Fallout 4 how to free chalk from prison. Ordinary tasks. Quests in Diamond City

Read about variations in the passage of one of the most interesting side missions Fallout 4. Find out about errors when completing tasks and complete the Excavation quest to the end.

Fallout 4: Excavation quest, walkthrough

Quests for players in Fallout 4 are sometimes structured in the most unpredictable ways. Some of them go sequentially, and chronologically follow one from the other. Others, on the contrary, can be performed chaotically and are generally optional. The Fallout 4 Excavation quest begins in the basement of the house of a ghoul named Bobby, and consists of several tasks.

In order to begin the Excavation mission in Fallout 4, you need to agree to help Bobby participate in it. After receiving the first task, we go to the basement and meet two workers there who are running in fear from the swampers. We kill the creatures and go to Bobby, who makes the next meeting in Diamond City.

Quests in Diamond City

In the city, the Excavation quest in Fallout 4 begins with a meeting with Bobbi, sitting with her face covered with a mask. She tells the story of the untold treasures stored under the mayor's office and offers to rob the vault. But to do this, you must first free her man named Mel, who is in prison.

In prison, it is best to use charisma in a conversation with the guard, then he will release Mel from behind bars without any problems. Further in Fallout 4 Excavations you will need to hire him for work. He doesn't really trust Bobbi, but he has no doubt that she always pays good fees, so he agrees to join the team. After recruitment, he goes to Bobby’s house and continues the Fallout 4 Excavation mission - we go down into the tunnel.

Shootouts in the tunnel

In the basement we meet Noseless Bobby and Mel, who came with the robot Sonya, modified for excavations. The robot demolishes the wall in the tunnel, opening up additional passages. They are inhabited by swampers, with whom you will have to fight. While the team destroys the armored creatures, Sonya demolishes the walls, and after the destruction of one of them, the heroes find themselves on an underground platform. Here they are met by wild ghouls, and a battle ensues again. After numerous firefights and destroyed ceilings, the team reaches the wall leading to the vault and breaks it, and then ends up in the vault itself. But it turns out that this is not the Diamond City warehouse, but the warehouse of Hancock, the mayor of Goodneighbor.

Further development of the plot can be done in two ways, depending on whether to betray Bobby or not in the Fallout 4 Excavation quest. If you take Bobby's side, you will have to kill Hancock's people, led by Fahrenheit, and take the incinerator from her. If you agree to work with Hancock, you can persuade Noseless Bobby to leave the warehouse, but to do this you need to have a high level of Charisma. You can kill the employer, then Hancock will want to become the main character's partner. In case of betrayal, you will not be able to receive a reward from Bobby, while when clearing out the warehouse you can find a lot of useful things and 200 caps in addition.

Mission bugs

When completing the Excavation mission in Fallout 4, you may experience problems with demolishing walls. Often in Fallout 4 Excavation there is a bug with the last wall that does not want to collapse. To solve the problem, you need to talk with Mel and re-send Sonya on the mission. Another Fallout 4 bug in the Excavation mission is the absence of Bobby at the meeting point. To correct the error, you need to use the console and enter the command to move the character to the player movetoplayer 0002768a.

Read about variations in completing one of the most interesting side missions in Fallout 4. Find out about errors when completing tasks and complete the Excavation quest to the end.

Fallout 4: Excavation quest, walkthrough

Quests for players in Fallout 4 are sometimes structured in the most unpredictable ways. Some of them go sequentially, and chronologically follow one from the other. Others, on the contrary, can be performed chaotically and are generally optional. The Fallout 4 Excavation quest begins in the basement of the house of a ghoul named Bobby, and consists of several tasks.

In order to begin the Excavation mission in Fallout 4, you need to agree to help Bobby participate in it. After receiving the first task, we go to the basement and meet two workers there who are running in fear from the swampers. We kill the creatures and go to Bobby, who makes the next meeting in Diamond City.

Quests in Diamond City

In the city, the Excavation quest in Fallout 4 begins with a meeting with Bobbi, sitting with her face covered with a mask. She tells the story of the untold treasures stored under the mayor's office and offers to rob the vault. But to do this, you must first free her man named Mel, who is in prison.

In prison, it is best to use charisma in a conversation with the guard, then he will release Mel from behind bars without any problems. Further in Fallout 4 Excavations you will need to hire him for work. He doesn't really trust Bobbi, but he has no doubt that she always pays good fees, so he agrees to join the team. After recruitment, he goes to Bobby’s house and continues the Fallout 4 Excavation mission - we go down into the tunnel.

Shootouts in the tunnel

In the basement we meet Noseless Bobby and Mel, who came with the robot Sonya, modified for excavations. The robot demolishes the wall in the tunnel, opening up additional passages. They are inhabited by swampers, with whom you will have to fight. While the team destroys the armored creatures, Sonya demolishes the walls, and after the destruction of one of them, the heroes find themselves on an underground platform. Here they are met by wild ghouls, and a battle ensues again. After numerous firefights and destroyed ceilings, the team reaches the wall leading to the vault and breaks it, and then ends up in the vault itself. But it turns out that this is not the Diamond City warehouse, but the warehouse of Hancock, the mayor of Goodneighbor.

Further development of the plot can be done in two ways, depending on whether to betray Bobby or not in the Fallout 4 Excavation quest. If you take Bobby's side, you will have to kill Hancock's people, led by Fahrenheit, and take the incinerator from her. If you agree to work with Hancock, you can persuade Noseless Bobby to leave the warehouse, but to do this you need to have a high level of Charisma. You can kill the employer, then Hancock will want to become the main character's partner. In case of betrayal, you will not be able to receive a reward from Bobby, while when clearing out the warehouse you can find a lot of useful things and 200 caps in addition.

Mission bugs

When completing the Excavation mission in Fallout 4, you may experience problems with demolishing walls. Often in Fallout 4 Excavation there is a bug with the last wall that does not want to collapse. To solve the problem, you need to talk with Mel and re-send Sonya on the mission. Another Fallout 4 bug in the Excavation mission is the absence of Bobby at the meeting point. To correct the error, you need to use the console and enter the command to move the character to the player movetoplayer 0002768a.

Quest Excavations in Fallout 4: walkthrough of the mission with video | Head to Goodneighbor and look for a couple of blocked ones in the southeast storage facilities. Behind them there is an alley with a metal door at the end.

Here you can meet Bobby. This is a woman, Gul, who needs help with tunnel work. Agree to help her. Follow to the basement of the excavation area and join. Kill the swampmen. And as soon as you're done, Bobby will appear. Now head to Diamond City. You will see Bobby at the market. Talk to her and find out that she wants to commit a robbery. You must help her escape from prison. The target is Mel. Go to the security office and talk to Mel. After this, you will have several options to free it.

Release from prison

You can hack the terminal and launch Protectron, who will deal with the guards, and you can free Mel. In addition, the guards can simply be bribed (300 caps will be enough). You can also try to act secretly and steal the camera key from the guard. Another key is in the desk located in the office. If you have a high enough level of charisma, then the guard can be convinced using politeness or threat.

When Mel is free, then return to the excavations in Good Neighborhood. Here you will meet Sonya. From here you will need to go through several dangerous tunnels. In each room you need to check the stone wall to find a fragile spot and ask Sonya to make a hole. Be prepared to encounter a lot of bogworts. Eventually you will end up in the old metro. There will be several wild ghouls in the room. Kill them, find more fragile walls and destroy them to get to new areas. Continue until you reach a solid wall. Find a side passage to the east. Here you will find Power armor and three cores (one of them inside the armor).

If someone has not yet been to the game, or has not followed the news, then you are probably not aware that the world is much more more peace games, respectively, additional tasks, interesting locations, secrets, etc. - a lot more!

Naturally, not all tasks can be completed easily and quickly. Some require you to show “savvy”, and some require skill in using a weapon. This is why couples have problems getting through. Sometimes bugs arise, sometimes you meet too strong an opponent, and sometimes you don’t even know what to do or where to go!

Our walkthrough of the game's additional tasks is based on personal experience, so we will try to tell you about all the available rewards, about every secret and nuance of the task. Therefore, with us you will find the most detailed walkthrough games, which not only won’t let you down, but will help you complete the game 100%!

Completing Wasteland quests

Express delivery

The task is taken to a settlement called “Bunker Hill” from a certain Edward (there is also a possibility that the task is taken in other places where Edward also finds you). Edward is a smart ghoul and it is he who will offer you this job. Of course, you are not familiar with this strange ghoul, but he has already heard quite a lot about you. Since he is looking only for strong guys, the task will not be easy and he may have to fight with someone. By the way, you can demand a reward even before he offers the job itself, and says what the work is (this is how you show some kind of professionalism, supposedly it doesn’t matter what the business is, the main thing is money). And you can claim a reward only if your eloquence has been upgraded. In any case, Edward will say that you will work for him, but still, first, his Boss, Jack Cabot, must look at you and evaluate you. In the end, Edward gives you a tip on where you need to go to get this job. The Cabot home is located in the Beacon Hill neighborhood. After talking with Edward, you will receive a main task and a subtask for it: main task - , subtask - .

When you reach the indicated house, go to the intercom and activate it. When you have a response box, choose the line: “Jack Cabot.” After this you will be able to go inside. Inside you will meet Edward again, and he will tell you to follow him - follow his orders. Soon you meet Jack himself, who is either a scientist or a historian - it is not clear. In any case, soon in the process of talking with him, you receive a subtask: . Although the whole dialogue with Jack is a little strange - this is also part of the task. So, to the north of the city, Jack has a complex and somewhere along the way to it, a very important cargo has gone missing, which you have to find. The best place to start your search is near a psychiatric hospital called Parsons. Edward claims that this is their building, so you don't have to be scared of this place. They think that their courier was completely attacked, because when he left the hospital, the guards heard some shots, but it is not yet known exactly what happened. By the way, at the hospital, talk to Maria, the head of security at the psychiatric hospital. Your new subtask: . Go to a mental hospital.

Once you reach the mental hospital, talk to Maria at the entrance. Tell her that Edward Deegan sent you to her about the missing cargo. Maria will introduce you to very valuable information. It turns out that she apparently knows who killed Ben (the courier). The killers fled to Parsons Creamery, just north of the mental hospital. So you will get a subtask: . In addition, Maria will tell you that these are probably raiders, but it’s strange that they are still roaming around the area. Either way, head to the creamery. You'll come across mercenaries in the backyard of the mental hospital, so be prepared for a fight.

As soon as you kill all the raiders at the Parsons Creamery and take away a certain “Mysterious Serum”, you will have a new subtask: . Now you can return back to your employer, since the serum is the package. Upon arrival, you will hear Jack arguing with his mother about his sister. Edward will quietly ask you if you found what you were told. If you have a high level of eloquence, then when it comes to the serum, you can lie and say that nothing was found or that it no longer exists. But keep in mind that if you do not return the serum, you will not receive a bonus, although it is not that big - 50 caps + 100 caps for the task.

Emogen and her lover

The task is taken immediately upon completion of the task: “Urgent Delivery”. Everything from the same Edward. And how exactly the previous task is taken, you can see above. In any case, your first subtask for this quest: . Follow Edward. During the conversation, you will be introduced to Emogene, Jack's sister, although not personally. In general, from time to time a girl runs away from home with another lover and then Edward instructs someone to return the girl back to the “family nest.”

So, according to the assignment: Edward knows where the girl spends most of her time, this place will be the town of Good Neighbor, or rather the jazz club “Third Rail”, which is located there. So you get a main subtask and an additional one: main - , additional - . In addition, if the girl doesn’t want to go home, then you won’t be able to hit her on the head, so you’ll have to come to an agreement with her somehow, keep this in mind.

Head to Goodneighbor. Find the Third Rail and go inside. At the bar you need to talk to Magnolia, since only she knows anything about Emogen. If you caught Magnolia singing, then you'll have to wait. By the way, it will be possible to obtain information from her only thanks to her pumped-up eloquence and there is no other way at all (or watch our walkthrough and find out the girl’s location). There will be three remarks, and the success of each will depend only on eloquence.

In any case, Magnolia will tell you that the preacher always came to their bar. Of course, no one listened to him, but somehow he managed to hook Emogen. Magnolia thinks it's all about his appearance. At what point will the singer call a certain Ham, who will ask where Brother Thomas (the same preacher) went. From Hank you learn that the preacher lives in the Back Bay, where, in general, he called people for some kind of “salvation.” During the conversation, Hank will also give you the Pillars of Community leaflet that the preacher was handing out in this bar.

The desired location is located in the northwest of Good Neighborhood. By the way, this is near the HalluciGen corporation. The right place will be the Charles View Theater. Upon arrival, you will come across missionaries, but you should not rush at them immediately; first, talk to Brother Thomas. It won’t be so simple with this guy, because he will say that Emogen is not well now and that’s why she doesn’t accept anyone, but all this is somehow strange, since it all looks more like captivity. You have a choice because there are two threatening lines: "Intimidate" and "Family Friend." And one remark with bribery: “Offer 500 caps.”

But keep in mind that any remark requires pumped-up eloquence, but you can also go on the warpath, killing all the missionaries. It's up to you to choose. If you managed to solve everything peacefully, follow Thomas; if you decided everything by shooting, search Thomas’s corpse and free the girl yourself.

As soon as you enter the room, you will see a gray-haired girl - this is Emogen. It turns out that the serum that the raiders stole slows down aging. The girl started taking it at the age of 32, so this is the secret of the serum and everything connected with it (you can extract this from your employers, but only if your eloquence is pumped up). In any case, upon finding Emogen, the subtask is updated to: . Return back to Edward at the Cabot house. Upon arriving back at the house, you will hear Jack screaming on the radio.

From Jack you learn that Edward is trapped. To the old one mental asylum"Parsons" (which you have already been to), was attacked by raiders. And this is strange, because before the guards not only easily repelled the attacks of the raiders, but there was no such activity from the enemy. In any case, tell them that you found Emogen and the task will be completed + you will receive caps and experience. Besides, this is how your new task begins: .

The Mystery of the Cabot House

You receive the task after completing the task: . Upon arriving back at the Cabot home, you learn that the Cabot research base has been attacked. The research base is still the same psychiatric hospital. So you will receive the task: . Your first subtask: .

By the way, in the process of discussing the task and the problems that arose at that moment, you can convince Jack to talk about the serum. He will tell you that the essence of the serum is that it slows down the aging process. Jack and his family have lived for over 400 years thanks to this vaccine! But this serum also has a side effect. The point is that if the serum is not diluted (and the raiders, apparently, did not do this), it increases protection and strength, and many times over.

The source of the serum is Jack's father, Lorenzo. Moreover, the whole point is in his blood, which changed when Lorenzo a long time ago found an unknown artifact in excavations that were carried out in Arabia. While the artifact is with him, he becomes increasingly insane. At one point, the time came to lock him in a cell located in a psychiatric hospital. After the conversation, you can go to Parsons.

Advice: Before you go to Parsons Psychiatric Hospital, I recommend being well prepared. For example, throw off or sell things. Buy several antiradin agents and other medicines. In addition, it is also better to prepare your companion for battle (unless, of course, it is a dog). Difficulties may arise in the future, so it is better to be prepared.

Find Jack near the hospital. This will give you a new subtask: . Go inside the former mental hospital. Inside, you will soon encounter raiders, and the further road to the office will have to be cleared. On the second floor you will meet a legendary raider, who, when shot, will begin a mutation (health will be restored). But there shouldn't be any difficulties with it. If they do appear, then take a powerful weapon, run up to it and shoot point-blank, preferably in the head (don’t forget about the “V.A.T.S.” mode).

Eventually, you will reach the desired office. There you come across a wounded Edward, who will tell you that the raiders managed to get inside. In the office you can find out something more about this whole situation. From Jack you can learn that Lorenzo not only can live a long time and has great damage with great protection, but because of the artifact he can move over a distance, so he must be stopped. So you get a new subtask: . Follow Jack further. As usual, you can only get to the doors with a fight.

As soon as you reach the new room, continue to follow Jack and destroy all enemies along the way. There will be a lot of raiders. Soon you reach a service elevator, which will take you even lower. When you find yourself in the laboratory, you will come across raiders who want to turn off the field to free Lorenzo. Jack asks you to stop them as quickly as possible. So you get a subtask: .

The first thing you need to keep in mind is that there will be a Lefty inside. This is something like a Boss and he will be unusually dangerous. But first of all, you need to kill ordinary enemies, and here you will need a boffout for quick clearing, if, of course, you have difficulties. Against Lefty, it is better to take some powerful melee weapon. This could be either some kind of shotgun, or some kind of powerful bat or sword. You can also lure Lefty into the tunnel through which you got to the center, and shoot everyone there, simply moving back along the way. Once you kill the raiders, you will have a subtask: “Kill or free Lorenzo Cabot.”

If you release him, then Jack will run home and you will receive the subtask: . Lorenzo, upon returning home, will punish everyone for decades of imprisonment and after that, he will try to punish you too.

If you decide to kill him, then you will need to pull a couple of levers in this room. After Lorenzo dies, you have a subtask: . As a reward you will receive more than 500 caps. After talking with Jack, the task will be completed. In addition, Jack will finally say that now he can calmly study the artifact, so he asks you to visit him in a week.

Troubled waters

The task is taken in a place called "Greygarden". There, find Manager White and talk to her. During the conversation, at some point she will start talking about water. And soon ask you to help her in one matter. They get most of their water from the old station, which is located in Weston (south of Greygarden), but now there are problems with the water - it is spoiled. White asks you to visit this place and deal with the problems of the treatment plant. So you get this task and immediately the first subtask: .

Your destination: Weston Water Treatment Plant. By the way, don’t rush to go to the treatment plant, because well-armed super mutants are waiting for you there, who will have not only several hundred lead on you, but also a couple more missile charges. If you are too weak, poorly armed, or simply not very well pumped up, then it’s better to pump up first and only after that go to clean up and understand the problem of the treatment plant.

Advice: Keep in mind that super mutants can not only sit still and shoot at you from a secluded corner of the station, but also come running to maim you in hand-to-hand combat, which is even worse. So stay alert and move more!

By the way, you can try to remove enemies using stealth, but this can only be done if your stealth is well developed, since otherwise you will not be able to get close and take the enemies by surprise. And in general, to begin with, it is better to remove the super mutant with a rocket launcher, since it will be very “painful” for him to shoot at you.

Once you manage to clear the outside of the station, carefully inspect and search everything. There are a lot of useful things here that will come in handy more than once in the future. Either way, head inside this station.

It’s better to sit down inside immediately (or in advance). Crawling quietly inspect the premises, find enemies and, in the end, get to know this place. Inside you need to find the elevator and go down on it.

First panel

On the lower level you are immediately greeted by a turret, which can only be disabled using the terminal on the roof, or by breaking it. Two more turrets are located in the room on the ----right side (above and to the right). In any case, going forward, you get a new subtask: . It turns out that the water became disgusting because the treatment plant was flooded with waste, so we have to get rid of this waste. Go to the panel on the left and pull the lever (“Pump Control”). Some of the waste will be released after this, but that's not all, so go to the next lever.

Second panel

So, the station is not completely drained yet, so you will have to get to the second panel. Along the stairs, go to the doors on the left side and kill two swampmen along the way. Immediately near the second panel, a swamp will attack you and there will be a turret on top (keep in mind). Once you deal with the enemies, pull the lever. Another part of the waste will be released, so we move on.

Third panel

After you have dried another part of the room using the second panel, you will have to get to the third panel. Moreover, bogworts will again emerge from the drained places. Getting to the third point is not difficult, and it will be immediately in your sight, so you can immediately understand where exactly you need to go. After killing a couple of swampers and reaching the lever, pull it.

Fourth panel

When the third descent occurs, I recommend hiding somewhere, because on the drained walls there will be turrets, two of them, and they will immediately start firing at you. After destroying the turrets, go into the room ahead (it glows inside). Along the way, swampmen will unexpectedly emerge, so be prepared for such surprises.

By pulling the fourth lever, you finally get a new subtask: . The room is now completely drained, so head to the main pump. It's good that the pump is nearby. There, too, you just need to pull the lever. By pulling, you get a new subtask: . By the way, there will be a room nearby with an elevator inside, thanks to which you can quickly get out into the fresh air. In general, it's time to go back to White. As a reward you will receive a bunch of vegetables, fruits and 100 caps.

Pull the plug

You can take this task near a place called “Ticket Quarry”. On the territory of this place, near the trailers, you can find a normal guy (meaning not hostile and not a bastard). So, the name of the bearded man in the hat with earflaps is Sally Mathis and he asks you to help him in one matter. During the first conversation, you can try to ask him for money by clicking on the yellow line: “Ask for money.” In this case, he will tell you that he was going to give you 75 caps for your help, although after he says this, you can choose the line: “More money.” But also note that the replica has changed color a little - it has darkened. This means that the complexity of the conversation has increased, so it depends on your luck.

In general, the essence of his problem lies in the pump - it does not work. Although the pump at this station is not new for a long time, it should still start. It just seems like there is a leak somewhere in the connection. Sally asks you to patch this place up. This is how you get a task and the first subtask: main task - , subtask - . But not everything is so simple, since you learn about the difficulties in the task only after the words: “The leak must be under water. Look for air bubbles."

So, firstly, finding bubbles is not a problem. If you stand on some hill near the quarry, you will immediately be able to notice absolutely all the bubbles. Secondly, you will have to dive into the water, and this is dangerous due to radiation.

First valve

First of all, save, but unless, of course, you have upgraded the perk that allows you to be in the water without problems (meaning not receiving radiation, or the radiation is reduced). If you're pumped up, there won't be any difficulties. By going down into the water, you will receive a maximum of +4 RAD. And if everything goes well, then you have repaired one of the three pipes (you will just need to turn the valve in the water).

Second valve

You can find the second valve opposite the first - in the corner. This time you won't have to go down so deep. And also - if you are afraid of radiation, or received too much radiation during your first swim - get out to land. Heal up and dive back (or better yet, go to the key place and just jump into the water).

Third valve

This valve is already located opposite the second one - also in the corner. The landmark will be the stairs. And in general, if you just look at this radioactive pool, then, undoubtedly, you yourself will be able to notice all the places where there are bubbles.

In any case, in the end, you will be able to patch up these damn pipes. After a daring fix, your subtask is updated to: . Go back to the bearded man and report everything to him. The conversation will be short. You have a new subtask: . Sally asks you to press a button on the pump. The pump is nearby, and so is the button. After launch, the subtask changes back to: .

Now, pay attention! After starting, you will suddenly be attacked by soft-shelled mires (all because of the noise the pump makes). The enemies are very serious, so if you are not very well prepared, then I do not recommend pressing the button. In battle, try to shoot the monsters in the head, and not in the shell. To do this, you need them to be facing you. The same goes for the “V.A.T.S.” mode, since shooting at the shell is simply useless, try to shoot at the torso or head. After the battle, all you have to do is talk to Sally and receive your reward for the work done.

Your order is accepted

The task is taken at Trudy's diner (the location is called "Drumlin's Diner"). When you get to this place, at the entrance you will meet the dealer Wolfgang and his girlfriend. After talking with him, it turns out that Trudy owes a lot of money for the drugs that he sold her to her son and which he himself got him hooked on. Naturally, the guy's mother is not going to give money for this rubbish. There are two options for the development of events: a shootout or negotiations. If you have chosen the negotiation path, then you will have a subtask: .

During the conversation with Trudy, you can try to intimidate her, or offer to disperse peacefully. By the way, you can also come to an agreement with Trudy. She will ask you to take down Wolfgang, and will pay 100 caps for this, and as usual, you can bargain after completing three difficulty levels. For each successful trade, you receive additional caps to the starting reward for this task.

But you can agree to help Wolfgang by demanding money for his work and kill (or demand money using eloquence) Trudy. If you agree to help Trudy, then you will receive two subtasks: and. If you are going to help the hucksters, then if negotiations fail, you will have to kill Trudy and her son. It's up to you to decide. After the massacre, all you have to do is talk to the one you decided to speak for and receive your reward.

Human factor

The task is taken in a small village called “Alliance”. But getting to this town is not so easy. The fact is that it is surrounded by a concrete wall with turrets, and at the entrance sits an old man who is conducting a test. Only after passing the test will you be able to get in. The test is very simple and you can pass it without any problems. It is enough to simply choose friendly and peaceful responses, without showing any aggression. There are a lot of options and most of them allow you to go inside. Here, for example, is one of the options: question one - “Science”, question two - “I’ll treat the infected area”, question three - “I’ll escort him to a safe place”, question four - “Football”, question five - “I’ll give her what “something in exchange for his life”, question six - “I’ll pick the lock”, question seven - “Surgery”, question eight - “I’ll trade with him”, question nine - “I’ll disable the toilet.” Having answered all the questions, Swanson lets you into the village. In general, the answers may be different, in most cases it lets you in, so don’t be afraid.

Once you are inside the town, go forward and soon you will come across a conversation between Honest Dan and one settler. Dan tries to find out from him where some caravan went, but he doesn’t tell him anything. After these guys talk, talk to Honest Dan in person.

So, Dan agreed with a certain Stockton that he would find his missing caravan. But the task turned out to be not so simple, since he found only what was left of him near the city border. The last stop of the caravan was in the Alliance, so he came here to restore the picture of what happened, but so far he has not succeeded. That is precisely why he proposes to also take up this matter. He promises to split the reward in half. During the conversation, you will be able to ask for an advance by choosing the line: “Lids forward.” But keep in mind that the replica will be orange, which means that it will be difficult to beg for caps. If you agree, then you finally take on the task: . In addition to the regular subtask, you will also have an additional subtask: the main subtask - , the additional subtask - .

Having chosen a task, go to the north-eastern part of the Alliance. It is in that place that what remains of the caravan is located. Upon arrival at the remains of the caravan, you find a pile of corpses. The caravan was actually attacked near the Alliance. Pay your attention to the blue box that will be there. In the box you will find a certain “Diser’s Lemonade”. By finding this item, you complete an optional subtask: .

So what does this evidence provide? And the fact that Dizer’s lemonade is sold only in the Alliance and the people from the caravan had it. Means what? Right! The caravan was in the village and the people in the Alliance really weren’t saying something. By the way, do not forget that Dan said that there is probably one survivor from the caravan (this is Amelia Stockton) and he also recommended looking for evidence in the barracks of this village.

You can advance in this matter in two ways: get into the barracks, or “untie Penny’s tongue.” But to get into the barracks, you will need to have an average level of lockpicking, and to “loose Penny’s tongue” - pumped up eloquence. If you don’t have one or the other at this stage of the game, then come back to this task a little later.

I recommend that everyone immediately try to get into the house. There are three doors leading into the house: the central door, the door on the right side and the door on the left side. It is best to make your way into the house through the doors on the left side, since no one will definitely notice you there.

As soon as you find yourself in the house, immediately go to the bedside table near the central doors. There you need to take: the key to the Alliance house and the note “Jacob’s Password”. There will be another nightstand between the far beds. There, take the note “Alliance Reminder”. The note appears very strange, but after reading it, you receive an additional subtask: .

In any case, since you now have Jacob’s (the main one in the Alliance) password, you can go to his house and quietly sit down at his computer (don’t forget to close the door behind you). On the computer, select the option: “Fisherman report (draft).” Well, this passage is very rich in information.

Note in draft: “Mr. Huntley canceled trips to the Complex five times because of a fisherman (name unknown) who made his home at Mystic Pines Pond. Mr Huntley said his new "favorite fishing spot" was located directly above the entrance to the Complex. The Stockton search party was almost noticed by strangers. I recommend".

After reading the draft, you receive several new subtasks at once: the first subtask - , the second optional subtask - , the third subtask - . You complete the first subtask on the spot, since the location of the Complex is indicated in the draft. You can read personal files if you wish.

At the exit from the Alliance, Jacob will meet you and offer you 100 caps for remaining silent - it’s up to you. In addition, during the dialogue there is an option “Find a compromise”, but the level of eloquence must be high, since the dialogue thread is orange. In any case, you will have to send it to the Complex (unless you sold for 100 caps, of course). If you talk to Dan, he will be waiting for you near the Complex, and he will act as reinforcements for this task. If you don’t need help, then you can immediately go to the Complex. In general, just know that this task can be completed peacefully, too, if during a conversation with Jacob you manage to find a compromise, but if you fail, then go to the Complex, or find Honest Dan and go with him again - back to the Complex.

So, if you are going to talk to Honest Dan first, then keep in mind that he is very far away. You can talk to Dan in Baner Hill. At the entrance, tell the woman (if you haven’t been here yet) that you are single.

You can find the entrance to the Alliance Complex in the pipe in the middle. You will have to jump into the water and pick up radiation. There is an entrance to the Collector in the pipe - you should go there. Inside you have a new subtask: . Dan will be ahead (if you went to see him before and told him everything).

After going a little forward along the pipe, you will come across three people and a turret on top. You don’t even have to try to approach them and talk, because they will immediately attack you after saying: “You shouldn’t have come here.” Try to choose some convenient position, because the spotlights that are there will be very disturbing during the battle.

When the battle is over, do not forget to take the key from one of the corpses. Without a key, you will not be able to open the doors in the Complex. There are a lot of enemies waiting for you inside, so try to be constantly on your guard. In any case, gradually move towards the key point. In narrow rooms, be extremely careful, as there are two turrets in them.

Eventually, you will meet Dr. Roslyn Chambers anyway. If anyone still doesn’t understand what’s going on, then I’ll explain: the Alliance conducted research to detect synthetics, and the test that you took at the entrance to the town is the same experiment of the Alliance. So, Dr. Roslyn Chambers claims that Stockton's daughter is a synthetic. In general, the “SAFE” test was created to identify synthetics, which even now is not able to detect synthetics with 100% probability. Here you have a choice: give Amelia for torture, or prevent it.

My choice fell on saving the girl. If you chose the option to save Amelia, then you will have a subtask: . In addition, you have to kill the doctor. To free the girl, go to the terminal and open the corresponding camera (the first one). After opening the camera, a new subtask appears: . After talking with Dan, he gives you money for the work - 300 caps. During the dialogue, you can say “The share should be larger,” but here you will have to use your eloquence, so it’s not a fact that you will succeed. At this stage, the task comes to its logical conclusion.

In fact, Roslyn Chambers was more than insane, since her developed test (which was simply taken from the Vaults) did not give normal results. Constant torture and kidnapping did not justify her goal. If the methods were different, or more peaceful, then one could think about her experiments. In addition, even from the messages in the prison terminal it is clear that not everyone approved of her research methods, but it’s up to you to decide exactly what to do.

Clear the northern area

The quest is taken in Baner Hill from a merchant named Deb. Choose the “Work” option from her and she will offer you to do one difficult task. Deb will tell you about the northern road, which runs through a very old army training area. So, it was there, according to the caravan leaders, that a horde of wild ghouls settled, which needed to be removed from the path. Naturally, she will pay for such work. During the conversation, you can select the “Ask for money” option (which is highlighted in yellow). If everything went well, then she will offer 175 caps for the work. But you can claim even more caps by selecting the “More Money” option. But just keep in mind that this option is already highlighted orange and for a positive result you will need pumped up eloquence. In any case, this is how you get the task: .

Silver Cloak

The task is taken after you cross the bridge to the part of the mainland where Diamond City is located. Soon you will see a note in the upper left corner: “Signal Found: Silver Shroud Radio.” By switching to this radio signal, you will hear a message. So you get a task and a subtask for it: the main task is , the subtask is .

You will be able to talk to Kent Conolly only in a town called “Good Neighbor”. But on the way to this place you will have to kill a bunch of different enemies, for example, “packs” of super mutants. In any case, when you find yourself in this place, look for a certain one - this is where Kent sits. A little later it turns out that this is an intelligent ghoul.

After talking with him, it turns out that he wants to create his own superhero who would fight evil, bandits and save people. Of course, he will pay you for successfully completed work. And if you have pumped up eloquence, then you can also bargain about the reward. Since his superhero is based on the Silver Shroud series, you will need to go to the place where the very first episode was filmed - Hubris Comics. By agreeing to this task, you receive a new subtask: .

Advice: Before going to Hubris Comics, be prepared to do a lot of hacking. Almost every door will be closed. In addition, there will also be many different hiding places inside. The building has several floors, so be aware.

Once you're near Hubris Comics, go inside. There will be wild ghouls inside, and you won’t be able to kill them quietly, since there will be a mechanical monkey nearby that will “burn” you. In the same room on the first floor, find a cash register. There will be a key to the Hubris Comics warehouse. As soon as you completely inspect the first floor, go up to the second and get ready for the fact that there will also be wild ghouls there.

There will be four floors in total and the necessary thing (suit) is at the very top, on the mannequin. In addition, on the fourth floor you will have to defeat the “Luminous One” - this is another monster of the Wasteland. Somewhat similar to a wild ghoul (possibly a mutated wild ghoul). In any case, you have to kill him, and try not to let him squeeze you, because it will be very painful. By the way, as soon as you kill him, do not forget to search the corpse (there will be a lot of useful things there). And in general, it is better to carefully examine the entire building - there are a lot of useful and necessary things here. You can miss a lot.

Once you obtain the Silver Cloak costume, a new subtask will appear: . If you have cleared the building and are ready to move on, then return back to your employer. If you don’t remember yet, then you should go to Good Neighborhood.

Returning back to Kent, you can also give him the Silver Cloak cannon. If you bring additional Silver Cloak items, then you will receive an additional cash reward. Besides this, this is where the fun begins. Since Kent cannot become the “Silver Cloak” due to the fact that he is not so strong and brave, he offers to transform into him for you. If you agree, you can also demand a reward for this work (for which he will give you a couple of stimulants). By agreeing, you receive a new subtask: .

Explore the Pickman Gallery

The task is taken from Hancock in Good Neighbor if you ask him about the job. The fact is that Hancock had heard strange rumors about a place called the Pickman Gallery. This territory belongs to the raiders, but they are suspiciously quiet, and this silence makes Hancock uneasy. So he instructs you to go find out what’s going on. So you get the task: . As usual, you can bargain with him and ask for more money. There are three difficulty levels in total. For each level passed, the reward amount increases by 50 caps each time. But in order to persuade Hancock to pay more, it will take pumped up eloquence.

Once you get to the right place, you will come across a large group of raiders inside. Inside, having killed everyone and examined each room, you will probably find a corpse that will have a note called “Message to Jack.” Taking this piece of paper, you will receive a subtask: . Once you get back to Goodneighbor, go to Hancock's mansion and talk to him inside. After talking, you receive a reward and the task is now considered completed.

Road to Freedom

“Do you hate the Institute? Follow the Path of Freedom, brother” - this is how this task begins. In a place called “Good Neighborhood”, passing by any Druzhinnik, you will automatically receive this task. Your first and slightly strange subtask: .

Public Domain

The task is taken in a town called “Good Neighbor” in the shop of a certain Daisy. She can give you a job cleaning out the Boston library, which was captured by super mutants. Since this place is dear to her as a memory of her childhood, she wants to clear this place of monsters. In addition, you can bargain with her if you have pumped up eloquence. As usual, you can demand more and more money. There will be three difficulty levels: yellow (easy), orange (medium) and red (hard). With each success, the size of the reward increases (the initial reward is 200 caps).

In addition to the main task, Daisy will ask you to bring a book to the same Boston library. The book will be a library book. Your first subtask in this task: .

Clear warehouses in Good Neighborhood

The task is taken in Good Neighbor from a robot named Whitechapel Charlie. He will offer you a job that requires a disdainful guy to do very dirty work. Blood on the asphalt. Corpses on the ground. Everything like that. If you are interested, then agree. So, some anonymous client is willing to pay several hundred caps to have someone removed. It will be necessary to clear three points, without leaving any witnesses. The problem is that all three key points are located in old warehouses, so Charlie can't use his guys because it would be too visible. So he asks you to handle this matter. The starting reward is 200 caps. As usual, you can claim more caps as a reward. There will be three difficulty levels: yellow (easy), orange (medium) and red (difficult). With each successfully spoken phrase, the reward amount increases by 50 caps. In addition, you can try to find out who the customer is. All this depends on your developed eloquence. In any case, this is how you get the task: .

The first thing you will encounter in this task is locks. Getting into the warehouses is not so easy, since they will all be locked, and the locks will be red, which means that entry is considered illegal. Once you are inside, you will have several marks. In addition, first of all, sit down so as not to be noticed. Although nothing will stop you from simply rushing in and shooting all the gangsters, so the passage here depends on the playing style. In any case, you will have to face a pack of gangsters, so keep your gun ready. Once you clear out your first warehouse, there will be two more left.

With the rest of the warehouses, in principle, everything is the same: you make your way, clear it, leave. The main thing is to make sure that you are not seen while breaking doors, otherwise in Good Neighborhood you will be punished for this. As soon as you clear all three warehouses from gangsters, you will have a new subtask: . Returning back to the robot, you will receive money and experience. After this, the task is considered completed.

House of Memories

The task is taken in the house of memories from a certain Irma. It turns out that Irma is a seller of memories. During the conversation, she will invite you to plunge back into your memories. Here you have a choice: bribe or convince. But to convince, you will need pumped-up eloquence, keep this in mind.

So, Irma will tell you that the easiest way to work is with those memories that are associated with other people, or with recent events in which close people again participated. You can say about your wife (or husband) or your son (but the memory will be the same in any case). In general, at the end of the conversation, Irma tells you to sit in a chair to plunge into memories. So you get a new task and the first subtask for it: task - , subtask - . Sit down in the memory capsule on the left side and get ready to plunge into the events of the past.

Soon your most “recent” memory is triggered. You find yourself in that very “Vault 111”. Moreover, during those events when your child was stolen and your husband (or wife) was killed. Your new subtask: . There you can look at yourself in a cryogenic capsule. It turns out that everything was planned. Either there was a traitor in Vault 111 who specifically allowed people to be kidnapped, or everything was planned that way from the beginning. But there is no way to find out what these unknown people were talking about. When you return to reality, you will have a new subtask: . Get out of the capsule and talk to the woman. By the way, during the conversation there will be a dialogue option “[Moral damage]”, for which, if successful (eloquence also plays a role here), you will receive money!

By the way, Irma will also help you with the kidnapping of your son and the murder of your wife (husband). She will lead you to a person who can help you in the case of the abduction of your son and the murder of your wife (husband). She will recommend contacting Nick Valentine, a detective who works in his office in Diamond City. In any case, the task is completed + experience will be transferred to you.

Excavations

This task can be taken in Good Neighborhood. You will need to go into the alley between the warehouses. There, a certain Bobby will address you through the window in the door. He will offer you a job. To begin with, he offers you 50 caps, but you can demand more, up to 200 caps, provided that your eloquence is pumped up. You can also demand to tell him a little more about the case in which he is trying to involve you. It turns out that he is working on some major project, but that’s all for now. In any case, if you accept this task, you will have the first subtask: .

Diamond City Blues

The task is taken from a certain Paul in the city of Daimon City. You can meet him in the very center of the city. So, it turns out that his wife is walking, so Paul wants to talk to the person she is walking with, but he doesn’t want to show violence, so he asks you to help intimidate his wife’s lover. So you get the task: . Your subtask: .

When you arrive at the bar, it turns out that Paul is not as friendly as he seemed at first glance, because he is going to shoot Cook. So you'll have to calm him down a little so he doesn't do anything stupid. Please note that if you fail to convince the guy to remove the gun and resolve everything peacefully, then Cook will attack you and you will have to kill him. Please also keep in mind that some options will require pumped-up eloquence, so perhaps in some dialogue you will not be able to resolve everything peacefully, you will have to kill Cook again, or reboot.

In addition, if you do not shoot Cook, then he will make an offer, thanks to which you can get some caps. He will tell you about a rich boy who decided that he was a cool gangster. So, very soon this guy will have a cool deal where they will exchange drugs and caps. Cook's plan is simple: you take both the money and the drugs, killing everyone who is there. If you don't like this guy's proposal, then kill him. After the kill you will have a subtask: . You can find a note from him. So you will get a subtask: .

After reading the note, you will still have to go to the deal that Cook suggested going on. Your new subtask: . The deal is planned near the Back Street Ramp (a little north of the city). Upon arrival, you run into Trish and Nelson along with a couple of fighters. You can immediately attack them and not waste time talking. After the battle you will have a subtask: . Talk to the woman.

If you don't shoot Trish right away, you can find out from her the place where the drugs are prepared. It turns out that this is a whole laboratory. The laboratory for the production of drugs is located right in the Commonwealth. But without Trish’s help (as she claims), you will never be able to find this laboratory, much less get inside. If you are unable to obtain information using eloquence, then you can find out the location of the laboratory in this walkthrough: the chemical laboratory is located in the south part of Boston, in a fish factory called “Four Leaf”. So you will get a subtask: .

The most interesting thing is that the laboratory is guarded by wild ghouls, but Trish goes inside the laboratory without problems, since her team, like her, consists only of ghouls. But that’s not all, because there is also a whole system of traps there. And to disable the traps and open the doors, Trish will be needed, since only she knows the password to the entire system. In any case, she can provide you with the same password, but you will have to let her go. Although, once you find out the password, you can shoot her. There is nothing stopping you from doing this. But no matter what you do there, here is the password for doors and traps - “Applejack”. And by the way, don’t forget to search the corpses. At Nelson you can find more than 800 caps, and there is a large quantity of drugs in the boxes. To find the chemical laboratory, you will have to go to a place called the Four Leaf Fish Factory, which is located in the southeast side of Diamond City. In general, the path is not close.

The approach to the laboratory will also be difficult due to the fact that along the way you will come across super mutants. In addition, among them there will be a legendary super mutant, a rocket scientist, and even a couple of traps. Be extremely careful with traps (especially near the desired place), otherwise they will simply tear you apart. But inside the desired building, you will literally immediately be attacked by the wild ghouls that were mentioned earlier.

Having gone a little further, or rather, following the mark back to the street, it turns out that you need to climb to the top of the building. Behind the building there is a ladder with which you can climb to the roof. On the roof you will again have to kill a couple of ghouls, so do not let your guard down. Once you manage to get to the terminal, select the function there that opens the doors. Near the terminal (on the left), part of the wall will disappear, thereby opening a passage into the secret laboratory.

Before you go inside, get ready to be greeted by the laboratory staff, and they will be extremely hostile, so you will have to kill everyone. In addition, when you enter the laboratory, the task will be completed, and you will be credited with well-deserved experience, and when you kill all the ghouls, you can calmly search the laboratory and take with you many valuable things.

Avid fan

The task is taken from Mo in Diamond City. In short, Mo needs to find rare pre-war sports items, so he asks you to find them. As for the lids, we can agree. There are only three difficulty levels and for each successful transaction you will receive 25 more caps. In any case, having taken a job from him, you receive the task: . In addition, there are three subtasks: the first - , the second - , the third - .

Bring a canister of HalluciGene to Fred Allen

The task is taken in a place called “Good Neighborhood”. There you will need to find a certain Fred (you can find him at the Rexford Hotel). He will introduce you to an old building called “HalluciGen” and tell you that there are probably some drugs (drugs) there, but since the shooters (the coolest mercenaries) went there, he will not be able to get the drugs on his own. So he asks you to handle this matter. You can also negotiate with him in terms of remuneration. Each successful transaction increases the reward amount by 50 caps, but keep in mind that if you fail even once, you will return to the original reward - 200 caps. Your main task: .

Upon arrival in Right place, near the building you will find a couple of corpses of the same shooters that the employer spoke about. Inside you will be met by already living and hostile shooters. By the way, pay attention to how sick they became because of the drugs that were manufactured in this place. Keep in mind that in this place there will be a lot of different things that can not only be sold, but also used for other purposes, for example, in home improvement or weapon improvement. The building itself is quite large. There are a lot of different corridors and rooms in which there will be a lot of crazed shooters, so be prepared to hear crazy screams and stuff.

In the end, you will reach the doors, behind which the necessary canister will be located. The door is locked using a terminal, so in order to unlock them, you will need to hack the terminal. In order to hack the terminal, you will need the Hacker level. But don't be alarmed, because there is another way to open the doors. To do this, go to the room next door and find a computer there with an easy level of hacking. If you hack your computer, you can reset your current password and get a new one. It is unknown whether each player is given their own password at reset, but in this walkthrough the password is “Admin-3”.

Once you have the password, go back to the Hacker level terminal and interact with it to open the doors (you won't need to hack it now). This will open the door for you. And by the way, after going forward, you should not turn to the right, because there is poisonous gas that will kill you. Go left. Walking a little further, you will come across a new computer, which you will have to hack if you did not get the password. Using this computer, you can run a disinfection that will remove poisonous gas from your path.

You are literally one step away from the desired canister for the customer. You can get inside in two ways: break the doors and go inside, or carry out disinfection and go through the place where there was previously poisonous gas. But, in any case, you will find yourself in the laboratory, where you will stumble upon the shooter commander. The enemy will be quite resistant, in addition, he can activate an electrical mechanism that can give an electric shock. It is best to deal him a couple of blows and hide, or even better to quickly kill him due to the element of surprise. By the way, don’t be scared, but he can also become invisible, so be prepared for that.

After the fight, carefully examine the laboratory. You need to pick up two flasks with gas from the HalluciGen corporation. As soon as you pick them up, you can leave this place and return to Good Neighborhood to your customer. Returning back to Fred, tell him that the work is done and give him the flasks with gas. For this you get the experience and money that you agreed on earlier. The task is completed.

Vanish trick

The task can only be accepted after you rescue Nick Valentine from the hands of gangsters and he offers you to work for himself. In his office you can familiarize yourself with the case. And as soon as you get acquainted, you will have a new task: . You will also have the first main and additional subtask: main - , additional - .

Completing Brotherhood of Steel quests

Fire support

You will receive this additional task during the completion of the task: . Since the task is taken randomly, you will have to wander a little around the Corvega car assembly plant. At some point you will see a message in the upper left corner indicating that you have received a signal: . Your first subtask in this difficult task will be: . Tuning into the frequency is quite simple - use the Pip-Boy. There, by selecting the appropriate section and the desired frequency, you will receive a new subtask: .

So, you can provide the required assistance in the College Square location. And keep in mind that upon arrival at this place you will have to face a huge bunch of wild ghouls, so you need to be well prepared, or quickly run to the police station, where you can already help defend the building to the paladin Dansu and his special forces squad. In general, you just have to kill a huge bunch of wild ghouls and it’s better to do it in the company of friendly characters, so run to the Cambridge police station. By the way, as soon as you arrive in the vicinity of the Cambridge police station, you will immediately receive a new subtask: . As soon as this meat grinder with wild ghouls is over, you will have a new subtask: . Dansom will be a man in huge power armor.

During the conversation, Dance soon admits that he is a member of the Brotherhood of Steel faction and has a special task from the leadership in this place. The management gave the order to conduct reconnaissance in this place, but everything did not go as planned. In addition, one fighter is missing and their supplies are running low. Communication with the command also cannot be established because the signal is too weak. Soon Heylin will intervene in your conversation and say that the signal from the radio tower at the police station can be strengthened, but this can only be done with the help of the appropriate equipment. But there is a way out, since the equipment can be obtained from Arcjet Systems (a mini-factory). It is there that you can get the necessary equipment that will help make short-wave signal transmission to management. In general, Dance invites you to help the Brotherhood of Steel. With this, the task came to an end.

Call to Arms

You will receive the task only under two conditions. The first condition is that you must complete the task, thereby responding to help. The second condition is that after the battle you must agree to Dance’s request for help. Since Paladin Dance's squad is now trapped, they need to contact the command, but this can only be done using a radio signal. And since the signal is weak, the command cannot receive it. So you will have to get equipment that will help amplify this signal for short wave. So, your first subtask in this quest: .

Go inside the police station. Inside, talk to Paladin Dance. Inform Dans that you are ready to go in search of parts. So, your new subtask: “Follow Paladin Dance.” By the way, don’t forget to check out the police station, because there are a lot of useful things that will be useful to you during your journey through the Wasteland.

Follow the Brotherhood of Steel soldier. First, keep in mind that the path will not be the closest. Secondly, perhaps along the way you will meet raiders with whom a battle will begin. You don’t have to worry about Dans, but you should think about yourself. In general, not only raiders can attack, it’s just that only they can block the road on purpose. As for the rest of the enemies, they simply come across as you move towards the goal.

Eventually you will reach a place called Arcjet Systems. This is where you will have to find details that will strengthen the radio message at the police station. Just outside the entrance, Paladin Dance will stop to give directions. “We act quietly and cleanly. No heroic deeds, everything strictly according to protocol” - this is exactly what he will tell you. The protocol is naturally known only to him, so you can simply hammer a “bolt” into it. Your main target inside is the shortwave transmitter. Your subtask remains the same: .

Inside, your subtask will soon be updated to: . Dans will say that someone has already been here, but they are definitely not people or any other creatures - they are synths. There is no blood, no shell casings. Your subtask remains the same: . After passing a couple of corridors, you find yourself in a large hall. Your new subtask: . You can open the doors using a computer (terminal) in the same room. After opening the doors, your subtask changes to: .

So, as soon as the doors open, “packs” of synths will immediately run towards you. They are not very friendly, so get ready for a fight. After the battle, do not forget to search the remains of the synths and then immediately follow Dance. In the next room there will be no more synths, but there they will already calmly fire at you from above, so it is better to quickly deal with those from above. In any case, after the fight, continue to follow Paladin Dance.

You soon reach the Arcjet engine core. The transmitter you need should be in the control center at the very top of the core and, apparently, the elevators in this place no longer work. In order for them to work, you will have to go downstairs and somehow turn the main generator back on, which will supply power. Dans suggests examining the service sector, which is located near the main hall. So you get a subtask: .

So, you will be able to turn on the backup power only using the terminal at the very end. Finding it is not easy, since the path below is linear. As soon as you activate backup power, you immediately receive a new subtask: . In addition, you also have an optional subtask: .

The only thing that is not clear is why this subtask is considered optional if the synths are constantly advancing and, judging by the way they are beating Dance, they need to be destroyed as quickly as possible. In any case, press the button in the next room. The engine will start, the synths will be destroyed, and Dance will be saved. Your new subtask: . Go to him and talk to him. Dance will be fine, so call the elevator and go to the control center.

A massacre with synths will begin again in the control center. Your new subtask: . Having killed all the synths, you have a new subtask: . You can find this part on one of the synths, so inspect everything carefully.

Having found the transmitter, your subtask changes to: . In general, the essence of the task, I think, is clear. It's time to get out of this abode of synths and into the fresh air. By the way, the exit will be nearby, so you won’t have to drag yourself back through the entire building. On the street, your subtask is updated: . So, paladin Dance will tell you two important things on the street. Firstly, if you give him the transmitter, he will reward you well for the operation. For the work done, he gives you his personal weapon - a Brotherhood of Steel laser carbine. This is how you get the Righteous Overlord cannon. As for the reward, you get 50 nuclear batteries. Secondly, he invites you to join the Brotherhood of Steel. In general, it’s up to you to make key decisions, but, in any case, the task is completed.

Semper Invicta

To accept this task, two conditions must be met. The first condition is to complete the task: . Condition two - at the end of the “Call to Arms” task, you must agree to Dance’s proposal to join the “Brotherhood of Steel”. And then this task will begin immediately after you complete the task: . Anyway, your first subtask in this quest: .

Shadow of Steel

Probably the most incredible additional task associated with the Brotherhood of Steel. Moreover, taking on the task is not so easy, since you will first have to go through part of the story task: . And by the way, only when you kill the mercenary Kellogg and leave Fort Hagen. At the exit you will be able to immediately see one small plane, and if you raise your head higher, you will see a huge fleet that will say that this is the “Brotherhood of Steel”. I think it's no secret why they came here. Their main goal is the "Institute". Anyway, your first subtask: . After you listen to the radio message, a new subtask will appear: . Where did they go? They are flying to the Cambridge police station, so if you can't wait to stare at this huge flying ship, go to Duns soon.

Completing Minutemen missions

First step

You can accept the task only after you complete story mission: . The task is issued by the same Preston. After successfully completing the task, Preston asks you for one favor. So, one settlement asks for help. Residents of this settlement still hope that there are still noble Minutemen in these parts who can help and protect. But since there are not many Minutemen now, more precisely, for now there is only one active Minuteman - Preston. He asks you to help find the remaining members of this faction. After the conversation you have the first subtask in this additional task: . In addition, there is one more subtask: . He will help you during this task.

Go to the indicated point on the map. The settlement of Tenpines Bluff is located quite far away, so most likely you will stumble upon more than one enemy, so be prepared. As soon as you approach this ruined settlement, you will see a note: “Discovered: Tanpines Bluff” + you will be given experience for finding this place. Talk to the settlers and it’s best to immediately say that you are one of the Minutemen.

So, these settlers have been terrorized by one gang of raiders for several weeks. They constantly steal supplies and food from them. And if they refuse to pay them this tribute, they will kill them. And although they know where the lair of this gang is located, they do not have enough strength to overcome them. That's why they ask for help.

During the conversation, your subtask will be updated to: . The desired location will be marked on your map after talking with one of the settlers. You can immediately go to the specified location and kill all the scum. The lair is located in the south and you will have to go quite far.

Advice: Before you go to this plant, keep in mind that this is not any ordinary camp or raider site. There are very, very many of them here, so I strongly recommend that you prepare well before traveling there. It’s not even a matter of what they will have in their hands and what they will wear - they simply crush with their numbers.

When you get to the plant, you will soon receive a signal: . So you get the task: . But don’t be too distracted from your current task, because there are a lot of raiders here and you need to be careful. During the clearing process, grenades and mines will help you a lot. At the beginning of any battle, it is better to sit down somewhere (find a comfortable position) and shoot back. Keep an eye on your ammo, because if it is low, then you will either have to go hand-to-hand or look for ammo during the battle.

Advice: As you wander around this car factory, don't let your guard down, even after you've killed all the raiders outside! You still have to go inside, where not only raiders are waiting for you, but also turrets. So, when turning another corner, be careful. You never know when an automated cannon will start firing at you!

After you clear the area outside, look for a way inside. Raiders are waiting for you inside again. At the very end you have to kill Jared - the local leader. In addition, keep in mind that Jared will be covered by a couple more raiders and turrets. If you have problems with the turrets, then carefully inspect the room - there is a terminal with which you can disable automatic installations. As soon as you deal with the bandit leader, you will receive a new subtask: . And by the way, don’t forget to carefully search this plant, because here you can find a whole bunch of useful things!

Either way, head back to Tenpines Bluff and turn in the quest. After telling the residents that you have completed their instructions, you receive the caps and are given the opportunity to use the workshop in this small, dilapidated settlement. In addition, your subtask is: . And the settlers whom you helped solve the problem now agree to join the Minutemen.

When you meet, Preston will tell you that the residents you helped decided to join the Minutemen and that’s great. During the dialogue, Garvey will issue a flare pistol. With the help of this weapon, if anything happens, you can call for reinforcements, and if there are Minutemen somewhere nearby, reinforcements will definitely come to you. In general, as soon as the rocket launcher and caps are handed over to you, your task will be completed + the experience you deserve will be transferred to you!

Oberland Station: Raiders threaten the settlement

The task is taken from Preston Garvey, but only after you have fulfilled several conditions. First, we completed side quest: . Secondly, if during a conversation with Preston Garvey agreed to be the General of the Minutemen (that is, the leader) and took on the responsibilities of leading everyone. Since there are no other active Minutemen except Harvey, you are the only candidate for the position of leader. Your first subtask in this task: .

→ Tip: At this stage of the passage, you can now take Preston Garvey as a partner. If the difficulty level and enemies in general are giving you problems, then grab this Minuteman and go!

Upon arrival at Oberland Station, find the settler marked there and talk to him about the problems. It turns out that the next raiders are demanding supplies from civilians and threatening to kill them if they are not supplied with supplies. The settlers ask you to help them in this matter. So you get a new subtask: . The desired location will be near Diamond City (a little north of the city), so hit the road.

The settlers said that three raiders came to them. So, outside you have to kill three raiders, but inside there will be many more of them. So be prepared for a variety of difficulties. In addition to the raiders, you will also find turrets inside, so be careful and try not to expose yourself. As soon as this place is cleared of raiders, you will receive a subtask: . Return back to Oberland Station and talk to the settlers. As soon as you talk to them, you will be rewarded with caps, and the task will have a new subtask: . After talking with Preston, you get experience for this task, and the task finally comes to an end.

Settlement "Somerville Place": The settlement is threatened by raiders

The task is given by Preston Garvey, or you take it personally from civilians, having reached the Somerville Place settlement, which is located in the southern part of the map. If the task was taken from Preston, then you will receive a subtask: . In any case, they will ask you to help deal with the raiders. So you get a subtask: . Immediately open the map and find the right place. It will be located in the eastern part of the settlement, so you will have to somehow get across the swamp.

Expansion - Starlight Restaurant

After you help the residents of Oberland Station deal with a group of raiders, report everything to Preston. Having received a reward, you also receive a new task. Preston will tell you that the scouts found a suitable place to build a settlement, but a problem arose - some bloodthirsty creatures settled in that place. So you will have to clear this place and after clearing, place a radio beacon to notify all the settlers that this place has been cleared. So you get the task: . And immediately a subtask to it: .

Cleaning - Greentop Greenhouse

The task is taken in a place called the Greentop greenhouse. There, after talking with one of the settlers, you will, as usual, need to provide assistance. This time, civilians (aka settlers) will ask you to clear one place of various kinds of creatures. If this is not done, then most likely they will soon visit these people and feast on the little man. But the most offensive thing in this whole story is that the place where these creatures live is ideal for construction. Moreover, civilians will tell you that they know people who would agree to settle in that place, if, of course, the place is cleared of monsters. In the end, this is how you get this task and immediately a subtask for it: the main task - , subtask - . By the way, the most interesting thing is that this commune is located in the extreme western part of the map. Question: how will the monsters get to the residents? Of course, this is a mystery, but what can you do, go complete this task.

Once you get to the Sun Tides commune, you'll probably run into a certain Professor Goodfils, but he won't talk to you, so don't waste your time on him. Go clear out the houses. There you may come across either beetles or wild ghouls. In addition, there is a chance that you will meet a legendary ghoul there. After shooting at it a couple of times, it will mutate and a serious battle will begin, in which just try not to expose yourself to blows. You can pick up some weapon that performs well in close combat.

By the way, you can also try to reprogram the robot assistant. The required terminal is located in the center and you will also have to hack it, but be careful, because if something goes wrong, then the robot will attack you. After you kill the legendary wild ghoul, you will receive a new subtask: . By reporting the cleanup, you receive caps + experience for the task. In addition, the residents of Greentop will tell you that they are ready to join the Minutemen for their help.

Assault on Fort Independence

The task is taken from Preston Garvey. He believes that now it is time for the Minutemen to take back “The Castle.” This castle is a very old fort. Long ago, the fort served as the main base for the Minutemen, but those days have passed and now new residents have settled there. With your help, of course, the Minutemen will be able to get this “nest” back. Your first subtask: .

As soon as you talk to Preston about storming the Castle, he will tell you that he will be waiting for you near the fortress. So you get a new subtask: . So go to the right place, if, of course, you are ready for battle and have prepared well.

Sweatshop: Greenskins

The task is taken in a place called “Sweatshop”. It is located in the northern part of the map. Upon arrival you will come across a very interesting place, where intelligent ghouls settled. Find a certain Wiseman there and talk to him. So, he will tell you about how the mayor of Diamond City dealt with normal (reasonable) ghouls - he kicked them out. So, Wiseman was not at a loss and founded his own community, in which they learned (in the local swimming pool) to grow herbs, or more precisely, smolyanka. But everything would be even better if they laid out trade routes, thereby selling that same smolyanka. Unfortunately, it is not possible to build them because super mutants have settled nearby and are attacking the caravans. Wiseman asks you to deal with these monsters. So you get a subtask: . Open the quest log, select the appropriate quest, open the map and find the location you need.

It would seem, what's wrong with that? Just think, kill a couple of super mutants and go back and report everything. But, friends, the whole “salt” is that there will be, perhaps (it all depends on the great randomness) two legendary monsters, among which one is a super mutant, and the other is a very strong robot. Characters that are not pumped up and well equipped will not be able to do anything at all. You don't even have to try. What is important to know?

First of all, don't even try to kill two legendary monsters in one fell swoop. It's not just useless - it's dangerous. Plus, it's not even effective. Not at all. Complete zero. Especially if you are not playing on easy or even medium difficulty, then this is generally a quiet horror.

Secondly, you need to kill ordinary enemies. Each and every one. You cannot leave ordinary enemies, because they will interfere. For example, crowding. IN key moment, when you cannot step back, you may be killed purely by accident, or something worse - they will simply beat you to death like a dog with the whole crowd.

Thirdly, bring some powerful weapons with you. For example, with the help of “Fat Man” you can try to kill someone, but it is better not to use this weapon on legendary monsters, because after mutation they will restore their health and it turns out that you just wasted the shell. You just have the element of surprise on your side - take advantage of it.

Once the place is cleared and everything has been carefully inspected, return back to Wiseman. He will give you a hundred caps, and in the future you will now be able to use the workshop in Potogonka. In addition, Wiseman will also tell you that he is ready to join the Minutemen. Because it's better to help each other. So you get a subtask: .

Return back to Sanctuary and find Preston there. He will be happy with this news, because ordinary residents cannot withstand super mutants. In any case, the task is completed, so you will be given the experience you deserve.

Secchuary

The task is taken from Sturges. The conversation will be quite short. He will tell you that, to begin with, it would be nice to make normal beds in this place (your settlement), since people have been sleeping on bare ground for quite a long time, which is very bad. The task is taken during the quest: . You will have a subtask: . Either way, this is how you get the subtask: .

Completing the Railwaymen's quests

Completing Institute quests

Completing Companion quests

Taking a bow - Strongman

While wandering around Diamond City (or heading towards the city), you will soon be able to pick up a new radio signal: Trinity Tower Radio. By switching your Pip-Boy to this signal, you will receive a message. The message will be a request for help. So you receive a new task: “Going to bow.” And the first subtask to it: . The message will say that one poor guy was surrounded by super mutants and under siege, so he needs help.

So, you need to get to a place called Trinity Tower. Upon arrival at this place you will encounter a couple of mutants. Dealing with them is not a problem. As soon as you clear the first floor, go higher and enter the elevator. Press the button and take the elevator higher.

At the top you will again have to fight super mutants. In addition, it is constantly unclear what a certain “Fist” will tell you. There will be many more enemies than on the first floor, so get ready for a fight. And here you will find another elevator that will take you much higher. Using the second elevator, you will find yourself at the very top of Trinity Tower, where there will be more super mutants. By the way, right there you will meet the same “Fist” who threatened to kill you all the way. Please note that he will be dangerous because he will have a minigun in his hands and it is too dangerous to come close to him.

After killing "Fist", go to the very top, take the cell key from the box and go to the prisoner. In the cell, it turns out, there is not only a captive man, but also a super mutant. The human's name is Rex, and the super mutant's name is Power Man. But Strongman is not like the others - he is smart and more civilized (and to be honest, he contacted Rex to take possession of human power, but his own people considered him an idiot, so they locked him in a cage). After talking with the prisoners, you receive a subtask: . By opening the camera, you get a new subtask: .

In addition, get ready for the fact that after the prisoners are released, more super mutants will immediately attack you. To go down, you won’t have to go through all the previously completed floors again. There will be an elevator nearby, where Rex will already be standing along with the Strongman, so all you have to do is join them and press the button to descend. During the descent, at some point the elevator will stop and you will have to get out to transfer to another elevator, so once again get ready for a fight.

When the elevator stops one more time, don’t think that you need to get off again. Now you just need to kill the mutants who will be in the building. After you kill them, the elevator will continue going down. When the elevator stops for the third time, it will be the end and then you need to walk on your own two feet. The key point will be located nearby, so you won't have to walk another half of the city in search of a safe place. As soon as Rex also runs to the new key point, a new subtask appears: . After talking with Rex, the task will be completed and you will receive the well-deserved experience. Rex will leave you, and Strongman will be able to join you as a companion.

A Long Way Ahead - Robert McCready

Recruiting Hancock - Hancock

Plot of the Century - Piper

The task is taken from Piper, a journalist. The main character meets her right next to Diamond City. At the entrance, after talking with her, it turns out that she is not allowed into the city because she wrote a lot of interesting things about the local government in her newspaper. When you approach, she will ask you to play along with her so that you can get inside together. You don’t have to do anything, Piper will put on a little performance herself. Once you're inside, you'll meet the mayor inside. During the conversation, Piper will say that she has a job for you. So you get a new task and the first subtask for it: task - , subtask - .

Go to a place called Social Events. Having arrived at this location, your subtask is updated to: . So, Piper asks you to give an interview in which you would talk about yourself, how you lived in the shelter, and so on. You can answer as you please.

In general, Piper's personal task is complete chatter. There is nothing difficult about this. Even when entering Diamond City, you won't have to make any key decisions - everything is easy and simple. And when you finally give Piper an interview, she will agree to join you as a companion. After this, the task will be completed + you will be given experience for completing it.

The Fallout 4 mission "Excavation" begins in Good Neighborhood. This is a small settlement in the center of Boston, on the streets of which you can meet people of different categories: bandits, ghouls, tramps, drug addicts and criminals. Therefore, visiting this place is quite dangerous. Nevertheless, there is a lot of work here, even if almost all of it is of a criminal nature.

Meeting with Bobby

So, for example, if you move to the end of a narrow alley behind the weapons store of the sociopathic robot KL-E-0, you can come across the house of Noseless Bobby, an entrepreneur and longtime acquaintance of Mayor Hancock.

Bobby will tell you about a cache located right under Diamond City. She could have done it herself, but her workers stopped digging as soon as they met the swamp creatures living everywhere there. To get started Fallout quest 4 “Excavations”, you need to offer her your help.

In response to this, Bobby will offer 50 caps in advance, and high level You can get twice as much charm plus Additional information. In any case, she will open the door and then take the hero to a place where he will have to kill several swampers. But there will be no one to dig anyway, so you will need a specialist in this field. And Bobby knows who it could be.

Meeting with Mel

Mel is a local roboticist and the creator of a unique “robotic eye” nicknamed “Sonya”. Just what you need to Fallout mission 4 “Excavation” to get to the storage room. The problem is that Mel is in jail for trying to reprogram a bartender in Diamond City to give out free beer. Bobby will suggest meeting at the local market to discuss the details of the operation.

Noseless believes that it will be easy to get her partner out. To do this, you need to go into the room, and if you have enough charisma, you can bribe the guard. Another option is to activate a broken Protectron by hacking its terminal. The robot will begin to attack the guards and give Mel time to free him. Now all that remains is to recruit him. Although this will not be a problem.

"Sonya", act!

The Sonya robot is capable of destroying almost any obstacle with a powerful impulse. In this case, these are the walls at the excavation site. The main thing is to point out to her the most fragile of them. So, everything is going smoothly: “Sonya” is paving the way, the hero and Bobby are clearing the territory and hacking simple terminals, and Mel, apparently, must monitor the technical condition of his device. The Fallout 4 mission "Excavation" is in full swing.

Mel eventually begins to suspect that Bobby is hiding something. He's pretty sure they're not under Diamond City. But Bobby insists - they are where they should be, under the vault. And to penetrate it, all that remains is to destroy the ceiling. "Sonya" creates the last impulse, and it is covered with debris. We go upstairs and go into the storage room.

Difficult choice

Noseless Bobby once had close contact with the mayor of Goodneighbor. Therefore, she knew very well about his hiding place. It was to this place that she came. Bobby will say that there is no difference and that there is something to profit from here too. And indeed it is. The only problem is a woman named Fahrenheit. She also resides in GoodNeighbor and is Hancock's first deputy and bodyguard.

The mercenary is dressed in metal armor, and in her hands she holds the Ashbringer minigun - a multi-barrel 5-caliber heavy machine gun that, in addition to enormous ballistic damage, deals 15 units of fire damage. In general, a real killing machine. In addition, she is covered by two flamethrowers in protective suits.

This is the most difficult place in the Fallout 4 "Excavation" mission, the passage of which will force the hero to take one side or another. The good news is that you can negotiate with Fahrenheit if you betray Bobby and leave the vault the same way. Otherwise, you will have to enter into a difficult battle, which, most likely, will be unequal.

And again the choice

True, the victory over Fahrenheit in the Fallout 4 mission “Excavation” will not go unnoticed. The mayor will still find out about what happened, even praise him for the excellent operation, but demand retribution. All you need to do is kill Bobby and pay a small compensation in caps.

Bobby, of course, is not a strong opponent, but if you don’t touch her, she will allow you to take all your things. You can lie to the mayor that Bobby is finished, and he will believe it, he won’t even take the lids. He will say that he is tired of power and will ask to be his partner. For a hero who is used to solving problems using tough methods, he will become the most understanding companion.

Fallout 4: mods

It is worth noting that the mission is quite difficult. Therefore, to simplify the passage of the game, you can use some mods. For example, the Disarmament mod in VATS mode adds a new target - a hand with a weapon. Now, when you shoot there, there is a chance to knock out the enemy’s weapon. True, he can immediately rearm. If, of course, there is something.

You can also add a set to the game, which includes about two dozen grenades and various types. Download useful additions to Fallout game 4 (mods), you can not only simplify its passage, but also make it more interesting and beautiful.



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