Fallout 4 powering the cores of the world. Walkthrough DLC Nuka-World

After installing the add-on, your pip-boy will pick up a new radio station - "Yader Cola". Listen to her 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 the "clean" territory, since in the sea you will constantly stumble upon invisible walls.

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

At the bottom you will come across a man named Harvey. Talk to him using charisma and get the password from the control terminal.

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

That's how they rolled

When you get to Yader-Mir you will be contacted by the loudspeaker Red Raven. He will tell you where you are, in order to get out of this place you will need to pass even with trials.

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 not everyone hits at once.



In the future, you will often be blocked by stretch marks and fire traps. If you pumped stealth, then feel free to go straight. If not, check corners and openings. most the best clue there will be red barrels on the stretch marks - if you see such, go carefully.

After the first flamethrower, you will enter a room with traps. Nearby there is a red door, and if you pumped enough hacking (very difficult) you can immediately go to the next room.

There are three doors, all with traps. But one of them can also lead you further - the left one. Go there, but keep in mind: as soon as you go down the stairs, you will fall into a room with increased radiation. If there is no protective kit or anti-radina with rad-x left in the backpack, as you go down, immediately turn into the room on the left, and pick up the medicine from the dead man. Then quickly head through the barrel room to safety.

When you get to the room with the turrets, do not rush to go forward. Just aim your weapon at the monkey and cut off its head. The motion sensor will not work, and the implements will not be activated.

The next trap will be a subway mine with robots and mines. To begin with, from a distance, we shoot at the head of the Securetron, which looks out of the shell. Then we pass through the corridor and look under our feet so as not to step on a mine.



When he enters the illuminated door, do not forget to disarm the trap. But it will not be safe inside either: neutralize the scales, which actually play the role of sensors for mines and grenades. Also, there will be stretch marks inside.

The next trap will be the most dangerous of all already completed: you will fall into a room that will close and begin to fill with gas. In addition to the fact that the hero will begin to suffocate, radroaches will begin to make their way into the room. In no case do not use firearms 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. After that, 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 radockroaches in the vicinity. Use the computer to open the door. Running from the gas chamber.

You will be on the street. Ants and a swarm of insects will attack you first, 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, as the raiders will shoot at you from above. Attacking them is pointless, as they are marked with a skull (even for a level 56 character).

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

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

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 dwelling and talk to Gage there. Exit the building to the street, and go to the gate to the north. Use them and get to the territory near the reservoir. We go around it to 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 a flock. We go down the lift.

Adepts are closest to us. Go left to Mount Fizztop. Talk to the leader named Nisha. During the conversation, act confident and convince her that you are a capable boss.

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

Maggie from the operators is in the Salon. With her, everything is simple: promise lids.

After talking with everyone, return to Gage and discuss the next plan.

Big tour

We speak in Gage in our lair. He tells the global plan: to capture Yader-Mir. To do this, you need to clear all the 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 for 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": two territories for two gangs, and one for the third. Later, you can reward her with a second zone and get a "peaceful" ending.

If you do not want to help the raiders, the quest "Hunting Season" is for you.

hunting season

In the Yader Town market, talk to a 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, then keep in mind that you will have to kill not only the leaders, but the entire gang, as they will not approve of the death of the bosses.

Bold minus this choice- the quest "Big tour" will be failed, and you will not receive another similar one from the merchants. But moral principles are observed.

baby 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 reference will be the rails in the north of the attraction. Follow them and eventually get inside, through the door. We listen to Oswald's notations to the painted ghoul and, in fact, that's all. You won't find Oswald, but you can kill a stupid ghoul. There is no point in turning off the atomizers, the ghoul will turn them on again anyway.

After go to pavilion of laughter. The first test will be a maze of mirrors. There are no more reflections on them, so now it's more like a bunch of windows that only block the path. There will be mines and traps along the way, 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 pick off the grenade at the end of the path.

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

Now go through hypnosis. Here you need to rotate correctly:

  • Go ahead, tunnel on the right
  • Left, tunnel on the left
  • To the right, into the long tunnel, to the left
  • Go through the rotating tunnel, carefully in the middle: there are holes in it. If you fail, climb the stairs and let it all over again

Open the door and shoot the ghouls. To get further, you need to go through the second red door, on the left (there is a sight on it in the screenshot). Watch out, the floor is spinning.

Remove the chain from the door and complete this step of the quest.

Now theater. Return to the rails and go against the movement of cars. Cross the bridge and enter the castle. Here the radiation is even higher, plus more opponents.

Inside will be Oswald himself. After the conversation, he will attack and 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 charisma is high). 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 roughly).

Star Dispatcher

Area in the west of the park. From the body of Tiana's diary - the quest will begin " Star Dispatcher". The territory of the galaxy is teeming with robots, so check your equipment. Go to the attraction center, 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. You 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 a scientist next to the Central Committee.

To pick up a beautiful armor, you need to find all 35 elements, but to capture the territory, 20 is enough. This amount is easily collected by a banal sweep of all the halls in the galaxy. There are no non-linear halls 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.

world of freshness

The nuclear-cola plant is located just north of the Children's Kingdom. Inside the plant, water is waiting for 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 crab cores in the outer ring, and at the generator of all assault guns. If there is a sufficient level of hacking (difficult) on the terminal at the top, you can open the door to get power armor. We leave through the top, to the roof. Now the king and the boss - the queen of the crab nuclei - have joined the crabs nuclei. It is best to shoot them from above, so a carbine or rifle will not interfere.

Choose a gang: do not 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 is in question and agrees to take him away. 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 Russian hills.


The road to the "evil anaconda" is located to the left of the bear's lair (you can go there and kill the claw with the yao-gai). Near the slides there will be three claws, so be careful. In the trailer (difficult lock), pick up the doctor's password. Return to the triangular house and use the terminal to go further.

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

If not all the claws in the zoo have been killed yet, now is the time to do it. They will be highlighted on the minimap.

When all the monsters fall down, talk to Cyto and with an average charisma you can convince him to live with the gang.

Raise the banner. Quest completed.

Dismantling in a dry gorge

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

At the entrance, you will be met 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 the 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 to get the horses to the stall. Actually, if you have the "Expert on Robots" perk, any request of any Protectron can be easily fulfilled by convincing the interlocutor.

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

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

Inside, go down the corridor. On the right, don't miss the corpse of a worker, on whose body there will be a key to many mine doors. The road will lead you.

When you get to great hall, you will be attacked by a uterus of worms. However, she is not too strong and is killed in the same way as her cubs. Talk to the sheriff and then raise the banner. Quest completed.

Home Sweet Home

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

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

After choosing a place and a method, go to the place. When the settlers leave the place, no matter how, a gang agent will come to talk to. Now use the workshop to install the banner of the appropriate gang. At the same time, you can install beds, turrets and products, so as not to run around again later.

Return to the conversation with Shenk. The outpost needs to get supplies, and any nearby farm will do. Again, choose a place and a method and go there to talk or fight. When everything is done, return to Shenk and find out that an attack by a third-party gang of raiders is preparing for the outpost of your choice. Go there and deal with them. Fight 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. This completes the add-on storyline if all gangs are happy. If not, the last quest will be "Demonstration of Force".

show of strength

Shenk will tell you that one of the gangs is unhappy with the distribution of territories and rebelled. Now they need to be tritely interrupted. However, the gang settled not at their base, but at the Yader-Mira power plant. That is, not only rebelled, but also took away 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 add-on is finally completed.

"Nuka-World" is the latest addition to the original fallout games 4. The actions and events of this add-on take place in a huge amusement park, which was captured by a huge number of raiders. The main character now has a chance to clear the streets of this peculiar city from mercenaries, thugs and bandits. At the same time, perform a large number of new tasks, find brand new armor, weapons and even become the leader of your own gang. However, couples get access to new additions difficult. So first, check out how to start the Nuka-World DLC story campaign.

How to access the Nuka-World add-on

First of all, make sure that your copy of Fallout 4 has been updated before you start playing through the new expansion. Is everything in order in this regard? Fine. It's time to examine your hero: 1 - he or she needs to be well pumped, 2 - you need to have good equipment (weapons, armor and other useful things). The bottom line is that the new addition is designed for heroes only from level 30 and above. So if the level is low, then it's too early to deal with the passage of this add-on. But in any case, as soon as you are ready, the corresponding radio station will appear on Pip-Boy, which you will need to listen to in order to start the passage of a new adventure. You need to perform the following three simple steps: 1 - you need to upgrade your character to level 30; 2 - it is necessary to check the radio stations in the Pip-boy and find a new purity; 3 - you need to go to the transit center "Yader-Mira", which is located in the western part of the map. As a result of these three completed actions, it will be possible to start the storyline of the Nuka-World add-on.

"Start"

So, immediately after the radio station was discovered and a point appeared on the map with the Yader-Mir transit center, go to the western part of the map (straight to the border). In the center you have to face a couple of shooters, but they are unlikely to give you any problems, so deal with them and then go to the subway.

In the subway dungeon along the way, you will definitely stumble upon a wounded man who will tell you that he, along with his family, fell into a raider trap. However, he managed to escape. However, the wife and child are in the hands of these scum, so he asks you to save them. You can try to give him a stimulant, although he will immediately refuse it. But if you have a high level of charisma (red level of dialogue), then you can, without any effort, extort the truth from this person about what is happening.

As a result, it turns out that he has no family, and this story is simply invented from scratch and all in order to lure travelers (in this case, you) straight into the clutches of bandits. In response to the truth, you can either kill him or help him. Any of the two presented actions does not affect the storyline in any way, but only changes the dialogue options with the supposedly “victim”.

In any case, take the code from Harvey and use it to activate the monorail. Then you climb into the Yader Express and finally send it to the long-awaited amusement park, which is overflowing with bandits.

"Arrival"

If the wounded devil did not break down and did not tell you the truth, then you will be able to find out that you are going into a trap to the raiders thanks to the radio, because one of these bandits will kindly tell you about it. However, in any case, you have to face them. There are turrets in the first room. I recommend that you immediately try to hide behind the wall on the left side, which is indicated in the screenshot below.

In the next (second) room, there will already be stretch marks on the floor and a lot. So carefully look under your feet and neutralize all the installed mechanisms along the way. And as soon as you find yourself in a room with three doors, you should not open all the doors without thinking too much - choose only the door on the left. Then move forward along the corridor, which will be protected by several turrets. Moreover, you can avoid the battle and not bother yourself with these mechanisms. To do this, go back a little and use the terminal to cut down all the traps that are dangerous for your life.

In any case, you will reach the arena of mobile cores. In this arena, you have to fight with the leader of one gang. And at this moment, the same raider who previously spoke on the radio before arriving at the park will contact you again. So the local "clown" will be called Gage. So get to the communicator located on the wall and talk to this person.

It will be possible to find out from him that the local leader has special power armor, which is connected to the power source in the arena, so it will not work to destroy the boss with standard weapons. However, there is a way out, because Gage has saved especially for you unique weapon, which will help in battle - a water gun. The bottom line is that with the help of it it will be possible to cause a short circuit in the armor, which will lead to the fact that the armor will be cut down.

Now with the help of this weapon it will be possible to easily deal with the enemy. And at the end of the battle, don't forget to get your hands on new power armor. After the battle, talk to Gage again, who will now appoint you as the main boss of the defeated bandits. So get out of the arena to the street and move further forward.

"In the city"

To begin with, remember that the amusement park consists of six large areas. You will appear in the first of them - this is the "Yader-City". In this area there are bases of three groups at once: 1 - "Pack", 2 - "Operators", 3 - "Adepts".

The headquarters of the leader of the gang, whom you killed earlier, is located in a grill bar called Fizztop. So go to his lair to talk to Gage there. This shelter will include: a multifunctional workshop, a chest for storing various items and a bed. In addition, Gage will tell you that it will still be necessary to talk with the leaders of the other factions and convince them to follow you. Moreover, if your level of charisma is high, then it will be possible to chat up Gage, who will then talk about the personal tastes of each of the leaders.

Although in fact you will not receive any original answer, since the information presented can be found on your own. And it will be possible to have a conversation with the bosses of all gangs in absolutely any order, but, for example, the “Adepts” base will be located closer to you than the others, so it’s more logical to start from this place. Also be aware that in all camps (and in the one where you are now), there are terminals and various locked rooms. In these rooms and the terminal it will be possible to find extremely interesting data that will give a broader picture of the current situation in this place.

In any case, talk to all the gang leaders and return back to your personal headquarters, where Gage has already agreed to become your new faithful partner.

"Galaxy"

It's time to start taking over the rest of the amusement park areas. And it is best to start from the area called "Galaxy". The area is controlled by a powerful computer called the "Star Dispatcher". Moreover, it must be activated at 100%, and this can only be done with the help of 35 star cores, although only 20 of these things are enough to complete. However, if you bring all 35 parts, then you will receive the unique Quantum X-01 Type V power armor, but you will have to look for cores. And in this case, pay your attention to the terminal, because it contains information about where to look for these very cores.

In addition, with the help of a computer system, you can deactivate the security mechanism. However, no one has the right to interfere with you tritely, to clear the location from enemies and all this security system. Moreover, in this case, it will not be necessary to search for stellar nuclei. In general, in this location there are a total of five unique attractions, each of which is available for visiting and stores the following number of cores:

1. Location Arena "RobCo" - contains six stellar cores.

2. Location Vol-tek "Among the stars" - contains six stellar cores.

3. Location Nuclei-galaxy - contains seven stellar nuclei.

4. Location Cinema "Starlight" - contains four star cores.

"Children's Kingdom"

First of all, this place will be dangerous because during the war the territory was too strongly irradiated, so the radiation in the "Children's Kingdom" is extremely high. So if you are going to go here for the total destruction of dissidents and fulfill story missions, then I recommend putting on power armor and stocking up on a large amount of medicines that will lower the level of radiation in the character's body.

In addition, in this place you will be constantly monitored by a secret commentator, who, during the passage of the location, will voice literally every action of the character and simply get it in every possible way.

I want to note in advance that this commentator will be a ghoul named Oswald, who has been living in this amusement park since the beginning of the war. The bottom line is that he and his work colleagues were former employees of Yader-Mir. In general, as a result of the bombing, they all turned into ghouls and eventually decided not to leave this part of the park. Moreover, the enraged, wild ghouls are the same former park workers, only aggressively minded.

As I pointed out above, there are many wild ghouls in the park. Therefore, it is logical that you will encounter them, but they should not cause you any problems, of course, if you are wearing power armor. In any case, follow the marker on the mini-map until the "mysterious" announcer decides to challenge the character to the final battle.

However, he will also add that it will be possible to solve the problem peacefully, but for this you will need to have a pumped charisma skill. Although Gage will not like this outcome deeply, since he is still a raider, so he is used to first shooting, reloading and then shooting again than thinking.

. "Pavilion of Laughter"

The first test is a maze. However, passing it is not so difficult as it might seem at first. The main danger of this place is a huge enemy. In the next room, you have to jump on constantly rotating platforms, making your way to the opposite side of the room along the way. I recommend hacking the terminal so that the tunnels in the hypnotic room spin a little slower.

Move to the hypnotic room. By the way, here along the way you can also take the Scavenger magazine. In any case, find the doors and go through the last tunnel. Move through the tunnel very carefully. The fact is that in some key places there are huge holes.

You need to get to the room, inside which there will be a rotating floor. Find the room, on the wall of which "Mr. Cover" will be depicted. To do this, open the red door, which is located on the left side of the doors (which you just went through). It will be possible to leave the pavilion of laughter through absolutely the same passage.

. "Tunnel"

Move along the railroad tracks, jumping over cars along the way. Be careful, because a certain moment the entrance will soon appear on the right side. And this is not all, because in the tunnels it will be possible to eavesdrop on the conversations of that same Oswald.

. "Theater"

As soon as you manage to get inside this building, you will come across Oswald near the stage. It will be possible to immediately attack him, and listen to what he will tell you. In any case, you will have to take the elevator a little higher and talk with Oswald again. You will either have to finish him off or convince him to leave the "Children's Kingdom", but it's up to you.

However, whatever the option, control over this territory will pass to you, so hang your banner on the flagpole, which is located near the place where you released or finished off Oswald, well, choose one of the available factions.

"Showdown in a dry gorge"

Once in the indicated location, the first thing to do is talk to the cowboy robot named Hawk Sheriff. So, during the conversation, he will give you a task that is connected with the search for three parts of the sheriff. These parts are owned by three robots in the park, so if you have the Robot Expert skill/perk, all the parts can be picked up without any problems. However, otherwise you will have to complete their tasks in exchange for parts.

So, a robot named Scout will ask you to find Buttercup, a robotic pony. Go to the saloon, go inside and talk to Doc Phosphate there already. He, in turn, issues the task of distributing alcoholic beverages to all "visitors". You go upstairs and put one bottle on the table. Next, go outside and go a little forward - here you leave the bottles in two open buildings on the tables. Immediately after that, you can return back to Doc Phosphate and pick up the well-deserved cipher from him.

Now stand with your back to the saloon and turn to the left. Look around carefully now, because you need to find the tower, which is in a deplorable state. On the right side of this tower, you can finally find the lost robotic pony Buttercup. Therefore, take it and return together back to the Scout. Upon arrival, simply stand in a makeshift paddock and throw out the toy. After that, you again talk with the Scout and get the first necessary element of the code. You go further.

The last piece of the cipher can be obtained from One-Eyed Hayk. To find it, go back to the saloon and go straight from this building (from the entrance). You can find a lone robot near the structure on the left side. Once you find him, talk to him about everything and agree to a duel. Agreed? Great! Now take a revolver in your hands, go to the middle of the street and shoot the robot once clearly on command. Immediately after the shot, talk to him for the last time and take away, thus, the last piece of the cipher.

Now it's time to go to the theatre. You need to go inside and open the safe there using the cipher that was received earlier. And along the way, you have to kill a couple of enemies. But in any case, get the key from the safe inside and go with it to the mine. Go inside the mine and kill the uterus of moleworms along with the kids.

At the top of the structure, which stands not far from the Sheriff-Hawk robot, there will also be a flagpole for the banner. Getting to this object is quite simple, although it may seem that this is not the case: go to the theater, climb the podium and look for an inclined staircase there further. Go forward along the stairs and eventually find yourself on a key roof.

"World of freshness"

Enter the factory where Yader-Cola is bottled and soon find yourself in the World of Freshness. The first step is to destroy all the enemies that are located on the territory of this industrial enterprise. After the massacre, you must move through the tunnel, which is filled with water, so as not to miss anyone. In general, before the end of the tunnel it is necessary to destroy all the robots. At the end, look around the other rooms and don't forget about the crab nuclei. As soon as all the enemies are defeated, the task will be updated, so it's time to get out and destroy the opponents there.

Having found another exit (and you will not miss it), you will find yourself in the northern part of the plant. So in this part once again you need to destroy all the enemies. And right away it will be necessary to deal with the uterus of crabs.

After the destruction of this beauty, go further along the metal ladders to the roof of the building. Stick to the marker. At the end you will find a red rocket. Go inside the house and use the elevator inside to get to the top of the factory. And at the top, a flagpole will already be waiting for you, on which you can fix your company banner.

"Safari"

Go to perfect new zone and there help a character named Cyto fight off the monster. After the fight, follow him to the primate's house. Talk to a new friend to find out a little more useful information regarding the location. Open inventory, go to the section called "Miscellaneous" and read further on Dr. McDermot's diary entry 47B to progress further on the task.

Did you read the entry? Then talk to Cyto again. If you have a high level of charisma, then you can beg for help from the gorillas. In any case, after the dialogue, follow the marker. When you get to the reception center, deal with the enemy on the lower level, then get to one of the corridors and look for doors with a terminal there. To open the doors, you will need to unlock the doors.

After that, you again talk with Zito and learn from him that the Evil Anaconda is actually a rollercoaster. So go now towards the attraction - it is located in the far part of the park. Upon arrival, destroy a couple of enemies and look for a booth with a yellow stripe on it. The key to the door can be found on the roof. In any case, inside you will find a case and Heine's corpse. Moreover, the password for the doors that are under lock will be hidden in the case.

Now you can go back to the reception center and use Hein's password. Since you now know the password, unlock the doors and go inside. Inside, you will encounter a crocodile claw, so after killing it, enter the next room, which leads to red doors. Moreover, enemies are also waiting for you here, so kill them, use the panel to deactivate the replicator and destroy the remaining enemies that will be marked on the mini-map. Nothing complicated.

Head back to Cyto, who is in the primate house. Once again, after talking with him, you will have to make a choice: kill Zito along with your friends, or convince him to leave or join your gang. The decision is yours. In any case, you have to go to the flagpole, which is located in this location on the roof of the reception center. Become facing the main entrance, bypass the building on the right side and stumble, thus, on the stairs. Stairs, in turn, will lead you to the desired object.

"Big Tour"

Everything is simple here: go around all the key areas, and then go back to the old Gage to finally turn in the "Big Tour" task. Upon arrival, talk to him. During the dialogue, you will receive the following story task.

"Home Sweet Home"

So, go to the Yader Town market to talk with Shank there. After the conversation, you will have to capture an outpost in the Commonwealth together. And there are two options for capturing: 1 - kill everyone and everything; 2 - convince everyone to surrender with the help of your eloquence. If you want to do without spending a lot of caps, you need to have a high level of charisma. Otherwise, you have to throw out from 500 to 1000 caps. In addition, you need to carefully approach the choice of the captured settlement, because if you are the owner of this place, then you simply lose control over it.

This applies to relations with the Minutemen. The bottom line is that Preston will not be too happy that a new outpost is being laid, but relations with the faction as a whole will not deteriorate in any way. But this applies only to the case when the settlement was taken with the help of diplomacy. Moreover, choose the grouping with all responsibility, because the ending of the Nuka-World add-on depends on this settlement.

After the settlement is captured, use the workshop to create a flag for the desired faction / gang. Further, on the territory of the outpost, you install a flagpole, after which you wait for the arrival of a small group of bandits. Once the raiders are in place, talk to Shank.

Have you talked? Now it's time to convince the settlers from the village next door to supply the gang with water and food. The issue of supply, again, can be resolved either peacefully or harshly. The peaceful path implies either a high level of charisma, or a thick wallet with lids.

After that, he once again talks with Shank and now decide how to deal with the rest of the raiders. Go to the enemy outpost, where you either kill or intimidate the raiders located there. Done? Go back to Shenku and talk to him to send him back to the settlement.

And one more thing: it is possible that your outpost will not have the amount of resources and life support systems that is required. To do this, create as many beds, generators and other similar objects as possible. I also recommend putting a couple of turrets for safety.

In general, in the end, it remains to capture two more settlements and create two outposts from them. After completing this task, talk to Shank one more time. Remember that once you have eight outposts under your control, you can create tribute boxes.

"Demonstration of Strength"

Whatever action or decision you take first, the most offended group of raiders will riot. Therefore, in any case, we will have to discuss this matter with Shank. And it is you who will be able to influence which particular gang will put forward protests. Immediately after the dialogue, return to Yader-Mir, and from there move to the power plant, where you will have to talk with the leaders of the other two gangs. Go inside, go upstairs and deal with gang leaders.

Don't forget to search the leader's corpse to take the key with you. Have taken? Then go to the control panel and apply power to Yader Town. Return now back to Gage to complete tasks and complete the walkthrough storyline add-ons "Nuka-World".

This quest is alternate ending, executed instead of quest "Home Sweet Home". In the Yader-Town market, we meet Mackenzie Bridgman, a slave girl who works as a doctor. Mackenzie greets the Survivor and sincerely rejoices in our victory over Colter. She carefully asks us future plans related to "Yader-Mir". If the Survivor is not going to continue to do business like a former boss, and wants to get rid of the cruel raiders, Mackenzie will share with us his dangerous idea - to kill them all, or rather, destroy the gang leaders. And that means finishing off Nisha, Mason, Maggie and her brother William. After that, the raiders will scatter in all directions, and Yader Town will again become a trading settlement.

Note
Go around the merchants in the market, you can buy legendary weapons from them - "Spraygun", "Smart" fragmentation grenade, "Throat Cutter".

If we still decided to exterminate the raiders, then we need to visit and destroy all the leaders in any order. This is not an easy task, these are very serious enemies and their support is not weak. To fulfill our plans, we stock up on ammunition (cartridges and explosives) and put on power armor - it will definitely come in handy in this battle!

Having gone through the "bloody bath", we managed to put an end to the terror in Yader-Mir. The inhabitants threw off the shackles of slavery, became free, thanks to the Survivor! We return to Mackenzie and listen to the words of sincere gratitude, we gave people freedom, and now, wherever fate takes us, we know that in Yader-Mir we will always be welcome!

We talked about how to start the Nuka World add-on for Fallout 4, and here we describe it full walkthrough. So, after finding the radio station and the appearance on the map of a point with the transit center of Yader-Mir, we go to the western border of the map. In the Center we come across several shooters who are unlikely to create problems for you. We deal with them, and then we go to the subway.

In the subway you will meet a wounded man who will tell you that he and his family fell into the trap of the raiders. But in the end he managed to escape. He will ask you to release his child and wife. You can try to give him a stimulant, but he will immediately refuse. If you have high charisma (the dialogue level is red), then you can easily extort the truth from him. It turns out that he does not have any family, and this story was invented by him in order to lure travelers directly into the clutches of bandits. You can immediately finish him off or agree to help anyway. In principle, this choice will not affect the plot in any way - it will only change the options for dialogue with the “victim”.

We take the code from Harvey and turn on the monorail. We climb into the Yader Express and move to the amusement park.

Arrival

If you couldn't tell the devil, then you can find out that you are going straight into a trap only on the way to the park, as one of the raiders will kindly tell you about it on the radio. Get ready for a big bang. Turrets will be waiting for you in the first room. Hide immediately behind the left wall (indicated in the screenshot).

In the second room, there will be a lot of stretch marks on the floor, so you should constantly look under your feet and neutralize all the traps you encounter. Once in a room with 3 doors, do not open everything indiscriminately - choose the left one. Walk forward to a corridor protected by several turrets. You don’t need to fight your way, it’s better to go back a little and use the terminal to cut down the deadly cannons.

As a result, you will be able to get to the arena of mobile cores. On it you will have to fight with the leader of one of the gangs. You will be contacted again by the raider who spoke to you on the radio even before you arrived at the park - the local "clown" is called Gage. Get to the communicator on the wall and chat with him. You will learn that the local leader has a special power armor connected to the power source in the arena, so it will not be possible to destroy it with standard weapons. However, Gage hid a special weapon for you: a water pistol... It's too early to laugh, because with it you can cause a short circuit and the protection of the armor will be cut down for a few seconds.

With this weapon, you can easily deal with the villain. Do not forget to clean up the power armor from the former leader. Again we speak with Gage, who will appoint you as the new boss of the bandits. It is not known whether this is for good or for worse - time will tell. We get out of the arena to the street and go forward.

In the city

The amusement park consists of six districts. We will get to the first of them - Yader-Gorod. In this zone there are bases of three groups of raiders at once: Pack, Operators and Adepts.

The headquarters of the leader we killed is located in the Fizztop Grill. We leave for his lair to talk with Gage. In this building you will find a multifunctional workshop, a chest for storing found items and a bed. Gage will tell us that you need to talk to all the leaders of the factions and convince them to follow you. If you have high charisma, then you can chat up Gage and he will tell you about the tastes of the leaders.

True, he will not answer anything original - you can find this information on your own. You can have a conversation with the gang bosses in any order, but the Adept base will be closest to you, so it’s logical to start with it. All camps, including the one you are currently in, have terminals and locked rooms. In these rooms you can find interesting data that will help you better understand the current situation.

We speak with all the leaders and return to our headquarters. Gage will agree to be your partner.

Galaxy

Now it's time to take over the remaining areas of the amusement park. We advise you to start with the "Galaxy". This zone is controlled by a powerful computer called the Star Controller. It should be activated at 100 percent and for this you will need to find 35 star cores, although 20 pieces will be enough to complete the task. However, if you want to get the unique Quant X-01 Type V Power Armor, you will have to find all the cores. Our separate guide tells how to find these items. Note that the terminal has a hint about where to look for kernels.

With the help of a computer system, you can deactivate the security mechanism. However, you can simply clear the entire location of enemies and security systems. In this case, you do not have to search for nuclei.

This location will have five rides available to visit, holding the following number of cores:

  • RobCo Arena (six star cores)
  • Vol-tek "Among the Stars" (six star cores)
  • Nuclei-galaxy (seven stellar nuclei)
  • Cinema "Starlight" (four star cores)

baby kingdom

This location is dangerous because during the war it was heavily irradiated, so the radiation background on the territory of the children's kingdom is extremely high. If you are going to head here to destroy dissidents and complete story quests, then we advise you to put on power armor and stock up on medicines that reduce poisoning from radiation.

Here, a mysterious commentator will constantly follow you, who will begin to voice all the actions of your character and annoy him in every possible way.

Spoiler: Let's note in advance that this commentator is a ghoul named Oswald, who has been living in the amusement park since the war. The fact is that he and his work colleagues were former employees of Yader-Mir. As a result of the nuclear bombing, they all became ghouls and decided not to leave the park. The frenzied ghouls that filled the kingdom also used to work here and entertain the kids.

On the territory of the kingdom, you will encounter a huge number of ghouls, but big problems they are unlikely to deliver to you, especially if your hero is wearing power armor. We follow the marker indicated on the mini-map until the announcer decides to call you to the final battle.

We add that you can solve this problem peacefully, but for this you will need a well-pumped Charisma skill. True, Gage will not like such an outcome, because he is still a raider, accustomed to shooting first, and only then thinking.

Pavilion of laughter

Your first test will be a maze. Passing through it will not be as difficult as you might think at first. Here you have to fight only one enemy. In the next room you will need to jump on the rotating platforms and get to the other side of the room. Next, we hack the terminal so that the tunnels in the hypnotic hall spin at a slower speed.

We head to the hypnosis room. Here, by the way, lies the magazine "Scavenger". We find the door and go through the last tunnel. We move along it as carefully as possible, since in some of its places there are large holes.

We reach a room with a rotating floor. We are looking for a room on the wall of which Mr. Cover is painted (you can read more about these images here). To do this, open the red door located to the left of the door through which we have just passed. We leave the pavilion of laughter through the same passage.

Tunnel

We go along the railroad tracks and jump over the cars. On the right we find the entrance. In the tunnel, you can eavesdrop on Oswald's conversations.

Theater

As soon as we get inside the building, we find Oswald near the stage. We can listen to what he tells us, or immediately attack him. We go up the elevator and again talk with Oswald. Either we convince him to leave the "Children's Kingdom", or we finish off the old ghoul.

Having gained control over the new zone, we hang our banner on a flagpole located near the place where you released or dealt with the ghoul. You will need to select one of the groups.

Dismantling in a dry gorge

We get to the right location and talk with the cowboy robot, whose name is Sheriff-Hawk. He will give you the task of finding the three pieces of the cipher that the three robots in the park possess. If you have the Robot Expert skill, you can easily take the elements you need from them, otherwise you will have to complete their tasks.

The robot, whose name is Scout, will ask you to find Buttercup (we note right away that this is the name of the robotic pony). We head to the saloon, go inside and enter into a dialogue with Doc Phosphate. He will give you the task of distributing alcoholic drinks to "visitors". We go upstairs and put one bottle on the table. We go outside, move a little forward and leave the bottles in two open buildings with tables. We go back to the robot and pick up the cipher.

We stand with our backs to the saloon and turn left. We find the tower, which is in a deplorable state. To the right of it we find the lost pony Buttercup. We take it, we return to the Scout, we stand in an impromptu corral and simply throw out the toy. Again we talk with the robot and take away the element of code you need from it.

The third part of the cipher is owned by One-Eyed Hayk. We approach the saloon and go straight from its entrance, without turning anywhere. Near one of the structures on the left we find a lone robot. We talk with him about everything and agree to a duel. We take a revolver in our hands, go out to the middle of the street and shoot once at the robot on command. We talk with him again and take the cipher.

We go to the theater, deal with all the opponents and open the safe inside, using the previously received cipher. We take the key and head to the mine. We go into it and kill the uterus of bloodworms, not forgetting about her babies.

At the top of the structure, standing near the Sheriff-Hawk robot, there is a flagpole for the banner. Getting there is very simple - we go to the theater, climb the podium, find an inclined staircase, go forward along it and thereby get to the right roof.

world of freshness

We enter the plant where Yader-Cola is bottled and find ourselves in the World of Freshness. It is necessary to destroy all enemies on the territory of this industrial enterprise. We go through a tunnel filled with water, so as not to miss anyone. We destroy one robot after another to the end of the tunnel. Then we look at other rooms. Don't forget to shoot the crabs. After killing all the opponents inside (your quest will be updated), we deal with all the opponents outside.

We find another exit and get into the northern part of the enterprise. We kill all adversaries on the ladders and lower levels. Here we deal with the uterus of Nuka-Crabs.

Next, we go along the metal ladders to the roof of the building. We move after the marker and find a red rocket. We go into the house and use the lift to get to the very top of the plant. This is where the flagpole is located, where you need to fix your banner.

Safari

We head to a new zone and help Cyto fight off the monster. We follow him to the house of primates. We talk with a new friend to find out more information about this location. We open inventory, go to the "Miscellaneous" section and read Dr. McDermot's diary (entry 47B) to complete the quest.

After that, we again speak with Cyto, and having a high indicator of charisma, we ask for help from the gorillas. We follow the marker and reach the center for receiving guests. We deal with the enemy in the lower level, we reach one of the corridors and look for a door with a terminal. You need to remove the lock from the door.

We start a dialogue with Zito again and learn from him that the Evil Anaconda is actually a roller coaster. We head towards the attraction (located in the far part of the park), destroy several enemies and find a booth with a yellow stripe. We find the key to the door on the roof. Inside we find Hein's body and a case in which the password is hidden to remove the lock from the door.

We return to the reception center and use Hein's password. We remove the blockage and go inside. We kill the crocodile claw and enter the room into which the red door leads. We deal with a couple of opponents and use the panel to deactivate the replicator. We destroy the remaining enemies - their location will be indicated on the mini-map.

We go back to Cyto, who is in the house of primates. We talk to him again. You need to kill Cyto and his cronies, convince him to leave or offer to join your gang. Then we head to the flagpole located on the roof of the reception center. We stand facing the main entrance, go around the building on the right side and find a ladder leading directly to the desired stick.

Big tour

Having bypassed all the zones, we return to Gage to turn in his quest called "The Big Tour". After that, he will give you a new mission.

Home Sweet Home

We go to the Nuka-Town market to chat with Shank. After talking with him, we capture one of the outposts in the Commonwealth.

There are two capture options: simply kill everyone who can stand on their feet, or use your eloquence. If you want to do without wasting caps, then you will need high charisma, otherwise you will have to pay from five hundred to one thousand caps.

You need to carefully approach the choice of the settlement, because if you are the owner of it, you will eventually lose control over it.

Relationship with the Minutemen. Preston will not be delighted with the laying of a new outpost, but you will not spoil relations with the faction itself. Naturally, this will only work if you took the settlement not by force, but by diplomacy. Then we select a grouping, which will settle in the new territory. Choose with all responsibility, because the ending of the add-on will depend on this decision. By the way, you can read more about the endings in our separate guide.

After capturing the settlement, use the workshop and create the flag of the desired gang. We install a flagpole on the territory of the outpost and wait for the arrival of a small group of raiders. We speak with the bandits, and then we talk with Shank.

We convince the settlers from the neighboring village to supply the raiders with food and water. Here again we can either resolve the issue peacefully (charisma or money), or intimidate the inhabitants to death, forcing them to follow your order.

Again we start a dialogue with Shank and decide what to do with other raiders. We head to the enemy outpost and kill or intimidate the bandits there. We go back, talk to Shank and send him to the settlement.

It is possible that your outpost will not have enough resources and life support systems, so create as many generators, beds and other similar items as possible in it. Don't forget to install some turrets as well.

We capture two more settlements and create outposts from them. After each capture, we communicate with Shank. When you own eight outposts, you will be able to create tribute chests.

show of strength

No matter what you do before, the most offended faction will still raise a riot. Chat with Shank about this. By the way, it is you who will be able to influence which gang will start to put forward protests. After the conversation, we return to Yader-Mir, go to the power plant and talk with the leaders of the other two gangs. We go inside, go up to the top floor and deal with the leader of the group.

Then we search the corpse of the leader and take the key. We approach the remote control and supply electricity to Yader Town.

Now, by the way, you can complete the quest to find stellar cores and increase the performance of the supercomputer by 100 percent. In addition, you will have access to Quant power armor.

We return to Gage to complete his quest. This concludes the passage of the story campaign of the Nuka World add-on.

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