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We talked about how to start the Nuka World add-on for Fallout 4, and here we will describe its complete walkthrough. So, after discovering the radio station and the appearance of a point with the Yader-Mir transit center on the map, we go to the western border of the map. In the Center we come across several shooters who are unlikely to create problems for you. We deal with them, and then go to the subway.

In the subway you will meet a wounded man who will tell you that he and his family were trapped by raiders. But in the end he managed to escape. He will ask you to free his child and wife. You can try to give him a stimulant, but he will immediately refuse. If you have high charisma (dialogue level is red), then you can easily extract the truth from him. It turns out that he has no family, and this story was invented by him in order to lure travelers directly into the clutches of bandits. You can finish him off right there or agree to help anyway. In principle, this choice will not affect the plot in any way - it will only change the dialogue options with the “victim”.

We take the code from Harvey and turn on the monorail. We climb into the Yader Express and move to the amusement park.

Arrival

If you were unable to tell the devil, you will only be able to find out that you are heading straight into a trap on the way to the park, as one of the raiders will kindly tell you about this on the radio. Get ready for a big mess. Turrets will be waiting for you in the first room. Hide immediately behind the left wall (indicated in the screenshot).

In the second room there will be a lot of stretch marks on the floor, so you should constantly look under your feet and neutralize all the traps you encounter. Once in a room with 3 doors, you should not open them all indiscriminately - choose the left one. Go forward to a corridor protected by several turrets. There is no need to fight your way through; it’s better to go back a little and use the terminal to disable the deadly cannons.

As a result, you will be able to get to the mobile core arena. On it you will have to fight the leader of one of the gangs. The raider who spoke to you on the radio before your arrival in the park will contact you again - the local “clown” is called Gage. Get to the communicator on the wall and chat with it. You will learn that the local leader has special power armor connected to the power source in the arena, so it will not be possible to destroy him with standard weapons. However, Gage has hidden a special weapon for you: a water pistol... It’s too early to laugh, because with it you can cause a short circuit and the armor protection will be disabled for a few seconds.

With this weapon you can easily deal with the villain. Don't forget to take the power armor from the former leader. We speak again with Gage, who will appoint you as the new boss of the bandits. It is not known whether this is for good or for bad - time will tell. We get out of the arena onto the street and go forward.

In the city

The amusement park consists of six areas. We will get to the first of them - Yader-City. In this zone there are bases of three raider groups: the Pack, the Operators and the Adepts.

The headquarters of the leader we killed is located in the Fizztop Grill Bar. We go to his den to talk with Gage. In this building you will find a multi-purpose workshop, a chest for storing found items, and a bed. Gage will tell us that we need to talk to all the faction leaders and convince them to follow you. If you have high charisma, then you can chat with Gage and he will tell you about the tastes of the leaders.

True, he will not answer you anything original - you can find this information on your own. You can have a conversation with the gang bosses in any order, but the Adepts’ base will be closest to you, so it’s logical to start there. All camps, including the one you are currently in, have terminals and locked rooms. In these rooms you can find interesting data that will help you better understand the current situation.

We speak with all the leaders and return to our headquarters. Gage will agree to become your partner.

Galaxy

Now it's time to take over the remaining areas of the amusement park. We recommend starting with “Galaxy”. This zone is controlled by a powerful computer called the Star Controller. It must be activated 100 percent and for this you will need to find 35 star cores, although 20 pieces will be enough to complete the task. However, if you want to get your hands on the unique Quantum X-01 Type V power armor, you will have to find all the cores. Our separate guide tells you how to find these items. Note that the terminal has a hint on where to look for kernels.

Using a computer system, you can deactivate the security mechanism. However, you can simply clear the entire location of enemies and security systems. In this case, you will not have to search for nuclei.

This location will have five attractions available to visit, storing the following number of cores:

  • RobCo Arena (six star cores)
  • Vol-tek “Among the Stars” (six star cores)
  • Nuclear galaxy (seven stellar cores)
  • Cinema "Starlight" (four star cores)

Children's Kingdom

This location is dangerous because during the war it was heavily irradiated, so the radiation background on the territory of the children's kingdom is extremely high. If you are going to head here to destroy dissidents and complete story quests, then we advise you to put on power armor and stock up on medications that reduce radiation poisoning.

Here you will be constantly watched by a mysterious commentator who will begin to voice all your character’s actions and irritate him in every possible way.

Spoiler alert: Let's note in advance that this commentator is a ghoul named Oswald, who has been living in the amusement park since the war. The fact is that he and his work colleagues were former employees of Yader-Mir. As a result of the nuclear bombing, they all became ghouls and decided not to leave the park. The enraged ghouls that filled the kingdom also used to work here and entertain the children.

On the territory of the kingdom you will encounter a huge number of ghouls, but they are unlikely to cause you any big problems, especially if your hero is wearing power armor. We follow the marker indicated on the mini-map until the commentator decides to call you to the final battle.

Let us add that you can solve this problem peacefully, but for this you will need a well-leveled Charisma skill. True, Gage will not like such an outcome, because he is still a raider, accustomed to shooting first and thinking later.

Pavilion of Laughter

Your first test will be a labyrinth. Getting through it won't be as difficult as you might think at first. Here you have to fight only one enemy. In the next room you will need to jump on rotating platforms and get to the other side of the room. Next, we hack the terminal so that the tunnels in the hypnotic hall rotate at a lower speed.

We head to the hypnosis room. By the way, here is the magazine “Garbage Man”. We find the door and go into the last tunnel. We move along it as carefully as possible, since in some of its places there are large holes.

We reach a room with a rotating floor. We find the room with Mr. Cap painted on the wall (you can read more about these images here). To do this, open the red door located to the left of the door through which we just passed. We leave the pavilion of laughter through the same passage.

Tunnel

We walk along the railroad tracks and jump over the cars. On the right we find the entrance. In the tunnel you can overhear Oswald's conversations.

Theater

As soon as we get inside the building, we find Oswald near the stage. We can listen to what he tells us, or immediately attack him. We go up the elevator and talk with Oswald again. Either we convince him to leave the Children's Kingdom, or we finish off the old ghoul.

Having gained control of the new zone, we hang our banner on a flagpole located not far from the place where you released or dealt with the ghoul. You will need to choose one of the groups.

Dismantling in a dry gorge

We find ourselves in the desired location and talk with the robot cowboy, whose name is Sheriff Hawk. He will give you a task to find three parts of the code that three robots in the park have. If you have the “Robot Expert” skill, you can easily take the elements you need from them, but otherwise you will have to complete their tasks.

The robot, whose name is Scout, will ask you to find Buttercup (let's immediately note that this is the name of the robotic pony). We head to the saloon, go inside and enter into dialogue with Doc Phosphate. He will give you the task of serving alcoholic drinks to the “visitors”. We go upstairs and put one bottle on the table. We go out into the street, move a little forward and leave the bottles in two open buildings with tables. We go back to the robot and take the code.

We stand with our backs to the saloon and turn left. We find the tower in a deplorable state. To the right of her we find the lost pony Buttercup. We take it, return to Scout, stand in an impromptu pen and simply throw out the toy. We talk with the robot again and take the code element you need from him.

The third part of the cipher is owned by One-Eyed Ike. We approach the saloon and walk straight from its entrance, without turning anywhere. Near one of the buildings on the left we find a lone robot. We talk with him about everything and agree to a duel. We take a revolver in our hands, go out into the middle of the street and shoot once at the robot on command. We talk with him again and take the code.

We go to the theater, deal with all the opponents and open the safe inside, using the previously received code. We take the key and head to the mine. We go into it and kill the queen of bloodworms, not forgetting about her babies.

At the top of the structure, standing not far from the Sheriff Hawk robot, there is a flagpole for the banner. Getting there is quite simple - we go to the theater, go up the stands, find an inclined staircase, walk forward along it and thereby get to the desired roof.

A world of freshness

We enter the plant where Yader-Cola is bottled and find ourselves in the “World of Freshness”. It is necessary to destroy all enemies on the territory of this industrial enterprise. We go through a tunnel filled with water so as not to miss anyone. We destroy one robot after another until the end of the tunnel. Then we inspect other rooms. Don't forget to shoot the nuclear crabs too. After killing all the opponents inside (your quest will be updated), we deal with all the opponents outside.

We find another exit and find ourselves in the northern part of the enterprise. We kill all the adversaries on the stairs and lower levels. Here we deal with the queen of the Yader-Crabs.

Next we go along the metal stairs to the roof of the building. We follow the marker and find a red rocket. We go into the house and use the lift to get to the very top of the plant. This is where the flagpole is located, where you need to attach your banner.

Safari

We head to a new zone and help Cyto fight off the monster. We follow him to the primate house. We talk with a new friend to find out more information about this location. Open your inventory, go to the “Miscellaneous” section and read Dr. McDermott’s diary (entry 47B) to complete the quest.

After this, we talk to Tsito again, and having a high charisma score, we ask the gorillas for help. We follow the marker and reach the center for receiving guests. We deal with the enemy in the lower level, reach one of the corridors and find the door with the terminal. The lock on the door needs to be removed.

We begin the dialogue with Cyto again and learn from him that the Evil Anaconda is actually a roller coaster. We head towards the attraction (located in the far part of the park), destroy several enemies and find a booth with a yellow stripe. We find the key to the door on the roof. Inside we find Hein's body and a case in which the password for removing the lock from the door is hidden.

We return to the reception center and use Hein's password. We remove the blockage and go inside. We kill the crocodile claw and enter the room into which the red door leads. We deal with a couple of opponents and use the panel to deactivate the replicator. We destroy the remaining enemies - their location will be indicated on the mini-map.

We go back to Zito, who is in the primate house. We talk with him again. You need to kill Zito and his cronies, convince him to leave or invite him to join your gang. Then we head to the flagpole located on the roof of the reception center. We stand facing the main entrance, go around the building on the right side and find a ladder leading directly to the desired stick.

Grand Tour

Having gone around all the zones, we return to Gage to turn in his quest called “The Grand Tour”. After that, he will give you a new mission.

Home Sweet Home

We go to the Yader Town market to chat with Shank. After talking with him, we capture one of the outposts in the Commonwealth.

There are two options for capture: we simply kill everyone who can stand on their feet, or we use our eloquence. If you want to avoid wasting caps, then you will need high charisma, otherwise you will have to pay from five hundred to one thousand caps.

You need to carefully approach the choice of settlement, since if you are its owner, you will eventually lose control over it.

Relationship with the Minutemen. Preston will not be delighted with the foundation of a new outpost, but you will not spoil relations with the faction itself. Naturally, this will only work if you took the settlement not by force, but by diplomacy. Then we select a group that will settle in the new territory. Choose responsibly, because the ending of the add-on will depend on this decision. By the way, you can read more about endings in our separate guide.

After capturing the settlement, we use the workshop and create the flag of the desired gang. We install a flagpole on the territory of the outpost and wait for the arrival of a small group of raiders. We talk with the bandits, and then we talk with Shank.

We convince settlers from a neighboring village to supply the raiders with food and water. Here again we can either resolve the issue peacefully (charisma or money), or scare the residents to death, forcing them to carry out your order.

We again begin a dialogue with Shank and decide what to do with the other raiders. We head to the enemy outpost and kill or intimidate the bandits there. We go back, talk to Shank and send him to the settlement.

It is possible that your outpost will not have enough resources and life support systems, so create as many generators, beds and other similar items as possible. Don't forget to install several turrets as well.

We capture two more settlements and create outposts from them. After each capture we communicate with Shank. When you own eight outposts, you will be able to create tribute chests.

Show of force

No matter what you do earlier, the most offended group will still rebel. Chat with Shank about this. By the way, it will be you who will be able to influence which gang will start protesting. After the conversation, we return to Yader-Mir, go to the power plant and talk with the leaders of the other two gangs. We go inside, go up to the top floor and deal with the leader of the group.

Then we search the leader’s corpse and take the key. We approach the control panel and supply electricity to Yader Town.

Now, by the way, you can complete the quest to find stellar cores and increase the performance of the supercomputer by 100 percent. In addition, you will have access to Quantum power armor.

We return to Gage to complete his quest. This ends the story campaign of the Nuka World add-on.

After installing the add-on, your pip-boy will pick up a new radio station - "Yader Cola". Listen to her and head to the transit center. It is located in the west of the map, almost on the border with the whistling sea. It is best to go there from the north, from “clean” territory, since at sea you will constantly bump into invisible walls.

The center is captured by raiders, so deal with them. In general, they are no different from ordinary gangs, except that they have an assault gun.

Down below you will come across a man named Harvey. Talk to him using charisma and get the password for the control terminal.

The terminal itself is to the right of where Harvey is sitting. Activate the monorail's power, then enter it and direct it to Yader-Mir. A new map is available to explore and complete new quests.

That's how we went for a ride

When you get to Yader-Mir, Red Raven will contact you over the loudspeaker. He will tell you where you ended up, in order to get out of this place you will need to go through some tests.

The first obstacle will be the room with the turrets. They are fragile, but lively. Try to destroy them one at a time so that they don't all hit you at once.



In the future, you will often be blocked by tripwires and fire traps. If you have improved your stealth, then feel free to go straight ahead. If not, check corners and openings. The best clue to tripwires will be red barrels - if you see them, walk carefully.

After the first flamethrower, you will be taken to a room with traps. There is a red door nearby, and if you have leveled up the hacking enough (very difficult) you can go straight to the next room.

There are three doors, all with traps. But one of them can also take you further - the left one. Go there, but keep in mind: as soon as you go down the steps, you will find yourself in a room with increased radiation. If there is no protective kit or anti-radine with rad-X left in your backpack, when you go down, immediately turn into the room on the left and pick up the medicine from the dead man. Then quickly go through the room with the barrels to safety.

When you get to the room with the turrets, don't rush forward. Just aim your weapon at the monkey and blow its head off. The motion sensor will not work and the guns will not activate.

The next trap will be a subway mine with robots and mines. To begin with, from a distance, we shoot in the head of the securetron, which is peeking out of its shell. Then we pass through the corridor and watch our step so as not to step on a mine.



When you enter the illuminated door, do not forget to disarm the trap. But it won’t be safe inside either: disarm the scales, which actually act as sensors for mines and grenades. Also, there will be stretch marks inside.

The next trap will be the most dangerous of all those already passed: you will find yourself in a room that will close and begin to fill with gas. In addition to the fact that the hero will begin to choke, radcockroaches will begin to make their way into the room. Under no circumstances use a firearm against them, as everything will explode. Closing the valves is also useless.

To get out, you need to follow the marker to the locked door, turn into the room on the left, and pick up the key to the electrical substation. Then return to the door you entered through and turn into the room on the right.

There will be a terminal in the room. Before using, be sure that there are no radroaches in the vicinity. Use the computer to open the door. Running from the gas chamber.

You will find yourself on the street. You will first be attacked by ants and a swarm of insects, and when you go out into the sun you will find yourself in a room with grenades. Here you can forget about caution and run straight to the exit highlighted by the marker, since raiders will shoot at you from above. There is no point in attacking them, since they are indicated by a skull (even for a level 56 character).

Now it's time for the final stage of the test. You have to fight the boss Colter in power armor. Study it carefully and understand that this armor is not quite ordinary. Talk to Gage through the intercom and, on his advice, take the weapon from the locker. You can trust a stranger.

In a fight with a boss, it is best to first attack him with Gage’s weapon from cover, and then finish him off with a shotgun, rifle, or your favorite upgraded pistol. You will have to use the thirst quencher at least three times. When the armor is weakened, Colter is no different from any other raider wearing power armor.

When you're done, pick up the boss key from the body.

Now go to the window and talk to this same Gage.

Ambitious plan

You need to come to the boss's house and talk to Gage there. Exit the building onto the street, and go to the gate in the north. Use them and we get to the area near the reservoir. We go around it on the left or right.

Use the lift to get into the room. Talk to Gage and find out about the plans of the local gangs. Now you need to talk to the leaders of each of the gangs. There are only three of them: operators, adepts and flock. We go down on the lift.

The closest people to us are the adepts. Go left to Fizztop Mountain. Talk to the leader named Nisha. Be confident during the conversation and convince her that you are a capable boss.

In the Bradburton Amphitheater you will find the Pack, and their leader Mason. Show your toughness by threatening him and get a special weapon as a reward - the Problem Solver rifle.

Maggie from the camera crew is in the Salon. Everything is simple with her: promise lids.

After talking with everyone, return to Gage and discuss your further plan.

Grand Tour

We speak to Gage in his lair. He tells the global plan: to capture Yader-Mir. To do this, you need to clear all key places in the park. There are five of them in total and each will have its own personal quest. Also, Gage can become your partner for this time. The task will be completed when you clear and distribute all five places.

Advice: it is best that at the end of the task everyone has “equal” shares: two gangs each have two territories, and a third has one. Later you can reward her with a second zone and get a “peaceful” ending.

If you don’t want to help the raiders, the “Hunting Season” quest is for you.

Hunting Season

At the Yader Town market, talk to the doctor named Mackenzie. She will offer you to kill all the gang leaders and return Yader-Mir to the control of the merchants.

If you decide, keep in mind that you will have to kill not only the leaders, but also the entire gang, since they will not approve of the death of the bosses.

The big disadvantage of this choice is that the “Grand Tour” quest will be failed, and you will not receive anything else like it from the merchants. But moral principles are respected.

Children's Kingdom

This area is inhabited by ghouls, and radiation is sprayed into the air. So make sure you are dressed appropriately for the weather. The only intelligent inhabitant of the park, the ghoul Oswald, will read his monologue through a loudspeaker.

There are three key places to visit here.

To get started, go to tunnels. The best landmark will be the tracks to the north of the attraction. Follow them and eventually you will get inside, through the door. We listen to Oswald’s lectures to the painted ghoul and, in fact, that’s all. You won't find Oswald, but you can kill the stupid ghoul. There is no point in turning off the sprayers; the ghoul will turn them on again anyway.

Then go to pavilion of laughter. The first test will be a maze of mirrors. There are no reflections on them anymore, so now it's more like a bunch of windows that just block the way. Along the way there will be mines and traps, as well as ghouls and cockroaches. When you reach the exit sign, turn right into the next corridor.

The next obstacle is the floor moving backwards. To cross it, it is best to constantly run and jump. Be careful not to hit the grenade at the end of the path.

Next you will find yourself in a room with rotating platforms. You need to jump to one and then to the other in time. Below is radioactive water and a ghoul. Before moving to the next room, use the terminal (easy) and lower the nausea level in that room.

Now go through the hypnosis room. Here you need to turn correctly:

  • Forward, tunnel on the right
  • Turn left, tunnel on the left
  • Right, into a long tunnel, left
  • Go through the rotating tunnel; in the middle, be careful: there are holes in it. If you fail, go up the stairs and let everyone start again

Open the door and shoot the ghouls. To get further, you need to go through the second red door on the left (the crosshair is indicated on it in the screenshot). Be careful, the floor rotates.

Remove the chain from the door and complete this part of the task.

Now theater. Get back on the tracks and go against the traffic. Go across the bridge and enter the castle. Here the radiation is even higher, plus there are more enemies.

Oswald himself will be inside. After the conversation, he will attack and the ghouls will rise with him. Hit the magician until his health drops to zero.

Now take the elevator off the stage to get a peaceful outcome with Oswald (if you have high charisma). If you don't want to, or don't have enough skills, kill.

Choice: to whom to give the territory. When choosing, make sure everyone gets an equal amount (or approximately).

Star dispatcher

Territory in the west of the park. Tiana's diary from the body - the quest "Star Dispatcher" will begin. The galaxy is teeming with robots, so check your equipment. Go to the center of the attraction, to the central computer. The landmark is a building with a glass door and blue Enclave armor.

The computer refuses to do anything - there is not enough power. We need to find the so-called “stellar cores” - they are scattered throughout the galaxy. You can pick up the first one near the corpse of the scientist next to the Central Committee.

To pick up the beautiful armor you need to find all 35 elements, but to capture the territory, 20 are enough. This amount is easily collected by simply clearing all the halls in the galaxy. There are no non-linear halls here like the pavilion of laughter in the Children's Kingdom. Core elements will be located in rooms with computers or systems.

When you collect 20, turn off the alarm, and at the same time all the robots in the pavilion. Decide who gets the zone.

A world of freshness

The Nuka Cola plant is located just north of Children's Kingdom. Inside the plant, water awaits us (we need protection from radiation) and a bunch of crabs. There is nothing complicated in this location, except for a whole army of crabs.

First, in the building, kill all the core crabs in the outer ring, and at the generator all the assault trons. If you have enough hacking (difficult) at the terminal at the top you can open the door to get power armor. We go out through the top, onto the roof. Now the core crabs are joined by the king and the boss - the queen of the core crabs. It's best to shoot them from above, so a carbine or rifle won't hurt.

Choose a gang: don’t forget about equality and the quest is completed.

Safari

At the entrance to the zoo you will witness a fight between a savage and something like a death claw - a crocodile claw. Help Cyto and talk to him. Be friendly to him and follow him. Kill a few more claws along the way.

In the house, listen to the resulting holotape. Zito knows what place we are talking about and agrees to take him. If you have a high level of charisma, you can take a gorilla with you.

We go to the triangular house and look at the terminal in the far left corner. Let's go to the roller coaster.


The road to the “evil anaconda” is located to the left of the bear’s den (you can go there and kill the claw with the yao-guy). There will be three claws near the slides, so be careful. In the trailer (complex lock), pick up the doctor's password. Return to the triangular house and use the terminal to move on.

The inside will be full of claws, including a complex "albino". When you kill everyone, turn off the machine at the Central Committee. There will be a terminal nearby, use it to open the passage on the right. Two more claws will come out from there.

If not all the claws on the zoo grounds have been killed yet, now is the time to do it. They will be highlighted on the mini-map.

When all the monsters are dead, talk to Cito and with average charisma you can convince him to live with the gang.

Raise the banner. The quest is completed.

Dismantling in a dry gorge

In this territory you will have to face new monsters - bloodworms. In principle, they are not dangerous and are easy to kill, but they always attack in a pack.

At the entrance you will be greeted by Sheriff Eagle, a Protectron robot. Talk to him, it's best to play along. Get the password fragment and head to the other robots.

Near Scout, for example, you will be attacked by radioactive crickets, quite aggressive and dangerous opponents. Basically, the opponents will be worms. Talk to the Protectron and he will give you the task of bringing the horses into the stall. Actually, if you have the “Robot Expert” perk, any request of any Protectron can be easily fulfilled by convincing the interlocutor.

Or you can run around and fulfill their various requests. The robot horse Buttercup will be to the right of the tower with strange cocoons. In the saloon, Doc will ask for drinks (tables are marked with markers). Ike will challenge you to a duel. Equip the resulting revolver and, after the signal, shoot once.

You have all the parts of the cipher. In the theater, pick up the key to the mines.

Inside, follow the corridor. On the right, do not miss the corpse of a worker, on whose body there will be a key to many doors of the mines. The road itself will guide you.

When you reach the large hall, you will be attacked by a queen of worms. However, she is not very strong and is killed in the same way as her cubs. Talk to the sheriff and then raise the banner. The quest is completed.

Home Sweet Home

When all five territories have been captured and distributed, talk to Gage. He will say that it is time to move on the Commonwealth.

Talk to Shenk near Yader Market. Select a settlement to turn into an outpost. If it belongs to you, then you will lose influence and will have to capture it again. You can choose the capture method: persuasion (money or charisma) or force. Also choose the gang to which this place will go. It is best to give it to the one who owns one territory (provided that the other two have two each). Then you can avoid conflict between gangs.

After choosing a place and method, go to the place. When the settlers leave the place, no matter how, a gang agent will come and you need to talk to them. Now use the workshop to install the banner of the corresponding gang. At the same time, you can install beds, turrets and food so you don’t have to run around too much later.

Return to the conversation with Schenk. The outpost must receive supplies, and any nearby farm will be suitable for this. Again, choose a place and method and go there for a conversation or a fight. When everything is done, return to Schenk and find out that an attack by an outside gang of raiders is preparing for the outpost you have chosen. Go there and deal with them. Combat is welcome.

When you return to Shenk for the fourth time, he will ask you to install various amenities in the outpost.

After completing this quest, you will be able to completely capture the Commonwealth and transfer it to the control of raider gangs. This is where the storyline of the expansion ends, if all the gangs are happy. If not, the last quest will be "Show of Force".

Show of force

Schenk will tell you that one of the gangs was dissatisfied with the distribution of territories and rebelled. Now they just need to be killed. However, the gang settled not at their base, but in the Yader-Mira power plant. That is, it not only rebelled, but also took away the electricity. Go there and mow down everyone with a tank. Then restore the power supply and talk to Gage.

Now the passage of the main plot of the Nuka-World addition is finally completed.

After the plan to capture the park has been developed, you will have to go on a “grand tour”. Gage offers to take him with them as an assistant and partner. In order to claim rights to each territory of the park, it is necessary to demonstrate skills of cunning, dexterity and maybe even strength. Other methods of persuasion may be required. In order to continue the game, you need to go beyond the boundaries of Yader Town.

The number of thematic locations exactly corresponds to the number of missions that will need to be completed. In this “grand tour” quest you will have to go through five more missions. You can go through everything in absolutely any order. But it’s still easier to do them in order, so that the already conquered territories remain behind. A flag is planted at a location that has already been captured. After the territory is cleared and belongs to you, it must be given to one or another group of invaders for control. We need to act with caution to avoid internal fights within the gangs.

Star Dispatcher Mission

You need to complete the mission in the Galaxy location. There was a showdown between robots and people. The territory of the location is simply strewn with the bodies of killed people and twisted iron. Among this madness, you will need to find the body of a girl named Tiana Alston. You need to find her diary and read it. Based on the information contained in this diary, it will become clear why the fight occurred. The thing is that the robots, which were under the control of the “star dispatcher” center, got out of control. To fully understand this situation, you will need to find this terminal.

On the way to the control center, the biggest problem will be the robots. A walk to the center will not be an ordinary walk. You will have to kill the robot eye, novotron, protectron - guard and many others. In the “Cosmoport” the number of enemies will increase several times and in addition to all other enemies, you will also have to destroy the turrets.

After you destroy all the obstacles and reach the center, you need to find the main computer in order to find out the story and understand what really happened. All reports and various reports are stored behind the door in the terminal, which is located on the left side. The door will need to be opened. As you study the information, you will understand that at first the territory of the location was given over specifically to robots. This fit perfectly into the theme of the zone itself and everything went according to plan. But the computer that controlled the robots malfunctioned due to their large number. The result of all this was pieces of iron that got out of control.

After you find out all the information, you need to go to the room where the “star dispatcher” is located. The computer located there needs to be restarted. But in order to reboot, you will need to collect star cores. In order to repair a computer, you only need twenty of these boards. But there are many more of them in the location. All of them are needed to obtain armor. You can find them on the territory of Yader-Mir and beyond. In order to find them, you first need to walk through the Star Dispatcher room, visit the Vault Tech exhibition, and also walk through RobCo. Some cores can also be found in a movie theater called Starlight. Outside the territory of the “Galaxy” you can also find several more boards.

Read also: Where to find all issues of Tesla's Science magazine in Fallout 4 (guide)

While you are collecting all the star cores, be very careful, as out-of-control robots may attack. All of them will have to be destroyed. After some boards have been collected, you need to go back to the center and fix the computer. With its help, you can turn off certain robots and collect the remaining cores without much fear. Having collected all twenty pieces and installed them in the computer, you can turn off the remaining robots. This will clear and occupy the location. There will only be one difficult task left - to whom to give this territory. Thus, you will need to raise the flag of the group of invaders who will own this location.

But besides this, you can also take possession of power armor. It is located in the “dispatcher” terminal and can only be picked up after all thirty-five cores have been found and installed. Now you can move further, towards the “Dry Gorge”.

Mission "Dry Gorge Showdown"

The next location is “Dry Gorge”, which is made in a Western style. The task activates the killing of a bloodworm, which will be waiting for you immediately at the entrance to the zone. The main task of this mission is to destroy the lair of worms, but it is not the only one.

Before entering the location you will have to meet with the Protectron. His name is Sheriff - Eagle. His story will tell about a gang whose lair is in a mine. It's called the Mad Mulligan Mine. But after a careful study of the microcircuits, it will be possible to understand that this is rather not a gang, but an accumulation of many worms. Sheriff Eagle made it clear, therefore, where exactly the enemy’s lair was located. But in order to get there, you need a key. It is located in a locked safe. To get the code, you will have to complete the tasks given by the Sheriff - the eagle. There will be three of them in total and they are quite small.

In order to successfully complete all tasks, you will need to go to the Protectron’s assistants. They are no different from each other in terms of external data, but each of them is different in its own way. This difference is expressed in their names and what they do. A Protectron named Ike will invite you to participate in a duel. A few simple orders will need to be delivered for Doc Phosphate from the saloon. And Scout will ask for help in catching the roboponies. After each task is completed, each of the assistants will give a part of the cipher. When you collect them all, you need to create a code that will open the safe with the key.

Then you need to go to the theater. But you should be very careful on the way, as there are large and quite dangerous ants there. They can attack at any moment. After you find the safe and take the key, you need to go in the direction where the mine is located. Once inside, everything that gets in the way must be destroyed. Now you just need to decide who will give the cleared zone to. But the Sheriff and his assistants will also remain. There are only two options: report a successfully completed task or simply destroy everyone. The next location on your way is “Safari”.

Safari Mission

Once you find yourself in the “Safari” location, you will immediately become an involuntary witness to the struggle between a crocodile claw and a savage. Previously, this location was an ordinary zoo, where people from all over the world came to see amazing animals. Now everything is destroyed by the apocalypse, and the inhabitants have turned into terrible mutants. You will need to help the savage in a difficult fight, and then clear this zone.

Read also: Fallout 4 technical issues (optimization, bugs, improvements)

The savage's name is Cito. He will ask for assistance in dealing with the terrible creature of the crocodile claw, which lives on the territory of the Safari. Zito will tell his story, from which it will be clear that he was born after the apocalypse began. The savage grew up and was raised by gorillas and lives in their house. Cyto also has a halodisk that previously belonged to a scientist named McDermott. It was he who created the crocodile claws. You will have a unique opportunity to read his diary.

The scientist himself was the last remaining employee of the department that was involved in cloning. The department is called “Replications”. In his diary, a brilliant scientist asks to stop a certain device that, for unknown reasons, began cloning terrible mutants. The creatures began to multiply with the help of this device at tremendous speed and destroy everything around. In order to turn off the device, which is called a replicator, you will need the scientist's password. Finding a cloning department is not difficult. It is located in a triangular-shaped house. There you need to find a terminal that contains information about the location of Dr. Hein. It turns out that he is being held hostage by the guardians of nature. They will offer to discuss the fate of the unfortunate scientist in the “evil anaconda”. This is the most ordinary roller coaster. Hein's password can be found in one of the trailers there.

After the password has been found, you need to return to the laboratory. Make your way to the cloning department with caution. Those same crocodile claws are found there, only unusual ones. The replicator must be turned off using a password. Now you just need to clear the territory of the crocodile claws that inhabited it. Cyto will either need to be killed or prepared for the arrival of a gang of invaders on the territory. Now again we have to decide who to give this location to and raise the flag. Then you need to follow to the “World of Freshness”.

Mission "World of Freshness"

Previously, even before the apocalypse, the Yader-Cola location hosted excursions to the plant that produces the most amazing of all existing drinks. Now the location is inhabited by various crabs. But they are not ordinary at all, but real mutants. Among them you can see the hunter crabs, the king of the core crabs, the regular core crabs and the queen of the core crabs. But not only will it be necessary to destroy them, you will even have to deal with the stormtroopers.

After the inside of the World of Freshness premises has been completely cleared, you need to go outside. There you will have to continue the battle, which will end with a fight with the queen of the nuclear crab. It is best not to come close to her and stay at a decent distance from her. In order to kill her, you need to shoot and throw her from a height or from afar. After she is defeated, all that remains is to deal with the remaining crabs and raise the flag of one of the raider gangs. There is only one location left until this big task is completed.

Magic Kingdom Mission

This is the last themed zone, called “Children's Kingdom”. Once upon a time it was created for children. Therefore, in the location you will be surrounded by almost gingerbread houses. But not everything here is as good as it might seem from the very beginning. A ghoul named Oswald the Shocking rules here. He used to be an ordinary actor who entertained children, but the apocalypse turned him into a terrible ghoul. Once you are on his land, he will build obstacles for you in the form of dousing you with radioactive water or a lot of ghouls. He considers all this an animation for the arriving guest. He accompanies all his intrigues with insults and jokes directed at you. For almost the entire time that you are on his territory, he will talk through the loudspeaker.

The mystery surrounding who killed John Kennedy continues to occupy the whole world.

Lee Harvey Oswald has gone down in history as the man who shot the president - but one woman who claims to have been Oswald's lover says he is innocent.

“I will always love Lee. And I will always protect him,” says 74-year-old Judyth Vary Baker in an exclusive interview with Aftonbladet newspaper.

100 years have passed since the day when one of the most mysterious US presidents, John Kennedy, was born in Boston on May 29, 1917.

Kennedy was only 46 years old when he was shot and killed on November 22, 1963, while visiting Dallas, Texas. The question of who did it is often called the greatest mystery in history.

24-year-old Lee Harvey Oswald was arrested for this murder. There was never a trial against him - two days later he was killed by nightclub owner Jack Ruby, which was reported by journalists and shown live. But his guilt was later established during a public inquiry by the Warren Commission.

"Lee was a fantastic lover"

However, the book “Me & Lee - how I came to know, love and lose Lee Harvey Oswald” claims something different. It was written by Judith Vary Baker, who claims to have known Oswald better than anyone else.

According to her, she was Oswald's mistress.

“Lee was a fantastic gentle lover. He also danced well and loved to sing. We often sang together, especially stupid songs,” Baker told Aftonbladet in a letter a few days before President Kennedy’s centenary.

Judith Vary Baker claims she met Lee Harvey Oswald at a post office in New Orleans in April 1963. She was 19, he was four years older. Even though Oswald was married and had young children—and even though Judith was planning to marry her then-boyfriend—they fell in love and began a secret relationship.

Context

How Gromyko angered Kennedy

Technet.cz 01/06/2017

10 unknown facts about the assassination of John Kennedy

The Telegraph UK 11/24/2013

Lee Harvey Oswald, disillusioned revolutionary

The Wall Street Journal 10/07/2013 In her acclaimed book, Judith Baker claims that Oswald was a CIA agent. She herself was then an ambitious medical student studying cancer. But through Oswald, she claims, she was drawn into a secret conspiracy behind which stood the American intelligence agency CIA and the local New Orleans mafia. The purpose of the plot was to assassinate Cuban President Fidel Castro from an ambush.

“It was shortly after the Cuban Missile Crisis, when everyone was living in constant fear that World War III might break out. We hated Castro for what he did against his own people, for the way he tortured his political opponents,” Baker says.

The CIA ordered the assassination of the President

In the summer of 1963, Baker and her scientific colleagues were tasked with isolating cancer cells that Lee Harvey Oswald would then smuggle into Cuba. But according to Baker, the CIA and Mafia conspirators had another figure in their sights all along: Kennedy.

In the fall of 1963, instead of his previous assignment, Oswald received orders to shoot the president during his visit to Dallas on November 22. At first he refused, but then, according to Judith, he gave in because he was afraid that otherwise his wife Marina and two small children would be killed.

“Lee knew what would happen, he knew he would die. During our last conversation, 37 hours before the murder, we cried and said goodbye,” Baker says.

According to her, Oswald was at the scene of the assassination, but, in all likelihood, missed, because Kennedy's motorcade was moving very quickly. Someone else fired the fatal shot.

The story is dismissed as pure fantasy

The story that Baker tells is, to put it mildly, sensational, and it is not possible to verify how much truth there is in it. There are no photographs of her together with Lee Harvey Oswald, nor any other irrefutable evidence that they even knew each other.

The only thing that can be called proof is a pay stub from the New Orleans coffee factory where she and Oswald worked briefly in 1963; in other words, she can prove that they were at least some time colleagues.

Many have called her story pure fiction, but she is a well-known figure in conspiracy circles, lauded by people like former Minnesota Gov. Jesse Ventura.

Aftonbladet: What do you tell people who don't believe your story?

Judith Vary Baker (in letter): Now this is not such a problem as it used to be, now many people actively defend me. I have had the opportunity to give many lectures, both in Europe and on the other side of the Atlantic. Many people heard me. Critics are no longer such a big problem - too many people know me now and protect me from evil people.

"Me and Lee" will be published in a new, updated version next year, with more evidence and evidence to support my information. I am also the founder and organizer of the annual JFK Assassination Conference, which will be held for the fifth time this year. In 2016, we had 31 speakers from five different countries. So many people came that the firefighters had to turn some of them away.

Persecution after the story was published

Judith Vary Baker did not speak for a long time about the connection she said she had with Oswald. But in 1999, she removed the seal of silence from her lips and began to tell her story. This, she claims, resulted in countless threats and persecution - and as a result, in 2007, she asked for asylum in Sweden.

According to her, she now lives in Sweden for several months a year, and spends the rest of the time in Eastern Europe.

“I live in Sweden as many months a year as I can, but since I am not a citizen of the country, I have to leave it periodically. They say I'm safe in the US, but that's ridiculous."

I asked Judith Vary Baker how she remembers Lee Harvey Oswald today, nearly 54 years after his death ended their supposed relationship.

“Lee and I were a very good fit. We had a lot in common. We deeply loved humanity, which helped me and guided me all these long years that I was forced to live without him. He used to tell me “don’t confuse discomfort with pain. It’s normal to be afraid, it’s how you behave, even if you’re afraid, that matters,” Judith replies.

Lee Harvey Oswald

October 16, 1959: Arrives in Moscow. Oswald had long been interested in Marxism and planned to become a Soviet citizen. He receives a temporary residence permit and settles in Minsk, where he marries Marina Prusakova in April 1961.

June 13, 1962: Abandons plan to become a Soviet citizen and returns to the United States with his wife and newborn daughter June. The family settled in Fort Worth, where he took on a variety of casual jobs.

October 15, 1963: After a period of unemployment, gets a job at a school textbook warehouse in Dallas.

November 22, 1963: President Kennedy's motorcade passes the textbook warehouse. Kennedy was shot at 12:30 p.m. 45 minutes later, an unknown man shot and killed Policeman J.D Tippit. Signs point to Oswald, who was captured at a car dealership at 1:50 p.m. He was first detained for the murder of Tippit, and a day later he was also charged with the murder of the president.

November 24, 1963: A little after 11 a.m., Oswald is scheduled to be transferred from Dallas County Jail. This event is shown live on television. Suddenly, nightclub owner Jack Ruby runs out and shoots Lee Oswald in the stomach. At 1:07 p.m., Lee Oswald's death is announced.

InoSMI materials contain assessments exclusively of foreign media and do not reflect the position of the InoSMI editorial staff.

"Nuka-World" is the latest add-on for the original Fallout 4 game. The actions and events of this add-on take place in a huge amusement park that has been captured by a huge number of raiders. The main character now has a chance to clear the streets of this peculiar city from mercenaries, thugs and bandits. At the same time, you still have to complete a large number of new tasks, find new armor, weapons, and even become the leader of your own gang. However, it is difficult for couples to access the new addition. So first, check out how to start the Nuka-World DLC story campaign.

How to access the Nuka-World add-on

First of all, make sure that your copy of Fallout 4 has been updated before you start playing the new addition. Is everything all right in this regard? Fine. It's time to examine your hero: 1 - he or she needs to be well-pumped, 2 - he or she needs to have good equipment (weapons, armor and other useful things). The bottom line is that the new addition is designed exclusively for heroes of level 30 and above. So if the level is low, then it’s too early to start completing this add-on. But in any case, as soon as you are ready, the corresponding radio station will appear on the Pip-Boy, which you will need to listen to in order to begin playing through the new adventure. You need to complete the following three simple steps: 1 - you need to upgrade your character to level 30; 2 - you need to check the radio stations in the Pip-Boy and find a new purity; 3 - you need to go to the Yader-Mira transit center, which is located in the western part of the map. As a result of these three completed actions, it will be possible to begin the storyline of the Nuka-World add-on.

"Start"

So, immediately after the radio station was discovered and a point appeared on the map with the Yader-Mir transit center, go to the western part of the map (straight to the border). In the center you will encounter a couple of shooters, but they are unlikely to cause you any problems, so you deal with them and then head to the subway.

Along the way in the metro dungeon, you will definitely come across a wounded man who will tell you that he and his family fell into a raider trap. However, he managed to escape. However, his wife and child are in the hands of these scum, so he asks you to save them. You can try giving him a stimulant, although he will immediately refuse it. But if you have a high level of charisma (red level of dialogue), then you can without any effort extract the truth from this person about what is happening.

In the end, it turns out that he has no family, and this story was simply made up from scratch, all in order to lure travelers (in this case, you) straight into the clutches of bandits. In response to the truth, you can either finish him off or help him. Any of the two presented actions does not affect the storyline in any way, but will only change the dialogue options with the supposedly “victim”.

In any case, take the code from Harvey and use it to activate the monorail. Then you climb into Yader Express and are finally sent to the long-awaited amusement park, which is crowded with bandits.

"Arrival"

If the wounded devil did not break down and did not tell you the truth, then you will be able to find out that you are going into a trap among the raiders thanks to the radio, because one of these bandits will kindly tell you about it. However, in any case, you have to face them. There are turrets in the first room. I recommend immediately trying to hide behind the wall on the left side, which is shown in the screenshot below.

In the next (second) room there will already be stretchers on the floor, and a lot of them. So, watch your step carefully and at the same time neutralize all installed mechanisms. And once you find yourself in a room with three doors, don't open all the doors without thinking too much - choose only the door on the left. Then you move forward along the corridor, which will be protected by several turrets. Moreover, you can avoid a fight and not bother yourself with these mechanisms. To do this, go back a little and use the terminal to cut out all the traps that are dangerous to your life.

In any case, you will reach the mobile core arena. In this arena you will have to fight the leader of a gang. Moreover, at this moment the same raider who previously spoke on the radio before arriving at the park will contact you again. So the local “clown” will be called Gage. So get to the communicator located on the wall and talk to this person.

From him you will be able to learn that the local leader has special power armor, which is connected to the power source in the arena, so there is no way to destroy the boss using standard weapons. However, there is a way out, because Gage has saved a unique weapon especially for you that will help in battle - a water pistol. The point is that with its help it will be possible to cause a short circuit in the armor, which will lead to the fact that the armor will be disabled.

Now with the help of this weapon you can easily deal with the enemy. And at the end of the battle, do not forget to get your hands on new power armor. After the battle, talk to Gage again, who will now appoint you as the main boss of the defeated bandits. So get out of the arena onto the street and move further forward.

"In the city"

First, remember that the amusement park consists of six large areas. You will appear in the first of them - this is “Yader City”. In this area there are bases of three groups at once: 1 - “Flock”, 2 - “Operators”, 3 - “Adepts”.

The headquarters of the gang leader you killed earlier is located in a grill bar called Fizztop. So go to his lair to talk to Gage there. This shelter will have: a multifunctional workshop, a chest for storing all sorts of items and a bed. In addition, Gage will tell you that you will still need to talk with the leaders of the other groups and convince them to follow you. Moreover, if your level of charisma is high, then you can chat with Gage, who will then tell you about the personal tastes of each of the leaders.

Although in fact you will not receive any original answer, since the information presented can be found on your own. And you can have a conversation with the bosses of all the gangs in absolutely any order, but, for example, the “Adepts” base will be located closer to you than the others, so it’s more logical to start from this place. Also know that in all camps (and in the one where you are now), there are terminals and various locked rooms. In these premises and terminal it will be possible to find extremely interesting data that will give a broader idea of ​​the current situation in this place.

In any case, talk to all the gang leaders and return back to your personal headquarters, where Gage will already agree to become your new faithful partner.

"Galaxy"

It's time to start capturing the rest of the amusement park areas. And the best place to start is in the area called “Galaxy”. The area is controlled by a powerful computer called the “Star Controller”. Moreover, it must be activated 100%, and this can be done exclusively with the help of 35 star cores, although only 20 of these things are enough to complete it. However, if you bring all 35 parts, then you will receive the unique power armor “Kvant X-01 Type V”, but you will have to look for the cores. And in this case, pay your attention to the terminal, because it contains information about where to look for these very kernels.

In addition, using a computer system you can deactivate the security mechanism. However, no one has the right to stop you simply by clearing the location of enemies and this entire security system. Moreover, in this case there will be no need to search for stellar cores. In general, in this location there are a total of five unique attractions, each of which is available for visiting and stores the following number of cores:

1. Location Arena "RobCo" - contains six star cores.

2. Vol-tek location “Among the Stars” - contains six star cores.

3. Location Nuclear Galaxy - contains seven stellar cores.

4. Location Cinema “Starlight” - contains four star cores.

"Children's Kingdom"

This place will be primarily dangerous because during the war the area was too heavily irradiated, so the radiation in the “Children's Kingdom” is extremely high. So if you are planning to go here for the total destruction of dissidents and complete story missions, then I recommend wearing power armor and stocking up on a large amount of medicines that will lower the level of radiation in the character’s body.

In addition, in this place you will be constantly monitored by a secret commentator, who, during the passage of the location, will voice literally every action of the character and simply pester you in every possible way.

I would like to note in advance that this commentator will be a ghoul named Oswald, who has been living in this amusement park since the start of the war. The point is that he and his work colleagues were former employees of Yader-Mir. In general, as a result of the bombing, they all turned into ghouls and ultimately decided not to leave this part of the park. Moreover, the enraged, wild ghouls are the same former park employees, only aggressive.

As I indicated above, there are many wild ghouls in the park. Therefore, it is logical that you will encounter them, but they should not cause you problems, of course, if you are wearing power armor. In any case, follow the marker that will be indicated on the mini-map until the “mysterious” commentator decides to challenge the character to the final battle.

However, he will also add that the problem can be solved peacefully, but for this you will need to have a pumped-up charisma skill. Although Gage will deeply dislike this outcome, since he is, after all, a raider, so he is used to shooting first, reloading and then shooting again, rather than thinking.

. "Pavilion of Laughter"

The first test is a maze. However, getting through it is not as difficult as it might seem at first. The main danger of this place is a huge enemy. In the next room you have to jump on constantly rotating platforms, making your way to the opposite side of the room. I recommend hacking the terminal so that the tunnels in the hypnosis room spin a little slower.

Move to the hypnosis room. By the way, here along the way you can also pick up the “Scavenger” magazine. In any case, find the doors and go into the last tunnel. Move through the tunnel extremely carefully. The fact is that in some key places there are huge holes.

You need to get to a room with a rotating floor inside. Find the room with “Mr. Cap” on the wall. To do this, open the red door, which is located on the left side of the door (through which you just passed). You can leave the pavilion of laughter through exactly the same passage.

. "Tunnel"

Move along the railroad tracks, jumping over cars along the way. Be careful, because at a certain moment an entrance will soon appear on the right side. And that’s not all, because in the tunnels it will be possible to overhear the conversations of that same Oswald.

. "Theater"

As soon as you manage to get inside this building, you will come across Oswald near the stage. You can either immediately attack him or listen to what he tells you. In any case, you will have to take the elevator a little higher and talk with Oswald again. You'll either have to finish him off or convince him to leave the Children's Kingdom, but it's up to you.

However, no matter what the option, control over this territory will pass to you, so hang your banner on the flagpole, which is located near the place where you released or finished off Oswald, and choose one of the available factions.

"Showdown in a Dry Gorge"

Once in the indicated location, first of all talk to the cowboy robot named Sheriff Hawk. So, during the conversation, he will give you a task that is related to the search for three parts of the sheriff. Three robots in the park have these parts, so if you have the “Robot Expert” skill/perk, all the parts can be picked up without any problems. However, otherwise you will have to complete their tasks in exchange for parts.

So, a robot named Scout will ask you to find Buttercup, a robotic pony. Go to the saloon, go inside and talk to Doc Phosphate there. He, in turn, issues the task of distributing alcoholic drinks to all “visitors”. You go upstairs and put one bottle on the table. Next, go out into the street and walk a little forward - here you leave the bottles in two open buildings on tables. Immediately after this, you can return back to Doc Phosphate and pick up the well-deserved code from him.

Now stand with your back to the saloon and turn left. Take a careful look now, because you need to find the tower, which is in poor condition. On the right side of this tower you can finally find the lost robotic pony Buttercup. Therefore, take it and return together back to Scout. Upon arrival, simply stand in a makeshift pen and throw away the toy. After this, you talk with Scout again and receive the first necessary code element. You move on.

The last piece of the code can be obtained from One-Eyed Ike. To find it, go back to the saloon and go straight from this building (from the entrance). You can find a lone robot near the structure on the left side. As soon as you find him, talk to him about everything and agree to a duel. Do you agree? Great! Now pick up a revolver, go out into the middle of the street and shoot at the robot once, precisely on command. Immediately after the shot, talk to him for the last time and thus take away the last piece of the code.

Now is the time to head to the theater. You need to go inside and open the safe there using the code that was obtained earlier. And along the way you will have to kill a couple of enemies. But in any case, take the key from the safe inside and go with it to the mine. Go inside the mine and kill the moleworm queen along with the babies.

At the top of the structure, which stands not far from the Sheriff Hawk robot, there will also be a flagpole for the banner. Getting to this object is quite simple, although it may not seem so: go to the theater, go up the stands and look for an inclined staircase there. Go forward along the stairs and end up on the key roof.

"World of Freshness"

Enter the factory where Yader-Cola is bottled and soon find yourself in the World of Freshness. The first step is to destroy all enemies located on the territory of this industrial enterprise. After the massacre, you need to move through a tunnel that is filled with water so as not to miss anyone. In general, before the end of the tunnel it is necessary to destroy all the robots. At the end, explore the other rooms and don't forget about the core crabs. Once all the enemies are defeated, the mission will update, so it's time to get out and destroy the enemies there.

Once you find another exit (and you won't miss it), you will find yourself in the northern part of the plant. So in this part you once again need to destroy all enemies. Moreover, it will immediately be necessary to deal with the queen of nuclear crabs.

After destroying this beauty, you go further along the metal stairs to the roof of the building. Stick to the marker. At the end you will find a red rocket. Go inside the house and use the lift inside to get to the top of the plant. And at the top there will be a flagpole waiting for you, on which you can attach your corporate banner.

"Safari"

Go to a completely new zone and help a character named Cyto fight off the monster. After the fight, follow him to the primate house. Talk to your new friend to find out a little more useful information regarding the location. Open your inventory, go to the section called “Miscellaneous” and continue reading Dr. McDermott’s diary, entry 47B, to advance further on the task.

Have you read the entry? Then talk to Cito again. If you have a high level of charisma, then you can ask the gorillas for help. In any case, after the dialogue, follow the marker. When you get to the reception center, deal with the enemy on the lower level, then get to one of the corridors and find doors with a terminal there. To open the doors, you will need to remove the lock from the doors.

After this, you talk with Cyto again and learn from him that the Evil Anaconda is actually a roller coaster. So now go towards the attraction - it is located in the far part of the park. Upon arrival, destroy a couple of enemies and find a booth with a yellow stripe on it. The door key can be found on the roof. In any case, inside you will find a briefcase and Hein's corpse. Moreover, the password for the doors that are locked will be hidden in the case.

Now you can go back to the reception center and use Hein's password. Since you now know the password, you unlock the doors and go inside. Inside you will encounter a crocodile claw, so after killing it, enter the next room, which leads to red doors. Moreover, there are also enemies waiting for you here, so you kill them, then use the panel to deactivate the replicator and destroy the remaining enemies, which will be marked on the mini-map. Nothing complicated.

Return back to Zito, who is in the primate house. Once again, after talking with him, you will have to make a choice: kill Zito along with his friends, or convince him to leave or join your gang. The decision is yours. In any case, you have to go to the flagpole, which is located in this location on the roof of the center for receiving guests. Stand facing the central entrance, go around the building on the right side and thus stumble upon the stairs. The stairs, in turn, will lead you to the desired object.

"Grand Tour"

Everything is simple here: go around all the key zones, and then return back to old Gage to finally pass the “Grand Tour” task. Upon arrival, talk to him. During the dialogue you will receive the next story task.

"Home Sweet Home"

So, go to the Yader Town market to talk with Shank there. After the conversation, together you will have to capture an outpost in the Commonwealth. Moreover, there are two options for capture: 1 - kill everyone and that’s it; 2 - you convince everyone to give up with the help of your eloquence. If you want to avoid wasting a lot of caps, you need to have a high level of charisma. Otherwise, you will have to throw away from 500 to 1000 caps. In addition, you need to carefully choose the settlement you want to capture, because if you are the owner of this place, then you will simply lose control over it.

This applies to relationships with the Minutemen. The point is that Preston will not be too happy that a new outpost is being established, but relations with the faction as a whole will not deteriorate. But this applies only to the case when the settlement was taken through diplomacy. Moreover, choose your grouping responsibly, because the ending of the “Nuka-World” add-on depends on this settlement.

After the settlement is captured, use the workshop to create a flag for the desired group/gang. Next, you install a flagpole on the territory of the outpost, and then wait for the arrival of a small group of bandits. Once the raiders are in place, talk to Shank.

Have you talked? Now it's time to convince the settlers from the village next door to supply the gang with water and food. The supply issue, again, can be resolved either peacefully or harshly. The peaceful path implies either a high level of charisma or a thick wallet with lids.

After this, you once again talk with Shank and now decide what exactly to do with the rest of the raiders. Go to an enemy outpost, where you either kill or intimidate the raiders there. Done? Go back with Shenku and talk to him so you can send him to the settlement.

And one more thing: it is possible that your outpost will not have the amount of resources and life support systems that are required. To do this, create as many beds, generators and other similar objects as possible. I also recommend installing a couple of turrets for safety.

In general, the last thing that remains is to capture two more settlements and create two outposts from them. After completing this task, talk to Shank again. Remember that once you have eight outposts under your control, you can create tribute boxes.

"Show of Force"

No matter what action or decision you take first, the most offended group of raiders will rebel. Therefore, in any case, we will have to discuss this matter with Shank. Moreover, it is you who will be able to influence which particular gang will put forward protests. Immediately after the dialogue, return to Yader-Mir, and from there move to the power plant, where you will have to talk with the leaders of the other two gangs. Go inside, go upstairs and deal with the gang leaders.

Don't forget to search the leader's corpse to take the key with you. Have taken? Then go to the control panel and supply power to Yader-Town. Now return back to Gage to complete the tasks and complete the storyline of the Nuka-World add-on.

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