The best escape rooms in fallout 4. Main tasks

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 are divided 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 a while, you will have to decide which of the Fallout 4 factions to play for. 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 for profit. 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 trust 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.

Side Fallout quests 4 are often more interesting and longer than the plot 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 "The settlement is threatened by raiders."
  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 the completion of which 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 the tasks of Fallout 4 through the console. There are special commands for this.

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

1. By default, subtitles are disabled in the game. Considering that there is no Russian voice acting, you cannot understand anything without subtitles. 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 pass, or some episode, you can reduce the difficulty (Menu -> Settings -> Game).

Time is running out

The game starts on the usual morning in the bathroom. Here we can choose the appearance for ourselves and our spouse.

After we have decided on the appearance, press Enter and confirm the choice. Then there will be a little time to walk around the house. The house will have 3 small stages:

  • Cry baby - Codsworth robot will say it will calm the baby
  • 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 a name and distribute characteristics.
  • The second cry of the baby - 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 the completion of these three events, the final will begin - a message on TV about the beginning of nuclear bombings. If some of the events does not happen, for example, you do not open the door when a Vault-Tec representative comes, then there will be no further events. You can sit on the couch for hours and watch TV.

It's funny, isn't it, the beginning nuclear war depends on when we take the butt off the couch and open the door? It's a pity there is no emergency exit in the house - one could go out through it and continue a peaceful life))

In general, after the completion of all 3 scenes, the TV will report on nuclear explosions, after which the siren will start howling. We leave the house and follow the direction of movement of people:

Further, there will be a fence with security - it will be enough just to talk to the military, so that he let us through. The ultimate goal is to descend into Vault 111. As soon as we get to it, there is a nuclear explosion, 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 overalls, reach the freezer and climb inside.

We are frozen (without warning about it), then we observe a scene as unknown persons open the camera of our wife (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 getting out of 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 show.

We begin to get out of the shelter. Where you need to move is indicated on the compass below, and also the right doors 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 Guard Rod - we take it, this is our first weapon.

Useful information: The hideout has taps with clean water... Drinking from them, you can restore health without receiving any dose of radiation. Use it.

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

To do this, select "Open evacuation tunnel" from the menu on the terminal and press Enter. By the way, there will be a 10mm pistol next to it, do not forget to take it.

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

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

Vault 111 is behind us, in front of us is the completely open world of Fallout 4. From now on, you can do anything. But as part of this walkthrough, we will, of course, focus on the passage of the main story.

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

Useful Information: Explore the houses you meet, you will find many useful items... In Fallout 4, even garbage is useful - it can be easily recycled into resources that cannot be abundant.

200 years have passed, and he is still trying to keep an eye on the house and trim the bushes:

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

Then 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 assignment - Concorde. We go there.

It is important that on the way you will come across such a building:

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

Near the same house, you will meet a dog - which will gladly join you and keep company in all subsequent adventures.

The final goal of the assignment is a museum. Next to him there will be several raiders who will need to be killed. As soon as you come to the building, the task "Time is running out" will end, and a new one will immediately begin.

Call of freedom

Note: You can skip this task by going straight to the next one.

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

Inside you are waiting for a few more raiders, and intricate transitions. We investigate it until we find this room there, with several civilians:

We talk to Preston Garvey. He will tell you that gangs of raiders are constantly attacking them, but they have one idea how to fight them off - to find a nuclear block, 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 studs on the table - we take them and break the lock. Read how to do this on the Hacking page.

And we take the nuclear unit.

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 the stairs there. Standing at the same point where the screenshot was taken, turn the camera to the right:

There will be boxes in front of you. And above these boxes is a hole in the ceiling. Get up on them, and jump up to the floor above. The first attempt may not work, but jumping for a couple of minutes will work.

Having entered the door indicated by the cursor, we will find ourselves on the roof, and power armor will stand directly in front of us. Press [E] - the character will install the nuclear block and "enter" the power armor.

Then you need to take a minigun (right there, next to it, in a helicopter), after which you can safely jump off the roof (it is safe in power armor), and we begin to exterminate the raiders, who will come up decently by this moment.

Having killed most of them, we will see how a hefty dinosaur-like monster emerges from the ground nearby:

This is the Death Claw. It will be difficult to cope with him "head-on", try to shoot 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 want to go with them to Senchuari - we agree. Senchuari is the place of our home.

At the same moment, the grandmother next to her 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, together with his "squad", reaches Senchuari.

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

We listen to thanks again and the task ends there. Before saying goodbye to Preston, Garvey will tell you that there are still settlements where people need help. We agree to help and get an additional task "First step"

Note: Power Armor stays where you removed it. Therefore, it is best to shoot it near your home.

Pearl of the Commonwealth

Note: This quest 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 residents of the city, Piper, is not allowed into the city.

Just wait a little - after she expresses everything that she thinks about such a "city defense", she will talk to us, and offer to play along that you are a merchant, with big amount goods.

The gate will open, and Piper and I can enter. As soon as you enter the city, a new task will be added - The plot of the century. At the same time, the marker will disappear from the "Pearl Commonwealth" quest, 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 are looking for him and we go.

Once in her house, the girl Nat will immediately speak to us. She will talk about a certain institution that kidnaps people, and then asks what we are doing here. We answer directly - we are looking for a 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 for the main mission. We go into the journal and turn off the task "The plot of the century" from the active, so as not to distract.

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

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

This completes the "Pearl of the Commonwealth" quest, and a new one begins - "Valentine's Day"

Valentine's Day

We leave in search of the 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:

We go inside. Inside you will have to kill a lot of gangsters and run a lot.

In this place we jump down, carefully:

We explore the location until we meet a 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, for more information on how to do this, read the page for hacking terminals. It should be added that hacking terminals is the most difficult part of the gameplay for most players. Therefore, immediately tune in for 5 or more minutes of tinkering with the terminal, and a long bust of attempts.

After a 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 you need to get out. Just follow the detective and kill gangsters that get in your way.

The output will be an episode with the leader of the gang and his girlfriend:

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

After we come to the surface, the detective asks why we risked for him - we talk about the search for his son. He will offer to meet in his office.

This completes the task "Valentine's Day", and begins a new one - "Revelation".

Revelation

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

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

Most importantly, do not forget to mention that the kidnapper looked bald and with a scar through his left eye - according to the description, Valentine will immediately say that this is most likely Kellogg. And he just had a house in Diamond City. We go there (just follow Valentine).

Upon reaching his house, it turns out that the lock is of a very difficult level, and it will not work to pick it (if you are not a master of picking). You need a key, and you can only take it from the mayor of the city. We go to him.

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

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

We go to her table and take the key.

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

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

Then, we speak with 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 moment.

And immediately a new one begins - Reunion.

Reunion

We give the dog a sniff of cigarettes (just talk to him). Get ready to chase your dog for a long time.

Having reached a small lake, she will stop:

You need to take a cigarette from a chair next to it, and let it smell - it will again take a trace. We follow her.

Then there will be the third place she will stop at:

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

The next place where it will stop, and it again needs to be given a new "target":

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

Will stop again:

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

Then there will be the fifth, last place before the final goal. There will be a sign on the fence - we examine it:

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

Fort Hagen has two entrances - 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, but 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 roof entrance looks like:

Inside you have to kill a bunch of synths and turrets. We clean the building for a long time and persistently. There is so much loot there that I went outside several times and ran to the house to throw things off.

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

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

Well, now we got to the goal:

Before you kill him - talk to him. He will say that his son is at the Institute. He will not say any more interesting information, and you can kill him (unfortunately, there are no particularly cruel methods of killing in the game, you will have to kill "for simple", although, of course, he deserved a long and painful death).

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

Through the same terminal, we open the door nearby in order to quickly go outside, and we return to Valentine, tell him everything that happened, and this will end 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.

If someone has not yet been in the game, or has not followed the news, then you probably are not aware that the world is much larger than the world of the game, respectively, additional tasks, interesting locations, secrets, etc. - a lot more!

Naturally, not all tasks can be completed easily and quickly. Some require you to show "ingenuity", and some require skill in the use of weapons. That is why there are problems with the passage in the pair. Sometimes there are bugs, sometimes you meet too strong an opponent, and sometimes you don't even know what to do and where to go at all!

Our walkthrough of the side quests of the game is based on personal experience, so we will try to tell you about all the available rewards, about every secret and nuance of the task. Therefore, here you will find the most detailed walkthrough of the game, which not only will not let you down, but will help you complete the game 100%!

Wasteland quests

Express delivery

The quest is taken to a settlement called "Bunker Hill" from a certain Edward (it is also possible that the quest is taken in other places where Edward also finds you). Edward is a reasonable ghoul and it is he who will offer you this job. Of course, you are not familiar with this strange hum, but for that he has already heard a lot about you. Since he is looking only for strong guys, the task will not be easy and you may have to fight with someone. By the way, you can demand an award even before he offers the job itself, and says what the job is (you show some professionalism like that, supposedly it doesn't matter what the matter is, the main thing is money). And you can only claim a reward if your eloquence is pumped. In any case, Edward will say that you will work for him, but nevertheless, first of all, he must look at you and appreciate his boss - Jack Cabot. In the end, Edward gives you a tip of where to go to get this job. The Cabot House is located in the Beacon Hill area. After talking with Edward, you will receive the main task and the subtask to it: the main task -, the subtask -.

When you get to the indicated house, go to the intercom and activate it. When you have a frame with an answer, choose the line: "Jack Cabot". After that, you can go inside. Inside you will meet Edward again, and he will tell you to follow him - follow his order. Soon you meet Jack himself, who is either a scientist or a historian - it is not clear. Anyway, soon in the process of talking to him, you get a subtask:. Although the whole dialogue with Jack is a bit weird, it's also part of the assignment. So, to the north of the city, Jack has a complex and somewhere on the way to it, a very important cargo was missing, which you have to find. The best place to start your search is near a psychiatric hospital called Parsons. Edward claims that this is their building, so don't be intimidated by this place. They think that their courier was completely attacked, because when he left the hospital, the guards heard some shots, but it is not yet known exactly what happened. By the way, in the hospital, talk to Maria - the head of the mental hospital security. Your new subtask:. Go to the mental hospital.

Once you get to the mental hospital, talk to Maria at the entrance. Tell her that Edward Deegan sent you to her about the missing cargo. Maria will acquaint you with very valuable information. It turns out that she apparently knows who killed Ben (the courier). The assassins fled to the Parsons oil mill north of the mental hospital. This will give you the subtask:. In addition, Maria will tell you that these are for sure raiders, but it's strange that they still roam the area. Either way, head to the creamery. In the backyard of the mental hospital, you will stumble upon mercenaries, so get ready for battle.

As soon as you kill all the raiders at the Parsons Oil Mill and pick up some Mysterious Serum, you will have a new sub-task:. You can now go back to your employer, since the serum is the package. Upon arrival, you will hear Jack arguing with his mother about his sister. Edward will quietly ask you if you found what you were told. If you have a high level of eloquence, then when it comes to serum, you can lie and say that you have not found anything or it is no longer there. But keep in mind that if you do not return the serum, you will not receive a bonus, although it is not that big - 50 caps + for a task of 100 caps.

Emojen and her lover

The task is taken immediately after the end of the task: "Express delivery". All of the same Edward. And how exactly the previous task is taken, you can see above. In any case, your first subtask for this quest is:. Follow Edward. During the conversation, you will be introduced to Emojen - Jack's sister, although not personally. In general, from time to time the girl runs away from home with another lover and then Edward instructs someone to return the girl back to the "family nest".

So, on assignment: Edward knows where the girl spends most of the time, this place will be the town of Good Neighborhood, or rather the jazz club "Third Rail", which is located there. So you get the main subtask and additional: main -, additional -. In addition, if the girl does not want to go home, then it will not be possible to hit her on the head, so she will have to somehow agree with her, keep this in mind.

Go to Neighborhood. Find the "Third Rail" and go inside. At the bar, you need to talk to Magnolia, since only she knows at least something about Emojen. If you find Magnolia singing, then you have to wait. By the way, it will be possible to get information from her only thanks to her pumped eloquence and otherwise nothing at all (or watch our walkthrough and find out the location of the girl). There will be three remarks, and the success of each will depend only on eloquence.

In any case, Magnolia will tell you that the preacher always came to their bar. Of course, no one listened to him, but he somehow managed to hook Emojen. Magnolia thinks it's all about his appearance. At what point the singer will call a certain Ham who will ask where Brother Thomas (the same preacher) went. From Hank you learn that the preacher lives in Back Bay, where, in general, he called people for some kind of "salvation." During the conversation, Hank will also give you the Pillars of Community flyer that the preacher handed out in this bar.

The desired location is located northwest of the Neighborhood. By the way, this is near the HalluciGen corporation. The Charles View Theater will be the right place. Upon arrival, you will stumble upon missionaries, but do not rush at them immediately, first talk to Brother Thomas. With this guy it will not be so easy, because he will say that Emojen is not well now and therefore she does not accept anyone, but all this is somehow strange, since it all looks more like captivity. You have a choice as there are two threatening lines: "Scare" and "Family friend". And one bribery line: "Offer 500 caps."

But keep in mind that any remark requires a pumped-up eloquence, but you can also go on the warpath, killing all the missionaries. It's up to you to choose. If you managed to solve everything peacefully - follow Thomas, if you decided everything by shooting - search the corpse of Thomas and free the girl yourself.

As soon as you enter the room, you will see a gray-haired girl - this is Emojen. It turns out that the serum stolen by the raiders inhibits aging. The girl began to take it at the age of 32, so this is the secret of the serum and everything connected with it (you can get this out of your employers, but only if your eloquence is pumped). In any case, after finding Emojen, the subtask is updated to:. Return back to Edward at the Cabot House. Upon arriving back at the house, you will hear Jack screaming over the radio.

From Jack you learn that Edward was trapped. The old Parsons Psychiatric Hospital (which you already visited) was attacked by raiders. And this is strange, because earlier the guards not only easily repulsed the attacks of the raiders, but there was no such activity from the enemy yet. In any case, tell them that you found Emojen and the task will be completed + you will receive covers and experience. Plus, this is how your new assignment begins:.

The Secret of the Cabot House

You get the task after you complete the task:. Upon arriving back at the Cabot house, you learn that the Cabot research base has been attacked. The research base is the same psychiatric hospital. So you get the task:. Your first subtask:.

By the way, in the process of discussing the assignment and the problems that arose at this moment, you can convince Jack to talk about the serum. He will tell you that the essence of serum is that it inhibits the aging process. Jack and his family have lived for over 400 years thanks to this vaccine! But this serum also has a side effect. The bottom line is that if the serum is not diluted (and the raiders, apparently, did not), it increases defense and strength, and many times over.

The source of the serum is Jack's father, Lorenzo. And the whole thing is in his blood, which changed when Lorenzo long ago found an unknown artifact in excavations that were carried out in Arabia. As long as the artifact is with him, he becomes more and more insane. Into one wonderful moment it's time to lock him up in a cell that is in psychiatric hospital... After the conversation, you can go to Parsons.

Advice: Before you head to Parsons Mental Hospital, I recommend that you prepare well. For example, throw or sell things. Buy a few antiradiins and other medicines. In addition, it is also better to prepare your companion for battle (unless, of course, this is a dog). Difficulties may arise in the future, so it is better to prepare.

Find Jack near the hospital. This will give you a new subtask:. Go inside the former mental hospital. Inside, you soon encounter raiders, and the further road to the office will have to be cleared. On the second floor, you will meet a legendary raider, after shooting which, a mutation will begin (health will be restored). But difficulties should not arise with him. If, nevertheless, they appeared, then take a powerful weapon, run up to it and shoot point blank, and preferably in the head (do not forget about the "V.A.T.S." mode).

In the end, you will reach the desired office. There you stumble upon a wounded Edward, who will tell you that the raiders managed to get inside. In the office, you can learn more about this whole situation. You can learn from Jack that Lorenzo not only can live long and has a lot of damage with great protection, but also because of the artifact can move a distance, so he must be stopped. This gives you a new subtask:. Follow Jack further. As usual, you can only get to the doors with a fight.

As soon as you get to the new premises, continue to follow Jack and destroy all enemies along the way. There will be a lot of raiders. Soon you reach the service elevator, which will take you down even lower. When you find yourself in the laboratory, you will stumble upon raiders who want to disable the field in order to free Lorenzo. Jack asks you to stop them as quickly as possible. This gives you the subtask:.

The first thing you need to keep in mind is that there will be a Lefty inside. This is a kind of Boss and he will be unusually dangerous. But first of all, you need to kill ordinary enemies and here you will need a buffout for a quick cleanup, if, of course, you have difficulties. Against Lefty it is better to take some powerful melee weapon. It can be either some kind of shotgun, or some kind of powerful bat or sword. You can also lure Lefty into the tunnel through which you got to the center, and shoot everyone there, just walking back along the way. As soon as you kill the raiders, you will have a sub-task: "Kill or free Lorenzo Cabot."

If you let him out, then Jack will run home and you will receive a subtask:. Lorenzo, returning home, will punish everyone for decades of imprisonment and after that, he will try to punish you as well.

If you decide to kill him, then you will need to pull a couple of levers in this room. After Lorenzo dies, you have a subtask:. You will receive over 500 caps as a reward. After talking with Jack, the task will be completed. In addition, Jack will finally say that now he can safely study the artifact, so he asks you to visit him in a week.

Troubled waters

The quest is taken in a place called "Greygarden". Find Manager White there and talk to her. During the conversation, she will at some point start talking about water. And soon ask you to help her in one matter. Most of the water they get from the old station, which is located in Weston (on the south side of Greygarden), but now there are problems with the water - it is spoiled. White asks you to visit this place and deal with the problems of the purification station. So you get this task and immediately the first subtask:.

Your destination is Weston Wastewater Treatment Plant. By the way, do not rush to go to the sewage treatment plant, because there you will find well-armed super mutants who have not only a few hundred lead on you, but also a couple of rocket charges. If you are too weak, poorly armed, or simply not too well pumped, then it is better to pump first and only after that go to clean up and understand the problem of the sewage treatment plant.

Advice: Keep in mind that super mutants can not only sit still and shoot at you from a secluded corner of the station, but also come running to cripple you in hand-to-hand combat, which is even worse. So stay alert and move more!

By the way, you can try to remove enemies using stealth, but you will only be able to do this if you have a well-pumped stealth, because otherwise you will not be able to get close and catch the enemies by surprise. And in general, for a start it is better to remove the super mutant with a rocket launcher, since well, it will “hurt” very much to shoot at you.

As soon as you manage to clear the outside of the station, carefully examine and search everything. There are a lot of useful things that will be useful to you more than once in the future. Either way, head inside this station.

It is better to sit inside right away (or in advance). Crawl quietly inspect the premises, find enemies and, in the end, get to know this place. Inside you need to find the elevator and go downstairs on it.

First panel

At the lower level, you are immediately greeted by a turret, which can only be knocked out using the terminal on the roof, or by breaking it. Two more turrets are in the room on the ---- right side (above and on the right). In any case, going forward, you get a new subtask:. It turns out that the water became disgusting because the wastewater treatment plant was flooded with waste, so you have to get rid of this waste. Go to the panel on the left and pull the lever ("Pump control"). Some of the waste will then be released, but that's not all, so go to the next lever.

Second panel

So, the station is not completely drained yet, so you have to get to the second panel. On the stairs, go to the doors on the left side and along the way kill two swamps. Immediately near the second panel, a swamp will attack you and there will be a turret on top (keep in mind). As soon as you deal with the enemies, pull the lever. Another part of the waste will be released, so let's move on.

Third panel

After you dry out another part of the room with the second panel, you will have to get to the third panel. Moreover, bogs will again crawl out of the drained places. Getting to the third point is not difficult, and it will be immediately visible to you, so you can immediately understand exactly where you need to move. After interrupting a couple of swamps and reaching the lever, pull it.

Fourth panel

When the third descent occurs, I recommend hiding somewhere, since there will be turrets on the drained walls, and two, and they will immediately start firing at you. After destroying the turrets, go to the room ahead (it glows inside). On the way, bogs will unexpectedly come out, so be prepared for such surprises.

By pulling the fourth lever, you finally get a new subtask:. The room is now completely drained, so go to the main pump. It's good that the pump is nearby. There, too, you just need to pull the lever. By pulling, you get a new subtask:. By the way, there will be a room nearby, inside which there will be an elevator, thanks to which you can quickly get to Fresh air... Anyway, it's time to get back to White. As a reward, you will receive a bunch of vegetables, fruits and 100 caps.

Pull out the plug

You can take this quest near a place called "Quarry Ticket". On the territory of this place, near the trailers, you can find a normal guy (meaning not hostile and not a bastard). So, the name of the bearded man in a hat with earflaps is Sally Mathis and he asks you to help him in one case. At the first conversation, you can try to ask him for money by clicking on the yellow line: “Ask for money”. In this case, he will tell you that he was going to give you 75 caps for help, although after he says this, you can choose the line: "More money." But also note that the replica has slightly changed color - it has darkened. This means that the complexity of the conversation has increased, so here you are lucky already.

In general, the essence of his problem lies in the pump - it does not work. Although the pump at this station is not new for a long time, it should still start. It's just that somewhere the connection "leaked out". Sally asks you to patch this place. So you get the task and the first subtask: the main task -, the subtask -. But not everything is so simple, because you learn about the difficulties in the task only after the words: “The leak must be under water. Look for air bubbles. "

So, first of all, finding the bubbles is not a problem. If you stand on any hill near the quarry, you can immediately notice absolutely all the bubbles. Secondly, you have to dive into the water, which is dangerous because of the radiation.

First valve

First of all, save, but if you, of course, do not have a perk that allows you to be in the water without problems (meaning not to receive radiation, or radiation is reduced). If it is pumped, there will be no difficulties. After descending into the water, you will receive a maximum of +4 RAD. And if everything goes well, then you have repaired one of the three pipes (in the water you just need to turn the valve).

Second valve

You can find the second valve opposite the first - in the corner. This time you will not have to go down that deep. And also - if you are afraid of radiation, or received too much radiation during the first swim - get out to the ground. Heal and dive back (or better, go to the key place and just jump into the water).

Third valve

This valve is already opposite the second - just in the corner. The stairs will become a reference point. Anyway, if you just look at this radioactive pool, then, of course, you yourself will be able to notice all the places where there are bubbles.

Either way, in the end, you get to patch up those damn pipes. After a daring fix, your subtask is updated to:. Go back to the bearded man and report everything to him. The conversation will be short. You have a new subtask:. Sally asks you to press the button on the pump. The pump is next, respectively, the button too. Once launched, the subtask changes back to:.

Now, attention! After launching, bogs with a soft shell will suddenly attack you (all because of the noise that the pump makes). The enemies are very serious, so if you are not too well prepared, then I do not recommend pressing the button. In battle, try to shoot monsters in the head, not in the shell. To do this, you need them to face you. The same goes for the "V.A.T.S." mode, since shooting at the shell is simply useless, try to shoot at the body or head. After the battle, you just have to talk to Sally and get your reward for the work done.

Your order is accepted

The task is taken in Trudy's diner (location is called "Drumlin's Diner"). When you get to this place, at the entrance you will meet the huckster Wolfgang and his girlfriend. After talking with him, it turns out that Trudy owes a lot of money for the drugs that he sold to her son and on which he himself got hooked. Naturally, the guy's mother is not going to give money for this rubbish. There are two options for the development of events: a shootout or negotiations. If you have chosen the path of negotiations, then you will have a subtask:.

During a conversation with Trudy, you can try to intimidate her, or offer to peacefully disperse. By the way, you can also agree with Trudy. She will ask you to fill up Wolfgang, and will pay for this 100 caps, and as usual you can bargain, passing three levels of difficulty. For each successful trade, you get additional caps to the starting reward for this task.

But you can agree to help Wolfgang, demanding money for the work and killing (or demanding money with the help of eloquence) Trudy. If you agree to help Trudy, then you will receive two subtasks: and. If you are going to help the hucksters, then in case of failure in terms of negotiations, you will have to kill Trudy and her son. It's up to you to decide. After the massacre, you just have to talk to whoever you decided to play for and receive your reward.

Human factor

The quest is taken in a small village called "Alliance". But getting to this town is not so easy either. The fact is that it is surrounded by a concrete wall with turrets, and an old man is sitting at the entrance who is conducting a test. Only after passing the test can you get inside. The test is very simple and you can pass it without any problems. It is enough to simply choose friendly and peaceful responses without showing any aggression. There are a lot of options and most of them allow you to go inside. Here, for example, is one of the options: the first question is "Science", the second question is "I will treat the infected area", the third question is "I will accompany him to a safe place", the fourth question is "Football", the fifth question is "I will give her what - in exchange for his life ", question six -" I will open the lock ", question seven -" Surgery ", question eight -" I will trade with him ", question nine -" Disable the toilet. " After answering all the questions, Swanson lets you into the village. In general, the answers may be different, in most cases it lets inside, so do not be afraid.

As soon as you find yourself inside the town, go ahead and soon you will stumble upon a conversation between Honest Dan and one settler. Dan tries to find out where some caravan has gone, but he doesn't tell him anything. After these guys talk, talk to Honest Dan in person.

So, Dan made an agreement with a certain Stockton that he would find his missing caravan. But the task turned out to be not so easy, since he found only what was left of him near the border of the city. The last stop of the caravan was precisely in the "Alliance", so he came here to restore the picture of what happened, but so far he has failed. That is why he proposes to do this business too. He promises to divide the reward in half. During the conversation, you can ask for an advance by selecting the line: "Covers forward." But keep in mind that the replica will be orange, which means that it will be difficult to beg for covers. If you agree, then you thus finally take on the task:. In addition to the usual subtask, you will also have an additional subtask: the main subtask -, the additional subtask -.

Having chosen the task, go to the northeastern part of the "Alliance". It is in that place that what remains of the caravan is located. Upon arrival at the remains of the caravan, you find a pile of corpses. The caravan was indeed attacked near the Alliance. Pay attention to the blue box that will be there. In it a box you will find a certain "Dieser's Lemonade". Once you find this thing, you are doing an optional subtask:.

So what does this evidence give? And the fact that Dieser's lemonade is issued only in the "Alliance" and the people from the caravan had it. Means what? Right! The caravan was in the village and the people in the Alliance really do not say something. By the way, do not forget that Dan said that there must be one survivor from the caravan (this is Amelia Stockton) and he also recommended looking for evidence in the barracks of this village.

You can advance in this matter in two ways: get into the barracks, or "untie Penny's tongue". But to get into the barracks, you will need to have an average level of picking locks, and to "untie Penny's tongue" - pumped over eloquence. If you have neither one nor the other at this stage of the game yet, then return later to this task a little later.

I recommend that everyone immediately try to get into the house. As many as three doors lead into the house: the central door, the door on the right side and the door on the left side. It is best to get into the house through the doors on the left side, since no one will notice you there.

As soon as you find yourself in the house, immediately go to the bedside table near the central doors. There you need to take: the key to the house of the "Alliance" and the note "Jacob's Password". There will be another bedside table between the distant beds. There, take the note "Reminder of the Alliance". The note appears to be very strange, but after reading it, you get an additional subtask:.

In any case, since you now have the password of Jacob (the main one in the "Alliance"), you can go to his house and sit at his computer without notice (do not forget to close the door behind you). On the computer, select the option: "Fisherman report (draft)". Well, this passage is very rich in information.

Draft note: “Mr. Huntley has canceled his trips to the Complex five times because of a fisherman (name unknown) who is stationed at Mystic Pines Pond. Mr. Huntley reported that his new "favorite fishing spot" is located directly above the entrance to the Complex. The Stockton search squad was nearly spotted by outsiders. Recommend".

After reading the draft, you get several new subtasks at once: the first subtask -, the second optional subtask -, the third subtask -. You perform the first subtask on site, since the draft indicates the location of the Complex. You can read your personal files at will.

At the exit from the "Alliance" Jacob will meet you and offer 100 caps for being silent - it's up to you. In addition, in the process of dialogue there is an option "Find a compromise", but the level of eloquence should be high, since the dialogue thread has Orange color... In any case, you will have to send it to the Complex (unless you sold for 100 caps, of course). If you talk to Dan, he will be waiting for you near the Complex, and he will act as a reinforcement in this task. If you do not need help, then you can immediately go to the Complex. In general, just know that this task can be completed peacefully, too, if during the conversation with Jacob, you manage to find a compromise, if you did not succeed, then go to the Complex, or find Honest Dan and go with him again -So in the Complex.

So, if you are going to talk to Honest Dan first, then keep in mind that he is very far away. Dan will be able to talk in Baner Hill. At the entrance, tell the woman (if you have not been here yet) that you are a loner.

You can find the entrance to the Alliance Complex in the pipe in the middle. You have to jump into the water and grab the radiation. In the pipe is the entrance to the Collector - you go there. Inside you have a new subtask:. Dan will be ahead (if you went to him before and told him about everything).

After going a little forward along the pipe, you will stumble upon three people and a turret from above. You may not even try to approach them and talk, because they will immediately attack you after the words: "You shouldn't have come here." Try to choose some comfortable position, because the spotlights that stand there will be very disturbing during the battle.

When the battle is over, do not forget to take the key on one of the corpses. Without a key, you will not be able to open the doors in the Complex. There are a lot of enemies inside you, so try to be constantly on the lookout. Either way, gradually work your way up to the key point. V narrow spaces be extremely careful, as they contain turrets in pairs.

After all, you will meet Dr. Roslyn Chambers anyway. If someone still does not understand what is happening at all, then I explain: "Alliance" conducted research on the detection of synthetics and the test that you passed at the entrance in front of the town - the same experiment of "Alliance". So, Dr. Roslyn Chambers claims that Stockton's daughter is synthetic. In general, to identify synthetics, the "SAFE" test was created, which even now is not able to detect synthetics with 100% probability. Here you have a choice: to give Amelia to torture, or to prevent it.

My choice fell on saving the girl. If you chose the option with saving Amelia, then you will have a subtask:. In addition, you have to kill the doctor. To free the girl, go to the terminal and open the corresponding camera (first). After opening the camera, a new subtask appears:. After talking with Dan, he gives you money for the work - 300 caps. During the dialogue, you can say "The share should be greater", but here you have to use your eloquence, so it is not a fact that you will succeed. At this stage, the task comes to its logical conclusion.

In fact, Roslyn Chambers was more than insane, as her developed test (which was simply taken from the Vaults) did not give normal results. Constant torture and kidnapping did not justify her purpose. If the methods were different, or more peaceful, then one could think about her experiments. In addition, even from the messages in the terminal of the prison, it is clear that not everyone approved of her research methods, but how exactly to proceed is up to you.

Clear northern site

The quest is taken in Baner Hill from a merchant named Deb. Choose her option "Work" and she will offer you to do one difficult task. Deb will tell you about the northern road that runs through a very old army training ground. So, it was there, according to the caravans, that a horde of wild ghouls settled, which must be removed from the path. Naturally, she will pay for such work. During the conversation, you can choose the option "Ask for money" (which is highlighted in yellow). If everything went well, then she will offer 175 caps for the work. But you can ask for even more caps by choosing the More Money option. But just keep in mind that this option is already highlighted in orange and a pumped eloquence will be required for a positive result. In any case, this is how you get the task:.

Silver Cloak

The task is taken after you cross the bridge to the part of the mainland where the city of Diamond City is located. Soon you will have a note in the upper left corner: "Signal found: Silver Shroud Radio". When you switch to this radio signal, you will hear a message. So you get a task and a subtask to it: the main task -, the subtask -.

With Kent Conolly you can only talk in a town called "Neighborhood". But on the way to this place you have to kill a bunch of different enemies, for example, "packs" of super mutants. In any case, when you find yourself in this place, look for someone - this is where Kent sits. A little later, it turns out that this is a reasonable ghoul.

After talking with him, it turns out that he wants to create his own superhero who would fight evil, bandits and save people. Of course, he will pay you for a job successfully completed. And if you have a pumped-up eloquence, then you can also bargain over the reward. Since his superhero is based on the Silver Shroud series, you will need to travel to the place where the very first episode was filmed - the Hubris Comics. By agreeing to this task, you get a new subtask:.

Advice: Before going to Hubris Comics, prepare yourself for a lot of hacking. Almost every door will be closed. In addition, there will be many different caches inside. The building has several floors, so be aware.

Once you find yourself near the Hubris Comics, go inside. There will be wild ghouls inside, and you won't be able to kill them quietly, because there will be a mechanical monkey nearby that will "burn" you. In the same room on the first floor, look for cash machine... There will be a key to the Hubris Comics warehouse. As soon as you fully inspect the first floor, go up to the second and get ready for the fact that there will also be wild ghouls.

There will be four floors in total and necessary thing(costume) is at the very top, on the mannequin. In addition, on the fourth floor you have to defeat the "Glowing One" - this is another monster of the Wasteland. Something like a wild ghoul (possibly a mutated wild ghoul). In any case, you have to kill him, and try not to let him pinch you, as it will be very painful. By the way, as soon as you kill him, do not forget to search the corpse (there will be many useful things). And in general, it is better to carefully examine the entire building - there are a lot of useful and necessary things. There is a lot to be missed.

As soon as you get the Silver Shroud costume, a new sub-task will appear:. If you have cleared the building and are ready to move on, then head back to your employer. If you do not remember yet, then you are in Good Neighborliness.

Returning back to Kent, you can also give him the Silver Shroud cannon. If you bring additional items of the "Silver Shroud", then you will receive an additional cash reward. In addition, the fun begins. Since Kent cannot become the "Silver Shroud" due to the fact that he is not so strong and brave, he invites you to reincarnate into him. If you agree, you can also demand a reward for this work (for which he will give you a couple of stimulants). By agreeing, you get a new subtask:.

Explore the Pickman Gallery

The quest is taken from Hancock in Neighborhood, if you ask him about work. The fact is that strange rumors reached Hancock about a place called Pickman Gallery. This territory belongs to the raiders, but they are suspiciously quiet and Hancock is not calm from this silence. So he instructs you to go and find out what's the matter. This is how you get the task:. As usual, you can bargain with him and beg more money... There are three difficulty levels in total. For each completed level, the amount of the reward increases each time by 50 caps. But in order to persuade Hancock to pay more, it will take a pumped eloquence.

Once you get to the right place, you will stumble upon a large group of raiders inside. After interrupting everyone inside and examining each room, you will surely find a corpse, which will have a note called "Message to Jack". Taking this piece of paper, you get a subtask:. Once you get back to Neighborhood, go to Hancock's mansion and talk to him inside. After talking, you get a reward and the task is now considered completed.

Road to Freedom

“Do you hate the Institute? Follow the Path of Freedom, brother. ”This is how this quest begins. In a place called "Neighborhood" passing by any Druzhinnik, you will automatically receive this task. Your first and slightly weird subtask:.

Public property

The task is taken in a town called "Neighborhood" in the shop of a certain Daisy. She can give you work to clean up the Boston library, which was captured by super mutants. Since this place is dear to her as a memory in her childhood, she wants to clear this place of monsters. In addition, you can bargain with her if your eloquence is pumped. As usual, you can demand more and more money. There will be three difficulty levels in total: yellow (easy), orange (medium) and red (hard). With each success, the size of the reward increases (the initial reward is 200 caps).

In addition to the main task, Daisy will ask you to bring a book to the same Boston library. The book will be in the library. Your first subtask in this assignment:.

Clean out warehouses in the Neighborhood

The task is taken in "Neighborhood" from a robot named Whitechapel Charlie. He will offer you a job that needs a sloppy guy for a very dirty job. Blood on the pavement. Corpses on the ground. Everything like that. If you are interested, then agree. So some anonymous customer is willing to pay a few hundred caps to get someone out. It will be necessary to clear three points, while leaving no witnesses. The problem is that all three key points are located in the territory of old warehouses, so Charlie cannot use his guys, as it will be too noticeable. So he asks you to do this business. The starting reward is 200 caps. As usual, you can claim more caps as a reward. There will be three difficulty levels: yellow (easy), orange (medium) and red (hard). With each phrase successfully spoken, the amount of the reward increases by 50 caps. In addition, you can try to find out who the customer is. It all depends on your developed eloquence. In any case, this is how you get the task:.

The first thing you will encounter in this quest is castles. Getting into the warehouses is not so easy, since they will all be locked, and the locks will be red, which means that entry is considered illegal. Once inside, you will have several marks. In addition, first of all, sit down so that you will not be noticed. Although nothing will stop you just to rush in and shoot all the gangsters, so here the passage depends on the style of the game. In any case, you will have to face a pack of gangsters, so keep your cannon ready. Once you clear your first warehouse, there are two more left.

With the rest of the warehouses, in principle, everything is the same: you make your way, clean up, leave. The main thing is to make sure that you are not seen while breaking the doors, otherwise in Neighborhood you will be punished for this. As soon as you clear all three warehouses from gangsters, you will have a new subtask:. Going back to the robot will give you money and experience. After that, the task is considered completed.

House of Memories

The task is taken in the house of memories from a certain Irma. It turns out that Irma is a seller of memories. During the conversation, she will invite you to plunge back into your memories. Here you have a choice: to bribe, or to convince. But to convince, you need a pumped eloquence, keep this in mind.

So, Irma will tell you that the easiest way is to work with those memories that are associated with other people, or with recent events in which loved ones again participated. You can say about your wife (or husband) or your son (but the memory will be the same anyway). In general, at the end of the conversation, Irma tells you to sit in a chair to plunge into memories. So you get a new task and the first subtask to it: task -, subtask -. Sit in the memory capsule on the left side and get ready to plunge into the events of the past.

Soon your freshest memory is triggered. You find yourself in the very "Vault 111". Moreover, during those events when your child was stolen and your husband (or wife) was killed. Your new subtask:. There you can look at yourself in a cryogenic capsule. It turns out that everything was planned. Either there was a traitor in Vault 111 who specifically allowed people to be kidnapped, or everything was so planned from the very beginning. But to find out what these unknowns were talking about - it will never work. When you return to reality, you will have a new subtask:. Get out of the capsule and talk to the woman. By the way, during the conversation there will be such a dialogue option "[Moral damage]", for which, in case of success (eloquence also plays a role here), you will receive money!

By the way, Irma will also help you with the kidnapping of your son and the murder of your wife (husband). She will direct you to a person who can help you in the case of the kidnapping of your son and the murder of your wife (husband). She will recommend contacting Nick Valentine, a detective who works in his office in Diamond City. In any case, the task is completed + experience will be listed for you.

Excavations

This quest can be taken in Neighborhood. You will need to go to the alley between the warehouses. There, a certain Bobby will turn to you through the window in the door. He will offer you a job. To begin with, he offers you 50 caps, but you can demand more, up to 200 caps, but on condition that you have pumped eloquence. You can also demand to tell a little more about the case in which he is trying to involve you. It turns out that he is working on some big project, but that's all for now. In any case, if you agree to this task, you will have the first sub-task:.

Diamond City Blues

The task is taken from a certain Paul in the city of Daimon City. You can meet him in the very center of the city. So, it turns out that his wife is walking, so Paul wants to talk to the one with whom she is walking, but he does not want to show violence, so he asks you to help intimidate his wife's lover. This is how you get the task:. Your subtask:.

When you arrive at the bar, it turns out that Paul is not as friendly as he appeared at first glance, because he is about to shoot Cook. So you have to calm him down a bit so he doesn't do something stupid. Please note that if you fail to convince the guy to remove the gun and solve everything peacefully, then Cook will attack you and you will have to kill him. Keep in mind that some options will require a pumped-up eloquence, so perhaps in some dialogue you will not be able to solve everything peacefully, you will have to kill Cook again, or reboot.

Plus, if you don’t shoot Cook, then he will make an offer, thanks to which you can get some caps. He will tell you about a rich boy who decided that he was a cool gangster. So, very soon, this guy will have a cool deal, where they will exchange drugs and caps. Cook's plan is simple: you take both money and drugs, killing everyone who will be there. If you don't like this guy's proposal, then kill him. After the kill, you will have a subtask:. There you can find a note. This will give you the subtask:.

After reading the note, you still have to go to the deal that Cook suggested to go to. Your new subtask:. The deal is slated for near the Back Street Ramp (slightly north of town). Upon arrival, you bump into Trish and Nelson along with a couple of fighters. You can immediately attack them and not waste time talking. After the battle, you will have a subtask:. Talk to the woman.

If you don't shoot Trish right away, you can find out from her the place where the drugs are prepared. It turns out that this is a whole laboratory. The laboratory for the manufacture of drugs is located right in the Commonwealth. But without Trish's help (she claims), you will never be able to find this laboratory, much less get inside. If you fail to obtain information with the help of eloquence, then you can find out the location of the laboratory in this walkthrough: there is a chemical laboratory in the southern part of Boston, at a fish factory called "Four-leafed". This will give you the subtask:.

The most interesting thing is that the laboratory is guarded by wild ghouls, but Trish gets inside the laboratory without problems, since her team, like her, consists only of ghouls. But that's not all, because there is also a whole system of traps. And to cut down the traps, and open the doors, Trish will be needed, since only she knows the password from the entire system. In any case, she can provide you with the same password, only you have to let her go. Although, having learned the password, you can shoot her. Nothing prevents you from doing this. But whatever you do there, here's the password for doors and traps - "Applejack". And by the way, don't forget to search the corpses. You can find more than 800 caps at Nelson's, and there are large quantities of preparations in the boxes. To find a chemical laboratory, you have to go to a place called the Four-Leaf Fish Factory, which is located on the southeastern side of Diamond City. In general, the path is not close.

The approach to the laboratory will also be difficult due to the fact that you will bump into super mutants along the way. In addition, among them there will be a legendary super mutant, a rocket launcher, and even a couple of traps. Be extremely careful with traps (especially near the right place), otherwise they will simply tear you apart. But inside the necessary building, wild ghouls, which were mentioned earlier, will literally immediately attack you.

Having passed a little further, or rather, having chosen the mark back to the street, it turns out that you need to climb up the building. There is a staircase behind the building, with which you can climb to the roof. On the rooftop you have to kill a couple of ghouls again, so do not lose your vigilance. Once you manage to get to the terminal, select the function that opens the doors there. Near the terminal (on the left), a part of the wall will disappear, thereby opening the passage to the inside of the secret laboratory.

Before you go inside, get ready for the fact that you will be met by the laboratory staff, and extremely hostile, so you will have to kill everyone. In addition, when you enter the laboratory, the task will be completed, and you will be credited with well-deserved experience, and when you kill all the ghouls, you can calmly search the laboratory and take many valuable things with you.

Avid fan

The quest is taken from Moe in the city of Diamond City. In short, Mo needs to find rare pre-war sports items, so he asks to find them, you. As for the lids, you can agree. There are only three difficulty levels and for each successful trade you will receive 25 more caps. In any case, taking a job from him, you get the task:. In addition, there are three subtasks: the first -, the second -, the third -.

Bring Fred Allen a Canister of Hallucinogen

The quest is taken in a place called "Neighborhood". There you will need to find a certain Fred (you can find him at the Rexford Hotel). He will acquaint you with the old building called "HallucGen" and tell you that there probably are some drugs (drugs), but since the shooters (the coolest mercenaries) went there, he will not be able to get the drugs on his own. So he asks you to take care of this matter. You can also bargain with him in terms of rewards. Each successful trade increases the reward amount by 50 caps, but keep in mind that if you fail at least once, you will revert to the original reward - 200 caps. Your main assignment:.

Upon arrival at the right place, near the building, you will find a couple of corpses of the same shooters that the employer spoke about. Already alive and hostile arrows will meet you inside. By the way, pay attention to how sick they became because of the drugs that were made in this place. Keep in mind that in this place there will be a lot of various things that can not only be sold, but also used for other purposes, for example, in home improvement or improving weapons. The building itself is quite large. There are a lot of different corridors and rooms, in which there will be a lot of crazy shooters, so be prepared to hear crazy screams and more.

In the end, you will get to the doors, behind which there will be the necessary canister. The door is closed with a terminal, so in order to unlock them, you will need to hack the terminal. In order to hack the terminal, you need the hacking level "Hacker". But don't be alarmed, as there is another way to open doors. To do this, go to the room next door and find a computer with an easy level of hacking there. By hacking your computer, you can reset your current password and get a new one. It is not known if the reset gives each player their own password, but in this playthrough, the password is “Admin-3”.

Once you get the password, go back to the Hacker level terminal and interact with it to open the doors (no need to hack it now). This will open the door for you. And by the way, after going forward, you should not turn to the right, because there is poisonous gas that will kill you. Walk left. Going a little further, you will stumble upon a new computer that will have to be hacked if you did not get the password. With the help of this computer, you can run disinfection, which will remove poisonous gas from your path.

You are literally one step away from the right canister for the customer. You can get inside in two ways: break the doors and go inside, or disinfect and go through the place where the poisonous gas was previously. But, in any case, you will find yourself in the laboratory, where you will stumble upon the shooter-commander. The enemy will be quite resistant, moreover, he can activate an electrical mechanism that can shock you. It is best to hit him a couple of blows and hide, or even better to quickly kill him due to the element of surprise. By the way, do not be alarmed, but he can also become invisible, so be prepared for this too.

After the battle, take a close look at the laboratory. You need to pick up two flasks with Hallucigen Corporation gas. Once you pick them up, you can leave this place and return to Neighborhood to your customer. Returning back to Fred, tell him that the work is done and give him the flasks with gas. For this, you get experience and money, which you agreed on earlier. The task is completed.

Fade out trick

The task can be taken only after you get Nick Valentine out of the hands of gangsters and he will offer you to work for himself. In his office, you can familiarize yourself with the case. And as soon as you read it, you will have a new task:. You will also have the first main and additional subtask: main -, additional -.

Passing tasks of the Brotherhood of Steel

Fire support

You will receive this additional task during the passage of the task:. Since the task is taken randomly, you will have to wander around the Corvega car assembly plant. At some point, you will see an inscription in the upper left corner that you have caught the signal:. Your first subtask in this challenging task will be:. Tuning to the frequency is easy enough - use the Pip-Boy. There, by selecting the appropriate section and the desired frequency, you will get a new subtask:.

So, you can provide the required assistance in the "College Square" location. And keep in mind that upon arrival at this place you have to collide with a huge bunch of wild ghouls, so you need to prepare well, or quickly run to the police station, where you can already help protect the building for Paladin Danse and his special forces. In general, you just have to fill up a huge bunch of wild ghouls and do it better in the company of friendly characters, so run to the Cambridge police station. By the way, as soon as you arrive in the vicinity of the Cambridge Police Station, you will immediately receive a new subtask:. Once this wild ghoul grinder is over, you will have a new sub-task:. The dance will be a man in huge power armor.

During the conversation, Danse soon admits that he is a member of the Brotherhood of Steel faction and he has a special task from the leadership in this place. The management gave the order to conduct reconnaissance in this place, but everything did not go as planned. In addition, one soldier is missing and they are running out of supplies. Communication with the command also cannot be established, because the signal is too weak. Soon Heilin will intervene in your conversation and say that the signal of the radio tower in the police station can be amplified, only this can be done with the help of appropriate equipment. But there is a way out, since the equipment can be obtained from Arcjet Systems (such a mini-plant). It is there that you can get the necessary equipment that will help make a short-wave signal transmission to the leadership. In general, Dance invites you to help the Brotherhood of Steel. On this the task came to an end.

Call to arms

You will receive the task only under two conditions. The first condition is that it is necessary to complete the task, thereby responding to help. The second condition - after the battle, you need to agree to Dan's request for help. Since the paladin Danse's squad is now trapped, they need to contact the command, but this can only be done using a radio signal. And since the signal is weak, the command cannot receive it. So you have to get equipment to help amplify this signal for the short wave. So, your first sub-task in this quest is:.

Go inside the police station. Inside, talk to Paladin Dance. Let Danse know that you are ready to go in search of parts. So, your new sub-task: "Follow the paladin Dance". By the way, do not forget to inspect the police station, as there are a lot of useful things that will come in handy during your journey through the Wasteland.

Follow the Brotherhood of Steel soldier. First, keep in mind that the path will not be the closest. Secondly, you may encounter raiders along the way, with whom you will start a fight. You don't have to worry about Dans, but you should think about yourself. In general, not only raiders can attack, but only they can block the road on purpose. As for the rest of the enemies - they just come across as you move towards the goal.

Eventually you will reach a place called Arcjet Systems. This is where you have to find the details that will enhance the radio communication in the police station. Paladin Dance will stop right at the entrance to give directions. “We act quietly and cleanly. No feats, everything is strictly according to the protocol ”- that is what he will tell you. The protocol is naturally known only to him, so you can simply hammer a "bolt" on it. Your main target inside is the shortwave transmitter. Your sub-task remains the same:.

Inside, your subtask will soon update to:. Dance will say that someone has already been here, but these are definitely not people and not any other creatures - they are synths. There is no blood, no shells. Your sub-task remains the same:. After passing a couple of corridors, you find yourself in a large hall. Your new subtask:. You can open the doors using a computer (terminal) in the same room. After opening the doors, your subtask changes to:.

So, as soon as the doors open, "packs" of synths will immediately run over you. They are not very friendly, so get ready for battle. After the battle, do not forget to search the remains of the synths and after, immediately move on after Dance. In the next hall there will be no more synths, but there they will calmly fire at you from above, so it is better to get down to those who are on top as soon as possible. In any case, after the battle, continue to follow the paladin Danse.

You soon reach the Arcjet engine core. The transmitter you need should be in the control center at the very top of the core and, apparently, the elevators in this place are no longer working. To make them work, you have to go downstairs and somehow turn on the main generator, which will supply power. Danse suggests inspecting the service sector, which is located near the main hall. This gives you the subtask:.

So turn on backup power you can only use the terminal at the very end. Finding it is not easy, since the path below is linear. As soon as you activate the backup power, you immediately get a new subtask:. In addition, you also have an optional subtask:.

The only thing that is not clear is why this subtask is considered optional, if synths are constantly advancing and judging by the way they beat Danse, they need to be destroyed as quickly as possible. In any case, press the button in the next room. The engine will start, the synths will be destroyed, and Dance is saved. Your new subtask:. Go to him and talk to him. Danse will be fine, so call the elevator and head to the control center.

In the premises of the control center, a slaughter with synths will again begin. Your new subtask:. After interrupting all synths, you have a new subtask:. You can find this part on one of the synths, so take a close look at everything.

After finding the transmitter, your subtask changes to:. In general, the essence of the task, I think, is clear. It's time to get out of this synth abode into the fresh air. By the way, the exit will be nearby, so you don't have to trudge back through the entire building. On the street, your subtask is updated:. So, paladin Dance will tell you two important things on the street. First, if you give him the transmitter, he will reward you well for the operation. For the work done, he gives you his personal weapon - the Brotherhood of Steel laser carbine. This gives you the Righteous Sovereign cannon. As for the reward, you get 50 pieces of nuclear batteries. Secondly, he invites you to join the Brotherhood of Steel. In general, it is up to you to make key decisions, but, in any case, the task is completed.

Semper Invicta

To take this quest, two conditions must be met. The first condition is to complete the task:. The second condition - it is necessary at the end of the "Call to Arms" quest to agree to Dan's proposal about joining the "Brotherhood of Steel". And then this task will begin immediately after you complete the task:. Either way, your first sub-task in this quest is:.

Shadow of steel

Probably the most incredible side mission that has to do with the Brotherhood of Steel. Moreover, it is not so easy to take the task, since you will have to go through part of the plot task first:. And by the way, only when you kill the mercenary Kellogg and leave Fort Hagen. At the exit you will be able to see one small plane at once, and lifting your head higher - a huge fleet, which will say that this is the "Brotherhood of Steel". I think it's no secret why they came here. Their main goal is the "Institute". Anyway, your first subtask is:. After you listen to the radio message, a new subtask will appear:. Where did they go? They fly to the Cambridge Police Station, so if you can't wait to gaze at this huge flying ship, head to Danse as soon as possible.

Passing tasks of the Minutemans

First step

You can take the task only after you complete the storyline task:. The task is given by the same Preston. After successfully completing the task, Preston asks you for one favor. So, one settlement asks for help. The inhabitants of this settlement still hope that there are still noble minutemans in these parts who can help and protect. But since there are not many minutemans now, more precisely so far there is only one active minuteman - Preston. He asks you to help find the rest of the members of this faction. After the conversation, you have the first subtask in this side task:. In addition, there is one more subtask:. He will help you during the passage of this task.

Go to the indicated point on the map. The settlement of Tenpines Bluff is located far enough away, so most likely you will stumble upon more than one enemy, so get ready. As soon as you come to this destroyed settlement, you will have a record: "Discovered: Tanpines Bluff" + you will be credited with experience for finding this place. Talk to the settlers and it’s better to tell right away that you are one of the Minutemen.

So, these settlers have been terrorized by one gang of raiders for several weeks. They constantly steal supplies and food from them. And if they refuse to pay them this tribute, they will kill them. And although they know where the lair of this gang is located, they will not have enough strength to overcome them. That is why they ask for help.

During the conversation, your subtask will be updated to:. The desired place will be marked on your map after talking with one of the settlers. You can immediately go to the specified place and kill all the scum. The lair is located in the south and you have to go far enough.

Advice: Before you move into this factory, please note that this is not some ordinary camp or parking lot with raiders. There are a lot of them here, so I strongly recommend that you prepare well before traveling there. It's not even about what they will have in their hands and what they will wear - they just crush with their numbers.

When you get to the factory, you will soon receive a signal:. This is how you get the task:. But do not be too distracted from your current task, because there are a lot of raiders and you need to be careful. During the cleanup, grenades and mines will help you a lot. At the beginning of any battle, it is better to sit down somewhere (find a comfortable position) and shoot back. Keep an eye on your ammo, because if it is small, then you will either have to go hand-to-hand or look for ammo during the battle.

Advice: As you wander through this car factory, stay alert even after you have killed all the raiders outside! You still have to go inside, where not only raiders, but also turrets are waiting for you. So, when turning the next corner, be careful. You never know when the automated cannon will start firing at you!

After you clear the area outside, look for a passage inside. Once again, the raiders are waiting for you inside. At the very end, you have to kill Jared - the local leader. In addition, keep in mind that Jared will be covered by a couple of raiders and turrets. If you have problems with the turrets, then carefully examine the room - there is a terminal with which you can turn off automatic installations. As soon as you deal with the leader of the bandits, you will receive a new subtask:. And by the way, don't forget to search this factory carefully, as you can find a whole bunch of useful things here!

Either way, head back to Tenpines Bluff and turn in your mission. Telling the villagers that you completed their assignment, you get the caps and get the opportunity to use the workshop in this small, dilapidated settlement. In addition, your subtask for:. And the settlers whom you helped to deal with the problem now agree to join the Minutemen.

When you meet, Preston will tell you that the residents you helped decided to join the Minutemen, and that's great. During the dialogue, Garvey will give out a flare gun. With the help of this weapon, if something happens, you can call for reinforcements, and if there are minutemans somewhere nearby, reinforcements will definitely come to you. In general, as soon as you are given the rocket launcher and covers, your task will be completed + you will be credited with well-deserved experience!

Oberland Station: The settlement is threatened by raiders

The quest is taken from Preston Garvey, but only after you have fulfilled several conditions. First, we completed a side task:. Secondly, if, during a conversation with Preston, Garvey agreed to the General of the Minutemen (that is, the leader) and assumed the responsibility to lead everyone. Since there are no active Minutemen other than Garvey, you are the only candidate for the leadership position. Your first subtask in this assignment:.

→ Tip: At this stage of the passage, you can now take Preston Garvey as a partner. If the difficulty level and enemies in general give you problems, then take this minuteman and go!

When you arrive at Oberland Station, find the icon-marked settler there and talk to him about the problems. It turns out that the next raiders demand supplies from civilians and threaten to kill them if they are not supplied with supplies. The settlers ask you to help them in this matter. This gives you a new subtask:. The desired location will be near Diamond City (slightly north of the city), so hit the road.

The settlers said that three raiders came to them. So, outside you have to kill three raiders, but inside there will already be many more. So be prepared for all sorts of challenges. In addition to raiders, you will also find turrets inside, so be careful and try not to substitute. As soon as this place is cleared of raiders, you will receive a subtask:. Return back to Oberland Station to the settlers and talk to them. As soon as you talk to them, you will be rewarded with caps, and the task will have a new sub-task:. After talking with Preston, for this task you gain experience, and the task finally comes to an end.

Somerville Place Settlement: Raiders Threatened Settlement

The task is given by Preston Garvey, or you take it personally from civilians, having reached the settlement "Somerville Place", which is located in the southern part of the map. If the task was taken from Preston, then you will receive a subtask:. In any case, they will ask you to help deal with the raiders. This gives you the subtask:. Open the map immediately and find the right place. It will be located in the eastern part of the settlement, so you have to somehow get over the swamp.

Expansion - Restaurant "Starlight"

After you help the residents of Oberland Station deal with the group of raiders, report everything to Preston. After receiving the reward, you also receive a new task. Preston will tell you about what the scouts found appropriate place for the construction of a settlement, only a problem arose - some bloodthirsty creatures settled in that place. So you will have to clear this place and after cleaning, put a radio beacon to notify all settlers about the cleaning of this place. So you get the task:. And immediately a subtask to it:.

Cleaning - Greentop Greenhouse

The task is taken in a place called the greenhouse "Greentop". There, after talking with one of the settlers, as usual, you will need to help. This time, civilians (they are also settlers) will ask you to clear one place from different kinds of creatures. If this is not done, then most likely soon they will come to visit these people and eat a little human. But the most offensive in this whole story is that the place where these creatures live is ideal for construction. Moreover, civilians will tell you that they know people who would agree to settle in that place, if, of course, the place is cleared of monsters. In the end, this is how you get this task and immediately a subtask to it: the main task -, the subtask -. By the way, the most interesting thing is that this commune is located in the extreme western part of the map. Question: how will the monsters get to the inhabitants? Of course, this is a mystery, but what can you do, go to carry out this task.

As soon as you get to Solar Tides commune, you will surely stumble upon a certain Professor Goodfills, but he will not speak to you, so do not waste your time on him. Go to clear the houses. There you can come across either beetles or wild ghouls. In addition, there is a possibility that you will meet the legendary ghoul there. Having shot at him a couple of times, he mutates and a serious battle begins, in which just try not to expose yourself to the blows. You can pick up any weapon that shows itself well in close combat.

By the way, you can also try reprogramming the assistant robot. The desired terminal is in the center and you still have to hack it, but be careful, because if something goes wrong, then the robot will attack you. After you kill the legendary wild ghoul, you will receive a new sub-task:. After reporting on the cleanup, you get covers + experience for the task. In addition, Greentop residents will tell you that they are ready to join the Minutemen for their assistance.

The storming of Fort Independence

The task is taken from Preston Garvey. He believes that now is the time for the Minutemen to reclaim the Castle. This castle is a very old fort. A long time ago, the fort served as the main base for the Minutemen, but those days have passed and now new residents have settled there. With your help, of course, the Minutemen will be able to return this "nest" back. Your first subtask:.

As soon as you talk with Preston about the assault on the Castle, he will inform you about what will be waiting for you near the fortress. This gives you a new subtask:. So go to the right place if you are, of course, ready for battle and well prepared.

Sweatshop: Greenskins

The quest is taken in a place called "Sweatshop". It is located in the northern part of the map. Upon arrival, you will stumble upon a very interesting place where intelligent ghouls have settled. Find there a certain Wiseman and talk to him. So, he will tell you about how the mayor of Diamond City did to normal (reasonable) ghouls - he kicked them out. So, Wiseman was not taken aback and founded his own community, in which they learned (in the local pool) to grow herbs, or rather smolyanka. But everything would be even better if they laid trade routes, thereby selling that very Smolyanka. Unfortunately, they cannot be laid for the reason that super mutants have settled nearby and are attacking caravans. Wiseman asks you to deal with these monsters. This gives you the subtask:. Open the quest log, choose the appropriate quest, open the map and find the place you need.

It would seem, what's wrong with that? Just think, kill a couple of super mutants and come back, report everything. But, friends, the whole "salt" is that there will be, perhaps (it all depends on the great randomness) two legendary monsters, one of which is a super mutant, and the other is a very strong robot. Characters who are not pumped and well equipped cannot do anything at all. You don't even have to try. What is important to know?

First, don't even try to kill two legendary monsters in one fell swoop. It's not just useless - it's dangerous. Moreover, it is not even effective. Not at all. Complete zero. Especially if you are not playing on an easy and not even on an average level of difficulty, then this is generally a quiet horror.

Secondly, you need to kill ordinary enemies. Each and every one. You cannot leave ordinary enemies, because they will interfere. For example, crowd. At the key moment, when you cannot step back, you can be killed purely by accident, or something worse - just beaten by the whole crowd like a dog.

Third, bring along some powerful weapon with you. For example, with the help of "Fat Man" you can try to kill someone, but it is better not to use this weapon on legendary monsters, because after mutation they will restore their health and it turns out that you just wasted the projectile. You just have an element of surprise on your side - take advantage of it.

As soon as the place is cleared, and carefully inspect everything, go back to Wiseman. He will give you a hundred caps, and in the future you will now be able to use the workshop in Sweatshop. In addition, Wiseman will tell you that he is ready to join the Minutemen. Because it's better to help each other. This gives you the subtask:.

Return back to Senchuari and find Preston there. He will be happy about this news, because ordinary residents cannot withstand super mutants in any way. In any case, the task is completed, so they will list the experience you deserve.

Sekchuari

The task is taken from Sturges. The conversation will be short enough. He will tell you that for a start in this place (your settlement) it would be nice to make normal beds, since people slept on bare ground for a long time, which is very bad. The task is taken during the passage of the quest:. You will have a subtask:. Either way, this is how you get the subtask:.

Passage of tasks of Railwaymen

Passing the tasks of the Institute

Passage of tasks of companions

Bowing out - Strongman

Wandering around Diamond City (or walking towards the city), you will soon be able to pick up a new radio signal: Radio Trinity Tower. Switching to this signal in your Pip-Boy, you will receive a message. The message will be a request for help. So you get a new task: "Bowing out". And the first subtask to it:. The message will say that one poor fellow was surrounded by super mutants and sieged, so he needs help.

So, you need to get to a place called Trinity Tower. Upon arrival at this place, you have to face a couple of mutants. Dealing with them is not a problem. As soon as you clear the first floor, go up higher and enter the elevator. Press the button and take the elevator higher.

Upstairs you have to fight the super mutants again. In addition, it is always unclear what a certain "Fist" will tell you about. There will be a lot more enemies than on the first floor, so get ready for battle. And here you will find another lift that will take you much higher. Using the second elevator, you will find yourself at the very top of the Trinity Tower, where there will be more super mutants. By the way, right there you will meet the same "Kulak" who threatened you with reprisals all the way. Please note that he will be dangerous because he will have a minigun in his hands and it is too dangerous to come close to him.

After killing the "Fist", go up to the very top, take the key from the box from the box and go to the prisoner. In the cell, it turns out, there is not only a captive person, but also a super mutant. The man's name is Rex, and the super mutant's name is Strongman. But Strongman is not like the others - he is smart and more civilized (and to be honest, he contacted Rex to seize human power, but his own people considered him an idiot, so they locked him in a cage). After talking to the prisoners, you get a subtask:. Having opened the camera, you get a new subtask:.

In addition, get ready for the fact that after the release of the prisoners, more super mutants will immediately attack you. To go down, you will not have to go through all the previously passed floors again. There will be an elevator nearby, where Rex will already be standing along with the Strongman, so you just have to join them and press the button to descend. During the descent, at some point the elevator will stop and you will have to get off in order to change to another elevator, so once again get ready for battle.

When the elevator stops one more time, then do not think that you need to get off again. Now you just need to kill the mutants who will be in the building. After you kill them, the elevator will continue to descend. When the elevator stops for the third time, it will be the final one and then you need to go on your own two. The key point will be located nearby, so you don't have to go another half of the city in search of safe place... As soon as Rex also comes running to a new key point, a new subtask appears:. After talking with Rex, the task will be completed, and you will receive the well-deserved experience. Rex will leave you, and Strongman can join you as a companion.

The Long Way Ahead - Robert McCready

Hancock Recruiting - Hancock

The plot of the century - Piper

The task is taken from Piper - a journalist. She meets the main character directly in Diamond City. At the entrance, after talking with her, it turns out that she is not allowed into the city due to the fact that she wrote a lot of interesting things about the local government in her newspaper. When you approach, she will ask you to play along with her so that you can get inside together. You don't have to do anything, Piper will play a little show herself. Once inside, you will meet the mayor inside. During the conversation, Piper will say that she has a job for you. So you get a new task and the first subtask to it: task -, subtask -.

Go to a place called Public Events. Arriving at this location, your subtask is updated to:. So, Piper asks you to give an interview in which you would tell about yourself, how you lived in the shelter, and so on. You can answer as you like.

In general, Piper's personal assignment is sheer chatter. There is nothing difficult in this. Even at the entrance to Diamond City, you don't have to make any key decisions - everything is easy and simple. And when you finally give Piper an interview, she will agree to join you as a companion. After that, the task will be completed + you will be credited with experience for passing.

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 might 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 settle for nothing but 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 of a Survivor

The dog appeared in the Fallout game itself. Although this dog is not always 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 Concord, 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 Vault-Tech representative. 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 wandered around the area trying to find Nate, Nora, and Sean, but without success. In Concorde, he was even stoned 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. Complete the Fallen Hero side-mission to learn more about these people.

14. People mysteriously disappear in the Commonwealth. Is the Institute or someone else involved?

Paranoia at an all-time high 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.

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 Secret of the Cabot House, you will visit the Parsons Psychiatric Hospital 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 of 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 Potogonka share one thing in common: 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 another, 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 vaults have become a death trap for their inhabitants. Some have become quite prosperous settlements, and Vault 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 May Be found.

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.