Fallout 4 walkthrough of additional missions. Main quests

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

Implementation

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

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

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

The goal is set

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

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

Unexpected success

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

On the way to the Complex

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

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

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

Inside the Complex

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

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

Death to the synths

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

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

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

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

Fallout 4 - mods

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

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

If someone has not yet been to the game, or has not followed the news, then you are probably not aware that the world is much more more peace games, 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 “savvy”, and some require skill in using a weapon. This is why couples have problems getting through. Sometimes bugs arise, sometimes you meet too strong an opponent, and sometimes you don’t even know what to do or where to go!

Our walkthrough of the game's additional tasks 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, with us you will find the most detailed walkthrough games, which not only won’t let you down, but will help you complete the game 100%!

Completing Wasteland quests

Express delivery

The task is taken to a settlement called “Bunker Hill” from a certain Edward (there is also a possibility that the task is taken in other places where Edward also finds you). Edward is a smart ghoul and it is he who will offer you this job. Of course, you are not familiar with this strange ghoul, but he has already heard quite a lot about you. Since he is looking only for strong guys, the task will not be easy and he may have to fight with someone. By the way, you can demand a reward even before he offers the job itself, and says what the work is (this is how you show some kind of professionalism, supposedly it doesn’t matter what the business is, the main thing is money). And you can claim a reward only if your eloquence has been upgraded. In any case, Edward will say that you will work for him, but still, first, his Boss, Jack Cabot, must look at you and evaluate you. In the end, Edward gives you a tip on where you need to go to get this job. The Cabot home is located in the Beacon Hill neighborhood. After talking with Edward, you will receive a main task and a subtask for it: main task - , subtask - .

When you reach the indicated house, go to the intercom and activate it. When you have a response box, choose the line: “Jack Cabot.” After this you will be able to go inside. Inside you will meet Edward again, and he will tell you to follow him - follow his orders. Soon you meet Jack himself, who is either a scientist or a historian - it is not clear. In any case, soon in the process of talking with him, you receive a subtask: . Although the whole dialogue with Jack is a little strange - this is also part of the task. So, to the north of the city, Jack has a complex and somewhere along the way to it, a very important cargo has gone 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 you don't have to be scared of 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, at the hospital, talk to Maria, the head of security at the psychiatric hospital. Your new subtask: . Go to a mental hospital.

Once you reach the mental hospital, talk to Maria at the entrance. Tell her that Edward Deegan sent you to her about the missing cargo. Maria will introduce you to very valuable information. It turns out that she apparently knows who killed Ben (the courier). The killers fled to Parsons Creamery, just north of the mental hospital. So you will get a subtask: . In addition, Maria will tell you that these are probably raiders, but it’s strange that they are still roaming around the area. Either way, head to the creamery. You'll come across mercenaries in the backyard of the mental hospital, so be prepared for a fight.

As soon as you kill all the raiders at the Parsons Creamery and take away a certain “Mysterious Serum”, you will have a new subtask: . Now you can return 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 high level eloquence, then when it comes to the serum, you can lie and say that you didn’t find anything or that it no longer exists. 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 + 100 caps for the task.

Emogen and her lover

The task is taken immediately upon completion of the task: “Urgent Delivery”. Everything from the same Edward. And how exactly the previous task is taken, you can see above. In any case, your first subtask for this quest: . Follow Edward. During the conversation, you will be introduced to Emogene, Jack's sister, although not personally. In general, from time to time a girl runs away from home with another lover and then Edward instructs someone to return the girl back to the “family nest.”

So, according to the assignment: Edward knows where the girl spends most of her time, this place will be the town of Good Neighbor, or rather the jazz club “Third Rail”, which is located there. So you get a main subtask and an additional one: main - , additional - . In addition, if the girl doesn’t want to go home, then you won’t be able to hit her on the head, so you’ll have to come to an agreement with her somehow, keep this in mind.

Head to Goodneighbor. Find the Third Rail and go inside. At the bar you need to talk to Magnolia, since only she knows anything about Emogen. If you caught Magnolia singing, then you'll have to wait. By the way, it will be possible to obtain information from her only thanks to her pumped-up eloquence and there is no other way at all (or watch our walkthrough and find out the girl’s location). 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 somehow he managed to hook Emogen. Magnolia thinks it's all about his appearance. At what point will the singer call a certain Ham, who will ask where Brother Thomas (the same preacher) went. From Hank you learn that the preacher lives in the 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 leaflet that the preacher was handing out in this bar.

The desired location is located in the northwest of Good Neighborhood. By the way, this is near the HalluciGen corporation. The right place will be the Charles View Theater. Upon arrival, you will come across missionaries, but you should not rush at them immediately; first, talk to Brother Thomas. It won’t be so simple with this guy, because he will say that Emogen is not well now and that’s why she doesn’t accept anyone, but all this is somehow strange, since it all looks more like captivity. You have a choice because there are two threatening lines: "Intimidate" and "Family Friend." And one remark with bribery: “Offer 500 caps.”

But keep in mind that any remark requires 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 Thomas’s corpse and free the girl yourself.

As soon as you enter the room, you will see a gray-haired girl - this is Emogen. It turns out that the serum that the raiders stole slows down aging. The girl started taking it at the age of 32, so this is the secret of the serum and everything connected with it (you can extract this from your employers, but only if your eloquence is pumped up). In any case, upon finding Emogen, the subtask is updated to: . Return back to Edward at the Cabot house. Upon arriving back at the house, you will hear Jack screaming on the radio.

From Jack you learn that Edward is trapped. The old Parsons psychiatric hospital (which you have already been to) was attacked by raiders. And this is strange, because before the guards not only easily repelled the attacks of the raiders, but there was no such activity from the enemy. In any case, tell them that you found Emogen and the task will be completed + you will receive caps and experience. Besides, this is how your new task begins: .

The Mystery of the Cabot House

You receive the task after completing the task: . Upon arriving back at the Cabot home, you learn that the Cabot research base has been attacked. The research base is still the same psychiatric hospital. So you will receive the task: . Your first subtask: .

By the way, in the process of discussing the task and the problems that arose at that moment, you can convince Jack to talk about the serum. He will tell you that the essence of the serum is that it slows down the aging process. Jack and his family have lived for over 400 years thanks to this vaccine! But this serum also has by-effect. The point is that if the serum is not diluted (and the raiders, apparently, did not do this), it increases protection and strength, and many times over.

The source of the serum is Jack's father, Lorenzo. Moreover, the whole point is in his blood, which changed when Lorenzo a long time ago found an unknown artifact in excavations that were carried out in Arabia. While the artifact is with him, he becomes increasingly insane. At one point, the time came to lock him in a cell located in a psychiatric hospital. After the conversation, you can go to Parsons.

Advice: Before you go to Parsons Psychiatric Hospital, I recommend being well prepared. For example, throw off or sell things. Buy several antiradin agents and other medicines. In addition, it is also better to prepare your companion for battle (unless, of course, it is a dog). Difficulties may arise in the future, so it is better to be prepared.

Find Jack near the hospital. This will give you a new subtask: . Go inside the former mental hospital. Inside, you will 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, who, when shot, will begin a mutation (health will be restored). But there shouldn't be any difficulties with it. If they do appear, then take them powerful weapon, run up to him and shoot point-blank, preferably in the head (don’t forget about the “V.A.T.S.” mode).

Eventually, you will reach the desired office. There you come across a wounded Edward, who will tell you that the raiders managed to get inside. In the office you can find out something more about this whole situation. From Jack you can learn that Lorenzo not only can live long and has big damage with great protection, but because of the artifact it can move a distance, so it must be stopped. So you get a new subtask: . Follow Jack further. As usual, you can only get to the doors with a fight.

As soon as you reach the new room, continue to follow Jack and destroy all enemies along the way. There will be a lot of raiders. Soon you reach a service elevator, which will take you even lower. When you find yourself in the laboratory, you will come across raiders who want to turn off the field to free Lorenzo. Jack asks you to stop them as quickly as possible. So you get a subtask: .

The first thing you need to keep in mind is that there will be a Lefty inside. This is something like a Boss and he will be unusually dangerous. But first of all, you need to kill ordinary enemies, and here you will need a boffout for quick clearing, if, of course, you have difficulties. Against Lefty, it is better to take some powerful melee weapon. This could 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, simply moving back along the way. Once you kill the raiders, you will have a subtask: “Kill or free Lorenzo Cabot.”

If you release him, then Jack will run home and you will receive the subtask: . Lorenzo, upon returning home, will punish everyone for decades of imprisonment and after that, he will try to punish you too.

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: . As a reward you will receive more than 500 caps. After talking with Jack, the task will be completed. In addition, Jack will finally say that now he can calmly study the artifact, so he asks you to visit him in a week.

Troubled waters

The task is taken in a place called "Greygarden". There, find Manager White and talk to her. During the conversation, at some point she will start talking about water. And soon ask you to help her in one matter. They get most of their water from the old station, which is located in Weston (south 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 treatment plant. So you get this task and immediately the first subtask: .

Your destination: Weston Water Treatment Plant. By the way, don’t rush to go to the treatment plant, because well-armed super mutants are waiting for you there, who will have not only several hundred lead on you, but also a couple more missile charges. If you are too weak, poorly armed, or simply not very well pumped up, then it’s better to pump up first and only after that go to clean up and understand the problem of the 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 maim 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 this can only be done if your stealth is well developed, since otherwise you will not be able to get close and take the enemies by surprise. And in general, to begin with, it is better to remove the super mutant with a rocket launcher, since it will be very “painful” for him to shoot at you.

Once you manage to clear the outside of the station, carefully inspect and search everything. There are a lot of useful things here that will come in handy more than once in the future. Either way, head inside this station.

It’s better to sit down inside immediately (or in advance). Crawling quietly inspect the premises, find enemies and, in the end, get to know this place. Inside you need to find the elevator and go down on it.

First panel

On the lower level you are immediately greeted by a turret, which can only be disabled using the terminal on the roof, or by breaking it. Two more turrets are located in the room on the ----right side (above and to the right). In any case, going forward, you get a new subtask: . It turns out that the water became disgusting because the treatment plant was flooded with waste, so we 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 be released after this, but that's not all, so go to the next lever.

Second panel

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

Third panel

After you have dried another part of the room using the second panel, you will have to get to the third panel. Moreover, bogworts will again emerge from the drained places. Getting to the third point is not difficult, and it will be immediately in your sight, so you can immediately understand where exactly you need to go. After killing a couple of swampers and reaching the lever, pull it.

Fourth panel

When the third descent occurs, I recommend hiding somewhere, because on the drained walls there will be turrets, two of them, and they will immediately start firing at you. After destroying the turrets, go into the room ahead (it glows inside). Along the way, swampmen will unexpectedly emerge, so be prepared for such surprises.

By pulling the fourth lever, you finally get a new subtask: . The room is now completely drained, so head 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 of which there will be an elevator, thanks to which you can quickly get to Fresh air. In general, it's time to go back to White. As a reward you will receive a bunch of vegetables, fruits and 100 caps.

Pull the plug

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

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 just seems like there is a leak somewhere in the connection. Sally asks you to patch this place up. This is how you get a task and the first subtask: main task - , subtask - . But not everything is so simple, since you learn about the difficulties in the task only after the words: “The leak must be under water. Look for air bubbles."

So, firstly, finding bubbles is not a problem. If you stand on some hill near the quarry, you will immediately be able to notice absolutely all the bubbles. Secondly, you will have to dive into the water, and this is dangerous due to radiation.

First valve

First of all, save, but unless, of course, you have upgraded the perk that allows you to be in the water without problems (meaning not receiving radiation, or the radiation is reduced). If you're pumped up, there won't be any difficulties. By going down 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 (you will just need to turn the valve in the water).

Second valve

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

Third valve

This valve is already located opposite the second one - also in the corner. The landmark will be the stairs. And in general, if you just look at this radioactive pool, then, undoubtedly, you yourself will be able to notice all the places where there are bubbles.

In any case, in the end, you will be able to patch up these 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 a button on the pump. The pump is nearby, and so is the button. After launch, the subtask changes back to: .

Now, pay attention! After starting, you will suddenly be attacked by soft-shelled mires (all because of the noise the pump makes). The enemies are very serious, so if you are not very well prepared, then I do not recommend pressing the button. In battle, try to shoot the monsters in the head, and not in the shell. To do this, you need them to be facing you. The same goes for the “V.A.T.S.” mode, since shooting at the shell is simply useless, try to shoot at the torso or head. After the battle, all you have to do is talk to Sally and receive your reward for the work done.

Your order is accepted

The task is taken at Trudy's diner (the location is called "Drumlin's Diner"). When you get to this place, at the entrance you will meet the dealer Wolfgang and his girlfriend. After talking with him, it turns out that Trudy owes a lot of money for the drugs that he sold her to her son and which he himself got him hooked on. 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 negotiation path, then you will have a subtask: .

During the conversation with Trudy, you can try to intimidate her, or offer to disperse peacefully. By the way, you can also come to an agreement with Trudy. She will ask you to take down Wolfgang, and will pay 100 caps for this, and as usual, you can bargain after completing three difficulty levels. For each successful trade, you receive additional caps to the starting reward for this task.

But you can agree to help Wolfgang by demanding money for his work and kill (or demand money using eloquence) Trudy. If you agree to help Trudy, then you will receive two subtasks: and. If you are going to help the hucksters, then if negotiations fail, you will have to kill Trudy and her son. It's up to you to decide. After the massacre, all you have to do is talk to the one you decided to speak for and receive your reward.

Human factor

The task is taken in a small village called “Alliance”. But getting to this town is not so easy. The point is that he is surrounded concrete wall with turrets, and at the entrance sits an old man who conducts a test. Only after passing the test will you be able to get in. 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 allows you to go inside. Here, for example, is one of the options: question one - “Science”, question two - “I’ll treat the infected area”, question three - “I’ll escort him to a safe place”, question four - “Football”, question five - “I’ll give her what “something in exchange for his life”, question six - “I’ll pick the lock”, question seven - “Surgery”, question eight - “I’ll trade with him”, question nine - “I’ll disable the toilet.” Having answered all the questions, Swanson lets you into the village. In general, the answers may be different, in most cases it lets you in, so don’t be afraid.

Once you are inside the town, go forward and soon you will come across a conversation between Honest Dan and one settler. Dan tries to find out from him where some caravan went, but he doesn’t tell him anything. After these guys talk, talk to Honest Dan in person.

So, Dan agreed with a certain Stockton that he would find his missing caravan. But the task turned out to be not so simple, since he found only what was left of him near the city border. The last stop of the caravan was in the Alliance, so he came here to restore the picture of what happened, but so far he has not succeeded. That is precisely why he proposes to also take up this matter. He promises to divide the reward in half. During the conversation, you will be able to ask for an advance by choosing the line: “Lids forward.” But keep in mind that the replica will be orange, which means that it will be difficult to beg for caps. If you agree, then you finally take on the task: . In addition to the regular subtask, you will also have an additional subtask: the main subtask - , the additional subtask - .

Having chosen a task, go to northeastern part from 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 actually attacked near the Alliance. Pay your attention to the blue box that will be there. In the box you will find a certain “Diser’s Lemonade”. By finding this item, you complete an optional subtask: .

So what does this evidence provide? And the fact that Dizer’s lemonade is sold 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 weren’t saying something. By the way, do not forget that Dan said that there is probably 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 lockpicking, and to “loose Penny’s tongue” - pumped up eloquence. If you don’t have one or the other at this stage of the game, then come back to this task a little later.

I recommend that everyone immediately try to get into the house. There are three doors leading into the house: the central door, the door on the right side and the door on the left side. It is best to make your way into the house through the doors on the left side, since no one will definitely 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 Alliance house and the note “Jacob’s Password”. There will be another nightstand between the far beds. There, take the note “Alliance Reminder”. The note appears very strange, but after reading it, you receive an additional subtask: .

In any case, since you now have Jacob’s (the main one in the Alliance) password, you can go to his house and quietly sit down at his computer (don’t forget to close the door behind you). On the computer, select the option: “Fisherman report (draft).” Well, this passage is very rich in information.

Note in draft: “Mr. Huntley canceled trips to the Complex five times because of a fisherman (name unknown) who made his home at Mystic Pines Pond. Mr Huntley said his new "favorite fishing spot" was located directly above the entrance to the Complex. The Stockton search party was almost noticed by strangers. I recommend".

After reading the draft, you receive several new subtasks at once: the first subtask - , the second optional subtask - , the third subtask - . You complete the first subtask on the spot, since the location of the Complex is indicated in the draft. You can read personal files if you wish.

At the exit from the Alliance, Jacob will meet you and offer you 100 caps for remaining silent - it’s up to you. In addition, during the dialogue there is an option “Find a compromise”, but the level of eloquence must 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 reinforcements for this task. If you don’t need help, then you can immediately go to the Complex. In general, just know that this task can be completed peacefully, too, if during a conversation with Jacob you manage to find a compromise, but if you fail, then go to the Complex, or find Honest Dan and go with him again - back to the Complex.

So, if you are going to talk to Honest Dan first, then keep in mind that he is very far away. You can talk to Dan in Baner Hill. At the entrance, tell the woman (if you haven’t been here yet) that you are single.

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

After going a little forward along the pipe, you will come across three people and a turret on top. You don’t even have to try to approach them and talk, because they will immediately attack you after saying: “You shouldn’t have come here.” Try to choose some convenient position, because the spotlights that are there will be very disturbing during the battle.

When the battle is over, do not forget to take the key from 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 waiting for you inside, so try to be constantly on your guard. In any case, gradually move towards the key point. In narrow rooms, be extremely careful, as there are two turrets in them.

Eventually, you will meet Dr. Roslyn Chambers anyway. If anyone still doesn’t understand what’s going on, then I’ll explain: the Alliance conducted research to detect synthetics, and the test that you took at the entrance to the town is the same experiment of the Alliance. So, Dr. Roslyn Chambers claims that Stockton's daughter is a synthetic. In general, the “SAFE” test was created to identify synthetics, which even now is not able to detect synthetics with 100% probability. Here you have a choice: give Amelia for torture, or prevent it.

My choice fell on saving the girl. If you chose the option to save 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 (the first one). 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 larger,” but here you will have to use your eloquence, so it’s 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, since her developed test (which was simply taken from the Vaults) did not give normal results. Constant torture and kidnapping did not justify her goal. If the methods were different, or more peaceful, then one could think about her experiments. In addition, even from the messages in the prison terminal it is clear that not everyone approved of her research methods, but it’s up to you to decide exactly what to do.

Clear the northern area

The quest is taken in Baner Hill from a merchant named Deb. Choose the “Work” option from her and she will offer you to do one difficult task. Deb will tell you about the northern road, which runs through a very old army training area. So, it was there, according to the caravan leaders, that a horde of wild ghouls settled, which needed to be removed from the path. Naturally, she will pay for such work. During the conversation, you can select the “Ask for money” option (which is highlighted in yellow). If everything went well, then she will offer 175 caps for the work. But you can claim even more caps by selecting the “More Money” option. But just keep in mind that this option is already highlighted orange and for a positive result you will need pumped up eloquence. 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 Diamond City is located. Soon you will see a note in the upper left corner: “Signal Found: Silver Shroud Radio.” By switching to this radio signal, you will hear a message. So you get a task and a subtask for it: the main task is , the subtask is .

You will be able to talk to Kent Conolly only in a town called “Good Neighbor”. But on the way to this place you will 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 a certain one - this is where Kent sits. A little later it turns out that this is an intelligent 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 successfully completed work. And if you have pumped up eloquence, then you can also bargain about the reward. Since his superhero is based on the Silver Shroud series, you will need to go to the place where the very first episode was filmed - Hubris Comics. By agreeing to this task, you receive a new subtask: .

Advice: Before going to Hubris Comics, be prepared to do a lot of hacking. Almost every door will be closed. In addition, there will also be many different hiding places inside. The building has several floors, so be aware.

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

There will be four floors in total and the necessary thing (suit) is at the very top, on the mannequin. In addition, on the fourth floor you will have to defeat the “Luminous One” - this is another monster of the Wasteland. Somewhat similar to a wild ghoul (possibly a mutated wild ghoul). In any case, you have to kill him, and try not to let him squeeze you, because it will be very painful. By the way, as soon as you kill him, do not forget to search the corpse (there will be a lot of useful things there). And in general, it is better to carefully examine the entire building - there are a lot of useful and necessary things here. You can miss a lot.

Once you obtain the Silver Cloak costume, a new subtask will appear: . If you have cleared the building and are ready to move on, then return back to your employer. If you don’t remember yet, then you should go to Good Neighborhood.

Returning back to Kent, you can also give him the Silver Cloak cannon. If you bring additional Silver Cloak items, then you will receive an additional cash reward. Besides this, this is where the fun begins. Since Kent cannot become the “Silver Cloak” due to the fact that he is not so strong and brave, he offers to transform into him for you. 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 receive a new subtask: .

Explore the Pickman Gallery

The task is taken from Hancock in Good Neighbor if you ask him about the job. The fact is that they reached Hancock strange rumors about a place called Pickman's Gallery. This territory belongs to the raiders, but they are suspiciously quiet, and this silence makes Hancock uneasy. So he instructs you to go find out what’s going on. So you get the task: . As usual, you can bargain with him and ask for more money. There are three difficulty levels in total. For each level passed, the reward amount increases by 50 caps each time. But in order to persuade Hancock to pay more, it will take pumped up eloquence.

Once you get to the right place, you will come across a large group of raiders inside. Inside, having killed everyone and examined each room, you will probably find a corpse that will have a note called “Message to Jack.” Taking this piece of paper, you will receive a subtask: . Once you get back to Goodneighbor, go to Hancock's mansion and talk to him inside. After talking, you receive 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 task begins. In a place called “Good Neighborhood”, passing by any Druzhinnik, you will automatically receive this task. Your first and slightly strange subtask: .

Public Domain

The task is taken in a town called “Good Neighbor” in the shop of a certain Daisy. She can give you a job cleaning out the Boston library, which was captured by super mutants. Since this place is dear to her as a memory of her childhood, she wants to clear this place of monsters. In addition, you can bargain with her if you have pumped up eloquence. As usual, you can demand more and more money. There will be three difficulty levels: 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 a library book. Your first subtask in this task: .

Clear warehouses in Good Neighborhood

The task is taken in Good Neighbor from a robot named Whitechapel Charlie. He will offer you a job that requires a disdainful guy to do very dirty work. Blood on the asphalt. Corpses on the ground. Everything like that. If you are interested, then agree. So, some anonymous client is willing to pay several hundred caps to have someone removed. It will be necessary to clear three points, without leaving any witnesses. The problem is that all three key points are located in old warehouses, so Charlie can't use his guys because it would be too visible. So he asks you to handle this matter. 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 (difficult). With each successfully spoken phrase, the reward amount increases by 50 caps. In addition, you can try to find out who the customer is. All this depends on your developed eloquence. In any case, this is how you get the task: .

The first thing you will encounter in this task is locks. 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 you are inside, you will have several marks. In addition, first of all, sit down so as not to be noticed. Although nothing will stop you from simply rushing in and shooting all the gangsters, so the passage here depends on the playing style. In any case, you will have to face a pack of gangsters, so keep your gun ready. Once you clear out your first warehouse, there will be two more left.

With the rest of the warehouses, in principle, everything is the same: you make your way, clear it, leave. The main thing is to make sure that you are not seen while breaking doors, otherwise in Good Neighborhood you will be punished for this. As soon as you clear all three warehouses from gangsters, you will have a new subtask: . Returning back to the robot, you will receive money and experience. After this, 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: bribe or convince. But to convince, you will need pumped-up eloquence, keep this in mind.

So, Irma will tell you that the easiest way to work is with those memories that are associated with other people, or with recent events in which close people again participated. You can say about your wife (or husband) or your son (but the memory will be the same in any case). 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 for it: task - , subtask - . Sit down in the memory capsule on the left side and get ready to plunge into the events of the past.

Soon your most “recent” memory is triggered. You find yourself in that 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 planned that way from the beginning. But there is no way to find out what these unknown people were talking about. 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 a dialogue option “[Moral damage]”, for which, if successful (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 lead you to a person who can help you in the case of the abduction 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 transferred to you.

Excavations

This task can be taken in Good Neighborhood. You will need to go into the alley between the warehouses. There, a certain Bobby will address 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, provided that your eloquence is pumped up. You can also demand to tell him a little more about the case in which he is trying to involve you. It turns out that he is working on some major project, but that’s all for now. In any case, if you accept this task, you will have the first subtask: .

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 person she is walking with, but he doesn’t want to show violence, so he asks you to help intimidate his wife’s lover. So you get the task: . Your subtask: .

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

In addition, if you do not 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 the money and the drugs, killing everyone who is there. If you don't like this guy's proposal, then kill him. After the kill you will have a subtask: . You can find a note from him. So you will get a subtask: .

After reading the note, you will still have to go to the deal that Cook suggested going on. Your new subtask: . The deal is planned near the Back Street Ramp (a little north of the city). Upon arrival, you run 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 production of drugs is located right in the Commonwealth. But without Trish’s help (as she claims), you will never be able to find this laboratory, much less get inside. If you are unable to obtain information using eloquence, then you can find out the location of the laboratory in this walkthrough: the chemical laboratory is located in the south part of Boston, in a fish factory called “Four Leaf”. So you will get a subtask: .

The most interesting thing is that the laboratory is guarded by wild ghouls, but Trish goes 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 there. And to disable the traps and open the doors, Trish will be needed, since only she knows the password to the entire system. In any case, she can provide you with the same password, but you will have to let her go. Although, once you find out the password, you can shoot her. There is nothing stopping you from doing this. But no matter what you do there, here is the password for doors and traps - “Applejack”. And by the way, don’t forget to search the corpses. At Nelson you can find more than 800 caps, and there is a large quantity of drugs in the boxes. To find the chemical laboratory, you will have to go to a place called " Fish factory"Four Leaf", which is located in the southeast 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 along the way you will come across super mutants. In addition, among them there will be a legendary super mutant, a rocket scientist, and even a couple of traps. Be extremely careful with traps (especially near the desired place), otherwise they will simply tear you apart. But inside the desired building, you will be literally immediately attacked by the wild ghouls that were mentioned earlier.

Having gone a little further, or rather, following the mark back to the street, it turns out that you need to climb to the top of the building. Behind the building there is a ladder with which you can climb to the roof. On the roof you will again have to kill a couple of ghouls, so do not let your guard down. Once you manage to get to the terminal, select the function there that opens the doors. Near the terminal (on the left), part of the wall will disappear, thereby opening a passage into the secret laboratory.

Before you go inside, get ready to be greeted by the laboratory staff, and they will be 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 with you many valuable things.

Avid fan

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

Bring a canister of HalluciGene to Fred Allen

The task is taken in a place called “Good Neighborhood”. There you will need to find a certain Fred (you can find him at the Rexford Hotel). He will introduce you to an old building called “HalluciGen” and tell you that there are probably some drugs (drugs) there, 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 handle this matter. You can also negotiate with him in terms of remuneration. Each successful transaction increases the reward amount by 50 caps, but keep in mind that if you fail even once, you will return to the original reward - 200 caps. Your main task: .

Upon arrival in Right place, near the building you will find a couple of corpses of the same shooters that the employer spoke about. Inside you will be met by already living and hostile shooters. By the way, pay attention to how sick they became because of the drugs that were manufactured in this place. Keep in mind that in this place there will be a lot of different things that can not only be sold, but also used for other purposes, for example, in home improvement or weapon improvement. The building itself is quite large. There are a lot of different corridors and rooms in which there will be a lot of crazed shooters, so be prepared to hear crazy screams and stuff.

In the end, you will reach the doors, behind which the necessary canister will be located. The door is locked using a terminal, so in order to unlock them, you will need to hack the terminal. In order to hack the terminal, you will need the Hacker level. But don't be alarmed, because there is another way to open the doors. To do this, go to the room next door and find a computer there with an easy level of hacking. If you hack your computer, you can reset your current password and get a new one. It is unknown whether each player is given their own password at reset, but in this walkthrough the password is “Admin-3”.

Once you have the password, go back to the Hacker level terminal and interact with it to open the doors (you won't 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. Go left. Walking a little further, you will come across a new computer, which you will have to hack if you did not get the password. Using this computer, you can run a disinfection that will remove poisonous gas from your path.

You are literally one step away from the desired canister for the customer. You can get inside in two ways: break the doors and go inside, or carry out disinfection and go through the place where there was previously poisonous gas. 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, in addition, he can activate an electrical mechanism that can give an electric shock. It is best to deal him a couple of blows and hide, or even better to quickly kill him due to the element of surprise. By the way, don’t be scared, but he can also become invisible, so be prepared for that.

After the fight, carefully examine the laboratory. You need to pick up two flasks with gas from the HalluciGen corporation. As soon as you pick them up, you can leave this place and return to Good 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 the experience and money that you agreed on earlier. The task is completed.

Vanish trick

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

Completing Brotherhood of Steel quests

Fire support

You will receive this additional task during the completion of the task: . Since the task is taken randomly, you will have to wander a little around the Corvega car assembly plant. At some point you will see a message in the upper left corner indicating that you have received a signal: . Your first subtask in this difficult task will be: . Tuning into the frequency is quite simple - use the Pip-Boy. There, by selecting the appropriate section and the desired frequency, you will receive 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 will have to face a huge bunch of wild ghouls, so you need to be well prepared, or quickly run to the police station, where you can already help paladin Dansu and his squad protect the building special purpose. In general, you just have to kill a huge bunch of wild ghouls and it’s better to do it 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: . As soon as this meat grinder with wild ghouls is over, you will have a new subtask: . Dansom will be a man in huge power armor.

During the conversation, Dance soon admits that he is a member of the Brotherhood of Steel faction and 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 fighter is missing and their supplies are running low. Communication with the command also cannot be established because the signal is too weak. Soon Heylin will intervene in your conversation and say that the signal from the radio tower at the police station can be strengthened, but this can only be done with the help of the appropriate equipment. But there is a way out, since the equipment can be obtained from Arcjet Systems (a mini-factory). It is there that you can get the necessary equipment that will help make short-wave signal transmission to management. In general, Dance invites you to help the Brotherhood of Steel. With this, the task came to an end.

Call to Arms

You will receive the task only under two conditions. The first condition is that you must complete the task, thereby responding to help. The second condition is that after the battle you must agree to Dance’s request for help. Since Paladin Dance'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 will have to get equipment that will help amplify this signal for short wave. So, your first subtask in this quest: .

Go inside the police station. Inside, talk to Paladin Dance. Inform Dans that you are ready to go in search of parts. So, your new subtask: “Follow Paladin Dance.” By the way, don’t forget to check out the police station, because there are a lot of useful things that will be useful to you 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, perhaps along the way you will meet raiders with whom a battle will begin. You don’t have to worry about Dans, but you should think about yourself. In general, not only raiders can attack, it’s just that only they can block the road on purpose. As for the rest of the enemies, they simply come across as you move towards the goal.

Eventually you will reach a place called Arcjet Systems. This is where you will have to find details that will strengthen the radio message at the police station. Just outside the entrance, Paladin Dance will stop to give directions. “We act quietly and cleanly. No heroic deeds, everything strictly according to protocol” - this is exactly what he will tell you. The protocol is naturally known only to him, so you can simply hammer a “bolt” into it. Yours the main objective inside there is a shortwave transmitter. Your subtask remains the same: .

Inside, your subtask will soon be updated to: . Dans will say that someone has already been here, but they are definitely not people or any other creatures - they are synths. There is no blood, no shell casings. Your subtask 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 at you. They are not very friendly, so get ready for a fight. After the battle, do not forget to search the remains of the synths and then immediately follow Dance. In the next room there will be no more synths, but there they will already calmly fire at you from above, so it is better to quickly deal with those from above. In any case, after the fight, continue to follow Paladin Dance.

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 no longer work. In order for them to work, you will have to go downstairs and somehow turn the main generator back on, which will supply power. Dans suggests examining the service sector, which is located near the main hall. So you get a subtask: .

So, you will be able to turn on the backup power only using the terminal at the very end. Finding it is not easy, since the path below is linear. As soon as you activate backup power, you immediately receive 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 the synths are constantly advancing and, judging by the way they are beating Dance, 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 will be saved. Your new subtask: . Go to him and talk to him. Dance will be fine, so call the elevator and go to the control center.

A massacre with synths will begin again in the control center. Your new subtask: . Having killed all the synths, you have a new subtask: . You can find this part on one of the synths, so inspect everything carefully.

Having found 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 abode of synths and into the fresh air. By the way, the exit will be nearby, so you won’t have to drag yourself back through the entire building. On the street, your subtask is updated: . So, paladin Dance will tell you two important things on the street. Firstly, if you give him the transmitter, he will reward you well for the operation. For the work done, he gives you his personal weapon - a Brotherhood of Steel laser carbine. This is how you get the Righteous Overlord cannon. As for the reward, you get 50 nuclear batteries. Secondly, he invites you to join the Brotherhood of Steel. In general, it’s up to you to make key decisions, but, in any case, the task is completed.

Semper Invicta

To accept this task, two conditions must be met. The first condition is to complete the task: . Condition two - at the end of the “Call to Arms” task, you must agree to Dance’s proposal to join the “Brotherhood of Steel”. And then this task will begin immediately after you complete the task: . Anyway, your first subtask in this quest: .

Shadow of Steel

Probably the most incredible additional task associated with the Brotherhood of Steel. Moreover, taking on the task is not so easy, since you will first have to go through part of the story task: . And by the way, only when you kill the mercenary Kellogg and leave Fort Hagen. At the exit you will be able to immediately see one small plane, and if you raise your head higher, you will see a huge fleet that 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: . After you listen to the radio message, a new subtask will appear: . Where did they go? They are flying to the Cambridge police station, so if you can't wait to stare at this huge flying ship, go to Duns soon.

Completing Minutemen missions

First step

You can accept the task only after you complete story mission: . The task is issued by the same Preston. After successfully completing the task, Preston asks you for one favor. So, one settlement asks for help. Residents of this settlement still hope that there are still noble Minutemen in these parts who can help and protect. But since there are not many Minutemen now, more precisely, for now there is only one active Minuteman - Preston. He asks you to help find the remaining members of this faction. After the conversation you have the first subtask in this additional task: . In addition, there is one more subtask: . He will help you during this task.

Go to the indicated point on the map. The settlement of Tenpines Bluff is located quite far away, so most likely you will stumble upon more than one enemy, so be prepared. As soon as you approach this ruined settlement, you will see a note: “Discovered: Tanpines Bluff” + you will be given experience for finding this place. Talk to the settlers and it’s best to immediately say 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 do not have enough strength to overcome them. That's why they ask for help.

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

Advice: Before you go to this plant, keep in mind that this is not any ordinary camp or raider site. There are very, very many of them here, so I strongly recommend that you prepare well before traveling there. It’s not even a matter of what they will have in their hands and what they will wear - they simply crush with their numbers.

When you get to the plant, you will soon receive a signal: . So you get the task: . But don’t be too distracted from your current task, because there are a lot of raiders here and you need to be careful. During the clearing process, 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 low, then you will either have to go hand-to-hand or look for ammo during the battle.

Advice: Wandering around this automobile plant, don't let your guard down even after you kill all the raiders outside! You still have to go inside, where not only raiders are waiting for you, but also turrets. So, when turning another corner, be careful. You never know when an automated cannon will start firing at you!

After you clear the area outside, look for a way inside. Raiders are waiting for you inside again. 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 more raiders and turrets. If you have problems with the turrets, then carefully inspect the room - there is a terminal here with which you can disable automatic installations. As soon as you deal with the bandit leader, you will receive a new subtask: . And by the way, don’t forget to carefully search this plant, because here you can find a whole bunch of useful things!

Either way, head back to Tenpines Bluff and turn in the quest. After telling the residents that you have completed their instructions, you receive the caps and are given the opportunity to use the workshop in this small, dilapidated settlement. In addition, your subtask is: . And the settlers whom you helped solve 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, Harvey will give out flare gun. With the help of this weapon, if anything happens, you can call for reinforcements, and if there are Minutemen somewhere nearby, reinforcements will definitely come to you. In general, as soon as the rocket launcher and caps are handed over to you, your task will be completed + the experience you deserve will be transferred to you!

Oberland Station: Raiders threaten the settlement

The task is taken from Preston Garvey, but only after you have fulfilled several conditions. First, we completed the side task: . Secondly, if during a conversation with Preston Garvey agreed to be the General of the Minutemen (that is, the leader) and took on the responsibilities of leading everyone. Since there are no other active Minutemen except Harvey, you are the only candidate for the position of leader. Your first subtask in this task: .

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

Upon arrival at Oberland Station, find the settler marked there and talk to him about the problems. It turns out that the next raiders are demanding supplies from civilians and threatening to kill them if they are not supplied with supplies. The settlers ask you to help them in this matter. So you get a new subtask: . The desired location will be near Diamond City (a little 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 be many more of them. So be prepared for a variety of difficulties. In addition to the raiders, you will also find turrets inside, so be careful and try not to expose yourself. As soon as this place is cleared of raiders, you will receive a subtask: . Return back to Oberland Station and talk to the settlers. As soon as you talk to them, you will be rewarded with caps, and the task will have a new subtask: . After talking with Preston, you get experience for this task, and the task finally comes to an end.

Settlement "Somerville Place": The settlement is threatened by raiders

The task is given by Preston Garvey, or you take it personally from civilians, having reached the Somerville Place settlement, 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. So you get a subtask: . Immediately open the map and find the right place. It will be located in the eastern part of the settlement, so you will have to somehow get across the swamp.

Expansion - Starlight Restaurant

After you help the residents of Oberland Station deal with a group of raiders, report everything to Preston. Having received a reward, you also receive a new task. Preston will tell you that the scouts found a suitable place to build a settlement, but a problem arose - some bloodthirsty creatures settled in that place. So you will have to clear this place and after clearing, place a radio beacon to notify all the settlers that this place has been cleared. So you get the task: . And immediately a subtask to it: .

Cleaning - Greentop Greenhouse

The task is taken in a place called the Greentop greenhouse. There, after talking with one of the settlers, you will, as usual, need to provide assistance. This time, civilians (aka settlers) will ask you to clear one place of various kinds of creatures. If this is not done, then most likely they will soon visit these people and feast on the little man. But the most offensive thing 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 for it: the main task - , 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 complete this task.

Once you get to the Sun Tides commune, you'll probably run into a certain Professor Goodfils, but he won't talk to you, so don't waste your time on him. Go clear out the houses. There you may come across either beetles or wild ghouls. In addition, there is a chance that you will meet a legendary ghoul there. After shooting at it a couple of times, it will mutate and a serious battle will begin, in which just try not to expose yourself to blows. You can pick up some weapon that performs well in close combat.

By the way, you can also try to reprogram the robot assistant. The required terminal is located in the center and you will also 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 subtask: . By reporting the cleanup, you receive caps + experience for the task. In addition, the residents of Greentop will tell you that they are ready to join the Minutemen for their help.

Assault on Fort Independence

The task is taken from Preston Garvey. He believes that now it is time for the Minutemen to take back “The Castle.” This castle is a very old fort. Long 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 get this “nest” back. Your first subtask: .

As soon as you talk to Preston about storming the Castle, he will tell you that he will be waiting for you near the fortress. So you get a new subtask: . So go to the right place, if, of course, you are ready for battle and have prepared well.

Sweatshop: Greenskins

The task is taken in a place called “Sweatshop”. It is located in the northern part of the map. Upon arrival you will come across a very interesting place, where intelligent ghouls settled. Find a certain Wiseman there and talk to him. So, he will tell you about how the mayor of Diamond City dealt with normal (reasonable) ghouls - he kicked them out. So, Wiseman was not at a loss and founded his own community, in which they learned (in the local swimming pool) to grow herbs, or more precisely, smolyanka. But everything would be even better if they laid out trade routes, thereby selling that same smolyanka. Unfortunately, it is not possible to build them because super mutants have settled nearby and are attacking the caravans. Wiseman asks you to deal with these monsters. So you get a subtask: . Open the quest log, select the appropriate quest, open the map and find the location you need.

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

First of all, don't even try to kill two legendary monsters in one fell swoop. It's not just useless - it's dangerous. Plus, it's not even effective. Not at all. Complete zero. Especially if you are not playing on easy or even medium 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, crowding. At the key moment, when you cannot step back, you may be killed purely by accident, or something worse - they will simply beat you like a dog with the whole crowd.

Thirdly, bring some powerful weapons with you. For example, with the help of “Fat Man” you can try to kill someone, but it’s better to legendary monsters Do not use this weapon, because after the mutation they will restore their health and it will turn out that you just wasted the shell. You just have the element of surprise on your side - take advantage of it.

Once the place is cleared and everything has been carefully inspected, return back to Wiseman. He will give you a hundred caps, and in the future you will now be able to use the workshop in Potogonka. In addition, Wiseman will also tell you that he is ready to join the Minutemen. Because it's better to help each other. So you get a subtask: .

Return back to Sanctuary and find Preston there. He will be happy with this news, because ordinary residents cannot withstand super mutants. In any case, the task is completed, so you will be given the experience you deserve.

Secchuary

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

Completing the Railwaymen's quests

Completing Institute quests

Completing Companion quests

Taking a bow - Strongman

While wandering around Diamond City (or heading towards the city), you will soon be able to pick up a new radio signal: Trinity Tower Radio. By switching your Pip-Boy to this signal, you will receive a message. The message will be a request for help. So you receive a new task: “Going to bow.” And the first subtask to it: . The message will say that one poor guy was surrounded by super mutants and under siege, so he needs help.

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

At the top you will again have to fight super mutants. In addition, it is constantly unclear what a certain “Fist” will tell you. There will be many more enemies than on the first floor, so get ready for a fight. And here you will find another elevator that will take you much higher. Using the second elevator, you will find yourself at the very top of Trinity Tower, where there will be more super mutants. By the way, right there you will meet the same “Fist” who threatened to kill you 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 "Fist", go to the very top, take the cell key from the box and go to the prisoner. In the cell, it turns out, there is not only a captive man, but also a super mutant. The human's name is Rex, and the super mutant's name is Power Man. But Strongman is not like the others - he is smart and more civilized (and to be honest, he contacted Rex to take possession of human power, but his own people considered him an idiot, so they locked him in a cage). After talking with the prisoners, you receive a subtask: . By opening the camera, you get a new subtask: .

In addition, get ready for the fact that after the prisoners are released, more super mutants will immediately attack you. To go down, you won’t have to go through all the previously completed floors again. There will be an elevator nearby, where Rex will already be standing along with the Strongman, so all you have to do is join them and press the button to descend. During the descent, at some point the elevator will stop and you will have to get out to transfer to another elevator, so Once again get ready for battle.

When the elevator stops one more time, don’t 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 going down. When the elevator stops for the third time, it will be the end and then you need to walk on your own two feet. The key point will be located nearby, so you won't have to walk another half of the city in search of a safe place. As soon as Rex also runs to the 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 will be able to join you as a companion.

A Long Way Ahead - Robert McCready

Recruiting Hancock - Hancock

Plot of the Century - Piper

The task is taken from Piper, a journalist. The main character meets her right next to Diamond City. At the entrance, after talking with her, it turns out that she is not allowed into the city because 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 put on a little performance herself. Once you're inside, you'll 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 for it: task - , subtask - .

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

In general, Piper's personal task is complete chatter. There is nothing difficult about this. Even when entering Diamond City, you won'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 this, the task will be completed + you will be given experience for completing it.

WarWar never changes.

Yours "A new game" begins with a black-and-white video showing a world powered by fusion energy. But, as often happens, not everything went well...

After the end of the video, the game gives you the opportunity to choose the gender of your character and customize your appearance. After playing with the editor, go look around the house. To the left of the bathroom will be your child's nursery - Shauna. Here you can play with it. On the right are the living room and kitchen.
In the kitchen you will be greeted by a friendly robot butler named - Codsworth. After a while you will hear the doorbell, Codsworth is busy, so you will have to open the door. An employee of the Vault-Tec company will appear on the threshold. According to him, you received a pass to "Vault 111"(choose answer options in the dialogue at your own discretion, they will not change anything significantly).

After accepting the agent's offer, you will be asked to fill out a registration form. This time, you will be asked to choose a name for your character, as well as distribute points in .


After filling out the form, go to the nursery and calm the child down. After talking with your significant other, Codsword will announce a breaking news broadcast on TV. After the broadcast is interrupted, run out through front door and run along the street. There will be military men on the street who will show the way to the shelter.


Introduce yourself to the soldier at the entrance fence, he will let you through. Step onto the lifting platform and it will lower you into the shelter just before the explosion on the horizon. When the lift stops, go with the survivors to the registration point, take the overalls there. Next, follow the doctor along the corridor. He will lead you to the cryocapsule. Enter it.

The prologue is over.

Time is running out

You are frozen in a cryocapsule, after some time you wake up and see how your child is taken away and your husband/wife is killed. After this dramatic scene, you are frozen again.

Leave the shelter

You will wake up from an alarm in the shelter, now your task is to get out of it. To do this, leave the room with the capsules and go to the end of the corridor. The exit door will be blocked and you will have to go around. Focus on the mini-radar located at the bottom of the screen. Follow the indicated point, you will find yourself in a room with generators ( Attention: walking close to them is life-threatening!). Along the way, deal with the radioactive cockroaches and open the door.


In the next room take gun And stimulants(they restore 30% health), also take the ammo in the box. The next door is also closed, to open it use the terminal on the table, find the command in it to open the door. When you enter the corridor, the game will prompt you to deal with the cockroaches using
After passing the corridor, you will find yourself in the room where you were registered during the disaster. Near the ski lift you will find "Pip Boy", use it to activate the panel. Go to the elevator and rise to the surface.

Come home

Already on the surface, a marker will appear in your mini-radar. Head to him, he will lead you to your house, where Codsworth will be waiting for you.


From a conversation with him you will find out what happened to the rest of the people and how many years have passed. After this, explore the area with Codsworth. After entering a couple of houses, you will have to fight flying cockroaches. Be careful, every blow they hit will irradiate you. It will help to get rid of this antiradin. After searching the houses, Codsworth will assume that your son can be found in Concorde.

Explore Concorde

Head across the bridge to the east. You will be taken to the location "Red Rocket", a friendly dog ​​will meet you there. This is a fairly useful companion that you can give orders to. But if you think the dog will be in the way, you can send it to " Sanctuary".

After defeating the mole rats, move towards the marker. Concorde will be under attack by riders, having defeated several at the entrance to the city, go to the museum, where there are still peaceful people.

Call of freedom

After entering the building, deal with the enemies on the second floor, turn left and climb the stairs, making your way to the civilians. Talk to Preston Garvey, he will ask you to deal with the raiders on the streets using power armor. To activate it, find the generator, it is located on the first floor where the floor collapsed. After inserting the generator into the suit, tear off the minigun and go down to the street. With this suit, killing all the raiders will not be difficult.


But the raiders will only be a warm-up for the monster called the Death Claw. During the battle, do not let him close to you and shoot him from a safe distance. After defeating all enemies, return to Preston Garvey. In a conversation with him, you will learn that the search for Sean should begin with Diamond City. To complete the task, talk to Preston at Sanctuary.

Pearl of the Commonwealth

Get to Diamond City

Path to Big City will go through many dangers such as ghouls in Lexington And Corvega workshop, where the riders settled. So, before going further in the story, take the time to level up your character, there is plenty of time for this.


Before the gate to the city you will meet a local journalist - Piper. With its help you will pass through the gates into the city. The mayor of the city will come out to you outside the gates. If you have enough charisma, you can find out the necessary information about Sean from him. If you forgot about this skill when leveling up your hero, then when you enter the city, talk to the locals to find out where to start your search.

Get to Valentine's Agency

You have been advised to contact a local detective. Follow the marker on the mini-radar and enter the agency.
The detective himself will not be in place. According to his secretary, he disappeared. Your task is to find him.

Valentine's day

The story for the Institute can only begin if you agree to join them.

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

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

Time is running out

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

Call of freedom

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

Pearl of the Commonwealth

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

Valentine's day

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

Revelation

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

Reunion

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

Dangerous thoughts

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

Glowing Sea

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

Hunter/prey

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

Molecular level

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

Closed institution

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

Detention

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

Battle of Bunker Hill

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

New face of humanity

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

Mass Fusion

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

Trapped

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

Launch

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

At the last line

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

Shipwreck

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

Family split

So, here we have reached the finale - the passage of Fallout 4 is inexorably coming to an end, at least its main storyline. As you remember, we chose the Institute’s side in this difficult but exciting journey. Go to this very Institute to talk with the Father.

Fallout 4 quests are varied and unusual. Several factions interesting stories, original turns of events. What tasks can you find 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 tasks in the game Fallout 4. They are divided into categories, within which there are different factions. It is necessary to understand how they are divided and after which they can begin.

Plot

The story of Fallout 4 develops through quests. You can go any of several ways presented. But it all starts with single missions, during which new factions will open.

  1. No faction. Any “solo” adventures based on the plot of Fallout 4 regarding the search for his 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 option is to wander around the Wasteland and stumble upon an Army frequency. After listening to her, the quest “ Fire support", 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 storyline.
  5. Institute. It is one of the last to open after the quest “Molecular Level”. Starts with the mission “Closed Institution”.

After some time, you will have to decide which Fallout 4 faction to continue playing as. You will have to choose one person - other factions may become hostile (like some partners) after choosing a side.

Side effects

Factional and solo missions aimed at gaining profit. They can be given as random person(ghoul, robot, super mutant...), and the plot character of Fallout 4. They do not affect the passage. The whole point is the benefit for the Survivor, nothing more.

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

Side quests in Fallout 4 are often more interesting and longer than the main ones. So you shouldn’t neglect them for the sake of completing the game.

Repetitive

This includes quests that can be completed again at certain intervals. Only Fallout 4 factions can give such quests.

  1. Minutemen. Issue various missions for clearing territories and developing settlements. Example: “Wild ghouls” or “The settlement is threatened by raiders.”
  2. Institute. They ask for clearing territories or espionage. Example: “Pest Control” or “Reclamation”.
  3. Subway. They engage the Survivor in missions to rescue and protect peaceful synths. Example: "Missing Person" or "Concierge".
  4. Brotherhood of Steel. They require clearing locations and searching for pre-war technologies, documents, supplies, etc. Example: "Cleanse the Commonwealth" or "Provisions".

Partner quests

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

  1. Nick Valentine. Gives the quest “It’s high time”, asking for help to avenge the girl he loves.
  2. McCready. Together with him you need to complete the quest “ Long road", solving the problems of a partner
  3. Kate. During the task “Beneficial Intervention” you will have to help her get rid of her addiction.
  4. Curie. You need to complete the task “Unpredictable Behavior” by helping your partner change her body.

Addition quests

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

  1. Automatron. The expansion's events begin with the mission "Mechanical Enemy", which appears after tuning the radio to the "Caravan Emergency Frequency" near Watts Electronics.
  2. FarHarbor. Valentine's Agency will take on the "Far From Home" order, which will begin the DLC.
  3. Vault-TecWorkshop. Starts with the quest “Calling Vault-Tec.” All you have to do is pick up 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 receive the quest “In places!”.

Quest IDs: How to Influence Missions in Fallout 4

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



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