealth” task will disappear, they say look for information about Sean wherever you want.

    What to do go to the quest log (button [J]) and activate the quest “Plot of the Century” (just click on it with the mouse). The marker will point to Piper's house we look for it and go in.

    Once in her house, the girl Nat will immediately speak to us. She will talk about a certain institute that kidnaps people, and then ask what we are doing here. We answer directly: we are looking for our son. She will answer that they are not looking for anyone here. We say that this is important (or something like that, the answer will be highlighted in yellow), and she will say that there is one detective who can help.

    Here we have a new lead on the main task. We go into the magazine and turn off the “Plot of the Century” task from the active ones so as not to distract.

    Now, the task marker points to the detective's house - let's go there.

    In the house we talk with Ellie Perkins, she will say that the detective agency is closed, we again say that this is very important for us (will be highlighted in yellow), after which she apologizes and explains the situation the detective has disappeared. We say that we will help him find him.

    This concludes the mission “Pearl of the Commonwealth”, and a new one begins “Valentine’s Day”

    Valentine's day

    We go in search of a detective. To do this, we leave the city and run in the direction of the sign; on the spot we will see the following entrance:

    Let's go inside. Inside you will have to kill a lot of gangsters and run a lot.

    At this point we jump down, carefully:

    We explore the location until we meet the prisoner - this is the detective:

    There will be a terminal just to the right of the door. To open the door you will need to hack it, read more about how to do this on the terminal hacking page. It is worth adding that hacking terminals is the most difficult part of the gameplay for most players. Therefore, immediately tune in to 5 or more minutes of fiddling with the terminal, and a long search of attempts.

    After successful hacking, a menu will appear through which we open the door and talk to the detective.

    And the detective turned out to be a robot...

    Now we need to get out. Just follow the detective and kill the gangsters who get in your way.

    At the end there will be an episode with the gang leader and his girlfriend:

    During the dialogue, I told Darla that she should go home - to which she agreed and left. Goon Malone is angry, but gives us 10 seconds to get out. You can leave, or you can kill him.

    After we go to the surface, the detective will ask why we risked it for him we talk about the search for our son. He will offer to meet in his office.

    This concludes the “Valentine’s Day” task, and the new “Revelation” begins.

    Revelation

    We return to Diamond City and go to the detective agency.

    Valentine will offer to sit down and tell us everything connected with the disappearance of his son. We sit down and talk.

    Most importantly, do not forget to mention that the kidnapper was bald and had a scar across his left eye; based on the description, Valentine will immediately say that it is most likely Kellogg. And he just had a house in Diamond City. Let's go there (just follow Valentine).

    Having reached his house, it turns out that the lock is of a very complex level, and it will not be possible to break it (unless you are a burglary master). You need a key, and you can only get it from the city mayor. Let's go to him.

    Having reached the mer (you will need to take the elevator), there will be several options to get the key, and if the mer cannot be persuaded in any way, we go to his secretary and try through her. I managed to bribe the secretary for 250 coins.

    After a successful bribe, she will say that she was just about to forget the key on the table.

    We go to her desk and take the key.

    We return to the house, open the door, and explore it. You need to find a secret room and a device that opens it. The button is located under the table:

    We go into the secret room and take cigars from the table:

    Then, we talk to Valentine, he will offer to let the dog take the trail. We leave the house, the task will be completed, and Valentine will leave us at this point.

    And immediately a new Reunion begins.

    Reunion

    Let the dog smell cigarettes (just talk to it). Get ready for a long run after the dog.

    Having reached a small lake, she stops:

    You need to take a cigarette from the chair next to it and let it smell - it will pick up the trail again. Let's follow her.

    Then there will be a third place where she will stop:

    Pay attention to the bloody rag nearby take it again and let the dog smell it, it will continue to run.

    The next place she stops, and again she needs to be given a new “goal”:

    There is a passage on the left side, and in the right corner there will be a bed (highlighted as “Evidence. Inspect”), examine it, after which the dog will continue on its way.

    Stops again:

    There will be a cigar on the steel suitcase; take it and let the dog smell it again. She will continue on her way.

    Then there will be the fifth and last place before the final goal. There will be a sign on the fence - let's inspect it:

    And after all this endless running, she leads us to Fort Hagen. It was here that the nit settled, killing our spouse. The nit is buried very deep, and in order to get to it you will need to sweat.

    There are two entrances to Fort Hagen, one from the roof and the other from the basement. To enter the basement, go around the building to the left from the central entrance; if you want to climb through the roof, go around the building to the right from the central entrance; there will be a staircase to the roof.

    Since there are turrets on the roof, and I really don’t like it when someone shoots at me from above, I chose the option of entering through the roof. Of course, you will have to kill all the turrets.

    This is what the entrance to the roof looks like:

    Inside you will have to kill several heaps of synths and turrets. We spend a long time clearing the building. There was so much loot there that I went outside several times and ran to the house to throw things away.

    When you are already at the lower level, in this place:

    Be sure to go into the passage on the right (the one with the red glow), there in the corner, next to the corpse, there will be a password for the terminal in a red box.

    Well, we've reached our goal:

    Before killing him talk to him. He will say that his son is at the Institute. He won’t tell you any more interesting information, and you can kill him (unfortunately, there are no particularly cruel methods of killing in the game, you’ll have to kill “the simple way,” although, of course, he deserved a long and painful death).

    We kill him (be prepared for the fact that he can disappear), after which we remove the next password from the corpse and sit down at the terminal nearby. We automatically gain access to it and find out additional information about our son (however, the same thing that Kellogg told us).

    Through the same terminal, we open the door nearby to get out faster, and return to Valentine, tell him everything that happened, and this will complete the task.

    By the way, when you come to the surface from Fort Hagen a huge ship will fly in the sky, and the additional task “Wake Up” will begin.

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