Walkthrough of the game fallout 4 quests. Main quests

Subscribe
Join the “koon.ru” community!
In contact with:

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

20. Move over, Dogmeat

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

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

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

19. Delicacies for the rich

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

18. Best friend Survivor

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

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

17. What happened to the Vault-Tec representative?

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

16. Someone was looking for a Survivor

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

15. Sole Survivor isn't really the only one

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

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

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

13. Propaganda

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

12. What is McCready hiding?

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

11. The family that has been fighting for 400 years

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

10. Don't trust communists!

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

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

9. Their mission failed

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

8. Help him come to terms with his past.

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

7. Billionaires Club

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

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

6. A journey of a lifetime

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

5. War never changes

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

4. Vault-Tec Experiments

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

3. Vault 81

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

2. Two hundred years under water

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

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

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

1. The story of the twins

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

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

Before you move on, read these two extremely useful tips:

1. By default, subtitles are disabled in the game. Considering that there is no Russian voice acting without subtitles you can’t understand anything. Therefore, as soon as you start playing press ESC, then go to “Settings” then to “Video” and enable 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 complete, or some episode you can reduce the difficulty (Menu -> Settings -> Game).

Time is running out

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

After we have decided on the appearance, press Enter and confirm the choice. Next there will be some time to walk around the house. There will be 3 small scenes in the house:

  • Cry baby robot Codsworth will say that he will calm the child down
  • The doorbell rings a Vault-Tec representative will come in and ask you to fill out a registration form. In the questionnaire you will need to indicate the name and distribute the characteristics.
  • The baby's second cry this time the robot will say that he wants to see his father we go to the nursery and play with the baby.

Only after these three events are completed will the final television message begin about the start of nuclear bombing. If one of the events does not happen, for example, you do not open the door when the Vault-Tec representative arrives, then the following events will not happen. You can sit on the couch and watch TV for hours.

It's funny, isn't it, the start of a nuclear war depends on when we tear our butts off the sofa 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 completing all 3 scenes, the television will report nuclear explosions, after which the siren will begin to wail. We leave the house and follow the direction of people’s movement:

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

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

We are frozen (without warning about this), then we watch the scene as 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 leaving the shelter, you can open Nora's freezer use the control panel on the right.

By clicking on her body (key “E”), the character makes a promise:

Will it work? Time will tell.

We begin to get out of the shelter. Where you need to go is indicated on the compass below, as well as the right doors are highlighted with a square icon.

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

Useful information: the shelter has taps with clean water. By drinking from them you can restore your health without receiving any dose of radiation. Use it.

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

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

Then we look down and see a “Pip-Boy” on the floor, put it on, then, with the Pip-Boy on, activate the stand.

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

Vault 111 is behind us, in front of us completely open world Fallout 4. From now on you can do whatever you want. But within this walkthrough, we will, of course, focus on completing the main story.

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

Useful information: look around 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, of which there are never too many.

200 years have passed, and he still tries to take care of the house and trims the bushes:

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

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

It’s important that along the way you will come across this building:

Be sure to look into it inside there is a workshop and a weapons workbench extremely useful things that you will use constantly.

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

The final goal of the task is the museum. There will be several raiders next to him that will need to be killed. As soon as you approach building , the task “Time is Running Out” will end, and a new one will immediately begin.

Call of freedom

Note: You can skip this task and go straight to the next one.

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

Several more raiders and confusing passages await you inside. We explore it until we find this room there, with several civilians:

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

As it is not difficult to guess, we need to do all this. We agree.

In the same building we find the following passage on the first floor:

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

And we take the nuclear block.

Our next goal is in a place that is not so easy to get to. Here is the door we need to go through:

But you can't go up there by 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. Stand 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.

Having entered the door indicated by the cursor, we will find ourselves on the roof, and power armor will stand right in front of us. Press [E] the character will install a nuclear unit and “enter” the power armor.

Then you need to take a minigun (right there, nearby, in the helicopter), after which you can calmly jump from the roof (it’s safe in power armor), and we begin to exterminate the raiders, of whom by this moment there will be a decent number of them.

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

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

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

At this point, 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: “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 Sanctuary.

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

We listen again to the thanks and the task ends here. Before Preston says goodbye, Garvey will tell you that there are still settlements where people need help. We agree to help and receive the additional task “The First Step”

Note: Power armor remains where you removed it. Therefore, it is best to film it near your home.

Pearl of the Commonwealth

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 great distance away get ready for a long journey.

Diamond City is located here:

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

Just wait a little after she expresses everything she thinks about such “defense of the city”, she will talk to us and offer to play along that you are a merchant, with a large amount of goods.

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

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

Once in her house, the girl Nat will immediately speak to us. She will talk about a certain institute that kidnaps people, and then ask what we are doing here. We answer directly: we are looking for our 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 magazine and turn off the “Plot of the Century” task from the active ones so as not to 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 again say that this is very important for us (will be highlighted in yellow), after which she apologizes and explains the situation the detective has disappeared. We say that we will help him find him.

This concludes the mission “Pearl of the Commonwealth”, and a new one begins “Valentine’s Day”

Valentine's 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:

Let's go inside. Inside you will have to kill a lot of gangsters and run a lot.

At this point we jump down, carefully:

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

There will be a terminal just to the right of the door. To open the door you will need to hack it, read more about how to do this on the terminal hacking page. It is worth adding that hacking terminals is the most difficult part of the gameplay for most players. Therefore, immediately tune in to 5 or more minutes of fiddling with the terminal, and a long search of attempts.

After successful hacking, 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 we need to get out. Just follow the detective and kill the gangsters who get in your way.

At the end there will be an episode with the gang leader and his girlfriend:

During the dialogue, I told Darla that she should go home - to which she agreed and left. Goon Malone is angry, 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 it for him we talk about the search for our son. He will offer to meet in his office.

This concludes the “Valentine’s Day” task, 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 connected with the disappearance of his son. We sit down and talk.

Most importantly, do not forget to mention that the kidnapper was bald and had a scar across his left eye; based on the description, Valentine will immediately say that it is most likely Kellogg. And he just had a house in Diamond City. Let's go there (just follow Valentine).

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

Having reached the mer (you will need to take the elevator), there will be several options to get the key, and if the mer 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 forget the key on the table.

We go to her desk 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 located under the table:

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

Then, we talk 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 point.

And immediately a new Reunion begins.

Reunion

Let the dog smell cigarettes (just talk to it). Get ready for a long run after the dog.

Having reached a small lake, she stops:

You need to take a cigarette from the chair next to it and let it smell - it will pick up the trail again. Let's follow her.

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

Pay attention to the bloody rag nearby take it again and let the dog smell it, it will continue to run.

The next place she stops, and again she needs to be given a new “goal”:

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

Stops again:

There will be a cigar on the steel suitcase; take it and let the dog smell it again. She will continue on her way.

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

And after all this endless running, she leads us to Fort Hagen. It was here that the nit settled, killing our spouse. 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 and the other from the basement. To enter the basement, go around the building to the left from the central entrance; if you want to climb through the roof, go around the building to the right from the central entrance; there will be a staircase 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 will have to kill all the turrets.

This is what the entrance to the roof looks like:

Inside you will have to kill several heaps of synths and turrets. We spend a long time clearing the building. There was so much loot there that I went outside several times and ran to the house to throw things away.

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

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

Well, we've reached our goal:

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

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

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

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

At the Mayor of Boston's hideout

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

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

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

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

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

At shelter 75

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

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

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

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

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

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

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

At refuge 81

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

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

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

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

Zakutok

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

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

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

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

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

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

Addiction

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

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

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

Implementation

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

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

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

The goal is set

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

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

Unexpected success

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

On the way to the Complex

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

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

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

Inside the Complex

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

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

Death to the synths

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

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

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

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

Fallout 4 - mods

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

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

Return

×
Join the “koon.ru” community!
In contact with:
I am already subscribed to the community “koon.ru”