Fallout 4 all side quests. Closed institution

Fallout 4 quests are varied and unusual. Several factions interesting stories, original turns of events. What tasks can you find in the Commonwealth and how to work with them? Let's figure it out together.

What are the quests in Fallout 4

Orders in Fallout game 4 is a lot. They are divided into categories, within which there are different factions. It is necessary to understand how they are divided and after which they can begin.

Plot

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

  1. No faction. Any “solo” adventures Fallout storyline 4 concerning the search for his son - from “War Never Changes” to “Molecular Level”.
  2. Minutemen. The first mission for the faction is “Call of Freedom,” which begins almost immediately after the start of the game.
  3. Brotherhood of Steel. Best option- wander through the Wasteland and stumble upon an Army frequency. After listening to it, the quest “Fire Support” will begin, after which you will be able to join the Brotherhood.
  4. Subway. During the quest “The Road to Freedom” you need to find a faction - this will be the start of the storyline.
  5. Institute. It is one of the last to open after the quest “Molecular Level”. Starts with the mission "Establishment" closed type».

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

Side effects

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

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

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

Repetitive

This includes quests that can be completed again at certain intervals. Such tasks can only be given Fallout factions 4.

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

Partner quests

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

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

Addition quests

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

  1. Automatron. The expansion's events begin with the mission "Mechanical Enemy", which appears after tuning the radio to the "Caravan Emergency Frequency" near Watts Electronics.
  2. FarHarbor. Valentine's Agency will take on the "Far From Home" order, which will begin the DLC.
  3. Vault-TecWorkshop. Starts with the quest “Calling Vault-Tec.” All you have to do is pick up the Vault 88 radio station and listen to the message.
  4. Nuka-World. To activate the storyline, you need to catch a new radio wave and receive the quest “In places!”.

Quest IDs: How to Influence Missions in Fallout 4

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

  • Collect technical documentation for Proctor Quinlan

You can receive this quest from Proctor Quinlan aboard the Brotherhood of Steel airship by talking to him during the Brotherhood of Steel quest "Business Trip" and agreeing to help him.

It will appear in your Pip-Boy in the “Info” → “Miscellaneous” tab. Now, during your adventure through the Wasteland and completing any task, you may encounter Technical documentation in any desk, file cabinet or safe. Collect them, and then upon returning to the Prydwen, stop by Proctor Quinlan and provide him with the documents. You will receive a reward from him.

This quest is constantly repeated.

Reward: Lids (25 per copy)

Locations to explore:

  • Institute
  • Virgil's laboratory in Rocky Cave

Virgil is an escaped Institute scientist whom you seek out during the story quest "The Glowing Sea" to find out how to infiltrate the Institute. He asks you to help him find the serum at the Institute in exchange for his knowledge. This is a quest from the Miscellaneous section, and at first you won’t even see it. It’s worth mentioning right away that he will help you without the serum, and even if you decide to help him, you will receive almost nothing for your services.

Find the serum for Virgil

When you infiltrate the Institute as part of the story quest "Molecular Level", you will have the opportunity to explore it. Dr. Virgil's former laboratory is located in a restricted section of the Biosciences Department. You can visit it in search of the serum purposefully or capture it along the way while searching for evidence for Dr. Lee during the Brotherhood of Steel quest “From Within”.

There are two ways to get to the laboratory:

  • You can hack the terminal (the level is very difficult), which will turn off the laser grid on the passage, and you will find yourself in the FEV laboratory. The terminal is located to the right of the synth gorilla enclosure.
  • Or you can take a more difficult route, especially if your terminal hacking level leaves much to be desired, and hack the door to the FEV laboratory (lock level is easy). Go deep into the biosciences department through the rooms with plant plantations, and then along the corridor to the locked door to the laboratory.

The downside is that the second method assumes a longer path to Dr. Virgil’s immediate workplace, while the first method assumes that you will get straight to where you need to go.

Still, we will take the second route through breaking the door, since, most likely, this is what many will have to do. So, we break open the door and immediately come across a laser trap. This doesn't seem to bode well.

Hack the door to a small room with broken windows(level - easy) if you have a shortage of ammunition and medicine. Then follow further along the corridors of the laboratory, but be aware that machine gun turrets await you around almost every turn. However, a more dangerous enemy is ahead, namely behind the locked door (lock level is medium). You can also open this door using the terminal (level - easy) located next to it; by the way, the same terminal disables the turrets. Opening the door you will find yourself in a storage room with an assault gun walking around.

  • The most important thing in fighting an assault gun is not to let it shoot an energy beam from your head, as it will kill you almost immediately. Or try to evade it.
  • Don't paint yourself into a corner, as the Assaultron will constantly attack you. Move and try to keep him at a distance so that you have room to maneuver.
  • Choose a more powerful weapon.

In this warehouse you will find: caps scattered on the table, a first aid kit, food and modifications on the shelves. We go further and find ourselves in a corridor with many small rooms, probably where experimental super mutants were kept, the virus of which was studied by the FEV laboratory. In the locker room, the first door on the right (lock level is easy), you will find medicines. There is nothing in the other cells. Better beware of the turrets waiting for you ahead and the laser traps under your feet.

Then your path will be blocked by a door that requires you to open it using a terminal. It is located nearby (level - easy), and this terminal can also disable turrets.

This door leads to the research center where Dr. Virgil worked directly. Here you need to find the experimental serum that he is eager to obtain. It lies on one of the laboratory tables.

Having finished examining the FEV Laboratory, exit through the door leading to the biosciences department and, having turned off the laser network using a terminal that does not require hacking from this side, return to Dr. Virgil in the Rocky Cave.

Take the serum to Virgil

Give the experimental serum to Virgil. He will immediately inject it into himself and tell him to come see him later: in a couple of days, or weeks, or even a month... Don’t waste time and don’t try to wait for the result in standby mode. Better go further with your research. Wasteland Fallout 4 and wait for the new task “Talk to Virgil” from the “Miscellaneous” section to appear - it’s time to check whether the serum worked or not.

Talk to Virgil

In the Rocky Cave you will find an absolutely normal person, and not a green super mutant brute.

Location:

  • General Atomics Galleria

Exercise:

  • Report to the system Director of the General Atomics Galleria shopping center

Perhaps you were brought to this location when you were completing the Brotherhood of Steel quest “Prime Acquired” or simply wandering around the Commonwealth - it doesn’t matter. However, the Greeter, the robot at the entrance to the General Atomics Galleria shopping center, assumes that you are the new manager, 210 years late for work. You can enter the central statue of the giant Mr. Helper and report to the "Director" system as a manager. Thus, as a new owner, you can take whatever you want from all the establishments of the center. Otherwise, you can only steal, and if you are caught, you will have to fight angry robots who want their property back.

Use the elevator at the base of the giant robot to go up and down. Hack the terminal if you wish (the level is very difficult).

  • If you have already been to the General Atomics plant in South Boston and carefully examined the director's office on the second floor, then perhaps you have a General Atomics ID. Present it to the robot Director, and everything will be fine. For more information on where to find the ID, see the walkthrough of the quest “New Threat”.
  • If you don’t have an ID, you can try to fool the robot using charisma (persuasive level - medium to difficult).
  • If you kill the Director, you can use his terminal (the level is very difficult) to choose from several options: disable or destroy the robots serving the shopping center, or start the reopening of the shopping center. Can't hack your terminal? Then use the service password for the "Galleria", which you could find in the office of the manager of the "Bowling alley" - the bowling center in its terminal (level - medium). For more information on where to find the service password, see the walkthrough of the quest “Prime Acquired”.

Reward:

Everything that you can find in the General Atomics Galleria shopping center and that seems useful to you.

Who issues: Proctor Neria

Location:

  • "Prydwen"

Exercise:

  • Find normal blood samples for scriptor Neria

This quest can be obtained from scriptor Neria aboard the Prydwen. It can be started after completing the Brotherhood of Steel quest "Business Trip" by agreeing to help her. It will appear in your Pip-Boy in the “Info” → “Miscellaneous” tab.

Scriptor Neria is researching Wasteland creatures created by radiation in order to subsequently find a cure or weapon against them, and for this she needs blood samples. Finding its location on the Prydwen is not difficult: go up one of the stairs next to the dining room to a higher level and go in the opposite direction until you see the corpses of various creatures on medical beds.

Scriptor Neria has modified your Pip-Boy to search for "Normal Blood Samples" from wasteland creatures you kill. In order to detect such samples, check their corpses for the presence of the “Normal Blood Sample” item and remove it.

Then, at a convenient opportunity, return to the scriptor Neria and give all the normal blood samples that you found in the vast wasteland. The quest is constantly repeating, and quite easy way earn some extra caps. Yes, yes, you are not risking your skin for free.

Reward: Lids (25 per sample)

Location:

  • General Atomics plant

Exercise:

  • Pass a quality control test consisting of three stages.

The “New Dawn” quest related to the first one could have brought you to the General Atomic plant. Fallout add-on 4 Automatron. Since you're here, why not complete the mini-quest from the Miscellaneous section.

There is a quality control department on the ground floor of the General Atomics plant. You can open the door using the terminal of the QC Department.

They mistook you for a Miss Nanny model robot and want to check the quality of your settings:

Stage I: Behavior adjustment skill

Go to the first test chamber. A child broke a priceless vase: you need to punish him - turn off the playing radio.

Stage II: Intonation Recognition Program

Go to the second chamber. The baby is crying: you need to understand why and satisfy the need - take the bottle with the pacifier on the dresser, holding down the [E] key, and lower it into the crib. The child was hungry.

Stage III: Threat Recognition Matrix

Go to the last test chamber, the premises of which you need to secure by moving any objects that pose a potential threat to the child. Take the wrench under the ottoman, the Abraxo cleaner on the second shelf of the lamp stand, and the cleaver in the refrigerator.

Congratulations, you are a perfect fit for the Miss Nanny model robot.

Reward:

The contents of the safe in the corridor, including a couple of nuclear blocks for power armor

Who issues: Aster

Location:

  • Acadia

Exercise:

  • Find the Aster flower

While walking around Acadia, for example, during the course, you may come across a laboratory/medical station located on the second level. It is run by Aster, a physician and scientist. She admires the island and collects samples, information about the course of evolution for future generations. Offer her your help in research and she will have a task for you. This tiny quest is repetitive and won't even show up in the Miscellaneous quests section. However, it does not require any special effort and can be performed while exploring the island.

There is one flower growing on the island - from the genus Aster - which thrives in these conditions. Recently, Aster began to explore their chemical properties. She wants to know how this species has changed over several centuries, or maybe it’s all in the name?! But if you bring her additional samples, it will speed up her work significantly.

These flowers can be found all over the island. You may have noticed the Aster flower even on the way to Acadia while climbing the mountain path during the quest A Walk in the Park.

Collect flowers, and at any opportunity, return to Acadia to Aster and give them to her. For this she is ready to thank you with a small amount of caps.

Reward: Caps (8 per flower)

Exercise:

One of DiMA's old memories that we retrieved from the Core in the quest "Best Not Remembered" mentioned that the local marines had modern models of combat armor. On the day the bombs fell, several sets of such armor were being transported to the submarine base. If the packages remain sealed, the armor should be in perfect condition. The coordinates of the armored cargo were also included in the memory. The current quest is considered a quest from the “Miscellaneous” section.

In total, you need to find three containers scattered at different ends of the island. However, all containers are under water, so you should be prepared.

Help: What helps you breathe underwater in Fallout 4?

  • Power armor is suitable for short stays under water (2-3 minutes). It has a fairly decent supply of oxygen, but not an endless one. When you start to choke, you will only be saved by constant restoration of health with stimulants and food. It happens like this: you restore your health - the arrow creeps to plus, and then immediately quickly drops to minus. The downside of power armor underwater is that you can only move sooooo slowly.
  • The Aqua Boy/Aqua Girl perk allows you to breathe underwater and not take radiation damage while swimming. To do this, you need the S.P.E.C.I.A.L attribute. Endurance was level 5. You can see the rest of the perks.
  • Swampweed cake is a dish that allows you to breathe underwater for 30 minutes.
  • A unique item “Rescue Suit”, which you may have already received in the quest “Wind of Change” from the add-on Far Harbor, allows you to breathe underwater and provides protection from radiation.

Now let's move on to the location of the armor.

One container is located near Rayburn Point and the DiMA Cache, on the western edge of the island. The sealed armor box is in a large red container, and inside:

  • Marine Armor Assault Helmet;
  • Marine Corps Tactical Helmet;
  • Lead Marine Assault Armor;
  • Marine wetsuit.

The armor containers are the same - a green military chest with a star on the lid.

The second container is located near the Children of the Atom Sanctuary and Haddock Cove, at the southwestern edge of the map. You will find a sealed box with armor on a sunken ship in the cargo compartment, and inside there will be:

  • Assault armor Marine Corps for left leg;
  • Marine assault armor for the right leg.

On the same ship on the second level you will find a wooden box with medicines and 2 boxes with explosives.

The last container remained, which sank near the Azalea and Grand Harbor Hotel locations, at the southeastern edge of the map. In it:

  • Marine assault armor for the left hand;
  • Marine assault armor for the right hand.

Help: Marine Assault Armor

Marine Corps assault armor is the most best armor in Fallout 4, excluding, of course, power armor. You can only find it on the island in the Far Harbor add-on. The only exception is unique items of this armor, the performance of which is slightly higher - reconnaissance armor of the Marine Corps. You can purchase them from merchants of different factions (Koga from Acadia, sister May and Kane from the Children of the Atom, for example)

Talk to Sierra Petrovita

  • Give Sierra a bottle of Quartz Yader-Cola (optional)
  • Sierra Petrovita is an ardent fan of Yader-Cola and everything connected with it. You can meet her at the entrance to the territory of Mount Fizztop in Yader Town, USA. She wears funny glasses and is in search of something important. You will have a task from the “Miscellaneous” section asking you to talk with her. Subsequently, you can receive from her the quest “The Cap in the Haystack”.

    Talk to Sierra Petrovita

    Meet her. She is simply obsessed with Yader-Kola and has always dreamed of visiting the Yader-Mir park. She even has her own Yader-Cola museum. She collects everything related to Yader-Cola - a true fan.

    Charisma

    Try to pass off a lie as the truth, as if you had heard about the Sierra Museum (persuasive level - easy). If it works, you will receive a bottle of Yader-Cola from her.

    Now she is looking for something, so you can offer her your help. However, Sierra Petrovita is not one to immediately trust a stranger, so you will have to earn her trust. You have several options for developing a dialogue with her. Which option you choose determines how quickly you will receive the quest from her:

    • Quick quest pickup: Use persuasion.

    Charisma

    Tell Sierra Pertrovita that she can trust you (medium level of persuasion). If the persuasion works, she will tell you what she is looking for, and you will immediately receive the quest “The Cap in the Haystack.”

    • Receiving a quest for an additional action: Tell Sierra Petrovita you're as big a Yader-Cola fan as she is. She will be delighted and will want to give you a tour of Yader Town. Agree to take a tour. Your quest from Sierra Petrovita “The Cap in the Haystack” is activated, but with an additional task related to the excursion.
    • Slow quest acquisition: Ask Sierra what you could do to convince her to trust you. There is one type of Yader-Cola that she hasn’t drunk for a long time - Quartz Yader-Cola. She glows. If you bring her a bottle of this, she will share her secret.

    Help: Quartz Yader-Cola

    Action Points: 240

    Radiation: 11

    Weight: 1

    Price: 40

    Give Sierra a bottle of Quartz Yader-Cola

    You can find quartz Yader-Cola in several places:

    • During the quest “An Ambitious Plan”, examining Mount Fizztop, the abode of the Adepts. You will come across Quartz Yader-Cola if you go in a circle to the right until you reach the mattresses lying on the floor. The treasured bottle will stand against the wall.

    • Also during the passage of the quest “An Ambitious Plan”, but already inspecting the Operators’ base. Quartz Yader-Cola stands on a shelf in the utility room to the left of the stage.

    • There is a lot of quartz Yader-Cola in the Galaxy Park area, where you will go during the “Grand Tour” quest, and will explore while completing the “Star Dispatcher” quest.

    If you know where you can still find Quartz Yader-Cola in the Yader-Mir park, then please write in the comments for other players.

    After you have given the Quartz Nuka-Cola to Sierra, you need to again offer Sierra help in her search, tell her that you are a fan like her, or use persuasion (read about it above).

    As a result, you will receive from her the quest “The Cap in the Haystack”, in which you will search for hidden images of Mr. Cap throughout the Yader-Mir park.

    It's been almost three years since Fallout 4 was released in November 2015. The player will have to make a dangerous adventure through post-apocalyptic Boston, or rather the Commonwealth. This one is big and interesting world filled with many different quests, and you might have missed some important storylines. The 20 tasks described below should be found and completed by every dedicated Fallout fan.

    20. Move over, Dogmeat

    Dogmeat first appears in the first Fallout game. Cats didn't appear until Fallout 2, but their numbers weren't as plentiful as wild dogs. Many players didn't notice that these furry felines went missing from the Capital Wasteland in Fallout 3. However, cats have reappeared in Fallout 4, and in large numbers.

    Head southeast of Walden Pond and you'll find a cabin with a painting of a cat and cat pets.

    In Hawthorne's house (Diamond City) you can also find a lot of cat meat, and in one of the side quests - "Kitty-kitty-kitty" - you need to find a kitten named Ash.

    19. Delicacies for the rich

    Most of the settlers of the Commonwealth have to make do with only radroach meat and sugar bombs. However, wealthy citizens in Diamond City want to see more food choices. In the quest "Fatal Eggs" you will learn that Deathclaw eggs (the deadliest creature in the Wasteland) are a favorite delicacy of the rich.

    18. best friend Survivor

    Dogmeat appeared in the Fallout game itself. Although this dog is not always the same breed or even gender, there is one thing you can be sure of - it is your most loyal companion on adventures.

    After meeting Mother Murphy in Concord, you learn that Dogmeat had no owner. Like you, he wandered the Commonwealth in search of someone worthy to follow. If you missed Dogmeat at the Red Rocket Station, Nick Valentine will call him later. You can't escape fate!

    17. What happened to the Vault-Tec representative?

    During the prologue of Fallout 4, you will meet a cheerful representative of Vault-Tec. Despite the fact that he worked for the company for many years, there was no place for him in the shelter. Find him in the Good Neighborhood settlement and find out about his fate.

    16. Someone was looking for a Survivor

    Codsworth is your personal robot butler. When Codsworth reunites with the sole Survivor, you learn that the robot was heartbroken after losing his family. He wandered around the area, trying to find Nate, Nora and Sean, but without success. In Concord, he was even stoned by aggressive locals. After reaching maximum level relationship with Codsworth, the Survivor gains the Robot Sympathy ability, which gives +10 resistance to damage from robot energy weapons.

    15. Sole Survivor isn't really the only one

    Many people play Fallout to feel like a hero. It's no joke, you can decide the fate of entire factions and even settlements. However, the Survivor is not the only person trying to influence the lives of the Commonwealth. In a small shack near northwest Bunker Hill you will meet the Savoldi family. Pass additional task"Fallen Hero" to learn more about these people.

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

    Paranoia at record highs high level in the Commonwealth. People can't tell a synth from a real person. These robotic creatures have become too terribly similar to humans. Residents small settlement An alliance that in the northern part of the Commonwealth, on the shores of Lake Mystic Pines, is hiding something... Find out their secret in the additional task “The Human Factor”.

    13. Propaganda

    Before the Great War there was a lot of anti-communist propaganda. Game developers also took part in this movement. Find all five different holotapes of games in the Commonwealth: Red Menace, Atomic Command, Zeda Invaders, Pipfall, Grognak & The Ruby Ruins.

    12. What is McCready hiding?

    The Lone Wanderer first meets the young Robert McCready in Fallout 3. McCready travels from the Capital Wasteland to the Commonwealth. In this region, he falls in love with a farmer's daughter named Lucy. They marry and have a son named Duncan. What happened next? Find out more by taking McCready as your partner and winning his favor.

    11. The family that has been fighting for 400 years

    Almost immediately upon entering the Bench bar in Diamond City, a ghoul named Edward Deegan wants to hire a Survivor. Of course, you can refuse, but that will cause you to miss out on centuries of family drama. In the quest “The Secret of the Cabot House” you will visit psychiatric hospital Parsons and meet the strange Cabot family.

    10. Don't trust communists!

    Feedler's Green Trailer Park is located in the westernmost part of the map. From the outside it looks no different from any other trailer park. Inside you will find three holodisks that are parts of the New Squirrel recording.

    This story tells about innocent brown squirrels who turn to the red squirrel for help. Having gained the trust of his new friends, the red squirrel deceives them and brings wild cats who attack the innocent squirrels. The plot is told similarly to the motifs of Aesop's fables. Whoever told this story wanted children to know that they should never trust communists, even if they are your friends or family. Propaganda in Fallout did not stop even after the bombs fell.

    9. Their mission failed

    While traveling around the Commonwealth, you will notice an object flying in the sky, and apparently crashes. Head southeast to Oberland Station and you will find the crash site. aircraft clearly does not belong to the Brotherhood of Steel. This is a UFO. Alien invaders have a long history in Fallout series, and the good tradition continues in Fallout 4.

    8. Help him come to terms with his past.

    Good Neighbor and Sweatshop share one thing in common: both places are predominantly populated by ghouls. Unlike the asocial ghouls of Goodneighbor, the Sweatshop strives to become a thriving trading place. Talk to one of the local residents - Arlen Glass. He asks the Survivor to bring him spare parts for a toy he is repairing. However, that's not all. If you find a holodisk with a recording of his daughter Marlene in Arlen's former office at Atomatoys headquarters, a new dialogue will appear in the subsequent conversation with Arlen.

    7. Billionaires Club

    The Boylston Club was a private institution for America's most powerful men. Here, influential politicians, wealthy heirs and successful entrepreneurs discussed political issues. Everything changed when the Great War happened. Although all these people survived, they no longer wanted to live on a planet where their paper money no longer had any value. They decided to have one last meeting.

    At midnight everyone drank the poison. Their remains can be seen in the club. This shows that in a post-apocalyptic world, survival is more important than pre-war money.

    6. A journey of a lifetime

    The Constitution is a warship that can be found in Boston. Robot sailors have been trying to get back on the water for years. A survivor can help the crew by completing the mission The Last Voyage of the Constitution.

    5. War never changes

    Complete the side quest "The Lost Patrol" to find out what happened to the Artemis Reconnaissance Squad, led by Paladin Brandis, into the Commonwealth approximately three years ago.

    4. Vault-Tec Experiments

    Vault-Tec posters can be found throughout post-war America. However, the company's goal is not at all to help citizens. They worked with the US government to conduct top secret experiments. And the storage facilities were used as closed testing grounds. These tests began long before the bombs fell. Find a Suffolk County private school to learn about another experiment - a pink paste food replacement.

    3. Vault 81

    Not all shelters became death traps for their inhabitants. Some have become quite successful settlements, and shelter 81 is an example of this. The people there simply live a normal life from generation to generation. They are aware of the outside world, but prefer to remain in the safety of their underground shelter. But there's one more thing inside - secret hideout, with dangerous creatures living there, and a potential companion named Curie.

    2. Two hundred years under water

    In pre-war America, propaganda aimed at fighting communism was in full swing. Residents absorbed information through posters, games and stories on holotapes. They would be even more horrified by the Red Menace if they knew that two hundred years ago a Chinese submarine was off the American coast.

    Yangtze is a submarine that was sent to patrol the Atlantic coast before the bombs fell.

    All the inhabitants of the submarine became ghouls, including Captain Zao. A survivor can help restore the submarine. Find her in the middle of Boston Harbor, southwest of Prydwen and complete the quest “There May Be Monsters Here.”

    1. The story of the twins

    There are many dangers in the Commonwealth. Sometimes you should even be wary of your own brother. Ten days after the Great War, two twin brothers named Eugene and Malcolm moved to Rib Harbor. They were repairing the boat to escape the horrors of a new war.

    The survivor must hack their work terminals to find out about the brothers' evil plans that they hatched against each other. You will also find threatening notes posted throughout the harbor. On their birthdays, both brothers planned deadly surprises. The irony is that the twins' thoughts, as well as their plans to eliminate each other, were the same.

    At the Mayor of Boston's hideout

    Location in the Commonwealth. Inside you can find useful bonuses and equipment. Once in the bunker, you will find a sea of ​​corpses. The upper levels are protected by turrets, but below there are no enemies at all. Search the rooms on the lower level to find valuables.

    On one of the tables there is a holo-recording of the “Guard's Message”, which tells the history of this place. In the other room is the magazine “My Brain and Me”, which increases HP recovery by one per minute.

    Nearby you can also find the key to the mayor's toilet, and his remains in the bathroom. On the toilet there is a holo-recording of “The Mayor’s Farewell”, from which it becomes clear that the official was a fierce corrupt official. Furious taxpayers laid siege to his house, so he was forced to commit suicide.

    Going even lower, into the room with basketball hoops, you will meet synthetics. Aggressive synths will attack you until you exit. In the same gym there is a door to the generator room, where there is a nuclear battery and a holotape “Where are you?”

    Finally, the gym also has a tunnel leading to the deathclaw's lair. In the nest itself you can take the Fat Man cannon.

    At shelter 75

    One of the few available Wasteland Shelters with a unique quest and useful items. The quest is activated as soon as you enter the building.

    Go to Taffington's boatman's house. Above it you will find the town of Malden, in the north of which there is a school. She is the Shelter.

    Find the grating and go down to the basement. The door to the Vault will be open, since the marauders and the Brotherhood have already managed to get here. It is quite possible that you will meet both of them along the way.

    All you have to do is explore the premises and listen to holotapes to learn about the history of this place. Soon you will come across closed doors, leading to the laboratory. You need to find an access code, a card with which one of the shooters will certainly have.

    Once in the laboratory, look through the terminals and move on until you see a mini-copy of the city.

    In one of its buildings you will find a code for access to the administrative rooms and a Science doll. Soon you will find the Overseer's office with a terminal.

    It turns out that once upon a time they experimented on children here, trying to develop a more perfect human genome. This gave rise to discontent among some residents, and then led to a fatal riot.

    At refuge 81

    The only Vault still working. Located south of Sanctuary Hills, a little further from the river. You can find out more about the location from a traveling merchant dressed in a Vault 81 uniform.

    Before you go, make sure you have a high charisma skill or three extra nuclear batteries in your bosom, otherwise they won’t let you through. Having reached the location, go down to the entrance and press the button.

    Inside, talk to the guards and either persuade them or give them a gift nuclear blocks to enter peacefully. After that, find the Overseer and start a conversation.

    Vault 81 is a fairly large location and has additional quests: “Nook”, “Addiction”, “Kitty-kitty-kitty” and “Stories”.

    Zakutok

    The quest is issued in Vault 81 after you complete the quests "Tales" and "Kitty-Kitty-Kitty". To get started, go to the medical block and talk to the female doctor. She wants to cure the sick boy Austin, which the head physician Forsyth opposes.

    When the argument is over, talk to the woman. Then worker Bobby will tell you about the Vault's secret room with a terminal. It talks about strange experiments on mole rats, from the bite of which our boy Austin fell ill. After this, you will be sent to find an antidote.

    Before performing, put on power armor, as mole rats can infect you too (-10HP is not good for anyone). Follow Bobby into the room with the reactor. Inside, you will go through the secret passage alone and begin to fight the mole rats.

    Soon you will find a terminal with a very complex lock, which can be opened either manually or with the key that is on the table in the next room.

    Once indoors, you will see a robot behind glass in another room. The white medical unit strongly resembles Codsworth, but, however, does not have the same politeness. In a conversation with you, Curie will insist that you are a Vault-Tec security guard. If you agree, she will open the door. Then Curie will tell you that 83 years ago she managed to create an antidote against the infection of mole rats. Alas, there is only one flask, and it will not be able to create more.

    Before returning to the Vault, explore the room and pick up the Medicine doll. By the way, Curie can become your partner.

    Addiction

    The quest becomes available only after completing the task “The Nook”. Presented by the girl Tina De Luca, who is in the generator room of Vault 81.

    You must find her brother Bobby De Luca, who is somewhere in the living quarters, and convince him to begin treatment for drug addiction.

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

    Implementation

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

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

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

    The goal is set

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

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

    Unexpected success

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

    On the way to the Complex

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

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

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

    Inside the Complex

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

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

    Death to the synths

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

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

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

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

    Fallout 4 - mods

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

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

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