A direction finder is not installed on hell. New threat

Together with Ada, we go to the General Atomics plant; according to the assurances of our new companion, clues that could lead to the Mechanist should be looked for there.

As one would expect, a warm welcome awaits us on the spot - we dodge so as not to get fried.

Note
You can open the General Atomics safe (requires a terminal) by completing a mini-quest. To activate the quest, just open the door to the quality control department using the “QC Department” terminal.

We inspect the building, simultaneously destroying hostile robots. On the second floor we find a large room with a grate, open it using the terminal.

Behind the door, more combat robots await the Survivor; our main goal is the Servo-Driven Robotic Brain. Having dealt with the iron monster (under the dying squeals of his comrades - the flybot and the robo-eye), the Survivor finds something interesting - a certain device of the Mechanist.

Note
In the office on the 2nd floor there is the journal "Tesla's Science" - energy weapons deal 5% more critical damage.

Our robot companion will tell you that she has never met a robot with such a brain; they were mentioned only on military bases. Having studied the Mechanist’s device, Ada comes to the conclusion that it is a specially tuned direction finder, possibly with the help of which the Mechanist monitored the destroyed robotic brain. To use the direction finder, Ada asks the Survivor to install the module on himself. To install this device, we need a workbench for robots, built using the provided drawings of our new companion and some materials.

Note
To create a workbench for robots, you must select the “Special” slot, which will appear in the workshop menu.

We modify our robot with a direction finder - in one of our settlements. The device detects a fairly strong encrypted signal, but, unfortunately, it is not possible to trace the source. To find out where the signal is coming from and decipher the device, the Survivor needs to get two more of these direction finders.

The Hell Survivor's Pip-Boy will load the coordinates of the robotic brain... The hunting season has begun, let's go on an adventure!

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As you probably already know, the Automatron add-on brought some pretty interesting content to Fallout 4. side missions and quests, as well as the opportunity to take cool robots as your partner. In addition to the rest of the step-by-step information that we published on our website, we decided to write for you full guide Walkthrough of the Automatron add-on in Fallout 4.

Mechanical enemy

In order to start passing Automatron, you need to level up your character to level 15 or higher. In this case, you will be able to immediately complete the “Mechanical Enemy” quest. You can find this task in the menu of your Pip-Boy. First of all, you will need to mute the caravan's distress signal, and then go to the indicated location. Your reference point can be the Watts Electronics building, which is closest to this point. At this place there was an attack by robots on a caravan. It is worth noting that in this mission, you may see some of the modifications for the first time. You will need to destroy all these robots. To make the task easier for yourself, you can upgrade the “Robotics Expert” skill and use this ability. Next, use VATS and, while drinking coffee, watch the colorful destruction of glands in the style of soldier Kyle Reese.

After you suppress the machine uprising, you will need to walk around the battlefield and collect various useful items that you find necessary. After this, you will need to talk to the Hell Assaultron. Ada will offer you some blueprints for a workbench for helping them fight the Mechanist. Take the drawings and head towards the General Atomics plant. After this, the quest “Mechanical Enemy” will be completed and you will be given a new mission.

Also, you can put a workbench for robots and try to modify the same Ada.

New threat

As you approach the General Atomics plant, and specifically on the territory of the plant itself, you will meet aggressive representatives of the “rebellion of the machines.” When dealing with them, your best bet is to use some kind of powerful weapon or a serious melee weapon.

Directly at the factory, you will come across a serious robot, the Quantum Robobrain. Dealing with this is not so easy. This guy moves very quickly and knows what to counter your attacks. When you do manage to destroy this guy, you will need to remove the Mechanist device from him.

Headhunter

Next you will need to go to Fort Hagen station. There you will need to thoroughly clear the area and there you will get the first direction finder. You will find the next direction finder not far from the satellite dish. In the hangar itself, you will need to go down and turn right. Here you need to keep your eyes open. Along your path, various traps will be placed and ambushes will occur.

Now you need to find Jezebel, who will ask for help. You will need to talk to her. BUT BE CAREFUL! As soon as you pick up Jezebel's head, a huge robot will come to life behind her and begin to move. To destroy it, it is better to use a grenade launcher.

Here, in these rooms, you can get a Tesla rifle, as well as power armor. You can get this after you deal with Ivy and his friends.

Putting things in order

Next, install the satellite module on Ada and go to the RobCo office. You will need to go through big hall with robots, and then go down to the floor below. Already there you will need to disable the turret using the terminal. Next, fighting your way through, you need to reach a tunnel with trolleys. There you need to turn right and go up the stairs. There, find a platform and move along it to another part of the hall. The main thing is to be careful, along the way you will come across a weapons room, which will contain a large amount of ammunition.

Next, move along the corridors towards the elevator. On the way to the elevator you will meet ghouls, so be careful. The elevator will take you down to the bottom. There you will need to cross the hall with robots and open the locks. Eventually you will reach a room with a Mechanist.

The first add-on for Fallout 4, called Automatron, introduced several side quests to the game and the ability to create and customize cool robots as your partners. Together with the complete step-by-step published on our website, detailed tips on Automatron will make up the most complete guide to date Fallout 4.

Mechanical enemy

To begin with Automatron walkthroughs You need a character of at least level 15. In this case, you will immediately be able to take on the quest “Mechanical Enemy”. This task is available in the pipboy menu. First of all, listen to the caravan's distress signal and go to the indicated location. The closest location to this point is the Watts Electronics building. It was there that the caravan was attacked by robots; we will see the modification of individual representatives here for the first time. Deal with this problem on the spot. Alternatively, you can immediately level up the Robotics Expert ability and start using this skill. Use VATS and watch the beautiful destruction of aggressive pieces of hardware.

Having dealt with the enemies, collect at the scene of the collision all useful items and spare parts left during the battle, after which you can chat with the assault gun named Ada in quiet mode. She will offer blueprints for a workbench for help in the fight against the Mechanist. Agree and go to the General Atomics plant. The Mechanical Enemy quest will be completed and you will receive a new task. In parallel with this, you can set up a workbench for robots and start with modifying the same Ada.

New threat

On the approaches to the General Atomics plant and directly on site, several aggressive opponents. Use a powerful cannon or melee weapon. At the factory you will also encounter a large robot, the Quantum Robo-Brain. It is not so easy to defeat him; he moves quickly and skillfully resists attacks. The Mechanist's device must be removed from this defeated enemy.

Read also: Baby dolls in Fallout 4 (guide)

Headhunter

Now you need to go to the Fort Hagen base station, clear the area there and pick up the first direction finder. The second is located in the area where the satellite dish is located. In the hangar you need to go down and turn right. Be careful, there are traps and ambushes along the route.

Now you need to find Jezebel, who will ask for help. Talk to her, but be careful. As soon as you take Jezebel's head, a huge robot behind her will come to life and start moving. Use the grenade launcher.

In the same rooms you can find a Tesla rifle and power armor. You can get this by dealing with Ivy and his accomplices. Next, return to the workbench, create a body for Jezebel and use the brought head. When the robot is created, ask him about the Mechanist.

Putting things in order

Install the satellite module on Ada and go to RobCo's office. Go through the large hall with robots and go down to the level below. There, disable the turret using the terminal. Go further, fighting off the robots, and go out to a tunnel with trolleys. There, turn right and go up the stairs. Look for the platform and move on it to the other end of the hall. Don't miss the weapons room with plenty of ammo.

After a short conversation with the Mechanist, his defenders will be set on you. Get ready, you will have to repel several waves of robots in a row, after which you will have to confront the non-trivial Duelebot and again deal with ordinary robots. Eventually there will be an opportunity to speak with the Mechanist again. Well-pumped charisma can come in handy here. Once you receive the password from central control, you can go upstairs and turn off the alarm, and then get the armor and helmet of the Mechanist.

Ada said she saw Mechanist robots at the General Atomics plant. Perhaps you will find something there that will lead you to the Mechanist.

Get to the General Atomics plant in South Boston. When you enter, do not relax, as you will immediately be greeted as if you were an unwanted guest.

Check out the restrooms in the General Atomics reception area, located on the right side. There you will find some medicine and Cherry Nuka Cola in one of the booths. Then go up to the second floor. Hack the door to the director's office (lock level is difficult) if you wish. Inside you will find a General Atomics director's ID, which may be useful for completing the quest from the Miscellaneous section in the General Atomics Galleria shopping center.

Clue

Don't miss the office next to the director's office, as there is a magazine "Science of Tesla" issue 8. With it, you will discover a new perk, in which energy weapons deal 5% more critical damage, or, if this is not the first issue of this magazine, it will enhance an existing perk. Full list see magazines and their perks.

Now you need to get to the other wing of the second floor. This can be done:

  • Walking along the broken balcony from the director's office to the next door, but it's not so easy;
  • By hacking the terminal (level - easy) on the first floor in the workshop adjacent to the reception area, and going to the stairs on the opposite wall;
  • Using a ladder in the same workshop. By the way, by climbing these stairs to the upper level you can find some ammunition.

One way or another, a locked cell with hostile robots awaits you on the second floor. Unfortunately, you won't be able to kill them through the bars, so use the terminal to unlock the door.

Open the door and rush into battle. The most dangerous and powerful robot is the robotic brain, but that is exactly what you need. Destroy all robots.

Search the robot brain

After the fight is over, search the robbrain for anything that will help you find the Mechanist. You will find a certain Mechanist device - it will probably come in handy. Discuss it with Ada.

Talk to Ada

The Mechanist’s device is a specially tuned direction finder with which he monitors the robotic brains. Ada suggests installing this direction finder in it, using it in reverse side and thus determine the location of the Mechanist. But to install the direction finder you will need a workbench for robots and, of course, Ada. Therefore, it is in your best interests not to part with it yet.

Take a look around here until the end if you're interested. In the cell where the robots were locked, a chest with ammunition and weapons awaits you. In a locked room on the second floor (lock level is medium) you can stock up on medicines from the first aid kit on the shelf and medicines from the bedside table, and also get hold of a small amount of caps from the stash on the desk. And don't miss the wall safe (the lock level is light) between the bedside table and the desk.

Let's take a different route to the exit. Go down the stairs to the first floor and open the door to the Quality Control Department using the QC Department terminal.

When the doors open, you will hear an announcer, she mistook you for a robot of the “Miss Nanny” model and wants to check you on the quality of the services provided - this is a quest from the Miscellaneous section “Quality Guarantee”. How to open a General Atomics safe that requires a terminal? It will open only after completing this mini-quest as a reward. Use the terminal again and open the door located next to the safe. Here you are at the exit, or rather near the toilets in the reception area.

Build a workbench for robots

One of your settlements will be marked on your Pip-Boy map, where you can build a workbench for robots using the workshop. You can see the basics of using the workshop.

The Robot Workbench is a very powerful tool for both creating robots yourself and modifying them. With its help, even the most inexperienced “engineer” will be able to create the most complex robots.

To create a workbench for robots, you need to select the “Special” group in the workshop menu.

Reference

To build a workbench for robots you will need:

  • Gears: 6
  • Oil: 4
  • Bolt: 4
  • Plastic: 4
  • Aluminum: 12
  • Fiberglass: 6
  • Wiring: 3
  • Nuclear material: 4

Talk to Ada

Inform Ada that you are ready to install the direction finder.

Install a direction finder on Ada

To install a direction finder on Ada you need:

  • Go to the workbench terminal and press [E] to use it;
  • Select the robot you will work with. In this case it is Ada;
  • In the “Categories” menu, select “Special modifications”;
  • In the “Special Modifications” category, select “Direction Finder” and click to create it.

Once the deed is done, talk to Ada again.

Talk to Ada

The equipment was successfully installed and Ada managed to catch the encrypted signal, but she is unable to trace the source. If you find two more direction finders, Ada will be able to decipher the signal. Luckily, she discovered the location of a couple more robot brains. So the hunting season for robot brains is open.

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