Fallout 4 capture which gang settlement. Quest “Home Sweet Home” (DLC Nuka-World)

After installing the add-on, your pip-boy will pick up a new radio station - "Yader Cola". Listen to her and head to the transit center. It is located in the west of the map, almost on the border with the whistling sea. It is best to go there from the north, from “clean” territory, since at sea you will constantly bump into invisible walls.

The center is captured by raiders, so deal with them. In general, they are no different from ordinary gangs, except that they have an assault gun.

Down below you will come across a man named Harvey. Talk to him using charisma and get the password for the control terminal.

The terminal itself is to the right of where Harvey is sitting. Activate the monorail's power, then enter it and direct it to Yader-Mir. New map available for research and completing new quests.

That's how we went for a ride

When you get to Yader-Mir, Red Raven will contact you over the loudspeaker. He will tell you where you ended up, in order to get out of this place you will need to go through some tests.

The first obstacle will be the room with the turrets. They are fragile, but lively. Try to destroy them one at a time so that they don't all hit you at once.



In the future, you will often be blocked by tripwires and fire traps. If you have improved your stealth, then feel free to go straight ahead. If not, check corners and openings. Most best hint there will be red barrels on the tripwires - if you see these, walk carefully.

After the first flamethrower, you will be taken to a room with traps. There is a red door nearby, and if you have leveled up the hacking enough (very difficult) you can go straight to the next room.

There are three doors, all with traps. But one of them can also take you further - the left one. Go there, but keep in mind: as soon as you go down the steps, you will find yourself in a room with increased radiation. If there is no protective kit or anti-radine with rad-X left in your backpack, when you go down, immediately turn into the room on the left and pick up the medicine from the dead man. Then quickly go through the room with the barrels to safety.

When you get to the room with the turrets, don't rush forward. Just aim your weapon at the monkey and blow its head off. The motion sensor will not work and the guns will not activate.

The next trap will be a subway mine with robots and mines. To begin with, from a distance, we shoot in the head of the securetron, which is peeking out of its shell. Then we pass through the corridor and watch our step so as not to step on a mine.



When you enter the illuminated door, do not forget to disarm the trap. But it won’t be safe inside either: disarm the scales, which actually act as sensors for mines and grenades. Also, there will be stretch marks inside.

The next trap will be the most dangerous of all those already passed: you will find yourself in a room that will close and begin to fill with gas. In addition to the fact that the hero will begin to choke, radcockroaches will begin to make their way into the room. Under no circumstances use a firearm against them, as everything will explode. Closing the valves is also useless.

To get out, you need to follow the marker to the locked door, turn into the room on the left, and pick up the key to the electrical substation. Afterwards, return to the door through which you entered and turn into the room on the right.

There will be a terminal in the room. Before using, be sure that there are no radroaches in the vicinity. Use the computer to open the door. Running from the gas chamber.

You will find yourself on the street. You will first be attacked by ants and a swarm of insects, and when you go out into the sun you will find yourself in a room with grenades. Here you can forget about caution and run straight to the exit highlighted by the marker, since raiders will shoot at you from above. There is no point in attacking them, since they are indicated by a skull (even for a level 56 character).

Now it's time for the final stage of the test. You have to fight the boss Kolter in power armor. Study it carefully and understand that this armor is not quite ordinary. Talk to Gage through the intercom and, on his advice, take the weapon from the locker. You can trust a stranger.

In a fight with a boss, it is best to first attack him with Gage’s weapon from cover, and then finish him off with a shotgun, rifle, or your favorite upgraded pistol. You will have to use the thirst quencher at least three times. When the armor is weakened, Colter is no different from any other raider wearing power armor.

When you're done, pick up the boss key from the body.

Now go to the window and talk to this same Gage.

Ambitious plan

You need to come to the boss's house and talk to Gage there. Exit the building onto the street and go to the gate in the north. Use them and we get to the area near the reservoir. We go around it on the left or right.

Use the lift to get into the room. Talk to Gage and find out about the plans of the local gangs. Now you need to talk to the leaders of each of the gangs. There are only three of them: operators, adepts and flock. We go down on the lift.

The closest people to us are the adepts. Go left to Fizztop Mountain. Talk to the leader named Nisha. Be confident during the conversation and convince her that you are a capable boss.

In the Bradburton Amphitheater you will find the Pack, and their leader Mason. Show your toughness by threatening him and get a special weapon as a reward - the Problem Solver rifle.

Maggie from the camera crew is in the Salon. Everything is simple with her: promise lids.

After talking with everyone, return to Gage and discuss your further plan.

Grand Tour

We speak to Gage in his lair. He tells the global plan: to capture Yader-Mir. To do this, you need to clear all key places in the park. There are five of them in total and each will have its own personal quest. Also, Gage can become your partner during this time. The task will be completed when you clear and distribute all five places.

Advice: it is best that at the end of the task everyone has “equal” shares: two gangs each have two territories, and a third has one. Later you can reward her with a second zone and get a “peaceful” ending.

If you don’t want to help the raiders, the “Hunting Season” quest is for you.

Hunting Season

At the Yader Town market, talk to the doctor named Mackenzie. She will offer you to kill all the gang leaders and return Yader-Mir to the control of the merchants.

If you decide, keep in mind that you will have to kill not only the leaders, but also the entire gang, since they will not approve of the death of the bosses.

Fat minus given choice- the “Grand Tour” quest will be failed, and you will not receive anything else like it from the merchants. But moral principles are respected.

Children's Kingdom

This area is inhabited by ghouls, and radiation is sprayed into the air. So make sure you are dressed appropriately for the weather. The only intelligent inhabitant of the park, the ghoul Oswald, will read his monologue through a loudspeaker.

There are three key places to visit here.

To get started, go to tunnels. The best landmark will be the tracks to the north of the attraction. Follow them and eventually you will get inside, through the door. We listen to Oswald’s lectures to the painted ghoul and, in fact, that’s all. You won't find Oswald, but you can kill the stupid ghoul. There is no point in turning off the sprayers; the ghoul will turn them on again anyway.

Then go to pavilion of laughter. The first test will be a maze of mirrors. There are no reflections on them anymore, so now it's more like a bunch of windows that just block the way. Along the way there will be mines and traps, as well as ghouls and cockroaches. When you reach the exit sign, turn right into the next corridor.

The next obstacle is the floor moving backwards. To cross it, it is best to constantly run and jump. Be careful not to hit the grenade at the end of the path.

Next you will find yourself in a room with rotating platforms. You need to jump to one and then to the other in time. Below is radioactive water and a ghoul. Before moving to the next room, use the terminal (easy) and lower the nausea level in that room.

Now go through the hypnosis room. Here you need to turn correctly:

  • Forward, tunnel on the right
  • Turn left, tunnel on the left
  • Right, into a long tunnel, left
  • Go through the rotating tunnel; in the middle, be careful: there are holes in it. If you fail, go up the stairs and let everyone start again

Open the door and shoot the ghouls. To get further, you need to go through the second red door on the left (the crosshair is indicated on it in the screenshot). Be careful, the floor rotates.

Remove the chain from the door and complete this part of the task.

Now theater. Get back on the tracks and go against the traffic. Go across the bridge and enter the castle. Here the radiation is even higher, plus there are more enemies.

Oswald himself will be inside. After the conversation, he will attack and the ghouls will rise with him. Hit the magician until his health drops to zero.

Now take the elevator off the stage to get a peaceful outcome with Oswald (if you have high charisma). If you don't want to, or don't have enough skills, kill.

Choice: to whom to give the territory. When choosing, make sure everyone gets an equal amount (or approximately).

Star dispatcher

Territory in the west of the park. Tiana's diary from the body - the quest will begin" Star dispatcher"The territory of the galaxy is teeming with robots, so check your equipment. Go to the center of the attraction, to the central computer. The landmark is a building with a glass door and blue Enclave armor.

The computer refuses to do anything - there is not enough power. We need to find the so-called “stellar cores” - they are scattered throughout the galaxy. You can pick up the first one near the corpse of the scientist next to the Central Committee.

To pick up the beautiful armor, you need to find all 35 elements, but to capture the territory, 20 are enough. This amount is easily collected by simply clearing all the halls in the galaxy. There are no non-linear halls here like the pavilion of laughter in the Children's Kingdom. Core elements will be located in rooms with computers or systems.

When you collect 20, turn off the alarm, and at the same time all the robots in the pavilion. Decide who gets the zone.

A world of freshness

The Nuka Cola plant is located just north of Children's Kingdom. Inside the plant, water awaits us (we need protection from radiation) and a bunch of crabs. There is nothing complicated in this location, except for a whole army of crabs.

First, in the building, kill all the core crabs in the outer ring, and at the generator all the assault trons. If there is a sufficient level of hacking (difficult) at the terminal at the top you can open the door to get power armor. We go out through the top, onto the roof. Now the core crabs are joined by the king and the boss - the queen of the core crabs. It's best to shoot them from above, so a carbine or rifle won't hurt.

Choose a gang: don’t forget about equality and the quest is completed.

Safari

At the entrance to the zoo you will witness a fight between a savage and something like a death claw - a crocodile claw. Help Cyto and talk to him. Be friendly to him and follow him. Kill a few more claws along the way.

In the house, listen to the resulting holotape. Zito knows what place we are talking about and agrees to take him. If high level charisma, you can take a gorilla with you.

We go to the triangular house and look at the terminal in the far left corner. Let's go to the roller coaster.


The road to the “evil anaconda” is located to the left of the bear’s den (you can go there and kill the claw with the yao-guy). There will be three claws near the slides, so be careful. In the trailer (complex lock), pick up the doctor's password. Return to the triangular house and use the terminal to move on.

The inside will be full of claws, including a complex "albino". When you kill everyone, turn off the machine at the Central Committee. There will be a terminal nearby, use it to open the passage on the right. Two more claws will come out from there.

If not all the claws on the zoo grounds have been killed yet, now is the time to do it. They will be highlighted on the mini-map.

When all the monsters are dead, talk to Cito and with average charisma you can convince him to live with the gang.

Raise the banner. The quest is completed.

Dismantling in a dry gorge

In this territory you will have to face new monsters - bloodworms. In principle, they are not dangerous and are easy to kill, but they always attack in a pack.

At the entrance you will be greeted by Sheriff Eagle, a Protectron robot. Talk to him, it's best to play along. Get the password fragment and head to the other robots.

Near Scout, for example, you will be attacked by radioactive crickets, quite aggressive and dangerous opponents. Basically, the opponents will be worms. Talk to the Protectron and he will give you the task of bringing the horses into the stall. Actually, if you have the “Robot Expert” perk, any request of any Protectron can be easily fulfilled by convincing the interlocutor.

Or you can run around and fulfill their various requests. The robot horse Buttercup will be to the right of the tower with strange cocoons. In the saloon, Doc will ask for drinks (tables are marked with markers). Ike will challenge you to a duel. Equip the resulting revolver and after the signal, shoot once.

You have all the parts of the cipher. In the theater, pick up the key to the mines.

Inside, follow the corridor. On the right, do not miss the corpse of a worker, on whose body there will be a key to many doors of the mines. The road itself will guide you.

When you get to large hall, you will be attacked by a queen of worms. However, she is not very strong and is killed in the same way as her cubs. Talk to the sheriff and then raise the banner. The quest is completed.

Home Sweet Home

When all five territories have been captured and distributed, talk to Gage. He will say that it is time to move on the Commonwealth.

Talk to Shenk near Yader Market. Select a settlement to turn into an outpost. If it belongs to you, then you will lose influence and will have to capture it again. You can choose the capture method: persuasion (money or charisma) or force. Also choose a gang to which this place will go. It is best to give it to the one who owns one territory (provided that the other two have two each). Then you can avoid conflict between gangs.

After choosing a place and method, go to the place. When the settlers leave the place, no matter how, a gang agent will come and you need to talk to them. Now use the workshop to install the banner of the corresponding gang. At the same time, you can install beds, turrets and food so you don’t have to run around too much later.

Return to the conversation with Schenk. The outpost must receive supplies, and any nearby farm will be suitable for this. Again, choose a place and method and go there for a conversation or a fight. When everything is done, return to Schenk and find out that an attack by an outside gang of raiders is preparing for the outpost you have chosen. Go there and deal with them. Combat is welcome.

When you return to Shenk for the fourth time, he will ask you to install various amenities in the outpost.

After completing this quest, you will be able to completely capture the Commonwealth and transfer it to the control of raider gangs. On this storyline The expansion ends if all gangs are happy. If not, the last quest will be "Show of Force".

Show of force

Schenk will tell you that one of the gangs was dissatisfied with the distribution of territories and rebelled. Now they just need to be killed. However, the gang settled not at their base, but in the Yader-Mira power plant. That is, it not only rebelled, but also took away the electricity. Go there and mow down everyone with a tank. Then restore the power supply and talk to Gage.

Now the passage of the main plot of the Nuka-World addition is finally completed.

One of the most unexpected opportunities DLC Nuka World in Fallout 4, which the developers provided to players, is the opportunity to transfer settlements to raiders, driving away peaceful settlers or other invaders (ghouls, Children of the Atom, raiders and mutants). However, most often players go to Yader-Mir after they have completed several Minutemen quests and built settlements for civilians.

Therefore, during execution story quest Nuka World“Home Sweet Home” will require you to capture settlements from yourself (unless, of course, you decide to choose the merchant ending, which involves the complete destruction of all raiders), and this can lead to some surprises for the player and a temporary complication of the game due to lost resources for construction.

Let's take a closer look at the features of Nuka World settlements.

The add-on has two options for interacting with settlements: building outposts - habitats for raiders and capturing “vassals” - settlements who will grow food for them. As one of the main characters of Nuka World, Shank, explains, people become raiders in order to be able to avoid poking around in the ground, so by forcing the bandits to poke around in the ground, you will noticeably reduce their level of happiness. So, the creation of vassal settlements with farmers who will work for the bandits is strictly necessary. Although, if there is an acute shortage of food, food can simply be thrown into the workshop.

Nuka World Settlements: Fallout 4 Raider Outposts

Outposts and vassals differ from each other not only in purpose, but also in capabilities. An outpost is no different from ordinary settlements: you can also build there, install turrets for protection and water purification plants. After creating three outposts, it will be possible to open raider shops in them.

All loot stored in the workshop before the settlement was transferred to the raiders will remain available, but supply lines with other locations will disappear. Therefore, when building your first outpost, be prepared for the fact that you will have to accumulate all the trash again. After you build several outposts, the loot stored in them will be shared. Raider settlements do not require the creation of supply lines.
The number of raiders at an outpost does not depend on the player’s charisma, and sometimes crowds of 30-40 people will gather there.

Commonwealth Capture: Vassal Settlements

But vassal settlements have a rather significant drawback: after accepting the quest to “vassalize” them, that is, transferring them to the power of the raiders, access to their workshop is lost along with the loot and caps stored there. It will also be impossible to build in these locations.

It makes sense to go around all the settlements before “sacrificing” and pick up all the stored loot from there. In addition, in order to get as much use out of it as possible, you need to plant as many vegetables and fruits there as possible so that there is something to feed the raiders, and also send as many people and robots there as possible to work on the farm. By the way, robots are more profitable, since they do not require food and beds.

It is also worth building a bed, an anti-radiation frame and a sink with drinking water in the settlement (furniture -> miscellaneous). In this case, even if you cannot build there, you will always have the opportunity to clear yourself of radiation, sleep, drink water and fill your bottles with it.

The Voltek settler control terminal (food -> miscellaneous -> white cabinet with a monitor) will work in the settlement even after it becomes a vassal, but its capabilities will be noticeably limited.

By the way, vassal settlements transfer tribute to all outposts at once, and not just to the one to which they were assigned. However, you can only make a settlement a vassal in the area covered by outposts, so you need to place raider settlements so that you can cover the entire map.

Some locations cannot be transferred to raiders or made vassals. These are the Alliance, the Castle (apparently the Minutemen are categorically against it), the 88th refuge, Bunker Hill, Zimonja Outpost and settlements from the Far Harbor add-on.

In “Yader-Mir”, near “Yader-Mobilchikov”, after completing the “Grand Tour” quest, we should talk with Shank.

Shank - assigned to the Survivor as an advisor. He was supposed to help Colter carry out his grand plan to enslave the Commonwealth. And despite the fact that Colter changed his mind, Shank still continued to collect information - in case that day did come. He considers himself a valuable organizer and hopes to get a piece of the pie that everyone here dreams of - the Commonwealth. Our advisor explains in detail what needs to be done to gain a foothold on the other side of the mountains. How to seize land, how to keep fighters in subjection. He can also tell you which places can be attacked and which cannot. To gain a foothold in the Commonwealth, you need three things: territory, supplies and loyalty. First things first - the territory. We need to capture a settlement - an outpost for our gang. And you can gain territory in two ways - convince the residents to leave or kill them all. First, we decide which gang to send Shank to help us when we seize the territory. When choosing a location for a new outpost, the most important point is how many settlements there are around. After all, someone has to feed our people. If under some circumstances it is impossible to attack a settlement, then on the Pip-Boy you can see what exactly is stopping us. We select a point for the first Yader-Mir base. To get them to leave the territory, you can offer them covers or intimidate them. In any case, the more scared they are, the easier it is to work with them - or cheaper to bribe them. Before you go to the Commonwealth, you need to look into the lairs of the gangs; they have “toys” with which you can drive away or destroy the settlers. From Lizzie Wyatt from the Operators we get an interesting thing that helps manipulate the target. A homemade potion, an analogue of human fear pheromones. If you throw one of these grenades at a person’s feet, he will immediately become more receptive to our arguments. This invention will not work on people in big cities- such as Bunker Hill or Diamond City, as well as caravanners. But in small settlements of the Commonwealth, such things should provide a huge advantage. From Lizzie we receive a blueprint and a “Manipulator” grenade.

Dixie from the Adept gang will give us the perfect means by which we can force the settlers to tear each other apart. They have no effect on robots or synths of the first generations, but otherwise these grenades are very effective, throw a couple at someone's feet and you can enjoy the show! We get the blueprint and the “Fury” grenade.

The leader of the pack, Mason, to help evict the self-proclaimed tenants, gives a blueprint and a “Predator” grenade, the animal simply goes crazy about it. If you throw such a grenade on the ground, all sorts of creatures will immediately come running and tear to shreds everything that comes their way. But at the same time, the Survivor needs to stay away from them.

It's time for us to establish a foothold in the Commonwealth. The first step is to capture an outpost for one of the Yader-Mir gangs.

Stripping


1. A peaceful option for developing the plot is to convince residents to leave the territory.

We set up the Pip-Boy and go to the selected settlement to convince the local settlers to leave their land or bribe them. For a peaceful solution, you should use the Manipulator grenade, throwing it at the feet of the main settler - he is marked with a marker. We select the desired dialogue option and convince the settlers to leave the territory.

Next, using the settlement’s workshop, we build a signal flag for our gang. To do this, enter the workshop menu by pressing and holding the [V] key and using the arrows, select the “Raider” slot -> “Flags”.

Now the raiders from our gang will occupy this settlement.

Note
Raiders will not tolerate betrayal. If we destroy the raiders at this or any other outpost, all Yader-Mir raiders will become our enemies!

After talking with the squad, we go to Shank. He promises to make sure that our share of caps from the outpost is waiting for us in the Boss's chest, in the house on Mount Fizztop. We have dealt with the first phase of the plan, now the second - supplies. We need to make sure that the neighboring settlements start sending supplies to the guys. The more a settlement produces, the more tribute we can extract for them. We call Shank one of the gangs that will look after the settlement when we force the residents to submit and choose a target. The only condition is that it must be next to the new outpost of our gang. No settlement will pay tribute unless there is someone nearby to threaten them with a thrashing for disobedience. The Pip-Boy's map shows which settlements are within range of the outpost.

Extortion

The intimidation was successful, now we are going to convince the inhabitants of the settlement we need, which will supply us with lids, food and supplies, and in return we undertake not to touch them.

After talking with the settlers and selecting the desired branch of dialogue, we again go to our adviser, who brings us alarming news - the outpost has attracted the attention of our newly-made neighbors in the Commonwealth. Some gang decided that we were targeting their territory. It looks like they are going to destroy this settlement... and our people along with it. We can make an example out of them so that others don't interfere. The scout said that their Leader's name is Sinner. We're going to our outpost to explain to these idiots who's boss here. A whole squad of raiders comes to the Strelka, several of them in power armor. If the charisma skill is high, then the Sinner and his gang can be convinced to leave our land, but if not, then we enter into battle.

Having dealt with the uninvited guests, we again go to Shank and move on to the next point. The dedication of the fighters. To prevent the guys from rebelling, we need to provide them with comfortable conditions. Setting up a drug stand or assigning someone to the distiller will lift everyone's spirits. And if the outpost has a Yader-Mir radio transmitter, you can attach an amplifier to it. To find out if they have enough food, you need to look in the Pip-Boy, there is a page where the needs of the outpost are indicated, including food. If there is not enough food, then it is time to organize delivery from the new settlement, and you can always drop the food directly at their workshop. It is also necessary to ensure that they have good defenses, enough beds and clean water. It all depends on the state in which the outpost was captured, and how to build what is missing. And finally... don't force them to dig in the ground. Raiders really don't like being forced to gather supplies themselves. Now Shank can be invited to move to our outpost, and the Survivor will not have to visit Yader-Mir every time before the next raid. Before we can expand our influence in the Commonwealth, we must win the loyalty of the first outpost. To do this, according to the assignment, it is necessary to provide them with everything they need 100%.

Note

Having completed the task and built the ideal base for a bunch of bloodthirsty sociopaths, we move on to the next piece of the puzzle. To strengthen our influence, we need to swell our ranks. Shank says that we need to conquer two more outposts in the Commonwealth, creating them, we will become a real force. According to the assignment, we need to create two more outposts, we do everything by analogy with the first, distributing the gangs at our discretion.

After this, the Survivor receives new level abilities "Lord of the Wasteland"! This means that we can assign merchant raiders to outposts.

Note
To access the Tribute Chest (Construction), you need to build a total of eight outposts.

2. A bloody option for developing the plot is to kill the residents.

Having chosen the target offered by Shank to choose from, we go to the outskirts of the settlement to meet with the assault squad, in order to rearm them at our discretion, you can take additional guns with you.

In this version, “Fury” or “Predator” grenades will come in very handy; the Minutemen will stand up to protect the settlers.

Note
As soon as the Survivor wins back at least one outpost, Preston Garvey will not forgive this and will leave his companions, but as a faithful Minuteman he will continue to carry out our orders..

Quest “Home Sweet Home” - is the main quest in the passage of the Nuka-World DLC, the latest addition to the game Fallout 4. IN this quest your character begins to take over the Commonwealth, organizing his outposts on its territory and providing them with protection and supplies.

For convenience, use summary :

Walkthrough of the quest “Home Sweet Home”

In this quest main character together with Gage, begins preparations for the capture of the entire Commonwealth. This is very ambitious plans and to fulfill them, you need to be very painstaking and careful. Therefore, before you start active fighting, it is necessary to establish supplies for the future army and organize protected outposts on enemy territory, and the enemy in this case is the Commonwealth. To start completing all these tasks, you need to talk with a character named Shank.

Task #1: Talk to Shank

Shank will turn out to be a very interesting character; he is not a member of any of the gangs, but is a personal adviser to the raider boss. Shank was invited specifically so that he would collect intelligence data about the Commonwealth, find places that could be easily captured, know where to hit, who to put pressure on, who to scare. Shank correctly says that zones in the Nuclear World are good, but territories in the Commonwealth are even better. In order to begin to capture the Commonwealth, the gangs must first create an outpost, a place from which they can conduct their raids, and for these purposes one of the settlements is ideal, which can be captured in several ways.

Task #2: Create an outpost for one of the gangs

According to Shank, you can simply capture the settlement by killing all the settlers, or you can convince them to abandon the settlement; the way to resolve this issue lies entirely with you, as the leader of the gang. After capturing the outpost, it will also need to be given to one of the gangs, and the diplomatic games continue.

The settlement that will become your outpost must be selected in the Pip-Boy, you cannot select any settlement, it must meet some infrastructure requirements, for example, there must be farms nearby so that you can feed the people at the outpost.

Optional: Drive away settlers from the selected settlement

After choosing a settlement, a side quest to clear it will begin, you will need to go to the settlement and either intimidate the settlers, or pay them to leave. Shank also advises turning to the operators for help; they can provide the main character with some “toys” that will help influence the settlers.

After moving to the settlement, you need to convince the settlers to leave, for example, you can pay them 1000 caps and they will leave, after which you need to build a signal flag in the workshop to indicate which gang will occupy the outpost. After that additional quest Once the clearing of the settlement is completed.

After execution additional task, Preston Garvey will hate the main character.

Task #3: Meet with the squad

After installing a tower with a flag, members of the gang to which you gave this settlement will come to the created outpost, you need to meet them.

Task #4: Talk to Shank

After the squad meeting, your character needs to return back to Yader Mir to talk with your assistant, this is necessary for clarification future plans. And then you need to force the nearby settlements to start supplying your outpost with supplies; again, you can either persuade them by force, or pay them.

Objective #5: Force settlements, supply your gang with supplies

Shank will correctly note that the element of intimidating settlements is very important, so he will give fighters from one of the gangs to help and all that remains is to choose which settlement needs to be brought into submission, that is, who to scare so that they begin to supply the outpost with supplies.

Optional: Subjugate the selected settlement

And again an additional quest will begin to subjugate the selected settlement and, just like with the capture of an outpost, you can either shoot or pay. After this task is completed, you need to return to Shank again and ask him what to do next.

Task #6: Talk to Shank

Everything seems to be going according to plan, but Shank reports disturbing news: one of the Commonwealth raider gangs has decided that the “newcomers” want to seize their territory and therefore are planning to attack your outpost. We need to answer them harshly so that their fate becomes an example for everyone.

Task #7: Meet with your squad at the outpost

Once at the outpost, you need to ask any of the gang about the current situation, the main character will be informed that there is a large detachment of raiders nearby who are clearly going to attack your outpost, you need to deal with them.

Task #8: Clear the settlement

To begin with, just talk to the leader of the raiders, he will threaten violence, but your character can simply convince the leader that he and his gang leave, or simply feed them “lead”.

After you complete the “grand tour” and establish control over all locations of the Yader-Mira park, placing them under the control of the invaders, you will need to make a decision on one more very important task. The thing is that his partner and assistant Gage decided to take over the entire Commonwealth. This proposal would need to be discussed not only with Porter, but also with Shank made aware of the existence of such a plan. He is responsible for communication with the world outside the “Nuclear World”. Once the decision is made, you will need to head to the Commonwealth. One of the outposts located there must be taken under control. You need to expel people from all the villages you have captured. During your conversation with Shank, he will advise you to seek help from a gang of Operators, namely an inventor named Lizzie Wyeth. It is she who will give ideas on what to do with the settlers and where to settle them. will help you have fun even on the saddest days.

After this, you can go to the Commonwealth in order to occupy an outpost and begin the process of clearing territories for invaders. You will have to achieve your goals using rather tough methods and not make concessions. Those who do not agree with your policies will need to be killed or the issue resolved peacefully through negotiations, presenting compelling arguments. Sometimes you have to use cunning. For this you need good weapon and excellent protection. But to resolve issues peacefully, in addition to charisma, a full pocket is also useful. After you have captured a building, you need, as always, to decide which gang it will belong to and raise a flag with the appropriate symbols. But in order to build a flagpole, you will need to go to a workshop.

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All this time you will communicate with Shank. He will tell you that now the settlers will have to deliver food to the invaders. You have to decide which of the population will do this. It is best to choose from the closest villages. In order for people to start following your orders, you will need to act either peacefully or use force. But in any case, the goal will be achieved. It will be possible to organize a radio transmission to captured outposts. For this settlement it is necessary to equip and supply generators.

Then another consultation with Shank will be required. During the conversation, he will give advice to deal with certain invaders through intimidation or simply destroy them. After this, it is necessary to capture two more settlements and make outposts out of them.

There is no need to give them to anyone, since they should belong only to you. After the number of all captured outposts reaches eight, you can collect tribute by creating a chest for this.

But no matter how well you manage the factions, one of them will still rebel. The invaders will express their dissatisfaction with the division of the captured territories. For his part, Shank will propose to immediately stop such things. If you have already decided which of the gangs is least worthy of respect, then you just need to stop giving them various privileges and pay more attention to the other groups. They will be the ones who will start the revolt and then there will be compelling reasons to deal with them on completely legal grounds.

Then you need to talk with the leaders of the other two groups. You can find them at the power plant. After talking with them, go upstairs and destroy the leader of the third gang. You will need to remove the key from it. Using the remote control, it is necessary to restore power supply in Yader Town. Now you have the opportunity to complete the mission to collect star cores. They need to be installed in the computer in order to increase its power. This way you can get unique armor. After this, you need to go to your assistant Porter. This completes the task called “Home Sweet Home”, and with it the entire storyline of the game. But on what note the game ends is up to you to decide.

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Ending options

The application has two ending options. They depend on the player's actions. The first involves the destruction of only one group. You need to choose a gang to destroy. As described above, you only need to show favor to two other factions. The third gang should not be given the best lands already in the task called “The Grand Tour”.

Not only the plot of the game, but also the mechanics of the game itself will depend on your choice. gameplay. Each of the three factions gives you certain bonuses. For example, the leader of the Pack will increase resistance not only to physical influence, but also electrical influence by twenty-five percent. The damage dealt in melee will also increase by the same level. The bonus from the Adept leader will restore the AP scale much faster, but only if you use a melee weapon. The bonus from Operators will increase the damage inflicted on the enemy from weapons with a silencer by twenty-five percent, and will also increase stealth by ten percent. Accordingly, the last bonus is the most profitable of all.

Another ending involves killing all the leaders. After you have destroyed all three groups, you will be able to liberate the villages and launch the destroyed park. In order for the game to end this way, you need to find a girl named Makenzie in the market. After talking with her, you can take on a task called “Hunting Season.” To successfully complete it, you will need to attack one of the three leaders. The remaining gangs will consider you their enemy, and all tasks in the journal will accordingly fail. But you can contact Mackenzie even after you complete the main story of the game and complete this mission last.

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