Fallout 4 quests miscellaneous. What is McCready hiding? Help: Assault armor of the marines

WarWar never changes.

Your "A new game" begins with a black-and-white video showing a fusion-powered world. But, as often happens, not everything went well...

After the end of the video, the game gives you the opportunity to choose the gender of your character and customize the appearance. After playing enough with the editor, go inspect the house. To the left of the bathroom will be your child's nursery - Sean. Here you can play with it. To the right is the living room and kitchen.
In the kitchen you will be met by a friendly robot butler named - Codsworth. After a while you will hear a knock at the door, Codsworth is busy, so you will have to open the door. On the threshold will be an employee of the company Vault-Tek. According to him you got a pass to "Vault 111"(choose the answer options in the dialogue at your discretion, they will not significantly change anything).

After accepting the agent's offer, you will be asked to complete a registration form. This time, you will be prompted to choose a name for your character, as well as distribute points in .


After filling out the questionnaire, go to the nursery and calm the child. After talking with your significant other, Codsword will announce the breaking news on TV. After interrupting the broadcast, run out through the front door and run along the street. There will be soldiers on the street who will show the way to the shelter.


Introduce yourself to the soldier at the entrance fence, he will let you through. Stand on the lifting platform, it will lower you into the shelter just before the explosion on the horizon. When the lift stops, go along with the survivors to the registration point, take the jumpsuit there. Next, follow the doctor down the corridor. He will take you to the cryopod. Go into it.

The prologue is over.

Time is running out

You were frozen in a cryocapsule, after some time you wake up and see how your child is taken away, and your husband / wife is killed. After this dramatic scene, you are frozen again.

Leave the shelter

You will wake up from the alarm in the shelter, now your task is to get out of it. To do this, leave the room with the capsules and go to the end of the corridor. The door to the exit will be blocked and you will have to go around. Focus on the mini-radar located at the bottom of the screen. Follow to the indicated point, you will enter a room with generators ( Attention: walking close to them is life-threatening!). Along the way, deal with radioactive cockroaches and open the door.


Take it in the next room gun And stimulants(they restore 30% of health), also take the ammo in the crate. The next door is also closed, to open it, use the terminal on the table, find the command to open the door in it. When you enter the corridor, the game will prompt you to deal with cockroaches using
After passing the corridor, you will find yourself in the room where you were registered during the disaster. Near the ski lift you will find "Pip Boy", use it to activate the panel. Go to the elevator and rise to the surface.

Come back home

Already on the surface, a marker will appear in your mini-radar. Head to him, he will lead you to your house, where Codsworth will be waiting for you.


From a conversation with him, you will find out what happened to the rest of the people and how many years have passed. After that, explore the area with Codsworth. After entering a couple of houses, you will have to fight flying cockroaches. Be careful, each of their hits irradiates you. Help get rid of it antiradin. After searching the houses, Codsworth will suggest that your son can be found in Concorde.

Explore Concord

Go across the bridge to the east. You will arrive at the location "Red Rocket", there you will be met by a friendly dog. This is a pretty useful companion that you can give orders to. But if you think the dog will get in the way, you can send him to " Sanctuary".

After defeating the mole rats, move towards the marker. Concorde will be under attack by riders, having defeated a few at the entrance to the city, go to the museum, where there are still civilians.

call of freedom

After entering the building, deal with the enemies on the second floor, turn left and climb the stairs, making your way to the civilians. Talk to Preston Garvey, he will ask you to deal with the raiders on the streets, with the help of power armor. To activate it, find the generator, it is located on the first floor where the floor has collapsed. After inserting the generator into the suit, rip off the minigun and go down to the street. With this suit, it will not be difficult to kill all the raiders.


But the raiders will only be a warm-up for a monster called the Death Claw. During the fight, keep him close to you and shoot him from a safe distance. After defeating all enemies, return to Preston Garvey. In a conversation with him, you will learn that the search for Sean should begin with Diamond city. To complete the quest, talk to Preston at Sanctuaries.

Commonwealth Gem

Get to Diamond City

Way in Big City will go through many dangers such as ghouls in Lexintone And shop "Corvega" where the riders settled. So, before you go further in the story, take the time to level up your character, there is plenty for this.


Before the gates to the city you will meet a local journalist - Piper. With it, you will pass through the gates to the city. Outside the gate, the mayor of the city will come out to you. If you have enough charisma, you can learn the necessary information about Sean from him. If you forgot about this skill when you upgraded the hero, then after entering the city, talk to the locals to find out where to start looking.

Get to Valentine's Agency

You have been advised to contact your local detective. Follow the marker on the mini-radar and enter the agency.
In place of the detective himself will not be. According to his secretary, he disappeared. Your task is to find it.

valentines day

The plot for the Institute can only begin if you agree to join them.

If for some reason you haven't played Fallout 4 or read any news about it, you probably don't know what game world the fourth part of the series greatly surpasses the location The Elder Scrolls V: Skyrim, and therefore there are also more side (additional) quests in it than in Skyrim.

Not all missions in this game can be completed in a couple of minutes and with a minimum of effort. Some of them require the player not only to have powerful weapon, but also the use of ingenuity. Therefore, it is not surprising that players sometimes have difficulty completing certain tasks. If you find yourself in a similar situation, be sure to read our Fallout 4 side quests walkthrough, where we go into detail on completing each side mission.

pull out the cork

The main character receives this quest on the territory of the Tiket Quarry location. Near the trailers you can find a neutral character named Sally Mathis (wears a hat with earflaps on her head). He will ask you to help him in one delicate matter. By the way, at the first dialogue with him, you can try to beg him for caps. If successful, you can get 75 bottle caps from it even before completing the quest. If your Charisma is well pumped, then you can try to “knock out” even more game currency from him.

As for his problem, it is related to the pump, which recently broke down. Although it is quite old, it should work. Therefore, Sally believes that somewhere there is simply a leak, due to a poorly screwed valve. He will ask you to fix this problem. However, everything is not as simple as it might seem at first glance. The fact is that the leaks, according to the quest giver, are under water, and therefore they will have to be searched for by air bubbles.

Finding bubbles is quite simple - just climb any hill and then you can immediately see and note for yourself all the leaks. But with the repair, problems may arise, since it must be carried out under water with high radiation.

First valve

We advise you to save before diving into the water. Don't forget to also put on a suit against radiation or drink anti-radiation (if any), otherwise you will often have to emerge from the water in order not to die from radiation. To repair the pipes, you just need to turn the valves.

Second valve

It is located directly opposite the first valve in the very corner. Dive deep into the water, fortunately, is not necessary. We recommend that after repairing the first pipe, immediately get out of the reservoir and walk along the ground to a place as close as possible to the location of the second valve, and from there dive into the water.

Third valve

Installed opposite the second valve - also in the corner. You can use stairs as a guide. In addition, the valves are perfectly visible by the bubbles on the surface of the pool.

After repairing the pipes, you need to go back to Sally Mathis and chat with him. He will ask us to start the pump. We go to the device and activate it. Next, the swamps will immediately attack us. These are very dangerous monsters, especially if your hero does not have powerful weapons. In battle, try to shoot the swamps in the head (from the front), since the entire back of the monsters is protected by a strong shell. As soon as you kill the last creature, talk to the peasant again and get your well-deserved reward from him.

restless waters

This quest can be obtained in the Greygarden location. Once there, find the manager White and talk to her (yes, this is a female robot). IN certain moment she will start telling us about water, and then she will ask for help in solving one small problem. They get most of their water from the old station located in Weston (located south of Greygarden), but recently water has stopped flowing from it. The girl will ask you to go to the station and find out what happened there.

So, we are heading to the Weston water treatment plant. We note in advance that it is guarded by a dozen strong super mutants that can turn a low-level character into dust, so we do not advise you to meddle there with a weak hero.

Note: do not forget that super mutants are able not only to shoot at a character from cover, but also, if necessary, run up close to the hero and hurt him with cold weapons, and therefore you should not sit in one place all the time - constantly move.

If your stealth skill is well pumped, then you can take out the super mutants one by one with the help of sniper rifle. We recommend first of all to kill the enemy with a rocket launcher. After the destruction of all enemies, carefully search the battlefield - there are many useful items here. Then you can go inside the station. Once in the building, we look for an elevator and go down to the lower levels.

First panel

At the bottom, you will immediately be met by an automatic turret with cheerful bursts. You can turn it off only with the help of the terminal located at the top, or by breaking it (shoot, shoot and shoot again). On the way you will come across two more turrets. After destroying them, you will have new task– you need to drain the station. The fact is that it was flooded with all kinds of garbage and waste, so you have to get rid of them. To do this, go to the panel on the left and pull the lever. A certain amount of waste will disappear, but this is not the end.

Second panel

Now you need to go to the second panel. Climb up the stairs to the door located on the left side. On the way to it, you will have to kill two swamps. Near the panel, you need to deal with another swamp. In addition, a turret will start shooting at you from above. Destroy all opponents, and then activate the lever. Half of the waste has been removed.

Third panel

Let's move on to the last panel. From places that have undergone drying, swamps will again climb. The new panel is fairly easy to get to, as it is perfectly visible on the map and can be seen directly from where the second panel was. Kill all opponents and pull the lever.

Fourth panel

After the third descent of waste, we advise you to quickly hide under some kind of shelter, as turrets will appear on the drying sites and two of them will immediately open fire on you. Destroy the defense mechanisms, and then go to the room in front. On the way to it, swamps will attack you, so be on your guard.

After lowering all the waste, we go to the main pump. Fortunately, it is located not far from the fourth panel. To activate the pump, you just need to use another lever. Now you can return to White. She will reward you with lots of great food and bottle caps.

Your order is accepted

You can get this quest in the diner run by Trudy (on the cafe map it is called the Drumlin Diner). When you reach the place you need, you will see a bandit named Wolfgang and his maid near the entrance. After talking with them, you can find out that Trudy owed a lot of caps to dangerous people, as her son bought drugs on credit. Of course, the mother of an unlucky child does not plan to return caps for drugs. In this case, there are two options for solving the problem: negotiations or a shootout. When choosing the latter method, you will need to chat with Trudy.

When talking with Trudy, you can intimidate a woman or offer her to solve the problem peacefully. However, you can even negotiate with her and kill Wolfgang and Simone at her request. For this, she will give you caps and start trading with you (she has some great items for sale). If you decide to help the bandits, but cannot agree with Trudy, then you will have to kill the woman and her son. In general, it all depends on your own sense of justice.

Human factor

This quest can be picked up in a small settlement called the Alliance. However, the first thing you have to do is try to get into this village. It is surrounded on all sides by a high concrete wall and protected by numerous turrets. Near the entrance sits a guard conducting a test. Everyone who can pass it has the right to get into the Alliance. However, the test is quite easy and you only need to answer it with friendly and peaceful answers. Some even note that Swanson lets in regardless of what answers the player gives, but we advise you not to risk it.

Once inside, go forward a little. At a certain point, you will meet a settler talking to Honest Dan. The latter is trying to find out from his interlocutor where the caravan disappeared. After their short dialogue, you will be able to talk to Dan.

It turned out that Dan, at the request of a certain Stockton, was looking for a lost caravan. But the mission turned out to be too difficult, as he managed to find only the remains of a caravan on the border of the settlement. These remnants led him to the Alliance. He suggests that we also take up this matter, and divide the reward in half. We agree and get to work.

The first step is to go to the northeast of the Alliance. There you will stumble upon the remains of a caravan and many corpses. It can be seen that he was attacked right near the settlement. Take a look at the box of blue color. In it you will find Deezer's Lemonade. Picking up this item will complete additional task quest.

You can only buy this drink in the Alliance, which means that the caravan was in this settlement, and then moved on. Looks like the locals are on to something. Do not forget that not all members of the caravan died (Amelia Stockton could have survived, since her body was not among the corpses). Dan also gave advice to look into the Alliance barracks for clues.

At this stage, you can advance in the quest in two ways: get into the barracks or talk to Penny. The first method requires an average level of lockpicking skill, and the second requires a well-developed eloquence. If none of these skills are developed, then return to this task later.

We advise you to immediately go to the house. You can enter it from three entrances. The easiest way to get into the building is by breaking the door located on the left side of the building, since in this case no one can detect you.

Entering the house, find the bedside table located near the main entrance. There you need to take a note Jacob's Password and the key to the Alliance house. Next, we find the second cabinet, standing between two beds. In it you will find an Alliance Reminder letter. After reading it, you should talk to Dan about synths.

Having Jacob's password in hand (it is considered the main one in the settlement), we go to his house and sit down at his computer terminal. In it we find a report about a fisherman. Having studied the draft, we leave the house and head to the exit from the village. There you will be met by Jacob, who will offer caps for silence. In this case, there are three ways: the first is to agree to a bribe and stop the investigation; continue the search and head to the secret Complex; come to a compromise (this requires a well-pumped eloquence skill). The last option is the most preferable, since in this case you will not have to kill Jacob.

Now we go to Dan (located in Bunker Hill) and tell him everything we know. In this case, he will be waiting for us near the Complex and will help clear it of the villains. The entrance to the Complex is located in the pipe in the middle. To do this, you will have to dive into the pond. There is a hatch in the pipe leading to the Collector.

Go forward through the pipe and destroy a small squad of three people and turrets. After killing all the enemies, search their corpses, as one of them has a key that opens most of the doors in the Complex. In it you have to fight with a large number of opponents. Kill everyone and slowly move to the desired point on the map.

As a result, you will meet Dr. Roslyn Chambers. From her, you will learn that the Alliance is conducting experiments to find synthetics and the test that everyone passes before entering the settlement is part of this research. The girl assures us that Chambers is a synth. Now you have to make a choice: either free Amelia, or agree to give her up for experiments.

Since we play for good heroes, we decided to free the "princess from the clutches of a terrible dragon." To do this, it will be necessary to kill Roslin and open the first cage in order to release Amelia to freedom. After that, we talk with Dan and take our share from him. This is where the quest ends.

Clear the northern area

This quest can be obtained in Baner Hill from a woman named Deb. She will ask for help in solving one difficult problem. The merchant will inform you that there is an old military camp on the northern road. Many caravaners complain that wild ghouls have settled in this camp, attacking everyone indiscriminately. If we destroy this group, we will get a good reward.

By the way, the reward can be increased if your hero has a well-developed eloquence skill. After we go to the training military camp and kill all the ghouls there. For high-level characters, this will be easier than ever. Then we return to Deb and take away her reward.

Silver Cloak

This quest is taken in a rather original way. First of all, you need to use the bridge to go to the other side, where Diamond City is located. After a certain period of time, an inscription will appear on the screen, according to which Pip-Boy managed to detect a new signal. We switch to it in the Radio menu and listen. At this point, the corresponding task will appear in the journal.

At the beginning, you will need to chat with Kent Conolly, who lives in Goodneighbor. He is a ghoul and sits in the House of Memories almost all the time. He will tell us that he wants to create his own superhero, capable of destroying all evil in the Wasteland and saving people from the bad guys. The ghoul will ask us to help him with this, of course, for a generous fee. Further, he will report that his character is based on the series " Silver Cloak”, and therefore we will need to get his costume. To do this, you need to go to Hubris comics, where the first series of this TV project was filmed and the props remained.

Note: There are a lot of locked doors, safes and terminals in Hubris Comics, so we advise you to go there with a character who has good lockpicking and opening skills, otherwise you won't be able to get a lot of interesting things.

Once in Hubris Comics, you will first need to kill a group of wild ghouls. After the destruction of all the monsters, we are looking for a cash register on the first floor. It will contain the key to the warehouse. Then we go to the second floor and again we fight with wild ghouls.

The hero will have to go through four floors. On each there will be ghouls and unique items. We will find the silver cloak on the top floor. In the same place we have to fight with the boss. Next, we pick up the suit and take it to Kent.

He will improve the cape and tell us that we are a better fit for the role of a superhero. Having returned the costume to us, the ghoul will ask us to listen to the Silver Shroud radio station while in Goodneighbor. Having entered the city, we learn that a certain guy named Wayne Delancey is terrorizing him. We find him in the alley and kill him. Then turn on the radio again.

Our second target is AJ, a drug dealer who even sells drugs to kids. It will be more difficult to deal with him, as he is protected by two thugs. After the liquidation of another victim, we again listen to the Silver Cloak radio station.

Kent will tell us that we need to come to the Third Rail Club and ask the Whitechapel bartender Charlie about a hired killer named Kendra. Having learned the location of the girl, we head to her lair. We deal with the crowd of her guards-raiders, and then we kill Kendra for all the atrocities she has committed. She, by the way, will be able to find a contract to kill Shelley Tiller. If you wish, you can complete it and get a good amount of caps.

Next, we learn that Mayor Hancock finds out about Cloak's actions. He wants to meet with us. We go to a meeting with the head of the city and talk to him. He will tell you that all the bandits we killed were the sixes of a certain criminal boss, whose name is Xinjin. He is Hancock's sworn opponent, and therefore the mayor will ask us to continue to destroy gangsters in the name of justice.

Hancock will inform us that it is necessary to eliminate Shinjin's "officers" - Cat Smile and Northie. The latter is very afraid of the Cloak, and therefore will not give him a rebuff, and Kat will meet the hero with a small army. After killing the villains, we return to Kent in the House of Remembrance.

A worried Irma will meet us and say that someone has kidnapped Kent. On the radio station, a looped message left by Shinjin can be heard. He states that he will kill Kent if the Silver Shroud does not appear at the appointed place. We go to the meeting and kill all the bandits. Then we go to Shinjin. He will be surrounded by the remaining thugs holding Kent at gunpoint.

During a conversation with Shinjin, you can scare his henchmen, and then they will scatter in all directions. Otherwise, you will have to fight with the whole crowd and at the same time try not to let Kent die. After the battle, you should return to the mayor. During the dialogue with Hancock, you can cheer up Kent. Gul will say that he didn’t imagine the fight against criminal authorities in such a way and will report that he will stop giving tips on criminals, but at the same time continue to improve the suit. You will be able to come to Kent in a couple of days, and he will improve the cloak, increasing its protective characteristics.

View the Pickman Gallery

The quest can be taken from Hancock, Mayor of Goodneighbor - you just need to ask him about the job. He will tell us that he has recently heard about a strange place called Pickman's Gallery by caravaners. Raiders almost always "hung out" there, but recently they have quieted down and do not carry out sorties. This worries the head of the city, and therefore he will ask us to inspect the gallery. You can bargain with the mayor and ask him for a larger amount of caps than he offers at the beginning.

We go to the Pickman Gallery and kill all the raiders we meet on the way. We go inside the building and destroy all enemies. It is necessary to inspect all rooms and corpses. At one of them you will find a note with the title "Jack's Message". We put it in inventory and return to the mayor for a reward. All quest completed.

Clear the warehouses in Goodneighbor

While in the Goodneighbor, you can receive a warehouse clearing mission from Whitechapel's robot Charlie. Naturally, it will not do without corpses and blood. If you are interested in such a job, then you are welcome.

So, a mystery client might give you a couple of hundred bottle caps for killing a few bad guys. You have to eliminate people at three points, leaving no witnesses behind. The main problem is that these places are located near the warehouse, and therefore Charlie cannot send his bulls there, otherwise everyone will know that it was him. For this reason, he decided to hire you. The base reward is two hundred caps, but you can raise the reward amount and find out who the customer is if your character has good eloquence.

From the very beginning of this task, you will have to solve the problem with the locks. It is quite difficult to get into the warehouses, since they are all closed with red locks, that is, entry into these premises is illegal. Once inside, you will notice several dots on the mini-map. We advise you to sit down and eliminate all enemies quietly. However, no one forbids you to break into the warehouse and shoot all the bandits with thunder and bang. After the destruction of the first detachment, you will need to deal with the remaining two.

Everything is the same with them: we break into warehouses and eliminate thugs. The main thing is that no one notices you for breaking into warehouses, otherwise you will be held accountable in Goodneighbor. After eliminating all the opponents, we return to the robot and tell him about the completed task. He will give you the reward you deserve. The quest will be considered completed.

Diamond City Blues

This quest can be taken from a boy named Paul, who lives in Diamond City. You can find it in the central part of the town. He will tell you that his wife often walks with another man. Paul wants to talk to this bad person, but he doesn't want to be violent. For this reason, he asks you to intimidate his wife's lover. And so the mission begins.

When you get to the bar, you will see that Paul is not such a friendly conversationalist, as he is going to shoot Cook. It is necessary to calm the boy so that he does not make a terrible mistake. If you can't convince Paul to lower his weapon (low eloquence), then Cook will immediately attack you, and you won't be able to calm him down - you'll have to kill him.

However, it does not matter whether Cook lives or dies. The fact is that if you do not shoot him, then he will tell you about a deal on which you can make good money. The bandits are going to exchange drugs and caps. You can kill everyone there and take both drugs and money for yourself. If you kill Cook, then in his pockets you will find a note about the above transaction and you can still visit it. Therefore, you can safely attack this wife kidnapper.

The transaction must take place near the "Back Street Ramp" (located in the northern part of the city). Here you will find Nelson and Trish guarded by several bandits. You can immediately attack them without wasting time on empty chatter. After the battle, we speak with the surviving girl.

If you decide not to finish off Trish right away, then she will tell you exactly where the drugs are created. It turns out that the gangsters have a large industrial complex. This laboratory is located in the Commonwealth. The girl will report that you will not be able to find this plant and penetrate it without her help. In this situation, there are three solutions:

  1. shoot Trish and try to find the laboratory yourself (located in the south of Boston, at the Quatrefoil fish factory);
  2. agree with the girl and let her go after entering the factory;
  3. persuade Trish to give you the password and tell you the exact location of the complex (you need high eloquence).

I'm going to the factory. Along the way, you will meet various super mutants, among which will be the legendary super mutant. In general, the battle will be difficult. After that, you will learn that you need to climb onto the roof of the factory. To do this, we go to the back of the building and climb up the stairs. On the roof, you will have to kill some wild ghouls. Here is the entrance to the secret laboratory.

Inside the factory there are many traps and a massive door with a password. You can get the password from Trish. If you shot her, then enter the word Applejack into the computer terminal - this will open the door and cut down all the traps. Do not forget to search the corpses (Nelson has about 800 bottle caps).

In the laboratory, you will need to kill all employees and wild ghouls. After that, you can run around the complex and find many useful things. This will complete the quest.

Fallout 1 full walkthrough all quests in Vault 15 and Shady Sands for goodie, which does not destroy all life in its path and does not adjoin mutants.

Vault 13 - the beginning of the journey

The gameplay starts after a short intro video, in which the player will be briefly explained what they generally want from him. The video ends with the doors of Vault 13 swinging open for the protagonist. moment and starts Walkthrough Fallout 1.

As soon as Main character step over the gate of his native refuge, he will discover a human skeleton. After promptly searching and looting what was once human, equip your character with a knife or other physical damage tool. You should immediately focus on the fact that you need collect everything, what lies badly, and what lies well, move so that it lies badly and collect the same. Perhaps such tactics characteristic of all RPG games Fallout 1 is no exception.

Dungeon at the exit from the home

In no case don't use a gun at the initial stages of the game, since there is very little ammunition for it in the protagonist's inventory, and those that are will come in handy during further passage where the hero has to fight scorpions and bandits. Generally quite interesting fact. They equip, then, in the Vault of a person, on whom the survival of all those who live in this very Vault depends, and give him ammo clip and knife. It's strange, don't you think? Well, okay, let's leave it on the conscience of the caretaker underground city number 13.

Having robbed the skeleton lying under your feet, you can start exterminate meeting in the dungeon rats. There are about twenty of them in total. Killing everyone will give you about five hundred experience points. In addition, during the fight with the rats, in any case, you will get injured that need to be cured with skills " Doctor" And " First aid". For the use of these skills, you will also receive experience points. If your character does not have these skills, I advise you to read the article "", where I gave some recommendations and tips regarding skill selection And characteristics distribution when creating the main character.

Having finished with the inhabitants of the dungeon adjacent to the exit from Vault 13, go to the west towards Vault 15 that the caretaker was talking about. In principle, you can return to Vault 13 (the protagonist's house) at any time, however, there is nothing to do there until you find the chip management of the water treatment system. So, look directly at gameplay , what does the place where the Protagonist spent most of his life look like.


Fallout 1 walkthrough Shady Sands

On your way to Vault 15, you will come across peaceful village Shady Sands. After you open a village, it will be displayed on your map green circle, like all cities, in fact.

Before you start completing tasks in Shady Sands, I recommend take the weapon out of hand in a backpack. Otherwise, some NPCs will simply refuse to talk to the protagonist. Since Shady Sands is not such a big settlement, literally a village, it will not be difficult for you talk to all residents this locality. On top of that, you need to search through all the closets in Shady Sands. Remember I said at the beginning. Take it all which you can reach.

Yan's satellite

The first NPC to look out for in Shady Sands is Ian. By talking to him, you will know location cities Junktown(Junktown) and Hub(hub). Also, with proper development of the skill " Eloquence" (speech) and characteristics " attractiveness» (charisma), you will be able to convince Jan become your companion and help in the difficult task of conquering this radioactive slurry, proudly called "Earth".

Chief Shady Sands

After talking with Jan, go to the big building, centrally located Shady Sands. Apparently, this building serves as an administrative building, since the leader of the village of Aradesh, dressed in cloak with hood. Talk to him and take the task of destruction from him scorpion mutants. Among other things, you can ask Aradesh for the location of Junktown if you haven't spoken to Jan yet.

woman cooks behind Aradesh can be upgraded karma indicator"Karma" if you tell her that she cooks good food. However, not everything is so simple, the cook will speak with the Main character only if he is not wearing the form of the Vault or his indicators " Eloquence" (speech) and " attractiveness» (charisma) are large enough.

Agriculture, rope and hammer

After talking with the head of Shady Sands, go to the southeast of the village. There, next to a well, a cow pen and a field, you will find a small house. After rummaging in the house, the hero will be able to find a rope and a sledgehammer. Sledgehammer superior to the knife, and rope needed to get to Vault 15.

After receiving the hammer and rope, you need to find peasant living in the fields. If the protagonist intelligence level has reached at least 8 units or the “Science” skill is 40 or more, then in a conversation with a peasant a remark should appear about “ crop rotation» (crop rotation). Behind improvement of agriculture Shady Sands will give you 500 experience points.

scorpion cave

done with agriculture go to to the guard Seth(Seth) on duty at the gates of Shady Sands. Talk to Seth and you will be transported to the scorpion cave. Remember that you can clear the cave for several visits. It is also not superfluous to mention that in the cave of scorpions you can find pistol cartridges. This is very helpful information, given the fact that mutant scorpions are almost impossible to deal with with a knife. In order to save ammo, remove the main amount of health to scorpions with a pistol, and when they have grains of life left, kill them with a knife or a hammer (if found in Shady Sands).

During the cleaning of the cave, the Main character, in any outcome of events, at least once sting and poison. In this case, you need to get a sting from the corpse of a mutant scorpion and take it to the doctor in Shady Sands (the house south of the main gate). Doctor gladly heal the hero. Additionally, if the protagonist has additional scorpion stingers in their inventory, the doctor will create antidote, which you can take with you (you don’t need to take a lot - a couple of bottles will be the most). Once you've dealt with all the mutant scorpions, take the antidote and calmly heal with skills " Doctor" (Doctor) and " First aid» (First Aid).

In order to complete the task for the destruction of radscoprions, the following conditions must be met:

  • Kill 9 Radscorpions.
  • Blow up the passage with explosives, which can be found on the third floor of Vault 15.

I advise you to pay attention to the patient treated at the home of Dr. Shady Sands. Sharing the antidote with him will give you a significant amount of experience points.

The disappearance of the daughter of the Tandi chief

Having solved the problem with scorpions, go to the leader Aradesh. As a reward for the quest, you will receive some experience and an increase karma indicator. Now you can safely go to Vault 15.

It is worth noting that after returning from Vault 15 to Shady Sands you need first thing talk with the guard Seth, and only then with the leader Aradesh. After that, you will learn that the daughter of the Tandi chief was kidnapped by bandits. Volunteer to rescue Tandi from the clutches of bandits. If they tell you that Tandi is missing, you will first have to visit Junktown, and then return to Shady Sands.

For liberation of tandi you need to complete the task "Raiders".

Vault 15

You can only go to Vault 15 after you have get a rope(Shady Sands, house south of the fields). The entrance is located on the floor small shack. In order to get to the shelter, click on the stairs.

First floor

Once in Vault 15, you need to go down to the third floor. However, first things first. To get started you need exterminate all rats and mole rats on the first floor, as well as ransacking all lockers. One is located next to the entrance to the first floor, the other is in a room on the north of the first floor. In these two cabinets you will find: flashlights, stimulants And first aid kit. A shaft through which you can come down to the second floor Vault 15 is located in the western part of the first floor. By the way, next to the mine on the floor are more two flashlights.

Second floor

Going down to the second floor, you will immediately be subjected to Pig Rat attack, therefore, before descending, you need to heal to full health. After defeating all the enemies, go to the third room below. Here in the locker you will find leather jacket And rope necessary for the descent to the third floor. Among other things, on the second floor you can find: hunting rifle cartridges(northern part of the floor and second room from the bottom), shotgun in the first room downstairs, in the toilet. All items except the leather jacket and the rope are on the floor.

Having collected all the "cookies" on the second floor, you can go down to the third. The elevator shaft leading there is located in middle of the second floor. However, before descending, be sure save, as there may be a bug due to which you will not get 500 experience points.

Third floor

On the third floor of Vault 15 you will meet all the same rats and hogs. In addition to this mutated brethren, you will also meet " healthy mole rat". Having defeated the adversaries, go to the southeastern part of the third floor. There, approaching the ruins, you should get 500 experience points and the corresponding entry in the logs, which says that the chip for the water treatment plant is not to be found here.

On the third floor you find:

  • Armor-piercing rounds in a locker in the west room.
  • Book " First aid textbook in a room in the middle of the third floor.
  • crowbar in the southeastern part of the floor.
  • Submachine gun, cartridges, dynamite and grenades in lockers on the east side of the floor.
  • Armor-piercing rounds on the floor in the northeast room.

There is nothing more for the protagonist to do in Vault 15.

Conclusion

On this, the passage of tasks in Shady Sense and Vault 15 will end, and the main character is waiting for the path to the city of Junktown.

Before you move on to the walkthrough, read these two extremely helpful tips:

1. By default, subtitles in the game are disabled. Considering that there is no Russian voice acting, one cannot understand anything without subtitles. Therefore, as soon as you start playing press ESC, then go to "Settings" then to "Video" and turn on two subtitle settings:

2. The difficulty of the game can be changed at any time in the settings, so if you find it difficult to pass, or some episode you can reduce the difficulty (Menu -> Settings -> Game).

Time is running out

The game begins with an ordinary morning, in the bathroom. Here we can choose the appearance of ourselves and our spouse.

After you have decided on the appearance, press Enter and confirm the choice. Then there will be some time to walk around the house. The house will have 3 small scenes:

  • Cry baby robot Codsworth will say that he will soothe the baby
  • Doorbell A Vault-Tec representative will come in and ask you to complete a registration form. In the questionnaire, you will need to indicate the name and distribute the characteristics.
  • The second cry of the baby this time the robot will say that he wants to see his father go to the nursery and play with the baby.

Only at the end of these three events, will the final message on TV about the start of nuclear bombings begin. If one of the events does not happen, for example, you do not open the door when the representative of Vault-Tec comes, then there will be no further events. You can even sit on the couch and watch TV for hours.

It's funny, isn't it, starting a nuclear war depends on when we get our ass off the couch and open the door? It's a pity there is no emergency exit in the house it would be possible to exit through it and continue a peaceful life))

In general, after the completion of all 3 scenes, the TV will report on nuclear explosions, after which the siren will begin to howl. We leave the house and follow the direction of movement of people:

Next, there will be a fence with security it will be enough just to talk to the military so that he will let us through. The final goal is to descend into shelter 111. As soon as we get to it, a nuclear explosion occurs, but the hatch has already begun to descend and we remain safe.

Everything will be simple in the shelter we go in the direction of travel, take the overalls, we reach the freezer and climb inside.

We are frozen (without warning about it), then we watch the scene of how unknown persons open the cell of our spouse (or spouse) and take away the child. She resists and is killed.

We fall asleep again, and then wake up again, due to some kind of emergency. Now we are on our own. Before getting out of the shelter, you can open Nora's freezer use the control panel on the right.

By clicking on her body (key "E"), the character says a promise:

Will it work? Will show time.

We start to get out of the shelter. Where you need to move is indicated on the compass below, and the necessary doors are highlighted with a square icon.

In one of the sections, on the glass we will see a huge cockroach there will be a Security rod under the glass we take it, this is our first weapon.

Useful information: there are taps with clean water in the shelter. After drinking from them, you can restore health without receiving any dose of radiation. Enjoy.

One of the following doors will not open just like that, you need to sit at the nearby terminal (computer), and open the door through it:

To do this, in the menu on the terminal, select "Open the evacuation tunnel" and press Enter. By the way, there will be a 10mm pistol nearby, don't forget to take it.

Then we lower our gaze down and see the “Pip-boy” on the floor, dress it, then, with the Pip-boy put on, we activate the rack.

The hatch will open, we pass to the lifting rack, wait until it goes down and the doors open, we stand on it and rise.

Vault 111 behind, in front of us fully open Fallout world 4. From now on, you can do whatever you want. But as part of this walkthrough, we will, of course, focus on the walkthrough of the main plot.

Now we need to return to our house, and find the Codsworth robot there.

Useful information: inspect the houses you meet, you will find many useful items in them. In Fallout 4, even garbage is useful it is easily recycled into resources, which cannot be abundant.

200 years have passed, and he still tries to look after the house and cuts the bushes:

We talk with him, then the robot will offer to check the surroundings and see if there is his missing son. We agree, then he will go into a couple of houses and kill a few cockroaches there.

After that we speak with him again - he will say that his son is nowhere to be found (cap), and will give us the next tip for the task - Concorde. Let's go there.

Important, along the way you will meet such a building:

Be sure to check it out inside there is a workshop and a weapon workbench extremely useful things that you will use all the time.

Near the same house you will meet a dog who will gladly join you and keep you company in all subsequent adventures.

The final goal of the assignment is the museum. Next to him there will be several raiders who will need to be killed. As soon as you approach the building the "Time Is Running Out" quest will end and a new one will immediately begin.

call of freedom

Note: You can skip this quest and go directly to the next one.

We need to go to the museum, but before doing this, do not forget to pick up the laser musket, which lies right there, at the entrance.

Inside you will find several more raiders, and intricate transitions. We explore it until we find this room there, with several civilians:

We're talking Preston Garvey. He will tell you that they are constantly attacked by gangs of raiders, but they have one idea how to fight them off find nuclear block, activate power armor, which is located on the roof of the same house, and kill the raiders.

As it is not difficult to guess all this needs to be done by us. We agree.

In the same building we find such a passage on the first floor:

To the left of the door, there will be 6 hairpins on the table take them and break open the lock. How to do this, read on the Hacking page.

And we take the nuclear block.

Our next goal is in a place where it is not so easy to get to. Here is the door we need to enter:

But you can't go up the stairs. Standing at the same point where the screenshot was taken, turn the camera to the right:

There will be boxes right in front of you. And above these boxes there is a hole in the ceiling. Get on them, and jump to the floor above. It may not work on the first try, but after jumping for a couple of minutes it will work.

Entering the door indicated by the cursor, we will find ourselves on the roof, and right in front of us will be power armor. Press [E] the character will install the nuclear unit and "enter" the power armor.

Then you need to take a minigun (right there, nearby, in a helicopter), after which you can safely jump off the roof (it's safe in power armor), and we begin to exterminate the raiders, who by this moment will run decently.

Having killed most of them, we will see how a hefty monster similar to a dinosaur will crawl out of the ground nearby:

This is the Death Claw. It will be difficult to deal with him head-on, try to shoot him from afar while he is distracted by the remaining raiders.

After the Deathclaw and all the raiders are killed back to Preston Garvey. He will thank you and ask if we want to go with them to Sanctuary we agree. Sanctuary is the place of our home.

At the same moment, the grandmother nearby will say that she had visions about our son, and she believes that he is in Diamond City. After this conversation, you will immediately begin a new task: "The Pearl of the Commonwealth".

But before moving on to a new task, let's finish with the current one. To do this, you need to follow Preston Garvey until he, along with his “squad”, reaches the Sanctuary.

We return to our house, which is now a home not only for us, but also for our new comrades.

We listen to thanks again and the task ends here. Before saying goodbye to Preston, Garvey will tell you that there are still settlements where people need help. We agree to help and get an additional task "The first step"

Note: Power Armor stays where you removed it. Therefore, it is best to shoot it near your home.

Commonwealth Gem

Note: This task can be obtained either through a conversation with Mother Murphy, or simply by visiting Diamond City.

Now we need to go to Diamond City, which is a huge distance get ready for a long journey.

Diamond City is located here:

At the entrance, we observe the situation, as one of the residents of the city, Piper, is not allowed into the city.

Just wait a bit after she says everything she thinks about such a "protection of the city", she will talk to us and offer to play along that you are a merchant with a lot of goods.

The gate will open, and Piper and I will be able to enter. As soon as you enter the city, a new task will be added The Story of the Century. At the same time, the marker will disappear from the task “Pearl of the Commonwealth”, they say, look for information about Sean wherever you want.

What to do go to the quest log (button [J]) and activate the quest "The Story of the Century" (just click on it with the mouse). The marker will point to Piper's house look for it and go in.

Once in her house, the girl Nat will immediately speak to us. She will begin to talk about a certain institution that kidnaps people, and then ask what we are doing here. We answer directly we are looking for a son. She will answer that they are not looking for anyone here. We say that this is important (or something like that, the answer will be highlighted in yellow), and she will say that there is one detective who can help.

Here we have a new lead on the main task. We go into the journal and turn off the task "The Plot of the Century" from the active ones so that it does not distract.

Now, the task marker points to the detective's house - let's go there.

In the house we talk with Ellie Perkins, she will say that the detective agency is closed, we say again that this is very important for us (it will be highlighted in yellow), after which she apologizes and explains the situation the detective is gone. We say we'll help find him.

This completes the "Jewel of the Commonwealth" quest, and a new one begins "Valentine's Day"

valentines day

We go in search of a detective. To do this, we leave the city and run in the direction of the sign, on the spot we will see the following entrance:

We go inside. Inside, you will have to kill a lot of gangsters and run a lot.

In this place we jump down, carefully:

We explore the location until we meet a prisoner this is the detective:

A little to the right of the door there will be a terminal. To open the door, you will need to hack it, read more about how to do this on the hacking terminals page. It should be added that hacking terminals is the most difficult part of the gameplay for most players. Therefore, immediately tune in to 5 or more minutes of picking the terminal, and a long search of attempts.

After a successful hack, a menu will appear through which we open the door and talk to the detective.

And the detective turned out to be a robot...

Now you need to get out. Just follow the detective and kill the gangsters that get in your way.

The output will be an episode with the leader of the gang and his girlfriend:

During the dialogue, I told Darla that she would go home - to which she agreed and leaves. Skinny Malone gets mad but gives us 10 seconds to get out. You can leave, or you can kill him.

After we go to the surface, the detective will ask why we risked for him we talk about the search for our son. He will offer to meet in his office.

This ends the "Valentine's Day" quest, and the new "Revelation" begins.

Revelation

We return to Diamond City, and go to the detective agency.

Valentine will offer to sit down and tell us everything related to the loss of his son. We sit down and talk.

Most importantly, don't forget to mention that the kidnapper appeared to be bald and had a scar across his left eye Valentine's description would immediately say that it was most likely Kellogg. And he just had a house in Diamond City. We go there (just follow Valentine).

Having reached his house, it turns out that the lock is of a very difficult level, and it will not work to break it (unless you are a hack master). You need a key, and you can only get it from the mayor of the city. Let's go to him.

Having reached the measure (you will need to take the elevator), there will be several options to get the key, and if the measure cannot be persuaded in any way, we go to his secretary and try through her. I managed to bribe the secretary for 250 coins.

After a successful bribe, she will say that she was just about to leave the key on the table.

We go to her table and take the key.

We return to the house, open the door, and explore it. You need to find a secret room, and a device that opens it. The button is under the table:

We go into the secret room and take cigars from the table:

Then, talking to Valentine, he will offer to let the dog take the trail. We leave the house, the task will be completed, and Valentine will leave us at this moment.

And immediately a new Reunion begins.

reunion

We give the dog a sniff of cigarettes (just talk to her). Get ready for a long dog run.

Having reached a small lake, she will stop:

You need to take a cigarette from a chair next to it, and give it a sniff it will pick up the trail again. We follow her.

Then there will be a third place where she will stop:

Pay attention to the bloody rag nearby take it again and give the dog a sniff, it will continue to run.

The next place where it will stop, and it again needs to be given a new "goal":

There is a passage on the left side, and there will be a bed in the right corner (highlighted as "Evidence. Inspect"), inspect it, after which the dog will continue on his way.

Stop again:

There will be a cigar on the steel suitcase take it and give the dog a sniff again. She will continue on her way.

Then there will be the fifth, the last place before the final goal. There will be a sign on the fence - inspect it:

And after all this endless running around, she brings us to Fort Hagen. It was here that the nit that killed our spouse settled down. The nit is buried very deep, and in order to get to it, you will need to sweat.

There are two entrances to Fort Hagen one from the roof, the other from the basement. To enter the basement, from the main entrance go around the building to the left, if you want to climb through the roof from the main entrance go around the building to the right there will be a ladder to the roof.

Since there are turrets on the roof, and I really don’t like it when someone shoots at me from above, I chose the option of entering through the roof. Of course, you have to kill all the turrets.

This is what the entrance looks like:

Inside you have to kill a few bunch of synths and turrets. Long and hard cleaning the building. There are so many loot there that I went outside several times and ran to the house to throw things off.

When you are already at the bottom level, here in this place:

Be sure to go into the passage on the right (the one with a red glow), there in the corner, next to the corpse, in the red box will be the password to the terminal.

Well, we have reached our goal:

Before killing him talk to him. He will say that his son is at the Institute. He won’t say any more interesting information, and you can kill him (unfortunately, there are no particularly cruel ways of killing in the game, you will have to kill “in a simple way”, although, of course, he deserved a long and painful death).

We kill him (be prepared for the fact that he knows how to disappear), after which we remove the next password from the corpse, and sit down at the terminal nearby. Automatically get access to it and find out Additional information about the son (however, the same thing that Kellogg told us).

Through the same terminal, we open the door nearby in order to get out faster, and return to Valentine, tell him everything that happened, and this will complete the task.

By the way, when you go to the surface from Fort Hagen a huge ship will fly in the sky, and the additional task "Wake Up" will begin.

Long road

To activate the quest, you need to make the MacCready character your partner. He can be found in the Third Rail Bar. When McCready starts to trust you, in one of the conversations he will ask for help.

First of all, you will have to look at the Mass Pike station and deal with the inhabitants there, namely Barnes and Winlock. The station itself is located at a road junction, which can only be reached with the help of a lift.

The second stage of the task will open later, when your relationship with McCready reaches 750. After that, the partner will ask you to find a cure for his son. Now you must go to Med-Tek Research and go up to the very last floor.

There is a password-protected terminal that only McCready can open. Then, when the alarm mode in the laboratory turns off, go downstairs and go into the airlock. Inside the room you will find the cure.

Finally, to complete the quest, the relationship with McCready must be raised to 1000. Then the partner will teach you a new skill, "Mortal Shot".

Beneficial Intervention

An additional task, which you can take from your partner Kate. When you befriend Kate, talk to her to activate the quest.

Since you treated Kate well and became her true friend, she decided to reveal her secret to you. Alas, this pretty girl, right behind your back, daily takes the drug Psycho.

She wants to get rid of her addiction, and only you can help her. Kate will tell you about Vault 95, where, according to rumors, experiments were carried out on drug addicts. There, with the help of a certain machine, the organisms of addicts were completely cleansed of this rubbish.

Upon arrival, get ready to fight with the shooters, assault gun and the legendary raider. Enter the Vault and use the elevator. In the opened room, further progress along the corridor is blocked by laser traps, which can be bypassed through the terminal, which is behind the door on the right.

The further path is linear, up to the terminal of the detoxification department. Behind the door is the very rehabilitation center you need.

After that, Kate will tell you about her doubts, but if you convince her, she will agree to sit in the cleaning chair. After the procedure, talk to Kate again and the quest will end.

Unpredictable behavior

To get started, you must make Curie the robot your partner by completing the "Cookie" task. When you complete the Human Factor quest (you need to save Amelia Stockton) or simply increase your relationship with Curie, she will turn to you with a request.

Curie does not know anyone like her, she has never met the same robotic scientists. For these reasons, she wants to transfer her personality into a synthetic body.

First things first, you must complete another quest from the main storyline- Dangerous Thoughts. Once all conditions are met, talk to Dr. Amari about the possibility of transferring what is in the house of memories.

In a day, Amari will get the body. By talking to a member railway”, you will find out that the android G5 previously owned this body, which later, due to the erasure of memory, became a “vegetable”.

When you end the conversation, the transfer procedure will begin. Keep in mind that all of the "old" Curie's belongings will not be automatically transferred to her "new" body. All items will be placed in a box nearby.

It is high time

Can be obtained after completing the Dangerous Thoughts quest. Nick Valentine's personal assignment. When Nick begins to treat you well, he will decide to reveal his secret to you.

Earlier, when Valentine was not yet a synth, a police officer with the same name lived in his body. At one time, he voluntarily scanned his brain, thanks to which Nik-Sint learned about his past.

The problem is that the wife of the then Nick was killed by the bandits of a certain Eddie Winter. And since Winter himself still lives as a ghoul, you must take revenge on him. Go to the hideout of the thug and punish the killer.

The difficulty of passing the mission is to find the password of the shelter. The savvy Winter divided the ten-digit code, writing each digit on a separate holotape. You will have to find each of them.

- You will get the number 1 at the BCOANTOLO office.

- The number 9 will be given to you by Nick.

- Number 5 is located at the Malden Police Department (PD).

- Number 3 in the Quincy PD.

- Number 7 at the Natick Police Department.

- Number 2 in the Nahant Sheriff's office.

- Number 8 in East Boston P.D.

- Number 4 in South Boston P.D.

- Number 0 in Police station number 8.

- Number 6 on the Coast Guard Pier.

With a false betrayal

The quest is triggered after completing the "Prime Acquired" quest. Go to Maxon and report back. The elder will claim that your fellow paladin Dance is actually a synth, as new data from the Institute suggests. The paladin apparently learned of his exposure and soon fled. You are instructed to find and kill him.

First of all, visit the scientist Quilan and ask about Danse. During the conversation, Haylin will come up to you and say that all the accusations about the paladin are actually a mistake, and in general, it's you who are traitors. Quilan will threaten her with a tribunal and demand to tell everything about Danse. After receiving the information, go to the point.

Inside the underground complex where Dans is hiding, you will fight robots and turrets. At the end of the level, Dans will finally show up and want to talk to you. He will confirm the elder's statement and ask you to kill him. Take the tokens from the corpse and return to Maxson.

Share: