Fallout 4 additional quests. Basic tasks

A traditional article in which the plot and all the endings will be analyzed in detail. This time it will be. Before you start sinking lower and lower. Keep in mind that this article is one big spoiler. And if you haven't completed the game, then this article will definitely spoil your impression of the Fallout 4 storyline. Although everything again depends on you, after all, maybe you specifically want to know how the game will end. In any case, here you will find the most detailed description storyline and ends. Not understood plot? Don't understand the essence of the game? Get down below!

Plot, company, denouement, description

So, the story begins from the moment when the most terrible tragedy takes place, around which the entire series is built - from a nuclear war. The nuclear war eventually destroyed almost the entire population of the planet, leaving behind only radioactive ruins and terrible mutants. The main character (or the heroine) a couple of minutes before the whole war is at home - in the suburbs of Boston, just a couple of moments before a nuclear strike, fortunately, a representative of Vault-Tec knocked on them before this catastrophe and entered into the experimental government program.

At some point, the news starts on TV with not very good news. On TV they talk about nuclear war... Anxiety soon begins, and the entire family quickly runs to the nearby Vault 111. And literally (seriously) a couple of seconds before the approaching nuclear wave, people on a huge slab are lowered into the depths of this shelter. Soon, everyone who ended up in Vault 111 is frozen in cryo-chambers on an emergency basis, and a deep sleep ensues.

It is important to note that in each shelter they conducted their own experiments, somewhere, for example, one woman or a man was left for the whole shelter. Somewhere soon everyone was forced to walk naked. Well, somewhere, they decided to freeze people for several tens, or even hundreds of years!

In some moment main character(or, again, the heroine) thaws and sees a heartbreaking picture in front of her: two unknown people opened a cryo chamber with a wife (or husband) and a child, after which they take the child, kill his wife, and freeze the main character again. Waking up much later (by as much as 60 years), GG instantly sets off in search of his missing son, Sean (while not realizing that a whole 60 years have passed since my son's abduction). Thus, getting out to freedom in the Wasteland.

As a result of a long search, the investigation of the protagonist leads to one mercenary (Kellogg), who again supposedly lived with a young boy in a local town on the surface, but soon simply disappeared. In the course of the search, the GG finds the right "thread" and finds out the location of the very mercenary and learns that the son, Sean, is now, perhaps, in a certain "Institute" where synthetics are produced and ordinary people who live in the Wasteland are periodically abducted. After the GG reads the memories of the killed mercenary (Kellogg), he goes in search of a secret entrance into this place (Institute).

A little later, he learns that the "Institute" does not have an entrance inside from the outside and you can get there only with the help of a teleport, which reads secret code and thus transfers him to the "Institute". It is not so easy to find out the code - you need a synth, which consists of a synthetic secret organization. As soon as the GG finds one, he takes his beacon and with the help of former employee and of course, his chosen faction (and it can be any - your choice), he is teleported inside the "Institute".

Upon arrival, the GG finds a strange research facility that has been underground for many years. And as it turns out, the son of GG - Sean, is at the head of this organization. Sean is now 60 years old and is now an old man with gray oxen and peeling skin. What does the Institute do? Basically, scientific work: they create synthetics, weapons, try to grow organics and generally just develop, regardless of the outside world and what is happening there. Whoever said that in the Wasteland, but the goal of the "Institute" is noble - to restore humanity! Of course, using atomic energy and new discoveries in robotics.

But why did they kidnap the child? And why didn’t they grab the mother together with the father? Scientists (the same researchers) required a pure, not subjected to mutations and radiation, DNA of an unborn child. It was this very child that turned out to be Sean, who was frozen along with his mother (or father). And the father (or mother) was not killed for the reason that he is the donor of this valuable material. That is why all these people were frozen. But when the GG finds Sean, he says that the GG no longer has value and calmly releases him. Although this is again, all for the sake of experiment. Allegedly, will the GG be able to find out the truth and, in general, what will happen to him after he finds himself in the Wasteland and gets out of the safe Vault 111?

After that, the storyline begins to diverge abruptly. The ending and the events in the future depend only on which side the main character (or heroine) chooses. There are several endings in the game. Each of them is correct in its own way.

Fallout 4 endings

Ending for the "Institute"

In this case, the GG joins the "Institute". After Sean dies (he is also called the "father" at the Institute), GG becomes the head of this place. The remaining groups, with the help of the GG, inflict heavy blows. The same Brotherhood of Steel is suffering enormous losses. Soon the "warriors" who arrived in Boston become simply defeated. "Subway" (scientists, which sought to give freedom to synths), the same is subject to destruction (which, in general, is what is happening).

The rest, so to speak "free peoples", remain to live in the same place where they lived. With the help of a reinforced beacon, the GG broadcasts a message to everyone in the Wasteland, the text of which is chosen only by the player, but the essence of which is approximately the following: “We are an institution that is engaged in the revival of humanity. We do not pose a threat to anyone, but if someone dares to interfere with us, there will be consequences. the decision". And as mentioned above, the GG becomes the main one in the research complex.

Brotherhood of Steel ending

In this case, the GG joins the "Brotherhood of Steel" and goes to war with the "Institute". Thus, the GG becomes enemy number one for Sean, since he is "on the other side of the barricades." Together with the Brotherhood of Steel, the protagonist finds a way to get into the underground research complex in order to destroy everyone who is there. With the help of a huge robot (Liberty Prime), he creates a huge tunnel that allows you to enter the bunker of the "Institute". After destroying the remaining synths, GG forgives the dying Sean. The head of the Brotherhood of Steel gives the highest rank for the completed assignment and sends the GG further on to build " new world". As for the rest of the inhabitants of the Wasteland, no one else takes part in this conflict.

The ending for the "Minutemans"

After the Minutemen are victorious in capturing the "Castle" (which used to belong to the Minutemen, who were at the peak of their power) with your help, of course. Open conflict with this group begins to increase (synths vs minutemans). To prevent the threat, the Minutemen decide to strike at the very heart of the synths - at the "Institute". Soon they find a new secret entrance - the sewer. So, the main character (heroine) sneaks inside. Next, a portal is built and communication is established. With the help of the portal, soldiers are delivered inside the "Institute" and an assault takes place. The main goal of the minutemans: the seizure of a nuclear reactor and the seizure of scientists' technologies, which will be used for the benefit of the surviving people. As for the scientists, they stay alive.

Ending for the "Subway"

For this end, GG first needs to infiltrate the "Institute" and talk to a certain Patriot and synth. The Patriot is a scientist who helped a couple of synths escape. Together with him, you will have to organize an escape for all synths, arm them and destroy the "Institute" together with the "Brotherhood of Steel". Having done everything, the GG is waiting for a signal to start a special operation. To do this, you will have to first complete all the tasks of "Father" (aka Sean), but with some amendment: the synth raider must be hard-set, and the second hard-set must be “merged”. And when "Father" finally gives out a task that is connected with the attack on the main base of the "Subway", you need to protect the "Subway" from the attack of the "Brotherhood of Steel" and help them deal with them by destroying the airship. The GG goes to the scene of hostilities and repels the attack of the Brotherhood of Steel. A counterattack begins: the GG hijacks a rotorcraft with a technician, invades a huge airship, sets off explosives, and soon the airship explodes. Next, the GG must do away with the "Institute". The main player captures the teleport, teleports the employees of the "Underground" to the place of hostilities (to the bunker of the "Institute"), destroying everyone and all together they put explosives in the reactor. After planting the bomb, GG and the staff of the "Underground" leave the "Institute" using a teleport and blow up the base of the "Institute". As a result, all the hostile factions are over, the synths are free, and the minutemans have lived as they live.

Additional Information

The staff of the "Institute" strove to revive humanity. This was their main goal, for which they conducted all the experiments and tried to isolate themselves from the rest.

The Brotherhood of Steel flew to Boston for only one thing - to destroy the Institute and seize their weapons. This was their main goal.

The main character (or heroine) was frozen in Vault 111 in order to conduct an experiment. Most likely, the "Institute" is also somehow involved in the organization "Vault-Tec", so there is also a possibility that everything was planned in advance.

The father (or mother) is not killed for the reason that an order was given in advance that he must be kept alive for future experiments. People were frozen for a reason - they all had to serve to ensure that humanity was revived. But there is nothing surprising, no, one could immediately guess that people were locked in cryo chambers not just like that, but for some purpose.

Organization "Underground" ("Way of Freedom") sought to free synthetics. They considered them an intelligent race, which has and should have its own rights to life in society. In general, synths were sentient in terms of consciousness.

Kellogg lived for so many years for the reason that life-extension experiments were performed on him. Although the project was canceled, experiments were carried out on it. The project was canceled for the reason that the more Kellogg lived (aka the experimental), the more insane he became (went crazy).

Although the order was given not to kill anyone - the wife (or husband) was killed. When the child was taken away, the researcher in the overalls did not want to kill the girl, but apparently, the mercenary (Kellogg) violated the order and shot the girl (perhaps, thereby showing his madness even then, which, again, may have closed the project for life extension).

The passage of the main missions of Fallout 4 will sooner or later lead to civil war, during which one of the factions will be destroyed. But Bethesda could not help but give the player a choice, and there is such a way that the Minutemans, the Brotherhood of Steel, the Underground will be able to coexist peacefully, and the player will be able to complete almost all of their quests, and there are a huge number of them in the Fallout 4 game. is not so easy to achieve. So, if you want to leave all the factions intact, then the game will need to start almost from the very beginning. Our small guide will tell you where to start.

Fallout 4. Best ending ever

You need to start the passage of the game, which will lead to the peaceful coexistence of all factions, before the end of the story mission "Reunion". Before completing this quest, the player must complete all available tasks from the Brotherhood of Steel, which can be taken at the Cambridge police station. It is also necessary to complete all repeatable missions once. It is about finding artifacts and killing ghouls.

Now proceed to the passage of the quest "The Lost Patrol". Find members of the scouting party and talk to the last surviving paladin Brandis. After you talk to Danse and complete this quest, you can proceed to the completion of the mission "Reunion" in Fallout 4. The best ending is one step closer, and now we move on to the next storyline task.

"Dangerous Thoughts"

Next, we will tell you what you need to consider when completing this storyline mission in Fallout 4. The best ending will become available if the player in the process of this task fulfills the following conditions: first of all, it is necessary to build a teleport to the Institute together with the Minutemans. In addition, it is very important not to complete the quests from the Underground "Underground work" and from the Brotherhood of Steel "Shadow of Steel" so far.

Passing the "Institute"

As for this faction, after visiting it, it should treat the main character with hostility. You can first wander around the building and complete the last plot task to find your son "Institution closed type". But after completing this mission, you cannot communicate with the Father. Before leaving the Institute, achieve the hatred of this faction - kill any character and run away from there. But that's not all that needs to be done when completing the main missions of Fallout 4. The best ending will become available if you give the notes for the task "Detention" to Sturgers, the very person from the Minutemans who helps the protagonist get used to building settlements.

Further passage

After the player leaves the Institute, you can start tasks from the Brotherhood of Steel and calmly complete them until the quest "No Mercy". When completing this mission, the player cannot get into the helicopter, before this moment you need to take all possible additional quests, but you do not need to do them yet.

Moving on to the missions from the Minutemans. The quests "Defense of the Castle" and "Choice of Minutemans" must be completed. In addition, you need to take the mission "Critical Mass", but leave it unfinished for now. Now we return to the missions from the Underground and finish the "Agent work" quest. We take all available tasks from this faction and calmly carry out them until the mission "Station Randolph". Now we return to the mission "Critical Mass". We pass this quest and watch how the Institute will destroy itself. This concludes all the main conditions for how to get a good ending in Fallout 4.

Peaceful life in the wasteland

By fulfilling all of the above conditions, we will finally restore peace among all factions. Now you can proceed to the completion of the main and additional tasks from the Minutemen, the Brotherhood of Steel and the Underground.

Fallout 4: Far Harbor. Best ending

The game itself is huge, and it will take more than a dozen hours to complete it. But the studio Bethesda decided not to stop there and released a full-fledged addition Far Harbor. As with the passage of the main game, the DLC has several endings, which will be discussed below. There are three main factions on the island - Children of the Atom, Synths (Acadia) and Far Harbor settlers, and they can be easily destroyed or pitted against each other. But you can make them live peacefully - this will be the best ending for the expansion. This is not easy to do.

To begin to achieve a good ending should be with the passage of the main mission "What should be life." When completing this task, the player needs to make DiM tell about Captain Avory, and this can only be done with a high persuasion skill. If everything is done correctly, the "Reformation" quest will appear. We fulfill all the conditions for passing, as a result of which DiMa will control the entire island, and a bloody war can be avoided. A good ending will bring the player not only moral satisfaction, but also a useful perk "Defender of Acadia", which gives the player a bonus to normal and energy damage when injured. Kasumi remains alive, and her fate is in your hands. Before leaving the island, talk to her and help her decide whether to return home or stay in Far Harbor.

This concludes our review of the Fallout 4 finale. Which ending is better is up to the player. But remember that every decision you make affects life in the wasteland, so consider your actions before moving on.

Fallout 4 quests are varied and different. Several factions, interesting plots, original twists and turns of events. What tasks can be found in the Commonwealth and how to work with them? Let's figure it out together.

What are the quests in Fallout 4

There are a lot of assignments in the Fallout 4 game. They are divided into categories, within which there are different factions. It is necessary to figure out how they divide and after which they can begin.

Subject

Fallout 4's story unfolds through quests. You can go any of the several presented paths. But it all starts with single tasks, during which new factions will be opened.

  1. No faction... Any "solo" adventures in the Fallout 4 storyline concerning the search for a son - from "War Never Changes" to "Molecular Level".
  2. Minutemen... The first mission for the faction is "Call of Freedom", which begins almost immediately after the start of the game.
  3. Brotherhood of Steel. The best way- roam the Wasteland and stumble upon the Army frequency. After listening to it, the "Fire Support" quest will begin, after which it will be possible to join the Brotherhood.
  4. Subway... During the quest "The Road to Freedom" you need to find a faction - this will be the start of the storyline.
  5. Institute... Opens one of the last after the quest "Molecular level". Starts with the mission "Closed type institution".

After some time, you will have to decide for which of the Fallout 4 factions to continue playing. You will have to choose one of them - other groups can become hostile (like some partners) after choosing a side.

Side

Factional and single player missions to gain benefits. They can be given both by a random person (ghoul, robot, super mutant ...), and by the plot character of Fallout 4. The passage is not affected. The whole point is in the benefit for the Survivor, nothing more.

  1. No faction... Dozens of different missions. Any Commonwealth quests received from "ungrouped" creatures or automatically. This also includes the tasks required to join new partners (for example, "Plot of the Century" from Piper).
  2. Minutemen... There are only three tasks: "Out of the fire into the fire", "Return service" and "Restless waters".
  3. Institute... Gives out four quests, but first you need to go through most of the game and get to the grouping.
  4. Subway... The richest faction in Fallout 4 for side missions - there are nine of them here. You just have to earn the confidence of the group and prove good intentions.
  5. Brotherhood of Steel... There are three quests available for novices or higher ranks: The Lost Patrol, Honor or Dishonor, and An Unsolved Problem.

Fallout 4 side quests are often more interesting and longer than the story ones. So do not neglect them for the sake of passing the game.

Recurring

This includes quests that can be completed again at regular intervals. Such tasks can only be given by the Fallout 4 factions.

  1. Minutemen... They give out various missions to clean up territories and develop settlements. Example: "Wild ghouls" or "Raiders threaten the settlement."
  2. Institute... Asking for cleansing or espionage. Example: Pest Control or Complaint.
  3. Subway... Occupy the Survivor on missions to rescue and protect peaceful synths. Example: “Missing” or “Concierge”.
  4. Brotherhood of Steel... They require clearing locations and searching for pre-war technologies, documents, supplies, etc. Example: "Cleansing the Commonwealth" or "Provision".

Partner Quests

Some companions who travel with the Survivor are able to challenge him with a specific mission. To do this, you need to increase the level of relations with your partner.

  1. Nick Valentine... Gives the quest "It's high time", asking for help to avenge his girlfriend.
  2. McCready... Together with him you need to complete the quest "Long Road", solving the problems of your partner
  3. Kate... During the quest "Beneficial Intervention" you will have to help her get rid of addiction.
  4. Curie... You need to complete the task "Unpredictable behavior", helping your partner to change her body.

Add-on quests

With the new DLC, Fallout 4 introduces additional storylines. Let's figure out after what tasks these missions begin.

  1. Automatron... The events of the add-on begin with the mission "Mechanical enemy", which appears after tuning the radio to the "Emergency frequency of the caravan" near Watts Electronics.
  2. FarHarbor... Valentine's Agency will take over the Away From Home order, which will kick off the DLC.
  3. Vault-TecWorkshop... Starts with the "Summons Vault-Tec" quest. All you have to do is catch the Vault 88 radio station and listen to the message.
  4. Nuka-World... To activate the storyline, you need to catch a new radio wave and get the quest "To the Places!".

Quest IDs: How to Influence Missions in Fallout 4

You can influence in a certain way with Fallout missions 4 through the console. There are special commands for this.

The walkthrough will be compiled as I progress through the game. I will try to update it as often as possible. Also, I will do my best to discover all kinds of secrets and easter eggs. If you want to take part in the writing of the material - please contact.

"War. War never changes "(Fallout)

After the cinematic introduction, we will be given the opportunity to choose the appearance and gender of the protagonist. Here we act at our own peril and risk. I chose a woman, whether this will somehow affect the passage as a whole, we will see in the process.

After creating your avatar, go to the kitchen, it's to the right. We interact with the robot and wait for the trigger. The robot will go to the child, the doorbell will ring. We speak with the Vault-Tec employee. It doesn't matter what you tell him, in the end we will need to distribute S.P.E.C.I.A.L points and come up with a name for ourselves. Now we visit the child and find out the bad news. Running towards the shelter. The path to it is scripted and represents a corridor, it is not possible to get lost. When we stand on the platform, we will see a nuclear explosion. Inside the shelter we go forward and take away the uniform of the shelter 111 from the employee. Then we follow the doctor and interact with the cryo chamber on the left.

PLOT

Time is running out

Leave the asylum

After the cutscene, the first story quest "" appears. We take control into our own hands. We open the spouse's camera. And we remove from it wedding ring... You can read information at the terminal. And learn about the plans for the asylum. The rest of the terminals here will expand the history of Vault 111. We go to the right into the door, straight to the end and again to the right. We select from the boxes SECURITY ROD- the first melee weapon. To the right of the door there will be a room with another terminal. Along the way, you can collect all possible belongings, then it will be useful for crafting. Further into the door and a meeting with the first enemy. First we go to the dining room. We read the terminal there and select VOICE RECORD: RED MENCE(a parody of Donkey Kong). Now at the door. In the room with electricity, we kill three Radtarakons and move on until we reach a semicircular table. We select STIMULANTS... We read the terminal and open the "evacuation tunnel". To the right of the table is the room where CRYOLATOR, but until we get it (very difficult lock). We take from the shelf next to 10 MM GUN and cartridges. We go into the opened opening. On the way we clear the place from Rodtarakans. Once at the exit, we find a skeleton in a robe and pick up PIP-BOY... We study it, collapse it and immediately use it on the panel next to it. We are waiting and moving towards the exit to the surface.

Come back home

Two radio signals are immediately detected. We return along the familiar road home. Our robot butler will meet us there.

Talk to codsworth

Ask him about everything and more. As a result, the robot will call us to check the neighbors' house for the presence of Sean, if we agree. If we mention the husband / wife, then we get GLOGRAPHIC RECORD... You can also breed a robot for revelations, if there is a sufficient level of charisma, for which we will get a little experience.

Search the area with Codsworth

After talking with the robot, first go home and read the comic GROGNAK-BARVAR(Critical strikes without weapons and cold weapons are 5% more damage). Do not forget to take pins for breaking locks in the bathroom. If you go to the crib and click on it, the hero will post a comment. We go on the marker to Kodstvort. Inside the house, the robot will post a few comments. We speak to him. We ask where else to look for Sean and find out about the city itself. In the house in the far left room there will be a safe with a light lock. We leave the house and see a bridge behind it.

Explore Concorde

After crossing the bridge, we move forward until on the way we find the parking lot of the "Red Rocket" trucks. We will meet the dog there. Having stroked the dog, we "take" him as a partner. The red gas station will be our home for a while. There will be a weapons workbench, a power armor service station, a food preparation area and a workshop to rebuild your own base. The column contains an amateur radio station and a bunch of crafting supplies. In the back room there is a terminal with notes and several covers next to it. We move further towards Concorde. In the city we will hear shots at them and run. From the back we deal with a bunch of raiders, thereby completing the "Time is running out" quest. We collect supplies from the corpses.

Call of freedom

Enter the museum * (optional) Take a laser musket

I think it's not hard to guess that we need to enter the museum from the roof of which they were shooting. We go to the right corridor and in the last room we kill the raider. Up the stairs and another raider. There will be one even higher. We pass to the right side and there are two more raiders in the cubbyhole. We pass further and rise even higher. We kill the last raiders and go to the right to the man who defended himself from the attackers.

Introducing you Preston Garvey- minuteman. Let's find out from him what it means. During the conversation, we will be asked for help. We agree and Sturges, a guy next to him, talks about power armor and a universal nuclear unit, which we need to get.

Open the door

To get the block, you need to hack the terminal nearby. First we read the comic on the table FUN WITH "ROBCO"(Contains a holotape with the game "Atomic Command"). At the other end of the room on the table PUPS "PERCEPTION"(Parameter "Perception" + 1 point). Now we hack the terminal. You need to find the right word. You are given four attempts, then you have to wait 10 seconds if the hack failed. After a successful break-in, we read the entries in the journal and open the door to the basement.

Get a nuclear block

We go down to the very bottom and there we will find a door. Near the terminal. If you crack it, then there will be an opportunity to open the door, which we already opened from above. With the block we go upstairs, we pass by the survivors and go to the far door, which leads to the roof.

There will be power armor. Click in more detail and transfer the nuclear unit to it. After that, there is an opportunity to get into the armor. We select a minigun from the helicopter and boldly jump from the roof. We begin to shoot the raiders. At some point, the CLAW OF DEATH will appear. It's kind of like a miniboss. It's easy to kill him, just hide in the store behind the counter. After killing the creature, we clear the territory from the remaining raiders. You can walk around the city, but the main task is to return to the minuteman in the museum. Everyone will be on the first floor. We talk first with Preston Garvey, then the dialogue will switch to Mother Murphy. She will tell us about her visions and our fate. We can try to find out something about Sean from her. The conversation will lead to the fact that the old woman will send us to Diamond City, and for the details of her visions she will ask for "a little chemistry." All this team goes to Senchuari, and at this time we can go to our gas station and have our armor repaired. I took off my armor until better times, and I myself went to Senchuari. There we just start a conversation with the minuteman. You can tell that we lived here even before the war, you can get down to business right away. In the end, we can get a quest to restore the honor of the minutemans - which means to kill the raiders. Agree or not, it's up to you. I answered sarcastically, but the quest went on anyway. After that, Preston Garvey will invite us to talk with Sturges and this is how the quest will end CALL FOR FREEDOM.

Pearl of the Commonwealth

First we need to get to Diamond city... At the gates of the city there will be a woman who is not allowed in. We talk to her and find out that she is a journalist and her name Piper... We speak with the mayor. With good skill charisma he will give information about Sean. Otherwise, we talk with the guard who let us in.

Now our path lies in the agency Nika Valentine... His secretary will be in the office, who will give us an assignment ... to find the detective. We agree and get the quest ...

Valentine's Day

The detective's secretary will give us rough tips on where to look for her boss. We follow the marker to the park. To the right of the entrance is the entrance to the metro. There is a chance to run into a mutant named Swan... Slow monster, which is easy, but long to kill. As a reward we will receive “ Vicious power knuckles«.

There will be a huge number of gangsters inside the subway. Since I pumped my stealth skills and weapons with a silencer, I went alone. In other cases, I advise you to go with a partner stronger. It is difficult to go astray, since there will be no branches. As a result, we will reach the door in Vault 114. By the way, on the way, read the terminals and records, with the help of them you can find out which ones were going to set up experiments in this shelter.

Retreat

The poor and the disadvantaged were swapped with the rich and blasé lives. More precisely, the poor man was alone and he was in charge of the rich.

Gangsters again. As a result, we will find ourselves in a three-storey building. You can quietly clear the area and climb to the very top, where the bandit and Nick talked. We meet Nick and find out that Detective Sint. We take all the information from the table and Bobblehead for Speech. Having reached the exit from the shelter, we will be met by the head of the gangsters. There are three options.

  • With good eloquence, you can agree to just walk away without dying.
  • With the normal speech skill, you can agree to leave, but you will have 10 seconds to do this or the bandits will start shooting
  • You can paint them right away.

At first I agreed to just leave, and then I killed the gangsters in the back. So it goes. After you find yourself upstairs, talk to Nick and go to Diamond City to his office.

Revelation

At the agency, we pick up the award from Ellie's secretary and sit on a chair opposite Nick. We reveal all the details to the detective and he tells us the name of the alleged villain - Kellogg. After the conversation, you and the detective will go to his home. I already had a key, so I'll tell you how to get it.

As soon as we get into the city, we do not go down and immediately turn right. We go up a little and reach the platform that leads to the mayor. There, in a conversation with the mayor's secretary, you can ask for the key to the house, which you recently left. The key can also be stolen from the safe. I did just that before by hacking into the terminal nearby. We open the door of Kellogg's dwelling and look for evidence.

There will be a button under the table. There use cigar, by the smell of which we will look for Kellogg. Leaving the house, we will find our dog, which will take the trail.

Reunion

As soon as you start the journey, make sure that you have enough space in your inventory and a large amount of ammo for the strongest cannon you have. The dog will find four spots before going out to Kellogg.

  • Another cigar by the lake
  • Blood rags at the exit from the railroad tracks
  • Kellogg's dummy in the basement
  • A broken stormtrooper to talk to.

As a result, we find ourselves at Fort Hagen... I climbed up the roof, eliminating all the turrets in advance. There are eight of them. There is also a path, it leads through the underground parking on the left.

There will be synths inside and there will be a lot of them. They will fall from the ceiling and get up from the floor unexpectedly. There are many corridors, but all the paths lead in one direction, in the rest there are dead ends. We take the elevator upstairs. We reach the door, where there will be a hall with computers on the left, a nook on the right. It's not easy to get through, you have to go to the cubbyhole. As a result, we will still reach that room with computers. Before entering, heal well and pump in buffs. In dialogue, we learn about Sean's fate and much about the Institute. We still need to finish off the mercenary. It took me three shotgun shots to the head. If you do not have such joys (leveling your character), then I advise you to use grenades and first eliminate the robots, and then do Kellogg. Do not forget to remove everything that is on the enemy before leaving - it will come in handy. We return to Nick.

Dangerous thoughts

In the detective's office, you will meet Piper - the journalist and Nick. They will conduct a dialogue, you also connect and decide to go to Neighborhood in the "House of Memories". There you can scan Kellogg's brain, which we took earlier.

I took a journalist as my partner. There will be a small stage in the city with the mayor and extortionist. As a result, we pass forward, to the left and directly along the course of the desired building. Inside, everyone will be waiting. We sit down in the capsule and plunge into memories.

Lack of

I was here before the main quest and was able to view the scene of Sean's abduction from the outside, but with some new details.

This time we will see a series of memories. We get to the information about the Institute and leave our memory with the help of the TV set. Now our goal is Virgil... The scientist who finds in the location " Luminous sea". We need power armor and a bunch of antiradiation. True, before that I found a protective suit, which does not care about radiation at all. Combined with power armor, it's a great thing.

Luminous sea

We go west from Daimon City along the road. We cross the river, then straight down at the big crossroads. Almost to the very bottom of the map. To set off the path, I advise you to be properly pumped, otherwise it will not be sweet. A bunch of Death Claws, Radscorpions and other living creatures will be on the way, thirsting for our death. The radiation there fluctuates greatly and if you do not rush, then death will overtake. If you are in chemical protection, then there will be no problems. We follow the marker and find ourselves in the settlement of the Atom Crater. In one of the houses you will find Isolde. We speak with her and without threats you can find out where to find Virgil. Otherwise, you will have to look for a letter on her corpse. Target - Rocky cave.

The Deathclaw resides there, so be careful. Do not attack the turrets and robots and calmly reach Virgil. After a short conversation, he will agree to help in exchange for the serum. Refusal is not possible.

Hunter / prey

SIDE TASKS

First step

Tenpines Bluff: Talk to the residents. The path is not close. To close the distance, you can make a quick move to Concorde and move from it towards the settlement.

Lack of


If you went on foot, you can find many interesting points along the coast as soon as we cross the bridge. Including you can run into such places as: THE CEMETERY OF OLD ROBOTS, where you can activate the security robot, find the magazine HOT-ROD and behind the combat robot itself in the junkyard to find the FATTY - a launcher with a nuclear charge. There will also be a workbench for pumping weapons. The robot can be sent to clear several points from the raiders, which will somewhat facilitate our task. In the same place next to the dump there is an ownerless power armor, and further away is the US Air Force SATELLITE STATION "OLIVIA". It is just possible to direct the found robot to clean it up. At the very end of the satellite station, in the back room, carefully look at the floor, as there is a medallion. When you take it, you can run away from the RED ROCKET gas station to the west, there will be a farm. On the farm we pass the medallion to the peasant. We listen to his story and get experience and loot.

We continue


In Tenpines Bluff we will be greeted with a barrel pointed at us. In a conversation, you can pay more attention to the minutemans, or you can be daring. As a result, the settler will ask us for help - to clean up the Car Assembly Workshop "Coverga": to kill the raiders. You can just go kick their asses, or you can try recruiting a settler into minuteman. In the end, we still first need to go and deal with the raiders.

At the very bottom is the goal of the assignment. To our left is a satellite of the United States and a dump of robots to the left.

We leave for the Shop. From this place to the right we are looking for the destroyed brick building... There we kill the radroach, pick up the hat with earflaps (+1 INT) and face the LEGENDARY RADROCAN. Pick up IMPROVED VATS RADER ARMOR FOR LEFT HAND from his corpse (OD spend 10% less). Now the workshop itself.

So I took down the turret

First, you can remove the security on the roof of the building. There will be about 6 people there. From the right corner, try to destroy the turret. I went through the top, there is more room for a surprise attack. In addition, I highly recommend going on a mission in power armor, if you are not a super stealth master. With the help of armor and a minigun, I successfully cleared the room on the left and right. We shoot everyone who is above, then we go to the right and throw in everyone who is below with grenades and a hammer, we do the same with those who are on the left below. We finish off the survivors. Like 11 raiders and one turret. There will be a terminal where the turret is, where you can read the story of one of the leaders of this gang. Now we go upstairs to the right, there is a passage further. In the kitchen, there is nothing interesting in the corridor, you can find antiradin and all sorts of drugs. When we find the blue door, we are preparing for the fact that there will be three raiders and several ghouls behind it. After cleaning, we go to the right and finding ourselves in the lobby, we are looking for an elevator in front. We will take the elevator to the boss of this workshop. He will stand on the balcony, there are also two turrets. I showered him with a hammer, the turrets are demolished quickly. As soon as we kill Jared, the quest will be updated and all we have to do is to clear the Workshop, loot it and return to report the death of the raiders. Most Important We Can Find Jared's Safe Key, Comic GROGNAK-BARVAR, The raider terminals with their stories (they all mention our grandmother, the fortuneteller!) army frequency AF95(this will start the quest FIRE SUPPORT), PUPS "REPAIR"(+ 10% to the operation of nuclear units), which will be on the territory of the workshop on the street, at the very top, where there is a round sign. We return to Tenpines Bluff. After the news, the man will be happy to join the Minutemen, we return to Preston Garvey and report the success. The Minuteman hands us a rocket launcher to call for reinforcements and talks about the Minuteman again, inviting us to become one of them. Quest FIRST STEP FINISHES (+250 RP). I agreed and became a general in the camp of the Minutemen. You can immediately exchange clothes with Preston, which I did. After the appointment, we will receive various assignments from Preston Garvey to spread the influence of the Minutemen. The assignment is as follows:

Expansion - Restaurant "Starlight"

It's simple - we come, we clean the mole rats and build a radio tower in the workshop. As a partner, it is better to immediately take Preston Garvey with you in order to instantly turn in quests to him. When shooting with rats, it is better to stand in the car, because these reptiles jump out of the ground.

Oberland Station the settlement is threatened by raiders

We speak with the settler and he tells us the coordinates of the raiders. They are located at Back Street Apparel.

We approach the place carefully, it is advisable to sneak. There will be two raiders at the door. And a turret above the entrance. We go inside. First, we look at our feet - we neutralize homemade trap slightly ahead. There are two more raiders at the end of the room and a turret to the left around the corner.

We sneak behind the door in the corridor. There will be a raider on the right in the room and Clutch... As soon as we kill him, we return and hand over the quest. We are given 93 covers and access to a workshop. Now you need to talk to Preston Garvey to complete. We get 254 experience.

You can also delve into this territory. Hacking the terminal will give access to the lock, which is already activated. There are three raiders on the second floor.

We connect Trinity Tower (it will appear when it fulfills an order for raiders) and listen, the quest “ Going out to bow«.

Going out to bow

Assault on Fort Independence

Senchuari

To equip a den is a master's business, but useful in terms of a free experience. We speak with Surdzhes, when everyone is in Senkchauri and we receive the task to build five beds. The tasks "Build for the inhabitants of Senchuari ..." will begin. After us he will ask to stir up constant source water. We build a pump station, put it in the river, then we build a generator next to it so that this business works and we put a water column next to the house where everyone lives. Vaul. Now you need to plant a vegetable garden with vegetables. To do this, we can run to the farm where the medallion was given. There remains a small matter, to build a couple of turrets and the settlement is protected, Sturges will inform us about this. All stages are shown as a percentage, so you need to dial 100% to go to the next item.

Fire support

We go in search of those who need help. As a result, we find a police station, where a man in armor is fighting off crowds of ghouls. We take a cannon with a larger cartridge and start shooting. To bring down these bastards will be crowds. After stripping, we speak with Paladin Dance. It turns out to be a man from Brotherhood of Steel, who will thank us for our help and begin to hint that our participation in his affairs will be desirable. There is nothing left but to agree. And proceed to the house. After that, the quest will be completed and we will receive 381 experience. And let's start the next connected quest " Call to arms«.

Call to arms

Already in the room we are talking with the paladin Dance again. Before that, you can read the history of the Brotherhood of Steel in the Commonwealth, in the same place we will find a holotape. As a result, we agree to go on our way and follow the paladin on the heels.

On the way to the goal, we can face raiders under the bridge, dutni, mongrels. We will prove to be at the building of Arcjet systems. Get ready to fight synths.

Just follow the paladin, talk to him when needed, and read the information from the terminals. It seems nothing complicated. And when Danse asks to open the door, then it is worth picking up a gun and pills for the buff.

(The walkthrough will be updated as soon as possible. If you want to add a quest or secret walkthrough, you can send me your material or register on the site and create a post yourself)

Video walkthrough:

The first attempt was a bit unsuccessful. The record is screwed up, so only at your own risk

It's been almost three years since Fallout 4 was released in November 2015. The player will have to make a dangerous adventure in post-apocalyptic Boston, or rather the Commonwealth. This big and interesting world is filled with many different quests, and you may have missed some important storylines. The 20 missions described below should be found and completed by every dedicated Fallout fan.

20. Move over, Dog

The dog first appears in the first Fallout game. Cats didn't show up until Fallout 2, but the numbers weren't as plentiful as in the case of wild dogs. Many players did not notice that these fluffy felines went missing from the Capital Wasteland in Fallout 3. However, cats reappeared in Fallout 4, and in large numbers.

Travel southeast of Walden Pond and you will find a hut with a picture of a cat and feline pets.

In Hawthorne's house (Diamond City), you can also find a lot of cats, and in one of the side quests - "Kitty-kitty-kitty" - you need to find a kitten named Ash.

19. Delicacies for the rich

Most of the Commonwealth settlers have to be content with only radroach meat and sugar bombs. However, wealthy citizens in Diamond City want to see more food choices. In the quest "Fatal eggs" you will learn that the eggs of the Deathclaw (the deadliest creature in the Wasteland) are a favorite delicacy of the rich.

18. Best friend Survivor

The dog appeared in the Fallout game itself. Although this dog is not always of the same breed or even gender, one thing you can be sure of is that it is your most loyal companion on adventures.

After meeting with Mother Murphy in Concorde, you learn that Dog had no owner. Like you, he roamed the Commonwealth in search of someone worthy to follow. If you missed Psina at the Red Rocket Station, Nick Valentine will call him later. You can't escape fate!

17. What happened to the Vault-Tec representative?

During the Fallout 4 prologue, you will meet a cheerful representative of the Vault-Tec. Despite the fact that he worked for the company for many years, he did not find a place in the shelter. Find him in the Neighborhood settlement and learn about his fate.

16. Someone was looking for a Survivor

Codsworth is your personal robot butler. When Codsworth reunites with the lone Survivor, you learn that the robot has been heartbroken after losing its family. He roamed the area trying to find Nate, Nora, and Sean, but without success. In Concorde, he was even pelted with stones by aggressive locals. After reaching maximum level Relationship with Codsworth The Survivor gains the Robot Sympathy ability, which grants +10 resistance to damage from robotic energy weapons.

15. The Sole Survivor isn't actually the only one

Many people play Fallout to feel like a hero. No joke, you can decide the fate of entire factions and even settlements. However, the Survivor is not the only person trying to influence the life of the Commonwealth. In a small shack off northwest Bunker Hill, you will meet the Savoldi family. Go through additional task"Fallen Hero" to learn more about these people.

14. In the Commonwealth, people mysteriously disappear. Is the Institute or someone else involved?

Paranoia at record high level in the Commonwealth. People cannot tell synth from real person... These robotic creatures have become too eerily similar to humans. The inhabitants of the small settlement Alliance, which is in the northern part of the Commonwealth, on the shores of Lake Mystic Pines, are hiding something ... Find out their secret in the additional task "Human Factors".

13. Propaganda

There was a lot of anti-communist propaganda before the Great War. Game developers have also taken part in this movement. Find all five different holotapes of games across the Commonwealth: Red Menace, Atomic Command, Zeda Invaders, Pipfall, Grognak & The Ruby Ruins.

12. What is McCready hiding?

The Lone Wanderer first meets young Robert McCready in Fallout 3. McCready travels from the Capital Wasteland to the Commonwealth. In this region, he falls in love with the daughter of a farmer named Lucy. They marry and have a son named Duncan. What happened next? Find out more by partnering with McCready and gaining his favor.

11. A family that has been at enmity for 400 years

Almost immediately after entering the Diamond City Bench Bar, a ghoul named Edward Deegan wants to hire a Survivor. Of course, you can refuse, but this will lead to the fact that you will miss centuries of family drama. In the quest "The Secret of the Cabot House" you will visit psychiatric hospital Parsons and meet the strange Cabot family.

10. Don't Trust the Communists!

Fiedlers Green Trailer Park is located in the westernmost part of the map. From the outside, it is no different from any other trailer park. Inside you will find three holodisks that are parts of the New Squirrel recording.

This story tells about innocent brown squirrels who turn to the red (Red) squirrel for help. Having gained the trust of his new friends, the red squirrel deceives them, and leads wild cats, which attack innocent squirrels. The plot is told similarly to the motives of Aesop's fables. Whoever told this story wanted the children to know that they should never trust the communists, even if they are your friends or family. The propaganda in Fallout did not stop even after the bombs fell.

9. Their mission failed

Traveling around the Commonwealth, you will notice how an object flies in the sky, and apparently crashes. Travel southeast to Oberland Station and you will find the crash site. Aircraft clearly does not belong to the Brotherhood of Steel. This is a UFO. Alien invaders have a long history in the Fallout series, and the tradition continues in Fallout 4.

8. Help him come to terms with the past

Neighborhood and sweatshop share one a common feature: both places are predominantly inhabited by ghouls. Unlike the antisocial ghouls of the Neighborhood, Sweatshop aims to become a thriving trading place. Talk to one of the locals - Arlen Glass. He asks the Survivor to bring him spare parts for the toy he is repairing. However, this is not all. If you find a holodisk with a recording of his daughter Marlene in Arlen's former office at the Atomatois headquarters, a new dialogue will appear in the subsequent conversation with Arlen.

7.Billionaire Club

The Boylston Club was a private institution for America's most powerful people. Here, influential politicians, wealthy heirs and successful entrepreneurs discussed political issues... Everything changed when the Great War happened. Although all these people survived, they no longer wanted to live on a planet where their paper money no longer mattered. They decided to hold one more, final meeting.

At midnight they all drank the poison. Their remains can be seen in the club. This shows that in a post-apocalyptic world, survival is more important than pre-war money.

6. A lifelong journey

The Constitution is a warship found in Boston. Robot sailors have been trying to return to the water for years. A survivor can help the crew by completing the mission The Last Voyage "Constitution".

5. War never changes

Complete the Lost Patrol side-mission to find out what happened to the Artemis Recon Squad, led by paladin Brandis, into the Commonwealth about three years ago.

4. Vault-Tec Experiments

Vault-Tec posters can be found throughout post-war America. However, the company's goal is not at all to help citizens. They worked with the US government to conduct top-secret experiments. And the storage facilities were used as closed test sites. These tests began long before the bombs fell. Find private school Suffolk County to learn about another experiment, a pink paste food substitute.

3. Vault 81

Not all hideouts have become death traps for their inhabitants. Some have become quite prosperous settlements, and Refuge 81 is an example. People in it just live a normal life from generation to generation. They are aware of the outside world, but prefer to remain in the safety of their underground refuge. But inside there is another - a secret refuge, with dangerous creatures living there, and with a potential companion named Curie.

2. Two hundred years under water

In pre-war America, propaganda aimed at combating communism was in full swing. Residents absorbed information through posters, games and stories on holodisks. They would be even more horrified by the red threat if they knew that two hundred years ago a Chinese submarine was off the American coast.

The Yangtze is a submarine that was sent to patrol the Atlantic coast even before the bombs fell.

All the inhabitants of the submarine became ghouls, including Captain Zao. A survivor can help rebuild the submarine. Find her in the middle of Boston Harbor, southwest of Prydwen, and complete the quest "Monsters Can Live Here."

1. A story about twins

There are many dangers in the Commonwealth. Sometimes you should even be wary sibling... Ten days after The great war two twin brothers named Eugene and Malcolm made their way to Rib Harbor. They were repairing boats to escape the horrors of a new war.

The survivor must hack into their working terminals in order to learn about the insidious plans of the brothers, which they hatched against each other. You will also find menacing notes posted throughout the harbor. On their birthdays, both brothers planned deadly surprises. The irony is that the twins' thoughts, as well as their plans to eliminate each other, were the same.