Help the High Confessor fallout 4. Far Harbor - completing the quest - "what life should be like"

Kenji offers to use the second boat to get to Far Harbor, of course, if you agree to complete this matter.

Go to Far Harbor

Information

A group of synths trying to build a home in the far north is valuable information for many factions of the Commonwealth. You can tell your faction what you learned, or hide it - it's up to you.

We hit the road, heading for Far Harbor. The boat is parked right in front of the house on the pier. Jump into it and activate the controls - you will be asked to go to Far Harbor.

Welcome to Far Harbor Island!

Walk in the park

Talk to those meeting you

In the previous quest “Far From Home,” you learned that a missing girl named Kasumi had gone to the distant northern island of Far Harbor, and you went after her. You will be met at the Far Harbor pier and don't expect too warm a welcome. They don’t trust strangers here; it’s painfully rare for anyone to come here. The greeters are Captain Avery, a local leader, and Allen Lee. Introduce yourself to them and tell them the reason for your visit or don’t tell them. You might even have time to ask about this creepy place before the alarm sounds.

Follow Captain Avery

There is something in the fog, or rather someone - it is necessary to protect the settlement, the only place where people can still live on this island. Captain Aviri asks for help, and only then does she agree to answer your questions about Kasumi. Follow her up the wall and take a position to defend the Hull.

Defend the Corps

Lizard-like scaly creatures appear from the fog - gulpers and anglerfish, the latter of which spit back poisonous and sometimes incendiary “shells”. Help the residents of Far Harbor kill the vile creatures.

Talk to Captain Avery

After all the creatures are killed, find Captain Avery. She will give you a cap reward in gratitude for your help.

Reward: 275 caps.

Now you can ask questions about the fog, about the creatures living in it, about the inhabitants of Far Harbor. From the conversation you learn that the situation with the fog has become worse in recent years, and some residents of Far Harbor believe that the Children of the Atom, a religious community that worships radiation, are to blame. But there are those who do not believe in this, since there is no evidence of their involvement, for example, Captain Avery.

As for Kasumi, Nakano's escaped daughter, she headed deep into the island, to the synth colony - Acadia. In order to get there you will need a guide - Longfellow, since no one navigates the fog better than him. First of all, it is better to look for him in the “Last Shelter” bar.

Captain Avery also asks for help from her people: Sailor, Cassie and other residents of the dock. They need help, even if they don't admit it. The quest “Life on the Edge” is activated.

Take a look around here first. The Corps is the only settlement where the surviving Far Harbor locals live. Here you will find all types of shops for exchange and purchase, all types of workbenches and a service station power armor. From merchant Allen Lee, one of the people who met you at the pier, you can find several interesting examples of unique weapons typical of the islanders: the Admiral's Friend and the Fish Trap.

Help: Admiral's Friend

Damage: 157

Ammunition: Harpoon

Rate of fire: 2

Range: 143

Accuracy: 63

Weight: 16.3

Price: 2096 (may vary)

Installed:

Harpoon

Standard sight

Special: Double damage to targets with full health.

Help: Fish trap

Damage: 66

Speed: Slow

Weight: 7

Price: 542 (may vary)

Feature: Reduces action point consumption by 40%.

Talk to Old Man Longfellow

The “Last Shelter” bar is located in the central part of the Corps; you are unlikely to miss this place, since it is the only bar in these parts.

Bartender Mitch is an interesting specimen. You can chat with him about his theories about the fog or rent a room from him for the night. In any case, you will get free beer at the expense of the establishment.

Charisma

You can ask him for something stronger and, if you are convincing, you will go into the fog with a dose of extra courage (persuasive level - medium).

Information

"Wim!" - the favorite drink of the islanders. But perhaps it is stronger than what you are used to. This is something like the local Yader-Cola, there are even special machines. Although Yader-Cola is also available here.

HP: 30

OD: 10

Weight: 1

You will find old Longfellow at one of the few tables in the bar. Tell him you need a guide to Acadia, but don't think he'll happily agree. You will have to convince him by telling him about the missing girl or simply bribing him.

Charisma

You can use your charisma. Tell Longfellow that you are willing to take risks and that this is not what you had to do (level of persuasion - easy). Or convince him that he shouldn’t care (level of persuasion - medium).

Before you begin completing the main tasks, make sure you are prepared for increased level radiation on the skeleton. Don't forget about the new armor sets and rad-x. It is also worth starting the task with a sufficiently pumped up character.
After completing the task " Revelation", a new thing will appear in the Pip-Boy - you need to listen to the message from the Valentine detective agency. Go to the “Radio” tab and listen to the message. After that, go to Diamond City and talk to the agency Ellie. Now you need to go northeast to the fisherman's house - Kenji Nakano.

Talk to the family and go to the missing girl’s room, you need to collect her holotapes. After looking around, go to the boat house, which is located near the lake. Inside you will find a safe that can be opened using a key, it is hidden in a photo frame on the table.

Listen to the holotape found in the safe, and then talk to Kenji. After telling the girl's parents about the findings, go to Far Harbor, to do this, sit on the boat near the pier.

Walk in the park

Sailing to Far Harbor, talk to Captain Avery, which is waiting for you at the pier. After asking her about Kasumi, your conversation will be interrupted - the city was attacked and the residents need your help. Follow the captain to the wall and help fight off the attack deepthroats And anglerfish. Having dealt with all the enemies, you will be treated more trustingly, and you can learn new information.

After talking with everyone, go to the tavern " Last refuge"(located in the center of the settlement), there you need to talk to old Longfellow(next to it you can find “ Islander's Almanac"). Stock up on stimulants and go to the Acadia. On the road you will come across trappers - these are local thugs. There will be quite a lot of them, so it is better to take them by surprise and act covertly. Having dealt with the enemies, you should not relax; on the way you will meet ghouls, swamp creatures and other mutants. Follow the path behind Longfellow, he will lead you to one of the followers Children of the Atom. You can find out from her additional information, after that run after the old man. Once in Acadia, you can ask Longfellow to become your companion, in any case, enter the observatory to complete the task.

Find your place

Go to the observatory and talk to DiMa– the main synth who controls the settlement. From him you will receive several side quests and information about Kasumi. After finishing the conversation, go down to the lower levels of the observatory, where the girl will be. Along the way you can look into the laboratory Aster, here at the counter you can get " Islander's Almanac».

After talking with Kasumi, you need to fulfill her request, you can do this in several ways:

  • eavesdrop on conversations from the warehouse next to the room where the meetings are taking place - on the lower level, break the door (if you fail, contact Kogu) and stand near the glass to eavesdrop on the conversation between DiMa, Faraday and Chase.
  • Bypass the security on Faraday's terminal and gain access to his documents - go to the upper level of the observatory and hack the terminal (high skill required).
  • just asking DiMa is possible only with pumped up charisma.

In any case, you will find out the same information and you will need to load the program into the Faraday terminal. After loading, talk to Kasumi and head to Core.

Misty Visions

The marker will take you to Richter, he will send you to a radioactive spring from which you need to drink water. Be careful when setting out, because the radiation level will increase.

After drinking water, the color scheme will change, and you will need to follow the person. He will lead you straight to the Temple, after dealing with the ghouls, open the door, to do this, enter the password MOTHER.

Take the idol and return to Richter, after talking with him the quest will be completed

It's better not to remember

Go to the Core control center. Be careful, along the way you will need to bypass the security system (lasers, turrets) and deal with the robots that block your path. Having reached the control room, pull the lever to activate additional power. After this, load the Faraday program into the terminal. Now you need to solve puzzles and retrieve memories sequentially.

Your task is to direct the beam to the yellow pillar of memories and pave the way for the bugs who will retrieve the memories. To do this, place blocks so that the indexers can pass through and destroy the barriers by directing the beam in the right direction. Also place defense turrets to protect the indexers. And you need to do this several times. Once you receive the memories, you will receive location information new armor and the coordinates of the BIP factory, go there.

What life should be like

The factory you need is located in the center of the location and most likely you have already been there.

Still, you shouldn’t let your guard down, there are a lot of mutants near the factory, and there are even more of them on the roof - that’s where you need to go. After clearing the lower floors of the factory, go up to the roof and enter the factory through it. Go downstairs and hack the terminal (Valentine can help here). Open the door and go into the elevator, exit the elevator and dig up the grave, which is located down the stairs. Here you will find various things:

  • Holotape – “What's Done Is Done”
  • Avery's Locket
  • Avery Skull

These things will help you on your chosen path. Carefully inspect the factory and get out of it. Now you have a choice of endings, they are all different from each other and you decide who will survive and who will not.

Far Harbor endings

Good ending

Head to Acadia and talk to DiMa. Sint wants to maintain peace on the island and avoid war, agree to help him and go on the Reformation quest. Having agreed with his plan, go to the indicated marker in Martin's hideout. Here you need to take two holotapes - the first one is near the bed, and the second one is on the table.

Return to DiMa and talk to him, after which you need to persuade the High Confessor to meet. High Confessor Tect is located in the Core, just show him the holotape. Having done this, go to the Core control center and go to the marker on the mini-map. Here you need to kill the confessor, if you don't want to, you can just convince him to run away.

All you have to do is talk to DiMa, and then in the task " Family Affair» send Kasumi home and talk to her parents. As a result, peace will reign on the island, and the girl will return home.

Neutral

Talk to DiMa and convince him to give up and tell the people the truth. Doing this will be problematic since you need a high charisma skill to convince the synth. Having provided evidence to Alain, the trial of the synth will begin in Far Harbor.

Its outcome will be influenced by the number of additional tasks you complete; if there are few of them, the inhabitants will go to Acadia and Kasumi will die. DiMa will be executed, and you will need to take part in the destruction of the Core or the colony itself.

Worst

If you don't like the people on this island that much, you can kill them all. To do this, go to the Core and use the launch codes to destroy the cores. Run away quickly to avoid getting hit by the blast wave.


In order to destroy Far Harbor, go to the power plant. There you need to find fuses to open the door. Three fuses are on the shelves next to closed door, and the fourth is near the large box. Behind the door, destroy the robot and in the terminal select the option " Turn off turbines" In order to put an end to Acadia and the synths there, turn to the Brotherhood of Steel. The result is that all the inhabitants of the island are dead, just like the girl you came here for.

"" is one of the additions to the popular post-apocalyptic game. This time in the add-on you will have to provide a small favor to detective Nick Valentine in one extremely mysterious case. The setting is a mysterious and unknown island called Far Harbor. The radiation in this place is just off the charts, and monsters are raging. In this article you will learn everything about the storyline and the company as a whole.

The most important difference between the add-on “ Far Harbor"The difference between the studio's other additions lies in its size - this is the largest addition in the entire history of the authors' work. So in this add-on you can find: new tasks, new storyline, weapons, armor, enemies and even friends! That is why the passage may be difficult in some details, so the article below will help you complete the game and not miss a single detail.

Remember that Far Brabor is primarily an island, and islands are often foggy. In the case of Fallout, this fog is radioactive, so the thicker the fog, the more radioactive it is, so be not just careful - pay attention!

This advice is closely related to the warning described above. In general, traveling and enjoying the local landscapes simply won’t work, because the terrain is extremely unfriendly, so walking around the island without special abilities (like “Ghoul”), or without power armor, is highly not recommended!

Yes, it also happens that you simply don’t have a reservation at the moment, so what to do then? You want to play the new addition, but you don’t have the appropriate equipment! Don’t despair, because not far from the road that leads to Far Harbor there is excellent armor waiting for your arrival.

To explore the island comfortably, you should also stock up on anti-radiation drugs. But that’s not all, because the add-on itself is rich in a variety of unique items that will not only please the eye with beautiful appearance, but will also reveal the hero’s full potential.

How to start playing Fallout 4: Far Harbor?

To start playing the Far Harbor expansion, you must first complete the story mission of the original game. Story mission is called "Revelation". This quest can be obtained immediately after the miraculous rescue of old Nick from Vault 114. So, after some time, access to the task “Away from Home” will open, which serves as the beginning of the addition.

Assignment: "Away from Home"

Have you purchased and installed the add-on? Then, immediately after entering the game, the first task related to the “Far Harbor” add-on is activated. Of course, if you have fulfilled the above conditions. In general, you are listening to the message from the Valentine detective agency. To do this, open your Pip-Boy, go to the tab called “Radio” and select exactly the same entry - “Valentine Detective Agency Radio”.

On the radio, Ellie Perkins will tell you that they have a new case coming up and they need your help. If you are not yet in Diamond City, then it’s time to go back to the city to arrive at the office at the girl’s request.

Upon arrival at the office, it turns out that while you were wandering around about your business, a certain Kenzi Nakano had already visited the office - this fisherman living on the outskirts of the Commonwealth is your new client. The man was very alarmed and tried to leave the place as quickly as possible. In any case, agree to help the detectives in this strange case.

Note: During the conversation with Ellie, it will be possible to get the girl to talk using charisma. The difficulty level will be easy. If possible, then she will talk a little more about Kenzi Nakano and shed some light on his strange muttering.

This fisherman and his wife will be waiting for you at their home or near it. This couple lives in the northeastern part of the “Commonwealth” (just look at the edges of the map). So, the road will not be close, so if you have any nearby open places, then it is better to move to them. If you decide to walk on your own two feet, then you will definitely meet various kinds creatures and raiders.

When you approach the house, Kenji's alarmed screams will definitely reach you. Find the man quickly and talk to him. It turns out that this family has a missing daughter named Kasumi. So that's why he was so worried that he decided to contact a detective agency.

→ Note: Once you meet Kenzi Nakano for the first time, you will be able to convince him to tell you a little more about Nick Valentine's past life. The difficulty level of charisma will correspond to easy.

The essence of the problem is that Kasumi mastered an old walkie-talkie, contacted someone unknown and immediately disappeared. It is unknown whether she was stolen, or she left of her own free will. Because it is known that the boat is missing, so agree to the case.

→ Note: At the end of the conversation, it will be possible to convince Kenzi Nakano to provide a monetary reward for the work. The level of persuasion, as usual, will be divided into three levels: easy level, medium and difficult. The higher the level, the greater the difficulty and more money you can get it. However, this whole thing will require developed charisma.

There are now several ways to get leads on this strange case. Option one: you examine the Nakano residence, paying most of your attention to Kasumi’s room. However, the most interesting thing will be at the top (after going up the stairs there). On the chest of drawers in the back room you can find Kasumi's diary. The diary says that she wants to go to her grandfather's boat house to repair the found radio there. So it makes sense to go there now.

The second option involves interrogating the girl’s parents. It turns out that the parents' opinions regarding the disappearance of their daughter are divided: some believe that she was kidnapped, and some that she left them of her own free will. In general, feel free to ask all the questions suggested in the dialogue.

→ Note: Parents will obviously remain silent and deliberately not report some details of the loss. But you can get them to talk if you can convince them (the level of persuasion will correspond to the average).

In any case, any clues will point to her grandfather's boat house, where, according to the clues, the girl spent most of her time. boat house It’s not difficult to find: it’s located a little further along the shore. When you find yourself in this place, then find the safe, because Kasumi's notes talked about it. The safe will be on the floor at the far end of the house. There will be a note from grandfather on the safe, which contains a hint that indicates where the key to the safe is kept.

There is a painting on the desk near the entrance (it depicts a lighthouse). Look carefully at this picture, because the key is hidden there. You will need to click on the picture and select the appropriate actions. Then opening the safe will not be difficult. Inside the safe you can find a holotape from Kasumi.

The holotape says that the girl received a signal from the north, where she managed to make contact with an unknown group of synths. Due to the fact that Kasumi experiences strange discomfort, does not remember some facts from her childhood and generally has strange dreams, she began to suspect herself that maybe she was not a synth at all? To find out, she decided to head north. She decided to sail to a town called Far Harbor.

Return back to Kenji and tell him what you discovered. Don’t forget to also ask him about that hitherto unknown town. Trying to find out if their daughter is really a synth is useless. They will deny it under any fact. However, there is still more to come, who knows who the girl really is. So, after this conversation, Kenji will offer to use another boat that he has to go in search of Kasumi in Far Harbor.

→ Attention! A group of synths trying to rebuild new home far to the north - this is very valuable information for many factions that are in the “Commonwealth”. So you can either tell someone about this or hide it - it’s up to you to decide.

It's time to go to Far Harbor. The boat that will take you to the city is located right next to the house. Climb into it and take the control position. You don’t have to swim manually, everything is automated and divided into locations, then just agree to go to another location.

Assignment: “A Walk in the Park”

Well, in the previous task it turned out that a missing girl named Kasumi packed her things and went to a remote northern island called Far Harbor, so you had to go there too. The hero (or heroine) will be greeted at the Far Harbor pier, but not as warmly as we would like. Strangers on this island are dubious characters for the locals, because newcomers rarely wander into this place. So, a certain Captain Avery and Allen Lee will meet you. Captain Avery is the leader of the locals, so you better be careful with her. It’s better to introduce yourself right away and explain the reason for the visit, although it’s still up to you to decide. You may even have time to talk to the Captain and discuss everything thoroughly before the strange alarm sounds.

It turns out that someone is hiding in the local fog, so it is necessary to help the locals protect themselves. Moreover, to protect the only place where people still live on this island. The captain will answer all your questions regarding Kasumi only after you help her recapture the settlement from the enemy. So, follow the Captain to the wall and take the indicated position to protect the Corps.

From the fog, crowds of lizard-like creatures will trample onto the settlement, splitting into anglers and swallowers. The most dangerous are anglerfish, because they can spit poison and even incendiary mixtures. In general, the essence of the task is simple - help the locals fight off the advancing monsters.

After all the monsters are killed, immediately find Captain Avery. As a reward for her help, you will not only be able to ask her questions that interest you that relate to the case, but also receive a reward in the form of 275 caps!

In general, it's time to talk about strange fog, strange monsters and simply about local residents. During the conversation, you will find out that a sudden influx of fog and monsters from there has become a fairly common occurrence. Some residents of Far Harbor are simply convinced that members of the Children of Atom faction are to blame for this terrible scourge. Who is this? Not quite an ordinary religious community that worships radiation. However, there are those who have a different version of the reason for what is happening. One of those people is Captain Avery herself.

As for the mysteriously missing girl Kasumi, it turns out that she went to the very depths of the island. More precisely, straight to the local secret colony of synths called “Acadia”. However, you won’t be able to get there that easily, because you need a guide, who is a character named Longfellow. No one else knows his way around the island better than this guy, and you can find him in a bar called “The Last Resort.”

But that’s not all: Captain Avery asks you to help the locals as well. Help should be provided to the following people: Cassie, Sailor and some other important personalities of this town. And remember that they need your help even if they refuse it. Thus, it will be possible to get additional task: "Life on the edge."

Do not rush to start the task, I recommend that you carefully examine everything in this place now. The bottom line is that Corpus is the only settlement where the surviving local residents of Far Harbor Island live. You can find a lot here: shops, workbenches, a power armor service station and much more. I also recommend visiting the merchant Allen Lee, who sells weapons that are more typical for some islanders.

Head to the above-mentioned Last Refuge bar, which is located in the central part of the Corps. And in general, I think this place can hardly be missed, because this is the only place on the island where you can sit and have a drink.

Pay also your attention to the local bartender - Mitch. Mitch is a very interesting character. Why is he interesting? You can discuss with him some theories regarding the strange fog, and you can also rent a room from him for the night. In any case, don't miss out on free beer at the house's expense.

→ Note: You can also ask the bartender for something stronger so that you can be more courageous and strong in the fog. However, your charisma must overcome intermediate level difficulties of persuasion, there is no other way.

→ Attention! Remember that "Vim!" - This is one of the most favorite drinks of the locals. This drink is an analogue of Yader-Cola, so there are even special, unique machines for it on the island. Although the island could not do without the classic Yader-Cola.

So, Longfellow is sitting at one of those many tables that are in the bar. Approach him and tell him that you need the help of an experienced guide to get to Acadia. By the way, do not hope that he will agree to your request without any problems. First you have to convince him. How? Tell him about the missing girl and the situation in general, or just buy him as a person who can help you with his skills.

→ Note: Don't forget about your charisma, only if it is high enough. It can also be used to convince the old man to help you in your case. However, there are two difficulty levels: easy and medium. Words that say that you are supposedly ready to take risks and have not done so are considered to be at a light level of persuasion. But the words that say that supposedly the old man should not care at all about the matter are the average level of conviction.

In any case, although the old man will be incredibly stubborn, he will still agree to take the hero (heroine) to Acadia. However, this is not all, because it is better not to neglect concerns about fog, so stock up on the following things: anti-radons, cartridges, stimulants and, just in case, some rockets - in general, something heavy. If you're ready and can't wait, then go for it!

Useful advice: On the table at which Longfellow's guide will sit, you will be able to pick up the first copy of a magazine called The Islander's Almanac. The whole benefit of this magazine is that this item will give a unique magazine perk, which is associated with the island of Far Harbor (in free access there will be markers of key objects on this island).

To begin with, you have to go through a long-ago abandoned and dilapidated resort town. Along the way, nothing will stop you from exploring various restaurants and many other houses. Yes, and you need to do this to stock up useful things. For example, in the first coastal restaurant, the signs of which say “Fresh Lobster”, you will find: food, a bag with weapons, ammunition and even a first aid kit.

At some point, trappers will stand in the way, which on the island are the raiders and shooters from the original. Kill them all and show the old man what you are capable of. By the way, in the place where these bandits settled, you can find: a first aid kit and a box of useful ammunition. You can find explosives on the roof, and to climb up, use a metal beam.

A little further, near a small ship, you will encounter fog ghouls for the first time. After the massacre with them, if there is still gunpowder left in the flask, it will be possible to inspect the small house located nearby. There will be a safe inside the house, and the difficulty level of the castle will be medium. However, if you pick the lock, then you will receive a couple more ammo as a reward. And one more thing: search the pier, because there is a huge red bag there, inside of which there will be useful stuffing.

At some point you will reach a path that leads up the mountain - this is a sign that Acadia is very close. Along the way, you have to destroy a pack of crazy wolves, and near a unique recreation area, destroy a couple of gullets along with swampers. There are ghouls near the truck (which will be overturned) - be careful there. This is not the end of the adventure, because immediately after the truck and the ghouls (a little further), your mini-team will stumble upon a preacher from the “Children of the Atom” faction. She will recommend that you not go to Acadia, because they renounce the Will of the Atom, showing this by the fact that they installed condensers for air purification for the residents of Far Harbor. By the way, if “Atom” considers you worthy, then you can join this faction. To join, you will have to get to the “Core” and pass a kind of initiation test there.

In any case, after the preacher, the next stop will finally be Acadia. But before you go inside, carefully examine the barrier - there is a box with useful ammunition.

The old man did what he had to do - he led you to the Acadia. Now he can become your constant companion, so all you have to do is ask him. You can learn about its beneficial qualities in the companion article. In addition, now it will be possible to use his workshop, which is located in the hut (the outskirts of the Far Harbor island). It's time to go inside Acadia and move on to the next task."

Assignment: “Find your place”

So, old man Longfellow escorted you to a place called Acadia. It's time to talk with the ruler of this place and ask him if he knows anything about Kasumi? Go forward to the hall where the telescope and technical equipment will be located. The leader's name is DiMA - he is an old synth, more than a hundred years old. She manages to find out that the girl is safe and, moreover, she can be seen at any time. However, before that we will have to answer a few questions. tricky questions, from which one can even doubt whether it is synth main character(heroine)? In response, it is better to try to ask about the history of DiMA and about Acadia in general. At first glance, the leader of Acadia is a rather friendly character. In addition, DiMA will offer to walk around this place a little and talk even with those who founded Acadia - with Chase and Mr. Faraday. Moreover, both will need your help on the task: “Ideals of Acadia.”

The girl usually does what she does on the lower floor, so you just need to go down below and meet her. Be sure to look around along the way. In total, Acadia has three levels. First, you should get acquainted with the observatory, which has its own telescope (however, it was there that you talked with DiMA - the very top level). Mr. Faraday's office is located on this same level (you can see it behind the glass windows of the observatory). If you go down one of the two stairs to the second level, then you will come to the laboratory and the first-aid post - Aster is in charge of everything here. Next comes a residential section with local residents.

In the laboratory and first aid station you will be able to stock up on medications (they can be taken from the first aid kit and on the table). So, Aster is a local doctor and at the same time a scientist. She delights the island you arrived on: she collects all kinds of samples and other information about the course of evolution for subsequent generations. If during the conversation you offer her your help, then she will give out a small task, which is included in the “Miscellaneous” section called: “Beautiful Flower”. In the same place you can also find a man named Kog - a man dressed in overalls and trading in his free time. The most important thing is that he sells this unique item armor - "Reconnaissance armor" Marine Corps for the body."

In the residential part of Akadi you can rummage through the chests and find a couple of useful ammunition (they are located near the beds and mattresses). In the end, you can talk to the synths, who are local residents in Acadia - they can tell you how they live in this place.

→ Useful advice! On the stand, which resembles a counter (or a bar counter), you can find another issue of the Islander's Almanac magazine. The second part will give you another perk, which will allow you to receive 10% less damage from radiation.

So, having gone down to the lowest level, it won’t be difficult to find Kasumi - she will work as usual. Tell her that you came for her at the request of her parents. However, it turns out that she is firmly convinced that she is a synth, and the real Kasumi is supposedly dead a long time ago. It is for this reason that she will not want to return home.

→ Note: You can try to convince her that she is simply confused in her unsupported beliefs. However, this will require passing the average level of persuasion.

In any case, the girl is now worried about a completely different problem. The problem is that Kasumi asks you to help as a detective. While working on repairing DiMA equipment, the girl came across the memories of a synth, in which there were various kinds of situations: 1 - a strange fog completely absorbs Far Harbor, 2 - a nuclear explosion occurs on the island. Moreover, these same memoirs contain forecasts for the number of deaths in each situation. So now the girl has doubts about the leader of Acadia. And since this place is not just a colony, but a real settlement, the girl is very worried about the local inhabitants.

Now it is necessary to reveal the secrets of DiMA. On the lower level of the settlement, there is a laboratory at the end of the corridor that Chase, Faraday and DiMA often visit. Conversations in this room can be overheard while sitting in the pantry. Although the doors are nearby, they will be locked. Kasumi will also tell you that she tried to hack Mr. Faraday’s terminal, but even there an insurmountable obstacle arose for her - strong protection. There are many options for completing this subtask: 1 - You can break open the doors of the pantry to eavesdrop on the conversation of this “trio”; 2 - It is possible to hack Faraday's terminal, because DiMA has no secrets from it; 3 - Ask DiMA directly and ask all your questions directly!

As mentioned above, the doors to the warehouse are located at the very end of the corridor of the lower level of Acadia. Get ready for the castle to be at a challenging level. If the door is too tough for you, then there is nothing to worry about, because Kasumi also mentioned during the conversation where you could get the key to the storage room. You can get the key from Koga (in the same place), because he is responsible for the layout and maintenance of supplies. So Koga can be found on the second level of this settlement. Getting the key from Kog is much easier, so to convince you you only need to go through the easy difficulty level. If you manage to convince him, then he will tell you that he lost the key at the moment when he was carrying the equipment to the room where the observatory is located. The key was lost on the upper sublevel. Go to the top floor, and then go up a little higher. As soon as you get to the very end, you will find the treasured key on the table!

In any case, you will be able to open the pantry doors and it doesn’t matter whether it was broken into or opened suitable key. Inside, first, I recommend collecting supplies: there are medications in the first aid kit and on the shelf; ammunition in boxes; the hairpins are again on the rack. After collecting useful items, it’s time to hide, first going close to the window that divides the laboratory and the pantry. Now sit quietly and listen carefully to what the Acadia representatives will discuss among themselves.

It turns out that out of the open hostility between the residents of Far Harbor and the Children of Atom, Acadia needs to choose a side. The fact is that before all this, this settlement adhered to strict neutrality, but due to the installation of cleaning capacitors for the local residents of the pier, they literally incurred the wrath of the “Children of the Atom”. By the way, Acadia also had good relations with them, because a long time ago DiMA handed over submarines to these people, which became their base and which they renamed “Core”. And at that time, the Children of Atom had another confessor. And “was” for the reason that he was killed by the residents of Far Harbor. And now it turns out that the new confessor does not want to be friends at all.

Based on this situation, a new problem arises - the old DiMA memory banks remained on the same base with the underwater “banks” that now belong to the “Children of Atom”. He has no idea what is in those memories, so he simulated the worst-case scenarios if this information ends up in the wrong place.

So most likely this is what Kasumi found out while repairing the equipment. Moreover, sending, for example, Chase to the “Core” is too risky, because the “Children of the Atom” know who she really is and this will immediately lead to war. And yet, DiMA and Faraday wrote a program that will allow the old synth’s memories to be retrieved if there is no other option.

Now you will have to get this created program, but first you will have to inspect the laboratory in which the meeting was previously held. There is another door leading out of this laboratory. You will have to hack the doors (level - very difficult), or hack not the doors, but the terminal (level - very difficult). Immediately behind the door there will also be a warehouse with ammunition, of which there will indeed be a lot.

Another way to find out the secrets of DiMA is by hacking Mr. Faraday's terminal. The terminal level will be very difficult. The terminal is located in the office on the highest level of this place. So, if you have enough experience to carry out such a daring hack, then in the terminal you can find “Faraday’s Journal”, in which everything is written exactly as was stated above.

The program is on Mr. Faraday's desk near the terminal if you chose the first option. If the second option was chosen, then it will be possible to obtain the program only after hacking, because the journal is located in the terminal - “Faraday's Journal”. In order to extract the program, you need to click on the “Load Faraday program” option, after which the program will be in your records.

This is the third way that will allow you to learn about the secrets of the synth. It is actually the simplest, however, less profitable, unlike the first. After you accuse the girl, the synth will ask you to leave the solution to this interesting question to him, but you can use your charisma! In order to convince a synth to tell everything, you will have to have charisma, which will help overcome the average level of persuasion.

This subtask will appear if you have chosen one of the first two proposed options for solving the problem with DiMA secrets. In any case, he can be brought into a frank dialogue, in which he will see the benefit, because the only solution to the problem is to go after the synth’s memory personally. Moreover, even if you can pretend to be a newcomer at the Children of the Atom base in order to penetrate further, you still have to overcome the pre-war security systems. In addition, DiMA asks not to attack members of the Children of Atom, otherwise war cannot be avoided at all.

It's time to tell Kasumi everything. In addition, during the dialogue you can also find out what the girl knows about the “Children of the Atom” and, in general, what she thinks about the Faraday program as a whole. Because even after receiving the information, many questions remain. The main task is to find out what is hidden in those memories and figure out who can be trusted on this strange island and who cannot. For now, Kasumi will continue to stay at Acadia, but will carefully monitor the situation. For your invaluable contribution to the development of the business, she will give you 400 caps.

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June 24, 2016 17:23

Fraction: Residents of Far Harbor

Locations to explore:

  • Far Harbor

Meet Captain Avery

After you stand up for the Corps along with the people of Far Harbor during the quest "A Walk in the Park", Captain Avery is ready to trust that you will not cause problems and asks you to help her people: Sailor, Cassie and the other residents of the dock. Even if they brush off your help. And thanks you in advance.

Help the residents of Far Harbor

Some of the residents will ask you for help, while others will need to offer it. Each of the residents has their own problems, but you can help each of them. And of course, not for thanks, but for a reward.

Help Cassie Dalton (Optional)

Cassie Dalton is an old woman, the last of her kind. She believes that the island took revenge on her family for their greed and greed and killed one family member after another. She needs revenge, and she asks you to do it for her. You will find her sitting at a table on the pier near the entrance to the Last Resort bar. She will give you the quest "Blood Wave".

Help the Sailor (Optional)

The sailor is impressed with how you defended the Corps along with the residents of Far Harbor. She may even come to you to ask for help. The sailor monitors the condition of the Corps and its fortifications. To repair it, she requires special power tools, which can be found at the Eagles Cove Tannery. If you agree, the quest “Hole” will be activated.

Help Captain Avery (Optional)

Captain Avery will also need your help, but not right away. This quest will appear after you reach Acadia with Longfellow in the quest A Walk in the Park.

Captain Avery is worried about the city's water supply because the fog capacitors protecting the road to the nearby water treatment plant have failed. She sent Howard Dunabar there, but he did not return. She hopes you'll go investigate and, if the worst happens, fix the fog capacitors instead of Howard. This quest is called "Safe Path".

Talk to Teddy Wright

If you haven't completed all the quests listed above, then at least make sure you talk to the said villagers who were offered to help, just so you can get quests from them and complete them later.

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Far Harbor, like the original RPG, it has multiple endings. The main task of the latest DLC today is find Kasumi girl on a distant island. Similar to what happened in the Wasteland, on There are also different factions on the island and the Hero has the power to help some of them and prevent others from achieving their goals. One way or another, the player’s actions will influence the development of the world and the plot.

We'll go into detail below in the guide. All endings and important decisions in Far Harbor.

IN DLC Far Harbor exists three factions: Children of Atom (Core), Far Harbor and synths (Acadia). Despite the fact that at first glance it seems that they have little influence on the world, this is absolutely not the case. They can be forced to live in peace, they can be destroyed, they can... a lot of things.

Choice of Acadia and synths

Basic solution regarding Acadia synths: destroy them or not. You can tell about them to the Institute or the Brotherhood of Steel (whom you joined in original game), you can even report them to Captain Avery in Far Harbor or Allan (the arms dealer).

If you decide to destroy, then you will receive unique weapon sniper rifle"Lucky Eddie", the "Bane of Acadia" perk and the achievement "The Way Life Should Be".

Kasumi will die during the massacre.



If you want to help the synths– just help DiMe, complete his tasks. Kasumi will survive. We described her fate below.

Far Harbor Choice

If you want to destroy settlement on the pier Far Harbor, then the easiest way is to play around with a wind power plant in the task “ Cleansing the land" As soon as ordered It's better not to remember you will find Capacitor disconnect code, you can immediately begin destruction.

Go to the wind farm service building and select Tempest at terminal 03 and then report to High Confessor Tect in the Core. You will also receive perk “Inquisitor of the Atom”, title “Inquisitor” and armor “Bastion of the Atom” (1 piece) and achievement “Cleansing the Earth”.




If you decide to help them, then after finding Avery's corpse in DiMa's medical laboratory, you can tell the truth about Avery or not. Tell me– the residents will get excited and rush to destroy Acadia, which will lead to the first point of the material on the destruction of Acadia (the same rewards). Keep quiet- everything will be calm.

Choice of Children of the Atom

Destroying a faction is easy, if you use the key to launch the missiles that are on the submarine where they have settled Children of the Atom and they call this place Core. Go to the center of the submarine, where the High Confessor Tekt lives, and behind his back, insert the flash drive into the terminal. Then quickly leave the Core.

Accordingly, you will receive perk “Far Harbor Resident”+5 to all resistances and achievement "Cleansing the Earth". But, if you decide to help them, you will have to destroy Far Harbor, and the rewards are described just above.

Peaceful (best) ending

But you can do it this way, for the three factions to live in peace with each other. During the mission What life should be like there is a moment for the Hero to tell DiMa about Captain Avery. Say that DiMa did everything right, and he can do the same to the head of the Children of Atom. As a result quest will appear - Reformation. Upon completion of all conditions, DiMa will control the entire island through new proxies and there will be no more bloodshed. The hero receives perk “Defender of Acadia”(in case of severe injury, with some probability you can receive a temporary large bonus to energy and normal damage).

Kasumi will live.

Ending Genocide (bad)

There is a way to destroy all factions. As a result, you will receive only one perk and no more rewards.

  1. Use launch codes to destroy atomic nuclei and explode the Core.
  2. Go to the wind farm and destroy Far Harbor (at terminal 03, select Tempest).
  3. Go to the Brotherhood of Steel and tell them about Acadia. They will send a detachment and destroy the synths.

Of course that Kasumi will die.

Kasumi's fate

Kasumi's story will end after you decide what to do with the island as a whole. She will return to her parents and tell the truth. Talk to her back on the island(before leaving for the mainland) and help me decide whether she wants to return at all or would prefer to stay on the island.

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