Fallout 4 all missions. Main quests

18.11.2023

Long road

To activate the quest, you need to make the character McCready your partner. He can be found at the Third Rail Bar. When McCready begins to trust you, in one of the conversations he will ask for help.

First of all, you will have to look at the Mass Pike station and deal with the inhabitants there, namely Barnes and Winlock. The station itself is located at a road junction, which can only be reached using a lift.

The second stage of the task will open later, when your relationship with McCready reaches 750. After this, your partner will ask you to find a cure for his son. Now you must go to Med-Tek Research and go up to the very top floor.

There is a password-protected terminal that only McCready can open. Then, when the alarm mode in the laboratory is turned off, go downstairs and go into the airlock. Inside the room you will find the medicine.

Finally, to complete the quest, your relationship with McCready must be raised to 1000. Then your partner will teach you a new skill, “Deadly Shot.”

B beneficial intervention

An additional task that you can take from your partner Kate. Once you become friends with Kate, talk to her to activate the quest.

Since you treated Kate well and became her true friend, she decided to tell you her secret. Alas, this pretty girl, right behind your back, takes the drug Psycho every day.

She wants to get rid of her addiction, and only you can help her. Kate will tell you about Vault 95, where, according to rumors, experiments were carried out on drug addicts. There, with the help of a certain machine, the addicts’ bodies were completely cleansed of this rubbish.

Once you arrive, get ready to fight with shooters, a stormtrooper, and a legendary raider. Enter the Vault and use the elevator. In the opened room, further movement along the corridor is blocked by laser traps, which can be bypassed through the terminal behind the door on the right.

The further path is linear, right up to the detoxification terminal. Behind the door is the very rehabilitation center you need.

After this, Kate will tell you about her doubts, but if you convince her, she will agree to sit in the cleaning chair. After the procedure, talk to Kate again and the quest will end.

Unpredictable behavior

First, you must make the Curie robot your partner by completing the "Nook" task. When you complete the quest “The Human Factor” (you need to save Amelia Stockton) or simply improve your relationship with Curie, she will ask you for a request.

Curie doesn't know anyone like her; she's never met robot scientists like her. For these reasons, she wants to transfer her personality into a synthetic body.

First of all, you must complete another quest from the main storyline - “Dangerous Thoughts”. Once all the conditions are met, talk to Dr. Amari about the possibility of transferring to the house of memories.

In a day, Amari will get the body. After talking with a member of the “Railroad”, you will learn that this body was previously owned by the android G5, which later, due to memory erasure, became a “vegetable”.

When you end the call, the transfer procedure will begin. Keep in mind that all of the "old" Curie's belongings will not automatically transfer into her "new" body. All items will be placed in a box nearby.

It is high time

Can be obtained after completing the quest "Dangerous Thoughts". Nick Valentine's personal mission. When Nick starts treating you well, he will decide to tell you his secret.

Previously, when Valentine was not yet a synth, a policeman with the same name lived in his body. At one time, he voluntarily scanned his brain, thanks to which Nick-Synth learned about his past.

The problem is that the wife of the then Nick was killed by the bandits of a certain Eddie Winter. And since Winter himself still lives as a ghoul, you must take revenge on him. Go to the thug's hideout and punish the killer.

The difficulty of completing the mission is finding the shelter password. The savvy Winter divided the ten-digit code, recording each number on a separate holotape. You will have to find each of them.

- You will get number 1 in the BKOANTOLO office.

- Nick will give you the number 9.

- Number 5 is located in the Malden Police Department (PD).

- Number 3 in Quincy's PD.

- Number 7 at the Natick Police Department.

- Number 2 at Sheriff Nahant's office.

- Number 8 in East Boston PD.

- Number 4 in South Boston PD.

- Number 0 in Police Station number 8.

- Number 6 on the Coast Guard Pier.

With blind betrayal

The quest starts after completing the task “Prime Acquired”. Go to Maxson and report. The elder will state that your fellow paladin Danse is actually a synth, as evidenced by new data from the Institute. The paladin apparently learned of his exposure and soon disappeared. You are tasked with finding and killing him.

First of all, stop by the scientist Quilan and ask about Dance. During the conversation, Heylin will approach you and say that all the accusations about the paladin are actually a mistake, and in general, you are the traitors. Quilan will threaten her with a tribunal and demand that she tell everything about Dance. After receiving the information, go to the point.

Inside the underground complex, where Dance is hiding, you will fight robots and turrets. At the end of the level, Danse will finally show up and want to talk to you. He will confirm the elder's statement and ask you to kill him. Take the tokens from the corpse and return to Maxson.

Fallout 1 complete completion of all quests in Vault 15 and Shady Sands for positive hero, which does not destroy all life in its path and does not join mutants.

Vault 13 - the beginning of the journey

The gameplay begins after a short introductory video, in which the player will be briefly explained what they want from him. The video ends with the doors of Vault 13 swinging open in front of the protagonist. moment and the passage of Fallout 1 begins.

As soon as the main character will cross the gate his native refuge, he will discover a human skeleton. After immediately searching and looting what was once a person, equip your character with a knife or other tool to inflict physical damage. You should immediately focus on the fact that you need collect everything, what lies poorly and what lies well, move so that it lies poorly and collect the same. Perhaps like this tactics typical for all RPG games, Fallout 1 is no exception.

Dungeon at the exit from your home

In no case don't use a gun at the initial stages of the game, since there is very little ammunition for it in the protagonist’s inventory, and those that are available will come in handy during further passage, where the hero has to fight scorpions and bandits. Actually quite an interesting fact. This means they equip a person in the Shelter, on whom the survival of all those who live in this Shelter depends, and give him cartridge clip and knife. It’s kind of strange, don’t you think? Well, okay, let's leave this on the conscience of the caretaker of the underground city number 13.

Having collected the skeleton lying under your feet, you can begin exterminate encountered in the dungeon rats. There are about twenty of them in total. After killing everyone, you will receive about five hundred experience points. Moreover, during the fight with rats, you will in any case get injured that need to be cured with skills " Doctor" And " First aid" For using these skills you will also receive experience points. If your character does not have these skills, I advise you to read the article “”, where I provided several recommendations and tips regarding skill selection And characteristics distribution when creating the Main Character.

Having dealt with the inhabitants of the dungeon adjacent to the exit from Vault 13, go to the west towards Vault 15, which the caretaker spoke about. In principle, you can return to Vault 13 (the protagonist’s home) at any time, however, there is nothing to do there until you find the chip water treatment system control. So, look directly at gameplay, what the place where the Main Character spent most of his life looks like.


Fallout 1 walkthrough Shady Sands

On your way to Vault 15 you will come across peaceful village Shady Sands. After you open the village it will be displayed on your map green circle, like all cities, in fact.

Before you start completing tasks in Shady Sands, I recommend remove the weapon from your hands in a backpack. Otherwise, some NPCs will simply refuse to talk to the protagonist. Since Shady Sands is not that big of a settlement, literally a village, you won't have any difficulty talk to all residents of this locality. On top of that, you need to search all the closets in Shady Sands. Remember what I said at the beginning. Take everything what you can reach.

Satellite Yang

The first NPC you should pay attention to in Shady Sands is Ian. After talking with him, you will find out location cities Junktown(Junktown) and Hub(Hub). Also, with proper development of the skill “ Eloquence" (speech) and characteristics " Attractiveness"(charisma), you can convince Ian become your companion and help in the difficult task of conquering this radioactive slurry, proudly called “Earth”.

Chief Shady Sands

After talking with Ian, go to the large building, centrally located Shady Sands. Apparently, this building serves as an administrative building, since the leader of the village of Aradesh, dressed in a raincoat with hood. Talk to him and take the destruction task from him mutant scorpions. Among other things, you can find out the location of the city of Junktown from Aradesh, if you have not yet spoken with Ian.

In a woman cooks behind Aradesh can be increased karma indicator"Karma" if you tell her she cooks good food. However, not everything is so simple, the cook will speak to the Main Character only if he is not wearing the Vault uniform or his indicators " Eloquence" (speech) and " Attractiveness"(charisma) are quite large.

Farming, rope and hammer

After talking with the head of Shady Sands, go to the south-eastern part of the village. There, next to a well, a cow pen and a field, you will find a small house. After rummaging around the house, the hero will be able to find a rope and a sledgehammer. Sledgehammer surpasses the parameters of a knife, and rope needed to get into Vault 15.

After receiving the hammer and rope you need to find peasant living in the fields. If the protagonist intelligence level has reached at least 8 units or the “Science” skill is 40 or more, then in a conversation with a peasant there should be a remark about “ Crop rotation"(crop rotation). Behind agricultural improvement Shady Sands you will receive 500 experience points.

Cave of Scorpions

After finishing farming, go to to the guard Seth(Seth), on duty at the gates of Shady Sands. Talk to Seth and you will be transported to a cave with scorpions. Remember that you can clear the cave in several visits. It’s also worth mentioning that in the scorpion cave you can find pistol cartridges. This is very useful information, given the fact that mutant scorpions are almost impossible to deal with with a knife. In order to save ammunition, remove the main amount of health from the scorpions with a pistol, and when they have grains of life left, finish them off with a knife or a hammer (if you found one in Shady Sands).

During the clearing of the cave, the Main character, regardless of the outcome of events, at least once sting and poison. In this case, you need to get the sting from the corpse of a mutant scorpion and take it to the doctor in Shady Sands (the house south of the main gate). Doctor will gladly cure the hero. In addition to this, if the protagonist has additional scorpion stingers in their inventory, the doctor will create antidote, which you can take with you (you don’t need to take a lot - a couple of bottles will do just fine). Once you've dealt with all the mutant scorpions, take the antidote and calmly heal with skills " Doctor" (Doctor) and " First aid"(First Aid).

In order to complete the task To destroy radscoprions, the following conditions must be met:

  • Kill 9 radscorpions.
  • Blow up the passage with explosives, which can be found on the third floor of Vault 15.

I advise you to apply attention to the patient, being treated at the home of Dr. Shady Sands. Share the antidote with him and you will receive a significant amount experience points.

Missing Chief Tandi's Daughter

Having solved the problem with the scorpions, go to the leader Aradesh. As a reward for the quest you will receive some experience and an increase karma indicator. Now you can safely go to Vault 15.

It is worth noting that after returning from Vault 15 to Shady Sands you need first thing talk to the guard Seth, and only then with the leader Aradesh. After this, you learn that the daughter of Chief Tandi was kidnapped by bandits. Volunteer to rescue Tandi from the clutches of bandits. If they tell you that Tandi has gone missing, you will have to first visit Junktown and then return to Shady Sands.

For liberation of Tandi you need to complete the mission "Raiders".

Vault 15

You can go to Vault 15 only after you get some rope(Shady Sands, house south of the fields). The entrance is located in the floor small shack. To get to the shelter, click on the stairs.

First floor

Once in Vault 15 you need to go down to the third floor. However, first things first. First you need exterminate all rats and mole rats on the ground floor, and also search everything lockers. One is located near the entrance to the first floor, the other is in a room in the north of the first floor. In these two cabinets you will find: flashlights, stimulants And first aid kit. Mine through which you can go down to the second floor of Vault 15 is located in the western part of the first floor. By the way, next to the mine on the floor there are more two flashlights.

Second floor

Once you go down to the second floor, you will immediately be exposed to Pigrats attack, so before descending you need to heal to full health. Having defeated all enemies, go to the third room from the bottom. Here in the locker you will find leather jacket And rope necessary to descend to the third floor. Among other things, on the second floor you can find: cartridges for hunting rifles(northern part of the floor and second room from below), shotgun in the first room downstairs, in the toilet. All items except the leather jacket and rope are on the floor.

Having collected all the “cookies” on the second floor, you can go down to the third. The elevator shaft leading there is located in middle of the second floor. However, before descending it is necessary save, because there may be a bug due to which you will not receive 500 experience points.

Third floor

On the third floor of Vault 15 you will meet the same rats and pig rats. In addition to this mutated brethren, you will also meet “ Healthy mole rat" Having defeated the adversaries, go to the southeastern part of the third floor. There, approaching the ruins, you should get 500 experience points and a corresponding entry in the logs, which says that you will not find a chip for the water treatment plant here.

On the third floor you you will find:

  • Armor-piercing cartridges in the locker in the western room.
  • The book " First aid manual"in the room in the middle of the third floor.
  • Mount in the southeast part of the floor.
  • Submachine gun, cartridges, dynamite and grenades in the lockers on the east side of the floor.
  • Armor-piercing cartridges on the floor in the northeast room.

The protagonist has nothing else to do in Vault 15.

Conclusion

This completes the missions in Shady Sense and Vault 15, and the main character will have a journey to the city of Junktown.

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.

  • 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 the 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.

    If for some reason you haven’t played Fallout 4 yet or haven’t read any news about it, then you probably don’t know that the game world of the fourth part of the series is significantly superior to the locations of The Elder Scrolls V: Skyrim, and therefore the side (additional) quests in there is also more of it than in Skyrim.

    Not all missions in this game can be completed in a couple of minutes and with a minimum of effort. Some of them require the player not only to have a powerful weapon, but also to use ingenuity. Therefore, it is not surprising that players sometimes have difficulties completing certain tasks. If you find yourself in a similar situation, then be sure to read our walkthrough of side quests in Fallout 4, where we go into detail about completing each side mission.

    Pull the plug

    The main character receives this quest in the Ticket Quarry location. Next to the trailers you can find a neutral character named Sally Mathis (wears a hat with earflaps on her head). He will ask you to help him in one delicate matter. By the way, during your first dialogue with him, you can try to beg him for some caps. If successful, you can get 75 bottle caps from it even before completing the quest. If you have well-leveled Charisma, you can try to “knock out” even more game currency from him.

    As for his problem, it is related to the pump, which recently broke down. Even though it is quite old, it should work. Therefore, Sally believes that there is simply a leak somewhere, due to a poorly tightened valve. He will ask you to fix this problem. However, everything is not as simple as it might seem at first glance. The fact is that leaks, according to the quest giver, are under water, and therefore you will have to look for them by air bubbles.

    Finding bubbles is quite simple - just climb to any height and then you can immediately see and mark for yourself all the leaks. But problems may arise with repairs, since they need to be carried out under water with high radiation.

    First valve

    We advise you to save before diving into the water. Don't forget to also wear an anti-radiation suit or drink anti-radin (if available), otherwise you will have to often emerge from the water so as not to die from radiation. To repair pipes, you just need to turn the valves.

    Second valve

    It is located directly opposite the first valve in the very corner. Fortunately, there is no need to dive deep into the water. We recommend that after repairing the first pipe, you immediately get out of the reservoir and walk along the ground to a place as close as possible to the location of the second valve, and from there dive into the water.

    Third valve

    It is installed opposite the second valve - also in the corner. You can use the stairs as a guide. In addition, the valves are clearly visible from the bubbles on the surface of the pool.

    After fixing the pipes, you need to approach Sally Mathis again and chat with him. He will ask us to start the pump. We go to the device and activate it. Next, the swampers will immediately attack us. These are very dangerous monsters, especially if your hero does not have powerful weapons. In battle, try to shoot the swampmen in the head (from the front), since the entire back of the monsters is protected by a strong shell. As soon as you kill the last creature, talk to the peasant again and receive your well-deserved reward from him.

    Troubled waters

    This quest can be obtained in the Greygarden location. Once there, find Manager White and talk to her (yes, she is a female robot). At a certain point, she will start telling us about water, and then ask us for help in solving one small problem. They mainly get their water from the old station located in Weston (located south of Greygarden), but it has recently stopped supplying water. The girl will ask you to go to the station and find out what happened there.

    So, we head to the Weston water treatment plant. Let us note in advance that it is guarded by a dozen strong super mutants who can turn a low-level character into dust, so we do not recommend going there with a weak hero.

    Note: do not forget that super mutants are capable of not only shooting at a character from cover, but also, if necessary, running up close to the hero and painfully hitting him with cold steel, and therefore you should not sit in one place all the time - constantly move.

    If you have a good stealth skill, you can take out the super mutants one by one using a sniper rifle. We recommend killing the enemy with the rocket launcher first. After destroying all the enemies, carefully search the battlefield - there are many useful items here. Then you can go inside the station. Once in the building, we find the elevator and go down to the lower levels.

    First panel

    Below you will be immediately greeted with cheerful bursts of automatic turret. You can turn it off only using the terminal located at the top, or by breaking it (shoot, shoot and shoot again). On the way you will meet two more turrets. After their destruction, you will have a new task - you need to drain the station. The fact is that it was flooded with all kinds of garbage and waste, so you have to get rid of them. To do this, go to the panel on the left and pull the lever. A certain amount of waste will disappear, but this is not the end.

    Second panel

    Now you need to go to the second panel. Go up the stairs to the door located on the left side. On the way to it you will have to kill two swampers. Near the panel you need to deal with another swamp. In addition, a turret will start shooting at you from above. Destroy all enemies, and then activate the lever. Half of the waste has been removed.

    Third panel

    We head to the penultimate panel. Swampweeds will emerge again from places that have been drained. Getting to the new panel is quite easy, since it is clearly visible on the map and can be seen directly from the place where the second panel was located. Kill all enemies and pull the lever.

    Fourth panel

    After the third dumping of waste, we advise you to quickly hide under some kind of shelter, since turrets will appear at the drying sites and two of them will immediately open fire on you. Destroy the defense mechanisms, and then go to the room ahead. On the way to it, you will be attacked by swampers, so be on your guard.

    After draining all the waste, we go to the main pump. Fortunately, it is located not far from the fourth panel. To activate the pump you just need to pull another lever. Now you can return to White. She will reward you with lots of great food and bottle caps.

    Your order is accepted

    You can get this quest at the diner run by Trudy (on the map the cafe is called Drumlin Diner). Having reached the right place, you will see a bandit named Wolfgang and his girl near the entrance. After a conversation with them, you can find out that Trudy owes a lot of caps to dangerous people, since her son bought drugs on credit. Of course, the mother of an unlucky child does not plan to return the caps for drugs. In this case, there are two options for solving the problem: negotiations or firefight. If you choose the latter method, you will need to chat with Trudy.

    When talking to Trudy, you can intimidate the woman or offer her to solve the problem peacefully. However, you can even come to an agreement with her and kill Wolfgang and Simone at her request. For this, she will give you caps and start trading with you (she has some great items for sale). If you decide to help the bandits, but cannot come to an agreement with Trudy, then you will have to kill the woman and her son. In general, it all depends on your own sense of justice.

    Human factor

    This quest can be taken in a small settlement called Alliance. However, the first thing you have to do is try to get into this village. It is surrounded on all sides by a high concrete wall and protected by numerous turrets. A security guard sits near the entrance conducting the test. Everyone who can pass it has the right to join the Alliance. However, the test is quite easy and you only need to answer it with friendly and peaceful answers. Some even point out that Swanson lets him in regardless of what answers the player gives, but we advise you not to risk it.

    Once inside, walk forward a little. At a certain point, you will encounter a settler talking to Honest Dan. The latter tries to find out from his interlocutor where the caravan disappeared to. After their short dialogue, you will be able to talk with Dan.

    It turned out that Dan, at the request of a certain Stockton, was looking for a lost caravan. But the mission turned out to be too difficult, since he only managed to find the remains of a caravan on the border of the settlement. These remnants brought him to the Alliance. He invites us to do this too, and divide the reward in half. We agree and begin the task.

    The first step is to go northeast of the Alliance. There you will come across the remains of a caravan and many corpses. It can be seen that he was attacked right near the settlement. Take a look at the blue box. In it you will find Dizer's Lemonade. By picking up this item, you will complete an additional quest task.

    This drink can only be purchased in the Alliance, which means that the caravan was in this settlement and then moved on. It turns out that the locals are not saying something. Do not forget that not all members of the caravan died (Amelia Stockton could have survived, since her body was not among the corpses). Dan also gave advice to look into the Alliance barracks to find evidence.

    At this point, you can advance the quest in two ways: get into the barracks or talk to Penny. The first method requires an average level of lockpicking skill, and the second requires well-developed eloquence. If you have not developed any of these skills, then return to this task later.

    We advise you to immediately go to the house. You can enter it from three entrances. The easiest way to get into the building is to break into the door located on the left side of the building, since in this case no one will be able to detect you.

    When you enter the house, find the bedside table located near the main entrance. There you need to take the note Jacob's Password and the key to the Alliance house. Next we find the second cabinet, standing between the two beds. In it you will find a letter Alliance Reminder. After reading it, it's worth talking to Dan about synths.

    Having Jacob's password in hand (considered the main one in the settlement), we go to his house and sit down at his computer terminal. In it we find a report about the fisherman. Having studied the draft, we leave the house and head towards the exit of the village. There you will be met by Jacob, who will offer caps for silence. In this case, there are three ways: first, agree to the bribe and stop the investigation; continue the search and head to the secret Complex; come to a compromise (this requires a well-pumped eloquence skill). The last option is the most preferable, since in this case you will not have to kill Jacob.

    Now we go to Dan (located in Bunker Hill) and tell him everything we know. In this case, he will wait for us near the Complex and help clear it of villains. The entrance to the Complex is located in the pipe in the middle. To do this you will have to dive into a body of water. There is a hatch in the pipe leading to the Collector.

    Go forward along the pipe and destroy the small squad of three and the turret. After killing all the enemies, search their corpses, as one of them has a key that opens most of the doors in the Complex. In it you have to fight a large number of opponents. Kill everyone and slowly move towards the desired point on the map.

    Eventually you will meet Dr. Roslyn Chambers. From her you will learn that the Alliance is conducting experiments on finding synthetics and the test that everyone takes before entering the settlement is part of this research. The girl assures us that Chambers is a synth. Now you have to make a choice: either free Amelia, or agree to give her up for experiments.

    Since we play as good heroes, we decided to free the “princess from the clutches of the terrible dragon.” To do this, you will need to kill Roslin and open the first cage to release Amelia to freedom. After this, we talk with Dan and take our share from him. This ends the quest.

    Clear the northern area

    This quest can be obtained in Baner Hill from a woman named Deb. She will ask you to help her solve a difficult problem. The merchant will tell you that there is an old military camp on the northern road. Many caravanners complain that wild ghouls have settled in this camp, attacking everyone indiscriminately. If we destroy this group, we will receive a good reward.

    By the way, the reward can be increased if your hero has a well-developed eloquence skill. Afterwards we go to the military training camp and kill all the ghouls there. It will be easier for high-level characters to do this. Then we return to Deb and take the reward from her.

    Silver Cloak

    This quest is taken in a rather original way. First of all, you need to cross the bridge to the other side where Diamond City is located. After a certain period of time, an inscription will appear on the screen, according to which Pip-Boy managed to detect a new signal. Switch to it in the Radio menu and listen. At this moment, the corresponding task will appear in the log.

    First, you will need to chat with Kent Conolly, who lives in Good Neighborhood. He is a ghoul and spends almost all his time in the House of Memories. He will tell us that he wants to create his own superhero, capable of destroying all evil in the Wasteland and saving people from the bad guys. Gul will ask us to help him with this, of course, for a generous fee. He will then say that his character is based on the Silver Cloak series, and therefore we will need to get his costume. To do this, you need to go to Hubris Comics, where the first episode of this television project was filmed and the props remained.

    Note: There are a lot of locked doors, safes and terminals in Hubris Comics, so we recommend going there with a character who has good hacking and opening skills, otherwise you won't be able to get a lot of interesting things.

    Once in Hubris Comics, you will first need to kill a group of wild ghouls. After destroying all the monsters, we look for a cash register on the first floor. It will contain the key to the warehouse. Then we go to the second floor and fight the wild ghouls again.

    The hero will have to go through four floors. Each one will contain ghouls and unique items. We will find the silver cloak on the top floor. There we will have to fight the boss. Next, we pick up the suit and take it to Kent.

    He will improve the cape and tell us that we are better suited to be a superhero. Having returned the suit to us, the ghoul will ask us to listen to the Silver Cloak radio station while in Good Neighborhood. Having entered the city, we learn that it is being terrorized by a certain guy named Wayne Delancey. We find him in an alley and kill him. Then turn on the radio again.

    Our second target is AJ, a drug dealer who even sells drugs to kids. It will be more difficult to deal with him, since he is protected by two thugs. After eliminating the next victim, we again listen to the “Silver Cloak” radio station.

    Kent will tell us that we need to come to the Third Rail club and ask Whitechapel bartender Charlie about the assassin, whose name is Kendra. Having learned the whereabouts of the girl, we head to her lair. We deal with the crowd of her raider guards, and then kill Kendra for all the atrocities she has committed. By the way, it will be possible to find a contract for the murder of Shelley Tiller. If you wish, you can complete it and get a good amount of caps.

    Next we learn that Mayor Hancock finds out about Cloak's actions. He will want to meet with us. We go to a meeting with the head of the city and talk to him. He will tell you that all the bandits we killed were the sixes of a certain criminal boss, whose name is Shinjin. He is Hancock's sworn opponent, and therefore the mayor will ask us to continue to destroy gangsters in the name of justice.

    Hancock will tell us that it is necessary to eliminate Shinjin's "officers" - Smile Kat and Northey. The latter is very afraid of Cloak, and therefore will not fight him back, and Kat will meet the hero with a small army. Having killed the villains, we return to Kent in the House of Memories.

    A concerned Irma will meet us and tell us that someone has kidnapped Kent. At the radio station, you can hear a looped message left by Shinjin. He declares that he will kill Kent if the Silver Cloak does not appear at the appointed place. We go to the meeting and kill all the bandits. Then we go to Shinjin. He will be surrounded by the remaining thugs holding Kent at gunpoint.

    During a conversation with Shinjin, you can scare his henchmen, and then they will run away in all directions. Otherwise, you will have to fight with the entire crowd and at the same time try not to let Kent die. After the battle you should return to the mayor. During the dialogue with Hancock, you can encourage Kent. Gul will say that this is not how he imagined the fight against crime bosses and will say that he will stop giving tips on criminals, but at the same time will continue to improve the suit. You can come to Kent in a couple of days, and he will improve the cloak, increasing its protective characteristics.

    Explore the Pickman Gallery

    The quest can be taken from Hancock, the mayor of Goodneighbor - you just need to ask him about his job. He will tell us that he recently heard about a strange place called Pickman's Gallery by caravanners. Raiders almost always “hanged out” there, but lately they have become quiet and do not carry out forays. The mayor of the city is worried about this, and therefore he will ask us to inspect the gallery. You can bargain with the mayor and ask him for a larger amount of caps than he offers at the beginning.

    We go to Pickman's gallery and kill all the raiders who meet us on the way. We go inside the building and destroy all the enemies. It is necessary to inspect all the rooms and corpses. At one of them you will find a note with the title “Message from Jack”. We put it in our inventory and return to the mayor for the reward. That's it, the quest is completed.

    Clear warehouses in Good Neighborhood

    While in Good Neighbor, you can receive a mission to clear out warehouses from the Whitechapel robot Charlie. Naturally, it will not do without corpses and blood. If you are interested in such work, then you are welcome.

    So, a mysterious client might give you a couple of hundred bottle caps for killing a few bad guys. You have to eliminate people at three points, leaving no witnesses behind. The main problem is that these places are near warehouses, and therefore Charlie cannot send his bullies there, otherwise everyone will know that it was him. For this reason, he decided to hire you. The base reward is two hundred caps, but you can increase the reward amount and find out who the customer is if your character has well-developed eloquence.

    From the very beginning of this task you will have to solve the problem with locks. It is quite difficult to get into the warehouses, since they are all locked with red locks, that is, entering these premises is illegal. Once inside, you will notice several dots on the mini-map. We advise you to sit down and eliminate all enemies quietly. However, no one forbids you to break into the warehouse and shoot all the bandits with thunder and bang. After destroying the first squad, you will need to deal with the remaining two.

    It’s the same with them: we break into warehouses and eliminate the thugs. The main thing is that no one notices you breaking into warehouses, otherwise you will be held accountable in Good Neighborhood. After eliminating all opponents, we return to the robot and tell him about the completed task. He will give you the reward you deserve. The quest will be considered completed.

    Diamond City Blues

    This quest can be taken from a boy named Paul, who lives in Diamond City. You can find it in the central part of the town. He will tell you that his wife often goes out with another man. Paul wants to chat with this bad man, but does not want to be violent. For this reason, he asks you to intimidate his wife's lover. This is how this mission begins.

    When you get to the bar, you will see that Paul is not such a friendly interlocutor, as he is about to shoot Cook. It is necessary to calm the boy down so that he does not make a terrible mistake. If you cannot convince Paul to lower his weapon (low eloquence), then Cook will immediately attack you, and you will not be able to calm him down - you will have to kill him.

    However, it doesn’t matter whether Cook lives or dies. The fact is that if you don’t shoot him, he will tell you about a deal on which you can make good money. The bandits are going to exchange drugs and caps. You can kill everyone there and take both the drugs and the money for yourself. If you kill Cook, then in his pockets you will find a note about the above deal and will still be able to visit it. Therefore, you can safely attack this wife snatcher.

    The transaction should take place near the Back Street Ramp (located in the northern part of the city). Here you will find Nelson and Trish guarded by several bandits. You can immediately attack them without wasting time on idle chatter. After the battle we speak with the surviving girl.

    If you decide not to finish off Trish right away, she will tell you exactly where the drugs are created. It turns out that the gangsters have a large industrial complex. This laboratory is located in the Commonwealth. The girl will tell you that you will not be able to find this plant and enter it without her help. There are three solutions to this situation:

    1. shoot Trish and try to find the laboratory yourself (located in the south of Boston, at the Four Leaf Fish Factory);
    2. agree with the girl and let her go after breaking into the factory;
    3. persuade Trish to give you the password and tell you the exact location of the complex (high eloquence is required).

    Let's go to the factory. Along the way you will meet various super mutants, among which will be the legendary super mutant. In general, the battle will be difficult. Afterwards you learn that you need to climb to the roof of the factory. To do this, go to the back of the building and go up the stairs. On the roof you will have to kill several wild ghouls. This is where the entrance to the secret laboratory is located.

    Inside the factory there are many traps and a massive door with a password. You can get the password from Trish. If you shot her, then enter the word Applejack into the computer terminal - this will open the door and disable all the traps. Don't forget to search the corpses (Nelson has about 800 bottle caps).

    In the laboratory you will need to kill all employees and wild ghouls. After that, you can run through the complex and find many useful things. This will complete the quest.

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